Check-in on the airport map. World of Tanks

". The dimensions of the map are 1000 by 1000 meters, and the level of battles is from 4 to 11. There are many places for ambushes on the map and there is enough space for a breakthrough along the flanks behind enemy lines. At the top of the map is an airfield, which probably gave the name to the map, and at the bottom there is a small hill that allows you to control a good part of the map.

Approximate siding routes for all types of vehicles.

The map is open and is almost completely shot through by artillery.

There are 2 main positions in the middle of the map.

On the water, it is easiest to defend, and attack in the center.

  1. The position allows you to illuminate the artillery and the main movements of the enemy at the beginning of the battle. But at the same time it is well shot through, light and go down. Down behind the hill, defend the passages, holding the defense.
  2. Position (Priority) is very important and the main fights take place here.

You can climb the hill from the side and defend the position. Artwork works great there, so play carefully.

From around the corner, show the turret and forehead, the strongest part of the tank.

If you successfully hit one of the directions, it is possible to make a breakthrough. Until then, don't waste your HP and deal maximum damage.

It is advisable to attack with arrows with allies weak spots enemy. Enter from the side and quickly analyze the enemy.

It is also possible to rush to the rear to destroy artillery and Fri.

Separately, I note that "on the water" you do not need more than 1-2 strands! If you are going there third, turn around. Stand the whole fight, and then die from backshots.

Tactics.

But let's talk directly about tactical actions on this map. Both teams are in almost equal conditions: both of them have respawns in small towns, which already allows them to successfully defend themselves. Also, both bases are located on small hills, which makes it very difficult to capture them. Now let's talk about the differences. It is difficult to say which of the bases is more suitable for defense, and which for attack. As for me, the second team has large quantity shelters, respectively, and it is easier for her to defend herself. If we talk about tactics, then for both teams it is almost the same. The plateau located in the lower central part of the map in random battles will probably become like a slide on the "": it offers an excellent view of both the enemy base and the approaches to it. That is why the hottest battles unfold in the central part of the map, not far from the airfield. There, there is where to hide from art and an ambush for spiteful critics can be organized. As for me, I felt most comfortable here on ST and PT. Why, you ask? It's simple: there is more than enough room for maneuver on the ST, and there is where to hide. Arta can also shoot well here, though there is also somewhere to hide from her: in the folds of the terrain, behind the buildings. There is no specific tactics on this map yet, because it is played only on the test. But one thing can be said with certainty: the hill at the bottom of the map will become the main strategic point, whoever captures it will get an advantage. Moreover, both ST and TT can go to capture this very hill, the climb is not so steep.

Secrets on the map Airfield.

Location of tanks.

. Since the map is open and the backache for artillery is good, we take any advantageous position where they won’t get us and wait for the enemy, or we ourselves go to meet him.

The average people feel quite comfortable in almost all directions, but it is not advisable to go to the beach along with strands.

The main position of artillery is the first line, from there you can freely throw it at enemies ..

. There are many profitable places, you can stand near the base, hiding behind a stone, or driving on a small hillock, the same for both respawns.

You can shine in any direction except the beach, as you will lose mobility due to high resistance. Basically, light tanks move along the runway, and then the choice is either to strike artillery or be passive light.

That's about it, that's probably all. There is no specifics regarding tactics yet, just small outlines. But still, this is progress. The great military minds will still draw us a plan of action on this map, I hope, and then it will be possible to say something intelligible. And so far so. That's all, fellow tankers, until we meet again and good luck on the battlefields.

How can you improve your game on the map in wot airfield? In my limited experience, I've found that fighting from positions in the central area of ​​the map can be a great way to get the game going.

The airfield has two of these areas. From there, you can influence various areas, take nagibatory positions, and keep adversaries at a distance. However, you are also vulnerable from all sides, and dealing damage and not taking damage in return can be a problem.

Nagibator positions on the map for all vehicles?

In general, the positions are viable, so they make it clear where enemies and allies are going:

  1. It gives you the ability to deal damage and allows you to protect yourself quite well from enemy fire.
  2. It has escape routes, that is, if it is completely pressed and the enemies are pressing on you and are going to dismantle you, you can move back without any problems and inflict damage from there.

Let's look at two different areas on wot map"airfield" to see how to play effectively in the center of the map, protrusion A in E7 from the east direction ledge B at E 5 from the western direction. I also noted some directions for playing with the weights of tank destroyers and self-propelled guns, light tanks.

How to play the airfield on these positions on the map?

