Map of the Star Steppes. Natural steppe zone of Russia: where it is located, map, climate, soils, flora and fauna. Self-propelled artillery units

Today we bring to your attention another tactical review. This time, after long and godless torture, all the tactics and secrets of the game were given to us by the “Steppe” map.

Steppes is a fairly old map, the style of the landscape and the location of objects and directions on which gives us a clear idea of ​​the philosophy of creating the first maps of the game. But, despite the first impression of monotony, the map is well thought out. Therefore, it has survived to this day with minimal modifications. This is the main qualitative difference between absolutely all old cards.

Strategically, 3 directions can be distinguished on the map: ravine (1), center (2) and stones (3). How these directions will show themselves from a tactical point of view is already in the following paragraphs. Here we just need to add that the Steppes is one of the few maps where each type of technology can realize itself in several directions at once.

Ravine.

The ravine is one of the main bridgeheads, a narrow direction with few shelters in the form of the slopes of a hillock, which covers the side of the tanks located there, and by placing a tank with at least one caterpillar on the slope, you will more or less protect yourself from artillery (since against targets located on slope, it is much more difficult for artillery to hit). In fact, this is the most favorable environment for TTs: there is no protection from artillery and narrow focus of fire - die-hard TTs can count on ricochets and non-penetration.

Due to the last feature, the narrow focus of the fire, anti-tank missiles (positions 2 of each team) will also be useful here. This is especially true for the red team’s tanks, since it is from the red base that the most favorable conditions for the operation of tanks have been created: practically a rear position, which, however, takes the most active part in the battle, being able to support its tanks at position 1 with fire in the light. PT and long distance are beneficial - the enemy from his position 1 will not immediately notice you. Thickets of bushes will serve as additional camouflage for you.

A surprise compared to other maps will be that CT can also fully realize its potential on the same bridgehead. Their maneuver behind enemy lines through the upper edge of the ravine (dotted lines in the figure) will play a decisive role in encircling him. The only obstacles for them will be enemy STs pursuing the same goal. Maneuverable CTs will be able to hide in the folds of the terrain, as well as use a boulder located above the central part of the ravine. From here you can subsequently threaten the heavy forces of the enemy below when they rush.

Another tactic on a ravine, which is not often used in random games, but which is no worse for that, is to not go down into the ravine at all. Instead, position yourself in position 3 (on the side of each of the bases, depending on which team you are on) and enlist the support of artillery to hold off the enemy advancing from below. The main advantage here is that while when the enemy rises, the enemy’s guns are raised up and he cannot target you, in the meantime you are already brought down and in the vast majority of cases you will be the first to inflict damage, and while the enemy rolls out enough to target you, You will already be recharged. Thus, you have a 1-shot advantage and artillery support. The main requirement here is a sufficient number of tanks to meet the enemy here. However, the enemy has his own trump cards here: he may not come at you, but simply expose you for his artillery if the enemy is not confident in the success of his breakthrough. In this situation, for the first time you can be saved by the folds of the terrain near the red base and the bushes near the green one. Capturing the ravine, like any other direction on the map, opens up an almost clear road to the enemy base.

Center.

The central part is the LT’s place of work. High maneuverability, low silhouette and visibility of the LT can be realized right here, in the center. The central road connecting both bases across the entire map is the shortest LT route. However, it is he who receives the most attention from teams in the initial stage of the battle. Therefore, it is replete with many shelters in the form of boulders and uneven terrain, where nimble light tanks can shine without being constantly in the enemy's sights. Typically, highlighting in the center is most relevant only at the beginning of the battle, when the teams have not yet properly dispersed. Such exposure will help your team understand the potential alignment of enemy forces in each direction and properly prepare for it. However, it is worth remembering that there are enemy PTs lurking specifically to meet you on the approaches to the bases (positions 1,2 at each of the bases). Stone blocks and bushes will perfectly hide them from your field of vision until you shoot at point-blank range. Then it would be a good idea to highlight the ravine to let your friends know which of the enemies is in which position. If you are still alive after this, then, taking advantage of the enemy’s preoccupation with the battle with your allies, you have a good chance of getting directly close to the enemy artillery with impunity, which is a formidable and decisive force in flat areas. By depriving the enemy of it, you will make life much easier for your allies and make a serious bid for victory. As you can see, light plays a huge role in the Steppes.

Stones.

The stones are a springboard where, as in the ravine, both TT, PT, and ST will be able to realize their advantages. For anti-tank vehicles, there are excellent rear positions for firing at light, protected by rocks and folds of the terrain. TTs will be able to use rocks as cover while waiting there to reload. Maneuverable CTs, especially in groups, will be able to provide significant assistance to their TTs, boarding the enemy and escaping retaliation in time. Of course, all this is very risky for the PT, since the stones are located in such a way that the area between the stones is well cross-bombed, and the PT also has you in full view. However, this is the element of ST. And with proper support from the allied tanks, which have a decisive role here, they will be able to greatly help in defeating the enemy. The last frontier on the way to the base will be only the PT positions. Here, depending on the combat effectiveness of the forces, you can either attack the tank, imposing a close maneuver battle that is unfavorable to them, or, if the forces are not enough, simply illuminate the tank with your artillery. The PT positions here are too vulnerable to artillery.

