Wot where to stand on the steppe map. Natural steppe zone of Russia: where it is located, map, climate, soils, flora and fauna. Tactics in the "Encounter Battle" mode

Greetings, dear guests of the gaming site website. Today we will tell you about World map Of Tanks - Steppes. From our guide you will learn all the gaming nuances of this card. Have a nice time.

General information.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.

Map wot Steppe is

  • One of the most dug up locations in our game. The map's terrain is very sensitive to tanks with poor elevation angles.
  • Made in desert style. But, for some reason, the developers classify it as a summer map. Summer camouflage is used here.
  • Fairly open, very little cover. Basically, all the shelters in this location are uneven terrain.
  • The map is large, size 1000*1000 meters. Almost the entire space of the Steppes can be used for play.
  • The Steppe wot map was introduced into the game a long time ago, in patch 0.6.4. There were no major changes here.
  • There are two random battle modes available on the map - standard battle and counter battle. Battle levels 4 - 11.

Let's move on to consider the main elements of the map.


Picture 3. Legend.

  1. The railway and the area beyond it. This section of the map is located at the very top of the map and initially “belongs” to the top respawn team. This is where artillerymen usually hide. Herself Railway forms a low mound, which, nevertheless, provides some protection.
  2. Stones scattered throughout the map and are, by and large, the only shelters. In the areas of rocks there are bushes and hillocks, which makes life easier for any tanks: the bushes camouflage you, and you can roll back behind a hillock in case of light. Typically, positions on rocks are used by tank destroyers, but the course of battle often confuses all conventions: rocks from a defensive position turn into an offensive line, and retreating tanks move from one rock to another. Thus, we can say that initially stones can only be used by tank destroyers for long-range shots from the bushes, and other classes of equipment should carry out their direct responsibilities. Further during the battle - act according to the situation.
  3. Left flank- these are the same stones located in the very center of the left side of the map. Here battles are being waged for the left flank, and here heavy tanks and armored tank destroyers will feel best. In the oncoming battle mode, the most fierce battles take place in this position due to the specific location of the respawns. On wot map The steppes of both flanks are equally important and have the same capabilities. It doesn’t matter which flank your team will press on.
  4. Center of the map- This is a narrow dirt road running in a depression. In addition, there are several secluded stones behind which you can hide from enemies. Thus, this part of the map is inaccessible to shots from the flanks, and the stones will protect you from shots from the enemy base. The central road is perhaps the most diverse and variable section of the map. Here you can arrange sudden breakthroughs to enemy positions, but usually it is used only by fireflies for illumination.
  5. Bases on this map they are completely open, there is not a single shelter within the circle. 5.a and 5.b are bases in the standard battle mode, 5.c is a base in the oncoming battle mode.
  6. Right flank. A huge section of the map with heavily dug up terrain. Conventionally, it can be divided into two floors. The upper floor is to the left, the lower floor is to the right. The terrain is extremely difficult on both floors and tanks with poor elevation angles will find it extremely difficult here because of this. There are no shelters from artillery on the right flank. In connection with the above, we can conclude that tanks with good air defense, small in size, fast and maneuverable can fight here.
  7. Central Plain . Large plot cards that provide virtually no value for gameplay. Any tank that comes here will be destroyed very quickly. The only value on the central plain is two cozy stones with bushes where fireflies can stand (they are highlighted with ovals).

Let's look at how to play on the Steppe wot map.


Picture 4. Positions and directions in a standard battle.

The tactics on the Steppe map are not very diverse and will be the same in every battle:

  • Heavily armored tanks and tank destroyers occupy the left flank, fighting with enemy forces there. There are some shelters from artillery "suitcases" and high stones from which you can "tank". Their direction is shown in red.
  • Light tanks travel to the central lowland ( yellow), occupy positions there and wait for an opportune moment to break through to enemy artillery. From time to time it makes sense to go to the surface for illumination. Another convenient position for lighting would be near a stone on the plain.
  • Fast tanks drive to the right flank and fight the enemies there. An extremely difficult direction, but the most interesting and dynamic. This direction is highlighted in blue.
  • Typical positions for tank destroyers are indicated purple. However, these positions only make sense at the beginning of the battle; after that you won’t be able to shoot from here anymore.
  • Extremely important role Artillery plays on this map, but there are no secluded positions for them here. Those few positions that provide at least some protection are indicated in brown.


