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Showing posts with label World of Tanks. Show all posts
Showing posts with label World of Tanks. Show all posts

Tuesday, June 4, 2013

World of Tanks Patch 8.6 Review

Upcoming World of Tanks Patch 8.6 Video Review by Darqueling



Continuing the trend of releasing new content on a monthly basis, World of Tanks has posted their test server for users to try out the new upcoming Patch 8.6 which features an updated aiming system, retool and expanded Self-Propelled Artillery, and several more re-balancing tweaks.

Expected to be officially released by the end of June, check out the above video for details highlighting the patch as well as footage of the new SPGs and aiming mechanic discussions.

View the patch notes and download access to the test server here: http://worldoftanks.com/news/2365-86-public-test/

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Sunday, May 12, 2013

Week in Recap: World of Tanks 5/4

Darqueling's Let's Play: World of Tanks

This Let's Play highlights the recently released "MMO" Strategy Shooter featuring World War II era tanks, World of Tanks. Players are pitted against an enemy team with the option of destroy or capture.

Finally Putting the Pieces Together (4/29)



What a Nail-biter! (5/3)


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Sunday, January 6, 2013

Sunday, December 23, 2012

Sunday, December 16, 2012

Monday, October 29, 2012

News From the Front Episode 46 and After Hours!


Get The App | Download Episode 46 | Download After Hours

Editor's note: It's been a while!  But like a bad case of the "Dirty Jons", we just keep comin back!  This time we talk about our recent gaming, my New Zealand trip and of course- NUTS!  This episode might be a bit much for younger listeners- we're fairly raunchy from the get go so be warned!
  • 0:00 - Intro and AAR, App introduction
  • 0:46 - NUTS! also  Bolt Action Painting Contest Announced
  • 1:22 - World of Tanks Updates, Spartacus Preview
Links Mentioned in this Episode:

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Tuesday, June 5, 2012

WWPD Online Gaming Updates

Significant changes have come to the WWPD group in World of Tanks among other things.  Clan Wars has been successful, the clan has expanded into another company, and new have forged new grounds in new games.

First off, WWPD World of Tanks has expanded!  The 2nd WWPD Panzer Division has been officially formed to accommodate overflow from the 1st WWPD Panzer Division and to allow those not interested in Clan Wars, an area of stress free reprieve.  The 2nd WWPD Panzer Division (WWPD2) and the 1st WWPD Panzer Division (WWPD) have no differences other than those in WWPD are expected to participate in Clan Wars if needed, while WWPD2 is more of a social and less serious division.  Otherwise both divisions should be considered identical and the lines between them can be blurred by using the newly upgraded TeamSpeak3 server which can now support 50 members.  Members from both divisions can participate in the same platoons, company battles, and tournament teams, and are in-fact encouraged to interact.



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Sunday, April 22, 2012

WoT Map Analysis: Lakeville



Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
An isolated mountain valley on one flank, and city blocks on the other allow you to thrust close enough to the enemy. A large lake in the middle gives long-range weapons a clear field of fire.






Lakeville has several different terrain features that make choosing a path with which to attack and defend from a difficult process. This guide will focus more on the lanes and how different they are rather than the tanks that will typically traffic the areas. One of the more complex maps in terms of terrain effects leads itself to be favored as a map requiring sound strategy. Too few members in any one section can easily lead to a loss, but certain areas can successfully be held by bottlenecking the area long enough by a couple of key tanks to allow a disproportionate sized force pull off a successful attack.



The first area to cover is the town that the map is named after, Lakeville. The town proper is fairly dense with buildings and rubble blocking lines of sight to prevent one from taking shots from one end of a street to another as in other city maps. With several ways to flank the other force, from the center of town around the church, to the lake side street, and even the 0 column road, any tank can successfully navigate behind an enemy force if they are focused on other targets without being seen until it is too late.



