Map Mondays: Mines
Дата: 12.06.2018 04:45:12
Cajun_ The role of every fast tank on this map should be to get to the
hill, where they can shoot at tanks attempting to
get up the hill. While going up the hill is very risky,
if done correctly it can win the game for your team if you use it
correctly. Once the push happens, then everyone can go to their
positions. The North spawn should put most of their tanks into
holding the hill and the east flank while using as many fast tanks
as they can to take the southwest island and shoot the other team
in the rear. Having a single tank in the hull down position and a
tank at d7 all being supported by tank destroyers should be able to
hold the entire east flank alone. The South spawn should
attempt to gain hill control and place tanks on the West flank in
order to shoot sniping TD's in the rear as soon as they are
spotted. The South flank typically wins when the enemy team place
too many tanks on the Western flank or when the North team plays
too passively, as taking the hill from the South spawn is more
difficult, and holding it after taking it is more dangerous.
Letting the North team take the hill is usually the main reason the South loses, as they have a lot of different hill spots from which they can fire without getting hit by returning TD fire from the South. A note on the TD Locations near LT locations I've indicated on the maps: This refers to fast TD's such as the S-tank or Obj 268 v4, as slower TD's will struggle to get in position in time.
Letting the North team take the hill is usually the main reason the South loses, as they have a lot of different hill spots from which they can fire without getting hit by returning TD fire from the South. A note on the TD Locations near LT locations I've indicated on the maps: This refers to fast TD's such as the S-tank or Obj 268 v4, as slower TD's will struggle to get in position in time.
DomoSapien: FIRING LANES Map Division:
North Spawn:
South Spawn:
Mines is a North-South map,
with the typical split of positioning orienting itself diagonally,
more of the western flank being accessible to the North and more of
the Eastern town being accessible to the South. Typically featuring
an explosive start, a bit of a lull towards the middle of the
battle with poking and prodding to control the central
hill. The West Flank:
This flank offers a bit more cover and safe sniping positions for the North-spawning team; a bold push by this team can allow lights and fast mediums to take advantageous sniping positions and land shells in the rear and sides of enemy heavies pushing middle, through some gaps in the rocks. Both teams on this flank must be hyper-aware of hidden TD's lurking near spawn, as one can quickly find their hitpoints reduced to nothing, sometimes in a split-second. It is important to ensure coverage of this flank without over-committing resources that would better be utilized elsewhere. If you are finding yourself waiting for half your team to get wiped out before firing at anything from this flank, consider relocating early next time.EXPAND:
The Middle Flank:I'm
inclined to agree with Cajun_'s assessment: The middle flank is one
of the most important on this map, and it often makes or breaks the
game for either team. Control of this zone is vital in the early
game: If you have the mobility, plan to either rush up the hill or
rush up to just before the middle rock near the hill.
You will have the opportunity to tag some enemies in the
flank while they rush up to the top - and often a well-placed track
shot will result in a completely-melted enemy health bar before
they can get their tracks back up and resume their climb. Heavies
should plan to stick around and play some peek-a-boo with the enemy
heavies and medium on the hill, if they are not committing to one
of the other heavy tank hotspots such as the Northeast
corner. EXPAND:
The East Flank:The
East Flank Typically consists of brawling in/around the town in the
Northeast corner. Your heavies will tend to go to the corner of the
hill/castle, where the rocks and an abandoned portion of the castle
offer opportunities for sidescraping and hulldown play. The town,
despite its ample buildings, is surprisingly vulnerable to
crossfire. Both teams, if choosing to enter the town, will approach
from a direction that is as far as possible from the enemy
position. Teams spawning in the North tend to go around the
Northernmost side of the city, or sit in the natural depression
directly to the West of town. Vehicles with strong turrets and
decent gun depression can utilize this as a defensive foothold and
support any vehicles that choose to brawl directly around the
corner instead. On the other hand, the Southern team has to
traverse an arguably more dangerous approach to town, typically
hanging as far East as possible and keeping any potential hard
cover between the enemy spawn (and the hill) as sparse as it may
be. Once in town, the Southern team will need to be aware of TD
support from the Northern spawn, as well as supporting fire from
the hill right next to them, if the North team won the hill push.
If you spawned in the South, keep an eye on your map, and consider
relocating sooner than later if you get pinched around the
Northeast corner.
EXPAND

