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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=P.108A_serie_2&amp;diff=124015</id>
		<title>P.108A serie 2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=P.108A_serie_2&amp;diff=124015"/>
				<updated>2022-03-06T00:39:18Z</updated>
		
		<summary type="html">&lt;p&gt;U106670206: I changed some of the pros and cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| and&lt;br /&gt;
| usage = the bombers&lt;br /&gt;
| link-1 = P.108B serie 1&lt;br /&gt;
| link-2 = P.108B serie 2&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=p_108a_serie2&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian strike aircraft {{Battle-rating}}. It was introduced in [[Update 1.69 &amp;quot;Regia Aeronautica&amp;quot;]]. It features a 102 mm cannon in its fuselage, one of the largest armament ever fitted onto an aircraft.&lt;br /&gt;
&lt;br /&gt;
The P.108A serie 2 is your normal P.108, but with a 102 mm anti-shipping gun containing 50 rounds. In saying that, you're basically an over-sized [[Hs 129 (Family)|Hs 129]] or [[PBJ-1H]]. The main reason for not seeing the aircraft in Air AB, RB or even Sim is due to the fact that the plane is situational and requires a few different factors to line up for it to be successful, including air superiority, lack of enemy AA, and open space for it to manoeuvre. The defensive weaponry is decent for its battle rating but will not help the plane survive if it get uptiered past 4.0.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is difficult to compliment the P.108A's flight performance. It is for all intents and purposes a heavy bomber repurposed into a strike aircraft. It flies somewhat acceptably compared to other bombers but by strike aircraft standards it is poor. The P.108A is slow, turns poorly, and does not accelerate or climb well. Roll rate and energy retention are not really applicable for this aircraft. The sheer weight and bulk of the plane give it a large amount of inertia, so getting guns on target during a strafing run can be a major challenge due to its weak rudder and extremely sluggish controls. Once its altitude is expended, there is little chance of getting it back in a timely manner. Think twice about your speed and altitude before attacking a ground or naval target and avoid steep dives or you will be fighting with the controls in a futile attempt to pull up!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 3,049 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 426 || 412 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.5 || 34.1 || 6.0 || 5.9 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 464 || 444 || 29.6 || 31.0 || 9.8 || 7.7&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 383 || 361 || 249 || ~3 || ~2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 330 || &amp;lt; 310 || &amp;lt; 270 || &amp;gt; 250&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 8 mm Steel - Cockpit armour - instrument panel, pilot's seat, co-pilot's seat and floor plate below pilot&lt;br /&gt;
* 8 mm Steel - Armour plate protecting ammo located in wings&lt;br /&gt;
* 8 mm Steel - Side gunner armoured walls&lt;br /&gt;
* 8 mm Steel - Ventral gunner position&lt;br /&gt;
* Fuel tanks located in wings&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
# The first tier modifications to be unlocked should be Radiator and Fuselage repair, then Turret 7 mm. This is so you can improve the poor performance of the plane. The belts should be last as no matter what the defensive firepower of the plane with or with out the belts would still remain poor.&lt;br /&gt;
# The second tier upgrades should start with the Airframe so your plane is a bit more durable. Then get the New 7 mm MGs (turret) and Offensive 102 mm for increase in firepower and defensive armament. Finally go get the Compressor.&lt;br /&gt;
# The Third tier modifications should start off with the Engine, then unlock the Wings repair. Last of all unlock the Turret 12.7 mm.&lt;br /&gt;
# The fourth tier modification should start off with the New 12.7 mm MGs (turret) then Cover. And your last two modification should be Engine Injection and New 102 mm Cannons.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|102/35 mod 14 (102 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 102 mm 102/35 mod 14 cannon, nose-mounted (50 rpg)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Breda-SAFAT (12.7 mm)|Breda-SAFAT (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 2 x 12.7 mm Breda-SAFAT machine gun, 2 x wing turret (300 rpg = 1,200 total)&lt;br /&gt;
* 1 x 12.7 mm Breda-SAFAT machine gun, ventral turret (450 rpg)&lt;br /&gt;
* 1 x 7.7 mm Breda-SAFAT machine gun, 2 x beam turret (400 rpg = 800 total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Air Battles'''&lt;br /&gt;
&lt;br /&gt;
The Piaggio P.108A Serie 2 is a four-engine strike aircraft. Despite being a strike aircraft, the 102 mm cannon is relatively inaccurate which means the targets that best suit this plane are large stationary targets that the cannon can penetrate and destroy. The plane's defensive firepower is relatively poor, so you should try to avoid enemy planes as much as possible. If an enemy plane is lining up to attack you from the front, try to swing your plane around and give him your tail so your gunners can shoot back at him. It is recommended to fly with squadmates or recruit an escort as a lone P.108A is easy prey for roving enemy fighters. Stay low and do not go above 1,900 m. Speed is key: try to maintain a speed of close to 200 km/h to give you wiggle room as your stall speed is 155 km/h despite the massive weight.&lt;br /&gt;
&lt;br /&gt;
Bomber vs bomber gunfights are ill-advised because the P.108A's gunners are easy to knock out and their weapons do not deal a high amount of damage. Try to make the enemy bomber attack you from behind, or try to stay in front of and below him. It is possible to go low-level bomber hunting using the main cannon and its HE shell, but this is very situational and will most likely end up in you being hunted by enemy fighters. Enemy AI attackers can be hunted as they fly very predictably, but will often have potent defensive guns which can snipe your pilot as you pull up behind them. If you do manage to get a hit with the HE shell, 690 grams of TNT will blow even the largest aircraft out of the sky.&lt;br /&gt;
&lt;br /&gt;
'''Ground Realistic Battles'''&lt;br /&gt;
&lt;br /&gt;
In Ground RB, try to attack enemy vehicles from the side, preferably ones that are stationary and looking away from you. This is where they are the largest and there is less chance that your target will spot you before you can attack. Since the reloading of the 102 mm cannon is done manually, it will take a relatively long time to reload. A large ammo reserve means that you can take a couple of long-distance sniper shots as you get closer to your target. Make sure you can both hit the target and pull out of the dive or you will miss and crash. The large calibre gun, which was derived from the 90 mm [[90/53 mod.41 (90 mm)|90/53 mod.41]], will do significant damage to enemy tanks if it gets a hit. Try to aim for the crew compartment to maximise damage, or hit the engine to immobilise it for so you can swing around for another pass.&lt;br /&gt;
&lt;br /&gt;
The aircraft is a very large target, its size and slow speed mean that enemy tanks have a chance to shoot you down with their coaxial machine guns and even their main cannon. The poor frontal armour will often get the pilot sniped or have its engines and fuel set alight on a low pass. Beware of enemy tanks that have roof-mounted machine guns. Many American vehicles like the [[M24]] Chaffee, [[M4]] Sherman, and the [[M10 GMC]] have [[M2HB (12.7 mm)|.50 cal]] machine guns for AA defense. These will do a lot of damage to your plane and pilot. Try to keep your distance from these tanks and attack when they aren't looking. &lt;br /&gt;
&lt;br /&gt;
Any enemy SPAA able to get its guns on target is dangerous. If there is an enemy SPAA present, circle outside of the battlefield and try to get your teammates to dispatch it before you start attack runs. &lt;br /&gt;
&lt;br /&gt;
'''Naval Battles'''&lt;br /&gt;
&lt;br /&gt;
Despite anti-shipping being the P.108A's original design purpose, Naval battles are a poor game mode for the aircraft. Almost every target in Naval will have some sort of AI-controlled AA gunners that can hit you with pinpoint accuracy. It is recommended to go after vulnerable AI cargo ships and unsuspecting PT boats. On open waters and open skies, a P.108A is very easy to spot so player-controlled boats will most likely see you first and start evasive manoeuvres making them very difficult to hit. A lone Clemson-class destroyer like [[USS Litchfield]] can be a viable target as it has no AA armament, but will take multiple shots and multiple passes to destroy because of its large size.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Auto control available || Controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Separate || Not controllable&amp;lt;br&amp;gt;1 gear || Auto controlled&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 102 mm cannon can prove devastating on a direct hit&lt;br /&gt;
* Large amount of ammo for the cannon&lt;br /&gt;
* Two turrets with two guns each are placed on the distant engines allowing for more guns to face backwards&lt;br /&gt;
* Survivability of a four-engined heavy bomber&lt;br /&gt;
* Slow enough that enemy fighters have less time to fire and will often overshoot&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Massive target&lt;br /&gt;
* Relatively weak defensive armament&lt;br /&gt;
* Gunners are bunched together and easily knocked out&lt;br /&gt;
* Turrets on the engines cannot face forwards&lt;br /&gt;
* Head on attacks are usually fatal&lt;br /&gt;
* Prone to fuel tank fire due to tremendous fuel load&lt;br /&gt;
* No suspended ordnance options&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Piaggio P.108 heavy bomber series were the only strategic bombers to see service with the Italian military during World War II. The P.108 was developed prior to the war as a continuation of the earlier prototype Piaggio P.50. With long range and considerable bombload, the P.108 was supposed to offer the Regia Aeronautica the ability to attack ships and bases throughout the Mediterranean region, particularly at Gibraltar. The resulting aircraft was fairly advanced by the standards of the Italian industry, featuring all-metal construction, electric welding, and remote-control gun turrets on the outer engine nacelles. It looked somewhat like an Italian equivalent of the American B-17 Flying Fortress, which itself had been considered for license production in Italy. The P.108 first flew in late 1939.&lt;br /&gt;
&lt;br /&gt;
