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.
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