Tundra

Summer  800—Ö800   Battle Tier limit   3-10

File Tech Name : 63_tundra 

A mountain in the east offers the possibility of dominating from the high ground, while the central part of the map offers a wide range of tactical advantages.

The village in the west could offer some linear combat for heavy tanks. Heavy tanks generally end up around a large rocky hill to the west, fighting along a gully there.

The bridge in the middle can be good place for lightning maneuvers into the enemy base, but these should be done with caution.

The other main point of conflict is the hill in the East, where many tanks go and fight around a couple of small rocks.

This can be a very dangerous place for people who are not aware of what is going on around them.

The map has many, many sniping positions that can be used well, and Spgs generally hang out at the back. This is a very good and fun map, but it can be challenging too.

Tundra.jpg

How to play Tundra 

Tundra is one of those maps in World of Tanks that is difficult for individual players to shine and tends to be decided very quickly early on. The map isn’t very large and has a ton of different routes, elevations, and nooks to throw a wrench in your plans. Usually the outside flanks decide the battle since the majority of the brawling happens there early. The center is often forgotten. However, it can swing the battle with fewer tanks as long as your team doesn’t die early on. This World of Tanks Tundra strategy provides key routes, tactics, and positions to use to excel on Tundra in standard battles.

 

A mountain in the east offers the possibility of dominating from the high ground, while the central part of the map offers a wide range of tactical advantages. The village in the west could offer some linear combat for heavy tanks.

 

Tundra can be described as one of the least tactical maps in World of Tanks. Because there are so many routes one can choose to go down, it is almost impossible to describe how to go about your business on this map.

 

There are many sniping positions throughout the map, so tanks with good dispersion values will have fun here. Heavy tanks can brawl anywhere from the river valley to western valley to the city in the west. Medium tanks can take the east hill and fare pretty well, or they can take the bridge that connects the two bases. This is a natural choke point though, so you'll have to bring some backup. Scouts can use the river valley under the bridge to spot. It is also fairly easy to get out of. SPG's will find the tall formations and mountains a bit annoying, but they do have a good chance of success. Tank destroyers with good frontal armor will love the western valley as well as the bridge.

Many losses on this map arise because teams neglect to ensure that all flanks are adequately covered, or at least defended. There are five assault routes: The central route, through the village and abbey; the hill route, from the West side of the map; the cliff route, from the East side of the map; the road route, through the road connecting both bases; and the village route, which is straight through the village.