Monday, November 5, 2012

Red Star Weakspot [0.8.0] Mod

Red Star Weakspot [0.8.0] Mod

The skins included teir 6 -10 all nation tanks




Description of the selected area:
Red - vulnerabilities.
Purple - ammunition.
Green - engine.
Blue - the fuel tank.
Yellow - the crew.
White - the top gun.


Download : http://www.mediafire.com/?816amxvznjk2hns

How to install? :
1. Extract rar file
2. Copy and paste Vechicls folder in folder  C:\Games\World_of_Tanks\res_mods\0.8.x

Saturday, November 3, 2012

Korean Random Weakspot [0.8.0] Mod


Korean Random Weakspot [0.8.0] Mod





The list of skins tanks included in the archive:


HT 7:
IS
AMX M4 (1945)

HT 8:
IS-3
KV-4
KV-5
T34
VK 4502 (P) Ausf. A (Antitapok)
PzKpfw VIB Tiger II
Lowe
T-32
M6A2E1 (Gus)
AMX 50 100

HT 9:
IS-8
ST-1
E-75
VK4502P (sneakers)
M103
AMX 50120

HT 10:
IS-7
IS-4
MAUS
E-100
T110E5
AMX 50B (AMX 50 68t)

MT-8:
T-44
Panther II
M26 Pershing
Type 59 (Chinese)
Lorraine 40 t

MT-9:
T-54
E-50
M46 Patton

MT-10:
T-62A
E-50 Ausf.M
M48A1
Bat Chatillon 25 t

TD-8:
ISU-152
Ferdinand
T28
T28 Prototype
AMX AC Mle. 1948

TD-9:
Object 704
JAGDTIGER
T95
T30
AMX 50 Foch

TD-10:
Object 268
JagdPz E-100
T110E4
T110E3
AMX 50 155 Fosh


Download : http://www.mediafire.com/?b1cx31v5o3h5q9o

How to install? :
1. Extract rar file
2. Copy and paste Vechicls folder in folder  C:\Games\World_of_Tanks\res_mods\0.8.x

Saturday, August 11, 2012

Support this blog by like this


You interest Tank Model?
Now M1A1 1/72 scale start at $12.70 Only!!




Support this blog by like this page thx  sir :)

Visit Here : http://www.facebook.com/Tankmodel











Thursday, August 9, 2012

World of Tanks Update 8.0 Trailer - Enhanced physics and graphics



Wargaming has announced a huge update for World of Tanks — Update 8.0 — which includes an “improved game engine,” new features, and new content. Most notably, the update is said to introduce “realistic tank movement physics” to the engine. The bullet points are below, and you can see the new look and Newtonian mechanics in the trailer above.

Realistic tank movement physics
Splash and water wave effects
Support for deferred shading
Emblem and inscription customization
Adaptive camouflage
Mini-map functions
Enchanced tech tree interface
New Soviet tanks: SU-122-44, SU-122-54, SU-100M-1, Uralmash-1 and Object 263
New British Matilda Black Prince experimental medium infantry tank

The release date for World of Tanks Update 8.0 is currently TBD.

Day-Night Mod

This mod will change weather in game like picture below








Download : http://www.mediafire.com/?1m2mq1o6cj03x3k


How to install? :
1. Extract rar file
2. Copy and paste folder system in folder  C:\Games\World_of_Tanks\res_mods\0.7.x

Saturday, August 4, 2012



This site will not update untill 9 Aug cause my Mid-Term exam  reason Y-Y

                                                                                                          Sorry All 

                                                                                                             Devid

Wednesday, July 18, 2012

Prohorovka (Goharu)

Prohorovka

Credit Goharu,Garro

An open hilly location, divided by a railway embankment. Bunches of trees and bushes provide great cover for tank destroyers. Artillery can act freely, but is extremely vulnerable to raids of light quick forces.






Green dots – heavies and destroyers.
Yellow dots – points of lighting/sniping positions.
White dots – railway crossings.
Red dots – artillery.
Yellow arrows – attack directions of MTs.
Blue arrows – attack direction of HTs.

One of the possible tactics – mobile defense.

LT: Despite the seemingly simple layout of the map, good lighting makes a huge difference. First, let’s look at the points better suited for passive lighting (Chaffee, VK 2801, small destroyers with periscopes):
A – the bushes at this point are a good position to observe the whole alley up to the cell H. However, you must take into consideration that an LT, which starts at the base I, will get to them faster.
B – the alley is moderately visible from these bushes as the vegetation gets in the way. It’s not suited for hiding either, but it’s a good point for counter-lighting an LT in point A.
E – the path leading up the hill is visible from behind the house.
Quick lighters T-50 and T-50-2 will be more useful for active lighting. They shouldn’t go down into the enemy territory, stick to the center of the hill. Getting a peek with one commander tower is enough. This way, it’s possible to light up most of the enemy team right in the beginning of battle, giving targets to your artillery and causing panic in the enemy ranks. Don’t chase the enemy lighter, unless it’s trying to make its way to your base. If there are no LTs in the team, an MT can light up the field just as well. After that it’s possible to fight your way to the enemy artillery.

Destroyers: Destroyers are typically fighting in the alley. The tactics are simple – maximum damage, maximum stealth. Destroyers are usually located in the cells next to artillery, covering it and assisting heavies in the alley. However, it’s best to stay at two cells away from the artillery, giving it more free space.

MT: Number one priority – taking the hill and then controlling the village. Those who control the hill control everything around that side of the railway.

HT: Should divide into two groups. The largest group should take position in the alley, the smaller one should fight in the village, providing support for MTs attacking the hill. One (preferably a top tier tank) should be placed at the crossing, located closest to the base, and never leave it. This way, it will be able to observe the location from both sides of the railroad and quickly take cover should the enemy breach in.

Artillery: Picking off enemy artillery and top HTs.

Take positions and wait for the enemy to take action, or for the light to give you info. Everything else being equal, the victory on Prohorovka is determined by the play of lighters and the ability of the team to not give away their plans.

Enemy actions and your reactions to them:

1. Enemies rush through the village.

Answer – rush the alley and hold the enemy at the railroad. The remaining top HT should hold the crossing, aided by a part of top destroyers and MTs. LTs attack opposing artillery. Defend base I from cell B2-C2 and base II from point D.

2. Enemies rush through the center or the alley.

Oppose the rush with all forces. LTs and some of MTs approach enemy artillery through the village.

3. Enemies defend.

Answer – wait and neutralize enemy lighters, then attack through the alley and clear the village. LTs light up the alley, target – artillery.
Artillery – pick off enemy artillery and HTs.

Have in mind, that, at the start, base I has a slight advantage in the alley (point A), while base II allows to get to the hill slightly faster. But that’s mostly irrelevant, so, in random battles, both teams are on an equal footing. That’s why the tactic described above will fit for any respawn point. The better your team is coordinated, the higher its chances for victory on Prohorovka.

