Guide: Must-Win Areas on Each Map
Дата: 13.05.2015 20:17:34
The_Chieftain: Agreed with the misleading title. Maybe instead of 'must-win', you
should rename it 'key terrain' or 'advantageous terrain' The
comment about Himmelsdorf is particularly telling. "For such an old
map, pubbie awareness is terrible. It is NEVER enough to just have
2 or 3 tanks go 7 line or hill." Himmelsdorf is the map I
use as a perfect example of why there is never a 'best' plan for a
map. Way back in the day, I remember when anyone who even looked
like they were going to take a heavy up the hill was soundly
berated for it, declared noob, etc. These days, the perception on
the US servers of the hill's import is such that at this point
it's remarkable to see a game where heavies aren't fighting it out
over the hill. Steppes seems to have started going the same way: It
used to be that common wisdom was such that the rocks on the West
side were the primary focus, but there has been a recent swing to
the East. I fully expect the cycle to continue, and that over time
the hill in Himmelsdorf will decrease as a focal point again.
Malinovka is another case in point. Anyone else remember the
two-minute field rush from several years ago? No? If so, you're not
alone. Any attempt to suggest it nowadays is responded with
immediate "Are you crazy?" or worse, because, probably, learned
behaviour and groupthink. But the rare occasions that you actually
get buy-in, it works. The people fighting over the 'important hill'
suddenly find themselves made totally irrelevant. The other
very nasty learning curve is a bit more difficult to demonstrate,
unless you've got good accounts on multiple servers. Main conflict
points and routes of advance do not necessarily match between, say,
EU, NA and RU. Yet the maps and tanks themselves are all pretty
much identical. I've personally come to grief quite a few times
until I figured out where the EU and RU players thought were
important pieces of terrain. If they're also cycling in their
opinions, I don't know, as I don't play on their servers often
enough to see any delta trends. It may be something for me to ask a
European veteran. In any case, the take-away is that there is more
than one viable way to skin the cat, what is considered 'important'
varies by groupthink, and we all know groupthink for its own
sake is not ideal. That's not to say that there aren't
universal pieces of key terrain: The hills in Mines or
Redshire both come to mind, that posession of them provides a
distinct advantage to the owning team no matter what server you're
on. But even those aren't must-haves, as long as you can deny them
to the enemy, you're usually not disadvantaged. This goes both for
posession, and effective posession. If they can't stick their nose
over the crest of the hill without getting hammered, does it matter
if they own it? The makeup of the various teams is relevant as
well. If you have lots of slow vehicles, or plenty of artillery,
the most effective place for your team to put its forces
may not be the same every game. That said, for the current
NA server policies, most of your tips are correct. I believe you
are over-estimating the importance of the NW corner of El Halluf.
You just need to hold, not win. The win not infrequently seems to
come from the South or middle, flanking the main attack. I think
you are wrong in berating lights and mediums for not going to the
Karelia hill as well. They can be very effective elsewhere, while
the heavies and TDs seem to insist on slugging it out at the foot
of the hill. I also somewhat disagree on Westfield. I'm not sure
pushing the far South and East sides is the best move, but the
valley and the downslope from the town can be quite important.
Ignore it at your peril. For arctic region, I agree with you about
the importance artillery has to play, but that's why I advocate the
South spawn pushing North: Northspawn arty -always- positions to be
able to shoot down the hill and engage the brawl to the South.
Having a heavy force go North also tends to be quite destabilising
to the opposition, catching them wrong-footed. Ensk is one of those
maps which can depend on your team make-up. If you have a bunch of
fast heavies, such as American and French, you may want to give
serious consideration to running the East side. Chances are they'll
roll over some very under-equipped defenders. Otherwise you're
slugging it out in town. Highway is another example of this. If
you've got something like an M103 or T110E5, consider giving the
mediums a hand in the NW field. You're fast enough to keep up, and
it should give the mediums enough punch to catch the enemy
flat-footed. All in all, I think the 'best' tactic on all
maps is push hard, push fast, and push where they aren't. If
everyone follows common convention and sends their major forces the
to fight over the same pieces of terrain, it becomes a crapshoot at
the tactical level as both teams are butting heads. You're
basically praying that your team peek-a-booms better than the other
team. Why would you want to do this? Common wisdom is that the
attacker requires a 3:1 advantage secure a good win, otherwise
you're basically attritting over time. Diverting a modicum of your
'main' forces to a 'secondary' location is going to have a much
greater effect on the ratio of forces in that 'secondary' fight
than it will in the 'primary' fight, it should be over quicker.
This then places the opposition in a quandary.
Guide: Must-Win Areas on Each Map














