Guide to the Steppe map in World of Tanks, how to play on the map with different classes of tanks, battle tactics in the Steppes, where to hide artillery, tank destroyer WOT. World of Tanks
Steppes is an open summer map in World of Tanks. There are practically no elevation changes; the entire territory of the map is represented by a plain. Only in some places there is a slight hilliness of the terrain. All this contributes to a comfortable game on self-propelled guns. However, slow vehicles should not be overly afraid of “suitcases” from artillery - if you move competently along the chosen direction of attack of enemy artillery, it will be quite difficult to make an effective shooting. There are 2 battle modes available on the map: standard and counter.
There are 3 main directions:
Alley;
- field;
- stones.
Now let's talk in more detail about the tactics of fighting on the Steppe map in all directions for standard and counter mode.
Alley
Standard fight
The alley is one of the most important directions on the map. As an attack direction, it is preferable for STs and fast TTs, and sometimes for PTs. Despite the fact that this direction is easily covered by artillery, the “artillery men” do not really like to shoot along the alley - the tanks here are constantly moving and maneuvering, and slight changes in height further complicate aiming.
The key to victory in this direction is not only the numerical superiority of the allies, but also competent actions. Catching opponents in their own mistakes and preserving your own HP is the main rule for successful actions in the alley.
Meeting engagement
In a counter battle, there is a base capture circle in the center of the alley. Very often, allies do not head here at all, since the respawns of both teams are located on the other half of the map. This is a categorical mistake, since it is not at all necessary to destroy all opponents when a group of 3-4 tanks can quickly capture a base. In addition, by leaving this direction without attention, you can allow opponents to approach the base, which they can manage to capture before your return.
In the oncoming battle mode, the tactics of action on the alley do not change, only the value of this direction increases. Never allow situations where there is not a single ally on the alley, otherwise you risk losing very quickly and annoyingly.
Field
Standard fight
The field on the steppes is divided by a road from one spawn to another. The road itself is located in a lowland, and is reliably hidden from gunfire from the respawn and the hills near it. The field is often used by light tanks to highlight enemy spawns and break through to artillery. Also, closer to the middle of the battle, the field can be used by medium tanks to enter the rear of the attacking group on rocks or an alley.
To protect your rear and allied artillery, your PT units should occupy the hills. This is an ideal position for them - they can hide in case of light, and the thickets of bushes will allow them to notice and hit the enemy even before they are discovered. This tactic of action makes it possible, if not to completely prevent the enemy from entering the rear, then at least to minimize losses.
Meeting engagement
In a counter battle, the tactics on the field are similar. It is only worth noting that in the “oncoming” battle the activity on the hills and fields is significantly lower than in a standard battle.
Stones
Standard fight
This is a favorite place for clashes between TTs and armored vehicles. A pile of huge boulders in this direction greatly helps to avoid “suitcases” from enemy artillery. The key to success in this direction is competent positional actions, support for allied self-propelled guns, as well as competent tanking and causing damage to opponents.
Meeting engagement
In an oncoming battle, the tactics of action in this direction are similar. It is only worth noting that the importance of this area is decreasing and you should not pay too much attention to it.
Let's sum it up
The Steppes is a standard open map in World of Tanks. Success on it largely depends on self-propelled guns, as well as on the competent actions of the allies in each direction. The main thing on the steppes is to never abandon any of the directions, since on this map this can lead to catastrophic consequences and defeat.
I hope you enjoyed this little guide!
Map
Standard fight
Meeting engagement
Team fight
Legend
Description
Open, flat terrain, with slight elevation changes and abundantly strewn with bushes and stones. Both bases are connected by a road, hidden in the lowlands from what is happening on the flanks. IN Center The map is located on a field - the main scene of action for light tanks at the beginning of the battle. The field is framed by small hills with stones and bushes, the so-called Ridges- places where anti-tank vehicles and lightly armored vehicles with good weapons accumulate. On the right is Valley, and on the left are located Stones.
The type of camouflage used on the map is summer.
The map was added in update 0.6.4. Name in the battle recording file: stepspes.
