Positions on the World Of Tanks steppe map. Hyde on Steppe map in World of Tanks, how to play on a map of various classes of tanks, tactics of battle in the steppes where to hide art, PT saau wot

  • 08.01.2020

Square A2 (top rep)

In my opinion, one of the coolest points in the game. In the area there seemed to be an impregnable mountain, which is actually quite easy to call. And on the mountain is a kind of bucket, which completely hides from lighting from the bottom. In addition, this point is at an altitude of about 50 meters above the ground level, which means you can easier to throw fugas for stones. However, to take this point to you need about a minute, so if the enemy has a smart light there is a chance to get into the clutch at the very beginning of the battle. However, taking a position, you absolutely do not need to be afraid of hunters for art, because we are deeply in the rear, and there are few fools among the enemies to ride a protracted rise under the fire of the whole team. In addition, many players do not even know that you can come there. From the ground, we can only be lit in the focus. Personally, I have never been lit up there at all. There were even such funny cases when the whole team came to capture the base, and I shot them as in a dash.

Highly sit down far away.


Approximately so my tank is seen from the mountain. Will it is impossible technically.

Pros: This point by itself is absolute plus

Minuses: Hidding us hiding rippers prevent shooting at the distance closer than 300 meters, but the problem is solved by the onset back rink on the Horbik. The position is quite close and change it in the course of the battle is very problematic, so if the enemy artilleryman decides to go fishing and see your traceser, there is a big chance to be on the hook at the fisherman.

Square J2 (Lower Rep)

From the lower resca of such delicious points as on A2, unfortunately there is no. However, this point is good because it makes fire to a distance from 250 meters, while remaining behind the hill of the opponent. It is necessary to be afraid of only fireflies broken through the center.


So stand. The edges of the hills were lidged black that it would be easier for you to understand how they hide me. The opponent is in the Red Zone.


The minimum distance of fire is 260 meters, you can and closer to do if you eat back. However, remember - further from the mountain - more risk.

Pros: The light to you unnoticed will not pick up - in all directions it will be waiting for it, it means that you will have more reaction time. In the case of litter, you can hide under the mountain from the enemy artillery. Easily change the position.

Minuses: Risk of random lighting, the mountain can obstruct most cards.

Steppe is an open summer type map in World of Tanks. The height differences are practically absent, the entire territory of the map is represented by plain. Only in some places there is a light hilly of the terrain. All this contributes to a comfortable game on SAU. However, the slow vehicles should not be overly afraid of "suitcases" from the art - if it will be easy to move correctly at the selected direction of attack by enemy artillery, it will be enough to make a productive shooting. On the map 2 battle modes are available: Standard and Counter.

Allocate 3 main directions:

Alley;
- field;
- Stones.

Now let's talk more about the battle tactics on the steppe map in all directions for the standard and counter mode.

Alley

Standard Boy

Alley is one of the most important directions on the map. As a direction for the attack, it is preferable for art and fast TT, and sometimes for PT. Despite the fact that this direction is easily shot for artillery, "artworks" do not really like to shoot in Alea - the tanks are constantly moving and maneuver, and the light height differences complicate the aiming.

The pledge of victory in this direction is not only the numerical superiority of the allies, but also the literacy of actions. Move the opponents in their own mistakes and the preservation of their own HP is the main rule of successful actions on the alley.

Meeting engagement

In the counter battle in the center of the alley there is a circle of the capture of the base. Very often allies are not at all guided here, as the respauna of both teams are located on the other half of the card. This is a categorical error, as it is not at all necessary to destroy all opponents when a group of 3-4 tanks can quickly capture the base. In addition, leaving this direction without attention, you can admit opponents to the database that they may have time to capture before your return.

In the counter mode of battle, the tactics of action on the alley does not change, only the meaning of this direction increases. Never allow situations when there is not a single ally on the alley, otherwise you risk a very quick and annoying to lose.

Field

Standard Boy

The field on the steppes is divided by an expensive from one respaun to another. The road itself is located in a lowland, and reliably hidden from the shot from the respun and hills near him. The field is often used light tanks For the highlight of the enemy respe and breakthroughs to art. Also, closer to the middle of the battle, the field can be used by medium tanks for entering the rear assessment group on stones or Alla.

