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. Natural zone of the Russian steppe: where it is located, map, climate, soils, flora and fauna Medium tanks, how to play WOT

The Eurasian steppe is located in temperate and subtropical climatic zones, and extends 8 thousand km from Hungary in the west through Ukraine, Russia and Central Russia to Manchuria in the east. The steppe zone of Russia is a flat area covered with grassy vegetation and practically devoid of trees, with the exception of river banks. Shrubs and many types of grasses grow well on steppe soils.

Eurasian steppe on the map of Eurasia/Wikipedia

As the climate from west to east of the country becomes sharply continental, the composition of flora and fauna changes. The steppes of Russia have very fertile lands, so much of the area has been converted to agricultural land. Human activity has led to the destruction of vast areas of virgin steppe, as well as a reduction in the number of unique species of plants and animals.

Geographical location and types of steppes in Russia

Steppe zone on the map of Russia

The Russian steppe zone extends from the Black Sea to Altai in the south of the country. The visual northern border is Tula, the Kama and Belaya rivers. In the south, the steppes reach the Caucasus Mountains. Part of the zone lies on, the other is located on West Siberian. When moving from south to east, steppe landscapes are found in the basins of Transbaikalia. The steppe zone borders on the forest-steppe in the north and also in the south. Natural conditions on the steppe are not the same. Hence the difference in the composition of the plant world. In Russia there are 4 following types of steppes:

  • Mountain: The steppe lands of the Caucasus are covered with numerous types of grasses, with the exception of sedges.
  • Meadow: occupy most of European Russia and Western Siberia. Forbs and cereals grow in this landscape area. The thick green carpet is enlivened by bright flower stalks.
  • Feather grass: The steppes of the Orenburg region are covered with varieties of feather grass.
  • Desert: tumbleweed, twig grass and feather grass are found on the lands of Kalmykia. The vegetation cover of the territory has been significantly damaged by human activity.

Steppe climate

From south to east, the climate of the Russian steppe changes from moderate continental to sharply continental. The average winter temperature on the East European Plain is -5°C. At the borders of the Western European Plain, these indicators drop to -30°C. Winters have little snow and winds often blow.

Spring comes abruptly, advancing, thanks to air masses, from the south and southwest. At the end of March the thermometer rises to 0°C. The snow is melting quickly, and there is practically no new precipitation.

The temperature in summer is +25°C, most days are clear and sunny. Precipitation occurs precisely during the warm season, with at least 400 mm. The steppes are characterized by aridity. Dry winds dry out the soil, lead to erosion, and form ravines. A sharp drop in daily temperatures of 15°C makes steppes similar to deserts. The steppe autumn is long, there is practically no wind, and until November the average temperature is about 0°C.

The steppes in southern Russia are softer due to southern winds. The wind from the south brings humid air, which softens winters and reduces the summer heat. In winter, cyclones often occur in the southern regions, and in summer, fogs form in river valleys.

The steppes in the west have a more severe climate; in winter, at a temperature of -50°C, the soil freezes to 100 cm. Little snow falls, and there are almost never thaws. The snow cover melts in mid-April. Summer, lasting three months, begins in May. The first frosts occur in October, and winter begins a month later.

Flora and fauna

The main cover of the steppe consists of cereal crops, growing in bunches, between which the earth is visible. Herbs tolerate heat and drought well. Some of them roll up their leaves to avoid evaporation. Feather grass is found more often than other plants. Its size depends on the region of growth. No less widespread in the steppe is the Tonkonog genus of cereals. The spike-shaped panicles of perennials are food for animals.

Most plants have dark colored foliage, which protects against excess moisture evaporation. Dwarf iris, meadow sage, Kermek, astragalus, meadowsweet, swordweed, and wormwood grow in the steppes. Honey plants are of great importance: sweet clover, alfalfa, buckwheat, phacelia, motherwort and sunflower.

The fauna of the Russian steppe zone cannot be called diverse. Large animals have nowhere to hide, so small animals can be found here: gophers, marmots, hamsters, jerboas and hedgehogs. The steppe fox feeds. Small animals serve as food for wolves, wild cats and ferrets. Common birds of prey include owls, hawks, harriers and buzzards. In addition to them, the steppes are inhabited by ducks, bustards, cranes and herons. In the steppe zone you can find amphibians and reptiles: frogs, toads, lizards and snakes. Steppe antelopes, saigas, live in herds and have adapted to do without water for a long time.

Soils

Chernozem was formed under the influence of high temperatures and low humidity. It is characterized by high fertility. Humus is actively formed in the upper layers. Its horizon in the Kuban region reaches 100 cm. To the south, due to drought, saline and saline soils are often found. In many areas, erosion is actively occurring on the surface. Under drought conditions, leaching of calcium, magnesium and sodium from the top layer can be observed. Chernozem contains billions of useful ones. The plowed lands of the steppes provide 80% of all agricultural production in Russia.

