Map Strategy: Airfield

Airfield is a rather small map that caters to virtually ever type of tank in World of Tanks.  This is because Airfield is essentially split in two and down the center of the map are defined engagement areas that slow down the pace of the fight in most matches.  This can be both good and bad for your team since Airfield usually ends up favoring the team that gets the first good punch in since it can easily snowball due to the small map size.  Since most of the fighting takes place in the 5 and 6 lines it makes grabbing these areas very important for fast light/medium tanks.  Heavy tanks and tank destroyers sure up your team’s front line by diving into the fight or supporting from the rear defensive locations.  Meanwhile artillery has some shots into areas to promote trying to push hard early on since defending is difficult with the amount of different flanking options on this map.

This World of Tanks Airfield strategy guide will go over the basic routes, positions, and tactics you will see in most random World of Tanks battles on Airfield.  Team 1 (Yellow) is found in the south corner while team 2 (Blue) is found in the north.  This Airfield strategy is colorblind friendly and replaces the green/reds often found in World of Tanks with yellow/blues.  Additionally conflict areas are highlighted in orange while traversable areas that serve as shortcuts between areas are highlighted in greenish-blue.

World of Tanks Airfield Strategy

MapStrategy_Airfield

Looking at this full overview of Airfield you will notice that both sides have an equal footing and play very similarly with no distinct advantage for either side.  The contested engagement areas(outlined in orange) are located in the 5/6 lines and split the map in half which allows your team’s SPGs/support tanks to have some breathing room.  While Airfield does come down to brute force in the grand scheme of things your SPGs and support tanks near the edge of the map/base can greatly change the tide of the battle if set up properly.  At the same time if your team doesn’t have enough tanks in the center of the map to hold the enemy back then your team will quickly fall as a result.  This balancing act can be difficult for random teams to always implement but it provides a lot of different areas and roles to play to keep each match on Airfield fresh.

If you are in a heavy tank/tank destroyer you should be in the front line, period, unless you have very poor armor in which case setting up near the edge of the map to provide support.  Medium and light tanks should focus on the Hill area/E6/F6 area and also the northern spots on the edges of the map.  Mobile tanks are great on this map later on in the match but in the beginning if you push across the dividing line(5/6 lines) you will die and you will die fast.  SPGs have a choice of either staying in the south near the base or heading north along the edge of the map.  Both areas provide great shots into the northern section of the map if you are either in the J/K area or B/C area.  Avoid staying near the center since it limits your shot chances.

Team 1 (Yellow) | World of Tanks Airfield Strategy | 

Beach Area (J4->J7)

The beach area coming from side 1 provides an opportunity to get into the J4 area to dig in and prevent the enemy from pushing across easily on the beach and central hill.  Once you push past J5 your SPG cover greatly increases but you are most vulnerable from J5 to J6.  Typically going to this area is best for heavy tanks, medium tanks as support, and tank destroyers with decent armor/mobility.  Defending this area initially is a smart move if you only have 1-2 tanks down here, while playing more aggressive is great if you have support on the central hill.

Central Hill (G6/H6)

The central hill is great for light tanks and medium tanks to spot the enemy tanks pushing across early on.  It also provides decent shots into E5 but the problem being with the central hill is the lack of cover once you reach the top area.  Typically it is best to use it as a means to do quick spots and only cross the top of the hill after the match has lasted a few minutes.

Central Passage (F6)

For heavier tanks, mediums, and tank destroyers with turrets pushing through F6 provides a good opportunity to help two areas of the map.  The downside of this area is that you are much lower than the central hill and SPG cover is limited once you push further into F6.  The upsides are being able to push towards the enemy base without being elevated on the hill and also being able to turn north into E6 to help the northern flank.

Base Area

There are several locations around the base area where if you are in a low tier tank or fragile tank destroyer you can hunker down to support from a distance.  F8 provides decent shots into F5/F6 and also on the central hill.  Further south positioning yourself along the cliff near the beach can provide good hull down spots if there aren’t any enemy SPGs to help support the beach/hill areas.

Northern Brawling Area (D6/D7/E6/E7)

Most of the fighting that occurs on Airfield usually takes place in the northern brawling area and it caters to every tank type.  Mediums and lights can zip into the E7 position early on that provides shots into E6 occasionally and the central hill area.  Heavy tanks and tank destroyers are best setting up in D6/D7 and then trying to push along the north side of the D line.  The F6 junction is typically where enemies expect this side to push through and enemy support tanks in D2 have excellent shots into F6.  Whereas if you push through D6 you have slightly better cover from all but enemy artillery.  Since this area has many flanking routes to it defending it outright usually isn’t the best tactic unless you have no other choice.

Northern Support (D8/D9/B9/B0)

Team 1 has several areas where you can sit behind the main fighting area in the north and still support your team effectively.  Usually it is best to only have 1-3 tanks using these areas since while they provide good covering fire if you lose the 6/7 lines they are not easily dependable.  The best location is in B9/B0 where you can set yourself up well behind the bushes and allow your team to spot people in D6.  Any enemies in this area or enemies trying to push towards you have no cover and you can easily remain invisible while firing.  Otherwise sitting in D8 and D9 provides shots into both D6 and F6 but you will be seen every shot you take.