The center of the map is the equivilent to a two lane county highway in the backwoods of South Cackalacky, twists and turns everywhere provide cover from enemy tanks coming down the center, but there is very little room to maneuver at all. The center and the town both have decent view lines at each other, with the center being significantly exposed to tanks peeking between rooftops, save for the occasional rock outcropping. Most tanks avoid this road except for a handful on occasion, and so this road can become fairly vital if ignored as it allows quick access into the center of the capture zones. One tank in this area can make the difference between a win or loss, there is no way around this statement as this area is far too valuable to be completely ignored.



The valley is a very difficult approach, but a necessary one. There is a choke-point at the crest of the hill in the center where any team crossing becomes exposed with little hope of concealment. This of course being in addition to all tanks suffering a movement penalty as the valley is considered to be soft ground. Most SPGs watch this area as it is the easiest to hit targets in, and it will typically see TDs using concealed elevated positions to cover the crest of the hill mentioned earlier. Without a sufficient push in this area, tanks can slowly be picked off one by one, or worse, without any tanks in this area it can easily allow for a large force to advance through unchallenged.

Lakeville is a tricky map to distribute tanks for as a lot of it requires luck of having the right forces in right area at the right time; or having skilled players be able to hold their ground at the key choke-points while the rest of the force is able to capture the base. With sight line penalties in one area, movement penalties in another, one must choose the area they feel they can best help their team based on how they know they can perform in different terrain.

Effectively plan around this analysis, use the route to your advantage to best take on what tanks to expect in each area, and always support where areas are lightly defended but be ready to reenforce as needed. With a good platoon at your side, and now knowing this map better, lake side property has never been so valuable until now.
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WoT Map Analysis: Lakeville



Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
An isolated mountain valley on one flank, and city blocks on the other allow you to thrust close enough to the enemy. A large lake in the middle gives long-range weapons a clear field of fire.




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Wednesday, March 28, 2012

New World of Tanks Clan Logo!



As a clan, WWPD 1st Panzer Div. has never implemented a clan logo mainly because of lack of need. It was mentioned in several patches that logos would be placed on tanks but this was never actually an option... until now!

A stealth patch occurred (server side that is) on March 27th that finally enabled the long awaited logos to be featured on the tanks. Originally, clan member Stealth_Eagle had a few rough designs, but with the logo never appearing on tanks, progress on his end was halted. Thanks to quick spotting of clan members that the logos were finally enabled, Darqueling (myself) and VonChoker (assistant leader) took it upon themselves to quickly create a sharp image that represented both WWPD in style and meaning. The result is the image above, the US 2nd Armor emblem modified and recolored by Darqueling with ideas from VonChoker. The colors are those of the WWPD logo with tweaks in the lightning bolt and lettering for visibility reasons.

We now proudly display the logo on our tanks in all battles and are quickly prepping for our first venture into Clan Wars!



In the garage, the logo is displayed next to the player's name along the top as well as on the front of all tanks so everyone knows what clan you are a part of! It looks beautiful on the front of my E-75.



Some enemies tried to scratch the newly painted logo off the front of my T-34 (American) but quickly became 4 more "kill rings" on my gun's barrel.
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New World of Tanks Clan Logo!



As a clan, WWPD 1st Panzer Div. has never implemented a clan logo mainly because of lack of need. It was mentioned in several patches that logos would be placed on tanks but this was never actually an option... until now!

A stealth patch occurred (server side that is) on March 27th that finally enabled the long awaited logos to be featured on the tanks. Originally, clan member Stealth_Eagle had a few rough designs, but with the logo never appearing on tanks, progress on his end was halted. Thanks to quick spotting of clan members that the logos were finally enabled, Darqueling (myself) and VonChoker (assistant leader) took it upon themselves to quickly create a sharp image that represented both WWPD in style and meaning. The result is the image above, the US 2nd Armor emblem modified and recolored by Darqueling with ideas from VonChoker. The colors are those of the WWPD logo with tweaks in the lightning bolt and lettering for visibility reasons.

