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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=113022</id>
		<title>Plane ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=113022"/>
				<updated>2021-10-04T13:37:58Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike [[tank ammunition]], '''plane ammunition''' in ''War Thunder'' is organised in belts typically containing a mixture of ammunition types. They generally feed machine guns and autocannons, but exceptions exist. Very similar ammunition can be seen on SPAAs and as a secondary calibre on naval vehicles.&lt;br /&gt;
&lt;br /&gt;
In-game information about plane ammuntion are limited to the composition of the belt and its maximum penetration capabilities as a whole. There are plenty of interesting data about these lower-calibre shells, but as one cannot customise the belt such knowledge is trivia at best. Experimentation in test flight is the recommended way to learn about these shells.&lt;br /&gt;
&lt;br /&gt;
==Ammunition belt types==&lt;br /&gt;
Currently, there are seven principal types of ammunition in-game, featuring slightly different shell types depending on the nation: Universal, Air Targets, Tracer, Night, Ground Targets, Armoured Targets and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Universal ammunition is generally suitable for any engagement.&lt;br /&gt;
* Air Targets ammunition is used for destroying air targets more effectively and will often prove itself useful against non-armoured ground units like trucks and MG emplacements.&lt;br /&gt;
* Tracer ammunition is useful for newer players because it allows you to see where your shots are travelling more easily than other ammunition belts, allowing for easier aiming. This ammunition type generally does little damage on the armour of 20 mm or greater, however, some nations' machine gun rounds have very dangerous incendiary tracer belts, e.g. the [[Browning_M2_(12.7_mm)|Brownings]] are notorious for setting fuel tanks ablaze. [[File:Universal versus night belts.png|350px|thumb|right|Comparison of Universal and Night tracer ammo belts for the German MK 108 30mm cannon. The Night belt is on the right.]]&lt;br /&gt;
* Night ammunition is a variation of tracer ammunition where the tracer isn't as bright, to help prevent flash blindness and preserve the pilot's night vision. Night battles are rare in War Thunder, but once in it, the usual tracer rounds shine bright like lasers in the sky, showing every pilot the location of a dogfight. A severe disadvantage in [[Realistic_Battles|Realistic]] and [[Simulator_Battles|Simulator]] mode.&lt;br /&gt;
* Ground Targets ammunition is recommended for killing ground units, or more heavily armoured aircraft, as it features mostly armour piercing rounds which more effectively defeat armour than other shell types.&lt;br /&gt;
*Armoured Targets ammunition is almost always the highest penetrating belt available for a plane. It is best used by bombers when defending their rear, as the front side of enemy planes is usually the thickest, meaning that some ammunition does far less damage. AT rounds, however, can rip through the engine and cockpit of almost any plane flying in range of the turrets. It is also used well by ground attack aircraft with higher calibre guns (e.g. IL-2-37, Ju 87 G, Hs.129B-3, etc.) as the penetration can skyrocket, allowing for easy destruction of even heavy tanks. Planes, being much weaker, will usually disintegrate upon even being clipped by these shells.&lt;br /&gt;
* Stealth ammunition is used by more experienced players because the bullets fired cannot be seen by the shooter or the target since the belt does not contain any tracer rounds. This is useful for ambushing enemies, as they can't see when you are firing at them until they have received damage. Another advantage is that you can see the bullet impacts better, because they aren't obscured by the tracers. This can help aim for certain weak spots, like engines or the cockpit. Stealth can be used more easily in Arcade Mode, due to the lead indicating reticule.&lt;br /&gt;
&lt;br /&gt;
Different nations may have the same basic ammunition belts, however, these will generally contain slightly different shell types in different ratios, depending on what aircraft you are flying.&lt;br /&gt;
&lt;br /&gt;
==Ammunition types==&lt;br /&gt;
Most of the ammunition types are self-explanatory, but there is some confusion over a few of the types. Incendiary (I), Adjustment incendiary (AI), and Immediate-action incendiary (IAI) rounds all sound very similar but they affect enemy vehicles differently upon impact.&lt;br /&gt;
&lt;br /&gt;
* '''Incendiary''' (I) will set engines and fuel tanks on fire if hit often enough and if the armour screen many planes have is penetrated. They often have tracer chemicals (IT) in the base of the round which also has incendiary properties.&lt;br /&gt;
* '''Adjustment incendiary''' (AI) shells feature a capped nose which upon impact will deform (like dough) and allow the rest of the bullet more contact area. Due to the effect of normalization now angling the shell more efficiently, better armour penetration results. This is especially noticeable on sleek tapered sections, such as the tail and wing surfaces from 6 o'clock (behind). Smaller calibres will bounce off even 1 mm thick duralumin. The &amp;quot;''Adjustment'' incendiary&amp;quot; suffers less from this problem, otherwise, it works just like a normal incendiary round. Note: Only incendiary shells use this as they rely on penetrating the target to do their work. HE, FI and other explosive shell types have contact fuses and will just explode upon contact, circumventing the need to penetrate.&lt;br /&gt;
* '''Immediate-action incendiary''' (IAI) is not really an incendiary shell. It's a small calibre HE-I round which explodes on impact. This can be seen with the [[MG_131_(13_mm)|MG 131's]] stealth belt.&lt;br /&gt;
&lt;br /&gt;
The composition of the '''Practice shell''' type differs for most nations. In general, they are just full core rounds, which means they possess decent penetration depth against armour (but less than AP) and have good disabling/damaging values against heavy modules like engines; fuel tanks and radiators (better than standard AP). However against soft targets (control surfaces, crewmen) they prove themselves inferior to area-of-effect shells like HE-I, HEF and FI-T. Compared to incendiary rounds they possess more instant damage while the latter will do more damage over time.&lt;br /&gt;
&lt;br /&gt;
A type that may be unfamiliar to players is the '''Armour-piercing (cermet core)''' round, used by some German ammo belts like the 15 mm cannon as well as some Russian 12.7 mm / 14.5 mm ammo belts. This round has a tough inner core made of a composite material composed of ceramic (cer) and metallic (met) materials, which give it enhanced armour penetration characteristics. &lt;br /&gt;
&lt;br /&gt;
===Machine gun bullets===&lt;br /&gt;
&lt;br /&gt;
* Ball - Omni-purpose: Lead core with metal jacket, basically &amp;quot;practice shell&amp;quot; for low-calibre weapons.&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* I - Incendiary&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* AI - Adjustment incendiary&lt;br /&gt;
* IAI - Immediate-action incendiary&lt;br /&gt;
* AP - Armour-piercing&lt;br /&gt;
* AP-I - Armour-piercing incendiary&lt;br /&gt;
* AP-I(c) - Armour-piercing (cermet core)&lt;br /&gt;
* AP-T - Armour-piercing tracer&lt;br /&gt;
* API-T - Armour-piercing incendiary tracer&lt;br /&gt;
&lt;br /&gt;
===Cannon shells===&lt;br /&gt;
&lt;br /&gt;
* P - Practice&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* IT* - Incendiary tracer (self-destroying)&lt;br /&gt;
* FI-T - Fragmentation incendiary tracer &lt;br /&gt;
* FI-T* - Fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* AP-I - Armour-piercing incendiary&lt;br /&gt;
* APHE - Armour-piercing high explosive&lt;br /&gt;
* HEI - High-explosive incendiary (Minengeschoß)&lt;br /&gt;
* HEI-T - High-explosive incendiary tracer (Minengeschoß, night tracer)&lt;br /&gt;
* HEF - High-explosive fragmentation&lt;br /&gt;
* HEF-I - High-explosive fragmentation incendiary&lt;br /&gt;
* HEFI-T - High-explosive fragmentation incendiary tracer&lt;br /&gt;
* HEFI-T* - High-explosive fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* HEF-SAPI - High-explosive fragmentation (Semi-armour-piercing incendiary)&lt;br /&gt;
* HEF-T - High-explosive fragmentation tracer&lt;br /&gt;
* HVAP-T - High-velocity armour-piercing tracer: essentially a smaller APDS shell.&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;
{{Youtube-gallery|Y71-r7TR6mM|'''Aircraft ammunition 1''' - ''War Thunder Wiki''|TZ-k24NPri0|'''Aircraft ammunition 2''' - ''War Thunder Wiki''|bkfFM9kLZSA|'''Aircraft ammo guide''' - ''War Thunder''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammunition]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=112964</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=112964"/>
				<updated>2021-10-04T03:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* General Advices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assault Mode''' is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
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Light&lt;br /&gt;
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{{Tree-Unit|fr_hotchkiss_h39}}&lt;br /&gt;
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{{Tree-Unit|fr_renault_d2}}&lt;br /&gt;
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{{Tree-Unit|fr_somua_s35}}&lt;br /&gt;
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{{Tree-Unit|potez_633}}&lt;br /&gt;
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&lt;br /&gt;
{{Tree-Line|Level 2 - (2.7 - 3.7)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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Light&lt;br /&gt;
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Intermediate&lt;br /&gt;
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Heavy&lt;br /&gt;
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|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|us_m24_chaffee}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a5_ram_2}}&lt;br /&gt;
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{{Tree-Unit|f4u-1d}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|uk_a27m_cromwell_5}}&lt;br /&gt;
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{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
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{{Tree-Unit|uk_a_22b_mk_3_churchill_1942}}&lt;br /&gt;
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{{Tree-Unit|hurricanemkii}}&lt;br /&gt;
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{{Tree-Unit|bf-110g-2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m24_chaffee}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_3_chi_nu}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_1_chi_he}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_3_chi_nu_75cm_type_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|d4y2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_fl_11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a-35b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 3 - (4.0 - 5.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a2_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m18_hellcat}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a1_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m6a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|p-47d-28}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_17_pdr_m10_achilles}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_vc_firefly}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_22f_mk_7_churchill_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|firebrand_tf4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34E_STZ}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_1s}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_85}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_am42}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_sdkfz_9_flak37}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_G}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_H}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-410b-1_u2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_4_chi_to}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_5_chi_ri}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a7m2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman_fl_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a4_cn_75_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a3e2_sherman_jumbo}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f6f-5n_france}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m26_pershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t26e4_superpershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|douglas_ad_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_charioteer_mk_7}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_34_comet}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_43_black_prince}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|sea_fury_fb11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_pt_76b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_85_zis_53}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_2_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_m71}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_waffentrager_krupp_steyr}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_V_ausf_d_panther}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIp}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fw-190f-8}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|j2m3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_75}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_lorraine_40t}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_m4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t92}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m46_patton}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m47_patton_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t32}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-25}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_fv221_caernarvon}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_conqueror_mk_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|attaker_fb1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_44_100}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_28sh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_ru251}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_mkpz_m48a2c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_I}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-262a-2a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_61}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_b1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_74}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-30_japan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_30_1972}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50_surbaisse}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|md_450b_barougan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:NATO flag.png|70px|link=]]{{Tree-Skip|5px}}[[File:MapIcon Ground Fulda.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Cover&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t95e1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m60a1_rise_passive_era}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1_ip_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1a2_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-84b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m247}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|venom_fb4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_marksman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_62m1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_72a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_64_b_1984}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_80u}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|mig-17}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_zsu_23_4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Use a SL or RP booster if you have one. The booster will take effect without its mission count being consumed.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The only exception is when you are sure the game is lost.&lt;br /&gt;
** Similarly, do not waste time going after out-of-control targets. They may appear still alive, but the abnormal attitude makes it clear they will not reach the target.&lt;br /&gt;
* Try to prioritize bombers: the damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away. (Do be careful around the extra turrets.)&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (You cannot use the air spawn with a fully intact plane, however.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Bind and use the &amp;quot;reload&amp;quot; key. Ammo is free, and you don't want to miss out on the action due to lack of ammo.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones.&lt;br /&gt;
&lt;br /&gt;
If (and only if) you are at the top spots in your team, you can try giving these advice to your teammates so they play more effectively too.&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=112919</id>
		<title>Plane ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=112919"/>
				<updated>2021-10-03T13:55:21Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: Solve the &amp;quot;what's a cermet&amp;quot; question once and for all, hopefully&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes ammunition for machine guns and autocannons. Although the focus is on planes, these types of weapon systems are also found in Anti-Air vehicles and on smaller ships.&lt;br /&gt;
&lt;br /&gt;
==Ammunition belt types==&lt;br /&gt;
Currently, there are seven principal types of ammunition in-game, featuring slightly different shell types depending on the nation: Universal, Air Targets, Tracer, Night, Ground Targets, Armored Targets and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Universal ammunition is generally suitable for any engagement.&lt;br /&gt;
* Air Targets ammunition is used for destroying air targets more effectively and will often prove itself useful against non-armoured ground units like trucks and MG emplacements.&lt;br /&gt;
* Tracer ammunition is useful for newer players because it allows you to see where your shots are travelling more easily than other ammunition belts, allowing for easier aiming. This ammunition type generally does little damage on the armour of 20 mm or greater, however, some nations' machine gun rounds have very dangerous incendiary tracer belts, e.g. the [[Browning_M2_(12.7_mm)|Brownings]] are notorious for setting fuel tanks ablaze.&lt;br /&gt;
* [[File:Universal versus night belts.png|350px|thumb|right|Comparison of Universal and Night tracer ammo belts for the German MK 108 30mm cannon. The Night belt is on the right.]]Night ammunition is a variation of tracer ammunition where the tracer isn't as bright, to help prevent flash blindness and preserve the pilot's night vision. Night battles are rare in War Thunder, but once in it, the usual tracer rounds shine bright like lasers in the sky, showing every pilot the location of a dogfight. A severe disadvantage in [[Realistic_Battles|Realistic]] and [[Simulator_Battles|Simulator]] mode.&lt;br /&gt;
* Ground Targets ammunition is recommended for killing ground units, or more heavily armoured aircraft, as it features mostly armour piercing rounds which more effectively defeat armour than other shell types.&lt;br /&gt;
