Summer map of World of Tanks Mines. World of Tanks

The high hill in the center of the map is a key point on the map. Despite the difficulties in occupying it, it dramatically improves the position of the winning team. The village northeast of the hill and the island west of it, despite a number of advantages, remain vulnerable to fire from the center. Name in the battle recording file: hills.

Tactics

The key position on the map is the mountain. From it you can control almost the entire game map. It is at the entrance to the mountain that fierce resistance ensues from the very first minutes of the battle. Two alternative routes go through the village and water. The village is a classic route for heavy tanks and an excellent place to organize defense. Water - open area- resembles a field on other maps. The island located nearby is good place to organize an ambush.

Light tanks

Light tanks have a chance to break through to enemy artillery along any of the available routes. They can also be the first to drive up the mountain and illuminate self-propelled guns from there or temporarily distract enemy medium tanks until the allies approach. Less common are non-standard tactics, such as passive light from the island.

Medium tanks

The main tactic of medium tanks in Rudniki is a rapid rush up the mountain. However, there is always a risk of running into heavy tanks that also went to capture the mountain, or of coming under fire from self-propelled guns if they managed to take a position and converge. Other possible tactics: support of allies in the village, where however there is big risk deaths from TTs, which usually stage protracted battles. Passage on water: slides and boulders provide excellent cover from artillery, but there you can be ambushed by enemy ST or PT. The situation is similar with the island: there are more stones there for cover from artillery tanks and tank destroyers, but it is better covered by self-propelled guns.

Heavy tanks

Classic tactics for heavy tanks in Rudniki: attack through the village. As a rule, a long positional battle of top TTs ensues in the area of ​​the hill's bend. Often heavy tanks help medium tanks capture a mountain by firing from behind the rocks on the way up to it. A TT climbing a hill is a very easy target for all types of equipment, so occupying the hill with heavy weights is an extremely risky tactic. TTs can also be found on the water, but this tactic has no obvious advantages, except that on the coastline the risk of dying from self-propelled guns is minimal.

Anti-tank self-propelled artillery units

Positions marked on the minimap as “Balcony” are ideally suited for tank destroyer operations. Almost half of the map is covered from the northern balcony; the southern one also has good potential for defense, but only West Side cards.

Self-Propelled Artillery Mounts

The map is poorly suited for artillery operations. The chances of detection and destruction in the first minutes of the battle are extremely high. The choice of position is not great - the self-propelled guns only have a small area in the base area. In such conditions, counter-battery fire is very effective, so experienced players never forget to move after firing. The "bedside table" at the northern base is suitable for the location of stealthy low-level artillery: in the back of the hill there is a recess where it is convenient to hide the body of a small vehicle. In addition, there are often allied tanks and tank destroyers there, which will provide cover in case of danger.

A useful solution would be to distribute the sectors of fire: almost simultaneously it is necessary to control the approach to the mountain and the mountain itself, as well as the village and the water. In addition, enemy artillery may appear on the radar at any moment. Remember: self-propelled guns are not only damaging, but they also intimidate the enemy. The enemy often loses his restraint from having to think about two things at the same time: about the opponents around him and about the artillery fire.

Square E1 (upper rep)

This is one of the most arrogant and effective points in the game in my opinion. Standing under the lighthouse, you will find yourself in the bushes on one side, and on the other side you will be reliably covered by the foundation of the lighthouse. This position is very good because from here there is ideal fire from the center, the inhabitants of which traditionally consider themselves safe. From here literally everything is shot through. However, here you depend on your team - if they don’t figure out to reliably cover 1 line, then when the light is exposed you will be screwed, because this position is easily shot from the center, and in order to retreat you need to drive 200 meters in an open area.

When occupying this position, do not cut down the tree - this will greatly affect the camouflage.


The center is ideally shot.


You can also throw behind the central stone. This is a historical place - here I disassembled Mouse. He thought he was safe, but in fact he was in full view. Just think, it took me about 10 shots and all on target.

PROS: a protected position with a steep field of fire.

MINUSES: you depend on the team, the position is under fire from the center, the escape routes are uncovered.

The Rudniki map has been known to World of Tanks players for a long time, although they knew it then under a different name - Pagorki, and visually the map has changed. The size of the map is 800 by 800 meters, and the level of battles is from 1 to 11. But its essence remains the same. The mines are a hilly area with a hill in the center of the map, a body of water (or as players call it "water"), a small village in the upper right corner and an "island" on the left side. Tried it on this map different tactics, but still return to the good old and proven. But more on that below. You can divide the map into key points like this.

Approximate travel routes for all types of equipment.

