Prokhorovka here is a map. Map Prokhorovka WOT tactics. Approximate driving routes for all types of vehicles

The fight can be divided into three parts.
1. This is the accumulation of tanks in the starting position.
2. Promotion to positions, occupation of key positions
3. Offensive since the battles are currently organized, so the capture of the base or the destruction of all enemy tanks will have to take place in any case.

Probably, many have noticed that when you do not pay attention during a battle, you can find yourself on the map in one direction and get "buns" and then write for a long time what kind of "noobs" are in the team.
So this is what this entry is about, our offensive should be massive and superior in firepower to the enemy's forces, preferably on the flanks, since if we get buns from the enemy, then only from one side.
It should be borne in mind that, in addition to the gradation of tanks as such: LT, ST, TT within their groups, they also have a gradation, for example, the Tiger II tank is not an offensive tank, but rather a defense tank.

Properties of offensive tanks
What properties should the tanks of the offensive have? They should have approximately the same dynamics when picking up tanks, this should be taken into account, otherwise no massive attack will work (when tanks stretch into a long chain and enter into battle one after another and also die one after another), as well as high damage.

Offensive
Speed, dynamics, damage, tank protection (for example, the French do not rush in the forefront, although the dynamics and speed are wonderful, but the tank's defense is the lowest).
Defense
The number of HP, the protection of the tank, the weapon with a high one-time damage, the accuracy is not important here, since the battle is mainly fought in clinches.

Comparative characteristics of tanks for champion battles and absolute battles.



We assume
1. the opponent does not know where we will attack, the enemy forces are dispersed into three sectors (left flank, center, right flank).
2. We have advantages in the number of tanks per direction, focused destruction, support by artillery during the offensive, there are no problems with light.
3. That we got an advantage with such an offensive, destroying the enemy tanks in one of the directions

The first stage of the battle, the occupation of positions by tanks
Moving tanks into position.


The second stage is the advancement to the position, the occupation of key positions, the collision with the enemy. In yellow places of probable collisions. The main places of collisions.


The third stage is the offensive, since the battles are currently organized, so the capture or destruction of all enemy tanks must take place, in any case it will be necessary to attack.


In the main battery and in company battles, tank destroyers are very rarely used in this direction, there may be a TT

Benefits of the card
+ The advantages of this card is that it has a lot of space if you have a LT or ST you have the ability to maneuver
+ Many different ravines where you can hide.
+ Convenient map for ART-ACS covers almost the entire territory.
+ Large tank movements are fairly easy to spot.
+ For TT, it is also a rather convenient map, despite the fact that the tank destroyer covers the entire territory of the TT, there is a place to hide (in the form of houses)
+ The terrain is convenient for an offensive from one side or the other.
+ For tank destroyers, the ability to see the enemy long before he himself is exposed.
As a result, no matter what tank you find yourself on this map, you can find a convenient place for yourself.

Minuses
- Artillery can cover you everywhere,
- There are shelters, but they are temporary.
- If the enemy has spotted you for sure a suitcase of buns will fly to you,
- If you lost the slide during the offensive or defense, you will receive buns from two or three sides.
- There are a lot of trees on the alley, the hollow is almost in the middle if you do not have light, you can find the enemy when he has already arrived to you
- Artillery, limited places where it can go and they are the expected enemy either trying to light this place or aiming at tracers.
-Large movements will surely be noticed

If you are in a random battle
First of all, look in which directions your teammates are going "one in the field is not a warrior", you should not be alone in the direction.

Greetings, fans of virtual tank battles. Today the portal site presents to your attention an overview World maps of Tanks Prokhorovka / Fire arc.

First, let's take a look at how the Prokhorovka and Fire Arc cards differ.

The differences are insignificant, for the most part only visual components that give an atmosphere: gray skies, flying planes, fortified positions with cannons (which, however, do not affect the gameplay, as they are destructible), padded carriages on the railway, funnels from explosions, smoking skeletons destroyed tanks in different places cards. By the way, the skeletons of tanks can also be used in the gameplay part, hiding NLD behind them (and if you have a small tank, you can completely hide). In addition, the gameplay on the map wot Fire arc can be slightly affected by the slightly changed landscape on the alley and the hill.