Picture 5. Positions and directions in a meeting battle.

The steppes in the oncoming battle mode are not very different from the standard, but have team respawns in other places, closer to the left flank, but this should not confuse you and you should stick to standard tactics.

However, keep in mind that it is very far to drive from the right flank to the base and if you do not control the situation in the base area, you may lose the capture. This situation in oncoming mode on the Steppe map happens very often: there are not enough fast tanks, and heavy and slow tanks simply do not have time to reach and break the capture.

In custody.

The World of Tanks Steppe map is not the most interesting and varied, here every battle follows the same scenario, and it’s not always possible to come up with something new. In addition, artillerymen play an extremely important role on the Steppes, and the team in which they shoot more accurately is most likely to win. If we talk in simple language, then the map is boring, tedious and not interesting, although not the worst in the game.

With this we end this review and say goodbye to you and see you soon.

IN game World of Tanks exists great amount interesting tactics that tankers are happy to use when playing on different game cards. However, with the use of new versions of the game, the developers, in addition to standard battles, introduced new modes such as “Encounter Battle” and “Assault”. After this, the tactics of the game on all maps changed significantly. Today we will look at the “Steppes” map in standard battle mode. The map size is 1000 by 1000 meters, and the battle level is from 4 to 11.

If we look at the view of the Steppes, we can see an open plain, well covered by all tanks and artillery self-propelled guns, but this is a completely wrong opinion. Specialists for a long time We modified the terrain to improve comfortable conditions for the game. Potholes, mounds and a lot of stones have appeared on the map, which can protect your tank from the next enemy shot. But let’s not get ahead of ourselves, but consider the tactics in more detail.

Approximate travel routes for all types of equipment.

Yellow dots are light points.

Red dots are art.

Green areas are PT/TT locations.

Red areas are the main battle areas.

Green arrows - directions of exposure/shooting.

Yellow arrows are directions of ST attack.

Blue arrows are TT attack directions.

Bottom base:

The first place of battle is a ravine. It is located on the right on lines 8, 9 and 0 of the map. A rather narrow direction that can cover the tank with dense bushes or mountain slopes. Usually this direction is restrained or covered, which can easily go behind enemy lines by going around the ravine from above. Some play through a tower and deal damage to opponents through mounds and rocks. Others play with the help of the sides, hiding the tank itself behind the embankment of the slope. By playing in this direction, you will be able to avoid direct hits from artillery shells, receive numerous ricochets and no penetration. They can also perform well on this flank, attacking the enemy and defending themselves with strong armor.

The second place of battle is stones. Stones located on the first, second and third lines of the map are usually used to fight heavy tanks and . On AT, you can deal good damage to illuminated enemies, but there is a risk of standing under direct artillery fire, which makes you vulnerable. Therefore, most often such equipment remains to guard the base, standing next to the stones. Heavy tanks can hide behind a pile of stones, waiting for the gun to reload, and then deal damage to the enemy again by playing with the turret, sides or bypassing enemies to the rear. Medium tanks can be good helpers on this flank, but if only they protected the ravine! They can drive into the enemy’s sides, give a sufficient amount of damage, thereby helping to break through the direction and win the battle. But such a maneuver is quite dangerous.

Review of video tactics of the Steppe map World of Tanks

The third direction is the Center. Center - work With a low silhouette, low visibility and high speed, such a technique can easily expose the enemy, determining how much equipment is moving in a particular direction. However, we do not recommend driving along the direct road that connects both bases, since it is usually guarded by tank destroyers or medium tanks that decide to stay at the base to defend. Dense vegetation and huge rocks can hide your light tank, preventing you from taking damage from enemies. Taking advantage of the fact that all the enemies are distracted by your allies, you can drive directly to the enemy base and destroy all the artillery, which can decide the outcome of the battle. By killing self-propelled guns, you will not only help your enemies, but you will also be able to claim victory in this battle. As you can see, the light tank is an integral, albeit small, part of the team.

When playing artillery, find the bushes in the lower corners of the map and stand in them. This will prevent a light tank from quickly flashing you. Move forward or backward so that the enemy self-propelled gun does not see your tracer and, after the gun is reloaded, does not kill you.

