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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 second edition
of the War Thunder Community
Magazine. We would first like to
thank everyone for making Issue
One last month so popular; a
massive thank you from all the
team behind the magazine.
This month we have got your
backs with more 101 guides than
you can shake a stick at, plus a
review of one plane and one tank.
We managed to grab an interview
with Lassar plus we have taken
a look back at the history of
World War II. With that theme
in mind we have also extracts
(part 1) from a soldier’s diary.
We have even thrown in a
fictional story for you to read.
We were so excited last month
with getting the magazine
out, we forgot to add in the
staff list, so that has now been
sorted out for issue two!
We also wanted to show you
this month a new gaming
tablet which will support War
Thunder, the NVidia Shield.
Do you feel we missed
something from the magazine?
Get in touch with us.
Please do email us with any
ideas of things you would like in
future issues of the magazine,
or even just to let us know if
you liked or disliked one of the
articles, all feedback is wanted:
The magazine will be free
every month, we just need
you to support us by sharing
and downloading it.
- The Editor
War Thunder Community Magazine The GameOn Magazine // 3
Contents PageNew Toys for Everyone! ....................6
War Thunder 101: ...............................
Flying the Red Star .........................12
Macchi C.202 Folgore review .........20
War Thunder 101: ...............................
Rolling Thunder ..............................22
Time to Face the Enemy .................28
War Thunder 101: Turn Fighting & ....
Energy Maneuvers ..........................30
World War 2 Facts #2 ....................38
War Thunder .......................................
Coming to Gaming Tablets .............40
Interview with Lassar .....................42
M2A4 review ....................................46
Guadalcanal: Two Sides of Hell ......48
This Month in WWII: ........................56
February 1940 .................................56
War Thunder 101: Which ....................
Way To The Frontline?.....................58
Wordsearch .....................................62
Caption Competition Winners ........63
KEEP IN TOUCH!
ContributorsEditor-in-Chief Steve Greenfield
Editor Kris West
Writer Allen Reynolds
Writer Bryce “Freighttrain” Hale
Writer Cade “Taize” Rosenbalm
Writer Chock Wee Boon
Writer Christian “Yuriegh” Madsen
Writer Daniel “Heinkel280” Hoffman
Writer David “HJFarnsworth” King
Writer James Bralant
Writer John “Zoso” Moore
Writer Rafal “Rainmaker” Gac
Photos Martijn ”mhockx” Hockx
4 // War Thunder Community Magazine The GameOn Magazine
CONTENTS
NEW TOYS FOR EVERYONE!
NEW WAR MACHINES
Let’s start off with the usual culprit everyone’s hyped
up about with every new patch: Sparkling new toys!
This time round, it’s no different. With the first 1.47
Dev Server release, we are looking at 9 new tanks and
6 new planes (with 2 reworked existing planes in the
A20G and La-5FN). Who knows, there could be more!
Note that with all Dev Server previews of the game,
the details in the final release version could change.
The 1.47 sneak preview on the Dev Server certainly came earlier than expected, with Maus’ and
B-29 teases recently. Today, we bring you selected highlights of the new toys the developers have
been working hard on for the past few months since the Steel Generals 1.45 update.
6 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
NEW TANKS
• USA: M26E1 (Tier IV Premium), M42
• Germany: Pz.Kpfw VI Tiger Ausf E, Pz.Kpfw
VIII Maus, Flakpanzer Gepard, Marder III H
• USSR: T-126 (Tier I Premium), T-28E, T-54-1949
NEW PLANES
• USA: B-57B, B-29
• Germany: Bf.109G-14, Fw-200C-1
• USSR: IL-2 1941
• Japan: J2M4 Kai (Tier IV Premium)
SUPER MOUSE
First up, we have the super heavy tank Pz.Kpfw
VIII Maus, which is nothing like the animal it is
named after. The prototypes of this monster
were being tested before Soviet forces overran
the testing grounds near the end of World War
II. You could almost hear the collective sigh of
relief from the Sherman and T-34 tank crews.
This is a monstrous beast that German tank players
have been hoping to come good, to challenge the
IS-4M, T-55, M-47, M-103 and what have you at
War Thunder Community Magazine The GameOn Magazine // 7
Tier V tank combat. At 188 tons and armed with a
128 mm cannon AND a 75 mm co-axial cannon in
its turret, could this be the messiah the German
tank players are waiting for? Downsides could be
the poor mobility and slow turret rotation, making
it vulnerable to flanking attacks. This tank comes
directly after the last Tiger II tank in the tech tree, so
prepare yourselves for the largest tank ever built.
SUPER FORTRESS
Next, there’s the Boeing B-29 Superfortress,
a rumor for the longest time ever that’s finally
turning into reality. This bomber is going to have
the largest bomb load ever in War Thunder, as
it is capable of carrying 20 000 pounds of pure
destruction. Don’t let its sleek airliner looks fool
you; it has the potential to single-handedly take
out 2 minibases in one pass and the airfield in
3 passes, unless there is an update to the map
mechanics when this plane finally makes its debut.
OTHER PLANES AND TANKS
The Soviets get an early version of the famous Il-
2, the 1941 variant that sits directly before the first
Il-2 in-game currently. This Il-2 (1941) trades the
armor-shredding VYa-23 cannons for a pair of ShVAK
cannons, a less potent gun armament against ground
targets unfortunately. But, based on what we’ve
seen so far, it has a better bomb load (2 x 250 kg)
compared to the other Il-2 variants. The Germans
get the Fw 200C-1 Condor, a huge beast of a bomber
with a 3000 kg bomb load at Tier II and this is a
beautiful plane I personally very much look forward
to. Following in the footsteps of the “Cannonberra”
for the British bomber tree, the Americans get
the B-57B variant armed with 8 M2 machine guns
and an impressive load of rockets and bombs.
The tank players are not neglected certainly with
more new content, from the new SPAA introduced
(M42 Duster and Flakpanzer Gepard) to new variants
of existing tanks. The German tank players have
8 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
more reasons to rejoice as an updated version
(Ausf.E) of their much loved Tiger tank is introduced
with a better APCR round. The Soviets get another
version of the T-54 (1949) to bridge the gap between
the 1947 and 1951 versions already in-game.
UPDATED VEHICLES
Existing planes are not neglected either, as many
of them get continual improvements. First up, and
perhaps one of the bigger changes, is the Horten Ho.
229 with new engines (Jumo 004D), giving it more
thrust. The plane has been tested to have better
acceleration and top speed, making it more formidable
than the underpowered bat it is currently in-game.
The British (perhaps the country that received the
least love this time round) gets expanded options
for bombs and rockets for the Typhoon/Tempest
line; same goes for the American P-51 Mustangs.
There have been numerous other updates to the
Flight Models and Damage Models for the upcoming
update, so do check them on the Devblog as well!
GUNPODS
Interestingly, gunpods have been given quite a
lot of attention as well in this update. For now,
we know that the F-82 will be receiving its new
8-MG gunpod, making it pretty scary to say the
least, with 14 M3 .50 cals (it already has 6 M3
MGs) spraying an incredibly high burst mass
at anything it manages to point itself at.
The Ju 87D-5 Stuka dive bomber gets options to sling 2
gunpods, with 6 x 7.92 mm MG81 options or 2 x 20 mm
MG 151 in each gunpod. This thing is going to be as
War Thunder Community Magazine The GameOn Magazine // 9
scary as a Fw 190 A5/U2 with potentially 6 MG 151/20
firing at a plane unfortunate enough to be in front of it!
OTHER QUALITY-OF-LIFE IMPROVEMENTS
More features have been added, with Binoculars
and Drivers’ Hatch views in Ground Forces (seems
like a major overhaul is heading the Simulator Tank
Battles’ way). For Simulator Air Battles, there are
also controls available to open and close the cockpit
canopy, trading better viewing angles for top speed,
as well as instrument lights in cockpit view for night
battles. Directional sound optimization will be added
as well (there will be a difference in directional gun
sounds depending on your viewing direction).
There will be enhanced vehicle to surface
interaction according to the Devblog, with effects
for different surfaces like mud bogging down
tanks, and several enhancements and re-designs
have been made to the existing Ground Forces
maps to improve tactical features of terrain.
All these signs point to a better experience in War
Thunder, so look forward to your new toys and a
more immersive experience in War Thunder! ■
By Chock Wee Boon
10 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
WAR THUNDER 101: FLYING THE RED STAR
PROS
• Very powerful fighters armed with cannons
(20mm and above) from Tier I onwards when
most planes are still armed with machine guns
• Centreline cannons on most fighters allow you
to take shots at all ranges, without much need
for convergence to get maximum firepower
• Deadly interceptors armed with 37mm+ cannons
for bomber hunting from Tier III onwards
• Strong attacker lineup in the Ilyushin series
• Heavy bombers (Yer-2) have one of the
largest bombloads (5000 kg) at Tier III
• Very strong Tier I to III lineup, makes it
easy for new players to start doing well
• Very well-armored planes; less risk of pilot snipes
• Strong Tier V lineup with MiG-15bis
interceptor (one of the best end-game
planes) and the well-armed Il-28 bomber
CONS
• Heavy fighters are relatively weak in firepower
• Low ammo count on most fighters,
although this is not a very big issue
as there is air reload in arcade
• No heavy bombers in Tier IV
• Relatively weak Tier IV fighter lineup
compared to other countries
In this new 5-part series in War Thunder 101, we will be introducing general strategies to progress through
the research tree for each nation and how to line them up in arcade air battles. For this issue, we will start
off with the Soviet tree, which is one of the easier countries to play in if you are new to the game.
