Action “Birthday of World of Tanks. Promotion "Birthday of World of Tanks Best Positions on a Quiet Coast

Hello dear guests and guests of the website portal... We continue to analyze the maps of the World Of Tanks game. And today you will see map guide wot Quiet Coast... A relatively new map, which for a long time has been gathering dust in the archives of map makers during processing and has been revived in a new glory. Well, let's get down 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. Minicap.


Map Quiet coast wot was added to the game in update 0.7.5. However, it was not warmly received by the players and already in update 0.8.4. was removed from the game and sent for revision (however, as often happens with wargaming). After a fairly 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, 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 practically all the structural components available in the game: elevation differences, bushes, stones, depressions, 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 Tikhy Bereg map in its current state is played quite well and cheerfully, any classes of tanks can easily find something to do, and "stoylovo" is extremely rare here.

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



Picture 2. Legend.

  1. Upper base(The base is securely sheltered by high hills capable of providing protection from artillery and can be used as " last frontier defense ". However, there are many through passages among the hills, and therefore it is rather difficult to guess which side the opponents will come from).
  2. "Zelenka"(A 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 also tank destroyers are being fired here from their positions behind. the rear or to capture the base. The most important direction, which is not recommended to be abandoned).
  3. Lowland(Together with the brilliant green, they form the left flank, bounded on the right by the railroad. It can be used as an additional direction for attack, supporting the brilliant green. Also used by light tanks to illuminate and trolling opponents in the positions of tank destroyers. It does not represent a full-fledged direction, but only plays the role of support attacks).
  4. Town(A 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, and 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 shortest route between the two bases passes through the town).
  5. "Spit"(On this map, this is the right side of it, an elongated and arched land surrounded by a water barrier. There are many high stones and cliffs that give some protection from the "suitcases" of artillery, which means it is suitable for slow and heavily armored tanks that can wrestle here "Head-on-forehead" with enemy tanks.However, it is worth remembering that cover from artillery is not 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 enemy base. The second important direction, which cannot be thrown).
  6. Bottom base(Also, like the upper base, it is surrounded by high hills and cliffs, which provide protection from artillery, lumbago, but they have many passages, because of which it is quite difficult to predict the behavior of the enemy).

How to play on the Quiet Coast wot?


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


Figure 3. Positions.


So, which ones can be distinguished tactics on the map Quiet Coast wot? In fact, everything is simple and straightforward. There are only two key directions on this map:
  1. Along the red arrows fast and agile medium tanks are driving. In the area where the two teams meet, there is a very large, but relatively flat hill, which is not particularly demanding on the elevation angles. The way to the base itself opens from this direction. Allies on the "top floor" can be supported by tanks from the lowlands, driving almost to enemy positions, leaning under the hill, thereby creating a kind of encirclement.
  2. Along the blue arrows heavy tanks are advancing. In this area (the so-called "scythe") there are quite a lot of relatively high, steep slopes that can cover from artillerymen, and numerous folds of the terrain will cover the lower armor plate. Pushing this direction is just as important as the direction of medium tanks.
These are the two highest priority parts of the map. This is where the main forces of teams collide. Going anywhere else is highly discouraged, do not reinvent the wheel and help your allies better where you really need it.

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

Brown areas Picture 3 shows the most popular positions occupied by gunners. In general, from these positions, excellent shots open up almost the entire map. 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 on time if any flank is pushed through. Be that as it may, on this map it is especially important to follow the minimap and be aware of the current situation on the map in order to change the flank in time, escape from opponents, and support allies where it is required.

Yellow arrows the approximate movement patterns for fireflies are indicated. In short:

  • move to the area of ​​the railway, defending the center of the map from enemy fireflies, which can slip into the rear of your team; shine on 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 passage 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 the enemy fireflies in the town; is also useful only at the beginning 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 have to make your own decisions after the middle of the battle, but at the beginning of the battle it is worth choosing exactly these directions, which I described.

In custody.

Map Quiet coast quite diverse and easy to learn, but at the same time requires constant monitoring and analysis of the minimap and the current situation on the map. It is equally suitable for all vehicle classes: you will hardly be able to show your tank to the full on this map, but you will not have to stay idle here either. Stoyalovo does happen on the Quiet Coast, but it is extremely rare. 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!

