It is also a good spot for tanks coming to the battle area that were somewhere else or fleeing from a weaker position. That said, many tanks die here because they camp or don't advance as the battle rages in the caves or midfield. I call it that because in all situations it has inferior positioning- except for other tanks that are unfortunate enough to also find themselves in the valley of death with you. So don't assume being next to them means you are in cover from Red tanks on the hill. But, take that with a grain of salt because the sheer smallness of this maps means in a matter of 10 flag points anyone can get to the flag from any position. You never want to be stopped here. Then throw on your Adreneline and have a happy time at endless targets. Lastly, never go over the very top of the hill in a battle, you literally turn yourself into a tank-lollipop that can be hit from anywhere on the map. R2 provides some great Hull-down bluffs for heavies to nestle up to, and reasonably well defended bluff right above it to snipe from, and a defensible back valley you can retreat or advance/flank from. So capping on this map is extraordinarily difficult. It's a magical maneuver when done right... except when it happens to you!

- This is a solid spot for spawn-sniping if you are a TD. What about those small hills in the back of green spawn? So if you find yourself here, push forward or back to get some cover. Canal is a map in World of Tanks Blitz. - This is a dangerous early-game location because there are large dunes here which are slow to climb (meaning you can get hit easier because you are going slow). - Same as G6 with one caveat, you can get there before they can. There is no tactical advantage over R1 and you have no cover at all. As Red crossed R2 in a desperate battle for the hill, I was able to just pen them with ease from the side without any bounces or difficult shots. Get it? If you go around the right of the plane, you can set up a small flank and remain in full cover from R1, R3 and R4 while shooting at tanks in R2. That said, if that scenario is not happening and you're not actively firing, this is a bad spot. What about those small hills in the back of green spawn? This space deserves it own minimap (which I will add) because the tactics in this space are almost as important as the map itself. It has no tactical advantage at all and your tank is drastically slowed down (like in water). Although it seems R4 and G4 should be fair matched, they absolutely are not. - Same at G4, but with one positive caveat, and that is you have a big hill that is easy to peek around and sidescrape off of.

There are a few solid houses, the easy way to identify them is they are not made of straw! In the water just South of G1 there is a sunken Yellow Submarine! You have to pull right up to the building and then roll your camera angle way up, and then you will see it come into view. - In an early game, this is a bad spot. The good of this spot though for TDs is you can hit most of the desert rises (not the valleys though) and you can turn and go to the town if your heavies are in need there. R3 is an amazing hull-down spot for heavies and TDs with good gun depression. Under the bridge by the waterfall at the Red spawn in this map guide (just to the left of the "R" ) there is a beehive / hornet's nest tucked up under the bridge rafters. The Factory and Flag are much less tactical from this spawn side due to superior Red sniping positions on the Cap. If green and red go valley, the main fight will be here between G8 and R8, along with G9 and R9 and then of course all the sniping backup spots.