Combat tactics in a standard battle
At the beginning of the battle, the LTs try to show off the careless PTs who disdained to stand in the bushes on Ridges, and rolling heavy tanks to To the stones. PTs take positions on the same Ridges to help allied LTs, STs traveling to Valley, but willing to give the initial shooting. For heavy tanks there is a choice, you can also To the stones, and in Valley. Arta can give one shot from respawn, and then can take positions near the red line. Now let's look at the classes of equipment:
Light tanks
Lower Base (I in the diagram)
The role of light tanks is, first of all, to provide initial illumination of the movement of enemy tanks, as well as counterlight. Don't waste a second if you want to bring maximum benefit in the first minutes of the battle. WITH Positions in the center you can highlight the rolling of the TT to To the stones, as well as tanks on Ridges.
Position on the right more risky, especially near a stone (often a one-way ticket) but gives the opportunity to highlight tanks that are rushing towards Valley. They can also be highlighted having rolled to the right, but the risk of taking damage or even going to the hangar is higher. The red trajectory is extremely dangerous, pay attention to your opponent’s setup.
Positions on the left are not as productive, but can bring no less benefit to the team. Clearance is provided on the left side of the ridge, and the stone will cover you during the light. Be careful when taking position at the beginning of the fight.
If you stand in the bushes near Kameni, you will be safe, but there will be clearance here only for TTs that are rushing to To the stones.
Upper base (II in the diagram)
Changing the base does not change the task of the LT. Classical position in the Center to illuminate the nesting areas of enemy vehicles on Ridges and transfer of equipment to To the stones. True, there is a risk of catching a blind, the bush is “standard”. There are alternative bushes a little further, although there is a risk of “catching a lamp” and going to the hangar.
Regarding positions on the left, then it’s easier to drive under the stone here than from the lower base. But if both you and an enemy light tank came here, then in terms of exposure you “turn off” each other. Any departure due to a stone is punishable by loss of HP, knocking down the harp, and an early ticket to the hangar. Note the mirror version rolling, you just have to calculate the trajectory of safe movement.
Positions on the right they are also not particularly popular, although a skilled player knows how to benefit from them both for himself and for the team. Position at the Stones not only allows you to highlight heavy objects, but also shoot at them. But be careful, choose blind targets and don't take unnecessary risks.
While loading, evaluate the team compositions and come up with a plan of action. Give initial exposure by standing in a bush or riding aggressively. The priority task in the first minutes is to “turn off the lights” and show the opponent’s driving position. Don't lose HP and watch the minimap. Support your allies, change positions, monitor the location of enemy tanks. The central hollow is a good road to enemy artillery or lonely anti-tank missiles that are gaping at Ridges. And remember, the closer the end of the battle, the more valuable a light tank becomes.
Medium tanks
When you get to the steppes on ST, evaluate the composition of the teams. Since a medium tank is a universal vehicle, try to use the strengths of your vehicle, especially since the map allows you to do this. But you shouldn’t stop your allies from doing “their own thing.” Do not prevent the LT from shining and the PT from conducting aimed fire.
And after the initial shooting with Ridges, medium tanks are sent to Valley. In the Valley there are main positions for combat:
Upper base
Position 1- rather for PT, but if it is empty, you can occupy it too. Points 2 and 3- choice of ST with excellent guns, good air defense, but weak armor protection (for example leopard 1). Don't forget to roll away after shooting. Position 4- a more risky variation of 2 and 3 points, and there is nothing for tanks to do here without smart UVNs. Position 5- more universal, here you can perfectly implement a ST with a strong turret. Position 8- for ST with good armor.
Lower base
There are similar points from the lower base. Point 12 similar to point 2 - for cardboard tanks with a good gun. Positions 13 and 15- already closer to the battle line, position 14 similar to position 3 - shot, reflection, shot. Position 16 for direct firefights with the enemy, cardboard tanks are sent straight to the hangar from here. Point 17- is quite specific, but worth noting.
The positions described above are not without alternative. Assess the composition of the teams, travel and act according to the situation. Random battles are an unpredictable thing, so it’s impossible to predict all situations. Realize your strengths and neutralize your weaknesses, help your allies in the Valley, and don’t be afraid to change flanks. And don't forget to check the minimap.
Heavy tanks
Gone are the days when cords only traveled to To the stones. In every battle, you can notice that the TTs are sent to Valley. Let's look at it first.
