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Transcript of War Thunder Community Magazine Issue 5.pdf
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 fifth edition of
the War Thunder Community
Magazine! With the ‘Weapons
of Victory’ update dropping
at the end of last month, we
are certainly excited to bring
you new content about it!
We’ve brought you feature
articles on the Fleet Air Arm
this month from John Moore,
showcasing the new planes
added to the British tech tree as
well as bringing you on a walk
through time with the FAA from
its humble beginnings in WWI.
As with past issues, this month
we cast our eyes on the US planes
for War Thunder 101 and Guns
of the USA, giving you an insight
to flying them as a nation.
The usual diverse selection of
monthly WWII articles awaits
you - whether you are a history
buff or a fiction lover, with ‘This
Month in WWII’ by David King, the
continuation of a PoW’s journey
by Ted, or interesting facts related
to WWII - we got you covered.
On the Reviews side, Daniel
covers our first jet feature ever
- the MiG-9, probably the first
jet for many of you as well.
Are you interested in writing
historical articles, war machines,
or War Thunder gameplay? We
are still actively looking out for
more writers, photographers and
artists to come on board the team!
Do you also happen to know
someone who has a story from
WWII? They don’t have to have
be in the war, we are interested
in their story if they are willing
to share it. Please contact us
- The Editor
War Thunder Community Magazine The GameOn Magazine // 3
Contents Page‘Weapons of Victory’ Update 6
Find, Fix and Strike 14
Funny Corner 21
Wonderful And
Fabulously Unique 22
MiG-9 Review 28
World War 2 Facts #5 32
This Month in WWII: 34
May 1940 34
Stars and Stripes 36
Guns of the USA 50
Historical Fiction - Life as a POW 62
Gun, Projectile and
Armor Terms 68
Tank Projectile Types 76
Wordsearch 84
Comic 85
KEEP IN TOUCH!
ContributorsEditor-in-Chief Steve Greenfield
Editor Kris West
Production Mgr Chock Wee Boon
Writer John ‘Zoso’ Moore
Writer Daniel “Heinkel280” Hoffman
Writer David ‘HJFarnsworth’ King
Writer Ted ‘Extreme_360’ Theisinger
Photos Alex ‘Fodder09’ Beard
Photos Martin “Marty” Gutierrez
4 // War Thunder Community Magazine The GameOn Magazine
CONTENTS
War Thunder Community Magazine The GameOn Magazine // 5
‘WEAPONS OF VICTORY’ UPDATE
With Victory in Europe Day (VE Day) being celebrated
on May 7-8 as peace finally returned to Europe
after the tumultuous half-decade till 1945, the 70th
anniversary certainly carries a big significance in the
hearts of many, and definitely so for War Thunder.
The developers at Gaijin Entertainment have dedicated
this patch to the 70th anniversary celebrations,
with a new series of premium vehicles used by
Soviets, British and American tanker heroes
and flying aces in their final push for victory.
Sequentially, this is Update 1.49, but Gaijin has decided to move the patch numbers forward by quite a
bit (and quite a mouthful) in commemoration of the 70th anniversary of the V-E day in 1945, hence the
70.1945. We’re not too sure if the new numbering will stay or get reverted back to the old sequence.
UPDATE 1.70.1945 … WAIT WHAT? NOT 1.49!?!
6 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
PREMIUM VEHICLES
This new approach to premium vehicles is a big
improvement for premium offerings in the game,
and definitely a nice trend to watch, offering players
who wish to pay for that extra push in progress
something that’s not drastically different from the
regular in-game vehicles, while at the same time
having educational value by introducing the brave
acts of these soldiers to the younger generation
through an interactive platform in gaming.
Names like Sergei Dolgushin (La-7), Ioannis
Plagis (Spitfire Mk. IXc), and James Prendergast
(Spitfire Mk. FR XIVe) are remembered in this
series, alongside with the tanker heroes of 805th
Tank Destroyer Battalion (M18 Hellcat) and the 5th
Canadian Armored Battalion (M5A1 Stuart) and
other new additions, giving players more options
for premium vehicles to drive out in War Thunder.
FLEET AIR ARM
The next significant item is the Fleet Air Arm, with
the British plane tree receiving lots of love with
the injection of a full naval plane tree from Tiers I
through to V. Some are modified from their land-
based counterparts, like the Sea Hurricanes and
Seafires, while others, like the Fairey Firefly and
Supermarine Attacker are entirely new planes which
should offer the British players more variety. We
have a British FAA plane roundup in this issue as well
as a historical article on their progress from their
origins through the years, so do take a look at these!
War Thunder Community Magazine The GameOn Magazine // 7
US TANK DESTROYERS
Steel Generals in 1.45 not too long ago added
the US tank tree, albeit with the tank destroyer
lineup not implemented yet. The ‘Weapons of
Victory’ update sees this come into fruition from
the developers, with the American tank tree now
featuring comparable vehicle numbers to the Soviet
and German tank trees with 5 regular tank destroyer
additions (and an oddly placed new M2A2 light tank
as reserve vehicle at the start of the TD tree).
With the US tank destroyers in-game, they should
provide a very big contrast to the tank doctrines
adopted by the Soviets and Germans. The US tank
destroyers are mostly built around speed, with armor
a secondary concern as most of these vehicles are
8 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
open-top but with fully-rotating turrets equipped
with a powerful gun. This is reflected by the direction
taken by the US armor doctrine back then, to swarm
the Wehrmacht with mass-produced Shermans
and calling on the tank destroyer hunter teams to
engage whatever the Shermans couldn’t kill.
Of course, we do get the oddball that’s different
from everyone else now and then. The T95 Super
Heavy Tank (dubbed the ‘Doom Turtle’) – a slow
and heavily armored tank destroyer with a nasty
gun, crawling along at a leisure 12km/h and
dethroning the Maus as the slowest tank along its
way. The premium line also gets the T28, which
is essentially a T95 with the outer set of tracks
removed, making it lightly armored at the sides).
NEW VEHICLES
Germany and Japan might feel left out this time
round, as the content update is less massive
for them than for the Allied nations, although
they haven’t been forgotten entirely.
Germany gets a long-overdue armed jet bomber
in the Arado 234C-3, with two MG151 20mm
cannons in the nose and two extra engines, as
an upgrade to the first unarmed Arado 234 in-
game. The Bf 109 series get an early Bf 109B-1
variant that fought in the Spanish Civil War, with
Ground Forces getting the StuH 42G assault gun.
Japan gets the J2M2 Raiden interceptor, an earlier
variant of the J2M3 Raiden already in-game with a
lighter weapons load. For their bomber tree, they
get the Ki-21-1a at Tier I, a light and fast bomber
that should serve early Japanese lineups well.
On top of the tank destroyer tree, US gets the AD-2
Skyraider bomb truck, an attacker at Tier IV with
the capacity to carry 4000 lbs of bombs and 12
rockets; the P-51 early Hispano-armed variant
War Thunder Community Magazine The GameOn Magazine // 9
(most of which went into British service, but some
were retained by the USAAF); and the Sherman
Calliope premium tank, a rocket artillery version
carrying 60 rockets (in addition to its 75 mm main
gun) capable of unleashing hell on enemy tanks
but at a hefty premium currency cost (9740 GE)!
NEW LOCATIONS & MAP UPDATES
Many of the existing tank maps, from Poland
to Mozdok to Karelia have been tweaked, with
obstacles and locations reworked to provide
a better sense of balance for both sides.
The map roster gets three new exotic locations:
• Hürtgen Forest, the scene of a drawn-out
Battle of the Hürtgen Forest between the
US and German forces in 1944, features an
interesting combination of urban and open
environments for tanks to do combat in.
• Berlin features the location of Nazi Germany’s
last stand, including famous locales such
as the Reichstag and the Brandenburg
Gate surrounded by gutted buildings and
an eerie sense of doom and gloom, and
• Normandy features the heavily fortified
Atlantic Seawall overlooking the beaches
10 // War Thunder Community Magazine The GameOn Magazine
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strewn with hedgehogs and obstacles, the
landing site for D-Day in 1944 in a bid to
retake Europe by the Western Allies.
DAMAGE MODEL REVAMP
The damage model (DM) revamp has been
significant in this update, with aircraft finally able
to make emergency landings thanks to the new
DM improvements, allowing for individual sections
and bits of aircraft to take damage. This has other
implications as well, with larger planes more
likely to survive ramming with smaller planes.
The effect of aircraft rounds have been improved
as well, with armour-piercing rounds penetrating
deep into components and incendiary rounds setting
parts on fire. The effect of aircraft materials have
been modelled in as well, which means planes
made of flammable materials like percale fabric
are more vulnerable to incendiary rounds, while
differing materials mean that different aircraft have
different structural strength in absorbing shots.
The new X-ray model that was introduced
earlier on for tanks has also been implemented
for planes, allowing the players to see which
parts of their plane is damaged/destroyed.
For Ground Forces, the DM of tank rounds have been
further refined with more accurate physics, with
kinetic rounds being greatly reduced in efficiency
when hitting armor at an angle; different types of
rounds (APHE, APCR, APCBC etc) having differing
effectiveness in penetrating angled armor as well.
War Thunder Community Magazine The GameOn Magazine // 11
OTHER IMPROVEMENTS
Cockpits have also been added to more planes, such
as the Il-28 and the Canberra, along with both variants
of the Hs 129 attacker, complete with the engine
cowling gauges being modelled to extensive detail.
Elsewhere, there have been changes to the
flight models, guns and loadouts for planes,
modelling of the guns and armor for ground
forces which are too many to list.
Battle trophies, the one where you were previously
awarded random amounts of Silver Lions after the
game, have also been revamped. Battle trophies
now include other items such as discounts on
12 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
other planes, talismans, backup vehicles, as well
as modification parts to vehicles used in combat.
There’s the usual decal and skin additions as well,
along with several highly detailed and beautiful
skin modifications being inducted into the Revenue
Sharing Program, which recognizes accomplished
modders for their effort into making these skins.
CLOSING
This is definitely the most substantial of recent
updates in terms of content, with over 40 new
vehicles and 3 new maps. That’s not to say that
under the hood, things have remained stagnant –
far from it. Tweaks to the game economy with the
new Battle Trophy implementation will definitely
make players very happy. The new DM updates
have been fairly significant, on top of other
gameplay fixes, in ensuring a better gameplay
experience; that bunch of new content will surely
keep lots of players busy in the coming months.
Until the next update, ciao!By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 13
FIND, FIX AND STRIKE
THE EARLY YEARS
Parallel development of Army and Navy aviation in
the United Kingdom resulted in overlaps between the
Royal Flying Corps (RFC) and Royal Naval Air Service
(RNAS), duplication of effort, and competition for
aircraft and engines. German bombing of England,
particularly the Gotha raids of 1917, brought criticism
of the government over ineffective air defences
and calls for reprisal, leading to two reports from
General Jan Smuts on air defence and the strategic
employment of airpower. Smuts recommended the
formation of an independent air force, the Cabinet
accepted the recommendation, and on April 1st 1918
the RFC and RNAS amalgamated to form the Royal
Air Force, taking control of all military aviation.
The Royal Navy were at the forefront of aircraft carrier
development during and after the First World War
as the now familiar “flat top” evolved from earlier
seaplane carriers, commissioning HMS Argus in
1918 (the first ship with a flat full-length flight deck),
and HMS Hermes in 1924 (one of the first purpose-
designed aircraft carriers). Though the Navy operated
the carriers, the Air Force were responsible for the
aircraft that flew from them, a particular point of
friction in ongoing inter-service rivalry. In 1924 of
the Fleet Air Arm of the Royal Air Force was created
to cover naval aviation. Only 30% of carrier aircrew
would be RAF officers, the remaining 70% being
naval officers, though Navy pilots held a dual rank
in both the RAF and RN, as only the RAF could fly.
A brief history of the Fleet Air Arm of the Royal Navy from its formation, through its peak during the Second World War, to the present day.
A BRIEF FAA HISTORY
14 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
PART OF THE NAVY AGAIN
Naval aviation was a low priority for the Air Force.
Skirmishes between the Admiralty and Air Ministry
for control of the FAA increased in intensity as
the prospect of war loomed, and rearmament
became a priority. A new cabinet post, Minister
for Co-ordination of Defence, was created in
1936, and the first incumbent, Sir Thomas Inskip,
recommended that the Admiralty should have full
operational and administrative control of the FAA.
The recommendation was accepted in July 1937, but
took until May 1939 to implement; technically the
Fleet Air Arm became the Air Branch of the Royal
Navy, but the name “Fleet Air Arm” remained in
informal usage, and was officially re-adopted in 1953.