Tuesday, July 17, 2012

Malinovka (Goharu)

Malinovka

Credit : Goharu,Garro

Here’s one of the recipes for victory in a PuG battle on Malinovka map. As practice shows, 5-7 well played tanks in a team is enough for an easy win. The rest may stay close to the cowsheds and don’t participate in the battle.

Southern respawn point (I)




Green dots – heavies and destroyers.
Yellow dots – MT, LT
Red dots – artillery.
Red areas – locations of enemy force clusters.
Green arrows – directions exposed to fire.
Yellow arrows – attack directions.

I or lower/southern respawn point – defensive play.

Point “F” (D9, the bushes closest to the village) is the key, it allows to easily shoot at the whole field, cowsheds, church, swamp and both hillsides. The area in the vicinity of the church is easily observed. The spot itself is barely seen, even after shooting. Vulnerable to artillery. “Hotheads” shouldn’t be there.

Point “E” protects the mountain descent and allows for quick relocation to point C for base defense.

Point “C” allows clear shooting at the whole base and its approaches.

Point “D” makes it possible to light up the whole field and the swamp, but offers little defense, because it is exposed to fire from the field, enemy base and is also vulnerable to artillery fire.

Point “B” is useful only as a deterrent, helping to hold enemies at the opposite side of the cowsheds, where they can be easily picked from the aforementioned points (F, D, C). As a battle location, this point’s usefulness is close to zero, since the cowsheds are easily visible and exposed to fire from across the whole field, so it’s main purpose is to block the field. Engaging in a duel on point B should only be done if you’re without other options.

The tactics are simple – take positions and shoot at everything coming at you. The easiest way is to strike at those, who approach the cowsheds. You need to lead by 1-2 tank bodies at most.

Point “G” deserves its own section. Any MT, hidden in these bushes, that possesses 400m view distance and a periscope can light up the road leading up the mountain. Everything is lit up perfectly, providing vision of the whole road from B-5 to the slope at A-7. Shoot the spotted enemies from point “F”.

However, the field between the mountain and the village can’t be seen – it needs to be attacked. It’s possible to lead the attack from above the mountain, but take it easy, as this direction is exposed to enemy fire.
It’s best to commence the attack after the first part of the battle went well to your favor.

Sometimes it’s possible to shoot down over a half of enemies without leaving initial positions.

Northern respawn point (II)




Green dots – heavies and destroyers.
Yellow dots – MT, LT
Red dots – artillery.
Red areas – locations of enemy force clusters.
Green arrows – directions exposed to fire.
Yellow arrows – attack directions.

It’s the attacking side, there are very few locations suitable for defense, even though there are some that can be used to ward off attacks for a few minutes – it’s A, B, C, G, F.

Point “C” (the one behind the church) is extremely important – it’s covered from artillery and long ranged attacks, and can also be used to attack with relative safety or switch to base defense if needed. It should be approached from the forest, because the road is lighted up from afar.

Point “F” is another important location. It offers a good view point to look through the base, field and swamp, while being difficult to observe by the enemy. Some might prefer the bushed at D6, but it’s a very “bright” place, so I don’t recommend it.

Another three points - A, B (behind the rocks at the borders of the base) and G (behind the houses) allow to spot and destroy those, who try to approach from the field or edges of the breakage, and slow down base capture.

Now for the attack. It’s possible to play the field rush tactic. But to do this you need to be sure that half of the enemies is on the mountain or in the village. The cowsheds are easily seen through from point E by sharply-eyed HTs or MTs, 450+ view range or a periscope is a must, so those who try to hide behind them are usually doomed. If enemies hide inside the cowsheds, it’s best to attack through the village up until the “pit” point – there is a small pit that can’t be seen or shot through (artillery aside), there are two ways leading out of it – one’s through the forest and another’s through potential ambushes (red areas). If you set up a bit lower from “pit”, you can shoot at anything in the base or cowsheds without any fear of opposition. The range increases across the map’s diagonal, as strange as it may be.

You can also set up a “shooting gallery” in the beginning of the battle, - send one quick lighter in the middle of the field and have him run circles in it, or you may take a beefier lighter (like type 59) and send him along the low road to the cowshed, which will make the enemy panic quite a bit and will give you a few points early on. Incredible, but the lower respawn point is more easily observed through the field than the higher one.

Attacking through the mountain is best to be avoided – too long and too risky. But you may take a trip to the top to scout everything better, and then rush the forest and it the enemy is clustered somewhere else.

Monday, July 16, 2012

Erlenberg (Goharu)


Erlenberg 

Credit : Goharu,Garro

Let’s review the combat tactics for the Erlenberg map.




Green dots – heavies and destroyers.
Yellow dots – points of lighting.
Red dots – artillery.
Red areas – hot spots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Let’s begin with light tanks. The tactics are simple: most of the time, light tanks follow two directions starting from every base. The most effective light on this map goes through the bridge closest to your starting position, because you can cross it without any interruptions caused by the enemy, as there is no way the opposition can reach it in time. Sometimes, light tanks can light up the enemy through the bridge very well. To make lighting more successful, you need to move without crossing the main movement paths of the enemy forces (blue and yellow arrows on the map), remember to use the terrain to your advantage and don’t hesitate to hide or change direction if being in danger.

The starting points are marked with Roman numerals I and II. As you can see, every side has an additional destroyer respawn point, destroyers start closer to the bridge on this map. The rest of the vehicles spawn in aforementioned points.

Tanks destroyers usually prefer to fight defensively on this map. Defense/support of the bridges (green dots). TOP anti-tanks frequently attack the enemy together with main forces.
Artillery is placed in one of the two forests behind the starting location. All of the possible artillery locations are marked with red dots on the map.

On Erlenberg, heavy tanks should break into two groups and move to the northern and southern bridges, crossing the closest bridge and setting up an ambush near the farther one. A sturdy HT should be places at the exit road from the central bridge, serving as a blocker, to destroy enemy LTs and protect the flag. After moving into positions and scouting, it’s time for action.
On Erlenberg map, MTs form the vanguard of the offense, scouting and holding positions until heavy tanks arrive. Main force strikes from flanks. You can attack the central bridge at the very beginning of combat, but it will prove ineffective because of blockers, being supported from above the hill and castle location.

Special attention should be paid to the lighting points, marked as yellow dots. The whole hill and the enemy flag position is easily observed from the B (B5) sector. The brush in the A (K7) sector is a good location to light up the hillside and enemy vehicles behind it.

As for the winning tactic for this map, it should be mentioned, that victory will be achieved by the team that can correctly spread its forces across all key direction, reinforcing weakened flanks is to be done mostly by MTs.

Saturday, July 14, 2012

Mines (Goharu)


Mines

Credit Goharu,Garro




Green dots – heavies or destroyers.
Yellow dots – MT, LT
Red dots – artillery
Red areas – hotspots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Possible tactics:

MT: The main tactic – “King of the hill”. Take the hill with the support of destroyers. Attack from the island.

