Migration

El haluf map here. Map of el halluf. Self-propelled artillery units

In this topic we will tell you about how to act on the El Haluf map in an online game. To make it easier to explain, we will draw different tactics on the map.

This map shows the routes your team should take.

First, consider the route indicated by red arrows. This route is intended mainly for medium and light tanks. If you get to the end point, you can highlight the enemy and take a convenient position for further attack.

The route for light tanks And medium tanks. The main task for light tanks is to spot the enemy. At the end point of the yellow route, you can easily spot enemy tanks and tank destroyers that have taken refuge on the mountainside. After you have reached the end point of the yellow route, continue moving towards the enemy base, because the light tank cannot stop otherwise it will be destroyed by the enemies. Medium tanks use this route mainly when the team does not have light tanks or when there are high-level battles.

The route for the majority is marked in green. cords, of course, medium tanks and tank destroyers can come here. Many players in action game World Of Tanks You’ve probably noticed more than once that in coordinates A2 and A3 there are usually always long battles with many tanks.

Blue circles in the game mark the main locations artillery. Artillery often fires at opponents from these places.

Also, do not forget about Fri-Sau. These cars on this map can be quite dangerous. The main locations of tank destroyers are marked with red circles.

The El Halouf map is quite interesting and original, but you should always remember that if you do not take advantageous positions, then most likely you will lose.

Rush tactics are not particularly popular on this map due to the fact that tanks on both sides need to overcome a significant rise, and this process takes a lot of time. Consequently, while all the tanks are climbing the hill, their opponents are already waiting for them and preparing for defense.

Today we bring to your attention a tactical review of the El Halluf map.

The appearance of the first African map in World of Tanks - El Halluf - marked a complete rethinking of the usual features of tanks, since now they had to be used in a new way due to the uniqueness of the new map and its tactical features, which no one had encountered before. This, in turn, revealed capabilities in tanks that had not previously been taken seriously. However, the bright, unique map was a hit with players, combining the best of past maps with well-thought-out twists from the developers' new thinking. With the introduction of new types of battles into the game, where previously key bridgeheads lose their importance, giving way to previously secondary ones, El-Hallouf, already bearded today, began to boil with new life. All this will be discussed in the following paragraphs.

Main positions and directions.

Similar to standard combat, defensive positions in the center on each side (2,3,4 red and 3,4 green) retain the same value as before. Sniper tanks and tanks are located here, because the main key to unlocking their potential is distance. These positions still cover the entire central part of the map, as well as part of the water area. They are still vulnerable to light if they do not take cover behind the hills in time.

Players' first impressions of the most acceptable tactics in an oncoming battle almost in no way imply an immediate attempt to take a base. On the contrary, they can rather be characterized by the phrase “I’m sitting in the bushes and waiting for a hero.”

Since now there is one base, and the place around which the main events take place is also one, the positions 1.2 for the greens and 1.5 for the reds received much greater importance. Position 2 green is characterized by a combination of a good view of the approaches to the base from the enemy side and the presence of powerful cover in the form of a block of stone. Thus, a top-tank tank with a stereo tube located in it is, in the full sense of the word, capable of destroying almost any enemy traveling through the center, even before he reaches the base. By the way, in the middle of the base there is a stone that can cover the tank behind itself so that in order to break the capture, each side will have to leave their shelter. Thickets of bushes, as well as a pumped-up PT camouflage, will become death out of nowhere for the enemy. However, you need to try to destroy the enemy before he can hide behind a stone at the base and begin the capture. Then you will be forced to take risks.

Green position 1 is partially relevant in this case, since being in cover, it partially opens up a view of the area on the other side of the stone where the enemy is located. To lure him out of there, clear interaction between the tank at green position 1 and the allied artillery is necessary. Since as soon as the tank in green position 1 is able to use its fire to displace the enemy tank from behind the stone at a distance sufficient for an accurate hit by the artillery, it must instantly fire a shot.

