Polar region wot map. World of Tanks map Polar region

24.07.2019 Style and fashion

For some people, the Arctic Circle is a distant, mysterious place, which is simply unimaginable to get to, where there is always snow and very cold, while for others it is a familiar everyday life: home, family, work. Great amount cities in the world are located above the Arctic Circle, many far beyond it. Among them, Russian cities occupy a large share. Large cities with a population of about 200 thousand people or even more, small towns, towns, villages and hamlets. Many Russians live in the north and are madly in love with their region.

The image of the Arctic Circle is fixed in many works of fiction. In them, the Arctic Circle is a desperate and dangerous place, covered with a thick layer of snow, and even looking at the map, these incredible descriptions become clear.

What is the Arctic Circle from a scientific point of view? It is from the Arctic Circle that the phenomenon of polar day and polar night begins. This is when the sun does not set below the horizon during the night, or does not appear from it during the day. Where the Arctic Circle passes, such a night and such a day happen once a year. The further north you go, the more days like this become. Each city and town has its own length of polar days and nights.

What Russian cities are located beyond the Arctic Circle? Let's start with the largest ones.

Large cities of Russia beyond the Arctic Circle

Murmansk is the largest northern city in Russia by population, located beyond the Arctic Circle. Its population is almost 300 thousand people. Murmansk, stretching over more than 150 square meters, is located on the edge of the Kola Peninsula on the eastern coast of the Kola Bay of the Barents Sea. The eastern outskirts of the city borders the polar taiga.

The city of Murmansk is also called the “gateway of the Arctic”. It is the largest ice-free port in the Arctic with a nuclear-powered icebreaker fleet of 8 icebreakers. They traveled the entire Arctic more than once, visiting the very top of the Earth. The coastal infrastructure of Murmansk, including ship repair yards, is the closest rear of the Northern navy. And it is from this city that many Russian and foreign travelers begin their journey to the North Pole. In 2016 the city will celebrate its 100th anniversary.

Among the attractions in Murmansk are:

The oceanarium is the only one in the world located beyond the Arctic Circle;

The famous memorial to the defenders of the country “Alyosha”, whose height is 31.5 meters.

The Kola Bridge is 1611 meters long, and with access roads - 2500 meters, and has been under construction for 12 years. The bridge connects Murmansk with the western part of the Murmansk region, as well as with Finland and Norway.

Observation deck from which opens beautiful view for the whole city.

Norilsk is second Big city our country, located far beyond the Arctic Circle. This city was created in order to develop the unique natural resources of the Taimyr Peninsula. Its population is 176.6 thousand people. Norilsk is located 300 km north of the Arctic Circle. This is a city of permafrost. Even summer here is more than a two-month transition from a capricious spring to a cold autumn. Frosts in winter reach -56°C.

IN Soviet years a forced labor camp that was part of the Gulag was located here. Its prisoners built the modern city of Norilsk. Norilsk was given city status in 1953.

Unfortunately, Norilsk is one of the environmentally unfavorable cities in Russia and even the world due to large quantity mining and metallurgical enterprises. In Norilsk, precious metals are mined in very large quantities: palladium, platinum.

Vorkuta is a city in the north of the Komi Republic with a population of 61.6 thousand people. The city is located in the tundra, in the permafrost zone, 160 km from the Arctic Ocean. During Soviet times, Gulag correctional camps were located here. Summer, like in other northern cities, is cold and short, but with long daylight hours. In the depths of the earth in this area there is a lot of coal and other minerals. Today, thanks to the great demand for coal around the world, coal enterprises are performing well.

Apatity is a city in the Murmansk region with a population of 57.9 thousand people. Located on the Kola Peninsula near the Belaya River between Lake Imandra and the Khibiny Mountains. The winter here, although long, is not so severe, with 23 polar nights. There is snow up to 250 days a year. A city with developed infrastructure, with its own airport and railway station. The townspeople are interested in the huge Lake Imandra. It is almost a small sea with a large number of islands (about 140) and 20 tributaries.