Valley
For classic heavyweights, which are designed for head-on collisions, the scene of action is positions 8 and 16. Teams begin to fight for them position 9. But be careful, roll in zone 9 It's dangerous alone. Any CT can get under the stone above and cause a lot of problems. Also, do not forget that the Steppes is an open map, and there is very little shelter in the Valley. The artillery is watching you.
Stones
Usually slow heavy tanks and assault tanks go here. Perhaps, Stones- the only place where there is good shelter from artillery. If there are not many of you here, you can take up positions near the rocks before reaching the water, or stop around the bend near the river channel (although it is more like a lake) and shoot at the rolling water. To the stones. If you have enough strength, or you are confident in your cover, take positions with yourself Stones. Here the classic game for TT begins - playing from the alpha, tanking from the corner, exchanging HP.
As with other tanks, evaluate your team compositions before the battle begins. The presence or absence of artillery is one of the most important factors. Determine the direction of movement, and try to cooperate with your allies. Don't be alone - you become an easy target. And look at the minimap, returning to your base on time or helping your allies is important.
Tank destroyer
For classic tank destroyers, the Steppes is a good map. Abundance of bushes and stones on Ridges and the space for the LT allows for excellent shooting in the starting minutes of the battle.
Then you can support TT on Stones or take positions on the hills in Valley. Or stay in position and wait for light. Be careful, blinds are often thrown into the bushes near the stones. So if you are confident in camouflaging your car, and you have a camouflage net, you can stand away from bushes and stones. The risk of getting blindshot becomes minimal.
Follow the development of the battle, take positions, cooperate with the tank. They often click on the minimap of the place where they plan to expose. And don’t rush to exchange HP if the flank is broken, it’s better to retreat and deal damage without receiving damage in return. And look at the minimap.
Self-propelled artillery units
Keep an eye on the allied tank, you can fire one shot from the spot if your reload allows it. Then you can safely roll over the railway embankment (upper base) or go to the mountains (lower base)
The map is open, allowing you to shoot through the vast majority of the map. Aim at clusters of enemies, if not with damage, then with stunning, you can turn the tide of the battle, first on the flank, and then in the battle. Don’t be afraid to change your position, enemy tanks are not asleep. And look at the minimap.
Tactics in the "Encounter Battle" mode
The base in the oncoming battle mode is located in a low-lying alley. Compared to a standard battle, the starting positions of the teams are located further west. The opponents are close to each other and the battle in the “stones” breaks out very quickly. Often players forget about the base and get involved in a shootout. In this case, the outcome of the battle can be decided even by a lone light tank standing up to capture. Although the capture time is increased, getting to the base is not so easy: the shortest route is through an open field, where vehicles are an easy target, and detour through the base takes a long time. In addition, the base is located in a low place and in order to knock down the capture, you need to be in close proximity to it. All this creates a variety of tactics and behavior options in battle.
The tactics of conducting an oncoming battle differ from the tactics in a standard battle only by being shifted closer to To the stones team respawns, which reduces the travel time for tanks to a given position. The general base is located on positions 9, and high-speed tanks arrive there first. For LT, the priority is the stone with bushes on the left side Central field. You can also take a risk and highlight enemy self-propelled guns while still on the road patrol, but this is a very risky maneuver. ST it’s better to go straight to Valley to the base, TT should not be forgotten about it either. Analyze team compositions and look at the minimap more often.
Screenshot gallery
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History of changes
Cards
Summer |
In the World of Tanks game, there are a huge number of interesting tactics that tankers are happy to use when playing on different game maps. However, with the use of new versions of the game, the developers, in addition to standard battles, introduced new modes such as “Encounter Battle” and “Assault”. After this, the tactics of the game on all maps changed significantly. Today we will look at the “Steppes” map in standard battle mode. The map size is 1000 by 1000 meters, and the battle level is from 4 to 11.
If we look at the view of the Steppes, we can see an open plain, well covered by all tanks and artillery self-propelled guns, but this is a completely wrong opinion. Experts have been refining the area for a long time to improve comfortable conditions for playing. Potholes, mounds and a lot of stones have appeared on the map, which can protect your tank from the next enemy shot. But let’s not get ahead of ourselves, but consider the tactics in more detail.
Approximate travel routes for all types of equipment.
Yellow dots are light points.
Red dots are art.
Green areas are PT/TT locations.
Red areas are the main battle areas.
