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Sandy River: Tactical Review. Map Sandy River - Counter battle WOT tactics Play on the map Sandy River

It will be dedicated to the topic of battle tactics on the Sandy River map. Below on the map you can see the main battle site - red circles. Enemy tanks are constantly encountered in these places.

We will start with light tanks, the main task of which is to illuminate enemy equipment, in particular artillery. As you can see on the map (yellow arrows) these are the main routes for movement of light tanks. Often light tanks will break into the enemy base along routes A. Remember that light tanks are very important because they are able to find and neutralize enemy artillery, which poses a big threat on this map.

Tank destroyer on the sand river map in the online game World of Tanks mainly occupy the positions indicated green circles, also occasionally there are players who travel in tank destroyers along route B, but still for tank destroyers the best position is at the base in the bushes, because these vehicles are designed to conduct exactly this style of combat.

Medium tanks on the Sandy River map move in three main directions: through the center. Through the desert and at the foot of the mountains. The most popular route for medium tanks is the area of ​​mountains and desert, sometimes medium tanks go to a town that is located in the center.

Artillery on this map are often located in the same places marked purple circles. On this map, artillery can cover almost any part of the territory, which is why there is no particular point in moving to occupy a more convenient position. It should be remembered that artillery is very important on this map, since it is it that can decide the outcome of the battle.

Heavy tanks travel the same routes as medium combat vehicles. The most successful routes for heavy tanks on this map are marked with the letter C. All routes for heavy tanks are shown on the map red arrows.

Rush tactics on the Sand River map in the game World of Tanks are not very common, the best puts, the movement of rushes are indicated by white arrows. On the map you can see that they are different from different sides, this is due to the topography of the Sandy River territory.

Hello, dear friends!

Today portal website presents to your attention a review of one of the most difficult, unbalanced and terrible cards - Sandy River WorldOfTanks.

In short, the Sand River is a nightmare for mice and turtles. On this map, it is not easy to find a use for almost all heavy tanks and tank destroyers; only artillery and medium tanks are more or less able to successfully implement themselves (and then only if they have good vertical aiming angles).

Sandy River wot is characterized by complex terrain, there are practically no flat surfaces, the entire map is full of numerous hills and lowlands, there is practically no cover from air attack, as well as bushes that can hide at least a light tank. The map is very difficult to understand and read, there is no symmetry at all, the positions and directions for opposite respawns are radically different. Among other things, an extremely unbalanced mode has long been introduced on the map - Assault, in which it was initially much easier to attack, and after rework it became much easier to defend. But let's talk about everything more specifically.

Note:
1. In my opinion, wot Sandy River is the most unintuitive map in the game World Of Tanks. On this map, without understanding it first, it is very difficult to understand where you need to go, where there are safe passages and positions that are comfortable for you, where clashes occur, where on the map you can go unnoticed, and so on.
2. I also want to note that although there is little vegetation on Peschanka, in some places on the map there are small areas covered with grass, which will not hide your tank, but perfectly hides small stones kindly scattered by map makers (it is not clear for what purpose). Having driven into such a stone hidden by grass, you will probably lose speed or stop completely, and with the new physics, you will probably even roll over. This is very unpleasant, beware of such areas.

General information.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.


Picture 3. Minimap of the assault.

Sandy River was introduced into the game in update 0.6.1.5. and has undergone a number of changes:
- “Encounter combat” and “Assault” were added in patch 0.7.4.
- “Encounter Battle” was immediately sent for revision and returned only in patch 0.8.0.
- In patch 0.8.5. The Assault mode has undergone significant changes.
- In addition, the Sandy River changed its topography several times (most recently: the drainage of the river itself and the possibility of driving along its bed).

The map was never considered good or an example of successful map development. Getting a new look or a new mode, Sand River didn’t get any better, but our beloved developers never intended to remove the map from the game.

