Map Strategy: El Halluf Encounter

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.  While the starting “base” areas have good cover against attacking tanks and SPG fire they are still not a very good option to count on compared to controlling the vision game since the center of the map is so wide open.

This map strategy will show key routes, areas, and the general “flow” of El Halluf for both sides of the map in a standard battle.  The green shapes/arrows are for team 1(also known as side A) and the red shapes/arrows are for team 2(also known as team B).  The squares/rectangles refer to SPG placement starting at 1 for initial placement and going up to 4 as far as where to move in between shots as your team advances.  Solid routes are initial movements to get to the key spots to begin with while dashed routes are either secondary offshoots or movements after your first placement.  And finally, yellow are areas to avoid at the very beginning of the game since they will lead to your destruction, you can setup around these areas to get a quick shot off and then back into cover immediately.  However, if you plan on moving in these areas in the first 1-2 minutes then you will pay for it.

This map you see below was drawn up using MapTactic which is a very easy to use tool for making strategies for World of Tank maps. It works directly in your browser and has no cost to use it.

www.maptactic.com

*Changes for Encounter Mode*

The strategy below was drawn up for standard battles as well as encounter mode in mind but does not show the encounter mode flat in the C3/D4 area.  The only difference to the flow of the match on El Halluf for encounter mode is that more people will be heading down to the areas marked around the flag.  The flag however is not that well protected and you can easily reset it with SPG fire or by firing from the C2/B3 locations.  It is not recommended to “fight for the flag” but rather to crush the enemy in the northwest corner and then deal with the flag if you need to.

Map View

ElHalluf_MapStrategy

Team 1(Green)

Initial Movements

Starting the match you need to decide whether you are going to be setting up near the base, in the northwest corner, or in the south.  Placement is about which tank you are(90% of the equation) and 10% where your team is heading.  If you are in a heavier tank or a very slow tank then your best option is to either stick around the base or to head to the northwest corner.  Medium tanks, most heavy tanks, and tank destroyers that aren’t slugs should stick to fighting in the northwest since that is usually the key area to win.  If you are in a very mobile medium, a light tank, or a tank with a very good turret/gun depression the south is a very good option for you.  Artillery/SPGs should start out in one of the two areas marked by a square/rectangle with the number “1” in it.

The reason why El Halluf isn’t totally dependent on where your team ends up is because it is a very large map and it will take enemies at least several minutes to climb up to your base in the worse possible situation.  This leads to most tanks fighting in the northwest and the winner usually wins the match in the end, so if you are in a non-light tank it is usually a good idea to head to this area.  Your base area(areas within 2 squares of your base) and the southern locations only need 3-5 tanks at most to hold off the enemy and if you defend correctly you won’t fall before the rest of your team is free to help.

Secondary Movements

Base Positions

(Very slow heavy tanks and very slow tank destroyers)

Remember that it is recommended that tanks sticking near the base should be very slow since usually these tanks either so no action or end up being outnumbered by many enemies later on.  This is why it is usually best for a tank unable to make it to a further position to stay back so it can use its armor, durability, and usually decent gun to prevent the weaker center/southern flanks from falling.  Setting up in the areas marked in D7/D8 is best for starting locations and defending.  After the first few minutes decide whether it is a good idea to continue to push more to the south if your faster tanks have a strong hold or if you need to swing north to help out on that side.  It is not smart to have more than 2-3 tanks around the base since El Halluf is very large and you will only be very useful when the enemy has advanced far across the map.

Southern Positions

(Light tanks, very mobile mediums, and possibly tanks with very good turret armor/gun depression)

For very mobile tanks darting down into K7 to the enemy side of the valley will provide great cover from any enemy tanks outside the valley down there.  From there you will want to make sure you have some support from your base positions and ridge behind you as you navigate up the enemy slope to spot enemies.  It is safer to head from K7 and to follow the solid red route up to H5 and then turn right to end at G4.  Don’t crest the top of the hill but rather peek to spot enemies for your support to hit them without your friendly tanks being spotted.

If you have multiple tanks in the valley then some using the above route and others using the typical road route instead of heading up the ridge directly will provide a two-prong attack that works well.

Northwest

(Everyone else)

The northwest is very straightforward and all comes down to initial placements and not pulling out in front of pre-aimed enemy tanks.  Setting up in A2/A3 and B2/B3 in the green areas is great for most of your tanks and having at least 2 in A1 will make things easier.  Then it all comes down to staying SPG safe and focus firing enemy tanks down.  Avoid entering any yellow areas unless you know no enemies are watching you since you will take a ton of damage otherwise.