12 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
Before we begin discussing about the lineups, the
direction I’m taking here is a balanced approach with a
good mix of fighters, attackers and bombers wherever
possible for the lineups. Some players may one type
over the other, so replace the planes accordingly for your
preferred lineup. Give each of the types a try first to see
if it’s suitable for you, although I’ve found that a mixed
approach works better in securing victories compared to
one which is narrower in breadth and options. This article
will provide a brief outline on the progression from Tiers
I till around Tier III, covering a BR bracket till around 4.0.
The suggested lineups are presented according to a
5-plane format (which is the number of crew slots
that can be opened without using Golden Eagles),
and will follow a 3-fighter-2-bomber/attacker setup,
although there may be some exceptions for efficiency
reasons. Since matchmaking works on the BR system,
we will be putting planes with similar BR in the same
lineup with focus on efficient RP gains; that is, no
40% penalty for researching planes 2 tiers down.
The Battle Rating and matchmaking system is
subject to changes, and the information below
is accurate as of early February 2015.
RESERVE TO BR 1.7
Suggested Lineup:
I-15 reserves x3, I-15 bis, I-16 Type 5 (5 fighters)
I-15 reserves x2, I-15 bis, BB-1, Su-2
MV-5 (3 fighters, 2 bombers)
Right off the bat, you are blessed with very powerful
I-15 fighters, armed with 4 MG that can fire API-T
rounds (compared to 2 MG for other countries) and
War Thunder Community Magazine The GameOn Magazine // 13
these are very deadly against other reserve fighters.
The lack of AP rounds would be more than offset
by the 2 extra MG for ground target strafing, which
should be your primary way of winning games.
Try out the I-16 Type 5 for its handling; it is a very
maneuverable fighter which you will have no lack of
later. The Type 5 has an underwhelming armament
compared to your I-15 but it should give you a good
feel of whether you want to use this plane later. Skip
the I-153 Chaika as it has a significantly higher BR
of 3.0, only use it later on if you are confident.
Bombers are not really required at this level as
most targets can be taken out by any machine gun,
although you might want to try out the BB-1 and
the Su-2 MV-5 bombers. With slightly upgraded
bombloads, these planes can take out clusters of
lightly armed vehicles easily, while still retaining
the ability to kill ground units and the odd plane in
front of you using the 4 front-firing machine guns.
Recommended research: I-15bis (after the 3 reserve
I-15) → I-16 Type 5 → BB-1 → Su-2 MV-5
BR 2.0
Suggested lineup:
I-16 Type 10/18/24, LaGG-3-8, LaGG-3-11, Su-2
M-82, SB 2M-100/103 (3 fighters, 2 bombers)
This is really the golden age of the Soviet Air Forces.
14 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
The LaGG-3-8 and LaGG-3-11 should be your research
priority as it is very powerful at BR 2.0 and they will be
your first cannon-armed planes, which can take out your
peers with a few well-placed shots while other planes
are still mostly using lower-caliber machine guns.
Once you have these two planes, put them into your
lineup and you should notice a very big difference in
the ease of getting aerial kills. I would not recommend
using one plane at a significantly higher BR right
after researching it as this would pull your remaining
planes into higher tier matches. Research a couple
of them (if there is going to be a BR jump) before
placing them in games together. Use Boom and
Zoom tactics with the LaGG 3 as they are not very
maneuverable and don’t stay and turn fight.
Round off the lineup with two of the BR 2.0 bombers,
such as the Su-2 M-82 or the SB 2M bombers (-100
and -103). Take note that the SB 2M-103U MV-3 and
SB 2M-105 have a much higher BR, so do not include
them in your lineup if you want to stay at BR 2.0. The
Su-2 M-82 has forward firing guns, good for taking out
lightly armored targets but has a smaller bombload; the
SB 2M bombers have better bombloads at the expense
of forward-firing guns. At BR 2+, targets such as tanks
and light pillboxes, as well as bases will start to appear,
and you will need bombs to take them out effectively.
Alternatively, if you fancy your role as a fighter pilot,
you can take a look at the remaining I-16 fighters
in Tier I (Type 10, 18 and 24) which have rockets but
no cannon armament. These maneuverable planes
are excellent at killing less maneuverable fighters
(which is almost all of them except for the Reserve
planes) by staying on their tails and riddling them
with bullet holes from the 4 ShKAS machine guns.
Recommended research: LaGG 3-8 → LaGG 3-11 →
Su-2 M-82 → SB 2M series → I-16 (Tier I) series
War Thunder Community Magazine The GameOn Magazine // 15
BR 2+
Suggested lineup:
LaGG-3-35, MiG-3-15 (BK), MiG-3-34, Pe-3/E, SB
2M-100/103 (3 fighters, 1 heavy fighter, 1 bomber)
By now, Tier II should be unlocked and you can
introduce a few planes to slowly bring up your BR.
The MiG-3 series are interceptors with good climb, which
can be used to take out the early bombers provided
you approach them carefully. In particular, the MiG-3-
15 (BK) is potently armed with 5x MG (with 3 of them
being 12.7mm) and the MiG-3-34 has two 20 mm ShVAK
cannons, which can take out bombers with a well-aimed
burst. These planes are not the best at maneuvering with
fighters, so limit them to Boom and Zoom passes mostly.
LaGG-3-35 provides a slight upgrade all-round to the
previous LaGGs, and at BR 2.3, is a useful addition
to your lineup. The Pe-3/E makes for a good ground
attacker too, once the bomb and rocket upgrades have
been unlocked, and decently armed with machine guns
to take out softer targets, although you do need to get
through the research for Il-2 (which won’t be wasted).
You can try out the Yak-1 (and Pe-3 at Tier
III as well) at BR 2.7, but care must be taken
not to bring your BR too near to 3.
Recommended research:MiG-3 series → LaGG
3-35 → Il-2 (but not used yet) → Pe-3/E → Yak-1
16 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
EARLY BR 3+
Suggested lineup: Yak-7B, MiG-3-15 (BK) or 3-34,
La-5, Il-2, Il-4 (3 fighters, 1 attacker, 1 bomber)
Once you finish up research on Tier II and start
on Tier III, the suggested BR 2+ lineup will not be
effective anymore as Tier I planes are not effective
when researching Tier III planes (40% RP penalty).
Switch over to Tier II planes as soon as possible.
For the fighter line, you have a choice between the
Yakovlev and the Lavochkin lines. Both fighter lines
are roughly similar in performance, with the Yaks
being slightly more maneuverable while the Lalas are
slightly faster. The big difference comes in the different
armament systems adopted later on, with the Yaks
favouring larger but slower cannons with smaller
clips, and the Lalas sticking with 20mm cannons. The
La-5 variants provide a big performance increase over
the LaGG-3 planes at the cost of a slight BR increase
of 0.3, so switch over to them as soon as possible.
Keep a fully upgraded fast-climbing interceptor with
a decent punch (one of the MiG-3) in the lineup as
bombers will start to appear in larger numbers.
The attackers introduced in BR 3+ will add another
dimension to your gameplay. The Il-2 is a capable
attacker armed with a cannon that can shred tanks
and other vehicles, and comes with bombs and
rockets for that purpose too. You will not be attacking
minibases and airfields with the bombs however,
as they are more effective against tactical ground
targets. If you wish to, you can also research through
the Pe-3 heavy fighters to get to the Il-2M at a slightly
higher BR 3,3 but comes with a rear gunner. At BR
War Thunder Community Magazine The GameOn Magazine // 17
3+, the Pe-3 heavy fighters are too lightly armed and
not maneuverable, and you have a way better option
in the Il-2 series, so they are not recommended.
The Il-4 is a decent and fast bomber at BR 3.0 for bases,
with a maximum bomb load of 2000 kg. That can take
out one whole minibase at lower tier games, and more
than half health for the minibase at higher tier games.
Recommended research: LaGG 3-66 → La-5 →
Yak-7B → Yak-1B → Yak-9 → Il-2 → Il-4
LATE BR 3+
Suggested lineup:
Yak-9T, La-5, La-5F, Il-2M, Il-4 (3
fighters, 1 attacker, 1 bomber)
This late BR 3+ lineup spans Tier II & III as the distinction
between BR and tiering gets blurred. Tier III should be
unlocked after a couple of plane purchases in Tier II.
The Yak-9T (and it’s bigger brother, the Yak-9K after
that) is armed with a big nasty cannon at BR 3.7.
This allows the plane to take out a bomber in just a
couple of shots (or 1 if you hit the right parts), and
can be absolutely devastating (to the tune of blowing
it right out of the sky) when used on fighters.
The I-16 Type 28 is very maneuverable, packs a heavy
punch but has a very fragile airframe and low top speed,
and at BR 4.3, enemies can disengage and engage at
will with the difference in speed and acceleration.