Upper base:

The tactics of the upper and lower bases are absolutely similar, but the directions are different. Being on top of the base, the stones will be right hand from you, which was completely different at the lower base, and the ravine will be on the left. Accordingly, you should use the old tactics that are used on this map: if you are playing on a heavy tank, then you should go to the right, towards the stones. If you are playing on a medium tank, then go down into the ravine and fight enemy tanks. But, if you drove out in a light tank, shine the field, and at the right moment break through to the enemy artillery.

When playing on this map with an artillery self-propelled gun, hide behind the railroad. This elevation serves as an excellent protector from fireflies. Also change your position every time after a shot to avoid death.

Square A2 (upper rep)

In my opinion, one of the coolest points in the game. In this area there is a seemingly inaccessible mountain, which is actually quite easy to climb. And on the mountain there is a kind of bucket that completely hides you from light from below. In addition, this point is located at an altitude of approximately 50 meters above ground level, which means you can more easily throw landmines behind the rocks. However, to occupy this point you will need about a minute, so if the enemy has quick light, there is a chance of being caught in the light at the very beginning of the battle. However, having taken a position, you absolutely should not be afraid of artillery hunters, because we are deep in the rear, and among the enemies there are few fools willing to ride along a long climb under fire from the entire team. In addition, many players don’t even know that they can go there. From the ground we can only be illuminated at point-blank range. Personally, I was never featured there at all. There were even such funny cases when the whole team came to capture the base, and I shot them like in a shooting gallery.

I sit high and look far away.


This is roughly how you can see my tank from the mountain. Lighting is technically impossible.

Pros: this point in itself is an absolute plus

Minuses: The humps hiding us make it difficult to shoot at a distance closer than 300 meters, but the problem is solved by running the rear roller over the hump. The position is quite cramped and changing it during the battle is very problematic, so if an enemy artilleryman decides to go fishing and sees your tracer, there is a high chance of being hooked by the fisherman.

Square J2 (lower rep)

Unfortunately, from the lower republic there are no such tasty points as on A2. However, this point is good because it allows you to fire at a distance of 250 meters, while remaining behind the hill relative to the enemy. The only thing to be afraid of is the fireflies that have broken through the center.


That's how we stand. The edges of the hills are outlined in black so that it would be easier for you to understand how they are hiding me. The enemy is in the red zone.


The minimum firing distance is 260 meters, you can get closer if you drive back. However, remember - further from the mountain there is more risk.

Pros: the light will not get to you unnoticed - there will be light in all directions, which means you will have more time to react. In case of light, you can hide downhill from enemy artillery. It's easy to change position.

Minuses: risk of accidental exposure; the mountain may obscure most of the map.

Map

Standard fight

Meeting engagement


Team fight

Legend

Description

Open, flat terrain, with slight elevation changes and abundantly strewn with bushes and stones. Both bases are connected by a road, hidden in the lowlands from what is happening on the flanks. IN Center The map is located on a field - the main scene of action for light tanks at the beginning of the battle. The field is framed by small hills with stones and bushes, the so-called Ridges- places where anti-tank vehicles and lightly armored vehicles with good weapons accumulate. On the right is Valley, and on the left are located Stones.

The type of camouflage used on the map is summer.

The map was added in update 0.6.4. Name in the battle recording file: stepspes.

Combat tactics in a standard battle

At the beginning of the battle, the LTs try to show off the careless PTs who disdained to stand in the bushes on Ridges, and rolls heavy tanks To To the stones. PTs take positions on the same Ridges to help allied LTs, STs traveling to Valley, but willing to give the initial shooting. For heavy tanks there is a choice, you can also To the stones, and in Valley. Arta can give one shot from respawn, and then can take positions near the red line. Now let's look at the classes of equipment:

Light tanks

Lower Base (I in the diagram)

The role of light tanks is, first of all, to provide initial illumination of the movement of enemy tanks, as well as counterlight. Don't waste a second if you want to bring maximum benefit in the first minutes of the battle. WITH Positions in the center you can highlight the rolling of the TT to To the stones, as well as tanks on Ridges.

Position on the right more risky, especially near a stone (often a one-way ticket) but gives the opportunity to highlight tanks that are rushing towards Valley. They can also be highlighted having rolled to the right, but the risk of taking damage or even going to the hangar is higher. The red trajectory is extremely dangerous, pay attention to your opponent’s setup.

Positions on the left are not as productive, but can bring no less benefit to the team. Clearance is provided on the left side of the ridge, and the stone will cover you during the light. Be careful when taking position at the beginning of the fight.

