Information

South coast wot map. Output cards. Ruinberg is on fire

This World of Tanks South Coast Map was released after update 0.7.3. The map is a composite image of the southern part of Crimea (so it seems to me, at least). The size of the map is 1000 by 1000 meters, the battle level is from 4 to 11. In itself, it is very picturesque and there is something to admire: a beautiful sunset, a magnificent palace with a park, ancient ruins... In short, everything you need for a quality holiday.

Tactically, the map is very interesting. It is a tangled labyrinth of narrow passages between mountains and ravines. There are also city buildings here, but the area there is very hilly and standing around the corner of the house and feeling safe, do not be surprised when someone flies to you from God knows where.

There is no main direction of attack on this map. Yes, you can take the shortest route (by the way, it is probably the safest). This is line 8 for both one and the other team. True, it will be difficult to get there: both from the first base and from the second it takes a long time to get there and you can easily get lost in these descents and ascents.

Approximate positions of all types of equipment

1) Position (Priority) - the center of the map, allows you to highlight the city and alley (light and medium tanks). Also quickly get to enemy art and pt.

2) Position - alley, often used for rushing by the enemy. Defeat before the allies approach and attack (heavy and heavy).

Use uneven terrain to hide.

Tank destroyer positions: G6, H0, C0, D7, A3;

Don't rush to attack, keep an eye on the enemy. Hit weak spots in the defense.

Harmful positions: lovers of guts, so long. They go along 2-3 lines to the enemy base.

There they are met by strands and fries, slowing them down even more. Meanwhile, the base is attacked and everyone is quickly killed.

Tactics on the map south coast in world of tanks

Let's talk a little about tactics. Often CTs try to get into the enemy base through the flanks - along the 0 line and along the beach. And very often they succeed. Strands are trying to break through the center. In principle, you can go to the city, but there is little point in doing so, since the two mountains in the center of the map provide an excellent overview. You can only hide under the opposite mountain. In general, the map will be of interest to PT waters and heavy players. Although there is also work here for ST and art. The main task of the ST on this map is to kill the artillery.

So, a little about the location of the tanks and where to go.

Absolutely any path is open to you, but the approaches to the bases are complicated and you can often be stopped or even punished.

The main positions of medium tanks are the flanks, and a city with a gorge is no exception; the main thing is to act clearly and carefully.

Usually the strands attack through the city, but you can also go along the coast, or into the gorge, but obviously not for everyone.

Rocky ledges with shelters in the form of large stones are excellent positions for birdshots. From there you can shoot across half the map.

It would be quite a good idea for the self-propelled gun to be at the base and shoot at enemies from here. Just think, you are safe, and the art is counting on you.

This is not so difficult, considering that she is practically powerless here - hills, mountains and buildings make her work extremely difficult. Therefore, for ST, taking out the art is a piece of cake. In some ways, the map reminds me of a mixture of (two sniper positions in the center) and (a town on the coast). Accordingly, tactics choose the most suitable ones for these cards. Basically, all battles take place in squares E8 and E5.

This is where opponents clash. The second team is better, of course, to defend. The very terrain at their spawn dictates the following conditions: they are closer to the hill than the first team and therefore they take positions first. When the first team begins to take their places for defense, the splashes from the enemy are already flying in full swing. So to attack from the first respawn it is better to choose the right flank. It's more reliable.

Good luck to everyone in the world of tanks on the battlefields of the South Shore.

Key points of the South Bank.

This World of Tanks South Coast Map was released after update 0.7.3. The map is a composite image of the southern part of Crimea (so it seems to me, at least). The size of the map is 1000 by 1000 meters, the battle level is from 4 to 11. In itself, it is very picturesque and there is something to admire: a beautiful sunset, a magnificent palace with a park, ancient ruins... In short, everything you need for a quality holiday.

Tactically, the map is very interesting. It is a tangled labyrinth of narrow passages between mountains and ravines. There are also city buildings here, but the area there is very hilly and standing around the corner of the house and feeling safe, do not be surprised when someone flies to you from God knows where.

There is no main direction of attack on this map. Yes, you can take the shortest route (by the way, it is probably the safest). This is line 8 for both one and the other team. True, it will be difficult to get there: both from the first base and from the second it takes a long time to get there and you can easily get lost in these descents and ascents.

Approximate positions of all types of equipment

1) Position (Priority) - the center of the map, allows you to highlight the city and alley (light and medium tanks). Also quickly get to enemy art and pt.

2) Position - alley, often used for rushing by the enemy. Defeat before the allies approach and attack (heavy and heavy).

Use uneven terrain to hide.

Tank destroyer positions: G6, H0, C0, D7, A3;

Don't rush to attack, keep an eye on the enemy. Hit weak spots in the defense.

Harmful positions: lovers of guts, so long. They go along 2-3 lines to the enemy base.

There they are met by strands and fries, slowing them down even more. Meanwhile, the base is attacked and everyone is quickly killed.

Tactics on the map south coast in world of tanks

Let's talk a little about tactics. Often CTs try to get into the enemy base through the flanks - along the 0 line and along the beach. And very often they succeed. Strands are trying to break through the center. In principle, you can go to the city, but there is little point in doing so, since the two mountains in the center of the map provide an excellent overview. You can only hide under the opposite mountain. In general, the map will be of interest to PT waters and heavy players. Although there is also work here for ST and art. The main task of the ST on this map is to kill the artillery.

So, a little about the location of the tanks and where to go.

Absolutely any path is open to you, but the approaches to the bases are complicated and you can often be stopped or even punished.

The main positions of medium tanks are the flanks, and a city with a gorge is no exception; the main thing is to act clearly and carefully.

Usually the strands attack through the city, but you can also go along the coast, or into the gorge, but obviously not for everyone.