We now proudly display the logo on our tanks in all battles and are quickly prepping for our first venture into Clan Wars!



In the garage, the logo is displayed next to the player's name along the top as well as on the front of all tanks so everyone knows what clan you are a part of! It looks beautiful on the front of my E-75.



Some enemies tried to scratch the newly painted logo off the front of my T-34 (American) but quickly became 4 more "kill rings" on my gun's barrel.
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Wednesday, March 21, 2012

WoT Map Analysis: Komarin

Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
A unique map in that the teams do not start near the flags, Komarin offers multiple tactical options. The teams start in the north and south, divided by rivers offering three routes. The center route is a large, elevated, and wooded island connected by bridge to the south, and offers firing positions to nearly the entire map, but at the cost of being exposed if spotted. Recently Czech hedgehogs (tank stopping iron obstacles) have be added, these need a heavy tank to hit them at speed or HE shells to crush them. A small village on both the west and east side of the map offer attackers valuable cover en route to the flag, but leave any tank passing the village exposed to covered and concealed defenders once they leave the village.






Komarin is unique from most other maps in the sense that teams do not split foraces to take on flanks or routes, instead they split into offensive forces and defensive forces. Knowing the proper balance and which tanks fit the roles better will make or break your stand on this map, too weak of a defense and a quick-cap will end the game, while an over powered defense will lead to being flanked through your own capture zone. If nothing else, knowing a proper division of forces and changing your plan to fit the needs of the team will change the odds of success dramatically.



Focusing first on the defense, primarily suited for heavies, especially the US heavies with their thick turrets, and the occasional TD; areas in the north and south grant excellent cover as well as hull down positions. In the north, the red lines, areas just behind the road and before the bridge offer excellent cover as well as perfect sight lines into the defensive capture zone and beyond. Typical views can reach on top of the hill overlooking the island as well as to the white buildings before the capture zone. To the south, the blue lines, again areas behind the road and just beyond the bridge behind the shrubs provide excellent concealment while given sight lines into the village boarding the defensive capture zone. Both of these positions can be defended fairly effectively by about a quarter of the forces, particularly if they consist of heavies with excellent turret armor and decent gun depression.



On the offensive side of the battlefield, advancing into the villages and buildings outside of the capture zones will be your game plan. The north end advancing south will be able to navigate the building in the village and the hill to provide protection from the center island. To the south, advancing into the white buildings and the hill will allow sight lines into the center island and offering more protecting that the hill for the northern side. Both sides, once established, will have to duke it out against the defenders or swarm them in order to secure the capture zone. TDs will work wonders as snipers while mediums move up and take ground from the supporting fire, SPGs will provide additional support to soften up the defenders and allow for a capture to occur.



The final section is often regarded as more of a death trap, and takes a heavy tank to access. The island can provide fire support to any area of the map and does offer decent cover, but being in the center of the map, anything and everything can return fire or catch you trying to cross the bridges. Use of the center island should be taken carefully and used sparingly, a major push through here will often result in a bottle neck, but if done properly, this can provide a quick route to attack the rear of forces or sweep into the deployment zone and over run SPGs. The SPGs are advised to use the wooded areas marked by the triangles for the base of operation. These areas offer complete concealment and access to hit defenders with easy and attackers with a bit of skill. SPGs here can make all the difference as they can quickly dispatch the defenders, allowing for a successful capture, as well as slow down any assaulting force.

Effectively plan around this analysis, use the route to your advantage to best take on what tanks to expect in each area, and always support where areas are lightly defended but be ready to reenforce as needed. With a good platoon at your side, and now knowing this map better, a skilled team can hold out against the tides of enemy armor while their own wave sweeps over for a crushing victory.
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WoT Map Analysis: Komarin

Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
A unique map in that the teams do not start near the flags, Komarin offers multiple tactical options. The teams start in the north and south, divided by rivers offering three routes. The center route is a large, elevated, and wooded island connected by bridge to the south, and offers firing positions to nearly the entire map, but at the cost of being exposed if spotted. Recently Czech hedgehogs (tank stopping iron obstacles) have be added, these need a heavy tank to hit them at speed or HE shells to crush them. A small village on both the west and east side of the map offer attackers valuable cover en route to the flag, but leave any tank passing the village exposed to covered and concealed defenders once they leave the village.




