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The best places on the maps for TT. Positions for LT.

This is one of the very first cards in the game. It also is also noteworthy in that the real place of the Prokhorovsky battle of 1943 is taken (in minimizing scales, of course). This is a fairly spacious card, with a hilly plain in the middle of a map, a dirt road on the left, a village, railway road and a large mountain of right. The size of the card is 1000 per 1000 meters, and the level of battles from 3 to 11. For its long existence, players tried on it absolutely all different tactics of Defa and Rush. Therefore, we can only unite everything in a single picture.

On the map there are two key positions - this is the mountain and "Alya". Also an important point is the field, in the center of which are located at home and moving to the hill and the village. It is worth going to the slide, and most often. The slide is the most important sector on the map. Capturing it can be shot by opponents walking through the village. Therefore, the capture of the slides is extremely important. "Alya" is an ambush place. Perfect position for. It is not necessary to move on the "Alley", but also you don't need to climb on the dog. If you want to touch on the "Alley", then better let it be PT. There are nothing to do there: they are poorly disguised and hid in the case of a light of nowhere. For this, probably, the most favorite map: Open spaces, Lupi where you want to "Prokhorov" usually drives along the field and on the bushes near the railway, so the position of art is better to occupy in the left side of the card, from sin away. From the second Ponpa, get to the hill, st and shutter can for a couple of seconds faster than their colleagues from the first, which gives them a slight advantage. Also excellent position for medium tanks is the middle of the field, from there you can shine, and shoot on the mountain right in the side of the enemy tanks, and punish inexperienced enemies on the alley. But better in order.

Sample travel paths for all types of technology.

Green dots - chuck or Fri.
Yellow points - light points / snip point.
White dots - railway crossing.
Red dots - art.
Yellow arrows - directions of attack Art.
Blue arrows - Attack directions TT.

Tactics.

It should be said that both from the first and second respare tactics of action is the same. Everything will depend only on the direct hands of the players. On Alya, it is best to send a PT - these comrades will not let the tanks for art and light them even earlier than the enemy will see them themselves (which may not happen at all). Middle and heavy tanks are best sent to the railway road, to the village and on a slide. In the village of heavyweight will feel more comfortable, because between the houses can be hidden from the fire, which will bring the battle to the urban type. Also, TT will help their art on a hill or in case of failure, they will be able to restrain the enemy for some time. Name any of the directions cannot be prioritized. Both sectors are extremely important. The only difference is that your team will take on the "Alley": if you decide to define, there is nothing to do with heavy trees on the "Alley". You can, of course, leave 1-2 for the cover of PT flanks. The main forces are better sent to the village and on the slide. The task of ST - take a slide. If they succeed, the victory is in your pocket. They will cover their grief from the mountains in the village, they will starve enemy lights and, descending from the slide, destroy enemy art. Oh yes! About the observant bush on E1, I think, do not remind you? Great place for passive light, a beautiful view of the whole "Alley", the main thing is not to move and not shoot.

Attack from the second respe, in principle, nothing differs from the first. Tasks in front of the tanks are the same: "Alley" defaining PT, heavy, and station are ride into the village and on a slide. That's probably all. These are general principles of fighting on the map "Prokhorovka", and what tactics to choose for yourself - you decide. Good luck to everyone on the battlefields!

Plain, separated by rail embankment. On the map a large number of Thickets and trees that give good shelter for artillery.

Prokhorovka

Yellow points - light points.

Red dots - artillery.
Green areas - Location PT-SAU.
Red areas - hot spots, the main places of battles.
Yellow arrows - directions of attack Art
Blue arrows - Attack directions TT

Boy tactics:

Light tanks (LT)- Their role, as in most cases, competent illumination of the enemy forces. Despite the seeming simplicity of the card, the intelligence will play a key role in it, since the outcome will depend on one rapid and clearly well-coordinated attack. Ideal for highlighting suitable tanks T-50 and T-50-2 or those like. Surging on top of the hill, you can get a good review.

