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Komarin Control

Mini-Guide

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Poll: Komarin Control (24 members have cast votes)

Was this min-guide helpful?

  1. Yes, grealty! (9 votes [37.50%])

    Percentage of vote: 37.50%

  2. Yes, slightly. (9 votes [37.50%])

    Percentage of vote: 37.50%

  3. No, but newbies could learn something. (5 votes [20.83%])

    Percentage of vote: 20.83%

  4. No, it's totaly useless. (1 vote [4.17%])

    Percentage of vote: 4.17%

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Yamaxanadu #1 Posted Apr 30 2012 - 14:04

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Komarin is basic open terrain map that allow fast capping, some push and obvious domination tactics. But most battles on this map is your common camper festival and major brawling on central peninsula ("island" like many like it to call). Unlike Malinovka control over island give serious advantage for the owner since it allow domination over enemy territory. Right positioning of your SPGs and low tier units can create an opening in enemy front line that you can exploit.

BASE I
http://s40.radikal.r...2af0ff99537.png


Blue circle is your basic active scout routine. It allow you to spot enemies that on the way to island and those who move to protect their flag. Actually it is really safe location for active scouting: you can always go downhill to avoid retaliation fire at you. Sometimes you have a chance to spot slow moving SPGs like SU-14 or GW Tiger - their destruction in most cases is not a job of scout. All fast moving and agile units are good for scouting at that position: T-50, T-50-2, M24 Chaffee, T-54 and etc.

Green square on the hill near enemy flag can be used by small frame vehicle to continuously spot enemy movements on eastern side of island. Second green square usually used to control your own base in case somebody want to cap it. Orange square allow your team to spot enemies that move to island and with some decent TD (like SU-85 or Jagdpanter) stop enemy "lemming" train by detracking first or second vehicle - if your SPGs help you it can win enough time for your team to trench on the island.  Red square is uncommon place for spotter of your own base but its rarely shot "just to insure" - of course you can run away from there if you're spotted so it is really risky place.

A marks where you can place your one or two of your team SPGs to make warehouses on island useless (in terms of anti-SPGs safe places). Additionally enemy SPGs rarely control that place for counter-battery purposes.

BASE II
http://s019.radikal....c8be143118e.png


Blue circle is only option for non-suicide scouting in most cases. Basically it allow to wipe out eastern front defenders if you can overpower them. In case of victory over eastern part of the map you can dash for enemy SPG heads. In case if you can't overpower defenders or just have to small part of your force there it just allow you to insure that no surprise cap will happen.

Green square on the eastern part of your starting location allow one small frame vehicle to be invisible but at the same time see entire base in case somebody decided to cap it. Other green square is quite multipurpose. If you have fast vehicle you can spot enemies on the bridge to island: if this fast vehicle has decent firepower you can detrack enemy on the bridge to block pass to island; of not - sometimes your SPGs will do the job for you. If enemy already on the island it's possible to place some decent firepower on that place to nullify western warehouse protection zone since its open for shooting. Orange square is really dangerous one but you can spot on move from there enemy vehicles that go to east side of the map (and sometimes even SPG that move too close to the edge of forest). Red square can be used on rare occasion and only if you control island to spot enemies on the other side of river.

A marks where you can place some of your team SPGs for slightly better island bombardment position. It's not as good as for Base I but it's compensated by good position for regular tanks.

Of course you must look at enemy team tanks to decide how to split your force. For example many fast moving tanks allow fast cap tactic. React accordingly. Be careful in game without SPGs if enemy has tanks like M6A2E1 or MAUS... They can be used as living shields for small tanks like T-50 (sometimes even with SPGs for use it can be impossible to damage enemy behind "hero"-shield.

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commander3 #2 Posted Apr 30 2012 - 14:20

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good read :Smile_great:

dlblaster #3 Posted Apr 30 2012 - 15:19

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Good job.  Looks good. :)

JadgTiger512 #4 Posted Apr 30 2012 - 15:32

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The SPG location in the first picture is quite risky, especially in public random games and when the other side has fast tanks.