Recommended research: La-5F → Yak-9T → Il-2M
18 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
BR 4 AND BEYOND
Planes to take note of: Yak-9K, Yak-3P, La-9, I-185
series, Il-10 (the first one), Yer-2 series, Tu-2 series
Replace the La-5 at Tier II with another Tier III
plane at BR 4.0 to 4.3 (La-5FN, Yak-3, I-185 (M-82),
Yak-9K) once you are researching Tier IV rides.
The I-185 series offer the Soviet Air Force an high altitude
interceptor at higher tiers, something which the Yaks
and Lalas are not the best at until the later variants as
Soviet doctrine favoured lower altitudes in conjunction
with ground forces. The Yaks and Lalas are mostly
incremental improvements to previous versions with
performance bumps, although most of them will have
some difficulty challenging the prop-driven fighters
of other nations which are more optimized in terms
of their flight performance at medium altitudes and
above, so care must be taken when engaging them.
The Soviets have a particularly strong bomber lineup
in Tier III when they get their Yer-2 bombers at BR
4.3 to 4.7, as the earlier versions have a maximum
bomb load of 4000 kg, while the ACh-30B engined
versions have 5000 kg, more than enough to take out
a minibase with some bombs to spare, and can take
out an airfield with only a few passes. The Pe-2 dive
bombers are more of a niche in arcade mode as they
are vulnerable to fighters at that tier, and the smaller
bombs (and the recent bomb radius decrease) mean
that considerable skill is required to work these
planes effectively in attacking ground targets. ■By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 19
MACCHI C.202 FOLGORE REVIEW
At the start of the war Italy realized that they were
behind. In the 30’s the Italians had decided to stick
with radial engines forcing them to use the able but
aging Fiat A.74 engine in new aircraft design. While the
M.C. 200 performed admirably, it was not enough to
compete against the Royal Air Force and was obsolete.
Italy, realizing their mistake, bought a production
license for the Daimler-Benz DB.601 engine and built
a plane around it. Much like its predecessor the M.C.
200 it could enter a flat spin, had poor armament
and faulty radios. Despite this the Folgore could hold
her own against the P-40’s, Hurricanes, and Spitfires
she came up against. The Folgore was put into
production in 1941 and saw service in every theatre
Italy was involved in the war up to armistice in ‘43.
Differing from the M.C. 200, the Folgore featured
a more streamlined surface to accommodate the
new engine. The DB.601 drove a 3-bladed variable
pitch prop with the radiator moved underneath the
cockpit. The 202 also added two 7.92 mm machine
guns in the wings to go with the twin 12.7’s in the
nose, and had armor in the cockpit which was a
first for many Italian pilots who did not have that
luxury in other fighters before. The premier Italian
fighter by the end of the war had fought for three
20 // War Thunder Community Magazine The GameOn Magazine
REVIEW
countries and seen action in Malta, North Africa,
Russia, and the Balkans. Outgunned, outmaneuvered,
outclassed, and perhaps ... underestimated?
STATISTICS
• Rank: I
• Battle Rating: 1.7/2.3/2.3
• Max Speed: 600 km/g at 6,000m
• Max Altitude: 11,500
• Turn Time: 21.4
• Rate of Climb: 25.6 m/s
• Takeoff Run: 368m
PLANE INFORMATION
• Excellent acceleration
• Fantastic rate-of-climb
• Average turn-time
• 1800 rounds of machine gun
ammunition (You will need it)
• Clear cockpit with almost 360 degrees of view
• Wings break at speed of 805 km/h
RATING
• Firepower: 4/10 - You will have a
hard time killing anything.)
• Speed: 10/10 - Retains speed in turn. At BR of
1.7 you will outspeed everything fully upgraded.
• Climb Rate: 10/10 - Climb-rate is excellent, from
dead stop to 4K meters is 3 minutes 26 seconds.
• Maneuverability: 7/10 - You won’t be out-turning
most planes. Still agile at most speeds.
• Overall Rating: 7/10 - Not a great plane for
beginners.
SUGGESTED STRATEGY
Boom and Zoom: The M.C. 202 has no equal at tier
1 with regards to speed and climb rate. If you climb
from the start, you will be the highest plane in the air.
Lack of heavier-calibre armament will be frustrating
so avoid bombers! While you can retain speed in a
turn I do not recommend it, stay in the vertical! ■
By Christian”Yuriegh” Madsen
War Thunder Community Magazine The GameOn Magazine // 21
WAR THUNDER 101: ROLLING THUNDER
ARCADE TANK BATTLES
Arcade Tank Battles provide an introduction to tank
battles in War Thunder, with some aim assist features
to help novice players familiarise themselves with
the concept of firing at weaker parts of the armor,
and a ‘kill-streak’ feature that allows players to
hop into a plane as a reward, a feature that was
recently implemented alongside the introduction of
multiple self-propelled anti-aircraft artillery units.
LINE-UP & MATCHMAKING
In tank arcade battles, you are allowed a maximum of
three spawns in tanks as of version 1.45. You can put
as many tanks as you have in your crew slots, but you
are only allowed to drive out three tanks in any given
battle. All tanks have one drive-out, while reserve tanks
are allowed a maximum of three drive-outs. Players
of different countries are mixed together in a team.
This article in War Thunder 101 takes a look at the different tank modes available to help you make a more
informed choice in your quest to be the next Kurt Knispel, Creighton Abrams or Mariya Oktyabrskaya!
22 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
For matchmaking as of version 1.45, only the
highest BR of the tank in your lineup is taken
into account; the BR difference between the
highest and lowest rated player is 1.0.
AERIAL MODE
In arcade tank battles, securing kills allows players to
activate an aerial mode by selecting either an attacker
or bomber to fly out for a short while; the icons at the
bottom of the screen light up when enough kills have
been made. These planes are not necessarily the ones
researched in the players’ hangars, do not count towards
the three spawns and come pre-selected with a default
loadout. There will be a timer activated for the players
to hide the tank they’re driving (and the tank remains
on the battlefield throughout the flying duration and are
targetable by enemy players, so you better hide it well!).
When the aerial mode is activated, a small number
of players on each team are allowed to join in with a
fighter to defend or destroy the attacker or bomber.
The fighters will also only last a short while until
they get shot down or ditched at the end of the timer.
Kills made using these planes during the aerial
mode will count towards Research Points for that
particular tank at the end of the battle as well.
AIMING
In arcade tank battles, the scope for firing your main
gun has several aim assist features not available in
other game modes. The crosshair uses a system
of colors to show the player whether the round
will penetrate before the player fires the gun.
A green crosshair means the round will penetrate,
while yellow shows a possibility of penetration and
War Thunder Community Magazine The GameOn Magazine // 23
red indicates that the round will not penetrate. The
crosshair is also adjusted for the drop of the rounds due
to gravity, thus aiming the tank gun is a much simpler
affair, though shells may still deviate slightly in flight, so
are not guaranteed to land precisely on the crosshair.
The gun sight also has a rangefinder (on the right hand
side of the scope) that tells you the range from the tank
to where it is pointing, as well as the armor thickness
and armor angle that the crosshair is currently on.
VIEWS
In arcade tank battles, the player gets a third-person
view (similar in realistic tank battles) so that the player
has a better situational awareness. In addition, when
an enemy is spotted, the name, tank type and range
are also shown on the tag. Players can select and track
the opponent tank as well, similar to an air battle.
REALISTIC TANK BATTLES
Realistic tank battles are a step-up from arcade
tank battles, removing the aim assist features and
tweaking the aerial mode by having a Spawn Points
system, although other features remain the same.
MATCHMAKING
As of version 1.45, the matchmaking for realistic and
simulator tank battles are done using the highest
ranked vehicle in your lineup, grouping players with
“THE GUN SIGHT ALSO HAS A RANGEFINDER (ON THE RIGHT HAND SIDE OF THE SCOPE) THAT TELLS YOU THE
RANGE FROM THE TANK TO WHERE IT IS POINTING”
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ARTICLE
a maximum BR rating of 1.0 together, although
there is word from the developers that this could
change soon. Unlike arcade battles, realistic battles
(and simulator battles) group tanks into nations,
making gameplay reflect historical engagements.
AIMING AND VIEWS
The gun scope in realistic tank battles does not
have the aim assist features available in arcade
tank battles. Players still get a third person view
(similar to arcade tank battles) and enemy tags
are displayed without range information.
Players have to estimate the range of the enemy tanks
for accurate shot placement using the ticks present in the
gun sight. There is a way to determine the range of the
target tank using its size when seen through the scope
and its actual size, which can then be vertically adjusted
for the shell drop due to the range. Firing rounds to
gauge for the range and spotting for their impact
become essential as well to get kills on the enemy.
SP SYSTEM
Realistic tank battles work on a system of Spawn Points
(SP). Each player is given an initial amount of SP to spend
to get the first tank to participate in the battle. SP can
be gained by completing mission objectives as well as
damaging or destroying enemy vehicles. Players can hop
into another vehicle as long as they have enough SP and
those who have insufficient SP to spawn anything in their
line-up are retired for the session. Subsequent SP can
be used to spawn in planes if it is included in the players’
lineup; unlike aerial mode in arcade tank battles you use
your own aircraft and loadout, and there is no time limit.
The SP cost varies according to vehicle types, with light
tanks costing the least and heavy tanks costing the most.
For planes, the SP cost generally increases from fighters
War Thunder Community Magazine The GameOn Magazine // 25
to attackers to bombers, while larger bomb loads and
planes of higher BR increase the SP required as well.