Artillery / Self-Propelled Guns

Artillery is very straightforward with two routes you should focus on.  You can either start in A7 where the “1” is or in B0 where the “1” is.  After your team pushes up you should continue to move along the edge of the map to the places with “2” and then “3”.  The northern edge of the map provides better shots into the southern valley on the map as well as shots into the northern base section.  The eastern edge of the map route gives better angles into the northwest corner area and also into the southern base sections.  Keep in mind that positioning in the east usually means you will be protected by less tanks and will not be as safe as being further north/west.

Team 2(Red)

Initial Movements

Team 2 is very similar to team 1 and most of the same routes, areas, and tactics are the same on this side but are just flip flopped.  Starting the match you need to decide whether you are going to be setting up near the base, in the northwest corner, or in the south.  Placement is about which tank you are(90% of the equation) and 10% where your team is heading.  If you are in a heavier tank or a very slow tank then your best option is to either stick around the base or to head to the northwest corner.  Medium tanks, most heavy tanks, and tank destroyers that aren’t slugs should stick to fighting in the northwest since that is usually the key area to win.  If you are in a very mobile medium, a light tank, or a tank with a very good turret/gun depression the south is a very good option for you.  Artillery/SPGs should start out in one of the two areas marked by a square/rectangle with the number “1” in it.

Secondary Movements

Base Positions

(Very slow heavy tanks and very slow tank destroyers)

Remember that it is recommended that tanks sticking near the base should be very slow since usually these tanks either so no action or end up being outnumbered by many enemies later on.  This is why it is usually best for a tank unable to make it to a further position to stay back so it can use its armor, durability, and usually decent gun to prevent the weaker center/southern flanks from falling.  Setting up in the areas marked in H3/H4 is best for starting locations and defending.  After the first few minutes decide whether it is a good idea to continue to push more to the south if your faster tanks have a strong hold or if you need to swing north to help out on that side.  It is not smart to have more than 2-3 tanks around the base since El Halluf is very large and you will only be very useful when the enemy has advanced far across the map.

Southern Positions

(Light tanks, very mobile mediums, and possibly tanks with very good turret armor/gun depression)

For very mobile tanks darting down into G7/H8 to the enemy side of the valley will provide great cover from any enemy tanks outside the valley down there.  From there you will want to make sure you have some support from your base positions and ridge behind you as you navigate up the enemy slope to spot enemies.  It is safer to head from G7 and to follow the solid green route up to E8 and then turn left to end at the bottom of the D7 ridge.  Don’t crest the top of the hill but rather peek to spot enemies for your support to hit them without your friendly tanks being spotted.

If you have multiple tanks in the valley then some using the above route and others using the typical road route in F8 instead of heading up the ridge directly will provide a two-prong attack that works well.

Northwest

(Everyone else)

The northwest is very straightforward and all comes down to initial placements and not pulling out in front of pre-aimed enemy tanks.  Setting up in C1 and C2 in the green areas is great for most of your tanks and having at least 2+ in B1 will make things easier.  Then it all comes down to staying SPG safe and focus firing enemy tanks down.  Avoid entering any yellow areas unless you know no enemies are watching you since you will take a ton of damage otherwise.  Side 2 is more dependent on getting tanks into B1 than the other side and having more tanks there will make it easier to win the northwest corner.

Artillery / Self-Propelled Guns

Artillery is very straightforward with two routes you should focus on.  You can either start in K2 where the “1” is or in K4/K5 where the “1” is.  After your team pushes up you should continue to move along the edge of the map to the places with “2” and then “3” and then “4” for the western edge of the map and just “2” for the southern edge. The southern edge of the map (K2 to K4/K5) will provide good shots into the southern part of the enemy base and also some areas in the northwest.  Keep in mind that positioning in the south usually means you will be protected by less tanks and will not be as safe as being further north/west.  The western side of the map gives you great shots into A2 at the start of the game from the “2” position and will give you good protecting with most of your tanks on this side of the map.  You also gain good shots into the southern valley, southern ridge(near G8), and into the enemy base once you get to the “3” and “4” positions.

1 Comment on "Map Strategy: El Halluf Encounter"

  1. Side 1
    Send a couple heavies near a2 and have them sit then send others around the b3 area for perform a flanking maneuver around the heavies that are normally on the hill.
    Side 2
    If you put your heavies in the a3 a4 area by that ridge and form a firing line then put your td’s up on c5 area. That way you get support from td’s normally when they want to push that hill. Also have your scout stay in the a4 a5 area to make sure heavies don’t get flanked.

    Any other suggestions for tc calling?

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