Confrontation: Large-Scale Combined Arms Warfare Summary
I suggest a new large-scale War Thunder mode called Confrontation.
It would combine Ground, Air and Naval forces into one large battlefield, with up to 120 players (60 vs 60) fighting across a 45 Γ 45 km map.
The goal is to create a persistent battlefield where teamwork, logistics and strategy matter alongside individual vehicle skill.
π Battlefield
The map would be approximately 45 Γ 45 km, consisting mostly of ocean with large islands and land combat areas.
It would contain:
π 1 major objective ποΈ Secondary objectives π Ground bases βοΈ Airfields π’ Naval areas π‘οΈ Defensive lines π Large open-water combat zones
The map could be divided across multiple connected servers/sectors to handle the large player count while still functioning as one battlefield.
βοΈ Three Branches π Ground Forces
Capture and hold land objectives and push the frontline.
βοΈ Air Forces
Air superiority, interception, reconnaissance and ground support.
π’ Naval Forces
Naval combat and long-range support for friendly forces.
π Main Objective
There is one major objective.
Capturing it does not instantly end the battle.
The opposing team must either:
Eliminate/capture the majority of the enemy force, or Push the enemy behind a designated defensive line.
If both sides reach their defensive lines, a stalemate can occur until one side breaks through.
ποΈ Secondary Objectives
Secondary objectives provide strategic advantages.
For example, capturing a major island increases the teamβs reinforcement rate.
The bonus begins increasing after 2 minutes of holding the island.
If the island is recaptured, the timer resets.
If the island is later lost, the reinforcement bonus gradually decreases rather than disappearing instantly.
π΄ Island Sieges
An island is captured when:
All defending forces have been eliminated or withdrawn. The attacking team places its flag.
If the islandβs infrastructure has been destroyed, it must be rebuilt before it can be used.
Defenders can also destroy their own infrastructure before retreating.
π₯ Squadrons
Players are organized into squads of up to 5 players.
Squads can be:
π Ground βοΈ Air π’ Naval
Each squad has a Squad Leader.
The commander gives orders to squad leaders, while squad leaders coordinate their five-player squad.
If a squad leader leaves or is destroyed, leadership is randomly reassigned.
If players leave, squads are automatically refilled when possible. If there arenβt enough players, the squad continues with fewer members.
Squads can communicate with other squads.
π» Communication
Communication uses both voice and text.
Within a certain radius: voice communication.
Outside the radius: text communication.
Long-distance commander orders arrive through a radio transmission, for example:
COMMAND: Squad 14, move to Sector B7 and defend the airfield.
π§ Commander
Each team has a commander selected randomly from eligible Level 40+ players.
The commander can either fight normally or use a strategic command map.
The command map allows them to:
Coordinate attacks Order retreats Manage strategic objectives Manage construction resources Deploy reconnaissance Coordinate multiple squads
If the commanderβs vehicle is destroyed, they return to the strategic command map.
If the commander leaves or loses command status, another eligible player is randomly selected.
π°οΈ Reconnaissance Drone
The commander can deploy a reconnaissance drone.
The drone:
Has a cooldown Reveals enemy positions Sends information to the command map Can be destroyed by the enemy
This prevents the commander from having unlimited battlefield information.
ποΈ Mechanical Building
Teams generate construction resources over time.
The commander can spend these resources to rebuild destroyed infrastructure, including:
βοΈ Airfields π Ground bases π’ Aircraft carriers
Construction takes time, with larger structures taking longer.
Construction continues even if the commander is replaced.
βοΈ Airfields
Each team has 2 airfields, with 3 hangars per airfield.
This limits the number of aircraft operating from each airfield at once while allowing aircraft to return and free their hangar slot.
π Reinforcements
Teams have a reinforcement system that can change during the battle.
Losing forces can eventually provide additional reinforcement opportunities, allowing a losing team to recover and counterattack.
Strategic objectives can also increase reinforcement generation.
π‘οΈ Command & Initiative
Squad leaders can request permission to deviate from an order.
For example:
βCommand, requesting permission to hold position instead of retreating.β
The commander can approve or deny the request.
Ignoring an order without permission can result in a temporary penalty.
However, if a squad leader disobeys an order and achieves something valuable for the team, the commander can decide how to handle it.
π€ AI Oversight
AI can monitor the command structure for abuse.
For example, if a squad leader repeatedly kicks players, the system can examine why those players were removed and whether the leader is abusing their authority.
The AI could also review commander performance and provide information when players request a replacement.
β’οΈ Nuclear Confrontation
A special Nuclear Confrontation variant could contain a much larger strategic nuclear event.
The largest strategic weapon would require 5,000 tickets.
It would be delivered by a B-2 bomber that physically flies across the battlefield.
The enemy would have an opportunity to intercept it while friendly aircraft could escort it.
Instead of only receiving a UI notification, the battlefield radio would announce the event and issue orders to:
π’ Naval forces to withdraw π Ground forces to retreat βοΈ Air forces to escort or intercept the bomber
The event would be a large cinematic endgame event rather than a normal nuclear strike.
π₯ Large-Scale Assaults
During a stalemate, the commander can coordinate a major assault, ordering multiple squads to attack the same area.
The commander can also order an organized retreat to establish a new defensive line.
Conclusion
Confrontation would turn War Thunder into a large-scale combined-arms battlefield where Ground, Air and Naval players all have important roles.
The combination of a huge map, strategic objectives, reinforcements, squad-based command, reconnaissance, infrastructure rebuilding and commander decisions would make every battle develop differently.