Sacred Valley map. sacred valley map sacred valley map in wot

Map

Standard fight

Meeting engagement


Conventions

Description

The location represents the landscape style of a winter mountainous Korean settlement. The map has a lot of stones, vegetation, slides. Near the middle of the map rises a mountain on which the monastery is located, you can’t drive up the mountain. There are also many wooden structures in the villages. Basically, the map is surrounded by mountain ranges, on top of which there is snow. When recording a fight, the name of the video is asia_korea.

Tactics in standard combat

The map is divided into key sectors: the mountain, the temple, the lowlands of the center and the bases. The sector of the mountain is located at the slope of the mountain range. At the beginning of the battle, it is faster to take advantageous positions there. This sector is separated from the central part by a hill in the form of stones, in which there are driveways. The main fights are in square C3. There are three entrances to this sector, two from one side and the third from the center of the map. There are no shelters that can protect against artillery. The next sector is the lowland of the center. There is little fighting in this sector. This is due to the fact that you can be illuminated and there is little cover. Basically, this sector is used for highlighting and a quick breakthrough to the enemy base. Next, consider the base sector. The southern base has a bridge across the gorge towards the temple. Near the base there is vegetation and rocks behind which you can hide. The northern base has more chances to take advantageous positions near the foot of the mountain. Also near the southern base there is an unevenness for which you can hide. The sector of the temple is a Korean-style wooden structure with a high foundation. After the destruction of the house, you can hide the bottom sheet on the foundation. Also near the temple there is vegetation and balconies from which you can shoot through most of the map.

Light tanks

Light tanks can be used tactically active light and they also perform in passive illumination. The tactics of light tanks stand in the bushes to highlight enemy tanks. The first tactic is to go to the temple to highlight the enemies there, and there you can stand under the balcony to highlight the tanks standing in the bushes. The second tactic is to stand near the central mountain to highlight the enemies guides to the temple and guides along the mountainside. The next tactic is very dangerous - you will need to drive through the central sector to the enemy base to illuminate and destroy artillery and try to drive back undestroyed.

medium tanks

For medium tanks, the main goal is to capture the temple for further advancement towards the enemy base. If you lose in the temple, then it is worth pulling back so that the allied tanks can stop the enemy attack. The next tactic is to stand near the central mountain to hold and highlight the enemies with further entry behind enemy lines. Help if possible heavy tanks near the side of the mountain.

Heavy tanks

For heavy tanks, the main sector is near the mountainside. That's where the close combat takes place. The meeting point for heavy tanks takes place in squares C2 and C3. There are pants with access to the central sector. Whoever takes the pants first has the advantage of holding these sectors. It is worth being afraid of enemy tanks that can go to the rear along the road along the mountain embankment. Sometimes heavy tanks are sent to the temple, but this is not of great benefit, since you will be illuminated by enemy tanks and then artillery and tank destroyers standing at the base will come down on you.

Anti-tank self-propelled artillery mounts are used as defense and support. Part of the tank destroyers remain near the base, while the other goes to the temple. Tank destroyers that remain near the base stand in the bushes for camouflage. When you take the temple, you open up most of the gap of the card, which can decide the outcome of the battle. Armored anti-tank self-propelled guns can help heavy tanks near a mountainside or take up position for support.

Artillery remains near the base and stands in the bushes. Also, the northern base has an advantage as a ravine, where you can stand up so that light tanks do not highlight you from afar. Also, this ravine gives minuses, reduces the lumbago sector. Artillery shoots through most of the map. It will be more difficult to hit near the mountainside, but it is possible from both sides. It is always worth looking at the mini-map through the central sector, a light tank can drive towards you.

Oncoming combat tactics

In the oncoming battle, the players settled down symmetrically. They are located at the side of the mountain in squares E2 and D8. The main fights now take place in the middle of the mountainside in squares B4 and C6. The base itself is in square H7. Near the base there are stones behind which you can hide. The base is shot from the temple and where the southern base used to be. To hide there, it is better to have a small tank size. Now the center of the map comes alive more, because now you can go behind enemy lines through it.

