No_Camping

Strategic tips for ground battle maps (36 maps & 90+ videos; as of 28/August/2020)

Introduction

This tutorial presents some strategic tips for ground battle maps. It is aimed at active players wanting to improve their strategic skills and their gameplay, and in passing, their win rate. It features tutorial and gameplay videos (also available on this YouTube channel; subscribe to get the latest videos) summarizing these strategic tips for the different modes (domination; conquest; battle; battle royale).

 

Some general gameplay and tactical tips can already be found in my extensive tutorial How to maximize your impact in tank battles and improve your win rate? also pinned in this forum section by the moderators, and the present tutorial must be seen as its natural continuation. I mostly focus on domination maps (the most interesting and difficult) and on arcade ground battles, although most of these tips apply equally to RB. Note that in AB, seeing the position of most enemies on the mini-map allows players to take better informed tactical decisions than in RB/SB (this applies only to players actually watching their mini-map...).

 

See you soon on the battlefield!
No_Camping ("Commander" of Squadron JOB)

My credentials: typically 75% global win rates in ground AB/RB/SB (2 years playing completely alone; 3 years playing ~70% of my battles in squads) and usually in the top 100 players in monthly win rate in the 3 modes, with 38000+/4500+/350+ battles there. I play all nations at all BR, even the "bad" tanks including 19000+ battles in Tier 5-7 with more than 90% of all the ground vehicles in the game fully spaded.

 

 
 

Maps already addressed in this tutorial
Abandoned Factory, Korea (38th parallel), Normandy, Berlin, Fulda, Second Battle of El Alamein, Ash River, Mozdok, Finland, Japan,
Alaska, Hürtgen Forest, Kuban, Port of Novorossiysk, Eastern Europe, Jungle, American Desert, Carpathians, Middle East, Campania (ex Italy),
Poland, Sinai, White Rock Fortress, Tunisia, Karelia, Cargo Port, Vietnam, Sweden, Wallonia, Sands of Sinai

Advance to the Rhine, Stalingrad, Ardennes, Fire Arc (ex Kursk), Frozen Pass, European Province

 
 

Symbols in the text
Red and blue colors for the symbols refer to the team side, and purple symbols mean that they apply to both sides. Numbered colored circles on the map (colored numbers in the text) refer to crucial spots to control or interesting spots to shoot from, or on the contrary, spots to avoid. Arrow lines refer to important routes between caps and/or important spots.

 
 

 

Abandoned Factory

The Abandoned Factory domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. This video also addresses the conquest versions of the map. The gameplay following the strategic tips for this map is an invitation to never give up in tough battles!

 

 

An RB and and AB domination gameplay for the Abandoned Factory map.

 

A gameplay on the conquest #3 version of this map.

 

 

Korea (38th parallel)

Let us start with one of the most often badly played maps in War Thunder. Indeed, this Korea map can almost always be summarized as an absurd camping fest over C by both teams.
The Korea map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns (see an example of “vertical” map, with the following Normandy map). Balancing the number of tanks mobilized around each cap and communicating between caps is hence essential, which makes these "horizontal" maps the most difficult and interesting to play.

Like on most other “horizontal” domination maps, good players first focus on the two connected caps, which are easier to attack/defend/control together (remember that one needs to control at least two caps to win). The Korea map is simply always won in A+B, and so often lost by the team mobilizing and losing so many tanks camping over C.

 

Open the spoiler to see the map

Spoiler

Korea_Domination_Map-FINAL.thumb.jpg.0e8

 

 

Indicative initial spawning: 10 tanks spawning west, 7 going toward B, 3 toward A (with the intent to then go to C or help in B); 6 tanks spawning east with at least 2 intending to cap C fast and then to help in A, if needed.

 

When starting with B: Once you have decided to focus on A+B, most of the team should go to B, focusing on the spot/”circle” overseeing B (1). The spots 1 (under the bridge) and 1 can be used by one tanker to shoot at the tanks at 1 and B. If a side has decisively controlled B, they should advance toward the enemy bridge (2 and 2) to block their reinforcements, or even cross it (but without being suicidal), or help in A, if needed.

 

When starting with A: As for the few players initially going to A, they should first drive to the bridge (and certainly not take the “direct” dangerous and in fact slower route) and then should not take the way up (the “circle”) which provides an unnecessary dangerous approach due to the campers over C and on the west enemy spawn. The direct low ground route (see arrows) is hence to be preferred. Once A is controlled, you should go help in B by taking this time the circle (see arrows) which will provide a good cover from campers, and will allow you to come behind the enemies at 1. But if B is well under control, you can also go to C (purple arrow), which is very safe when following the river. Conversely, the side controlling A+B should be careful about an attack of A from the river.

 

When starting with C: If you have decided to first spawn above the dam(n) cap C, at least 2 tankers (including you?) should take a fast vehicle to cap the zone, which is pretty easy if you know how to drive and exploit the many rocks on your way (which really makes the camping fest over C totally ridiculous). If you capped C, refrain yourself from pushing the enemy spawn too early in the game, a purely suicidal move (except if you are a beast). Instead, defend C passively enough, or go help in A (and then B) if needed, by taking the river (purple arrow).

Note that if A and B are secured, you can respawn above C, but with the intent of ultimately capping C. However, if too many of your teammates are already in C, imperatively respawn west, remembering that A+B is the ultimate objective for the final win.

 

Videos

The first video summarizes the general strategic tips for the Korea map and presents a gameplay at BR 9.3.

 

This gameplay illustrates the attack and defense of the "circle" between A and B.