Therefore, it is imperative that players have a balanced
lineup of planes and tanks suitable for the mission.
SIMULATOR TANK BATTLES
Simulator tank battle, in contrast to its air counterpart,
is relatively easier to get into in terms of difficulty level.
Most of the features in realistic tank battles apply, except
for the ones discussed below. In addition, simulator
tank battles do not have planes, something different
from arcade and realistic tank battles, and is also one
of the reasons why some people prefer this mode: Pure
tank combat without any interruptions from planes.
LINE-UP
The simulator tank mode is much more straightforward
relative to its arcade and realistic counterparts. There
are no mixed battles involving planes; everything is
pure tank combat. The game allows the player to
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ARTICLE
enter the battle with only one vehicle. The different
classes of vehicles matter: Reserve tanks get 3 drive-
outs; heavy tanks (and late-tier tank destroyers) get
1 owing to their combination of heavy firepower and
thick armour, while all others get 2 drive-outs.
VIEWS
The third person view of tanks is also stripped
from the simulator tank mode; players are given
only the view from the commander’s cupola by
default, which is fairly close to the top of the tank
turret. Picture a zoomed-in view of the third person
view in arcade and realistic tank battles and that’s
about the view you get in simulator tank battles.
There are no name tags to mark out enemies; players
have to spot the tanks using their commander’s view
or the gun scope, which is no easy feat. Watching for
enemy fire becomes crucial to spotting their positions
from a tree line or cover behind buildings. It is a
much more authentic tank battle experience without
the name tag giving cover and concealment away.
Camouflage is very crucial in simulator tank battles
as a good colour scheme in the right place can totally
blend a tank into its surroundings, making it practically
impossible for the enemy to spot if it’s not firing.
This is also a reason why simulator tank battles are
relatively popular (compared to air simulator battles
in terms of percentage of tank playerbase) among
some tank players, as the removal of the tag adds
a lot more to the realism of the tank game. ■
By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 27
TIME TO FACE THE ENEMYI am always worried. I can never be calm,
there are too many things that could kill me.
Granted, I might be able to escape easier than,
say, the driver, but that also means that I am
exposed to the elements and to whatever comes
hurling at us faster than the speed of sound.
“Akim, We have a target,” my gunner David
says, “It seems that it is a Panzer III.”
“Do you have a shot?” I reply.
“Yes, I believe I do.”
“Take it then.”
The whole tractor rocks back as the powerful ZiS-
2 gun shoots a round that rips through the air and
consequently through the Panzer. The crew of the
enemy tank burn inside their blown-up metal coffin.
The Russian winter sends chills down my spine.
“THE WHOLE TRACTOR ROCKS BACK AS THE POWERFUL ZIS-2 GUN
SHOOTS A ROUND THAT RIPS THROUGH THE AIR AND CONSEQUENTLY
THROUGH THE PANZER. ”
28 // War Thunder Community Magazine The GameOn Magazine
FICTION
“We have to move. There is more than likely
more of them down the road,” I finally say.
The driver, following my orders, moves our position
more towards the rest of the defensive line.
“Can we move faster, Bronislav?” I yell at
my driver over the roar of the engine.
“I can’t. She’s only got 50 horsepower.
The ZiS-30 wasn’t built for speed.”
I shrug and look at the beauty of the forest that is to my
left and think of the poem The Current of Time’s River.
I think of how my deeds will echo through time, for I
fight for the Motherland and for that my deeds will not
go unhonored. The sound of gunfire snaps me out of
my trance. What was I thinking, not paying attention?
“Coming from behind!” I exclaim.
Great, I think, Just what we need.
“Panzer III, it’s faster than us,” I tell my crew.
“Well, I think it’s time to face our enemy,”
I yell after a moment of thinking.
Bronislav starts to turn the tractor as the Panzer
III, seeing what we are about to do, fires a
machine gun burst into the front of the tractor.
“Bronislav might be dead,” says Nikolay, the newest
member of the crew and the machine gunner.
“Then replace him!” I yell.
After a few seconds we start turning again. A
round from the 50mm cannon barely misses us.
“Fire when ready!” I shout.
When we turn around, the Panzer III is about 10 m
away and can’t possibly miss the next shot. Time slows
to a crawl as both our tanks get ready to fire. I see the
sweat on the brow of David as he looks at the enemy.
Yes, I will be glad to go down with this crew.
But that didn’t happen, instead a 57mm
shell going through the conveniently placed
driver’s viewing port at 10 metres.
“Get us home Nikolay.” I say in a soft, hushed voice.
We continue down the wet, muddy path
towards Leningrad. We stop after noticing
the presence of German flak around the city.
Then, it hits us. Leningrad is not ours. ■
By Bryce ‘Freighttrain’ Hale
War Thunder Community Magazine The GameOn Magazine // 29
WAR THUNDER 101: TURN FIGHTING & ENERGY
MANEUVERSIn War Thunder, this will most likely be the way of
fighting you will inevitably pick up when you first
play the game: As the enemy plane streaks across
in front of you, you start to drag your aiming reticule
so that it is on the enemy plane’s lead indicator (that
white circle) and hammer away at the guns, hoping to
nail that plane. In doing so, your plane automatically
drags itself to follow the enemy plane, twisting and
turning to keep up with the enemy movements.
Welcome to turn fighting.
TURN FIGHTING
Turn fighting, also historically known as angle
fighting, is to achieve a positional advantage using a
maneuverable aircraft so that there is a guns solution
on the target plane. As you research a wider diversity
of planes, you’ll inevitably realise one thing: some
planes are more maneuverable than others and
trying to follow them in their turns are impossible.
No matter what, your brand new P-36 Hawk that
turns like a brick is never going to get a proper firing
solution at a He-51 that’s running circles around you.
Turn fighting is the game for a select group of planes
that are blessed with the agility to change their direction
almost at will. The planes that you get as Reserves (Ki-10,
He 51, P-26, Gladiator, Nimrod and I-15), the Japanese
A6M Reisen and the Ki-43 Hayabusa, the Soviet I-16, as
well as the British Spitfires are among the best you can
In this War Thunder 101 article, we will be exploring the basics of flying a fighter plane, touching on some simple ways to enhance your turn fighting and some energy-related concepts such as Boom and Zoom.
“TURN FIGHTING IS THE GAME FOR A
SELECT GROUP OF PLANES THAT ARE
BLESSED WITH THE AGILITY TO CHANGE
THEIR DIRECTION ALMOST AT WILL.”
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ARTICLE
get for turn fighting. This is of course not to say that the
other planes can’t, but they are worse off and if you want
to win an aerial duel, you should not be turn fighting a
plane that’s significantly more maneuverable than yours.
FLYING CONTROLS
First, in order to maximize the plane’s maneuverability,
you need to know a little bit about aircraft controls.
A plane has three axes which it can change its direction,
and they are called roll, pitch and yaw, which is controlled
by the ailerons (on the wings), elevators (on the horizontal
stabilizer) and rudders (on the vertical stabilizer).
In a turn fight, you will want to exploit the maneuvering
capability of your planes to the maximum. Whenever
you use mouse aim to fly your plane, the instructor (or
the flying assistant code) automatically tries to point the
nose of your plane at your aiming reticule and calculates
how much to deflect your plane controls to match the
cursor. This is good when you are just starting out, but
very quickly, you will realize that you are not making
full use of your plane’s maneuvering capabilities as the
instructor does not maximize your maneuverability.
However, when you use the keyboard to control the
plane, you can override this handicap, and consequently
maneuver using the full control deflection, allowing
you to make tighter turns and rolls. Whenever you
War Thunder Community Magazine The GameOn Magazine // 31
turn in a combat situation, always use manual
controls to make the aircraft turn tighter when
pursuing enemy planes or escaping from one.
In War Thunder, for most players who start out using
keyboard and mouse (simple setup), roll is mapped
to A & D and yaw is on Q and E by default (W and S
are for throttle). The only problem is the pitch, which
is mapped to Page Up and Page Down and is not very
accessible. Remap your controls and put them closer
to your left hand, so that you have all the controls near
each other. I personally prefer it to be on R and F, but
you can choose any key that’s easily accessible. Another
control scheme for keyboard and mouse (advanced)
places the elevator controls on W and S if you prefer. Take
some time to get used to the controls by flying practice
flights before taking to the air against other players.
Manage your throttle as well, as slower airspeeds
allow for turns with a smaller radius. Keep an
eye on your indicated airspeed and do not let
it fall under the stall speed, which will leave
your plane unresponsive and vulnerable.
FLAPS
Most aircraft have flaps that you can deploy in combat
to make sharper turns as it increases lift on the
wings. Flaps increase drag too, causing a larger
drop in speed. Only deploy it in that instant when you
need the extra bit of turn to get a firing solution, as
it will leave your plane much slower as you exit the
turn and makes you a more vulnerable target.
DISADVANTAGES IN TURN FIGHTING
In making horizontal turns, you will realise that
your speed drops quickly, and especially so at high
speeds. This is because as you turn, your plane
produces more drag, which in turn slows down
your aircraft. Losing too much speed will also
cause the aircraft to stall, as there is not enough
32 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
airflow over the wings to produce enough lift.