Economic activity

The first settlers of the steppes were engaged in cattle breeding. Then people began to actively plow the lands and sow them. Today, corn, wheat, sunflowers and rice are grown in these areas. The abundance of light and heat allows you to grow melons, melons and watermelons. In the south, part of the land is allocated for vineyards.

Grass cover is an excellent food source for livestock. In the steppe zone they breed poultry, sheep, pigs and cows. Factories operate in large cities. The terrain makes it possible to build long highways. The steppes are densely populated, with large cities adjacent to sparsely populated villages.

Environmental problems of the Russian steppes

Human activity, water and wind erosion lead to desertification of the steppes. The land becomes unsuitable for growing crops, and soil fertility decreases. Due to the reduction of vegetation, animal populations are declining. In the struggle for the harvest, people use fertilizers that pollute fragile crops. Artificial irrigation leads to soil salinization.

To preserve the unique steppe, it is necessary to strengthen measures to protect rare plants and animals and create new protected areas. In protected areas, vulnerable species will be able to recover faster. The steppes of Russia can still be preserved, but this requires joint efforts of the state and civil society.

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 ATs. 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 go 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!

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

Hide artillery, tank destroyer WOT.

As practice shows, “in a random game” players do not always understand where they need to go on a particular map and what exactly needs to be done where they have arrived. We do not promise that after reading this article you will immediately learn how to “pull out the fight” alone against 15 opponents, but it will become much easier for you to navigate the map.

Steppes, like Robin, is one of the oldest cards in the game. It is worth noting that the map has undergone minimal changes over time, which indicates its good balance.

First, let's take a look at the map itself:


The following main zones can be distinguished:
1. "Stones"; 2. “Center” (gut); 3. “Ravine” 4. “Def”; 5. "Field"

So. Let's take a closer look at the map. As we can see, the map is conditionally divided into 2 parts by a “road” (2) running in the center from one base to another. Let’s call it “Center” and combine into this concept not only the road itself, but also the “fields” adjacent to it. The left flank is a depression relative to the field. This recess is abundant in all kinds of rock-shaped shelters, behind which your tanks can confidently hide. It is worth noting that similar shelters when traveling both from the top and from
There is enough lower base, and no base in this case is frankly “weak”. This direction is primarily the place to play TT, ST or PT. For tank destroyers on this flank there are excellent positions for shooting under the radar, protected by folds of the terrain, for tank destroyers there is the opportunity to target enemy weak points practically in a “clinch” and wait out reloading while hiding behind rocks. STs, having united in groups, can provide assistance to heavy tanks. It is worth noting that this direction is quite dangerous for STs, because the shelters are located in such a way that any exit from behind them is well shot at, especially if the PTs have already taken (and they most likely have already taken) their positions. As a rule, the meeting of TT and ST of both teams occurs closer to the center of this direction.

In general, in this direction, the decisive role is assigned to heavy tanks, and having won this direction from the enemy’s tanks, on the way to the base, only tank destroyer positions will remain, which can be destroyed either by imposing close combat on them, or with the help of artillery, which, if properly placed, can easily shoot through these positions. The central direction is the place where light tanks spend their time; they can fully realize their main qualities, speed, stealth and maneuverability, precisely on a direct road from base to base. At the very beginning of the battle, the closest attention is paid to this direction. Typically, illumination in the center occurs at the very beginning of the battle; it can take place both across the road in the center (an attempt to break into the base itself, active light), and on the field, when the tanks, having made a lap of honor and having illuminated the enemy, may return (or not return) to your base (as an option - using the folds of the terrain - to remain on the field in the role of passive light, but this option “rolls” quite rarely). For a warm welcome for fireflies trying to break through the center, several tanks or anti-tank vehicles are usually left at the base, which, hiding from light with bushes and stones, should make the life of the firefly as short as possible.

Defense on the Steppe map in WOT

In general, when playing Firefly, your task is to:
1. illumination at the very beginning of the battle, to find out where and in what quantity the enemy forces were heading,
2. if possible, destroy enemy artillery. It is worth noting that some time after the start of the battle, passing through the center turns out to be not as difficult as at the beginning.

The third direction is the ravine, which does not have an abundance of shelters. Driving along the slope of the ravine you can more or less protect yourself from artillery fire. This direction in itself is very convenient for PT and heavy
tanks. There is little cover on this flank, you usually have to meet attacks head-on, and if the defense at your base is not asleep, you are practically not in danger of being flanked. It is worth noting that the upper base is more convenient in this direction when
playing as a PT (parking at the top of the path in this direction), from this position you will be able to confidently shoot attacking enemies in the light of allied tanks, without fear of getting ST//1T behind you. The upper part of the ravine is very convenient for playing on maneuverable tanks; the folds of the terrain allow them to partially avoid the fire of enemy defenses, and luck in this direction will depend on how well the medium tanks do their job. A very interesting tactical move (albeit very rare) is this method of defense on this flank: tanks take up defense from the side of their base at the very beginning of the ravine and meet “guests” who, climbing the mountain, due to the unlimited airborne attack of their guns, simply will not be able to fire back for you. exposing yourself to your fire. But there should be enough of you to realize the advantage of the first shot, but there is a drawback: enemy tanks may not exchange HP, and simply light you up for their artillery.

