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GameOn mag special war thunderTRANSCRIPT
Issue 50 • December 2013 1 • GameOn Magazine
Battlefield 4 Review
Introduction to War Thunder
Within the heart of War
Thunder is a multiplayer online
combat game for aircraft
and armored vehicles.
Developed by Gaijin
Entertainment, this game is
available across a variety of
platforms: from Windows to
Macintosh OS X to Linux, as
well as on the Playstation 4
console, with casual game
modes in arcade battles
to realistic and simulator
battles for the enthusiasts.
The game spans the
era from the Spanish Civil
War to the Korean War,
with a huge emphasis on
the Second World War.
Players cross swords in
historical maps of impressive
scale ranging from the city
outskirts of Stalingrad to the vast
oceans surrounding Pearl Harbor.
With hundreds of accurately-
rendered vehicles available
and more being added with
every update, players are spoilt
for choice when it comes to
cutting-edge planes to take
to the skies, or menacing
tanks to tear up the earth.
Relive the action in huge
aerial dogfights and armored
spearhead clashes with friends,
learn about the rich historical
significance behind the wars
through War Thunder.
2 // War Thunder Community Magazine The GameOn Magazine
letter from the general
Welcome to the very first issue
of the War Thunder Community
magazine. What can we expect
from the magazine, we hear you
say? Well, each month we will
be looking at giving you “how to”
lessons on almost anything, from
101 on maps to 101 on planes
and everything in between.
We will also be looking back
at the war and reporting what
happened way back when and
then there is going to be a chance
for you to read interviews from
real war veterans. And if it’s
fictional writing you’re into then
one of our staff has even stepped
over the boundaries to that genre.
There’ll be cartoons each
month and of course the chance
to win some prizes! This month
we have a caption competition
for the latter, so jump on in! We
are hoping this month’s issue
will keep you fully occupied.
We will be wanting more
people to help out with future
issues, so please check the “Staff
wanted” page if you’re interested.
The magazine will be free
every month, we just need
you to support us by sharing
and downloading it.
Please do email us with any
ideas of things you would like in
future issues of the magazine,
or even just to let us know if
you liked or disliked one of the
articles, all feedback is wanted.
War Thunder Community Magazine The GameOn Magazine // 3
Contents PageTeamwork Tactics: .............................
Bait and Hook ................................... 6
This Month in World War II: ...............
January 1940 .................................... 8
War Thunder 101 Game Types: ........
Arcade Air Battles .......................... 10
An Interview with a Veteran ........... 16
War Thunder 101 Map Types: ........ 20
What do I do in ...................................
Arcade Air Battles? ........................ 20
Plane Profile #1 Bf-109E-3 .......... 28
Six World War 2 Facts #1 ............. 30
The Mechelen Incident .................. 32
War Thunder 101 - .............................
Research and Lineup ..................... 34
Zeros Overhead .............................. 48
War Thunder 101................................
Machines - Tank Types .................. 50
Wordsearch .................................... 56
War Thunder 101 ...............................
Machines - Plane Types ................ 58
4 // War Thunder Community Magazine The GameOn Magazine
CONTENTS
War Thunder Community Magazine The GameOn Magazine // 5
TEAMWORK TACTICS:BAIT AND HOOK
An important aspect of War Thunder is
working together. There is no questioning
the efficiency of a well coordinated team,
whether in the sky or on the ground.
A squad working together will easily best an
equal, if not greater number of enemy pilots,
provided they use proper techniques and strategies.
In this series of articles, we will be presenting
teamwork tactics, to help you and your teammates
work together efficiently, and effectively.
This first teamwork tactic that we will be
presenting is called “Bait and Hook”.
1. Maintain a distance of no less than ½ km and
no more than 1 ½ km. Being too close to each
other will cause both players to come under
attack simultaneously, and there is no overwatch
and no one to jump on the attacker in the case
of an assault from either squad member. Being
too far from each other would mean that the pilot
under attack may not be in range of relief.
2. Get to the altitude(s) designated by the flight
leader, with enough distance from the enemy to avoid
interception/detection during the climb.
This is generally a position with an altitude
advantage compared to an enemy aircraft (see
diagram 1). Individual altitudes may differ, but
remember the distance rule so that you can
defend your teammate or receive support!
3. Leader assigns target, using squad chat, or chat
commands (hit keys in this order: X [locks target],K,7)
DIAGRAM 1
6 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
4. Leader dives down, while wingman maintains
altitude, and makes a pass on the target.
Wingman’s role is to watch leader’s tail.
5. Wingman stays above flight leader until you
regroup at altitude. If an enemy decides to chase the
leader from his dive, the wingman makes an assault
from a wide angle (see diagram 2).
If there’s more than one attacker, start from the back
and work your way to the first enemy chasing the
flight lead.
Be careful when firing on an enemy close to your
flight leader though, as you may accidentally hit your
flight leader.
We don’t want any teamkills resulting
from the use of this tactic article.
6.Repeat steps 1-5, by cycling the roles through
different squad members. This can be implemented
with squads of any size from 2 to 4 planes! Make sure
there’s order and clear wingman numbers within
the squad, so that 2 guards 1, 3 guards 2, 4 guards
3, keeping the distance rule between each pairing.
May you command your vehicles successfully,
and remember to work together!
DIAGRAM 2
By Cade Rosenbalm
War Thunder Community Magazine The GameOn Magazine // 7
THIS MONTH IN WORLD WAR IIJANUARY 1940
On the 1st of January, 1940, the Empire of Japan
launched a counter-offensive operation in the Shanxi
Province of northern China as a part of the operation
known as the “Winter Offensive.” A force 10,000
strong attacked the Chinese forces in an attempt to
support the Japanese 36th Division; the attack failed,
and was driven off by the Chinese forces within days.
In the skies, backed by Soviet air forces supplied
by the Soviet Volunteer Group, the Republic of China
continued to resist air raids made by the Empire of
Japan, and managed to make several raids of their
own against Japanese-held targets such as Nanning.
Though having been prepared for previously,
with ticket books issued in October 1939, and fuel
already being rationed, Britain began rationing
food items in January 1940. Items such as
bacon, cheese, butter, sugar, and tea became
precious commodities, and more items would be
rationed in the months to come. This rationing
would continue in some form until 1954.
8 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
On the 21th of January, 1940, while escorting the
cargo steamer Cyprian Prince, the E-class destroyer
HMS Exmouth was spotted and was attacked by the
German U-boat U-22. The submarine managed to
torpedo the vessel, which was lost with all hands.
Because U-22 began to fire on the Cyprian Prince,
the steamer’s captain deemed it too dangerous to
search for survivors and left the area. This marked
the greatest victory for U-22 and its commander,
Lieutenant Commander Karl-Heinrich Jenisch.
At the end of January 1940, in the beginning
of what would quickly become one of the darkest
periods of human history, SS-General Reinhard
Heydrich was appointed by Adolf Hitler to find an
answer to the “Jewish Problem.” On the 30th of
January, 1940, a meeting was held by Heydrich with
other Nazi leaders to discuss the organization for
the evacuation of German Jews to Poland, where a
number of concentration camps had already been
established, marking the start of the Holocaust.
By David King
War Thunder Community Magazine The GameOn Magazine // 9
WAR THUNDER 101 GAME TYPES:
ARCADE AIR BATTLES
So, you are new to War Thunder and you’ve heard
that this game is a flight simulator, an action game
with tanks and planes, a massively multiplayer
online game. Which exactly is it? Short answer:
It’s everything rolled into one with a matchmaker
that offers a wide range of choices to players.
The arcade battle mode is targeted at the casual
gamer, and it is one where you can find the most
players in. The teams are a mix of planes from
different nations playing together in a random pool,
and are not sorted according to their historical
alliances or countries (unlike in Realistic Battles
and Simulator Battles). Like its name suggests, it
offers an arcade-like experience for anyone looking
to jump into the game without having to worry
about the difficult bits. However, to be a master of it
you would eventually have to pay attention to finer
details as part of the transition into realistic battles.
Line-Up:
The first feature of arcade air battles starts
right when you prepare your lineup for the
game: You are allowed as many planes as the
number of crew slots you have. From fighters
With arcade, realistic and simulator battles in War Thunder, there’s just something for everyone. War Thunder 101 looks at arcade air battles
today and gives an in-depth analysis of this popular mode.
10 // War Thunder Community Magazine The GameOn Magazine
GUIDE
to bombers to attackers, you can mix and
match your lineup and use them in battle.
These crew slots can be initially bought with
Silver Lions (earned from battles) up to the fifth
slot; subsequent ones will require the use of
Golden Eagles (the in-game premium currency)
and scales the more crew slots you get. It is
definitely recommended to get up to the fifth
crew slot once you get enough Silver Lions.
Once you are sufficiently proficient in the
game, it is usually rare that you will use past 5
planes as an average session does not last that
long. Therefore, make your crew slot purchase
after getting a feel of the game and how many
crew slots you need for an average match.
Matchmaking and Battle Ratings:
The second feature of arcade air battles is in its
matchmaking. As of version 1.45, it utilizes a system
of Battle Ratings (BR) to determine who you are
matched up against. This is a fairly new introduction,
replacing the 20-tier system previously used.
The BR of a plane is an indication of the its
effectiveness in battle, and it changes between
patches for game balance purposes. For arcade air
battles, a weighted average BR for your top 3 aircraft
is calculated and you are matched up against players
with similar BR within a range of 1.0 BR difference.
More details about the Battle Rating system can be
found in War Thunder 101 - Research and Lineup.
War Thunder Community Magazine The GameOn Magazine // 11
Aiming:
Shooting down an airplane in combat is no
easy task; it requires the players to understand
the concept of ‘leading a target’. Put simply, when
firing at an enemy aircraft a certain distance away,
there is a need to take into account the target’s
movement while the bullets are still travelling to
the target. Therefore, the player would have to aim
ahead of the enemy aircraft and ‘lead the target’.
In arcade battles, some of the guesswork is done
through an assistant called the ‘lead indicator’.
This is a white circle which predicts the location
of the target when the bullet lands, provided the
target continues at its current speed and direction.
This guides the player where to shoot to get a hit.
The lead indicator shows up at a range of 0.77 km
when the target is tracked. Selecting an aircraft to
track is on the middle mouse button by default.
If the aircraft carries bombs in arcade air
battles, a bombing reticle will also be available
in third person view to help the pilots aim their
bombs accurately, regardless of whether the
plane is equipped with a bombsight or not.