Sandy River Available in random mode for 4 – 11 battle levels, it represents a desert type of map (desert camouflage for tanks), has a very difficult terrain, and at the same time, it is almost completely open. However, such a complex, hilly terrain of the map has a dual character: on the one hand, all these elevation changes make it very difficult to attack, making it difficult to fire, but at the same time, the abundant presence of hills protects you from enemy fire. In addition, as I wrote above, there is practically no vegetation on the map, which means that often opponents will see each other without any problems and fire, remaining unnoticed, possible only if one of the allies highlights you (and even then , if the terrain allows shooting). The card size is standard – 1000*1000. All three random battle modes are available on Peschanka: “standard”, “counter” battles and “assault”.

As you probably already guessed, the Sand River is a dry riverbed in the middle of the desert on a clear and hot day. Along the sandy river there are several settlements with small houses almost close to each other. By the way, absolutely all buildings on the map are destructible!

Let's break the map down into its key components:


Picture 4.

1. Slide(the most playable part of the map, where some active actions are possible; great for medium and small heavy tanks; there are shelters from artillery).
2. Upper Hills(in the old version of the map, before the slide was added, they were actively used by heavy tanks, but now they are used very rarely, since they are perfectly covered by artillery and tank destroyers (both before and now); they probably stopped being used due to the emergence of new directions for heavy tanks (for example, a river bed) and shooting from a hill; be that as it may, tanks never lived on the upper hills for a long time, but fought here due to the lack of other possibilities; they can be used in the absence of artillery).
3. Hillock(suitable for illumination, used by light tanks; easily shot from almost everywhere, which means you need to be extremely careful).
4. Villages(an abundance of destructible houses in which you can take refuge in the event of a threat; developing an attack or building a defense against these buildings makes no sense).
5. Dry river bed (the central channel is the most important part of the map, as it provides many opportunities for clearance and shooting). Here and there there are shelters from artillery and gunfire, but as soon as you start attacking along the riverbed, you will immediately come under fire from tank destroyers and artillery; is also the shortest road between two bases in a standard battle.
6. Passing through a sandy river(the simplest options are to cross a dry river, although not the only ones).
7. Balconies(tank destroyers are often used, although they are not ideal positions). The only playable bushes on the map are located here. They are very flimsy, but can still be used.
8. Convenient positions for def (used in all modes of fighting during def; often these positions are the last line of defense).
9. Lower Hills(there are no shelters here, but a lot of hills). Excellent visibility for active light tanks. In standard combat, they are often used by different types of tanks to push through. However, all the tanks located here are in full view of the artillery. Also, success here largely depends on the vertical aiming angles (as well as on the entire map).
10. You can see the location of bases and respawns in different battle modes on the Sandy River in pictures 1, 2, 3.

How to play on Sandy River wot? Now let's try to figure it out.

I. Standard battle on Gerbil.


Picture 5.

Picture 5 shows the standard dispersal patterns for tanks of both teams and approximate locations of collisions. True, it is not possible to predict the departure of the entire team in a random room. The map is very complicated and many players don’t even know where to go. Let's try to determine tactics on the Sandy River wot for all vehicle classes:

