Poland

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MapIcon Ground Poland.jpg
Game Modes
Icon GreenCheckmark.png Battle
Icon GreenCheckmark.png Domination
Icon GreenCheckmark.png Conquest
Icon GreenCheckmark.png Break
Icon RedXCross.png Skirmish

Overview

The Full Poland Map

Poland is a ground forces map available in all modes. It was the first urban tank map added to the game, being added in Update 1.43, the patch after ground forces were released to Open Beta test (OBT) in Update 1.41. There is a large town in the centre of the map surrounded by large open fields. Immediately south of the town there is a large lake with a castle, on an island, near the western bank. The terrain to the south of the lake is at a higher elevation than the rest of the map.

The area to the north of the town consists of an open field. There is a small cluster of farming buildings in the northwest and a row of trees (as well as a small hill) runs along the northern edge of the field. Players in the west can sit around the farm buildings and use the slightly higher ground to shoot across the field and hit players hiding around the farm buildings in the northeast of the town, or those advancing across the field / along the north road of the town. Players in the east can use the tree line to advance along the north of the map and fire on enemy tanks in the northwest of the town or among the farm buildings in the northwest of the map.

The town itself consists of a mixture of reasonably narrow streets, and more open areas. The north of the town borders the open fields in the northern area of the map. A dirt track runs along the very top of the town, buildings at each end of the road provide cover, but the middle section is completely exposed to the field, making use of the road risky. The north of the town itself consists of buildings arranged into several rectangles, forming leaving a sort of courtyard area in the middle of each rectangle. Gaps between the buildings allow tanks to pass through the courtyard like areas, which offer a much greater level of protection than the road to the north, for this reason tankers should try to advance through the courtyards where possible, avoiding the northern road. The roads separating the groups of buildings do however pose a risk, as any tanks crossing them will be open to fire from deeper within the town. A capture point is sometimes located in the centre north of the town.

The north of the town is separated from the rest of the town by a wide, straight, road running through the town. Players will often shoot down this road to kill enemy tanks on the other side of the town; advancing along the road is risky as the middle section has no cover between it, and the open area in the middle of the town. There is a church in the centre of the town, with reasonably large open areas to the north and south of it. The areas to the east and west of the town again consist of buildings arranged in rough rectangles, usually with a courtyard like area in the middle of them.

The south of the town borders a large lake, separating it from the south of the map. Buildings in the south are less densely populated, providing players with reduced cover from enemy tanks shooting from across the lake. An area of the town protrudes into the lake. There are a few buildings in the area, which is used as a capture point in some modes. To the west of the town there is a rocky hill from which players can shoot at enemy tanks in the south of the town, and across the lake. This position is countered, by a rocky area on the southeast of the lake, from which enemy tanks can return fire, and shoot into the town.

The area to the south of the lake is quite open like the north, with few buildings, other than a couple of small farms. The area along the southern bank is at a significantly higher elevation than the town, allowing players to shoot down on those in the town (at the expense of being exposed themselves). Although the southern area is rather open, the uneven, hilly, terrain; mixed with some densely forested areas provide reasonably good cover to players advancing in the area.

The full ground forces map is 4 km x 4 km (however is restricted to 2.7 km x 2.7 km in RB, less in AB). The air battles area is 65 km x 65 km.

Game Description

German army is retreating into the depths of Europe, but still holding the field. Soviet forces are spoiling for a fight — victory is near at hand!

Historical Background

The map is set in a fictional polish town. In the devblog for the map an aerial picture of Vysoká Srbská (a Czech town, located on the border with Poland) was cited as a source of inspiration for the terrain of the map. This suggests the map is likely set on the Czech - Poland border.

Map configuration

Domination
There are three Capture Points. Point A is in the centre north of the town (partly in the centre courtyard, and partly in the open field), B is in the area of the town protruding into the lake and C is in the on the road which run across the, elevated, southern bank of the lake.

The Domination configuration.

Conquest

There are three configurations of the conquest mode, each with one Capture Point. The point will be in one of the positions from Domination.
The Conquest #1 configuration.
The Conquest #2 configuration.
The Conquest #3 configuration.

Battle
There are two capture points, each owned by one of the teams. The points are in the east and west of the town. Team spawns are in the south of the map, so players are exposed to enemy fire, from across the lake, while trying to make it to the town.

The Battle configuration.

Break
One capture point will be in the fields to the north of the town, and another will be on the southwest corner of the lake. When captured they will unlock a capture point in the west and east of the town, respectively. When captured these points unlock the final capture zones, located among the farm buildings to the north west of the town, and among the farm buildings on the southern bank of the lake, respectively. Break mode is unique in that the battle area is different for the two teams; the southern spawn team cannot access the very north and west of the map; and the northern spawn team cannot access the very south and east of the map.

The Break configuration from the southern spawn's perspective.
The Break configuration from the northern spawn's perspective.

Strategy

Tactics map for Poland
Once the overview of the map has been taken into account. It's time to choose the appropriate type of vehicle for the map. While all of the vehicles of Warthunder are playable in Poland. Is wise to keep in mind several traits to ensure survivability.