Conclusion:

The steppes are a fairly old, but very well-thought-out map, and its bridgeheads are replete with conditions for realizing the advantages of simultaneously TT, PT and ST. Due to the extent to which the maps have already been studied, at the very beginning of the battle, by distributing the team among the bridgeheads, you can already understand where to expect a breakthrough, and where you need to push through yourself. The map has excellent conditions for playing LT. It is in the Steppes that a LT player can finally understand that the outcome of a battle often depends far from the thickness of the armor and the power of the gun. On each of the bridgeheads, the opposing sides have almost mirror positions, which implies identical battle tactics, which makes the game very predictable. Therefore, on the Steppes it is often the personal qualities of the player and the FBR that decide.

guide to the Steppe map in World of Tanks, how to play on the map with different classes of tanks, battle tactics in the Steppes, where

Hide artillery, tank destroyer WOT.

As practice shows, “in a random game” players do not always understand where they need to go on a particular map and what exactly needs to be done where they have arrived. We do not promise that after reading this article you will immediately learn how to “pull out the fight” alone against 15 opponents, but it will become much easier for you to navigate the map.

Steppes, like Robin, is one of the oldest cards in the game. It is worth noting that the map has undergone minimal changes over time, which indicates its good balance.

First, let's take a look at the map itself:


The following main zones can be distinguished:
1. "Stones"; 2. “Center” (gut); 3. “Ravine” 4. “Def”; 5. "Field"

So. Let's take a closer look at the map. As we can see, the map is conditionally divided into 2 parts by a “road” (2) running in the center from one base to another. Let’s call it “Center” and combine into this concept not only the road itself, but also the “fields” adjacent to it. The left flank is a depression relative to the field. This recess is abundant in all kinds of rock-shaped shelters, behind which your tanks can confidently hide. It is worth noting that similar shelters when traveling both from the top and from
There is enough lower base, and no base in this case is frankly “weak”. This direction is primarily the place to play TT, ST or PT. For tank destroyers on this flank there are excellent positions for shooting under the radar, protected by folds of the terrain, for tank destroyers there is the opportunity to target enemy weak points practically in a “clinch” and wait out reloading while hiding behind rocks. STs, having united in groups, can provide assistance to heavy tanks. It is worth noting that this direction is quite dangerous for STs, because the shelters are located in such a way that any exit from behind them is well shot at, especially if the PTs have already taken (and they most likely have already taken) their positions. As a rule, the meeting of TT and ST of both teams occurs closer to the center of this direction.

In general, in this direction, the decisive role is assigned to heavy tanks, and having won this direction from the enemy’s tanks, on the way to the base, only tank destroyer positions will remain, which can be destroyed either by imposing close combat on them, or with the help of artillery, which, if properly placed, can easily shoot through these positions. The central direction is the place where light tanks spend their time; they can fully realize their main qualities, speed, stealth and maneuverability, precisely on a direct road from base to base. At the very beginning of the battle, the closest attention is paid to this direction. Typically, illumination in the center occurs at the very beginning of the battle; it can take place both across the road in the center (an attempt to break into the base itself, active light), and on the field, when the tanks, having made a lap of honor and having illuminated the enemy, may return (or not return) to your base (as an option - using the folds of the terrain - to remain on the field in the role of passive light, but this option “rolls” quite rarely). For a warm welcome for fireflies trying to break through the center, several tanks or anti-tank vehicles are usually left at the base, which, hiding from light with bushes and stones, should make the life of the firefly as short as possible.

Defense on the Steppe map in WOT

In general, when playing Firefly, your task is to:
1. illumination at the very beginning of the battle, to find out where and in what quantity the enemy forces were heading,
2. if possible, destroy enemy artillery. It is worth noting that some time after the start of the battle, passing through the center turns out to be not as difficult as at the beginning.

The third direction is the ravine, which does not have an abundance of shelters. Driving along the slope of the ravine you can more or less protect yourself from artillery fire. This direction in itself is very convenient for PT and heavy
tanks. There is little cover on this flank, you usually have to meet attacks head-on, and if the defense at your base is not asleep, you are practically not in danger of being flanked. It is worth noting that the upper base is more convenient in this direction when
playing as a PT (parking at the top of the path in this direction), from this position you will be able to confidently shoot attacking enemies in the light of allied tanks, without fear of getting ST//1T behind you. The upper part of the ravine is very convenient for playing on maneuverable tanks; the folds of the terrain allow them to partially avoid the fire of enemy defenses, and luck in this direction will depend on how well the medium tanks do their job. A very interesting tactical move (albeit very rare) is this method of defense on this flank: tanks take up defense from the side of their base at the very beginning of the ravine and meet “guests” who, climbing the mountain, due to the unlimited airborne attack of their guns, simply will not be able to fire back for you. exposing yourself to your fire. But there should be enough of you to realize the advantage of the first shot, but there is a drawback: enemy tanks may not exchange HP, and simply light you up for their artillery.