Green dots are strands or PT.
Yellow dots - ST, LT.
Red dots are art.
Red areas are hot spots, key battle sites.
Green arrows are shooting directions.
Yellow arrows are directions of ST attack.
Blue arrows are TT attack directions.

Sector 1 is a slide. The most important position on the map. The clock is still ticking, but the composition of the group that will trample up the hill is already known. In the chat there are a lot of shouts of “ST to the hill!”, “Let’s take the hill!”, in short, everything is clear right away. They take it with large forces and it often happens that a good half of the team lays down their violent heads while still on the rise. But the team that takes the hill often wins the battle (although there are exceptions).

Sector 2- the island and the “water” adjacent to it. This is also an important strategic zone. Here it is best to hold back enemy tanks that are rushing to the base through the “water”. Also from here you can clearly see the enemy tanks that are storming the hill, climbing it, they expose the stern and sides. But let's look at attacks from each base separately.

Tactics.

There is no particular difference in the actions of both teams: both of them fly up the hill like a mountain deer in order to be the first to capture advantageous positions. From the second base you can do this faster, as people say (I checked it personally - they don’t lie). There are no specific tips for capturing the hill, but if you take positions on the island before the enemy, you can greatly help your allies. The hill is often stormed by STs and some faster ones. But it is better to do this only with medium tanks. Heavy tanks are best sent to protect the island and the “water”. A couple of TTs there will hold off the enemy quite easily. It is best for the main group of heavy tanks to go to square D7, D8. The presence of buildings will save them from enemy fire and bring the battle closer to the urban type of battles (which is much more familiar to them). But there is one thing. If the st-hams fail to take the hill, then the heavies under the mountain will have a hard time.


Guide to the map of Rudniki.

An attack from first base is basically the same thing - capturing the mound.

It is best to cover the island with 2-3 strands. Yes, and anti-tank guns will help these tanks. CT, similarly to the second rep, must also capture the hill. Large gravitational forces go downhill into square D7, D8. Arta can also help the heavies by throwing them from the base to the mountain or to the city. That's all the wisdom.

The Rudniki map has been known to World of Tanks players for a long time, although they knew it then under a different name - Pagorki, and visually the map has changed. The size of the map is 800 by 800 meters, and the level of battles is from 1 to 11. But its essence remains the same. The mines are a hilly area with a hill in the center of the map, a body of water (or as players call it "water"), a small village in the upper right corner and an "island" on the left side. We tried different tactics on this map, but still returned to the good old and proven ones. But more on that below. You can divide the map into key points like this.

Approximate travel routes for all types of equipment.

Green dots are strands or PT.

Yellow dots - ST, LT.

Red dots are art.

Red areas are hot spots, key battle sites.

Green arrows are shooting directions.

Yellow arrows are directions of ST attack.

Blue arrows are TT attack directions.

Sector 1 is a slide. The most important position on the map. The clock is still ticking, but the composition of the group that will trample up the hill is already known. In the chat there are a lot of shouts of “ST to the hill!”, “Let’s take the hill!”, in short, everything is clear right away. They take it with large forces and it often happens that a good half of the team lays down their violent heads while still on the rise. But the team that takes the hill often wins the battle (although there are exceptions).

Sector 2- the island and the “water” adjacent to it. This is also an important strategic zone. Here it is best to hold back enemy tanks that are rushing to the base through the “water”. Also from here you can clearly see the enemy tanks that are storming the hill, climbing it, they expose the stern and sides. But let's look at attacks from each base separately.

Tactics.

There is no particular difference in the actions of both teams: both of them fly up the hill like a mountain deer in order to be the first to capture advantageous positions. From the second base you can do this faster, as people say (I checked it personally - they don’t lie). There are no specific tips for capturing the hill, but if you take positions on the island before the enemy, you can greatly help your allies. The hill is often stormed by some who are quicker. But it is better to do this only with medium tanks. Heavy tanks are best sent to protect the island and the “water”. A couple of TTs there will hold off the enemy quite easily. It is best for the main group of heavy tanks to go to square D7, D8. The presence of buildings will save them from enemy fire and bring the battle closer to the urban type of battles (which is much more familiar to them). But there is one thing. If the st-hams fail to take the hill, then the heavies under the mountain will have a hard time.

Guide to the map of Rudniki.

An attack from first base is basically the same thing - capturing the mound.

It is best to cover the island with 2-3 strands. And they will help these tanks. CT, similarly to the second rep, must also capture the hill. Large gravitational forces go downhill into square D7, D8.

Continuing the series of materials devoted to the analysis, analysis and secrets of tactics on game maps, the turn has come to another “veteran” - Rudniki.

Being one of the very first maps in the game, Mines, having undergone some changes (including the name), are still the subject of controversy to this day.