 

 

This video illustrates that the fast cap of the dam(n) cap (C in the domination mode) from the south side is really easy (at the beginning of the game and during the battle), which makes the senseless camping from the hills over this cap totally absurd...

 

This video illustrates the fast cap of the dam(n) cap from the north side.

 

 

 

 

Normandy

The Normandy map belongs to the “vertical” class (see an example of “horizontal” map, with the previous Korea map), where the two teams each have a cap close to their spawn, and hence naturally belonging to them, while they have to fight for the central cap which is clearly the main objective. In a sense, the gameplay on "vertical" maps often resembles the one on a one-cap conquest map (the Normandy map also appears with A as the sole cap). Yet, this Normandy map is not as caricatural as, say, the Ardennes map, in the sense that B and C are not immune to an enemy attack (whereas, if a team loses their cap on Ardennes, it means that the battle was already long over).
 

Open the spoiler to see the map

Spoiler

Normandy_Domination_Map-FINAL.jpg.93a19e

 


Indicative initial spawning: Most “vertical” maps have only one spawn for each team. Yet, the Normandy map has two, but the East/Red side should simply never spawn on the beach (slow and open terrain), while the vast majority of Blue tanks should spawn to the top spawn from the west. In battles with a top BR above 8.0, where the East/Red side can easily spawn-kill from C (very fast, precise, and deadly APFSDS shells), it is necessary for West/Blue to put some pressure on C from the start and hence for a few tanks to spawn in the bottom spawn (3 tanks max). This spawn also allows reaching 3 to cover A and the road bordering the south of the city.

 

Battle: Only a very few tanks from both teams should cap B and C (even in RB, where spawns are now cheap), as the team with the initial largest presence at and around A often gets a decisive advantage. Hence, go at once take a position near A.
 

In general, not enough tanks go to the south street (1/1) which allows controlling 1, and hence A and the sides of the church (2/2). At least 3 tanks (from both sides) should aim at controlling this crucial street (yet, avoid the formation of a big clutter of tanks in this street, as players will impede each other; also watch for airstrikes!). Most battles on this map are lost by the team not mobilizing enough forces to control this street.

From both sides, a fast tank can try to quickly cap A, coming preferably from 1 (providing better control than with a more direct approach to A) and hiding behind the first tank carcass at the exit of the street 1, hence the importance of covering the south street (1/1). After capping, you can retreat in 1 or 1/1, or simply stay there and have some fun! Capping on the side of the church (2/2) is also possible (coming from above the beach), but the access is more dangerous, also requires the ally team to cover 1/1, and there is no easy way to retreat safely from there. A tank on 2/2 should focus on covering 1, and if possible 3.

 

There is usually a fierce fight for the area around 2, which helps to control 2/2. If West/Blue loses this zone, their cap B will be in danger (East/Red should preferably go to B along the wall, and not from the lower beach). If your tank has a good gun depression, note that you can actually (almost) safely shoot at A and 1 from the top of the beach, near 2 (more effective from the Red/East side).
 

Instead of going to 1/1 and help to control the street, many players prefer to shoot from 3/3, despite the fact that it is a very dangerous shooting location, with reduced shooting angle and visibility. In the same manner, the road bordering the south of a city is very dangerous and should be generally avoided, except to get behind enemy tanks strongly controlling the south street (1/1) and advancing in it. In addition, the area 3 provides a good but dangerous position to help to control A (including 1 and 2/2).

Let me finally mention two devilish spots in RB for a fast tank with a good reload speed (I often go there with my Lorraine 40t). For the Red side, this (very) dangerous but (very) fun spot is at the angle between the two streets near 2, covering 3 and guarding 2, while allowing to surprise enemy tanks coming from B. The symmetric point for Blue (street near 2) is even more open/dangerous, but very few players will expect to find you there. Of course, if you have achieved a few kills from one of these spots, you’d better quickly move to a safer location (if not, you are guaranteed a "revenge bombing" or simply to be attacked by enemies now aware of your position).

 

Videos

This video summarizes the general strategic tips for the Normandy map and presents a gameplay at BR 10.7 This gameplay focuses on the mandatory attack of C from the green side to prevent the red enemy from spawn-killing from C and the southern hills. A future gameplay video will focus on the fight inside the city.

 

This second video presents a more convectional gameplay focusing on the fight in the city

 

This video addresses the conquest # 3 version of the Normandy map.

 

 

Berlin

The Berlin map belongs to the “horizontal” class, (see Korea above for details) with 3 caps between which it is however difficult and dangerous to cross, leading to almost 3 independent battles. When the North/Red side loses this battle, it is almost always due to the presence of too many players camping in 1 (street corner and elevated buildings) and 2 (I have seen battles with up to 12 players in these zones). The South/Blue side usually loses by being too passive in C and letting North/Red spaw-camp them (notably in 3), a dubious feature of this map.

 

Open the spoiler to see the map

Spoiler

Berlin_Map_Domination-FINAL.thumb.jpg.c0

 


Indicative initial spawning: Because the 3 caps are pretty much isolated from each other, the initial mobilization of forces on each of them is crucial and players should be able to change the cap they were aiming at if they observe a strong disbalance (early or later in the game). The most important cap is certainly C where at least 8 tanks of both teams should immediately go, avoiding to stay/camp along the vertical purple arrowed line. Typically, 3 tanks should aim at taking B, 2 from the river and 1 fast tank from the top (from the North/Red side: after starting in the water and then climbing to follow the red arrow). I usually cap B first from both sides by going on top, which is very safe from South/Blue, and a little bit trickier from North/Red (you can use smoke to blind possible shooters from 2). A very few tanks should camp/snipe from 1/3 (a strongly armored SPG/tank can do well there) or 1/4 but the rest should go straight to A. Let me mention that the Reichstag 1 is a totally useless spot to go in AB.
 

