WOT Mods 1.2.0.1
Weekend Missions
Special gamescom 2017
2017.08.23 - 2017.08.28
Left:
Weekend Missions Archive
Navigacija
Shoutbox
You must login to post a message.

dalka 2018.04.14 11:03
mires forumas

StephenPoodo 2018.03.18 02:00
SECRET SYSTEM WOT BONUS CODE

Ethanmen 2017.11.30 13:07
Best WOT Mods Website Ever

Craigjoips 2017.10.27 05:19
Navi davi haha )

Craigjoips 2017.10.26 05:50
hello

Shoutbox Archive [21]
Prisijungę vartotojai
» Prisijungę svečiai: 31 | 0 nariai

» MichaelJaxOffline
» CharlescrypeOffline
» MihaelifuOffline
» KennethWagOffline
» BennyMutOffline
» GalinawealpOffline
» dh_bvOffline
» agrohimvgxOffline
» PolinadtcOffline
» MihaelryiOffline

» Naujų narių vakar:0
» Naujų narių šiandien:0
» Šios dienos lankytojai:x
» Narių:10,186
» Naujausias:voruta
Hey.lt - Nemokamas lankytojų skaitliukas
Maps
World of Tanks
Summer Maps
Abbey

Abbey

A large abbey and town fill the centre of the map with three roads allowing passage from the north and south, and includes an elevated firing position in the abbey's courtyard at the highest point on the hill. West of the town is an elongated hill with several positions allowing fire down into the town. Further west and past the hill, a valley offers significant protection against artillery fire. East of the town lies a curved cliff road which affords shielding from most tank and artillery fire, but forces attackers to travel in a single path.
Abbey

Cliff

Cliff

Starting in the north and south, both teams are connected through a valley on the extreme west of the map. Large boulders offer cover south of the valley, and a small town provides cover to the north. The eastern portion of the map is elevated, with two large jutting hills providing cover from enemy fire. An overlooking position near the centre of the map allows tanks to fire into the valley from above. Plentiful cover throughout the area allow for multiple attack routes, with careful coordination and flanking playing a significant role.
Cliff

Ensk

Ensk

A mixture of city outskirts and suburban areas with railroad tracks spanning and dividing this map. Plan your tactics to take advantage of defensive choke points and cover open areas with your vehicles. Artillery is great for deterring enemy breakthroughs, but remains almost defenseless when exposed to enemy vehicles attacking from cover.
Ensk

Fiery Salient

Fiery Salient

The same as Prokhorovka but with a more war-torn appearance. Fighters fly overhead and there are sound effects for machine gun fire. The hill is a good place for heavies, and once it has been taken control of, a very good sniping position. Scouts end up having a standoff in the centre of the field, and there is a "magical bush" along the long road that many find effective for passive scouting. medium tanks and tank destroyers can do well on teh road, and if it is encounter, then beware the cap circle...
Fiery Salient

Fishermans Bay

Fishermans Bay

The map is a combination of open spaces and irregular terrain. Meandering narrow streets of the seaport on the flank can be surprisingly advantageous. Sloping hills covered with bushes offer excellent ambush opportunities. this is a hard map, and can be quite boring too. A lot of light and fast medium tanks head into the central ridge of teh map and have a standoff, while some heavies head to the town and others head around to a small gully that runs along the edge of the map.
Fishermans Bay

Fjords

Fjords

Huge mountains and narrow valleys offer great advantages in a battle. You can engage in a fire duel across the gulf or enter a close quarter battle at the nearest port town or flank and capture enemy base. This is a tricky map to play, and there are two main combat zones. A huge hill in the north ends of being a vital strategic point, if you do not successfully protect or take this then you will lose, there is no question of it. The other main point of combat is down the other side of the map, where heavies slug it out for a while.
Fjords

Ghost Town

Ghost Town

This presidio located in the desert sands is an ideal setting for head-on heavy vehicle encounters, while the more maneuvrable vehicles can launch surprise attacks by flanking the enemy.This map stands out in being almost completely symmetrical and was designed for clan-wars. It is not available in random battles.
Ghost Town

Highway

Highway

The diverse landscape of this map makes it peculiar and complex, and also encourages a wide range of tactics. Multiple defilades are favorable for surprise attacks, while the city blocks are advantageous for close combat.
Highway