*Armored Targets ammunition is almost always the highest penetrating belt available for a plane. It is best used by bombers when defending their rear, as the front side of enemy planes is usually the thickest, meaning that some ammunition does far less damage. AT rounds, however, can rip through the engine and cockpit of almost any plane flying in range of the turrets. It is also used well by ground attack aircraft with higher calibre guns (e.g. IL-2-37, Ju 87 G, Hs.129B-3, etc.) as the penetration can skyrocket, allowing for easy destruction of even heavy tanks. Planes, being much weaker, will usually disintegrate upon even being clipped by these shells.&lt;br /&gt;
* Stealth ammunition is used by more experienced players because the bullets fired cannot be seen by the shooter or the target since the belt does not contain any tracer rounds. This is useful for ambushing enemies, as they can't see when you are firing at them until they have received damage. Another advantage is that you can see the bullet impacts better, because they aren't obscured by the tracers. This can help aim for certain weak spots, like engines or the cockpit. Stealth can be used more easily in Arcade Mode, due to the lead indicating reticule.&lt;br /&gt;
&lt;br /&gt;
Different nations may have the same basic ammunition belts, however, these will generally contain slightly different shell types in different ratios, depending on what aircraft you are flying.&lt;br /&gt;
&lt;br /&gt;
==Ammunition types==&lt;br /&gt;
Most of the ammunition types are self-explanatory, but there is some confusion over a few of the types. Let's go through them one-by-one.&lt;br /&gt;
&lt;br /&gt;
Incendiary ('''I'''), Adjustment incendiary ('''AI'''), and Immediate-action incendiary ('''IAI''') rounds all sound very similar but they affect enemy vehicles differently upon impact.&lt;br /&gt;
&lt;br /&gt;
* '''Incendiary''' ('''I''') will set engines and fuel tanks on fire if hit often enough and if the armour screen many planes have is penetrated. They often have tracer chemicals ('''IT''') in the base of the round which also has incendiary properties.&lt;br /&gt;
* '''''Adjustment''''' '''incendiary''' ('''AI''') shells feature a capped nose which upon impact will deform (like dough) and allow the rest of the bullet more contact area. Due to the effect of normalization now angling the shell more efficiently, better armour penetration results. This is especially noticeable on sleek tapered sections, such as the tail and wing surfaces from 6 o'clock (behind). Smaller calibres will bounce off even 1 mm thick duralumin. The &amp;quot;''Adjustment'' incendiary&amp;quot; suffers less from this problem, otherwise, it works just like a normal incendiary round. Note: Only incendiary shells use this as they rely on penetrating the target to do their work. HE, FI and other explosive shell types have contact fuses and will just explode upon contact, circumventing the need to penetrate.&lt;br /&gt;
* '''''Immediate-action''''' '''incendiary''' ('''IAI''') is not really an incendiary shell. It's a small calibre'''HE-I''' round which explodes on impact. This can be seen with the [[MG_131_(13_mm)|MG 131's]] stealth belt.&lt;br /&gt;
&lt;br /&gt;
The composition of the &amp;quot;'''Practice shell'''&amp;quot; type differs for most nations. In general, they are just full core rounds, which means they possess decent penetration depth against armour (but less than '''AP''') and have good disabling/damaging values against heavy modules like engines; fuel tanks and radiators (better than standard '''AP'''). However against soft targets (control surfaces, crewmen) they prove themselves inferior to area-of-effect shells like '''HE-I''', '''HEF''' and '''FI-T'''. Compared to incendiary rounds they possess more instant damage while the latter will do more damage over time.&lt;br /&gt;
&lt;br /&gt;
A type that may be unfamiliar to players is the '''Armor-piercing (cermet core) round''', used by some German ammo belts like the 15 mm cannon as well as some Russian 12.7 mm/14.5 mm ammo belts. This round has a tough inner core made of a composite material composed of ceramic (''cer'') and metallic (''met'') materials, which give it enhanced armour penetration characteristics as it's both hard and dense. A common type is tungsten carbide&amp;amp;ndash;cobalt composite.&amp;lt;ref&amp;gt;This material is more commonly referred to as a ''cemented carbide'' in English contexts. For more background on this topic, consult [[Wikipedia:Tungsten carbide#Ammunition]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Machine gun bullets===&lt;br /&gt;
&lt;br /&gt;
* Ball - Omni-purpose: Lead core with metal jacket, basically &amp;quot;practice shell&amp;quot; for low-caliber weapons.&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* I - Incendiary&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* AI - Adjustment incendiary&lt;br /&gt;
* IAI - Immediate-action incendiary&lt;br /&gt;
* AP - Armor-piercing&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* AP-I(c) - Armor-piercing (cermet core)&lt;br /&gt;
* AP-T - Armor-piercing tracer&lt;br /&gt;
* API-T - Armor-piercing incendiary tracer&lt;br /&gt;
&lt;br /&gt;
===Cannon shells===&lt;br /&gt;
&lt;br /&gt;
* P - Practice&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* IT* - Incendiary tracer (self-destroying)&lt;br /&gt;
* FI-T - Fragmentation incendiary tracer &lt;br /&gt;
* FI-T* - Fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* APHE - Armor-piercing high explosive&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß)&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß, night tracer)&lt;br /&gt;
* HEF - High-explosive fragmentation&lt;br /&gt;
* HEF-I - High-explosive fragmentation incendiary&lt;br /&gt;
* HEFI-T - High-explosive fragmentation incendiary tracer&lt;br /&gt;
* HEFI-T* - High-explosive fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* HEF-SAPI - High-explosive fragmentation (Semi-armor-piercing incendiary)&lt;br /&gt;
* HEF-T - High-explosive fragmentation tracer&lt;br /&gt;
* HVAP-T High-velocity armor-piercing tracer&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;
{{Youtube-gallery|Y71-r7TR6mM|'''Aircraft ammunition 1''' - ''War Thunder Wiki''|TZ-k24NPri0|'''Aircraft ammunition 2''' - ''War Thunder Wiki''|bkfFM9kLZSA|'''Aircraft ammo guide''' - ''War Thunder''}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammunition]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=112918</id>
		<title>Plane ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=112918"/>
				<updated>2021-10-03T13:42:59Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes ammunition for machine guns and autocannons. Although the focus is on planes, these types of weapon systems are also found in Anti-Air vehicles and on smaller ships.&lt;br /&gt;
&lt;br /&gt;
==Ammunition belt types==&lt;br /&gt;
Currently, there are seven principal types of ammunition in-game, featuring slightly different shell types depending on the nation: Universal, Air Targets, Tracer, Night, Ground Targets, Armored Targets and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Universal ammunition is generally suitable for any engagement.&lt;br /&gt;
* Air Targets ammunition is used for destroying air targets more effectively and will often prove itself useful against non-armoured ground units like trucks and MG emplacements.&lt;br /&gt;
* Tracer ammunition is useful for newer players because it allows you to see where your shots are travelling more easily than other ammunition belts, allowing for easier aiming. This ammunition type generally does little damage on the armour of 20 mm or greater, however, some nations' machine gun rounds have very dangerous incendiary tracer belts, e.g. the [[Browning_M2_(12.7_mm)|Brownings]] are notorious for setting fuel tanks ablaze.&lt;br /&gt;
* [[File:Universal versus night belts.png|350px|thumb|right|Comparison of Universal and Night tracer ammo belts for the German MK 108 30mm cannon. The Night belt is on the right.]]Night ammunition is a variation of tracer ammunition where the tracer isn't as bright, to help prevent flash blindness and preserve the pilot's night vision. Night battles are rare in War Thunder, but once in it, the usual tracer rounds shine bright like lasers in the sky, showing every pilot the location of a dogfight. A severe disadvantage in [[Realistic_Battles|Realistic]] and [[Simulator_Battles|Simulator]] mode.&lt;br /&gt;
* Ground Targets ammunition is recommended for killing ground units, or more heavily armoured aircraft, as it features mostly armour piercing rounds which more effectively defeat armour than other shell types.&lt;br /&gt;
*Armored Targets ammunition is almost always the highest penetrating belt available for a plane. It is best used by bombers when defending their rear, as the front side of enemy planes is usually the thickest, meaning that some ammunition does far less damage. AT rounds, however, can rip through the engine and cockpit of almost any plane flying in range of the turrets. It is also used well by ground attack aircraft with higher calibre guns (e.g. IL-2-37, Ju 87 G, Hs.129B-3, etc.) as the penetration can skyrocket, allowing for easy destruction of even heavy tanks. Planes, being much weaker, will usually disintegrate upon even being clipped by these shells.&lt;br /&gt;
* Stealth ammunition is used by more experienced players because the bullets fired cannot be seen by the shooter or the target since the belt does not contain any tracer rounds. This is useful for ambushing enemies, as they can't see when you are firing at them until they have received damage. Another advantage is that you can see the bullet impacts better, because they aren't obscured by the tracers. This can help aim for certain weak spots, like engines or the cockpit. Stealth can be used more easily in Arcade Mode, due to the lead indicating reticule.&lt;br /&gt;
&lt;br /&gt;
Different nations may have the same basic ammunition belts, however, these will generally contain slightly different shell types in different ratios, depending on what aircraft you are flying.&lt;br /&gt;
&lt;br /&gt;
==Ammunition types==&lt;br /&gt;
Most of the ammunition types are self-explanatory, but there is some confusion over a few of the types. Let's go through them one-by-one.&lt;br /&gt;
&lt;br /&gt;
Incendiary ('''I'''), Adjustment incendiary ('''AI'''), and Immediate-action incendiary ('''IAI''') rounds all sound very similar but they affect enemy vehicles differently upon impact.&lt;br /&gt;
&lt;br /&gt;
* '''Incendiary''' ('''I''') will set engines and fuel tanks on fire if hit often enough and if the armour screen many planes have is penetrated. They often have tracer chemicals ('''IT''') in the base of the round which also has incendiary properties.&lt;br /&gt;
* '''''Adjustment''''' '''incendiary''' ('''AI''') shells feature a capped nose which upon impact will deform (like dough) and allow the rest of the bullet more contact area. Due to the effect of normalization now angling the shell more efficiently, better armour penetration results. This is especially noticeable on sleek tapered sections, such as the tail and wing surfaces from 6 o'clock (behind). Smaller calibres will bounce off even 1 mm thick duralumin. The &amp;quot;''Adjustment'' incendiary&amp;quot; suffers less from this problem, otherwise, it works just like a normal incendiary round. Note: Only incendiary shells use this as they rely on penetrating the target to do their work. HE, FI and other explosive shell types have contact fuses and will just explode upon contact, circumventing the need to penetrate.&lt;br /&gt;
* '''''Immediate-action''''' '''incendiary''' ('''IAI''') is not really an incendiary shell. It's a small calibre'''HE-I''' round which explodes on impact. This can be seen with the [[MG_131_(13_mm)|MG 131's]] stealth belt.&lt;br /&gt;
&lt;br /&gt;
The composition of the &amp;quot;'''Practice shell'''&amp;quot; type differs for most nations. In general, they are just full core rounds, which means they possess decent penetration depth against armour (but less than '''AP''') and have good disabling/damaging values against heavy modules like engines; fuel tanks and radiators (better than standard '''AP'''). However against soft targets (control surfaces, crewmen) they prove themselves inferior to area-of-effect shells like '''HE-I''', '''HEF''' and '''FI-T'''. Compared to incendiary rounds they possess more instant damage while the latter will do more damage over time.&lt;br /&gt;
&lt;br /&gt;
A type that may be unfamiliar to players is the '''Armor-piercing (cermet core) round''', used by some German ammo belts like the 15 mm cannon as well as some Russian 12.7 mm/14.5 mm ammo belts. This round has a tough inner core made of a composite material composed of ceramic (''cer'', tungsten carbide particle) and metallic (''met'', cobalt) materials, which give it enhanced armour penetration characteristics as it's both hard and dense.&lt;br /&gt;
&lt;br /&gt;
===Machine gun bullets===&lt;br /&gt;
&lt;br /&gt;
* Ball - Omni-purpose: Lead core with metal jacket, basically &amp;quot;practice shell&amp;quot; for low-caliber weapons.&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* I - Incendiary&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* AI - Adjustment incendiary&lt;br /&gt;
* IAI - Immediate-action incendiary&lt;br /&gt;
* AP - Armor-piercing&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* AP-I(c) - Armor-piercing (cermet core)&lt;br /&gt;
* AP-T - Armor-piercing tracer&lt;br /&gt;
* API-T - Armor-piercing incendiary tracer&lt;br /&gt;
&lt;br /&gt;
===Cannon shells===&lt;br /&gt;
&lt;br /&gt;
* P - Practice&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* IT* - Incendiary tracer (self-destroying)&lt;br /&gt;
* FI-T - Fragmentation incendiary tracer &lt;br /&gt;
* FI-T* - Fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* APHE - Armor-piercing high explosive&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß)&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß, night tracer)&lt;br /&gt;
* HEF - High-explosive fragmentation&lt;br /&gt;
* HEF-I - High-explosive fragmentation incendiary&lt;br /&gt;
* HEFI-T - High-explosive fragmentation incendiary tracer&lt;br /&gt;
* HEFI-T* - High-explosive fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* HEF-SAPI - High-explosive fragmentation (Semi-armor-piercing incendiary)&lt;br /&gt;
* HEF-T - High-explosive fragmentation tracer&lt;br /&gt;
* HVAP-T High-velocity armor-piercing tracer&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;
{{Youtube-gallery|Y71-r7TR6mM|'''Aircraft ammunition 1''' - ''War Thunder Wiki''|TZ-k24NPri0|'''Aircraft ammunition 2''' - ''War Thunder Wiki''|bkfFM9kLZSA|'''Aircraft ammo guide''' - ''War Thunder''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammunition]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=112917</id>
		<title>Plane ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=112917"/>
				<updated>2021-10-03T13:40:55Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* Ammunition types */ Just a little bit of chemistry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ammunition belt types==&lt;br /&gt;
Currently, there are seven principal types of ammunition in-game, featuring slightly different shell types depending on the nation: Universal, Air Targets, Tracer, Night, Ground Targets, Armored Targets and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Universal ammunition is generally suitable for any engagement.&lt;br /&gt;
* Air Targets ammunition is used for destroying air targets more effectively and will often prove itself useful against non-armoured ground units like trucks and MG emplacements.&lt;br /&gt;
* Tracer ammunition is useful for newer players because it allows you to see where your shots are travelling more easily than other ammunition belts, allowing for easier aiming. This ammunition type generally does little damage on the armour of 20 mm or greater, however, some nations' machine gun rounds have very dangerous incendiary tracer belts, e.g. the [[Browning_M2_(12.7_mm)|Brownings]] are notorious for setting fuel tanks ablaze.&lt;br /&gt;
* [[File:Universal versus night belts.png|350px|thumb|right|Comparison of Universal and Night tracer ammo belts for the German MK 108 30mm cannon. The Night belt is on the right.]]Night ammunition is a variation of tracer ammunition where the tracer isn't as bright, to help prevent flash blindness and preserve the pilot's night vision. Night battles are rare in War Thunder, but once in it, the usual tracer rounds shine bright like lasers in the sky, showing every pilot the location of a dogfight. A severe disadvantage in [[Realistic_Battles|Realistic]] and [[Simulator_Battles|Simulator]] mode.&lt;br /&gt;
* Ground Targets ammunition is recommended for killing ground units, or more heavily armoured aircraft, as it features mostly armour piercing rounds which more effectively defeat armour than other shell types.&lt;br /&gt;
*Armored Targets ammunition is almost always the highest penetrating belt available for a plane. It is best used by bombers when defending their rear, as the front side of enemy planes is usually the thickest, meaning that some ammunition does far less damage. AT rounds, however, can rip through the engine and cockpit of almost any plane flying in range of the turrets. It is also used well by ground attack aircraft with higher calibre guns (e.g. IL-2-37, Ju 87 G, Hs.129B-3, etc.) as the penetration can skyrocket, allowing for easy destruction of even heavy tanks. Planes, being much weaker, will usually disintegrate upon even being clipped by these shells.&lt;br /&gt;
* Stealth ammunition is used by more experienced players because the bullets fired cannot be seen by the shooter or the target since the belt does not contain any tracer rounds. This is useful for ambushing enemies, as they can't see when you are firing at them until they have received damage. Another advantage is that you can see the bullet impacts better, because they aren't obscured by the tracers. This can help aim for certain weak spots, like engines or the cockpit. Stealth can be used more easily in Arcade Mode, due to the lead indicating reticule.&lt;br /&gt;
&lt;br /&gt;
Different nations may have the same basic ammunition belts, however, these will generally contain slightly different shell types in different ratios, depending on what aircraft you are flying.&lt;br /&gt;
&lt;br /&gt;
==Ammunition types==&lt;br /&gt;
Most of the ammunition types are self-explanatory, but there is some confusion over a few of the types. Let's go through them one-by-one.&lt;br /&gt;
&lt;br /&gt;
Incendiary ('''I'''), Adjustment incendiary ('''AI'''), and Immediate-action incendiary ('''IAI''') rounds all sound very similar but they affect enemy vehicles differently upon impact.&lt;br /&gt;
&lt;br /&gt;
* '''Incendiary''' ('''I''') will set engines and fuel tanks on fire if hit often enough and if the armour screen many planes have is penetrated. They often have tracer chemicals ('''IT''') in the base of the round which also has incendiary properties.&lt;br /&gt;
* '''''Adjustment''''' '''incendiary''' ('''AI''') shells feature a capped nose which upon impact will deform (like dough) and allow the rest of the bullet more contact area. Due to the effect of normalization now angling the shell more efficiently, better armour penetration results. This is especially noticeable on sleek tapered sections, such as the tail and wing surfaces from 6 o'clock (behind). Smaller calibres will bounce off even 1 mm thick duralumin. The &amp;quot;''Adjustment'' incendiary&amp;quot; suffers less from this problem, otherwise, it works just like a normal incendiary round. Note: Only incendiary shells use this as they rely on penetrating the target to do their work. HE, FI and other explosive shell types have contact fuses and will just explode upon contact, circumventing the need to penetrate.&lt;br /&gt;
* '''''Immediate-action''''' '''incendiary''' ('''IAI''') is not really an incendiary shell. It's a small calibre'''HE-I''' round which explodes on impact. This can be seen with the [[MG_131_(13_mm)|MG 131's]] stealth belt.&lt;br /&gt;
&lt;br /&gt;