The P.108 had its fair share of issues, largely related to its engines. During one test flight in February 1941, all four Piaggio R.XI engines of the P.108 prototype failed due to heavy icing. The pilot miraculously made a safe emergency landing. Later examples switched to the Piaggio R.XXII engine instead. The reputation of the bomber also took a hit when Bruno Mussolini, the son of Italian dictator Benito Mussolini and the commander of a P.108 crew, died after a crash on August 7, 1941 caused by hydraulic and engine failure shortly after takeoff. The P.108 only entered combat service in 1942 and saw middling success at first; engine troubles aside, Italian crews were not prepared for the navigation and fuel management challenges that long range bombing missions entailed. By 1943, the P.108s began to encounter stiff resistance from enemy aircraft and several were lost to British fighters. After the Italian armistice, the remaining P.108s saw little service. The transport versions served to the end of the war.&lt;br /&gt;
&lt;br /&gt;
The P.108A was a curious modification of the P.108B bomber variant developed in late 1942. It was designed to attack ships, and to this end it was equipped with an enormous 102 mm cannon in the lower part of the nose. The cannon was a bored-out development of the [[90/53 mod.41 (90 mm)|90/53]] cannon used by the Italian Army, capable of firing larger shells. The installation added two tons of weight to the P.108. The airframe was revised and a special gun sight was installed, later including an analog computer. The P.108A underwent extensive testing and was deemed an effective anti-ship strike aircraft. Plans were made to assemble 5 additional P.108As for a dedicated attack unit, but the Italian armistice halted them. Thus, only one P.108A was ever built. It fell into German hands and was evaluated by the Luftwaffe at their test center in Rechlin, Germany. It was damaged and later destroyed by Allied bombing some time after 1944.&lt;br /&gt;
&lt;br /&gt;
The P.108 did not make a significant impact in World War II, only being produced in small numbers and encountering many obstacles during testing and operational use. It was used in Gibraltar, North Africa, and Sicily with mixed results. The P.108A avoided the developmental troubles of the bomber versions but never entered service, and the single prototype never fired its gun in anger. In spite of its faults, the P.108 can be credited with being the pinnacle of Italian bombers. It served as a basis for the improved P.133 design, which promised superior performance and armament but was canceled after the armistice and never built.&lt;br /&gt;
&lt;br /&gt;
No P.108s are known to survive today.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=p_108a_serie2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|GSSJKUqU3WE|'''The Shooting Range #260''' - ''Challenge'' section at 11:34 discusses the {{PAGENAME}}.|ObEcMPqFBbE|'''The Shooting Range #259''' - ''Tips &amp;amp; Tricks'' section at 11:21 discusses the {{PAGENAME}}.|PrqqMtZin1U|'''The Shooting Range #48''' - ''Metal Beasts'' section at 02:35 discusses the P.108A.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Similar aircraft fitted with a large-calibre gun&lt;br /&gt;
&lt;br /&gt;
* [[PBJ-1H]]&lt;br /&gt;
* [[XA-38]]&lt;br /&gt;
* [[Hs 129 B-3]]&lt;br /&gt;
* [[Ki-109]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/365184-piaggio-p108ba-serie-2/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Piaggio}}&lt;br /&gt;
{{Italy strike aircraft}}&lt;/div&gt;</summary>
		<author><name>U106670206</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AN-M64A1_(500_lb)&amp;diff=95339</id>
		<title>AN-M64A1 (500 lb)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AN-M64A1_(500_lb)&amp;diff=95339"/>
				<updated>2021-02-24T15:26:06Z</updated>
		
		<summary type="html">&lt;p&gt;U106670206: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:500 lb AN-M64A1 bomb}}&lt;br /&gt;
== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
[[File:AN-M64A1.png|left|thumb]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Fighters'''}}&lt;br /&gt;
{{Navigation-Line|F2G}}{{Specs-Link|f2g-1}}&lt;br /&gt;
{{Navigation-Line|F4U}}{{Specs-Link|f4u-1a}}{{-}}{{Specs-Link|corsair_fmk2}}{{-}}{{Specs-Link|f4u-4}}{{-}}{{Specs-Link|f4u-4b}}{{-}}{{Specs-Link|f4u-4b_vmf_214}}{{-}}{{Specs-Link|f4u-7}}&lt;br /&gt;
{{Navigation-Line|F8F}}{{Specs-Link|f8f1}}{{-}}{{Specs-Link|f8f1b}}{{-}}{{Specs-Link|f8f1b_france}}&lt;br /&gt;
{{Navigation-Line|Hawk}}{{Specs-Link|hawk_iii}}&lt;br /&gt;
{{Navigation-Line|P-40}}{{Specs-Link|p-40c}}{{-}}{{Specs-Link|p-40c_china}}{{-}}{{Specs-Link|p-40e}}{{-}}{{Specs-Link|p-40e_td}}{{-}}{{Specs-Link|p-40e_china}}{{-}}{{Specs-Link|p-40f-5_france_ep}}{{-}}{{Specs-Link|p-40f_10}}&lt;br /&gt;
{{Navigation-Line|P-47D}}{{Specs-Link|p-47d_22_re}}{{-}}{{Specs-Link|thunderbolt_mk1}}{{-}}{{Specs-Link|p-47d_22_re_france}}{{-}}{{Specs-Link|p-47d_23_ra_china_rocaf}}{{-}}{{Specs-Link|p-47d}}{{-}}{{Specs-Link|p-47d-28}}{{-}}{{Specs-Link|p-47d_30_china}}&lt;br /&gt;
{{Navigation-Line|P-47M/N}}{{Specs-Link|p-47m-1-re}}{{-}}{{Specs-Link|p-47m-1-re_boxted}}{{-}}{{Specs-Link|p-47n-15}}&lt;br /&gt;
{{Navigation-Line|P-51}}{{Specs-Link|p-51c-10-nt}}{{-}}{{Specs-Link|p-51d-5}}{{-}}{{Specs-Link|p-51d-10}}{{-}}{{Specs-Link|p-51h-5_na}}&lt;br /&gt;
{{Navigation-Line|P-63A}}{{Specs-Link|p-63a-5}}{{-}}{{Specs-Link|p-63a-5_ussr}}{{-}}{{Specs-Link|p-63a-10}}{{-}}{{Specs-Link|p-63a-10_ussr}}&lt;br /&gt;
{{Navigation-Line|P-63C}}{{Specs-Link|p-63c-5}}{{-}}{{Specs-Link|p-63c-5_kingcobra_animal_version}}{{-}}{{Specs-Link|p-63c-5_ussr}}{{-}}{{Specs-Link|p-63c-5_france}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Twin-engine fighters'''}}&lt;br /&gt;
{{Navigation-Line|F7F}}{{Specs-Link|f7f1}}{{-}}{{Specs-Link|f7f3}}&lt;br /&gt;
{{Navigation-Line|F-82}}{{Specs-Link|f-82e}}&lt;br /&gt;
{{Navigation-Line|P-38}}{{Specs-Link|p-38j}}{{-}}{{Specs-Link|p-38j_marge}}{{-}}{{Specs-Link|p-38l}}{{-}}{{Specs-Link|p-38l_1_china_rocaf}}&lt;br /&gt;
{{Navigation-Line|P-61}}{{Specs-Link|p-61c_1}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}&lt;br /&gt;
{{Navigation-Line|F2H}}{{Specs-Link|f2h-2}}&lt;br /&gt;
{{Navigation-Line|F3D}}{{Specs-Link|f3d_1}}&lt;br /&gt;
{{Navigation-Line|F3H}}{{Specs-Link|f3h-2}}&lt;br /&gt;
{{Navigation-Line|F9F}}{{Specs-Link|f9f-2}}{{-}}{{Specs-Link|f9f-5}}{{-}}{{Specs-Link|f9f-8}}&lt;br /&gt;
{{Navigation-Line|F-84}}{{Specs-Link|f-84b}}{{-}}{{Specs-Link|f-84g}}{{-}}{{Specs-Link|f-84g_china}}{{-}}{{Specs-Link|f-84g_italy}}{{-}}{{Specs-Link|f-84g_france}}&lt;br /&gt;
{{Navigation-Line|G.91}}{{Specs-Link|fiat_g91_ps}}{{-}}{{Specs-Link|fiat_g91_r1}}{{-}}{{Specs-Link|fiat_g91_r3}}{{-}}{{Specs-Link|fiat_g91_r4}}{{-}}{{Specs-Link|fiat_g91_r4_german}}&lt;br /&gt;
{{Navigation-Line|MD.450}}{{Specs-Link|md_450b_barougan}}{{-}}{{Specs-Link|md_450b_ouragan}}&lt;br /&gt;
{{Navigation-Line|MD.452}}{{Specs-Link|md_452_mystere_2c_preproduction}}&lt;br /&gt;
{{Navigation-Line|MD.460}}{{Specs-Link|md_460}}&lt;br /&gt;
{{Navigation-Line|Etendard}}{{Specs-Link|etndard_4m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Attackers'''}}&lt;br /&gt;
{{Navigation-Line|A-20}}{{Specs-Link|a-20g}}&lt;br /&gt;
{{Navigation-Line|A-26}}{{Specs-Link|a-26b_10}}{{-}}{{Specs-Link|a-26b}}&lt;br /&gt;
{{Navigation-Line|A-36}}{{Specs-Link|p-51_a-36}}&lt;br /&gt;
{{Navigation-Line|A2D}}{{Specs-Link|a2d}}&lt;br /&gt;
{{Navigation-Line|AD-2}}{{Specs-Link|douglas_ad_2}}&lt;br /&gt;
{{Navigation-Line|AD-4}}{{Specs-Link|douglas_ad_4}}{{-}}{{Specs-Link|douglas_ad_4_france}}&lt;br /&gt;
{{Navigation-Line|AM-1}}{{Specs-Link|am_1_mauler}}&lt;br /&gt;
{{Navigation-Line|AU-1}}{{Specs-Link|f4u-6_au-1}}&lt;br /&gt;
{{Navigation-Line|PBJ}}{{Specs-Link|pbj_1h}}{{-}}{{Specs-Link|pbj_1j}}&lt;br /&gt;
{{Navigation-Line|V-11}}{{Specs-Link|v_11g}}&lt;br /&gt;
{{Navigation-Line|XA-38}}{{Specs-Link|xa_38}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Bombers'''}}&lt;br /&gt;
{{Navigation-Line|A-26}}{{Specs-Link|a-26c}}{{-}}{{Specs-Link|a-26c-45-dt}}&lt;br /&gt;
{{Navigation-Line|A-35}}{{Specs-Link|a-35b}}&lt;br /&gt;
{{Navigation-Line|B-10}}{{Specs-Link|b_10b}}&lt;br /&gt;
{{Navigation-Line|B-17}}{{Specs-Link|b-17e}}{{-}}{{Specs-Link|b-17e_japan}}{{-}}{{Specs-Link|b-17e_late}}{{-}}{{Specs-Link|b-17g}}&lt;br /&gt;
{{Navigation-Line|B-18}}{{Specs-Link|b_18a}}&lt;br /&gt;
{{Navigation-Line|B-24}}{{Specs-Link|b_24d}}{{-}}{{Specs-Link|pb4y-2}}{{-}}{{Specs-Link|pb4y-2_china}}{{-}}{{Specs-Link|pb4y-2_france}}&lt;br /&gt;
{{Navigation-Line|B-25}}{{Specs-Link|b_25j_1}}{{-}}{{Specs-Link|b_25j_20}}{{-}}{{Specs-Link|b_25j_30_china}}&lt;br /&gt;
{{Navigation-Line|B-29}}{{Specs-Link|b-29}}&lt;br /&gt;
{{Navigation-Line|B-34}}{{Specs-Link|b_34}}{{-}}{{Specs-Link|pv_2d}}&lt;br /&gt;
{{Navigation-Line|BTD-1}}{{Specs-Link|btd-1}}&lt;br /&gt;
{{Navigation-Line|DB-7}}{{Specs-Link|db_7}}&lt;br /&gt;
{{Navigation-Line|PBM}}{{Specs-Link|pbm_1}}{{-}}{{Specs-Link|pbm_3}}&lt;br /&gt;
{{Navigation-Line|PBY-5}}{{Specs-Link|pby-5}}{{-}}{{Specs-Link|pby-5a}}{{-}}{{Specs-Link|pby-5a_ussr}}{{-}}{{Specs-Link|pby-5a_raf}}&lt;br /&gt;
{{Navigation-Line|SB2C}}{{Specs-Link|sb2c_1c}}{{-}}{{Specs-Link|sb2c_4}}{{-}}{{Specs-Link|sb2c_5_france}}&lt;br /&gt;
{{Navigation-Line|SB2U}}{{Specs-Link|sb2u-2}}{{-}}{{Specs-Link|sb2u-3}}{{-}}{{Specs-Link|v_156_b1}}&lt;br /&gt;
{{Navigation-Line|TBD}}{{Specs-Link|tbd-1_1938}}&lt;br /&gt;
{{Navigation-Line|TBF}}{{Specs-Link|tbf-1c}}{{-}}{{Specs-Link|avenger_mk1}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet bombers'''}}&lt;br /&gt;
{{Navigation-Line|B-57}}{{Specs-Link|b-57}}{{-}}{{Specs-Link|b-57b}}{{-}}{{Specs-Link|canberra_bmk2}}&lt;br /&gt;
{{Navigation-Line|S.O.4050}}{{Specs-Link|so_4050_vautour_2a}}{{-}}{{Specs-Link|so_4050_vautour_2a_iaf}}{{-}}{{Specs-Link|so_4050_vautour_2b}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!-- ''Tell us about the tactical and technical characteristics of the bomb.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Bomb characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass'''&lt;br /&gt;
|226 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass'''&lt;br /&gt;
| 119.7 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive type'''&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| '''TNT equivalent'''&lt;br /&gt;
| 119.7 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''HE max penetration'''&lt;br /&gt;
| 100 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour destruction radius'''&lt;br /&gt;
| 5 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fragment dispersion radius'''&lt;br /&gt;
| 120 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of bomb (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of bombs that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this bomb in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.'' --&amp;gt;&lt;br /&gt;
Early in aviation history, applications for aircraft to serve in a military capacity surfaced, not only with the intent to scout a battlefield from an aerial vantage point but for the possibility to drop explosive bombs too. Due to the frail nature of the early wood-frame and cloth covered aircraft, lifting capacity resulted in the ability to only carry small bombs. Effectively these early bombers were hailed as aerial artillery fire which could reach targets hundreds of miles further than the most powerful land-based cannons of the time. Prior to the war, contests abounded where pilots would drop oranges or flour sacks upon predesignated targets to see who could hit closes to the centre.&lt;br /&gt;