Fri saau- Their dislocation location should be as hidden as possible to apply the maximum damage before they detect and disassemble. On this map, this place is Alya. Also good places for PT are marked by green dots.

Middle Tanks (TC) Trying to take the village as soon as possible. This will allow you to control the majority of the Card Prokhorovka on this side of the railway.

Heavy Tanks (TT) It is better to divide into two groups. The first group (preferably in a greater number) occupies a position on Alla. The second group helps Lt storm a hill. The top tank from this group should take a point on the basis of moving, but does not drive it from it. Thus, he will be able to view the entire area and at the same time to hide at the shelter.

Saoo- Their task to fit the top tanks of the enemy if possible, or at least apply the maximum loss of enemies.

Such tactics is passive-aggressive protection. Stick it before the onset of a convenient point. This can be the destruction of a significant part of the enemy's troops or its elite tanks. In this case, we go into the attack boldly.

Consider the best positions on LT cards. We define and show only tactically important items for a successful implementation of the Master of Aggressive Intelligence.

With the choice of equipment, crew skills and the basic principles of the game on LTs figured out. Open cards for comfortable LT game are not so much. And specifically for the passage of LBZ LT 15, where it is necessary to apply more than 7,000 and 8,000 damage to the total, cards are suitable: Malinovka, Prokhorovka and Fire Arc. On these maps there is a great chance for the passage of these tasks.

Maps are almost the same, with the exception of a slightly modified landscape, soundtrack and lighting. They are open cards, convenient for the game on LT, ST and SAU.

E1. (Alley)


Advantages:
- the best position to light the enemy and very universal, makes it possible to shine the alley and part of the field;

Disadvantages:

- Very frequent Blind Shot. in this place;

E2. (Alley)

Advantages:
- rarely who occupies this position, lack Blind Shot.;
- Easy change of position without possible damage.
Disadvantages:
- A positional place is lower than E1. Review coverage less;



Advantages:
- the most popular position for lighting the enemy, allowing to shine the alley and part of the field;

Disadvantages:
- one of the popular bushes on the map;
- Frequent Blind Shot in this place;
- Change the position without damage is extremely difficult;


Advantages:
- Rarely who occupies this position;
- Easy change of position without possible damage
- Almost no one blind shot in this place.

Disadvantages:
- It is unlikely to heave the desired number of damage on the enemy;
- Possible closer from passing such.

G9 (Mount)


Dignity
- extremely rare position for LT;
- Overview of the whole mountain and village.
Disadvantages:
- It is unlikely to heave the desired number of damage on the enemy;

Robin

An open card is convenient for playing at ST, LT and SAU. In a priori, TT does not like open cards, and the raspberry especially. After capturing the mountain of any of the teams, there is a certain one.

Separation of a conditional design card:


We will analyze key positions from the top (northern) respauna:

E4 (shore)

Advantages:
- the best position to light the enemy and is very universal, makes it possible to shine part of the field, extremely part of the barns and hillock (G8);
- It is very difficult to light up the tank in this position.
Disadvantages:
- the most popular bush on the map about which almost everything knows;
- Very frequent Blind Shot in this place;
- Change the position without damage is extremely difficult



Advantages:
- Excellent position to light the enemy, makes it possible to shine the hillock, base, moving.
Disadvantages:
- It is extremely difficult to get at the beginning of the battle without shielding;
- it is easily launched with tanks that on the shore;
- Change the position without damage is extremely difficult.



Advantages:
- Good position for lighting the enemy on the crossing and on the hillock.
Disadvantages:
- easily shielded with tanks;
- it is meaningless to try to shine if the Allied LT is on E4 and F5;



Advantages:
- the ability to shine fields and cowshes, as well as shore;
- It's hard to light the tank in this position.
Disadvantages:
- unlikely to more a large number of damage;

We will analyze key positions from the lower (southern) respauna:


Advantages:
- a position for the active light of the enemy, makes it possible to shine the opponents climbing and standing on the hillock;
Disadvantages:
- It is advisable to move to this position at the very beginning of the battle;
- position is shot from the mountain;
- Change the position without damage is extremely difficult.



