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Map “Pearl River. Pearl River map WOT tactics Pearl river map wot

Lately I've been writing all about rare tanks. But all this time I wanted some nostalgic material. Remember what was once in the game. What the players liked or what made their chairs “burn.” And then I remembered! We have more than a dozen cards that were introduced into the game at one time and then removed for one reason or another. In general, in this material we recall the locations removed from the game. Well, for those who cannot remember this, because they simply did not play in those days, a short excursion into the history of the game.

Pearl River

To be precise, we have 12 cards that left " World of Tanks" The first card in our memories will be “ Pearl River" Remember that multi-level Asian setting?

The map was introduced in update 8.5 (April 18, 2013). It was possible to move around it in a circle. In the center there was a huge hill that could not be driven up. In one of the subsequent updates, not very soon after the map was released, corridor drives were made along this hill. In fact, 90 percent of the entire map was corridors. There was a small plain in the center, along the river bed. But few people played there, and usually only light tanks flew there. Heavy tanks and self-propelled guns went to the upper right corner to “butt” in the gorge. Medium tanks went into the mountains on the left side of the map. Playing an ART SAU here was not very comfortable - after all, this was a multi-level landscape...

In update 9.10 (September 1, 2015), the map was removed from the game. " Pearl River"was liked by a very rare player and therefore its conclusion was greeted with joy.

Komarin

My favorite " Nightmare", or as it was officially called " Komarin" He received such a nickname due to the fact that the atmosphere here was somehow gloomy, and the game here was boring.

This map was introduced in a very distant update numbered 0.5.5.1 (October 6, 2010). An ordinary Russian village, which is located on the banks of a small river. The area is swampy. There are a lot of memories with this card. So, for example, here, when the map was released, the sound of a barking dog was turned on during a collision with a doghouse. And what caused even more laughter was that the players sometimes got confused in the databases. Respawns were on one side, and bases on the other. The player came to capture the base, but the capture did not happen! It turned out that the player was trying to capture an allied base.

In update 6.4 (May 11, 2011) " Komarin» underwent the first changes. In the center of the map, on the so-called island, buildings were added and the number of bushes was reduced. In 7.4 (June 14, 2012), the map was completely removed from random battles and left only in the training room and in company battles. A little more than a year later, in update 8.8 (September 10, 2013), my favorite “ Komarin"in a slightly revised form. My joy knew no bounds! In update 9.2 (July 29, 2014), new changes were made to the map. There are more edits in 9.4 (November 4, 2014). And so, in update 9.8 (May 26, 2015), the map finally left our game. Looking at the number of changes on the map, you can understand that it was useless to redo it and change anything on it. But no matter how inconvenient it may be " Nightmare“I liked it for its atmosphere. I will never forget this card.

Overlord

Devil's spawn called " Overlord" The map was created based on the Allied landings in Normandy in 1944.

The map is supposedly historical and very beautiful, but is completely unplayable and unbalanced. In most cases, the team from the top respawn won. " Overlord"was introduced to the game in update 9.7 (April 22, 2015) and was removed from the game less than a year later. Somewhere at the end of 2015 - beginning of 2016. In February 2016 " Wargaming“even launched a vote on which map is the worst in the game. This card turned out to be our “ Overlord" I was very excited when I came across this card and I was incredibly happy when I found out about the release of this card.

Port

The son of a port worker... Ahem! Game location " Port» with many railway tracks and an industrial area. The railway tracks are here VERY a lot of.


« Port"was introduced into the game in update 7.5 (July 26, 2012). By the way, in the same update CT level X was introduced. The map represented a busy industrial zone with some kind of guardhouses, warehouses, and pipes. The highlight " Porta“Numerous railway tracks were considered, of which there are a lot here. Among the carriages it was even possible to lose orientation in space. After a year and a half, the map was removed from the game in update 8.11 (February 11, 2014).
On the map one could find the logos “ World of Warplanes", for when the card appeared in the game - " aircraft"were preparing for release. And one day the map returned to the game, but in a redesigned form for a game event " Tank racing", which took place in the fall of 2014.

Provinces

In update 7.2 (March 29, 2012) in " World of Tanks"a small 600 by 600 map called " Provinces" High-level techniques were shining at each other almost from respawn.