LT: While all the attention is focused on the hill, the enemy flanks remain weakened. It’s a great moment to light up enemy artillery and destroyers. Use the tried routes: through the village or from the opposite flank through the island, an unexpected light will make the enemy panic and, with some luck, spell the end of their artillery. Rushing through the hill often ends in LT’s aimless death.

Tank destroyers: Have to play defensively on this map. That means either supporting allies at the hill, defending the passage (пролив), or protecting the base in case of an attack from the village. It’s worth mentioning that the elevation at A4 serves as a pedestal, allowing to have a clear shot at almost any direction: the passage, island, hills, village. A really hardcore tier 9 destroyer (object 704, Jagdtiger and T95) can go “HT mode”, but that requires serious skills and experience, otherwise it’s a quick way to get yourself killed.

HT: The main mass of HTs usually attacks through the church (костел) in the village. It’s also a good idea to approach the enemy through the passage, hitting them in the back or even taking the enemy base.

Artillery: There are few places where artillery can plant its feet, but there are a lot of strategic possibilities available. If artillery is places at the farm (K8) or the docks (A1), being behind the rock (B2) will allow you to deliver your package all the way to the hill, island, village or the opponents’ base. The main priority is to support those who attack the hill, protect the village and the church, hunt their artillery and top destroyers.

Noteworthy spots:
A – this point is for defending the base, it allows to shoot at the hill ascend, island, passage and the closest beach.
B – behind the rock, a well protected point with a good shooting vector, defenders placed in this spot will be able to hold enemy forces for a long time.
C – base 2, behind the rock. The mountain has a great “window” to observe the hill. Enemy tanks, going upside the hill, lose a lot of speed and become easy targets.
D – just like the point C – from the bushes there you have a clear shot at the ascend, the road to the church, remember it.
E – shooting pedestal.
F – easy to light up the beach and approaches to the hill, if you’re behind the rocks on the island. Allows to shoot clearly at the beach, ascend, “back exit” at K4 and the base in J5-J6.

Friday, July 13, 2012

Ensk (Goharu)


Ensk

Credit Goharu,Garro

The labyrinth of town blocks and the field at the outskirts are divided by narrow passageways between railroads. When concentrating your forces, account for every strength and weakness of the machines regarding threats they may face on their way: artillery may disrupt a charge through an open field, but is practically useless against tanks hiding behinds the buildings.
“Ensk” or “Town N” is a made up town, often used in fiction.




Green dots – heavies or destroyers.
Yellow dots – points of lighting.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

There are 3 main directions that light tanks may follow: through the center, through the town and through the field. The quickest way to cover the distance and light up the enemy lies in a straight line through the center, but this way is also the most dangerous, because the whole zone is exposed and you can get shot easily.
Light tanks going through the field is usually an effective strategy. You’re very likely to make it to the enemy base and light up their artillery, that’s often hiding at the side where the field is.
When moving through the town, light tanks are mainly used to light up enemy heavy tanks. A light like this will allow to evaluate the forces coming this way. If you managed to slip through the town on a light tank, you have a very high chance to locate and destroy enemy artillery.

Destroyers often set ambushes at the Death Pass. However, it’s not possible to hide in the bushes there forever, because the map is very small, therefore destroyers eventually join other battles.
Sometimes, it’s possible to see destroyers, taking positions and defending, spots suitable for that are marked with green dots.

There are two main combat locations on Ensk: inside the town and on the field. Fighting in the center occurs very rarely. Main combat locations are marked with red outlines.

Medium tanks have to directions on Ensk: through the center together with heavy tanks or through the field. The field directions is more popular, as it’s better for quick and maneuverable medium tanks. All movements of medium tanks are marked with yellow arrows on the map.

A Patton starting in the upper base can make the life miserable for his opponents, if he manages to take the spot at D3 (opening in the destroyed building) – it’s easy to light up the artillery, slowly moving from the circle at K1-2, as well as any enemy tanks trying to make their way to the circle. Your team’s artillery will be grateful.
There’s also an interesting railroad maneuver (6th vertical platform along the railway station).
Patton/E-50 can light up the artillery that wasn’t quick enough to escape with a 75% rate of success, plus all the enemy tanks heading for the hangars or to defend their base.
You’re free to do whatever you wish. Using the tank’s maneuverability you can chip away at the enemy base, shoot at the streets on horizontals D and F. And just disrupt enemy movements this way.
Your allies may meanwhile rush the hangars or defend the other railways from enemy tanks.

On this map, artillery is to take place along the borders of the map. The red dots. However, artillery can also be seen acting as a destroyer in the middle of action.

Main combat locations for HTs – town blocks and alleys in between them. Heavy tanks rarely move through the middle or through the field.

Rushing is uncommon on this map, because of its small size, so even if you charge at the enemy base all together, the enemies will easily be able to return back. If you’re rushing, go through the center, since it’s the shortest road. This way you will be able to reach the enemy base in 40 seconds, and then whether you succeed or not will depend on if you can defeat the base’s masters.

Caucasus (Goharu)


Caucasus

Credir Goharu,Garro

The location does indeed resemble Caucasus and was announced by this name on the North-American forum.




Green dots – heavier and destroyers.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Let’s begin with light tanks. The scouts have 4 directions they can take on this map, following which they will be able to get inside enemy base, find the artillery and help their team achieve victory. Most of the time only three directions of four are picked: through the center, mount or glacier. The path lying through the bridge is rarely used by light tanks, as it’s usually defended from both sides.

On Caucasus, the most popular route for light tanks lies through the center. It’s the shortest way to the enemy base, which is often left without any attention, increasing the scout’s chances of getting to the target. Scouts also travel through the mount and glacier, but they’re less frequently seen here than on the center of the map.

Destroyers usually follow allied tanks, and only sometimes seen in the areas marked with green dots on the map.

Medium tanks may be needed at all 4 directions. When fighting on a medium tank remember that MT’s strength lies in numbers, unless you’re performing the role of a scout, of course. Cover the destroyers, support your HTs and perform fast breaches through the poorly defended points to reach the enemy rear positions and base – that’s the primary tasks to complete on this map. Prioritized MT attack directions are marked on the map with yellow arrows.

Artillery is in a bit of a tight spot on this map, because the mountains obstruct the view and don’t allow for a clear shot, that’s why these vehicles are taking the spots marked on this map in 95% of the cases. The southern team (respawn point II) has a more comfortable platform for artillery units.

Heavy tanks spread out along the track marked on the map with blue arrows. Heavy tanks almost never attack through the center, as they’re highly vulnerable to artillery fire in there, also, the nature of that terrain makes you an easy target for enemies located at any side.

