Action "Birthday of World of Tanks. Action "Birthday of World of Tanks Secluded places quiet coast in tanks

Hello dear guests and guests of the portal website. We continue to analyze the maps of the game World Of Tanks. And today you will see map guide wot Quiet Coast. Relatively new map, which for a long time was gathering dust in the archive of card makers for processing and was reborn in a new glory. Well, let's get to the review. We sincerely hope that for you the information gleaned from this review will be not only interesting, but also useful, and there will be more smart players in the random house.

General information.



Picture 1. Minimap.


Map Quiet coast wot was added to the game in update 0.7.5. However, it was not warmly welcomed by the players and already in update 0.8.4. was withdrawn from the game and sent for revision (however, as often happens with wargaming). After a rather serious overhaul, wot Quiet Coast returned to service in patch 0.8.8. and became available for the only random battle mode - standard battle.

Quiet coast a very beautiful and bright map, it represents a calm bay on a clear, summer day. There is a lot of vegetation, hills and cliffs, and Railway divides the map into two parts. As you already understood, the Quiet Coast wot is a summer map (summer camouflage), has standard dimensions for our game - 1000*1000 meters.

The relief of the map is saturated. There are almost all the structural components available in the game: elevation changes, bushes, stones, hollows, high hills (in the area of ​​​​bases, behind which you can hide from the "suitcases" of artillery), buildings (both destructible and non-destructible), railway, water surface, bridges. In general, the Quiet Coast map in its current state is played quite well and cheerfully, any classes of tanks can easily find something to do, and “staying” here is extremely rare.

Let's unfold the map Quiet coast worldoftanks on main elements and components so you can more easily imagine its structure:



Picture 2. Symbols.

  1. Top base(The base is securely covered by high hills that can provide protection from artillery and can be used as a “last line of defense”. However, there are many through passages among the hills, and therefore it is quite difficult to guess which side the opponents will come from).
  2. Zelenka(Part of the map, saturated with elevation changes and many hills. It is more often used by fast and maneuverable medium tanks, since there are practically no shelters from artillery, and tank destroyers shoot here from their positions behind. A breakthrough of green grass inevitably leads to the destruction of artillery, entering the rear or to capture the base.The most important direction, which is not recommended to leave).
  3. Lowland(Together with the green line they form the left flank, limited to the right by the railway. It can be used as an additional direction for attack, supporting the green line. It is also used by light tanks to illuminate and troll opponents in tank destroyer positions. It does not represent a full-fledged direction, but only plays the role of support attacks).
  4. Town(Densely built-up part of the map, which has both destructible and non-destructible buildings. At the beginning of the battle, it is used by light tanks for illumination, but it practically has no other use, since it is located in an uncomfortable part of the map, from which there are no shots to the main positions. However, the town is the shortest way between the two bases).
  5. "Scythe"(On this map, this is its right side, an elongated and arched land surrounded by a water barrier. There are many high stones and cliffs, which give some protection from the "suitcases" of artillery, which means it is suitable for slow and heavily armored tanks that can go head-to-head with enemy tanks here. However, it is worth remembering that artillery cover is far from everywhere here, and if you break through this direction, you will inevitably collide with tank destroyers in their positions, but after that the road will be open to you directly to the enemy base. The second important direction that you can not throw).
  6. Bottom base(As well as the upper base, it is surrounded by high hills and cliffs, which provide protection from artillery, shooting, but have many passages, which make it difficult to predict the behavior of the enemy).

How to play on the Pacific coast wot?


Let's take a look main directions and positions for all classes of technology. To do this, look at picture 3:


Picture 3. Positions.


So, what can be distinguished tactics on the map Quiet Coast wot? In fact, everything is simple and clear. There are only two key areas on this map:
  1. By red arrows moving fast and maneuverable medium tanks. In the area where the two teams meet, there is a very large but relatively flat hill, which is not particularly demanding on elevation angles. From this direction, the path to the base itself opens. The allies on the "upper floor" can be supported by tanks from the lowlands, driving almost to the enemy positions, squeezing under the hill, thereby creating some kind of encirclement.
  2. On the blue arrows advancing heavy tanks. In this area (the so-called "spit") there are quite a lot of relatively high, steep slopes that can cover from artillerymen, and numerous terrain folds will cover the lower armor plate. Pushing this direction is just as important as the direction of medium tanks.
These are the two most important parts of the map. This is where the main forces of the teams collide. Going anywhere else is highly discouraged, don't reinvent the wheel and help your allies where it's really needed.