The map, one might say, was a pilot one. It was she who was destined to become the first battlefield for players, the subject of their admiration and comments, and for developers, accordingly, the first attempt to adapt to the new theme of online games. Let's move on to the features of the map, based on which we will try to determine the main directions of movement, bridgeheads and others important points battle at Rudniki.

King of the mountain.

From the very first battles on low-level vehicles, in the minds of the players the hill begins to be associated with the key to victory in the Mines. Whether this statement is true or false - eternal question, which has exactly as much evidence as it has refutations. The same can be said about tanks, which will show themselves most useful in this part of the map.

As a rule, the hill is most often occupied by ST. And since the distances to the entrance to it from both bases are approximately the same, then, naturally, the more maneuverable STs have a greater chance of occupying it first. The result of the battle for the hill with high probability can be predicted by looking at the ratio of ST forces of your own and the enemy team. The remaining probability is a place for direct hands and to some extent luck.

With the introduction of relatively maneuverable TTs (M103, T110E5, IS-8) into the game, the side inferior in the number of CTs is able to turn the tide of the battle due to these tanks. However, I remember the case when Mouse (naturally, after destroying the enemy artillery) single-handedly took a mountain, crushing several ST9s in turn in front of a bewildered public. Chance, you will say - and in some ways you will be right.

The main mistakes when taking a mountain are: trying to stop enemies who are already climbing it and opening the side - of course, a useful activity. However, here you can only have time to fire a couple of shots - that is, you won’t stop everyone, and you yourself will be in the palm of the enemy’s artillery (picture after the paragraph). Again, each time it is necessary to start from the current situation - the level of the enemies, whether someone is covering them on the other side of the entrance, and whether their artillery is distracted by something else.

What does taking a mountain give a team? This is where, according to experienced tankers, you will be disappointed. The opinion is (and it is confirmed by practice) that you need to take the slide, however, nothing more. You won’t be able to illuminate the enemy base from it, or really help your own by hanging from a hill into a village or onto the water. And again, the artillery has it in full view. The slide only provides an advantage in a greater choice of attack options. However, this is precisely what is worth fighting for in the Mines.

Village.

Here I would like to immediately make an emphasis - for a successful battle in a village, it is not at all necessary to occupy it. As shown in the picture, it is enough to take cover behind the steep slope of the hill (in case you don’t get targeted from above) and wait for enemies from the village (picture below the paragraph). Having noticed you alone, in their thirst for a frag, they will most likely leave the village to the delight of your artillery and PT, hidden on the hill to the left of the red base. All you have to do is help your friends shoot them and go off the slope in time to reload. However, this idea will only bring results if the enemy does not capture the hill and break through it to your base - then you will be surrounded.

The same can be done from the side of the green republic: right before the entrance to the village there are appropriate shelters (picture below the paragraph). You can also use a more distant cover, located closer to the green base, if your gun allows you to successfully shoot into the distance. Tanks rolled out in pursuit of a lone psycho (that is, you) will become a dream that has turned into reality for the artillery. And the PT remaining at the green base.

However, such tricks are used extremely rarely in random, therefore, most often the battle starts on the narrow streets of the village, or a “swing” begins around that very hefty corner stone under the hill. In this case, the effectiveness of the AT will be minimized, and the artillery will most likely engage in easier targets. And here everything depends on the skills, experience and, to some extent, the favor of the FBR. In the event of a battle in a village, STs can play a decisive role there, which, using the houses, will be able to enter the enemy’s side, pushing him back or destroying him altogether.

Water.

In this part of the map, a lot depends on lightning speed and determination. However, these qualities should not be confused with ololo-heroism, etc. Here, STs will feel at home in their environment, capable of quickly, using the shelters on the cape, to break through and illuminate or circle the PT, usually guarding the approaches to both bases from the water. It will also be useful for the PTs to go to the water (from the side of the red base downhill), who can take advantage of the light from the ST and help them advance to the base. There are several good shelters on the water itself - these are two stones under a hill and dense thickets of something unknown right in the middle of the water area from both bases. Having a pumped-up camouflage skill, stealthy anti-tank missiles, taking advantage of the distance, will allow the average player to feel like a folder (picture below the paragraph).

It is most optimal to protect approaches from the water at the approaches, using numerous shelters - stones and folds of terrain. They exist on both sides.

Conclusion:

Mines is another map with “mirror tactics”. That is, in a battle for one of its sections, teams usually do the same actions, often making the same mistakes. The review covers some non-standard solutions usual tasks. The map also stipulates that in order to win in its vastness, an organized breakthrough along any of its bridgeheads will be correct. While on others it is only necessary not to merge, giving your allies more time to break through. Remember: as long as your tank is able to shoot, the enemies will not be so bold.