Grid Map |
Description |
Map Size |
|
|
Abbey
A large abbey and town fill the center of the map with three roads allowing passage from the north and south, and includes an elevated firing position in the abbey's courtyard at the highest point on the hill. West of the town is an elongated hill with several positions allowing fire down into the town. Further west and past the hill, a valley offers significant protection against artillery fire. East of the town lies a curved cliff road which affords shielding from most tank and artillary fire, but forces attackers to travel in a single path.
|
1000m x 1000m |
|
|
Airfield
|
800m x 800m |
|
|
Arctic Region
A large ice-and-snow covered area stretches through this map. Steep hills, rock encampments, twists and turns, and plenty of places to stay and wait will have you on your toes as you battle through this icy deathtrap. Ridge, hills, and lots of rocky outcrops give you many places to hide and ambush your enemy as they come about. Turns and twists could have you stuck if your not on your toes, so watch out.
|
1000m x 1000m |
|
|
Cliff
Starting in the north and south, both team are connected through a valley on the extreme west of the map. Large boulders offer cover south of the valley, and a small town provides cover to the north. The eastern portion of the map is elevated, with two large jutting hills providing cover from enemy fire. An overlooking position near the center of the map allows tanks to fire into the valley from above. Plentiful cover throughout the area allow for multiple attack routes, with careful coordination and flanking playing a significant role.
|
1000m x 1000m |
|
|
Dragon Ridge
A varied rugged landscape is marvelous for its fascinating grandeur. A lake, bamboo bushes and mountain ridges make this map peculiar and unique. The map offers several options for directions of attack, each of them being advantageous in its own way.
|
1000m x 1000m |
|
|
El Halluf
A large valley filled with rocks, vegetation, and a small village surrounding a dried out river bed separate the two teams. The large hills on either side of the valley offer many firing positions, and very little cover in the valley will protect a large tank completely against all positions. Regardless of approach, attackers will face a long climb into the enemy's camp, and effective use of the cover en route is essential. The northern approach offers plentiful protection to attack either hill, but the southern approach makes up for lack of protection with shorter distances and better concealment.
|
1000m x 1000m |
|
|
El Halluf - Encounter
Encounter map.
|
1000m x 1000m |
|
|
Ensk
A mixture of city outskirts and suburban areas, bisected by railroad tracks. Plan your tactics to take advantage of defensive choke points and cover open areas with your vehicles. Artillery is great for deterring enemy breakthroughs, but remains almost defenseless when exposed to enemy vehicles attacking from cover.
|
600m x 600m |
|
|
Ensk - Encounter
Encounter map.
|
600m x 600m |
|
|
Erlenberg
A large river splits this map in half, with three bridges acting as chokepoints between halves. A small town surrounds the center bridge, while the north and south bridges have fewer buildings providing cover. A large castle overlooks the west half of the map on a large hilltop, offering cover and supporting fire positions. Hills overlook the city in the east, with sufficient vegetation to provide some concealment for tanks.
|
1000m x 1000m |
|
|
Erlenberg - Assault
Assault map.
|
1000m x 1000m |
|
|
Fishermans Bay
The map is a combination of open spaces and irregular terrain. Meandering narrow streets of the seaport on the flank can be surprisingly advantageous. Sloping hills covered with bushes offer excellent ambush opportunities.
The east side lies a fisherman's village with many buildings for cover. This urban combat environment provides good opportunities for heavy tanks to ambush on approaching enemies.
The west and middle have somewhat open spaces that favor tank destroyers sniping from afar. Medium tanks can take advantage of their speed to flank their enemies.
|
1000m x 1000m |
|
|
Fjords
|
850m x 850m |
|
|
Highway
|
850m x 850m |
|
|
Himmelsdorf
Meaning "sky village" in German, this labyrinth of streets and squares are a large hindrance for artillery and tank destroyers, but ideal for speedy breakthrough and bypass by medium and light vehicles. With the castle dominating the area, access roads running by the hill and along the railway lines to help you out of the impasse.
|
700m x 700m |
|
|
Himmelsdorf - Encounter
Encounter map.
|
700m x 700m |
|
|
Karelia
Swamps, rocks and cliffs determine major avenues of approach on this map. This map, with sparse protection and no buildings, gives the combat advantage to artillery. Concentrate your attacks along the path of your main advance, while conducting delaying and defensive actions along the rest of your front lines.
|
1000m x 1000m |
|
|
Karelia - Assault
|
1000m x 1000m |
|
|
Komarin
A unique map in that the teams do not start near the flags, Komarin offers multiple tactical options. The teams start in the north and south, divided by rivers offering three routes. The center route is a large, elevated, and wooded island connected by bridge to the south, and offers firing positions to nearly the entire map, but at the cost of being exposed if spotted. Recently Czech hedgehogs (tank stopping iron obstacles) have be added, these need a heavy tank to hit them at speed or HE shells to crush them. A small village on both the west and east side of the map offer attackers valuable cover en route to the flag, but leave any tank passing the village exposed to covered and concealed defenders once they leave the village.