Similar in tasks to positions 1, 2 for the greens, there are positions 1, 5 for the reds. And those few differences due to the landscape and their location are the reason for some differences in the tactics of their use. Thus, 1 tank located in the red position is capable of detecting the enemy not only approaching the base, but also in ambush on the other side. Thus, just 1 tank is able to illuminate a huge area, allowing more guns to be used in time.

Red position 5 serves for fire support in shooting enemies spotted from position 1. Since at position 1, a mandatory option is to have a tower (to protrude less with the hull in close proximity to the base). However, the base itself is not visible from this position, but by positioning yourself on a slope, you will more or less protect yourself from artillery. Also, position 5 is intended to support tanks fighting for control of the mountain.

Thus, the mirroring of the red and green positions in these areas determines that they mutually restrain each other and try to destroy each other, depending on the work of the LT in both teams.

But the main position, which initially does not belong to anyone and has to be fought for, is the position on the mountain (yellow circle with a cross). Often it is the taking of this position that leads to victory in the oncoming battle on El Halluf. This is facilitated by several factors: firstly, from the mountain you can almost with impunity defeat the capture of a base, since thick mountain ranges will provide you with shelter not only from fire from red and green ambushes, but also from artillery, if positioned correctly. To do this, roughly understand the most likely location of the artillery and, having roughly estimated the flight path of the “suitcase,” take cover behind the hill at the top so as not to protrude too far beyond its slope and so that it rises above the tank, thus covering it a little from above. Since the slide is of key importance in controlling the base, mainly TT collisions occur here. It is possible that the choice of the TT path was influenced by the tactics of a standard battle.

The prospects for rushing from the hill to the red and green ambushes on both sides of the base are somewhat different. This is due to the fact that when attacking the greens, you need to travel a greater distance across open ground under their fire. And the slope will level out the vertical aiming angle of your gun - you will simply be unable to fire a salvo in response. The descent from the hill to the red base is more promising, if only because the tanks located at position 5 (if they are still located there) will not have time to deal with you in the time during which you get close to them and impose a maneuverable battle. If you manage to destroy the enemy forces at 5, then the path opens for you to the rear of Red position 1 - the main position for passive light. By distracting the enemy on red 1, you give your tanks a chance to approach the base from that side undetected.

The outcome of the confrontation on the water is no less important from the point of view of strategic initiative. Since the team that wins here is able to go to the very rear of the enemy, disrupting the concentration of their fire and the distribution of responsibilities in battle. In short, in this turmoil, the enemy is unlikely to be able to quickly and correctly decide who needs to repel attacks from the rear, and who needs to continue defending the base. During this time, some of the enemies, located in ambush at the base on the other side of the mountain, can sneak in to be captured unnoticed.

In a battle on the water, it is still important to go down to the water itself and highlight the enemy above, positioned under the mountainside. This maneuver applies to both sides. The only difference is that compared to a standard battle, the number of guns here is much smaller, since the main battles are raging on the opposite side of the map.

However, for example, the green ones don’t have to go down to the water, but simply wait for the enemies approaching their positions from below along a narrow serpentine road. Protected by boulders along the edges of the serpentine, several tanks are able to hold this direction thanks to the narrow focus of fire and sharp turns that players overcome reluctantly and with caution. The Reds here do not have similar fortifications and are forced to go down to the water. This way you have a better chance of not losing your position.

The central part, due to the abundant thickets of bushes, is an excellent place for passive LT light. Having gotten there first, thanks to its speed, a well-camouflaged LT is able to shine throughout the entire battle, being undetected if it does not move. Few people will risk getting close to him in search of a “firefly”, since they will be destroyed by exposure immediately after leaving their shelter.

Conclusion:

Thus, the oncoming battle on El Halluf reveals the map in a new way, giving paramount importance to completely unusual and hitherto unpractical positions. Green ambush positions near the base are distinguished by the fact that only one of the positions is capable of illuminating a huge area, while the rest can focus on fire. Green positions do not have one advanced position. However, when taking a mountain, it is the advanced red positions that are outflanked from the rear, while a rush from the mountain to the green positions often ends in failure due to their more preferable location for defense. The central part is the place where LTs work, which help in destroying mutually restraining positions on both mountain ranges, providing an advantage to one of the parties. A collision on water in a head-on battle differs from a standard battle only in the number of tanks on both sides. However, a breakthrough here and subsequent encirclement often results in defeat for the side that lost the battle on the water.