Yamaxanadu #5 Posted Apr 30 2012 - 15:44

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View PostJadgTiger512, on Apr 30 2012 - 15:32, said:

The SPG location in the first picture is quite risky, especially in public random games and when the other side has fast tanks.
Well, I never stated that you must move there without looking at current situation.  :Smile_honoring:

theshiyal #6 Posted Apr 30 2012 - 16:08

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It was worth reading just for the A  Next time my Hummel, M41 and GWPanther are on this map I know where I wanna try to head.  Never considered it before.  Thank you.

BigDaddyBioshock #7 Posted Apr 30 2012 - 19:12

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It's interesting. I actually use some of those spots in my TD. Nice to know other people analyze instead of whine that they never do well on this map.

Yamaxanadu #8 Posted May 02 2012 - 03:49

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Added poll for statistics.

tanky_the_tank #9 Posted May 02 2012 - 22:11

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You can also make island buildings less useful for enemies by direct fire sniping from sides, or more useful for friendlies by preventing enemy sniping on at least one side of the map.

Hypertize #10 Posted May 03 2012 - 19:02

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Base Two Defense:
North east of the green scouting location; north west of the bridge; decent place for semi hulls down base guarding with some bushes if you can fit. The enemy will fire at you if they spot you, but from what I have seen they usually have issues actually landing hits due to terrain height differences.

ffmoo #11 Posted May 27 2012 - 21:14

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Fast capping does indeed work quite well on this map.

With no enemy between you and the enemy base, just go park on the base with 8 or 9 of your friends and the match is over in a couple of minutes.

Enemy defenses cannot fire quickly enough to reset the capture clock, especially if some tanks are hidden behind others.

Tactic works everytime I've seen it deployed. Only problem is convincing enough of your teammates to try it!

tanky_the_tank #12 Posted May 28 2012 - 18:43

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It doesn't work if they're responsive team with strong guns waiting for a weak cap force. They can knock out the rushers and then cross bridge to clean up the ones hiding. But more than that it's super cheesy tactic that doesn't result in much XP or cred for winning team. Finding ways to win this map is good way to improve WOT skills.

ffmoo #13 Posted May 28 2012 - 22:57

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True, if not enough tanks cap as a group then the strategy will fail. But if enough tanks pile on together, it is essentially impossible to stop.

As an example, if ten tanks are capping, the match is over in ten seconds if there are no defensive hits. Even if 5 defenders are firing every 10 seconds and hitting a new capper each time, the match is still over in less than a minute. There is no time for more defenders to arrive.

And even if there were extra defenders nearby, the unique position of the bases up against a border forces the defending force to a limited firing position. Smaller tanks can easily hide behind heavier tanks and face only the slow fire from arty.

You are correct that the winning team doesn't get as much XP or cred as winning in a long drawn-out battle, but that is more than overcome by the very high probability of victory ( the winning points in a short battle are usually higher than losing points
in a protracted match), and the extreme speed of getting these points (allows one to move to another match quickly).

Super-cheesy? Perhaps...I like to think of it more as a clever "shock and awe" technique.

PanzerKriegen39 #14 Posted May 29 2012 - 15:19

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Good work. I have a few trick spots you didn't point out and I'm not giving them away. This is a good guide.

tanky_the_tank #15 Posted May 30 2012 - 19:38

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View Postffmoo, on May 28 2012 - 22:57, said:

True, if not enough tanks cap as a group then the strategy will fail. But if enough tanks pile on together, it is essentially impossible to stop.

As an example, if ten tanks are capping, the match is over in ten seconds if there are no defensive hits. Even if 5 defenders are firing every 10 seconds and hitting a new capper each time, the match is still over in less than a minute. There is no time for more defenders to arrive.

And even if there were extra defenders nearby, the unique position of the bases up against a border forces the defending force to a limited firing position. Smaller tanks can easily hide behind heavier tanks and face only the slow fire from arty.

You are correct that the winning team doesn't get as much XP or cred as winning in a long drawn-out battle, but that is more than overcome by the very high probability of victory ( the winning points in a short battle are usually higher than losing points
in a protracted match), and the extreme speed of getting these points (allows one to move to another match quickly).

