Map Strategy: Arctic Region

Arctic Region is a classic map in World of Tanks and while it has gone under a few changes the flow of the map remains largely unchanged.  While Arctic Region falls into the category of the typical “3 lane/corridor” map it is unique with its design compared to other maps.  On top of this Arctic Region is almost entirely covered in snow/ice which sets it apart from the majority of maps in World of Tanks.  This World of Tanks Arctic Region strategy guide will go over the basic routes, positions, and tactics you will see in most random World of Tanks battles on Arctic Region.  Team 1 Yellow) is found in the upper right hand corner while team 2 (Blue) is found in the bottom left corner.  This Arctic Region strategy is colorblind friendly and replaces the green/reds often found in World of Tanks with yellow/blues.

World of Tanks Arctic Region Strategy

MapStrategy_ArticRegion

Team 1 (Yellow)

Northern Passage

Many players who head north from this side stop in A4/A5 area and stop.  While stopping here is alright for a tank destroyer or a tank with good camouflage it is not smart for the main force to stop here.  While this position can support C2/E4/F8 there is not much cover from incoming fire and if the enemy gets close to this area it is difficult to defend.

Central Passage

Pushing quickly through to C4 down into E3/E4 can prevent the enemy from holding the C2 corner.  There are some risks if your team does not provide adequate support so making sure you have a platoon mate and/or signal you are pushing here is required.  You can take fire from E4 and G6 if you do not push into E3 so moving fast is key.  This area is a high risk / high reward area.

Playing both the northern and central passages quickly and aggressively will have the enemies on their heels.

Southern Passage

The southern passage refers to the area from the top left corner(E7) to the bottom right corner(H9).  Often times the majority of both teams head down here since the fighting is quick to start and there will be plenty of tanks.  There is a possibility of pushing down to the G7 area early on but if your team down swing around from the south quickly it can result in your demise.  Typically most tanks head straight down the 9 line and brawl it out in the corner.  If your team has a large amount of tanks down here(9+) it is best to try to push fast and keep the enemy from getting into the 7 line since your SPGs cannot hit them well there.  Tanks with good gun depression should skirt along the low road next to the water while heavily armored tanks hug the mountain side.

If your team is short handed then hanging back in E9/F9 will allow your artillery a chance to hit the enemies and you to have the high ground to defend.  Pushing down the slope any further south with a small force usually results in your team quickly losing.

“Base Defense”

I use the term “base defense” loosely since Arctic Region doesn’t promote to much of it until later on in matches.  The only true locations to help prevent enemies from slipping into the base are in C7/C8 and E9.  The C7/8 areas give good views across most of the center of the map and have great sight lines on 7/8 lines.  The E9 area provides better artillery cover but can prove to be effective if you find yourself getting flanked with no support in the C7/C8 area.  The best base defense on Arctic Region is to simply not allow the enemy to get close to it early on since there aren’t many areas to setup and defend.

SPGs

SPG set up is pretty straight forward in the base with the A line or 0 line as options.  Setting up in the North gives you better shots on the enemy in the south, especially if you push over the A5.  A5 is risky if you are not in a quick artillery early on, but use your best judgement and it can pay off big if the enemy is clumped together in H7.  A5 can also give good shots on the C2 corner which not only gives you better accurac due to the short range but also a good angle.  Alternatively setting up in the 0 line is the “safest” option as long as the enemy doesn’t slip through the 7/8 line into the base.  Unfortunately it has the worst shots available to it and usually you aren’t that useful until your team has either won or lost the match.

Team 2(Blue)

Northern Passage

Like side 1 this side requires the northern forces to play somewhat aggressively at the start or they will be in a bad situation.  Making to C2 will allow your team to prevent the enemy from using the E3/E4 location against you to pin your forces in F3.  This side since it does not have as much SPG cover will need to push over to B4 before the slower heavy tanks of the enemy team make it to the area.  If you have the numbers then it is usually best to push to the B4 area, but if you are lacking numbers then holding C2 or F3 is your best choice.

If the C2 force is pinned down then darting through the D/E line and flanking behind C3 can work well if you have a fast enough tank.  It is very risky but does pay off if you let your team know in advance so that they can push at the same time.

Southern Passage

The southern route of this side requires your team to push further than side 1 but provides a good amount of cover once you reach H7. Setting up in H7 and into H8 will provide cover from SPGs and allow you to hit any enemies pushing around the G9 corner.  From this side it is important to not allow the enemy to gain the two locations in H9 along the water since you will pinned down on the H7 corner.  Heavier tanks should duke it out along the mountain side while tanks with good gun depression and mobility should head to the waters edge.  If the battle looks to be a stalemate you can push up along the G8/F8 edge to flank from behind.  Keep in mind that often times tank destroyers like to sit in C7/C8 and can ruin your day if you are caught alone without SPG support.

“Base Defense”

Side 2 has better base defense locations that provide cover and decent firing lines. The G4 location allows TDs and snipers to shoot into A5 and also E8/E9. The rocks located in H4/J4 are good “fall back” locations if the southern flank falls but as not useful to set up in initially.  There is also the F3 area that can allow one tank to snuggle up in the small indent and enemy tanks will not see you until the get within 50m or pass you.  Compared to the other team side 2 here has a vastly superior setup to defend the base.  While it isn’t recommended to sit back and defend the base it does make it easier as a plan b if things go south fast.

SPGs

Much like side 1 there are two locations in base to set up in which provide various areas to aim at with relative safety.  You should pre-aim at the start of the match at E9 to get a nice first hit on enemies pushing south since typically your team will spot them here.  Otherwise, setting up in the 1 line gives better shots on the C2 corner and the northern locations on the map.  Setting up in K1/K3 initially gives decent shots into H8/H9 and then pushing up to K6 gives even better shots on enemies up to the top of G9.

5 Comments on "Map Strategy: Arctic Region"

  1. Just found these dude. These are a godsend. One suggestion. With regard to the maps, in the “engagement” boxes, how about inserting an “H” or “S” for example. This would tell your readers at a glance if that is an appropriate destination for their tank at the onset of the engagement. Obviously these suggestions are generalities and will not fully encapsulate all of the nuances of tactics. These include the types of tanks you might be facing and of course the unpredictable nature of pubs. You do an excellent job describing this already. But I would love to be able to just print off your maps though and use them as quick reference guides when the timer is counting down. I guess I could simply get off my lazy ass and do this myself though : ) See you in game!

    • I will keep it in mind. Still figuring out how exactly I want to draw these up so suggestions are nice. These guides a nice to just glance over to learn the specific spots, trial and error will teach you which ones work for you and which ones don’t.

  2. Hi Cody, my user name on World Of Tanks is: smackedown. I am not quite the player as you, but can HONESTLY attribute a lot to my non-gaming computer which means poor graphics, low framerates, and lag in crucial moments. As for the maps: awesome! I’d love one for Mountain Pass for sure. Thanks for all of your expert hard work.

  3. GeneralMuerte | October 20, 2013 at 2:01 am |

    Thanks for the maps and tactics. They are helping me get better and win more. Your info is greatly appreciated.

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