El Halluf This is a fairly open map. Suitable card el hallouf unlike the map for all vehicle classes. So, what can we say about this card? This is mainly a desert area with a dry river bed with bases located on a hill or, more simply, on peculiar hills on both sides, southern and northern. The map has proportions of 1x1 km (1000x1000 meters) and the level of battles from 4 to 11.

In the center of the map there is a spacious valley on which there are stones and various small vegetation. A small village with fragile buildings is conveniently located on the southern side. These buildings and rare hills serve as cover from enemy fire.

Remember these 3 points below and try not to forget them.

  1. Going down into the valley is extremely dangerous, especially if you are playing with a heavy tank or tank destroyer.
  2. It is worth taking this fact into account, since there is practically no way back.
  3. The valley is under fire from all sides, and the climb to the starting position often takes a very long time, which is also well under fire.

However, if you play on a medium or light tank, then there are a little more variations in the choice, for example, you can go to a village and there you can successfully highlight or shoot enemies. Another option is to go to the water and try to shoot enemy light and medium tanks, which may also go to the valley. In most battles, both teams attack on different flanks and try to shoot the center of the map.

What tasks are the most important for tankers on the El Halluf map?

  • The task of light tanks is to ride along the valley, scanning the enemies, thereby providing the allies with the opportunity to shoot at the enemy who will drive along the slope towards the water or towards the hill along line A 3,4,5 or along the opposite line E, F 1 ,2,3. Also, don’t forget about the tank destroyers that like to stand on the hills on both sides.
  • The task of medium tanks after the start of the battle is to go down to the valley and drive towards the water and try to stop the enemy tanks. Usually, in a successful situation, both teams lose almost all the tanks that went to the water.
  • The task of heavy tanks is to occupy the mountain area on lines A, B, C 1,2, 3 as quickly as possible. Then hold back or push through this direction.
  • The task of artillery destroyers and tank destroyers is to fire at the enemy at long distances, standing near the base on hills and slopes.

Be sure to look at the photo below for directions to the bending positions on the map and try to stick to them.

Map

Standard fight

Meeting engagement


Legend

Description

In the center of the map is a spacious valley filled with rocks and small vegetation. The high mountains on both sides of the valley provide numerous firing positions. Regardless of the route, the attackers will face a difficult climb to the enemy camp. Name in the battle recording file: el_hallouf.

Tactics in a standard battle

The team bases are located on two plateaus, separated by a large valley along which runs the winding bed of a dry river. Just south of the center there is a small village (City) with dilapidated clay buildings. These houses and rare boulders are the few shelters in the valley, so descending into it is very dangerous. Moreover, for equipment that has gone down, there is no return, since the ascent takes a lot of time, and the slopes are well covered. Typically players defend the center and attack on the flanks. Main direction of attack- to the side "Gorki" to the north (along the 1st and A lines). The main positional confrontations are taking place in this direction.

Minor positions are mainly used for:

  • intelligence (lowland map- field, city);
  • protecting positions (hillsides, shelves);
  • in other cases, to go behind enemy lines (travelling through the road And water).


Light tanks

Light tanks descend into the valley and circle around it, forcing the enemy to reveal themselves and make mistakes in pursuit of the frag. The river bed is very suitable for this, hiding the tank on the floor of the hull. Sometimes scouts manage to drive into a dead zone under an enemy slope and cause him a lot of trouble.

On this map, it is very difficult to overestimate the role of a light tank. With competent play on this type of equipment, you can turn the tide of the battle in your favor. When playing on LT, it is advisable to remain in the ranks until the very end of the battle and help your allies win.

The main task– “highlight” the passages to “Gorka” in the north for allied tank destroyers and self-propelled guns, which should be brought into passage places for heavy and medium equipment. After the enemy crosses the “passage points”, the light tank moves to “illuminate” the tank destroyers standing on the slopes. And don’t forget to “counter light” from enemy light tanks, and, if possible, “destroy enemy light.”