Advantages:
- Position for passive and actively lighting the enemy, makes it possible to shine travel by J3
Disadvantages:
- Quite often, tanks opponents come to this square;
- It is unlikely to more a large number of damage.

We will look at the map. As usual, on the map in different colors, the main routes of movement of the tanks of different classes are displayed.

Red circles indicate the start points of the light tanks. On this map, light tanks go to shine mainly in 2 directions: from the start point of the first base, LT moves through the swamp or through the city bridge. Note that LT from the first base on the bridge of the shutters almost never go, because the distance from the start is quite distant and successfully drive the bridge in the shock, most likely it will not be possible.

Lightweight tanks from the second base are mostly driving to shine in two directions: through a swamp or through the bridge in the shock. All routes of LT movement are marked with yellow arrows.

PT-SAU on the map of the hump occupy different positions. These are mainly protective points from which you can fire and remain unnoticed. All the main locations of PT-SAU are marked with green circles, and movement routes are marked by green arrows.

Middle tanks on the map Top in online game World of Tanks. Right along the routes, which are marked with blue arrows. The main battles of medium tanks occur in the destroyed city and in the swamp. In the area of \u200b\u200bthe urban bridge, there is usually a shootout at a distance, sometimes of course the middle tanks are driven and highlighted enemy technique. In general, the main places of the shack of medium tanks are marked with pink circles.

Artillery on this map is located near the start points behind bushes, so it will not be much difficult to find it. Occasionally, artillery departures from the point of the start to occupy a convenient place, but often they still stop close to the starting position (purple circles).

Heavy tanks on the map Top in Ackn game World of Tanks. Right mostly on two routes: through the city bridge and on the bridge through the downtime. Heavy tanks are practically not moving through the swamp, as this place is shot from different sides, and survive there is not so easy. TT movement routes are shown on the map with the Red Arrogors.

Tactic Rush on the map The hide has its advantages. Rush through the swamp does not always go well, but if you have a lot of medium tanks in the team, then in principle, it will not be so hard to win. The main routes of Rush tactics go through the bridges, as shown on the White Arrogments map.

Welcome to you, guests and guests of the portal website! Today we will tell you about one World of Tanks - Top. The map is very simple and predictable, perhaps it is Although she did not deserve great love for players. However, let's talk about her and maybe you will learn something new.

General information.


Picture 1.

Top Refers to summer cards (Summer camouflage is used), available for 4 - 11 levels of battles, only in random battle mode. The size is standard for our game - 1000 * 1000 meters. The Wot Map appeared in our game for a long time, in patch 0.7.0. However, the gaming community and the developers themselves were almost immediately recognized as not suitable for the game and already in patch 0.7.4. was removed. For a long time She dust in the archives of the Minsk office of cardells while updating 0.8.8., Prederev some changes were not added again in rand. True and then the players did not love the card and the developers had to drastically remake the Wot fusion in the update 0.9.9. To this day, the card is available in a random battle, although she did not make a special love of tankers even after serious changes. Let's figure it out that with this card is not so.

Main components cards:


Picture 2.

1. Top base.
2. Positions for DEPA top base
3. Comfortable hill with bushes (Used tanks of the upper base for the bars and enemy positions near the base).
4. Gorka (convenient directions for quickly pressing a team of the lower base and exit to the enemy base, but more often quickly beware of the upper base team due to the fact that the positions of the upper base are located near the slide and the opponents came here, having met resistance, simply turn out to be compounded in their actions) .