Severomorsk, with a population of almost 49 thousand people, is located 25 km northeast of Murmansk. This is a seaport of the Kola Bay of the Barents Sea, and is also a naval base of the Northern Fleet of the Russian Federation.

Salekhard is the only city in the world located on the border of the Arctic Circle. Its population is 47.9 thousand people. This is the capital of the largest gas producing region - the Yamalo-Nenets Autonomous Okrug. Founded in 1595.

Monchegorsk with 43.5 thousand inhabitants is located beyond the Arctic Circle on the Kola Peninsula on the northern side of the Monchetundra mountain range near Lake Imandra and Lumbolka. It is located 145 km south of Murmansk. The city was founded in 1937 due to the need to mine copper-nickel rocks in the area, which the land is rich in. As a result, Monchegorsk is the center of the country’s copper-nickel industry.

Kandalaksha is a city with a population of 33.5 thousand people. This is the southern gate of the Kola Peninsula. The city is located at the mouth of the Kandalaksha Bay of the White Sea and near the Niva River. The sun almost sets below the horizon in July and August, and does not appear from it in November and December. The sea trade port of Kandalaksha provides access to all seas and oceans.

Kirovsk is the northern city of our country with a population of more than 27.7 thousand people. This is a city of geologists and miners, and is a center for the extraction of a valuable mineral - apatite. The ski slopes of the Khibiny Mountains bring great popularity to the city. The city cannot boast of architectural sights, since it is still very young, but the beauty of nature and the area cannot leave anyone who has visited it indifferent.

Naryan-Mar completes the top ten largest cities in Russia in terms of population, located beyond the Arctic Circle. The city is located on the banks of the Pechora River. Founded at the beginning of the 20th century. The population of the city is 23.4 thousand people. Many Russian fishermen come here. Salmon, nelma, whitefish and other valuable fish are found here in large quantities.

Small towns of Russia beyond the Arctic Circle

The following Russian cities are also located above the Arctic Circle. Their population is smaller, however, these cities with their traditions and attractions also deserve special attention.

Polar (17 thousand people)

Zapolyarny (15.4 thousand people)

Polar Dawns (14.9 thousand people)

Nickel (12.1 thousand people)

Gadzhievo (11.8 thousand people)

Vorgashor (10.9 thousand people)

Cola (10.1 thousand people)

Zaozersk (9.9 thousand people)

Ostrovnoy (2 thousand people)

Verkhoyansk (1.2 thousand people)

" onclick="window.open(this.href," win2 return false >Print

Polar region is a relatively young map and the first in the game where a new season of the year was implemented - winter. By the way, I liked this innovation, as did its features in general. What they are and what actions they involve are already in the following paragraphs.

The first thing a player can come to when conducting his first battles in the Arctic is that the map has two main directions where the main clashes take place - this is the gorge (1) and the bypass road (2). These directions are supported by several sheltered positions on each side, quite open to artillery. Moreover, due to its characteristics, the more favorable direction for an attack from the red base is direction 1 (into the gorge), and for the green team - direction 2 (bypass). And vice versa, direction 2 is more conducive to defense for the reds, and direction 1 for the greens. The main base of activity for LT is the central part of the map (light), since it provides great opportunity for maneuver, is replete with small but frequent folds of terrain, shelters, allowing you to cover both directions in turn, without particularly being exposed to danger with the proper support of your allies.

In the following paragraphs, each of these rather bold thoughts will be explained and proven. We will analyze the landscape features of each of the bases, find out the resulting advantages and disadvantages for this or that tactic, and also figure out which types of equipment this or that direction is more suitable for and why.

Directions and positions.

