A large abbey and town fill the centre of the map with three roads allowing passage from the north and south, and includes an elevated firing position in the abbey's courtyard at the highest point on the hill. West of the town is an elongated hill with several positions allowing fire down into the town. Further west and past the hill, a valley offers significant protection against artillery fire. East of the town lies a curved cliff road which affords shielding from most tank and artillery fire, but forces attackers to travel in a single path. The Abbey is a good control point for scouts and there will be some fast, harsh fighting there. The inland road is better for heavies while the lake road is better for everyone, especially TDs who have found cover and are doing good sniping work.
This map offers many great ambush spots, as well as possibilities for maneuvers and breakthroughs. A large airfield in the upper part of the map and a rocky highland in the center offer a major tactical challenge. Occupy the highland to get a perfect view of the surrounding terrain and dominate routes to the enemy base.
Light tanks tend to scout the hill in the lower center of the map, counting on the combined support of the tank destroyers that camp back at the bases. Alternatively, an effective spotting area in the North can be found at B5-B6, where tanks advancing through the upper center of the map can be spotted.
There are many different options for medium tanks on this map. Medium tanks can choose to go to the southern hill, get to the small pocket at E7 (east base only), go to the B line, skulk at the low path next to the hill at F5-F6, or support the heavies at the chokepoint at E6.
Heavy tanks tend to attack the valley at E6 and flank around at D6 Those at E6 benefit from supporting fire from the tank on the South hill, as well as artillery support. Heavies advancing past these chokepoints must be wary of tank destroyers hiding at B9 and D9, as well as enemy artillery, but their success at these chokepoints is crucial to winning the map.
Tank destroyers tend to camp at various locations at the front of the base, D2 and D9 to provide support for the tanks in the center or northern part of the map, or support the south coast at D2-D3 or D8-D9.
SPGs traditionally go in/behind the base or head to the TD sniping spots in the north or south.
A large ice-and-snow covered area stretches through this map. Steep hills, rock encampments, twists and turns, and plenty of places to stay and wait will have you on your toes as you battle through this icy deathtrap. Ridge, hills, and lots of rocky outcrops give you many places to hide and ambush your enemy as they come about. Turns and twists could have you stuck if your not on your toes, so watch out.
Starting in the north and south, both teams are connected through a valley on the extreme west of the map. Large boulders offer cover south of the valley, and a small town provides cover to the north. The eastern portion of the map is elevated, with two large jutting hills providing cover from enemy fire. An overlooking position near the centre of the map allows tanks to fire into the valley from above. Plentiful cover throughout the area allow for multiple attack routes, with careful coordination and flanking playing a significant role. many light tanks rush up the lighthouse hill, this allows them to get a good spotting vantage points.
A large valley filled with rocks, vegetation, and a small village surrounding a dried out river bed separate the two teams. The large hills on either side of the valley offer many firing positions, and very little cover in the valley will protect a large tank completely against all positions. Regardless of approach, attackers will face a long climb into the enemy's camp, and effective use of the cover en route is essential. The northern approach offers plentiful protection to attack either hill, but the southern approach makes up for lack of protection with shorter distances and better concealment.
A mixture of city outskirts and suburban areas with railroad tracks spanning and dividing this map. Plan your tactics to take advantage of defensive choke points and cover open areas with your vehicles. Artillery is great for deterring enemy breakthroughs, but remains almost defenseless when exposed to enemy vehicles attacking from cover.
Ensk is one of the most popular maps in World of Tanks. Because of this, it is important to know where you are best and where you won't be of much use. On the A-B line, there is long road that is open and is surrounded by buildings. Coming here is not recommended even if you are a fast scout such as a Pz. Kpfw. I C, M5 Stuart, Chaffee, or RU 251. This is because you have limited space to work with. Even tanks with slow turret traverse such as the BDR G1 B will be able to pick you off very easily if you come down this route. Instead, scout to the east, where the terrain is a bit more open. The 1-2 line is more useful when the game progresses as you can go around the main brawling spot to the rear of the enemy.
D2/3 to G2/3 is where the main action takes place. The larger tanks will more than probably end up here because this a place made for brawling. The buildings and debris will cover you, while the trees down on the south side will conceal you. This is an advantage the north doesn't have. The north though, will feel more comfortable moving if they can claim D2 and E2 before the south. SPG's will have a hard time on this map if they don't get close to the enemy. They are better off covering lines 7-10. Tank destroyers can either go into the east field or stick with their heavies. Turreted tank destroyers will have better chances going with the heavies because of their ability to look around corners. They also won't be as vulnerable if a enemy tank gets around their back.
Mediums will find that Ensk has everything to offer for all tanks: with one exception. The mediums will get easily killed by the supreme gun power of heavies and TD's in the west, but in the east, you have to be fast to survive. If you only have these two choices to pick from, your probability of surviving will be better in the east. There are a few buildings to cover you. Light tanks that aren't scouts should stick with the mediums.
A large river splits this map in half, with three bridges acting as choke points between the halves. A small town surrounds the center bridge, while the north and south bridges have fewer buildings providing cover. A large castle overlooks the west half of the map on a large hilltop, offering cover and supporting fire positions. Hills overlook the city in the east, with sufficient vegetation to provide some concealment for tanks.
On Fisherman's Bay, typically heavy tanks and a few mediums and TDs head to the village at the east, fighting along the 8 column with oppurtunities for supporting fire from further out east in D9 or F9-F10. The buildings here are mostly indestuctive, and allow for tanks who excel at urban combat to shine, though the long sniping ranges down the alley can counter reckless pushes. Flanks though the 7 column can be devasting, if somewhat risky. A few mediums or lights may patrol the center ridge and pop up for spotting or supporting fire to either flank. In particular, flanking fire towards D7-D8 or F7-F8 to counter flanks or a synchronized push from the center towards the sea down the E line are options.
Meanwhile the rest of the mediums, TDs, and lights should go to the west. Support from the center in E4-F4 can also be useful, particularly from the north, but cannot convincingly win the flank. Fighting tends to be concentrated in the 1 column to the west of the raised road due to the cover it gives from flanking fire and the prevalence of rock cover in the depression. Many rocks are located here, large enough to totally conceal a tank, but spaced far enough away from each other that it is likely that enemy tanks will be able to get off a shot while you are moving from cover to cover. Very fast tanks may be able to get very close to the enemy lines by quickly heading down the west while the enemy is still moving into position, then hiding behind the rock and providing spotting for your own allies. Typical snipers reside in B1-B2 and A3 in the north and H1-H2 or J2-K2 in the south.
For both flanks, after defeating the first and second line enemies, continue to carefully progress north-south to eliminate any hiding snipers or SPGs, then sweep across laterally to or across the flag cap, but beware of enemy snipers in the other corner. Alternatively, heading to the middle allows you to support your allies pushing forward as well as supporting the other flank. Tight games on this map can be extremely entertaining to watch as teams react to spots, as long as the opponents do not insist in camping a corner.
Huge mountains and narrow valleys offer great advantages in a battle. You can engage in a fire duel across the gulf or enter a close quarter battle at the nearest port town or flank and capture enemy base. This is a tricky map to play, and there are two main combat zones. A huge hill in the north ends of being a vital strategic point, if you do not successfully protect or take this then you will lose, there is no question of it. The other main point of combat is down the other side of the map, where heavies slug it out for a while.