    • If you are playing a tank destroyer, then you need to choose a position on the map, go behind a bush about 15 meters and deal damage from there. Since this tank is usually poorly armored, it is not necessary to climb forward.
    • Heavy tanks are the main force and you need to play based on the reservation of the tank; if it is a Frenchman, then it is also not recommended to climb forward, but keep to the second line.
    • Light tanks move forward and highlight the opponents, trying to move more and not climb out due to uneven terrain. You can also drive over uneven terrain and passively shine without shooting from behind the bushes so as not to give out your place.
    • Self-propelled artillery mounts are usually inactive and it is not recommended to move far from the base with some exceptions, some tank destroyers are quite fast and can take an advantageous position somewhere in the middle of the map in a minute, but usually this is an exception to the rule. Usually they hide in the bushes near the base and from there throw shells across the map and inflict damage.

Watch also a video about how best to play on the airfield map and what positions to take.

". The dimensions of the map are 1000 by 1000 meters, and the level of battles is from 4 to 11. There are many places for ambushes on the map and there is enough space for a breakthrough along the flanks behind enemy lines. At the top of the map is an airfield, which probably gave the name to the map, and at the bottom there is a small hill that allows you to control a good part of the map.

Approximate siding routes for all types of vehicles.

The map is open and is almost completely shot through by artillery.

There are 2 main positions in the middle of the map.

On the water, it is easiest to defend, and attack in the center.

  1. The position allows you to illuminate the artillery and the main movements of the enemy at the beginning of the battle. But at the same time it is well shot through, light and go down. Down behind the hill, defend the passages, holding the defense.
  2. Position (Priority) is very important and the main fights take place here.

You can climb the hill from the side and defend the position. Artwork works great there, so play carefully.

From around the corner, show the turret and forehead, the strongest part of the tank.

If you successfully hit one of the directions, it is possible to make a breakthrough. Until then, don't waste your HP and deal maximum damage.

It is advisable with allies to attack the weak points of the enemy with arrows. Enter from the side and quickly analyze the enemy.

It is also possible to rush to the rear to destroy artillery and Fri.

Separately, I note that "on the water" you do not need more than 1-2 strands! If you are going there third, turn around. Stand the whole fight, and then die from backshots.

Tactics.

But let's talk directly about tactical actions on this map. Both teams are in almost equal conditions: both of them have respawns in small towns, which already allows them to successfully defend themselves. Also, both bases are located on small hills, which makes it very difficult to capture them. Now let's talk about the differences. It is difficult to say which of the bases is more suitable for defense, and which for attack. As for me, the second team has a lot of shelters, so it is easier for them to defend themselves. If we talk about tactics, then for both teams it is almost the same. The plateau located in the lower central part of the map in random battles will probably become like a slide on the "": it offers an excellent view of both the enemy base and the approaches to it. That is why the hottest battles unfold in the central part of the map, not far from the airfield. There, there is where to hide from art and an ambush for spiteful critics can be organized. As for me, I felt most comfortable here on ST and PT. Why, you ask? It's simple: there is more than enough room for maneuver on the ST, and there is where to hide. Arta can also shoot well here, though there is also somewhere to hide from her: in the folds of the terrain, behind the buildings. There is no specific tactics on this map yet, because it is played only on the test. But one thing can be said with certainty: the hill at the bottom of the map will become the main strategic point, whoever captures it will get an advantage. Moreover, both ST and TT can go to capture this very hill, the climb is not so steep.

Secrets on the map Airfield.

Location of tanks.

. Since the map is open and the backache for artillery is good, we take any advantageous position where they won’t get us and wait for the enemy, or we ourselves go to meet him.

The average people feel quite comfortable in almost all directions, but it is not advisable to go to the beach along with strands.

The main position of artillery is the first line, from there you can freely throw it at enemies ..

. There are many profitable places, you can stand near the base, hiding behind a stone, or driving on a small hillock, the same for both respawns.

You can shine in any direction except the beach, as you will lose mobility due to high resistance. Basically, light tanks move along the runway, and then the choice is either to strike artillery or be passive light.

That's about it, that's probably all. There is no specifics regarding tactics yet, just small outlines. But still, this is progress. The great military minds will still draw us a plan of action on this map, I hope, and then it will be possible to say something intelligible. And so far so. That's all, fellow tankers, until we meet again and good luck on the battlefields.

After a short break, we are resuming our regular column " tactical overview". And today we will consider the map "Airfield".

Aerodrome - new map world of tanks, introduced into the game in one of the latest patches. However, contrary to the traditions of the latest new maps, the Airfield is a fairly well thought out map. And this is against the background of a variety of directions and innovative design cartographic ideas applied for the first time. And here the developers need to be praised from the bottom of their hearts. As a result, the map not only did not spoil the expanses of the World of Tanks, but also brought fresh thoughts and solutions to the game, pushing players to rethink the already established principles.