Behind both directions are quite convenient positions for tank destroyers. They are marked green marker. In addition to opening shots, these positions provide an opportunity to hide in time from return fire behind stones or terrain folds.

brown areas picture 3 shows the most popular positions occupied by artillerymen. In general, excellent shots open up almost on the entire map from these positions. The only thing to be afraid of is that enemy light tanks do not slip through the center (which happens quite often), and it is also necessary to leave in time if any flank is pushed through. Be that as it may, on this map it is especially important to keep an eye on the minimap and be aware of the current situation on the map in order to change the flank in time, get away from opponents, and support allies where it is required.

yellow arrows approximate patterns of movement for fireflies are indicated. In short:

  • move to the railroad area, defending the center of the map from enemy fireflies that can slip through here to the rear of your team; shine the positions of enemy tank destroyers and troll enemies; however, first of all, it is necessary to deal with the enemies who came here.
  • arrows leading from the upper base to the area of ​​the town will provide your team with information about the departure of enemy heavy tanks, and perhaps someone will even go to the hangar; positions for initial illumination.
  • the yellow arrow leading to the "scythe" is the counterlight of enemy fireflies in the town; also only useful at the start of a fight.
You should not take the above as the only correct behavior on the Quiet Coast map. These are just the most standard tactics and directions on which the battle does not end. This means that you will have to make decisions yourself after the middle of the battle, but at the beginning of the battle it is worth choosing exactly these directions described by me.

In custody.

Map Quiet coast quite diverse and easy to learn, but it requires constant monitoring and analysis of the minimap and the current situation on the map. It is equally average for all classes of vehicles: you can hardly show your tank to the full on this map, but you won’t have to stay idle here either. "Stoyalovo" on the Pacific coast happens, but extremely rarely. As a rule, it is played here cheerfully and cheerfully.

Successful battles and strong armor to you, dear readers of our portal. See you soon!


Quiet Coast is a map of hard fate - it was first added in the World of Tanks 0.7.5 update and from the very first days in random battles it was distinguished by a magnificent and peppy tank standing with a minimum amount of common sense among the players of both teams. In update 0.8.4, Wargaming realized that “something went wrong” and removed the card for processing. She returned to us in update 8.8, prettier and adding dynamism. Consider the tactics of warfare on the Pacific Coast, but first, the standard information.
Map type - summer, map size 1000 x 1000 meters, battle levels from 3 to 12, battle type - only standard.
From north to south, a railway passes through the entire map, it conditionally divides the map into two zones - the western hilly (active sections "slope", "hill" and "lowland") and the eastern urban/mountainous (active sections "city", "island " "bridge").
The terrain of the map dictates three possible directions of attack - through the hills, through the city, through the island. It is recommended to support at least two adjacent directions, for example, hills-city or city-island, in order to have at least one flank cover.

There is no classical siding scheme and cannot be - 3 directions dictate at least 3 scenarios. Let's take a closer look at the tactics of combat on the Quiet Coast map.
The standard departure of tank destroyers from the first spawn is control of the center from the base of the hill (square F1) and the island, respectively, for the second spawn, the control of the center is carried out from positions in the B2 square, and moving to the island is controlled from it and from the E7 square (a very convenient pebble at the base bridge). By the way, you can get to the island from the second spawn in two ways - through the bridge with the risk of initial light exposure from the nimble light tanks of the enemy and through the ford along the 9th line - slowly, risky, but the chances of being lighted up are minimal.
Artillery on the Quiet Coast is in demand in moderation - the terrain of the map is not very flat and there are areas that cannot be shot through (for example, the city and the space behind the mountains of respawn bases), however, many convenient positions (J2 is a classic for the first team) make the game on ART SPG at least comfortable and not nervous. In general, the first team has much more positions for artillery - take at least J7 - an open, but remote area, from which it is very convenient to fire. The second team is practically devoid of such positions - the forest on the A7 is frankly rare and frail, a gap is possible immediately.
Medium tanks on this map usually support heavy tanks in one of the attack directions, although their main task is to break through the island. The thing is that earlier the island was separated from the first base by water, but now a land isthmus has appeared, moreover, not open, but with a number of hills that successfully hide the attacking group from enemy tank destroyers in almost the entire attack area - literally 2 -3 positions.
Medium tanks also feel comfortable when attacking the hill-slope direction on the first or second lines. The relief of the map has been significantly smoothed out, a more convenient possibility of shooting from the center has appeared, however, a lot of pebbles allows you to develop an attack in this direction, sometimes quite successfully. If things didn’t work out at all and the attack ran into a well-organized defense, then there is always the opportunity to fall into a lowland and try to push through the central direction.
By the way, it is through the center (more precisely, through the direction of stones-city) that most drivers of heavy tanks play this map. The shortest path to the enemy base, however, without reliable flanking cover from at least one, it will become a direct road to the hangar.
Light tanks on this map in World of Tanks feel great - there are plenty of opportunities for active or passive light. It is considered the highest chic among the representatives of the first team to occupy the island on a fast light tank before the second tank destroyer - such adventurers do not live long, but it is interesting, and besides, they manage to get the “Scout” patch, posthumously.