To secure your rear and the Allied Art, your PT-SHs should take the hills. This is the perfect position for them - they can hide in case of lighting, and the shrubs thicket will allow themselves to notice and hit the enemy before their own detection. Such tactics makes it possible if you do not completely prevent opponents entering the rear, then at least minimize losses.

Meeting engagement

In the counter battle the tactics of action on the field is similar. It is worth only to note that in the "oncoming" the activity of actions on the hills and the field is significantly lower than in the standard battle.

Stones

Standard Boy

This is a favorite place of shades of TT and armored vehicles. The journey of huge boulders in this direction largely helps to avoid "suitcases" from enemy art. The key to success in this direction is the literacy of the positional actions, support for the Allied SAU, as well as competent extension and damage to opponents.

Meeting engagement

In the counter battle the tactics of action in this direction is similar. It is worth noting that the importance of this direction decreases and he should not pay too much attention.

Let's summarize

Steppe - standard Map Open type in World of Tanks. Success on it largely depends on SAU, as well as on the competent actions of the allies on each of the directions. The main thing in the steppes is to never throw some kind of directions, as it can lead to disastrous consequences and affects on this map.

I hope you liked this small guide!

Today your attention is another tactical Overview. This time after long and godless torture, all the tactics and secrets of the game gave us the steppe map.

The steppe is a fairly long-standing map, the style of the landscape and the location of objects and directions on which it gives us a bright idea of \u200b\u200bthe philosophy of creating the first cards of the game. But, despite the first impression of the monotony, the card is perfectly thought out. Therefore, lived to this day with minimal modifications. This is the main quality difference of absolutely all old maps.

Strategically on the map you can allocate 3 directions: ravine (1), center (2) and stones (3). How these directions will show themselves from a tactical point of view - already in the following paragraphs. It is worth only to add that the steppes are one of the few cards, where every type of technology is able to realize themselves immediately in several directions.

Ravine.

The ravine is one of the main bridgeheads, a narrow direction with small shelters in the form of a hillside slopes that covers the tanks located there, and placing a tank at least one caterpillar on the slope, you will more or less save yourself from artillery (since for purposes located on The slope, artillery get to get much harder). In fact, this is the most favorable medium for TT: any kind of protection against artillery and the narrowirectness of fire - hard-fired TT will be able to count on ricochets and impures.

In view of latest features, Fire narrowly, here will be useful and PT (position 2 of each command) will be useful. This is especially true of the PT of the Red Team, since it was from the side of the Red Base as much as possible favorable conditions For the work of PT: almost a rear position, which, however, takes the most active part in battle, having the opportunity to support its TT on position 1 with fire on the light. On the hand of PT and a large distance - the enemy from its position 1 will not immediately notice you. Additional campaign will serve for you a shrub.

A surprise compared to other cards will be that on the same bridgehead is quite realized by Art. Their maneuver in the rear of the enemy through the top edge of the ravine (dotted figures) will play a decisive role in his environment. An obstacle to them will be only enemy art, haunting the same goal. Maneuverable sts will be able to hide in the folds of the terrain, as well as to use the stone block, located above the central part of the ravine. From here it is possible to subsequently and threaten the heavy forces of the enemy at the bottom when they are rapidly.

Another tactic on the ravine, which is infrequently used in the random, but which is not at all worse, it is not to go down in the ravine at all. Instead of setting up on position 3 (from each of the databases, depending on which team you are) and enlisted with the support of artillery, to restrain the enemy recently. The main advantage here is the fact that while when the enemy has a gun, the guns up the upstairs and he can not follow you, you mean, in the overwhelming majority of cases, the first will cause damage, but until the enemy rolled out enough to surf You already recharge. Thus, you have an advantage of 1 shot and support for artillery. The main requirement here is a sufficient number of tanks to meet the enemy here. However, the enemy has his trump cards here: he may not go to you, but simply shine you for his artillery if the enemy is not sure about the success of his breakthrough. With this situation for the first time you can save the stages of the area from the Red Base and shrubs in the green. Taking the ravine, like any other direction on the map, opens an almost clean road to an enemy base.