Gorge, red:

1c - the advantage of this position is the narrow focus of the fire. To your right is a cliff, to your left is a mountain (by the way, protecting from artillery until you roll around the bend in front). One could assume that this position is simply created for the PT, however, this statement is twofold depending on how exactly you decide to act in this area. On the one hand, being protected from artillery in a place where close combat can be avoided is a PT's dream. Plus, enemies rolling towards you will automatically become easy prey for allied artillery. However, this alignment is only relevant if the enemy here is confident and attacks. If not, then idling your tank while its support is lacking on the other flank will be of no benefit. Attacking from position 1c is more than risky even for tanks, since part of the enemy artillery is usually reduced to the bend of the road to the gorge already at the beginning of the battle. Plus, in order to catch the enemy in sight, the PT needs to turn around completely. And there you will have to do this under a ceremonial salvo from enemy guns in honor of your appearance. One of the shells can simply knock off your track before you even make a final turn, and make you a completely harmless target. Tanks here are able to take a more or less safe position behind the mountainside, taking cover immediately after being fired. However, their efforts here may also be futile, depending on the balance of forces in the area, as well as the employment of enemy artillery.

1zh is also often used in this direction. Often, when the enemy breaks through to the gorge, it is this position that becomes key in the fight for the road to the red base. Several reasons contribute to this: firstly, a block of stone is a pretty good shelter, at least from tanks, and the enemies you discover will be helped by allied artillery and sniper tanks or PT tanks from positions 1a and 1b. You will not be deprived of support because, as they say, Moscow is behind you! If this position is lost, the enemy will be detected only on the approaches to the base, that is, quite late. And the chances of holding the base usually do not exceed each other.

1 year Another solution to the gorge is to try to bypass it from the left and break through to the enemy base using a shorter and, usually, non-resisting path. However, position 1d does not at all imply too active actions. Patience, caution and local orientation will decide a lot here. Artillery is usually located in the fishing lines near the base, and the base itself is defended on this side only at the very rise (2b). That is, all that is needed here is high-quality illumination in order to deprive the enemy tanks that have descended into the gorge from the rear. The forces defending the rise will most likely be destroyed by your allies from 1a and 1b, and the enemy artillery by yours. This often happens for the reason that the forces protecting the approaches to the base in this area are small in number and amount to 1, maximum 2 tanks or anti-tank vehicles and are usually sent to the hangar even before they try to roll behind cover. Afterwards, it would be correct to destroy the remaining artillery, freeing the hands of your TTs on 1B and entering their enemies in the rear of the gorge yourself. This will cause a deconcentration of fire, and consequently, its weakening. But you should remember that this whole scenario will turn into reality only with successful exposure and proper support of your allies from 1a and 1b. Thus, this “gorge” direction fully implies an attack for the Reds, since here it is necessary to quickly pass places unprotected from artillery on the way to the positions. The only difference is that bending actions can be both sharp and viscous, depending on the situation.

Gorge, green:

After all of the above, the Greens may seem to have no chance. However, this is not the case. The location of the collision on the gorge suggests, as it were, mirroring possibilities and actions.

2a - this position, just like 1c for the Reds, assumes highly focused fire and good protection from artillery right up to the bend of the road. Since it will be faster for the greens to get to this place, then, accordingly, they have a greater chance of taking advantageous positions before the reds, even at the very slope. Imagine if one of the green ones had a stereo tube? The brave shooting of enemies in a race will begin even before they see you, and even more so, are able to take their positions. It is also worth taking into account that they will be illuminated on the way over the mountain, that is, they will be open to artillery fire. And it is her intervention that can dramatically affect the balance of power in the gorge. Maybe the enemies will arrive in the same composition, however, in a completely unfit state. As soon as the enemy discovers you, it would be wisest to retreat behind the slope, since assuming your presence there, part of the enemy artillery will be brought there at the beginning of the battle. When using a slope, you need to cling to it, since the further you are from it, the more chances the enemy artillery has to hit you. That's why you shouldn't have more than two tanks there - the third tank won't be able to position itself close enough. And you will interfere with each other there more than you will be of any use. The most rational thing would be to simply wait until the enemy can’t stand it and rolls out at you. Having the advantage that you and your allies are in a static position and in full intelligence, and in order to hit the enemy, you will need to roll out, stop and wait for information, then the first shot will be behind you. Allied artillery is also helpful. Here it is important to concentrate fire on one enemy, since it is better to deprive the enemy of one gun than to “bite” everyone and, as a result, several “half-corpses” will still break through to your base. It will be very disappointing.