Artillery

Since Airfield is a compact map early on in a SPG you want to hug the side of the map.  Setting up in the southern part of the map you have great shots into F6 and the beach area.  Alternatively if you move into D0 and then when it is safe B0 you have better shots into F5 and D5.  Typically the north provides more solid cover to protect you and also more room to move around in to adjust your shots and thus is the better option of the two.

Team 2 (Blue) | World of Tanks Airfield Strategy |

Beach Area (J4->J7)

The beach area coming from side 2 unlike side 1 doesn’t have a great “exit” at the enemies side.  J7 unlike J4 for the enemy doesn’t provide adequate protection from enemy fire coming from their base or from E7/E8.  Defending this side is slightly easier since you can stack up in J5 and prevent the enemy from pushing past J5/J6 while your SPGs rain fire down on them.  If you do make it across it is best to push into J8/J9 or straight up the 6 line.

Central Hill (G5/H5)

The central hill is great for light tanks and medium tanks to spot the enemy tanks pushing across early on.  It also provides decent shots into E7 but the problem being with the central hill is the lack of cover once you reach the top area.  Typically it is best to use it as a means to do quick spots and only cross the top of the hill after the match has lasted a few minutes.

Central Passage (F5)

For heavier tanks, mediums, and tank destroyers with turrets pushing through F6 provides a good opportunity to help two areas of the map.  The downside of this area is that you are much lower than the central hill and SPG cover is limited once you push further into F6.  The upsides are being able to push towards the enemy base without being elevated on the hill and also being able to turn north into E6 to help the northern flank.

Base Area

There are several locations around the base area where if you are in a low tier tank or fragile tank destroyer you can hunker down to support from a distance.  G3 provides decent shots into F5/F6 and also on the central hill.  Further south positioning yourself along the cliff near the beach can provide good hull down spots if there aren’t any enemy SPGs to help support the beach/hill areas.

Northern Brawling Area (D5/E5/D6/E6)

Most of the fighting that occurs on Airfield usually takes place in the northern brawling area and it caters to every tank type.  Mediums and lights can zip into the E5 position early on that provides shots into E6 occasionally and the central hill area.  Heavy tanks and tank destroyers are best setting up in D5/D6 and then trying to push through the D line or F6.  Unlike team 1 this side has an easier route through F6 since it provides decent cover from outside shots.  Whereas pushing through D6 can be harder from this side since you can take fire from B0, D7, D9, and the enemies close to you.

Northern Support (D2/C2/B2)

Team 2 like team 1 has a few support positions located behind the northern brawling area to provide support from a distance.  One problem often encountered with team 2 however is far to many people(mainly tank destroyers) going to the D2 area and being dead weight until it is to late.  I usually avoid D2 since it only provides shots into F6 early on and the better shots only come when your team has already been decimated.  Moving north into C2, and better yet B2 gives you shots into D6 to keep enemies from pushing through this area.  Slowly move forward and push the enemies back and if you play it right you can remain invisible while firing with some friendly spotting.

Artillery

Since Airfield is a compact map early on in a SPG you want to hug the side of the map.  Setting up in the southern part of the map you have great shots into F6 and the beach area.  Alternatively if you move into D1 and then when it is safe B1/B2 you have better shots into F6 and D6/D7.  Typically the north provides more solid cover to protect you and also more room to move around in to adjust your shots and thus is the better option of the two.

Old Airfield Map Strategy

MapStrategy Airfield Full

9 Comments on "Map Strategy: Airfield"

  1. thedavemister | September 28, 2012 at 6:02 pm |

    U claim the airfield is a death trp but i beg to differ. Thee airfield is a perfect place for td’s and players who are willing to be patient. Simply hide beside cover with your gun sticking out and snipe targets when they peek out. I love doing this in my Tigrer and M10 Wolverine especially if you have binoculars and camo. Really good and safe way to make credits….

    • I did not say that the cover up there is a deathtrap but rather the airfield itself(northern most part) and crossing it with the enemy team sitting there. I see a lot of people try it and they never succeed. The rocky formations up there however(south of the air strip) is the most important point on the map in my opinion to securing a victory.

  2. Wow…

    Did I read that correctly that you made over 14,000 exp (doubled) and 367,000 credits for that fight?

    NIce game and summary of strategy, as always. My games on this map tend to come down to a fight over that center hill in the E6 area, with the winner flanking from either side for the win.

  3. For the light tank , which area are good for scout ?

    • Generally I will scout middle(peak and run away) or the north. Always keep on your side of the map at first and later on zip through an opening.

  4. Where would yu go if you were a td?

    • TD’s I generally go north and help out. Just dont push to far.

    • Stay at you base but hide in bushes. Be patient and they WILL come to you. That is what all TD’s are built for. They do not have the armor for front or second line combat. They are meant to stay hidden and provide cover fire/sniper fire from a distance.

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