Light tanks

Light tanks go to the base and get up to capture. They can also try to stand under the balconies from the temple and the southern base in a standard battle, thanks to this you can highlight the enemies located on the balcony. A dangerous tactic is driving through the central sector to the enemy spawn where the artillery is stationed so you can destroy or highlight it.

medium tanks

Medium tanks have the main task of holding and downed bases until heavy tanks take the sector near the foot of the mountain. Medium tanks should not get up to capture you can be damaged by tank destroyers and artillery. Also, medium tanks can try to take the enemy balcony so that your allies can stand up to capture the base in safety. Also, medium tanks can try to drive into the rear of the enemy through the central sector near the mountainside.

Heavy tanks

Heavy tanks have not changed their battle tactics. They, like in a standard battle, are fighting near the mountainside. Only now they were transported to the middle of the slope. It is worth making every effort to capture or hold this sector. If one of the teams loses this sector, a road will open to your balconies, where allied tanks are stationed. So it's worth fighting up last tank. Now you should be very afraid of artillery, now it shoots at you with direct fire.

Anti-tank self-propelled artillery mounts

Anti-tank self-propelled artillery mounts have two directions - the base and the slope of the mountain. It is desirable to distribute evenly. Tank destroyers with good one-time damage and good armor, and with good penetration to the base, but these are rough indications. It is worth mainly helping heavy tanks.

Self-propelled artillery mounts

Artillery mostly stays near the base. Fast artillery is sent to the temple and to the southern base. Artillery's main objective is to assist heavy tanks near the mountainside. Positions near the base are dangerous because of this, tanks stand near tank destroyers. Always look at the mini map.

Screenshot gallery

History of changes

Links

  • gosu-wot.com // WoT 0.8.6 - new map "Sacred Valley", screenshots

Cards

Summer

Karelia Malinovka Prokhorovka Lasville Ensk Murovanka Mines Cliff Monastery Steppes Redshire Fjords Pass Ruinberg Fishing Bay

Dear friends, team site again presents an overview another game location World of Tanks. Today we will analyze a rather complex and ambiguous map - Sacred Valley wot.

General information.


Picture 1. Minimap.

The map wot Sacred Valley was introduced into the game in version 0.8.6 and after that it was constantly under special control of the developers. She underwent several major changes, was removed from the game for a long time, and now, not so long ago, she reappeared in a random house in a new guise. The map has a standard size of 1000*1000 meters, available for battles of 4 - 11 levels in the only random battle mode - standard battle. This is a winter map and the winter camouflage will be used here.

The terrain of the map is one of the most difficult in the game. This is due to the fact that there is practically no flat place on the Sacred Valley: constant elevation changes, mounds, rocks, as well as various buildings (both destructible and non-destructible). In addition, it is worth noting that artillery has a very difficult time here, since there are very few shots, and a stray firefly is able to slip through to the positions of the self-propelled guns already at the beginning of the battle.

Look at the key components of the Sacred Valley map:


Picture 2. Symbols.

If you look closely at the map, you will see how many key components are stuffed here, but I will try to explain them to you as simply as possible in order not to load your virgin brain. Understanding the map in our game is an extremely important and decisive skill for any player.

