BUK-M3 - how to use it in realistic ground battles?

The BUK-M3 in War Thunder is a complete waste of time for both players and the developers. On paper, it should be one of the most advanced SAM systems in the game, but in practice it is one of the most frustrating and least rewarding vehicles to use. The system is massive, slow, and radar-dependent, and yet it cannot reliably perform the one job it is supposed to do: shoot down aircraft.

Yes, the missiles are ARH-capable and technically can hit targets, but the reaction time window in-game is so small it is not realistic to expect players to use it successfully. With ping, radar lock delay, and terrain masking, the only time you will ever hit something is if it is flying at 1 km altitude or higher. Any aircraft flying at treetop level can just circle the battlefield, drop ordnance in third-person, and the M3 can do absolutely nothing about it. That makes the vehicle useless in the exact scenarios it was designed to counter.

To make matters worse, the radar screen becomes cluttered with ally and enemy missile returns. This makes it impossible to select or maintain a plane as a target before it drops off the radar again. This has been a gameplay issue since the first radars were added, but at least with early 1st or 2nd generation radars you could excuse it because they were primitive and poor tracking was expected. The BUK-M3 is supposed to be using a modern TWS system. The fact that it cannot sort out targets and instead drowns the operator in missile clutter only shows how broken and useless the implementation is in-game.

Then there is the so-called “anti-air” role itself. Spending an entire match shooting down a dozen ATGMs and never seeing a helicopter for more than one radar blip, or a plane for longer than a second, makes the entire point of fielding a big SAM system pointless. You invest time, spawn points, and effort into the role only to get clapped by a plane you could never realistically attack. The end result is you feel like nothing more than a giant, expensive target instead of a serious threat to air power.

The Pantsir suffers from similar issues, but at least it has guns as a backup. The Buk-M3 has nothing. It has no IR fallback, no optical guidance option, and no cannons. If your radar drops the track, which it will almost constantly, you are dead weight on the team. That makes it worse than any other top-tier SPAA and it feels like Gaijin only added it for the sake of content rather than giving players an actually functional vehicle.

From a gameplay perspective, it is boring and unrewarding. You sit there waiting for a lock, get maybe one or two seconds of target visibility, and by the time you press launch the target is gone. From a development perspective, it is a waste too, because all the effort spent modeling this vehicle has resulted in something almost nobody wants to play. If Gaijin is not going to fix the radar modeling or give the M3 a working TWS radar, then it would have been better not to add it at all.

The bottom line is simple: the Buk-M3 is shit. It is a hangar ornament that punishes players for picking it and adds nothing meaningful to the game. Unless it gets serious fixes to its radar performance or a functional TWS system, it will remain one of the worst-designed additions to top-tier ground.

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With this you will never see anything other than enemy planes and helis

On another note, TELAR has its own radar, that good for you, is overpreforming greatly, meaning you get much better detection and update time than the TADS.

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Holy skill issue , the buk m3 if anything is overpreforming, It’s deffinetly the best anti air in the game right now , you dont die if someone knocks out ur main radar the missiles have thrust vectoring and they are insanly fast , if ur caught in the air by this thing at an antitude within 20km ur basically garanteed to die you must be on crack bro or ur just horrible lmao.

Yes i know about that, that doesn’t get rid of all the missiles on the screen in a live match plane it works well with.

Show me a video of a live game play with a plane flying 100m over the battlefield that you didn’t lock when it was high, and you getting the lock with the TWS radar tower.

You can’t lock anything flying around the 100m mark, shooting down planes that fly too high, yeah, that’s what any spaa can do,

Buk3 is fine. The multipath too easy and the notching. The 90% of the wt playerbase big part of the usamains) is incompetent so they must nerf the arh missles so that even incomopetent players can play against the arh.

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Next time when you need help on how to use specific vehicle, please be sure to name your thread properly and place it in The Academy section.

Thread renamed and moved.

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TWS does not show up in replays.

Only one TWS target is shown at a time, and as can be seen based on your launcher los line, it is on the opposite side to the one you are looking at.

Didn’t know that, thanks

But it was no different from the live gameplay no targets showed up at all
.

you are incorrectly talking about the problems of the BUK-M3; the rotation of the rocket launcher during movement, the lack of an optical image, although they are on the rocket launcher, what you are describing is a terrain problem and, in general, almost all maps are bowl-shaped, which is why the radar view of the SAM is critically limited in visibility, the missiles of this systems are very powerful

Well…this is NOT my area of expertise…but from “general” warfare reading, i assume this type of system are designed to engage targets from FAR FAR away…not the ranges we get in WT.

Making them fight closer makes them less effective i am guessing…and sounds consistent with what i read (which i admit is not 100% reliable). They become more vulnerable and reaction time is much shorter…