Rocky ledges with shelters in the form of large stones are excellent positions for birdshots. From there you can shoot across half the map.

It would be quite a good idea for the self-propelled gun to be at the base and shoot at enemies from here. Just think, you are safe, and the art is counting on you.

This is not so difficult, considering that she is practically powerless here - hills, mountains and buildings make her work extremely difficult. Therefore, for ST, taking out the art is a piece of cake. In some ways, the map reminds me of a mixture of (two sniper positions in the center) and (a town on the coast). Accordingly, tactics choose the most suitable ones for these cards. Basically, all battles take place in squares E8 and E5.

This is where opponents clash. The second team is better, of course, to defend. The very terrain at their spawn dictates the following conditions: they are closer to the hill than the first team and therefore they take positions first. When the first team begins to take their places for defense, the splashes from the enemy are already flying in full swing. So to attack from the first respawn it is better to choose the right flank. It's more reliable.

Good luck to everyone in the world of tanks on the battlefields of the South Shore.

Key points of the South Bank.

Next up in our regular “tactical review” column is the “South Coast” map.

Tactical features of the South Coast map

The South Coast is perhaps the most exotic map of the World of Tanks, which represents our native expanses. Having existed in the game for a sufficient amount of time to reveal all its advantages and disadvantages, however, the card was not criticized by the players, as was the case with Dragon Spine, Province and Robin. The interesting, non-standard landscape of the South Bank, combined with ancient buildings, gives the map not only uniqueness and its own flavor, but at the same time serves as conditions for the use of certain tactics and combat in general. The map has 3 bridgeheads, which are connected to each other to varying degrees, and a breakthrough on one of them often leads to the overall success of the team, since the enemy forces fighting on the other bridgehead simply do not have time to divert some of the forces to defend the base, or they the enemy does not allow you to do it. Consequently, one of the main criteria for success is a quick response to the constantly changing overall picture of the battle.

Beach

This is how some players like to call the direction. Diversity has been added here thanks to the opportunity to use some water space. However, the risk has also been added, since a heavier tank can literally push a lighter enemy to an unsafe depth and simply drown him.

The beach is an excellent place to realize its advantages for a tanker: a narrowly targeted area of ​​land, as well as a long distance, make it possible to count on the fact that it will be very difficult for the enemy to maneuver alive on board the tank.

The main opposing positions here are red and green 1. However, with a certain balance of power, you can count on support from the central part of the map. By the way, she often turns out to be decisive in a slow positional battle on the beach. It can be provided by the corresponding forces from the central bridgehead (red and green 2). Despite the fact that in parallel, for the right to influence the battle on the beach, the opposing forces from the center are fighting with each other. A breakthrough on the beach often means an early end to the battle for one of the teams because beachhead 1 is the most isolated from the rest and there is practically no opportunity to return to the defense of the base, even for tanks fighting in the center of the map (since due to the open terrain, the enemy will not allow you to simply so turn your stern towards him and go to the base. Caring, he will definitely allocate 2-3 large-caliber gifts and with tenderness and trepidation will send them to you on your way). There is no need to talk about the forces involved in the battles on the bridgehead 3.

Center

The central part of the map is characterized by open terrain. Its lower part is almost unplayable because of this, except in areas filled with buildings. Thus, for a successful breakthrough through the center (oh, God, what am I talking about...), at the beginning of the battle you can still try to use speed, but generally it is more rational to use shelters in the urban part of the center. Above the central bridgehead on all sides rise positions for anti-tank vehicles and sniper tanks, which, by the way, do not have a major advantage here, since they are shot at the side from the positions of bridgehead 3.

For success here, it is important, first of all, for the attacking and covering tanks to clearly understand their tasks. In addition, in addition to supporting the attacking forces, one of the options is to destroy the enemy's covering forces. It's possible on the South Coast. And this makes the South Shore ambush different from other maps. What exactly to focus on - to support your breakthrough, or to first deprive the enemy of his own support - must be decided according to the situation, based on the quantitative and qualitative composition of his forces, as well as how successful positions they have managed to occupy.

The center is the place where the advantages of light tanks are realized. It is they, using this shortest path, who are able to give the first light in order to give an idea to the stronger allies about the number and quality of the enemy forces on each of the bridgeheads. And, accordingly, properly distributed themselves.

Valley

It is customary to call the bridgehead No. 3 the valley. Despite the fact that this bridgehead can also be characterized by the narrow focus of the fire, as well as good shelters in the form of boulders on the side of the red base, as well as non-permanent buildings on the green side, direction 3 cannot be called PT-shny. This is explained by the fact that the rear TD positions here (Red and Green 1) do not have a good enough view to effectively support their TDs in the forward positions. Thus, the PTs will deprive the team of their fire support, which is necessary at this moment. Here, sniper tanks will show themselves better. Due to better maneuverability compared to PTs and similar (or even better) accuracy, they can be more useful, conducting long-range combat and at the same time moving to the most advantageous positions.

Artillery support plays an important role in this bridgehead. Having secured a numerical superiority in her favor and hampering the enemy's maneuverability, she thus frees the hands of her TTs on the bridgehead, which complete the defeat of the enemy there. When taking a valley, the tanks located there have several options for continuing the game: break through to the enemy base or support the center, if necessary.

Conclusion

The South Bank is one of the most tactically interesting World of Tanks maps of recent times. The introduction of physics to a certain extent influenced the established tactical traditions here. The central bridgehead is connected with the extreme ones, which, in turn, are not connected with each other in any way. And if one of them breaks through and is unable to send help from the center, the team will lose in the vast majority of cases. Therefore, one of the main criteria for victory here is the rational distribution of forces, as well as constant monitoring of the changing balance of forces on the bridgeheads, in order to respond to them in time if something happens.

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 ship ... 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.