Let's briefly look at the actions on this map for specific types of tanks:

Actions of light tanks in the steppes

On the one hand, the Steppes are an open location and light tanks have room to maneuver. On the other hand, the terrain in the center of the map is as flat as a table, and a light tank, even one moving at full speed, can be knocked out quite easily. Therefore, light tanks often move along the “center”, where they often collide with enemy scouts. In such conditions, very often an exchange occurs - the LTs destroy each other without finding anyone. Experienced players often go to the flank or hide behind the stones in squares E3, E5, E7.

Medium tanks, how to play WOT


Medium tanks usually form a group and move together along the ravine. Most likely they
they will meet the enemy's artillery tank there, but if the resistance is weak, a fist of medium tanks is capable of crushing the flank, destroying the artillery and going to the enemy's rear. If the enemy has exposed the center, it is possible for the ST to pass through the “center”. Intercepting enemy light vehicles moving through the center in the first minute of the battle is also the responsibility of medium tanks.

Techniques for playing heavy tanks in the WOT steppes


The standard route for heavy tanks runs through the "rocks". This is where they come into
shootout. The rocks in this area provide good cover from artillery, but tanks
very vulnerable at the moment of leaving for a shot and when moving from cover to
shelter.

how to play tank destroyer on the WOT steppe map

Everything is simple here, tank destroyers traditionally occupy positions at the base among boulders (“def”).
From there they shoot through the entire field and the exit from the “gut”. Tank destroyers can also support allies on the flanks.

where to hide APT self-propelled guns in the steppe World of Tanks

At the northern base, the artillery moves behind the railway. There is not much free space there, but the embankment provides good protection from light and fire from the field. There is much more space at the southern base, but it is not as safe. A light tank that breaks through the “gut” is guaranteed to detect all the equipment in the central zone, so self-propelled guns are often moved to the flanks. Players especially love the corner around square K10.

Greetings, dear guests of the gaming site website. Today we will tell you about the World Of Tanks map - Steppes. From our guide you will learn all the gaming nuances of this card. Have a nice time.

General information.


Picture 1. Minimap of a standard battle.


Picture 2. Minimap of the oncoming battle.

Map wot Steppe is

  • One of the most dug up locations in our game. The map's terrain is very sensitive to tanks with poor elevation angles.
  • Made in desert style. But, for some reason, the developers classify it as a summer map. Summer camouflage is used here.
  • Fairly open, very little cover. Basically, all the shelters in this location are uneven terrain.
  • The map is large, size 1000*1000 meters. Almost the entire space of the Steppes can be used for play.
  • The Steppe wot map was introduced into the game a long time ago, in patch 0.6.4. There were no major changes here.
  • There are two random battle modes available on the map - standard battle and counter battle. Battle levels 4 - 11.

Let's move on to consider the main elements of the map.


Picture 3. Legend.

  1. The railway and the area beyond it. This section of the map is located at the very top of the map and initially “belongs” to the top respawn team. This is where artillerymen usually hide. The railway itself forms a low mound, which, nevertheless, provides some protection.
  2. Stones scattered throughout the map and are, by and large, the only shelters. In the areas of rocks there are bushes and hillocks, which makes life easier for any tanks: the bushes camouflage you, and you can roll back behind a hillock in case of light. Typically, positions on rocks are used by tank destroyers, but the course of battle often confuses all conventions: rocks from a defensive position turn into an offensive line, and retreating tanks move from one rock to another. Thus, we can say that initially stones can only be used by tank destroyers for long-range shots from the bushes, and other classes of equipment should carry out their direct responsibilities. Further during the battle - act according to the situation.
  3. Left flank- these are the same stones located in the very center of the left side of the map. Here battles are being waged for the left flank, and here heavy tanks and armored tank destroyers will feel best. In the oncoming battle mode, the most fierce battles take place in this position due to the specific location of the respawns. On the wot map of the Steppes, both flanks are equally important and have the same capabilities. It doesn’t matter which flank your team will press on.
  4. Center of the map- This is a narrow dirt road running in a depression. In addition, there are several secluded stones behind which you can hide from enemies. Thus, this part of the map is inaccessible to shots from the flanks, and the stones will protect you from shots from the enemy base. The central road is perhaps the most diverse and variable section of the map. Here you can arrange sudden breakthroughs to enemy positions, but usually it is used only by fireflies for illumination.
  5. Bases on this map they are completely open, there is not a single shelter within the circle. 5.a and 5.b are bases in the standard battle mode, 5.c is a base in the oncoming battle mode.
  6. Right flank. A huge section of the map with heavily dug up terrain. Conventionally, it can be divided into two floors. The upper floor is to the left, the lower floor is to the right. The terrain is extremely difficult on both floors and tanks with poor elevation angles will find it extremely difficult here because of this. There are no shelters from artillery on the right flank. In connection with the above, we can conclude that tanks with good air defense, small in size, fast and maneuverable can fight here.
  7. Central Plain . A large area of ​​the map that has virtually no value for gameplay. Any tank that comes here will be destroyed very quickly. The only value on the central plain is two cozy stones with bushes where fireflies can stand (they are highlighted with ovals).