At first sight…

The Aerodrome map is a tactically classic map with two main directions (1 and 3) supported by positions from the bridgehead (2) - the mountains in the center of the map. In this, the map is slightly reminiscent of Mines. The abundance of rear positions located closer to each of the bases make you think twice before deciding on any maneuver, and are also another serious obstacle on the way to the base. However, first things first.

Direction 1 (valley).

The tasks of the teams in this direction are identical, given the general conditions of the battle: a spacious, well-shootable central part, well-equipped rear positions for anti-tank and sniper tanks, as well as hangars for combat TT and ST. It will also be useful for some artillery forces to come down here, since flat space is conducive to the most accurate hits in case of a tactical mistake by the enemy or his inattention / inadequacy.

Of course, the main battle here takes place in the area of ​​​​the hangars and the hillock next to them. The usefulness of the PT here depends on where exactly the main battle will start - either near the hangars, which will be in the hands of the PT, or closer to the hillock, where the PTs will no longer be able to help their allies, remaining invisible. Therefore, positions closer to the epicenter of the collision should be occupied by sniper tanks, which will be more useful in a non-static battle. The most reasonable solution for TT and ST, and therefore of little use in a random house, is to lure enemies under the barrels of allied PTs and snipers. Thus, while remaining as intact as possible, STs and TTs need to fire 1-2 shots each in order to finish off the enemy, which was solemnly saluted by the allied anti-tanks a few seconds earlier.

Direction 3 (water).

This direction is similar in tactics to the previous one, namely: it has a forward position, where the main forces accumulate, and a rear one, providing support. Here the result depends on lightning speed, teamwork and individual skill. because the main task- as soon as possible to destroy the enemy, located on the red or green positions 2, so that he shines as little time as possible for his rear positions of those of your allies who are in the forward position. Since the less time the main forces are in the light, the fewer shots the opponents will be able to fire at them from the rear positions. Accordingly, the greater the strength of your main forces will be able to approach the breakthrough.

There are several good positions on the water, which make it convenient to shine and wait for reloading after a shot, while remaining in cover. Therefore, here most often the outcome of the confrontation is decided by composure and calculation. And impatience and thirst for heroism fails.

Direction 2 (center).

Like the mountain at Rudniki, the mountain at the Airfield has almost the same meaning - from it there is an opportunity to support friendly fire in both directions, as shown on the map. Also, taking advantage of the fact that the rear positions of the enemy are distracted by the battle with your breakthrough forces, there is a chance to slip into the enemy base and go to the rear of his defending forces. However, the mountain is fairly well shot through from the rear positions of the enemy, located closer to his base. However, there are non-capital shelters on the mountain that can somehow protect the forces located there. Plus, there are rocks around the edges of the top that can also serve as cover if positioned correctly behind them in relation to the enemy's fire trajectory.

Conclusion:

Thus, in spite of the defensive style of combat, which the features of the map have, actions on it can and should develop rapidly, with lightning speed and decisively, savvy with good teamwork. After all, preferring a positional viscous battle, the teams give the threads of the game to the whims of the VBR, depriving themselves of the opportunity to influence the outcome of the confrontation to the maximum. However, success requires all of the above qualities, which is rare in random, and therefore such actions are partly a risk.

Needless to say, how beautiful this card is, and how unusual it is. Only information will be presented here about which directions are better to choose and which positions are the most advantageous for all classes of equipment in game world of tanks. Immediately it is worth clarifying the designation of tanks. TT, St, PT - are exclusively conditional. That is, if your tank is heavy, with weak armor, but has a very good and accurate gun, it can best be used for the AT position. Or, for example, your tank destroyer has a pretty strong forehead and can tank freely - it is advisable to choose the direction for the TT.

Tactics for Heavy Tanks

Notation.

  • The red arrow is the main direction of movement of heavy equipment.
  • The black cross are the standard places for encountering the enemy.

In the case of heavy tanks, with the tactics of conducting combat on open maps, everything is clear. You need to take a position that is not shot through by artillery and wait until some tank leaves for you, or leave the shelter yourself.

Tactics for Medium Tanks

Notation.

  • The blue arrow is the main direction of movement of medium vehicles.
  • Black crosses are the main places where you can face the enemy.
  • The black arrow is the direction in which to fire from this position.

In principle, looking closely at this map, you can understand that medium-heavy tanks feel quite comfortable on it. But it is not recommended to appear on an open area, say, on a beach, along with heavy tanks. Since the ground is soft there, then due to this there will be a huge drop in the maneuverability and dynamics of the ST. If a heavy tanks have the right to exchange their HP or tank a bit, then for St it will be critical. In this case, the enemy forces can go to the beach, from where St will not be able to go anywhere for shelter: on the one hand, the water, and on the other, the mountain. Moreover, if the enemy is smart, he must understand that he needs to destroy St first of all, since he has less armor and hp than TT, but he shoots no less painfully.