Hello dear guests and guests of the website portal... We continue to analyze the maps of the World Of Tanks game. And today you will see map guide wot Quiet Coast... A relatively new map, which for a long time has been gathering dust in the archives of map makers during processing and has been revived in a new glory. Well, let's get down 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. Minicap.


Map Quiet coast wot was added to the game in update 0.7.5. However, it was not warmly received by the players and already in update 0.8.4. was removed from the game and sent for revision (however, as often happens with wargaming). After a fairly 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 the railroad divides the map in two. As you already understood, 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 practically all the structural components available in the game: elevation differences, bushes, stones, depressions, 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 Tikhy Bereg map in its current state is played quite well and cheerfully, any classes of tanks can easily find something to do, and "stoylovo" is extremely rare here.

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



Picture 2. Legend.

  1. Upper base(The base is reliably sheltered by high hills capable of providing 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 rather difficult to guess which side the opponents will come from).
  2. "Zelenka"(A 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 also tank destroyers are being fired here from their positions behind. the rear or to capture the base. The most important direction, which is not recommended to be abandoned).
  3. Lowland(Together with the brilliant green, they form the left flank, bounded on the right by the railroad. It can be used as an additional direction for attack, supporting the brilliant green. Also used by light tanks to illuminate and trolling opponents in the positions of tank destroyers. It does not represent a full-fledged direction, but only plays the role of support attacks).
  4. Town(A 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, and 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 shortest route between the two bases passes through the town).
  5. "Spit"(On this map, this is the right side of it, an elongated and arched land surrounded by a water barrier. There are many high stones and cliffs that give some protection from the "suitcases" of artillery, which means it is suitable for slow and heavily armored tanks that can wrestle here "Head-on-forehead" with enemy tanks.However, it is worth remembering that cover from artillery is not 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 enemy base. The second important direction, which cannot be thrown).
  6. Bottom base(Also, like the upper base, it is surrounded by high hills and cliffs, which provide protection from artillery, lumbago, but they have many passages, because of which it is quite difficult to predict the behavior of the enemy).

How to play on the Quiet Coast wot?


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


Figure 3. Positions.


So, which ones can be distinguished tactics on the map Quiet Coast wot? In fact, everything is simple and straightforward. There are only two key directions on this map:
  1. Along the red arrows fast and agile medium tanks are driving. In the area where the two teams meet, there is a very large, but relatively flat hill, which is not particularly demanding on the elevation angles. The way to the base itself opens from this direction. Allies on the "top floor" can be supported by tanks from the lowlands, driving almost to enemy positions, leaning under the hill, thereby creating a kind of encirclement.
  2. Along the blue arrows heavy tanks are advancing. In this area (the so-called "scythe") there are quite a lot of relatively high, steep slopes that can cover from artillerymen, and numerous folds of the terrain will cover the lower armor plate. Pushing this direction is just as important as the direction of medium tanks.
These are the two highest priority parts of the map. This is where the main forces of teams collide. Going anywhere else is highly discouraged, do not reinvent the wheel and help your allies better where you really need it.

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

Brown areas Picture 3 shows the most popular positions occupied by gunners. In general, from these positions, excellent shots open up almost the entire map. 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 on time if any flank is pushed through. Be that as it may, on this map it is especially important to follow the minimap and be aware of the current situation on the map in order to change the flank in time, escape from opponents, and support allies where it is required.

Yellow arrows the approximate movement patterns for fireflies are indicated. In short:

  • move to the area of ​​the railway, defending the center of the map from enemy fireflies, which can slip into the rear of your team; shine on 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 passage 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 the enemy fireflies in the town; is also useful only at the beginning 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 have to make your own decisions after the middle of the battle, but at the beginning of the battle it is worth choosing exactly these directions, which I described.

In custody.