Flight Model and Damage Model:
Understanding the differences between
the different modes and getting an in-depth
understanding of the game require the
understanding of these two models, the flight model
and the damage model. Players can enter the ‘Armor
Viewing Mode’ and ‘X-ray Viewing Mode’ in the
hangar to check the armor distribution (below) and
modeling of vital components (top) in the plane.
12 // War Thunder Community Magazine The GameOn Magazine
GUIDE
The damage model (DM) is the representation
of how different armaments are modelled in game
(cannon and machine guns, different types of
shells, muzzle velocity) as well as how these affect
different aircraft parts upon impact. This DM is
different from other games that utilize equivalents of
health points system commonly found in shooters;
a plane in War Thunder can be taken out by just a
single small-caliber machine gun round to the right
part (the pilot can be killed by a single bullet to the
cockpit, for instance), while a handful of high-caliber
cannon shells to non-critical structures (like the
fuselage) could result in severe battle damage but
not enough to take down the plane. The statistics
card of the plane gives an overview of the plane’s
The flight model (FM) controls the flight
behavior of the plane and affects how the
aircraft flies; this includes its engine behavior
and consequently its speed and acceleration
at different altitudes, how the controls behave
and respond, climb rate and turn time etc.
In arcade air battles, the DM is slightly more
forgiving; the aircraft is still relatively flyable with
slight difficulty if there are critical damages to
some aircraft parts, even the control surfaces.
Players are given reloads in the air; if all the
rounds in a particular gun are almost used up,
they can be reloaded in the air with a full belt by
pressing the reload key (the guns will also reload
automatically when all the rounds are used up).
War Thunder Community Magazine The GameOn Magazine // 13
The FM is simplified and more forgiving as well,
since a boosted FM is used instead of the realistic
FM, which improves the plane’s maneuverability.
Planes recover from stalls more easily than
other modes. Aircraft wings do not snap when
performing tight turns at high G or at high speeds.
Compressibility effects during high speed dives,
which cause stiffening of controls, are less
pronounced as well. In arcade air battles, the War
Emergency Power (WEP) feature of engines can
be used more frequently and does not damage
the engine, leaving you less things (such as oil
temperature, coolant temperature) to worry about.
14 // War Thunder Community Magazine The GameOn Magazine
GUIDE
Air Spawns:
Players in arcade air battles will have air starts,
meaning the plane starts off in the game in the
air instead of having to take off from the airfield
(although you can choose to start on the airfield).
Fighters and attackers generally start at around
2000 m of altitude, while bombers spawn slightly
higher at 4000 m. As such, the action begins shortly
after the battle starts, giving generally shorter
matches in arcade air battles. Thus, players
should fly out with the minimal fuel loads (a
heavier aircraft is less maneuverable and slower,
affecting the flight performance negatively),
which is almost always more than sufficient.
Views and Controls:
In arcade mode, players will have all views
available to them, although most will choose to
fly in the third person view, as it offers a greater
sense of situational awareness compared to other
views available (such as the cockpit view which
only offers as much visibility as the aircraft had
in real life). In addition, planes are spotted at
longer ranges and marked with a tag indicating
its name, aircraft type and distance to player.
All control schemes are available to the player in
arcade air battles as well, including the mouse aim
mode that simplifies flying and aiming extensively.
This allows the player to fly the aircraft using the
mouse to point at the direction the plane should
head towards, with a virtual instructor program
managing the more complicated control surfaces
such as elevator, ailerons and rudder. As the player
learns the control basics using mouse aim, more
advanced techniques to control the plane can be
slowly introduced, such as manually deflecting the
control surfaces for greater maneuverability and to
squeeze the optimal performance from the aircraft.
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 15
AN INTERVIEW WITH A VETERAN
I interviewed 93 year old WWII veteran
Right Reverend Bickersteth, an AA gunner,
artilleryman and infantryman. This is the
result of the interview. I’m acquainted with
Mr. Bickersteth and heard his personal story
before, and I’ve decided to ask him some
questions to deepen my understanding of
what he went through during the war.
Where were you during
the battle of Britain?
I just left school in Spring of 1940 when
the Battle begun. I was living in Kent at the
time. I remember walking around and seeing
planes fly above our heads. We watched
them getting shot down by Spitfires and
Hurricanes. When I was drafted into the
military, I was in the Buffs, but our entire
unit got transferred to the Royal Artillery
to be AA gunners. I was mainly stationed
on the Isle of Wight. We shot down He
111s and Bf 109s during our time as AA
16 // War Thunder Community Magazine The GameOn Magazine
INTERVIEW
gunners. It was a terrible experience, being shot at
and hearing the whistling of bombs and shells, and
seeing fiery balls swirling down from the sky. I was
in the Royal Artillery for 5 years, from 1940 to 1945.
Can you describe your experiences
during the Invasion of Normandy?
I participated in the invasion of Normandy at D+5 (five
days after D-Day). I left England on D-Day, making me
one of the lucky ones. This was my worst experience
of the war, the hardest for me to surmount. A shell
landed two yards from me while I was an artilleryman
6-7 miles inland from the beaches of Normandy. That
was probably my closest brush with death. I felt the
War Thunder Community Magazine The GameOn Magazine // 17
pure heat of the shell on my face. It was terrible. It’s very
difficult to describe the horror of war, the terror that I
went through. I left Tilbury, England, on a boat riding
through the river Thames. We were in a convoy with a
fair amount of other ships. We had to wait a couple of
days until we could land on Normandy as the soldiers
who left before us had to establish a safe zone for us
to land in. We went 6-7 miles inland and waited for 5
days for the infantry to secure the towns before us as
the Germans were resisting with an incredible strength.
We began to move forwards into France later. I was an
artilleryman and infantryman during my time in France.
When did you meet General Montgomery?
There were about 4 or 5 of us when he arrived in
his iconic car. Montgomery told us to gather around
the bonnet of his motorcar so that he could tell us
how D-Day was going. General Montgomery was very
good in that respect. He knew how to communicate
effectively with his soldiers and how to boost morale
effectively. At the time I was an infantryman in France,
after D-Day. I was an officer, in charge of 80 men.
I heard of a story where you sat with a dying German
in France. Could you please tell me more about this?
He was wounded badly when he was on my lap, dying
before my eyes. I was just leaning over when he said,
“Kaputt, kaputt. Ich bin fertig.” Broken, broken, finished. I
told him, “Nicht kaputt, nicht kaputt!” But he died before
me. But I guess the moral of this story is that I survived
and he died, which I’m still very grateful of today.
18 // War Thunder Community Magazine The GameOn Magazine
INTERVIEW
Where were you during the German
capitulation/surrender?
I was actually in Holland. At the time, the civilians
were very happy and excited to see us. It was a nice
feeling of freedom. The people felt gratitude for what
we did, and we felt absolute freedom because of this
and because we didn’t have to fight anymore. The war
was over in Europe. It was over for the soldiers that
fought beside me. It was over for everyone. We still had
work to do though. We were rounding up hundreds of
German soldiers who were capitulating, giving up. That
was our job then. All the Germans wanted though was
to go home, to see their families. That’s all they cared
about, all they ever talked about. The Germans were put
on trains and sent home to their families a little later.
Where were you during the Japanese
capitulation/surrender?
I was in England in mid-August when the atom
bombs were dropped. I was on a course in England,
a sort of school that the military provided to us.
They couldn’t let too many of us leave the military
at one time as there weren’t enough jobs to supply
us soldiers with, so they released us in batches.
If you are interested in Right Reverend Bickersteth’s WWII
story, please read his book ‘Run of the Mill Bishop‘
By Ted Theisinger
War Thunder Community Magazine The GameOn Magazine // 19
WAR THUNDER 101 MAP TYPES:WHAT DO I DO IN ARCADE AIR
BATTLES?
There are two main categories of maps in arcade
air battles: Ground Strike and Domination. Knowing
these maps and playing according to the objectives
will help your team to victory much quicker, although
you can definitely win by taking out all the planes on
the opponents’ teams (which very rarely happens
in Arcade Battles with multiple spawns, but much
more frequent in Realistic and Simulator Battles).
GROUND STRIKEGround Strike is perhaps the most commonly
encountered map type in arcade air battles. As
its name suggests, the focus is on attacking
ground targets in order to win the game.
Early Battles:
In early arcade air battles (those of the Reserves
and Tier I aircraft), the key to winning ground
strike maps is to take out the ground units that
count towards the victory points (those targets
will have a yellow glow on your minimap) more
quickly than your enemy. There is also an indicator
at the bottom left hand corner of your screen
showing the number of ground targets left.
For beginners, the biggest frustration is to go into a game and not knowing what they need to do to win the game. In this War Thunder 101 series, we are going to break down the different map types available in arcade air battles to give you an idea how to drive your team to victory!
20 // War Thunder Community Magazine The GameOn Magazine
GUIDE
Very often, in reserve tier, the temptation is to fight
the first plane you see, but that usually distracts
players away from the victory objectives. Instead,
strafe the enemy ground targets or only attack the
planes that are hammering away at your ground
targets, rather than joining a dogfight that serves
no purpose (even if it seems very exciting and fun).
These ground targets are usually lightly armored,
such as armored cars, anti-aircraft artillery and
howitzers, which can be quickly taken out using
machine guns on any aircraft. Every ground target
destroyed will reduce the amount of victory points
the enemy holds (on the top of the screen) and the
team that reaches zero first will lose the game.
Mini Bases and Airfields:
In arcade air battles later on, three mini bases
will be added. They are also marked on the map
by a red crosshair and destroying them deducts
a small amount of victory points from the enemy.
Destroying all the mini bases allows your team
to commence bombing their airfield. Airfields
being bombed are significant, as this means
that particular side no longer can land to repair
without worrying about bombs raining down, and
more importantly, the destruction of your airfield
would mean a swift decay of your team’s victory
points right down to zero regardless of how many
points you have. The mini bases and airfields are
generally priority targets for bombers, as they
require quite a fair bit of bombs to destroy.
War Thunder Community Magazine The GameOn Magazine // 21
For this reason, bomber rushes are fairly common
in higher tier games, where bombers have heavy
bomb loads and can take out airfields in a few
drops. This is especially so in certain maps where
there is only an airfield and no mini bases; the
airfields can be bombed directly for a swift victory.
Vehicles:
On top of the mini bases and airfields, there
will also be a set of vehicles for each side, with
some counting towards victory points and these
can be identified on the minimap by the yellow
glow mentioned previously. (Do note that not all
ground targets in higher tier games count towards
the victory points, certain light targets this time
round do not and they are just red in color.)