Primary points:
A – well protected, allowing for effective defense. This point is used to control all main directions of enemy attacks: the bridge, center and from the mount side. Allows to quickly switch to defense of the flag, in case of an attack from the glacier.
B – one of the advantages base II has. This balcony makes it possible to shoot at all the lowland up until the canyon and the bridge.

Be mindful and cautious and you easily have a 70% chance to win this.

Wednesday, July 11, 2012

Mini-Map Laser Sight Mod

This mod allows you to shoot at tanks land-mines outside the visible area.







How to install? :
1. Extract rar file
2. Copy and paste files in folder  C:\Games\World_of_Tanks\res_mods\0.7.x\gui\flash

Murovanka (Goharu)


Murovanka


Credit Goharu,Garro

Flat terrain with a village in the center, forest and alley, protected by low hills.




Yellow dots – points for scouting.
Green dots – important defensive positions.
Red dots – artillery.
Green areas – locations of destroyers.
Red areas – hotspots, main combat locations.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

LT.
Movements and routes for light tanks:
If starting at respawn point №1 light tanks should be moving in groups through the forest and the center, actively scouting. To provide passive scouting move into point C.
If starting at respawn point №2 move through the center and down the alley, however, avoid point A and cross the hill before it. Moving through the forest is out of the question, since the enemy has taken all the key positions, therefore, move into point E to provide passive scouting of the forest and any ways leading out of it.

Destroyers.
Main locations are marked in the map. These are well protected positions, allowing for a good fire radius. Tactics – mobile defense, firing at scouted enemies.

MT.
All three directions are available. MTs are leading the charge when attacking through the forest, attacking/defending the center is also their responsibility. MTs shouldn’t go head on with enemies through point A, instead they go around through C3-D2.

HT.
The main striking force on Murovanka. To do this properly HTs should divide into two groups: an attackers (fast, rapid firing) and defenders (well armored). The attackers from respawn point II move through the alley to point A, at which the defenders take their positions. The points B and E can be attacked the same way from the respawn point I. In our opinion, 2-3 highly armored heavies will be enough to form the defender group. A destroyer will good damage output can substitute one of the HTs, if kept slightly behind and covered. The main and prioritized ground for any action is the alley, the forest is of lesser importance.

Artillery.
In the beginning of a battle they are to provide support at defensive points, helping to suppress enemy offensive. After that, they fire at enemy artillery and destroyers, helping in the attack.

Let’s name the most repeated mistakes, which can lead to the team’s defeat:

- Imposing combat from the defensive points. As it so often happens, those going in first are very quickly destroyed by enemy fire, most of the time even well played artillery can’t prevent that. As a result, the advantage is lost, defeat follows.

- Weak defenses. Most of the vehicles follow the offensive route, leaving the flanks barely protected or unprotected at all. Which results in enemy LTs and MTs having a lot of fun.

Using these tactics and strategies you may achieve good results on Murovanka even in PuGs.

Tuesday, July 10, 2012

Steppes (Goharu)


Steppes

Credit Goharu,Garro

Historical reference
The map is devoted to the battles for Crimea in 1942.

Description
Open flat landscape. Possible cover consists of large stones, folds in terrain and the ravine in northeast.
The railroad is behind the second respawn point on the embankment.
Both bases are connected with a road, located in the lowland, covering it from any flank action.





Yellow dots – lighting points.
Red dots – artillery.
Green areas – locations of destroyers/HTs.
Red areas – main combat locations.
Green arrows – locations exposed to lighting/fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Let’s review the most simple and rational possible variants of play on this map:

LT:
LTs have some room for improvisation on Steppes – go here, light from there – it’s up to them. However, they would be wise to consider moving along the central pass, to try lighting up enemy artillery and then returning to the base. Or hide behind the stones in cells E3, E5, E7 and light up the enemies for their team.

MT:
MT offense:
They can approach through the ravine and try to reach the enemy artillery, striking the enemy from the rear, but this tactic should only be attempted when grouped. If you see the center being completely unguarded or your enemies distracted, you may be able to strike through the field or central pass, but be careful – if you can’t rely on your allies (not members of your platoon), it may end badly for you. You may also want to assist your HTs if you see them in need of help.
MT lighting:
It’s possible to light up the artillery or tanks in the ravine, but don’t go down to the lowland, approach through the high land.

HT:
Tanks spawning at any base have the same pattern of actions. You may go left or right, but stay grouped up. If you enter the ravine alone, you will be annihilated. Be rational. Team up with other HTs and go to the stones, but be ready for a prolonged combat there, going in the “pop – shoot – hide” style. A lucky rush through the ravine in the merry company of MTs is quite possible. Trust me – it should go well with artillery support.

Destroyers:
Destroyers can do their thing the most traditional way on this map. If starting at the second base, you may take position at cell A8 and have a clear shot at the whole lowlands. You also hide in the bushes right at your base and ambush incoming LTs and MTs. Supporting HTs is absolutely possible, but if you’re some super-fast T95 that decides to tackle enemy HTs, then… the outcome will be tragic indeed.

Artillery:
Your position may differ depending on the respawn point.

II respawn point:
You should be taking cell D1 if you want to assist at the green areas, you may also position yourself behind the railroad and provide a bit of assistance on all directions. However, your priority must remain enemy artillery, so if you’re safe from being lighted up and you know where the enemy artillery is positioned, come out and start blasting, following tracers. Also, if your forces have managed a breach in the lowland, and you’re sporting a quick vehicle – relocate to cells C9, C0 and assist the right flank.

I respawn point:
It’s simple. Cells K5, K6, K7, K8, K0 – is your home. K0 – for assisting at the green areas. K5, K6 – for assisting at your left flank. Central cells – multi-target assistance. Just remember the rule: “shoot – hide”. To sum it all up, remember the 3 commandments:
- Turn on your brain and keep it that way.
- Watch for the chat and the mini-map, somebody might be in need of expedient help.
- If you fail, see point 1.

Monday, July 9, 2012

Cliff (Goharu)


Cliff

Credit Goharu,Garro




Around one third of the map is inaccessible.
Due to extreme landform drops and the reason mentioned above, most of the job is to be done by HTs and MTs.



Green dots – heavies or destroyers.
Yellow dots – points of lighting.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

There are three paths:
1. The alley, the number one vertical, is a straight road, being the shortest way from one base to the other. Destroyers and HTs hang out there quite often, waiting for someone to come out.

2. The cliff. HTs are a rare sight there, MTs are more common. They have two courses of action: to assist from below or from above, or, more accurately, from the right or left, at the alley or behind the lighthouse. In both cases the tactic is similar, just move in a circle, closing in from both sides.

3. The lighthouse. This is the place where game changing moments often happen, because this is the location where the main forces of the team go, meaning that’s where the top team is.

If you want to rush, go straight up, many heavies can’t get to the plateau quickly, that’s where MTs help. Remember to leave a few HTs on the base, in addition to destroyers and artillery. Lighting is best done by an MT from the plateau, or by an LT through the alley in the beginning of battle.