If you stand in the bushes near Kameni, you will be safe, but there will be clearance here only for TTs that are rushing to To the stones.

Upper base (II in the diagram)

Changing the base does not change the task of the LT. Classical position in the Center to illuminate the nesting areas of enemy vehicles on Ridges and transfer of equipment to To the stones. True, there is a risk of catching a blind, the bush is “standard”. There are alternative bushes a little further, although there is a risk of “catching a lamp” and going to the hangar.

Concerning positions on the left, then it’s easier to drive under the stone here than from the lower base. But if both you and an enemy light tank came here, then in terms of exposure you “turn off” each other. Any departure due to a stone is punishable by loss of HP, knocking down the harp, and an early ticket to the hangar. Note the mirror version rolling, you just have to calculate the trajectory of safe movement.

Positions on the right they are also not particularly popular, although a skilled player knows how to benefit from them both for himself and for the team. Position at the Stones not only allows you to highlight heavy objects, but also shoot at them. But be careful, choose blind targets and don't take unnecessary risks.

While loading, evaluate the team compositions and come up with a plan of action. Give initial exposure by standing in a bush or riding aggressively. The priority task in the first minutes is to “turn off the lights” and show the opponent’s driving position. Don't lose HP and watch the minimap. Support your allies, change positions, monitor the location of enemy tanks. The central hollow is a good road to enemy artillery or lonely anti-tank missiles, gaping at Ridges. And remember, the closer the end of the battle, the more valuable a light tank becomes.

Medium tanks

When you get to the steppes on ST, evaluate the composition of the teams. Because medium tank- a universal machine, then try to implement strengths your car, especially since the card allows you to do this. But you shouldn’t stop your allies from doing “their own thing.” Do not prevent the LT from shining and the PT from conducting aimed fire.

And after the initial shooting with Ridges, medium tanks are sent to Valley. In the Valley there are main positions for combat:

Upper base

Position 1- rather for PT, but if it is empty, you can occupy it too. Points 2 and 3- choice of ST with excellent guns, good air defense, but weak armor protection (for example leopard 1). Don't forget to roll away after shooting. Position 4- a more risky variation of 2 and 3 points, and there is nothing for tanks to do here without smart UVNs. Position 5- more universal, here you can perfectly implement a ST with a strong turret. Position 8- for ST with good armor.

Lower base

There are similar points from the lower base. Point 12 similar to point 2 - for cardboard tanks with a good gun. Positions 13 and 15- already closer to the battle line, position 14 similar to position 3 - shot, reflection, shot. Position 16 for direct firefights with the enemy, cardboard tanks are sent straight to the hangar from here. Point 17- is quite specific, but worth noting.

The positions described above are not without alternative. Assess the composition of the teams, travel and act according to the situation. Random battles are an unpredictable thing, so it’s impossible to predict all situations. Realize your strengths and neutralize your weaknesses, help your allies in the Valley, and don’t be afraid to change flanks. And don't forget to check the minimap.

Heavy tanks

Gone are the days when cords only traveled to To the stones. In every battle you can notice that the TTs are sent to Valley. Let's look at it first.

Valley

For classic heavyweights, which are designed for head-on collisions, the scene of action is positions 8 and 16. From them the teams begin to fight for position 9. But be careful, roll in zone 9 It's dangerous alone. Any CT can get under the stone above and cause a lot of problems. Also, do not forget that the Steppes is an open map, and there is very little shelter in the Valley. The artillery is watching you.

Stones

Usually slow heavy tanks and assault tanks go here. Perhaps, Stones- the only place where there is good shelter from artillery. If there are not many of you here, you can take up positions near the rocks before reaching the water, or stop around the bend near the river channel (although it is more like a lake) and shoot at the rolling water. To the stones. If you have enough strength, or you are confident in your cover, take positions with yourself Stones. Here the classic game for TT begins - playing from the alpha, tanking from the corner, exchanging HP.

As with other tanks, evaluate your team compositions before the battle begins. The presence or absence of artillery is one of the most important factors. Determine the direction of movement, and try to cooperate with your allies. Don't be alone - you become an easy target. And look at the minimap, returning to your base on time or helping your allies is important.

Tank destroyer

For classic tank destroyers of the Steppe - good map. Abundance of bushes and stones on Ridges and the space for the LT allows for excellent shooting in the starting minutes of the battle.