When starting with C: If you drive a heavy tank, don’t camp in 1/2/1/2, but go toward C! Use the terrain/obstacles to advance between shots. If the enemy is dominating the zone or counterattacks, respawn again to go to C. Again, South/Blue cannot afford to totally lose control of the zone around C and to remain passive defending in 2 (blocking the access to C for their teammates…), as North/Red will ultimately shoot at their spawn, which always leads to a quick defeat for South/Blue. Conversely, the easiest way for North/Red to win this battle is to strongly occupy the area around C. If C is well-controlled, it is possible but dangerous to cross to B, exploiting the obstacles/tank carcasses on the way to B. While in the C area, be careful of enemies shooting from 4/5.
 

When starting with B: Once you have captured B and cleaned the river, you can try to shoot at 4/5 and A (and even at some tanks on C) from 2 and also prevent the access of the enemy to the river (1/2). This very aggressive placement can be very effective but is also dangerous, and requires a mobile tank to quickly retreat in the river and hide behind a tank carcass close to 2. Going to A from 2 (exploiting the carcass of a Tiger I midway; purple arrow) is risky but surprisingly easy for a fast-enough tank (from both sides; especially in RB), allowing to come behind a Red tank sitting on A or just to cap A.
 

When starting with A: From the North/Red side, take the dirt road on the East and don’t stop! The lower terrain should protect you from campers, but if you remain still, they may be able to aim at your turret top or cupola. Go straight to A sitting behind the building (you can shoot at C from there, but it is risky to stay there too long) or preferably along the building to cover 4 and the enemy access to A, or first take a break at 5 and exploit the tank carcass there to shoot at A, at 1, or even at C (and be careful of an enemy at 2!). From the South/Blue side, take the safer dirt road to 4, or the direct road to A if you have a very fast tank. In any case, do not stay/camp on these two roads where you will be a very easy target and will accomplish nothing. From 4, you can attack A but also shoot at C. From both sides, one tank sitting on A along the building will provide the best defense of the point, blocking the access to 4/5 and allowing to (carefully) snipe toward 1/1 and enemy tanks on the dirt roads between each spawn and A. It is also possible but risky to go from A to B, aiming first at 2 (a move which may be useful/necessary to cap B during a tough endgame).

 

Videos

This video summarizes these tips and also addresses the conquest versions of this map. A conquest gameplay (the only cap on the east) with my beloved Lorraine 40t illustrates what the two teams should not do...

 

This second video presents a gameplay in the domination version of the map.

 

Gameplay for the conquest #2 version of the Berlin map:

 

 

Fulda

Like the Korea map (see above), the Fulda map can almost always be summarized as an absurd camping fest over C by both teams. The Fulda map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. Like on most other “horizontal” domination maps, good players first focus on the two connected caps (A+B here) which are easier to attack/defend/control together (remember that one needs to control at least two caps to win). The Fulda map (like the Korea map) is simply always won in A+B, and so often lost by the team mobilizing and losing so many tanks in C, especially when this cap is definitely lost.

 

Open the spoiler to see the map

Spoiler

Fulda_Domination_Map-FINAL.thumb.jpg.9a4

 


Indicative initial spawning: 5 tanks spawning west aiming at going to A, 4 tanks spawning west aiming at going to B, the rest spawning east aiming at going to C.
 

When starting with A: From both sides, take the low ground to the west (see arrows) to approach A in order to avoid being shot from B or between B and A, before entering the cap. If the enemy is already present in A, some tanks should try to control the low ground zone 1 in order to flank the enemies in A. Once A is controlled, try to eliminate enemies between A and B and around B (visible from A) or go help in B (purple arrow) by coming behind the enemy. Once A and B are controlled, some tanks from A should push toward the enemy spawn by staying on the low ground (see arrows). The aim is to “spawn-block” the enemy (which is not the same as spawn-camping) by preventing them from exiting their spawn to attack A and B from their west spawn.
 

When starting with B: Always approach B by staying low between A and B (see arrows) where you will have a much better cover than by coming from between B and C. Shoot at imprudent enemies going to A and who would have taken the direct route to A instead of staying low. If some enemies are already in B, some tanks should advance remaining low between A and B to flank them from behind. Once B is controlled, come back between A and B and either help in A or advance toward the enemy spawn (arrows). If the tanks who advanced to the enemy spawn from A are doing their job, go toward 1/1 and C (see arrows), hence flanking/attacking the enemies in 1/1 from a different angle than your teammates who went toward C. Taking C is then the final reward of a game already won by controlling A and B. Remember that the zone between A and B offers good cover and is essential as it allows the team who controls it to advance deep in enemy territory.
 

When starting with C: In the beginning, most tanks spawning there should go on/close to C, coming from the lower grounds to the east. The spot under the bridge on C is very effective to defend C. Then, reinforcement to C (but only provided A+B is controlled) should also go to 1/1 in order to control 2, or to block the advance of the enemy team, and to protect B from enemies coming from C (purple arrow). If C is strongly occupied by the enemy, the other team should accept to stop suiciding there and should concentrate on helping in A and B (remembering that A+B is the ultimate objective for the final win), and in protecting B from the enemies coming from C.
 

Let me insist on the fact that this battle is almost always won in A+B and that camping right after exiting the east spawn between B and C is totally ineffective and foolish. Like it or not, the players doing this are merely killing each other and have no impact whatsoever on the issue of the battle, or rather, they have a negative impact.