These targets will usually be more difficult to kill
compared to those in early arcade air battles, as
they are mostly tanks (with light, medium and heavy
varieties), pillboxes and there’s even an assortment
of ships on maps with water bodies. These vehicles
will usually require more specialized aircraft such as
attackers, bombers or fighters specially configured
to carry bombs and rockets to reliably kill them.
Killing ALL the ground targets can win the game,
although it takes a significant amount of effort on
the attackers’ and bombers’ part as these units are
often scattered around the whole map, with some
deep into the enemy’s territory. This adds a layer
of variety to ground strike maps, as teams may opt
for a double pronged approach to kill bases and
ground units simultaneously for faster victories.
TIP: ONE THING TO NOTE IS THAT THE OPPOSING AI-
CONTROLLED GROUND UNITS CAN ACTUALLY DESTROY
EACH OTHER. THEREFORE, A VIABLE STRATEGY WHEN
FACED WITH MULTIPLE GROUPS OF ENEMY TARGETS IS TO
HIT THE ENEMY COLUMN SO THAT THE BALANCE OF
FIREPOWER SWINGS IN YOUR SIDE’S FAVOR. THIS ALLOWS YOUR GROUND FORCES TO OVERWHELM THE ENEMY’S
MORE QUICKLY IN A FIREFGHT AND RESULT IN A LARGER LOSS IN VICTORY POINTS FOR THE ENEMY (AND LOSING FEWER
GROUND UNITS OF YOUR OWN).
22 // War Thunder Community Magazine The GameOn Magazine
GUIDE
Fighters:
So far, the emphasis has been on the attackers
and bombers doing ground strike; what about
the fighters? Are they not important in this map
type? Nothing could be further from the truth. In
fact, fighters play a pivotal role in this map type.
It is up to them to shut down the enemy bombers
and attackers from attacking targets that could
cause a loss in victory points, and it is also up
to them to defend bombers and attackers on
their own team from being shot down by enemy
fighters. Fighters in this defensive role are often
called escorts and particularly valued by their
teammates for their teamwork, even if this means
forgoing some of the Research Points and Silver
Lions that you can get by getting into the closest
dogfight mayhem your engines can get you to.
Lonely Island and Pacific Hidden Base:
To end off for Ground Strike, there is one particular
map that new players always seem to have trouble
with as it is slightly different from others: Lonely
Island. It’s a location that has a capture point in
TIP: WHEN ATTACKING ENEMY BOMBERS, IT IS GENERALLY UNWISE TO ATTACK THEM ‘FROM THEIR SIX’, OR FROM
THEIR TAIL. BOMBERS GENERALLY PACK SIGNIFICANT
FIREPOWER ON THEIR TAILS AS ‘STINGER TURRETS’ WHICH
MAKE QUICK WORK OF ANY ENEMY FIGHTER THAT SITS ON THEIR TAIL. INSTEAD, ATTACK HEAD-ON (EXCEPT AGAINST SOME BOMBERS SUCH AS
THE B-25 MITCHELL WHICH PACK POTENT FRONT-FIRING GUNS AS WELL), FROM THE SIDES, THE TOP OR UNDER
THEIR BELLY. EACH BOMBER HAS SOME ‘BLIND SPOTS’ (DO
LEARN THEM, ESPECIALLY THE MORE POPULAR BOMBERS) WHICH ARE NOT COVERED
BY DEFENSIVE GUNFIRE AND THIS EXPOSES YOUR FIGHTER
TO MINIMAL DANGER WHEN ATTACKING THESE BOMBERS.
War Thunder Community Magazine The GameOn Magazine // 23
the center, and there are airfields on the island.
One big mistake new players tend to make is
in thinking this is a domination map and start
landing on the airstrip; it is not. This often results
in players getting shot down and giving up in
frustration when none of their landing attempts
result in the capture of the airfield. Here’s the
kicker: the capture point can only be taken by ships
and tanks landed on the island by landing boats.
The priority of this map is to take out the enemy’s
cargo ships (while defending your own), as these
cargo ships spawn waves of landing boats which
land tanks on the beachhead when it reaches the
island. The next important targets are the landing
boats, for obvious reasons, and any tanks they have
landed on the island. The destroyers are there to
escort the ships, and should be dealt with last.
Too many tanks landing on the island for one side
and reaching a pre-determined point will result
in a swift decay of victory points and a loss for the
opposite team, as well as losing all the ships.
Another map that utilises the same capture
mechanic using ships and tanks in [Ground
Strike] games is a map called Pacific Hidden
Base, although there is no airfield to confuse
players this time round. It’s a very distinctive
map with tall pillar-like mountain formations
complete with arches and crevices, which
makes for an interesting dogfight experience.
This map allows for victory through the
conventional way of bombing mini bases and airfields
as with other Ground Strike maps. However, there is
an added layer of tactical victory through capture of
the control point in the centre of the map by landing
crafts dropping off tanks on the beaches, so be sure
to attack them as well while guarding your own!
24 // War Thunder Community Magazine The GameOn Magazine
GUIDE
DOMINATIONDomination maps are slightly less frequent
than ground strike maps on the arcade map
roster, but they are a lot of fun especially if
you enjoy dogfights, as there are lots of it.
Capturing Airfields:
Domination maps usually start off with a number
of neutral airfields (from one to three) which can be
captured. Each team begins with a certain amount
of victory points; more captured airfields by one
team over the other will result in a decay in victory
points for the other, and the first team that reaches
zero loses. To secure an airfield, a team usually
has to control the airspace around the airfield
while one plane lands to take over the airfield. This
can result in fairly intense dogfights erupting over
contested airfields with planes trying to establish
air superiority while there’s always that sneaky
fellow trying to land without the enemy realizing.
Landing on an airfield is no easy task, and players
in arcade air battles usually do not have sufficient
practice on landing and taking off. It is advisable
that players actually try the tutorial on takeoff and
landing before trying to do so in domination maps,
as landing requires players to keep the plane as
level as possible and drop below a certain speed
threshold so that the plane doesn’t smash into the
ground. A more advanced technique to master is to
do a ‘touch and go’ landing where the plane touches
down on the airfield just long enough to capture
the airfield while maintaining sufficient airspeed
to quickly scoot off before the enemy fighters
pounce on the vulnerable plane on the runway.
War Thunder Community Magazine The GameOn Magazine // 25
Ground units and bombers:
Bombers play an important role as well. There is
usually a set of ground vehicles that count towards
the victory points as well. Destroying the enemy
team’s vehicles will cause them to lose a small
amount of victory points, although it usually is not
significant enough to ensure the complete loss of
the enemy team when all their ground vehicles are
destroyed. What players must be aware of, however,
is that ground units are perfectly capable of capturing
airfields as well (naval units cannot capture airfields),
thus players should definitely take out enemy ground
units that are fast approaching a captured airfield.
By Chock Wee Boon
26 // War Thunder Community Magazine The GameOn Magazine
GUIDE
CAPTION COMPETITIONEnter this issue’s Caption Competition to be in with a chance of
winning Golden Eagles and Premium Planes!
1st Place: 3,000 Golden Eagles and rank 1 premium plane of your choosing
2nd Place: 2,000 Golden Eagles and rank 1 premium plane of your choosing
3rd Place: 1,000 Golden Eagles and rank 1 premium plane of your choosing
Click anywhere on this page to enter!
War Thunder Community Magazine The GameOn Magazine // 27
PLANE PROFILE #1:BF-109E-3
The first truly satisfactory variant of the Bf-109
was the the Bf-109E, or “Emil” as it was called by
its pilots. The Bf-109E first entered production in
1938, equipped with a new Daimler-Benz DB-601A
engine the Emil was much faster than the previous
versions at the cost of being less manoeuvrable. Most
later variants were equipped with two MG FF 20mm
cannons mounted in the outer wings, replacing
the MG 17 7.92mm machine guns previously found
there. The Emil saw service as the Luftwaffe’s main
fighter from 1939 to 1941 in the closing stages
of the Spanish Civil War and the opening of the
Second World War. It was used as a fighter, fighter-
bomber, interceptor, and some were even used for
reconnaissance missions. In total, there were around
4,000 Bf-109E of various minor variants built.
Largely different when compared to previous
versions, the Emil featured a mostly redesigned
airframe because the new Daimler-Benz engine
generated a lot more heat and weighed quite a bit
more than the older Jumo engine. The designers
chose to remove the single radiator found under
28 // War Thunder Community Magazine The GameOn Magazine
PROFILE
the nose and instead added two radiators under the
wings to counterbalance the heat and increased
weight from the new engine, while leaving the oil
cooler under the nose. Because the radiators were
being moved to the wings, the wings were completely
redesigned and reinforced. With the newly designed
wings, the cooling systems were better, although
at the cost of more ducting and piping which could
be damaged in combat for disastrous results.
PROS• Excellent acceleration
• Outstanding rate-of-climb, will out
climb almost all opponents
• Good turn-time
• Lots of machine gun ammunition
• Nice, clutter-free cockpit, good
for Simulator Battles
• Amazing maximum dive speed of 750 km/h
CONS• Cannons can be very frustrating
to deal with at times
• Engine overheats very easily
• Fragile plane and seems to be
set on fire way too easily
• Loses speed quickly in a turn
RATINGFirepower: 8/10(Guns can be frustrating
and hard to deal with at times.)
Speed: 8.5/10(Dives very well but
struggles to retain speed in a turn)
Climb Rate: 10/10(Climb-rate is phenomenal,
4,000m in 3:00min when upgraded)
Manoeuvrability: 9/10(Can turn with most opponents)
Overall Rating:(8.9/10)(Great for beginners,
especially for new Simulator pilots)
SUGGESTED STRATEGYBoom and Zoom: The Bf-109E-3 can outclimb
almost every plane it will face and dive past speeds
of 750km/h, allowing for the pilot to very quickly
climb to altitude, dive on an unsuspecting prey,
and finally climb back to altitude before it has any
time to react. The pilot should only really turn-
fight with an opponent when absolutely necessary
because even though the E-3 excels at turning,
it tends to quickly lose speed while doing so.
By Daniel Hoffman
War Thunder Community Magazine The GameOn Magazine // 29
SIX WORLD WAR 2 FACTS #1 Germany: Heinkel He-280, the first jet fighter ever
produced, first flew under its own power on March 30,
1941, and was capable of speeds of over 800 km/h.