Himmelsdorf

Himmelsdorf

Literally translated as "sky village" from German, this labyrinth of streets and squares are a large hindrance for artillery and tank destroyers, but ideal for speedy breakthrough and bypass by medium and light vehicles. With the castle dominating the area, access roads running by the hill and along the railway lines to help you out of the impasse.
Himmelsdorf

Karelia

Karelia

Swamps, rocks, and cliffs determine major avenues of approach on this map. This map, with sparse protection and no buildings, gives the combat advantage to artillery. Concentrate your attacks along the path of your main advance, while conducting delaying and defensive actions along the rest of your front lines.
Karelia

Lakeville

Lakeville

An isolated mountain valley on one flank and city blocks on the other allow you to thrust close to the enemy. A large lake in the middle gives long-range weapons a clear field of fire.
Lakeville

Live Oaks

Live Oaks

In the center of the map there is a large bog lake. A railway bridge and a fording side on the one flank allow to defend the area using scarce forces, and to concentrate main forces on the other flank.
Live Oaks

Malinovka

Malinovka

Initial staging areas are separated by a wide open field, ideal for artillery and defensive operations. Make use of flanking maneuvers and natural defenses like woods, hills, and farmhouses, as these can be decisive. Another option is a well-coordinated high-speed combined arms attack across the field which could bring victory, but at the risk of a bloody loss. Colloquially also known as "Campinovka" for the tendency of most players to just sit behind cover on their side of the starting field and snipe each other.
Malinovka

Mines

Mines

A flat hilltop in the center of this map provides an excellent firing position, but the short drive from either starting position makes climbing the hill a dangerous endeavor. Nestled in the canyon northeast of the hill is the small village of Pagorki; offering a tempting route with plenty of cover, but one that is exposed if the enemy controls the hill. West of the hill, surrounded by shallow water, is a small island which offers good cover while providing a large fire zone. While the island is protected from the hill, it is, for the most part, vulnerable...
Mines

Mittengard

Mittengard

This map is only available for tier 1-2 tanks. It is absolutely wonderful, and is very fun to play on, especially if you are seal-clubbing. A warning however, it is absolutely CHAOS. because it is such a low tier map you have people running around all over the place doing lots of random and sometimes hilarious things. beware of staying on the hill too long, it is a deathtrap, and people will quickly snipe you.
Mittengard

Mountain Pass

Mountain Pass

A large map with many turns and rough ground. The bridge near the center features natural choke points on both sides, and provides a good sniping position against opponents in the north passes if held. There are small positions for artillery near the bases, though artillery may have difficulty due to the terrain. Heavies generally choose the side that has a more open view of the shallow lake, and not many people end up going down the other side, so it has some flanking opportunities.
Mountain Pass

Murovanka

Murovanka

A small town dominates the centre of the map, with a large forest providing concealment in the east and high ground to the west. The forest provides effective concealment, but lacks cover from fire; whereas the town has plentiful cover, but lacks concealment. Murovanka is a hard map to play, and quite unpredictable. If it is Encounter, then there will be chaos around teh capture circle, but otherwise the fighting is even on both sides. In a lower team game I have seen successful flanking maneuvers by fast scouts...
Murovanka

Overlord

Overlord x

New map as of patch 9.7. Appears to be limited to tiers 7-10. A relatively flat beachhead leads up to fields surrounded by hedgerows. Teams start up by the hedgerows, so the beach is only a corridor for flanking.
Overlord

Prokhorovka

Prokhorovka x

Generally open, but hilly, terrain around a vital railroad, with groups of trees providing shelter for tank destroyers. On the offensive, watch your own flanks while striking against the enemy flanks. Artillery has free reign, with the only real hindrance being the train cars themselves, but the open terrain makes them very vulnerable to raids by light vehicles. See "fiery Salient" for strategy.
Prokhorovka

Redshire

Redshire x

A rolling area, dominated by a couple of hills. The village of Redshire gives places to hide from hill to its northeast. Artillery will play a powerful role on this map. At the beginning of the game, many light tanks will rush the central capture circle (in encounter). This should be stopped as soon as possible, as it can create some serious problems later. Many mediums and some heavies head to the castle, this can be a crucial control point but generally ends up as a stalemate.
Redshire