In RB, the layout of the domination map is slightly different: A is further to the west, C further to the east. Hence, C is even more isolated than in AB, and the teams should even more concentrate on A+B. Note that the zone around the A cap in AB is very effective to cover the RB caps A and B in the same time or to go to one of these caps to retake it.

 

Videos

This first video summarizes these strategic tips and also presents 2 gameplays (domination and conquest with B as the only cap).

 

This second video presents a nice gameplay in Tier 4-5 with the capture and defense of A+B followed by a flanking maneuver to capture C.

 

 

Second Battle of El Alamein

The Second Battle of El Alamein map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. Here, the 3 caps are quite isolated from each other although the hill near B offers a very effective location to “clean” the enemy tanks around A. Hence, in a sense, A and B are the two connected caps already discussed in the context of other horizontal maps, and the team firmly holding B generally also controls A (always remember that one needs to control at least two caps to win the battle!). Yet, both teams cannot afford to totally lose control of the area around C, since their crucial east spawn would then be in great danger.
 

Open the spoiler to see the map

Spoiler

ElAlamein_Domination_Map-FINAL.thumb.jpg

 
 


Indicative initial spawning: 3 tanks spawning west aiming at going to A, 6 tanks spawning east aiming at going to B, the rest spawning east aiming at going toward C. Alternatively, if nobody spawns on A (which happens), 8 tanks going to B should ultimately ensure the control of A.
 

When starting with B: The team not controlling B almost never wins the battle. Period. With this in mind, the majority of tanks going to B should take the route marked by the arrows. Indeed, most buildings around B can be shot through, with the important exception of the larger building bordering B. Hence, this actually faster route allows to exploit the cover of this building while approaching B. One tank can also camp/snipe in each of the spots 1/1/2 until B is controlled. To defend B, the Red side has a slight advantage as staying on B using the cover of the building is very safe. From the Blue side, a tank can stay behind this impenetrable building (hence leaving B) and cover the access to B from C (purple arrow) or shoot at 2. In RB, if the Red enemy is capping B, it is very effective for this Blue tank to come behind them along the building, instead of coming from the main Blue entrance to B. Once B is controlled, the first goal should be to block the enemy access to the town. In particular, 3/2 and 1 are effective locations for that. Note that going to 2 with a fast tank in the very beginning of the game in RB – even before capping B – can be extremely fruitful, shooting in the back of Red enemies going to cap B. Once B has been captured, at least 2 tanks should go to 1 in order to shoot at enemy tanks around and on A, exploiting the mountainsides for cover. If the enemies around A have all been destroyed (inform the team that A is “clear”) and if no ally is around A, a fast tank can rush to A from 1 (purple arrow), while the remaining tanks on 1 cover its route from respawning enemies. If B and A are well under control, a few tanks from B can help to control 3 and ultimately C (purple arrow).
 

When starting with A: A fast tank should try to rush A and the other tanks should advance while avoiding to engage the enemy and exploiting the hills to avoid being visible from 1. Note that if the enemy controls A, 2 is an effective spot to lead an attack on A. But, ultimately, the fate of A will be mostly decided by which team controls B, and in particular, 1. Finally, if too many tanks are around A while the enemy is not respawning there, the fastest tanks should head to B to help defend it (purple arrow). Do not respawn to A if A is captured by your team and if B and 1 are under control. Instead, respawn east to help in B or C.
 

When starting with C: There is usually a fierce fight for the control of the zone 3, which allows to shoot at tanks on C and also provides access to C and B… and to the enemy spawn. Yet, the best approach to capture C remains the eastern routes (see arrows) which are very often underexploited. However, capturing C should not be an obsession and if the enemy has superior forces there (meaning that the other team probably controls B and hence A), the other team should concentrate in blocking the enemy advance to their spawn.
 

Note that in high tier only (very fast and precise APFSDS shells), the mountain 4 (for both teams) can be an extremely effective camping/sniping location. The mountains around 3 also provide a good view of the area around A. Finally, 4 is another popular camping spot, although much less effective than 4 and 3.

 

Video

This video summarizes these tips and also includes a gameplay with my beloved Lorraine 40t on the domination version of the map.

 

This second video addresses the conquest version of the map where the only cap is where the C cap is in domination.

 

 

Ash River

The Ash River map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. Yet, this map is particularly interesting as the 3 caps are not as easy to take from the two sides (see below). As always, a team needs to control at least 2 caps to win, and you will find that this battle is most of the times won by controlling B and C, the 2 connected caps. Indeed, when played in low tier (1-3), the A cap is mostly irrelevant (the slow and less powerful shells makes sniping from the A area pretty ineffective) and the team devoting the most tanks in B+C usually wins. In higher tier (especially in tier 5-7), the control of A becomes more important and the two teams must at least focus on preventing enemy campers from being too comfortable sniping down from the cliff by keeping them busy (without necessarily attacking A too aggressively).

 

Open the spoiler to see the map

Spoiler

496521711_AshRiver_Domination_Map-FINAL.


Indicative initial spawning: At least half of both teams (at least 10 in low tier) should spawn on the north aiming at taking B+C, the rest of the players going to A, primarily to prevent enemy campers from 1 and along the cliff to be too cozy.
 