General information.

WoT Map Prokhorovka is one of the oldest cards in game World of Tanks, it is available for battles of 3 - 11 levels, has a pronounced relief, but completely open, with a lot of long-range shots. Wot cards Prokhorovka and the Fire Arc are summer maps, have a size of 1000 * 1000 meters, and are available in random for random and oncoming battles.

Let's break down the map into key elements:



Picture 1

  1. Upper base
  2. Bottom base(only in random battle mode).
  3. Alley(a long, elongated area of ​​the map with abundant bushes, partially obscured by relief from the rest of the map).
  4. Central hill(raised relative to the entire left side of the map).
  5. Slide.
  6. Village(it has a number of low destructible houses, which give some protection from artillery, but is shot from all directions, and therefore is not very playable). There is a base in the village in the oncoming battle mode.
  7. Island(the relevance of this part of the map is close to zero, but when the slide rushes from the side of the players of the lower base, it can be successfully used).
The railway is highlighted in red that stretches along the entire length of the card. It conventionally divides it into left and right parts. It is possible to drive through the railway only in the areas highlighted in yellow.

Now let's look at the shots on the map:

Picture 2

As you can see, all directions are shot on the map, and from several sides. It should be noted that on this map there is no one hundred percent protection from artillery, there is nowhere to hide and the only option to avoid a suitcase from art is to be unnoticed or fast and maneuverable.

An open card like Prokhorovka in World of Tanks to a large extent depends on tanks capable of providing illumination (primarily light tanks, because every light tank on this map is worth its weight in gold). Prokhorovka / Fire arc great for doing LBZ on light tanks.

Consider tactics on Prokhorovka (Fire arc) for all classes in a random battle mode.

So, how to play light tanks on this map:

  • The most important thing is to shine the alley, since almost all allied tank destroyers and heavy tanks (as a rule) will be located here. However, it is extremely difficult to highlight the alley, because the opponents will be behind the bushes, and a light tank that tries to actively drive along the alley dies extremely quickly. But for passive illumination of the alley on the map there is a wonderful bush in square E1(in picture 2 it is highlighted in red). Attention!!! It is not easy to get to this bush, you need to drive up to it along the border of the map, but if the enemy's light tank also decides to occupy this bush, then you will light up each other at the entrance. Also, approaching this bush, you can be illuminated from the center. In case you are spotted, you should immediately turn around and leave for the central hill. This bush can often be shot through and "at random", therefore, do not be surprised if something arrives at you without glare. Standing it is important not to shoot in this bush, since after your shot you will most likely be overexposed.
  • It will also be important illumination of the central hill... It is not so difficult to illuminate the central hill: you just need to drive along it, emerging from time to time to the very top. By highlighting the central hill, you will always keep in suspense all enemy tanks trying to protrude for a shot. Thus, opponents in the center will either sit behind a hill, unable to shoot, or they will stick out and take damage from your allies.
  • Highlighting the slide is necessary, but only if your allies have completely abandoned this direction.
  • In the absence of light tanks, it is the medium tanks that need to take on the role of fireflies.

Let's analyze the positions on the Prokhorovka map.

Medium tanks, as well as small heavy tanks and tank destroyers can prove themselves on the center and on the slide. It should be noted here that both of these directions are very strongly interconnected: if the center is highlighted, then your allies from the hill will quite successfully destroy opponents in the center, and if the hill is highlighted, then your allies from the center will shoot the enemy on the hill. So, it is extremely important to occupy all key positions on this map. If your team does not control any direction, then, most likely, the enemy will very quickly take it and will shoot your allies in the sides.

To make it easier to imagine gameplay on the map Prokhorovka (Fire arc WoT) try to mentally divide it into two parts by a line that runs across the entire width of the map along the central hill - all this part should be controlled by your team and if the enemy recaptures at least some part of your territory, then you will have problems. Now divide mentally the map into three parts vertically with lines, one of which separates the alley from the central part, and the second line is the railway. In one of these three directions, you need to attack, gradually capturing the enemy's territory. Having created an advantage in any part of the map, it can be easily extended to the rest of the map.