Map Quiet coast quite diverse and easy to learn, but at the same time requires constant monitoring and analysis of the minimap and the current situation on the map. It is equally suitable for all vehicle classes: you will hardly be able to show your tank to the full on this map, but you will not have to stay idle here either. Stoyalovo does happen on the Quiet Coast, but it is extremely rare. 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 difficult fate - it was first added in the World of Tanks update 0.7.5 and from the very first days in random battles it was distinguished by a magnificent and vigorous tank stand 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 withdrew the card for processing. She returned to us in Patch 8.8, prettier and more dynamic. Let's consider the tactics of conducting a battle on the Quiet Coast, but first the standard information.
The type of the card is summer, the size of the map is 1000 x 1000 meters, the levels of battles are from 3 to 12, the type of battles is only standard.
A railway runs through the entire map from north to south, it conventionally divides the map into two zones - the western hilly (active areas "slope", "hill" and "lowland") and the eastern urban / mountain (active areas "city" "island "" Bridge ").
The relief of the map dictates three possible directions of attack - through the hills, through the city, through the island. It is recommended to maintain at least two adjacent directions, for example, hills-city or city-island, in order to have cover from at least one flank.

There is not and cannot be a classical route scheme - 3 directions dictate at least 3 options for the development of events. Let's take a closer look at the tactics of warfare on the Quiet Coast map.
Standard siding of tank destroyers from the first respawn - control of the center from the base of the hill (square F1) and the island, respectively, for the second respawn, the control of the center is carried out from the positions in square B2, and the transfer to the island is controlled from it and from square E7 (a very convenient pebble at the base bridge). By the way, you can get to the island from the second respawn in two ways - through the bridge with the risk of primary light from the nimble enemy light tanks and through the ford along the 9th line - slowly, risky, but the chances of being lit up are minimal.
The artillery on the "Quiet Coast" is in moderate demand - the relief of the map is not very flat and there are zones that are not subject to fire (for example, the city and the space beyond the mountains of base respawns), but many convenient positions (J2 is a classic for the first team) make the game on ART ACS, 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 heal, a gap is possible immediately.
Medium tanks on this map usually support heavy tanks in one direction of attack, although their main task is to break through the island. The thing is that before the island was separated from the first base by water, 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 practically throughout the entire attack area - literally 2 -3 positions.
Medium tanks also feel comfortable when attacking the hill-slope direction on the first and second lines. The relief of the map was significantly smoothed, there was a more convenient opportunity to shoot from the center, but a lot of pebbles make it possible to develop an attack in this direction, sometimes quite successfully. If things did not work out at all and the attack ran into a well-organized defense, then there is always the opportunity to fall into the lowland and try to push through the central direction.
By the way, it is through the center (or more precisely, through the direction of stones-city) that most of the drivers of heavy tanks play this card. The shortest path to the enemy base, however, without reliable flank cover with 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. The highest chic among the representatives of the first team is considered to take 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.

Hello everyone, today I want to teach you how to play correctly on the Pacific Coast map, which causes a lot of hatred among World of Tanks players.

Bottom respawn

The green arrow indicates the path of the ST, if there are more than 2 and 1 Lt in the team (amx1390, t71). You take this position and wait for all the opponents to come at you. Your TT, PT, Art-ACS will help you (shoot them). Of course, all opponents will want to kill you, they come to you, you inflict damage, your allies help to shoot opponents. In this situation, the battle ends within 5 minutes.

The red arrow denotes all opponents who will go at you from these sides.

The blue arrow indicates the direction of the CT, when you have inexperienced players in your team and do not understand what is the best option to do according to scheme 1. You stand on a mountain in the bushes and play positionally, fire a shot and roll back. If all the players from the opposing team have already grown (rush-breakthrough) onto our hill and have successfully merged, then you can go forward and break through to their stones

Purple arrows indicate the path of TTs that should defy (def-defense) the passage to the base, it is advisable not to crawl out under the shot and play positionally, if the opponents rush, then they need to be taken as a good def. If you accepted them, then you can ask to their base and help CT.

Upper respawn

The green arrow denotes the path of STs, which must take a position and accept others if no one is driving, then we go up to the top, if they have no light and no one is shooting at you, then we go forward to their slide, if yours have covered the center, then we go and rush the mountain.

The blue arrow indicates the TT path, everything is easy here. We borrow stones or stand behind houses. We play positioning, if they go, we shoot at them. If no one is lit, we stand and wait for them, if they do not go, then we wait until the mountain is overwhelmed. In two cases, further rushim.

The yellow arrow indicates the PT path. We stand stupidly and shoot at the opponents.