The political wrangling left the Fleet Air Arm in a
parlous state at the start of the Second World War, with
a shortage of personnel and modern aircraft. The Navy
were operating six active carriers, with 147 Swordfish,
26 Skuas and 12 Sea Gladiators. The Blackburn Skua
was the only monoplane; a typical result of pre-war
compromises, it had to fulfil the contradictory roles of
dive bomber and fighter, inevitably excelling at neither.
War Thunder Community Magazine The GameOn Magazine // 15
WORLD WAR II - THE NORWEGIAN CAMPAIGN
The first major action for the FAA was the Norwegian
campaign, achieving early success when Skuas
operating from the Orkney Islands sank the German
cruiser Königsberg, but HMS Glorious was sunk
by German battleships as the Allies withdrew.
FAA aircraft continued to attack targets in Norway
throughout the war, including raids on the Tirpitz
in 1944, the last offensive action being a raid on
Kilbotn anchorage just four days before VE-Day.
MALTA AND THE MEDITERRANEAN
Over the summer of 1940 the Battle of Britain
raged, with some FAA pilots flying with RAF fighter
squadrons. Overseas, the fall of France left the
Mediterranean dominated by Italy and the island
of Malta vulnerable, defended by the legendary
“Faith”, “Hope” and “Charity” (actually at least
six Sea Gladiators, originally of 802 Naval Air
Squadron (NAS)). November 1940 saw perhaps
the greatest triumph of the FAA, the raid on the
16 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
Italian fleet at Taranto, in which Swordfish from
HMS Illustrious sank or damaged three battleships
and a heavy cruiser for the loss of two aircraft.
Malta continued to be a focal point for much
action in the Mediterranean, a thorn in the side
of Axis supply lines to North Africa. The FAA were
heavily involved in covering convoys to the island,
carrying supplies and reinforcements, as well
as offensive action. Operation Pedestal in 1942
was one of the fiercest battles, a heavily battered
convoy just managing to resupply Malta, laying
the foundations for victory in North Africa.
Over the course of the campaign HMS Ark Royal
and HMS Eagle were torpedoed by U-boats, but the
armoured carriers HMS Illustrious, HMS Formidable
and HMS Indomitable proved resilient, surviving
heavy bombing attacks, albeit with significant
damage. As the Allies took to the offensive, from
1942 to 1944 FAA aircraft were involved in the
landings in North Africa (Torch), Sicily (Husky), Italy
(Avalanche) and Southern France (Dragoon).
ATLANTIC AND ARCTIC CONVOYS
In the Atlantic the sinking of the Bismarck in 1941,
with the assistance of a Swordfish torpedo attack,
and the repositioning of Scharnhorst and Gneisenau
to Norway in 1942 left U-boats as the main threat,
War Thunder Community Magazine The GameOn Magazine // 17
assisted by long-range Fw 200 aircraft spotting and
attacking convoys. As a stop-gap measure Navy
Fighter Catapult Ships (FCS) and Catapult Armed
Merchantmen (CAM) carried Sea Hurricane or
Fulmar fighters, launched to drive away shadowing
aircraft, pilots then having to try and find their way
to land, or bail out or ditch near friendly ships. From
late 1941 small escort carriers, mainly converted
from merchant ships, came into service carrying
Martlets (the FAA name for the Grumman Wildcat),
Sea Hurricanes and Swordfish, protecting Atlantic
and Arctic convoys from air and submarine attack.
THE PACIFIC THEATRE
Focused on the European theatre, there was little
FAA involvement in the Pacific theatre until 1944,
when fleet carriers could be made available for
operations against Japan. Now equipped with much
more capable aircraft including Seafires, Fireflies,
Barracudas and US-built Hellcats, Corsairs and
Avengers, carriers of the British Pacific Fleet attacked
several oil installations and supported the invasion of
Okinawa. By the end of war the Navy was operating
11 fleet carriers and over 40 smaller escort carriers,
18 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
with 75 first-line Naval Air Squadrons. FAA Seafires
were involved in perhaps the last fighter combat of the
war, a dogfight with Zeros on the morning of VJ-Day.
THE KOREAN WAR
Joint operations with the US Navy during and after
the war stood the FAA in good stead in 1950 when
the Korean War started. The light fleet carrier HMS
Triumph linked up with the US 7th Fleet to form
Combined Task Force 77, and FAA Seafires, Sea
Furies and Fireflies flew 23,000 sorties during the
conflict, mostly patrols and ground attack, though Sea
Furies downed one MiG-15. HMS Triumph rotated
with other light fleet carriers HMS Theseus, HMS
Glory and HMS Ocean, and also HMAS Sydney, flying
aircraft of the recently formed Australian FAA.
DAWN OF THE JET AGE
Legendary test pilot Eric “Winkle” Brown made
the first jet landing on an aircraft carrier in a de
Havilland Vampire in December 1945, though it
took until 1951 for the first jet squadron, flying
Supermarine Attackers, to become operational.
Three key Royal Navy developments of the early
1950s improved the efficiency and safety of jet aircraft
operation from carriers: the angled flight deck, the
mirror landing sight, and the steam catapult.
The 1950s also saw the increased use of helicopters
by the FAA. 705 NAS had become the first all-
helicopter squadron in 1947, flying the Hoverfly, and
Dragonflies were used for air-sea rescue in Korea.
Whirlwinds were used to deploy assault troops
War Thunder Community Magazine The GameOn Magazine // 19
during the Suez Crisis, and the first anti-submarine
helicopters came into service with 845 NAS.
CUTBACKS AND NEW THREATS
Carrier battle groups were deployed to numerous
minor conflicts around the world through the
1950s and 1960s. In 1960 the Navy still operated
eight carriers, but most were of Second World
War vintage, and the increasing size and
weight of jet fighters required large ships.
Plans were put in place for CVA-01, a class of large
carrier operating Phantoms and Buccaneers, but the
1966 Defence White Paper scaled down worldwide
commitments and cancelled the new carrier, the
first step in phasing out fixed-wing naval aviation.
The Navy were instead to focus on anti-submarine
warfare, but managed to retain light aircraft carriers
in the guise of the three Invincible-class “through
deck cruisers”, anti-submarine platforms carrying
Sea Harrier vertical take-off aircraft to defend
against Soviet reconnaissance planes. The 1981
Defence White Paper threatened even this capability,
but the Falklands conflict of 1982 demonstrated
the continuing requirement for naval air power.
The Sea Harrier proved its worth, shooting down
20 Argentine aircraft with no air-to-air losses, and
FAA helicopters flew transport, supply, anti-ship
and anti-submarine missions. Sea Harriers were
deployed again in the Balkans over the 1990s.
THE FUTURE
Planning for new aircraft carriers for the Royal
Navy began in the late 1990s, contracts finally being
signed in 2008. The two 65,000 tonne Queen Elizabeth
class carriers will be the largest surface warships
ever to serve in the Royal Navy, carrying the F-35
Joint Strike Fighter, allowing the Fleet Air Arm to
continue its proud heritage into the 21st century.
By John ‘Zoso’ Moore
20 // War Thunder Community Magazine The GameOn Magazine
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FUNNY CORNERWe present a look at the lighter side of things with some military humour doing the rounds on the Internet.
PASSPORTS PLEASE
An elderly army veteran arrived in Paris by plane.
As he was fumbling in his bag for his
passport, a stern French customs agent asked
angrily if he had been to France before. He
admitted he had indeed been previously.
The lady sarcastically said, “Then you should know
to have your passport out and ready, Monsieur.”
The gentleman said, “I didn’t have to show it last time.”
“IMPOSSIBLE!” the customs agent said.
“ALL foreigners have always had to show
a passport to enter the country!”
The man responded by whispering, “Well, when I
came ashore on the beach on D-Day in 1944, I couldn’t
find any French customs agents to show it to!”
War Thunder Community Magazine The GameOn Magazine // 21
WONDERFUL AND FABULOUSLY UNIQUE
HAWKER NIMROD MK. I AND II
A naval development of the Hawker Fury, the
Nimrod served as a fighter with the FAA for most
of the 1930s. Retired from front-line service
shortly before the war, a handful of Nimrods
were still in use in 1939, but saw no combat.
The Nimrods are standard starter aircraft in War
Thunder; the Mk. II used to be a reserve aircraft,
before reserves were slimmed down to three per
country, and returns to the FAA line in 1.70.
GLOSTER SEA GLADIATOR MK. I
The Sea Gladiator was, unsurprisingly, a naval
version of the Gladiator with an arrestor hook and
catapult points. With more modern types being
delayed, the Navy procured a batch of Sea Gladiators
to replace older Nimrods and Ospreys just before
the war. They flew in the Norwegian campaign, and
famously (“Faith”, “Hope” and “Charity”) from Malta.
The Sea Gladiator, along with the regular Mk. II and
Tuck’s premium version, pads out an early Tier I
A brief history of the Fleet Air Arm aircraft in Update 1.70, and some first impressions of how they perform in War Thunder
FAA AIRCRAFT IN 1.70 UPDATE
22 // War Thunder Community Magazine The GameOn Magazine
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Arcade line-up for new British players, but apart from
that is just a stepping stone to the rest of the FAA tree.
HAWKER SEA HURRICANE MK. IB
Desperate for modern fighters, a naval version of
the stable and rugged Hurricane was an obvious
option for the FAA, but with the Battle of Britain
raging, airframes were not available for conversion
until 1941. The first Sea Hurricane, the Mk. IA or
“Hurricat”, was launched by catapult from Navy
Fighter Catapult Ships (FCS) or Catapult Armed
Merchantmen (CAM). The Sea Hurricane Mk. IB was
a more conventional carrier aircraft, with catapult
spools and an arrestor hook, converted from a motley
assortment of ex-RAF aircraft. Sea Hurricanes
were heavily involved in the convoys to resupply
Malta during the Mediterranean campaign, and
also flew from small escort carriers to cover other
convoys such as on the Arctic routes to Russia.
The Sea Hurricane Mk. IB has similar performance
to the regular Hurricane Mk. I, giving British Arcade
players a useful addition to an early Tier II line-up.
HAWKER SEA HURRICANE MK. IC
The Mk. IC differed from the Mk. IB in mounting
four 20 mm Hispano cannon instead of eight .303
machine guns, a very useful extra punch, especially
War Thunder Community Magazine The GameOn Magazine // 23
against bombers. ‘Dickie’ Cork of 880 Squadron was
credited with five kills in a single day flying a Sea
Hurricane Mk. IC during Operation Pedestal in 1942.
The Mk. IC is a great addition to War Thunder as
the first cannon-equipped Hurricane to appear
in the game. The extra weight makes it a little
sluggish, not best suited to Realistic mode, but the
firepower makes it an absolute beast in Arcade.
FAIREY FIREFLY F MK. I
The often overlooked Fairey Fulmar gave sterling
service to the FAA in the early years of the war.
A long-range two-seat fleet fighter, the Fulmar
was a hastily procured stop-gap solution while
its successor, the Griffon-powered Fairey Firefly,
was in development. Similar in appearance to
the Fulmar, the Firefly entered service in 1943.
An interesting feature of the Firefly was its Youngman
retractable aerofoil flaps, allowing for efficient
cruising and easier deck landing. A hefty aircraft, as
heavy as a Blenheim bomber, the Firefly could not
compete as a pure fighter with lighter land-based
equivalents, but its versatility allowed it to fulfil
multiple roles, taking part in strike operations with
the British Pacific Fleet towards the end of the war.
Much slower than single seat fighters around
24 // War Thunder Community Magazine The GameOn Magazine
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its Battle Rating, the Firefly is surprisingly
manoeuvrable for a heavy two-seater; take some
time to admire the modelling of the flaps, if you’re
not frantically deploying them to avoid incoming
fire. It can carry a useful range of ordnance, and
the cannon pack a punch, but with only 60 rounds
per gun you need to pick your shots very carefully in
Realistic, or pump up the Reload skill in Arcade.
FAIREY FIREFLY FR MK. V
Successful enough to be further developed in post-war
service, the Firefly FR Mk. V fitted a more powerful
Griffon engine, with the oil cooler moved from the chin
to the wing roots. Several squadrons of Fireflies took
part in the Korean War, mostly with the FR Mk. V, flying
armed reconnaissance and ground attack missions.
In War Thunder, the Mk. V is similar to the Mk. I;
quicker, but still not close to single-seat rivals,
especially with the commensurate increase in Battle
Rating. The extra cannon ammunition is a great help,
especially in modes without mid-air reloading.