Centre.

The central part is the place of work LT. High maneuverability, low silhouette and visibility of LT will be able to realize here, in the center. The central road connecting both the entire base through the entire card is the shortest path of LT. However, it is in the initial stage of battle that the most attention of the teams is given. Therefore, it is replete with a multitude of shelters in the form of stone blocks and irregularities of the area, where the yurch Lt will be able to shine, being not all the time on the enemy's agony. Usually lit up the center most relevant only at the beginning of the battle, when the teams still did not really go. Such a closet will help your team to understand the potential alignment of enemy forces on each of the directions and to prepare it correctly. However, it is worth remembering about the hoping specifically to meet you enemy PT on the approaches to the databases (position 1.2 each of the bases). Stone boulders and shrubs will perfectly hide them from your field of view right up to the shot. Then it will be nice to highlight the ravine, to give to understand your own, which of the enemies at what position is located. If you are still alive after that, when you use the employment of the enemy to battle with your allies, you have a good chance of impunity directly to get to the enemy artillery, which is a formidable and crucial force on the plain spaces. Having deprived her enemy, you will make a lot of life with your allies and make a serious request for a victory. As can be seen, in the steppes the light plays a huge role.

Stones.

Stones - a bridgehead, where, as in the ravine, will be able to realize their advantages both TT and PT and Art. For Fri, there are excellent rear positions for shooting on the clutch, protected by stones and the folds of the terrain. TT will be able to use stones as shelters, losing a recharge there. The maneuverable styers, especially the group, will be able to provide substantial assistance to their TT, entering the enemy and escape from retaliation on time. Of course, all this is very risky for Art, since the stones are located so that the territory between the stones is well shot in cross, and the Fri you are like a palm. However, it is the element of Art. And with due support of the Allied TT, which is given a decisive role here, they will be able to help well in the defeat of the enemy. The last line on the way to the database will only be PT position. Here, depending on the combat capability of the forces, you can either attack PT, imposing a nearby maneuver battle, or if the forces are not enough, simply to inflict PT of your artillery. PT positions are too vulnerable to artillery.

Output:

The steppe is a rather long, but very thoughtful card, and its bridgeheads are replete with conditions for the implementation of advantages at the same time TT, PT and Art. Because of how much cards have already been studied, at the very beginning of the battle on the distribution of the team in the bridgeheads, you can already understand where to expect a breakthrough, and where it is necessary to urge yourself. The map created excellent conditions for the game on LT. It is in the steppes that the LT player may finally understand that the outcome of the battle often depends not from the thickness of the armor and the power of the gun. At each of the bridgeheads, the opposing parties have almost mirror positions, which implies the identical tactics of fighting, which makes the game very predictable. Therefore, the Persian qualities of the player and VBR are often solved in the steppes.

Greetings to you, dear guests of the game site website. Today we will tell you about wORLD card Of Tanks - Steppe. From our guide you will learn all the gaming nuances of this card. Have a pleasant pastime.

General information.


Picture 1. Minikard standard battle.


Picture 2. Minikard counter fight.

Map wot Steppe - this is

  • One of the most rebound locations in our game. The relief of the card is very sensitive to tanks with bad vertical tank angles.
  • Performed in a desert style. But for some reason, the developers it is attributed to the summer cards. Summer camouflage is used here.
  • It is quite open, extremely few shelters. Basically, all shelters on this location are irregularities.
  • Map large, size 1000 * 1000 meters. Almost all the steppe space can be used for the game.
  • Wot steppe card introduced into the game for a long time, in patch 0.6.4. There was no major change here.
  • Two random fighting modes are available on the map - standard battle and counter battle. The levels of battles 4 - 11.

Let us turn to the consideration of the main card elements.


Picture 3. Legend.