Britain: London was once bombed for 57
nights in a row by German bombers.
USSR: More Russians died in the Battle of
Leningrad than all the British and Americans
throughout the entire war combined.
30 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
Japan: Japan and Russia still have not officially
signed a peace treaty after World War II.
America: Adolf Hitler considered Henry
Ford his inspiration and kept a framed
picture of him in his office.
Hungary: After World War II, in 1946,
Hungary issued banknotes with a value
of 100,000,000,000,000,000,000 pengo,
the largest denomination ever.
By Daniel Hoffman
War Thunder Community Magazine The GameOn Magazine // 31
THE MECHELEN INCIDENT
By January 1940, in a phase known as “The
Phoney War,” the French military insisted upon taking
a purely defensive position along the French-Belgian
border with a British Expeditionary Force in support,
under the command of General Lord Gort. With the
Maginot Line supporting the southern flank, it was
expected that Germany would attempt to invade in
much the same manner as the Schlieffen Plan used
in World War. On the 10th of January, 1940, a German
Bf-108, piloted by Major Erich Hoenmanns and
carrying Major Helmuth Reinberger, lost its way and
crashed in neutral Belgium.
Major Reinberger was responsible for organizing
the supply lines that would support the German
paratroopers leading the way
for the upcoming invasion
and, unknown to Major
Hoenmanns at the time, was
also carrying secret documents
detailing the invasion plans.
Once on the ground, Reinberger
revealed to Hoenmanns that he
was carrying the documents.
Reinberger made several
attempts to set fire to the
documents but was foiled first
by a faulty cigarette lighter,
then by a pair of Belgian border
guards who arrived in the area.
The pair were taken into custody and transported
back to the border guardhouse and questioned.
Once again, Major Reinberger attempted to destroy
the plans by throwing them into a stove; this last
attempt was also unsuccessful and the plans
were locked away separately.Knowing his fate if he
was returned to the German military, Reinberger
attacked the captain of the guard in an attempt to
procure his sidearm. After being subdued by the
captain, Reinberger cried out that he only wanted
the weapon so that he could take his own life.
Upon inspection of the plans, they revealed that the
initial assumptions made by the French military were
correct. The German army was planning to advance
in an arc, sweeping up through Belgium before
32 // War Thunder Community Magazine The GameOn Magazine
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coming back towards Paris. More importantly, they
revealed the date for initial stages of this impending
offensive: January 17, just a week from that day.
In response to the incident, on the 11th of January,
1940, Adolf Hitler fired several division officers and
began assessing the damage done. The Belgian
government pretended that no information was
gleaned from the nearly destroyed documents,
so Hitler decided to proceed with the invasion as
planned. Little did he know that a few days later King
Leopold III of Belgium would secretly contact Winston
Churchill, who at the time was serving as the First
Lord of the Admiralty, and arrange the relay of the
information found within the documents to the Allies.
On 16th of January at 1900 hours, after
learning that the Belgian and Dutch militaries
had been suddenly put on alert, and with very
poor road conditions due to weather, Hitler
made the call to cancel the invasion just hours
before it was supposed to take place.
While the allies quietly celebrated the foiling
of the invasion, these events would prove to be
tragic in the long term. The Allies saw this as
a confirmation of their assumptions that Hitler
would follow older tactics, and did not alter
their defensive strategy. On the other hand, the
incident forced Hitler to realize he must change
his strategy entirely, and quickly realized he could
use their outdated intelligence to his advantage.
Instead, on the 10th of May, 1940, the Germans
used a feint attack on the Netherlands and Belgium
before spearheading a full invasion of France
through the Ardennes that included over 2400
tanks and 7000 artillery pieces. Because their best
troops had been dedicated to defending against
an invasion through Belgium, the Allied forces
were quickly outmatched. With the German forces
having pushed between the Maginot Line and the
Allied forces, the Allies found themselves being
flanked by 13 May. Just two weeks later, the German
advance would separate the British Expeditionary
Force from their French counterparts, and force the
newly-appointed Prime Minister Winston Churchill
to order a full-scale evacuation from Dunkirk.
By David King
War Thunder Community Magazine The GameOn Magazine // 33
WAR THUNDER 101 - RESEARCH AND LINEUP
Research Points (RP) in War Thunder is something
like experience points in other games; they mark
your progress through the game. Before we talk
about how it matters in the macro sense (big picture),
let’s discuss how research points are gained.
In any battle, any action grants you RP.
Some examples are, but not limited to:
• Getting hits on an enemy vehicle
• Shooting down or taking out an enemy vehicle
• Assisting a teammate in taking
out an enemy vehicle
• Killing a ground or naval target
• Bombing mini-bases or airfields
• Capturing airfields in planes and
control points in tanks
• Taking off and landing
• Taking part in longer missions
• Participating in combat (such as
shooting at enemies or getting shot at)
and being around the combat area
In this article on Research and Lineup, War Thunder 101 brings you through the few systems in-game relating to experience points and gives you a general idea where to place your points for your crew and planes, as well as how to plan your
lineup of planes using arcade air battles as an example and starting point.
34 // War Thunder Community Magazine The GameOn Magazine
GUIDE
Of course, higher RP gains come from more
significant actions, such as taking out an enemy
vehicle, killing targets that affect victory points or
capturing airfields and control points. Victories
also generally grant a higher RP bonus compared
to losses, therefore it is often wise to help push
your team to victory compared to chasing that
easy target that’s probably 10 km away from you.
RESEARCH TREENow, with that in mind, we will take a look
at how useful RP is in the macro sense. Firstly
and most importantly, RP allows you to research
your next vehicle. In the Tech Tree, you can
select the vehicle you want to research next.
When you first start playing, you’re supplied
with vehicles of the reserve tier. Let us take
a look at the US tree as an example.
Planes available for research are shown in blue
boxes, like the F2A-1, with its required RP of 2900
marked on the bottom right corner of its card.
Planes of a series, such as the P-36 are stacked
in a folder card (see the little tab on the top left
corner), which can be expanded by clicking on it.
The P-36A Hawk, the first of the P-36 series, is
also available for research with a cost of 4000 RP.
Choosing either of them allows the RP earned during
battles by the P-26 Peashooters to go directly into
the aircraft of your choice. Planes on the right in
brown boxes are premium aircraft; they are bought
using real money either in bundles or through the
use of the game’s premium currency, the Golden
Eagles, skipping the research process entirely.
The planes unavailable for research have red
cards. For example, F2A-1 has to be researched
War Thunder Community Magazine The GameOn Magazine // 35
before starting on the F2A-3. Subsequent planes
in a folder has to be researched this way as
well, such as the P-36G Hawk, which requires
that P-36A and P-36C to be researched. Players
can choose a different branch to research,
or continue down the same branch.
The branches in a country’s tech tree largely
symbolize the development and evolutionary history
of the planes. In the US tree classified according
to its services, the first branch contains fighters
of the US Army Air Force (and planes from its
subsequent organization into the US Air Force); the
second branch contains fighters of the US Navy;
the third branch consists of US Navy/Marine Corps
attackers and bombers; while the last branch
houses the US Air Force attackers and bombers.
TIER SYSTEMPlanes are divided into Tiers as well. Planes
like P-26 and P-36 belongs to Tier I while the
P-40E and P-39 belong to Tier II. The tiers broadly
divide the planes according to their year of service,
and six planes from the previous tier have to be
researched and bought before research on the next
tier can begin. The three P-26 available for reserve
planes have already been researched and bought,
therefore progress through Tier I is 3 out of 6 planes
as shown (3/6) on the left side of the tech tree.
36 // War Thunder Community Magazine The GameOn Magazine
GUIDE
TIPS AND TRICKS FOR PLANE RESEARCH
• If you’re flying the aircraft directly on top
of the one you’re researching, there is a
research bonus of 130%, allowing you to
research the plane much faster. This can be
seen on the plane’s card as shown below.
• Using a plane to research another in the
same tier and the tier below is usually the
most efficient. For example, using the P-36
(Tier I) to research the PBY-5 Catalina (Tier
I) or the A-20G (Tier II) gives good gains to
the research points. However, using the P-36
to continue researching the B-25J-20 (Tier
III) would not be optimal because there is a
penalty modifier (of 40%) to any RP gained
by the P-36. The penalty modifier gets
worse the higher the tier difference is.
• Researching backwards is usually not optimal
either (with the exception of premium planes).
For example (see the US tech tree), using the
P-39 (Tier II) to research the OS-2U Kingfishers
(Tier I) has a penalty modifier (90%) as well.
However, if that particular plane is very efficient
in gaining RP compared to planes of the
previous tier, it might offset the penalty modifier
enough to actually be viable to use a later tier
plane to research planes of the previous tier.
• Between planes, there is a slight difference
in RP earning rates as well. For example,
the Rewards for P-36A is 30% compared to
10% for the F2A-1. If killing an enemy plane
gives 200 base RP, the F2A-1 would earn
200 x (100+10)% = 220RP, while the P-36A
would earn slightly more at 200 x (100+30)%
= 260RP. Therefore, if unlocking new vehicles
War Thunder Community Magazine The GameOn Magazine // 37
is your priority, keep that in mind when
choosing the planes to include in your lineup.
PLANE MODULESWhen you first buy a plane, it comes in its stock
condition and totally not upgraded. The performance,
survivability and weapons are of a lower standard
compared to a fully upgraded one. To upgrade the
stock plane, players have to use it so that it gains
Research Points (RP). This is the exact same RP as
the one used to research new planes, but they are
not mutually exclusive; the RP gained for researching
new planes are also counted toward upgrading the
different modules of current plane you’re flying.
The items that are needed to be upgraded are
called research modules. There are different
modules to be upgraded for the guns, airframe,
engine etc. Researching the modules completely
gives you an ‘elite aircraft’ ( also commonly
called ‘spaded aircraft’) with its performance fully
maximized. You will gain a small spade icon on your
plane’s card as well. The benefits of a ‘spaded’ plane
can be sometimes significant, as seen in this Bf 109
F-4 comparison, where the climb rate has doubled
and an increase in top speed of almost 60 km/h.
Most planes have modules divided into Flight
Performance, Survivability and Weaponry.
Modules in the Flight Performance category
usually contain improvements to boost climb
rate, maximum speed and turn time, among
others. Survivability upgrades enhance the
structural strength of the plane, allowing it to
take more hits while giving modest performance
improvements. Weaponry research unlocks better
gun belts, improvements to gun accuracy and
reliability, as well as bomb and rocket load-outs.