The composition of the &amp;quot;'''Practice shell'''&amp;quot; type differs for most nations. In general, they are just full core rounds, which means they possess decent penetration depth against armour (but less than '''AP''') and have good disabling/damaging values against heavy modules like engines; fuel tanks and radiators (better than standard '''AP'''). However against soft targets (control surfaces, crewmen) they prove themselves inferior to area-of-effect shells like '''HE-I''', '''HEF''' and '''FI-T'''. Compared to incendiary rounds they possess more instant damage while the latter will do more damage over time.&lt;br /&gt;
&lt;br /&gt;
A type that may be unfamiliar to players is the '''Armor-piercing (cermet core) round''', used by some German ammo belts like the 15 mm cannon as well as some Russian 12.7 mm/14.5 mm ammo belts. This round has a tough inner core made of a composite material composed of ceramic (''cer'', tungsten carbide particle) and metallic (''met'', cobalt) materials, which give it enhanced armour penetration characteristics as it's both hard and dense.&lt;br /&gt;
&lt;br /&gt;
===Machine gun bullets===&lt;br /&gt;
&lt;br /&gt;
* Ball - Omni-purpose: Lead core with metal jacket, basically &amp;quot;practice shell&amp;quot; for low-caliber weapons.&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* I - Incendiary&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* AI - Adjustment incendiary&lt;br /&gt;
* IAI - Immediate-action incendiary&lt;br /&gt;
* AP - Armor-piercing&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* AP-I(c) - Armor-piercing (cermet core)&lt;br /&gt;
* AP-T - Armor-piercing tracer&lt;br /&gt;
* API-T - Armor-piercing incendiary tracer&lt;br /&gt;
&lt;br /&gt;
===Cannon shells===&lt;br /&gt;
&lt;br /&gt;
* P - Practice&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* IT* - Incendiary tracer (self-destroying)&lt;br /&gt;
* FI-T - Fragmentation incendiary tracer &lt;br /&gt;
* FI-T* - Fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* APHE - Armor-piercing high explosive&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß)&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß, night tracer)&lt;br /&gt;
* HEF - High-explosive fragmentation&lt;br /&gt;
* HEF-I - High-explosive fragmentation incendiary&lt;br /&gt;
* HEFI-T - High-explosive fragmentation incendiary tracer&lt;br /&gt;
* HEFI-T* - High-explosive fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* HEF-SAPI - High-explosive fragmentation (Semi-armor-piercing incendiary)&lt;br /&gt;
* HEF-T - High-explosive fragmentation tracer&lt;br /&gt;
* HVAP-T High-velocity armor-piercing tracer&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;
{{Youtube-gallery|Y71-r7TR6mM|'''Aircraft ammunition 1''' - ''War Thunder Wiki''|TZ-k24NPri0|'''Aircraft ammunition 2''' - ''War Thunder Wiki''|bkfFM9kLZSA|'''Aircraft ammo guide''' - ''War Thunder''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammunition]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=112506</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=112506"/>
				<updated>2021-09-24T05:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* General Advices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assault Mode''' is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Berlin.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Norway.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Japan flag.png|70px|link=Category:Japan_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Japan.jpg|135px|link=Emperors_Garden_Map]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Line|Level 1 - (1.0 - 2.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|us_m22_locust}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_26_1940}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_70_1942}}&lt;br /&gt;
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{{Tree-Unit|yak_2_kabb}}&lt;br /&gt;
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{{Tree-Unit|jp_type_97_kai}}&lt;br /&gt;
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Light&lt;br /&gt;
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Medium&lt;br /&gt;
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Intermediate&lt;br /&gt;
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{{Tree-Unit|us_m24_chaffee}}&lt;br /&gt;
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{{Tree-Unit|jp_type_1_chi_he}}&lt;br /&gt;
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Light&lt;br /&gt;
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Medium&lt;br /&gt;
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Intermediate&lt;br /&gt;
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Heavy&lt;br /&gt;
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Air Support&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Unit|su-6_am42}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Unit|me-410b-1_u2}}&lt;br /&gt;
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{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
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Light&lt;br /&gt;
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Medium&lt;br /&gt;
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Intermediate&lt;br /&gt;
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Heavy&lt;br /&gt;
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Air Support&lt;br /&gt;
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{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
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{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
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Light&lt;br /&gt;
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Medium&lt;br /&gt;
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Intermediate&lt;br /&gt;
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Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
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{{Tree-Unit|us_m47_patton_II}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-25}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_44_100}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_28sh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_ru251}}&lt;br /&gt;
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{{Tree-Unit|germ_mkpz_m48a2c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-262a-2a}}&lt;br /&gt;
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{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
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{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
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{{Tree-Unit|fr_amx_50}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:NATO flag.png|70px|link=]]{{Tree-Skip|5px}}[[File:MapIcon Ground Fulda.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
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Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Cover&lt;br /&gt;
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{{Tree-Unit|us_m1_ip_abrams}}&lt;br /&gt;
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{{Tree-Unit|f-84b}}&lt;br /&gt;
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{{Tree-Unit|us_m247}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_62m1}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Use a SL or RP booster if you have one. The booster will take effect without its mission count being consumed.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The only exception is when you are sure the game is lost.&lt;br /&gt;
* Try to prioritize bombers: the damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away.&lt;br /&gt;
** Do be careful around the extra turrets.&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing.&lt;br /&gt;
** You cannot use the air spawn with a fully intact plane.&lt;br /&gt;
** A fast but unrealistic way to land is by diving straight for the airfield, extending landing flaps to slow down only at the final approach. This &amp;quot;works&amp;quot; because Arcade mode does not have speed limits for aircraft parts.&lt;br /&gt;
** Try not to damage your plane too much on landing, otherwise the game may think you have crashed after the J even if you are on the airfield and the repair timer shows. It can be a bit finicky.&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Bind and use the &amp;quot;reload&amp;quot; key. Ammo is free, and you don't want to miss out on the action due to lack of ammo.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones.&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bofors_L/70_Mk.1_(57_mm)&amp;diff=112308</id>
		<title>Bofors L/70 Mk.1 (57 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bofors_L/70_Mk.1_(57_mm)&amp;diff=112308"/>
				<updated>2021-09-20T04:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Bofors L/70 Mk.1 (57 mm) is a naval autocannon designed to engage both air and surface targets. It was developed form the earlier Bofors 57 mm L/60, a twin-barrel naval autocannon, basically a scaled-up version of the [[Bofors L/60 Mark 1 (40 mm)]].&lt;br /&gt;
&lt;br /&gt;
In ''War Thunder'' however, it is not found on any naval vehicles yet. The proposed German IFV Begleitpanzer 57 is the only vehicle with this weapon. You are recommended to read its page for more information.&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;
* {{Specs-Link|germ_begleitpanzer_57}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
''Describe the shells that are available for the cannon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns, that have firepower equal to these type of weapons.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against the main opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarize 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;
'''Cons:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''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 cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&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;
{{Germany tank cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank cannons]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Bofors_L/70_Mk.1_(57_mm)&amp;diff=112307</id>
		<title>Bofors L/70 Mk.1 (57 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Bofors_L/70_Mk.1_(57_mm)&amp;diff=112307"/>
				<updated>2021-09-20T04:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The Bofors L/70 Mk.1 (57 mm) is a naval autocannon designed to engage both air and surface targets. It was developed form the earlier Bofors 57 mm L/60, a twin-barrel naval autocannon, basically a scaled-up version of the [[Bofors L/60 Mark 1 (40 mm)]].&lt;br /&gt;
&lt;br /&gt;
In ''War Thunder'' however, it is not found on any naval vehicles yet. The proposed German IFV Begleitpanzer 57 uses it as a main gun.&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;
* {{Specs-Link|germ_begleitpanzer_57}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
''Describe the shells that are available for the cannon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns, that have firepower equal to these type of weapons.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against the main opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarize 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;
'''Cons:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''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 cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&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;
{{Germany tank cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank cannons]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=40_mm/70_Breda-Bofors_(40_mm)&amp;diff=112237</id>
		<title>40 mm/70 Breda-Bofors (40 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=40_mm/70_Breda-Bofors_(40_mm)&amp;diff=112237"/>
				<updated>2021-09-18T09:01:45Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The 40 mm/70 Breda-Bofors type 107 is a member of the OTOBreda 40 mm/70 Bofors family of naval mountings. It consists of a single [[Bofors L/70 (40 mm)]] mounted on a open-topped base developed by Breda, fed by a 32 round autofeeder magazine.&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;
* {{Specs-Link|it_p493_freccia}}&lt;br /&gt;
* {{Specs-Link|it_p494_saetta}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.''&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;
'''Cons:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''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;.''&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;
''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 cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&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;
{{Italy naval cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naval cannons]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-53&amp;diff=112232</id>
		<title>MS-53</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-53&amp;diff=112232"/>
				<updated>2021-09-18T04:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms53_2a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/65 Breda (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|S.I. 270/533X6.84 Tipo L (533 mm)|S.I.270 (533 mm)|W.200/450X5,75 (450 mm)|B TG depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this boat and similar Italian boats, it is recommended to engage targets head-on with the bow gun as it will be easier to aim than if you  expose your side to use both guns, all while reducing your exposure to incoming fire.&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;
* Can carry 4 torpedoes with various degrees of spread.&lt;br /&gt;
* Adequate speed when spaded.&lt;br /&gt;
* Good reload speed for the main guns&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lacks armament (only 2 x 20 mm cannons)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Along with the [[MS-15]] (and the postwar renumbered modifications [[MS-472]] and [[MS-473]]), the MS-53 is part of the CRDA 60t family of torpedo boats. The CRDA 60t family was developed for higher stability against sea conditions compared to the MAS boats.&lt;br /&gt;
&lt;br /&gt;
MS-53 is part of the second series of CRDA 60t. Compared to the first series (which includes the MS-15), the bow is raised, the torpedo tubes were redesigned to have hatches, and an extra pair of MAS-type torpedo launchers at the rear are added.&lt;br /&gt;
&lt;br /&gt;
=== Ships in class ===&lt;br /&gt;
&lt;br /&gt;
Ships of the CRDA 60t (MS) family in War Thunder include:&lt;br /&gt;
* First series: [[MS-15]]&lt;br /&gt;
* Second series: [[MS-53]]&lt;br /&gt;
* Postwar modernization: [[MS-472]], [[MS-473]]&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-472&amp;diff=112231</id>
		<title>MS-472</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-472&amp;diff=112231"/>
				<updated>2021-09-18T04:48:09Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms473_2a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The MS-472 is entirely unarmoured apart from the 40mm of wood comprising the hull, making it fairly weak overall. It also has a relatively small crew count of 19 members, and this in tandem with the lack of armour will see this vessel knocked out fairly quickly if repeatedly hit. The vessel is also fairly long, making it quite easy to hit at ranges which also hurts its survivability. It's effectively vulnerable everywhere, so a less aggressive play-style will see it stay in the fight longer.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
This vessel is fairly fast but not so much manoeuvrable, it can reach a decent speed in a straight line but due to the length of the craft it struggles to complete a turn swiftly. It's also fairly unresponsive with accelerating and decelerating, which makes backing out of a dangerous situation very difficult, the poor reactive mobility tied with the lack of armour protection means you need to be bit more careful with choosing engagements when using this craft, it may be fast in a straight line but as it has no passive protection it can't constantly use that mobility to reliable effect.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
[[File:MS 472 2.jpg|thumb]]&lt;br /&gt;
This vessel is equipped with a single 40mm Bofors cannon, functionally the same variant used on many British and American light craft. Despite its relatively slow fire rate it deals a great amount of damage, and is also fairly easy to aim at range, allowing this vessel a lot of versatility in where you choose to engage. However, there is a large dead-zone towards the rear of the craft where the 40mm cannot cover, and as it's lacking any secondary weapons it becomes very vulnerable from the rear. This also means the primary cannon is the only defence against aircraft as well, a single well placed shot from the cannon will usually cripple an enemy aircraft, but the slow fire rate and dead-zone can make a manoeuvring aircraft quite hard to hit. The cannon comes with three belts-&lt;br /&gt;
&lt;br /&gt;
* '''Default'''- 1-1 Armour piecing and high explosive, a good versatile mix of rounds.&lt;br /&gt;
&lt;br /&gt;
* '''HE'''- Majority high explosive belt, does the most structural damage to unarmoured vessels and aircraft.&lt;br /&gt;
&lt;br /&gt;
* '''AP'''- Majority AP belt, weaker structural damage but able to penetrate armoured craft, damage internal modules and set off ammo racks.&lt;br /&gt;
&lt;br /&gt;
Overall, the HE majority belt will do the most damage against most of the common craft you'll be encountering around the battle rating, but it's recommended to carry some AP belts to combat armoured craft, as these rounds will easily be able to get through most armour. They are also very capable of setting off ammo racks, an accurate burst into the ammo will commonly destroy most enemy vessels, so if you encounter a large enemy with a lot of crew, it's recommended to load the AP and aim for the ammo racks.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|W.200/450X5,75 (450 mm)|B TG 100 depth charge}}&lt;br /&gt;
&lt;br /&gt;
The MS-472 carries two W.200/450X5,75 torpedoes, which contain an explosive mass of 200kg, which isn't quite as powerful as torpedoes used by other nations, however they will easily be able to take down the light patrol craft commonly encountered around the battle rating. They travel fairly fast but have a somewhat limited range of only 3km, meaning they can't be safely used to combat Destroyers at significant ranges, they're perfectly adequate for close range engagements with lighter craft however.&lt;br /&gt;
&lt;br /&gt;
The MS-472 can also carry eight BTG 100 Depth Charges, which can be used to destroy trailing enemy vessels. They have quite limited use overall however, and can rarely be used to good effect as engagements in which they have an actual use is quite rare. They can easily knock out larger vessels if you're able to sneak up on them, but this is a rather inconsistent tactic, they're the most useful when being tailed by an enemy vessel, especially as the the MS-472 has no weaponry facing rearwards. If an enemy is in close proximity to the rear of the craft these charges can be dropped to sink them, however it requires very precise timing and overall isn't hugely reliable as a defensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
[[File:MS 472 1.jpg|thumb|The MS-472 engaging an enemy from cover]]&lt;br /&gt;
The MS-472 is a fairly niche vessel but it does fill that niche quite well, the frontally mounted 40mm cannon will do great at dealing with the bulk of enemies around the battle rating, but the lack of almost any defensive attributes mean that playing it more defensively is required to keep it in the fight longer. Arguably the most important aspect to mastering this vessel is where to position it, it's important to find a spot that offers both an active sight-line that will let you engage enemies, while also offering substantial cover for the vessel itself. As it is very weak and long, a good option for positioning yourself would be to stick the front portion of the boat out of cover, while leaving the middle and rearward sections in cover, as there is no weaponry present on these sections of the boat there's no real need to have them out of cover; as all this does is give your enemies more of you to shoot at. To have total combat effectiveness only the front of the boat needs to be able to engage targets, so this style of positioning is key.&lt;br /&gt;