Ruinberg

Ruinberg x

Concentric city streets, along with dense forests and bushes in the overgrown park allow for hidden maneuvers and redeployment of your troops. Although artillery fire is of limited use in the city, the debris provides effective cover for your troops. many lights and mediums head to the tiny town on the main road, this is generally a standoff until the late-game. Heavies of course go to battle in the city, and this is the deciding factor of the battle. if you ca get some tanks around the back side of the church then you can create alot of chaos.
Ruinberg

Serene Coast

Serene Coast x

This coastal area is bounded by ocean and mountains. A railroad crosses the territory from north to south. Small hills on the western flank are favorable for a swift attack. A straight road connecting the bases passes through a small town, which often becomes a contested piece of terrain. There is also a low ground beside the town, witch could use for flanking the west and the middle. The bases are protected by the hills from direct attacks. However, the flanks of the bases are insecure and must be protected.
Serene Coast

Siegfried Line

Siegfried Line

A wonderful map combining the best of both worlds. The west side is open fields with little cover, excellent for quick flanks around the side for those looking for an early victory. To the east, the town offers concealment and cover for those brave enough to enter its confines.
Siegfried Line

Stalingrad

Stalingrad x

Urban map on which is possible to use various tactics.
Stalingrad

Steppes

Steppes x

A seemingly endless open expanse of fields and hills, scattered through this farmland-esque map. Open fields, varying ditches, and small hills and rises litter this map, allowing for some prime spots to lay ambushes. Long, open fields are great for those who prefer long-distance combat, with little cover available to your target. Just remember; This works both ways. This map generally ends with one team taking one flank, and one taking the other. It is important that both are taken. No matter how tempting it is, DO NOT go down...
Steppes

Swamp

Swamp x

Flank routes offer great opportunities for surprise attacks and diversionary operations. A mire in the centre is not only an obstacle, but also an important tactical location. There is a large rock formation to the North of the map, which creates opportunities for fast medium tank combat. Tank destroyers either follow the mediums or he heavies, or they camp around the swamp, waiting for faster tanks that either attempt to cross the swamp or try to flank around the northern rock formation. Spg's can generally be found along the beaches...
Swamp

Tundra

Tundra x

A mountain in the east offers the possibility of dominating from the high ground, while the central part of the map offers a wide range of tactical advantages. The village in the west could offer some linear combat for heavy tanks. Heavy tanks generally end up around a large rocky hill to the west, fighting along a gully there. The bridge in the middle can be good place for lightning maneuvers into the enemy base, but these should be done with caution. The other main point of conflict is the hill in the East, where many...
Tundra

Westfield

Westfield

A wonderfully lush area, Westfield features forests, fields, farmland, and multiple villages throughout the map. Included is a large war-damaged bridge crossing the eastern valley. Plentiful ridges give ambush positions along nearly every route, and large fields can leave a tank vulnerable when moving between positions.
Westfield

Widepark

Widepark x

This map depicts an industrial city devastated by war. A railway embankment divides the map in two, making it possible to concentrate forces for an attack or counterattack. the railway lines at one end of the map tend to have a lot of camping TDs, exercise caution when taking this route. A lot of heavy tank conflicts happen at the railway bridge at the other end, this usually takes the form of a stalemate until someone has the courage to push forwards. The railway line at the centre of the map is a very long standoff, occasionally...
Widepark

Winter Maps
Other Maps
Pearl River

Pearl River

Rugged terrain is favorable for various battle tactics; ambushes, unexpected flanking maneuvers, and close encounters. Moving along the riverbed allows you to swiftly approach the enemy base and get into action. Go through the middle will let you the possibility to flank the north and south. However, do not leave your rear undefended! This map was removed from Random Battle Mode in Patch 9.10.
Pearl River

Komarin

Komarin

A more or less unique map in that the teams do not start near the flags, Komarin offers multiple tactical options. The teams start in the north and south, divided by rivers offering three routes. The rivers itself are mostly impassable. The middle bridge is also only accessible once a heavy tank clears the obstacles by driving over them or if someone clears them with HE ammo. The center route is a large, elevated, and wooded island connected by bridge to the south, and offers firing positions to nearly the entire map.
Komarin