38 // War Thunder Community Magazine The GameOn Magazine
GUIDE
In addition, completing the upgrades for a
particular level in a plane (for example, the
Fuselage Repair, Radiator, Offensive 7 mm and
ETC 50/VIIId bomb Level I module upgrades for
the Bf 109 F-4 example) will grant some bonus
RP towards researching the next plane.
UPGRADING TIPS FOR FIGHTERS• Always research the belt upgrades first at
Level I as fighters rely a lot on their weaponry
(Offensive 12 mm in the F2A-3 example). The
stock belt usually consists of rounds that
are not as effective, such as Ball or Practice
rounds which do not apply additional effects
on hitting the target. The subsequent gun
upgrade (New 12 mm MGs) is also of priority,
as it increases the accuracy of your guns
and reduces the possibility of jamming.
• Once Level II is unlocked (by researching 2
upgrades of Level I, progress can be seen on
the left), Airframe module is a much needed
upgrade to boost your survivability. Cover
module at Level IV provides a slight increase
to survivability as well and should be taken
after the Engine Injection module (see below).
• If the Engine Injection or Engine Throttle
module is present (not available on all
planes), make that a priority as well and
research once you reach Level IV, as it usually
provides a very big boost to climb rate and
top speed of propeller-driven fighters.
• After that, finish up with the remaining
Flight Performance upgrades before
researching bombs and rockets, as they
are of the lowest priority on your fighter.
A fighter’s flight performance is usually
severely impaired when carrying external
ordnance such as bombs and rockets.
War Thunder Community Magazine The GameOn Magazine // 39
UPGRADING TIPS FOR BOMBERS• Always research the bomb loads (such as the
MBC-8 for the Blenheim) when they become
available, as they usually allow more bombs
& better bomb configurations to be carried.
• Modules that boost bombers’ survivability
should be researched early on to improve
your chances of surviving hits, such as
the Airframe module at Level II.
• Any other research should go into Flight
Performance modules, with modules granting
access to good climb rates prioritized.
If Engine Injection or Engine Throttle is
available at Level IV, make that a priority as
the climb rate boost is usually significant
(although not as much as fighters).
• Research the turrets last as the turrets are not
that effective in taking down enemy fighters
who know how to weave and dodge. As much
as possible, you should be avoiding fighters
altogether or flying with fighter escorts as a
bomber, not take down fighters yourself.
UPGRADING TIPS FOR ATTACKERS
• Prioritize bomb and rocket upgrades (such
as the RO-82 and RO-132 rocket modules
on the IL-2M) as they provide a significant
40 // War Thunder Community Magazine The GameOn Magazine
GUIDE
boost to the ability to kill ground units.
• If the plane has cannons capable of taking
out ground targets, research the belts if
they give access to better armor-piercing
ammunition (for instance, the default 23 mm
belt on the IL-2M gives 1 armor-piercing
round in 2 shots; upgrading to the ground
target 23 mm belt gives 3 armor-piercing
rounds in 4 shots, allowing you to take tanks
out much more easily). The gun upgrade
is also important as well as it improves
accuracy and lowers the chance to jam.
• Prioritize survivability upgrades, especially
the Airframe module, as it gives a huge
boost to survivability from both ground
fire (which can take your plane out if you
are not careful) and enemy fighters. The
Cover module is taken after the necessary
Weaponry module upgrades are done.
• Flight Performance is not a priority as you
will usually be flying close to the ground.
These are maxed out last after finishing up
research in Weaponry and Survivability.
LINE-UPWe are looking at using 5 crew slots per nation,
as that is the maximum number of crew slots that
can be unlocked using Silver Lions. Planning ahead
is good as you can level up your crews according
to the plane type you’re flying. While some may
prefer to fly exclusively fighters or mostly bombers,
I prefer to fly a mix with an emphasis on fighters.
Thus, I usually allocate 3 slots for fighters, 1 slot
attacker/ heavy fighter and 1 slot for bomber. Of
course, this varies from player to player and there’s
no fixed ratio to follow. I prefer the 3-1-1 allocation
for its versatility and I can fly out different plane
types depending on the fortunes of my team.
There are different kinds of fighters as well, with
some optimised for performance at high altitude, and
some better at low altitudes, so do take note of that
when choosing fighters to put in your lineup as well.
The next few crew slots can be unlocked
using Golden Eagles rather cheaply (at 200 GE
for the 6th and 500 GE for the 7th crew slots)
War Thunder Community Magazine The GameOn Magazine // 41
depending on your needs. An extra fighter or two
may be helpful for Domination matches, while
additional bombers and attackers may be required
for Ground Strike matches as these are quite
vulnerable when attacked by enemy fighters.
BATTLE RATINGS SYSTEMThe matchmaking system in the War Thunder uses
the Battle Rating system as of version 1.45 to group
players into matches, and it is important to plan your
lineup around it so that you are not fighting planes
with vastly superior capabilities compared to yours.
Each plane has its own Battle Rating (BR) to
indicate its effectiveness in battle and appears
in steps of 0.33, thus the sequence of BR
appears as 1.0 (lowest), 1.3, 1.7, 2.0, 2.3 and
so on (rounded off) all the way up to 9.0.
For arcade air battles, the weighted average of the
top 3 BR values of your planes is used to calculate
the player’s BR. The formula is: Player BR = 0.5A
+ 0.25B + 0.25C, rounded off to the nearest .3, .7 or
.0, with A, B and C representing the top 3 planes’
BR in descending order (with A being the highest).
Players are matched up with other players with a
maximum difference of 1.0 in their player’s BR.
There is, however, a cap for the difference
in BR of the top 3 aircraft. If the difference is
2 steps (BR value difference of 0.6 or 0.7) or
more, the player’s BR will simply be (A – 0.33)
rounded off, with A being the highest BR. This is
to prevent players from bringing in planes with
extremely high BR into a battle by supplementing
the lineup with planes of much lower BR.
What does this all mean? As planes in the
Tech Tree are not arranged according to BR,
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GUIDE
some planes at lower tiers might actually have
very high BR due to their effectiveness. Bringing
such aircraft causes you to be matched against
much stronger planes, and you might not have
planes in your lineup good enough to fight in
those battles once that top-of-the-line aircraft is
destroyed. It sometimes may be tempting to bring
a shiny new aircraft you’ve just researched into
the next battle, but it can be unwise to do so.
This is a big problem that new players always face,
as the inner workings of BR and matchmaking are
not explained clearly right at the start. Newer players
often get frustrated when being matched up against
far superior planes that they can’t handle with
their mostly reserve lineup when they inadvertently
bring themselves into a higher BR match.
For example, putting the new PBY-5 Catalina
(BR2.0) you have researched into your lineup (which
is actually the default option the game picks for
you) with P-26 Peashooter reserve planes only
(BR1.0) could actually set you up with battles with
much better planes, as the PBY-5 would raise the
player BR significantly. There is a chance that the
matchmaker may match the player up against
players with better planes like the F4F-3 (2.3BR),
A-20G (BR2.7) and P-40 (BR2.7) because of the BR1.0
range when finding players for matchmaking.
The planes more suitable to supplement the
P-26A Peashooter in the lineups would probably
be the OS2U-1 Kingfisher (and the OS2U-3 as
well) and the F2A-1 planes, which are all at
1.3BR, much closer to the P-26 Peashooters.
Eventually, the player would have to move
on to using planes with a higher BR. To utilise
the PBY-5 Catalina, the most effective way is to
supplement the lineup with better planes such
as the P-36A (BR1.7), P-36C (BR2.0) and SBD-3
(BR2.0) which are closer to it, providing a more
credible counter to the planes it can potentially face.
(Note: These values are accurate as of Dec 2014)
Therefore, a good way is to research a few new
planes (at least 3) of similar BR before bringing
them into battle all in one go, with your older
aircraft as a form of reserve. When it comes to
War Thunder Community Magazine The GameOn Magazine // 43
researching new planes, instead of choosing the
most mean-looking fighter (with a ridiculously
high BR) you can lay your hands on, choose one
that allows your lineup to gradually increase its BR
without facing significantly more difficult foes.
CREW POINTSPutting crew points into skills that are relevant
can be a huge edge against your opponents
in War Thunder. For starters, the pilot snipe
seen experienced in earlier levels can be
reduced by levelling up your pilot in vitality.
Crew points are brought over from one plane
to another and are not lost when you upgrade
that particular crew slot to a better plane. After
every battle, crews that have participated will
earn a number of crew XP points depending on
their actions (e.g. kills & hits) that can be spent on
individual skills, which will increase the crew level.
Expert Qualification for a particular plane after
meeting the crew level requirements is a big boost
to crew skills (found in the Qualifications Tab in
Crew) by increasing Keen Vision and Awareness (for
Pilots), Fire Accuracy and Precision (for Gunners)
as well as Repair Speed and Reload Speed (for
Ground Service) by 30 points, and this can be bought
using Silver Lions. A further Ace Qualification
(which adds 20 more points to the above-mentioned
skills) can be bought using Golden Eagles.
CREW TIPS FOR FIGHTERS• For the Pilot tab, Vitality is the most important
as it significantly reduces the chances of
a pilot knockout by a stray bullet. This is
followed by G-tolerance a close second, which
improves how your pilot adapts to high-G
forces and allows for better control responses
44 // War Thunder Community Magazine The GameOn Magazine
GUIDE
in mouse-aiming mode when the plane is
performing high-G maneuvers. Stamina is
also just as important, as it affects how fast
the pilot fully recovers from the red-outs
and black-outs from the high-G maneuvers
and accuracy of mouse-aim during those
maneuvers. Keen Vision and Awareness
affect the distance in which enemy planes are
marked and are relatively important as well.
• Gunners Tab is totally irrelevant as they are
only for additional AI gunner crews on board
the plane, which are not present in fighters.
• For Ground Service Tab, Reload Speed affects
how fast your guns are reloaded, which is very
important in Arcade Battles as you will be
reloading quite often in the air. In Realistic and
Simulator Battles, the Reload Speed is less
important as it only affects the time of rearming
on the airfield. Investing points into Reload
Speed quickly increases the points required,
so this is usually brought up to an acceptable
level before focusing on other attributes (and
using Expert Qualification to make up for it).
Weapon Maintenance reduces the overheating
speed and chance of weapons overheating,
making it a secondary priority in this tab.
• Repair Speed and Repair Rank is usually
ignored for the Ground Service tab, as
repair costs in Arcade Battles is usually
low enough to just pay for the repair. The
repair costs, however, become much more
significant in Realistic and Simulator Battles
and these skills will come in handy.