&lt;br /&gt;
Italian aviators were the first to use bombs in a warfare capacity in 1912 during their campaign in Tripoli. These first bombs were conversions of existing cannon ammunition and were effective only against personnel as they did not provide a strong enough provision to damage hardened equipment or structures. As lifting capacity of aircraft increased, so did the ability for them to carry more and larger explosives.&lt;br /&gt;
&lt;br /&gt;
For the United States, bomb design did not become a priority until the middle of 1917 when a French official came to the U.S. with several samples of the Gros Andreau bombs which the French were using in large quantities at that time. Immediately these bombs were accepted by the U.S. and used as a standard in developing the first three sizes to be implemented in the military. These three bombs were known as the early &amp;quot;Mark&amp;quot; series, the 25 lb Mk.I demolition bomb, 50 lb Mk.I demolition bomb and 100 lb Mk.I demolition bomb. By December 1917, only six months later, the military put forth requirements for the development of bombs larger than the existing 100 lb bomb. After two more months of development, production of demolition bombs up to 1,000 lbs was started. Rejected 3-inch artillery rounds were the basis for early 25 lb bombs which were modified into a streamlined shape, very similar to the British Cooper bombs of the time. Larger bombs were manufactured and filled with explosive filler, all of which were placed into a streamlined body, for which a cylindrical shape was the most advantageous.&lt;br /&gt;
&lt;br /&gt;
Early on, the Mark series of bombs proved to be largely unsatisfactory in a number of different areas. The bomb body itself was weak due to the sheet metal it was made from and the number of welds needed to join the pieces together. The stabilising fins were made of flimsy metal which tended to distort during both the handling and flight of the bomb, adversely affecting accuracy. For the field technicians, inserting the fuze was a complicated process which required removing the stabilising fin structure, potentially damaging the fins. The fuzes tended to have a high fail rate and due to their design, they would instantly arm after release from the aircraft posing a direct threat to the delivery aircraft. Later modifications would eliminate many of the negative factors to include adding a nose fuze, time-delayed arming of the fuze, strengthening of the stabilising fins and adding primer detonators to ensure proper explosive train sequences. Other changes including streamlining all bomb bodies and utilising 100% T.N.T. as an explosive filler resulted in the newer &amp;quot;Modified Mark&amp;quot; series of Army bombs.&lt;br /&gt;
&lt;br /&gt;
Prior to World War II, the military determined that the Modified Mark series of bombs were obsolete, requiring newer and up-to-date bombs to be developed. Both the U.S. Army and Navy began development of their own series of bombs, the Army with the &amp;quot;M&amp;quot; series and the Navy with their &amp;quot;Mk&amp;quot; series. Both similar, these bombs were designed with parallel sides, an ogival nose and a boat tail which is a box type-tail reinforced to prevent warping and aid with accurate drops. Due to the shortage of T.N.T., the Army filled their bombs with 50/50 Amatol with T.N.T. ends to seal in the Amatol and protect it from moisture. The Navy, on the other hand, continued to manufacture their bombs with 100% T.N.T.&lt;br /&gt;
&lt;br /&gt;
With the approach of World War II, the U.S. Army (including the Army Air Corps) and the Navy standardised their series of bombs allowing for interchanging between services, consolidating manufacturing capabilities and allowing for modifications which enabled British service aircraft to mount these bombs too. Even after the standardisation of bombs in 1941, the standardisation process went through a few phases of further refinement, the first of which changed all high-explosive bombs to be termed general-purpose (G.P.) or general-purpose high-explosive (G.P.H.E). Later the designation of &amp;quot;demolition bomb&amp;quot; would come back for a few specific bombs.&lt;br /&gt;
&lt;br /&gt;
When bombs are dropped, there is always a chance that something in the explosive train of the bomb will fail and it will not explode. Early AN style bombs were defusable in the event that they did not explode on contact, meaning that any unexploded AN bomb could have the fuzes and boosters removed without the bomb exploding, rendering it inert. To counter this and allow for the potential &amp;quot;dud&amp;quot; bomb to explode when tampered with, the AN G.P.H.E. series bombs with the modification &amp;quot;A1&amp;quot; annotated that these bombs now had special pins mounted in the bomb's baseplate which fused with the explosive filler making it impossible to remove the booster without causing the bomb to detonate. Other modifications later added would include minor changes to the bomb body or the type of explosive filling used. During this time a second option for bomb tails was added, the box-type tail was already the mainstay of the bombs, however, to create a more aerodynamic bomb a conical tail assembly was added. This stretched out low profile tail improved the aerodynamics of the carrying aircraft, allowing it to carry more ordnance.&lt;br /&gt;
&lt;br /&gt;
Progressing towards the Korean and Vietnam wars, piston-driven aircraft were giving way to jet fighters, bombers and attackers, many of which carried their ordnance on external pylons hung under the wing or underbelly. The new Mk 80 series bombs (Mk 81, 82, 83 and 84) were developed to keep external hung ordnance from creating too much drag on the delivery aircraft. Initially, the Mk 81 250 lb bombs were considered ineffective for their size or required a large amount to be effective and were removed from the munitions inventory. All-weather fighters and attackers were now being outfitted with the Mk series bombs and a new problem developed when it came to low-altitude attacks (typically coming in under low cloud cover) where the aircraft would deploy its ordinance which would hit the ground and explode catching the delivery aircraft in either the explosive blast or the shock-wave from the blast.&lt;br /&gt;
&lt;br /&gt;
Modifications were developed to slow down or retard the flight of bombs, allowing for the delivery aircraft to depart out of the blast zone before they hit and detonated. Several options became available which allowed these bombs to remain aerodynamic low-drag while en-route to the target, but when deployed converted to high-drag, slower falling bombs. One option was to attach four-bladed plates to the rear of the bomb so that when the bomb deployed, these plates would pop out and create high-drag to slow the fall. Another option was to use a ballute which was basically an airbag which deployed from the rear of the bomb that acted like a drogue chute, effectively causing high-drag. Later during the fighting in Iraq, the US military brought back the 250 lb Mk 81 bombs due to their ability to be used when deploying against a specific target and to help minimise collateral damage.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[US Bombs General Information]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Bombs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U106670206</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AN-M64A1_(500_lb)&amp;diff=95338</id>
		<title>AN-M64A1 (500 lb)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AN-M64A1_(500_lb)&amp;diff=95338"/>
				<updated>2021-02-24T15:25:04Z</updated>
		
		<summary type="html">&lt;p&gt;U106670206: /* General info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:500 lb AN-M64A1 bomb}}&lt;br /&gt;
== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
[[File:AN-M64A1.png|left|thumb]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Fighters'''}}&lt;br /&gt;
{{Navigation-Line|F2G}}{{Specs-Link|f2g-1}}&lt;br /&gt;
{{Navigation-Line|F4U}}{{Specs-Link|f4u-1a}}{{-}}{{Specs-Link|corsair_fmk2}}{{-}}{{Specs-Link|f4u-4}}{{-}}{{Specs-Link|f4u-4b}}{{-}}{{Specs-Link|f4u-4b_vmf_214}}{{-}}{{Specs-Link|f4u-7}}&lt;br /&gt;
{{Navigation-Line|F8F}}{{Specs-Link|f8f1}}{{-}}{{Specs-Link|f8f1b}}{{-}}{{Specs-Link|f8f1b_france}}&lt;br /&gt;
{{Navigation-Line|Hawk}}{{Specs-Link|hawk_iii}}&lt;br /&gt;
{{Navigation-Line|P-40}}{{Specs-Link|p-40c}}{{-}}{{Specs-Link|p-40c_china}}{{-}}{{Specs-Link|p-40e}}{{-}}{{Specs-Link|p-40e_td}}{{-}}{{Specs-Link|p-40e_china}}{{-}}{{Specs-Link|p-40f-5_france_ep}}{{-}}{{Specs-Link|p-40f_10}}&lt;br /&gt;
{{Navigation-Line|P-47D}}{{Specs-Link|p-47d_22_re}}{{-}}{{Specs-Link|thunderbolt_mk1}}{{-}}{{Specs-Link|p-47d_22_re_france}}{{-}}{{Specs-Link|p-47d_23_ra_china_rocaf}}{{-}}{{Specs-Link|p-47d}}{{-}}{{Specs-Link|p-47d-28}}{{-}}{{Specs-Link|p-47d_30_china}}&lt;br /&gt;
{{Navigation-Line|P-47M/N}}{{Specs-Link|p-47m-1-re}}{{-}}{{Specs-Link|p-47m-1-re_boxted}}{{-}}{{Specs-Link|p-47n-15}}&lt;br /&gt;
{{Navigation-Line|P-51}}{{Specs-Link|p-51c-10-nt}}{{-}}{{Specs-Link|p-51d-5}}{{-}}{{Specs-Link|p-51d-10}}{{-}}{{Specs-Link|p-51h-5_na}}&lt;br /&gt;
{{Navigation-Line|P-63A}}{{Specs-Link|p-63a-5}}{{-}}{{Specs-Link|p-63a-5_ussr}}{{-}}{{Specs-Link|p-63a-10}}{{-}}{{Specs-Link|p-63a-10_ussr}}&lt;br /&gt;
{{Navigation-Line|P-63C}}{{Specs-Link|p-63c-5}}{{-}}{{Specs-Link|p-63c-5_kingcobra_animal_version}}{{-}}{{Specs-Link|p-63c-5_ussr}}{{-}}{{Specs-Link|p-63c-5_france}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Twin-engine fighters'''}}&lt;br /&gt;
{{Navigation-Line|F7F}}{{Specs-Link|f7f1}}{{-}}{{Specs-Link|f7f3}}&lt;br /&gt;
{{Navigation-Line|F-82}}{{Specs-Link|f-82e}}&lt;br /&gt;
{{Navigation-Line|P-38}}{{Specs-Link|p-38j}}{{-}}{{Specs-Link|p-38j_marge}}{{-}}{{Specs-Link|p-38l}}{{-}}{{Specs-Link|p-38l_1_china_rocaf}}&lt;br /&gt;
{{Navigation-Line|P-61}}{{Specs-Link|p-61c_1}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}&lt;br /&gt;
{{Navigation-Line|F2H}}{{Specs-Link|f2h-2}}&lt;br /&gt;
{{Navigation-Line|F3D}}{{Specs-Link|f3d_1}}&lt;br /&gt;
{{Navigation-Line|F3H}}{{Specs-Link|f3h-2}}&lt;br /&gt;
{{Navigation-Line|F9F}}{{Specs-Link|f9f-2}}{{-}}{{Specs-Link|f9f-5}}{{-}}{{Specs-Link|f9f-8}}&lt;br /&gt;
{{Navigation-Line|F-84}}{{Specs-Link|f-84b}}{{-}}{{Specs-Link|f-84g}}{{-}}{{Specs-Link|f-84g_china}}{{-}}{{Specs-Link|f-84g_italy}}{{-}}{{Specs-Link|f-84g_france}}&lt;br /&gt;
{{Navigation-Line|G.91}}{{Specs-Link|fiat_g91_ps}}{{-}}{{Specs-Link|fiat_g91_r1}}{{-}}{{Specs-Link|fiat_g91_r3}}{{-}}{{Specs-Link|fiat_g91_r4}}{{-}}{{Specs-Link|fiat_g91_r4_german}}&lt;br /&gt;
{{Navigation-Line|MD.450}}{{Specs-Link|md_450b_barougan}}{{-}}{{Specs-Link|md_450b_ouragan}}&lt;br /&gt;
{{Navigation-Line|MD.452}}{{Specs-Link|md_452_mystere_2c_preproduction}}&lt;br /&gt;
{{Navigation-Line|MD.460}}{{Specs-Link|md_460}}&lt;br /&gt;
{{Navigation-Line|Etendard}}{{Specs-Link|etndard_4m}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Attackers'''}}&lt;br /&gt;
{{Navigation-Line|A-20}}{{Specs-Link|a-20g}}&lt;br /&gt;
{{Navigation-Line|A-26}}{{Specs-Link|a-26b_10}}{{-}}{{Specs-Link|a-26b}}&lt;br /&gt;
{{Navigation-Line|A-36}}{{Specs-Link|p-51_a-36}}&lt;br /&gt;