Depending on the composition of the teams(1 or more lt in a team), you can “share” the directions of the primary “light” and “backlight” between each other.

To complete assigned tasks At the very beginning of the game, light vehicles “descend” from the hills along relatively safe ramps into the valley to the center of the map and choose convenient points of “exposure”. You can “shine” near a hill (D4) or in a ruined city (F6). Also from the Southern base you can “shine” from J6, J7, but very carefully, and from the Northern base - point G9. It is better to play LT on hills from the “light line” and try not to be the first to be exposed, otherwise you can very quickly “go” to the hangar. If, with your help, the allies have “suppressed” the defense on the slopes of mountains and hills, then you can carefully climb to its peaks and go behind enemy lines, simultaneously destroying self-propelled guns.

For successful implementation of assigned tasks, a technique with good UVN, camouflage, visibility and a small silhouette is suitable.

Important: since the “highlight” points are known and are “typical”, you should be very careful and attentive.

Medium tanks

Medium tanks often launch into the water from the start of the battle - a small area in the southeast. This technique is well known and predictable, so tanks heading into the water rarely reach their destination unharmed and in full force. Moreover, getting to the dead zone is only the first stage of the route. The ascent involves no less, if not more, risk than the descent.

The role of medium tanks– support for both the attacking units of the allies and the defenders.

At the beginning, STs don’t have many directions, just like LTs. To support allies, the ST can ride into the “heavy zone” or remain on the hillsides near the base to protect the “LT and AT zone” and possibly attack these zones.

Go down the slopes of the mountain- this is a very dangerous idea, since the ST is slower than the LT, and any “lighting” from the enemy LT will “send” you to the hangar. There are practically no safety zones in the lowlands.

It makes sense to go down into the lowlands only if the number of enemy tank destroyers is small or their absence at all. Or the defense is “broken” and you can “go” behind enemy lines, suppressing their remnants.

Main directions for ST technology:“heavy zone” (A1, C1, C2) or stand in base defense (E2, F3, H4, J5). To support an attack, a vehicle with good frontal armor and alpha (for example, ob.430u), with good air defenses (American ST) is suitable. When defending - any vehicle with good visibility, accuracy and mobility.

Heavy tanks

Heavy tanks are distributed on the mountain and hold the defense or attack along the flank where the hill is located. Positional confrontation often ensues in the area of ​​the hill, since it is always under the close attention of artillery.

The role of heavy tanks on this map- this is the suppression of any enemy resistance in areas of their concentration.

Main battles occur in the so-called “cord zone” (A1, C1, C2). These are protracted positional skirmishes between each other. TT has no other directions.

Staying on defense at the base and “losing” one tank, which can be useful “in a fight”, is at least illogical.

It must be remembered that the “heavy zone” is well shelled by self-propelled guns and it is necessary to “hide” after the shot.

For a comfortable game on this map Well-armored heavy tanks with high one-time damage (Mause, Type 5, etc.) are suitable.

Anti-tank self-propelled artillery mounts

The map is a “paradise” for tank destroyer vehicles.

The map is perfect for most tank destroyers, since the battle is fought at long distances. With proper “light” from the LT and the position you have chosen, you can effectively help your allies in destroying the enemy’s “defense” and provide “passage” to the rear.

But we must remember that all positions for tank destroyers are open and are located on the “balconies” of hills and when “lighted” from enemy tanks, you can easily “go” to the hangar.

Positions for tank destroyers– these are balconies at points E2, F3, G3, H4, J6 (Lower Base) and balconies at points B6, C6, D7, E8 (Upper Base).

Equipment to have: a mask net and a stereo tube are a must.

Note: if you went into battle on a well-armored tank destroyer (for example, Jag. Pz E100), then you can help allied tanks in the “heavy zone”. And don’t forget about the possible damage from self-propelled guns - so standing at one point is very risky.

Self-propelled artillery units

El Halluf is one of the most favorable maps for artillery. The likelihood of being discovered at the beginning of the battle is extremely low. If several self-propelled guns are involved in the battle, then it is important to correctly distribute yourself across the map so as to knock out the enemy from behind cover.