CREW TIPS FOR BOMBERS• For the Pilot Tab, Vitality is still the most
important, but Keen Vision and Awareness
will be useful as well because they help you
to mark enemy fighters with tags earlier. The
War Thunder Community Magazine The GameOn Magazine // 45
increase in spotting distance will definitely
be more helpful as the distances between
you and enemy planes are usually greater
and you are trying to fly away from them.
G-tolerance and Stamina are not needed in
bombers compared to fighters, as the degree
of tolerance and duration of the black-out from
pulling high-G forces is not that important.
• The Gunners tab becomes more important
for bombers. The number of experienced
gunners reduces the penalty to other gunner
skills when it is closer to the number of
actual gunner positions on the plane. This
is usually levelled to match the number of
gunners you have for that plane you’re flying,
so it may be wise to plan ahead to match the
number of gunners in your future bombers.
• For the skills in your Gunners tab, Fire
Accuracy and Precision affects gunners when
they are controlled by the AI. However, it doesn’t
affect the guns when the player controls them
(which should be the case most of the time
when you are under attack, unless you’re at the
final run-in for your bombing run). Fully maxed
out gunner crews can be especially deadly if
the enemy fighter does not perform evasive
maneuvers and they shoot at you while sitting
on your tail. Vitality is relatively important as
it allows the gunners a chance to stay alive
when they are being shot at. G-tolerance and
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Stamina is not that important as you will not
be pulling tight turns much in a bomber.
• For the Ground Service tab, Reload Speed is
the most important item in Arcade Battles,
as it allows a bomber to halve its reload
time when fully maxed out. This effectively
translates to two times more damage on
the targets. Weapon Maintenance is useful
as well as it allows for greater accuracy in
hitting targets, especially if you’re bombing
moving vehicles (but not that useful for larger
targets like mini-bases and airfields).
CREW TIPS FOR HEAVY FIGHTERS/ATTACKERS
• My preference to use the same crew slot for
heavy fighters and attackers stem from the
reasoning that they largely share the same
crew characteristics (no big requirement
for high-G turns, has roughly the same
number of additional gunners) , although
you can of course allocate separate crew
slots for attackers and heavy fighters
separately if there are sufficient crew slots.
• Skill allocation for the Pilot tab is largely
similar to fighters, except that G-tolerance
and Stamina skills are not as important
as you are less likely to be pulling sharp
turns in a heavy fighter or an attacker.
• There may be one or two AI gunner
crews on board the attackers and
heavy fighters, so players may want to
choose to put a few points into this.
• For the Ground Service tab, Reload Speed
and Weapon Maintenance has slightly greater
significance than items in the Pilot Tab as it
affects your turnaround time to strike targets
when using rockets and bombs (for Reload
Speed), as well as the accuracy of your bombs
and rockets (for Weapon Maintenance).
After going through this lengthy explanation,
we hope you have a slightly better understanding
of the Research Point system for researching
new planes as well as upgrading modules
on your existing aircraft, as well as gain new
insights on Crew Points and how to plan your
lineup around the Battle Rating system.
War Thunder has many complex systems
binding the whole game together (which can be
quite daunting to newcomers; I was very much
perplexed by its complexities when I first started
out) but they can be fruitful and rewarding if you
take time to explore and understand. We will be
back with more in-depth guides in War Thunder
101 in subsequent issues, so stay tuned! ■
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 47
ZEROS OVERHEADThe friendly Hawaiian air caresses my face as I
take my morning run around the base. Really, one
couldn’t ask for a more beautiful Sunday morning;
only a few clouds hang in the sky, which only adds
a little spice to it. I wipe some sweat off of my
right eyebrow. I believe there’s only one thing that
might possibly be wrong with these islands: the
overbearing humidity from the ocean. Even then,
there’s usually a light breeze from somewhere,
so it’s not that unbearable. I definitely need a
shower when I get back to the bunk. I check my
watch; it’s 7:45 AM, December 7th, 1941. My watch
doesn’t have the date on it, mind you, I’m just the
type to know what day it is. I need to be ready for
muster, and I’d left early from breakfast to take
a quick run. Besides, my comrades from VP-14
probably won’t leave without me. They usually
wait for the stragglers from breakfast, and Fat
Freddie takes his sweet time to get done. If we
strapped wings to him, he’d float just as well as
our Catalinas! At any rate, I’m approaching our
barracks at 7:48, plenty of time to get ready for the-
What was that? I look over towards the main
air base at Pearl Harbor, just to the west of our
airfield at Kaneohe Bay. I see a great big black ball
of smoke rising from one of the battleships. Could it
really be-? No, the Japanese aren’t stupid enough to
attack. We’ve been on a limited alert, patrolling for
submarines in our PBY-5 Catalinas, but there hasn’t
been much, just a couple of sightings every now and
again. It was probably some moron smoking next to
an ammo magazine.
I turn to return the Number Two Barracks, to go get
ready for muster. As I’m going down the dirt road,
a ‘38 Ford, owned by Chief Aviation Ordnanceman
John Flinn. He’d been requested at the airfield, and
decided to give me a ride. Soon after we started
driving towards the airfield, a small airplane
buzzes overhead, flying very low. I’m annoyed at
the pilot, and I inspect his aircraft so that I can
file an official complaint. Something is wrong.
I’ve never seen a plane of that shape before...It
has red circles marked prominently against the
dirty-white paint on its wings. My stomach drops
as I realize the horrifying truth: the Japanese are
attacking! And we are in no wise prepared.
CAO Flinn throws the car into high gear,
and we careen headlong into the chaos that was
once our airfield. All of the Catalinas have been
destroyed, and the Japanese planes are strafing
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the runway, the bases, the men...Hangar Three
suddenly explodes into a ball of flame. Hangar One
is burning to a crisp, and Hangar Two has bullet
holes throughout. The CAO leads us to the armory,
and hands out rifles. It’s all we have. We grab ammo
from a supply truck that has somehow survived,
and quickly seek cover to fire from. I look over at
the smoking hull of what was once my Catalina.
I see her, shredded to bits, burnt into a useless
hulk of charred metal. I catch a glimpse of her gun
barrel, sticking up from a cracked glass blister.
She may be permanently grounded, but we
can salvage the guns! I gather a few men, and we
dismount the Brownings from their turrets. We set
them up, and fire at the Zeros strafing the runway.
For the most part, we didn’t do much. But I do know
we took one of the buggers down; he caught fire over
our heads and crashed just beyond the airfield.
Eventually, the attackers slink back towards
the horizon from which they appeared. I survey
the carnage. All of our beautiful float planes are
in smoldering heaps, or have sunk to the bottom
of the bay. Many men have either been blown into
bits, or torn into shreds. Even the CAO took multiple
hits while defending the airfield. As I look at the
devastation in front of my eyes, smell the acrid
smoke of the burning airfield and remember the
unfamiliar red circles on the plane that passed
overhead earlier, one thing is certain: we are at war.
We tried to stay out, but at long last, and at great
cost, we are at war. And there is no chance that
we are ever going to lose. Because, just like in the
Spanish-American War and World War I, we have
something to remember. Just like the Maine, and
the Lusitania, we will remember Pearl Harbor.
By Cade Rosenbalm
War Thunder Community Magazine The GameOn Magazine // 49
WAR THUNDER 101 MACHINES - TANK TYPES
LIGHT TANKSIn World War II, tanks were generally
classified according to their weight and role.
Light tanks generally took on the role of armored
reconnaissance, designed to be fast and
inexpensive, often weighing 20 tonnes and below.
Light tanks often traded armor and firepower
for speed. The compromise in armor of light tanks
meant that it could only protect them from nothing
more than machine gun fire from the sides and
take smaller-caliber tank round hits from the
front. Their firepower often comes in the form of
smaller-caliber cannons, limiting their options
during engagements to lightly armored vehicles.
Flanking becomes very important for light
tanks, making use of their excellent mobility to
reposition themselves on the sides or even the
Just like air power, the role of tanks also came of age in World War II as nations sought to gain breakthroughs on the frontline, from German blitzkriegs using tank spearheads to
the massed tank formations of the Red Army. On the African front, the major tank battles in the Battle of El Alamein turned the fortunes of the Western Allies around, prompting Sir
Winston Churchill to remark, “Before Alamein we never had a victory, after Alamein we never had a defeat.” Such is the vital role of armor throughout the course of World War II.
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rear of enemies, where they can fire at the weaker-
armed sides and rears of armored vehicles.
In War Thunder, light tanks are mostly
used in capture of control points, a vital
mechanic on tank maps to secure victories.
Light tanks can easily outrun other tank
types to reach the control points first.
Reserve tier tanks are the first light tanks you
will encounter in-game (in fact, they’re the first
tanks you get). The Germans start off with the
Panzerkampfwagen (Pz.Kpfw) II Ausf.C, which means
Armored Combat Vehicle II, Variant C. The Soviets
have two light tanks for reserve, the BT-5 and T-26.
The Americans get the unorthodox angular-looking
M2A4 light tank with the introduction of the American
tank tree in the Steel Generals 1.45 update.
MEDIUM TANKSThe medium tank, as its name suggests, is
a balance between the light and heavy tanks,
with most of them around 20 to 40 tonnes. They
are designed with balances in firepower, armor,
mobility (and cost), and many successful examples
emerged out of World War II, such as the most-
produced tank of World War II, the Soviet T-34,
the American M4 Sherman of the hit 2014 movie
Fury starring Brad Pitt, as well as the German
Pz.Kpfw V ‘Panther’ that saw extensive service.
War Thunder Community Magazine The GameOn Magazine // 51
Medium tanks are usually armed with a main
gun (usually around 75 mm) that can match up
to most armor protection in-game. In addition,
they possess the mobility to move quickly enough
for flanking maneuvers although they may not
have the capability to keep up with the light
tanks. This combination of firepower, mobility
and decent armor protection makes medium
tanks a very popular choice in War Thunder.
The versatility and balanced approach of medium
tank design eventually led to the creation of a new
tank classification after World War II, the Main Battle
Tank (MBT), replacing the medium and heavy tank
classification in the modern context. The design is
exemplified by tanks such as the T-54 found in Tier
V of the Soviet tree, with a potent combination of 100
mm main gun and good armor protection, while still
having good mobility. The T-54 is the world’s most
produced tank (with the T-34 coming in second) in
its multiple variants and licenced-built versions. It
is still in use around the world by many nations, a
remarkable feat for a design at end of World War II.
