I'll be posting the SPG map guides here in the public section before they go to FTR. There is curently a 6-men team reviewing this stuff but any additional help is definitely welcome.
What I'm looking for:
-corrections of wrong info or me stronk Inglisch (use comments here)
-suggestions of what I forgot to cover (feel free to download and draw in the maps)
-additions such as screenshots or replays
-moral support, adorations, gifts and love letters

Important:
-If you decide to contribute, pls state if you want your nick published and what nick it should be.
-Pls, note what the deadline is - the guide will be sent to FTR the day after that
News:
-Changed the maps to add a bit of color
Current stuff to check:
PART2: Himmelsdorf
STATUS: NOT READY TO BE CHECKED
DEADLINE: TBA
According to statistics (LINK PLS http://www.vbaddict.net/statistics_maps ... mage_dealt), Himmelsdorf is the second worst arty map with only 1,175 average damage per tier 10 SPG.
Himmelsdorf – North
A0 CORNER POSITION
In my humble clicker opinion, this is one of the most brutal SPG position in the game. SPGs located here can deal massive damage to enemies clustered in F0 and G0 often splashing multiple tanks, getting bombardier medals and…well…dealing a massive amount of team damage.

As you can see, both version of HD are well ahead as far as team damage is concerned and not due to tier 1 tomatoes shooting each other (none of the other low tier maps made in into the top 5). The reason for so much team damage is that the arties at A0 hit the tanks cresting the hill around the D0 corner. What’s worse, most never notice and think the shell hit the hill on its way. The following pictures shows a bat arty (normal arc) aiming at the usual peek-a-boom spot (ya, I should have aimed a bit further but it wouldn't change the picture much ).

While shot A looks fairly safe, looking at the picture below you might want to reconsider it as even a slight turning of the hull would have pretty bad consequences.

Shot B fired when the line turned green doesn’t look much safer, does it?

The situation is pretty similar even when shooting the further G10 corner and is very common. I have seen a pretty nasty WTe100 1-shot TK. The WT driver started raging and spamming reports while the SPG driver wondered what had gone wrong. To avoid this, get the zoom mod and always zoom out so you can see the D0 “cresting” area as well as your target. Also, make sure no allies are moving around your trajectory on top of the hill as the shell is likely to fly really low even after it has passed the edge of the hill. If you’re driving a “real tank” make sure you check the A0 corner before you start poking over the top of the hill. Any arty but GC and FV304 has a decent chance of hitting you so stay clear as much as you can. This is IMHO the only important spot in the game where “real tanks” should be aware of their own SPGs and give them room to work.
The position can be used by most SPGs. Arties with high arc have a significant advantage while low arc SPGs struggle a lot. It is a very good spot to see what your arc is like when you get a new toy. It is also probably the easiest location to get the bombardier medal (might come in handy in the upcoming missions) and I remember a few ~4k dmg shots with my GWE here. The downside is the already mentioned team damage risk and the fact that any experienced arty driver will try to counter that position from anywhere he might be. Therefore, moving RIGHT after clicking is a must here and sitting all the way in the corner is not advised as some people put some blind shots there just in case.