Anyway, that's about all I have for Mines. I know this map can be quite confusing for some players, as I definitely struggle with it myself. Hopefully you found something up here helpful, and hopefully a bit of light reading is a nice break for everyone being affected by the ongoing server issues. Fingers crossed that hopefully we're getting close to a solution, and our hamsterwheels will all start turning again soon.
As a friendly reminder, we have some changes for Mines (and Glacier!) currently being tested. Please check out the forum thread, and make sure to leave some feedback about what you think of the new versions!
North Spawn:
South Spawn:
Mines is a North-South map,
with the typical split of positioning orienting itself diagonally,
more of the western flank being accessible to the North and more of
the Eastern town being accessible to the South. Typically featuring
an explosive start, a bit of a lull towards the middle of the
battle with poking and prodding to control the central
hill. The West Flank:This flank offers a bit more cover and safe sniping positions for the North-spawning team; a bold push by this team can allow lights and fast mediums to take advantageous sniping positions and land shells in the rear and sides of enemy heavies pushing middle, through some gaps in the rocks. Both teams on this flank must be hyper-aware of hidden TD's lurking near spawn, as one can quickly find their hitpoints reduced to nothing, sometimes in a split-second. It is important to ensure coverage of this flank without over-committing resources that would better be utilized elsewhere. If you are finding yourself waiting for half your team to get wiped out before firing at anything from this flank, consider relocating early next time.EXPAND:

The Middle Flank:I'm
inclined to agree with Cajun_'s assessment: The middle flank is one
of the most important on this map, and it often makes or breaks the
game for either team. Control of this zone is vital in the early
game: If you have the mobility, plan to either rush up the hill or
rush up to just before the middle rock near the hill.
You will have the opportunity to tag some enemies in the
flank while they rush up to the top - and often a well-placed track
shot will result in a completely-melted enemy health bar before
they can get their tracks back up and resume their climb. Heavies
should plan to stick around and play some peek-a-boo with the enemy
heavies and medium on the hill, if they are not committing to one
of the other heavy tank hotspots such as the Northeast
corner. EXPAND:
The East Flank:The
East Flank Typically consists of brawling in/around the town in the
Northeast corner. Your heavies will tend to go to the corner of the
hill/castle, where the rocks and an abandoned portion of the castle
offer opportunities for sidescraping and hulldown play. The town,
despite its ample buildings, is surprisingly vulnerable to
crossfire. Both teams, if choosing to enter the town, will approach
from a direction that is as far as possible from the enemy
position. Teams spawning in the North tend to go around the
Northernmost side of the city, or sit in the natural depression
directly to the West of town. Vehicles with strong turrets and
decent gun depression can utilize this as a defensive foothold and
support any vehicles that choose to brawl directly around the
corner instead. On the other hand, the Southern team has to
traverse an arguably more dangerous approach to town, typically
hanging as far East as possible and keeping any potential hard
cover between the enemy spawn (and the hill) as sparse as it may
be. Once in town, the Southern team will need to be aware of TD
support from the Northern spawn, as well as supporting fire from
the hill right next to them, if the North team won the hill push.
If you spawned in the South, keep an eye on your map, and consider
relocating sooner than later if you get pinched around the
Northeast corner.EXPAND


Anyway, that's about all I have for Mines. I know this map can be quite confusing for some players, as I definitely struggle with it myself. Hopefully you found something up here helpful, and hopefully a bit of light reading is a nice break for everyone being affected by the ongoing server issues. Fingers crossed that hopefully we're getting close to a solution, and our hamsterwheels will all start turning again soon.

As a friendly reminder, we have some changes for Mines (and Glacier!) currently being tested. Please check out the forum thread, and make sure to leave some feedback about what you think of the new versions!
Map Mondays: Mines