Quiet Coast is a map of hard fate - it was first added in the World of Tanks 1.5.0.4 update and from the very first days in random battles it was distinguished by a magnificent and peppy tank standing with a minimum amount of common sense among the players of both teams. In update 1.5.0.4, Wargaming realized that "something went wrong" and removed the card for processing. She returned to us in update 8.8, prettier and adding dynamism. Consider the tactics of warfare on the Pacific Coast, but first, the standard information.

Map type - summer, map size 1000 x 1000 meters, battle levels from 3 to 12, battle type - only standard.

From north to south, a railway passes through the entire map, it conditionally divides the map into two zones - the western hilly (active sections "slope", "hill" and "lowland") and the eastern urban/mountainous (active sections "city", "island " "bridge").

The terrain of the map dictates three possible directions of attack - through the hills, through the city, through the island. It is recommended to support at least two adjacent directions, for example, hills-city or city-island, in order to have at least one flank cover.

There is no classical siding scheme and cannot be - 3 directions dictate at least 3 scenarios. Let's take a closer look at the tactics of combat on the Quiet Coast map.

The standard departure of tank destroyers from the first spawn is control of the center from the base of the hill (square F1) and the island, respectively, for the second spawn, the control of the center is carried out from positions in the B2 square, and moving to the island is controlled from it and from the E7 square (a very convenient pebble at the base bridge). By the way, you can get to the island from the second spawn in two ways - through the bridge with the risk of initial light exposure from the nimble light tanks of the enemy and through the ford along the 9th line - slowly, risky, but the chances of being lighted up are minimal.

Artillery on the Quiet Coast is in demand in moderation - the terrain of the map is not very flat and there are areas that cannot be shot through (for example, the city and the space behind the mountains of respawn bases), however, many convenient positions (J2 is a classic for the first team) make the game on ART SPG at least comfortable and not nervous. In general, the first team has much more positions for artillery - take at least J7 - an open, but remote area, from which it is very convenient to fire. The second team is practically devoid of such positions - the forest on the A7 is frankly rare and frail, a gap is possible immediately.

Medium tanks on this map usually support heavy tanks in one of the attack directions, although their main task is to break through the island. The thing is that earlier the island was separated from the first base by water, but now a land isthmus has appeared, moreover, not open, but with a number of hills that successfully hide the attacking group from enemy tank destroyers in almost the entire attack area - literally 2 -3 positions.

Medium tanks also feel comfortable when attacking the hill-slope direction on the first or second lines. The relief of the map has been significantly smoothed out, a more convenient possibility of shooting from the center has appeared, however, a lot of pebbles allows you to develop an attack in this direction, sometimes quite successfully. If things didn’t work out at all and the attack ran into a well-organized defense, then there is always the opportunity to fall into a lowland and try to push through the central direction.

By the way, it is through the center (more precisely, through the direction of stones-city) that most drivers of heavy tanks play this map. The shortest path to the enemy base, however, without reliable flanking cover from at least one, it will become a direct road to the hangar.