SUPERMARINE SEAFIRE MK. XVII
The potential of the Spitfire was obvious as it came
into service, and the Admiralty soon expressed
interest in a navalised version, but no production
capacity could be spared. By 1941 the FAA’s need for
a high-performance fighter was acute, the Fulmar
and Hurricane increasingly outmatched, and the
Sea Spitfire (soon shortened to Seafire) was finally
ordered. The Seafire Mk. IB was a hasty adaptation
from the Spitfire Mk. VB, the Seafire Mk. IIC from
the Mk. VC, then the Seafire Mk. III was a more
thorough naval conversion with folding wings.
After the Mk. III, Seafire variants were assigned
numbers along with the Spitfire, so the next was
the Seafire Mk. XV, combining the Griffon VI engine
used on the Spitfire Mk. XII with a navalised airframe.
The Mk. XVII was similar, with a teardrop hood.
The Mk. XVII in War Thunder has similar performance
to the early Griffon Spitfires, though optimised for
lower altitude work. It currently has the same Battle
Rating across all three modes, perhaps reflecting
the scarcity of high altitude encounters in Arcade
Mode, though expect a little fluctuation as it beds in.
War Thunder Community Magazine The GameOn Magazine // 25
SUPERMARINE SEAFIRE MK. 47
The final Seafire variants, Mk. 46 and 47, were
developed from the Spitfire Mk. 22. Along with
the usual naval modifications of an arrestor hook,
folding wings etc., the most striking thing about the
ultimate Seafires was the use of contra-rotating
propellers, negating the powerful torque of late Griffon
engines and making handling on a carrier easier.
It seems the initial Seafire Mk. 47 flight model in War
Thunder may need a little more tuning; at the moment
there’s not much of a reason to use the Mk. 47 over
the Mk. 22/24, except perhaps in Simulator mode.
HAWKER SEA FURY FB 11
As the war drew to a close, Hawker were developing
a lighter version of the Tempest for both the RAF
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and Navy as the Fury and Sea Fury. With jet aircraft
entering service and large stocks of Spitfires and
Tempests, the RAF saw no need for a new type and
cancelled their order, but the Seafire was not an
ideal carrier aircraft so the Navy proceeded with
the Sea Fury as a replacement. The FAA’s last prop
fighter, the Sea Fury had excellent performance,
serving into the 1950s before being replaced by jets.
In War Thunder, there is some debate over the Sea
Fury’s flight model; with slightly worse performance
than the Tempest Mk. II/V, and lower Battle Rating
to match, it’s a strong late Tier IV fighter, but not
the ultimate prop that some were expecting.
SUPERMARINE ATTACKER FB 1
The Supermarine Attacker was the FAA’s first
jet aircraft. Attempts to update the Spitfire
had resulted in the Spiteful and naval Seafang,
elements of which were adapted for jet propulsion
as the Attacker. An undistinguished fighter, the
Attacker was only with front-line squadrons
for a few years and saw no combat.
The Attacker pads out an early jet line-up for British
players, but many will still be waiting on the Hawker
Hunter for a really competitive late-game option.
By John ‘Zoso’ Moore
War Thunder Community Magazine The GameOn Magazine // 27
MIG-9 REVIEWHISTORY
In early February 1945, Stalin realized that the
Soviet Air Force was quickly falling behind its
western counterparts in aircraft development. In
April, a directive was ordered listing requirements
for an aircraft that would become the first Soviet
aircraft to be solely powered by a jet engine.
Because the Soviet Union at the time had no viable
engine for the aircraft, they reluctantly decided
to use the reverse-engineered German BMW-
003 jet engine instead, which would be entering
production soon under the RD-20 designation.
The first prototype was built and tested by the MiG
OKB after a year of development. Testing showed
that the aircraft suffered from poor performance
and ruthless handling but due to government
persistence, in 1948 the MiG-9 entered service
with the Soviet Air Force and later with the
People’s Liberation Army Air Force in China.
There was only one main production model; however,
there were multiple prototypes, including one that
was equipped with two afterburning versions of the
RD-20 and another prototype which was a major
redesign of the MiG-9, designated the MiG-9M.
After completing its first test flight, it was found
that the MiG-9M prototype corrected all of the
problems found originally in the MiG-9 and had
greatly increased performance. However, due to
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the impressiveness shown by the MiG-15 prototype
the development and production of the MiG-9 was
stopped after a short run of roughly 600 airframes.
IN-GAME
For the longest period of time there were only
two jet aircraft lines available for Russian
players. The mediocre Yak-15s lead to the equally
mediocre Yak-17; the MiG-9s lead to the superb
MiG-15. After looking at the options available,
I, like most players, chose the MiG-9, and after
spending about a month unlocking and trying my
first War Thunder jet… I was not impressed.
The MiG-9 has good performance in some categories
and very poor in others. At sea level, the MiG-9 can
achieve a top speed exceeding 800 km/h, making
it more than capable of eventually catching most
early jets excluding planes such as the F-80C. The
diving characteristics of the MiG-9 as of right now are
astonishing but certainly not realistic; in a dive the
MiG-9 can get to speeds exceeding 1,000km/h without
any risk of the wings ripping. While jets in general
are not very capable turn fighters, the MiG-9’s turn
time is extremely sluggish, worse than the Me 262.
The MiG-9 is equipped with two 23mm NS-23 auto
cannons mounted in the cheeks of the nose and one
37mm N-37 gun mounted on the centerline. The
23mm cannons are relatively easy to aim along with
the 37mm gun and are there mostly just to support
the main gun considering the velocity of the cannons
are almost identical. The 37mm cannon can destroy
enemies with one shot and forty rounds of ammunition
allows for speculative bursts but the high rate of fire
empties the drum quickly if you fire for too long.
The MiG-9 has a BR of 7.0 and because of that, it
usually gets into games where it is fighting aircraft
that were built in a relatively short time period
of one another, so the performance differences
between various nations is not as large as it
would be if the aircraft were fighting Korean Era
aircraft (which it rarely does). Some of the planes
that MiG-9 pilots should expect to frequently face
include the F-80C, Meteor Mk. 3, and the Me 262,
all of which have similar performance to the MiG-
9 and in most cases will be an equal match.
War Thunder Community Magazine The GameOn Magazine // 29
PROS AND CONS
+ Unbelievable dive speed
+ Good high speed performance
+ Nearly impossible to rip wings
+ Hard-hitting guns
+ Guns are relatively easy to aim after some practice
+ Two variants; the second is a nice
upgrade from the first
+ Good top speed at sea level
+ Clear cockpit
- Horrible maneuverability
- Overall sluggish acceleration
SUGGESTED STRATEGY
From the aircraft’s high speed and sluggish turn
time it’s reasonable to assume that most players
flying the MiG-9 will do so by climbing to altitude
and then proceeding to dive on to targets before
zoom climbing back to altitude. However, the climb
rate of the MiG-9 is average, if not slightly lacking,
in comparison to other early tier 5 aircraft. The
overall performance of the MiG-9 is certainly average
at best except for the astonishing dive speed.
RATINGS
Firepower: 9/10 (Usually easy to
aim with devastating effects)
Speed: 9/10 (Unbelievable dive speed
and good top speed at sea level)
Climb Rate: 6/10 (Outclimbed in most situations)
Maneuverability: 4/10 (Sluggish for a jet)
Overall Rating: 7/10
By Daniel “Heinkel280” Hoffman
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War Thunder Community Magazine The GameOn Magazine // 31
WORLD WAR 2 FACTS #5 NORWAY - Nortraship, the Norwegian Shipping
and Trade Mission, was the largest shipping
company in the world. Formed in April 1940 after the
German invasion of Norway, it played an important
role in supplying the Allies through the war.
USA - In a bid to prevent coded messages
being passed by radio, the War-Time Code of
Practices for Broadcasters suggested that radio
stations stopped accepting “Lost and Found”
announcements and music requests by telephone
or telegraph for the duration of the war.
AUSTRALIA - The first Allied shots in both
World War I and II were warning shots fired by
the battery at Fort Nepean near Melbourne.
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FACTS
USSR - The Soviet Union deployed
“Teletanks”, unmanned radio-controlled
T-26 tanks, in the Winter War.
UK - Squadron Leader John Gillan became
famous in 1938 when he flew a Hawker Hurricane
from Edinburgh to Northolt at an average speed
of 408 mph. The considerable assistance of
a heavy tailwind to record such a speed gave
him the nickname “Downwind Gillan”.
AUSTRIA - Eight colossal flak tower complexes
were built across Germany and Austria housing
radar installations and anti-aircraft guns as well as
sheltering people, artwork and museum collections.
Many still survive; since 1957 one of these towers in
Vienna has housed the Haus des Meeres aquarium.
By John ‘Zoso’ Moore
War Thunder Community Magazine The GameOn Magazine // 33
THIS MONTH IN WWII:MAY 1940
On May 1st, the 1940 Summer Olympics, known
at the time as the “Games of the XII Olympiad,”
are cancelled due to war. The summer games
were originally slated to occur from September
21st until November 6th in Tokyo, Japan.
On May 9th, the British Parliament elected to raise
the conscription registration age to 27. The previously
passed “National Service (Armed Forces) Act of 1939”
made all males within the United Kingdom age 18
to 41 eligible to be called into conscription. It would
not reach older citizens for several more years.
On May 10th, Prime Minister Neville Chamberlain
resigned from office, feeling he had lost the confidence
of the nation to lead effectively. After a meeting
between Chamberlain, Lord Halifax, Winston Churchill,
and David Margesson, King George VI appointed
Winston Churchill as the new Prime Minister.
After the aborted invasion of France and Belgium
that was supposed to occur during January 1940,
Nazi Germany finally attacked the western countries
on the 10th of May. In the operation known as Fall
Gelb, German forces advanced via an unexpected
route, cutting through the Ardennes Forest and then
along the Somme in order to flank Allied forces
already positioned in Belgium. Germany also attacked
Belgium, Luxembourg, and the Netherlands.
During their May 10th invasion of the Netherlands,
the Germans suffered the first failed air invasion in
history as the Dutch beat back the fallschirmjäger
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(paratrooper) forces that dropped over The Hague. The
attack failed to capture the city or the airfields. Despite
the Dutch military surrendering less than a week later,
Queen Wilhelmina escaped to the United Kingdom.
On May 14th, Prime Minister Churchill wrote to
President Franklin Roosevelt, asking the American
leader to, “help us with everything short of actually
engaging armed forces.” Specifically requested in
the letter were several dozen destroyers, aircraft,
anti-air guns and ammunition, and an American
presence near Ireland. Finally, Roosevelt was asked
to “keep that Japanese dog quiet in the Pacific,”
and was offered the use of Singapore in whatever
capacity the United States may have required.
Allied forces are pushed back to Dunkirk in northern
France on May 25th; Hitler called for his ground
forces to stop their advance, and instead sent in the
Luftwaffe to finish off the Allied units. With support
from the Royal Air Force, the Allies managed to
hold on to the port long enough to begin a massive
evacuation effort the next day. Over the next
week, nearly 350,000 troops were removed from
Dunkirk and relocated to the United Kingdom.
By David “HJFarnsworth” King
War Thunder Community Magazine The GameOn Magazine // 35
STARS AND STRIPES
PROS
• Competitive end-game fighter jets
• Strong bomber lineup with a focus on heavy
defensive armament (although survivability
is an issue as of this current meta)
• Good jet bomber lineup similar to the British
• Fighters are usually dual-role, with impressive
secondary loadouts of bombs and rockets
• Strong Tier II-III fighter lineup
CONS
• Cannon armaments is not standard for fighters
and only found on a handful of planes
• Planes in the same tree can have very
different playstyles and not recommended for
beginners until they know the differences
• Relatively weak Tier IV fighter lineup with
the exception of the F8F Bearcats
A pacesetter in military air power way since the very beginning, from using aircraft to support its troops and expanding into air superiority and strategic bombing roles in WWII, the different US air services have certainly come a long way.
Today, in War Thunder 101, we look at how to kickstart your journey through the versatile American planes.
WAR THUNDER 101 - US PLANES RESEARCH AND LINEUP
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INTRODUCTION
Unlike most nations that splits aircraft lines according
to manufacturers, the US tree splits it according to the
air services it operates under, according to the planes
that served under the US Army Air Force (and the
newly-formed US Air Force after WWII) and the naval
services (US Navy & US Marine Corps aviation), with a
separate fighter and attacker/bomber branch for each.
As with previous suggested lineups, they will be
presented according to a 5-plane format, mostly
with a balanced setup of fighters and bombers. The
lineups are optimized according to the Battle Rating
and matchmaking system and the information
below is accurate as of May 2015 (1.70.1945.51)
BR 1.0
Suggested lineup: 3 x P-26 Peashooter
reserves (3 fighters)
Right off the bat, the P-26 Peashooter reserve planes
available to US are slightly different from that of
other countries; they are basic monoplanes. Turning
performance will be inferior compared to the reserve
biplanes in other countries, so don’t engage in turnfights
with them. Instead, use Boom and Zoom passes on
them and keep your energy up and retain your speed,
never allowing it to drop too much as it is your lifeline.