Point A as a small bonus for base II.
Those who know the map well remember that there’s a tack in the landscape in here – a ridge. This ridge will allow you to keep the enemy forces, moving upwards from their base, constantly lit and shoot them at the most convenient angle.
There’s something for base I too – point B. It’s not as valuable as point A from tactical standpoint, but you can still observe the alley from it very well.

That’s all there is to this map.

Sunday, July 8, 2012

Sand River (Goharu)


Sand River

Credir Goharu,Garro


The map is divided by a dried up river into two zones: one is open with a large amount of sand dunes, another one is a small town, that often serves as a field of battle for heavy tanks. The open area is a light tank’s paradise and is not really popular among them. In addition to all that, there are two hills at the each base, which are great for tank destroyers and artillery.




Yellow dots – points for scouting.
Green dots – crucial defensive positions.
Red dots – artillery.
Green areas – locations of tank destroyers.
Red areas – hotspots, main combat locations.
Green arrows – directions of scouting.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Let’s take a look at some of the most widely used and rational approaches to playing on this map:

LT:
LTs on Sand River have some freedom in their actions. That being said, one of the best courses of action is getting to the enemy base and try to scout their artillery. The most optimal route for that lies through the hill for LTs starting at respawn I and through the center for LTs starting at respawn II. Or they can hide in the bused at cells F4 and G6 to scout the enemy positions.

MT:
MTs mostly attack through the hill, through which some of the more quick MTs, that start at respawn point I, can get to the enemy base fast. MTs starting at respawn point II should attack through the desert. However, this should only be attempted in a group.

HT:
The course of action stays the same regardless of the starting base. They should divide into two groups, one of which attacks through the desert and the center, while the other one fights at the hill together with MTs. When fighting on the hill, be prepared for a long shootout in the “peek-shoot-hide” style.

Destroyers:
Tank destroyers should take defensive positions on the elevations inside the base. If you’re confident that additional defense isn’t needed, you may assist allies in the town and from the dunes in the desert.

Artillery:
Artillery can fire at almost any spot on this map, therefore, there is no need to move around trying to find a better position. Artillery is very important on this map, and can easily decide a battle’s outcome.

Don’t attack recklessly, coordinate your actions with allied artillery and you will be successful.

Saturday, July 7, 2012

Swamp (Goharu)



Swamp

Credit : Goharo,Garro




Both bases are surrounded by exposed terrain. There are partially destroyed houses near both of the bridges, that can be used as cover. In the center of the map there are swamps and several castles – this place is favored by attacking LTs.

Green dots – heavies and destroyers.
Yellow dots – points for scouting.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

LT.
Light tanks can scout from two directions: through the swamp or through the bridge closest to the respawn point (always at the left side). The far away bridge can’t be used to approach the enemy base, as it’s too far away and presents too much danger. However, actively scouting enemy forces from the farther bridge may be a good idea.

Destroyers.
Mostly defensive tactics. Protect the ruins, town, bridges and swamp. All the main locations you should be taking are marked on the map. There aren’t many ways you can take. Usually, destroyers join the pushes in the final stage of a battle.


MT.
All three attack directions should be utilized. The ruins and the town are the two most popular locations for MTs to fight at, remember to actively use “pedestals” as points A and B.


Artillery.
There are few good positions, but they allow taking a clear shot at enemy forces. Your main task is increasing allied DPS in a selected area, whether in offensive or defensive situation. You may also try to follow the tracers to single out enemy artillery.


Heavy tanks.
Because of the viscous ground and the swamp being a poorly protected position, heavy tanks have two directions they can take, each bearing a different objectives:
1. Attack through the town bridge and through the bridge in the ruins, slow heavies shouldn’t attempt this.
2. Forming a blocking wall against the similar enemy forces, most allies should be there, otherwise losing is imminent.
Push through the swamp during the final stage.

About points in greater detail:
A – this point allows a clear shot at the swamp, both paths leading out of it and point B. Offers good defense against artillery if starting at respawn point I. It’s also possible to be taking shots at the town from there, but it’s troublesome, because the inconvenient way off of the pedestal, making you risk taking hits.
B – offers a good firing position at almost every single location of enemy vehicles. Mediocre protection from artillery. Placing a screen at the base of point B is easy and will allow to effectively fire at the ruins.

Spread your forces correctly, use the terrain to your advantage and victory will be yours.

Wednesday, July 4, 2012

Komarin (Goharu)


Komarin

Credit : Goharo,Garro

It’s a very non-standard map tactics-wise. Teams' starting points are located in between the bases, but on the opposite sides of the river. Because of that the game comes down to a coin-toss. Players can either go to defend their base or attack the opposing base, crossing the bridges.




Green dots – heavies and destroyers.
Yellow dots – scouting points.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

LT.
The most optimal direction you can take to scout the enemy lies through your flag (the bridge you need will always be at the left side), as it allows to scout enemy artillery and has some place for maneuvers, also, the narrow far away bridge is always defended.
It’s possible to go all kamikaze-style and try to breach the enemy lines through the center of the island. This way is the shortest, but you need to ask HTs to help you, since Czech hedgehogs, blocking the way into the island, are too much to handle for LTs and even some MTs.
Light tanks usually prefer to take action as quickly as possible, if they’re too slow, the enemies will position themselves near the bridges and crossing them will become even more difficult.
There is a lot of open space on this map, that leaves LTs open to attack. If you were not quick enough in the beginning, it might be wise to provide passive scouting for your team instead, which can be done from the nearby bushes.

HT.
The crucial strategic point on Komarin is the island. You shouldn’t underestimate its importance, as the team which controls the island seizes unquestionable advantages over opponents. Taking the enemy flag or rushing to the rear ranks of the opponents, as well as quick mobilization of allied forces in case the enemy manages to capture the flag becomes much easier. Taking control of the island is the primary task for the main group of heavy tanks, which is often called “the striking fist”. The rest of the heavy tanks should be protecting the flag or supporting MTs in their attacks.

MT.
MTs can follow any direction on this map, most of the time they rush through the enemy flag, following by attacking enemy rear and artillery. It’s worth mentioning, however, that rushing through your own flag has become a popular strategy lately. On the island MTs can only be used as a substitute for heavy tanks if there isn’t enough of them.

Tank destroyers.
They often take position in areas marked with green dots, primary tactic – defense of the flag and allied artillery, and also supporting during an attack on the enemy flag.

Artillery.
Primary tasks consist of providing support on the island, destroying enemy artillery, protecting the flag and assisting attacks on the flag. The most optimal locations are marked with red dots on the map.

As for the rush tactic, it’s taken quite an original form on Komarin. If good scouting and artillery support is provided, main forces can attack the enemy flag and capture it.

Use the tactics to your advantage, act quickly, be active and you will be able to achieve great results in battles on Komarin.