Tank destroyers and large heavy tanks (such as the Mouse, E-100) it is best to stay in the alley, hiding behind the bushes or push through the alley, beating off shells with your armor. True, in the second case, most likely you will die, and your allies are unlikely to be able to use your illumination.

Artillery on this map can successfully shoot anywhere and everywhere.

So how to play the Prokhorovka card?

On the map Prokhorovka WoT (Fire arc) There is an unspoken rule that will be relevant for most open maps in our game: the more of the map your team will control, the less room for maneuvers your opponents will have. Thus, pushing opponents into a small area of ​​the map, you will very quickly highlight and destroy them.

The easiest way to do this is to Prokhorovka across the right side of the map. So good tactics at Prokhorovka: having conquered the hill, you must not stop and move on, hugging under the railroad near the enemy base. Then, waddling a little over the railroad, you need to shoot the remaining tanks in the center of the map (which, most likely, will stand astern to you). After that, the opponents will remain only in the alley, which can be easily enlightened by light or medium tanks.

Take a look at the diagram of these tactics in Figure 3:


Picture 3


The black arrows represent your movement, the areas of your opponents are highlighted in red, and the areas of your allies are highlighted in blue.

Now let's talk about the map in the oncoming battle mode.

Prokhorovka of the world of tanks (Fire arc) in oncoming battle mode slightly different from random combat. In this mode, most of the team should concentrate precisely on the right side of the map, since the only base is located on the right side of the railway. Another position appears - under the houses on the base. This is necessary to control the capture of the base and not allow opponents to capture it. The slide plays a key role in the oncoming battle: whoever controls the slide will be able to shoot through the base.

But standing on the alley in the bushes does not make sense at all in the oncoming battle mode, since controlling the alley will not give your team any advantages and, on the contrary, can play against your team. After all, your team loses one trunk in the area of ​​the base, which must be controlled while you are standing in the alley.

Will also change light tank gameplay... It will be much more important to see through the base and the enemy crossing over the railroad. But the opening of the alley will make little sense, especially if your allies did not go there. In addition, it is light tanks must control the capture of the base and, if the enemy is close to capture, then it is necessary to stand in a circle, hiding behind the houses in the bushes. It will be easiest for light tanks to hide or even drive through the base to knock down the capture.

As a conclusion, I want to say that the map is great for light tanks and self-propelled guns, medium tanks and tank destroyers are relatively easy to play on it, but heavy tanks (especially large ones) on this map will experience difficulties. However, please be aware that the gameplay on this map often turns into a "stoyalovo"... To avoid this, you need competent lighting, and therefore, if you are on a light tank, then use the advantages of this card and do not rush to die. Your light will be needed by the allied team until the very end of the battle.

Dear tankers, that's all. Play correctly and don't substitute the team.

This is one of the very first cards in the game. It is also notable for the fact that the real place of the Prokhorov battle of 1943 was taken as a basis (on a minimized scale, of course). This is a fairly spacious map, with a hilly plain in the middle of the map, a dirt road on the left, a village, a railroad, and a large mountain on the right. The dimensions of the map are 1000 by 1000 meters, and the level of battles is from 3 to 11. During its long existence, players have tried absolutely all different def and rush tactics on it. Therefore, we just have to combine everything into a single picture.

There are two key positions on the map - the mountain and the alley. Also, an important point is the field, in the center of which there are houses and a drive to the hill and the village. It is worth going up the hill, and more often than not. The hill is the most important sector on the map. Having captured it, you can shoot opponents walking through the village. Therefore, grabbing the slide is extremely important. The Alea is an ambush site. Ideal position for. Defit on the "alley" is pointless, but there is no need to ask for trouble either. If you want to dress in the "alley", then it is better to let it be PT. There is nothing for the heavy forces to do there: they are poorly camouflaged and have nowhere to hide in case of light. This is probably the most favorite card for this: open spaces, loop wherever you want on Prokhorovka, it usually drives around the field and through bushes near the railway, so it is better to occupy the position of the arte on the left side of the map, out of harm's way. From the second respawn to get on the hill, ST and heavy can be a couple of seconds faster than their counterparts from the first, which gives them a slight advantage. Also, an excellent position for medium tanks is the middle of the field, from there you can shine, and shoot up the mountain directly at the side of enemy tanks, and punish inexperienced enemies in the alley. But it's better in order.