Green arrows - directions of exposure/shooting.
Yellow arrows are directions of ST attack.
Blue arrows are TT attack directions.
Bottom base:
The first place of battle is a ravine. It is located on the right on lines 8, 9 and 0 of the map. A rather narrow direction that can cover the tank with dense bushes or mountain slopes. Usually this direction is restrained or covered, which can easily go behind enemy lines by going around the ravine from above. Some play through a tower and deal damage to opponents through mounds and rocks. Others play with the help of the sides, hiding the tank itself behind the embankment of the slope. By playing in this direction, you will be able to avoid direct hits from artillery shells, receive numerous ricochets and no penetration. They can also perform well on this flank, attacking the enemy and defending themselves with strong armor.
The second place of battle is stones. Stones located on the first, second and third lines of the map are usually used to fight heavy tanks and . On AT, you can deal good damage to illuminated enemies, but there is a risk of standing under direct artillery fire, which makes you vulnerable. Therefore, most often such equipment remains to guard the base, standing next to the stones. Heavy tanks can hide behind a pile of stones, waiting for the gun to reload, and then deal damage to the enemy again by playing with the turret, sides or bypassing enemies to the rear. Medium tanks can be good helpers on this flank, but only if they defend the ravine! They can drive into the enemy’s sides, give a sufficient amount of damage, thereby helping to break through the direction and win the battle. But such a maneuver is quite dangerous.
Review of video tactics of the Steppe map World of Tanks
The third direction is the Center. Center - work Possessing a low silhouette, low visibility and high speed, such a technique can easily illuminate the enemy, determining how much equipment is moving in a particular direction. However, we do not recommend driving along the direct road that connects both bases, since it is usually guarded by tank destroyers or medium tanks that decide to stay at the base to defend. Dense vegetation and huge rocks can hide your light tank, preventing you from taking damage from enemies. Taking advantage of the fact that all the enemies are distracted by your allies, you can drive directly to the enemy base and destroy all the artillery, which can decide the outcome of the battle. By killing self-propelled guns, you will not only help your enemies, but you will also be able to claim victory in this battle. As you can see, the light tank is an integral, albeit small, part of the team.
When playing artillery, find the bushes in the lower corners of the map and stand in them. This will prevent a light tank from quickly flashing you. Move forward or backward so that the enemy self-propelled gun does not see your tracer and, after reloading the gun, does not kill you.
Upper base:
The tactics of the upper and lower bases are absolutely similar, but the directions are different. While on top of the base, the rocks will be to your right, which was completely different at the bottom base, and the ravine will be to your left. Accordingly, you should use the old tactics that are used on this map: if you are playing on a heavy tank, then you should go to the right, towards the stones. If you are playing on a medium tank, then go down into the ravine and fight enemy tanks. But, if you drove out in a light tank, shine the field, and at the right moment break through to the enemy artillery.
When playing on this map with an artillery self-propelled gun, hide behind the railroad. This elevation serves as an excellent protector from fireflies. Also change your position every time after a shot to avoid death.
In the World of Tanks game, there are a huge number of interesting tactics that tankers are happy to use when playing on different game maps. However, with the use of new versions of the game, the developers, in addition to standard battles, introduced new modes such as “Encounter Battle” and “Assault”. After this, the tactics of the game on all maps changed significantly. Today we will look at the “Steppes” map in standard battle mode. The map size is 1000 by 1000 meters, and the battle level is from 4 to 11.
If we look at the view of the Steppes, we can see an open plain, well covered by all tanks and artillery self-propelled guns, but this is a completely wrong opinion. Experts have been refining the area for a long time to improve comfortable conditions for playing. Potholes, mounds and a lot of stones have appeared on the map, which can protect your tank from the next enemy shot. But let’s not get ahead of ourselves, but consider the tactics in more detail.
Approximate travel routes for all types of equipment.
Yellow dots are light points.
Red dots are art.
Green areas are PT/TT locations.
Red areas are the main battle areas.
Green arrows - directions of exposure/shooting.
Yellow arrows are directions of ST attack.
Blue arrows are TT attack directions.