Tuesday, July 3, 2012

Monastery (Goharu)

Monastery

Credit: Goharu,Garro


The map resembles a labyrinth, rather than an open field, but it has some spacious locations, which makes this map balanced. You have many paths leading to the opposing base available to you. The center of the map is where light and medium tanks prefer to fight. Heavy tanks fight on the map’s borders, as do tank destroyers. If you’re playing on a destroyer, it’s also possible to stay and provide protection for your base.




Green dots – heavies and destroyers.
Yellow dots – points for scouting.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Green areas – locations of destroyers.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Sector specific tactics.

Central area, the monastery.
The monastery’s backyard is a good place for scouting both respawn points. No self-respecting MT would pass up an opportunity like that. An MT that holed up in the monastery will be a constant nuisance until it’s driven out. And that’s exactly what happens: the ascend to the monastery is one of the map’s hotspots. The town and central pass are often used by LTs. MTs also often attack through the town, and it’s possible to meet non-top HTs in the central pass.

The hills and the alley.
Lately it has become the favorite location of MTs and HTs regardless of their side. The most likely reason being the increasing number of HT AMX with their combat specifications. The high hills protect from enemy artillery, the ground and terrain allow for various maneuvers.
These are the tactics: MTs attack from above the hills, using their maneuverability to support moving HTs, and, if need be, assist allies attacking the town near the monastery. HTs, using their brute power, attack enemy defensive positions through the alley.

Canyon
One of the shortest ways to the enemy base and a battle's outcome is often decided there. It’s one of the most dangerous but, at the same time, most interesting locations on the map. The canyon is exposed to artillery fire from both of the bases, that’s why battles taking place there are never long, yet always exciting. To win a fight in the canyon it’s best to go there in a group of 3-4 top tanks, supported by artillery and destroyers. Battle tactics for this locations are as follows: in a short span of time, you need to enter the enemy artillery deadzone, having suffered less casualties than your opponents. When that is achieved, clearing the canyon becomes much easier.

In general: you must concentrate your attacking forces on a single direction, while distracting or heavily suppressing the enemy in all other sectors.
We suggest attacking through the canyon if there’s enough well armored, but slow HTs, or attack through the hills if the team is full of HT AMX and MTs.


Sunday, July 1, 2012

Lakeville (Goharu)

Lakeville 

Credit : Goharu,Garro

An isolated mountain dale (commonly referred to as “canyon”) on one flank and town quarters on the other allow to get close to the enemy before making the final push. The open lake in the center of the field makes it possible to provide support to the allies from quite a long distance.




Green dots – heavies and destroyers.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Tactics.

LT.
The quickest way into the enemy base is the central pass, but the safest route lies along the town borders and the lake. It’s rarely used by anything but LTs. Also, some might prefer to travel through the town, as it’s easier to hide there. Very rarely would somebody go through the mountain, an LT would become an easy target in the narrow passage. However, you might sacrifice one LT to scout enemy positions behind the mountain and organize your attack, otherwise the struggle at the mountain often extends until the very end of a battle.

MT.
MTs have a lot of strategies to pursue on this map. They can follow any direction they’d like. However, it makes little sense to participate in prolonged battles at the mountain, as your amount of HP is unlikely to be enough to win. It’s also possible to use MTs as a substitute to LTs, which is organizing the attack.

HT.
Typical strategy – the main body of HTs go for the town, 2-3 are left behind to support allies at the mountain. Travelling through the central pass is a very rare occasion, and if it happens, it’s still not used by top tanks. That’s not to say that a surprise attack through the central pass isn’t possible, on the contrary – the central pass is often left without any defense. But again, it doesn’t make sense for all tanks to fight at the mountain, battles here often become too prolonged, so it’s better to send a couple of non-top tanks to the mountain, and leave the rest defending.

Tank destroyers.
The simplest way of playing on this map is supporting the attack through the mountain. Both sides of the mountain have good spots that destroyers can take and fire at the mountain ascend. There’s a little pedestal right in front of the respawn II, coming with nice bushes and rocks. However, any LT, that manages to get to the mountain top, will be able to scout your position. Also, at the start of a match, destroyers often fire at tanks located at the other side of the lake, from the bushes on the lake’s shore. This position is also used to fire at a part of the central pass, simply speaking, by placing a few destroyers on the shore, it’s possible to easily hold off the enemy in the central pass.

Artillery
Long range artillery has two usual locations they can take – one closer to the base, another closer to the pass through the mountains. In the second case, artillery should assist the attackers at the pass – only at this location can artillery have enough reach to fire at that area. However, being in this spot means the central pass is obstructed, although it’s possible to bombard the town. On Lakeville, artillery have the option of moving into a different location during the second half of a battle, that’s because the mountain covers enemy tanks, which stayed at the base defending.

Basing on the results of battles, the respawn point I is better suited for defending in case of an attack from the town, while respawn point II allows for easier defense from attacks from the canyon.

Karelia (Goharu)


Karelia

Credit : Goharu,Garro

Swamps, rocks and cliffs divide this map to three main locations: plateau, swamp and canyon. The lack of any buildings and small number of obstructing rocks is favorable for artillery. To win you need to concentrate your forces on attacking one of the directions, while distracting or suppressing the enemy in other sectors.





Green dots – heavies and destroyers.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Sector specific tactics.

The central pass.

This area is visible to all players right from the beginning of a game. It’s straight, with swamps to both sides of it, as well as “half-covered” areas. That’s why this place is often used by breaching LTs. As you might’ve guessed, no tank lives long in here, as the place is completely exposed to fire from the balcony (mountain ledge) and the plateau, as well as respawn points. This area is no place for HTs and MTs. That being said, during the second half of a battle, when most of the opponents are down, it can be used to reach the center. However, as practice shows us, destroyers just love to ambush unaware enemies from behind the rocks. So it might be best to just leave this road for LTs and fight in other areas.

The plateau.

An area that is often ignored by players, and unjustly so. A lot of people would rather cover the canyon, leaving just a couple of tanks defending the plateau. Such a mistake often leads to a fast defeat. The thing is, this area is full of rocks and small hills. There’s a lot of cover spots to hide behind, which makes it very difficult for artillery to line up a shot. The ground is of dirt type, so tank movement is hindered only by uneven terrain, which means, that’s setting up a breach here is very easy.

The canyon.

The favorite battleground of HTs. It is here where a battle is often decided. There is an elevation: an area, that can be used to directly fire at the road and, if scouting is provided, even at the plateau. However, this elevation is exposed to artillery fire (if it’s standing at the respawn point), so if you’re an MT and standing there, stay close to cover points.
The tactics here are quite simple: you need to get as close to the enemy as possible, as quickly as possible. MTs have to take the balcony. Destroyers must annihilate everything scouted and warn of possible LT attacks, or MTs approaching from below the canyon. HTs need to push with their pure power, cracking the enemy defenses.

It’s also worth mentioning that the canyon is easier to defend from the first respawn point, while the second respawn point has an edge in defending the plateau.