Approximate driving routes for all types of vehicles.

Green dots are strands or PTs.
Yellow dots - spot light / snipe points.
White dots - railway crossing.
Red dots are arts.
Yellow arrows - the direction of attack of the CT.
Blue arrows - the direction of attack of the TT.

Tactics.

It should be said that both from the first and from the second respawn, the tactics of actions are the same. Everything will depend only on the direct hands of the players. It is best to send PTs to the alley - these comrades will not let the tanks go to the arte and will light them up even before the enemy sees them (which may not happen at all). Medium and heavy tanks are best sent to the railway, to the village and to the hill. In the village, the tyazh will feel more comfortable, because between the houses you can hide from the fire, which will bring the battle closer to the urban type. Also, TTs will help their STs on the hill, or in case of failure, they will be able to hold back the enemy for some time. It is impossible to call any of the directions a priority. Both sectors are extremely important. The only difference is what your team will do on the "alley": if you decide to defy, then the heavy on the "alley" has nothing to do. You can, of course, leave 1-2 to cover the flanks of the PT. It is better to send the main forces to the village and up the hill. The task of the CT is to occupy the hill. If they succeed, then the victory is in your pocket. They will cover the villages from the mountain, illuminate the enemy's heavy weights with them and, going down the hill, destroy the enemy artoi. Oh yes! I don't think it's worth reminding about the observation bush on E1? An excellent place for passive light, a wonderful view of the entire "alley", the main thing is not to move or shoot.

The attack from the second respawn, in principle, is no different from the first. The tasks for the tanks are the same: the PT defyat "alley", the heavy vehicles and the ST go to the village and up the hill. That's probably all. These are the general principles of conducting hostilities on the Prokhorovka map, and what tactics to choose for yourself is up to you. Good luck to everyone on the battlefields!

This is one of the very first cards in the game. It is also notable for the fact that the real place of the Prokhorov battle of 1943 was taken as a basis (on a minimized scale, of course). This is a fairly spacious map, with a hilly plain in the middle of the map, a dirt road on the left, a village, a railroad, and a large mountain on the right. The dimensions of the map are 1000 by 1000 meters, and the level of battles is from 3 to 11. During its long existence, players have tried absolutely all different def and rush tactics on it. Therefore, we just have to combine everything into a single picture.

There are two key positions on the map - the mountain and the alley. Also, an important point is the field, in the center of which there are houses and a drive to the hill and the village. It is worth going up the hill, and more often than not. The hill is the most important sector on the map. Having captured it, you can shoot opponents walking through the village. Therefore, grabbing the slide is extremely important. The Alea is an ambush site. Ideal position for. Defit on the "alley" is pointless, but there is no need to ask for trouble either. If you want to dress in the "alley", then it is better to let it be PT. There is nothing for the heavy forces to do there: they are poorly camouflaged and have nowhere to hide in case of light. This is probably the most favorite card for this: open spaces, loop wherever you want on Prokhorovka, it usually drives around the field and through bushes near the railway, so it is better to occupy the position of the arte on the left side of the map, out of harm's way. From the second respawn to get on the hill, ST and heavy can be a couple of seconds faster than their counterparts from the first, which gives them a slight advantage. Also, an excellent position for medium tanks is the middle of the field, from there you can shine, and shoot up the mountain directly at the side of enemy tanks, and punish inexperienced enemies in the alley. But it's better in order.

Approximate driving routes for all types of vehicles.

Green dots are strands or PTs.
Yellow dots - spot light / snipe points.
White dots - railway crossing.
Red dots are arts.
Yellow arrows - the direction of attack of the CT.
Blue arrows - the direction of attack of the TT.