When starting with A: The A cap is much easier to take from the Blue side and a fast tank should hence try to rush A at the start of the battle while the others should take the higher grounds near 2 and 3. From 1, and especially in tier 5-7, it is possible to snipe at the enemy tanks emerging from the north spawn, and even at badly placed enemies on B (clever players know the safe areas in B from campers in A; so learn them; see below). The terrain on the cliff is less favorable to the Red side and their main objective should not be necessarily to take A, but rather to prevent the Blue side from taking A, or at least to prevent them from sniping from A too comfortably and to advance toward the Red spawn. Staying behind the rock around 3 is a very good position and at least 2 tanks should go there to shoot at A and to cover the high grounds near 2, where a few tanks should also go. If you have a well-armored vehicle with a decent reverse, the camping spot 1 can be quite effective (mostly in tier 4-7). Red tanks on the cliff can also shoot at tanks in 1 or at enemies emerging from their north spawn.

 

When starting with B: The B cap can be accessed faster by the Red side and a few tanks should rush the cap from the tar road (preferably) or from the low ground (if already enough teammates are going to B, rather go toward C from there). To defend B, stay close to the bridge in 4 since advancing too much will make you vulnerable from snipers in A or in 1. Yet, if there are too many Red allies on B, rather go toward C from B. The Blue side should attack B from the lower ground (arrow) with cover provided by tanks on the other side of the bridge in 1. 1 is a very good position to shoot at B and at enemies emerging from the north Red spawn. However, beware of snipers from A that you can also shoot at from 1 but which will have the advantage of height and cover. Once B is taken, 2 tanks must remain there and take the position at the entrance of the bridge near 4. This position is extremely effective as you can shoot at tanks emerging from the north Red spawn or going to C (it is my favorite position from the Blue side) while being perfectly protected from enemy tanks sniping from the cliff. If some Blue tanks are shooting from 4, destroying them should be the priority of the Red planes.
 

When starting with C: Let me state it bluntly: The camping positions over C in 3/2 are totally ineffective and campers there will merely kill each other and will have absolutely no impact on the battle. In particular, the Blue side often loses this battle because too many players are camping and dying uselessly in 2, despite the fact that the map is slightly favorable to them. From the blue side, the best access to C is by taking the low grounds in the north, while a few tanks should come from 1 (see arrow; a very effective move unfortunately too rarely exploited), anticipating some Red tanks going to C from 2. Again, the access to C from the hill in 2 is unnecessarily dangerous to be used. From the Red side, the best access to C is from the high grounds in 2. From 2, a few tanks should cover the ones descending the slope from there and ultimately attacking C. The campers in 2 are easily avoided (rush C between their shots), but beware of Blue tanks coming from 1. Note that the access to the C area from the north is very ineffective for the Red side, contrary to the Blue side. Once C is well controlled by one of the teams, they should climb the opposite hills (see arrows). In particular, the Red side should attack the enemy tanks in 1, which will facilitate the capture of B. Resist the temptation to go too early to the enemy spawn, especially if the battle is far from being won. Rather defend C if the enemy counterattacks or help your team to eliminate the threats around B and to capture B.

Again, B and C are the 2 connected caps (by now, reading this tutorial, you should be convinced of the utter importance of this notion), and it is easy to navigate between them. The team holding one of these caps usually ultimately holds the other and wins the game. Yet, do not completely forget about A (especially in tier 4-7 battles), since too cozy campers there can have a decisive impact on the battle.

 

Videos

This first video summarizes these tips and also addresses the conquest versions of this map and present a gameplay at BR 5.3.

 

The next two videos present a gameplay at BR 8.3 & 10.7 respectively and emphasizes some specific tips when this Ash River map is played in high BR/Tier.

 

This video presents a Tier 4 gameplay played from the other side compared to the two previous videos, emphasizing the defense of A and B.

 

This video presents a gameplay in the conquest #2 version of this map (B cap in domination)..

 

This video presents a gameplay in the conquest #3 version of this map (A cap in domination).

 

 

Mozdok

Domination: The Mozdok domination map belongs to the “vertical” class, where the two teams each have a cap close to their spawn (A and C, respectively), and hence naturally belonging to them, while they have to fight for the central cap B. When this map is played at BR <7.0, concentrating on B is the surest path to victory and camping/sniping is not effective. However, when this map is played in higher BR where tanks have powerful and high-velocity shells, the Mozdok map is one of the very few maps in the game where good snipers can have a huge impact on the result of the battle. So yes, No_Camping is telling you to actively camp/snipe on Mozdok, at least in tier 5-7!

 

Open the spoiler to see the map

Spoiler

Mozdok_Domination_Map-FINAL.thumb.jpg.1a

 


Indicative initial spawning: Unfortunately, too many players of both teams first go for the cheap caps A and C, losing a precious time to take the best positions on the map and attack B. No more than 2 tanks should go to A and C (the one in C ultimately moving toward B, as it is a terrible spot to stay). Typically 5 “active snipers” (see below) of both teams must imperatively go to 1/1/1 to snipe at B and make the enemy access to B harder (in tier 5-7). 1 or 2 Blue tanks can follow the bottom arrow to go camp at 2. Meanwhile, the rest of both teams should go to B and prepare for a fierce fight.

 

Battle: Especially in tier 5-7, the team which ultimately control 1/1/1 generally wins, provided their teammates on B are active enough. The Red team should snipe at B from 1, but some tanks should try to advance to 1, and clear the Red snipers there and in 1 (and conversely for Blue). The team which controls the north of the map can not only shoot at B, but will also make the enemy access to B harder, and can even put the enemy spawn in danger. In particular, Blue tanks will have a lovely view on the Red spawn from 1. Sniping from 2 is much less effective but can help dislodging some Red tanks on B, or in 3 (when B is controlled by the Red side). In addition to enemies on B, the priority of airstrikes should be the elimination of enemy campers in 1/1/1.  Camping from A, is generally completely useless… except that it will often induce many Blue tanks to camp from their spawn and shoot at A, and hence to become totally irrelevant. Let’s call that “unintended psychological warfare” from the Red side… Indeed, the Blue side often loses this battle because too many Blue players do not dare leaving their spawn. If Red tanks are camping from A, Blue tanks should just go a little north right after spawning, before going toward B, ignoring the campers from A (as a rule of thumb, "never camp the campers").

