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Unlike most maps in World of Tanks that have at least 3 different flanks to focus o. Live Oaks only has two.
How a particular match plays out depends on choosing between the town and railroad. The center is reserved primarily for spotting, support, and late game movements.
Typically the southern railroad is the more important flank to win since it can be won with an initial push.
With the new name came several changes that tweaked how Mannerheim Line plays. Most notably is the deafening katyusha rockets that announce the beginning of the battle.
While Arctic Region provides several different flanks to use the map largely boils down to two key areas. The Northwest corner and Southeast coast.
Mines is a classic in World of Tanks and most likely was the first map most players had in their first PvP battle. Being a small map Mines often leads to frustration at tier given the cramp space available.
No matter the tier it often is decided early on in a battle which team will be favored to win. This is due to the heavy emphasis on winning the hill and the brawling that ensues there in the first minute of the fight.
Paris was first introduced through the now defunct rampage mode. The map was reworked and added several patches later as a regular map.
Paris features a layout reminiscent of Ruinberg with its urban layout but is more dynamic with more flanking options. Redshire has been in World of Tanks since nearly the beginning of the game.
It has underwent several reworks but still plays similar to the original map all those years ago. Redshire features rolling hills, a lot of open ground, and plenty of cover to use to your advantage.
The map is largely separated into two main flanks where the bulk of tanks will go in standard battles. The first being the Zeppelin where heavier tanks shine in the E0 area.
The second being the castle in the E1 area where faster tanks usually secure the area early on. In between you have the central hills to support the two flanks while making headway when opportunity presents itself.
Ruinberg is an iconic map in World of Tanks being in the game since the early days of the game. The map is split into two distinct areas. The bombed out town and the fields separated by a small cluster of buildings.
Sand River has been around in World of Tanks since nearly the beginning. Sand River is just as it sounds. Oh, and it has a River.
Most of the fighting will revolve around that center river area that really is more like a gully. The outer areas no undoubtedly play a vital part in each match.
Some more so than others. Serene Coast is one of the hardest maps in World of Tanks to nail every battle. This is due to being unlike most maps in design and not having easy defined flanks to focus on.
The western part of the map consists of both hills, lowlands, and a sprinkle of cover. On the eastern side you have an isolated peninsula and seaside town that plays completely different.
More brawling and calculated mid-game pushes. Siegfried Line has been in the map rotation since in World of Tanks. The map reflects this with half of the map being a sprawling field with bunkers.
The other half a small town featuring some fortifications. Steppes has been a staple map in World of Tanks since the early days of the game.
With World of Tanks 1. The changes largely make the flank a little less reliant upon massive pushes early in the battle. As a whole Steppes is a fairly open map that has sprinkles of cover to protect from SPGs.
Most of the areas on the map that see fighting reward gun depression and having good teamwork. Tundra is one of those maps in World of Tanks that is difficult for individual players to shine and tends to be decided very quickly early on.
Usually the outside flanks decide the battle since the majority of the brawling happens there early. The center is often forgotten.
Westfield has been a staple in World of Tanks since the early days of the game. Remaining mostly unchanged throughout its tenure in World of Tanks it is deceptively difficult to play.
Westfield features a small town dividing both sides in the center of the map. Flanking it are wide open fields, hilly terrain to the NW, and a large valley to the SW.
Tucked away furthest from starting locations in the SW corner is an elevated ridge line with sparse cover. With hard cover being the most difficult part about playing on Westfield.
Setting up in the right place is critical to surviving long into each battle. El Halluf can be a difficult map due to its large size and the unique terrain elevations compared to other maps.
At the same time it is very important to control the map since El Halluf rewards spotting and playing as a team to keep enemies pinned into their starting areas.
This map plays roughly the same for both sides with only minute differences. Both sides benefit greatly from initial aggressive movements by small groups of tanks to pin the enemy close to their starting points.
Glancing over Mountain Pass like its name suggests is has mountainous terrain the segments the map into corridors.
Although the map is limited to four routes that connect each team you have the depressed creek bed in the center of the map that joins them together.
The key for a team winning Mountain Pass is to be organized and grab as much map control early on as possible without receiving much damage. Prior to the expansion Murovanka was dominated by tanks with high camouflage values combined with the lack of hard cove.
This leads to a map that many think is dominated by arty, which in a way it is, but more importantly it rewards teamwork. Ruinberg is one of the more urban based maps in World of Tanks currently.
More than half of the map is covered with buildings but at the same time leaves enough openings to not feel as closed off as a map like Himmelsdorf.
Fiery Salient is a unique version of the original map Prokhorovka with minor changes to the terrain features, destroyed tank hulls cover , and bush placement.
Both maps play virtually the same with slight changes between the two. Prokhorovka compared to Fiery Salient has less cover across most of the important locations you will often be fighting from.
Fiery Salient has more destroyed tanks to use for cover in the lines, different bush placement, and different terrain features. Hidden Village is a recent addition to World of Tanks and although it is new it is very easy to pick up and play.
Each lane provides different gameplay and is focused around a specific play style that heavily favors some tanks over another in specific areas.
Pearl River has a ton of different elements, elevations, and areas all smashed into one map that provides quite the challenge to any player.
At first glance the map is overwhelming and rightfully so since it has dozens of individual paths to take. Port is a very unique map when compared to the other maps in World of Tanks.
Province is a very small map and only available for tier 3 tanks and lower in World of Tanks. Originally Province was available for any tier and for matches tier 5 and higher the map was simply to small to function properly.
When Province was reworked it was changed to only allow tier 3 tanks and under since the map plays best with the lower view range and sizes low tier tanks have.
The layout of Province features two ridges running north to south on both edges of the map where tanks start and the bases located in the valley below.
However, after you break the map down into key areas and routes it becomes easier to manage and understand how the map unfolds in most fights.
In World of Tanks: Mercenaries, fight with or against millions of players around the world, and rewrite history in a series of epic story campaigns.
He draws attention away from his teammates, who can seize the advantage and go for the jugular. Her family was torn apart by a war without end, and now she scours the new world for clues.
She is fiercely loyal to her allies, and will band together with others in service of a greater cause. A former military commander, the Fallen Knight channels anger and rage into his combat abilities.
Merciless and unrelenting, and sows ruin on the battlefield. A spy who operated at the highest echelons of power, Silent Paladin knows how to survive.
He waits in the darkness, waiting to strike out at enemies with brutality and pinpoint accuracy. Artillery generally stays out of sight and rains destruction from above.
They can unleash bursts of scorching firepower, making every shot count as they bring fiery judgment to any vehicles that stray from the pack. An action-packed tale of espionage and nuclear tensions, this introduction to the world of Mercenaries stars a crew contracted to raid a secret facility on behalf of a client with atomic ambitions.