Tactics.

It should be said that both from the first and from the second respawn, the tactics of actions are the same. Everything will depend only on the direct hands of the players. It is best to send PTs to the alley - these comrades will not let the tanks go to the arte and will light them up even before the enemy sees them (which may not happen at all). Medium and heavy tanks are best sent to the railway, to the village and to the hill. In the village, the tyazh will feel more comfortable, because between the houses you can hide from the fire, which will bring the battle closer to the urban type. Also, TTs will help their STs on the hill, or in case of failure, they will be able to hold back the enemy for some time. It is impossible to call any of the directions a priority. Both sectors are extremely important. The only difference is what your team will do on the "alley": if you decide to defy, then the heavy on the "alley" has nothing to do. You can, of course, leave 1-2 to cover the flanks of the PT. It is better to send the main forces to the village and up the hill. The task of the CT is to occupy the hill. If they succeed, then the victory is in your pocket. They will cover the villages from the mountain, illuminate the enemy's heavy weights with them and, going down the hill, destroy the enemy artoi. Oh yes! I don't think it's worth reminding about the observation bush on E1? An excellent place for passive light, a wonderful view of the entire "alley", the main thing is not to move or shoot.

The attack from the second respawn, in principle, is no different from the first. The tasks for the tanks are the same: the PT defyat "alley", the heavy vehicles and the ST go to the village and up the hill. That's probably all. These are the general principles of conducting hostilities on the Prokhorovka map, and what tactics to choose for yourself is up to you. Good luck to everyone on the battlefields!

With this article we are opening a new series of materials dedicated to game cards. Namely, detailed analysis all kinds of tactics (both general and for certain types of equipment), their effectiveness in constantly changing battle conditions.

And the first map that it was decided to cover was the legendary Prokhorovka. The name, catching somewhere in the soul, inspired by the atmosphere of the great tank battles of the past, echoes of past victories.

Prokhorovka became one of the first maps in the game. It is on its open spaces that beginners learn the basics, and experienced players conduct the most uncompromising fights in the random and on the GC.

However, despite the fact that this map is one of the very first and seemingly beaten up and down, passions are still boiling on various forums about stupid leaks, the most effective tactics and tasks of each tank. After all, Prokhorovka is replete with a huge variety of features that have learned to use a variety of types of technology.

"And the battle continues again ..."

So, the main bridgeheads, on the capture of which the overall success of the battle on Prokhorovka potentially depends, are the mountain (1), the village (2) and the alley (3).

Let's take a look at the two most common tactics on this map - taking the mountain and the alley.

Taking the mountain.

Let's start with the team that ended up in the red respawn (remember the frequent questions in the game chat about how you can play for the red team, otherwise the green one constantly loses?). As a standard, the position number 1 (mountain) would be most correct for the ST, be sure to enlist the support of artillery. Considering that it is from the red base that this bridgehead is reached faster. Top part the mountains are replete with many shrubs, which will serve as a perfect ambush. It is advisable to make the first shots when the enemy has just climbed to the top and his guns are still lifted up, making it impossible for him to fire a return volley. Thus, in the time it will take for him to take a comfortable position and understand the situation, you will already have a reload and you will have an advantage of 1 shot.

In the meantime, allied TTs need to cross the railway crossing, but not go deep along the railway tracks to the village, since if the mountain is surrendered, then TTs will be received from several sides at once - from the mountain from the ST, from the village from TT (by the light of the ST) - that is, to whomever you become your forehead - to another you will be in any way a board. But the most memorable for your TT will be the suitcase of the Armageddian, with whom not a single angry woman can compare, throwing the things of her ex from the balcony right on his head.

Thus, the TTs need to occupy the village only after the allied PTs have taken the hill. And the fate highlighted in the above, then the enemy TT will await.

Meanwhile, the STs that have taken the mountain have several options for continuing their success: to board enemy TTs, thereby helping their own; take advantage of the close combat of your own and enemy TT, break through to the base and send enemy artillery to the hangar. The main thing is to stay in the group, because it is not for nothing that the tips before the battle say that even the strongest tank is powerless in front of a wolf pack of ST.