« Provinces"reminds" Mittengrad" Two slopes on which vehicles respawn. Soon the developers realized that it was impossible to play like this and in update 7.4 (June 14, 2012) the map became available only for vehicles up to level III inclusive. In update 9.10 (September 1, 2015), the map was removed from the game. I absolutely don’t understand why she was taken out. It was fun to play around with low-level tanks. " Mittengrad“I still don’t like it as much as I liked it” Provinces", which was recreated based on the war in Italy of 1943-1945. #SourTake BackThe Province

Ruinberg is on fire

Same " Ruinberg", but on fire. Oh yes, there was also some kind of rain effect, but it was only on maximum graphics settings.


« Ruinberg is on fire"appeared in our game with update 8.11 (February 11, 2014). At the same time, by the way, a winter version appeared “ Himmelsdorf" And if " Winter Himmelsdorf"is still in the game, then here it is" Ruinberg is on fire» left the game in update 9.5 (December 22, 2014). I absolutely don’t understand why duplicate cards are needed, but with different effects. Can you explain? I look forward to your explanations in the comments.

Northwest

Early autumn in the mountains of the North American region. It was very beautiful and atmospheric.


In update 8.9 (October 29, 2013), the map " Northwest"appeared in the vastness of random battles. It was very beautiful, but difficult in terms of gameplay from the bottom right corner. In update 8.11 (February 11, 2014), this issue was fixed by adding a new direction. I liked playing here after its change, but in 9.7 (April 22, 2015) the map was removed from random battles, and in update 9.8 (May 26, 2015) it was completely removed from the game client. The map, it seems, was not very bad. Well, and the corridor... We had corridors on many maps at that time.

Severogorsk

A small Soviet town, which was somehow industrial and had the name Severogorsk.


« Severogorsk" appeared in the game with update 8.7 (July 23, 2013). The map immediately attracted attention because in one of the garages there was “ Sturmtiger"and he could be seen through the slightly open gate. There was very little playable space on the map - most of the free space was occupied by mountains. One of the updates tried to fix this, but it didn’t work. In update 9.5 (December 22, 2014) " Severogorsk" left us.

Hidden Village

At the end of 2013 " Wargaming"tried to cater to the Asian market and introduced a ton of Asian content into the game. Map « Hidden Village"was drawn in some haste and added to the game.

This "appeared" Hidden Village» in update 8.10 (December 20, 2013). It was all in Japanese style with cherry blossoms. But it was absolutely unplayable, in my opinion. Two corridors and a hilly wasteland along the river. There were three directions here and on two of them there was standing. In game version 9.2 (July 29, 2014), attempts were made to make some changes. But they were not successful. In update 9.10 (September 1, 2015), the map was finally gotten rid of.

Stalingrad

A real quarter of Stalingrad, now Volgograd. Many new unique buildings and houses were created especially for this map. And here, for the first time, trenches were used, which reduced the speed of the tank.

« Stalingrad"was added to the game with update 9.4 (November 4, 2014). And if " Overlord", a map taken from a real area - was very unfortunate, then with " Stalingrad“Everything was fine. Most players " Stalingrad"I liked it. But those who didn’t like him stubbornly cried on the game’s official forum. As a result, in the fall of 2015 the map was removed from the game. But they promised to somehow fix it and return it back. I hope that someday we will be able to fight again on the streets of virtual Stalingrad.

Dragon Spine

When an old player hears the phrase " Dragon Spine- He panics. He begins to shake, he gets lost in space. It gets dark in my eyes. A feeling of nausea appears. " Dragon Spine“It’s better not to remember. This is a card for excruciating torture.


In update 7.3 (May 3, 2012) in " World of Tanks"a map appeared with the name " Dragon Spine" A map whose real playing space occupied 10 percent of the total area. This map had such a height difference that tank owners Maus and people like them simply closed the game if they got this card. You could play on this map as much as you wanted, but you would never remember where you had to turn to get to where you needed to go. I described everything so confusingly, in fact, just like the map itself. Already in update 7.4 (June 14, 2012), the map was removed from random battles for processing. Returned " Dragon Spine» only in 8.1 (October 25, 2012). The map did not stay in the game for very long, and already in update 8.4 (February 28, 2013) it was again sent for rework. They did something with her there for a long time, but decided that it was better not to do anything. In update 9.6 (February 10, 2015), all map files " Dragon Spine"were permanently removed from the game.

South coast

Like Crimea, but only “ South coast" The map is dedicated to the battles for Crimea in 1942.


Update 7.5 (July 26, 2012) added the map " South coast", which has a network of Crimea. The map even at the supertest was called “ Crimea" A small resort town on the seashore, where virtual tank battles took place. One day the card was taken out of the game for recycling and returned. But for some reason it never caught on in the game. In 2015, it was decided to permanently remove the map from the game. I personally didn’t like the atmosphere that reigned on the map. But it was nice to play here.