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Wednesday, February 29, 2012

WoT Map Analysis: Karelia

Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
Swamps, rocks and cliffs determine major avenues of approach on this map. This map, with sparse protection and no buildings, gives the combat advantage to artillery. Concentrate your attacks along the path of your main advance, while conducting delaying and defensive actions along the rest of your front lines.




Karelia is a notorious SPG favored map; plenty of open terrain, huge lanes for sniping, and the famous donut makes this map a very tactical one. Proper division of forces and knowing the correct areas to shoot from are some key ways to boost your chances for a win. Above all else though is the need to know the areas that artillery can hit and those that you are safe from.



One of the three major routes if the Northern area, known as the Rocks. The cover here is fairly decent, compared to the rest of the map, but only consists of a few outcroppings of rocks. It will become key to have heavies play peek-a-poo here while mediums proceed to flank behind the enemy and engage their rear armor. Direct head to head stalemates can often be broken here by accurate SPG fire and a well placed TD. Primarily a decent chunk of the army should head this way, mostly heavies and mediums are preferred over TDs, while a single artillery dedicated to this area will be able to turn the tide is things grind to a halt. Remembering to hug the rocks and squeeze into any area possible will serve the player well.



On the Southern side of the map lays the area known as the donut, the most popular attack route on the map. The donut can be fairly complex even if it looks simplistic and straight forward. The main objective is always to rear the top of the of the donut, pushing back the enemy forces and being able to shoot down into the rocky outcroppings, as well as being able to cross board snipe. Any tank with a decent speed should make a best attempt to capture the donut so long as they are confident that they can make it. Once committed to this, it is very difficult to back-track if spotted by enemy forces and so one must weigh out if they believe they can make it safely or not. Alternatively, there rocky outcroppings do offer protection for forces fighting head on and can be utilized quite well my mediums and TDs. Heavies and other TDs may find success in the corners labeled with stars. These areas usually have bushes to provide concealment as well as having room with which to play peek-a-boo back and forth. This area can quickly become bogged down and require luck, boldness, or well placed SPG rounds to break-through.



The final path, the center swamp, is a dangerous gambit to say the least. The only tanks that should ever consider this route with any sanity are scouts/light tanks, and fast mediums. The issue with this area is that the terrain, the swamp, will slow down any tanks traveling through the area, except directly on the center road. While shrubs offer concealment, only a few sparse rocky outcroppings offer any protection from players on base defense. Hugging the sides of either side of the swamp may prove more beneficial than the direct center road for sneaky assaults, but a quick scout can some times successfully traverse the road at high speeds and make a direct attack at enemy artillery positions in the rear and sides of the base. SPGs can usually find their place along the back of the base, or along either of the edges along their deployment area, usually being able to cover their one dedicated lane, along with mild support to the others. Karelia is their map, and hiding spots are plenty, but direct lines for fire often come with exploration to new and creative positions.

Effectively plan around this analysis, use the route to your advantage to best take on what tanks to expect in each area, and always support where areas are lightly defended but be ready to reenforce as needed. With a good platoon at your side, and now knowing this map better, you may just be able to sample the almighty donut.
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WoT Map Analysis: Karelia

Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
Swamps, rocks and cliffs determine major avenues of approach on this map. This map, with sparse protection and no buildings, gives the combat advantage to artillery. Concentrate your attacks along the path of your main advance, while conducting delaying and defensive actions along the rest of your front lines.