&lt;br /&gt;
It's important to be careful when traversing the map and leaving cover, this vessel isn't very quick to engage reverse, so if you sail out of cover and into the path of multiple enemy boats you'll likely take critical damage. This boat is weak to practically all types of weaponry, so tanking shots isn't really a viable option in any situation. If you're approaching the end of a stretch of cover make sure to slow down before you leave it, this way you can scout the area ahead for enemies and work out the best move. The majority HE belt will be best for engaging most of the enemies you'll fight, as they're overall unarmoured and HE will do the most structural damage. If you encounter a Russian river boat or a large gunboat however it's recommended to switch to AP to take them out, large gunboats like the [[Syonan]], [[MPK pr. 122A|MPK]], and the British [[Isles class (T-285)|Isles]] and [[Flower class (K-218)|Flower]] class vessels are too large to safely take out quickly with just using the HE belt, but they do have large, weak ammo racks under the guns, and a good burst of AP rounds into these racks will generally blow these vessels up, this is a much faster way to engage and dispatch these large craft. Alternatively you could make use of the torpedoes against these vessels as they do have a high speed, making it hard for large ships to avoid them.&lt;br /&gt;
&lt;br /&gt;
This boat leads itself to a much more defensive play-style, staying in cover and waiting for enemy vessels to come to you, this ship has no defensive fallbacks and can therefore only rely on the firepower, which can be best made use of when positioned partially in cover. The 40mm cannon is able to knock out targets at a few kilometres range quite easily due to the high velocity, meaning that it isn't necessary to get very close to enemies most of the time. In close quarters engagements this vessel does struggle due to the dead-zone, lack of reactive mobility and armour, so you'll want to avoid getting too close most of the time. All-in-all, try not to be too aggressive, and stay around some form of hard cover, and if you start to take fire simply back off, repair and re-engage.&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;
* Effective primary weapon&lt;br /&gt;
* Versatile ammo options&lt;br /&gt;
* Decent top speed&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No secondary weapons&lt;br /&gt;
* Large rearward dead-zone&lt;br /&gt;
* Large turning radius&lt;br /&gt;
* Comparatively weak and vulnerable&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- Thing that can be added include the WW2 designation and what it did in WW2 --&amp;gt;&lt;br /&gt;
The MS-472 is a CRDA 60t (MS) motor torpedo boat. It received this designation after World War II, and is one of the 8 (out of 14 surviving) MS ships the Italian navy was allowed to keep after the war. The terms of the 1947 Paris peace treaty also required the removal of torpedo launchers, which were added back after Italy's entry to NATO. The two surving MS boats of the first series (which did not have the tail-mounted MAS-style torpedo tubes) were upgraded to the second-series spec.&amp;lt;ref name=nat&amp;gt;https://www.marinaiditalia.com/public/uploads/2011_01_16.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MS 472, 473, 474 and 481 received modernization work in 1956, creating the '''CRDA 60t Convertible''' with the goal of serving as a flexible unit able to function as a torpedo boat (1 forward 40mm gun and 2 torpedo tubes), gun boat (2 40mm guns), or a fast mine layer (1 forward 40mm gun and minelayer). The ships received a new 3&amp;amp;times;1,500 hp pulpusion system, radio, radar, and a deck rearrangement and served in the 42nd torpedo squadron, mostly in the Adriatic.&amp;lt;ref name=nat/&amp;gt; The MS-472 in game reperesents the torpedo boat configuration; the MS-473 represents the gun boat.&lt;br /&gt;
&lt;br /&gt;
The MS-472 and MS-473 were put out of service in the late 1970s. MS-472 is on exhibit as a monument in Ravenna, while the MS-473 remains in storage at the Naval History Museum of Venice.&amp;lt;ref name=nat/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ships in class ===&lt;br /&gt;
&lt;br /&gt;
Ships of the CRDA 60t (MS) family in War Thunder include:&lt;br /&gt;
* First series: [[MS-15]]&lt;br /&gt;
* Second series: [[MS-53]]&lt;br /&gt;
* Postwar modernization: [[MS-472]], [[MS-473]]&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
* [[110 ft SC-497]]&lt;br /&gt;
* [[Fairmile C (312)]]&lt;br /&gt;
* [[Type K-3 / No.1 Class]]&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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 ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-473&amp;diff=112230</id>
		<title>MS-473</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-473&amp;diff=112230"/>
				<updated>2021-09-18T04:48:02Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms473_2a_art&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|B TG 100 depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The MS-473 is a sister ship of MS-472 in terms of post-war service. See [[MS-472#History]].&lt;br /&gt;
&lt;br /&gt;
=== Ships in class ===&lt;br /&gt;
&lt;br /&gt;
Ships of the CRDA 60t (MS) family in War Thunder include:&lt;br /&gt;
* First series: [[MS-15]]&lt;br /&gt;
* Second series: [[MS-53]]&lt;br /&gt;
* Postwar modernization: [[MS-472]], [[MS-473]]&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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 ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-15&amp;diff=112229</id>
		<title>MS-15</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-15&amp;diff=112229"/>
				<updated>2021-09-18T04:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms15_1a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/65 Breda (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|S.I. 270/533X6.84 Tipo L (533 mm)|S.I.270 (533 mm)|B TG depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&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;
''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;.''&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;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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 ship'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;
=== [[wt:en/news/6706-development-the-ms-15-italian-navy-coming-to-war-thunder-en|Devblog]] ===&lt;br /&gt;
In the early years of WWII, the Italian Navy realized the drawbacks of the MAS series of torpedo boats. Namely, the vessels of this type boasted excellent speeds, but had less than ideal seaworthiness. As a result, the Regia Marina began looking into procuring a vessel that would address this problem in the early 1940’s.&lt;br /&gt;
&lt;br /&gt;
The answer quickly came with the fall of Yugoslavia and the subsequent seizure of their limited naval force by the Italians. Having found older German-built Schnellboots of the Lürssen type, the Italians soon came to the conclusion that these vessels ideally fitted the current needs of the navy. As such, the captured examples were taken back to Italy and a nigh identical design was derived from them by the shipbuilder CRDA. The design, designated CRDA 60t, only differed in the powerplant choice as well as featuring Italian weaponry, while the rest remained virtually identical to the original.&lt;br /&gt;
&lt;br /&gt;
The first of the CRDA 60t torpedo boats were completed by April of 1942, of which a total of 36 would be built. The CRDA 60t torpedo boats first saw action during WW2 in summer of the same year. One of the most notable successes of their early service career was the fatal injuring of the British light cruiser HMS Manchester, followed by sinking by British ships, caused by MS 16 and MS 22 in August of 1942, also marking the largest target to be destroyed by any motor torpedo boat during WWII.&lt;br /&gt;
&lt;br /&gt;
Some vessels of the type also served with the Kriegsmarine, particularly those which were captured by the Germans following the signing of the armistice in September of  1943. Of the 36 CRDA 60t torpedo boats, 16 were lost in action during the war. Many surviving units continued serving with the Italian Navy postwar and well into the Cold War, thanks to modernization programs. A handful of the surviving units were also handed over to the French and Soviet Navies respectively under the armistice treaty conditions. The last of the highly modernized CRDA 60t torpedo boats was decommissioned as late as 1979, marking the end of a 37-year service career.&lt;br /&gt;
&lt;br /&gt;
=== Ships in class ===&lt;br /&gt;
&lt;br /&gt;
Ships of the CRDA 60t (MS) family in War Thunder include:&lt;br /&gt;
* First series: [[MS-15]]&lt;br /&gt;
* Second series: [[MS-53]]&lt;br /&gt;
* Postwar modernization: [[MS-472]], [[MS-473]]&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;&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:MS-15 WTWallpaper 01.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 02.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 03.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 04.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 05.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 06.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 07.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6706-development-the-ms-15-italian-navy-coming-to-war-thunder-en|[Devblog] The MS-15: Italian navy coming to War Thunder!]]&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-472&amp;diff=112228</id>
		<title>MS-472</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-472&amp;diff=112228"/>
				<updated>2021-09-18T04:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms473_2a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The MS-472 is entirely unarmoured apart from the 40mm of wood comprising the hull, making it fairly weak overall. It also has a relatively small crew count of 19 members, and this in tandem with the lack of armour will see this vessel knocked out fairly quickly if repeatedly hit. The vessel is also fairly long, making it quite easy to hit at ranges which also hurts its survivability. It's effectively vulnerable everywhere, so a less aggressive play-style will see it stay in the fight longer.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
This vessel is fairly fast but not so much manoeuvrable, it can reach a decent speed in a straight line but due to the length of the craft it struggles to complete a turn swiftly. It's also fairly unresponsive with accelerating and decelerating, which makes backing out of a dangerous situation very difficult, the poor reactive mobility tied with the lack of armour protection means you need to be bit more careful with choosing engagements when using this craft, it may be fast in a straight line but as it has no passive protection it can't constantly use that mobility to reliable effect.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
[[File:MS 472 2.jpg|thumb]]&lt;br /&gt;
This vessel is equipped with a single 40mm Bofors cannon, functionally the same variant used on many British and American light craft. Despite its relatively slow fire rate it deals a great amount of damage, and is also fairly easy to aim at range, allowing this vessel a lot of versatility in where you choose to engage. However, there is a large dead-zone towards the rear of the craft where the 40mm cannot cover, and as it's lacking any secondary weapons it becomes very vulnerable from the rear. This also means the primary cannon is the only defence against aircraft as well, a single well placed shot from the cannon will usually cripple an enemy aircraft, but the slow fire rate and dead-zone can make a manoeuvring aircraft quite hard to hit. The cannon comes with three belts-&lt;br /&gt;
&lt;br /&gt;
* '''Default'''- 1-1 Armour piecing and high explosive, a good versatile mix of rounds.&lt;br /&gt;
&lt;br /&gt;
* '''HE'''- Majority high explosive belt, does the most structural damage to unarmoured vessels and aircraft.&lt;br /&gt;
&lt;br /&gt;
* '''AP'''- Majority AP belt, weaker structural damage but able to penetrate armoured craft, damage internal modules and set off ammo racks.&lt;br /&gt;
&lt;br /&gt;
Overall, the HE majority belt will do the most damage against most of the common craft you'll be encountering around the battle rating, but it's recommended to carry some AP belts to combat armoured craft, as these rounds will easily be able to get through most armour. They are also very capable of setting off ammo racks, an accurate burst into the ammo will commonly destroy most enemy vessels, so if you encounter a large enemy with a lot of crew, it's recommended to load the AP and aim for the ammo racks.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|W.200/450X5,75 (450 mm)|B TG 100 depth charge}}&lt;br /&gt;
&lt;br /&gt;
The MS-472 carries two W.200/450X5,75 torpedoes, which contain an explosive mass of 200kg, which isn't quite as powerful as torpedoes used by other nations, however they will easily be able to take down the light patrol craft commonly encountered around the battle rating. They travel fairly fast but have a somewhat limited range of only 3km, meaning they can't be safely used to combat Destroyers at significant ranges, they're perfectly adequate for close range engagements with lighter craft however.&lt;br /&gt;
&lt;br /&gt;
The MS-472 can also carry eight BTG 100 Depth Charges, which can be used to destroy trailing enemy vessels. They have quite limited use overall however, and can rarely be used to good effect as engagements in which they have an actual use is quite rare. They can easily knock out larger vessels if you're able to sneak up on them, but this is a rather inconsistent tactic, they're the most useful when being tailed by an enemy vessel, especially as the the MS-472 has no weaponry facing rearwards. If an enemy is in close proximity to the rear of the craft these charges can be dropped to sink them, however it requires very precise timing and overall isn't hugely reliable as a defensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
[[File:MS 472 1.jpg|thumb|The MS-472 engaging an enemy from cover]]&lt;br /&gt;
The MS-472 is a fairly niche vessel but it does fill that niche quite well, the frontally mounted 40mm cannon will do great at dealing with the bulk of enemies around the battle rating, but the lack of almost any defensive attributes mean that playing it more defensively is required to keep it in the fight longer. Arguably the most important aspect to mastering this vessel is where to position it, it's important to find a spot that offers both an active sight-line that will let you engage enemies, while also offering substantial cover for the vessel itself. As it is very weak and long, a good option for positioning yourself would be to stick the front portion of the boat out of cover, while leaving the middle and rearward sections in cover, as there is no weaponry present on these sections of the boat there's no real need to have them out of cover; as all this does is give your enemies more of you to shoot at. To have total combat effectiveness only the front of the boat needs to be able to engage targets, so this style of positioning is key.&lt;br /&gt;
&lt;br /&gt;
It's important to be careful when traversing the map and leaving cover, this vessel isn't very quick to engage reverse, so if you sail out of cover and into the path of multiple enemy boats you'll likely take critical damage. This boat is weak to practically all types of weaponry, so tanking shots isn't really a viable option in any situation. If you're approaching the end of a stretch of cover make sure to slow down before you leave it, this way you can scout the area ahead for enemies and work out the best move. The majority HE belt will be best for engaging most of the enemies you'll fight, as they're overall unarmoured and HE will do the most structural damage. If you encounter a Russian river boat or a large gunboat however it's recommended to switch to AP to take them out, large gunboats like the [[Syonan]], [[MPK pr. 122A|MPK]], and the British [[Isles class (T-285)|Isles]] and [[Flower class (K-218)|Flower]] class vessels are too large to safely take out quickly with just using the HE belt, but they do have large, weak ammo racks under the guns, and a good burst of AP rounds into these racks will generally blow these vessels up, this is a much faster way to engage and dispatch these large craft. Alternatively you could make use of the torpedoes against these vessels as they do have a high speed, making it hard for large ships to avoid them.&lt;br /&gt;
&lt;br /&gt;
This boat leads itself to a much more defensive play-style, staying in cover and waiting for enemy vessels to come to you, this ship has no defensive fallbacks and can therefore only rely on the firepower, which can be best made use of when positioned partially in cover. The 40mm cannon is able to knock out targets at a few kilometres range quite easily due to the high velocity, meaning that it isn't necessary to get very close to enemies most of the time. In close quarters engagements this vessel does struggle due to the dead-zone, lack of reactive mobility and armour, so you'll want to avoid getting too close most of the time. All-in-all, try not to be too aggressive, and stay around some form of hard cover, and if you start to take fire simply back off, repair and re-engage.&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;
* Effective primary weapon&lt;br /&gt;
* Versatile ammo options&lt;br /&gt;
* Decent top speed&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No secondary weapons&lt;br /&gt;
* Large rearward dead-zone&lt;br /&gt;
* Large turning radius&lt;br /&gt;
* Comparatively weak and vulnerable&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- Thing that can be added include the WW2 designation and what it did in WW2 --&amp;gt;&lt;br /&gt;
The MS-472 is a CRDA 60t (MS) motor torpedo boat. It received this designation after World War II, and is one of the 8 (out of 14 surviving) MS ships the Italian navy was allowed to keep after the war. The terms of the 1947 Paris peace treaty also required the removal of torpedo launchers, which were added back after Italy's entry to NATO. The two surving MS boats of the first series (which did not have the tail-mounted MAS-style torpedo tubes) were upgraded to the second-series spec.&amp;lt;ref name=nat&amp;gt;https://www.marinaiditalia.com/public/uploads/2011_01_16.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MS 472, 473, 474 and 481 received modernization work in 1956, creating the '''CRDA 60t Convertible''' with the goal of serving as a flexible unit able to function as a torpedo boat (1 forward 40mm gun and 2 torpedo tubes), gun boat (2 40mm guns), or a fast mine layer (1 forward 40mm gun and minelayer). The ships received a new 3&amp;amp;times;1,500 hp pulpusion system, radio, radar, and a deck rearrangement and served in the 42nd torpedo squadron, mostly in the Adriatic.&amp;lt;ref name=nat/&amp;gt; The MS-472 in game reperesents the torpedo boat configuration; the MS-473 represents the gun boat.&lt;br /&gt;
&lt;br /&gt;
The MS-472 and MS-473 were put out of service in the late 1970s. MS-472 is on exhibit as a monument in Ravenna, while the MS-473 remains in storage at the Naval History Museum of Venice.&amp;lt;ref name=nat/&amp;gt;&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
* [[110 ft SC-497]]&lt;br /&gt;
* [[Fairmile C (312)]]&lt;br /&gt;
* [[Type K-3 / No.1 Class]]&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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 ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-473&amp;diff=112227</id>