  • Light tanks there is space and a huge selection of options, since at any moment you can hide behind the next dune and leave. But in fact, the Sandy River is not well suited for illumination because, as I wrote above, there are practically no bushes behind which you can disguise yourself, which means that all tanks will see each other without problems and your illumination will not benefit you as a result of the battle. Initially, you can drive through the riverbed in the center and, having reached the hillock, enlighten the enemy’s patrol. And then you should navigate according to the developing situation: either scan the upper hills or the lower ones. In any case, you should concentrate on illumination specifically for the artillery and only where other allied tanks are not able to provide this illumination. In battles where there is no artillery, you will most likely have to play the role of a medium tank.
  • Medium tanks have a wide range of opportunities (limited for one reason or another). Most often you should go to the hill and develop an offensive from there. After destroying the enemies on the hill, you drive through the upper hills and get under the enemy base. Next is the positioning. Sometimes it makes sense to go to the lower hills, developing an offensive there. But it doesn’t make much sense to go to the bed of a dry river, since more often than not you will be useless there most of the time.
  • Heavy tanks on the Sandy River suffer more than other classes of equipment. Wherever you go, you will be illuminated and receive artillery fire. There is, perhaps, no successful tactic for heavies, and the only thing that comes to mind is the defense of the river bed (here you can hide from artillery if you stand up correctly). In some cases, if the situation allows it, it is possible to cross along the riverbed, although it should be understood that this direction is countered from the position of tank destroyers. All this is true for large and slow heavy tanks, but heavy tanks like the IS-7 or T110E5 (and other relatively fast and small ones) can and should support medium tanks or develop an offensive on the opposite flank.
  • Tank destroyer. Everything is very simple here: the PTs on Peschanka do not even move far from the base, taking up positions on the balcony or in positions for def. From here, gunfire opens up in all directions, but due to the hilly terrain, opponents who are illuminated and accessible to gunfire very quickly hide behind the hills. However, tank destroyers must counter any attempts by enemies to break through the riverbed.
  • Artillery sweeps through almost the entire map, and takes positions behind tank destroyers in convenient positions for defense. The art here does not suffer from a lack of lighting. There are almost always opponents in the spotlight.

As a tactic and strategy, it is impossible to predict the behavior of your allies or the dispersal of your opponents on the Sand River. To break through, you should use two directions: through the hill along the upper hills or through the lower hills. Keep in mind that after pushing the direction and approaching the enemy base, you will most likely encounter resistance from tank destroyers in the area of ​​the base.

II. Encounter battle on Peschanka.


Picture 6.

Encounter battle on the Sand River map quite different from the standard one. This is mainly due to the location of the spawns near the upper hills. Thus, the main massacre takes place here and on the hill. However, PTs should take positions on the balcony in order to prevent the breakthrough of cunning opponents who decide to drive around the lower hills and get behind your team. The base itself is easily visible from a hillock, from balconies or through lower hills. Therefore, there is no point in trying to take the base. Trying to break through the lower hills and go behind enemy lines should be done with great caution, since on the Sandy River the absence of several tanks on the hill and upper hills will very soon affect the distribution of forces. Probably, while you are driving around the bottom, the upper hills can already be pushed through by the opposing team, which will have an advantage here in the number of tanks. In general, in this mode, the team that wins most often in the battle on the upper hills and slide wins.

III. Assault on Peschanka.

Here we come to the analysis of the unbalanced assault on the Sandy River. What's wrong with him? Let's delve a little deeper into the history of this mode on this map and try to figure it out.

A long time ago, when two new modes were added to the game - oncoming combat and assault, the second immediately earned a bad reputation. The fact is that at that time the bed of the sandy river was not available for gameplay and, accordingly, there were no climbs from the bed to the hill. Thanks to this, the attacking team easily rolled out onto the hill, overexposed and shot at the defending team. Just one light tank could ensure victory for the attacking team simply by rolling along the hill (although it is worth saying that absolutely any tank with decent visibility at its level could easily overexpose the defenders). Subsequently, when the main forces of the team had already been destroyed, it was not a big problem to finish off the remnants of the enemies in the lower hills or simply capture the base. Back then it was easier to win as an attacking team.

Now, when the developers drained the river bed and made it accessible for play, and also added the ability to climb from the bottom to a hill and see through almost the entire upper part of the map from here, the defenders received an imbalance. At the moment, the situation in the “Assault” mode on the Sandy River is as follows: the active part of the players of the defending team occupies the riverbed, from time to time jumping out onto a hillock, thereby highlighting everyone who passes or tries to take a position - that’s all, this completely fetters the attackers. Let's take a closer look at the situation with the assault on the Sandy River using the example of picture 7:


Picture 7.


