Secret places on the airfield map. World of Tanks. The best places for self-propelled guns on the Airport map. How to play on the airfield map in these positions?
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Today we continue our series of reviews on World maps Of Tanks and next in line wot map Aerodrome. The map takes us to some small settlement in the middle of the desert, in which there is a small military airfield. Most likely somewhere in northern Africa.
General description.
Aerodrome map wot present in the game since update 0.7.4. and has never changed in its entire history. It is available for battles of levels 4 – 11, has a standard size of 1000*1000 meters, and desert camouflage will be used. The terrain of the Aerodrome map is very complex; the uppermost part is generally occupied by a mountain, which is practically impossible to use, since there are no drives to it. Just below the mountain there is a runway, which is on a flat surface. The rest of the map is represented by strong elevation changes, and at the very bottom of the map is the sea coast. Almost all buildings presented on the map are destructible, with the exception of hangars near the runway and an ancient amphitheater in the very center of the map. There are especially many buildings in the area of both bases, which makes it difficult to detect the enemy and shoot down the base, despite the fact that they are all destructible.
Symbols on the map Aerodrome wot.
Picture 1.
1. Left base.
2. Beach(a strategically important direction, which is used to quickly travel between respawns and fight enemy forces in the center, but it is countered from the positions of tank destroyers and artillery located at the bottom of the map, and is highlighted from the central hill).
3. Central Hill(can be used for illumination, and also in some situations provides the opportunity to shoot at enemy positions, almost all of them, but not with impunity).
4. Gorge(practically not used, since it is open to illumination and shooting from almost everywhere).
5. Right base.
6. Stones(the main place of clashes, where there are shelves convenient for shooting, occupied by fast tanks, heavy tanks cover from behind stones).
7. Runway(it itself is not used, but on both sides there are hills convenient for tank destroyers, and on top there are small shelters for light tanks, which can troll the enemy from here).
So, let's look at the tactics on the Airfield map.
1. Light tanks must illuminate the enemies from the central hill, preventing them from calmly taking up positions. From here you can illuminate the initial patrol, tank destroyers in positions near the base, and the beach. If you are in danger, you can always safely roll down the hill. You can also shoot through the shelves in the stones from the center. The position is extremely important and cannot be occupied by opponents with impunity. If enough allied tanks went to the center or you respawned closer to the top of the map, then you can go along the runway runway, hiding there and from time to time shining through or even shooting through the opponents in the stones. In any case, a light tank in these positions is a headache for all opponents who come to the stones. These shelters are indicated in red in picture 2.
2. Medium tanks can help the lungs on the central hill, shooting at their light. Control passage along the beach and gorge. Also, teaming up with allies, you can try to clear the beach, tucking into the shelters indicated in picture 2 in green. There is another direction that is relevant for medium tanks - occupying shelves in the stones (also marked in green in picture 2).
3. Heavy tanks They can block passage along the beach with their armor, the main thing is to prevent enemy fast tanks from breaking through behind them. The second option is to go to the rocks, tank there and hide from the artillery. These positions are indicated in yellow in picture 2.
4.
Positions for Tank destroyer indicated in blue. In general, there is nothing unusual here, standard convenient hills far from the main points of collision, with direct shots at these very points of collision.
5.
Positions for artillery are indicated in brown in picture 2. Artillery on the wot airfield map feels great and has excellent shots from any position.
Picture 2.
Let's look at the standard situation on the Aerodrome map.
Usually, There are no standard tactics on the Aerodrome map. The tanks take their positions and a long positional battle begins. How it will end, only His Majesty Random knows. This happens because the map is very simple and predictable: it is always clear where the opponents are standing, where they are shooting, where they can go, where the artillery is shooting, and so on. There are simply no directions for a vigorous rush at the Airfield (the only place where you can quickly rush is the beach, but even here the rush almost always fades, bumping into the positional defense of the opponents, under the cover of tank destroyers and artillery). The winner at the Aerodrome is the team that lasts longer in a positional firefight, and when a significant advantage appears in tanks, positions and team strength points, it will push through the enemy team.
In custody.
In spite of everything, it is difficult to put the Aerodrom map on the same level in terms of “stolovka” with such maps as Prokhorovka/Fiery Arc (link) or Malinovka. Here, however, positional firefights take place quite actively and dynamically; the situation on the map itself will not allow you to stagnate. Most likely, this happens because you intuitively understand who can shoot at you and from where, and therefore you can act more aggressively if you see the situation on the field.