  1. Railway and area behind it. This section of the map is at the very top of the map and "belongs" to the initial command of the upper respaun. Here, as a rule, artilleryrs are hidden. Itself railway Forms a low holmik, which, however, gives some kind of protection.
  2. Stones scattered throughout the card and are, by and large, the only shelters. In the areas of stones there are bushes and hollys, which makes life easier for any tanks: the bushes are masked for you, and you can roll back in case of litter. Typically, the positions on the stones are used by PT-SAU, but the course of combat is often confused by all conventions: stones from a defensive position turn into the front of the offensive, and the retreating tanks move from some stones to others. Thus, it can be said that initially stones can only be used by PT-SAU for distant strips of bushes, and the remaining classes of technology should be engaged in their direct responsibilities. Next, during the battle - to act on the situation.
  3. Left Flang. - These are the same stones located in the heart of the left side of the map. There are fighting for the left flank, and here it is best to feel heavy tanks And armored PT-SAU. In the oncoming combat mode, the most fierce battles occur in this position due to the specific location of the respaunov. On the wot. The steppes both flank are equally important and have the same features. Through what kind of flank will put your team not important.
  4. Center map - This is a narrow dirt road running in the recess. In addition, there are several secluded stones that can be hidden from enemies. Thus, this part of the map is not available for strips from flanks, and the stones will be tamed from shooting with enemy base. The central road is perhaps this is the most diverse and variable portion of the map. Here you can arrange sudden breakthroughs for enemy positions, but usually it is used only by fireflies for reference.
  5. Base This card is fully open, there is no shelter within a circle. 5.A and 5.B is the base in the standard battle mode, 5.On - the base in the oncoming battle mode.
  6. Right flank. A huge portion of the map with a strongly switched terrain. Conditionally, it can be divided into two floors. The top floor is left to the left, the lower floor is to the right. The relief is extremely difficult on both floors and tanks with bad corners of the vertical tank because of this it will be extremely difficult here. There are no shelters from artillery on the right flank. In connection with the above, it can be concluded that there may be a fighting tanks with good UVN, small in size, fast and maneuverable.
  7. Central Plain . A large portion of the card that does not represent almost no value for the gameplay. Any tank, who left here, will be very quickly destroyed. The only value on the central plain is two cozy stone with bushes, where light chairs can stand (they are highlighted by ovals).

Consider how to play on the wot steppe map.


Picture 4. Positions and directions in standard battle.

Tactics on the steppe map does not shine a variety and in every battle it will be the same:

  • Heavy armored tanks and PT-SAU occupy the left flank, fighting there with enemy forces. There are some shelters from "suitcases" of artillery and high stones from which you can "tank". Their direction is shown in red.
  • Light tanks go to the central nisin (yellow), occupy the position there and wait a convenient moment for a breakthrough to the enemy artillery. From time to time it makes sense to travel to the surface for the highlight. Also, a convenient position for the highlight will be near the stone on the plain.
  • Fast tanks go to the right flank and fight there with opponents. Extremely complex direction, but the most interesting and dynamic. This direction is highlighted in blue.
  • Typical positions for PT-SAU are indicated by purple color. However, in these positions, it makes sense only at the beginning of the battle, after from here you already do not shoot.
  • Artillery plays an extremely important role on this map, but there are no secluded positions for them. Those few positions that provide at least some kind of protection are denoted by brown.


Picture 5. Positions and directions in the counter combat.

The steppes in the oncoming combat mode are not very different from the standard, but have respauna teams in other places, closer to the left flank, but it should not be confused and worth sticking to the standard tactics.

However, keep in mind that it is very far from the right flank to the base and if you do not control the situation in the database area, you can lose to capture. This situation in the midcoming mode on the steppe map is very often: fast tanks are not enough, and heavy and slow tanks simply do not have time to get away and confuse.

In custody.

WORLD OF TANKS Steppe map is not the most interesting and variable, here each battle passes one by the same scenario, and invent something new it turns out not always. In addition, on the steppes, artilleryrs and the team in which they shoot more precisely will win more likely to win more importantly. If we speak in a simple language, then the map is boring, tedious and not interesting, although not the worst in the game.

On this we finish this review and say goodbye to you soon.