As for the role of the PT in this tactic, the position where they could open up and use all their advantages, as always, will be the alley. After all, Prokhorovka is one of the maps where, first of all, the outcome of the battle can be decided by one high-quality light. Here he is most important of all, right there.

Moreover, the best way for the light, in which it can illuminate as many enemies as possible and hide in time, are the folds of the terrain in the center of the map and closer in the alley. There, a light tank is able to hide behind the ridge along which the road goes and leave only for a new light, thus, without being constantly under enemy trunks.

Thus, only two successful actions lead to victory at Prokhorovka - the capture of the mountain and a good light of the alley. Most of the time, of course.

Starting a battle with a green respawn, it is worth remembering that it is unlikely that the CTs will be able to have time to take advantageous positions on the mountain before their opponents, so it would be better if they could lure them out under the fire of the TTs (3) located in the bushes under the railway crossing. Thus, having enlisted the support of extra 2-3 barrels, artillery (4) and being on a slope (2) - that is, the chance of enemy artillery hitting a tank will be slightly less.

And again, only after taking positions on the hill, allied TTs can recklessly occupy the village, where, with the help of CT fire from the mountain, enemy TTs will be taken by surprise. There is an option to play on artillery - just shine enemy TTs for it from a hill. This will be more beneficial from the point of view of maintaining the combat effectiveness of allied tanks. However, this will seriously hinder success and if the positions on the alley are not strong enough, then such foolishness can turn into an offensive defeat.

Alley.

Having touched on the topic of the alley, all those stupid and stupid defeats associated with a misunderstanding of its meaning probably flew before the eyes of many players. Many tried to echo the REDs, who at one time defeated the enemy on Prokhorovka precisely due to actions on the alley. However, the random and its armored-hoofed inhabitants are making their own amendments to the plan.

Why, in most cases, the displacement of the entire team to the alley does not lead to victory? Where is the mistake? And the main misconception is that it is not enough to move into the alley. It must be hastily pushed through, using the light, the numerical superiority in the trunks and the support of artillery. On the alley near your base, it would be optimal to leave about 2 tanks, capable of simply stopping the enemies rolling over the railway crossing from the mountain and the village.

What do we see in reality? A formless crowd of about a dozen tanks, among which no one dares to go forward. One serious enemy light is enough to turn all of them into a heap of burning debris. As a rule, after a few seconds, you can see on the forum several dozen fresh topics about how someone's tank does not bend, cardboard armor and the like. However, a tank is just a weapon, whose effectiveness depends on how correctly it is used, depending on its characteristics and terrain characteristics.

If the team decided to move to the alley, then everyone should clearly understand their role in this venture, because now the main thing is surprise, decisiveness and lightning speed. Otherwise, you can call the hangar and order in advance a tow truck, spare parts and a brigade of service stations.

In the absence of a light tank, it is worth moving forward rather not to the most armored, but to the most inconspicuous. For example, JagdPzIV. Since seriously armored tanks are often clumsy and too visible. If they are not taken on the forehead, then the collection of suitcases will delight its happy addressees. As a result, the top was lost, there was little, if any, exposure. An important criterion is the presence of additional. Equipment - in this case, stereoscopic tubes, since enlightened optics are unlikely to be able to realize themselves among such thickets.

However, it is unlikely that all of the above can be implemented in a Random Battle. So general position affairs and should encourage you to commit one or another action.

Outcome:

Prokhorovka is a completely playable and interesting map, where there is a place for any type of equipment. Also, the card has many features, the use of which allows you to achieve some advantage on the local site. However, despite the fact that the map is one of the oldest, not only mistakes are often made on it, but rather, inconsistency of actions, as a result of which the hesitating team is doomed to be exposed and fire from all sides, including from above. It must be remembered that no matter what tank you are in the battle with, it has its own specific task, the quality of which depends on the success of the battle to whatever extent. Often times, a high-level fight is won with one good spot. And Prokhorovka is just that type of card.