That is why players need to recognize that they should
not enter into a pursuit turn fight situation every
time they encounter an enemy. Assess the situation,
and only turn fight if you are sure that you will get a
guns solution on the enemy, and that your aircraft
is a better turn fighter than your enemy’s. Know the
relative performance of the planes, and only oblige
in fights where you know you have the advantage.
ENERGY CONCEPTS
A second concept that players need to be
familiar to do well in air combat is energy. Before
we begin, a little bit of simple Physics:
A plane has both kinetic energy in the form of speed
and potential energy in the form of its altitude, and
this energy is interchangeable. A plane at a high speed
has lots of kinetic energy, which can be converted
to potential energy in a climb to gain altitude at the
expense of a slower plane. Vice versa, a plane at high
altitude can convert its potential energy into kinetic
energy in a dive, allowing the plane to fly much faster.
Why is understanding energy so important?
Firstly, as mentioned slightly earlier, horizontal turns
make you lose energy quickly, and this puts your
plane in a more vulnerable position as a slow target
is an easy target. As much as possible, you want
to keep energy up for use in combat situations and
avoid wasting your energy in wasteful maneuvers.
Next, energy can be used to perform maneuvers
that allow you to get into firing solutions on enemy
War Thunder Community Magazine The GameOn Magazine // 33
planes, such as pulling sharp turns (which use up lots
of energy), or to make your plane go faster by diving
using a technique called Boom and Zoom (BnZ).
BOOM AND ZOOM
BnZ is a technique using energy principles and can
be used for planes that are not very maneuverable,
and some of these planes actually excel in using
this tactic to get kills. Such planes usually have a
good dive speed (usually the heavier fighters like the
P-47 Thunderbolt, Focke-Wulf Fw 190, Typhoon &
Tempest series and most of the twin-engined fighters),
accelerate very fast in a dive, and remain relatively
maneuverable at high speeds (as opposed to having
compressibility effects locking up the controls).
BnZ occurs in two phases. The first phase is the
‘Boom’ phase, where your plane at a higher altitude
spots another plane at a lower altitude and begins a
dive towards the target, building up speed for a pass
that makes your plane less vulnerable. The second
phase is the ‘Zoom’ phase after you pass your target
(hopefully it is dead), where you pull up to gain back your
altitude, converting the kinetic energy from your diving
speed back into potential energy, and you re-orientate
yourself for another pass at the same aircraft (if you
failed to kill it in the first pass) or on a new target. Try
Tip: At the start of every battle, always try to build up your energy
reserves by climbing to a higher altitude. A simple recommendation is to
make sure that the climbing is always done in stages, while maintaining
airspeed of around 250-300 km/h. When WEP is available, climb at
a steeper angle (around 25-30 degrees), flattening out at a shallow
angle when WEP runs out until you get to the desired altitude, while
keeping the airspeed. This way, if you need to enter a battle, you have
sufficient energy reserves to convert for a high-speed pass at a target.
34 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
not to get into a turning chase as much as possible as
this bleeds away the kinetic energy you’ve built up at
the end of your dive, and your primary purpose is to
make sure energy is conserved as much as possible.
You are also at your most vulnerable state during your
‘Zoom’ phase (from other fighters, or your target turning
around and taking pot shots at you) because you are
slowing down, so only do a ‘zoom climb’ if there is no
immediate danger. If there is danger, continue in your
high state of kinetic energy and extend the distance
from other enemy planes before climbing back up.
COUNTERING THE BOOM AND ZOOM
BnZ is a common tactic in air battles, so knowing how to
identify and counter it is important too. One of the easiest
is usually to duck under it using the Split-S maneuver
(see below) as it approaches, or begin a turn under the
path the attacker came from so that it needs to correct
its path. A diving plane at very high speeds usually will
suffer from stiffened controls due to compressibility,
making them less maneuverable and cannot correct their
path in time for a guns solution on you, especially when
they are responding to your actions, which introduces a
bit of lag time as well. It also whittles away their energy
reserves more than yours as they will lose a lot of energy
at higher speeds to drag, so after dodging a few BnZ
attempts, the enemy attacker will have less energy to do
so and you are better able to plot your counterattack.
VERTICAL MANEUVERS
Lastly, to end off this introduction to energy maneuvers,
we will introduce two energy-efficient vertical maneuvers
that can be used to change direction, whether in
“YOU ARE ALSO AT YOUR MOST
VULNERABLE STATE DURING YOUR ‘ZOOM’
PHASE ... BECAUSE YOU ARE SLOWING DOWN, SO ONLY DO A ‘ZOOM CLIMB’ IF THERE IS NO IMMEDIATE DANGER. ”
War Thunder Community Magazine The GameOn Magazine // 35
combat or during cruise. These methods are more
preferable to horizontal turns in changing directions as
the energy loss is less compared to horizontal turns.
First up, we have the Immelmann turn, which is
used to change direction or even reverse it with a
gain in altitude. First, you pull up on the elevators,
drawing a vertical semicircle. As you near the top of
your semicircle with a lower speed, roll around and
adjust accordingly and head off in the new direction.
This allows the pilot to make a change in direction losing
substantially less energy compared to a horizontal
turn, and can be used after a Boom and Zoom attack
during the ‘Zoom’ Phase to reposition the plane for
a second pass or to reassess the situation below.
Always make sure you have sufficient airspeed
as you exit near the top, and make a mental
note of the minimum airspeed required for each
airplane to enter the Immelmann turn.
The Split-S is very much like the Immelmann
turn, but in the reverse order. First, flip the plane
belly-up, then nose down, drawing a vertical semi
circle. As you reach the bottom of the semicircle at
a higher speed, head off in the new direction.
This move allows the pilot to gain speed very quickly
as the downward flip is aided by gravity, and can
be a way to escape a pursuing fighter by suddenly
reversing back under it, especially if it has a huge
speed advantage, such as when you are being attacked
by a Boom and Zoom attack. This way, it needs to
make a much bigger turn (and waste more energy and
time) while you fly out of harm’s way. Do note that the
higher your airspeed, the larger the turn radius, so be
careful when performing this close to the ground. ■
By Chock Wee Boon
“THIS ALLOWS THE PILOT TO MAKE A
CHANGE IN DIRECTION LOSING SUBSTANTIALLY
LESS ENERGY”
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ARTICLE
WORLD WAR 2 FACTS #2 Ireland: Both British and German pilots were
interned in the Curragh Camp, County Kildare, in
the neutral Republic of Ireland. They were allowed
to leave the camp and go to the pub, as long as
they signed a form promising not to escape.
USA: One airship was shot down in World War
II: K-74 of the US Navy, while attacking U-boat
U-134 off the coast of Florida in 1943.
USSR: Lieutenant Ivan Chisov survived a fall
of almost 22,000 ft (6700 m) with no parachute
after bailing out of an Il-4 bomber; he planned
to freefall to avoid being an easy target and
open his parachute at low altitude but lost
consciousness, landing in a snowy ravine.
38 // War Thunder Community Magazine The GameOn Magazine
FACTS
Sweden: With just encoded messages to
work from, Swedish mathematician Arne
Beurling reverse-engineered the Siemens and
Halske T52 cipher machine in two weeks.
Japan: The largest submarines of World War II
were the Japanese I-400 class, capable of carrying
3 Aichi M6A aircraft; an attack on the Panama
Canal was planned, but never carried out.
Canada: A German automatic weather station
codenamed “Kurt” was deployed in Newfoundland
by U-boat in 1943, and only rediscovered in 1977.
UK: Major John “Mad Jack” Churchill went into combat
armed with a broadsword, longbow and bagpipes.
Germany: Fanta was created by Coca-Cola
Deutschland in 1940 when they were unable to
import Coca-Cola syrup due to a trade embargo.
By John ‘Zoso’ Moore
War Thunder Community Magazine The GameOn Magazine // 39
WAR THUNDER COMING TO GAMING TABLETS
Coming to the tablet iteration of NVidia Shield
this year is War Thunder. Designed primarily for
the Shield Tablet, expect as complete an experience
as you would find on the PC/PS4. The Shield allows
you to take your War Thunder experience away
from your main gaming machine. But what exactly
is the Shield, and where did it come from?
The series of products from gaming giant NVidia
brings a new life to Android gaming and beyond. Unlike
most bespoke Android gaming consoles, the NVidia
Shield series is fully portable whilst still having the
same functionality as many other Android consoles.
The original product in the series, the NVidia Shield
Console was released back in 2013. The device
mounts a high-end 5-inch, 720p tablet atop a console
grade controller, giving you a truly portable device
designed for some intense and high-end Android
gaming. With a couple of games pre-installed, the
NVidia Shield Console is also an Android device,
with a touch-screen and all the functionality of a
generic Android Jelly Bean tablet and then some,
with its impressive hardware specifications.
But NVidia don’t do things by halves - this thing does
PC game streaming too. If you have a compatible
NVidia graphics card in your PC, then it makes
the whole process even easier. The simplicity
of unticking a box and pairing your handheld
device to your computer is all that’s required to
start playing the most impressive of controller-
compatible PC games, right in your hands or
connected to your TV with the HDMI out port.
After the launch of the NVidia Shield Console
had overwhelmingly positive reviews, it was
only natural that it had a prompt follow-up, one
that improved and advanced on the original.