2b can also be called ambiguous and quite promising. Similar to 2a, the greens will get here much faster given the difference in distances. Therefore, using bushes, they have a chance to detect the enemy first. This is the place of PT. But what to do - shoot or play the role of passive light - is decided differently. On the one hand, an extra 2-3 penetrations will make the balance of power in the gorge in favor of your team, however, you will most likely be exposed. And after several shots you will be forced to take cover for an indefinite period of time, after which the enemies will most likely have gone behind the mountain. You definitely need to shoot only if an enemy tank is heading in your direction to the red position 1g, since if it occupies it, it will greatly limit your range of services for the team. 2b is very convenient when defending a base from the bypass road, as it is protected by a hill from artillery and has good review and is positioned perpendicular to the movement of enemy tanks through the bypass. That is, airborne penetrations for enemies are inevitable.

Bypass road.

Red:

For the Reds, in the direction of the bypass road, there are several well-covered positions at once - this is the most advanced 1z, closer 1e, to which you can retreat in case of serious pressure from the Greens, as well as 1d, which partially controls the center of the map.

1з is good for the fastest tanks, however, capable of protecting themselves and cooling the enemy. From here, tanks are able to continuously target the enemy in his positions 2d (for shelling from 1a, 1b, 1e) and 2c (for shelling from 1a, 1b and artillery, since 2c is more flat than 2d). However, a more or less safe exposure will be achieved only if the allies on 1a, 1b and 1d do not allow the enemy to reach the green 2d, from where he can shoot from cover at the red side on 1z.

1e serves to support 1z, but may be in the firing zone of enemy artillery. Therefore, you should not leave the shelter too much. Especially if you are noticed. When position 1z is lost, it is 1e that becomes the new line of defense. Coming out from behind the mountainside, the green ones illuminated from 1e risk getting at the same time from 1d, artillery and tanks that have shifted to 1d from 1a and 1b. By the way, positions 1a and 1b are relevant only with the most careful use of the shelters there. Because, being noticed, you automatically become a target for enemy artillery. And if on 1b you can still get behind the mountain in time, then 1a, which is more convenient for attack, is too narrow for a maneuverable retreat, and therefore, the path of your retreat will be very predictable for the artillery.

1d: with the breakthrough of 1st, all is not lost for the Reds - the enemy will be forced to attack in open areas, representing a good target for artillery. Shelters 1d are capable of providing good cover for the defending Reds, which means that there they will be able to impose a tough battle and try to delay the enemy there longer. As a last resort, tanks from positions 1a and 1b can also help eliminate a breakthrough. Thus, several lines of Red defense in this sector are capable of, if not gradually destroying the enemy’s forces, then exhausting them to the point of inability to attack further - that’s for sure. In the event of a breakthrough, it would be best for tanks from 1D to bypass the greens on the hill from the rear or go straight to the base, leaving the hill to their allies.

Green:

2d is, perhaps, the key position for a successful attack in this direction: if the greens manage to get there, then they, often not reached by red artillery, simultaneously illuminate for their artillery and 2b red positions 1a and 1b, and 1d, with which they are also capable of fighting the battle. It also insures allied 2g and 2v if the enemy advances 1z. Therefore, the most should go there fast tanks, also capable of “biting”. If they are successfully shot by light, tanks from position 2d can themselves attack 1d, after which they can proceed to the base themselves or go behind enemy lines on 1st and 1z.

2g is more or less protected from artillery and involves long-range combat, but the enemies on the other side are not so open. Therefore, it would be best to move into the forest before the enemies occupy 1z. There you will also be safe from artillery, and enemy shelters will no longer be so reliable for the enemy.