		<title>MS-473</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-473&amp;diff=112227"/>
				<updated>2021-09-18T04:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms473_2a_art&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor gun boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|B TG 100 depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The MS-473 is a sister ship of MS-472 in terms of post-war service. See [[MS-472#History]].&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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 ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-472&amp;diff=112226</id>
		<title>MS-472</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-472&amp;diff=112226"/>
				<updated>2021-09-18T04:45:07Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms473_2a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
The MS-472 is entirely unarmoured apart from the 40mm of wood comprising the hull, making it fairly weak overall. It also has a relatively small crew count of 19 members, and this in tandem with the lack of armour will see this vessel knocked out fairly quickly if repeatedly hit. The vessel is also fairly long, making it quite easy to hit at ranges which also hurts its survivability. It's effectively vulnerable everywhere, so a less aggressive play-style will see it stay in the fight longer.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
This vessel is fairly fast but not so much manoeuvrable, it can reach a decent speed in a straight line but due to the length of the craft it struggles to complete a turn swiftly. It's also fairly unresponsive with accelerating and decelerating, which makes backing out of a dangerous situation very difficult, the poor reactive mobility tied with the lack of armour protection means you need to be bit more careful with choosing engagements when using this craft, it may be fast in a straight line but as it has no passive protection it can't constantly use that mobility to reliable effect.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|Bofors L/60 Mark 3 (40 mm)}}&lt;br /&gt;
[[File:MS 472 2.jpg|thumb]]&lt;br /&gt;
This vessel is equipped with a single 40mm Bofors cannon, functionally the same variant used on many British and American light craft. Despite its relatively slow fire rate it deals a great amount of damage, and is also fairly easy to aim at range, allowing this vessel a lot of versatility in where you choose to engage. However, there is a large dead-zone towards the rear of the craft where the 40mm cannot cover, and as it's lacking any secondary weapons it becomes very vulnerable from the rear. This also means the primary cannon is the only defence against aircraft as well, a single well placed shot from the cannon will usually cripple an enemy aircraft, but the slow fire rate and dead-zone can make a manoeuvring aircraft quite hard to hit. The cannon comes with three belts-&lt;br /&gt;
&lt;br /&gt;
* '''Default'''- 1-1 Armour piecing and high explosive, a good versatile mix of rounds.&lt;br /&gt;
&lt;br /&gt;
* '''HE'''- Majority high explosive belt, does the most structural damage to unarmoured vessels and aircraft.&lt;br /&gt;
&lt;br /&gt;
* '''AP'''- Majority AP belt, weaker structural damage but able to penetrate armoured craft, damage internal modules and set off ammo racks.&lt;br /&gt;
&lt;br /&gt;
Overall, the HE majority belt will do the most damage against most of the common craft you'll be encountering around the battle rating, but it's recommended to carry some AP belts to combat armoured craft, as these rounds will easily be able to get through most armour. They are also very capable of setting off ammo racks, an accurate burst into the ammo will commonly destroy most enemy vessels, so if you encounter a large enemy with a lot of crew, it's recommended to load the AP and aim for the ammo racks.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|W.200/450X5,75 (450 mm)|B TG 100 depth charge}}&lt;br /&gt;
&lt;br /&gt;
The MS-472 carries two W.200/450X5,75 torpedoes, which contain an explosive mass of 200kg, which isn't quite as powerful as torpedoes used by other nations, however they will easily be able to take down the light patrol craft commonly encountered around the battle rating. They travel fairly fast but have a somewhat limited range of only 3km, meaning they can't be safely used to combat Destroyers at significant ranges, they're perfectly adequate for close range engagements with lighter craft however.&lt;br /&gt;
&lt;br /&gt;
The MS-472 can also carry eight BTG 100 Depth Charges, which can be used to destroy trailing enemy vessels. They have quite limited use overall however, and can rarely be used to good effect as engagements in which they have an actual use is quite rare. They can easily knock out larger vessels if you're able to sneak up on them, but this is a rather inconsistent tactic, they're the most useful when being tailed by an enemy vessel, especially as the the MS-472 has no weaponry facing rearwards. If an enemy is in close proximity to the rear of the craft these charges can be dropped to sink them, however it requires very precise timing and overall isn't hugely reliable as a defensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
[[File:MS 472 1.jpg|thumb|The MS-472 engaging an enemy from cover]]&lt;br /&gt;
The MS-472 is a fairly niche vessel but it does fill that niche quite well, the frontally mounted 40mm cannon will do great at dealing with the bulk of enemies around the battle rating, but the lack of almost any defensive attributes mean that playing it more defensively is required to keep it in the fight longer. Arguably the most important aspect to mastering this vessel is where to position it, it's important to find a spot that offers both an active sight-line that will let you engage enemies, while also offering substantial cover for the vessel itself. As it is very weak and long, a good option for positioning yourself would be to stick the front portion of the boat out of cover, while leaving the middle and rearward sections in cover, as there is no weaponry present on these sections of the boat there's no real need to have them out of cover; as all this does is give your enemies more of you to shoot at. To have total combat effectiveness only the front of the boat needs to be able to engage targets, so this style of positioning is key.&lt;br /&gt;
&lt;br /&gt;
It's important to be careful when traversing the map and leaving cover, this vessel isn't very quick to engage reverse, so if you sail out of cover and into the path of multiple enemy boats you'll likely take critical damage. This boat is weak to practically all types of weaponry, so tanking shots isn't really a viable option in any situation. If you're approaching the end of a stretch of cover make sure to slow down before you leave it, this way you can scout the area ahead for enemies and work out the best move. The majority HE belt will be best for engaging most of the enemies you'll fight, as they're overall unarmoured and HE will do the most structural damage. If you encounter a Russian river boat or a large gunboat however it's recommended to switch to AP to take them out, large gunboats like the [[Syonan]], [[MPK pr. 122A|MPK]], and the British [[Isles class (T-285)|Isles]] and [[Flower class (K-218)|Flower]] class vessels are too large to safely take out quickly with just using the HE belt, but they do have large, weak ammo racks under the guns, and a good burst of AP rounds into these racks will generally blow these vessels up, this is a much faster way to engage and dispatch these large craft. Alternatively you could make use of the torpedoes against these vessels as they do have a high speed, making it hard for large ships to avoid them.&lt;br /&gt;
&lt;br /&gt;
This boat leads itself to a much more defensive play-style, staying in cover and waiting for enemy vessels to come to you, this ship has no defensive fallbacks and can therefore only rely on the firepower, which can be best made use of when positioned partially in cover. The 40mm cannon is able to knock out targets at a few kilometres range quite easily due to the high velocity, meaning that it isn't necessary to get very close to enemies most of the time. In close quarters engagements this vessel does struggle due to the dead-zone, lack of reactive mobility and armour, so you'll want to avoid getting too close most of the time. All-in-all, try not to be too aggressive, and stay around some form of hard cover, and if you start to take fire simply back off, repair and re-engage.&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;
* Effective primary weapon&lt;br /&gt;
* Versatile ammo options&lt;br /&gt;
* Decent top speed&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No secondary weapons&lt;br /&gt;
* Large rearward dead-zone&lt;br /&gt;
* Large turning radius&lt;br /&gt;
* Comparatively weak and vulnerable&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The MS-472 is a CRDA 60t (MS) motor torpedo boat. It received this designation after World War II, and is one of the 8 (out of 14 surviving) MS ships the Italian navy was allowed to keep after the war. The terms of the 1947 Paris peace treaty also required the removal of torpedo launchers, which were added back after Italy's entry to NATO. The two surving MS boats of the first series (which did not have the tail-mounted MAS-style torpedo tubes) were upgraded to the second-series spec.&amp;lt;ref name=nat&amp;gt;https://www.marinaiditalia.com/public/uploads/2011_01_16.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The MS 472, 473, 474 and 481 received modernization work in 1956, creating the '''CRDA 60t Convertible''' with the goal of serving as a flexible unit able to function as a torpedo boat (1 forward 40mm gun and 2 torpedo tubes), gun boat (2 40mm guns), or a fast mine layer (1 forward 40mm gun and minelayer). The ships received a new 3&amp;amp;times;1,500 hp pulpusion system, radio, radar, and a deck rearrangement and served in the 42nd torpedo squadron, mostly in the Adriatic.&amp;lt;ref name=nat/&amp;gt; The MS-472 in game reperesents the torpedo boat configuration; the MS-473 represents the gun boat.&lt;br /&gt;
&lt;br /&gt;
The MS-472 and MS-473 were put out of service in the late 1970s. MS-472 is on exhibit as a monument in Ravenna, while the MS-473 remains in storage at the Naval History Museum of Venice.&amp;lt;ref name=nat/&amp;gt;&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
* [[110 ft SC-497]]&lt;br /&gt;
* [[Fairmile C (312)]]&lt;br /&gt;
* [[Type K-3 / No.1 Class]]&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&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 ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-15&amp;diff=112225</id>
		<title>MS-15</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-15&amp;diff=112225"/>
				<updated>2021-09-18T04:27:45Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms15_1a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/65 Breda (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|S.I. 270/533X6.84 Tipo L (533 mm)|S.I.270 (533 mm)|B TG depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&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;
''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;.''&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;!-- ''Describe the history of the creation and combat usage of the ship 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 ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-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 ship'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;
=== [[wt:en/news/6706-development-the-ms-15-italian-navy-coming-to-war-thunder-en|Devblog]] ===&lt;br /&gt;
In the early years of WWII, the Italian Navy realized the drawbacks of the MAS series of torpedo boats. Namely, the vessels of this type boasted excellent speeds, but had less than ideal seaworthiness. As a result, the Regia Marina began looking into procuring a vessel that would address this problem in the early 1940’s.&lt;br /&gt;
&lt;br /&gt;
The answer quickly came with the fall of Yugoslavia and the subsequent seizure of their limited naval force by the Italians. Having found older German-built Schnellboots of the Lürssen type, the Italians soon came to the conclusion that these vessels ideally fitted the current needs of the navy. As such, the captured examples were taken back to Italy and a nigh identical design was derived from them by the shipbuilder CRDA. The design, designated CRDA 60t, only differed in the powerplant choice as well as featuring Italian weaponry, while the rest remained virtually identical to the original.&lt;br /&gt;
&lt;br /&gt;
The first of the CRDA 60t torpedo boats were completed by April of 1942, of which a total of 36 would be built. The CRDA 60t torpedo boats first saw action during WW2 in summer of the same year. One of the most notable successes of their early service career was the fatal injuring of the British light cruiser HMS Manchester, followed by sinking by British ships, caused by MS 16 and MS 22 in August of 1942, also marking the largest target to be destroyed by any motor torpedo boat during WWII.&lt;br /&gt;
&lt;br /&gt;
Some vessels of the type also served with the Kriegsmarine, particularly those which were captured by the Germans following the signing of the armistice in September of  1943. Of the 36 CRDA 60t torpedo boats, 16 were lost in action during the war. Many surviving units continued serving with the Italian Navy postwar and well into the Cold War, thanks to modernization programs. A handful of the surviving units were also handed over to the French and Soviet Navies respectively under the armistice treaty conditions. The last of the highly modernized CRDA 60t torpedo boats was decommissioned as late as 1979, marking the end of a 37-year service career.&lt;br /&gt;
&lt;br /&gt;
=== Ships in class ===&lt;br /&gt;
&lt;br /&gt;
Ships of the CRDA 60t (MS) family in War Thunder include:&lt;br /&gt;
* First series: [[MS-15]]&lt;br /&gt;
* Second series: [[MS-53]]&lt;br /&gt;
* Postwar redesignation: [[MS-472]], [[MS-473]]&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;&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:MS-15 WTWallpaper 01.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 02.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 03.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 04.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 05.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 06.jpg|&lt;br /&gt;
File:MS-15 WTWallpaper 07.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6706-development-the-ms-15-italian-navy-coming-to-war-thunder-en|[Devblog] The MS-15: Italian navy coming to War Thunder!]]&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MS-53&amp;diff=112224</id>
		<title>MS-53</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MS-53&amp;diff=112224"/>
				<updated>2021-09-18T04:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_ms53_2a&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/65 Breda (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|S.I. 270/533X6.84 Tipo L (533 mm)|S.I.270 (533 mm)|W.200/450X5,75 (450 mm)|B TG depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To use this boat and similar Italian boats, it is recommended to engage targets head-on with the bow gun as it will be easier to aim than if you  expose your side to use both guns, all while reducing your exposure to incoming fire.&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;
* Can carry 4 torpedoes with various degrees of spread.&lt;br /&gt;
* Adequate speed when spaded.&lt;br /&gt;
* Good reload speed for the main guns&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lacks armament (only 2 x 20 mm cannons)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Along with the [[MS-15]] (and the postwar renumbered modifications [[MS-472]] and [[MS-473]]), the MS-53 is part of the CRDA 60t family of torpedo boats. The CRDA 60t family was developed for higher stability against sea conditions compared to the MAS boats.&lt;br /&gt;
&lt;br /&gt;
MS-53 is part of the second series of CRDA 60t. Compared to the first series (which includes the MS-15), the bow is raised, the torpedo tubes were redesigned to have hatches, and an extra pair of MAS-type torpedo launchers at the rear are added.&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MAS_569&amp;diff=112223</id>
		<title>MAS 569</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MAS_569&amp;diff=112223"/>
				<updated>2021-09-18T04:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */ Brief history: part of the attack on Molotov&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_mas_classe500_4&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|20 mm/65 Breda (20 mm)|Breda Mod.30 (6.5 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|W.200/450X5,75 (450 mm)|B TG depth charge}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
This ship is part of the final series of the [[MAS_555#MAS_type_.22500.22|MAS type &amp;quot;500&amp;quot; PT boats]] (see the linked article for background on this type). &lt;br /&gt;
&lt;br /&gt;
MAS 569 was part of the Italian Black Sea flotilia. It participated in the August 1942 attack on Soviet cruiser ''Molotov''. It was heavily damaged in a Soviet bombing of Yalta in September 1942.&amp;lt;ref&amp;gt;Walter S. Zapotoczny Jr., &amp;quot;Decima Flottiglia MAS: The Best Commandos of the Second World War&amp;quot;, p. 122&amp;lt;/ref&amp;gt;&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;br /&gt;
{{Italy premium ships}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Freccia_P-493&amp;diff=112222</id>
		<title>Freccia P-493</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Freccia_P-493&amp;diff=112222"/>
				<updated>2021-09-18T04:08:44Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_p493_freccia&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 first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} Italian motor torpedo boat {{Battle-rating}}. It was introduced during [[Update &amp;quot;Starfighters&amp;quot;]] as a reward for the [[wt:en/news/6808-special-operation-s-u-m-m-e-r-2020-en|2020 Operation S.U.M.M.E.R.]] event.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.''&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.''&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|40 mm/70 Breda-Bofors type 107 (40 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|S.I. 270/533X6.84 Tipo L (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&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;
* Incredible firepower with 3 x 40 mm autocannons&lt;br /&gt;
* Decent speed&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* No survivability&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Freccia P-493 is first ship of its class (MC590). It was followed by [[Saetta P-494]] and the never completed Dardo P-495.&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;
''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 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Boats of comparable role, configuration and era===&lt;br /&gt;
&lt;br /&gt;
* [[Jaguar-Klasse (140)|Type 140 Jaguar-class]]&lt;br /&gt;
* [[Pr. 206|Pr.206 Shershen-class]]&lt;br /&gt;
* [[Type 11|PT-11-class]]&lt;br /&gt;
* [[Brave class (P1011)|Brave-class]]&lt;br /&gt;
* [[94 ft PT-811|PT-811]]&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;
* [[wt:en/news/6811/current|[Development] Operation S.U.M.M.E.R. Freccia P-493]]&lt;br /&gt;
&lt;br /&gt;
{{Italy boats}}&lt;br /&gt;
{{Italy premium ships}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=109278</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=109278"/>
