Map Strategy: El Halluf

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 lower elevations in the center 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.  If your team is largely based in the starting areas you will find yourself out flanked and easily dismantled.

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 El Halluf Strategy

MapStrategy_ElHalluf

Team 1(Yellow)

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.

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 3-4 tanks at most to hold off the enemy and if you defend correctly it 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 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/H7 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.  Once the dust settles trying and push up the enemies side of the map either taking the H7 route or turning north at H6.  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 go from H6 to G4.

If you have multiple tanks in the valley then using multiple routes 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 A1/A2/A3 and B2/B3 in the yellow 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 orange areas unless you know no enemies are watching you since you will take a ton of damage otherwise.  The key to winning up here is to work as a team and plan your pushes as one solid force instead of poking out 1 by 1.

Artillery / Self-Propelled Guns

Artillery is very straightforward with two routes you should focus on from this side.  You can either stick in the A line in A7-A0 which will provide decent shots across all but the G7 area or you can move down to D9/E0/F0.  D9 provides some protection from being spotted from enemy tanks and gives you a slightly shorter reload time for shooting enemy targets in the southern half of the map.  E0/F0 increases your risk of being killed if the southern flank falls but you gain better shots into the enemy positions shown from C1 south and if your northern flank falls you will be safe.

Team 2(Blue)

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.

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 G4/H4/H5 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 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 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.  Exiting this area if you are still alive you want to make it to F7 and then decide wheather to push into F8 or over to D6/D7.  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.

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 blue 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 compared to the other side and having more tanks there will make it easier to win the northwest corner.

Artillery / Self-Propelled Guns

Artillery on this side has a bit more room to move around in since there isn’t a huge drop off between A4/A6.  Positioning in the 1 line you give yourself better shots into the northwest corner and also into the southeast areas.  Alternatively setting up in the J/K line you have better angles on D7/D8 and if you have a SPG with very high arc you can potentially hit enemy tanks over the B3 cover.

 

4 Comments on "Map Strategy: El Halluf"

  1. MikeyPig06 | April 16, 2013 at 3:33 pm |

    there is a specific spot for arty at K6(tested and proven) where you can actually hit tanks at the A3 ridge(not only the backside) even when they are taking cover… chances are you are going to critically hit them from the rear thinking that they are safe by that ridge…..
    I did it many times w/ my M41 and 1 shotted or “put on fire” many tanks camping at that ridge….

  2. Where should a td go?since i dun have the gun depression if i go a1 or a2.

    • I typically hang around base at first to see where needs help. Later on I’ll push up.

  3. An alternative tactic for the green team would be to simply forgo an initial engagement at A3 and concentrate as much firepower as possible on the C6-A7 ridge (mainly TDs and some heavies with meds held back in reserve for the eventual counter attack), forcing the enemy tanks into a killing field at A4. Since neither C6 nor A7 are exposed to direct fire from the other side of the valley (unlike A3) and the latter offers superb enfilading fire on the down slope at A4, this can be an effective tactic if implemented properly.

    As a follow up move, after the enemy attacking force has been cut to ribbons, the counter-attack should head directly to E1, with the right side med screen mopping up survivors of the earlier engagement and the ridge force TDs redeployed to cover the assault and taking down enemy TDs at E2 and F5.

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