Dear friends, that's all for today! Thank you for your attention!.
Square B9 (eastern rep)
There is a rather interesting point here. To get to it you need to drive 300 meters across an absolutely flat field, so few artillerymen risk coming here. Of course, on the one hand, there is a big risk of running into an accidental light in this open area, but most hunters traditionally believe that there is no point in using artillery in an open field, so few people go here. Well, the obvious plus is that this point is closed on three sides - no surprises. Well, in addition, from here there is a beautiful view of the standard artillery dead zones. The hill on the right not only protects us from light from the center, but can also theoretically protect us from enemy artillery. However, keep in mind that the distance between you is very large and the projectile will fly at you almost from above, so this cover is unreliable in this regard.
Bushes, trees, mound and good review- well, just a gentleman's set.
The review is not bad.
PROS: closed point, the opposite corner of the map from the expected one.
MINUSES: uncovered escape routes, the mound gives a dead zone of 300 meters on the field.
Square B9 (western rep)
At this point, security is not as good as at the previous one - there is a risk of accidental exposure from the center. However, this is more a matter of luck than technique. Trees stand inconveniently, they can be easily knocked down while taking a position and thereby giving themselves away. When breaking through the defense, they can basically bypass you from both sides, but they drive from the left quite rarely. Therefore, it often happens that the enemies who have broken through go straight to the base and receive an artillery salvo in the stern with all the ensuing consequences. On the left there are useful houses, behind which it is worth hiding from enemy fire in case of light.
Bushes, in which case you can hide behind the house
The dead zone is perfectly covered.
PROS: overview, covered escape routes.
MINUSES: risk of accidental exposure, dead zone along the J line.
Guide to the Aerodrome map.
I won’t describe the map or talk about how unusual and beautiful it is. There will only be helpful information about the correct directions and positions for all classes of equipment.
I would like to immediately make a reservation about the designations of tanks - TT, St, Pt - are arbitrary, that is, if your tank destroyer has a strong forehead and can tank, then it is preferable for you to choose the direction for the TT, or if your heavy tank does not have armor, but has good accurate gun, then you better take a position for pt.
Let's get started.
TT tactics:
Notations used.
The red arrow indicates the main directions of movement of heavy tanks.
I don't know if comments are needed here, but open maps With the tactics of heavy tanks, everything is clear - take a position in the non-shooting area for artillery, and then either wait for the enemy to leave and exchange HP, or go out yourself.
Tactics St:
Notations used.
Blue arrow – the main directions of movement of medium tanks.
Black crosses are standard points of contact with enemy tanks.
The black arrow is the direction in which fire can be fired from this position.
In principle, on this map, STs feel quite comfortable in almost all directions, but I don’t recommend going to the beach with heavy weights. There is soft ground there, which can kill the dynamics and maneuverability of the St, and if the heavyweights have the right to exchange their HP or try to tank, then for the Stable this may turn out to be critical, especially if the enemy heavyweights go to press the beach, then you are unlikely to be able to run away somewhere (water on the right, mountain on the left), and since the TT still needs to be penetrated, a smart enemy will most likely shoot at the CT, which has less armor and HP, and shoots almost as painfully.
So if the main enemy forces have accumulated on the beach and you want to provide support to your allies there, then it would be better to stand in the indicated positions; they are not suitable for PT, since for this they will need to move out, turn the hull to shoot (and also aim) , turn the body back and drive behind cover, but St. has a turret, you can just drive out, shoot back and use the good dynamics of St. to immediately drive back.
A better decision on this map for St would be to go to the top, into the rocks and support the TT there. Again, the map shows positions from which you need to quickly move out from behind cover, shoot and hide. To do this, you can wait for shots from enemy tanks or make sure that their guns are not aimed in your direction.
I can also try to go through the center, there you need to press as tightly as possible to the rock so that the artillery does not hurt you. This position has 3 purposes.
1st: If you have a strong tower, you can try to go to the center to illuminate enemies for artillery (from some positions the artillery can fire at the center) and even shoot back if you have good UVN, but this option is specifically for St. On this hill, the artillery will already reach you and you need to quickly drive back.
2nd: Maintain this direction. The firefly's breakthrough to the allied artillery is unlikely to make you happy.
