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World of Tanks Mercenaries Map Strategies #1 - Prokhorovka

Prohorovka tank maps summer strategy

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RaiBOT01 #1 Posted 13 February 2020 - 09:02 PM

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Prokhorovka

Summer Map

1000X1000

Share Prokhorovka map strategies with your fellow tankers.  Make sure you share coordinates, routes and best practices specific to tank classes. 

Driving Artillery to E5 would not be a good idea :ohmy:


Edited by RaiBOT01, 14 February 2020 - 03:19 PM.

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PeanutChudder #2 Posted 13 February 2020 - 09:16 PM

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radonism #3 Posted 13 February 2020 - 09:18 PM

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Pray to anyone who'll listen for no arty. 

 

Winning the centre ridge = winning the match 95 times out of 100.

 

Winning the hill = winning the match maybe 50/50.


  

Leon_SMF #4 Posted 13 February 2020 - 10:03 PM

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View PostRaiBOT01, on 13 February 2020 - 11:02 PM, said:

Prohorovka

Summer Map

1000X1000

Share Prohorovka map 

:facepalm:

Prokhorovka, maybe ?? :P


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Andy8472 #5 Posted 13 February 2020 - 10:05 PM

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Need good scouting lights or mediums with good view range, Flank along road = win most of the time, Hill in my experience is a waste of time especially from south spawn & camping H0 is death because of loss of map control!

CheweyBadge #6 Posted 13 February 2020 - 10:05 PM

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All red artillery can go for a swim at H9 

killer etzi0 #7 Posted 13 February 2020 - 10:10 PM

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Some might be surprised by this, but regardless if I am in a scout, medium or heavy tank, I work the E5 or F5 areas depending on which side I spawn. If I am in a TD will work the 1 or 2 line.

 

Had some of my best scouting games ever working mediums and heavies from that center ridge. 

 

Now, certainly when there is arty in play it makes it a bit more difficult. But it never ceases to amaze me how the arty will focus on the scout tanks zooming around and ignore me in my heavy working the ridge line.


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RaiBOT01 #8 Posted 13 February 2020 - 10:11 PM

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View PostLeon_SMF, on 13 February 2020 - 04:03 PM, said:

:facepalm:

Prokhorovka, maybe ?? :P

 

Fancy name to deal with :D

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Leon_SMF #9 Posted 13 February 2020 - 10:12 PM

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View PostRaiBOT01, on 14 February 2020 - 12:11 AM, said:

 

Fancy name to deal with :D

 

Indeed :)

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DwarfOnDrugs #10 Posted 13 February 2020 - 10:17 PM

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Here is some unusual strats that can be very effective.

Super heavies: Now for this it might seem stupid but when executed correctly can be very effective. 

Go 1/2 line towards the houses. When you get to the houses don’t stop. Keep going. WG messed up this part of the map and raised the ground so you can be shot from middle, you have to keep pushing until you are below the ridgeline, and as the ground curves you can keep your tank hidden from the tds at back and peak through the bushes to spot for your arty and tds. 

Works for both spawns

Turreted heavies: If no arty take bowl and dominate. Recommended to not do this for first 2/3 minutes because for some reason thr current meta for light tanks is to yolo any vehicle that seems somewhat isolated.

Another good tip for strong turreted tanks for north. E/F5 Next to the rock there is a bit of unusual terrain that comes up a bit, difficult to explain but there is a bit of dirt sticking up, you can dominate anything trying to play middle ridge, they can’t see your lower plate while you can see their entire tank.

Support heavies (Tiger, Tiger II, FCM 50t, AMX Autoloaders etc.): Go hill and go for cross shots on middle, work out if you have an overmatch over the other teams hill players and coordinate an attack.

Fast lights: If you are fast and have a camo crew yolo the F1. It is a yolo though so be careful, if you get spotted go low ground and run.

Lights in general: Don’t yolo over middle ridge. That’s right, there is more to Prok than yoloing over middle at a heavy. Slowly make your way up 2 line bushes 1 at a time to slowly dig out enemy tanks, best to leave this until late game as middle ridge tanks could spot you.

Artillery: There are pools of water.... just kidding. For south the most ideal location for the majority of artillery K1. This however is only the beginning, as you are aware you don’t spawn in K1, you will use your engine. and guess what, your engine doesn’t only work in the first minute of the game. You can slowly make your way up the map boarder for better side shots on middle ridge. H1 is the furthest i recommend.

Artillery: From north there are a couple different ways to play depending on how ballsy you are feeling. If you want to be a little girl then stay in the bushes A5/6... on the west of the train tracks. If you feel like a but man you can go E0 and side shoot mid ridge and be able to shoot camping TDs in K1-3 more reliably.

Mediums: Mediums are a very broad range of a class. Work out how best your tank plays. If you are in an AMX 30/30B just return to thr garage because you are as usefull as a chocolate fireguard on this map

If you are a paper medium go to hill. If you are sniping at the back of the map expect to be blocked by me,if you have turret armour, E.G. the centurion branch, go fight mid ridge.

If you are an OBJ 416 and actually have coated optics vents and camo crew. Go 1/2 line and pray to god for some spot assist.

If you are a CDC then good luck lol.

Not sure what i am missing quote me 


 


SightlessRogue0 #11 Posted 13 February 2020 - 10:21 PM

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I'm still on line 1 with TD, medium or heavy. Depending on the tank chosen, I exploit the small hills of this passage, the wrecks, the houses or the slight elevation of the terrain to the middle. With the light I turn in the middle of the map while exposing myself as little as possible.