 

The battle in B can be fierce, except when a team remains too passive there, resulting in its automatic defeat. The major difficulty for the players from both teams fighting for B will be to avoid being shot by the snipers in 1/1/1/2. The Red side should hence enter B from its left, near 2, exploiting the cover of houses from snipers in 1/1/1. If the B area is empty of Blue tanks, Red tanks should immediately advance to 3 to block the Blue tanks emerging from the blue arrow end, but should be careful of Blue tanks sniping from 2. This move will often result in even more Blue players camping from their spawn, and then, to the Red victory. The Blue side should cap B remaining at the edge of the entrance of B, which is (mostly) protected from 1/1 (use smoke grenades, or even fire smoke shells at the campers) and back off a bit once B is captured. However, in low tier (1-3), or in high tier if the Blue team controls 1/1/1, the Blue tanks must definitely take position on B, shooting at Red tanks emerging from spawn or going to 1. 1 or 2 Blue tanks should also attack or defend B from 3. Note that if the Red side firmly controls B and 3, the Blue side can try the desperate move to push A instead, especially if the tanks in 2 also advance and cooperate, or can attempt to flank B (see blue arrows).

 

In conclusion, the Mozdok domination map at BR>7.0 is won by a combination of active and aggressive play in the B area and the support of “active snipers” from 1/1/1 (and to a lesser extent, from 2) also fighting enemy snipers (in low tier, just fight for B). Meanwhile, campers in A (apart for the “psychological warfare” aspect), and from the Blue spawn and C are irrelevant spectators of this battle. When playing in a full JOB squad, we generally send 2 players directly to B and 2 players camping in 1/1/1… Despite our motto being “No mercy for campers!”…

 

Video

This first video summarizes these tips and also present a gameplay on the domination Mozdok map at low BR

 

The next two videos illustrate the very different Tier 6-7 gameplay where some players camping in the north are necessary in order to win the battle.

 

Conquest: The Mozdok map often appears in the conquest mode and most of the time leads to an absurd camping fest. Here, I briefly address the four conquest configurations, focusing on the best access to the only cap and on the critical spots of the maps. Although this tutorial focuses on the more interesting domination mode, let me insist on the fact that conquest battles are also won by the few active players attacking, capturing, and holding the cap, while campers of both teams annihilate each other.

 

Open the spoiler to see the maps

Spoiler

Mozdok_Conquest_Map-FINAL.thumb.jpg.2ec3

 

 

Conquest #1: This configuration favors the Red side which has a quicker and safer access to the zone near A. Hence, as many Blue tanks as possible should rush A at the beginning of the battle, since it will be much more difficult to access A later. If Blue gets A, they should advance midway between A and the Red spawn (around 1 in the domination map) to block the enemy counterattack. If Red captures A, their tanks there should stay in the area and use the hill to snipe at 1 and at the courageous Blue players coming back toward A who will meet a very unfavorable terrain. Both teams should also try to control the area around 1 (B in domination mode), which offers nice snipping positions from many angles (A; enemy access to A; enemy spawn).

This video presents a RB gameplay on this conquest map #1.

 

Conquest #2: Both teams should have a few tanks rushing the cap, following the path marked with arrows. A Blue or Red tank in A will find relatively safe cover between the stacks of wooden logs and should shoot at tanks sniping from 1. The house on A can offer some cover to a Red tank. Both teams will fight to control the area around 1. The Red team can also send a few tanks (preferably, with a good reverse speed) at the end of the red arrow (especially if A has been captured by Blue), where they will be protected by a small hill.
 

Conquest #3: The terrain of this configuration strongly favors the Red side which has a pretty easy and quick access to the area around 1, which is very safe, being in lower ground. The team which controls this area simply always wins this battle. Period. From 1, one can easily shoot at or access the cap A, especially for the Red side. The best chance for Blue is to send a couple of very fast tanks straight to A (a dangerous drive) which should hurry and hide behind the first house on the left in A. The rest of the Blue team should come from the north and try to control the area near 1, although the terrain is definitely favorable to the Red side. Note that tanks in A should not try to shoot from there and should rather first find cover heading to the lower ground in 1. If 1 is well secured, some tanks there can advance to the enemy side by following the arrow of opposite color. Like on many maps, people camping from their spawn are just canon fodders decorating the battlefield with their burning carcasses.

The video below presents a battle on this conquest map #3.

 

 

Conquest #4: The terrain of this configuration slightly favors the blue side, which will have a safe access to the area near the cap following the river. A few Red tanks can also reach the river and try to contain the Blue tanks. Yet, the best access to the area near A for the Red team is by following the horizontal red arrow, first staying in lower ground. In my general gameplay tutorial and below, you will find a video of a full battle from the Blue side illustrating the impact of just 2 players attacking from the river, and how irrelevant are (again!) the scared campers barely leaving their spawn.
The video below presents a tough battle on this conquest map #4.

 

 

Finland

The Finland domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. From now on, I will rather provide video tutorials presenting some strategic and gameplay tips on different maps, starting with this Finland domination map (with a few words about its conquest versions).

 

 

Japan

The Japan domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. This gameplay also allows me to comment the stupid notion of "kill stealing" (as if a given target would belong to anyone) and the sad team-killing from raging n00bs accusing you of stealing their so precious kills.