2c involves shooting at 1a and 1d. But only if this position is not revealed by the enemy. Then there is a high probability of receiving a ceremonial “suitcase” in the New Year’s atmosphere, which is suggested by the time of year in the Arctic. In the event of an Allied breakthrough, tanks from position 2b follow with the total mass. If this fails, then 2g is perfect for defense: positioning yourself behind destroyed allies, you will hide the vulnerable NLD, block the passage in front, leaving yourself the opportunity to shoot. Enemies will be able to destroy you only by going around, where they will be surrounded on all sides: from artillery from 2d, 2e and 2b.

Center.

The center of the map is the place of self-affirmation of LT. It is he who can decide the outcome of the battle even before the fastest CTs take their positions in both directions. For green light tanks, the main task is to illuminate tanks and anti-tank vehicles on 1a, 1b and 1d and, if possible, using cover, to illuminate tanks only moving towards 1c. The target of the red LT is position 1d, as well as illumination of enemy positions on 2b, 2d and 2d.

Conclusion:

Thus, summarizing all of the above, it becomes clearly clear that from the side of each of the bases there is one direction that implies more attacking actions, while the other involves more defensive actions. The Arctic can also be considered a map where one high-quality light can solve a lot.

Square A5 (Upper Republic)

This is basically a good, slightly risky position. It is located on the second line, which is unexpected for the enemy. The hill here protects us from the light. This position is characterized by the fact that you can do a good job of hitting enemy groups attacking the tunnel on H8. The main requirement for this position is the presence of a group of tanks in the direction so that they protect you from accidental exposure. By the way, some are afraid that the enemy light will have time to get there faster than us - the Hellcat does not have time - it has been verified.

In principle, the place is open, but it is relatively safe here.


The firing range of the tunnel entrance is very good.

PROS: well maintained tunnel, short range of fire, high ground.

MINUSES: uncovered escape routes, no good cover from enemy artillery

Square J5 (lower rep)

Artillerymen often stand here wanting to support the tunnel, but few of them realize not to stand in the open. There is a wonderful hole here, the depth of which is enough to hide the tank and throw it on all 4 sides with impunity. And since this is like an open, empty place, enemy artillery hunters almost never come here.


Here we stand, seemingly in the open, but in fact they are hidden securely.


The tunnel is well shot through.

PROS: The tunnel is well maintained, the fire distance is short, and the ground protects from light.

MINUSES: uncovered escape routes, a cramped point - if they see a tracer they can be covered by enemy artillerymen.

Patch 1.4.0.0 has been released. Now mods need to be installed in the folders "res_mods\1.4.0\" and "mods\1.4.0.\". If after the update the mod stops working for you, then simply move it to the “1.4.0” folder. Some mods and mod assemblies may not work or may have bugs. In the very near future, all non-working mods and assemblies will be updated. Be patient and stay tuned for updates. If after updating the mod/build your client freezes or crashes for no reason, download the game cache clearing script and run it, the problem should be solved.

The mystery of the Arctic: why go down? A player's thoughts on solo random.

Everyone who plays World of Tanks is well aware of the winter map “Polar Region”. The location is very interesting, convenient, tactically diverse - by the way, I have not met a single player who was dissatisfied with it. Without stopping to analyze the tactics on the map (on many sites it is analyzed up and down), I would like to point out one truly unique place on it, namely squares F9-G9.

The exclusivity of this area lies in its mysterious attraction for players. At the end of each battle, a graveyard of armored vehicles remains there, and often it is there that the outcome of the confrontation is decided.

Let's consider this situation in the conditions of a random battle (clan and company battles follow completely different principles, and this article does not apply to them), for which we first need to “dig” a little into the classification of players, using generally accepted gaming terminology.