Bottom base:
The first place of battle is a ravine. It is located on the right on lines 8, 9 and 0 of the map. A rather narrow direction that can cover the tank with dense bushes or mountain slopes. Usually this direction is held back or covered by medium tanks, which can easily go behind enemy lines by going around the ravine from above. Some play through a tower and deal damage to opponents through mounds and rocks. Others play with the help of the sides, hiding the tank itself behind the embankment of the slope. By playing in this direction, you will be able to avoid direct hits from artillery shells, receive numerous ricochets and no penetration. Likewise, heavy tanks can perform well on this flank, attacking the enemy and defending themselves with strong armor.
The second place of battle is stones. Stones located on the first, second and third lines of the map are usually used to fight heavy tanks and tank destroyers . On AT, you can deal good damage to illuminated enemies, but there is a risk of standing under direct artillery fire, which makes you vulnerable. Therefore, most often such equipment remains to guard the base, standing next to the stones. Heavy tanks can hide behind a pile of stones, waiting for the gun to reload, and then deal damage to the enemy again by playing with the turret, sides or bypassing enemies to the rear. Medium tanks can be good helpers on this flank, but only if they defend the ravine! They can drive into the enemy’s sides, give a sufficient amount of damage, thereby helping to break through the direction and win the battle. But such a maneuver is quite dangerous.
Review of video tactics of the Steppe map World of Tanks
The third direction is the Center. The center is the work of light tanks. Possessing a low silhouette, low visibility and high speed, such a technique can easily illuminate the enemy, determining how much equipment is moving in a particular direction. However, we do not recommend driving along the direct road that connects both bases, since it is usually guarded by tank destroyers or medium tanks that decide to stay at the base to protect the artillery. Dense vegetation and huge rocks can hide your light tank, preventing you from taking damage from enemies. Taking advantage of the fact that all the enemies are distracted by your allies, you can drive directly to the enemy base and destroy all the artillery, which can decide the outcome of the battle. By killing self-propelled guns, you will not only help your enemies, but you will also be able to claim victory in this battle. As you can see, the light tank is an integral, albeit small, part of the team.
When playing artillery, find the bushes in the lower corners of the map and stand in them. This will prevent a light tank from quickly flashing you. Move forward or backward so that the enemy self-propelled gun does not see your tracer and, after reloading the gun, does not kill you.
Upper base:
The tactics of the upper and lower bases are absolutely similar, but the directions are different. While on top of the base, the rocks will be to your right, which was completely different at the bottom base, and the ravine will be to your left. Accordingly, you should use the old tactics that are used on this map: if you are playing on a heavy tank, then you should go to the right, towards the stones. If you are playing on a medium tank, then go down into the ravine and fight enemy tanks. But, if you drove out in a light tank, shine the field, and at the right moment break through to the enemy artillery.
When playing on this map with an artillery self-propelled gun, hide behind the railroad. This elevation serves as an excellent protector from fireflies. Also change your position every time after a shot to avoid death.
Today we bring to your attention another tactical review. This time, after long and godless torture, all the tactics and secrets of the game were given to us by the “Steppe” map.
Steppes is a fairly old map, the style of the landscape and the location of objects and directions on which gives us a clear idea of the philosophy of creating the first maps of the game. But, despite the first impression of monotony, the map is well thought out. Therefore, it has survived to this day with minimal modifications. This is the main qualitative difference between absolutely all old cards.
Strategically, 3 directions can be distinguished on the map: ravine (1), center (2) and stones (3). How these directions will show themselves from a tactical point of view is already in the following paragraphs. Here we just need to add that the Steppes is one of the few maps where each type of technology can realize itself in several directions at once.
Ravine.
The ravine is one of the main bridgeheads, a narrow direction with few shelters in the form of the slopes of a hillock, which covers the side of the tanks located there, and by placing a tank with at least one caterpillar on the slope, you will more or less protect yourself from artillery (since against targets located on slope, it is much more difficult for artillery to hit). In fact, this is the most favorable environment for TTs: there is no protection from artillery and narrow focus of fire - die-hard TTs can count on ricochets and non-penetration.
Due to the last feature, the narrow focus of the fire, anti-tank missiles (positions 2 of each team) will also be useful here. This is especially true for the red team’s tanks, since it is from the red base that the most favorable conditions for the operation of tanks have been created: practically a rear position, which, however, takes the most active part in the battle, being able to support its tanks at position 1 with fire in the light. PT and long distance are beneficial - the enemy from his position 1 will not immediately notice you. Thickets of bushes will serve as additional camouflage for you.