5. Lower base.
6. Positions for Defa Lower Base (There are some shelters from artillery).
7. Comfortable hill with bushes (used by the tanks of the bottom base for the bars and enemy positions near the base).
8. Urban development (Convenient position for heavily-rolled tanks to face the thickness of the armor, however, similarly to the hill, most often simply beware of the tanks of the lower base with the support of allies from the positions near its own base).
9. Central Nizina (The swampy place is mostly not playable and is used only by fireflies for reference and trolling rivals on the hills; closer to the end of the battle, when the situation on the battlefield becomes clear, is used to quickly travel to an enemy hill and positions for Def near the base).

How to play on the map of the hill?

Friends, look good on the ministry. Does it remind you anything? Yes, yes, it is very similar to the card. Here there are also two parts separated by the swamp and each of the parts of one team is easier to defend and urge the other team. For example, part of the card with a slide is easier to capture the top base team, and part of the card with urban development is easier to capture the bottom base command. However, on this map, unlike Erlenberg, it is still easier to sell the enemy part of the card, just it will be necessary to make a little more tanks than usually go in random.

Tactics on the map Top Wot for the top database team:


Picture 3.

In Picture 3 shows a standard gameplay scheme for fusing for the top base command. Such tactics can be traced in every battle random on this map. PT-SAU and other lovers to shoot on someone else's light occupy positions near their own base (zones displayed in blue): From these positions, it is quite good for the central swamp and enemy hills, and also provide comfortable conditions for protecting our own database in the event of a breakthrough of enemy Tanks. These positions are good if the swamp is not gullived on the swab, which will inevitably highlight you and troll. Fast tanks break through the slide and with the support of allies cleaned it. Other tanks pass along the hill, shooting around the enemies going to the hill, and then they, uniting with fast tanks from the slides, break through and press to the enemy positions near the base, gradually swaying defense from different sides with the support of PT-SAU. Often you can observe and tanks that go to the town from the top base. This is not always the best decision, After all, you will shoot you already on the entrances to safe areas, and therefore do not be surprised that you will come to the city already "inhabited." From the upper base, it makes sense to go to the city only if allies are supported by allies (go there at three - four tanks do not make sense, since the opponents will certainly be more and they will have support from PT-SAU positions). It is worth saying that even if you are supported in the attack on the town and you successfully capture it, then further promotion will be difficult, as the departure from urban development is located in a direct shot from a more comfortable PT-SAU position. Artillery on the map Top from the upper respauna should take positions behind the Allied Forces and as far as possible to move towards the hill.

Tactics on the map Top Wot for the Lower Base Team:


Picture 4.

As you can see in the picture 4, the tactics from the lower base is practically no different. The only exception is that the team takes the city and moves out of it to an enemy base, but it does not always make sense to go on a slide because of the fact that opponents are often more and under the cover of PT-SAU. Of course, for heavy and slow tanks on the fop, it will be very convenient to play under the sheeping of urban buildings and from your respauna to take the town is much more convenient than your opponents. However, after the occupation of the city (where it is not always possible to meet resistance) this position is almost completely realized, because there are no sharpness for enemy positions, and shoots on your own base are strongly limited to the position of your tank and are possible only while someone can give you backlight . For artillery, there is a comfortable lowland leading to the town, along which you must occupy the position and, in the event of a breakthrough, enemies need to hide in urban development.

Besides the foregoing I want to note that on the map Top WOT Both bases are located on an open, well-skilled area without shelters. And try to capture any of the bases makes sense only when you make sure the opponent is far away.

Also fast tanks (more often light) on the map, the Top can try to play through the central swamp. From here you can constantly highlight and troll enemies. However, if opponents are put on you, you will not have time to escape and you can only hope that your allies will shoot on the descending enemies on time. On the swamp, however, there are several hills that you can hide on time.

In conclusion, I saythat the hill is played much faster and more dynamic than the same Erlenberg, but tactics also do not differ here and, as a rule, the situation is repeated from the battle. There are enough shelters from the "suitcases" of artillery and distant strips, but being not careful, it is easy to get into an inconvenient position, as they say, to be in the son-position, when your opponent has an unambiguous advantage.

Dear readers, today everything. See you at the new map!