Map Strategy: Airfield

Airfield is a love hate relationship for many.  On the surface it has multiple routes and flanks to use.  It is also largely mirrored on both sides giving both teams an equal chance of winning.  But when it comes to most battles Airfield boils down a few small areas on the map.  This is due to the design funneling both sides into cramp positions that provide little to no wiggle room when it comes to tactics early on.  Both teams pile into the rocky brawl area and hill.  Artillery and tank destroyers support these areas mowing down people from afar.  It isn’t until mid to late game does Airfield open up more and shine.  This World of Tanks Airfield strategy guide will go over key routes, positions, and tactics you can use in random battles.

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World of Tanks Airfield Strategy

World of Tanks Airfield Strategy

Looking at Airfield you will notice that both sides have an equal footing and play very similarly.  The 5/6 lines are where both teams push to early and try to get a small upper hand.  Extremely early pushes typically end up in failure.  This is due to the well known and effective support areas located near the edge of the map for both sides.  It may just look like you are fighting 2-3 enemies in your vicinity.  But pop out of cover and more likely than not you’ll get flanked or sniped from a distance.

Airfield in random battles usually comes down to the team that plays slow and smart.  Know when to trade shots and when to hunker down.  Keeping your long range tank destroyers, artillery, and support hidden is key.  Without them you will quickly become isolated and surrounded.

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Western Spawn (Yellow Team)

Airfield (B-C Lines)

Given the map is named Airfield.  This flank must be the main flank, right? Wrong.  The B & C lines on Airfield are largely devoid of cover and typically tanks caught out there perish early in a match.  The Airfield does have some uses though.  If you are in a light tank and want to attempt to spot.  Pushing early into B4/B5/B6 can give your team an early look at the enemy team.  The downside is that you have a high chance of either dying or being pinned down.  In mid tier matches(tier 7 and under) it is a little less risky to push out here.  Any matches tier 8 and up usually it is pointless for an early spotting run.  Once the match starts to settle in then make the choice whether it is worth it or not.

The main role of the Airfield is long range support mainly from tank destroyers.  From the western yellow team you can set up in C2 and sometimes in B3 if the enemy is playing defensive.  From here you can hit enemy tanks trying to push the Airfield or the D line in the rocky brawl area.  Keep a close eye on the mini map to make sure you are outside of the maximum spotting range.

Rocky Brawl (D-E Lines)

The rocky brawl area in the D & E lines typically sees the most intense fighting.  Although it turns into a calculated brawl of trading shots.  Literally any type of tank can help influence this area in different ways. Lights and mediums can push early to E5 to get into the small ledge that can support most of the center of the map.  Heavy tanks and armored tank destroyers can push into D5/D6 and hug the rocks and brawl.  Other tank destroyers and long range support can fire from D2 and hit the rocky brawl area and hill from safety.

Usually the team that has the greater numbers wins in this area.  You can however secure a victory by slowly twiddling your enemy down since it isn’t easy to make a coordinated push in random battles.  Try not to over extend and let the enemy team be the ones getting hit by SPGs and TDs.  Unless you have a huge advantage it typically isn’t worth taking the risk of pushing first.  You’ll end up getting hit from the center hill and airfield tank destroyer locations.

Hill (F-H Lines)

The hill is the second most contested area on Airfield in most random battles.  You won’t be pushing across the hill in any hurry but rather supporting multiple areas from it.  Any tank can work on the hill outside of ones with poor gun depression(8 degrees and up works).  If you do decide to go to the hill with a low gun depression tank. Setting up in the F5 passage can work as long as you have some good frontal armor.  Beware of being hit from E7 since it has a clear shot down into F5.

For other tanks setting up without cresting the hill allows you to take shots in several areas.  From G5 you can hit takes just across the hill from you or shoot north into the rocky brawl area.  Further south in H5 you can shoot enemy tanks at their base if your team is pushing the beach.  Or you can defend from any enemy beach push in H5 or in G4/G5.  Playing the hill is learning what spots work best given your gun depression and also if you’ll receive any fire.  Never try to push across the hill too fast or else you’ll be easily picked off.

Beach (J-K Lines)

The beach in the J & K lines usually is best left defended but not pushed.  This is because it is very difficult to exit on the other side of the beach due to enemy tanks on the hill, E7, and D9 areas.  It is important for tanks covering the beach of on the hill to prevent the enemy from getting to J4 early since it is hard to weed them out.  If the enemy does make it there avoid rushing in too fast unless you know there aren’t more tanks behind them.

Actually pushing the beach is pretty straightforward.  There isn’t much cover to work with so its a matter of making it quick and clean.  It is best to only push if your team is doing well on the hill or the rocky brawl area.

Artillery Placement

Setting up as an SPG boils down to where your team is most likely to hold.  Positioning further south gives you better shots near the beach and also into E6.  Further north and you can hit the hill better and D6/D7.

Eastern Spawn (Blue Team)

Airfield (B-C Lines)

This side plays roughly the same as the western yellow team does.  There are support locations B9/B0 that work off of staying just outside of the maximum spotting range.  Lights can decide to push into B6-B8 if they are feeling lucky.  If you don’t get a shot within the first couple minutes it may be best to move up or move towards the hill.  Your shots are largely tied to enemies pushing into D6.

Rocky Brawl (D-E Lines)

Much like the yellow team the blue team will see most tanks head to the rocky brawl area.  Lights and mediums can easily make it into E7 to help support multiple areas.  Armored tanks set up within the rocks and preferably don’t push without making sure it is a good idea.  You’ll be hit harder trying to push through E6 more from this side than if you were on the other team.  Sometimes it is better to push through D6 since the enemy team usually isn’t supporting that as much with tank destroyers.

Hill (F-H Lines)

The hill for the eastern spawn plays identical to the western spawn outside of G6.  You have much better and easier shots from here into the rocky brawl area. Every match your team should have at least 1 tank using this spot.

Beach (J-K Lines)

As mentioned earlier you can push hard from the blue team into J4.  The upside is pinning the enemy back far.  However the downside is that you can easily get swarmed and/or pinned down yourself.  Usually it is best to simply prevent the enemy from darting across the beach.  It is easy enough to defend it that you are better off helping the bulk of your forces on the hill/rocky brawl.

Artillery Placement

Artillery spots function the same on the blue team as they do on the yellow team.  Set up on the flank your team is most likely to hold.  Southern positions provide better shots into E6 and the beach.  Northern positions into D6 and the hill.

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Pre World of Tanks 1.0 Airfield Strategy

World of Tanks Airfield Strategy Pre-1.0

 

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