The positions of the defenders are highlighted with a red oval.
A green oval with a red border marks out the river bed, which must be occupied by one of the teams (it is much easier for the defenders to occupy and hold the river bed). The most imbalanced position.
A yellow oval with a red border highlights a very dangerous area, which the defenders can occupy only for initial clearance and shooting, after which it most likely must be abandoned.
Black arrows indicate typical attacking directions encountered in random games.
  1. With the defenders, everything is simple and clear: they take their typical positions and shoot the enemies.
  2. The most important fail is to follow the leftmost arrow. What is the problem? Simply, having arrived there, you are completely disconnected from the battle, because the enemies from the river bed will not allow you to travel further along the green arrow to the enemy positions. They will shoot you while you are still getting up. It is likely that you need to defend this flank in order to prevent enemies from reaching your rear, but it is worth doing this while remaining on the hill. A simple rule: if you arrive at the leftmost arrow, you will be excluded from the battle as long as there are enemies in the riverbed. This is the first step towards defeat.
  3. There is little point in taking up positions on a hillock or upper hills, since fireflies from the river bed will constantly illuminate you, artillery will be thrown along the upper hills, and anti-tank missiles along the hillock.
  4. The tankers who choose the direction along the far right arrow achieve the greatest success, but often they do not have enough strength or time.
  5. Those guys (especially among tank destroyers) who like to stand on a hill and wait for something are absolutely not beneficial to the team. It is not at all clear what exactly they want to wait here, but even the drawing circle from the hill to the enemy positions does not reach.
This is a typical situation that occurs in the Assault mode on this map from battle to battle.

How to play on the Sand River in Assault mode?

In fact, I see only two possible options for attackers (and those that are more suitable for the team, since they require coordinated actions from many random players):

  1. Massive attack on the river bed. As you might guess, the source of headaches for attackers is located precisely in the river bed. If you capture and destroy the enemies here, you will free up the hands of the rest of your team: the guys from the hill will be able to shine through and shoot opponents, like in the old days, and the tanks from the right side of the map will be able to calmly press along the lower hills, without fear of getting hit on the side and stern from opponents from the river bed. At first glance, this is the simplest tactic, but not everything is so simple. In fact, in the bed of a sandy river there is a much more convenient position for the defending team, and therefore it makes no sense to go there with 2-3 tanks. It must be a massive rush to crush opponents.
  2. Attack on the far right arrow (black turning into green). In this case, it is necessary to concentrate the main striking force of the team here. As a rule, there are not many opponents here, but they have very convenient mounds behind which you can hide your body. On your part, it should be a concentrated blow to this exact point. In this case, the artillery MUST take positions on the hill! It is important. From these positions, artillery will be able to most effectively help its team push through this direction. Further advancement through enemy positions, after pushing through this direction, will very much resemble an ordinary standard battle. By hiding behind the hills you can successfully push back or destroy your opponents.

In custody.

So, here we are, looking at the Sandy River map. What can you say about her? The map really does not bring joy and fun. Largely due to its openness and artillery, due to the terrain requiring excellent vertical aiming angles, and ultimately due to the non-configured “Assault” mode. Be that as it may, we will have to play on the Sandy River, since the developers are not going to remove it from the game yet, and in the meantime the card has an increased balance weight, and therefore in random it will be found more often than most other, better cards. Well, let's hope for the best and wait for a global rebalance.

Dear friends, this concludes the analysis of the World Of Tanks map Sandy River.. See you on the next map.

Hello, dear friends!

Today portal website presents to your attention a review of one of the most difficult, unbalanced and terrible cards - Sandy River WorldOfTanks.

In short, the Sand River is a nightmare for mice and turtles. On this map, it is not easy to find a use for almost all heavy tanks and tank destroyers; only artillery and medium tanks are more or less able to successfully implement themselves (and then only if they have good vertical aiming angles).

Sandy River wot is characterized by complex terrain, there are practically no flat surfaces, the entire map is full of numerous hills and lowlands, there is practically no cover from air attack, as well as bushes that can hide at least a light tank. The map is very difficult to understand and read, there is no symmetry at all, the positions and directions for opposite respawns are radically different. Among other things, an extremely unbalanced mode has long been introduced on the map - Assault, in which it was initially much easier to attack, and after rework it became much easier to defend. But let's talk about everything more specifically.