Super-cheesy? Perhaps...I like to think of it more as a clever "shock and awe" technique.

10 seconds is a stretch since max cap speed is 40 sec without interference. Takes additional time to reach cap with your shield tanks.

Whether it works is situational. If enemy team has 2 T9 TD, 3 T8 arty, and a couple strong meds who can race across to hit the shielded tanks, they might tie you up long enough for their own side to grab your undefended base.

Plus if you get everyone rushing enemy base, every single Komarin turns into undefended cap race between the two teams, that's not exactly fun way to win or lose once you've seen it a couple times.

There's a lot of room for actual fighting on Komarin if teams are careful about keeping enemy lit up and under fire. Assaulting defenders is valid strat any time they're too weak to keep you off. Controlling middle makes it much easier to prevent reinforcement and dig out defenders, so tanks in middle can slug it out without being irrelevant to outcome. Knocking out arty through own base goes a long way too. The most fun Komarin matches I've been in are the ones where whole team is lighting stuff up and moving around to find shots, finding cover when enemy is strong and then rushing in to finish that flank as soon as there's a window open. There's ebb and flow to the whole map starting from where enemy decided to put the most tanks.

tanky_the_tank #16 Posted May 31 2012 - 18:47

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Sorry, should have said max cap is 34 sec. Extra tanks on cap don't add speed, they add insurance cap pts that don't go away when one of the original 3 tanks gets shot. If you have slow ROF, you can't keep up with so many targets even if they aren't shielding each other. Fast ROF with clear shot can reset 10 tanks as easily as 3, if they aren't all firing back.

ffmoo #17 Posted May 31 2012 - 22:32

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Thanks, I wasn't aware of the capping speed limit. That does explain why in my experience  these "shock and awe" wins take a minute or two whether it is five or nine tanks capping.


"Fast ROF with clear shot can reset 10 tanks as easily as 3, if they aren't all firing back"

That "firing back" is another big advantage to the fast-capping team. Unless the other team immediately rushes to defend, the cappers have a numbers advantage.
In practice, most of the tanks or TD that are in a position to defend are destroyed despite the short duration of the match.

Indeed, probably the best strategy against the rapid, group cap is to do the same thing. Then the match is becomes more of a racing game than a tank battle.

Most tankers seem to have an aversion against rushing, however, even when there is nothing between them and the base, so
I doubt we will ever see those type of matches. And if we did, simply reversing the locations of the bases so that the attackers would need to cross bridges under fire should eliminate it.


For now, the "piling on" strategy is just a handy way to pick up a quick victory (and thoroughly frustrate the non-capping losers - I've been on those teams too).

tanky_the_tank #18 Posted Jun 01 2012 - 01:24

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View Postffmoo, on May 31 2012 - 22:32, said:

Indeed, probably the best strategy against the rapid, group cap is to do the same thing. Then the match is becomes more of a racing game than a tank battle.

And then the team with faster tanks wins every single match. That isn't going to improve the map.

Ideally the defending want just enough tanks and arty guarding base to prevent the kind of quick cap you're describing, which then allows a smaller force to overwhelm the rushing team's base without any danger of reset. For instance, you try to swarm enemy base with 12 tanks. 2 tanks and arty watch your base. Enemy scout reaches your base same time as your scouts reach theirs, gets an arty kill on one of the defenders, realizes there's only one other tank defending, calls in nearby allies to kill and cap. Your team loses a couple early rushers to their defense, gets 5-6 onto cap around the same time as enemy defeats your defense, loses some pts to reset, and that's game. The stragglers can't get back to defend in time and they won't make a difference adding to cap circle. Small enemy cap team keeps their pts and wins.

An organized team can also take advantage of uncontested middle to spot and weaken your cap force on the way in, and shoot down anyone trying to reinforce your defense. The problem is most teams aren't that organized, so the pile on cap rush works a lot more than it deserves to.

Main point is you can win decisively without resorting to cap rush, and get good rewards for it. Finding ways to do that helps promote better play from everyone than going for rush every time.