HEAVY TANKSHeavy tanks are the absolute juggernauts
among tanks, usually weighing in above
40 tons. These tanks are heavily armored
and armed with powerful cannons, trading
mobility for firepower and protection.
These tanks have very thick frontal armor
designed to protect them against shells of most
calibers. Penetrating them is not easy, however.
It takes a detailed study of their damage models
(accessible through the X-ray view in Hangar) to
exploit their weak spots and shot traps, such as
the driver port, turret ring or weaker side and rear
armor. Some tanks also come equipped with shells
that are designed to penetrate very thick armor, such
as the High Explosive Anti-Tank (HEAT) shell. Others
disable the heavy tank by shooting at its tracks and
gun before closing in, where their shells are much
more effective at penetrating, to finish them off.
Heavy tanks mostly suffer from poor
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mobility, with even the best engines at that
time unable to compensate for the emphasis
on armor and armament. They are very
vulnerable to flanking maneuvers and take
much longer to reposition when overwhelmed
with faster-moving light and medium tanks.
The main gun of heavy tanks usually fire high
caliber shells offering high penetration values
along with massive collateral damage. These high
caliber guns, such as the KwK36 88 mm cannon
mounted on the fearsome German Pz.Kpfw VI
‘Tiger’ tanks, could take out almost most tanks
with a single shot through its frontal armor. The
drawback is that these guns usually take much
longer to load and traverse much more slowly,
making them vulnerable when surrounded by a
faster moving tank rapidly changing its position.
MULTI-TURRETED TANKS
War Thunder also models some of the more
unorthodox heavy tank designs, such as the
multi-turreted Soviet T-35 and SMK heavy tanks.
These oddities, which looked more like land
battleships, had multiple turrets carrying main
guns which could be fired independently of each
other or simultaneously at once. With these many
turrets manned by separate crews, these tanks
were absolute monstrosities, crawling across the
battlefield at a very slow pace and were difficult
to maneuver, occasionally bringing its broadside
against an unlucky enemy unfortunate enough to
be at the receiving end of multiple large cannon
shells. These heavy tanks, while of limited tactical
value due to their extremely slow speed and armor
protection which is average at best, have immense
firepower and are incredibly fun to bring into a battle.
War Thunder Community Magazine The GameOn Magazine // 53
The American tank branch has their own oddity
in the form of the M3 Lee medium tank as well,
with a 37 mm cannon in a turret and a hard-hitting
75 mm cannon mounted in a sponson on the side
of the hull, making it look distinctively different
from contemporary tank designs in World War II.
TANK DESTROYERSA tank destroyer is a specialized type of armored
fighting vehicle separate from tanks, specifically
designed to take on the anti-tank role compared
to the tanks, which take on a more all-rounded
role in offensive and defensive operations.
Most tank destroyers have a powerful main
gun fitted onto a tracked or wheeled chassis to
provide a mobile anti-tank gun solution, as anti-
tank guns were more difficult to move around on
the battlefield. However, armor protection can
vary greatly for tank destroyers, from open-top
solutions with only thin armor protecting the front
from small-arms fire, to casemate structures
seen in Sturmgeschütz III (or commonly known
as StuG III), the most-produced armored vehicle
by Germany during WWII, thus outlining the
importance of this potent class of armored vehicles.
This sharp difference between the two schools
of thought is best exemplified by the Marder III and
Hetzer tank destroyers, both based on the same
Pz.Kpfw 38(t) light tank chassis. The Marder’s main
gun was mounted on the open-top chassis, with only
a shield plate protecting the front and sides against
shrapnel and rifle fire. On the other hand, the Hetzer
had a sloped front armor of 60 mm and all-round
protection from its casemate structure, which is
reasonably good protection even against tank rounds.
SELF-PROPELLED ANTI-AIRCRAFT
Another specialized type of armored fighting
vehicle is the self-propelled anti-aircraft vehicle (or
SPAA). This arose from a need to provide tactical
air cover to mobile forces due to strafing and
bombing runs by attacker planes. These vehicles
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have a crucial role to play on arcade and realistic
battles in War Thunder, protecting their teammates
from bombing and strafing runs by planes.
Initially, these were little more than machine
guns mounted on vehicles such as trucks and half-
tracks. Later in the war, more specialized SPAA
vehicles were produced on tracked chassis so that
these vehicles could keep up with rapidly advancing
armor columns and provide anti-air support.
SPAA vehicles are typically lightly armored
against shrapnel and small-arms fire only
as they are expected not to engage in direct
firefights with armored combat vehicles such as
tanks and tank destroyers. While tank combat
in SPAA is generally not advisable, some SPAA
vehicles do have armor-piercing rounds which
can do considerably more damage against
armor especially from the flanks. These rounds,
however, while effective against light tanks and
thinly armored tank destroyers, will struggle to
penetrate the armor of medium tanks and above.
In summary, armored vehicles are most effective
when played correctly to their strengths. Some
tanks are better off with utilising mobility to their
advantage, while others have firepower and armor
on their side. Using one type of tank for a role it is not
built for (for example, a light tank trying to engage
a heavy tank in a firefight frontally) often will not
be effective and will only result in frustration (and
shots bouncing off armor). We sure hope this article
gives you a better understanding in utilising these
fearsome machines on tracks (and a select few on
wheels) to dominate the fields of War Thunder! ■
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 55
WORDSEARCHClick anywhere on this page to download the wordsearch
56 // War Thunder Community Magazine The GameOn Magazine
WORDSEARCH
War Thunder Community Magazine The GameOn Magazine // 57
WAR THUNDER 101 MACHINES - PLANE TYPES
Many of you may have heard exploits about how
your grandfather took to the skies in World War
II, dodging the slashing attacks that came his way
in nimble fighters such as the P-51 Mustang, or
desperately firing away at Me 262 jet fighters as a
waist gunner in a B-17 Flying Fortress bomber.
You hop into War Thunder, wide-eyed and eager
to plunge into battle and relive the experience
as a hotshot pilot, only to be faced with this:
Wow. What in the world are all these planes?
Well, fear not! We are here to explain things to
you in this new series ‘War Thunder 101’, starting
with the different aircraft types available.
Every aircraft is designed for a certain role it has
to fulfill, from its weapons to its performance. This
is why, knowing the aircraft type will go a long way
in ensuring your success in the skies, as you will
able to choose the right machine for the right job.
From fighters to bombers to attackers, War Thunder 101 guides you through each of the different plane types so that you know your machine inside out.
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FIGHTER AIRCRAFTThese planes are by far the most common and
numerous of each nation’s lineup, designed to
establish air superiority over the battlefield. They are
generally fast, maneuverable and possess a strong
set of machine guns and cannons to dispatch any foe.
Most fighters are generally small in size compared
to other aircraft, and are usually powered by a
single engine mounted at the front of the aircraft
(with some exceptions, as we will see later).
Choosing a fighter aircraft can be tricky, as there
are various doctrines or schools of thought involved.
There are so many important characteristics that
are critical to a fighter plane, such as top speed,
acceleration, turn time, climb rate, control response
and energy retention (and the list goes on and
on…) that has to be taken into account. A country
may prefer one or more doctrines over the other
and there is generally no right or wrong doctrine,
but rather, more about whether each doctrine
is being exploited to its advantage. Therefore,
give some of them a try and decide for yourself
which breed of fighter suits your playing style.
Some nations may favor designing aircraft
optimized for maneuverability, often boasting
impressive horizontal turn times well below 20
seconds to loop behind enemy planes quickly.
Some examples are the early Supermarine
Spitfire fighters (British), the Nakajima Ki-43
Hayabusa light fighters, Mitsubishi A6M Reisen
series of naval fighters (both Japanese) and
the Polikarpov I-16 light fighters (Soviet).
Some nations prefer to have aircraft with more
powerful (and heavier) engines as well as harder-
hitting weapons and stronger airframes, trading
maneuverability for firepower at the expense
of weight. These planes perform admirably in
the interceptor role, climbing quickly to high
altitudes and taking out incoming bombers
with their substantially heavier armaments.
War Thunder Community Magazine The GameOn Magazine // 59
In between these two extremes, various degrees of
compromise exist in every fighter aircraft and some
players adapt more easily to one than the other.
At the most extreme end of the fighter spectrum,
there is a subclass of fighters that are heavily
armed and usually have two engines to power
their larger airframes across the skies. And, more
often than not, these planes, known as heavy
fighters, are substantially armored compared
to their contemporary fighter counterparts and
some are even equipped with turrets to defend
against enemy threats on their tails. Examples
in this game include the Bristol Beaufighter
in the British tree as well as the German
Messerschmitt Bf 110 Zerstörer (Destroyer).
These planes were not designed to keep
up with turning maneuvers of single-engine
fighters in a dogfight. Instead, they rely more on
positioning, tactics and careful play, bringing their
powerful guns to bear on unsuspecting planes
before taking them down with one short burst.
NAVAL FIGHTERSIn the American and Japanese tech trees,
you might invariably notice that there exists
another classification of fighters called naval
fighters, which deserves a short mention.
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Some countries employed aircraft carriers
as part of their warfighting capability in World
War II. As such, there are specialized aircraft
designed to take-off and land on the flat decks
of ships and these planes typically have shorter
take-off runs compared to their land-based
counterparts operating from airfields.
As part of the developmental roadmap of War
Thunder, the British tech tree is also slated to
receive naval fighters from the Fleet Air Arm in
future patches, so do keep a look out for those!
JET FIGHTERSNear the end of World War II, jet engines
(and rocket engines) were starting to be
used on fighter aircraft as they represented
the next quantum leap in performance.
The dawn of jet age ushered in a new group of
aircraft, and hostilities in the form of the Korean War
not long after World War II soon saw these planes
come head-to-head with each other, with jet fighters
such as the American F-86 Sabre locking horns
with the Soviet MiG-15 in the skies over Korea.
Jet aircraft have typically much higher top
speeds and boast significantly superior climb
rates compared to the propeller-driven aircraft in
World War II, and thus they are in Tier V, although
it is not uncommon to encounter some early jets
such as the Yak-15 basic fighter jet (later used
as a trainer by the Soviet Air Force), the Me 262
Schwalbe (Swallow) and the P-80 Shooting Star
when flying late-war propeller driven aircraft.
BOMBERSBombers are the next major class of planes in
War Thunder Community Magazine The GameOn Magazine // 61
War Thunder after fighters. Bombers are strategic
assets designed to take out bases and airfields, as
well as naval units and vehicles on a tactical level.