Light tanks on this map in World of Tanks feel great - there are plenty of opportunities for active or passive light. It is considered the highest chic among the representatives of the first team to occupy the island on a fast light tank before the second tank destroyer - such adventurers do not live long, but it is interesting, and besides, they manage to get the “Scout” patch, posthumously.

Next in line in our regular section "tactical review" is the map "Quiet Coast".

Quiet Coast is a completely new map of the World of Tanks. Visually, you can trace the style of the new ideas of the developers, embodied by them in new maps. The Quiet Coast was no exception. However, despite the visual uniqueness and innovation, tactically the map is built quite competently and with high quality in the best traditions of old maps. Thus, the Quiet Coast embodied all the best features of the past and the brightest features of the present. Perhaps it was this harmony that was the reason that the map soon fell in love with many players and did not become a subject of controversy in the very first days of its existence, as happened with 2Dragon's Ridge and The Province.

General tactics.

Like a red thread on the map, the railway track slips, dividing the space of the map in half. Although a small feature of the Pacific Coast, this path, however, seriously affects the overall alignment of each battle, separating the main bridgeheads. Those on the map can be called a mountain (1) and a city (2).

Mountain.

The mountain is a favorite place for STs and PTs and sniper tanks. The mountain has the most suitable places for ambushes from the side of the red base - the presence of dense thickets of shrubs and terrain folds will reliably cover your tank. However, on this side of the mountain, the problem is different - a relatively poor view, and, accordingly, the efficiency of your benefit to the team fighting down there. Therefore, sometimes you still have to leave beautiful shelters.

From the side of the green base, on the contrary, there are no problems with visibility, however, and in most cases you will be in a relatively open area.

The main advantages of the mountain are that the forces located there, being in comparative safety and remoteness from the main events, nevertheless, are able to influence the outcome of the battle quite well by firing at the enemy on the side. This is important for tanks from the bottom of the list. Their guns with insufficient penetration, capable of hitting enemy tops only in the side, will come in handy here. Plus, in this way, in order to inflict damage on the enemy, tanks from the bottom of the list will not have to carry out risky maneuvers in close combat with a stronger enemy, where they themselves will be 2-3 shots away.

However, the mountain is not just a position to support the main battle taking place in and around the city. Often it is also a place of breakthrough. It depends on the balance of forces in terms of superiority in the PT or ST. Accordingly, the side with more CT may consider trying to break through this area.

Another feature - on both sides of the mountain it is impossible to target the tanks located below, hiding under the railway embankment. This is very important to know for those who are fighting below.

City.

The city is perhaps the main point of conflict on the Pacific coast. This is the TT trail. As mentioned above, the railroad will help to protect you from fire from the mountain. However, in this case, in relation to the enemy forces located in the city, you will be on open space. While they will take cover behind buildings and roll out only for a shot. For this case, there are boulders on the ground, which are islands of safety on the way from shelter-buildings to shelter-railway embankment.

In addition, unlike most maps, when entering the city, TTs cannot consider themselves completely protected from fire from everywhere, since the spans between houses are still shot from the mountain, and in the perpendicular direction - from PT positions (green 3 and red 1) located below in the rear.

Thus, when choosing a position, the forces located in the city need to start not only from the location of the obvious enemy forces, but also roughly understand its potential positions from which it can fire at light. And only taking this into account already choose the most protected position.

Green 1 and 2 and red 2 and 3 are TT positions. They differ only in that the advantage of the reds is in more shelters, and the greens - in the quality of shelters. Since stone blocks in this regard are more practical than non-capital buildings.

The rear positions are created for anti-tank units, which, with a successful scenario, have excellent opportunities for inflicting irreparable damage to the enemy. However, these positions are dependent on the actions of the allies. If they decide to advance, then the rear positions of the PTs lose their meaning. In the case when the enemy decides to attack and leaves their shelters, the rear positions will be very useful. This applies to both sides.

Output:

As you can see, the Pacific Coast map suggests defensive tactics for both teams. This is a consequence of the positions located cross each other at each side. Accordingly, neither side, if it is reasonable, will rush into a brazen attack, exposing its side to the enemy forces on the mountain and the rear positions of the enemy's anti-tank guns. At the same time, the forces on the mountain must understand that their situation is also unsettled - it is necessary, if possible, to deprive the enemy of several guns on his side of the mountain in order to more or less untie the hands of his own in the city.