{{Navigation-Line|A2D}}{{Specs-Link|a2d}}&lt;br /&gt;
{{Navigation-Line|AD-2}}{{Specs-Link|douglas_ad_2}}&lt;br /&gt;
{{Navigation-Line|AD-4}}{{Specs-Link|douglas_ad_4}}{{-}}{{Specs-Link|douglas_ad_4_france}}&lt;br /&gt;
{{Navigation-Line|AM-1}}{{Specs-Link|am_1_mauler}}&lt;br /&gt;
{{Navigation-Line|AU-1}}{{Specs-Link|f4u-6_au-1}}&lt;br /&gt;
{{Navigation-Line|PBJ}}{{Specs-Link|pbj_1h}}{{-}}{{Specs-Link|pbj_1j}}&lt;br /&gt;
{{Navigation-Line|V-11}}{{Specs-Link|v_11g}}&lt;br /&gt;
{{Navigation-Line|XA-38}}{{Specs-Link|xa_38}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Bombers'''}}&lt;br /&gt;
{{Navigation-Line|A-26}}{{Specs-Link|a-26c}}{{-}}{{Specs-Link|a-26c-45-dt}}&lt;br /&gt;
{{Navigation-Line|A-35}}{{Specs-Link|a-35b}}&lt;br /&gt;
{{Navigation-Line|B-10}}{{Specs-Link|b_10b}}&lt;br /&gt;
{{Navigation-Line|B-17}}{{Specs-Link|b-17e}}{{-}}{{Specs-Link|b-17e_japan}}{{-}}{{Specs-Link|b-17e_late}}{{-}}{{Specs-Link|b-17g}}&lt;br /&gt;
{{Navigation-Line|B-18}}{{Specs-Link|b_18a}}&lt;br /&gt;
{{Navigation-Line|B-24}}{{Specs-Link|b_24d}}{{-}}{{Specs-Link|pb4y-2}}{{-}}{{Specs-Link|pb4y-2_china}}{{-}}{{Specs-Link|pb4y-2_france}}&lt;br /&gt;
{{Navigation-Line|B-25}}{{Specs-Link|b_25j_1}}{{-}}{{Specs-Link|b_25j_20}}{{-}}{{Specs-Link|b_25j_30_china}}&lt;br /&gt;
{{Navigation-Line|B-29}}{{Specs-Link|b-29}}&lt;br /&gt;
{{Navigation-Line|B-34}}{{Specs-Link|b_34}}{{-}}{{Specs-Link|pv_2d}}&lt;br /&gt;
{{Navigation-Line|BTD-1}}{{Specs-Link|btd-1}}&lt;br /&gt;
{{Navigation-Line|DB-7}}{{Specs-Link|db_7}}&lt;br /&gt;
{{Navigation-Line|PBM}}{{Specs-Link|pbm_1}}{{-}}{{Specs-Link|pbm_3}}&lt;br /&gt;
{{Navigation-Line|PBY-5}}{{Specs-Link|pby-5}}{{-}}{{Specs-Link|pby-5a}}{{-}}{{Specs-Link|pby-5a_ussr}}{{-}}{{Specs-Link|pby-5a_raf}}&lt;br /&gt;
{{Navigation-Line|SB2C}}{{Specs-Link|sb2c_1c}}{{-}}{{Specs-Link|sb2c_4}}{{-}}{{Specs-Link|sb2c_5_france}}&lt;br /&gt;
{{Navigation-Line|SB2U}}{{Specs-Link|sb2u-2}}{{-}}{{Specs-Link|sb2u-3}}{{-}}{{Specs-Link|v_156_b1}}&lt;br /&gt;
{{Navigation-Line|TBD}}{{Specs-Link|tbd-1_1938}}&lt;br /&gt;
{{Navigation-Line|TBF}}{{Specs-Link|tbf-1c}}{{-}}{{Specs-Link|avenger_mk1}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet bombers'''}}&lt;br /&gt;
{{Navigation-Line|B-57}}{{Specs-Link|b-57}}{{-}}{{Specs-Link|b-57b}}{{-}}{{Specs-Link|canberra_bmk2}}&lt;br /&gt;
{{Navigation-Line|S.O.4050}}{{Specs-Link|so_4050_vautour_2a}}{{-}}{{Specs-Link|so_4050_vautour_2a_iaf}}{{-}}{{Specs-Link|so_4050_vautour_2b}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!-- ''Tell us about the tactical and technical characteristics of the bomb.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Bomb characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass'''&lt;br /&gt;
|226kgs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass'''&lt;br /&gt;
| 119.7 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive type'''&lt;br /&gt;
| TNT&lt;br /&gt;
|-&lt;br /&gt;
| '''TNT equivalent'''&lt;br /&gt;
| 119.7 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''HE max penetration'''&lt;br /&gt;
| 100 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour destruction radius'''&lt;br /&gt;
| 5 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fragment dispersion radius'''&lt;br /&gt;
| 118 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of bomb (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of bombs that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this bomb in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.'' --&amp;gt;&lt;br /&gt;
Early in aviation history, applications for aircraft to serve in a military capacity surfaced, not only with the intent to scout a battlefield from an aerial vantage point but for the possibility to drop explosive bombs too. Due to the frail nature of the early wood-frame and cloth covered aircraft, lifting capacity resulted in the ability to only carry small bombs. Effectively these early bombers were hailed as aerial artillery fire which could reach targets hundreds of miles further than the most powerful land-based cannons of the time. Prior to the war, contests abounded where pilots would drop oranges or flour sacks upon predesignated targets to see who could hit closes to the centre.&lt;br /&gt;
&lt;br /&gt;
Italian aviators were the first to use bombs in a warfare capacity in 1912 during their campaign in Tripoli. These first bombs were conversions of existing cannon ammunition and were effective only against personnel as they did not provide a strong enough provision to damage hardened equipment or structures. As lifting capacity of aircraft increased, so did the ability for them to carry more and larger explosives.&lt;br /&gt;
&lt;br /&gt;
For the United States, bomb design did not become a priority until the middle of 1917 when a French official came to the U.S. with several samples of the Gros Andreau bombs which the French were using in large quantities at that time. Immediately these bombs were accepted by the U.S. and used as a standard in developing the first three sizes to be implemented in the military. These three bombs were known as the early &amp;quot;Mark&amp;quot; series, the 25 lb Mk.I demolition bomb, 50 lb Mk.I demolition bomb and 100 lb Mk.I demolition bomb. By December 1917, only six months later, the military put forth requirements for the development of bombs larger than the existing 100 lb bomb. After two more months of development, production of demolition bombs up to 1,000 lbs was started. Rejected 3-inch artillery rounds were the basis for early 25 lb bombs which were modified into a streamlined shape, very similar to the British Cooper bombs of the time. Larger bombs were manufactured and filled with explosive filler, all of which were placed into a streamlined body, for which a cylindrical shape was the most advantageous.&lt;br /&gt;
&lt;br /&gt;
Early on, the Mark series of bombs proved to be largely unsatisfactory in a number of different areas. The bomb body itself was weak due to the sheet metal it was made from and the number of welds needed to join the pieces together. The stabilising fins were made of flimsy metal which tended to distort during both the handling and flight of the bomb, adversely affecting accuracy. For the field technicians, inserting the fuze was a complicated process which required removing the stabilising fin structure, potentially damaging the fins. The fuzes tended to have a high fail rate and due to their design, they would instantly arm after release from the aircraft posing a direct threat to the delivery aircraft. Later modifications would eliminate many of the negative factors to include adding a nose fuze, time-delayed arming of the fuze, strengthening of the stabilising fins and adding primer detonators to ensure proper explosive train sequences. Other changes including streamlining all bomb bodies and utilising 100% T.N.T. as an explosive filler resulted in the newer &amp;quot;Modified Mark&amp;quot; series of Army bombs.&lt;br /&gt;
&lt;br /&gt;
Prior to World War II, the military determined that the Modified Mark series of bombs were obsolete, requiring newer and up-to-date bombs to be developed. Both the U.S. Army and Navy began development of their own series of bombs, the Army with the &amp;quot;M&amp;quot; series and the Navy with their &amp;quot;Mk&amp;quot; series. Both similar, these bombs were designed with parallel sides, an ogival nose and a boat tail which is a box type-tail reinforced to prevent warping and aid with accurate drops. Due to the shortage of T.N.T., the Army filled their bombs with 50/50 Amatol with T.N.T. ends to seal in the Amatol and protect it from moisture. The Navy, on the other hand, continued to manufacture their bombs with 100% T.N.T.&lt;br /&gt;
&lt;br /&gt;
With the approach of World War II, the U.S. Army (including the Army Air Corps) and the Navy standardised their series of bombs allowing for interchanging between services, consolidating manufacturing capabilities and allowing for modifications which enabled British service aircraft to mount these bombs too. Even after the standardisation of bombs in 1941, the standardisation process went through a few phases of further refinement, the first of which changed all high-explosive bombs to be termed general-purpose (G.P.) or general-purpose high-explosive (G.P.H.E). Later the designation of &amp;quot;demolition bomb&amp;quot; would come back for a few specific bombs.&lt;br /&gt;
&lt;br /&gt;
When bombs are dropped, there is always a chance that something in the explosive train of the bomb will fail and it will not explode. Early AN style bombs were defusable in the event that they did not explode on contact, meaning that any unexploded AN bomb could have the fuzes and boosters removed without the bomb exploding, rendering it inert. To counter this and allow for the potential &amp;quot;dud&amp;quot; bomb to explode when tampered with, the AN G.P.H.E. series bombs with the modification &amp;quot;A1&amp;quot; annotated that these bombs now had special pins mounted in the bomb's baseplate which fused with the explosive filler making it impossible to remove the booster without causing the bomb to detonate. Other modifications later added would include minor changes to the bomb body or the type of explosive filling used. During this time a second option for bomb tails was added, the box-type tail was already the mainstay of the bombs, however, to create a more aerodynamic bomb a conical tail assembly was added. This stretched out low profile tail improved the aerodynamics of the carrying aircraft, allowing it to carry more ordnance.&lt;br /&gt;
&lt;br /&gt;
Progressing towards the Korean and Vietnam wars, piston-driven aircraft were giving way to jet fighters, bombers and attackers, many of which carried their ordnance on external pylons hung under the wing or underbelly. The new Mk 80 series bombs (Mk 81, 82, 83 and 84) were developed to keep external hung ordnance from creating too much drag on the delivery aircraft. Initially, the Mk 81 250 lb bombs were considered ineffective for their size or required a large amount to be effective and were removed from the munitions inventory. All-weather fighters and attackers were now being outfitted with the Mk series bombs and a new problem developed when it came to low-altitude attacks (typically coming in under low cloud cover) where the aircraft would deploy its ordinance which would hit the ground and explode catching the delivery aircraft in either the explosive blast or the shock-wave from the blast.&lt;br /&gt;
&lt;br /&gt;
Modifications were developed to slow down or retard the flight of bombs, allowing for the delivery aircraft to depart out of the blast zone before they hit and detonated. Several options became available which allowed these bombs to remain aerodynamic low-drag while en-route to the target, but when deployed converted to high-drag, slower falling bombs. One option was to attach four-bladed plates to the rear of the bomb so that when the bomb deployed, these plates would pop out and create high-drag to slow the fall. Another option was to use a ballute which was basically an airbag which deployed from the rear of the bomb that acted like a drogue chute, effectively causing high-drag. Later during the fighting in Iraq, the US military brought back the 250 lb Mk 81 bombs due to their ability to be used when deploying against a specific target and to help minimise collateral damage.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[US Bombs General Information]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Bombs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U106670206</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Enduring_Confrontation&amp;diff=86579</id>