The NVidia Shield Tablet packs a huge 1920x1200
8”, highly responsive touchscreen, stereo front-
facing speakers and the new Tegra K1 processor,
bringing the best out of the tablet and its games.
As a standalone tablet it is one of the more
powerful on the market - but as a gaming device,
it really shines. Along with the tablet, the separate
bespoke NVidia Shield Controller and Tablet Cover
complete the gaming and usability experience.
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ARTICLE
The more powerful internals mean that the tablet
can play some supremely impressive games for
something so small. Available from the off is a
selection of 20 NVidia optimised PC games to
download for free including 2K’s NBA series and
Valve’s legendary puzzler Portal, with hundreds of
more on Shield Hub, NVidia’s bespoke marketplace
and even more so on Google’s Play store.
The separately sold Shield controller has a touchpad
that works wonders with the tablet and acts as a
mouse cursor when you are away from the tablet.
Mounted on the top is a microphone for voice
navigation and inside is a 5 GHz wi-fi connection for
low-latency gaming - the perfect accompaniment,
especially if you are using the tablet on the big screen.
As well as the same painless PC streaming as NVidia’s
handheld, users can stream their gameplay on Twitch,
sharing their best highlights to those who follow them.
On top of the portability, NVidia’s Shield Tablet, much
like the handheld, can be connected directly to a TV,
turning it into a fully-fledged 60fps games console.
The handheld gaming scene has had its ups and
downs, especially in the West but NVidia’s Shield range
can really shine given the right exposure. If developers
and NVidia continue to support the platform then it
won’t just be a powerful handheld, but a staple gaming
device in the household, especially for PC gamers. ■
By James Bralant
War Thunder Community Magazine The GameOn Magazine // 41
INTERVIEW WITH LASSAR
Q: What do you do at Gaijin, and specifically,
what do you do for War Thunder?
A: My name is Kirill Vostretsov
AKA Lassar, and I’m a game
designer responsible for the
aviation part of War Thunder.
Q: How long have
you worked for Gaijin Entertainment?
A: Over 2 years.
Q: How large is the team that’s working on War
Thunder? Is the team dedicated to War Thunder
only,or are you guys working on multiple projects?
A: If you count only the developers (not counting
support, marketing, etc.), there are around 70
individuals working on War Thunder at the moment.
Q: How long does it take to collect information,
design, produce the model, test, and finally
implement an aircraft or tank into War Thunder?
Which part tends to take the longest time?
A: It depends on many factors – number of vehicles built,
how many countries used them. The more popular the
aircraft or tank was, the easier it is to gather information,
blueprints, photos, etc. In any case, each new vehicle
takes several months of R&D before appearing in the
game. The longest part is the gathering and checking
of all the information and creation of 3D-model.
In this issue, we pose some questions to Lassar, the popular (and some say legendary) figure around
the War Thunder forums. Lassar is one of the main developers working on War Thunder planes, and
he has been graciously answering questions from gamers about plane updates and releases.
42 // War Thunder Community Magazine The GameOn Magazine
INTERVIEW
Q: Considering that there are only a few attacker
aircraft at the moment, are there plans to increase their
numbers in War Thunder? Can we expect one in 1.47?
A: Of course we’re planning to add more attacker
planes into game. I can’t promise anything in the 1.47
update, but for example, we’re working on an extended
line-up of the Ju-88. There will be several attacker
versions, including one with a 75-mm cannon.
Q: Most small-caliber guns in War Thunder do low
amounts of damage, are these weapons unfinished?
A: We are currently checking the
situation with small-caliber guns.
Q: When a suggestion on the War Thunder forums
gets “Passed to Development”, what are the
chances of it eventually being added to the game?
A: We are regularly checking the player’s suggestions
and if we see any good ones, we try to adapt and
implement them. As long as they don’t interfere
with the current development roadmap.
Q: Now that tanks like the T-62A and Leopard
1 have been confirmed, is the game’s overall
cut-off date being extended? If so, will we be
seeing aircraft built in similar dates?
A: We have stated many times before, the air combat
gameplay of War Thunder isn’t suited for guided
air-to-air missiles, so we’re going to stick to Korean
War for planes. In the case of ground vehicles, the
evolution of ground warfare wasn’t so dramatic
— T-54/55, for example, is still in service in many
countries, although it was developed in 1946.
Q: Out of all the aircraft in-game,
which one is your favorite?
A: The Pe-2-205
Q: Which aircraft are you currently most excited about?
A: The Fw 200 C-1
Q: When the game is finally “finished”, roughly how
many aircraft can we expect to see in War Thunder?
War Thunder Community Magazine The GameOn Magazine // 43
A: It’s hard to say – even if we take only aircraft
that were planned long ago (all of them – regular,
premium, the bonus ones and the Italian tree), the
total number of aircraft in the game will be over
600. And we receive new ideas all the time!
Q: Are there going to be any new
Japanese aircraft in 1.47?
A: Yes, there will be a new Japanese aircraft in 1.47
Q: What led you to create your thread on the forums
where you’ve been generously answering questions
from the community about upcoming aircraft?
A: It was the initiative of our community team in the first
place. But anyway, I believe that with any game, especially
an ever-evolving multiplayer title like War Thunder,
community’s feedback is one the most effective ways to
know their concerns, what needs to be checked or fixed.
Q: Will we be seeing bomber cockpits anytime
soon? Which ones will come first?
A: Most probably we’ll reveal something new in the
next few months. Maybe Il-28 will be one of the first.
Q: When can we expect the Fleet
Air Arm’s line of aircraft?
A: I can’t state any dates, but the Fleet Air Arm is
one of our priorities right now. When we’re done,
there will be a whole naval line on all Tiers of the
British research tree, from biplanes to jets.
44 // War Thunder Community Magazine The GameOn Magazine
INTERVIEW
Q: There was a lot of talk a while back about a
possible International Tech Tree for countries
such as Sweden, any comments?
A: Actually, there is a community project
going on dedicated to International Tech
Tree. I watch their progress very closely and
plan to help them here and there.
Q: Finally, when can we expect to see an Italian release
tree for War Thunder and roughly how many aircraft
will it feature? Are there some aircraft we would
expect to see with the release, such as the Re.2005?
A: At the moment we’re planning the minimum number
of aircraft that we need for a separate Italian nation. It will
consist of fighters and bombers with several premium
aircraft. We are also checking if we have enough material
to start working on some new models. We’ll be ready to
show Italian release tree not earlier than Q2 2015. ■
By Daniel “Heinkel280” Hoffman
War Thunder Community Magazine The GameOn Magazine // 45
M2A4 REVIEWThe Light Tank M2 was designed in 1935 before
technological progress sped up due to wartime
demands. Despite being slightly outdated by World
War II, the M2 saw combat with the US Marine Corps
1st Tank Battalion on Guadalcanal in 1942. The tank
was not used in any other WWII conflicts, even though
some records suggest M2A4’s served in Burma and
India with the British 7th Hussars and 2nd Royal
Tank Regiment during their engagements with the
Imperial Japanese Army 14th Tank Regiment. The
M2A4, which is Tier 1 reserve tank in US Ground
Forces Tree, was the immediate predecessor of the
M3 Stuart series of light tanks, but also M2 Medium
Tank. Although M2 Medium was unsuccessful
design due to rather poor parameters comparing to
mediums representing other WWII nations, it evolved
later into the M3 Lee and finally the M4 Sherman.
M2 Lights were produced between 1935 and 1940.
American factories produced about 696 tanks from
this line. The M2A4 was the first production model
in 1938 featuring the 37mm standard infantry gun.
GAME
The M2A4 is the first tank in US Ground Forces tree.
Armour is not impressive - between 15 and 37 mm,
but those numbers are similar to most of the other
Tier 1 reserve tanks in the game. Certainly M2A4 is
not tough, but it has impressive speed and is very
maneuverable. If used properly, it is dangerous to
opponents. The 37mm cannon using HE, AP and APC
ammunition is capable damage dealer with a rather
impressive rate of fire. Overall this tank is fun to play.
46 // War Thunder Community Magazine The GameOn Magazine
REVIEW
RATING
Firepower: 6/10 - Rate of fire is great,
penetration depends on opponents’ armour
- this can be frustrating when fighting
against some of tanks with higher BR.
Precision: 9/10 - The gun, like most of
the other US cannons, is very precise.
Even at longer ranges up to 1000m.
Speed: 9/10 - This is very quick tank, but requires
some skills as it is light and prone to drifting.
Maneuverability: 7/10 - Turning on the M2A4 is very
easy on the forward gear When reversing,manoeuvres
are nearly impossible and this can be deadly when you
are trying to maneuver out of a dangerous situations
Armour: 4/10 - The armor thickness is not
impressive but it can withstand at least
some of the shots from other tanks.
OVERALL RATING: 7/10 - Fun to play, with
some effort and cooperation with others in
our team, the M2A4 can be very effective.
SUGGESTED STRATEGY
Rushing and frontal attacks are not likely to end
with success. After getting its suspension or
engine damaged, M2A4 can be killed easily by
enemy shots as it relies on its mobility to survive.
When using M2A4, flanking is the solution.
Also, cooperation with another light tanks of similar
speed can make M2 Light very useful. Flanking
with pack of well coordinated M2A4’s can mess with
enemies rushing frontally to the objective. Speed
advantage will help with finding good shooting
position at the side or rear of enemy tanks.
