Knowing the ins and outs of the maps in World of Tanks takes time but is a huge factor in doing well. Figuring out the influential spots, small cubbyholes, firing lanes, etc. will help you survive longer and increase your chance of winning. World of Tanks is primarily knowing maps very well and which areas are beneficial to you and which areas will result in you being torn to shreds. These World of Tanks map strategy guides tailored for specific maps will outline specific areas for both sides on each map along with key routes and tactics to use.
Abbey is a smaller map that is decided very quickly which team will have the upper hand. This map has 3 key locations located in the center of the map that are crucial to obtaining map control but at the same time require one another to prevent being flanked.
Airfield is a rather small map that caters not only to standard tanks but also to long range tanks/spgs. 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.
Arctic Region is the only completely winter/snow covered map in the game(others only have snow here and there). The map itself has a blend of safe arty cover defensive locations which allow tanks to duel it out but to get to these locations and/or advance from them you are exposing your flanks. There are only a few main routes to each base and attacking either the northwest/southeast defensive locations requires playing intelligent and securing both routes to assault the defenders.
Cliff is an old time favorite of many World of Tanks players since it has been around for quite some time. This map has most of the action funneled into 3 specific areas with the deciding factor of the match depending on which team can break through one flank without losing the others.
El Halluf can be a difficult map due to its large size and the unique terrain elevations compared to other maps. Most of the map is very elevated and the center of the map is very low making it a “bowl” that is easy to get into but hard to get out of. At the same time it is very important to control the map since El Halluf rewards spotting and playing as a team to keep enemies pinned into their starting areas.
With Ensk being on the smaller size when compared to other maps in World of Tanks it can lead to some difficulty for newer players since engagements/initial positions are crucial to succeeding. This map plays roughly the same for both sides with only minute differences. Both sides benefit greatly from initial aggressive movements by small groups of tanks to pin the enemy close to their starting points.
Erlenberg can be a very tricky map to figure out since it incorporates many different areas onto the same map, unlike other maps that generally favor one type of gameplay over another. You have plenty of wide open areas, elevated ridges, choke points in the form of the three bridges crossing the river that divides the map, and plenty of buildings to take cover behind.
Fiery Salient is a unique version of the original map Prokhorovka with minor changes to the terrain features, destroyed tank hulls(cover), and bush placement. Both maps play virtually the same with slight changes between the two. Prokhorovka compared to Fiery Salient has less cover across most of the important locations you will often be fighting from. Fiery Salient has more destroyed tanks to use for cover in the 1-2 lines, different bush placement, and different terrain features. In the center the ridge that cuts it in half also is slightly steeper and over on the hill there is more cover for the yellow team in E0/F0 to protect them from shots from the center. Since Prokhorovka has different features and has less cover it typically makes matches snowball easily if one team gains map control + vision over the other more than on Fiery Salient.
Fisherman’s Bay is a large map with plenty of cover and also plenty of wide open spaces to cater to every kind of tank. You’ll see that there is a clear difference between the East and West sides of the map which favor side one(green) or side two(red).
Fjords is a very difficult map to decide where you should head to at the beginning of the match and where to move after that. Fjords is “split” into 3 main areas which require specific tanks to exploit.
Hidden Village is a recent addition to World of Tanks and although it is new it is very easy to pick up and play. This is due to it having three main “lanes” to go down since the map is divided into the village, central field area, and then the heavy passage(surrounded by rocks/ridges). Each lane provides different gameplay and is focused around a specific play style that heavily favors some tanks over another in specific areas.
Mines has been around in World of Tanks for a very long time and although it has undergone several changes the core strategy has remained the same. Mines is a small map and most of the fighting is concentrated on the central hill(mine) since it provides a great tactical point to not only attack but to defend.
Glancing over Mountain Pass like its name suggests is has mountainous terrain the segments the map into corridors. Although the map is limited to four routes that connect each team you have the depressed creek bed in the center of the map that joins them together. The key for a team winning Mountain Pass is to be organized and grab as much map control early on as possible without receiving much damage. Since the map boils down to 4 corridors/flanks not holding ground sees you at the mercy of the enemy team.
Murovanka has gone under several reworks throughout World of Tank’s lifespan but has settled on this version after the map was expanded to a larger size. Prior to the expansion Murovanka was dominated by tanks with high camouflage values combined with the lack of hard cove. In its current version Murovanka provides a good balance allowing different types of tanks to either spearhead through the enemy at the start or by slowly advancing across the map. The map is broken down primarily into the 1-3 lines, 4-6 lines, and 7-0 lines as far as “lanes” go.
Pearl River has a ton of different elements, elevations, and areas all smashed into one map that provides quite the challenge to any player. At first glance the map is overwhelming and rightfully so since it has dozens of individual paths to take.