Wednesday, June 27, 2012

Korean Random Weakspot [0.7.4] Mod

Korean Random Weakspot [0.7.4] Mod








The list of skins tanks included in the archive:

HT 10: IS-7 IS-4 MAUS E-100 T110E5 AMX 50B

HT 9: IS-8 ST-1 E-75 VK4502 (P) Ausf. B   M103 AMX 50,120

HT 8: IS-3 KV-4 KV-5 T34 VK 4502 (P) Ausf. A (Antitapok) PzKpfw VIB Tiger II Löwe T-32 M6A2E1 (Gus) AMX 50,100

HT 7: IS AMX M4 (1945)

MT-9::T-54 E-50 M46 Patton Bat Chatillon 25 t

MT-8: T-44 Panther II M26 Pershing Type 59 (Chinese) Lorraine 40 t

TD-8: ISU-152 Ferdinand T28 T28 Prototype AMX AC Mle. 1948

TD-9: Object 704 JagdTiger T95 T30 AMX 50 Foch


Download : http://www.mediafire.com/?d3e03rv32tayvn3

How to install? :
1. Extract rar file
2. Copy and paste Vechicls folder in folder  C:\Games\World_of_Tanks\res_mods\0.7.x

Tuesday, June 26, 2012

Himmelsdorf (Goharu)

Himmelsdorf

Credit : Goharu,Garro

A labyrinth of streets and squares, quite unfavorable towards artillery and tank destroyers, but ideal for fast attacks of MTs and HTs steadily trading shots. It’s possible to walk around the combat zone using the high mount with a castle on top of it or the railroad, use them to break an occured positional stalemate.




Green dots – heavies and destroyers.
Yellow dots – points for scouting.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Green arrows – directions exposed to fire.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Tactics.

Combat positions for both of the sides are similar: on the mount by the castle, in the central pass (also known as “banana”), at the railroad and on the street near the said railroad.

LT.

Light tanks have three directions they can follow to scout enemies:
- The center – the smoothest and quickest way to scout the enemy position. The problem is, going to scout right away isn’t needed, because your artillery won’t be able to hit anything because of the buildings. That’s why the need in a short way is greatly diminished on this map.

- Through the railroad – a good path, allowing enough place for maneuvers.

- Through the mount – will provide your team with the information on how many enemy vehicles are moving through this location. It’s also possible to get past the enemy tanks and make it to the enemy rear positions.

MT.
The railroad and mount are the places where MTs and LTs fight each other.
The mountain near the castle is full of positions allowing to observe and fire at the surrounding area. The “loopholes” were added at the mountain locations during the map’s update. Sometimes, a cunning HT or tanks like HT AMX may join the fights taking place there.

Destroyers.
There is no specific location that destroyers should be in, they can be useful anywhere, but most often seen following heavy tanks.

HT.
Heavy tanks move through the town’s main streets. The most fierce fights between top HTs often take place in the central pass (banana). Lone HTs can often be met on the mount and on the railroad.

Artillery.
Artillery has the biggest amount of variety in positioning on this map. Their most common habitat is the respawn points and the corners of the map. But most people are unaware of two another very comfortable positions. It’s cell B7 for the base №1, at the corner of the house. And cell J9 for the base №2. The elevation level in these cells are higher than in other popular spots, so buildings will be less of an issue. However, you need to get to these positions first, so slow moving vehicles are out of luck.

Sunday, June 24, 2012

El Halluf (goharu)

El Halluf

Credit : Goharu,Garro



This map is somewhat similar to the “Sand River”. Both of the bases are located on top of tall hills, separated by a lowland, with a channel of a dried up river in its center. There is a small town and a bay to the south-east. The third neutral hill is located to the north-west.





Green dots – heavies and destroyers.
Yellow dots – points for scouting.
Red dots – artillery.
Red areas – hotspots, main combat locations.
Yellow arrows – MT attack directions.
Blue arrows – HT attack directions.

Tactics.

LT.
Just like on the Sand River, MTs on El Haluff have a lot of freedom.
All types of LTs can use the center of the map to reach the enemy base hills.
Your enemy will have a hard time attacking you there, and allied HTs and destroyers will be grateful for a free target practice.
LTs having a good view range, like Chaffee, will find point at F5-F6 very suitable. From there, it’s possible to scout positions of enemy tanks and destroyers, that are hiding on the mountain slope.
The more quick and movile T-50 and T-50-2 can also actively scout the main directions of the enemy movements and clusters of enemy forces.

Destroyers.
Main task – defense of the base and any passes leading to it. Destroyers rarely leave their base and only join the group pushes during the final stage of a battle.

MT.
MT scouts: same as LTs.
MT attackers: main combat location – the town and the bay. When the bay is taken and the village is cleared, MTs should proceed by attacking the enemy base through the passes in cells J6-J7 and F8-G9. Sometimes they can be joined by fast HTs class tank, like IS-7/IS-3/AMX.

HT.
Top HTs often clash at the north-western hill. However, if the first respawn point team plays passively, all of the fighting is done on their territory, specifically in cells C1-D1. A part of HTs should be defending the base at the central and south-eastern passes.

Artillery.
Artillery should take positions it thinks are best, but some of the special spots are marked on the map. From these points (H9 and K6) it’s easy to bombard the north-western hill.

El Haluff is quite original in this respect, but it’s still should be mentioned, that we consider the first respawn point to be best for attacking, and the second respawn point to be best for defending.

The rush tactic is unpopular, because both of the teams have to cross a considerable distance ascending to the hills, while losing the speed and making it possible for the enemy to prepare their defenses.

Use these simple tactics and you the victory will be in your reach. Remember – communicate with the team and don’t rush it.

Saturday, June 23, 2012

Battle Compass Mod

This mod will help you navigate your tank by 360 degree compass like picture below






Download :  http://www.mediafire.com/?1b4aauktas0pthr

How to install? :
1. Extract rar file
2. Copy and paste files in folder  C:\Games\World_of_Tanks\res_mods\0.7.x\gui\flash

Friday, June 22, 2012

Baz Hangar Mod







How to install? :
1. Extract rar file.
2. Copy and paste content folder in folder  C:\Games\World_of_Tanks\res_mods\0.7.x\

Tuesday, June 19, 2012

New Game Modes


After the release of the 7.4 patch, World of Tanks will have two new combat modes: Assault and Encounter, in addition to the regular “base capture” game mode. Players will not be able to select the modes separately, just like in the case of a regular base capture mode.

Clicking on “Battle” will place you in a random game mode which will result in more fun and exciting combat as you will not know what to expect in the next battle with this element of surprise.



Assault Mode

In this mode, one team has a base and the other doesn’t. Respawn points are moved, for example, a defending team on Malinovka is in the north, and the attackers are based in the south near to the river.





Similarly, respawn points will change on all the other maps. On Prokhorovka, defenders are in the city whereas attackers start from the alley.