In comparison to fighters, bombers are generally
much larger in size and lack maneuverability.
Their survivability comes from having more
armor as well as defensive armament in the form
of turrets, although a select few may possess
forward-firing machine guns or cannons.
Bombers are usually high-value targets, as they
can bring lots of destruction to the enemy team
when left unchecked. However, solo bombers
are highly vulnerable to fighter attacks, so great
care must be taken by players flying fighters to
escort the bombers to their targets so they do
not fall prey to the marauding enemy fighters.
LIGHT, MEDIUM AND HEAVY BOMBERS
Bombers are usually classified according to their
payload size and range (generally not a concern
in War Thunder as the map sizes are small).
Most bombers come with a bombsight which can
be activated in-game to allow for more precise
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bombing, with the exception of specialized bombers
such as dive bombers and torpedo bombers.
While there is no standardized notation among
countries, a general rule of thumb applies for
the bomber classification in War Thunder using
their bomb load, with some exceptions:
Light bombers: Around 1 tonne/1000 kg
(Examples: Sukhoi Su-2, SB 2M, Beaufort)
Medium bombers: Around 2 tonnes (Examples:
B-25 Mitchell, Heinkel He 111, Junkers Ju
88, Vickers Wellington, Ki-49 Donryu)
Heavy bombers: Around 3 tonnes (Examples:
B-17 Flying Fortress, B-24 Liberator, Avro Lancaster,
G5N1 Shinzan, G8N1 Renzan, Yermolayev Yer-2)
Do take note that bombers’ payloads in
War Thunder exist in two different units of
measurement: pounds and kilograms. To convert
easily from one to the other, simply use this:
1 kg = 2.2 pounds. This is important if you are
planning for different targets, as different targets
require different bomb loads to take out.
DIVE BOMBERSDive bombers usually dive directly at their targets
to allow for more accuracy in their bombing, a tactic
used to great effect by the German Ju 87 Stuka
in the opening days of World War II. This usually
allows them to hit pin-point targets or even moving
targets reliably as it allows for the simplification of
the bomb’s trajectory into more or less a straight
line from the pilot’s view to the target as opposed to
conventional bombers flying at a certain altitude.
War Thunder Community Magazine The GameOn Magazine // 63
However, dive bombers are usually limited to
smaller bomb loads of around 1 tonne, effectively
making them light bombers. Dive bombing also
requires the pilot to pull up sharply from the dive
after releasing the bomb, which necessitates
the use of air brakes, which are modelled in
War Thunder, so remember to use them if you
do not want to fly straight into the ground!
Most dive bombers also do not come with
the bomb sight, as they are not equipped with
equipment for a bombardier (except the Russian
Pe-2 dive bomber). In War Thunder, dive bombers
are especially effective against tanks and ships,
which can prove relatively difficult to hit by larger
bombers flying at a higher altitudes for safety.
TORPEDO BOMBERS AND NAVAL BOMBERS
Torpedo bombers are planes specially modified
to carry torpedoes for anti-shipping purposes, but
they are a rarity in this game for various reasons.
The Beaufighter comes under heavy flak fire from
the battleship as it closes in to release its torpedo
Firstly, torpedo bombing often requires the
plane to be flown within a strict set of parameters
(low altitude, low speed and level), making the
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torpedo bomber vulnerable to anti-aircraft
artillery and enemy fighters, while bombing
ships using conventional bombs (easily the
faster and more efficient way) allows the plane
to easily circumvent these restrictions.
Secondly, torpedo bombing usually requires more
lead and estimation as well due to the slow speed
of torpedo travel after release (you can actually
see a white trail just underneath the waves making
its way to the ship… slowly). It is very easy for a
torpedo to miss unless it is released from very close
range, which puts the plane under a lot of danger.
Lastly, carrying torpedoes restricts the
attacking options to ships only, while bombs
allow for more viable targets in tanks, bases
and ships (and the occasional plane on the
runway for the ‘Surprise!’ achievement).
Some examples of torpedo bombers in the British
tree include the Bristol Beaufighters and Vickers
Wellingtons that can deviate from their original heavy
fighter and bomber roles respectively, as well as the
venerable (and often vulnerable) Fairley Swordfish
of the Battle of Taranto Harbor fame and the sinking
of the Bismarck, the largest German battleship.
America and Japan possess several dedicated
torpedo bombers as part of their Pacific war-
making capabilities, such as the SBD Dauntless
and Nakajima B5N (Allied reporting name ‘Kate’).
These planes also have a secondary role in-
game as naval bombers dropping conventional
bombs, usually possessing shorter take-off
distances than their land-based counterparts
with comparable bomb loads. The Aichi D3A
‘Val’ is one example of a naval dive bomber in
widespread service with the Imperial Japanese
Navy, and despite being somewhat obsolete since
the start of World War II, managed to sink the
most Allied shipping among all the Axis planes.
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JET BOMBERSSimilar to their jet fighter counterparts,
jet bombers boast extremely impressive top
speeds. Their operating principle is based
on getting to the targets fast to deliver their
payloads and escaping before enemy fighters
realize their presence and close in.
War Thunder had a big boost of jet bombers
in patch 1.43 recently, with many newcomers
such as the English Electric Canberra (British,
with the Martin B-57 license-built version for the
US), the Ilyushin Il-28 ‘Beagle’ (Soviets) and the
Yokosuka R2Y2 prototypes (Japan) joining the sole
German jet bomber, the Arado Ar 234 in game.
ATTACKERSThe last major class of planes in War
Thunder are the attackers. While attackers and
bombers share the same trait of being designed
primarily to take out ground targets, there are
still significant differences between them.
Firstly, attackers are designed to take out targets
on a tactical level as opposed to a strategic level
(as in the case of bombers). This means they are
better designed to dispatch ground and naval
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units rather than bases and airfields. As such,
they are better equipped for that role with anti-
tank cannons, smaller bombs and rockets.
Secondly, in terms of size, an attacker is typically
only slightly larger than a fighter, and much
smaller than a bomber. This allows the attacker
to generally fly faster and be more maneuverable
than a bomber. However, this does not hold true
every time, as there are fighter variants that are
used as attackers (Hawker Tempest V armed with
47mm cannons) and bomber variants converted into
an attacker role as well (B-25 Mitchell airframes
modified to the PBJ-1H with a 75mm cannon).
The iconic Ilyushin Il-2 Sturmovik, a Soviet
attacker, holds the distinction of the most
produced combat aircraft to date, and is available
in the Russian tree in two variants, with and
without the tail gunner. Its successor, the Il-10
‘Beast’, which took part in the closing stages of
World War II, is also available in Tier IV to rain
destruction on enemy tank columns from the air.
FIGHTER/BOMBER & MULTI-ROLE AIRCRAFT
Sometimes, you may come across aircraft labelled
as such, having multiple roles. These aircraft may
be configured to take on either a fighter role or a
bomber role. Other combinations are present in-
game, but a fighter/bomber role is by far the most
common multi-role type this game has to offer.
One example is the American P-47 Thunderbolt,
a deadly high altitude fighter with eight M2
Browning machine guns. This powerful fighter
can double up as a strike plane in an emergency
by strapping on 10 HVAR rockets and 2500 pounds
of bombs, enough to rival a medium bomber.
In addition, some fighters do have the capability
to strap on some smaller bombs even if they are
not labelled as such. These are good if you intend
to contribute to the team by taking out some
ground targets. However, it is not advisable to
strap on all the bombs if your intended role is as
War Thunder Community Magazine The GameOn Magazine // 67
a fighter as the plane typically takes a big hit to its
flight performance with extra ordinance hanging.
Decide on your role, and take the appropriate
weapons into the skies of War Thunder!
CLOSE AIR SUPPORT (CAS)This is a role that has not been given much
emphasis in terms of nomenclature for aircraft
roles (and not labelled in-game as well), but it
has been historically significant and will be a
decisive factor in winning games in War Thunder.
Certain planes excel at CAS more than the others
due to their performance at lower altitudes, handling
at low speeds, armor and armament, among others.
Attackers may be a perfect fit, but there are fighters
and bombers (typically the light/medium bombers,
with some armed with forward-firing guns) in-
game that are well-suited for this task as well.
As mentioned earlier, some fighters can
carry bombs in their fighter-bomber role to
engage smaller targets like tanks. Moreover,
some fighters are equipped with the capability
to kill some lightly armored units such as light
pillboxes and light tanks reliably with their forward
firing machine guns and cannons using ground
target belts, which usually contain more armor-
piercing (AP) rounds to penetrate these vehicles.
This is known as strafing in military-speak.
CAS is especially important in low tier &
reserve tier battles, where the winning objective
would be to take out armored cars, howitzers
and anti-aircraft artillery (AAA). With practice,
68 // War Thunder Community Magazine The GameOn Magazine
GUIDE
a player can effectively dispatch ground targets
using only the machine guns on biplanes, which
are actually very suitable platforms for this role
because of their handling at low speeds.
HYDROPLANESThis article shall end with a mention of these
oddities, the hydroplanes. While conventional
aircraft are designed to land on runways, there
is a special need for some planes to land on
waterways. These planes are modelled in game as
well and can be used in regular game sessions.
On one end of the spectrum, we have the Vought
OS2U Kingfisher (US) and Mitsubishi F1M ‘Pete’
(Japan), small reconnaissance floatplanes lightly
armed with machine guns. On the other end of
the spectrum, there’s the Consolidated PBY-
5 Catalina (US, and available to the British and
Soviets as premium planes because these aircraft
were provided under the Lend-Lease Act) and the
Kawanishi H6K ‘Mavis’ (Japan) flying boats used
as medium bombers and torpedo bombers.
There is also a special version of the Mitsubishi
A6M2 Reisen fighter equipped with floats to
land on water, the Nakajima A6M2-N ‘Rufe’,
and it is potently armed with the same load
out as its more famous cousin at the cost of
poorer flight performance due to its floats.
From time to time, there are also events
which these planes can participate in, such
as the ‘Floats’ event, where these planes have
to land on water to capture objectives.
With this, we hope that you will have a
clearer understanding the next time you select
a plane for a fly-out in War Thunder. Do give
each of these roles a try and have an enjoyable
time in the skies of War Thunder! ■
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 69
Issue 48 • October 2013 70 • GameOn Magazine
Brothers: The Thoughts of Two Gamers
Have a safe flight!See you in next issue.