The analysis of maps based on server statistics: “Karelia”

Source: WoT RU portal.

Do you want us to tell you what often prevents you from winning a battle? Poor possession of the map. Make a small mistake –  that’s it, a hysterical and joyous defeat rushes towards you.

Don’t panic, we have something that will be useful even for experienced tankers, not to mention newcomers – server statistics. Information, based on it, definitely will come in handy in battle. Watch and play with sense.

General description of the map:

First, let’s refresh the general information and recall the legend of the map.

Translations:  Объезд – detour, Камни – Stones, Низина – lowlands,  Верхняя база – Upper base, Плато – Plateau, Склон – Slope, Болота – Swamp, Заезд – ramp, Балкон – Balcony, Штаны – Pants (cause of the shape maybe?), Проезд – passage, Нижняя база – Lower base, Ущелье – Ravine.

“Karelia” is a half-open map of 1000 by 1000 m area with two main directions of attack and a large marshy zone in the center, conditionally dividing the map into two zones of influence. The clash of the main opposing forces of the teams takes place in the area of ​​the ravine and the detour. Control over the ravine is achieved by the team whose fast tanks won the fight in the “pants”. Thus, the team gets the opportunity to cross fire on the enemy in this zone, and also to provide fire to the “swamp”, “plateau” and tank areas near the enemy base, which can only defend or retreat. In the direction through the detour, everything is decided in a head-on collision between opposing teams, and the winners have the opportunity to break through to the enemy base.

Positions of effective fire

The marked positions reflect the location of the equipment and the direction of the fire, where the players most effectively deal damage in the battle. This data is based on server statistics, which is based on a huge number of battles played on the map.

During battles, you should choose the direction on which the techniques will feel most comfortable and will be able to be fully realized. Areas where the enemy can provide effective fire are necessary to avoid or to act very carefully.

Note: these maps are interactive, to view them please visit the main page.

Positions of effective fire for the bottom team:

Positions of effective fire for the upper team:

Positions where vehicles are most often destroyed:

Based on statistics for the huge number of fights, the team’s vehicles are most often destroyed in these positions. Therefore, you need to act very carefully or choose safer routes while near them.

Bottom base:

Upper base:

Zones of concentrated artillery fire:

From the marked positions the artillery fires most frequently and effectively. Controlling the enemy’s artillery and destroying it in these positions will greatly facilitate the life of your allies.

Bottom base:

Upper base:

Here it is, the map “Karelia”, with all its advantageous and not the most profitable positions. Take on arms!


15 thoughts on “The analysis of maps based on server statistics: “Karelia”

    1. The maps with a raised center are the best. Think of Redshire, Fisherman’s Bay and Steppes. You can go everywhere with every tank class, a lot of viable tactics are possible on those maps.

      The maps with a valley or swamp in the middle have stagnating gameplay, as you are way to exposed in the centre and you have to go to one or two spots/flanks on the map: Swamp, El Halluf, Karelia…

      See the pattern?

      Liked by 1 person

      1. I would argue the opposite. Raised center maps such as Prokhorovka, Airbase, and Mines promote a static game of attrition where anyone who pushes dies (of the three you cite Steppes is a textbook open center map and only Fishermans Bay actually has a raised center but it offers viable flanks with good cover).

        In contrast, flat maps with an empty center such as Murovanka, Steppes, and Live Oaks usually allow for more dynamic combat that allows for actual maneuver and isn’t dominated by a single central terrain feature.

        Liked by 1 person

        1. Yeah, that’s true. But the centre heights on saud maps aren’t accessible from every direction. The hill on mines is only accessible from one direction.

          Steppes… it’s how you look at it. The flanks and centre passage are lower, so from that perspective the centre is raised a bit. And al ost all the height differences are passable, which allows flanking and dynamic gameplay.


      2. You can go to the central part with light tank and do lot of spotting damage sometimes (mostly on mid tiers with inexperience players)
        Also central part plays key role for assault mode that is still played by some percentage of players. And I would argue about Swamp.


  1. Too many “Donut” maps in this game. This is where the entire center is a no go zone, either an exposed lowland, or water or just wide open field. The games are always decided in the corners.
    No new maps in years also reinforces this tendency to attack the same way in the same areas game after game.

    Liked by 1 person

  2. No matter how well you know the maps, smart tactical deployment for any class won’t save you from a team full of bots and worse-than-bots players.

    Almost every time I see whole team charges to one side, or meds and heavies deploy in wrong directions, It’s a fast defeat.

    So either people never read anything like this article, or they just don’t want to win.

    Liked by 3 people

    1. Yep, the worst thing is even if you know they are doing the wrong thing, there is no point to do the right thing with 1 or maybe 2 other guys, all you can do is hope that you can just faceroll your flank with the entire team and then finish whats left over. If you go with 1 or 2 you are pretty much guaranteed to lose as they will just rush you, most of the time, and then you are dead and lose anyway 😦


  3. Does WG really expect people to read that analysis? WG doesn’t even know how to make good maps, can’t balance it, they can’t even play any tank in a decent way, their analysis is basically from a 50 wn8 player


  4. the center is not a no-go. I go center every time I play on this map. you just have to stay inside bushes and close to solid cover. you get sniping positions and the chance to flank the enemy.


  5. Doesn’t say anything that we don’t already know. Somewhat interesting to see the primary arty target locations, mainly the smaller blips.

    Raised center maps work if there isn’t just 1 giant mountain. Sacred Valley for example works pretty well. Abbey, Cliff, Fjords, and Tundra (sort of) also. There has to be some variety and a couple hills/mountains to prevent there from being just 1 or 2 lanes.


    1. I think that Abbey is just a simple corridor map. There is nothing wrong with corridors, as long as you can flank. The corridors (or driving lanes) in Steppes and Redshire are coverd by hills, which you can cross with any vehicle. The corridors in maps like Abbey are made by cliffs or buildings. You can’t drive over steep cliffs or buildings, so flanking options are rare and the gameplay is not dynamic. That’s also what make citymaps so damn awfull to play.


      1. I would say, that beloved Stalingrad offers way more flanking options than abbey, mountain pass or fjords, because building are small and same applies to Charkov.
        But Redshire and Steppes are among my favorite maps while Abbey, Windstorm, Lakeville and Pilsen are among the worst, for reasons you mentioned,


  6. Much of the game play is determined by where you start on the map.

    Simply moving the flag just a little bit might help mix it up.

    Every map could have three slightly different sets of spawn points.

    Bah, WoT v1.0 should change a lot of these discussions… Who knows.


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