Note:
1. In my opinion, wot Sandy River is the most unintuitive map in the game World Of Tanks. On this map, without understanding it first, it is very difficult to understand where you need to go, where there are safe passages and positions that are comfortable for you, where clashes occur, where on the map you can go unnoticed, and so on.
2. I also want to note that although there is little vegetation on Peschanka, in some places on the map there are small areas covered with grass, which will not hide your tank, but perfectly hides small stones kindly scattered by map makers (it is not clear for what purpose). Having driven into such a stone hidden by grass, you will probably lose speed or stop completely, and with the new physics, you will probably even roll over. This is very unpleasant, beware of such areas.

General information.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.


Picture 3. Minimap of the assault.

Sandy River was introduced into the game in update 0.6.1.5. and has undergone a number of changes:
- “Encounter combat” and “Assault” were added in patch 0.7.4.
- “Encounter Battle” was immediately sent for revision and returned only in patch 0.8.0.
- In patch 0.8.5. The Assault mode has undergone significant changes.
- In addition, the Sandy River changed its topography several times (most recently: the drainage of the river itself and the possibility of driving along its bed).

The map was never considered good or an example of successful map development. Getting a new look or a new mode, Sand River didn’t get any better, but our beloved developers never intended to remove the map from the game.

Sandy River Available in random mode for 4 – 11 battle levels, it represents a desert type of map (desert camouflage for tanks), has a very difficult terrain, and at the same time, it is almost completely open. However, such a complex, hilly terrain of the map has a dual character: on the one hand, all these elevation changes make it very difficult to attack, making it difficult to fire, but at the same time, the abundant presence of hills protects you from enemy fire. In addition, as I wrote above, there is practically no vegetation on the map, which means that often opponents will see each other without any problems and fire, remaining unnoticed, possible only if one of the allies highlights you (and even then , if the terrain allows shooting). The card size is standard – 1000*1000. All three random battle modes are available on Peschanka: “standard”, “counter” battles and “assault”.

As you probably already guessed, the Sand River is a dry riverbed in the middle of the desert on a clear and hot day. Along the sandy river there are several settlements with small houses almost close to each other. By the way, absolutely all buildings on the map are destructible!

Let's break the map down into its key components:


Picture 4.

1. Slide(the most playable part of the map, where some active actions are possible; great for medium and small heavy tanks; there are shelters from artillery).
2. Upper Hills(in the old version of the map, before the slide was added, they were actively used by heavy tanks, but now they are used very rarely, since they are perfectly covered by artillery and tank destroyers (both before and now); they probably stopped being used due to the emergence of new directions for heavy tanks (for example, a river bed) and shooting from a hill; be that as it may, tanks never lived on the upper hills for a long time, but fought here due to the lack of other possibilities; they can be used in the absence of artillery).
3. Hillock(suitable for illumination, used by light tanks; easily shot from almost everywhere, which means you need to be extremely careful).
4. Villages(an abundance of destructible houses in which you can take refuge in the event of a threat; developing an attack or building a defense against these buildings makes no sense).
5. Dry river bed (the central channel is the most important part of the map, as it provides many opportunities for clearance and shooting). Here and there there are shelters from artillery and gunfire, but as soon as you start attacking along the riverbed, you will immediately come under fire from tank destroyers and artillery; is also the shortest road between two bases in a standard battle.
6. Passing through a sandy river(the simplest options are to cross a dry river, although not the only ones).
7. Balconies(tank destroyers are often used, although they are not ideal positions). The only playable bushes on the map are located here. They are very flimsy, but can still be used.
8. Convenient positions for def (used in all modes of fighting during def; often these positions are the last line of defense).
9. Lower Hills(there are no shelters here, but a lot of hills). Excellent visibility for active light tanks. In standard combat, they are often used by different types of tanks to push through. However, all the tanks located here are in full view of the artillery. Also, success here largely depends on the vertical aiming angles (as well as on the entire map).
10. You can see the location of bases and respawns in different battle modes on the Sandy River in pictures 1, 2, 3.

How to play on Sandy River wot? Now let's try to figure it out.

I. Standard battle on Gerbil.


Picture 5.