				<updated>2021-08-21T03:01:46Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* General Advices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assault Mode''' is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Berlin.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Norway.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_aircraft]]{{Tree-Skip|6px}}[[File:MapIcon Air Ruhr.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:France flag.png|70px|link=Category:France_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Sicily.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Germany flag.png|70px|link=Category:Germany_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Stalingrad.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Italy flag.png|70px|link=Category:Italy_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Tunisia.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Japan flag.png|70px|link=Category:Japan_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Zhengzhou.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 1 - (1.0 - 2.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|hp52_hampden_mk1_late}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|b_18a}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|do_17z_2}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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&lt;br /&gt;
{{Tree-Line|Level 2 - (2.7 - 3.7)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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Light&lt;br /&gt;
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Intermediate&lt;br /&gt;
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{{Tree-Unit|potez_633}}&lt;br /&gt;
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&lt;br /&gt;
{{Tree-Line|Level 2 - (2.7 - 3.7)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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Intermediate&lt;br /&gt;
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|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|us_m24_chaffee}}&lt;br /&gt;
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{{Tree-Unit|us_m10}}&lt;br /&gt;
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{{Tree-Unit|us_m4_sherman}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|uk_a27m_cromwell_5}}&lt;br /&gt;
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{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
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{{Tree-Unit|germ_pzkpfw_III_ausf_M}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_infanterie_kampfpanzer_churchill}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|bf-110g-2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m24_chaffee}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_3_chi_nu}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_1_chi_he}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_3_chi_nu_75cm_type_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|d4y2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_fl_11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a-35b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 3 - (4.0 - 5.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a2_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m18_hellcat}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a1_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m6a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|p-47d-28}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_17_pdr_m10_achilles}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_vc_firefly}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_22f_mk_7_churchill_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|firebrand_tf4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34E_STZ}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_1s}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_85}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_am42}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_sdkfz_9_flak37}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_G}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_H}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-410b-1_u2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_4_chi_to}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_5_chi_ri}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a7m2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman_fl_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a4_cn_75_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a3e2_sherman_jumbo}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f6f-5n_france}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m26_pershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t26e4_superpershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|douglas_ad_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_charioteer_mk_7}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_34_comet}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_43_black_prince}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|sea_fury_fb11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_pt_76b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_85_zis_53}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_2_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_m71}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_waffentrager_krupp_steyr}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_V_ausf_d_panther}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIp}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fw-190f-8}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|j2m3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_75}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_lorraine_40t}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_m4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t92}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m46_patton}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m47_patton_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t32}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-25}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_fv221_caernarvon}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_conqueror_mk_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|attaker_fb1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_44_100}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_28sh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_ru251}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_mkpz_m48a2c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_I}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-262a-2a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_61}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_b1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_74}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-30_japan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_30_1972}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50_surbaisse}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|md_450b_barougan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:NATO flag.png|70px|link=]]{{Tree-Skip|5px}}[[File:MapIcon Ground Fulda.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Cover&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t95e1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m60a1_rise_passive_era}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1_ip_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1a2_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-84b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m247}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|venom_fb4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_marksman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_62m1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_72a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_64_b_1984}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_80u}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|mig-17}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Use a SL or RP booster if you have one. The booster will take effect without its mission count being consumed.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The only exception is when you are sure the game is lost.&lt;br /&gt;
* Try to prioritize bombers: the damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away. (Do be careful around the extra turrets.)&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (You cannot use the air spawn with a fully intact plane, however.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Bind and use the &amp;quot;reload&amp;quot; key. Ammo is free, and you don't want to miss out on the action due to lack of ammo.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones.&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=109277</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=109277"/>
				<updated>2021-08-21T02:58:29Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* General Advices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assault Mode''' is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Norway.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Line|Level 1 - (1.0 - 2.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|us_m22_locust}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_61}}&lt;br /&gt;
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{{Tree-Unit|jp_st_b1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_74}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-30_japan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:NATO flag.png|70px|link=]]{{Tree-Skip|5px}}[[File:MapIcon Ground Fulda.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Cover&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|us_t95e1}}&lt;br /&gt;
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{{Tree-Unit|us_m1_ip_abrams}}&lt;br /&gt;
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{{Tree-Unit|us_m1a2_abrams}}&lt;br /&gt;
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{{Tree-Unit|f-84b}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_62m1}}&lt;br /&gt;
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{{Tree-Unit|ussr_zsu_23_4}}&lt;br /&gt;
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{{Tree-Unit|germ_leopard_I_a1}}&lt;br /&gt;
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{{Tree-Unit|germ_leopard_2a4}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Use a SL or RP booster if you have one. The booster will take effect without its mission count being consumed.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The only exception is when you are sure the game is lost.&lt;br /&gt;
* Try to prioritize bombers: the damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away.&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (You cannot use the air spawn with a fully intact plane, however.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones.&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=108574</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=108574"/>
				<updated>2021-08-09T06:19:36Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assault Mode''' is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
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{{Tree-Line|Level 3 - (4.0 - 5.0)}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|he-177a-5}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|p_108b_serie2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|g_56}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|g5n1}}&lt;br /&gt;
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{{Tree-Unit|ki_67_1_otsu}}&lt;br /&gt;
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{{Tree-Line|Level 5 - (6.7+)}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Unit|pb4y-2_france}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|g8n1}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Japan flag.png|70px|link=Category:Japan_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Japan.jpg|135px|link=Emperors_Garden_Map]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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&lt;br /&gt;
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Intermediate&lt;br /&gt;
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Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m24_chaffee}}&lt;br /&gt;
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{{Tree-Unit|us_m10}}&lt;br /&gt;
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{{Tree-Unit|us_m4_sherman}}&lt;br /&gt;
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{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_22b_mk_3_churchill_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a-35b}}&lt;br /&gt;
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&lt;br /&gt;
{{Tree-Line|Level 3 - (4.0 - 5.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
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Medium&lt;br /&gt;
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Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|ussr_is_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_2_1944}}&lt;br /&gt;
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{{Tree-Unit|su-6_m71}}&lt;br /&gt;
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{{Tree-Unit|germ_waffentrager_krupp_steyr}}&lt;br /&gt;
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{{Tree-Unit|germ_pzkpfw_V_ausf_d_panther}}&lt;br /&gt;
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{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
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{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIp}}&lt;br /&gt;
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{{Tree-Unit|fw-190f-8}}&lt;br /&gt;
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{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
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{{Tree-Unit|jp_st_a1}}&lt;br /&gt;
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{{Tree-Unit|jp_st_a2}}&lt;br /&gt;
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{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
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{{Tree-Unit|j2m3}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|fr_amx_13_75}}&lt;br /&gt;
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{{Tree-Unit|fr_lorraine_40t}}&lt;br /&gt;
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{{Tree-Unit|fr_amx_m4}}&lt;br /&gt;
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{{Tree-Unit|fr_arl_44}}&lt;br /&gt;
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{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t92}}&lt;br /&gt;
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{{Tree-Unit|us_m46_patton}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m47_patton_II}}&lt;br /&gt;
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{{Tree-Unit|us_t32}}&lt;br /&gt;
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{{Tree-Unit|f-86f-25}}&lt;br /&gt;
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{{Tree-Unit|uk_centurion_mk_10}}&lt;br /&gt;
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{{Tree-Unit|uk_fv221_caernarvon}}&lt;br /&gt;
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{{Tree-Unit|uk_conqueror_mk_2}}&lt;br /&gt;
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{{Tree-Unit|uk_chieftain_mk_3}}&lt;br /&gt;
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{{Tree-Unit|attaker_fb1}}&lt;br /&gt;
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{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_44_100}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:NATO flag.png|70px|link=]]{{Tree-Skip|5px}}[[File:MapIcon Ground Fulda.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
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Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Cover&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|us_t95e1}}&lt;br /&gt;
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{{Tree-Unit|us_m60a1_rise_passive_era}}&lt;br /&gt;
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{{Tree-Unit|us_m1_ip_abrams}}&lt;br /&gt;
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{{Tree-Unit|f-84b}}&lt;br /&gt;
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{{Tree-Unit|us_m247}}&lt;br /&gt;
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{{Tree-Unit|uk_chieftain_mk_5}}&lt;br /&gt;
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{{Tree-Unit|uk_chieftain_mk_10}}&lt;br /&gt;
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{{Tree-Unit|uk_challenger_mk_3}}&lt;br /&gt;
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{{Tree-Unit|venom_fb4}}&lt;br /&gt;
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{{Tree-Unit|uk_chieftain_marksman}}&lt;br /&gt;
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{{Tree-Unit|ussr_t_62m1}}&lt;br /&gt;
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{{Tree-Unit|mig-17}}&lt;br /&gt;
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{{Tree-Unit|ussr_zsu_23_4}}&lt;br /&gt;
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{{Tree-Unit|germ_leopard_I_a1}}&lt;br /&gt;
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{{Tree-Unit|germ_kpz_70}}&lt;br /&gt;
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{{Tree-Unit|germ_leopard_2a4}}&lt;br /&gt;
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{{Tree-Unit|germ_leopard_2a5}}&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Use a SL or RP booster if you have one. The booster will take effect without its mission count being consumed.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The one exception is when you are sure the game is lost.&lt;br /&gt;
* Try to prioritize bombers. The damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away.&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (For a free respawn, wait until you are repaired and then press J.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* The above points of strategy are worth repeating to your teammates. It's fine to be loud if it means getting the 300% booster for everyone.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones. &lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=108573</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=108573"/>
				<updated>2021-08-09T06:17:28Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* Strategies */ Add free-ammo and booster notes for both modes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assault Mode is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