Then you can support TT on Stones or take positions on the hills in Valley. Or stay in position and wait for light. Be careful, blinds are often thrown into the bushes near the stones. So if you are confident in camouflaging your car, and you have a camouflage net, you can stand away from bushes and stones. The risk of getting blindshot becomes minimal.

Follow the development of the battle, take positions, cooperate with the tank. They often click on the minimap of the place where they plan to expose. And don’t rush to exchange HP if the flank is broken, it’s better to retreat and deal damage without receiving damage in return. And look at the minimap.

Self-propelled artillery units

Keep an eye on the allied tank, you can fire one shot from the spot if your reload allows it. Then you can safely roll over the railway embankment (upper base) or go to the mountains (lower base)

The map is open, allowing you to shoot through the vast majority of the map. Aim at clusters of enemies, if not with damage, then with stunning, you can turn the tide of the battle, first on the flank, and then in the battle. Don’t be afraid to change your position, enemy tanks are not asleep. And look at the minimap.

Tactics in the "Encounter Battle" mode

The base in the oncoming battle mode is located in a low-lying alley. Compared to a standard battle, the starting positions of the teams are located further west. The opponents are close to each other and the battle in the “stones” breaks out very quickly. Often players forget about the base and get involved in a shootout. In this case, the outcome of the battle can be decided even by a lone light tank standing up for capture. Although the capture time has been increased, getting to the base is not so easy: the shortest route runs through open field, where vehicles are easy targets and detours through the base take a long time. In addition, the base is located in a low place and in order to knock down the capture, you need to be in close proximity to it. All this creates a variety of tactics and behavior options in battle.

The tactics of conducting an oncoming battle differ from the tactics in a standard battle only by being shifted closer to To the stones team respawns, which reduces the travel time for tanks to a given position. The general base is located on positions 9, and high-speed tanks arrive there first. For LT, the priority is the stone with bushes on the left side Central field. You can also take a risk and highlight enemy self-propelled guns while still on the patrol, but this is a very risky maneuver. ST it’s better to go straight to Valley to the base, TT should not be forgotten about it either. Analyze team compositions and look at the minimap more often.

Screenshot gallery

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History of changes

Cards

Summer

There is such a famous Russian folk song “Steppe and steppe all around.” Starting to sing it, suddenly a feeling of patriotism and love for the homeland awakens in your heart. After all, what beauty can there be in the steppe, and the oak tree is nearby and the girls are beautiful. But in the game World of Tanks, except beautiful view maps, there are also battles taking place in this place, so this is not the time to admire.

A large open grassy area is what the steppe map is in World of Tanks

With patch 9.6, the map was noticeably redesigned, a lot of leveled surfaces appeared, stones were removed and hills were smoothed out on the territory of both bases. They made the grass along the road and the mountains near the railway crossing flat. The lower descent to the green road has been completely redesigned; now you can go there without fear. The main places of battle on the map are stones and green areas.

On the rocks there are mainly armored vehicles and brilliant green for faster and more maneuverable tanks. You can also highlight the center, but at the beginning of the battle there is practically no fighting here. And so we will write everything in order. Armored vehicles are usually located near the stones, which will allow them to protect themselves from artillery volleys. The main mess happens there, the weaker players are usually a little behind, and only the middle and heavy ones enter the battle. But lately the tanks have been gathering at the lower base, from where they can lure the enemy into a pincer movement.

In random battles, the steppe map in World of Tanks often uses greenery, and this is where the main clashes take place

Shooting usually takes place from the hills; to avoid hits from the artillery, it is best to go down. It will be difficult for slow tanks in this place, since there is practically no protection other than stones, and even then they will be hit. It is best to wait for the opponents at the embankment, from there you can already get a good shot.

Well, the last place for battles is the center. It becomes relevant only towards the end of the fight; under no circumstances should you go there at the beginning of the fight. The only exception is fast tanks; they benefit from the fact that they can hide behind hills and pit enemies against themselves. Due to patch fixes on the road, getting close to opponents has become more difficult.

Protected areas are located close to own base. As for the art, this map perfect place to locate its positions. There's practically no cover on the greenery. The lower artefact can be near the stones, but the upper one is better at a railway crossing. For light tanks on this map it is easy to act as fireflies; after everyone has taken their positions, you can return to base. It is best to break through to the road, it is best to hide behind a stone and wait for enemies so that the rest of the team can deal with it.