Picture 5 shows the standard dispersal patterns for tanks of both teams and approximate locations of collisions. True, it is not possible to predict the departure of the entire team in a random room. The map is very complicated and many players don’t even know where to go. Let's try to determine tactics on the Sandy River wot for all vehicle classes:

  • Light tanks there is space and a huge selection of options, since at any moment you can hide behind the next dune and leave. But in fact, the Sandy River is not well suited for illumination because, as I wrote above, there are practically no bushes behind which you can disguise yourself, which means that all tanks will see each other without problems and your illumination will not benefit you as a result of the battle. Initially, you can drive through the riverbed in the center and, having reached the hillock, enlighten the enemy’s patrol. And then you should navigate according to the developing situation: either scan the upper hills or the lower ones. In any case, you should concentrate on illumination specifically for the artillery and only where other allied tanks are not able to provide this illumination. In battles where there is no artillery, you will most likely have to play the role of a medium tank.
  • Medium tanks have a wide range of opportunities (limited for one reason or another). Most often you should go to the hill and develop an offensive from there. After destroying the enemies on the hill, you drive through the upper hills and get under the enemy base. Next is the positioning. Sometimes it makes sense to go to the lower hills, developing an offensive there. But it doesn’t make much sense to go to the bed of a dry river, since more often than not you will be useless there most of the time.
  • Heavy tanks on the Sandy River suffer more than other classes of equipment. Wherever you go, you will be illuminated and receive artillery fire. There is, perhaps, no successful tactic for heavies, and the only thing that comes to mind is the defense of the river bed (here you can hide from artillery if you stand up correctly). In some cases, if the situation allows it, it is possible to cross along the riverbed, although it should be understood that this direction is countered from the position of tank destroyers. All this is true for large and slow heavy tanks, but heavy tanks like the IS-7 or T110E5 (and other relatively fast and small ones) can and should support medium tanks or develop an offensive on the opposite flank.
  • Tank destroyer. Everything is very simple here: the PTs on Peschanka do not even move far from the base, taking up positions on the balcony or in positions for def. From here, gunfire opens up in all directions, but due to the hilly terrain, opponents who are illuminated and accessible to gunfire very quickly hide behind the hills. However, tank destroyers must counter any attempts by enemies to break through the riverbed.
  • Artillery sweeps through almost the entire map, and takes positions behind tank destroyers in convenient positions for defense. The art here does not suffer from a lack of lighting. There are almost always opponents in the spotlight.

As a tactic and strategy, it is impossible to predict the behavior of your allies or the dispersal of your opponents on the Sand River. To break through, you should use two directions: through the hill along the upper hills or through the lower hills. Keep in mind that after pushing the direction and approaching the enemy base, you will most likely encounter resistance from tank destroyers in the area of ​​the base.

II. Encounter battle on Peschanka.


Picture 6.

Encounter battle on the Sand River map quite different from the standard one. This is mainly due to the location of the spawns near the upper hills. Thus, the main massacre takes place here and on the hill. However, PTs should take positions on the balcony in order to prevent the breakthrough of cunning opponents who decide to drive around the lower hills and get behind your team. The base itself is easily visible from a hillock, from balconies or through lower hills. Therefore, there is no point in trying to take the base. Trying to break through the lower hills and go behind enemy lines should be done with great caution, since on the Sandy River the absence of several tanks on the hill and upper hills will very soon affect the distribution of forces. Probably, while you are driving around the bottom, the upper hills can already be pushed through by the opposing team, which will have an advantage here in the number of tanks. In general, in this mode, the team that wins most often in the battle on the upper hills and slide wins.

III. Assault on Peschanka.

Here we come to the analysis of the unbalanced assault on the Sandy River. What's wrong with him? Let's delve a little deeper into the history of this mode on this map and try to figure it out.