  1. Bottom base. It is on the rise, relative to the rest of the map, but has several races at once. Along the perimeter it is surrounded by several mounds with dense vegetation, where tank destroyers often find use. However, these positions acquire a special role only during the breakthrough of the right flank or center. At the base itself there are a couple of destructible houses, which, nevertheless, are able to cover the tanks in capturing the base. In addition, in the Sacred Valley, artillerymen do not have any other positions and are almost always behind the base.
  2. Gorge or left flank. Map Sacred Valley wot has two main, but very large and extended flanks. The gorge is one of them and its main part is the center of the gorge, highlighted in a circle. There are a huge number of passages, races and shelters (including from artillery, which practically does not shoot through here). The relief of the gorge is endlessly stretching, low rocks. The top respawn team has an advantage here, but only due to the fact that most random players do not understand one simple nuance, which we will discuss below. Basically, the team that wins here is the one that takes as many passages as possible, which will disperse the attention of opponents and fire from unexpected places. Absolutely all classes of equipment can find application in the gorge.
  3. Center of the map. Located on a lower level than the rest of the map, on a level with low number 6. Characterized by many mounds, buildings (mostly destructible) and almost no successful tactics for the game, since both main flanks are separated from center with various obstacles. Can be used towards the end of the fight as it is the closest path between two respawns. However, in the center of this part of the map there is a high rock from which you can play, but not always successfully. However, the presence of at least one tank here will protect your team from a light tank breaking through to your artillery.
  4. Upper base. It is located on uneven hilly terrain with a lot of destructible buildings. Defeating this base is easier than the bottom one due to being in line of sight from the team's main hideouts. Artillery here is also located, as a rule, behind the base, behind a hill that completely hides them.
  5. Central rock. From the lower part, it is closed by stone walls, but it has no entrances and driveways anywhere. It does not represent any gameplay value, except for the ability to hide from artillery at the foot of a high cliff, in case of emergency. However, some inquisitive minds have found options for driving it on certain tanks, but you don’t need to know about it, and you don’t need to.

    Further points 6, 7, 8, 9- these are elements of different meanings and we will analyze them separately, but all of them, together, form a single right flank. The second main and no less huge flank on this map consists of several elements and provides many gaming opportunities. The main part of the right flank is a temple highlighted in a green circle.

  6. Lowland. An extended part of the right flank, practically from base to base. It is the lowest place on the map. In rare cases, it is possible to support an attack on the right flank through the lowland, but it is not the main direction.
  7. Climb. Here is a convenient position for highlighting passing enemies from both spawns. Strongly turret tanks with excellent vertical aiming angles can successfully fight here. From this ascent, it is possible to drive to the bridge (under the number 8), which leads to the main direction - the temple (under the number 9).
  8. Bridge. It does not have any gameplay function, except for one very important one - a through passage between the rise and the temple. However, it should be remembered that the bridge is shot through by both artillery and any other tanks, which means that it is necessary to use the bridge with particular care.
  9. Temple. It is the most important part of the right flank and its center circled. This is where the second crowd of your team should be concentrated. The temple is located on a hill, relative to the lowland and you have to go uphill here. As a rule, fast and maneuverable tanks are fighting here, which are able to drive up the hill without losing hit points along the way. There are several large buildings in the temple area, most of which are not destroyed. Behind these buildings, you can hide from the gaze of the all-seeing gunners and exchange fire with the enemy.

So, how to play the Sacred Valley wot map? Let's try to figure it out.


Picture 3. Positions and directions.

Unfortunately, there is no single tactic on the Sacred Valley map and you will have to act with an eye on your allies, but keeping in mind a few nuances that will help you win.

As you can see, there are a lot of possible or probable options for fighting in the Sacred Valley. The map is saturated with tricky passages and unexpected places to attack. This greatly complicates the understanding of the map for inexperienced players, and therefore I will conditionally divide all options for attacking into three parts:

  1. Red direction. The most difficult and confusing direction is on the left flank. There are an incredible number of narrow passages between the rocks and in almost all passages you can play. The main goal of the teams here is the central part, for the control of which it is still necessary to capture all the passages leading there in order to avoid being stabbed in the back. The top respawn team has some relative advantage: the fact is that they don't have to think about where to go, everything is intuitive, but the bottom respawn team must control the area marked with an exclamation mark on a yellow background! It is very important. If the bottom team does not control this area, then the tanks in the center of the gorge will simply go into the stern and shoot from both sides. Thus, the bottom team needs to turn on the brain a bit in order to create a balance on this flank. In fact, everything is simple, but in a random house, players often do not see this and merge the gorge.