As with most early tier games, the key to winning
the battles will be through killing the soft ground
targets, which means setting your 7.62 mm MG
to Stealth belts (as they contain most AP rounds).
The three Peashooters can carry bombs, which
can be effective against small clusters of vehicles
and these should be dropped at the start of the
battle to reduce the flight performance penalty.
One of the Peashooters, the P-26A-34 M2, has one
12.7mm M2 machine gun and a 7.62 mm MG, packing
a slightly heavier punch than the rest of your reserve
planes. For the 12.7 mm M2, the ground targets belt
with the AP rounds can kill ground targets slightly
quicker, while the Stealth belt has more AP-I and
Incendiary rounds, allowing you to set planes on
fire relatively easily and these can be absolutely
devastating against earlier tier reserve biplanes.
War Thunder Community Magazine The GameOn Magazine // 37
BR 1.3
Suggested Lineup: P-36A Hawk, F2A-1 Buffalo,
3 x P-26 Peashooter reserves (5 fighters)
Several planes at BR 1.3 are available to you, and I’ll
start off with explaining the ones that are not useful.
The OS2U-1 (and OS2U-3) Kingfisher is a novelty float
plane researched as prerequisite for the planes later
and to open up Tier II, and they are just about inferior
in every way. With only one 7.62 mm forward firing
machine gun, the same bomb load, much poorer
flight performance due to the bulk of the floats, the
Kingfisher is a downgrade from your Peashooters.
The P-36A Hawk in Army line should be your next
research target, and flight performance and durability
wise will be an upgrade to your Peashooters, while
rolling somewhat like a brick. The F2A-1 Buffalo is also
available in the Navy line, which is somewhat more
agile than the P-36A. As with the Peashooters, restrict
yourself to Boom and Zoom tactics on other planes
with the P-36A and F2A-1, as they aren’t the most
capable turnfighters against the enemiesthey will face.
Recommended Research: P-36A Hawk → F2A-
1 Buffalo → OS2U-1 Kingfisher (prerequisite)
BR 2.0
Suggested lineup: P-36C Hawk, P-36A Hawk,
F2A-1 Buffalo, SBD-3 Dauntless, TBF-1c
Avenger (3 fighters, 2 dive bombers)
By now, Tier II should have opened up, but this
lineup is more of a transition as your lineup isn’t
particularly strong at BR 2.0, so move on to BR 2.3
the moment you get enough planes for that.
The P-36C Hawk is a slight improvement over the
P-36A Hawk that you have, with more 7.62 mm
MGs to ease things a little, but not by much.
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The SBD-3 Dauntless and TBF-1c Avenger are relatively
effective bombers at BR 2.0, with good bomb loads to
quickly take out soft targets in groups and twin 12.7
mm M2 MG to clear up the remaining ones. The tail
gunners can be quite a handful for early tier fighters
who sit on your tail, getting you some easy kills.
While the PBY-5 and PBY-5a Catalina bombers are
available, they are not exactly needed yet as most of the
targets do not require a heavy duty bomber to clear; a
dive bomber with forward firing machine guns might
be more efficient here. On top of that, the Catalina
bombers are relatively slow and not maneuverable at
all, making them highly vulnerable at low altitudes.
These are much more useful for bombing bases
from high altitudes (which will only appear later).
Recommended Research: P-36C Hawk →
SBD-3 Dauntless → TBF-1c Avenger
BR 2.3
Suggested Lineup: P-40E-1 Kittyhawk, F4F-3 Wildcat,
P-36C Hawk, TBF-1c Avenger, SBD-3 Dauntless
or PBY-5a Catalina (3 fighters, 2 bombers)
With two new planes in the P-40E-1 Kittyhawk
and the F4F-3 Wildcat, you get planes with decent
firepower that can compete against other planes
near your BR. These planes share similar traits akin
to the P-36 Hawk vs. F2A Buffalo comparison, with
the P-40E-1 more ideally suited to Boom and Zoom
attacks and the F4F-3 Wildcat slightly more agile.
With 4 & 6 12.7 mm M2 MG for the F4F-3 and P-40E
respectively, these planes pack a considerably
heavier punch compared to the previous fighters
in your lineup. Do set your convergence as the
increase in number of M2 machine guns mean
that most of them from now on are shifted to the
wings rather than being mounted in the nose.
At BR 2.3, you should see an increase of ground
strike maps among your map rotation, so
feel free to rotate a Catalina into your lineup
to take out minibases and airfields.
Recommended Research: P-40E-1 Kittyhawk
→ F2A-3 Buffalo (prerequisite) → F4F-3 Wildcat
→ PBY-5 Catalina → PBY-5a Catalina
War Thunder Community Magazine The GameOn Magazine // 39
BR 2.7
Suggested Lineup: P-400 or F4F-4 Wildcat,
P-40E-1 Kittyhawk, F4F-3 Wildcat,
A-20G-25 Havoc, TBF-1c Avenger
At 2.7, you only have one plane to add in Tier II,
which is the A-20G, so you can put another BR 3.0
plane for an average BR of 2.7 (with your next two
fighters at BR 2.3). You could add the F2A-3 Buffalo
(BR 2.7) as well, which means no BR 3.0 planes, but
the P-400 or the F4F-4 Wildcat supplemented by the
F4F-3 is superior and more effective for research.
The A-20G-25 Havoc is an attacker that should serve
you well into researching your Tier III planes. With 6 x
M2 machine guns from a nose installation, this plane
sends serious lead downrange, allowing it to defend
itself from head-ons (though not advisable) or planes
in front of you. It can destroy ground targets with ease;
with the Ground Targets belt, this monster can even
chew up Light Pillboxes and Medium Tanks all day. The
12 rockets or 4 x 500 lb bombs it can carry, the crew
armor at vital positions and that rearward defensive
armament are just icing on the cake. Just be cautious
around cannon-armed fighters and you should be able
to take out plenty of ground targets every match.
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The F4F-4 Wildcat at BR 3.0 is an upgrade to the F4F-3
with two additional machine guns for a slight sacrifice
in performance, especially in climb rate. If I were to
choose only one BR 3.0 fighter, I would choose the P-400
over the second Wildcat, for reasons explained below.
The first Airacobra that you get is the P-400 export
version meant for the British. This is another of the
BR 3.0 planes that will be accessible for research
if you followed the recommendations closely.
The P-39 Airacobra airframes (and the P-63 Kingcobras
later) are relatively agile for Army fighters (You still
shouldn’t be trying to join turnfights against Spitfires and
Zeroes), with decent energy retention, good low-altitude
performance and good climb rates up till an altitude
of 4.5km. Armament usually consists of a high-caliber
cannon firing through the propeller hub, with machine
guns supplementing the firepower, making them rather
distinctly different from other planes in the Army tree.
The P-400 is armed with a 20 mm Hispano cannon
in the nose (which is actually rather accurate
compared to the 37 mm cannons in the other Cobras).
A well-aimed burst from the 20 mm should take
out most fighters with the HEFI rounds from the
Hispano cannon, with the machine guns configured
for incendiaries to light up tougher opponents.
Recommended Research: P-400 → F4F-
4 Wildcat → A-20G-25 Havoc
War Thunder Community Magazine The GameOn Magazine // 41
BR 3.0
Suggested Lineup: P-400, F4F-4 Wildcat. F4F-
3 Wildcat, F4U-1a USMC Corsair, A-20G-25
Havoc (Tier 2 - 4 fighters, 1 attacker)
Suggested Lineup: P-47D-25 Thunderbolt,
P-47D-28 Thunderbolt, P-400, F4U-1a USMC
Corsair or P-51 Mustang (new, see notes),
A-20G-25 Havoc (Tier 3 - 4 fighters, 1 attacker)
This is probably the golden era for US planes,
as they are very effective between BR 3 – 4
with very good planes available to them.
The F4U-1a USMC (the second one in the F4U-1a
stack) is also at BR 3.0. It is definitely worthwhile to
research past the F4U-1a to get to the USMC version,
as the F4U-1a can be used when your lineup is pushed
to BR 3.3. Both F4U-1a are the same airframes, with
the USMC version not being able to carry external
ordnance. The F4U-1a is primarily an energy fighter,
with pretty decent dive capabilities to execute Boom
and Zoom attacks and well-armed with 6 x M2 MG.
The P-51 Mustang is a new addition introduced in the
1.70.1945 Update at Tier III and BR 3.0, and is essentially
the same early model export Mustang found on the
British tech tree as a premium at BR 5.0. Armed with
4 x 20 mm Hispano cannons and generally good flight
performance for a Boom and Zoom fighter (See the
P-47 Thunderbolt and P-51D Mustang descriptions
for an idea how to play the plane to its strengths),
this plane performs extremely well against the
opponents it faces at BR 3.0. There will most likely be
revisions to its BR in a future balance update to reach
a compromise with the British premium airframe.
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Getting the P-47 Thunderbolt at Tier III (and bypassing
the P-38G Lightning) is a good idea as well, as that
plane shines at BR 3.0 if used to its strengths. The
P-47 is a strictly Boom and Zoom interceptor, being
exceptionally good in dives and hits hard with 8 x M2
MG, especially with the late-war Tracer belt loadout of
pure API-T rounds. The good high altitude performance
of the Thunderbolt makes it an ideal interceptor against
bombers climbing to the edge of space. This plane is also
built like a tank and able to take quite a bit of punishment.
Of course, all these come at a disadvantage, with
maneuverability its biggest problem. Under no
circumstances should you be making sharp turns with
the P-47 as this will bleed your energy very quickly,
and speed should be kept high at all times. One of my
favourite tactics is to climb at the start for bombers,
making a pass at all of them and shooting down as
many as possible. After that, dive out behind the
enemy lines towards your own side, taking out any
climbing fighters who can’t evade, or enemy fighters
heading towards the front lines but did not see you
coming from their six. Once over in friendly airspace,
climb back to altitude and repeat the process.
The P-47 can be used as a ground attacker in a pinch,
with the plane being able to carry quite an impressive
payload of bombs and rockets. One thing to note is to
equip the P-47 for the role you are flying, and not strap
on everything just because you can. In an interceptor
role, the P-47’s bombs and rockets can be its death
sentence, turning it into a highly vulnerable target.
Recommended Research: F6F-3 Hellcat →
F4U-1a Corsair → F4U-1a Corsair (USMC) →
P-38G-1 Lightning → P-51 Mustang → P-47D-25
Thunderbolt → P-47D-28 Thunderbolt
War Thunder Community Magazine The GameOn Magazine // 43
BR 3.3
Suggested Lineup: P-47D-25 Thunderbolt, P-47D-28
Thunderbolt, P-38G Lightning, A-20G-25 Havoc, B-25J-1
Mitchell (2 fighters, 1 heavy fighter, 1 attacker, 1 bomber)
BR 3.3 is quite the oddball for the US planes, with
some planes in Tier II being available while the
P-47D Thunderbolts sit at Tier III with BR 3.0 and
being effective throughout BR 3.0-4.0. It all comes
down to a matter of trying out new planes and
choosing effective ones to unlock the next tiers.
For the Corsair series, the F4U-1a is available, and
as described earlier, is exactly the same as the USMC
model earlier save for the ability to carry bombs
now. The F4U-1d Corsair has a more powerful
engine, slightly better flight characteristics and
bomb load, while being positioned at Tier III and
more effectively placed to unlock Tier IV planes.
The P-38G Lightning is quite maneuverable for a heavy
fighter, boasting impressive climb rate at this tier and has
relatively good fighter armament with 1x AN/M2 20mm
cannon and 4 x M2 MG all mounted in the nose, which can
be deadly against planes it manages to get its sights on.
The F6F-3 Hellcat is a more powerful version of the
F4F Wildcat, with much better climb and top speeds.
It also boasts a relatively good lineup of external
ordnance, with HVAR supplementing a decent bomb
load and the ability to fire Tiny Tim rockets that can
take out heavily armored ground targets easily.
If you do decide to go the way of the P-47D and include
only one BR 3.3 plane, it may be worthwhile to equip
the B-25J-1 Mitchell medium bomber (BR 3.7) as well
to still get an average player BR of 3.3. The Mitchell
bombers are quite effective against ground targets or can
be used as a high altitude bomber against minibases,
while possessing an ability to defend itself with 5 x M2
MG in the nose. The bomber is relatively well armored
with defensive guns placed in very good positions,
especially the tail sting and the top defensive barbette.