3rd: If the enemies have shot back or there are few of them there, then you can drive into the stones through the center and provide support to the allied tanks from an angle unexpected for the enemy, but if any enemy wants to follow you, then for this he will have to put the side under the barrels your allies.
Fri Tactics:
Notations used.
The red triangle is the position for tank destroyers.
The black arrow is the direction in which fire can be fired from this position.
There are several on this map good places for tank destroyers, they are all marked on the map.
Left for left base, right for right base.
The best result is achieved when all these positions are dismantled; firstly, there will be no sudden breakthrough of the enemy firefly to the artillery, because tank destroyers have a good overview, secondly, tank destroyers have the best gun damage control among their classmates and can provide excellent support for tank destroyers.
Art-sau tactics:
Notations used.
The red closed contour is the Art Sau location area.
The black arrow is the direction in which it is best to fire from the right base, from these positions.
The azure arrow is the direction in which it is best to fire from the left base, from these positions.
On this map for artillery there are 2 areas on the right base and 3 areas on the left.
This is due to the fact that for the left base there is additional cover above - a plateau with a small town, on which allied tank destroyers usually like to stand.
And on the right, it’s just a wasteland, and if some light aircraft flies along the runway, it will probably illuminate the artillery in this place.
Some arrows show firing directions in which you can fire from other areas, but it is easier to do it from this area.
LT tactics:
Notations used.
Green arrow – light tank route for the left base.
The yellow arrow is the light tank route for the right base.
The green circle is a place for passive light from the left base.
The yellow circle is the place for passive light from the right base.
The red arrow is a branch from the main route with the goal of breaking through to the artillery.
The airfield is a rather difficult map for LT, it is difficult to break through to the artillery, it is easy to die, and exposing someone is a risk that is not always justified.
For fast tanks (such as the T-50-2), I recommend driving along upper route, since this route is safe only if you go along it immediately after the start of the battle, after that it is no longer so effective, because you will no longer be able to go so deep into enemy territory.
This route allows you to see at the very beginning of the battle how powerful the enemy forces are directed towards the stones.
I strongly do not recommend driving along the runway during a battle, no matter how you maneuver there, this almost always results in death.
On the runway, the position for the LT is a place behind a bush and next to a stone for passive light, so that if detected, you can drive behind the stone, but for this you need a stereo scope and the commander’s skill - a sixth sense.
Ideally, you need to get there without being exposed, otherwise you will be controlled for the rest of the battle.
If you decide to drive an active light, then after you have driven along the upper route, you can proceed to the lower one. And you can repeat it until the end of the battle. Yes, this is a risky route, but nothing comes for free. If, driving along this route, you shine on the enemy ships stationed at the base, then the allied artillery will not keep you waiting long. But if you drive there calmly - you don’t shine on anyone, and they don’t fire at you, then you can make a breakthrough to enemy artillery, the route of which is indicated by a red arrow.
Bonus:
For the T-50-2 (maybe for a couple of fast tanks - others have not been tested) from the right base there is an additional route through the mountains, no - this is not a bug, this is a special loophole provided by the developers.
This loophole will provide you with unnoticed passage behind enemy lines, and therefore to enemy artillery. Or, with the help of it, you can simply divert enemy fire and attention to yourself. You will see how to properly climb into this loophole from the video below, as well as the trajectory of movement through mountainous terrain.
Before using this trick in random, I advise you to practice in the training room and just find out if your tank can get there.
" The dimensions of the map are 1000 by 1000 meters, and the level of battles is from 4 to 11. The map has many places for ambushes and enough space to break through the flanks behind enemy lines. At the top of the map there is an airfield, which probably gave the map its name, and at the bottom there is a small hill that allows you to control a good part of the map.
Approximate travel routes for all types of equipment.
The map is open and almost completely covered with artillery fire.
There are 2 main positions in the middle of the map.
On the water it is easiest to attack and attack in the center.
- The position allows you to highlight the enemy’s art and main movements at the beginning of the battle. But at the same time it is well shot through, exposed and goes down. Below the hill, defend the passages, holding the defense.
- Position (Priority) is very important and this is where the main battles take place.
You can climb the hill from the side and take a position. The art works great there, so play carefully.
From around the corner, show the turret and forehead, the strongest part of the tank.
If you successfully hit one of the directions, it is possible to make a breakthrough. Until this moment, do not waste your HP and deal maximum damage.