So we remembered all those 12 cards that left our game. Some of them we loved, some we hated. Each player has their own opinion about each card. I would like to hear your opinion about any map. Share in the comments what you remember from these 12 cards. It will be interesting to read many opinions. I have already expressed my opinion.

The Pearl River map appeared in the World of Tanks assortment relatively recently, so it has not yet been properly tested and frequent errors on it have become commonplace for players. The size of the map is 1000 by 1000 meters, the level of battles is from 4 to 11. The map is quite open and is intended for active actions of players. Already now on Pearl River World of Tanks you can figure out the most advantageous positions for a successful game.

Approximate travel routes for all types of equipment.

Approximate positions and directions of attacks for both spawns, changes and refinement of this tactic are possible from time to time.

Tactics.

On the map, the pearl river of art will not feel quite free, it is necessary to take into account that despite the fact that the map is open, it will be very useful to choose advantageous positions. So, for the top spawn, the most advantageous position is point A7, it allows you to perfectly shoot through the gorge (the upper territory of the map), but it is worth remembering that this position is not protected by bushes and I can easily destroy you, so occupy this point only when the enemy is suppressed by forces allies. Otherwise, it is better to take positions that are located on squares E1 and E2, as well as F1 and F2. From there you can perfectly shoot through the center and the green area (the lower territory of the map), hiding behind the thickets of bushes. As for the lower base, it is recommended to occupy positions E0 and F0. From there you can perfectly control all directions on the map.

If we take light tanks into account, then they are recommended to occupy central positions on the map, from there they can perfectly illuminate the central and lower areas of the map. You can also take a position on H5, it allows you to highlight the center. This tactic is perfect for bottom base players. As for the top, it is similarly recommended to take central positions, try to illuminate the gorge and survive, and otherwise choose the least protected flank in order to break through to the base.


Pearl River Map Guide.

It is best for medium tanks and fast tanks to occupy the green space. But you need to drive along it strictly along line K, so there will be less opportunity for you to be exposed. The best place is position G3, there is a hill that can hide you from artillery and from which you can fire at the enemy center and base. This is prescribed for the players of the lower base; as for the upper spawn, then from there you need to capture the green stuff in the same way. The best position is square H2, from there you can perfectly hold off enemy tanks.

Tank destroyers and thick tank destroyers, which have strong frontal armor, are assigned to the gorge, where the main battles of powerful and strong combat units take place. But it’s worth remembering that it’s best to stay to the left edge of the center of the gorge, so artillery won’t be able to damage you. And thus try to break through to the enemy base. This tactic is prescribed for the lower spawn. As for the upper base, it is recommended that similar combat units go to the gorge, but some tank destroyers can take positions D2 and E2, this way they will be able to shoot through the center and approaches on the green, while remaining unnoticed.

For the Pearl River, the guide described above should be key for you, since with it you will know how to act at the beginning of the battle and have time to make a significant contribution to victory.

Pearl River turned out to be an excellent map, it has many tactical possibilities and both respawns on it are in the same position in terms of advantages. The developers are in the right direction in terms of map making, if they stick to this concept, then all subsequent maps can also turn out great.


MORE_PHOTO:

The World of Tanks map “Pearl River” is made in an oriental style, features complex terrain and many tactical decisions that can lead the team to victory. The dimensions of the map are 1000 x 1000 meters, the map type is summer, so you won’t have to spend money on winter and desert camouflages, the available battle modes are only standard. The map hosts battles from levels 3 to 12, so knowledge of the features of this location will be useful for both sandbox lovers and seasoned professionals.

So, two team spawns are separated by a massive mountain - on one side there is a gorge available, (goes from B7 to D0) the capture of which guarantees quick access to the enemy base, on the other side of the mountain there is a small town with partially destructible buildings, but it is perfectly shot from all sides .

The hottest battles take place on distant bypasses, which are located on lines 1-2 and J-K. It is on these paths that the light and medium tanks of both teams rush, while the heavy tanks go about their business in the gorge.

By the way, for a long time the gorge was a real valley of death with a vigorous tank stand - if the team of the first spawn managed to reach at least the middle of it, then any heavy tank of the second team, when trying to put pressure, came under the focus of fire from at least three directions and had no chance of surviving was. Gradually, people developed counter-tactics - now, in most cases, the second team’s heavies do not climb into the gorge at all, but counter the exit from it in square E0. As practice shows, 2-3 heavy vehicles or tank destroyers are enough to completely deprive the first spawn team of pushing through the gorge at the final stage. And tank destroyers in square F0 not only control the exit from the gorge, but can also cover exits from the city in the center of the map.

