Chapter 245 Belogorsk

Silvery white is the only color on this map, whether it is a mountain in the distance, a house in the distance, or even a dry river, it is covered in a layer of silvery white.

Ice and snow are the only feature of this map, and everything is dressed in silver, which makes it look exceptionally clean and cold.

The whole battlefield is somewhat similar to the Campania that Chen Mo once fought, that is, there is a high-altitude mountain range on the east and west sides of the battlefield, and in the middle of the battlefield, there is a canyon sandwiched between the two mountains, and there is a small plain in the canyon on which some sparse houses are located; In the center of the battlefield, there is a river that runs through the north and south, but this small river has dried up, and it is also covered with silver-white snow, and on the river, there are three small bridges connecting the north, the middle, and the south of the battlefield.

Although the battlefield is generally similar to the terrain of Campania, it is not as symmetrical as Campania. The mountains on the east and west sides of this battlefield are only the highest near the middle line, and when they reach the north and south ends, the altitude decreases rapidly, unlike the mountains of Campania that always remain at the same altitude from south to north; As for the middle plain of this battlefield, it is not as flat and endless as the central plain of Campania, but somewhat undulating, plus the presence of some houses, which makes the middle of this battlefield a little complicated.

This map is a new map that Chen Mo launched shortly before entering space-Belogorsk.

In the real world, Belogorsk is a city in the Amur region in southeastern Mauriturism, which was called Aleksandrovsk until 1935. From 1935 to 1957 it was called Kuibyshevka and is located on the banks of the Tom River, a tributary of the Jaya River.

Many people may not be able to figure out where this city is, but if you put it another way, there will definitely be a lot of people who will immediately know the specific location of this city! From the northern border of China, Heihe, across the Heilongjiang River, and about 80 kilometers to the north, is Belogorsk. This city used to be our place in China, but in 1858, in the "Treaty of Aihui", the Emperor of Braids ceded a large area of land, including Belogorsk, to Lao Maozi!

The city is located in an alpine area, so the ice and snow are the most common scenery here, and in the space. The character of the city has also been transplanted. It has become one of the few polar snowfield maps in space.

This map is a large 1000 x 1000 map, that is, the distance between the east and west ends of the map and the north and south ends of the map is 1000 meters. However, although this map is large, there are not many locations for combat. Because the terrain of this map is really complicated. There are naturally a lot fewer positions that can allow the two sides to form a fire.

If there is a stalemate between us and the enemy at the beginning of the game. Then the fire in this stalemate will take place in three locations on the map, one is the top of the hill on the west road. One is at the top of the hill on the East Road, and the other is in the central village.

Although this map is a new map, Chen Mo has not played this map less in the real world world game. If you really want to talk about it, this map made by Lao Maozi is very painful, because this map seems to have three offensive or defensive lines, which is very clear, but when it comes to fighting, you will find that these three lines often form a long-term stalemate, which is the so-called squatting pit.

Why does this happen? Nothing else, it's because of the terrain of this map. Although this map is generally similar to Campania, it is a combat map with high ground on the east and west roads and a plain in the middle, but the high ground on the east and west roads of Campania is very flat, and the tanks on both sides can fight in groups on the high ground of the east and west roads, because the flat high ground allows the tanks to have a good shooting range.

But the map of Belogorsk is different, first of all, although the map of Belogorsk is also a highland, but the terrain on these two highlands is very complicated, not to mention undulating, the mountain roads are also extremely curved and narrow, only two tanks can be allowed to pass side by side, and everywhere you can see rocks and mountains that can be used as tank shelters. More importantly, the heights on the east and west roads of Belogorsk are high in the middle and low on both sides, which dooms the tanks of both sides to be unable to conduct large-scale cluster operations on the highlands of the east and west roads.

The lack of numerical advantage, coupled with the limitation of the width of the mountain road, is destined to be difficult for the east and west roads to use a wave of flow to break through, because the limitation of narrow terrain can allow the defender to rely on a small number of tanks to block the key parts, and then block the attacker's cluster attack.

However, in tank warfare, the high ground is a place where the two sides must fight, so if one side is not brainless or brave and adopts an aggressive offensive method, then on the high ground on the east and west roads, there will inevitably be a stalemate in the form of a squatting pit.