So, all fighters can be divided into several types:

1. "Noobs." The person hasn’t been playing for very long, and he simply doesn’t have the necessary experience yet. He doesn’t really know maps, he has little idea of ​​the technical characteristics of equipment and its capabilities and methods of application, and he doesn’t care at all where and what to fight with. The man is harmless, but a little more than zero useless. Over time they learn.
2. "Crayfish." People, by the will of fate, got into the hands of equipment, about which they have a very vague idea at the level of “TTs are going there,” “PTs are standing in the bushes,” “I give light!” etc. They don’t know how to take into account the individual characteristics of vehicles by class, and don’t take advantage of the pros and cons of tanks. They prefer to act according to one pattern in a hundred fights simply because they once succeeded once. Over time, most people learn.
3. "Deer". The most dangerous category for allies. They know roughly what to do on which tank, but at the same time completely ignore the interests of the team. They go according to the principle “I go where everyone else”, they are offended by shouts of “Herd!” in the battle chat, but continue to act the same from battle to battle. By their actions they substitute the team, because They have no idea about group actions, and do not provide assistance at a critical moment in the battle. As practice shows, most deer are incurable.
4. "Tankers". There are a lot of subcategories here, it makes no sense to highlight them within the framework of this article, and therefore we will unite under this term all players who at least sometimes look at the mini-map and try to act depending on the developing situation.

Let's return to our map, namely to the “Transpolar Square” (by analogy with the “Bermuda Triangle”).

A standard setup includes 1-2 fireflies, 1-3 artillery units, 2-4 tank destroyers, 3-4 medium tanks, and 4-6 heavy tanks. Everyone has repeatedly seen how, after the end of the countdown, crowds of tanks rush to our favorite squares. At the same time, as a rule (we are considering the situation from base No. 1), equipment descends that is not at all intended for this purpose - cardboard anti-tank tanks, low-level (relative to the enemy tops) TTs, a ST-Shka that has crept in here, sometimes even an LT-Firefly. We can say about them with 100% confidence that these are the same “crayfish” and “deer”.

By this time, the main strike group of enemy heavy forces had already arrived at square H8; Given the presence of mountain folds, they can only expose their concrete foreheads and meet the descending heroes with maximum comfort.

The picture is quite popular: representatives of the animal world sliding down play in a swing, expose their sides to shots, raking away from the enemy's ever-watchful artillery, do not penetrate anyone themselves, and in the third minute of the battle the chat is filled with heart-rending demands for help. But there is no one to help - and the result is quite predictable: out of 4-7 would-be warriors who descend, 1-2 roll back, with minimal remaining health. That's it, for them the battle is over - although in the chat we still see their teams for a very long time, invaluable advice on battle tactics, as well as their impressions of their own team, which did not help them. I always want to ask, “What? Should I die quickly?

2-3 “tankers” located in the upper part of square F9 are trying to hold back the onslaught of jubilant enemies. If you are lucky and there are several amphibians or horned individuals in the attacking group, then the situation turns 180 degrees: they already receive shots on the sides, “suitcases” from artillery, and leave smoking wreckage. With good shooting, the defenders win.

And here the question arises - why did the first group descend? There were no results (a couple of penetrations don’t count, the attackers retained their main combat potential), they themselves died ingloriously, bringing no benefit to the team. If you think about it, the preserved tanks could have been more effective, even in the same direction.

Actually, here lies the answer to the question posed in the title - “Why go down?” Paradoxically, it is simply necessary to go down, but this must be done at a certain moment, having enough equipment available, and the quantitative composition of “tankers” in a given corner of the map is of particular importance here. You need to go down in order to knock out the enemy’s attacking group, which contains at least 60% of the combat potential of his team. The moment for a counterattack is no earlier than the enemy concentrates in the upper right corner of square G9, occasionally rolling out and shooting. This is where you need to catch them - this is their weakest point.

The top heavy tanks and strong tank tanks should go forward, the rest should stay behind them. TTs and PTs, due to a solid reserve of health, good armor and powerful guns, have a huge chance of not only taking shots and surviving, but also inflicting good damage. The rest should not yawn - and jump out from behind, going to the side and behind the enemy. There is an open area there, the players of the enemy team have nowhere to hide; they will stand in such a way that during a lightning-fast counterattack they will interfere with each other and will not be able to turn around. Accurate shooting, focusing on one target, and getting to the rear are the keys to a successful game for the defending team. The result is that most of the tanks are alive, the enemy’s iron fist is trampled, and all that remains is to finish off the demoralized remnants of the enemy team.