The city in the center of the map can become a mass grave for those who decide to push the direction through it, especially in the later stages of the game - shooting from the opposite bank of the river gives practically no chance of survival. However, a fast light tank that jumps into it at the very beginning of the battle has a chance of exposing many enemy vehicles that drove along the bypass line. And while it exists there, there is practically no chance of a successful breakthrough.

In general, it is much easier for the first team to control the bypass road - if you use the entrance in square E3 (risky, with a chance of exposure), you can create a situation in which in square H2 the tanks of the second team encounter fire from at least three directions (not counting the city). In this sense, the second rep has all the advantages in defense, but very little in attack - a completely reasonable tactic would be to shoot the most nimble rushers from the first team in the first half of the game, and only then slowly push through one of the directions.

What should the first team do if the second has captured the gorge and is rushing to the base? On the third line there are many positions from which tank destroyers can intelligently shine and shoot those who break through - it’s up to the technician to find them. For the second team, the case of breaking through the gorge is more difficult - the bushes in H9 are frankly sparse and save little from exposure.

Artillery on this World of Tanks map does not feel very comfortable - the difficult terrain affects it. Positions that allow you to work along the gorge are practically useless for defeating opponents who have taken a detour and vice versa - so you have to choose one of the two. Tank destroyers feel a little more comfortable - there are opportunities to shoot through, the main thing is not to push forward and remember that you are a second-line vehicle. We have already discussed the role of heavy tanks, but the kings of this map are medium tanks. Fast, maneuverable, they can quickly occupy key points and cause damage, as well as change position if the situation on the map changes.

We continue the series of map guides and today it is the “Pearl River”. This guide is designed to show players the positions they should take when playing different vehicle classes in order to bring the greatest benefit to their team.
The designations of tanks - TT, St, Pt - are conditional, that is, if your tank destroyer has a strong forehead and can tank, then it is preferable for you to choose the direction for the TT, or if your heavy tank has no armor, but has a good accurate gun, then you better take a position for pt.

TT tactics:

Symbols used:
The red arrow indicates the main directions of movement of heavy tanks.
Traditionally, it just so happens that almost all the heavy tanks on this map go to the gorge (upper right corner). The trouble is that pushing in this direction gives almost nothing! It’s good if equal enemy and allied forces went there, but if the forces of one side outweigh and destroy the enemy’s forces, and after that the tanks begin to move further towards the enemy base, then this almost always leads to the defeat of the side that pushed in this direction. After all, there is nothing better than meeting TTs that have pushed through a gorge (regardless of the base).

How TTs are killed:

Symbols used:
The red arrow is the breakthrough of heavy tanks through the gorge.
Orange ovals are areas from which it is necessary to meet the group that has broken through from the gorge, using shelters and double bushes.

ST tactics:

Notations used.
Blue arrow – the main directions of movement of medium tanks.

I recommend to all St and relatively fast TTs to use this map to go along the roundabout, which is often abandoned. But this is an important direction, despite the fact that you have to go a long way.
This direction will allow you not only to fight fast, and therefore less armored opponents, but also to actively support your allies in the central city area, shooting at the enemy’s side. Moreover, the artillery tanks that travel along the district are not too dependent on the TTs in the urban part, but the TTs, on the contrary, are very dependent on the artillery tanks that travel along the district, because heavy tanks in the city cannot advance forward without first advancing medium tanks along the district, otherwise this is fraught with rapid drain.
This direction is also good in that if it is pushed through, then surely a certain number of enemy tanks will try to return from the gorge in order to avoid capturing the base, and here they can be easily dismantled, occupying the areas marked on the map above with orange ovals.

Fri Tactics:

Notations used.
The red triangle is the position for tank destroyers.
The black arrow is the direction in which fire can be fired from this position.
Standard positions for tank destroyers are marked on the map. In general, the map is not very suitable for tank destroyers, due to the lack of large and open spaces, hence there is a high probability of light exposure after a shot, so do not neglect the bushes and the 15 meter rule.
Pts perform much better on this map when enemy forces break through a gorge and advance towards your base. Again, meeting places are marked above with orange ovals.