It is advisable to attack the enemy's weak points with arrows with your allies. Enter from the side and quickly dismantle the enemy.
It is also possible to rush to the rear to destroy artillery and enemy units.
Separately, I would like to note that “on the water” you don’t need more than 1-2 strands! If you are the third going there, turn around. Stand the entire battle, and then die from shots in the back.
Tactics.
But let's talk directly about tactical actions on this map. Both teams are in almost equal conditions: both of them have respawns in small towns, which already allows them to defend more successfully. Also, both bases are located on small hills, which will make them very difficult to capture. Now let's talk about the differences. It’s hard to say which base is more suitable for defense and which for attack. As for me, the second team has a large number of covers, and therefore it is easier for them to defend themselves. If we talk about tactics, it is almost the same for both teams. The plateau located in the lower central part of the map in random battles will probably become like a hill on “”: it offers an excellent view of both the enemy base and the approaches to it. That is why the hottest battles take place in the central part of the map, not far from the airfield. There is somewhere to hide from the artillery and an ambush on spiteful critics can be organized. As for me, I felt most comfortable here on ST and PT. Why, you ask? It’s simple: there’s more than enough room to maneuver on the ST, and there’s also a place to hide. Arta can also shoot well here, although there is also somewhere to hide from her: in the folds of the terrain, behind buildings. There are no specific tactics on this map yet, because they only play it as a test. But one thing can be said with confidence: the main strategic point will be the hill at the bottom of the map, whoever captures it will gain an advantage. Moreover, both ST and TT can go to capture this very hill; the climb is not that steep.
Secrets on the Aerodrom map.
Location of tanks.
. Since the map is open and there is a good shot for artillery, we take any advantageous position where they won’t reach us and wait for the enemy, or we ourselves go to meet him.
Average riders feel quite comfortable in almost all directions, but it is not advisable to go to the beach with heavy weights.
The main position of the artillery is the first line, from there you can freely attack the enemies..
. There are many advantageous places; you can stand not far from the base, hiding behind a stone, or driving onto a small hillock, the same for both spawns.
You can shine in any direction except the beach, since you will lose mobility due to the high resistance. Basically, light tanks move along the runway, and then the choice is either to strike with artillery or be a passive light.
That's probably all there is to it. There are no specifics regarding tactics yet, just small outlines. But still, this is progress. The great military minds will draw us a plan of action on this map, I hope, and then it will be possible to say something intelligible. For now, that's it. That's all, fellow tankers, until we meet again and good luck on the battlefields.
How can you improve your game on the map in wot airfield? In my limited experience, I've found that fighting from positions in the central area of the map can be a great way to stall the game.
The airfield has two of these areas. From there, you can influence different areas, take on aggressive positions, and keep your adversaries at bay. However, you are also vulnerable on all sides, and doing damage and not getting damage in return can be a challenge.
Nagibator positions on the map for all vehicles?
In general, the positions are viable, so they make it clear where enemies and allies are going:
- Gives you the opportunity to inflict damage and allows you to protect yourself quite well from enemy fire.
- It has escape routes, that is, if you get really pressed and the enemies are pressing on you and are about to disassemble you, you can move back without any problems and deal damage from there.
Let's look at two different areas at wot map“airfield” to see how to effectively play in the center of the map, protrusion A in E7 from the east direction, ledge B in E 5 from the western direction. I also noted some directions for playing heavy tank destroyers and self-propelled guns, light tanks.
How to play on the airfield map in these positions?
- If you are playing a tank destroyer, then you need to choose a position on the map, go behind a bush about 15 meters and deal damage from there. Since this tank is usually lightly armored, there is no need to climb forward.
- Heavy tanks are the main force and you need to play based on the armor of the tank; if it is a Frenchman, then going forward is also not recommended, but sticking to the second line.
- Light tanks move forward and highlight the enemies, trying to move more and not crawl out due to uneven terrain. You can also drive over uneven terrain and passively shine without shooting from behind the bushes so as not to give away your position.
- Self-propelled artillery units are usually inactive and it is not recommended to move far from the base, with some exceptions, some tank destroyers are quite fast and can take an advantageous position somewhere in the middle of the map in a minute, but usually this is an exception to the rule. Usually they hide in the bushes not far from the base and from there they throw projectiles across the entire map and cause damage.
Also watch a video about how best to play on the airfield map and what positions to take.