Karelia is a notorious SPG favored map; plenty of open terrain, huge lanes for sniping, and the famous donut makes this map a very tactical one. Proper division of forces and knowing the correct areas to shoot from are some key ways to boost your chances for a win. Above all else though is the need to know the areas that artillery can hit and those that you are safe from.



One of the three major routes if the Northern area, known as the Rocks. The cover here is fairly decent, compared to the rest of the map, but only consists of a few outcroppings of rocks. It will become key to have heavies play peek-a-poo here while mediums proceed to flank behind the enemy and engage their rear armor. Direct head to head stalemates can often be broken here by accurate SPG fire and a well placed TD. Primarily a decent chunk of the army should head this way, mostly heavies and mediums are preferred over TDs, while a single artillery dedicated to this area will be able to turn the tide is things grind to a halt. Remembering to hug the rocks and squeeze into any area possible will serve the player well.



On the Southern side of the map lays the area known as the donut, the most popular attack route on the map. The donut can be fairly complex even if it looks simplistic and straight forward. The main objective is always to rear the top of the of the donut, pushing back the enemy forces and being able to shoot down into the rocky outcroppings, as well as being able to cross board snipe. Any tank with a decent speed should make a best attempt to capture the donut so long as they are confident that they can make it. Once committed to this, it is very difficult to back-track if spotted by enemy forces and so one must weigh out if they believe they can make it safely or not. Alternatively, there rocky outcroppings do offer protection for forces fighting head on and can be utilized quite well my mediums and TDs. Heavies and other TDs may find success in the corners labeled with stars. These areas usually have bushes to provide concealment as well as having room with which to play peek-a-boo back and forth. This area can quickly become bogged down and require luck, boldness, or well placed SPG rounds to break-through.



The final path, the center swamp, is a dangerous gambit to say the least. The only tanks that should ever consider this route with any sanity are scouts/light tanks, and fast mediums. The issue with this area is that the terrain, the swamp, will slow down any tanks traveling through the area, except directly on the center road. While shrubs offer concealment, only a few sparse rocky outcroppings offer any protection from players on base defense. Hugging the sides of either side of the swamp may prove more beneficial than the direct center road for sneaky assaults, but a quick scout can some times successfully traverse the road at high speeds and make a direct attack at enemy artillery positions in the rear and sides of the base. SPGs can usually find their place along the back of the base, or along either of the edges along their deployment area, usually being able to cover their one dedicated lane, along with mild support to the others. Karelia is their map, and hiding spots are plenty, but direct lines for fire often come with exploration to new and creative positions.

Effectively plan around this analysis, use the route to your advantage to best take on what tanks to expect in each area, and always support where areas are lightly defended but be ready to reenforce as needed. With a good platoon at your side, and now knowing this map better, you may just be able to sample the almighty donut.
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Wednesday, February 22, 2012

WoT Map Analysis: Himmelsdorf

Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.
Meaning "sky village" in German, this labyrinth of streets and squares are a large hindrance for artillery and tank destroyers, but ideal for speedy breakthrough and bypass by medium and light vehicles. With the castle dominating the area, access roads running by the hill and along the railway lines to help you out of the impasse.




The most notorious city fight board to date, Himmelsdorf represents the bane of all SPG players as the corners are tight, streets are narrow, and every path is fairly predictable. TDs have a major advantage on the major streets and Heavies make up the majority of fighting in the city itself. The railyard and hill are the playgrounds of the lights and mediums where flanking of poorly defended forces can make all the difference in the world.



The two major streets in Himmelsdorf have become known as 3rd Street (shown in Red) and 8th Street (shown in Blue), representing the two major arteries that cross the city. The majority of players will flow to either of these two areas, typically 8th Street seeing the most traffic, and will see primarily heavies and TDs taking advantage of the long sight lines in their attempt to push forward. Very little cover is offered in these streets and reliance on angling of the hull and squeezing as close to buildings to reduce the tank profile is a must. Quick flanking in the Central Park is an option if tanks push up enough but hit road blocks just before entering the opposing team's line of defense, but far to often the Central Park can become a death trap if one is not in and out quickly.