Consequently, old maps will turn up looking new and the feel of the game will appear different due to these new introductions. It’ll show you a new angle to playing the game as now battles will occur in places which have rarely ever been visited before.

Standard positions will change and previously unused hills will become essential strategic points; e.g. on Karelia the “super-important” southeast canyon loses a crucial place in your tactics. So although players are largely familiar with the maps and terrain, the overall gameplay will appear irregular as the rules have been changed.

Combat: One team will attack while the other defends. Usually, in random battles you never know how your allies would act and how the combat would end. Here, all roles are assigned. The teams are located in such a way that attackers will not have an option to wait out a game as doing so will cost them a victory, thus losing the battle.

On the other end, defenders have plenty of opportunities to set up powerful defenses. On Siegfried Line map, defenders are in the town and attackers have to go through the field. On Prokhorovka, defenders will have houses to cover their backs, whereas attackers need to keep advancing forward.

On Sand River, the base is also allocated in an interesting way where you’ll spend much effort to capture it. Additional effort would be necessary in places which have seldom faced tough combat in the past.

Obviously, there are two different ways to playing in attack. You can get into the attacking team and the gameplay will go in one way, or you can join the defending team and the gameplay will be changed differently in an entirely new level.

The differences between the sides are more apparent than in a common base capture mode and the widely diversified gameplay is bound to impress and capture the hearts of players.



Encounter Mode

The other game mode is known as Encounter. Respawn points in this mode are changed as well; teams appear on the map borderlines. The only neutral base (not belonging to any sides) available is located equally far away from both teams. As a result, teams appear to be riding close to each other and constantly engaging in combat, creating new combat “hot spots” far from the desired base.





There’s always a challenge waiting for you and decisions to be made in this mode: to start a battle, or to go straight to the base to capture and defend it.

If you see that the enemy is choosing to invade your respawn point via the shortest route, you can improvise by changing your direction and head up to the base. In this way, the enemy would be forced to change tactics.

Battles are nothing but impressive here as both teams will fight it out to capture the base, one after another. The base is actually placed in such a way that both teams can reach it from each opposite side at the same time and it’s hard to secure and hold it due to the lack of places where you can take cover behind. All these will raise the bar on the challenge of the game as you will be forced to look for alternative hiding spots such as behind destroyed ally or enemy tanks. Defending a captured base will also prove to be a feat so it’s all up to you, your team mates and strategies to hold up the fort!

This mode will be more interesting for tank companies because each player will have to make the right decisions and outsmart and outmaneuver their way to victory. If you play in a platoon, your gameplay will become more dynamic. The situation on the battlefield changes a lot with each second, and utter mayhem is inevitable at base capture points. Expect lots of fire, smoke and destruction. (Not to mention the fun that comes along with that!)

New modes will diversify the gameplay, adding new twists and fresh concepts to maps so players can expect whole new experiences in areas they are familiar with. Get ready for more exciting fights and challenges ahead. Let’s Battle!

Sunday, June 17, 2012

Type59 Remodel Mod

This mod will remodel your type59 like below picture.








How to install? :
1. Extract rar file.
2. Copy and paste folder Ch01_Type59 to C:\Games\World_of_Tanks\res_mods\0.7.x\vehicles\chinese



Thursday, June 14, 2012

Realistic ScopeShadow Mod





Download : http://www.mediafire.com/?wox1cd7j11dl21s

How to install? :
Copy and paste files in folder  C:\Games\World_of_Tanks\res_mods\0.7.x\gui\flash


Wednesday, June 13, 2012

Modern War Sound by Quadro7F Mod





Download : http://www.mediafire.com/?0wp4q2nxmjmor7n

How to install? :
1. Extract rar file
2. Copy and paste audio folder to  C:\Games\World_of_Tanks\res_mods\0.7.x\

Recommend customization for this mod
- The volume of the tank 50-60% 
- The volume of voice messages 100%
 - 80% of the volume of the interface

Tuesday, June 12, 2012

Tier 10 Mediums and TDs announced



Currently Tier 9 is the peak of a vehicle’s class development for medium tanks and tank destroyers in World of Tanks. Quite often players ask game developers whether they are going to introduce Tier 10 for these two classes of vehicles. It is about time to give the exact and precise answer to that question - Tier 10 Meds and TDs will most definitely be introduced!

At the moment new vehicles undergo a balancing process; therefore, it’s too early to speculate about final specifications of these long-awaited armored vehicles. However, it’s known that all Tier 10 Meds and TDs will retain the specific tech tree features which are particular for the nation they belong to.

Interested to see what exactly the World of Tanks developers are preparing for their players?

The Tier 10 medium USSR vehicle will be the T-62A. In its top configuration it will be equipped with 100-mm gun D-54TC.


T-62A


E-50 Ausf M will head up the German tank tech tree. In its top configuration it will have a 10,5 cm KwK 45 L/52 Ausf. K gun on board.


E-50 Ausf M


Fans of the American combat vehicles will conquer the battlefields on the medium tank M48A1 (Patton III), equipped with 90 mm M41 and 105mm M68 guns.


M48A1 (Patton III)


The most drastic changes will affect the French tank tech tree. All light and medium tanks from AMX 12t (i.e. AMX 12t, AMX 13 75, AMX 13 90, Lorraine 40t, Bat Chatillon 25t) will be raised one Tier upwards. The light tank ELC AMX will be added as a  new Tier 5 vehicle with 75 mm SA32, 75 mm Long 44 and 90 mm D914 mountable guns.


ELC AMX


Bat Chatillon 25t, now raised to Tier 10, will be equipped in stock with 90 mm F3 gun and have 105 mm CN-105-57 as a top gun.


Bat Chatillon 25t


The details about French tanks substitution process and compensation procedure will be explained in more detail in a later update.

“Object 268” together with its 152 mm M64 gun will become a Tier 10 tank destroyer.  


Object 268


The German tank tech tree will be enlarged by the tank destroyer JagdPz E-100 with 17 cm PaK 45 gun on board.


JagdPz E-100

The American nation will be reinforced by two new Tier 10 anti-tank vehicles. Players who have T95 will be able to open T110E3 tank destroyer. This vehicle will have a non-rotating turret and a 155 mm AT gun T7.


T110E3

The branch of the US tech tree with turret-rotating tank destroyers which are currently headed by T30, will be amplified with T110E4. The particular feature of that TD will be a partially rotating turret (rotation angle – 180 degrees). The 155 mm AT Gun T7 will be its top weapon.


T110E4


Cassette loader – It’s the key feature of the French vehicles. Tier 10 TD AMX 50 Foch will have it as well. The gun SA 58 AC will have 3 shells in the drum.


AMX 50 Foch


We would again like to remind you that the above mentioned information is not final. The vehicle specifications listed above can be subject to change prior to their official in-game release.

Stay tuned for further information about these upcoming tanks!