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{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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Intermediate&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_17_pdr_m10_achilles}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_vc_firefly}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_22f_mk_7_churchill_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|firebrand_tf4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34E_STZ}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_1s}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_85}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_am42}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_sdkfz_9_flak37}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_G}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_H}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-410b-1_u2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_4_chi_to}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_5_chi_ri}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a7m2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman_fl_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a4_cn_75_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a3e2_sherman_jumbo}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f6f-5n_france}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m26_pershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t26e4_superpershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|douglas_ad_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_charioteer_mk_7}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_34_comet}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_43_black_prince}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|sea_fury_fb11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_pt_76b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_85_zis_53}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_2_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_m71}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_waffentrager_krupp_steyr}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_V_ausf_d_panther}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIp}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fw-190f-8}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|j2m3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_75}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_lorraine_40t}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_m4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t92}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m46_patton}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m47_patton_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t32}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-25}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_fv221_caernarvon}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_conqueror_mk_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|attaker_fb1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_44_100}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_28sh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_ru251}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_mkpz_m48a2c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_I}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-262a-2a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_61}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_b1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_74}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-30_japan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_30_1972}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50_surbaisse}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|md_450b_barougan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:NATO flag.png|70px|link=]]{{Tree-Skip|5px}}[[File:MapIcon Ground Fulda.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Cover&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t95e1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m60a1_rise_passive_era}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1_ip_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1a2_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-84b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m247}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|venom_fb4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_marksman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_62m1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_72a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_64_b_1984}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_80u}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|mig-17}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_zsu_23_4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_I_a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_kpz_70}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_2a4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_2a5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|mig-15bis_nr23_german}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_flakpz_I_Gepard}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m551}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_challenger_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_2a5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m1a1_abrams}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-84b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_flakpz_I_Gepard}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Use a SL or RP booster if you have one. The booster will take effect without its mission count being consumed.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The one exception is when you are sure the game is lost.&lt;br /&gt;
* Try to prioritize bombers. The damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away.&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (For a free respawn, wait until you are repaired and then press J.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* The above points of strategy are worth repeating to your teammates. It's fine to be loud if it means getting the 300% booster for everyone.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones. &lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=108572</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=108572"/>
				<updated>2021-08-09T06:13:55Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* Air Assault Mode */ Add advices because people keep going after empty planes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assault Mode is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Berlin.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Norway.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_aircraft]]{{Tree-Skip|6px}}[[File:MapIcon Air Ruhr.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:France flag.png|70px|link=Category:France_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Sicily.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Germany flag.png|70px|link=Category:Germany_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Stalingrad.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Italy flag.png|70px|link=Category:Italy_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Tunisia.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Japan flag.png|70px|link=Category:Japan_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Zhengzhou.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 1 - (1.0 - 2.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|sb_2m_103c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-2_m82}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|hp52_hampden_mk1_late}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|beaufort_mkviii}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|b_18a}}&lt;br /&gt;
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{{Tree-Unit|sbd-3}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|f_222_2}}&lt;br /&gt;
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&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player controlled helicopters by using their roof mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
''Note: It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.''&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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Light&lt;br /&gt;
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Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
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Heavy&lt;br /&gt;
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Air Support&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 2 - (2.7 - 3.7)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m24_chaffee}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a5_ram_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f4u-1d}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a27m_cromwell_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a27m_cromwell_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_22b_mk_3_churchill_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|hurricanemkii}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_28E}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_1_L_11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_2m_1943}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_III_ausf_J}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_III_ausf_L}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_III_ausf_M}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_infanterie_kampfpanzer_churchill}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|bf-110g-2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m24_chaffee}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_3_chi_nu}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_1_chi_he}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_3_chi_nu_75cm_type_5}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|d4y2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_fl_11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a-35b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 3 - (4.0 - 5.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a2_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m18_hellcat}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a1_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m6a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|p-47d-28}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_17_pdr_m10_achilles}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_sherman_vc_firefly}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_22f_mk_7_churchill_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|firebrand_tf4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_1942}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34E_STZ}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_1s}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_kv_85}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_am42}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_sdkfz_9_flak37}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_G}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_IV_ausf_H}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-410b-1_u2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_4_chi_to}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_5_chi_ri}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a7m2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a1_sherman_fl_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a4_cn_75_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44_acl1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_m4a3e2_sherman_jumbo}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f6f-5n_france}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m26_pershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t26e4_superpershing}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|douglas_ad_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_charioteer_mk_7}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_34_comet}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_a_43_black_prince}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|sea_fury_fb11}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_pt_76b}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_34_85_zis_53}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_2_1944}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|su-6_m71}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_waffentrager_krupp_steyr}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_V_ausf_d_panther}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIp}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fw-190f-8}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|j2m3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_75}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_lorraine_40t}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_m4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_arl_44}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Light&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Medium&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Intermediate&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Heavy&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
Air Support&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t92}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m46_patton}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m47_patton_II}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_t32}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-25}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_centurion_mk_10}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_fv221_caernarvon}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_conqueror_mk_2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|uk_chieftain_mk_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|attaker_fb1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_44_100}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_is_3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_28sh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_ru251}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_mkpz_m48a2c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_I}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-262a-2a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_61}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_b1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_74}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-30_japan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_30_1972}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50_surbaisse}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|md_450b_barougan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
As a result of the low numbers of ground vehicles at top tier for some nations like Japan or France, the map pool at such level is limited to only USA, Great Britain, USSR, Germany. Nevertheless, a new map, Fulda, is incorporated which utilizes varied vehicles from different nations, representing the real-world {{Annotation|NATO*|North Atlantic Treaty Organization}}.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 1%;&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 2px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_ground_vehicles]]{{Tree-Skip|6px}}[[File:MapIcon Ground Ardennes.jpg|135px|link=Ardennes_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc; width: 17.3%;&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:FRG flag.png|70px|link=Category:Germany_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Mozdok.jpg|135px|link=Mozdok_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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&lt;br /&gt;
= Strategies =&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
* Never waste your time going after empty planes. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The one exception is when you are sure the game is lost.&lt;br /&gt;
* Try to prioritize bombers. The damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away.&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (For a free respawn, wait until you are repaired and then press J.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* The above points of strategy are worth repeating to your teammates. It's fine to be loud if it means getting the 300% booster for everyone.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones. &lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
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=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate-of-fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for maneuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircrafts don't generally pose a serious threat compared to AI tanks. However if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;''heavy''&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;''lighter''&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one maneuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for canons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the the hull-down position. &lt;br /&gt;
&lt;br /&gt;
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=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to the aforementioned places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach the aforementioned locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
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=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and south-western paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
* The western waves ( A ) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves ( B ).  &lt;br /&gt;
* The south-eastern wave ( C ) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the south-eastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
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=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armored enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south. &lt;br /&gt;
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[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=108202</id>
		<title>Plane ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Plane_ammunition&amp;diff=108202"/>
				<updated>2021-08-03T09:56:40Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ammunition belt types==&lt;br /&gt;
Currently, there are seven principal types of ammunition in-game, featuring slightly different shell types depending on the nation: Universal, Air Targets, Tracer, Night, Ground Targets, Armored Targets and Stealth.&lt;br /&gt;
&lt;br /&gt;
* Universal ammunition is generally suitable for any engagement.&lt;br /&gt;
* Air Targets ammunition is used for destroying air targets more effectively and will often prove itself useful against non-armoured ground units like trucks and MG emplacements.&lt;br /&gt;
* Tracer ammunition is useful for newer players because it allows you to see where your shots are travelling more easily than other ammunition belts, allowing for easier aiming. This ammunition type generally does little damage on the armour of 20 mm or greater, however, some nations' machine gun rounds have very dangerous incendiary tracer belts, e.g. the [[Browning_M2_(12.7_mm)|Brownings]] are notorious for setting fuel tanks ablaze.&lt;br /&gt;
* [[File:Universal versus night belts.png|350px|thumb|right|Comparison of Universal and Night tracer ammo belts for the German MK 108 30mm cannon. The Night belt is on the right.]]Night ammunition is a variation of tracer ammunition where the tracer isn't as bright, to help prevent flash blindness and preserve the pilot's night vision. Night battles are rare in War Thunder, but once in it, the usual tracer rounds shine bright like lasers in the sky, showing every pilot the location of a dogfight. A severe disadvantage in [[Realistic_Battles|Realistic]] and [[Simulator_Battles|Simulator]] mode.&lt;br /&gt;
* Ground Targets ammunition is recommended for killing ground units, or more heavily armoured aircraft, as it features mostly armour piercing rounds which more effectively defeat armour than other shell types.&lt;br /&gt;
*Armored Targets ammunition is almost always the highest penetrating belt available for a plane. It is best used by bombers when defending their rear, as the front side of enemy planes is usually the thickest, meaning that some ammunition does far less damage. AT rounds, however, can rip through the engine and cockpit of almost any plane flying in range of the turrets. It is also used well by ground attack aircraft with higher calibre guns (e.g. IL-2-37, Ju 87 G, Hs.129B-3, etc.) as the penetration can skyrocket, allowing for easy destruction of even heavy tanks. Planes, being much weaker, will usually disintegrate upon even being clipped by these shells.&lt;br /&gt;
* Stealth ammunition is used by more experienced players because the bullets fired cannot be seen by the shooter or the target since the belt does not contain any tracer rounds. This is useful for ambushing enemies, as they can't see when you are firing at them until they have received damage. Another advantage is that you can see the bullet impacts better, because they aren't obscured by the tracers. This can help aim for certain weak spots, like engines or the cockpit. Stealth can be used more easily in Arcade Mode, due to the lead indicating reticule.&lt;br /&gt;
&lt;br /&gt;
