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Map 12: Karelia (Intermediate)


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Dr Bodge #1 Posted 15 May 2016 - 05:28 PM

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Dr Bodge’s Guide to Karelia (Intermediate)

 

 

Map Overview

This map is dominated by the large Hill overlooking the Lakes at least partly because everyone believes this to be the case. It is a very important feature but, as with Himmelsdorf, controlling the Hill doesn’t guarantee a win. While most of the fighting usually takes place around, and for, the Hill the game is not always determined here since this skirmish often takes a long time to resolve. Having said this it would be a grave error to ignore this flank. A strong presence here is crucial and if the enemy take control of the Hill itself you should withdraw to defensive positions on both flanks to nullify the relevance of losing map control.

 

The Hill

The Hill is without doubt important. Both sides will tend to commit around three quarters of their team to this flank and so this will always be the site of a key skirmish. What differentiates this Hill from those on many others maps is that the Hill is powerful not because you can use it to control vision but because it offers a lethal cross-fire on the entire opposing flank. It is this fact that constitutes the greatest weakness of the Hill. The action on the other flank is usually too far away to be safely spotted from the Hill so once your presence on that side of the Hillside is gone there the Hill loses much of its potency. Since the Hill does not have a good view of either cap circle it is quite common to control most of the map and still lose. Try to win the Hill, but pay close attention to the other flank.

 

West/East Corners

There are strong defensive positions at both ends of the Valley. A presence here will not lead to Hill control but a handful of well armoured tanks can effectively seal your end of the Valley protecting your flank. Given the cover the steep valley sides provide from SPGs and TDs a holding force here can be a tough nut to crack giving you time to win on the other flank. Breaking through a blockade here almost always involves attacking through the Trench to circumvent the defenders frontal armour.

 

The Trench

This is a high-risk area in which to fight. If you control the Hill this is a very strong position but if you lose the Hill it can be a dangerous place to try and fight. This area provides side shots on defending tanks on the Corners and can also be important in the initial fight for the Hill.

 

The Hillside

This area is mostly open, with oases of cover provided by rock outcrops. Attacking here involves rushing between cover trying to avoid the attention of sniping TDs out of view range on the Plateaus around the Bases. The biggest danger, however, is presented by snipers on the Hill. Should you lose the other flank you will either die quickly or find yourself trapped behind a big rock, waiting to be rescued. The Hillside offers the fastest and easiest way to win this map but as a strategy it is deeply flawed. It requires several things to be simultaneously true. You must have strong, mobile tanks on the Hillside and the enemy must have left it weakly defended. If the fight for the Hill is slow to resolve you can rush this flank and win. The flaw is that you need to commit your forces here before you know whether the other conditions are true. If they do not come to pass you will either go ahead and fail or pay the price of leaving the other flank weaker.

 

The Lakes

You aren’t supposed to fight here. How much more obvious could the map designers have made it. It is overlooked on all sides with little cover and the terrain slows you down. There are times and places for expeditions in this area, but they occur mostly during the Assault game mode.

 

Optimal Strategy

Win the Hill. Clear the Hillside. Pincer the enemy Corner or cap.

 

Biggest Mistakes

  • Failing to pay attention to the map. The obscured Bases mean that being capped is the major cause of unnecessary losses on this map.
  • Unwisely pushing the Hilllside. If you don’t control the Hill don’t attack here unless the flank is empty.
  • Pushing the Hillside out of desperation. Don’t do it. You are better off falling back and defending which renders the enemy on the Hill irrelevant.

 


"Whereof one cannot speak, thereof one must be silent."

bimoadji #2 Posted 03 June 2016 - 04:16 AM

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I agree with you, staff sergeant Dr Bodge.

The trench is critical; 8 out of 10 battles here, I find the reds ganging up, usually a fast scout will bust through followed by some other higher tanks. Left unguarded, green artillery camping in SW plateau will be toasted. And at times, the reds also easily switch from breaking through the trench then go right up the hill where there are some good spots for sniping and ambushing. Any green tanks trying to waltzing the lakes will surely meet their own demise. When I use a TD, I usually snipe somewhere around the corner and then try to move up the hill to flank (provided my team mates know what they are doing :child:)

 



Dr Bodge #3 Posted 03 June 2016 - 11:01 AM

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Thanks for the input. I might stop just short of saying the Trench is critical, but you are definitely right about its importance. Given the choice between controlling the Hill or the Trench I would choose the Hill. You have slightly more room to maneuver than the Trench, with more cover and it is more strategically important. The importance of the Trench is to help you win the Hill, win back the Hill, deny the enemy the Hill or just push further along the Valley. Once you control the Valley the Trench has no value but the Hill remains crucial for (almost) the entire game.
"Whereof one cannot speak, thereof one must be silent."




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