Let's briefly look at the actions on this map for specific types of tanks:

Actions of light tanks in the steppes

On the one hand, the Steppes are an open location and light tanks have room to maneuver. On the other hand, the terrain in the center of the map is as flat as a table, and a light tank, even one moving at full speed, can be knocked out quite easily. Therefore, light tanks often move along the “center”, where they often collide with enemy scouts. In such conditions, very often an exchange occurs - the LTs destroy each other without finding anyone. Experienced players often go to the flank or hide behind the stones in squares E3, E5, E7.

Medium tanks, how to play WOT


Medium tanks usually form a group and move together along the ravine. Most likely they
they will meet the enemy's artillery tank there, but if the resistance is weak, a fist of medium tanks is capable of crushing the flank, destroying the artillery and going to the enemy's rear. If the enemy has exposed the center, it is possible for the ST to pass through the “center”. Intercepting enemy light vehicles moving through the center in the first minute of the battle is also the responsibility of medium tanks.

Techniques for playing heavy tanks in the WOT steppes


The standard route for heavy tanks runs through the "rocks". This is where they come into
shootout. The rocks in this area provide good cover from artillery, but tanks
very vulnerable at the moment of leaving for a shot and when moving from cover to
shelter.

how to play tank destroyer on the WOT steppe map

Everything is simple here, tank destroyers traditionally occupy positions at the base among boulders (“def”).
From there they shoot through the entire field and the exit from the “gut”. Tank destroyers can also support allies on the flanks.

where to hide APT self-propelled guns in the steppe World of Tanks

At the northern base, the artillery moves behind the railway. There is not much free space there, but the embankment provides good protection from light and fire from the field. There is much more space at the southern base, but it is not as safe. A light tank that breaks through the “gut” is guaranteed to detect all the equipment in the central zone, so self-propelled guns are often moved to the flanks. Players especially love the corner around square K10.

In the World of Tanks game, there are a huge number of interesting tactics that tankers are happy to use when playing on different game maps. 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. Experts have been refining the area for a long time to improve comfortable conditions for playing. 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 only if they defend 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 Possessing a low silhouette, low visibility and high speed, such a technique can easily illuminate 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. While on top of the base, the rocks will be to your right, which was completely different at the bottom base, and the ravine will be to your 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.

Open flat terrain. The only shelters available are large rocks, folds of terrain, a small amount of vegetation, and a railroad on an embankment to the north. Both bases are connected by a road, hidden in the lowlands from what is happening on the flanks.

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

Tactics in a standard battle

Most of the map is occupied by an open, well-crossed field. A narrow, winding road (nicknamed "gut" by players) runs through the center. Boulders and elevation changes make it possible to get halfway to the enemy base undetected.

In the east there is also a road along the lowland. Tanks moving along this lowland are not visible from the field. Another route runs through rocky terrain in the west (the so-called “stones”).

Light tanks (LT)

On the one hand, the Steppes are an open location and light tanks have room to maneuver. On the other hand, the terrain in the center of the map is as flat as a table, and a light tank, even one moving at full speed, can be knocked out quite easily.

Therefore, light tanks often go through the “guts”, where they often collide with enemy scouts. In such conditions, very often an exchange occurs - the LTs destroy each other without finding anyone. Experienced players often go to the flank or hide behind stones in squares E3, E5, E7.

Medium tanks (ST)

Medium tanks usually form a group and walk down an alley together. Usually they are met there by enemy tanks, but if the resistance is weak, a fist of medium tanks is capable of crushing the flank, destroying artillery and going behind enemy lines.

If the enemy has exposed the center, it is possible for the ST to pass through the “gut”. Intercepting enemy light vehicles coming through the gut in the first minute of the battle is also the responsibility of medium tanks.

Heavy tanks (TT)

The standard route for heavy tanks runs through the "rocks". Here they enter into a shootout. The rocks in this area provide good cover from artillery, but tanks are very vulnerable when moving out to fire and when moving from cover to cover.

Anti-tank self-propelled artillery units (tank destroyers)

Tank destroyers traditionally occupy positions at the base among boulders (marked as “def”). From there they shoot through the entire field and the exit from the “gut”. Tank destroyers can also support allies on the flanks.

Self-propelled Artillery Units (SAU)

At the northern base, the artillery moves behind the railway. There is not much free space there, but the embankment provides good protection from light and fire from the field. There is much more space at the southern base, but it is not as safe.

A light tank that breaks through the “gut” is guaranteed to detect all the equipment in the central zone, so self-propelled guns are often moved to the flanks. Players especially love the corner around square K10.

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 is increased, getting to the base is not so easy: the shortest route is through an open field, where vehicles are an easy target, and detour through the base takes 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.

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