In conclusion, I want to say that I have repeatedly won battles using this algorithm. If you manage to organize a team, if you come across thinking allies, then victory in this section of the map is guaranteed. Well, then everything depends on the actions of the team throughout the location.

I hope this article will give someone the right thoughts. Naturally, there is no fight to fight, and there are always more options than one might even imagine; Moreover, the enemy’s actions, the qualitative composition of the equipment, and a host of other factors always make their own adjustments - you can’t foresee everything.

Happy fighting, tankers!

The Arctic is probably one of the truly winter maps in World of Tanks. It appeared relatively recently and was immediately loved by players. Somehow there was no feeling that something was wrong on this map. The map dimensions are 1000 by 1000 meters, the battle level is from 4 to 11.
Approximate travel routes for all types of equipment.


Red dots are art.
Green dots - PT or TT.
Red areas are hot spots, main battle sites.
Green arrows are shooting directions.
Yellow arrows - directions of attack of the ST.
Blue arrows are TT attack directions.
Description and tactics.

The location is full of shelters, pillboxes, and curved terrain. There are no buildings here, but this is not very upsetting. Probably the main highlight of the map is that you never know where the “suitcase” will come from. It's a very unpredictable card. Historically, the Arctic is divided into two main sectors. It's banana and bypass. This is where the hottest and most dramatic events of the battle unfold. And these are the key areas. Yes, there are still many small “holes” and shelters in which a well-hidden tank decides the outcome of the battle. But we are talking about the global!

Rush on this map is not always a good idea and teams, not without reason, do not use such tactics on this map. But if you decide, then it’s best to rush in the direction of the intersection, both from one and the other base. Tactically, the location is not very difficult, but very interesting. There can be simply many options and, moreover, they can be simply incredible. But judging by the latest battles in random, no one invented the wheel, and the forces of the opposing sides at the beginning of the battle are located like this. Typically, tanks are divided into two groups and occupy positions in key directions. There is no tactical superiority in any of the teams. But there is one “zagagulina” in the arsenal of the first team.


Cheating position in the Arctic.

We'll talk about it a little below. Often, heavy tanks meet with the enemy in squares G9, F9 and there they make holes in each other’s lower armor plates, simultaneously trying to pull the opponent under the “suitcases” of the artillery, which sits in the intersection area, slightly going down to the water. At the same time, shouting hysterically into the chat “Save, help, hooligans are depriving you of your sight!” By the end of the battle, these squares are always a tank graveyard. But somehow it happened that at the top of the map, events develop more dramatically and this is where the trouble comes. But let’s take a closer look at the attacks from the first and second spawns.

From the first spawn, TT is easier to get to square G9, F9. It is better to take a defensive position and not get in the way of shots from the enemy’s TT, his artillery stationed at the northern base, and the PT usually located on the balcony located on the plateau. In this place, holding back the enemy's onslaught is not so difficult if you do it wisely. It is better to send heavy Germans and IS-4s here. They will hold back the onslaught better. The main blow must be delivered with massive forces at the top of the map. It is best to use maneuverable French and Soviet medium tanks for this purpose, and cover all this movement with “sevens”. The Soviet top-end TT is maneuverable and fast, it will help the ST to break through the enemy’s defensive redoubts. And here is the “zagagulina” mentioned above. PTs that have occupied squares B5, A5 can easily shoot at insolent opponents who will climb to the first base in squares F8, G7, thereby covering the rear of the defending heavies.

Now let's consider the option of attacking from the second turnip. Here the situation is a little more complicated. But there are also some highlights. Flying on gravity into the G9 square is good, but not very necessary. If you successfully take up defense in squares H4, J5, then you can calmly shoot back from the advancing enemy, periodically delighting him with “heavenly suitcases”. Direct the main impact wedge towards top part cards. In this situation, the enemy, having discovered that there are no tanks in square G9, will rush to the base, thereby exposing himself to artillery attacks and tanks covering the base.