Although it is possible to carry out lighting or fire strikes on the high ground because of the height, it is precisely because of the height that tanks conducting reconnaissance or fire strikes on the high ground must stand on the edge of the cliff on the high ground before they can carry out this tactical action. And once you enter the edge of the cliff, it will also be very easy to be lit up by the enemy, and although the self-propelled guns in the rear are helpless against the tanks in the depths of the highlands, they are very fond of the tanks on the edge of the highlands!

Therefore, the highlands of the east and west roads are actually the places where the pits are squatting.

As for the attack, then only the villages and towns in the middle lane remained. Although there is a small village in the middle of the plain of the map, there are a few sparse houses in the village, but these houses are all masonry, and tanks cannot destroy these houses, so the middle lane must become the main route that can be attacked.

But again, if you attack in the middle lane, unless you hide behind the houses in the villages and towns, then the fire strikes from the high ground on both flanks will be helpless against you, but as soon as you get out of the town, you will inevitably face fire attacks from the high ground on the east and west roads, and this fire attack is destined to be very fierce and accurate, so as long as you are not a brain-dead person, the villages and towns in the middle will not be used as an offensive route.

And the only thing that can be attacked without scruples on this map is the dry river in the center.

This dry river is in the center of the map, running through the north and south of the map, the river is very deep, the river edges on both sides are enough to block fire from the highlands, and there are three bridges on the short river, although the distance between these three bridges is not very dense, but it can provide a good shield for the attacking tanks in the river to block the self-propelled artillery line. That is to say, attacking in the river, as long as it is not very brainless, or it is directly out of the north and south ends of the river, it is actually very safe in the river, except for the frontal enemy can attack you, it is difficult to attack the tanks in the river with firepower from other directions.

However, this river is also very narrow, only enough for two tanks to drive side by side, and once the enemy is encountered in the river, the tanks in the river will inevitably carry out evasive tactical actions, so that only one tank is allowed to advance in the narrow river.

The narrow river provided good cover for tanks, but it did not allow large groups of tanks to pass quickly, which also limited the attack on the central channel. Unless you have a tank with a very hard front or a very high ricochet rate as a pathfinder in the middle of the river, it will be difficult to break through the central channel.

Therefore, the map of Belogorsk is actually a very painful map, the limitation of the map terrain makes it easy for this map to develop into a squatting map, and when fighting in this map, the fire support that self-propelled guns can provide is also relatively limited, although it is not as serious as the town map that restricts the play of self-propelled guns, but this map full of bunkers also greatly limits the coverage and strike ability of self-propelled guns.

The terrain is complex, the routes used for the attack are difficult, and the self-propelled guns cannot provide force support, all of which combine to make the base members fighting on this map feel a pain in the eye!

Others don't know what to say, anyway, now Chen Mo already feels a pain in the egg. If you play conservatively, then this map is destined to be a squat map, and there is a good chance of a draw; But if you follow the aggressive style of play, then once you make a mistake in micro-maneuvering, it will bring huge losses to your teammates. Not to mention other places, take the high ground of the west road as an example, if you use an aggressive style of play to storm the high ground of the west road and seize control of the high ground of the west road, then you must cross the highest point of the high ground in the E3/F3 area, but once you cross the highest point of the high ground, then the cover role of the high ground itself will disappear immediately, and the enemy does not need to use many tanks at all, only need to card two anti-tanks at the intersection of the mountain road in the G3 area, plus the black matching of the self-propelled guns in the back, then it is enough to block the high ground of the west road.

Even if you have a large number of tanks on the western route, you can rush over and destroy the enemy anti-tanks in the slot, but the price you pay is definitely not appropriate. Because the enemy's tanks defending on the east or middle will inevitably support the west road, even if you rush over, it will be difficult to make a difference under the blow of the enemy's follow-up support force!

This is true for the West Road, and the same is true for the highlands of the East Road. So Chen Mo is waiting, waiting for a while to enter the countdown to the battle, and then you can see the type of tank on your side. If a relatively hard tank appears, then Chen Mo will adopt another tactic that can be considered more aggressive.

As for whether you can use this tactic, although it seems more aggressive, but in fact it is relatively safe, it depends on what tanks you will have! (To be continued......)