Most relevant for: Arcade mode. Some points may not be relevant for historic or full real.
This guide is ongoing and will be updated. Updated for 1.29.
You can find 1.29 patch notes here (translates automatically with Chrome).
Boom and Zoom / Energy Fighting / Other Information:
- Boom and Zoom: Aircraft capable of high speed, controllable descent, vertical speed and sustained climb are best suited for the BNZ. This is something the Germans are famous for in WWII that allowed them to decimate Allied aircraft. You begin with an altitude advantage, drop down on the enemy, wait until the last possible minute, fire, pull off and escape with the accumulated energy in the descent. It's advantageous to maintain an energy advantage throughout your time in the aircraft; even when not in combat. Once you start to lose energy in a climb, regain it with either another committed dive-attack or short dive/level flight/slight nose-down. One American aircraft capable of this in Warthunder is the Kittyhawk. In WWII the Germans accomplished this with aircraft such as the 109. Do not overextend yourself against turn fighters. Other aircraft: LAGG, Yak.
- Energy Fighting: In one word this can be described as potential: for maintaining or gaining speed or climb rather than the assured loss of it over the enemy. Know the potential of the aircraft near you. Right now in 1.27 things are pretty weird. A YAK7 in a 300MPH/482kmh High Energy climb can be harassed by biplanes like the Nimrod or I-153P. Losing energy potential or build up is dangerous.
- Situational Awareness: Awareness of allied and enemy aircraft around you. "Lose sight, lose the fight".
- Deflection Shooting: Hitting an aircraft from any angle and leading the target. The lead indicator is only helpful at doing this well. This requires a great deal of foresight and this is where a lot of skill comes into play. It's just as important to setup your attack for an easier shot.
- Turn Fighting: One reason that the Japanese aircraft excel at turn-fighting is their low speed. The reason for this is simple: At higher speeds you begin to approach the target in the turn. In a turn fight, you do not want to get closer to the target. Doing so will force you to turn harder to maintain a consistent weapons fire or solution. While other aircraft do excel at turning, they begin to overtake the target when doing so. At pure turn-fighting: the Japanese reign.
- One Second Burst Mass: The amount of mass ejected from the aircraft's gun in one second. Think of it as a measurement of Burst DPS (Damage Per Second).
AMMO BELTS and ROUND TYPES: (working on this)
Note: HEIT = Partial HE, I and T. Supposedly a HE round is more effective HE than a HEIT. Etc.
- I = Incendiary
- T = Tracer
- IT = Incendiary Tracer
- AP = Armour Piercing
- HE = High Explosive
- API = Armour Piercing Incendiary
- APT = Armour Piercing Tracer
- HEI = High Explosive Incendiary
- HET = High Explosive Tracer
- APIT = Armour Piercing Incendiary Tracer
- APRC = Armor Piercing Reduced Caliber
- APCR = Armor Piercing Composite Rigid
- HEIT = High Explosive Incendiary Tracer
- SAPI = Semi Armour Piercing Incendiary
- APIHC = Armour Piercing Incendiary Hollow Core
Video: RAMJB on Ammo Types
Resource: (Reddit) Comparison of New Ammo Types
DIRECT HIT BOMB DAMAGE (#) = Required Hits
Instead of listing everything, I've listed what bombs are probably best used for. Some changes were made in 1.29.
- 50KG (110.231lb): AAA, Artillery, Light Pillbox, Light Tank, Tank, Aircraft, Cargo Ship, Smaller Boats
- 250KG (551.156lb): Light Pillbox, Tank, Light Tank or other armored columns
- 500KG (1102.31lb): Destroyer, Pillbox, armoured columns
- 2000KG (4409.245lb): Carrier, Battleship
- 100LB: AAA, Artillery, Light Pillbox, Light Tank, Tank, Aircraft, Cargo Ship, Smaller Boats
- 500LB: Destroyer(2), Tank, Light Tank or other armored columns
- 1000lb: Destroyer, Light Pillbox, Pillbox, Carrier(4), armoured columns
- 4000lb: Carrier, Battleship
- TORPEDO: Destroyer, Carrier (4), Battleship (3-4)
- ROCKET: AAA, Artillery, Light Pillbox (1-2), Light Tank, Aircraft, Cargo Ship(3), Destroyer (3-4)
- KAMIKAZE: You're a bomb! Bombers do not do this well (a bug as far as I know). They tend to just break apart.