Port is a very unique map when compared to the other maps in World of Tanks. It is very confusing to know where to go the first few times playing this map as it doesn’t have many clearly defined choke points.
Prokhorovka has gone several changes which each time has made the map more reliant upon teamwork than the previous iteration. The first version was very flat with very little cover, the second version became much more hilly/bumpy with adequate cover, and the present iteration has been smoothed out closer to the original version. This leads to a map that many think is dominated by arty, which in a way it is, but more importantly it rewards teamwork. Scouts and mobile tanks are very important on this map since it allows heavy tanks/tank destroyers/artillery to sit back in safety to dish damage out. A team without good spotters will almost always lose since Prokhorovka is less about brute force and more about lights/mediums dominating the vision aspect of the game.
Province is a very small map and only available for tier 3 tanks and lower in World of Tanks. Originally Province was available for any tier and for matches tier 5 and higher the map was simply to small to function properly. When Province was reworked it was changed to only allow tier 3 tanks and under since the map plays best with the lower view range and sizes low tier tanks have. The layout of Province features two ridges running north to south on both edges of the map where tanks start and the bases located in the valley below.
Since Redshire has been reworked it has become a very difficult map to play aggressively on since many places have been made more bumpy and hard to move through quickly. The river especially has been designed to provide a bit more cover, however it is now extremely difficult to pass through in many locations quickly. The changes have made this map even more defensive/campy compared to before but there are still areas to gamble on to make that push for your team.
Ruinberg is one of the more urban based maps in World of Tanks currently. More than half of the map is covered with buildings but at the same time leaves enough openings to not feel as closed off as a map like Himmelsdorf. This map is split into 3 main areas which will be referred to as the city, the city edge, and the field. Each is vital to a team succeeding and requires it’s own tactics to be played without dying very quickly.
acred Valley is a very complex map at first glance since it has many obstacles, terrain differences, and lack of cover for advancing tanks. However, after you break the map down into key areas and routes it becomes easier to manage and understand how the map unfolds in most fights. Although very different from Redshire I like the compare Sacred Valley to it since in a sense it is an “open” map however it is extremely difficult for either team to push across the map without being spotted/torn to shreds.
Serene Coast is a large map dominated by wide open areas with high and low spots to allow you to push your away across the map. This map is very difficult to master since the best positions and cover are often not well defined and small hills/ridges are the place to be at.
Siegfried Line is map many players look at the same way in terms of what to do. Mediums and fast tanks in the field to play aggressive, TDs/snipers support the field, and everyone else sit on the outside of town waiting for the enemy to make a move. This mindset might seem correct but is quite the opposite for putting yourself in a position to do a ton of damage and have your team easily win. playing the town aggressive while defending the field will allow your team to take control of the main cover from SPGs on the map while taking a large chunk of the enemy out. Both sides of the map are almost identical tactic wise the main differences are the bases with side 1 being flat with specific routes and side 2 being more hilly with no obstacles.
Steppes 2.0(since it has been reworked) plays very similar to the old Steppes players are used to but brings with it some major changes. The map now has a bit more artillery cover in some of the more open sections of the map and also some rock formations have been altered to boost/takeaway some cover depending on which side you spawn at.
Swamp has underwent numerous changes over its stint in World of Tanks and its current iteration is vastly different than the initial version of Swamp released years ago. Swamp has seen its initial spawning locations rotated and essentially 90%+ of the map has received significant changes since its initial release. As its name suggests Swamp features a large swamp in the center of the map with two estuaries that extend north/south out of the centralized swamp to divide the map into two. With roughly 35% of the playable terrain falling into the “poor” category it makes maneuvering quickly very difficult in these areas. Outside of the swamp/water areas you have the elevated north/south areas that see the highest elevations in the corner that slope down as you head towards each team’s base/flag. Swamp provides unique challenges with its different terrain types and most importantly it has the most “poor” terrain(difficult to move through) of any map currently in World of Tanks.
Widepark is only available for tiers 4 through 6 so it is often overlooked since you do not always play it depending which tiers you are working on. Since Widepark is a small map it works well for the tier tanks that can play on it since their view range fits perfectly with Widepark’s size. Looking at Widepark you will notice that the map is clearly split into a northern and southern side by a railroad cutting across the center of the map. This railroad is raised across most of the map with the western side having an underpass and the eastern side of the railroad having less of a incline making it easier to cross. Both teams are given their own side of the map and each has its own advantage since each side has a different layout.
Windstorm can be a difficult map for players setting tracks on it for the first time and even for veterans since it is a very complex map with many different potential routes. Windstorm features urban areas, hilly areas, areas with many choke points, a few flanking routes, and steep drop offs that could destroy you if you aren’t careful. The amount of landscape changes are not always apparent at first glance but they are very important to where you will end up going and how well your team fares on Windstorm.