Recommended Research: B-25J-1
Mitchell → F4U-1d Corsair
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BR 3.7
Suggested Lineup: P-47D-25 Thunderbolt,
P-47D-28 Thunderbolt, P-39Q-5 Airacobra,
A-20G-25 Havoc, B-25J-1 Mitchell (2 fighters,
1 heavy fighter, 1 attacker, 1 bomber)
At BR 3.7, you get two P-39 Airacobras from
Tier II. Researching them might be easier with a
lineup with the P-400 in it at BR 3.0, and take note
that the P-47 Thunderbolt suffers from a 10%
research penalty with Tier 2 planes, although the
increased killing power should make up for it.
The P-39 Airacobras are slightly different from the
P-400 version in that they are armed with a 37mm
cannon firing through the nose rather than the 20 mm
Hispano in the P-400. The 37mm cannon comes with
some quirks. First off, the cannon is wildly inaccurate
and rapidly firing it would see the rounds flying off to
the side sometimes, and it is for this reason that the
Bell Cobra series is not everyone’s cup of tea. However,
if it does connect, the results are almost usually fatal,
as the default HEFI round is capable of taking out most
fighters with a single hit, and bombers in just a couple.
Therefore, the trick to firing the cannon is to close in
as much as possible to the target before unleashing
a hail of 37 mm rounds, with the machine guns
providing more reliable damage at longer range.
Since the cannon is mounted on the centerline, you
need not worry too much about convergence.
War Thunder Community Magazine The GameOn Magazine // 45
Differences with the P-39N-0 and the P-39Q-5 are
fairly minor in the flight performance department;
the biggest is in the armament, where the ineffective
4 x 7.62 mm machine guns are replaced with 2
x 12.7mm M2 MG for more killing power.
Recommended Research: P-39N-0 → P-39Q-5
BR 4.0
Suggested Lineup: P-47D-25 Thunderbolt, P-47D-28
Thunderbolt, P-63A-10 Kingcobra, PBJ-1H, B-25J-20
Mitchell (3 fighters, 1 attacker, 1 bomber)
At BR 4.0, the choices you have are generally
upgrades of the previous ones, with only the PBJ
attacker series being something new, although
it is mostly based on the Mitchell bomber.
The P-63 Kingcobra series become available with the
P-63A-5, having marginal improvements over the late
P-39 models. The P-63A-10 features an expanded
bomb-carrying capability of 3 x 500 lb, but the biggest
change is a 37 mm cannon with double the rounds in a
clip in exchange for less rounds in the nose-mounted
M2 MG. The C-5 variant is similar, although oddly
it is only allowed to mount a single 500 lb bomb.
The PBJ-1 series is the navalized version of the B-25
series, being designated as patrol bombers and hence
the name. They are also commonly called Peanut
Butter Jelly, in reference to its abbreviations sounding
somewhat like its popular sandwich namesake. Two
variants are available; the PBJ-1H armed with a 75 mm
cannon and 8 x M2 forward firing MG, and the PBJ-1J
armed with 12 x M2 forward firing MG. They carry a
slightly lower bombload compared to the B-25 in the
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other tree, but the additional guns more than make up
for that in ground attacks and the occasional crazy head-
on attack. With the ground belts, the M2 machine guns
with AP ammunition should tear up softer ground targets
more quickly; the 75 mm ‘derp’ cannon on the PBJ-
1H can pretty much kill light pillboxes and up to heavy
tanks (from the rear) in just one hit with the AP rounds.
The B-25J-20 is a slight upgrade to the J-1 although
the most significant thing is its position on the research
tree at Tier III, giving you a good mix of fighters and
bombers to unlock your Tier IV planes effectively.
Recommended Research: B-25J-20 Mitchell →
P-63A-5 Kingcobra → P-63A-10 Kingcobra →
P-63C-5 Kingcobra → PBJ-1H → PBJ-1J
BEYOND 4.0
Beyond 4.0 at Tier III-IV, the American heavy
bombers start to become available, reflecting their
late war strategic bombing capabilities. The B-17
Flying Fortresses (3 variants: E, Late E and G), B-24
Liberator and B-29 Super Fortress. These bombers
are characterized by heavy defensive firepower,
while being large and slow. The bomb loads can be
War Thunder Community Magazine The GameOn Magazine // 47
devastating if they reach the enemy bases, but as of
current situation, they are relatively easy to shoot down
at higher tiers due to potent cannon-armed fighters
unless they are being provided with escort fighters.
The instantly-recognizable P-51D Mustangs also
make their debut. Flight characteristics wise, they
are replacements for the P-47 somewhat, while being
more maneuverable and faster (although Boom and
Zoom tactics still work best). They are somewhat less
durable, with less guns and less bombs, which is a small
price to pay for the upgrades in flight performance.
The naval tree features the F4U-1c cannon-armed
Corsair, which is a potent plane armed with 4 x AN/
M2 cannons. The Bearcat series are pretty crazy stuff
too, with a good climb rate, being highly maneuverable
with good firepower. In particular, the F8F-1b brings
this to the extreme with the AN/M3 cannons, making
it a one of the most potent late-game prop fighters.
At the end of the Tier IV fighter trees we have two
heavy fighters in the F-82E Twin Mustang and the
F7F Tigercat. Both are very heavily armed: The
Twin Mustang can carry a gunpod, bringing its total
firepower to 14 M3 MG, giving it a ridiculous burst
mass in excess of 10 kg/s; The Tigercat has 4 x
AN/M2 cannons and 4 x M2 MG all mounted near
the centerline, which isn’t too shabby either.
Jets wise, with the B-57 variants and the F-86F
Sabres as endgame planes, the US has ideal end-
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game contenders for good jet bomber and jet fighters.
The F9F Panthers offer some middle ground in jet
fighters’ flight performance (pretty deadly middle
ground in fact, with the entire line armed with AN/M3
cannons from the Banshee through to the Panthers.
CLOSING
With the US planes’ lineups relatively fleshed out,
what remains is individual planes receiving different
variants, especially the late-war optimized ones.
The US planes is somewhat different from the other
countries in that there isn’t a main design where a
whole series is developed from start till the end of the
war; with their abundant resources during the war
period, they have multiple designs running concurrently
while being optimized from variant to variant.
That being said, there are still several new designs
that have yet to make their debut, such as multiple
interesting early jet designs, even as the focus is
firmly on the more prominent and successful ones
like the F-80 Shooting Stars and F-86 Sabres. The
American attackers and heavy fighters represented
in the tech tree right now is really just the tip of the
iceberg, although this is set to change in the coming
few patches; already the AD-2 Skyraider has been
added in the most recent 1.70.1945 update.
This is what makes War Thunder so interesting;
the seemingly endless possibilities of seeing all
these more obscure planes making their way into
the hands of the ‘fellow War Thunderers’.
By Chock Wee Boon
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GUNS OF THE USA
Between 1925 and 1962, standardised weapons
received an “M” (“Model”) designation. Each type of
weapon had its own sequence of “M” numbers, so
there was an M2 .50-cal machine gun, M2 .30-cal
machine gun, M2 carbine, M2 light tank, M2 medium
tank, M2 ball ammunition, M2 tripod, etc etc.
Weapons in development received a designation
starting with “T” (for “Test” or “Trial”); if standardised,
the weapon received a new “M” number unrelated
to the “T” number, for example the T25E3 .50
machine gun was standardised as the M3.
INTRODUCTION
John Moses Browning was an outstanding gunsmith,
particularly in the field of automatic weapons. Though
Browning died before the Second World War, many US
aircraft weapons were based upon his designs, most
notably the .50 calibre machine guns that equipped the
vast majority of American fighters through the conflict.
THE BROWNING AIRCRAFT MACHINE GUN, CALIBER .30
The fledgling US Air Service took delivery of the
first units of John M. Browning’s M1918 .30 calibre
(7.62 mm) aircraft machine gun shortly before the
The third in our series about the development of World War II aircraft guns, this month
looking at the armaments of the United States Air Force and Navy.
US ARMY NOMENCLATURE
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Armistice of 1918, but problems with early models
meant they were not immediately placed in service. In
the aftermath of World War I, with no pressing need
to immediately remedy the issues, time was taken to
review and revise the design over the next ten years.
Numerous small improvements ultimately resulted
in the Browning Aircraft Machine Gun, Caliber .30,
M2, which was adopted as the standard gun of the US
Army Air Corps in 1929. Typical ammunition loading
by 1941 was a mix of M2 Armour Piercing, M1 Tracer,
and M1 Incendiary, the latter a simplified version
of the British B Mk VI Dixon/”De Wilde” round.
.30 GUNS IN WAR THUNDER
As with other light machine guns in War Thunder,
.30-cal Brownings don’t do much damage to
aircraft, especially past the early biplanes, and can
only destroy soft targets and armoured cars on the
ground. The Stealth belt, with its mix of AP and I, is
about the best choice for ammunition loading, but
there isn’t very much in it. Fortunately, very few US
aircraft have .30-cal guns as their only armament.
MA DEUCE - THE BROWNING MACHINE GUN, CALIBER .50, M2, AIRCRAFT
Towards the end of World War I armoured targets
were becoming more common both on land and
in the air, the German “J” series armoured aircraft
proving resistant to small arms fire. Concerned
about the ineffectiveness of rifle calibre machine
guns against armour, General Pershing of the
American Expeditionary Force requested a heavier
machine gun from the Army Ordnance Department.
The US Air Service were already fielding a small
number of 11 mm guns. Seeking an effective bullet
to ignite hydrogen filled observation balloons, the
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French had designed an incendiary loading for their
old Gras cartridge. A number of British Vickers guns
were manufactured in America as “Balloon Guns”,
chambered for the French 11 mm cartridge, and
fitted to American and French aircraft. Investigation
revealed that an 11 mm cartridge was not powerful
enough to meet Pershing’s specification, so work
started on a new 0.5 inch (12.7 mm) round and
gun, essentially a scaled up version of the standard
.30-06 cartridge and Browning’s .30 machine gun,
resulting in the water-cooled Browning Machine Gun,
Caliber .50, M1921, and an air-cooled aircraft gun.
With no time pressure and dramatic reductions in
post-war military spending, further development
was gradual. Following John M. Browning’s death
in 1926, Dr. Samuel G. Green was instrumental in
refining the design, and with additional funding
from the Navy developed a weapon system with
maximum commonality for both Army and Navy
use in multiple roles. In 1933 the Browning Machine
Gun, Caliber .50, M2 was adopted in three main
variants: with water cooling for sustained anti-
aircraft fire, with a lightweight barrel for aircraft
use (either fixed, or in a flexible or turret mount)
and with an air cooled Heavy Barrel (HB) for
vehicle mounting. The latter version, with minor
modifications, remains in service to this very day.
The M2 .50 did not immediately supersede the M2 .30,
the additional weight being an issue with less powerful
engines of the time. Many late interwar aircraft used
a mixed armament, but from 1942 the vast majority
of Army and Navy fighters were armed with a battery
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of four, six or eight M2 .50 guns (also known as the
AN-M2 .50 under the joint Army/Navy nomenclature
system introduced during the war). Defensive
armament for bombers also gradually standardised
on the M2 .50 in turrets or flexible mounts, .30-cal
guns being generally phased out over the war.
Described by the Commanding General of the Army
Air Forces as “the most outstanding aircraft gun
of World War II”, the merits of the M2 compared
to other aircraft armament, especially 20 mm
cannon, is a subject guaranteed to cause a debate,
both sides having fierce adherents. Though the
general consensus tends to favour cannon, the
M2 was undeniably effective against most targets
faced by US aircraft, and very reliable. With it
rolling off production lines in massive quantities,
there was little impetus from the USAAF to
introduce heavier guns during the war.
SPEEDING UP - THE .50 M3
One area in which there was felt to be room for
improvement was rate of fire, ideally from 750
rounds per minute to 1,000 or even more. Some
improvement could be found in relatively minor
changes, but to achieve the desired target a
more fundamental overhaul was necessary.
The Frigidaire division of General Motors had already
turned over their manufacturing plants from fridges
to aircraft and weapon components; they built a
whole new factory to produce the M2, simplifying
the design for mass production in the process. In
1943 the Ordnance Department engaged them to
produce a new high speed weapon, resulting in
1945 in the M3 (or AN-M3) .50, capable of firing
1,200 round per minute. Though similar in general
appearance to the M2, the changes meant there were
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few directly compatible components. Few M3s were
produced before the end of World War 2, but they
continued in service on first generation jet fighters
in Korea, and in helicopter gun pods in Vietnam.