		<title>Enduring Confrontation</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Enduring_Confrontation&amp;diff=86579"/>
				<updated>2020-12-28T12:30:50Z</updated>
		
		<summary type="html">&lt;p&gt;U106670206: /* Conditions for Winning and Losing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.&lt;br /&gt;
 &lt;br /&gt;
Battles in EC occur as Events, so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.&lt;br /&gt;
 &lt;br /&gt;
==Main differences between Enduring Confrontation and random battles:==&lt;br /&gt;
&lt;br /&gt;
*Battles are longer. Every battle lasts up to 3 hours, ending earlier if one of the teams meets the conditions for winning. You don’t have to participate in the entire battle from beginning to end. Players can leave the battle and come back to it whenever they want (as long as there are free spots on their team), but you can’t change teams nor vehicle sets during a battle.&lt;br /&gt;
&lt;br /&gt;
*You have an unlimited number of respawns in EC, but the number of different aircraft you can use over the course of a battle is limited by your Spawn Points (“SP”) and the fact that aircraft are temporarily blocked when lost. At the beginning of a battle, you only have access to aircraft with a small BR value. To unlock other aircraft, you need to earn SP.&lt;br /&gt;
&lt;br /&gt;
*In EC, players have more opportunities to alter the situation on the battlefield both directly and indirectly, and the distribution of power across both teams can change several times depending on the success of the players on one side or the other.&lt;br /&gt;
&lt;br /&gt;
*There are various mechanics that are unique to EC, such as the front line and modular airfields.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranks in Enduring Confrontation==&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five ranks in EC battles:&lt;br /&gt;
&lt;br /&gt;
*The first rank includes aircraft with a BR of between 1.0 and 2.0. Aircraft with a BR of between 1.0 and 2.0 are allowed into battle.&lt;br /&gt;
*The second rank includes aircraft with a BR of between 2.3 and 3.3. Aircraft with a BR of between 1.0 and 3.3 are allowed into battle.&lt;br /&gt;
*The third rank includes aircraft with a BR of between 3.7 and 4.7. Aircraft with a BR of between 1.0 and 4.7 are allowed into battle.&lt;br /&gt;
*The fourth rank includes aircraft with a BR of between 5.0 and 6.3. Aircraft with a BR of between 1.0 and 6.3 are allowed into battle.&lt;br /&gt;
*The fifth rank includes aircraft with a BR of 6.7 and 7.7. Aircraft with a BR of between 1.0 and 7.7 are allowed into battle.&lt;br /&gt;
*The sixth rank includes aircraft with a BR of 8.0 and anything higher. Aircraft with a BR of between 8.0 and the game's current maximum BR are allowed into battle.&lt;br /&gt;
 &lt;br /&gt;
==Spawn Points==&lt;br /&gt;
Taking off in an aircraft in Enduring Confrontation costs Spawn Points (“SP”). The number of SP you need to take off in a specific aircraft depends on how much its BR exceeds the starting BR of the particular EC rank. You don’t need any SP to take off in aircraft with a starting BR (for example, 1.0 for rank 1 or 3.7 for rank 3). The more an aircraft’s BR exceeds the starting BR, the more SP you need to take off. To take off in an aircraft with the maximum BR for a given rank (for example, 2.0 for rank 1 or 4.7 for rank 3), you need 450 SP. The number of SP you need to take off in each specific aircraft from the current set is displayed on the bottom part of the aircraft’s card in the set, to the left of its BR.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_1.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
Every player has their own SP balance that is maintained throughout the course of a given battle. Points can be earned by achieving mission objectives, destroying enemy vehicles, and bombing targets such as enemy bases and airfields.&lt;br /&gt;
SP spent to take off in an aircraft are deducted from your balance the moment you press the “To Battle” button. If your aircraft is lost, the SP you spent are lost as well. If you get your aircraft back to an airfield in working condition after repairing and refueling, the SP you spend are refunded to you as soon as you get out of the aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_2.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Security Deposit==&lt;br /&gt;
In Enduring Confrontation you are not charged any funds to repair lost vehicles, but you do pay a security deposit in Silver Lions (“SL”) for each new aircraft you use in battle. The amount of the security deposit is half of the repair cost of the vehicle, and is shown at the bottom of the aircraft’s card in the set, to the left of the number of SP required to take off in it. The security deposit is charged the moment you press the “To Battle” button. If you keep your aircraft in one piece, perform a decent landing on an airfield, and get out of the aircraft, you won’t have to pay a security deposit next time you take off in that aircraft – you’ve already paid it. However, if you lose an aircraft, you’ll have to make another security deposit next time you take off in it. Security deposits are not refunded at the end of the match.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Vehicle BR and Time Limits when Losing an Aircraft==&lt;br /&gt;
If you a lose an aircraft with a BR above the starting level, all aircraft of the same type with this BR (fighters, attack aircraft, bombers) are temporarily blocked. The duration of the block depends on how far the aircraft’s BR is from the starting level. The minimum block duration is 5 minutes, and the maximum (for aircraft with the maximum BR for a given rank) is 30 minutes. There is no block for vehicles with a BR that is equal to or below the starting level.&lt;br /&gt;
 &lt;br /&gt;
==Requirements and Recommendations for Building Vehicle Sets==&lt;br /&gt;
Mandatory requirement: when joining a battle in Enduring Confrontation mode, you must have at least one aircraft with a BR equal to, or below, the starting level for this rank. This is the aircraft that will be available for takeoff without paying any SP at the beginning of the battle. If you don’t have any aircraft in your current set that meet this requirement, you will be given a random stock aircraft when joining the battle. It will be placed in your first free crew slot. However, any experience points you earn in this stock aircraft will not go toward unlocking new modules.&lt;br /&gt;
&lt;br /&gt;
To fight most effectively and ensure greater flexibility depending on the current situation, we recommend building a separate aircraft set of at least three aircraft for each EC rank. It would be wise to include the following aircraft in each set:&lt;br /&gt;
One or more aircraft with a BR equal to or below the starting level – for accumulating SP at the beginning of the battle or if you don’t have enough.&lt;br /&gt;
Two or more aircraft with different BRs within the framework of a given EC rank – for increased flexibility in the context of using more effective aircraft if one or more BRs are blocked due to lost aircraft.&lt;br /&gt;
We recommend including aircraft of various types in a set (fighters, strike aircraft, bombers) in order to increase your tactical flexibility and allow you to withstand enemy aircraft and ground vehicles on the front line over the course of the battle, as well as for performing bombing runs against enemy bases and airfields. You should also keep in mind that a block on vehicles with the same BR extends only to aircraft of the same type as the lost aircraft.&lt;br /&gt;
 &lt;br /&gt;
==Conditions for Winning and Losing==&lt;br /&gt;
To win a battle, a team must fulfill one of the following conditions:&lt;br /&gt;
&lt;br /&gt;
# Earn 150,000 victory points. The victory points for both teams are always displayed in the lower left corner of the screen when you are in the cockpit. Teams are awarded victory points for completing mission objectives and, to a lesser extent, for destroying enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_3.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
#Destroy the airstrips, hangars, of all six of the enemy’s airfields. You can read more about airfield zones in the “Modular Airfields” section.&lt;br /&gt;
#Victory is automatically awarded to the team that has earned the most victory points when the time limit for the battle ends (the limit for all battles in 3 hours).&lt;br /&gt;
 &lt;br /&gt;
==Mission Objectives, Explicit and Hidden==&lt;br /&gt;
As in other game modes, there are special mission objectives in EC for which a team can earn victory points. They can be divided into “explicit” and “hidden” objectives. The difference is that explicit objectives are displayed in the list of current objectives on the map during battle, and hidden objectives are not (this is done in order to save space on the list and not fill it up with obvious objectives). In other words, hidden objectives are always in effect, so they aren’t listed on the objectives list, although they are still assumed to be there. Victory points are awarded for completing both explicit and hidden objectives.&lt;br /&gt;
 &lt;br /&gt;
Hidden objectives:&lt;br /&gt;
&lt;br /&gt;
*Earn 150,000 points to win the battle.&lt;br /&gt;
*Find an enemy airfield – at the beginning of the battle, when the location of the enemy’s airfields is still unknown.&lt;br /&gt;
*Destroy the enemy airfield in a certain sector.&lt;br /&gt;
*Help win a skirmish in a certain sector – you can participate in destroying enemy ground vehicles in an active ground skirmish where one side is attacking, and the other is defending. There can be multiple active skirmishes at the same time in various sectors of the map (or even in the same sector, but in different directions). The attacking side in a skirmish is shown as an arrow on the map. The blue arrow is the allies’ attack, and the red arrow is the enemies’. The direction of the attack determines the kind of ground vehicles that will be used: the attacking side’s ground forces are represented by tanks and Howitzers, and the defending side is represented by light pillboxes and Howitzers. If neither team interferes in a ground skirmish, the attacking side will always win.&lt;br /&gt;
&lt;br /&gt;
Explicit objectives:&lt;br /&gt;
&lt;br /&gt;
*Cover/destroy the allied/enemy spotter in a certain sector – this is a single AI aircraft that comes in from the allied team’s rear and flies around for a while above the enemy team’s territory at a certain altitude depending on battle rank. Its presence in the air makes it possible to discover objectives at greater distances.&lt;br /&gt;