The Hill is often times the subject to medium and light tank battles. Heading up to, and conquering the hill not only grants the victor the ability to flank behind what tanks may reside on the 8th Street, but also can provide sniper positions down the avenues and allow SPGs to have an alternative position to fire from. Far too often, Heavies and TDs make the slow attempt to climb the Hill when they are better used elsewhere.



The last remaining area is the Railroad, the typical area where SPGs can find any initial success. Again, Mediums and Lights can find this area to be suited for their style as the more open space allows the to be mobile and making flanking maneuvers if successful in eliminating the SPGs and other Mediums and Lights in this yard. The difference between the Railroad and the Hill is that Heavies and TDs may venture into this area without nearly as many problems as they would face on the Hill, thus really becoming open to all tanks, but uncommon for some.

Effectively plan around this analysis, use the route to your advantage to best take on what tanks to expect in each area, and always support where areas are lightly defended but be ready to reenforce as needed. With a good platoon at your side, and now knowing this map better, each intersection will become jammed with the burning wreaks of your foes.
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Wednesday, February 15, 2012

How To: Use the Battle Recorder in WOT

Many people have asked about using the "Battle Recorder" that was recently implemented into World of Tanks. As a note, only users that experience relatively decent frames per second, subjective to the individual user, should enable this open. While most experience no noticeable drop in performance, a select few feel as though it may effect their game client's performance to varying degrees.

The Battle Recorder by default is disabled, and so to enable the recorder, on must open their Game Menu, select Settings, and then from the Game tab in the Settings Menu, check the "Enable battle recording" option. After this, click Apply and then OK; from this point on all games that are played will be saved to your computer.



The replay files are all saved as a proprietary file type with the extension ".wotreplay". These files typical will take up anywhere from a few hundred KB to a single MB of storage space, and so are relatively small. These files are always stored in the World of Tank directory, under the "replays" sub-directory (Typically: C:\Games\World_of_Tanks\replays).



To view a replay, the World of Tanks client must be closed. Simply double click to open any replay that you wish to view and a new Wold of Tanks client instance will be opened for the selected replay. In order to determine which replay you are wanting to view, all files are stored in the format of yyymmdd_time_nationality-tank_map. Once opened, the replay will load and the game as seen by the "saving replay player" will be shown. A list of limited controls of the replay are given at the very beginning of the replay, and at the end one must exit the client to either view another or resume playing World of Tanks.



Take what you may learn from viewing your replays, and those of others as guidance to help improve your play style, viewing of combat footage has helped pilots improve for future missions since the first cameras were placed in planes, so why shouldn't you do the same thing? Review your replays to see where you excelled and where you may have come up short in order to improve yourself for future matches.
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How To: Use the Battle Recorder in WOT

Many people have asked about using the "Battle Recorder" that was recently implemented into World of Tanks. As a note, only users that experience relatively decent frames per second, subjective to the individual user, should enable this open. While most experience no noticeable drop in performance, a select few feel as though it may effect their game client's performance to varying degrees.

The Battle Recorder by default is disabled, and so to enable the recorder, on must open their Game Menu, select Settings, and then from the Game tab in the Settings Menu, check the "Enable battle recording" option. After this, click Apply and then OK; from this point on all games that are played will be saved to your computer.



The replay files are all saved as a proprietary file type with the extension ".wotreplay". These files typical will take up anywhere from a few hundred KB to a single MB of storage space, and so are relatively small. These files are always stored in the World of Tank directory, under the "replays" sub-directory (Typically: C:\Games\World_of_Tanks\replays).