Keep a reasonable distance and remember to use
the terrain to your advantage. M2A4 has rather
poor gun depression so keep the hull behind
small bump or hill, and pop up just enough for
the gun to fire over the crest of your cover.
When driving M2A4 you should never stop for
longer than time needed for aiming and shooting
opponents. This tank has a better chance of
surviving when is on the move. The M2A4 is quick
and difficult to aim for. Avoid reversing. It is very
slow. Under heavy fire, consider going forward and
turn into hiding rather than trying to reverse. Lastly,
research artillery as soon as possible as it gives
a lot of utility to the M2A4 on the battlefield. ■
By Rafal ‘Rainmaker’ Gac
War Thunder Community Magazine The GameOn Magazine // 47
GUADALCANAL: TWO SIDES OF HELL
PROLOG
In 1995 my good friend Jim Garrett discovered his
father’s diary of his experiences in the Battle of
Guadalcanal. Stuc Struck by the gritty nature of the
text, and in consideration of Rube’s age, Jim spent
several weeks interviewing his dad in order to round out
the narrative. Believing the story to be worthy of retelling
he posted it as a web page. Before the hit counter expired
the site had received thousands of viewings. It was, for
a while, linked from the official USMC web site, a unique
honor. Eventually it came to the attention of Itirou Inui
whose father, Genjirou, had been in the same battle and also
kept a diary. Mr. Inui was grcious gracious enough to provide
a translation and Jim posted the two tales together. In what follows I have
adopted the convention of placing dialog from the interview in italics.
On December 7, 1941 the Imperial Japanese Navy successfully
attacked the American naval base at Pearl Harbor, Hawaii. Following
the attack the Japanese Commander-in-Chief, Isoroku Yamamoto, is
reputed to have said, “I fear all we have done today is to awaken a
great, sleeping giant and fill him with terrible resolve.”
He was right. What followed was perhaps the most unbelievable mobilization
of a nations industrial capability in the history of the world.
48 // War Thunder Community Magazine The GameOn Magazine
REAL LIFE
Six months later, June 7, 1942, the Japanese fleet was defeated at the Battle
of Midway. On Friday, August 7, 1942, just two months later, Allied forces1
landed on Guadalcanal. The ensuing six month battle was epic and bloody. The
Allies sent 60,000 men against 36,200 well-entrenched and very confident
Japanese. Allied casualties totaled 7,100 dead, 4 captured while losing 29
ships and 615 aircraft. The Japanese losses were much worse: 31,000 dead.
These are the personal, eye-witness stories of two of those courageous
men. One, a 20-year old Texan, then a Corporal in the 1st Marine Division;
the other a 2nd Lt in a Japanese anti-tank gun company. Rube Garrett and
Genjirou Inui never met but their stories are forever bound together.
Rube introduced his diary with the following:
My name is James R. “Rube”
Garrett. I was a Corporal,
ammo chief for I Battery, 3rd
Battalion, 11th Regiment and
a charter member of the 1st
Marine Division, formed in
Cuba in 1940. The following
are my diary entries for
the Battle of Guadalcanal.
A glance through the pages
shows while we were there, 59 enemy air raids flew in. That doesn’t include
many false alarms and numerous shellings from japa Japanese battleships,
destroyers and cruisers. It seemed like about an air raid or shelling every
day for three and a half months. I remember a lot of diving into ditches and
ducking in and out of bomb shelters, or whatever we could find to hide under.
The entry for August 28, 1942, just three weeks after the landing, reads
“...to date, have seen 133 Jap planes fall and some 20 odd ships sunk.”
Many more would follow.
War Thunder Community Magazine The GameOn Magazine // 49
These figures are by no means complete. Some pages of my diary were blank
because we were just too busy shooting or being shot at. We were scared a lot of
the time. The weeks and months of anxiety and tension...long days of tedious
work, night watches at the edge of the jungle suddenly punctuated by sheer
terror are only hinted at - if you can read between the lines. What is there are
the impressions of a young 20 year old Marine just as they were written 53 years
ago. They detail the war in the Solomons as I lived it...one day at a time.
We sailed from San Francisco on June 22, 1942. I had just turned
20, and the South Pacific was a long way from Edinburg, Texas, where
I had grown up. Twenty-two days later we landed in Wellington, New
Zealand. It was July 12. We stayed there for a couple of weeks where
we, along with 10 or 12 thousand other Marines unloaded our ship, the
Erickson, and loaded onto the Marine Transport USS McCauley.
Preparing for combat, we made several long hikes in New Zealand to keep us
conditioned for what lay ahead. We left New Zealand on the 21st of July, sailed
around the Pacific and made practice landings on the Fiji Islands. We would
disembark from the ship, climb down the nets, onto the Higgins Boats and go in
toward the beach. But we never actually landed. We would then turn around and
return to the ship. We were informed on August 3rd at a non-commissioned officers
conference there, by Lt. Bradbury (later to become Captain), I Battery Commander,
that we were to land on Guadalcanal in the Solomon Islands. We were going into
battle. Ammunition was issued to all and we spent the rest of the time loading
ammunition belts and getting prepared for combat. On August 6, we were ready.
AUGUST 7, 1942
Our naval ships started shelling the beach at about 6am and we landed on the
beaches at 7:30. We had two air raids. Six Jap planes flew over and one of our
American destroyers was damaged while we hauled ammunition and carried guns
nearly all day. At night there was shooting in all directions. We stayed low.
50 // War Thunder Community Magazine The GameOn Magazine
REAL LIFE
On the morning
of August 7th
the landing on
Guadalcanal
had begun. As
we approached
we passed very
near another
island which
I thought was Tulagi.
It was good daylight but I could see nothing but trees. I was on deck when
our ships opened fire. I saw the first shots fired by our naval armada. It
only recently occurred to me that I was witnessing the first major offensive
shots fired by our side in World War II. I guess you could say that they
were shots “heard ‘round the world” and we - the 1st Marine Division - were
there. It was the beginning of the end for the Japanese Imperial Forces.
AUGUST 8, 1942
Hauled ammo ammunition from battery to ammo dump and had an air raid
at noon. The USS Elliot, a Marine Transport, was hit by suicide dive
bomber. It was very damaged and was beached to keep it from sinking in
the harbor. A destroyer was damaged also. There was one Jap plane and
prisoners taken during the battle. Wild shooting during the night.
AUGUST 9, 1942
No air raids for a change. There was however a naval battle. We lost five
cruisers, six destroyers and we lost the Vincennes and the Australian
Canberra. Also, later we learned that we had lost the Astoria and the
Quincy. I spent most of the night under a truck during the battle because
it was raining and we were moving to a new position. There was Jap
War Thunder Community Magazine The GameOn Magazine // 51
snipers and machine gun fire. Dutton was killed and we also killed a cow
to the rear of the battery in the dark - we didn’t know what it was.
“I saw the Battle for Iron Bottom Bay (aka Savo Island) when we lost five
cruisers. I nearly had a beach side view. But I remember us in a coconut
grove and we were in a convoy and we weren’t settled. It was raining like
the dickens and I got under a truck. When you watch a naval gun battle eight
miles away, you see tremendous flashes in the gloom. When you see continuous
flashes like lightning, what that is is 16 inch guns. We didn’t realise it at
the time but that was our ships getting blown to hell. But we thought we were
winning the battle, and every time a ship would go down we’d start
cheering “Rah, Rah, that’s the good guys”...and they were kicking our
butts every time. We finally found out by word of mouth I guess.”
AUGUST 10, 1942
We had machine gun attacks from the rear. Returned fire for 1500 rounds.
Today, drew and belted 50 cal. and issued more 30 cal. ammunition.
AUGUST 11, 1942
Machine gunned again. Sgt. Windish, our Instrument Section
sergeant, was killed accidentally by one of our officers. Went
on two hour patrol with Sgt. Voelker. To river to bathe and
saw two prisoners. A friend of mine, Casey from Headquarters’
Battery, was killed in the night, I think by friendly fire.
Sgt. Windish was killed accidentally by his own officer, who was
the Instrument Section Commander, with whom he was bunking. He
had left the bunker and, on returning, frightened the man inside
who shot him two times with a 45 caliber pistol. Both men were gone
before daylight - we never saw nor heard of the officer again.
52 // War Thunder Community Magazine The GameOn Magazine
REAL LIFE
AUGUST 12, 1942
Infantry reinforcements at night. We
were attacked again about dawn. Also, naval
shelling by subs. Burned off the airfield.
Snipers at dark. Bombers flew over again.
We had to burn off all the tall Johnson type
grass on Henderson Field - Japanese snipers
were using it to slip in amongst us at night.
They would strap a light machine gun to one
man’s back. He would run and lay down -- they
would fire a few rounds then he would jump up
and the gun would move to another position.
AUGUST 13, 1942
Snipers again. Infantry in field. No casualties.
Working parties and our first hot chow in several days.
AUGUST 14, 1942
Snipers again. The infantry was firing all night. Working
party for Lt. Williams at Regimental ammo dump. Air raid and
the first anti-aircraft fire. Got sub with 105 Howitzer!
Our anti-aircraft guns had just been set up. A submarine had surfaced and began
firing on transports. 11th Regiment Howitzers on the beach opened up on the sub.