Let's look at how to play on the Steppe wot map.


Picture 4. Positions and directions in a standard battle.

The tactics on the Steppe map are not very diverse and will be the same in every battle:

  • Heavily armored tanks and tank destroyers occupy the left flank, fighting with enemy forces there. There are some shelters from artillery "suitcases" and high stones from which you can "tank". Their direction is shown in red.
  • Light tanks travel to the central lowland (yellow), take up positions there and wait for an opportune moment to break through to enemy artillery. From time to time it makes sense to go to the surface for illumination. Another convenient position for lighting would be near a stone on the plain.
  • Fast tanks drive to the right flank and fight the enemies there. An extremely difficult direction, but the most interesting and dynamic. This direction is highlighted in blue.
  • Typical positions for tank destroyers are indicated in purple. However, these positions only make sense at the beginning of the battle; after that you won’t be able to shoot from here anymore.
  • Artillery plays an extremely important role on this map, but there are no hidden positions for them here. Those few positions that provide at least some protection are indicated in brown.


Picture 5. Positions and directions in a meeting battle.

The steppes in the oncoming battle mode are not very different from the standard, but have team respawns in other places, closer to the left flank, but this should not confuse you and you should stick to standard tactics.

However, keep in mind that it is very far to drive from the right flank to the base and if you do not control the situation in the base area, you may lose the capture. This situation in oncoming mode on the Steppe map happens very often: there are not enough fast tanks, and heavy and slow tanks simply do not have time to reach and break the capture.

In custody.

The World of Tanks Steppe map is not the most interesting and varied, here every battle follows the same scenario, and it’s not always possible to come up with something new. In addition, artillerymen play an extremely important role on the Steppes, and the team in which they shoot more accurately is most likely to win. In simple terms, the map is boring, tedious and not interesting, although not the worst in the game.

With this we end this review and say goodbye to you and see you soon.

Square A2 (upper rep)

In my opinion, one of the coolest points in the game. In this area there is a seemingly inaccessible mountain, which is actually quite easy to climb. And on the mountain there is a kind of bucket that completely hides you from light from below. In addition, this point is located at an altitude of approximately 50 meters above ground level, which means you can more easily throw landmines behind the rocks. However, to occupy this point you will need about a minute, so if the enemy has quick light, there is a chance of being caught in the light at the very beginning of the battle. However, having taken a position, you absolutely should not be afraid of artillery hunters, because we are deep in the rear, and among the enemies there are few fools willing to ride along a long climb under fire from the entire team. In addition, many players don’t even know that they can go there. From the ground we can only be illuminated at point-blank range. Personally, I was never featured there at all. There were even such funny cases when the whole team came to capture the base, and I shot them like in a shooting gallery.

I sit high and look far away.


This is roughly how you can see my tank from the mountain. Lighting is technically impossible.

Pros: this point in itself is an absolute plus

Minuses: The humps hiding us make it difficult to shoot at a distance closer than 300 meters, but the problem is solved by running the rear roller over the hump. The position is quite cramped and changing it during the battle is very problematic, so if an enemy artilleryman decides to go fishing and sees your tracer, there is a high chance of being hooked by the fisherman.

Square J2 (lower rep)

Unfortunately, from the lower republic there are no such tasty points as on A2. However, this point is good because it allows you to fire at a distance of 250 meters, while remaining behind the hill relative to the enemy. The only thing to be afraid of is the fireflies that have broken through the center.


That's how we stand. The edges of the hills are outlined in black so that it would be easier for you to understand how they are hiding me. The enemy is in the red zone.


The minimum firing distance is 260 meters, you can get closer if you drive back. However, remember - further from the mountain there is more risk.

Pros: the light will not get to you unnoticed - there will be light in all directions, which means you will have more time to react. In case of light, you can hide downhill from enemy artillery. It's easy to change position.

Minuses: risk of accidental exposure; the mountain may obscure most of the map.



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