    The top respawn team moves along the left flank along the points, which also serve as defense lines in parallel. fast tanks move out of the direction and go around the gorge from the rear. The bottom spawn team is heading into the gorge following the arrows, and positions 1 and 2 serve as defensive lines. Mandatory is the control of the area with an exclamation mark, as I wrote above.

  2. Blue direction. A completely optional direction that you can throw. In any case, it is impossible to develop a successful attack from here. One or two tanks should drive here, nestling under a rock marked with the number 0 on a blue background. From here, no successful shots open, but you can catch enemy fireflies here. In addition, the allied fireflies, having guessed the right moment, can slip through to the artillery positions here.
  3. yellow direction. Here everything is somewhat simpler than with the gorge. Fast, heavily turreted tanks can take up positions on the rise, from which they can illuminate and shoot through passing enemies. Attention, you should not try to go here with more than two tanks, you simply won't fit! It does not make sense to drive along the lowland under the bridge, since there are no shelters here and you will be in full view of the opponents. The greater part of your group, which has arrived on the right flank, must rise to the Temple and fight here. Again, many random players mistakenly believe that the top respawn team has an advantage here, which is fundamentally not true. On the right flank, both teams have the same opportunities and the advantage is formed only by more tanks or personal skill.

In addition, certain standard positions for artillery (brown areas near base) and tank destroyer(purple areas from which it is convenient only to defend, but not to support the attack).

In custody.

On this, our review of a very ambiguous and difficult map came to an end, and the main thing that can be distinguished is a slight imbalance in the balance in favor of the upper respawn. There is nothing critical in this, however, it is not pleasant. Let's wait and hope that sooner or later the developers will pay attention to this.

in update 0.9.14, World of Tanks has undergone significant changes, and these changes have affected specifically two places - the upper left corner (С, D 3,4) of the map and almost the entire lower right corner of the map, starting from a small area near the lower base (H 5) and further along the line J 5,6,7,8, H 7,8 and G8.

Let's take a closer look at the map changes Sacred Valley in update 0.9.14.

Sacred Valley map how to play it.

So, we will start, perhaps, from the lower base and we will gradually move to the southeast.

  1. The first thing that immediately catches your eye at the lower starting point was that they removed the bridge, did not move it a little further and higher on the map to line H7, thus uniting two objects on the map, the castle and the temple.
  2. Also, almost the entire line J was leveled, starting from the 4th square and up to the temple itself.
  3. We added a few stones to these squares, which cover the tanks from direct enemy fire, but at the same time provide an opportunity to shoot through the opposite side of the bridge and the entrance to the temple along lines E, F, G 8 and 9.
  4. And yes, they almost completely removed the ability to shoot through the entrance to the temple on line G 8,9 from the lower respawn.

What's new in this map

As for the bridge, it was given the opportunity to pass through several options. The first is that it is possible to enter the bridge from the side of the temple and the second option is that an entrance to the bridge has been added along the H8 line, respectively from two sides. They also left the possibility of passing under the bridge.

The temple has also been changed. Now it is surrounded on all sides by buildings and has become a little larger, thereby adding more free space for travel and U-turns.

  • Summing up, we can say that an additional entrance to the bridge along the H8 line provides an opportunity for quickly highlighting tanks from both sides, also thanks to this entrance there is a good opportunity to play with the armor of the tower.

Well, in the end, let's look at the second part of the map, which has been changed. So, along the line C, D 3,4, one more siding to the mountain has been added. We also slightly limited the penetration of the D, F 3 line from the C5 square.

  • Summing up the map redesign Sacred Valley we can say that the alteration has benefited the map. Attack paths have become more varied and balanced. Now, from any starting point, you can equally quickly get to any place, which is a definite plus.