After the first week on Guadalcanal, the 3rd Battalion, 11th
Marines were finally settled around the edge of Henderson Field.
War Thunder Community Magazine The GameOn Magazine // 53
In the daytime we were under the protection of the edge of the jungle. The trees
sheltered us from ‘Pistol Pete’ which was a Japanese Naval artillery piece that
was on tracks in the hills. It would fire two or three rounds - firing at random
all hours of the day - and then would be rolled back into a cave where it was well
camouflaged. It was eventually located and destroyed a few months later.
At dusk, where we were protected by darkness, we would move our Howitzers
onto the open airfield and point in the direction of the hills - towards
Grassy Knoll, Bloody Ridge and Kukombona. In the open we could fire in any
direction. Then, before daylight, we would pull back under the trees.
The big disadvantage of living on the airfield as we did was that it made us
a part of the main target - which was the airfield and aircraft - so that every
enemy plane or ship that got within range either shot at us or dropped bombs on
us. We were very fortunate not to have had lots more casualties than we did.
“I was acting section chief throughout the whole Guadalcanal engagement...
54 // War Thunder Community Magazine The GameOn Magazine
REAL LIFE
one of the largest sections in the battery. I had twenty-one or twenty-
two guys in my section. Each battery had ten or twelve or fifteen trucks and
jeeps. Take those jeeps and tie a 75 Howitzer behind the jeep and carry a gun
crew on it...a lot of times the gun crew would have to get off the jeep to help
cross a stream; you’d have to break the gun down and carry it across piece by
piece. I imagine those Howitzers weighed a couple of thousand pounds. It would
take three or four men to carry the barrel and the main block and so on.
Each battery had four Howitzers, four gun crews and a machine gun
section to protect the guns...and that was my section: machine guns and
ammo. I had to keep the guns supplied. My boys had to haul...they’d be
called for ammunition during a mission and we had to deliver ammunition.
Anybody got short of ammunition they’d holler “Garrett!” (laughs).
We had one ton trucks...early on I was a driver, a Private; it took me eight
months to make Pfc. and eighteen months to make Corporal at Camp Lejeune. As
section chief I should have been a Sergeant, but for some reason advancement in
the Marines was slow. Just
before we left Camp Lejeune
they were going around
asking us if we wanted to
apply for officer’s school,
but a lot of us ‘tough guys’
said “Hell no, I don’t
want to be an officer.”
Diary continues next issue.
Written by James R. Gube
Sourced by Allen Reynolds
War Thunder Community Magazine The GameOn Magazine // 55
THIS MONTH IN WWII:FEBRUARY 1940
WESTERN FRONT
On the 5th of February, 1940, the British and French
governments decided to take action in order to keep
Germany from accessing the rich iron deposits
found in Norway; the planned operation would
eventually launch in March and April. Though they
were somewhat successful in their initial efforts,
ultimately the Allied forces are forced to withdraw
when Germany invaded France in May 1940. The
Norwegian government was exiled to London, and
Norway was occupied by the German army.
The 6th of February, 1940, saw the launch of a massive
new propaganda campaign by Britain focused on the
necessity of everyone keeping any and all information
about military deployments to themselves. The
campaign was titled “Careless Talk Costs Lives”, and
featured a number of posters enforcing this sentiment.
They tried to make the public aware that even casual
talk about a single person could potentially give
away information to enemy agents around them.
On the 16th of February, 1940, the British vessel HMS
Cossack boarded the German transport Altmark,
freeing over 300 prisoners of war in Norwegian waters
56 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
in what came to be known as the “Altmark Incident.”
After the aborted German invasion into France in
the previous month, General Erich von Manstein
presented the new invasion plan to the Fuhrer.
The new plan, approved on the 17th of February,
called for a quick armored invasion through the
Ardennes Forest and the flanking of the combined
Allied defense lines along the Belgian border.
EASTERN FRONT
On the 11th of February, 1940, the Soviet Union
signed a trade agreement with Germany known
as the German-Soviet Commercial Agreement. In
this agreement the USSR was to supply Germany
with several articles including, among other things,
oil and grain in a deal valued at over 420 million
Reichsmarks. In return for these materials, Germany
would supply the USSR with military hardware,
technology, and various raw materials. Among the
military hardware was an Admiral Hipper-class
cruiser and plans to over thirty German aircraft.
This pact, and all others between the USSR and
Germany were ended on the 22nd of June, 1941,
with the execution of Operation Barbarossa.
By the middle of February 1940, the USSR had
nearly half a million soldiers, and over seven
thousand artillery, tanks, and aircraft active across
the Finnish front; in contrast, the Finnish military
had only about a hundred and fifty thousand men
defending across the Mannerheim Line. After
over a week of constant artillery strikes, the Soviet
forces were finally able to break through the Finnish
defensive front and take the village of Summa.
In response to the redoubled Soviet assault and
breach of the Mannerheim Line, that same week
Britain and France put out a call for volunteers
to go to aid the Finnish forces, accompanied by
shipments of military hardware including Bristol
Blenheim bombers and Hawker Hurricane fighters.
Many argue that it was this pledge of support from
the Allies that helped convince Stalin to finally
end the Soviet aggression in March 1940. ■
By David “HJFarnsworth” King
War Thunder Community Magazine The GameOn Magazine // 57
WAR THUNDER 101: WHICH WAY TO THE FRONTLINE?
TANK BATTLE CONTROL POINTS
For tank battles across all modes (Arcade, Realistic
and Simulator), the map roster consists of four map
types (as of version 1.45, and every iteration introduces
significant changes). Although these maps have different
names, the basic principle remains the same: capturing
control points. Each team begins with a certain amount
of victory points; more control points captured by one
team over the other will result in a decay of victory
points for the other. This is very similar to the domination
mode of air battles just that it is played with tanks.
Capturing control points give quite a bit of research points
for the player; make that your priority instead of camping
behind a rock and shooting from long distances in your
tank! As such, light (and medium tanks) are great assets
to have in tank battles as they are very mobile on the
battlefield and can race from one control point to another.
On some maps, there is an option to choose which
spawn point you want to begin from. Some spawn
points are closer to one of the control points
compared to the others. Therefore, choose wisely
so that the distribution of players is balanced!
Tank battles can be confusing if you don’t understand what each of the map types do. Some maps have many spawn points, others only one, some of them will move etc. Today, in War Thunder 101, we will take a look at the basic victory
requirements of each map type to get a better understanding of what you’re supposed to do when you spawn in your tank.
58 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
DOMINATION There are a few neutral points (usually three
near the center of the map) at the start and all
are available for capture. This map type requires
good coordination among teammates to efficiently
allocate manpower among the few control points
so that the majority of them can be captured.
Choosing the appropriate spawn point (if multiple
ones are available) is important so as not to
leave some of the spawn points shorthanded.
Mobility is usually a great asset as the faster light
tanks usually reach control points earlier during
the merge (initial contact with the enemy) to snap
up a quick capture, while heavier tanks arrive to
provide fire support and hold the point against a
counterattack. Players holding the control points
also have to be aware of enemy thrusts coming from
control points that are already secured by them.
War Thunder Community Magazine The GameOn Magazine // 59
CONQUEST Conquest is very similar to domination, just that there is
only one neutral point near the center of the map available
for capture. This usually results in a swinging battle
from one side to another as the action is concentrated in
one area, with artillery fire raining down incessantly on
the control point as it will be the focus of contention.
The focused action on a single point requires a
heavy front line, so it is not uncommon to see heavy
tanks trying to punch through the lines, with more
mobile elements such as light and medium tanks
trying to destroy the frontline from the flanks.
BATTLE This is a rare mode on the roster and only encountered
sometimes. Each team begins with one capture point
in their color, usually very near to their base. The
team will have to defend their own control point while
simultaneously capturing the opponent’s control point
so that the victory points will swing in their favor.
60 // War Thunder Community Magazine The GameOn Magazine
ARTICLE
BREAK
Each team begins with one control point in their color,
usually close to the center of the map. Capturing
the opponent’s control point will spawn another
control point closer to their side, which then has
to be captured to swing the victory points in their
favor. The figure shows how the control points
are positioned at the start of the battle (left), and
after the Red A point is being captured (right).
Advancing deeper to the second control point closer to
the enemy spawn means that your team will encounter
more frequent opposition desperately trying to fight
back. Success on the Break map type usually requires
a concerted effort, with heavier elements moving
up to support the lighter elements as they push
forward, and the lighter elements screening for the
heavier elements and protect them on the flanks. ■
“ADVANCING DEEPER TO THE SECOND CONTROL POINT
CLOSER TO THE ENEMY SPAWN MEANS THAT
YOUR TEAM WILL ENCOUNTER MORE
FREQUENT OPPOSITION DESPERATELY TRYING
TO FIGHT BACK.” By Chock Wee Boon
War Thunder Community Magazine The GameOn Magazine // 61
WORDSEARCHClick anywhere on this page to download the wordsearch
62 // War Thunder Community Magazine The GameOn Magazine
WORDSEARCH
CAPTION COMPETITION WINNERS
Last month, we tasked you with captioning an image. Here are the winners!
1ST - MESSYFINGERS
2ND - DEATH _ BY _ NUTS 3RD - MAD _ JACK _ MCMAD
War Thunder Community Magazine The GameOn Magazine // 63