*Cover/destroy the allied/enemy bombers/attack aircraft in a certain sector – this is a group of AI aircraft made up of 6 bombers or 9 attack aircraft covered by 2 AI fighters. The group comes in at a certain altitude from the allied team’s rear in order to complete a certain objective. The bombers’ target is always the enemy team’s base, and the attack aircraft’s target is the last active ground skirmish.&lt;br /&gt;
*Cover/destroy the allied/enemy vehicle column in a certain sector – this is a column of AI ground vehicles made up of tanks, trucks, and mobile AA guns. It advances from the allied team’s rear toward the front line. When it reaches its target sector, it increases the military presence of the allied team to the maximum in that sector. This leads to the generation of a land skirmish in which the attacking side is the team to which the column belongs.&lt;br /&gt;
*Achieve air supremacy in a certain sector – capture [https://warthunder.com/en/news/5415-development-enduring-confrontation-mode-update-en an air sector] that is adjacent to the front line. It is marked with a little circle with the letter A in the middle of one of the sectors on the map. The sector’s area fully corresponds to the sector on the map, and the air sector’s altitude is 6,000 metres. Only player-controlled aircraft count toward capture – AI vehicles don’t count. A limited amount of time is allotted to capture the sector. If one of the teams captures the sector, a land skirmish will be generated either in this sector or in one adjacent to it. The attacking side will be the team that achieved air supremacy.&lt;br /&gt;
*Destroy the enemy base in a certain sector – bomb the enemy base in the indicated sector. The base’s durability depends on the battle rank.&lt;br /&gt;
 &lt;br /&gt;
==Discovering Objectives==&lt;br /&gt;
In addition to the fact that mission objectives are conditionally divided into explicit and hidden, certain objectives need to be discovered in order to appear and become completable. Objectives will be discovered if an allied vehicle (either AI or player-controlled) finds itself next to them within a certain range, although players have a larger detection range than AI units do. The presence in the air of an allied spotter increases the detection range for both players and AI vehicles. Once an explicit objective has been discovered, all players on the team receive an on-screen notification, and the corresponding objective is added to the list of active objectives in the map window.&lt;br /&gt;
 &lt;br /&gt;
If a mission objective is discovered by players, the team is rewarded with a certain number of victory points (usually about 20% of the reward for completing the objective in question).&lt;br /&gt;
 &lt;br /&gt;
==Map Window and Map==&lt;br /&gt;
The map window is an essential helper to all players in Enduring Confrontation and provides a lot of useful information. The following information is displayed in the map window at all times:&lt;br /&gt;
&lt;br /&gt;
*The number of available Spawn Points (in the upper right corner).&lt;br /&gt;
*The current mission and location, as well as the time remaining until the end of the battle (in the upper left corner).&lt;br /&gt;
*Information on the vehicle set being used in the battle, including the status of aircraft, the time remaining until aircraft are unblocked, the cost to take off in each aircraft, and your current SP and SL.&lt;br /&gt;
*Current aircraft settings (these can be changed at an airfield prior to takeoff), including weapon loadout, equipped ammo belts, camouflage, frontal armament convergence, explosive delay, and remaining fuel.&lt;br /&gt;
*A list of active mission objectives.&lt;br /&gt;
*The chat window/battle log.&lt;br /&gt;
*The mission map.&lt;br /&gt;
&lt;br /&gt;
The map of every EC location is divided into sectors of a fixed size. In all EC missions the size of a map sector is 8192x8192 metres, or about 8x8 km (this non-round number is used for technical reasons – 8192 = 2^13, i.e. 2 to the power of 13).&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_4.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
The map itself displays the following information in real time:&lt;br /&gt;
&lt;br /&gt;
*Your current location and flight direction.&lt;br /&gt;
*The state of the front line.&lt;br /&gt;
*The location and status of discovered airfields. Your team’s airfields are always displayed, but you have to discover the other team’s airfields first.&lt;br /&gt;
*The location and integrity of bases that are currently active (if there are any).&lt;br /&gt;
*Air supremacy sector and status (if such an objective is active).&lt;br /&gt;
*The location of ground convoys that are currently active (if there are any).&lt;br /&gt;
*The location of ground skirmishes that are currently active (if there are any). The directions of attacks are shown as arrows, and allied and enemy ground vehicles are shown as markers.&lt;br /&gt;
 &lt;br /&gt;
==Front Line==&lt;br /&gt;
The front line is one of the unique game mechanics found in Enduring Confrontation missions. The front line extends along the borders of adjacent sectors of the map and unambiguously defines the side to which they belong. At the beginning of every battle the front line extends along the borders of the middle sectors of the map, but as the battle progresses, it shifts to one side or the other. Changes to the front line occur as a result of ground skirmishes fought by AI vehicles – a successful attack gives control over the current sector to the attacking side and moves the front line accordingly. Players can affect the outcome of ground skirmishes (and thus change the front line) by destroying the AI ground vehicles that are participating in them. If neither team interferes in a ground skirmish, the attacking side always wins.&lt;br /&gt;
 &lt;br /&gt;
Influencing the front line during a battle: if, as the result of a shift in the front line, an airfield ends up within territory controlled by the enemy team, this airfield will cease to function. If, due to another shift in the front line, this airfield ends up back within allied territory, it will start working again. In the future we are planning to add additional objectives connected to surrounding and isolating individual sectors.&lt;br /&gt;
 &lt;br /&gt;
You can read more about the front line in this issue of the [https://warthunder.com/en/news/5415-development-enduring-confrontation-mode-update-en Developer Diary.]&lt;br /&gt;
 &lt;br /&gt;
Airfields and their Modules&lt;br /&gt;
All aircraft in EC spawn on airfields and return to them to reload and repair. Since battles in EC last a significant amount of time, airfields are a crucial strategic target – they directly affect the course of the battle.&lt;br /&gt;
 &lt;br /&gt;
In EC missions, airfields are distributed randomly on the map – when every new battle is generated, the server chooses three potential airfield locations for each side. At the beginning of the battle, each team knows the location of their own airfields (they are displayed on the map), but they do not know the location of the enemy’s airfields. Enemy airfields can be discovered visually by being in the air at a sufficient altitude, but in order to get an airfield detected in this manner to appear on the map, you need to fly close enough to it (within a range of a few kilometres – altitude doesn’t matter). Just like other targets, airfields can be discovered by AI vehicles.&lt;br /&gt;
 &lt;br /&gt;
You can always see the status of allied and enemy airfields on the map. Additionally, the detection status and overall integrity of airfields are displayed in the top middle part of the screen, above the bar with the double victory point indicator – look for the circles above the inner edge of the corresponding indicator. Blue circles represent the status of allied airfields, and red ones represent the status of enemy airfields. The number of circles shows how many of a given team’s airfields have been discovered by the enemy. The degree to which they are colored in represents their integrity. By the same token, the number of blue circles shows how many allied airfields have been discovered by the enemy, and the number of red ones shows how many enemy airfields your allies have found. If there are no circles on one side or the other, this means that none of that team’s airfields have been discovered by the enemy yet.&lt;br /&gt;
 &lt;br /&gt;
[[File:Enduring_Confrontation_5Temp.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
The airfields themselves have a modular structure in EC, i.e. they are heterogeneous. This is yet another unique feature of this mode. Every airfield represents a set of four modules, or damageable functional zones of varying size, configuration, and appearance. They include the airstrip, fuel warehouses, parking area (also the aircraft repair area), and the living quarters (this is where the crew is located). Each of these zones performs its own unique function, has its own level of durability, and does not intersect with the areas of the other zones. The durability of all modules depends on the rank of the EC mission, increasing from lower ranks to higher ones. A zone can only be damaged or destroyed if it is hit by a bomb within its own area. Bombs that miss zones or hit destroyed zones do not count. Damaged zones are repaired over time. The speed at which they are repaired depends on the condition of the living quarters.&lt;br /&gt;
 &lt;br /&gt;
Thanks to this mechanic, airfields cannot be completely destroyed during EC missions. It is only possible to temporarily disable their functionality – unlike in other aircraft game modes. However, destroying the airstrip and living quarters of all of a team’s airfields prevents the players on that team from bringing new aircraft into the battle and thus automatically leads to defeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Simulator Enduring Confrontation Airfield Damage Indicator..jpg|thumb|none|250px|Simulator Enduring Confrontation Airfield Damage Indicator.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Simulator Enduring Confrontation Airfield Modules..jpg|thumb|none|450px|Simulator Enduring Confrontation Airfield Modules.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can read more about airfield modules and their functions in this issue of the [https://warthunder.com/en/news/5973-development-modular-airfields-in-enduring-confrontation-en Developer Diary.]&lt;br /&gt;
&lt;br /&gt;
==Helicopter Enduring Confrontation in Arcade Battles==&lt;br /&gt;
&lt;br /&gt;
As mentioned above, a simplified version of EC mode in Arcade battles is the only separate game mode for helicopters in War Thunder. It differs from EC in Simulator battles in the following ways:&lt;br /&gt;
&lt;br /&gt;
*Instead of airfields, helicopter pads are placed around the map. They have no module-based mechanics, and there are 12 per team rather than 3.&lt;br /&gt;
*All objectives involving AI aircraft have been removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U106670206</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Enduring_Confrontation&amp;diff=86578</id>
		<title>Enduring Confrontation</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Enduring_Confrontation&amp;diff=86578"/>