The card is well suited for playing on self-propelled guns, as a support.

From the lower base (South) The self-propelled gun can “target” the passage at the beginning of the game (A2-A5), also help in the “heavy zone” (in the north 1,2 lines) or shoot at the “balconies” near the enemy base (C6, D7, D8) - in the PT zones -SPG.

Similarly, from the upper base (Northern) The self-propelled gun can “target” the passage at the beginning of the game (E2-D5), also help in the “heavy zone” (1.2 lines in the north) or shoot at the “balconies” near the enemy base (E2, F3, G3, H4, J6) – in tank destroyer zones.

Positions for self-propelled guns– along the “red line” - the border of the map, in order to avoid exposure and to be able to shoot into different parts of the map.

For the "bottom base"- these are points F1, H1, G1, G2, etc.

For the "upper base"- these are points A8-A0, etc.

Tactics in the "Encounter Battle" mode

In the "Encounter Battle" mode, the base is located in a valley under a hill. The starting positions of the teams have been shifted to the southeast, but the control zones have remained the same: each team is on its own mountain. An important circumstance: in the circle of the base there is a large stone that provides good protection even from howitzer fire. This stone has a critical impact on the outcome of the battle. If in the first minutes of the battle no one managed to break through to him and take over, then the battle can become protracted. But as soon as someone (as a rule, this is an LT) breaks through to the stone and begins to capture it, the opposing team begins to feel feverish. They are forced to take some action, since it is impossible to knock down the capture from their homes at the base. All this leads to rash actions, mistakes and losses. Only artillery with a large splash (the radius of scattering fragments) can help, but not always - a lot depends on the position, size of the tank being captured and luck.

Screenshot gallery

You can help the project by adding screenshots of interesting places on the map.

History of changes

Cards

Summer

Karelia Malinovka Prokhorovka Lasville Ensk Murovanka Mines Cliff Monastery Steppes Pass Fjords Redshire Fisherman's Bay Ruinberg

Hello dear players! The site site presents to you guide to El Halluf map wot. The oldest map, which appeared in the distant patch 0.6.1.5, which was repeatedly redesigned and updated, changing its appearance and gameplay positions. And today we see a very balanced and interesting location for all classes of tanks, where heavily armored heavyweights, fast all-rounders, light fireflies, long-range snipers, and of course everyone’s favorite artillery can successfully play.

WoT El Halluf is one of the few desert maps in the World Of Tanks game. It has a clear but complex terrain with a deep depression right in the center of the map. There is no need to look for bushes here; there are just as few of them as in desert Africa, which became the prototype for this map. But a large number of low hills forces you to play from vertical angles, and tanks with a magnificent minus ten degrees will have a conditional advantage here.

The map is no different in size from most game maps, has a standard square kilometer and, most importantly, this entire square kilometer is available for play. This can include tanks balancing between 4 and 11 battle levels. The battle modes available on El Halluf are standard and counter combat.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.

Before talking specifically about the game situation and likely tactics on the El Halluf wot map, I will clarify in a few words about the battle modes. The fact is that both standard and counter battles are played exactly the same way, according to the same scheme. There is practically no difference in modes. Finishing a battle by capturing a base in counter battle mode is incredibly difficult. Therefore, everything that follows should be taken equally for both standard and counter battles.

Let's get straight to the review of the El Halluf map and start by looking at the main elements of the map (you can see the bases and respawns in both battle modes on the minimaps presented above):


Picture 3. Legend.

