Explosively Fun Weapons

Since the moment infantry needed to affect more than just what they could directly see or shoot, explosives and thrown munitions became a core part of ground combat. Grenades, charges, and smoke gave soldiers the ability to clear rooms, break stalemates, deny space, and shape the battlefield in ways firearms alone couldn’t. Simple at first powder-filled spheres with fuses these weapons evolved alongside tactics, turning raw explosive force into controlled tools for offense, defense, and deception.
Over time, specialization took over. Fragmentation grenades focused on area denial and enemy suppression, while concussion and demolition charges were built to destroy fortifications, obstacles, and equipment. Satchel charges let infantry take on bunkers, bridges, and armor when heavier support wasn’t available. Smoke grenades became just as important as explosives themselves, allowing troops to move, withdraw, or deceive under cover. Even gas grenades, though heavily restricted and controversial, shaped doctrine by forcing armies to think about protection, terrain control, and psychological effects as much as physical damage.
For Warthunder Infantry, these systems open up a huge amount of depth beyond direct firepower. Different grenade types, fuse options, throwing methods, deployment mechanics, and countermeasures could dramatically affect how infantry fights in close quarters and open terrain alike. This thread is here to gather ideas historical use, technical details, obscure variants, doctrine differences, or creative implementations. If you’ve got documents, concepts, or suggestions for how infantry explosives could be represented, drop them here and help build the foundation for future, well-supported suggestion posts. Or to just talk about the equipment in game.
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