				<updated>2020-12-28T12:27:46Z</updated>
		
		<summary type="html">&lt;p&gt;U106670206: /* Conditions for Winning and Losing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.&lt;br /&gt;
 &lt;br /&gt;
Battles in EC occur as Events, so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.&lt;br /&gt;
 &lt;br /&gt;
==Main differences between Enduring Confrontation and random battles:==&lt;br /&gt;
&lt;br /&gt;
*Battles are longer. Every battle lasts up to 3 hours, ending earlier if one of the teams meets the conditions for winning. You don’t have to participate in the entire battle from beginning to end. Players can leave the battle and come back to it whenever they want (as long as there are free spots on their team), but you can’t change teams nor vehicle sets during a battle.&lt;br /&gt;
&lt;br /&gt;
*You have an unlimited number of respawns in EC, but the number of different aircraft you can use over the course of a battle is limited by your Spawn Points (“SP”) and the fact that aircraft are temporarily blocked when lost. At the beginning of a battle, you only have access to aircraft with a small BR value. To unlock other aircraft, you need to earn SP.&lt;br /&gt;
&lt;br /&gt;
*In EC, players have more opportunities to alter the situation on the battlefield both directly and indirectly, and the distribution of power across both teams can change several times depending on the success of the players on one side or the other.&lt;br /&gt;
&lt;br /&gt;
*There are various mechanics that are unique to EC, such as the front line and modular airfields.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranks in Enduring Confrontation==&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five ranks in EC battles:&lt;br /&gt;
&lt;br /&gt;
*The first rank includes aircraft with a BR of between 1.0 and 2.0. Aircraft with a BR of between 1.0 and 2.0 are allowed into battle.&lt;br /&gt;
*The second rank includes aircraft with a BR of between 2.3 and 3.3. Aircraft with a BR of between 1.0 and 3.3 are allowed into battle.&lt;br /&gt;
*The third rank includes aircraft with a BR of between 3.7 and 4.7. Aircraft with a BR of between 1.0 and 4.7 are allowed into battle.&lt;br /&gt;
*The fourth rank includes aircraft with a BR of between 5.0 and 6.3. Aircraft with a BR of between 1.0 and 6.3 are allowed into battle.&lt;br /&gt;
*The fifth rank includes aircraft with a BR of 6.7 and 7.7. Aircraft with a BR of between 1.0 and 7.7 are allowed into battle.&lt;br /&gt;
*The sixth rank includes aircraft with a BR of 8.0 and anything higher. Aircraft with a BR of between 8.0 and the game's current maximum BR are allowed into battle.&lt;br /&gt;
 &lt;br /&gt;
==Spawn Points==&lt;br /&gt;
Taking off in an aircraft in Enduring Confrontation costs Spawn Points (“SP”). The number of SP you need to take off in a specific aircraft depends on how much its BR exceeds the starting BR of the particular EC rank. You don’t need any SP to take off in aircraft with a starting BR (for example, 1.0 for rank 1 or 3.7 for rank 3). The more an aircraft’s BR exceeds the starting BR, the more SP you need to take off. To take off in an aircraft with the maximum BR for a given rank (for example, 2.0 for rank 1 or 4.7 for rank 3), you need 450 SP. The number of SP you need to take off in each specific aircraft from the current set is displayed on the bottom part of the aircraft’s card in the set, to the left of its BR.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_1.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
Every player has their own SP balance that is maintained throughout the course of a given battle. Points can be earned by achieving mission objectives, destroying enemy vehicles, and bombing targets such as enemy bases and airfields.&lt;br /&gt;
SP spent to take off in an aircraft are deducted from your balance the moment you press the “To Battle” button. If your aircraft is lost, the SP you spent are lost as well. If you get your aircraft back to an airfield in working condition after repairing and refueling, the SP you spend are refunded to you as soon as you get out of the aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_2.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Security Deposit==&lt;br /&gt;
In Enduring Confrontation you are not charged any funds to repair lost vehicles, but you do pay a security deposit in Silver Lions (“SL”) for each new aircraft you use in battle. The amount of the security deposit is half of the repair cost of the vehicle, and is shown at the bottom of the aircraft’s card in the set, to the left of the number of SP required to take off in it. The security deposit is charged the moment you press the “To Battle” button. If you keep your aircraft in one piece, perform a decent landing on an airfield, and get out of the aircraft, you won’t have to pay a security deposit next time you take off in that aircraft – you’ve already paid it. However, if you lose an aircraft, you’ll have to make another security deposit next time you take off in it. Security deposits are not refunded at the end of the match.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Vehicle BR and Time Limits when Losing an Aircraft==&lt;br /&gt;
If you a lose an aircraft with a BR above the starting level, all aircraft of the same type with this BR (fighters, attack aircraft, bombers) are temporarily blocked. The duration of the block depends on how far the aircraft’s BR is from the starting level. The minimum block duration is 5 minutes, and the maximum (for aircraft with the maximum BR for a given rank) is 30 minutes. There is no block for vehicles with a BR that is equal to or below the starting level.&lt;br /&gt;
 &lt;br /&gt;
==Requirements and Recommendations for Building Vehicle Sets==&lt;br /&gt;
Mandatory requirement: when joining a battle in Enduring Confrontation mode, you must have at least one aircraft with a BR equal to, or below, the starting level for this rank. This is the aircraft that will be available for takeoff without paying any SP at the beginning of the battle. If you don’t have any aircraft in your current set that meet this requirement, you will be given a random stock aircraft when joining the battle. It will be placed in your first free crew slot. However, any experience points you earn in this stock aircraft will not go toward unlocking new modules.&lt;br /&gt;
&lt;br /&gt;
To fight most effectively and ensure greater flexibility depending on the current situation, we recommend building a separate aircraft set of at least three aircraft for each EC rank. It would be wise to include the following aircraft in each set:&lt;br /&gt;
One or more aircraft with a BR equal to or below the starting level – for accumulating SP at the beginning of the battle or if you don’t have enough.&lt;br /&gt;
Two or more aircraft with different BRs within the framework of a given EC rank – for increased flexibility in the context of using more effective aircraft if one or more BRs are blocked due to lost aircraft.&lt;br /&gt;
We recommend including aircraft of various types in a set (fighters, strike aircraft, bombers) in order to increase your tactical flexibility and allow you to withstand enemy aircraft and ground vehicles on the front line over the course of the battle, as well as for performing bombing runs against enemy bases and airfields. You should also keep in mind that a block on vehicles with the same BR extends only to aircraft of the same type as the lost aircraft.&lt;br /&gt;
 &lt;br /&gt;
==Conditions for Winning and Losing==&lt;br /&gt;
To win a battle, a team must fulfill one of the following conditions:&lt;br /&gt;
&lt;br /&gt;
# Earn 150,000 victory points. The victory points for both teams are always displayed in the lower left corner of the screen when you are in the cockpit. Teams are awarded victory points for completing mission objectives and, to a lesser extent, for destroying enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_3.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
#Destroy the airstrips, hangars, living quarters, and fuel storage of all six of the enemy’s airfields. You can read more about airfield zones in the “Modular Airfields” section.&lt;br /&gt;
#Victory is automatically awarded to the team that has earned the most victory points when the time limit for the battle ends (the limit for all battles in 3 hours).&lt;br /&gt;
 &lt;br /&gt;
==Mission Objectives, Explicit and Hidden==&lt;br /&gt;
As in other game modes, there are special mission objectives in EC for which a team can earn victory points. They can be divided into “explicit” and “hidden” objectives. The difference is that explicit objectives are displayed in the list of current objectives on the map during battle, and hidden objectives are not (this is done in order to save space on the list and not fill it up with obvious objectives). In other words, hidden objectives are always in effect, so they aren’t listed on the objectives list, although they are still assumed to be there. Victory points are awarded for completing both explicit and hidden objectives.&lt;br /&gt;
 &lt;br /&gt;
Hidden objectives:&lt;br /&gt;
&lt;br /&gt;
*Earn 150,000 points to win the battle.&lt;br /&gt;
*Find an enemy airfield – at the beginning of the battle, when the location of the enemy’s airfields is still unknown.&lt;br /&gt;
*Destroy the enemy airfield in a certain sector.&lt;br /&gt;
*Help win a skirmish in a certain sector – you can participate in destroying enemy ground vehicles in an active ground skirmish where one side is attacking, and the other is defending. There can be multiple active skirmishes at the same time in various sectors of the map (or even in the same sector, but in different directions). The attacking side in a skirmish is shown as an arrow on the map. The blue arrow is the allies’ attack, and the red arrow is the enemies’. The direction of the attack determines the kind of ground vehicles that will be used: the attacking side’s ground forces are represented by tanks and Howitzers, and the defending side is represented by light pillboxes and Howitzers. If neither team interferes in a ground skirmish, the attacking side will always win.&lt;br /&gt;
&lt;br /&gt;
Explicit objectives:&lt;br /&gt;
&lt;br /&gt;
*Cover/destroy the allied/enemy spotter in a certain sector – this is a single AI aircraft that comes in from the allied team’s rear and flies around for a while above the enemy team’s territory at a certain altitude depending on battle rank. Its presence in the air makes it possible to discover objectives at greater distances.&lt;br /&gt;
*Cover/destroy the allied/enemy bombers/attack aircraft in a certain sector – this is a group of AI aircraft made up of 6 bombers or 9 attack aircraft covered by 2 AI fighters. The group comes in at a certain altitude from the allied team’s rear in order to complete a certain objective. The bombers’ target is always the enemy team’s base, and the attack aircraft’s target is the last active ground skirmish.&lt;br /&gt;