.50 BMG AMMUNITION
Standard early .50 Browning Machine Gun (BMG)
rounds were M2 Armour Piercing, M1 Tracer, and
M1 Incendiary, essentially scaled up versions of the
same .30-06 rounds. Further development allowed
the functions to be combined without a major sacrifice
in performance. The M8 Armour Piercing Incendiary
round had similar armour penetration to the M2
AP with an added incendiary component, generally
supplanting the individual AP and I rounds by 1944;
the M20 Armour Piercing Incendiary Tracer also
added a tracer component for visibility. Towards
the end of the war, with the Germans fielding jet
aircraft using kerosene as a fuel rather than more
flammable gasoline, a new round was developed,
the M23 “super incendiary”, containing more than
twice as much incendiary material as the M1.
THE BROWNING .50 IN WAR THUNDER
In War Thunder, .50-cal guns are best suited to
Realistic or Simulator battles, where engagements are
slightly more considered and the larger ammunition
capacity is an advantage; in the whirling maelstrom
of Arcade dogfights the immediate destructiveness
of cannon is more desirable, and mid-air reloading
makes low ammunition capacity less of an issue
(though machine guns do have a shorter reload time).
A decent burst or two from a battery of .50s should
be enough against most fighters but bombers
can be tougher, especially four-engine heavies;
taking out the pilot is a quick way to bring them
down but needs considerable accuracy or luck,
focusing on one wing and its engine(s) is more
efficient than pumping a lot of bullets into the
fuselage, but don’t hang around too long flying
straight and level in the face of defensive fire.
With most US fighters having wing mounted guns it’s
important to take account of harmonisation, the “Gun
targeting distance” option on the aircraft selection
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screen that represents the point at which your shots
will converge. Typical harmonisation distance in
WWII was around 300 yards (275 m), and a setting
of 300 m works well in War Thunder when you can
close to that range before opening fire. If using a
short targeting distance with wing mounted guns,
avoid long range head-on engagements, especially
against opponents with nose-mounted weapons.
Aircraft with .50-cal guns in War Thunder fall into
three main groups: early M2, late M2 and M3. For
early aircraft with the M2, starting with the first
reserve P-26 Peashooter and including the P-36,
P40, F4F and F6F, once you unlock the “Offensive
12mm” upgrade the Omni/Universal belt is a good
choice, with good proportion of M8 AP-I rounds,
effective against both air and ground targets.
Later aircraft such as the P-47 and P-51 get slightly
different ammunition options that include M20
API-T and M23 incendiary rounds. Unless you have
a lot of trouble adjusting your aim it’s seldom worth
using dedicated Tracer belts in War Thunder, as
tracer rounds tend to be less damaging than the
alternatives, but the late .50 Tracer option consisting
entirely of M20 API-T is an exception to the rule.
Prior to patch 1.47 it was devastating, with a very
high chance of setting aircraft on fire; in 1.47 the
effects were toned down somewhat; at the time of
writing (weapon and damage models always being
subject to change) patch 1.70 has made it an excellent
choice again. The combination of M8 API and M23
I in the late Stealth belt also works well, without
the light show of the tracer belt, if you prefer not to
alert an opponent that you’re shooting at them.
Aircraft equipped with the M3 such as the Air Force
jets after the P-80 have access to the same late
ammunition options, but fire a lot faster; you need
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to exercise a little more trigger discipline with M3s,
as they do burn through ammunition quickly.
With most .50-cal ammunition options containing
a good number of AP, AP-I or API-T bullets, they
also work well for ground attack; light pillboxes
and tanks are vulnerable, even medium tanks
can be engaged at close range from the rear,
giving US fighter-bombers a strong ground attack
arsenal when combined with bombs or rockets.
M4 AND M10 37 MM GUNS
Some large cannons were used in World War I
aircraft, such as the Spad XII with a manually loaded
37 mm gun firing through the propeller shaft,
and after the war the US Ordnance Department
expressed an interest in a fully automatic weapon
of the same calibre. Early developments did not
go well; when John M. Browning was engaged to
cast his eye over an unreliable 37 mm gun to see
if improvements could be made, he reputedly said
“Where do they put the bait? This thing surely is
some kind of a rat trap, as it can’t possibly be an
automatic gun.” Inspired to develop a weapon himself,
Browning constructed a number of prototypes, but
further funding was unavailable in the 1920s.
Interest was revived in the late 1930s when Benjamin
Kelsey and Gordon Saville of the Army Air Corps
issued specifications for new cannon-armed aircraft,
described as “interceptors” to circumvent the
restriction that pursuit (fighter) aircraft could carry
no more than 500 lb (227 kg) of armament. The Bell
Aircraft Corporation’s response, the P-39 Airacobra,
was built around a derivation of one of Browning’s
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37 mm gun designs, standardised as the M4 37
mm cannon and manufactured by Oldsmobile.
Compared to .50-cal MGs, the M4 had a low rate of
fire, limited ammunition capacity, and low muzzle
velocity, giving shots a noticeably arcing trajectory.
Though the sheer size of a 37 mm round offered
good destructive potential, the US faced few targets
necessitating such firepower, and there was little
interest in further development and deployment
of the M4. Relatively minor modifications slightly
increased the rate of fire and ammunition capacity
through the use of a disintegrating link belt, resulting
in the M10 cannon fitted to later P-63 Kingcobras.
37 MM GUNS IN WAR THUNDER
The US have several P-39 and P-63 variants in War
Thunder with 37 mm cannons, but the previously
outlined characteristics make it a tricky gun to use,
especially against rapidly manoeuvring fighters.
Carefully aimed single shots or short bursts have
a better chance than “spray and pray”, so it can be
worthwhile to go into the control options where you
can bind machine guns and cannons to different
keys or buttons, allowing for more selective
use of the mixed armament of the P-39/63.
If firing at long range you’ll need to take account
of the shell drop; unless lobbing shots at someone
flying straight and level, where you can observe
the tracer and adjust accordingly, it’s usually
best to save ammunition for close range.
Against ground targets, the M4/M10 are not as
effective as higher velocity German and Russian
37 mm guns, but a few Armour Piercing shells
can take out light pillboxes and medium tanks.
Ammunition choice is fairly straightforward; if
hunting planes the Default belt of HEFI is ideal, if
mainly interested in ground targets then the Ground
Targets belt is all AP, or alternate the two with the
Omni belt for multi-role missions at the cost of
reduced effectiveness of taking out the targets.
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US 20 MM CANNON
In the late 1930s, the US Navy Bureaus of Aeronautics
and Ordnance concluded that the most suitable
armament for naval aircraft would be a gun of 20-
23 mm. Unable to find a suitable native design, they
assessed what was available elsewhere, and like the
British decided that acquiring manufacturing rights
for the Hispano-Suiza HS.404 20 mm cannon would
be the best option. Negotiations were completed
in 1940, the first US-made guns were completed
in late 1941, and minor changes soon resulted
in a second version that received the designation
“Gun, Automatic, 20 mm, AN-M2 (Aircraft)”.
As in British service, early Hispano cannons proved
unreliable. Testing and investigation of the faults
continued through 1942 and 1943, but with high
demand for the guns from the US Navy and the
RAF, mass production had been started before the
faults could be resolved. Some US aircraft did fly
with Hispano cannon during the war, most notably
the P-38 Lightning; the single cannon it carried in a
rigid mount in the nose with adequate heating was
less susceptible to jamming than wing installations.
The Navy used the AN-M2 on some variants of the
SB2C dive bomber, F6F-5N night fighters and a
small number of F4U Corsairs, but the reliability
issues prevented mass deployment during the war.
After the war most of the issues of the AN-M2
were resolved by the improved AN-M3 20 mm
cannon, used by the Navy in post-war aircraft,
including early jets such as the F9F Panther.
The Korean War provided the push that the Air Force
needed to upgrade from .50-cal guns, the Browning
M3s of the F-86 Sabre proving unsatisfactory against
the MiG-15. As part of an evaluation project, a small
number of F-86F aircraft were fitted with 20 mm T160
cannon. The T160 (standardised later as the M39)
was based on a revolutionary German design, the
Mauser MG 213C revolver cannon, that was developed
too late to see action with the Luftwaffe but inspired
many Western post-war guns including the M39 and
British ADEN cannon. The revolving chamber allowed
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for both a high rate of fire and high muzzle velocity,
important attributes in high speed jet combat.
20 MM CANNON IN WAR THUNDER
In War Thunder, US Hispanos are similar to the British
guns (see Issue 3 of this magazine); use short bursts
to avoid jamming, especially before you can research
the “New 20mm cannons” upgrade. The ammunition
belts use the three shell types deployed by the US:
High Explosive Incendiary, Armour Piercing Tracer and
Practice (a plain steel slug that ought to be labelled
“Ball”, really). There isn’t too much difference between
the belts, the “Default” HEI/HEI/AP-T works well
so there’s no pressing need to upgrade, “Universal”
just changes the ratio to 50/50. “Stealth” swaps the
AP-T shell in the Default belt for a Practice shell,
little different in terms of damage; the cannon can
only destroy soft ground targets and light tanks, so
the “Ground Targets” belt isn’t the best choice.
The T160 cannon of the F-86F-2 are excellent
weapons; use either the “Air Targets” or “Stealth”
belts, depending on whether you like tracer or not.
75 MM CANNON
USAAF and RAAF units of the Allied Air Forces in
the Southwest Pacific Area under General Kenney
specialised in low level attacks, especially against
shipping, strafing and skip-bombing rather than
carrying out more conventional level bombing from
higher altitude. Major Paul ‘Pappy’ Gunn made field
modifications to B-25 bombers to reflect this change
in role, removing the ventral turret in favour of extra
fuel, and mounting additional fixed guns for strafing.
Working with North American Aviation representative
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Jack Fox, details of the modifications were provided
to other units in the field, and fed back to the US.
This resulted in new B-25 variants, manufactured
from the outset for low-level attack. Trials had
been carried out before the war with a 75 mm
field gun in a B-18 bomber, and the B-25 offered a
platform to deploy the weapon operationally. The
B-25G mounted a 75 mm M4 cannon in the nose,
essentially the same gun used in Sherman tanks;
the B-25H (known as the PBJ-1H in Naval service)
used a lighter version of the gun modified for
airborne use, the T13E1 (standardised as the M5).
The M4 and M5 were manually loaded, limiting the
rate of fire, and it was not an easy task to load 15
lb (6.8 kg) shells if the aircraft was manoeuvring.
A fully automatic gun was developed and tested
in the form of the 75 mm M10, mounted in the
nose of the experimental XA-38 attack aircraft,
but was not put into production as rocket
projectiles supplanted large calibre guns as
the weapon of choice for ground attack.
75 MM CANNON IN WAR THUNDER
The 75 mm T13E1 gun of the PBJ-1H is highly
effective against ground targets: with Armour
Piercing ammunition it can destroy light pillboxes
and any tank with a single shot. The High Explosive
shells are little use against armoured targets,
so the all-AP “Armored Targets” belt is the best
choice once unlocked. The low rate of fire makes it
rather unsuitable for most air-to-air engagements
with the exception of head-on attacks against
anybody foolish enough to point themselves
directly at a 75 mm gun *and* eight .50-cal MGs.
By John ‘Zoso’ Moore
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HISTORICAL FICTION - LIFE AS A POW
We finally arrived at Luckenwalde and marched
to Stalag 111a, a camp of many prisoners of all
nationalities. Our camp was on the opposite side of
the road to that of the R.A.F. officers from Sagan. They
came out to their fence to greet us, Gene and Pat, our
crew pilot and bombardier, were now within hailing
distance. It was the first time we had seen them since
Dulagluft. David Balchin and Clem Pearce had learned
just before leaving Stalug Luft 7 that their promotions
to Pilot Officers had come through. I think there was
automatic promotion for Canadians in operational
squadrons. They went to join the officers. John Lovatt
and I remained with the men from Stalag Luft 7.
We assembled in our new camp in a barrack-
type hut that had a stone floor and no furniture.
We were asked to strip by our Medical Officer for
examination. The most emaciated were designated
to the only hut with a wooden floor that was also
bereft of furniture. I had lost three stones in weight
on the journey. I could see my ribs but I was not
classed as being bad enough for the hut with the
wooden floor. This was called the hospital!
This 2-part fictional story is about life as a British P.O.W. in Germany. Based off historical research and information,
the final part puts the reader in his shoes to experience the end of the war from a prisoner of war perspective.
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I did however eventually end up in the wooden
floored hut, together with John Lovatt and about 10
others. We occupied an area at the end of the hut
with a 6’ wide, slightly sloping floor. We all occupied
our own bit of floor, with just enough space to lie
down and leave a gap between as a walkway.