|
800m x 800m |
|
|
Lakeville
An isolated mountain valley on one flank, and city blocks on the other allow you to thrust close enough to the enemy. A large lake in the middle gives long-range weapons a clear field of fire.
|
800m x 800m |
|
|
Live Oaks
|
1000m x 1000m |
|
|
Malinovka
Initial staging areas separated by a wide open field, ideal for artillery and defensive operations. Make use of flanking maneuvers and natural defenses like woods, hills and farmhouses, as these can be decisive. Another option is a well-coordinated high-speed combined arms attack across the field, which could bring victory at the risk of a bloody loss.
|
1000m x 1000m |
|
|
Malinovka - Assault
Assault map.
|
1000m x 1000m |
|
|
Malinovka - Encounter
Encounter map.
|
1000m x 1000m |
|
|
Mines
A flat hilltop in the center of this map provides an excellent firing and scouting position, but the short drive from either bases makes climbing the hill a dangerous affair. Northeast of the hill is the small village of Pagorki, which provides plenty of cover for advancing forces, but one that is exposed if the enemy controls the hill. West of the hill, surrounded by shallow water, is a small island which offers good cover while providing a large firing zone. While the island is protected from the hill, it is for the most part, vulnerable to flanking attacks or fire from multiple angles. The island cover is solid, but not particularly large.
This map is formerly Pagorki.
|
800m x 800m |
|
|
Mountain Pass
A large map with many narrow passes and rough ground. The bridge near the center is a natural choke point for both sides. It is a dangerous area for tanks to be stuck on the bridge as both sides have sniping positions on this area. There are small hills that artillery can climb near the bases which will provide a somewhat limited vantage point. Artillery may have difficulty in supporting half of the map due to the hilly terrain.
|
1000m x 1000m |
|
|
Murovanka
A small town dominates the center of the map, with a large forest providing concealment in the east and high ground to the west. The forest provides effective concealment, but lacks cover from fire; whereas the town has plentiful cover, but lacks concealment.
|
800m x 800m |
|
|
Murovanka - Encounter
Encounter map.
|
800m x 800m |
|
|
Port
|
830m x 830m |
|
|
Prokhorovka
Generally open, but hilly terrain around a vital railroad, with groups of trees providing shelter for tank destroyers. On the offensive, watch your own flanks while striking against the enemy flanks. Artillery has free reign, although it is still vulnerable to raids by light vehicles.
|
1000m x 1000m |
|
|
Prokhorovka - Assault
Assault map.
|
1000m x 1000m |
|
|
Province
|
600m x 600m |
|
|
Redshire
A rolling area, dominated by a couple of hills. The hills in the village of Redshire provides cover for sniping tanks and tank destroyers hiding in ambush. Artillery will play a powerful role on this map.
|
1000m x 1000m |
|
|
Ruinberg
Concentric city streets, along with dense forests and bushes in the overgrown park allow for hidden maneuvers and redeployment of your troops. Although artillery fire is of limited use in the city, the debris provides effective cover for your troops.
|
800m x 800m |
|
|
Ruinberg - Encounter
Encounter map.
|
800m x 800m |
|
|
Sand River
A mostly open map offering little concealment, but providing plentiful cover due to the large number of sand dunes. Three small villages provide temporary cover at best, but are easily destroyed, so they must be used cautiously. Each flag is well protected with a ridge offering defenders cover, concealment, and excellent firing positions. Plentiful cover allows an excellent arena for run and gun tactics while offering many routes for tanks to engage the enemy and make use of their mobility.
|
1000m x 1000m |
|
|
Sand River - Assault
Assault map.
|
1000m x 1000m |
|
|
Sand River - Encounter
Encounter map.
|
1000m x 1000m |
|
|
Serene Coast
|
1000m x 1000m |
|
|
Siegfried Line
A wonderful map combining the best of both worlds. The west side is open fields with little cover, excellent for quick flanks around the side for those looking for an early victory. To the east, the town offers concealment and cover for those brave enough to enter its confines.
|
1000m x 1000m |
|
|
Siegfried Line - Assault
Assault map.
|
1000m x 1000m |
|
|
Siegfried Line - Encounter
Encounter map.
|
1000m x 1000m |
|
|
South Coast
|
1000m x 1000m |
|
|
Steppes
A seemingly endless open expanse of fields and hills are scattered throughout this farmland map. Open fields, varying ditches, and small hills litter this map, allowing for some prime spots for ambushes. Vast open fields are great for those who prefer long range combat. With very little obstacles blocking your target, both attacker and defender may engage in long range duel. Open terrain also favors the SPG player.
|
1000m x 1000m |
|
|
Steppes - Encounter
Encounter map.
|
1000m x 1000m |
|
|
Swamp
|
1000m x 1000m |
|
|
Westfield
A wonderfully lush area, Westfield features forests, fields, farmland, and multiple villages throughout the map. Included is a large war-damaged bridge crossing the eastern valley. Plentiful ridges give ambush positions along nearly every route, and large fields can leave a tank vulnerable when moving between positions.
|
1000m x 1000m |
|
|
Westfield - Assault
Assault map.
|
1000m x 1000m |
|
|
Widepark
|
600m x 600m |
|