Map Redesigns in Update 2.0.1

Commanders! In Update 2.0.1, five Random Battle maps are being reworked. Three of them—Overlord, Erlenberg, and Highway—have received significant redesigns that reshape gameplay and tactics. Two more maps—Airfield and Fjords—have undergone smaller balance adjustments. Scroll down for details!

Overlord Redesign

Overlord has received a partial redesign with new borders. The coastline heavy tank direction has been removed, and a fresh flank for light and medium tanks has been introduced. The former beach area has been removed, with the battlefield extended inland to create more maneuvering space for medium tanks. These and some other changes make battles more balanced and dynamic.

 
 
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The 200-meter-wide strip by the sea has been flooded and removed from the gameplay area. Its remaining parts can be used to advance on the enemy base after winning on the heavy tanks' direction.

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The direction atop the cliff (squares D1–G2) has been redesigned. New structures were added to make playing heavy tanks and well-armored TDs safe and convenient here.

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Squares C1–C2 now have ramps from the heavy tanks' direction, allowing the team winning there to quickly move down to the coast and flank the enemy base.

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Squares H1–H2 now have ramps from the heavy tanks' direction, allowing the team winning there to quickly move down to the coast and flank the enemy base.

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The height of cliffs in squares A2–B3 has been decreased to make the heavy tanks' direction safe from sniper fire from there.

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The height of cliffs in squares J2–K3 has been decreased to make the heavy tanks' direction safe from sniper fire from there.

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In squares E2–F2, the geometry of the hill with a bunker has been changed to prevent vehicles occupying it from dominating the heavy tanks' direction.

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In squares E3–E4, the shape of the windmill hill has been adjusted to balance out the shot zones from the center of the map.

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Square B4 now features convenient TD positions for defending the base in case of an enemy breakthrough on the heavy tanks' direction.

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Square J4 now features convenient TD positions for defending the base in case of an enemy breakthrough on the heavy tanks' direction.

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In squares D5–E5, hill geometry has been improved, creating positions to hold back attacks via the central area (squares E3–F4).

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In squares F5–G5, hill geometry has been improved, creating positions to hold back attacks via the central area (squares E3–F4).

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A 200-meter-wide strip has been added to the gameplay area inland (lines 8–0), with fields, hills, a road in the middle, and fortifications by the edge of the map. The new direction favors light and medium tanks, but also has ambush positions for TDs and safe areas for arty.

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A 200-meter-wide strip has been added to the gameplay area inland (lines 8–0), with fields, hills, a road in the middle, and fortifications by the edge of the map. The new direction favors light and medium tanks, but also has ambush positions for TDs and safe areas for arty.

Erlenberg Redesign

The Erlenberg map continues its transformation with major updates to both flanks. A larger, restructured castle now creates a central point of heavy fighting and new tactical options. A redesigned hill zone opens more variety for maneuverable vehicles. These changes make battles more diverse and strategic across the map.

 
 
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In squares C1–F1, the river section and the "island" by the red line have been reworked. The area is more playable than in the previous iteration of the map, allowing fast maneuverable vehicles to flank enemies in the castle.

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Woodland by the map border in squares B1–C2 has been trimmed.

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The area in square H1 has been redesigned.

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Woodland by the map border in squares K1–K5 has been trimmed. Terrain in squares K1–K3 has been reshaped.

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The flanking direction (lines 2–4) looks different now. The castle has become much larger; the updated area offers any vehicle type (especially heavy tanks) a chance to shine. Winning a clash here gives your team access to a "balcony" overlooking the town of Erlenberg and a slide leading to its center.

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The city blocks have also been modified. In squares F5 (for the southern team) and D4 (for the northern team), bush positions have appeared together with direct view zones, allowing for early spotting of enemy vehicles heading to the castle.

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Several fords have been added to the river so it can be crossed quickly and safely—the first one in squares B5–B6 by the northern team's base.

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Several fords have been added to the river so it can be crossed quickly and safely—the second one in the center of the town (square F5).

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Several fords have been added to the river so it can be crossed quickly and safely—the third one in squares J5–J6 by the southern team's base.

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Many trees near the map border in squares A6–A0 have been cut down. The terrain has been changed to help the winning team move more safely toward the opponents' base.

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Many trees near the map border in squares H0–K0 have been cut down. The terrain has been changed to help the winning team move more safely toward the opponents' base.

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The opposite flank (lines 7–0) has also received major changes to even out the sides' chances. Instead of the "hill with the mill," there are now two hills and a valley in between; abundant vegetation allows light tanks to spot enemy vehicles as they open fire. The hill by the red line has also been reshaped.

Highway Redesign

Highway changes focus on the western side of the map. Medium tanks gain more strategic routes, while the center terrain has been adjusted to support active light tank play. Base approaches have also been reworked to improve balance and gameplay flow. A new bridge has also been added, opening up fresh routes for attacks and rotations. Together, these updates open new tactical opportunities across all vehicle classes.

 
 
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The northwestern flank has been widened, with additional cover and improved tactical options introduced in the area.

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In squares F1–G1, the terrain on the route toward the base (the northwestern approach) has been adjusted to make it easier for vehicles to close the distance.

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In squares A4–B6, the terrain on the route toward the base (the northwestern approach) has been adjusted to make it easier for vehicles to close the distance.

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In squares E3–E4, terrain height has been reduced to fix overpowered shotlines. More playable space for light and medium tanks has been added to this outlying city block.

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Terrain has been modified in squares F6–G7. Elevated features and extra greenery provide more opportunities for fast and maneuverable light and medium tanks in the central area.

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The route toward (or from) the urban zone in squares K3–K7 has been reworked. Additional cover points have been added along the way.

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In squares A8–A0, a few adjustments to bush placement and terrain have been applied to make the base more accessible.

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In square F8, the forest has been removed and the terrain has been lowered to open up new shotlines.

Fjords Adjustments

The northern part of Fjords has been reworked to improve balance and create new combat opportunities. Fresh positions now allow for direct clashes between medium tanks while reducing previously unplayable terrain. Key sniper lines have been refined, while the northern hills have been reshaped to provide more flexibility for both teams. Close-combat options have also been added to make the northern sector more engaging.

Airfield Adjustments

Airfield has received smaller balance tweaks following its earlier large-scale update. More vegetation has been added across the map, providing improved cover and vision control. A new balcony position in the cave enhances tactical variety for the eastern team. Several stone placements have also been adjusted to block excessive firelines.

Explore Fresh Tactics on Every Reworked Map