So, if the bulk of the enemy forces have accumulated on the beach, and you have a desire to support the allies, then the most correct decision would be to stand in the indicated positions. Such positions are not suitable for Fri, because in order to shoot, they need to move out, turn the hull, shoot (plus convergence) and drive back into cover. These actions can take a lot of precious time, which will have a deplorable effect on the team. Another thing is St. It has a turret. He can leave in short lines, shoot back and, using high dynamics, drive into cover without much loss.
A more correct decision, when choosing tactics for combat on this map for St, would be to rise up on the stones, and there to support TT. Conversely, the map shows the positions in which you will need to leave the shelter, make a shot and immediately hide. To conduct a battle, you need to wait in cover for a shot of enemy TTs or make sure that the enemy’s guns are not directed in your direction.

Also St can go through the center. In this case, you need to cling to the rock as tightly as possible so that the enemies do not hurt you. This position has three purposes:

1) If you have a strong tower, then you can try to go to the center and thus illuminate the enemy tanks. If you have a very good UVN, then you can even try to shoot back from enemies. The shooting option is only for CT, as the enemies will be able to shoot at the center, in which case you will need to quickly move away.
2) You need to keep this direction, because the breakthrough of the firefly is unlikely to please you.
3) If there are few enemy forces left, and they were able to shoot back, then you can drive through the center, into the stones, to assist the allied TTs, from an angle that the enemy does not expect. If the enemy pursues you, the allied artillery will simply tear it apart.

Tactics for Fri

Notation.

  • The red triangle is the main position for the tank destroyer
  • The black arrow is the direction of firing from that position.

There are some very good places on this map that can be used for a Fri-Sau. They are all marked with red triangles. On the left is the left base, on the right is the right base.
A very good result is achieved due to the fact that all positions are dismantled. This guarantees the absence of a sudden enemy breakthrough to artillery (PT has very good review). Moreover, Tank Destroyers have the best DPM of guns compared to their classmates, and can provide very good support for TTs.

Tactics Art Sau

Notation.

  • The closed red contour is the place where the Art Sau is located.
  • The black arrow is the direction in which it is recommended to fire from the right base, from these positions.
  • Azure arrow - the direction in which it is recommended to fire from the left base, from these positions.

The map has two designated areas on the left side and three on the right, for artillery.

This is due to the fact that for the left-sided base there is additional cover in the form of a small town, where allied tank destroyers usually like to get up. On the right side, there is only wasteland. In the event that some Lt flies, it will illuminate the entire base. Some markers on the map show the direction in which you can shoot from other positions. But it is from the marked position that it is easiest and best to do this.

Tactics for Light Tanks

Notation.

  • The green arrow is the route for the light tank, which is located on the left base.
  • The yellow arrow is the route for the light tank, which is located on the right base.
  • The green circle is the location of the passive light from the left base.
  • The yellow circle is the location of the passive light from the right base.
  • The red arrow is a branch from the main route, for a breakthrough to arte.

The airfield is a very difficult map for the LT in World of Tanks: it is very easy to die, it is difficult to break through, and exposing your own is an unjustified risk! For fast tanks, with characteristics similar to the T-50-2, it is recommended to drive along the upper route from the very beginning of the battle. This route should be used from the very beginning of the fight, as it is not as effective later on, and you will not be able to go as deep into enemy territories. The advantage of such a strategy lies in the fact that you can see how strong the enemy artillery is, which is deployed to the stones.

It is recommended not to go to the runway, because no matter how you maneuver there, death is definitely waiting for you.
The most advantageous position for the LT on the runway is behind a bush or a rock. These places allow you to create passive light and if detected, quickly hide behind cover. To do this, one condition is needed: a stereo tube and the ability of the commander - the sixth sense.
If you want to play the game perfectly, you will need to get there without light, otherwise you will be controlled by enemies throughout the game.
If you still decide to conduct a battle with active flashes, then after moving the tank along the upper route, you need to proceed to the lower one. You can repeat such maneuvers until the end of the battle. Agree, although this is a risky route, it is worth it. After all, nothing comes for free. In the event that you, while driving along the route, begin to shine the anti-tanks that are at the base, then the enemies will not keep you waiting. But in the case when you calmly drive along the route and do not shine anyone, you can safely lay a route to the enemy, which is indicated by a red arrow.

Bonus

For tanks such as the T-50-2, there is an additional route through the mountains on the side of the right base. This is the route provided by the developers. This loophole allows you to get behind enemy lines and be undetected. In order to find out whether your tank will pass there or not, it is worth practicing in the training room.