Note: 1x50KG will splash damage AA/Artillery if it hits relatively close. Rockets can splash kill multiple landing boats or tanks.
Rockets: Splash damage multiple targets if fired between them (ie: landing boats in Pearl Harbor, tanks, etc).
Mid-air bombs vs. aircraft: I've been told by several people that bombs can collide with aircraft in mid-air. Unconfirmed.
Cannons: You can use them on cargo ships. Example: 20mm Hispano.
Ground Targets - Guide by Sliver
Airspeed, Climb, Escape Velocity and other Comments
- CLIMB SPEED: Determine the balance between airspeed and climb. At a specific angle of attack your aircraft will begin to either lose speed, gain speed or maintain speed in a climb. This will be different for each aircraft and in theory, whether or not flaps or landing gear is down and the angle of flaps (raised, combat, landing or takeoff). Use this knowledge to your advantage. Excess angle of attack in a climb can be beneficial for a very quick altitude gain, but air speed will drop significantly. Depending on the aircraft, at about 15 degrees climb (give or take 5 degrees or so) aircraft will lose or gain speed slowly, but continue to gain altitude. To maintain escape speed for a long period of time (after a strafe for example or BNZ) you can use this knowledge to maintain escape velocity.
CREW SKILLS / Repair
Honestly, I see no proof that crew skills have any effect whatsoever in Arcade, so I would plan your crew skills according to what you need in HB/FR (such as Keen Vision).
- AUTO-REPAIR: Turn it off. Aircraft will repair over time. Repair them as you need them. Helps earn Lions.
- REPAIR RANK: Must be as high as your aircraft's rank for repair speed to work (ie: Corsair Rank 8).
- REPAIR SPEED: The rate that your aircraft repairs itself on the airfield while in-game and in the hangar when you are not flying the aircraft or away from the game. Auto-repair must be turned off.
RULES OF ENGAGEMENT or ETHICS
For those with an open mind, I propose the following Rules of Engagement:
- TWO PER BOGEY: If you see two team mates attacking a bogey (lead and a wing man) and the bogey is not attacking another team mate or asset (ground target for example) move on to another target that is in range. If the bogey is attacking a team mate or asset or no additional bogey is in immediate range, engage the bogey if your presence will not endanger the lead or his wing man.
- PROTECT: If you see a bogey engaging a team mate or ground asset, engage the bogey. You can get additional hefty experience bonuses for this.
- COLLISIONS: Keep your "head on a swivel" as we skydivers call it and try not to collide with team mates.
VIDEOS and GUIDES
Fighter Tactics 101 (WWII) (Video Documentary)
Energy Combat Tactics
Basic Fighter Maneuvering (PDF)
Ground Targets Guide by Sliver (Warthunder Forum)
Fighter Combat - Tactics and Maneuvering (PDF)
P-47 Thunderbolt during World War II (1945 Documentary)
Dogfights: Thunderbolt (Video Documentary)
Dogfights: P-51 Mustang (Video Documentary)
BohemianEagle (The Mighty Jingles)
MY VIDEOS AND GUIDES
Dxtory, Handbrake and Premiere Settings Guide
Fan Video - Winter in Stalingrad
Bf 109 E-3 Boom and Zoom Energy Fighting
Fan Video - Top Gun
Evading 11 Fighters and Winning
Free 250 Eagles - How Should I Use Them?
How should you spend them? Save them for a while. Once you have experience with all of the nations and have an idea of their strengths and weaknesses you can make an informed decision of how to spend you eagles. Use them on an extra crew slot (aircraft) for a nation that you will spend a lot of time with. Save the remaining Eagles for later when you find an aircraft that you will keep for a long time. Then spend it on the crew (things like Gunner precision for example).
GRAPHIC OPTIMIZATIONS and PERFORMANCE GUIDE
AIRCRAFT ENERGY POTENTIAL (Update 1.27)
Fire Evasion (from the Rear)
Fire Evasion (from the front), Winning at "Playing Chicken"
Few "random techniques" for killing people or ground objects:
Chasing or Choosing a Target and "Getting the Shot"
How to Win Games
A few points on versus certain aircraft:
BOMBING / TORPEDO Runs
FLAPS / LANDING / STALLING
Controls: F to switch between two modes of flaps and [ ] to switch between them all. The purpose of flaps is to increase lift.