 

This video presents a gameplay played from the other side.

 

 

Alaska

The Alaska domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. The short and funny gameplay illustrates the fact that you have to aim at the surviving crews to efficiently finish a tank, otherwise, you may die of your clumsiness!

 

The first video presents the tutorial for this map along a short gameplay illustrating the attack of the west cap.

 

This video presents an extended gameplay from the same side.

 

This video presents a full gameplay from the other side at BR 8.3-9.3.

 

 

Hürtgen Forest

The Hürtgen Forest domination map belongs to the “triangular” class (like Jungle and Advance to the Rhine) where the two teams have a cap close to one of their spawn, whereas the third cap is not situated between these two caps (as they are in "vertical" maps).

 

The following videos present a few strategic tips and a gameplay in conquest version #2 and #4 of the Hürtgen Forest map.

 

 

 

Kuban

The Kuban domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

See also this conquest gameplay with the only cap where C is in the domination version of the Kuban map:

 

 

 

Port of Novorossiysk

In this first video, I present some strategic tips for the domination version of the Port of Novorossiysk map, often considered as one of the most unbalanced map in War Thunder. See the next video for the conquest and battle modes on this map, and for general tips for the Battle Royale mode.

 

In this second video, I present a rich tutorial where I first provide some strategic tips specific to the Port of Novorossiysk map (conquest and battle modes; the domination mode is addressed in the video above). I also address the general gameplay in the difficult battle mode. Finally, I present a Battle Royale gameplay on this map where I also give some general gameplay tips for this very fun game mode.

 

Two gameplay for the conquest #2 version of the Port of Novorossiysk map (each played from a different side).

 

 

Eastern Europe

The Eastern Europe domination map belongs to the “vertical” class where one cap belongs naturally to each side, and the two teams have mainly to focus on the fight for the central cap, in-between their two natural caps. In practice, the gameplay on a "Vertical" domination map is essentially equivalent to playing in the conquest mode.

 

This video presents a domination gameplay plated from the same side but in lower BR.

 

This video presents a domination gameplay played from the other side, focusing on the very powerful position in the north of B discussed in the main video tutorial.

 

Gameplay for the conquest #2 version of the Eastern Europe map, one of the most unbalanced map configurations in the game, if not the most:

 

Gameplay for the conquest #3 version of the Eastern Europe map.

 

 

Jungle

The Jungle domination map belongs to the very interesting “triangular” class (like Hürtgen Forest and Advance to the Rhine) where the two teams have a cap close to their respective spawn, whereas the third cap is not situated between these two caps (as they are in "vertical" maps). I wish there were more "triangular" domination maps and less boring "vertical" domination maps (the latter being essentially equivalent to conquest maps).

 

This video presents a gameplay on the conquest #2 version of the Jungle map.

 

 

American Desert

The American Desert domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. In this video, I also thoroughly address the conquest and battle modes on this map, and discuss the case of players playing only one nation.

 

This video presents a Tier 2-3 gameplay on the conquest #2 version of the American Desert map.

 

 

Carpathians

The Carpathians domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. Yet, this map is original in the sense that the fight for the 3 caps amounts to somewhat 3 independent battles, while it is possible to shoot from each cap area to the two other caps.

In this first video, I also present a short review of Swedish tanks, before presenting a gameplay with the fun U-SH 405. I actually received a talisman for this vehicle right after this nice game!

 

This domination gameplay illustrates the importance of the B cap.

 

This video presents an intense gameplay in conquest mode, where B is the only cap.

 

 

Middle East

The Middle East domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

This second video presents a gameplay played from the other side of that of the first video, and focuses on the importance of shooting from B to C.

 

 

Campania (ex Italy)

The Campania/italy domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

The next video presents an update to the above tutorial and a gameplay.

 

 

Poland

In the first video, I review the AB and RB domination configurations on the Poland map and then present an RB gameplay (conquest #1 RB map). I also discuss some specificities of the AB/RB/SB game modes, in particular, regarding their strategic aspects (read more about these three game modes on my tutorial How to maximize your impact in tank battles and improve your win rate?).

 

 

The next two video present AB gameplays on the Poland domination map.

 

Gameplay on the conquest #1 version of the Poland map in AB. See the first video for a gameplay on the slightly different conquest #1 RB version of the Poland map

 

Gameplay on the conquest #2 version of the Poland map in AB.

 

 

Sinai

The Sinai domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. On this map, camping can be quite effective.

 

Gameplay on the conquest #2 version of the Sinai map.

 

 

White Rock Fortress

The White Rock Fortress domination map belongs to the (tilted) “horizontal” class, where the two teams have to compete for 3 (almost) equally distant caps from their respective spawns. The video also addresses the conquest versions of this map and a short gameplay at BR 5.7.

 

The next two videos present domination gameplays at BR 10.7 played from each side. Two very disputed battles!

 

This video presents a gameplay for the conquest #1 version of this map at BR 10.7... although I mistakenly selected my BR 6.7-7.0 French line-up while playing in squad!

 

 

Tunisia

The Tunisia domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. This first video presents a domination gameplay in Tier 4.

 

This second video presents a domination gameplay in Tier 6-7.

 

 

Karelia

The Karelia domination map, the oldest ground battle map in the game, belongs to the “triangular” class, and is also the subject of an ongoing devilish experiment by Gaijin mad scientists. In this video, I start with a rant about "The Experiment", before presenting a general tutorial on the Karelia map (domination and conquest configurations) and a conquest gameplay. I also briefly cover the Italian ground tech tree and ultimately reveal a capital secret (unrelated to War Thunder).

