How to Win on Mines from the South: Map Tactics
This article is intended to give you some options to improve your win rate on Mines, which has a few very common tactics. Knowing how to use those tactics, or to defend against them, is half the battle.
I’ve included two videos in this Map Tactics article. The first by LemmingRush is an excellent primer on how to play this map, though it’s mostly geared to mobile tanks.
The second video from Wargaming I added almost as a joke. Yes, it shows common positions you go to, but is full of bad advice, like ‘don’t go hill cuz you’ll die’.
The hill really is quite critical, so if you have the right tanks it’s worth taking. If you don’t, then you have to readjust to a more defensive style.
In any case, here’s how I prefer to play from the South.
The map on Mines is similar from both sides, but spawning from the south is slightly more difficult in two ways, so you need to know your limitations.
First, the spawn is slightly farther with a steeper climb to the Donut in the middle of the map (Hill). This means fast enemy tanks will get there first, and their heavies may have a good shot at you before you can get into the donut.
If you are going hill, go around the ‘Donut Hole’ in a clockwise direction as shown on the map. If you turn right, the enemy pursuing you will be able to shoot you in the ass, and your own guns will be turned in the wrong direction. Going clockwise means you are protected from fire from E3 and E4, and only have to deal with the tanks that are actually on the hill.
It’s usually worth going for hill if you have enough fast tanks, but if your tanks are a bit slower, you may be better off just taking a few shots at their fast tanks as they go by, and then finding another spot to fight.
Also, if that happens, one tank should go to the area below the cliffs to proxy spot their tanks if they try to snipe onto your base. This is a pretty thankless job, frankly, but it’s also important if you want to win. Lighting up this area takes away the most important sniping spot from the enemy.
The second problem with the South Spawn is that the 1-2 line is much harder to push from the south than from the north.
The area for camping TDs looks out over the Peninsula where you would have to advance. Personally, if I’m defending that line from the north spawn and I don’t have many tanks with me, I try to bait the enemy over and let the TDs eat them up.
So, attacking this area will often result in a quick death, unless their TDs are in the wrong areas, or they’re just terrible shots!
Generally, I’ll more often play defensively in the 1-2 line because it’s critical to winning to prevent the enemy from pushing down that side to J-1 and K-1 where they can flank your heavies and take out your TDs.
If the enemy wins that flank in force, you’re usually going to lose.
All that said, the major battle on Mines always happens on or around the hill, and each tank type has a role to play.
Heavies: If you have armour and gun depression you want to go to the D4 and D5 area to brawl. If you have less gun depression but a lot of armour, you hold the enemy at D7. These are both critical positions.
Mediums and Lights: It’s the job of fast tanks to take hill, and if you do, you have to keep it and use it right. Unfortunately, again, the south spawn doesn’t get as good shots on the enemy as the north spawn, but generally, if possible, you want to get flanking shots on the heavies along E4 and E5 as they push forward to engage your own heavies. It’s harder to get shots on the TDs or the heavies on the north side of the hill; you’ll often get wrecked by the camping TDs or arty. That said, if you can safely get to D6, hang over and shoot at their D7 heavies from above, you can often win the game right there.
Lights and mediums also have to hold the 1 line as pointed out earlier. If you have a light with good camo you can race to the bush at G3 to get early spots on the enemy or the ones trying to snipe from the peninsula.
Finally, there’s a really important rock at F4. If you’re in a medium that’s reasonably fast but won’t make the hill, go straight to this rock and get shots into their fast tanks as they try to enter hill. This simple act can make the difference between winning hill and losing hill for your team.
Also, this rock is a great place to carefully engage heavies, but be careful as you can be sniped from the 1 line.
Tank Destroyers generally go to four locations, but the best are at J7 which covers the heavy battle at D7, and K4 which covers the heavy battle at E4 and also the peninsula.
When I drive a TD I usually try to get to K4.
You can’t control your team in a pub match, but winning games from the south usually see your team taking hill early and using the position to get flanking shots on the heavies, OR playing a more conservative game of attrition, where you bait the enemy into poking over into the range of your TDs and arty.
Arty should generally focus on the heavies at D4-5, but also very much on the Donut. If the enemy gets the Donut they can easily fire flanking shots into your heavies, and you can’t really win that battle. Hitting the hill mediums and lights often and hard will prevent them from being effective, and may even allow your own mediums and heavies to push in and root them out.
Unlike the North Spawn, which can more easily push either hill or the 1-Line, the South Spawn often relies more on patience and careful play to whittle down and destroy your opponents.
For this reason, the key is to have a good defence at G1 to stop a peninsula push, hit the hill with arty and TD fire when possible, and for the heavies to be smart enough to bait their opponents into firing range. If heavies give up their sides to the flanking tanks on the hill, it’s game over.
Hope this helps, carry hard!