  1. Rocks- this is the main direction of attack of each team, located on a small hill. This is where the main striking fist should be concentrated. For successful combat, there are positions for each class of tank and, most importantly, there are shelters from the artillerymen’s “suitcases” in the form of high rocks. Winning in this direction will bring your team 90% closer to victory. As I already said, all classes of tanks can fight here, but at a minimum, absolutely all heavy tanks should come here.
  2. Small towns located near each respawn (and in standard battle mode near each base). They consist of exclusively destructible buildings and do not provide much value for tactics, but in some situations they can briefly shelter you from enemy fire.
  3. Hills. Numerous elevations and protrusions in front of the lowland at number 4, there are both in front of one team and in front of the other. The main defenders - tank destroyers, as well as artillerymen - are almost always located here. The rest of the tanks have nothing to do here. In the event of a breakthrough in the main direction, the defense is concentrated in these hills, but the attack also develops here. An important component of the map, but only for the end of the battle.
  4. Central lowland. A sharp depression between the hills is the lowest part of the map. A dry desert river bed flows here, but only a few positions are valuable for the game:
    • A - steep hill, which is used by fireflies for illumination and further advancement towards enemy positions (in addition, there is a base here in oncoming combat mode);
    • b - town on a small hill with many destructible buildings, which is used both to illuminate opponents on the hills and to develop an offensive in the auxiliary direction, used by both light and medium tanks;
    • V - river, in the area of ​​which there is a clash between the forces of both teams that arrived here, the winners also develop an attack in an auxiliary direction.

How to play on the El Halluf wot map? I suggest you familiarize yourself with the basics:


So let's get down to the most important thing every player should know - tactics on the El Halluf map wot. As before, I will divide all possible actions of the team into directions and positions:

  • the red direction is the main and most important , if you are not well versed in this map, then feel free to go to this part. Moving forward to the position number 1, you should notice whether your allies went to the position number 2 and only after making sure of this, you should drive to the position number 3. This is very important, because through the empty area under number 2, you will hit you in the back, and therefore perhaps you should either take that position yourself, or defend in position 1. Having taken number 3, you will again be faced with the choice of moving on to position 4 (and along the way you may already be pushed into the sides by opponents from position 2 ) and push the direction, or defend here and wait for the allies to push the number 2.
  • the yellow direction is the route of light tanks , which provide some illumination of passing enemies. In addition, there is another interesting, but very dangerous position for fireflies - at number 5. With a successful combination of circumstances, you can most successfully shine and shoot from here. However, be careful, everything may not turn out as you plan, because here it is practically impossible to hide from fire from different directions, and this position is being shot through just like that.
  • blue direction, which is nothing more than auxiliary! Rushing here makes no sense, and only fast medium or light tanks can attack here, which must very quickly take positions under the number 6 and engage in open battle with the opponents who have arrived here. After this, you need to go up a little higher along the arrows, strain the defenders with your presence and wait for the result of the confrontation in the main direction. Only after your allies push the main (red) direction and begin to move in your direction, can you begin to actively support them. However, sometimes the team does not defend this direction and then a scope of action opens up for you: cut out the artillery and go to the rear of the opponents in the main direction.
  • as always I highlighted positions for tank destroyers in purple , from which the lowlands and enemy hills are shot. Here are also positions for defending your own base in case of a breakthrough in the main direction. However, you shouldn’t have a large number of tanks standing idle here (3-4 tank destroyers will be more than enough) and maybe you should support your allies in the main direction!
  • Artillery positions are highlighted with brown areas. However, there is more than enough cover from your fire on El Halluf, which means that you will have to look for targets and not relax.

And finally, I suggest you look at the picture below, in which I depicted the ideal tactics for randomization on the El Halluf map using the example of the lower respawn:


Picture 5. Tactics.

Your team presses the main direction, destroying the enemies encountered in the red areas and moving further and further. The important factor is that you come in from different sides, shake up the enemy’s defenses, force them to be distracted and make mistakes, while at the same time the allies from the auxiliary direction begin to put pressure on you. Such actions will definitely lead you to victory!

In custody.

What can we say in summary about the worldoftanks El-Hallouf map? Firstly, the map is completely open, but with plenty of cover. Secondly, the map has only one decisive direction. Thirdly, El-Hallouf is balanced and has no imbalances. Thus, the oldest and not always favorite card of our game has now acquired a rather nice appearance. From now on, the game on El-Hallouf is active and interesting, and “standing” is a thing of the past. There are a lot of options for active actions here. However, it is worth noting that there is no point in two battle modes that play the same way; an ordinary standard battle would be enough.

. Soon you will be presented with a new guide for the next World Of Tanks map, but for now, study the theory and then in practice you will be able to show yourself in the best way!