 

This next two videos present two gameplays on the domination version of the map, the second video also exploiting the attack of B from the east.

 

 

Cargo Port

The Cargo Port domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

This video presents an RB domination gameplay.

 

 

Vietnam

The Vietnam domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

 

Sweden

The Sweden domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

This second video present a curious RB gameplay illustrating the importance of listening to enemy engines.

 

 

 

Wallonia

The Wallonia domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

 

Sands of Sinai

The Sands of Sinai domination map belongs to the very interesting “triangular” class (like Jungle or Advance to the Rhine) where the two teams have a cap close to their respective spawn, whereas the third cap is not situated between these two caps (as they are in "vertical" maps). I wish there were more "triangular" domination maps and less boring "vertical" domination maps (the latter being essentially equivalent to conquest maps).

 

This second video presents a similar gameplay but played from the other side.

 

In this longer than usual video, I present a very tough battle in Tier 6-7 on this very rich map where I also get 2 double-kills and cap the 2 zones for my team! Rewatch these 2 double-kills from different angles.

 

 

Advance to the Rhine

The Advance to the Rhine domination map belongs to the very interesting “triangular” class (like Jungle or Sands of Sinai) where the two teams have a cap close to their respective spawn, whereas the third cap is not situated between these two caps (as they are in "vertical" maps). I wish there were more "triangular" domination maps and less boring "vertical" domination maps (the latter being essentially equivalent to conquest maps). This tutorial also addresses the conquest versions of this very interesting map.

 

This video presents a Tier 2-3 domination gameplay.

 

This video presents a gameplay on the conquest #4 version of the map where the only cap is in the park on the east.

 

 

Stalingrad

The Stalingrad domination map has an original configuration resulting in a complex battle dynamics. A future video will address the conquest versions of this map.

 

 

Ardennes

The Ardennes map belongs to the “vertical” class, where the two teams each have a cap close to their spawn (A & C), and hence naturally belonging to them, while they have to fight for the central cap B, which is clearly the main objective. In a sense, the gameplay on "vertical" maps often resembles the one on a one-cap conquest map

 

Gameplay for the conquest #2 version of the Ardennes map:

 

 

Fire Arc (ex Kursk)

This video addresses the AB and RB versions of the Fire Arc domination map, which are respectively in the “vertical” class and  “horizontal” class (which makes the RB map more interesting). The general tutorial is followed by an AB gameplay, and I will try to post a RB gameplay in the future.

 

 

 

 

Frozen Pass

The Frozen Pass domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns.

 

European Province

The European Province domination map belongs to the “horizontal” class, where the two teams have to compete for 3 equally distant caps from their respective spawns. This map is characterized by its large size leading to a camping fest! This tutorial proposes an alternative active gameplay.

 

 

The next video presents 2 other gameplays.

 

 

 

 

Edited by No_Camping
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@magazine2 Thanks! This is my 3rd pinned post on the forum, with the above mentioned general gameplay tutorial (pinned in the present Academy section), and my review on French tanks!

@sirkiwi123 thanks for the encouragement

 

Edited by No_Camping
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Guest Nickthegreek7

I wanted to let you know, that I logged into the forum today for the first time,

just to remark on how exceptional this post truly was. The extensive time it

took to create is very apparent. I'll be checking back daily, for possible

new insights. Well done my friend, and thank-you.

 

Edited by Nickthegreek7

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On 07/03/2019 at 21:45, Guest Nickthegreek7 said:

I wanted to let you know, that I logged into the forum today for the first time,

just to remark on how exceptional this post truly was. The extensive time it

took to create is very apparent. I'll be checking back daily, for possible

new insights. Well done my friend, and thank-you.


Thanks a lot for this very nice comment!

I wish more people would read this tutorial, especially on Fulda. I just played a game where 13 out of 16 players went camping (and dying) just outside the east spawn between B and C. I cannot understand that after just a few games trying that and seeing that this is visibly a horrible spot so many players are still going there again and again (and with the same result...).
Good players are also the ones who know to learn from their mistake.

Edited by No_Camping
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7 hours ago, MorgolKing said:

Fantastic - following for future maps.  Thank you!

 

Looking forward to Mozdok and hope you'll do Maginot line at some point.  

Thanks! Mozdok is certainly the next one (very soon) and Maginot Line will come ultimately

Edited by No_Camping
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Quiz: Guess which side won this battle?
2019-09-03_021834.jpg
The Korea map is back after optimization (some people had lags on it) and is again one of the most badly played map in the game...
I can't understand that after all this time, people did not figure out yet that C is irrelevant on the Korea map and that the battle is simply always won or lost on A+B.
I wish more people actually read this tutorial... because when you are alone going to A+B, there is not much to do...

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The tutorial now features several gameplay videos (also available here) summarizing these strategic tips for the different modes (domination; conquest; battle).

From April 2020, all new maps will be addressed in the video format (I hope that my French accent will not rebuke you too much :D).

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On 20/06/2020 at 03:46, *yqaqos said:

Thanks but please add a map with arrows for all maps instead if a video. I don't want to watch 20 minutes when I join a game.

I made a text version of the tutorial for the first maps but it was really a lot of work and the increasing amount of text visibly rebuked many. Maybe you can watch the video for a given map  while not playing. Good luck

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On 23/06/2020 at 19:01, No_Camping said:

I made a text version of the tutorial for the first maps but it was really a lot of work and the increasing amount of text visibly rebuked many. Maybe you can watch the video for a given map  while not playing. Good luck

May I see the text version? Reading is faster than watching a 20 minute video. It doesn't have to be every game mode. I just want to find every map.

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