*Cover/destroy the allied/enemy vehicle column in a certain sector – this is a column of AI ground vehicles made up of tanks, trucks, and mobile AA guns. It advances from the allied team’s rear toward the front line. When it reaches its target sector, it increases the military presence of the allied team to the maximum in that sector. This leads to the generation of a land skirmish in which the attacking side is the team to which the column belongs.&lt;br /&gt;
*Achieve air supremacy in a certain sector – capture [https://warthunder.com/en/news/5415-development-enduring-confrontation-mode-update-en an air sector] that is adjacent to the front line. It is marked with a little circle with the letter A in the middle of one of the sectors on the map. The sector’s area fully corresponds to the sector on the map, and the air sector’s altitude is 6,000 metres. Only player-controlled aircraft count toward capture – AI vehicles don’t count. A limited amount of time is allotted to capture the sector. If one of the teams captures the sector, a land skirmish will be generated either in this sector or in one adjacent to it. The attacking side will be the team that achieved air supremacy.&lt;br /&gt;
*Destroy the enemy base in a certain sector – bomb the enemy base in the indicated sector. The base’s durability depends on the battle rank.&lt;br /&gt;
 &lt;br /&gt;
==Discovering Objectives==&lt;br /&gt;
In addition to the fact that mission objectives are conditionally divided into explicit and hidden, certain objectives need to be discovered in order to appear and become completable. Objectives will be discovered if an allied vehicle (either AI or player-controlled) finds itself next to them within a certain range, although players have a larger detection range than AI units do. The presence in the air of an allied spotter increases the detection range for both players and AI vehicles. Once an explicit objective has been discovered, all players on the team receive an on-screen notification, and the corresponding objective is added to the list of active objectives in the map window.&lt;br /&gt;
 &lt;br /&gt;
If a mission objective is discovered by players, the team is rewarded with a certain number of victory points (usually about 20% of the reward for completing the objective in question).&lt;br /&gt;
 &lt;br /&gt;
==Map Window and Map==&lt;br /&gt;
The map window is an essential helper to all players in Enduring Confrontation and provides a lot of useful information. The following information is displayed in the map window at all times:&lt;br /&gt;
&lt;br /&gt;
*The number of available Spawn Points (in the upper right corner).&lt;br /&gt;
*The current mission and location, as well as the time remaining until the end of the battle (in the upper left corner).&lt;br /&gt;
*Information on the vehicle set being used in the battle, including the status of aircraft, the time remaining until aircraft are unblocked, the cost to take off in each aircraft, and your current SP and SL.&lt;br /&gt;
*Current aircraft settings (these can be changed at an airfield prior to takeoff), including weapon loadout, equipped ammo belts, camouflage, frontal armament convergence, explosive delay, and remaining fuel.&lt;br /&gt;
*A list of active mission objectives.&lt;br /&gt;
*The chat window/battle log.&lt;br /&gt;
*The mission map.&lt;br /&gt;
&lt;br /&gt;
The map of every EC location is divided into sectors of a fixed size. In all EC missions the size of a map sector is 8192x8192 metres, or about 8x8 km (this non-round number is used for technical reasons – 8192 = 2^13, i.e. 2 to the power of 13).&lt;br /&gt;
&lt;br /&gt;
[[File:Enduring_Confrontation_4.png|class=dynamic_image]]&lt;br /&gt;
&lt;br /&gt;
The map itself displays the following information in real time:&lt;br /&gt;
&lt;br /&gt;
*Your current location and flight direction.&lt;br /&gt;
*The state of the front line.&lt;br /&gt;
*The location and status of discovered airfields. Your team’s airfields are always displayed, but you have to discover the other team’s airfields first.&lt;br /&gt;
*The location and integrity of bases that are currently active (if there are any).&lt;br /&gt;
*Air supremacy sector and status (if such an objective is active).&lt;br /&gt;
*The location of ground convoys that are currently active (if there are any).&lt;br /&gt;
*The location of ground skirmishes that are currently active (if there are any). The directions of attacks are shown as arrows, and allied and enemy ground vehicles are shown as markers.&lt;br /&gt;
 &lt;br /&gt;
==Front Line==&lt;br /&gt;
The front line is one of the unique game mechanics found in Enduring Confrontation missions. The front line extends along the borders of adjacent sectors of the map and unambiguously defines the side to which they belong. At the beginning of every battle the front line extends along the borders of the middle sectors of the map, but as the battle progresses, it shifts to one side or the other. Changes to the front line occur as a result of ground skirmishes fought by AI vehicles – a successful attack gives control over the current sector to the attacking side and moves the front line accordingly. Players can affect the outcome of ground skirmishes (and thus change the front line) by destroying the AI ground vehicles that are participating in them. If neither team interferes in a ground skirmish, the attacking side always wins.&lt;br /&gt;
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Influencing the front line during a battle: if, as the result of a shift in the front line, an airfield ends up within territory controlled by the enemy team, this airfield will cease to function. If, due to another shift in the front line, this airfield ends up back within allied territory, it will start working again. In the future we are planning to add additional objectives connected to surrounding and isolating individual sectors.&lt;br /&gt;
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You can read more about the front line in this issue of the [https://warthunder.com/en/news/5415-development-enduring-confrontation-mode-update-en Developer Diary.]&lt;br /&gt;
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Airfields and their Modules&lt;br /&gt;
All aircraft in EC spawn on airfields and return to them to reload and repair. Since battles in EC last a significant amount of time, airfields are a crucial strategic target – they directly affect the course of the battle.&lt;br /&gt;
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In EC missions, airfields are distributed randomly on the map – when every new battle is generated, the server chooses three potential airfield locations for each side. At the beginning of the battle, each team knows the location of their own airfields (they are displayed on the map), but they do not know the location of the enemy’s airfields. Enemy airfields can be discovered visually by being in the air at a sufficient altitude, but in order to get an airfield detected in this manner to appear on the map, you need to fly close enough to it (within a range of a few kilometres – altitude doesn’t matter). Just like other targets, airfields can be discovered by AI vehicles.&lt;br /&gt;
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You can always see the status of allied and enemy airfields on the map. Additionally, the detection status and overall integrity of airfields are displayed in the top middle part of the screen, above the bar with the double victory point indicator – look for the circles above the inner edge of the corresponding indicator. Blue circles represent the status of allied airfields, and red ones represent the status of enemy airfields. The number of circles shows how many of a given team’s airfields have been discovered by the enemy. The degree to which they are colored in represents their integrity. By the same token, the number of blue circles shows how many allied airfields have been discovered by the enemy, and the number of red ones shows how many enemy airfields your allies have found. If there are no circles on one side or the other, this means that none of that team’s airfields have been discovered by the enemy yet.&lt;br /&gt;
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[[File:Enduring_Confrontation_5Temp.png|class=dynamic_image]]&lt;br /&gt;
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The airfields themselves have a modular structure in EC, i.e. they are heterogeneous. This is yet another unique feature of this mode. Every airfield represents a set of four modules, or damageable functional zones of varying size, configuration, and appearance. They include the airstrip, fuel warehouses, parking area (also the aircraft repair area), and the living quarters (this is where the crew is located). Each of these zones performs its own unique function, has its own level of durability, and does not intersect with the areas of the other zones. The durability of all modules depends on the rank of the EC mission, increasing from lower ranks to higher ones. A zone can only be damaged or destroyed if it is hit by a bomb within its own area. Bombs that miss zones or hit destroyed zones do not count. Damaged zones are repaired over time. The speed at which they are repaired depends on the condition of the living quarters.&lt;br /&gt;
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Thanks to this mechanic, airfields cannot be completely destroyed during EC missions. It is only possible to temporarily disable their functionality – unlike in other aircraft game modes. However, destroying the airstrip and living quarters of all of a team’s airfields prevents the players on that team from bringing new aircraft into the battle and thus automatically leads to defeat.&lt;br /&gt;
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&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Simulator Enduring Confrontation Airfield Damage Indicator..jpg|thumb|none|250px|Simulator Enduring Confrontation Airfield Damage Indicator.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Simulator Enduring Confrontation Airfield Modules..jpg|thumb|none|450px|Simulator Enduring Confrontation Airfield Modules.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
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You can read more about airfield modules and their functions in this issue of the [https://warthunder.com/en/news/5973-development-modular-airfields-in-enduring-confrontation-en Developer Diary.]&lt;br /&gt;
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==Helicopter Enduring Confrontation in Arcade Battles==&lt;br /&gt;
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As mentioned above, a simplified version of EC mode in Arcade battles is the only separate game mode for helicopters in War Thunder. It differs from EC in Simulator battles in the following ways:&lt;br /&gt;
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*Instead of airfields, helicopter pads are placed around the map. They have no module-based mechanics, and there are 12 per team rather than 3.&lt;br /&gt;
*All objectives involving AI aircraft have been removed.&lt;br /&gt;
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[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U106670206</name></author>	</entry>

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