Map Strategy: Cliff

Cliff is an old time favorite of many World of Tanks players since it has been around for quite some time and is well balanced between each team.  The addition of physics did alter the game play of the map a tad due to tanks being able to climb the lighthouse hill and also being able to drop off the central ledges.  Keeping an eye out on light tanks on the lighthouse hill is critical since from here they can spot most of the map.  You also have to be aware that while cliff is essentially a three lane map players can drop down from higher elevation to get behind you.  Cliff is mirrored for both teams giving each team an almost equal chance at each lane but does give each team slight advantages in some areas.

This World of Tanks Cliff strategy guide will go over the basic routes, positions, and tactics you will see in most random World of Tanks battles on Cliff.  Team 1 (Yellow) is found in the south corner while team 2 (Blue) is found in the north.  This Cliff 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 where in most matches both teams meet and brawls ensue.

World of Tanks Cliff Strategy


Valley (1/2 lines)

One of the primary three areas on Cliff is the valley area that spans the 1/2 line.  Since this area is closest to the starting area and also doesn’t require you to climb up sometimes to many people head to this area.  While this area is the most direct path to the enemies base it is also difficult to break a defense unless you have superior numbers.  Early on mediums and even fast heavy tanks can push from either side into the E2 area to try prevent the enemy from pushing far.  From here you can either duke it out in the valley or climb into E3 which works very well if your tank has good gun depression.  Otherwise if you plan to defend then hanging back in the G/H line for the yellow side or the C/D line is your best bet for initial placement.

Team 2(Blue) does have a slight advantage in the valley since they have two excellent areas in C1/D1.  If enemy artillery is placed in K1(which it usually is) then you have SPG cover and there are bushes in D1 to conceal tank destroyers.  From here you have excellent shots in E2 with the chance of not being seen at all.  The other side has hard cover in the form of boulders but unfortunately there is no spot with bushes to conceal you.

Center Ledge (E3/F3)

The center ledge area can be accessed either from the valley or by heading up to the elevated portion of the map and then coming through the field in D4/F4 to reach the center ledge.  Both routes have their own risks and it primarily comes down to your initial placement in the match.  Once in this area you have to be aware that minor movements can open yourself to fire from several areas.  The 1/2 line can hit the ledge, the central field/hill area also can, enemy SPGs have shots on you, and the lighthouse hill can keep you spotted.  Knowing where enemies are is important since you have to adjust according to remain safe.  The upside to this location is that you can help both the valley and field/hill area.

While team 2(blue) has an advantage in the valley below the center ledge area it does not have the same fortune with the center ledge.  With how the cover is slanted here there is much less cover from artillery fire in this area for the blue team.  Your only hard SPG cover is further back in E3/E4 which allows enemies to push on your position.  On the other team(yellow) you have excellent SPG cover until you decide to push around into E3.  The yellow side also has better positions in D3/D4 compared to the blue side’s F3/F4 for when you try to flank the field/hill area.

Field / Hill (E5/E6)

The second major lane on Cliff is the field/hill area which is often neglected since it is a high risk, high reward area.  For both sides you do not have very good cover from enemy artillery unless you tuck in away from the hill and back behind the lighthouse hill in E6/F6.  Tanks with good frontal armor and/or gun depression perform very well on the hill since you will be taking fire from directly in front of your tank.  If you do not have good gun depression you are best used going elsewhere or if you are forced here you can push through the flatter area in E4/E5 if there is no artillery.  Learning how to play this area comes down to learning from your mistakes and reading the enemy team since there isn’t any true cover and comes down to knowing when to pop out to take a shot.

Neither team has an advantage in the field/hill area and it is a toss up whether your team will win it or not based on smart play.

Lighthouse Hill (E6/E7/E8)

Team 2(blue) has a slight advantage with climbing the lighthouse hill since the entrance found in E6 favors tanks coming from the north.  Nonetheless if you are in a light tank(and light tank only) you can still make it from the southern team if you make it their quick and have a little luck.  The lighthouse hill’s main use is simply spotting for your team and to harass the enemy.  It doesn’t serve to much of a role since enemies can still push by it without worrying to much about any tanks on top of it.  However, if the match is progressing slowly it can prove to be a critical piece of information for your team.

Lighthouse Cliff (8/9 Lines)

The last major lane on Cliff is the lighthouse cliff area and this lane usually sees a lot of tanks on both sides in each match.  Artillery cover on both sides is excellent until you push around to the enemies side.  Usually you just have to worry about the tanks in front of you which some people will find easier than other flanks.  This flank can be played one of two ways depending on how large of a force your team has here.  If you are short on tanks then setting up in F7/F8 or D7/D8 is best since you can pull back to force enemies to lose their SPG cover.  Pushing hard with a lesser force on this flank is futile and it is best to hunker down, call for help, and to force the enemy into a bad position.  There are also defensive locations in both small towns in G7 and C7 that can be used to keep your forces from being in one clump.

Otherwise if you have a decent size group of tanks then hugging the wall in the 8 line and slowly pushing forward will allow you to potentially break the entire flank wide open.  It is best to advance staggered so that you can not all in a line since once the first tank encounters an enemy it will end in a traffic jam.  The 9 line along the cliff’s edge provides less cover from artillery but is a good spot for mediums or tanks with good gun depression.  Even if the enemy has a strong position in the 8 line the 9 line provides an opportunity to flank to the side of them while staying safe from most fire(outside of SPGs and other tanks in the 9 line).  One small advantage the yellow side has is in G9 there are excellent hull down positions if there is no artillery in the match.  Since this area sits back from the main fight in the 8 line it can be a great defensive spot as long as your tank has a lot of turret armor and gun depression.

In the grand scheme of things both sides have equal chances in this area and it comes down to which team positions the best.


Setting up as a SPG on this map boils down to sticking near the base or taking a trip up to more elevated ground.  Staying in the 1 line provides good shots into the 1/2 line valley, 3 line, and central hill/field.  The downside with staying here is that enemies can spot you from the center ledge(3/4 line).  Both teams have locations in the 4 line(A4/K4) that give better shots into the D1/G1 locations but otherwise don’t provide much else.

Lesser uses areas in J6/J7/H8 for the yellow side can be beneficial if your team doesn’t have a lot of defense in the valley/base area.  From here you get great shots into D1/E4 and into the 8/9 line.  The downside of this area is that you can be spotted from the lighthouse hill if you are not careful.  In H8 there is a depressed area along the cliff that you can set your SPG up in but your shots are limited to the 8/9 line or into the enemy base.  On the blue side you have A6/B7/B8 which have the same downside of being seen from the lighthouse hill.  These locations have great shots into G1/H1/F4 but do not provide a huge increase in available shots for the 8/9 line compared to the other team.

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