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HighSpyker #12 Posted 13 February 2020 - 11:38 PM

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I've had some of my best games on world of tanks on this map. I usually work the middle so long as I'm not in a very slow tank, or a turretless tank destroyer.  

 

I've tried to take the upper hill a few times when I'm in a light or fast medium, but it almost never works out well for me.  If I'm in an SPG, I usually take one of the four corners to shoot from, there is a specific spot or two I use that I don't typically see other tankers use, but I'm not saying exactly where.



atwilliams07 #13 Posted 14 February 2020 - 12:47 AM

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This is one of my favourite maps!

 

Like others have said, I believe winning the centre ridge is more important that the eastern hill, so always focus there.

 

  • In lights, I'd go upto, but not over, the central ridge, favouring the western flank first, but keeping moving and watching for red lights/mediums who try to rush over the central ridge.
  • In strong turreted med / heavies (Centurion's, etc) I would go up the 3 line trying to spot those deep on the other side and engaging those at the ridge.
    • In the mid game, I try and see if I can push into "the bowl" (E/F3) on the other side of the central ridge, as this usually gives better spotting of anyone camping deep or on the 6 & 7 lines
  • In med / heavies with poor turrets or gun depression, I'd push the 1 & 2 lines controlling view range and using the houses in the 1 & 2 lines.
  • In TD"s, I'd play at the edge of my detection range on the 2 line, using the bushes as camo.
    • If I am in a TD (Borsig, UDES) / Med (OBJ416) with exceptional camo & crew skills, I'd play on the slope on the line 1, behind any heavies pushing down the 1 & 2 lines.
  • Any other type of tank .... supporting somebody doing any of the above.

 

The idea being to win the ridge and kill off the reds deep in the 1,2,3,4 & 5 lines, then push towards the east.  Killing any folk still left on the eastern hill is usually pretty easy if you have control of the 6 & 7 lines.

 

One final point, if the reds quickly win the eastern hill, I find you usually still have a good opportunity to defend if you still over in the 1,2 & 3 lines, as the reds need to cross a very open area to come to attack or try and cap out the base,

 

My pet hate on this map is when players camp under the bridge on the 6 & 7 lines thinking they have good field of fire or are "safe".  Unless it is late game and you are in a more defensive mode, this position usually puts you out of the game in terms of firing onto the hill, and supporting your team on the 1 - 6 lines if they have pushed.


Edited by atwilliams07, 14 February 2020 - 01:00 AM.


CostlessSun07 #14 Posted 14 February 2020 - 07:36 AM

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Love Prok no matter what tank I am in.  Light tanks need to stay alive while actively trying to spot reds.  Hill to me is not as important as other key points but does need to be defended.  Hold the middle.  Push the left flank in the southern spawn and the right from the north.  

DwarfOnDrugs #15 Posted 14 February 2020 - 09:54 AM

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View PostRaiBOT01, on 13 February 2020 - 10:11 PM, said:

 

Fancy name to deal with :D

Also being picky, that is PC prok not Console. Console has the houses 1/2 line.


 


RaiBOT01 #16 Posted 14 February 2020 - 03:20 PM

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View PostDwarfOnDrugs, on 14 February 2020 - 03:54 AM, said:

Also being picky, that is PC prok not Console. Console has the houses 1/2 line.

 

LOL!  Yeah :)  It was a place holder since I wanted to get a high quality image.  Changed :)

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Gallant Prime #17 Posted 14 February 2020 - 03:52 PM

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View PostRaiBOT01, on 14 February 2020 - 09:20 AM, said:

 

LOL!  Yeah :)  It was a place holder since I wanted to get a high quality image.  Changed :)

 

Sorry being more picky, but do you have one with the grid lines and coordinates for reference?  Sorry.  :hiding:  



Cpl Derren #18 Posted 14 February 2020 - 08:33 PM

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Highlordwurm #19 Posted 14 February 2020 - 08:38 PM

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Ah, Prok!  Every scout and arty's favorite map!  This map is clearly divided down the middle, beware of crossing the E line too early!  I believe the South spawn is  in a stronger position to push the 1 line and there is a nice little divot at about E2, on the inside of the road, its a hot spot.  If the red team takes the hill, the scout's job of running back and forth along the E line can get dangerous, so be aware of who owns the hill!  if it is your side, no problem, if not, try and stay closer to the left of the map, like, around or in that divot and concentrate on the 1 line.  As a scout-keeping an eye out for trouble-watch the 1 line, it is MUCH more dangerous to lose than the hill (you can still defend from the railway tracks if you lose the hill, lose the 1 line and you lose 75% of the map!)

So, early game, try and draw fools over the E line, once the battle is flowing, keep in mind that Prok is not just divided in half by the horizontal ridge along the E line, it is also broken up into 4(?) vertical valleys.  So, when breaking through, or, holding back an attempted breakthrough, remember you can fall back to these vertical ridges and take, or concede one vertical valley at a time.

And if I have to say it, KEEP YOUR ARTYS SAFE!  they dominate this map, make sure it is the green artys dominating!


 


HighSpyker #20 Posted 15 February 2020 - 04:45 PM

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View PostHighlordwurm, on 14 February 2020 - 03:38 PM, said:

Ah, Prok!  Every scout and arty's favorite map!  ...

And if I have to say it, KEEP YOUR ARTYS SAFE!  they dominate this map, make sure it is the green artys dominating!

I'm mostly a medium and light player.  I appreciate  responsive SPG support.







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