To view a replay, the World of Tanks client must be closed. Simply double click to open any replay that you wish to view and a new Wold of Tanks client instance will be opened for the selected replay. In order to determine which replay you are wanting to view, all files are stored in the format of yyymmdd_time_nationality-tank_map. Once opened, the replay will load and the game as seen by the "saving replay player" will be shown. A list of limited controls of the replay are given at the very beginning of the replay, and at the end one must exit the client to either view another or resume playing World of Tanks.



Take what you may learn from viewing your replays, and those of others as guidance to help improve your play style, viewing of combat footage has helped pilots improve for future missions since the first cameras were placed in planes, so why shouldn't you do the same thing? Review your replays to see where you excelled and where you may have come up short in order to improve yourself for future matches.
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Wednesday, February 8, 2012

WoT Map Analysis: Erlenberg

Each map in World of Tanks has some optimal places for tanks to go. No strategy is perfect and often times player skill rules, but a good strategy followed by a platoon can often times swing things in your favor. This series will hopefully lay out some ground work and give ideas on how best to tackle a map by analyzing the standard game play for each map.

Our fifth map that we will cover is Erlenberg. A large river splits this map in half, with three bridges acting as chokepoints between halves. A small town surrounds the center bridge, while the north and south bridges have fewer buildings providing cover. A large castle overlooks the west half of the map on a large hilltop, offering cover and supporting fire positions. Hills overlook the city in the east, with sufficient vegetation to provide some concealment for tanks.




Erlenberg may have a few buildings littering the battlefield, but by no means is it a city fight. With only 3 crossing points but plenty of hull down spots, the two forces know exactly where engagements will happen. Using what buildings exist near the bridges and the hills to gain hull down till be to your advantage as the space in between is open ground and easy targets for SPGs and tanks hiding in sniper positions.



The bridges on the map, North and South, are the two major choke points and are the focus of the majority of the battles. Typically all tanks will focus on these areas, taking advantage of the hills on the opposite side of the river for hull down positions while attackers will push into the buildings. The Red Line in the north spawn has the starting advantage to push to the Orange arrow and even as far as behind the crest of the A row with fast tanks. The south spawning team will take the Blue Line and be able to push into the buildings on the far side of the river at the Orange arrow, which offer far more cover than the near side, and as with the north, be facing tanks hulled down on the hill. Unlike the north, there is no slope to the south near the hill, only a flat open plain.

Artillery has very limited locations with which to position. The most convenient and safe spaces are near the initial spawn, and so the typical SPG player will move to the forests in the corner of the board, sitting in the marked out Green Boxes in A0 and K1. Counter-battery fire can easily be achieved due to the limited hiding spots for SPGs to camp.



With the north and south bridges covered by the majority of teams on both sides, adventurous light tanks and faster mediums can take advantage of the under-utilized central bridge and the covered offered by the buildings in the area. The Green Line of the central bridge is great for quick scouting, and careful sneaking of mediums to flank enemy positions and help their team make the push across the bridges on either side of the map. While areas between are exposed, the buildings do offer the ability to peek out, take a shot, and retreat into cover. Additionally the capture zones are a short distance away from each other with simple access via the central bridge for either a quick capture attempt or hasty defensive maneuver.

Along with the central bridge are the two hilltop sniper positions, the castle and the hilltop home. Both of these locations not only offer some supporting views of the bridges to the north and south, but can also act as excellent flag defense and center bridge counters. The Orange/Blue boxes show these areas where a successful TD can turn the tides on either side. The only problem is allowing too many assets to use this area as only a couple of TDs or a medium would be sufficient to cover the sectors that this area provides.

Effectively plan around this analysis, use the route to your advantage to best take on what tanks to expect in each area, and always support where areas are lightly defended but be ready to reenforce as needed. With a good platoon at your side, and now knowing this map better, each bridge needs to be balanced with forces or one may just collapse your attack, sending your forces down river.
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Wednesday, February 1, 2012

Let's Play World of Tanks Episode 60: Tournament AAR



Chris talks us through a recent tournament the clan participated in!

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