We had nothing but our clothing, a blanket
and a few personal belongings that
we carried with us from Silesia.
I realised how weak I really was when, on going to
the ablutions, where there were five steps to climb,
I found that I had to take a rest on the third step in
order regain enough strength to climb the other two.
After a few weeks in the wooden floored hut we
were moved into one of the stone floored huts
to make room for R.A.F. prisoners-of-war from
Lansdorf. These men had walked all the way,
about 350 to 400 miles, from Silesia. They were
in really poor shape and had lost around four
hundred men out of a thousand on their trek.
The Russian prisoners-of-war, hated by the
Germans, had to survive on the rations they
provided, which was less than a starvation diet. I
was told that an average of six would die in a week.
They had to work on their meagre rations, and
were not covered by the Red Cross convention.
Thanks to the Red Cross, and the parcels we received,
we had enough to survive. An example of the food
provided by our German hosts was dehydrated
cabbage leaves, most of which had turned yellow,
boiled in water. It produced a dirty brown liquid.
The leaves also finished up the same colour.
Often a Russian prisoner would be passing
along the main road and would push his mug
through the barbed wire in an attempt to beg
War Thunder Community Magazine The GameOn Magazine // 63
food from us. He would be lucky only if we had
some of the dehydrated cabbage leaves.
Ersatz coffee was made from acorns, and tea from
herbs. We found that the herbs made a better
cigarette than tea, although it did burn rather quickly.
On rare occasions we were supplied with soft
cheese-like cakes. These you could smell before
they even arrived in the camp. The smell was so
strong I would have to hold my nose to eat one.
When the American and Russian advances were
getting near Berlin it was decided to move all R.A.F.
prisoners-of-war to Moosberg in the south.
We were marched down to Luckenwalde railway
station where trucks were ready for transportation.
The Germans were unable to obtain the use of
an engine to take us. During our wait some of
the men managed to loosen floorboards in the
trucks ready for possible escape attempts.
After two days of trying to obtain an engine, the
Germans gave up and we returned to camp.
On the 22nd April the Germans had largely deserted
the camp, leaving their machine guns still mounted
in the watchtowers. These were collected up
by the prisoners-of-war and the six remaining
guards were captured and imprisoned in the
punishment block, known to us as ‘the cooler’.
When the German Command learned what had
happened they sent a message to say that they would
surround the camp and start shooting unless the
arms and the guards were returned immediately.
The battalion we were being threatened with
was made up of some of Germany’s crack troops
who were held up in a forest west of the Elbe for
eight weeks after V.E.(Victory in Europe) Day.
In the early hours of the 23rd April a single plane
strafed the main road of the camp. This may
have been a warning. There were no injuries.
Later on that day the Russian Army broke into camp
with their tanks and started flattening the fences.
They were asked not to do this in order to prevent the
camp being overrun by prisoners from other lagers.
Marshall Zhukov arrived sitting on one of the tanks.
He asked everyone to collect all the arms and join
him on the assault on Berlin. A number of Russians
followed the tanks out of camp. Our senior officer, a
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group captain, said that we must not go. I am pretty
sure that none of us would have gone anyway.
Six Russians were found dead in their huts. It was
the practice of the Russians to conceal the deaths of
their comrades as long as possible, by carrying them
onto parade, in order to receive their food ration.
A military funeral was held for these dead men
and they were buried in the camp mass grave.
It was now the Russians’ responsibility to supply
food to thousands of men throughout the camp. The
rations we were given were even less than we received
from the Germans, but the supply of Red Cross
parcels was better as stocks could now be used up.
As the days went by V.E. Day came and went.
We had little in the way of celebrations,
not having anything to celebrate with.
It was about fifteen miles from Luckenwalde to
the River Elbe and the American lines. We were
all getting impatient with the Russians for not
getting us on our way home. A few American
and British prisoners-of-war decided to chance
walking to the River Elbe, despite there still being
pockets of German troops holding out en-route.
After the first men got through the Americans
came with a convoy of trucks to pick us up. It
was now two weeks since we were liberated.
We all piled in the trucks overjoyed to know
that at last we were on our way home.
Alas, this was not to be. The Russian soldiers
surrounded the trucks and ordered us off.
Any attempt to get back on the trucks would
War Thunder Community Magazine The GameOn Magazine // 65
result in us being shot. The Americans had
no alternative but to leave without us.
The Russians said that we had to be properly
repatriated with a fair exchange of prisoners. It
took another two weeks before the Russians were
ready to repatriate us. Before leaving we had to fill
in lengthy forms giving our personal details. We
were taken in Russian trucks to the Elbe, where
we walked across the river over a pontoon bridge
and towards true liberation on the other side.
The Americans took us to Halle via Leipzig where
there was a large P.O.W. reception centre.
After about forty-eight hours we flew to Brussels by
Dakota. The following day we flew on to somewhere
in the South of England. From there we were
taken on a top priority train, non-stop, to R.A.F.
Cosford, Shropshire which was a rehabilitation
centre and hospital for former prisoner-of-war.
Here we were debriefed and medically examined. I was
found to be suffering from physical debility and stress.
A year later I was back to physical fitness, but it
took many years to get over stress. Recalling the
past can still cause me to feel deeply emotional. It
is only recently that I have felt ready to recount my
experiences in full, in the hope to help others.
By Ted ‘Extreme_360’ Theisinger
66 // War Thunder Community Magazine The GameOn Magazine
FICTION
War Thunder Community Magazine The GameOn Magazine // 67
GUN, PROJECTILE AND ARMOR TERMS
HORIZONTAL TURRET DRIVE
This is the assembly that rotates the turret of the
armored vehicle and usually comprises of a geared
ring of the tank linked to a set of geared controls,
which can be manual (like the US M10 Tank
Destroyer) or electrically/hydraulically powered.
In War Thunder, damage to the horizontal turret
drive in Arcade mode means that the turret stops
rotating temporarily. After a timer, the turret is able
to rotate again at 2 degrees per second until it is
In today’s Tanks 201 Knowledge Article, we will be doing a breakdown of common shell types in War Thunder. However, as the Damage Model (DM) is a system including the rounds and the armor they are supposed to defeat, we will be
introducing some of the more advanced terms about the gun, projectiles and armor types as a prelude to that.
TANKS 201 - KNOWLEDGE ARTICLE
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repaired. For Realistic and Simulator modes, this
completely takes out turret rotation, leaving you
to pivot the entire tank in order to aim the gun.
VERTICAL GUN DRIVE
The vertical gun drive controls the
elevation or depression of the gun.
In War Thunder, damage to the vertical turret drive in
Arcade mode means that the gun elevation will be locked
in the position it is originally in when it is damaged, but it
is possible to make a minor adjustment of +/- 1 degree.
GUN BREECH
The gun breech is the part of the weapon where
the shell is loaded into the chamber and readied
for firing. Found at the end of the gun barrel, this
is the part which is usually inside the armored
vehicle where the loader has access to.
MISFIRE
A gun round misfiring is usually taken to mean that
the round is not discharged in the intended way.
In War Thunder, when the gun barrel or the gun
breech is damaged, gun rounds will go off inside
the chamber if the damage is not rectified, causing
a misfire; this could lead to a chamber explosion,
taking out the gun and the crew. For Arcade mode,
there would not be damage to the crew, but the
shot would not be fired. The probability of misfiring
depends on the rate of fire and the weapon caliber.
War Thunder Community Magazine The GameOn Magazine // 69
ROLLED HOMOGENEOUS ARMOR (RHA)
RHA is a type of armored steel that is strengthened
by drawing steel into plates in a process
called hot rolling that creates a uniform grain
structure, allowing the treated metal plate to
take stresses (from round impacts) better.
The downside of RHA is that it cannot be formed into
very complex shapes, which would require the use of
cast armor. RHA is found on most parts of the tank
where the shape is simple enough to be tempered,
or on flat parts like the side chassis or the roof.
CAST HOMOGENEOUS ARMOR (OR SIMPLY CAST ARMOR)
Cast Armor is made by pouring molten metal
into prefabricated shapes called moulds, then
heat treated to strengthen it slightly and get
rid of imperfections near the surface.
Cast armor is not strengthened as much compared to
the hot rolling process in RHA, and as such is more easily
penetrated by a round if both have the same thickness.
In War Thunder, the two main types of armor are RHA
and Cast Armor, although there is some High Hardness
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Rolled Armor on some Panzer III late models. Tanks are
also modelled based on the different armor compositions.
However, it has not been explicitly stated yet (as
of 1.70.1945) that the difference in strengths of
different armor would affect the penetration
values, and hopefully a future update will bring
this bit of historical accuracy in-game.
FACE HARDENED ARMOR (FHA)
Face hardening is a process to increase the armor
hardness of RHA on the outward facing side using
heat treatment. The process is a tedious one and
requires significantly more man-hours than a piece
of RHA and used only on critical areas that require
more protection, such as the glacis plate and turret.
The purpose of the FHA is to shatter the round
before it can penetrate, and is particularly effective
against solid-shot Armor Piercing (AP) rounds.
Later Armor Piercing Capped (APC) rounds and
variants were introduced counter the advantage
offered by FHA, which we will talk about later.
However, in War Thunder, FHA is not modelled yet
though it could be part of the development plans,
in order to be more historically accurate.
SPACED ARMOR
Spaced armor is usually placed a distance away
from the inner armor, designed to deflect or
prematurely shatter AP-based rounds. It can also
trigger rounds with fuzes well before they reach
more critical parts of the tank, by detonating HE
or HEAT rounds at a safer standoff distance.
One popular implementation is on side skirts
to protect the tracks and the chassis (and
known as Schürzen in German use), which
are relatively vulnerable to enemy fire.
OVER-PENETRATION
Over-penetration occurs when the round strikes an
area where armor is very thin, causing AP-based shots
to go right through without breaking into shrapnel
for added collateral damage. This also happens with
War Thunder Community Magazine The GameOn Magazine // 71
APHE-based shots, where the fuze sensitivity is set
to a much higher thickness and does not activate,
causing the round to punch a hole and fly through
harmlessly without detonating the HE filler.
One common example in War Thunder is the
gunshield on the ZiS-30, an early-tier Soviet tank
destroyer. The gunshield is a thin plate of only 5
mm thick - too thin to trigger the fuzes in many
rounds or break up solid shots into shrapnels.
FUZE
The fuze is essentially a small device that initiates
ignition when certain conditions are met. In
War Thunder Ground Forces, the current DM
mechanic specifies this in two parameters:
• Fuse Sensitivity – This is the amount of armor
penetration (in mm) required to activate the fuse;
if the armor is too thin, the round will just fly
harmlessly through the hole and not activate.
• Fuse Delay – Upon activating the fuse by reaching the
required armor penetration, the fuse delay kicks in
and starts the countdown to detonate the explosive
charge. This is measured in metres in War Thunder,
which gives you a guide how far the shell will go into
the vehicle/past the impact point before exploding.
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MUZZLE VELOCITY
The muzzle velocity refers to the speed of the
round as it leaves the gun muzzle. This is slightly
different from the speed of the round at any point
during the flight, as the speed will decrease as
it travels through air due to air resistance.
The lower speed of the rounds downrange results
in less penetration at longer ranges; this affects
kinetic rounds that rely on the projectile’s speed to
defeat enemy armor, such as the AP-based rounds.
Rounds that rely entirely on chemical energy (such
as HE and HEAT) are independent of range.
Rounds with higher muzzle velocities take a shorter
time to reach the target, and thus have lower drop
compared to a round moving more slowly. In War
Thunder, this makes it easier to aim the gun; the
vertical notches which are used to compensate
for the drop are much closer together.
LINE-OF-SIGHT THICKNESS/EFFECTIVE THICKNESS
Line-of-Sight Thickness, or ‘Effective Thickness’ in
the Armor Preview of War Thunder, is the thickness
of the armor the round has to move through
when not hitting the armor perpendicularly.
The LOS thickness (Llos) is calculated from
the normal thickness (Ln) of the armor and
the angle the round makes with the normal
(@) using this formula: Llos = Ln / cos@.
Sloped armor makes use of this principle by
placing the armor plates at an angle to effectively
increase the vehicle protection without increasing
the thickness and mass of the armor.
ANGLE OF ATTACK
The angle of attack (AoA) is the angle the longitudinal
axis of the round makes with the surface.
War Thunder Community Magazine The GameOn Magazine // 73
Rounds impacting the armor at very low angles
of attack (and at a large angle to normal) have to
overcome a higher line-of-sight thickness and have a
higher chance of ricocheting off the armor surface.
NORMALIZATION (OF ROUNDS ON IMPACT)
Normalization refers to the effect of distortion in the
angle of attack when the round strikes the surface.