Map view Sacred Valley

The map is quite open, but hilly. In the center of the map is a ruined castle, around which there is a village resembling buildings of eastern (Chinese, Japanese, etc.) architecture. Steep mountains rise around the village, which beckon "" players with an abundance of their most wonderful positions, which, let's say, straight-handed guys are not very aware of.

Typical Random Battle Tactics

Let's first take a look at the card itself, what it is!
The bases are located on both sides along the perimeter of the map. fighting always unfold in the usual standard places. Always at the beginning of the battle, 90-95% of the composition of both teams go to these usual places and only a few individuals can shake what they have in their heads and climb into those places where it is difficult to get them and where you can inflict a large number without any fear.

Where does he shoot from? - Cool nychki!

Let's now talk about how to deal a large amount of damage without being exposed to enemy fire, as efficiently as possible. We all know that the most important thing for a good and effective fight is choosing the right position. This factor plays the most important role in every fight. And I want to talk about a few of these nychka.

Position A3

The first position is in square A3. Getting here is very easy and fast! The place offers a full view of 2 directions of shelling, and a tree and a house reliably hide your tank from opponents (even from artillery). The only nuance of all these positions is that your tank should be as light and fast as possible. M8A1, T67, Helket, RU251, chaffee are best suited for this. There are many other tanks that are capable of conquering these peaks, but I'm afraid they just don't need it. From these positions, you can both shoot damage and .

Point of entry to the position. With acceleration, we simply fly up the hill, and then up the wall!

The most cherished position! Beware of enemy ATs that stand near the enemy base and work on the light of the LT!

Position E0

The second position is located in the square E0. Just like the previous position, climbing it is very simple. Here, however, there is a certain danger from enemy artillery, but this is not such a big problem if you correctly position yourself and do not twitch once again so that you are not illuminated! Also, on the other side of the same hill, you can work out the second direction of attack from your base, thereby reliably keeping it under protection.

The view from the position to the enemy horizon is simply gorgeous!

Position J9

The third position is located in the J9 square. Check in from the second position E0. We rise to the second position, and then we start free slalom along the snow-covered hills down the 9th line towards the J9 square.

View from the position to absolutely all the main directions in the battle!

First line of fire!

The second line of shooting through the village near the bridge near the castle!

Third line of shooting checkpoints, where enemy tanks are usually located at the descent to the path leading under the bridge to the castle!

The fourth line of shooting in case the enemy has pushed through the opposite direction and is trying to come at you from behind from your base!

Position F7

Well, the final position is located in the square F7. On this hill in the center of the map, there are many cool positions from which you can work out absolutely all directions on the map in all 360 degrees. The hill is quite gentle, so you can move to any direction without much difficulty! There is only one but. Don't go to the castle itself! From there you will not see anything, and climbing back up the mountain from the castle is quite problematic! You can also go to the castle wall, only there is a big danger from enemy artillery, for which you are a tidbit and easy prey there. Drive on the wall only if you are 100% sure that you will not be handed a big "suitcase" and sent to rest in a warm region called the Hangar, drinking a cocktail of anger and hatred for "one-buttons"!

View of the position! Your tank is securely hidden in dense thickets of bushes, and in order to illuminate you, the enemy needs to try very hard!

The enemy does not see me, although he is already dangerously close to me. But I can confidently fire at the enemy in my own light, relying on my . In the same way, you can move to any other direction and conduct confident control fire at enemy forces from shelters and pits on a hill without fear of being overexposed, since someone rarely drives up to the center of the map.

Conclusion


In conclusion, I would like to show you visually one of these positions and what can be done when choosing the right position! You can see how such tips work for you and what results you can achieve with their help. I hope my story will not be in vain and someone will take note of it. Always remember that there is only one warrior in the field, if he is well-tailored! You can always turn the outcome of the battle in your favor thanks to these nuances and the right positions.