The defining traits a vehicle could develop on this map are the following:

  • Speed: Due to the vast nature of the map's lands, it gives tankers the freedom to advance at full power. A tank with an useful top-speed is a beneficial trait to turn the map in their favor. A slow tank on the other hand will be limited to stay on the cover (e.g near the town) or spending long times advancing in the open field, very dangerous indeed.
  • Firepower: Having hundreds of metres to run free also means long-range encounters. A powerful gun will be handy for the long-distance duels and flanking. Keep on the move and use the firepower advantage to cause major damage while staying away from enemy vehicles.

While always good to enjoy armour protection, the bulkier slower tanks should stay near solid cover. The early sightings of their presence can turn them into a target for flanking, immobilization, or air attacks. If you use a heavily armoured tank, don't stay exposed for too long in any open. Instead employ the tank's armour on the main line inside the town. If your heavy tanks offers good mobility and firepower, perhaps reach for the flanks. There is likely to meet lightly armoured vehicles.

Advantages on gun depression will come handy on the low cover area of the map, while advantages of turret traverse speed and reload rate will greatly help you on the town. In the medium cover section, the speed and the firepower are key.

The cover of the map on general overview is medium. Albeit largely open, there's quite a lot of things to use for cover. The hills, slopes, trees, bushes, buildings, houses and the rocks around the pond's edge. Not ideal cover but is significantly better from maps with low cover and high visibility on desert environments such as Sinai.

Anti-air strategy

Just like the ground threats, the aerial attack risk will be very high here. The only significant hard cover is located in the town at the center of the map. Then is followed by batches of small woods located at the flanks of the map. Those woods provide visual cover but it won't be enough to stop any ordnance aimed or dropped at your vehicle. As seen on the tactical map, these woods can be used to place your anti-aircraft equipment to deter planes and helicopters from coming close to the cap points. The town also gives stronger cover but with the risk of facing enemies head-on.

Using your ground vehicle and moving from cover to cover (e.g trees, farms, and mills) can help you conceal your vehicle from the enemy. But there's only several points where you will be more efficiently protected from air attacks. Such as:

The town: Mainly because the buildings create a barrier from the horizontal sphere. Any helicopter hovering at the sides of the map will lose track of you. Planes will need to go over it to find targets, making them vulnerable to any anti-air gun hid there. The town is located on the center of the map.

Woods: While not being solid at all, they can camouflage your vehicle quite well. A silent and cautions player will achieve great success in these green areas located on the lower left and upper right of the map.

Farmhouses: While sparingly found, the houses are a quite decent cover from a localized threat. If you know where the helicopter is, you surely can use one of these houses to cover your vehicle. They can be found mainly on the upper left and the lower right of the map.

Air strategy

Since Poland is an uncovered map, it grants you high aerial visibility to engage ground targets, hence a chance for good rewards. Contradictorily it also makes you completely visually expose to ground fire. The tall trees on the map constitute the best cover you will get. The planes will be efficient to make sorties in a vast area without the need to stop or circle as in close urban spaces, like Advance to the Rhine or Cargo Port. This is useful during high rating battles where anti-aircraft platforms such as the ZPRK 2S6 or FlaRakPz 1 are armed with anti-air missiles generating a long-ranged threat for everything that flies.

Unlike planes, the helicopters lack the speed needed to go around untouched. But they offer the same or sometimes higher level of armament lethality.

An example of poor aerial performance on this map is the Mi-4. It has an undesired top speed so the ideal strategy should be to hover as far as possible, allowing the pilot to snipe with the ATGMs then return to base. Bearing low top speed plus being heavy and big will likely make him a target for anti-aircraft vehicles, planes, and even other more nimble helicopters. With the map environment not providing any significative cover.

It's up to the pilots to conclude on what vehicle they want to spawn in and adapt according to the map relief. Keep in mind the following to help you make a decision:

  • Are there enemy planes?
  • How many anti-aircraft there is?
  • Does my team have air superiority?

This should help you avoid taking a poorly defended helicopter to a fighters battle. As granting the advantage of the right vehicle for the right situation.

Events

Multiple, time-limited, events took place on the Poland map, these include:

War in Mid Air

In these events, teams are split between attackers and defenders. The task of the attacking aircraft team is to destroy the armoured vehicles that are positioned inside the city and subsequently the anti-air units as well.
The task of the defending anti-aircraft vehicles is to stop the attack from happening and hold the city. Tickets for the attacking team will reduce up to the point when all the city ground vehicles have been destroyed. If the aviation team succeeds in its task, the ticket bleed stops and the task will switch to destroying the remaining anti-air vehicles.

'100' Team Deathmatch Event

The '100' event features in both Air and Ground Force battles and is currently exclusive to Arcade mode. In Ground Battles, the event is played on Poland. Teams battle it out to be the first team to reach 100 destroyed enemies vehicles and win. The event has unlimited respawns.

Rapid fire!

Lightly armoured anti-air vehicles duels each other here without interference of their bigger brothers. For balancing reasons, Era V & the Kugelblitz are not participating.

Media

Videos

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to related locations

External links