This in turn affects the effective penetration, and a lot
of factors are in play here: Ballistics, type, materials,
velocity and length-to-diameter of the round the
material; thickness and slope of the armor; the
interdependent relationship during the projectile-
armor interaction. A lot of information relating to the
normalization and its resulting effect on penetration is
empirical and comes from firing range tests, which is
then extrapolated to give a more complete set of data.
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As an example, certain blunt-nosed rounds, upon
hitting the target, turn into the armor, decreasing the
armor thickness it has to pass through; sharp-nosed
rounds are rotated away from the armor, increasing
the thickness of the armor it has to penetrate. APCR
shells in WWII have the biggest effect, giving large
drops in penetration values at low angles of attack.
In War Thunder, normalization affects the probability
of the ricochet happening, as well as the effective
penetration at different angles of attack (which changes
the thickness of the armor it can penetrate). Rounds
turning into the armor are marked with a positive
angle value (better penetration), while rounds turning
away have a negative one (worse penetration).
OVERMATCH
Overmatch relates to a type of failure mechanism
for armor, which is a function of armor thickness
(T) and projectile diameter (D), or the T/D ratio.
At low T/D ratios where the round diameter is much
bigger than the armor thickness (described as
‘overmatched’), the armor could fail in a way where
a solid plug is ejected, allowing the round to punch
through more easily, rather than having the round to
push through the armor material. This is currently
not modelled in War Thunder Ground Forces.
SPALLING
Spalling in the anti-tank sense occurs when a
projectile impact or explosion on the outer armor
surface creates a shock wave travelling through
the armor, and the resulting compression shock
causes a fracture on the the inward facing armor,
breaking off metal pieces (spall) on the inside.
The resulting spall can be extremely dangerous
in the narrow confines of a tank, which can injure
or kill crew members and damage equipment.
This effect is deliberately used in a High-Explosive
Squash Head (HESH) round filled with plastic
explosives, designed to flatten against the armor
plating before exploding and knocking off armor
pieces on the inside. Other tank rounds can exhibit
varying degrees of spalling as well. In War Thunder
Ground Forces, spalling is not modelled yet either.
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 75
TANK PROJECTILE TYPES
ARMOUR PIERCING-BASED ROUNDS
An Armor-Piercing (AP) is the most basic projectile
for a tank round, designed to punch through armor
plating using kinetic energy. The AP round is a solid
shot, usually made from hardened steel alloys.
Germans made extensive use of FHA on their tanks
on their Pz III & IV, and later tanks such as Panthers
and StuGs. FHA was particularly useful in stopping
the AP rounds as they would shatter on striking
the hardened outward surface. A protective armor-
piercing cap (APC) was introduced to protect the
projectile noses of AP shots from shattering and
allowing the round to penetrate FHA. Such rounds
are designated Armor Piercing, Capped (APC).
APC rounds have better normalization values
relative to regular AP rounds (such as the M74 vs.
M51 shot on the US 37 mm M5 or M6 cannons), can
penetrate more effective at higher angle to normal,
but have worse-off penetration (The projectile
caps reduce homogeneous armor penetration
due to energy absorbed during impact).
With the vast array of projectile types available for each tank in Ground Forces, it can get quite intimidating trying to choose which types of rounds to bring with you when you spawn into the game. In today’s Tanks 201
article, we will take you through the common projectile types available and how to use them effectively.
TANKS 201 - KNOWLEDGE ARTICLE
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Soviet AP-based rounds and derivatives usually have a
flat-nosed design, while the protective cap in the APC
round is designed for penetration of FHA and is not
optimized aerodynamically. Ballistic caps (BC), also
commonly called windscreens in Soviet use, are usually
fitted to these rounds to counter the poor aerodynamic
shape of the nose, which helps to reduce air resistance
acting on the round and increasing penetration at longer
ranges. These rounds are particularly useful on open
maps at longer engagement distances, as the drop
in penetrating power with range is not that drastic.
The ballistic cap is usually made of a softer material and
crumples upon impact, allowing the actual projectile to
strike the armor. Soviet AP rounds with the windscreen
are designated APBC, while US armor-piercing
capped rounds with ballistic caps are called APCBC.
Both of the Ballistic Cap (BC) and Armor Piercing
Cap (C) designations also apply to other types
of rounds with similar modifications.
Some of the AP-based rounds do not carry explosives,
and break into shrapnel in an approximate forward
cone after penetrating, hitting any equipment or crew
for secondary damage. Due to a lack of collateral
damage, the AP-based round is usually not the
first choice against tanks in general. However,
some AP rounds for the US and Germany do carry
a HE filler in the round, and damage modelling
wise is closer to an APHE round below.
ADVANTAGES & DISADVANTAGES OF AP-BASED ROUNDS
+ Typically has higher penetration values compared
to composite rounds such as APHE
– Limited collateral damage due to a lack of HE filler
USES OF AP ROUNDS
• Penetrating tanks with thicker armor
when APHE rounds cannot penetrate
• Used to snipe specific crew members
if you know their location exactly
• Used to kill vehicle parts if you know their position
• Shooting through engine blocks
War Thunder Community Magazine The GameOn Magazine // 77
ARMOR PIERCING (HIGH EXPLOSIVE) ROUNDS
Some armor piercing rounds are hollowed out to
varying degrees and filled with high explosives with
a fuze attached. Penetration is achieved via kinetic
means like a regular AP warhead. Upon penetration,
part of the round break off to form some shrapnel in
an approximate forward cone. Next, the fuze ignites
the explosives and breaks the rest of the projectile
up with a fragmentation radius, causing collateral
damage from the explosive filler and shrapnel.
American and German tank rounds of the APHE
variety are not called as such (with smaller amounts
of HE), unlike the Soviet APHE rounds, although
they do behave similarly with a fuze governing the
ignition of the high explosives in the round.
APHE rounds can come with the Armor Piercing
Cap (C) and Ballistic Caps (BC) as well.
ADVANTAGES & DISADVANTAGES OF APHE ROUNDS
+ Decent middle-ground penetration values, although
not as high as some AP, APCR or APDS rounds
+ Good collateral damage from HE filler
– Fuze may not trigger against thin armor, allowing
the round to fly straight through; one way around
this is to fire near the vehicle on the ground or
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terrain feature, allowing the shell to detonate and
kill the lightly-armored vehicle by shrapnel
USES OF APHE ROUNDS
• These rounds are generally sound choices against
most tanks and available for most as well; they should
be the default ammunition loaded and ready to fire
• Moderate penetration allows it to be used on the sides
or the rear of the vehicle where armor is less thick
• Penetration and detonation in crew
compartments usually results in a vehicle kill,
especially turrets and driver compartments,
or taking out multiple crew members
SHRAPNEL ROUNDS
Shrapnel rounds are found only on a few earlier Soviet
tanks, such as the T-28, T-34 and KV-1. These rounds
have buckshots filled in the shell; upon penetration, the
fuze ignites a charge which pushes out the buckshot.
Damage mechanics wise, they are similar to APHE
round, although some key differences exist: there is a
significant increase in the generated shrapnel, both in
the forward cone and the fragmentation radius, and the
shrapnel produced provides most of the killing power;
the penetration for shrapnel rounds is not high, which
makes them useful only on tanks in the earlier tiers.
ADVANTAGES AND DISADVANTAGES OF SHRAPNEL ROUNDS
+ High collateral damage from shrapnel
after penetration and detonation
– Small HE filler blast radius
– Poor penetration power of projectile
USES OF SHRAPNEL ROUNDS
• Generally limited for use against earlier-tier
tanks that can be penetrated from the sides
• Against thin armor of open-top
tank destroyers & SPAA
• Firing into crowded crew compartments
such as the driver’s seat or the turret
usually results in a vehicle kill
War Thunder Community Magazine The GameOn Magazine // 79
ARMOR PIERCING COMPOSITE-RIGID
Armor Piercing, Composite, Rigid (APCR) is another
type of kinetic round designed to increase penetration
over the standard AP shot. In American service, the
APCR is also known as the High Velocity Armor Piercing
(HVAP) round. The APCR has a small penetrator core
made from a high-density material to reduce shatter
(such as tungsten), wrapped in a lightweight shell
made from lighter metals such as aluminum. The
small penetrator usually has a smaller diameter than
the diameter of the gun barrel or other rounds such
as the AP shot, and is usually called a sub-caliber.
The idea behind the APCR round is to reduce the mass
of the projectile through this method, which will bring
about a higher muzzle velocity when fired from the gun
using the same amount of propellant as a standard
shell. The sharper tip of the high-density penetrator
applies a larger pressure on the impact area than
a full-caliber AP shell, allowing the APCR round to
penetrate more effectively, while leaving behind the
lightweight shell before achieving penetration.
The Armor Piercing Discarding Sabot (APDS) is a
further evolution of the APCR round taken to the
extreme. For APDS, it has a sub-calibre high density
penetrator as well, but the shell (sabot) wrapped
around the penetrator is designed to fall off after
leaving the muzzle. The travelling projectile is less
affected by air resistance than the APCR projectile
and thus loses less penetration downrange.
APCR and APDS rounds do not carry HE fillers as the
high-density penetrator is of a very small diameter. The
penetrator breaks into shrapnel after penetration like
the AP round, but with less collateral effect as there is
less material in the penetrator compared to an AP shot.
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ADVANTAGES & DISADVANTAGES OF APCR/APDS ROUNDS
+ Very high penetration values
+ Higher muzzle velocity; drop in round
is not drastic and easier to aim
– Higher chance of ricochet at high angles to normal
– Low collateral damage due to absence
of HE filler and smaller penetrator
USES OF APCR/APDS ROUNDS
• Same as AP rounds
• Penetrating thicker armor from the front
• Use against heavy tanks
• Sniping crew members, vehicle parts, ammo racks
or fuel tanks if their exact location is known
HIGH EXPLOSIVE ANTI-TANK ROUNDS
The High Explosive Anti-Tank (HEAT) round is a shaped
charge using high explosives to achieve penetration
utilizing a discovery called the ‘Munroe Effect’. The
War Thunder Community Magazine The GameOn Magazine // 81
penetration effectiveness is independent of the velocity of
the projectile, unlike the previous kinetic rounds earlier.
The HEAT round has explosives packed behind
an inverted cone lined with metal such as
copper. Upon impact, the explosive is ignited,
forming a jet of plasma from the conical lining at
hypersonic speeds to penetrate the armor..
ADVANTAGES AND DISADVANTAGES OF HEAT ROUNDS
+ Penetration is unaffected by range (but
difficult to land shots at long range)
+ Unaffected by normalization and effective penetration
is directly determined by line of sight thickness
+ Only ricochets at extremely low angles
of attack (high angle to normal)
– Easily countered by spaced armor as the plasma
stream is formed too early (in some cases though,
the spaced armor allowed the plasma stream to
develop fully and achieve better penetration)
– Low velocity of HEAT round makes it
difficult to aim at long ranges
– Low collateral damage from plasma stream
USES OF HEAT ROUNDS
• Can be fired from low-velocity guns (such
as the short-barreled early-model Panzer
IV) and has respectable penetration
• HEAT rounds from high-calibre weapons (with bigger
explosive charges) and end-game tanks (with better
design) can penetrate thick armor effectively
• Sniping crew members, vehicle parts, ammo racks
or fuel tanks if their exact location is known
HIGH EXPLOSIVE ROUNDS
A High Explosive (HE) round is a shell packed with
high explosives and detonates on impact, with an
explosive radius that will take out crew members if
they are caught in it, and generates some shrapnel.
Generally, for tank vs. tank combat, HE rounds are
not of much use except in a few situations against
light armor. However, large calibre (100+ mm) HE
shells can be quite devastating against most tanks.
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ADVANTAGES AND DISADVANTAGES OF HE ROUNDS
+ Large collateral damage
+ Penetration is unaffected by range
and line-of-sight thickness
+ Ricochets only at low angles of
attack (high angle to normal)
– Can be detonated easily by spaced armor
– Low penetration effect
– Low velocity of HE round makes it
difficult to aim at long ranges
USES OF HE ROUNDS
• Against open-top tank destroyers & SPAA
• Exposed tank turret roofs and chassis top
• Mid-tier tanks with 75+ mm calibre HE shells
can knock out external components relatively
easily, such as the gun barrel and tracks
• On large calibre guns, such as the KV-2 and the SU-
152 (both with 152mm calibre cannons), the rounds
can penetrate quite a bit of armor (75mm thickness)
with the sheer amount of explosives they pack
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 83
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Issue 48 • October 2013 86 • GameOn Magazine
Brothers: The Thoughts of Two Gamers
Have a safe flight!See you in next issue.