A surprise compared to other maps will be that STs can also quite realize their potential on the same bridgehead. Their maneuver behind enemy lines through the upper edge of the ravine (dotted lines in the figure) will play a decisive role in encircling him. The only obstacles for them will be enemy STs pursuing the same goal. Maneuverable CTs will be able to hide in folds of the terrain, as well as use a boulder located above the central part of the ravine. From here you can subsequently threaten the heavy forces of the enemy below when they rush.
Another tactic on a ravine, which is not often used in random games, but which is no worse for that, is to not go down into the ravine at all. Instead, position yourself in position 3 (on the side of each of the bases, depending on which team you are on) and enlist the support of artillery to hold back the enemy advancing from below. The main advantage here is that while when the enemy rises, the enemy’s guns are raised up and he cannot target you, in the meantime you are already brought down and in the vast majority of cases you will be the first to inflict damage, and while the enemy rolls out enough to target you, You will already be recharged. Thus, you have a 1-shot advantage and artillery support. The main requirement here is a sufficient number of tanks to meet the enemy here. However, the enemy has his own trump cards here: he may not come at you, but simply expose you for his artillery if the enemy is not confident in the success of his breakthrough. In this situation, for the first time you can be saved by the folds of the terrain near the red base and the bushes near the green one. Capturing the ravine, like any other direction on the map, opens up an almost clear road to the enemy base.
Center.
The central part is the LT’s place of work. High maneuverability, low silhouette and visibility of the LT can be realized right here, in the center. The central road connecting both bases across the entire map is the shortest LT route. However, it is he who receives the most attention from teams in the initial stage of the battle. Therefore, it is replete with many shelters in the form of boulders and uneven terrain, where nimble light tanks can shine without being constantly in the enemy's sights. Typically, highlighting in the center is most relevant only at the beginning of the battle, when the teams have not yet really dispersed. Such exposure will help your team understand the potential alignment of enemy forces in each direction and properly prepare for it. However, it is worth remembering that there are enemy PTs lurking specifically to meet you on the approaches to the bases (positions 1,2 at each of the bases). Stone blocks and bushes will perfectly hide them from your field of vision until you shoot at point-blank range. Then it would be a good idea to highlight the ravine to let your friends know which of the enemies is in which position. If you are still alive after this, then, taking advantage of the enemy’s preoccupation with the battle with your allies, you have a good chance of getting directly close to the enemy artillery with impunity, which is a formidable and decisive force in flat areas. By depriving the enemy of it, you will make life much easier for your allies and make a serious bid for victory. As you can see, light plays a huge role in the Steppes.
Stones.
The stones are a springboard where, as in the ravine, both TT, PT, and ST will be able to realize their advantages. For anti-tank vehicles, there are excellent rear positions for firing at light, protected by rocks and folds of the terrain. TTs will be able to use rocks as cover while waiting there to reload. Maneuverable CTs, especially in groups, will be able to provide significant assistance to their TTs, boarding the enemy and escaping retaliation in time. Of course, all this is very risky for the PT, since the stones are located in such a way that the area between the stones is well cross-bombed, and the PT also has you in full view. However, this is the element of ST. And with proper support from the allied tanks, which have a decisive role here, they will be able to help well in defeating the enemy. The last frontier on the way to the base will be only the PT positions. Here, depending on the combat effectiveness of the forces, you can either attack the tank, imposing a close maneuver battle that is unfavorable to them, or, if the forces are not enough, simply illuminate the tank with your artillery. The PT positions here are too vulnerable to artillery.
Conclusion:
The steppes are a fairly old, but very well-thought-out map, and its bridgeheads are replete with conditions for realizing the advantages of simultaneously TT, PT and ST. Due to the extent to which the maps have already been studied, at the very beginning of the battle, by distributing the team among the bridgeheads, you can already understand where to expect a breakthrough, and where you need to push through yourself. The map has excellent conditions for playing LT. It is in the Steppes that a LT player can finally understand that the outcome of a battle often depends far from the thickness of the armor and the power of the gun. On each of the bridgeheads, the opposing sides have almost mirror positions, which implies identical battle tactics, which makes the game very predictable. Therefore, on the Steppes it is often the personal qualities of the player and the FBR that decide.