Art-sau tactics:

Notations used.
The red closed contour is the Art Sau location area.
The yellow arrow is the direction in which it is best to fire from the right base, from these positions.
The azure arrow is the direction in which it is best to fire from the left base, from these positions.
From the right base it is much easier to fire along the gorge, but from the left you will have to drive along the river and stand behind a bush. There’s not much more to say, the main positions are marked, but the art itself was abandoned.

LT tactics:

Notations used.
Orange arrow – light tank route for the right base.
The yellow arrow is the route of the light tank for the left base.
The orange circle is the place for passive light from the right base.

Notations used.
The red line is the route for a light tank to break through to enemy artillery for the right base.
The blue line is the route for the light tank to break through to the enemy artillery for the left base.
Green line – Common part of the routes for the left and right bases.

At the very beginning of the battle, it is a good idea for Light Tanks to take the route shown on the map in orange for the right base and yellow for the left. For a successful result, you need to drive along the central, urban part of the map until the enemy is detected, and then abruptly go to a lower area of ​​the river, which will protect you from enemy fire.
A minute after the start of the battle, this route becomes dangerous, and then the Lt has 2 options, either to ride along the circular path until the first light of the enemy (for allied artillery), without driving into narrow corridors, from which it will be impossible to leave if the enemy is encountered in this very corridor, or try to make a breakthrough to enemy artillery. The breakthrough route is shown on the map in red for the right base and blue for the left. If you try to travel along this route right at the beginning of the battle, you will simply be killed. You need to give the enemies time to leave, and after 2-3 minutes this route becomes completely safe and very effective.

On the right base there is an excellent island with dense vegetation that is great for passive light. You can also introduce fire from it, moving away from the bushes by 15, while remaining unexposed, which is also suitable for a fast tank destroyer. It is best to stand on the edge of the island, so that if detected, you can quickly move off it, using the island itself as cover.

The Pearl River map appeared in the World of Tanks assortment relatively recently, so it has not yet been properly tested and frequent errors on it have become commonplace for players. The size of the map is 1000 by 1000 meters, the level of battles is from 4 to 11. The map is quite open and is intended for active actions of players. Already now on Pearl River World of Tanks you can figure out the most advantageous positions for a successful game.

Approximate travel routes for all types of equipment.

Approximate positions and directions of attacks for both spawns, changes and refinement of this tactic are possible from time to time.

Tactics.

On the map, the Pearl River will not feel quite free, it is necessary to take into account that despite the fact that the map is open, it will be very useful to choose advantageous positions. So, for the top spawn, the most advantageous position is point A7, it allows you to perfectly shoot through the gorge (the upper territory of the map), but it is worth remembering that this position is not protected by bushes and I can easily destroy you, so occupy this point only when the enemy is suppressed by forces allies. Otherwise, it is better to take positions that are located on squares E1 and E2, as well as F1 and F2. From there you can perfectly shoot through the center and the green area (the lower territory of the map), hiding behind the thickets of bushes. As for the lower base, it is recommended to occupy positions E0 and F0. From there you can perfectly control all directions on the map.

If we take into account, then they are recommended to occupy central positions on the map, from there they can perfectly illuminate the central and lower areas of the map. You can also take a position on H5, it allows you to highlight the center. This tactic is perfect for bottom base players. As for the top, it is similarly recommended to take central positions, try to illuminate the gorge and survive, and otherwise choose the least protected flank in order to break through to the base.

Pearl River Map Guide.

And it’s best to occupy the green space with a fast TT. But you need to drive along it strictly along line K, so there will be less opportunity for you to be exposed. The best place is position G3, there is a hill that can hide you from artillery and from which you can fire at the enemy center and base. This is prescribed for the players of the lower base; as for the upper spawn, then from there you need to capture the green stuff in the same way. The best position is square H2, from there you can perfectly hold off enemy tanks.

And the thick ones, which have strong frontal armor, are assigned a gorge, where the main battles of powerful and strong combat units take place. But it’s worth remembering that it’s best to stay to the left edge of the center of the gorge, so artillery won’t be able to damage you. And thus try to break through to the enemy base. This tactic is prescribed for the lower spawn. As for the upper base, it is recommended that similar combat units go to the gorge, but some tank destroyers can take positions D2 and E2, this way they will be able to shoot through the center and approaches on the green, while remaining unnoticed.

For the Pearl River, the guide described above should be key for you, since with it you will know how to act at the beginning of the battle and have time to make a significant contribution to victory.

Pearl River turned out to be an excellent map, it has many tactical possibilities and both respawns on it are in the same position in terms of advantages. The developers are in the right direction in terms of map making, if they stick to this concept, then all subsequent maps can also turn out great.