A long time ago, when two new modes were added to the game - oncoming combat and assault, the second immediately earned a bad reputation. The fact is that at that time the bed of the sandy river was not available for gameplay and, accordingly, there were no climbs from the bed to the hill. Thanks to this, the attacking team easily rolled out onto the hill, overexposed and shot at the defending team. Just one light tank could ensure victory for the attacking team simply by rolling along the hill (although it is worth saying that absolutely any tank with decent visibility at its level could easily overexpose the defenders). Subsequently, when the main forces of the team had already been destroyed, it was not a big problem to finish off the remnants of the enemies in the lower hills or simply capture the base. Back then it was easier to win as an attacking team.

Now, when the developers drained the river bed and made it accessible for play, and also added the ability to climb from the bottom to a hill and see through almost the entire upper part of the map from here, the defenders received an imbalance. At the moment, the situation in the “Assault” mode on the Sandy River is as follows: the active part of the players of the defending team occupies the riverbed, from time to time jumping out onto a hillock, thereby highlighting everyone who passes or tries to take a position - that’s all, this completely fetters the attackers. Let's take a closer look at the situation with the assault on the Sandy River using the example of picture 7:


Picture 7.


The positions of the defenders are highlighted with a red oval.
A green oval with a red border marks out the river bed, which must be occupied by one of the teams (it is much easier for the defenders to occupy and hold the river bed). The most imbalanced position.
A yellow oval with a red border highlights a very dangerous area, which the defenders can occupy only for initial clearance and shooting, after which it most likely must be abandoned.
Black arrows indicate typical attacking directions encountered in random games.
  1. With the defenders, everything is simple and clear: they take their typical positions and shoot the enemies.
  2. The most important fail is to follow the leftmost arrow. What is the problem? Simply, having arrived there, you are completely disconnected from the battle, because the enemies from the river bed will not allow you to travel further along the green arrow to the enemy positions. They will shoot you while you are still getting up. It is likely that you need to defend this flank in order to prevent enemies from reaching your rear, but it is worth doing this while remaining on the hill. A simple rule: if you arrive at the leftmost arrow, you will be excluded from the battle as long as there are enemies in the riverbed. This is the first step towards defeat.
  3. There is little point in taking up positions on a hillock or upper hills, since fireflies from the river bed will constantly illuminate you, artillery will be thrown along the upper hills, and anti-tank missiles along the hillock.
  4. The tankers who choose the direction along the far right arrow achieve the greatest success, but often they do not have enough strength or time.
  5. Those guys (especially among tank destroyers) who like to stand on a hill and wait for something are absolutely not beneficial to the team. It is not at all clear what exactly they want to wait here, but even the drawing circle from the hill to the enemy positions does not reach.
This is a typical situation that occurs in the Assault mode on this map from battle to battle.

How to play on the Sand River in Assault mode?

In fact, I see only two possible options for attackers (and those that are more suitable for the team, since they require coordinated actions from many random players):

  1. Massive attack on the river bed. As you might guess, the source of headaches for attackers is located precisely in the river bed. If you capture and destroy the enemies here, you will free up the hands of the rest of your team: the guys from the hill will be able to shine through and shoot opponents, like in the old days, and the tanks from the right side of the map will be able to calmly press along the lower hills, without fear of getting hit on the side and stern from opponents from the river bed. At first glance, this is the simplest tactic, but not everything is so simple. In fact, in the bed of a sandy river there is a much more convenient position for the defending team, and therefore it makes no sense to go there with 2-3 tanks. It must be a massive rush to crush opponents.
  2. Attack on the far right arrow (black turning into green). In this case, it is necessary to concentrate the main striking force of the team here. As a rule, there are not many opponents here, but they have very convenient mounds behind which you can hide your body. On your part, it should be a concentrated blow to this exact point. In this case, the artillery MUST take positions on the hill! It is important. From these positions, artillery will be able to most effectively help its team push through this direction. Further advancement through enemy positions, after pushing through this direction, will very much resemble an ordinary standard battle. By hiding behind the hills you can successfully push back or destroy your opponents.

In custody.

