War Thunder’s Map Rotation Is Failing
For years, War Thunder has been known for its intense vehicular combat, attention to detail, and a vast selection of vehicles spanning many nations. But as the game continues to evolve, a frustrating trend has emerged: map rotation is increasingly skewed toward close-quarters engagements. And for players who enjoy playing minor nations—such as Sweden, Italy, Japan, France or Israel—this shift is proving to be more than just a nuisance. It’s become a serious game balance issue.
The Close Quarters Problem
Recent updates and rotations have brought back or emphasized smaller, urbanized maps like Cargo Port, Sweden, Spaceport, Golden Quarry, American Desert, Ardennes, Middle East, Test Site-227, Seversk, Iberian Castle, Japan and 38th Parallel.
These maps funnel players into tight corridors and chokepoints where mobility and stealth are nearly impossible. While these maps may be exciting for brawlers and heavy tanks like the IS-series or the Tiger II, they drastically limit the effectiveness of vehicles that rely on flanking tactics and positioning.
Unfortunately, many of the vehicles from minor nations were designed historically—and function in-game—as agile, lightly-armored support tanks. Their strength lies in maneuvering, using superior mobility to get around enemy lines and hit from the side or rear. In tight, CQC-focused maps, that playstyle becomes nearly unviable.
Minor Nations: Designed to Flank, Forced to Brawl
Let’s take Sweden (Rank VI - VII), Germany (Rank VI - VII), Japan (Rank VI+), France (Rank VI+) with limited armor and high mobility, or Italy in its entirely. These machines thrive in open fields, large flanking routes, or elevation-based engagements where mobility and map awareness are rewarded.
Instead, they’re increasingly being forced into alleyways and killboxes where even a well-played vehicle is reduced to cannon fodder. Without the armor to tank hits or the room to flank, these tanks are stuck in a perpetual disadvantage against nations whose vehicles are designed for head-on brawling, such as Russia, Germany, or the USA.
Map Diversity Is Shrinking
One of the biggest complaints from the community right now isn’t just about small maps—it’s about the lack of map diversity in general. Maps like Maginot Line, Fields of Poland, Normandy (large), Tunisia (Large), Red Desert, Pradesh or Fulda—which provided balanced flanking opportunities and a more tactical approach—are being seen less frequently, or have been removed from the rotation at certain BRs entirely.
This narrow focus on fast-paced, close-combat maps is a disservice to War Thunder’s own core mechanics, which once encouraged thoughtful movement, positioning, and varied playstyles.
Map Boundaries Are Suffocating Gameplay
Another major concern tied to the shrinking diversity in War Thunder’s maps is the trend of tightening map boundaries with every update. Even traditionally open maps like Fields of Poland, Maginot Line, or El Alamein—which once offered long flanking routes and freedom of movement—are now being sliced into smaller, boxed-in versions during rotation. In many cases, large sections of the map are cordoned off with invisible walls or red zones, turning what used to be strategic terrain into dead space.
This design decision has a direct and damaging impact on gameplay. The core strength of many vehicles—especially light tanks, wheeled vehicles, and the glass-cannon flankers of minor nations—lies in their ability to approach the enemy from unexpected angles. But with routes being cut off and movement options restricted, these vehicles are forced into predictable and linear engagements.
Instead of rewarding creativity, map awareness, and tactical play, the current system funnels all players into the same narrow lanes over and over. Every match begins to feel the same. Every approach becomes a risk with no reward. And every update that introduces more “restricted areas” chips away at what made War Thunder’s maps dynamic in the first place.
Map boundaries shouldn’t be a cage. They should exist to define the battlefield—not suffocate it. And right now, that balance is completely off.
The Consequences: Poor Gameplay and Player Frustration
- Reduced Vehicle Variety: Players are discouraged from using light vehicles, wheeled vehicles, or SPAA in ground battles, because their performance in tight maps is poor.
- Nation Disadvantage: Minor nations are not only underrepresented in player numbers but are also now being mechanically penalized by poor map fit.
- Increased Frustration: Getting the same three maps repeatedly makes the game feel stale and punishing—especially when none of them support your vehicle’s strengths.
A Call for Change
It’s time for Gaijin to reconsider the direction of map design and rotation. War Thunder has always thrived on its complexity and diversity—both in vehicles and in terrain. Limiting maps to small, repetitive CQC-style engagements harms the game’s tactical depth and alienates players who favor skill-based flanking and map awareness over brute force.
Here’s what needs to happen:
- Bring back large, open maps to the regular rotation.
- Remove the “map feedback” system so that every map comes in rotation without player interaction.
- Balance map selection by BR and vehicle type, remove tiny maps from the rotation of 9.3 and above and make maps like Maginot Line , Fields of Poland , Normandy (large) , Tunisia (Large) , Red Desert , Pradesh or Fulda more prevalent.
- Yes
- No
- Other