Map Strategy: Steppes

Steppes has been a staple map in World of Tanks since the early days of the game.  Throughout the years it hasn’t underwent many major changes and is considered well balanced.  With World of Tanks 1.0 Steppes receives a major rework for the northeastern area of the map.  The changes largely make the flank a little less reliant upon massive pushes early in the battle.  As a whole Steppes is a fairly open map that has sprinkles of cover to protect from SPGs.  Most of the areas on the map that see fighting reward gun depression and having good teamwork.  This World of Tanks Steppes strategy guide helps you learn routes, key areas, and tactics to use in random battles.

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World of Tanks Steppes Strategy

World of Tanks Steppes Strategy

Bluff / Scree (1-3 Lines)

The bluff / scree flank of this map is largely unchanged with World of Tanks 1.0.  This flank is the flank that is most likely to boil down to close range brawling.  Thus super heavy tanks, armored tank destroyers usually head over here.  Both sides have areas to support from the main G1/H1 area that you see the main forces push to.  Although the main area you see often contested is G1/H1.  It doesn’t mean that defending further back is a bad option.  A lot of times if your team has 4 tanks or less then it is better to defend and not contest G1/H1.

Yellow Team

The yellow side has a slightly longer path to push to get to G1 than the southern blue team.  Keep this in mind since often times there will be enemies in position to hit you moving from F2 to G1.  I find it is best to move from E2 to F2 and slowly work around the small bend rather than dart directly into G1.  If you find yourself outnumbered play defensively and backtrack into E2,D3,D1.

Blue Team

Much like the yellow side you need to be careful crossing from H2 to H1.  The same tactic applies of slowly working around the H2 corner and firing north instead of pushing into H1.  If you aren’t in a tank with decent armor you’ll want to set up in H4 or J3 and take safe shots when the enemy presents them.  Compared to the yellow side the blue team has an easier time turtling up if need be since typically you have more tanks hanging around the base.

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Stream (8-0 Lines)

The stream flank is more dynamic than the bluff side of the map.  There is less hardcover to utilize and vision becomes very important.  With the rework to Steppes in 1.0 each team has better locations for snipers at either end of the flank.  The depressed stream area makes for long drawn out skirmishes or intense early brawls.  The only tank classes that may have trouble on this flank are extremely slow super heavy tanks and tank destroyers.

Yellow Team

The yellow side has two different types of areas to push to early on.  C9,C0, and D9 you have positions where lights, mediums, and mobile heavies can grab early on.  These areas aren’t the safest but can provide vision for your team and stop the enemy team from pushing.  Only push to C0 and D9 if you are confident your team will back you up.

For most tanks on this flank setting up in B8/B9 will give you the most options and decent cover.  Further back in A7 are two small hills for tank destroyers and/or support tanks to fire from at a distance.

Blue Team

Much like the yellow side the blue team has both advanced positions and safer positions a little further back.  If you are in a mobile tank and/or have a ton of support then D9,C9,B0 can be beneficial spots.  Setting up here is risky but can give your team vision, stop enemies from pushing, and as long as you have support work well.

Otherwise if you don’t have a swarm of teammates then picking D0 is the safest spot with decent shots.  Further back is a large hill in F0 where tank destroyers and support tanks can safely shoot from a distance. If your team is lacking tanks then setting up on this F0 hill with a hull down tank can be a hard obstacle to push past.

Center Passage (4-7 lines)

Early on the center passage isn’t the best route to take since you’ll often die without accomplishing much.  Typically you only want to push through the center passage after several minutes have passed so you can flank and/or kill artillery.  Most of the time the tanks in the 4-7 lines will be set up along the ridges near the base to fire at tanks ballsy enough to push early.

From either side if you do push mid or late game you have a choice of going directly into the base.  Personally I find it better to turn off and run along the side of the ridge toward the stream or bluff.  You’ll be able to help clear out one of those flanks rather than dying along going for the base/artillery.

Artillery Placement

Setting up in artillery I would base it solely on where my team has the most tanks.  Since Steppes is a mostly open map with little hardcover your shots won’t change too much from either flank.  The main goal is to be on the side where you aren’t getting killed early on or having to constantly move.

World of Tanks Steppes Strategy Pre-1.0 Update

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