So, here we are, looking at the Sandy River map. What can you say about her? The map really does not bring joy and fun. Largely due to its openness and artillery, due to the terrain requiring excellent vertical aiming angles, and ultimately due to the non-configured “Assault” mode. Be that as it may, we will have to play on the Sandy River, since the developers are not going to remove it from the game yet, and in the meantime the card has an increased balance weight, and therefore in random it will be found more often than most other, better cards. Well, let's hope for the best and wait for a global rebalance.

Dear friends, this concludes the analysis of the World Of Tanks map Sandy River.. See you on the next map.

Today we have prepared a review of one of the most difficult and inhospitable WoT maps called “Sand River”. In this area it is almost impossible to control heavy tanks and tank destroyers. Only artillery and medium-sized tanks have any chance (and then only thanks to good vertical guidance angles).

Some general information

The "Sandy River" map in World of Tanks is characterized by complex terrain and the absence of any flat surfaces. There are numerous hills and lowlands along the entire perimeter; it is simply impossible to hide from air attacks. Another disadvantage is the lack of vegetation and bushes to hide at least one light tank.

The map is very difficult to understand and read, there is no certain symmetry in it, the positions of the respawn points are different from each other every time. In addition to these not very pleasant features for the game, the developers decided to introduce another extremely unbalanced mode called “Assault”.

But don’t worry, because any map can be studied. We will tell you how to play on the “Sandy River” and share useful tips that will help you find out all the necessary information in advance: which way to go, where to find safe passage and the most comfortable position, in what area the combat clash is taking place, how to remain invisible for opponents and much more.

Let's look at the key components. Part 1

A "sand river" in WoT is a dry river bed located in a hot desert. On the former banks there are small settlements of several houses, closely adjacent to each other. It is worth remembering one very important detail: any building on this site is susceptible to destruction.

There are several key components on the territory of the “Sandy River”:

  • Mountain- the most suitable area for active gaming activities. Here you can try to use tanks of medium or not very heavy weight; the presence of shelters from artillery equipment.
  • Upper Hill- was actively used by players before the update, which added the Mountain section to the game. Now it has become more dangerous, since there is a high risk of getting hit by artillery and tank destroyers.
  • Hillock- Popular among light tanks. Can be shot from all sides, so extreme caution is required.

Other components of the location. Part 2

The village consists of numerous destructible houses, which can also play the role of temporary shelter in case of danger.

The dry riverbed is the center of the "Sandy River"; the most important place, since the necessary clearance or lumbago can be easily performed there. There are several shelters here, but a direct attack will immediately expose you to enemy fire. Using a dry riverbed you can also get from one base to another in the shortest possible time.

Driving along a sandy river is the easiest crossing option, although not the only one.

Balcony - tank destroyers are often installed here, but this position is not considered ideal. In addition, the only bushes growing in this area.

A convenient position for def - most often these are the last defensive lines.

The territory of the lower hills - there are no shelters on it, but there are numerous hills. An excellent position for clearing light tanks. An open area for artillery fire.

Conducting a standard battle

Having understood what the “Sand River” is, you can consider combat tactics. We will do this using the example of two types: standard and counter.

For light tanks there is a huge choice of actions, since in case of any danger you can try to hide from sight behind the nearest dune. However, due to the lack of shelters and bushes, you should forget about lighting.

While driving a medium tank, you can try to climb a mountain and attack from there. We strongly advise against leaving towards the riverbed.

For heavy tanks, the Sand River is the most unfavorable place. The only thing you can do is try to take a defensive position.

Options for tank destroyers are balconies or def. This way you can shoot in any direction, but due to the hilly terrain, opponents always have ways to retreat.

As for artillery, it covers almost the entire map. Installed behind a tank destroyer.

Conducting an oncoming battle

This version of the battle is completely different from the standard one. The main differences lie in the location of the spawn points - they are close to the upper hills. This leads to the main battle taking place here and on the mountain. Tank destroyers can take their place on balconies to prevent enemy troops from entering behind the lines. Taking the base does not make much sense, since it is guarded from several areas at once: the balcony, the lower hill and the hillock. Victory in this mode can only be earned after defeating an opponent in a battle in the upper hills and mountain section.