Different nations may have the same basic ammunition belts, however, these will generally contain slightly different shell types in different ratios, depending on what aircraft you are flying.&lt;br /&gt;
&lt;br /&gt;
==Ammunition types==&lt;br /&gt;
Most of the ammunition types are self-explanatory, but there is some confusion over a few of the types. Let's go through them one-by-one.&lt;br /&gt;
&lt;br /&gt;
Incendiary ('''I'''), Adjustment incendiary ('''AI'''), and Immediate-action incendiary ('''IAI''') rounds all sound very similar but they affect enemy vehicles differently upon impact.&lt;br /&gt;
&lt;br /&gt;
* '''Incendiary''' ('''I''') will set engines and fuel tanks on fire if hit often enough and if the armour screen many planes have is penetrated. They often have tracer chemicals ('''IT''') in the base of the round which also has incendiary properties.&lt;br /&gt;
* '''''Adjustment''''' '''incendiary''' ('''AI''') shells feature a capped nose which upon impact will deform (like dough) and allow the rest of the bullet more contact area. Due to the effect of normalization now angling the shell more efficiently, better armour penetration results. This is especially noticeable on sleek tapered sections, such as the tail and wing surfaces from 6 o'clock (behind). Smaller calibres will bounce off even 1 mm thick duralumin. The &amp;quot;''Adjustment'' incendiary&amp;quot; suffers less from this problem, otherwise, it works just like a normal incendiary round. Note: Only incendiary shells use this as they rely on penetrating the target to do their work. HE, FI and other explosive shell types have contact fuses and will just explode upon contact, circumventing the need to penetrate.&lt;br /&gt;
* '''''Immediate-action''''' '''incendiary''' ('''IAI''') is not really an incendiary shell. It's a small calibre'''HE-I''' round which explodes on impact. This can be seen with the [[MG_131_(13_mm)|MG 131's]] stealth belt.&lt;br /&gt;
&lt;br /&gt;
The composition of the &amp;quot;'''Practice shell'''&amp;quot; type differs for most nations. In general, they are just full core rounds, which means they possess decent penetration depth against armour (but less than '''AP''') and have good disabling/damaging values against heavy modules like engines; fuel tanks and radiators (better than standard '''AP'''). However against soft targets (control surfaces, crewmen) they prove themselves inferior to area-of-effect shells like '''HE-I''', '''HEF''' and '''FI-T'''. Compared to incendiary rounds they possess more instant damage while the latter will do more damage over time.&lt;br /&gt;
&lt;br /&gt;
A type that may be unfamiliar to players is the '''Armor-piercing (cermet core) round''', used by some German ammo belts like the 15 mm cannon as well as some Russian 12.7 mm/14.5 mm ammo belts. This round has a tough inner core made of a composite material composed of ceramic (''cer'') and metallic (''met'') materials, which give it enhanced armour penetration characteristics. &lt;br /&gt;
&lt;br /&gt;
===Machine gun bullets===&lt;br /&gt;
&lt;br /&gt;
* Ball - Omni-purpose: Lead core with metal jacket, basically &amp;quot;practice shell&amp;quot; for low-caliber weapons.&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* I - Incendiary&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* AI - Adjustment incendiary&lt;br /&gt;
* IAI - Immediate-action incendiary&lt;br /&gt;
* AP - Armor-piercing&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* AP-I(c) - Armor-piercing (cermet core)&lt;br /&gt;
* AP-T - Armor-piercing tracer&lt;br /&gt;
* API-T - Armor-piercing incendiary tracer&lt;br /&gt;
&lt;br /&gt;
===Cannon shells===&lt;br /&gt;
&lt;br /&gt;
* P - Practice&lt;br /&gt;
* T - Tracer&lt;br /&gt;
* IT - Incendiary tracer&lt;br /&gt;
* IT* - Incendiary tracer (self-destroying)&lt;br /&gt;
* FI-T - Fragmentation incendiary tracer &lt;br /&gt;
* FI-T* - Fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* AP-I - Armor-piercing incendiary&lt;br /&gt;
* APHE - Armor-piercing high explosive&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß)&lt;br /&gt;
* HEI - High-explosive incendiary (minengeschoß, night tracer)&lt;br /&gt;
* HEF - High-explosive fragmentation&lt;br /&gt;
* HEF-I - High-explosive fragmentation incendiary&lt;br /&gt;
* HEFI-T - High-explosive fragmentation incendiary tracer&lt;br /&gt;
* HEFI-T* - High-explosive fragmentation incendiary tracer (self-destroying)&lt;br /&gt;
* HEF-SAPI - High-explosive fragmentation (Semi-armor-piercing incendiary)&lt;br /&gt;
* HEF-T - High-explosive fragmentation tracer&lt;br /&gt;
* HVAP-T High-velocity armor-piercing tracer&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;
{{Youtube-gallery|Y71-r7TR6mM|'''Aircraft ammunition 1''' - ''War Thunder Wiki''|TZ-k24NPri0|'''Aircraft ammunition 2''' - ''War Thunder Wiki''|bkfFM9kLZSA|'''Aircraft ammo guide''' - ''War Thunder''}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammunition]]&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=I-16_Chung_28_(China)&amp;diff=108146</id>
		<title>I-16 Chung 28 (China)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=I-16_Chung_28_(China)&amp;diff=108146"/>
				<updated>2021-08-01T15:55:36Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = I-16 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=i-16_chung_28&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}} Chinese fighter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&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;
{| 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 2,700 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;
| 428 || 420 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.0 || 16.8 || 14.2 || 14.2 || rowspan=&amp;quot;2&amp;quot; | 210&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 465 || 445 || 14.1 || 15.0 || 24.3 || 18.5&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}} || 700 || 700 || 700 || ~12 || ~6&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; 200 || &amp;lt; 240 || &amp;lt; 280 || &amp;gt; 250&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,926 m || 745 hp || 856 hp&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;
* No armour&lt;br /&gt;
* Self-sealing fuel tanks (1 in front of the pilot)&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&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|PV-1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 7.62 mm PV-1 machine guns, wing-mounted (900 rpg = 1,800 total)&lt;br /&gt;
&lt;br /&gt;
While it is not uncommon to see only two machine guns at this rank, the I-16 Chung 28 still has weak armament compared to other aircraft it faces, many of which have four 7.62 mm (or similar) machine guns, or even 12.7 mms in some cases. That said, the I-16 Chung 28 does have a lot of ammo for its two machine guns, however they are wing-mounted, so you will need to consider convergence.&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;
'''Simulator:'''&lt;br /&gt;
&lt;br /&gt;
This model of I-16 can only be used in turnfighting. Its characteristics appear to be quite conflicting. It is excellent in turning tightly and continuously, yet when manoeuvring it easily gets into uncontrollable spins which isn't beginner friendly. Also the rather big nose blocks the visibility a lot, offering very poor over-the-nose visibility which is a disadvantage in a turn fight, because when leading a shot the enemy will always get obstructed by the engine, making you guess the shot. Plus, it has an awful telescope-like gunsight, so when zoomed in the I-16's nimbleness is magnified, making the aim super wobbly. You cannot see anything around which greatly reduces you situational awareness. More ever, there is no trim control available in a sim battle and the I-16 always pitch up and down. Although not a lot, it is still annoying when trying to get a precise aim.&lt;br /&gt;
&lt;br /&gt;
It is recommended to set the convergence within 300m, with vertical convergence on, because the majority of turnfights happen at that range or closer. Also, in a turnfight you must get used to shooting without zooming in, as you really can't see anything with its awkward scope when zoomed it. However when tailing a straight-flying plane that scope doesn't seem that bad.&lt;br /&gt;
&lt;br /&gt;
Sim is different from realistic, so discard the habit of bringing the least fuel. Bring at least 30 minutes of fuel, although it decreases the plane's performance a bit, it prevents constant refueling which saves time for patrolling and fighting. &lt;br /&gt;
&lt;br /&gt;
As your I-16 roars down the runway, you will notice that it shifts severely to the side, and the nose will tip down. If you don't correct it it will eventually strike the ground, causing a failed takeoff. Thus you must put rudder input as opposed to the side it's shifting towards, and apply positive pitch to keep the propeller off the ground. You do not want to use flaps anywhere except takeoff and landing, since they are very weak and will rip at more than 260 km/h, while the average speed during a battle tends to be around 300 km/h. Once one or both flaps are gone it creates an imbalance in the roll axis, making spins more common. It also makes landing harder.&lt;br /&gt;
&lt;br /&gt;
Before engaging a fight, it is better to have an altitude advantage first. When approaching the fight try to figure out which is your teammate and which is the enemy, to avoid going for a second pass, as the energy retention of the I-16 is rather slow. Also pick your target carefully. For easier aiming, you want to go for those unmanoeuvrable twin engine aircraft like [[Ju 88 (Family)|Ju 88]] or [[Ki-45 (Family)|Ki-45]], or bombers if there are any. Given the bad forward visibility of the I-16, these are the best options as they are quite slow and sluggish, and are a bigger target to hit. However getting hits on them tend to do nothing, as your MG has very bad damage. When dealing with fighters, it is way harder to aim. The elevator control of the I-16 is extremely sensitive, giving it good manoeuvrability, but at the same time, bad handling. The I-16 will respond in a very fast turn upon moving your stick/mouse by a little bit, which makes tracking nimble planes quite hard. But once you get used to it, try to lure every enemy into a turnfight, as that is where the I-16 shines. It requires lots of bullets to effectively damage even a fighter, so you have to be patient with this aircraft. If you find an enemy at your 6, utilise your great roll rate to do defensive manoeuvres like scissors to make them overshoot. Or you can simply do tight turns, most monoplanes won't be able to cut inside your turn and they might disengage. Important note: DO NOT put too much rolling and pitching input at once, as aforementioned the I-16 tend to enter spins easily.&lt;br /&gt;
&lt;br /&gt;
Just like the [[SB 2M (Family)|SB 2M]], the I-16 can still fly when it's extremely slow, causing it to bounce up during landing which can lead to a fatal crash. The trick is similar: slow it down more than other aircraft. Make sure you are around 1 km from the start of the runway and is no more than 300m high. When the runway fills up your gunsight, drop speed to around 210 kph and deploy landing flaps. The good thing is, the I-16 will not pitch up drastically upon using its flaps so you don't need to counter the extra lift. Make sure that you extend landing gears early as they move very slow (takes around 15 seconds to deploy). When you are about to touch down you should be flying at around 140 kph. You must control your rate of descent (I-16's gears are fragile) and make sure that you are slightly pitching upwards with the nose obstructing the horizon. This way the I-16 should land gently without having to brake for too long. Once you are sliding on the ground, fully deflect your elevators upwards to counter the momentum that can push the nose into the ground. You must release brakes once every 4 seconds, because if you only release them as the nose dips down, it's too late. &lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
[[Ki-27 otsu|Ki-27]], [[N1K1]], [[He 51 (Family)|He 51]], [[Gladiator (Family)|Gladiator]], etc;&lt;br /&gt;
&lt;br /&gt;
Those commonly seen planes are equally good at turnfights and will be a hard target to down since they are very small and agile. To deal with them you need to practice leading and deflection shots, plus manoeuvres like barrel rolls and scissors. They still need plenty of bullets to get damaged, so these kind of targets are the hardest to kill and requires great skills from the player.&lt;br /&gt;
&lt;br /&gt;
[[Sunderland Mk IIIa|Sunderland]]:&lt;br /&gt;
&lt;br /&gt;
This flying boat is like a low-tier [[Be-6]]. Its huge fuselage is very spacious and can absorb lots of bullets and shells. It also has lethal defensive firepower: two 7.7mm in the nose, four forward-facing, two on the top and four at the tail, so attacking from behind, in front or above aren't the best options. If you must attack it, dive under it and suddenly pull up to shoot its defenseless underpart. Aim at the large wings and engines, avoid shooting the fuselage. What will generally happen is that your bullets sprinkle sparks all over it bu they barely do anything. &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 || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;1 gear || Not controllable&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;
* Excellent turning ability- with combat flaps deployed it can out-turn [[He 112 (Family)|He-112]], [[He 100 D-1|He-100]] and even turn fighters like the early [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Extreme roll rate allows it to do offensive / defensive scissors easily, which is an advantage over the He-112 / 100 as their roll rate aren't as good&lt;br /&gt;
* 2 x PV-1 machine guns have good fire rate, adequate velocity and accuracy, and plenty of ammo (900 RPG) for longer fights&lt;br /&gt;
* Suspended armament provides rockets and bombs which, to an extent, allows some ground attack ability&lt;br /&gt;
* Is a very short and small plane, offering the enemy a harder target to hit&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely poor level speed, climb rate, dive acceleration and energy retention- will get outran, out-climbed and out-dived easily by Bf 109 E, He-100, and sometimes even struggles to keep up with bombers&lt;br /&gt;
* Weak MG is useless against most aircraft like [[Sunderland Mk IIIa|Sunderland]] and [[Do 17 Z-2|Do 17 Z]], or even early [[Bf 109 (Family)|Bf 109]].&lt;br /&gt;
* Engine tends to overheat when diving at more than 500 km/h&lt;br /&gt;
* Control surfaces are unresponsive over 450 km/h&lt;br /&gt;
* Flaps are very weak and will break over 250 km/h, severely limiting its sharp-turning potential at higher speeds&lt;br /&gt;
* No manual trim controls in Simulator which makes it hard to handle&lt;br /&gt;
* Although manoeuvrable, it can still get out-turned by biplanes like [[Ki-10-I|Ki-10]] or [[He 51 (Family)|He-51]] &lt;br /&gt;
* Hard to fly in SB -- very unstable in pitch, poor over-the-nose visibility and is prone to enter flat spins&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The I-16 Chuang 28 Chia (忠28甲; literally &amp;quot;Loyalty 28A&amp;quot;) is a Chinese copy of the I-16UTI trainer.&amp;lt;ref name=cwlam&amp;gt;[https://web.archive.org/web/20050223005437/http://cwlam2000.0catch.com/caf37.htm 抗戰時期俄援戰機之波利卡I-16式戰鬥機、UTI-4及仿製之忠－28甲教練機] (bad encoding; manually choose Big5 or Chinese Traditional in browser)&amp;lt;/ref&amp;gt; The WINGS PALETTE archive cites E. R. Hooton on this matter, the latter claiming that a total of 30 units were built from 1941 to 1944.&amp;lt;ref&amp;gt;[http://wp.scn.ru/en/ww2/b/317/10/1#16 Nationalist Chinese I-16], Wings Palette Database&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The original plan was to produce 120 proper copies of the I-16, but lack of cooperation from the Soviet Union meant that reverse-engineering from downed I-16 was required. The original plan was to use a 751hp Wright Whirlwind with American Colt .50 cal or Danish 20mm guns. Three prototypes were built in 1940 with positive reception, but American-made materials for 60 I-16 clones was not delivered to the Second Aircraft Factory in Nanchuan, Sichuan until August 1941. By this time the original design was already outdated, leading to a conversion to twin-seat trainers following the UTI-4 design. Production ceased in 1944 due to American aid rendering the planes obsolete. In 1944 they were sent to universities as trainers.&amp;lt;ref name=cwlam/&amp;gt;&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;
* Skins and camouflages for the [[I-16 type 28#Media|I-16 type 28]] can be used for the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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/474720-i-16-chung-28/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Polikarpov}}&lt;br /&gt;
{{China fighters}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=I-16_Chung_28_(China)&amp;diff=108143</id>
		<title>I-16 Chung 28 (China)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=I-16_Chung_28_(China)&amp;diff=108143"/>
				<updated>2021-08-01T15:48:55Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: Finalize history from Taiwanese source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = I-16 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=i-16_chung_28&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}} Chinese fighter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&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;
{| 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 2,700 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;
| 428 || 420 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.0 || 16.8 || 14.2 || 14.2 || rowspan=&amp;quot;2&amp;quot; | 210&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 465 || 445 || 14.1 || 15.0 || 24.3 || 18.5&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}} || 700 || 700 || 700 || ~12 || ~6&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; 200 || &amp;lt; 240 || &amp;lt; 280 || &amp;gt; 250&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,926 m || 745 hp || 856 hp&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;
* No armour&lt;br /&gt;
* Self-sealing fuel tanks (1 in front of the pilot)&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&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|PV-1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 7.62 mm PV-1 machine guns, wing-mounted (900 rpg = 1,800 total)&lt;br /&gt;
&lt;br /&gt;
While it is not uncommon to see only two machine guns at this rank, the I-16 Chung 28 still has weak armament compared to other aircraft it faces, many of which have four 7.62 mm (or similar) machine guns, or even 12.7 mms in some cases. That said, the I-16 Chung 28 does have a lot of ammo for its two machine guns, however they are wing-mounted, so you will need to consider convergence.&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;
'''Simulator:'''&lt;br /&gt;
&lt;br /&gt;
This model of I-16 can only be used in turnfighting. Its characteristics appear to be quite conflicting. It is excellent in turning tightly and continuously, yet when manoeuvring it easily gets into uncontrollable spins which isn't beginner friendly. Also the rather big nose blocks the visibility a lot, offering very poor over-the-nose visibility which is a disadvantage in a turn fight, because when leading a shot the enemy will always get obstructed by the engine, making you guess the shot. Plus, it has an awful telescope-like gunsight, so when zoomed in the I-16's nimbleness is magnified, making the aim super wobbly. You cannot see anything around which greatly reduces you situational awareness. More ever, there is no trim control available in a sim battle and the I-16 always pitch up and down. Although not a lot, it is still annoying when trying to get a precise aim.&lt;br /&gt;
&lt;br /&gt;
It is recommended to set the convergence within 300m, with vertical convergence on, because the majority of turnfights happen at that range or closer. Also, in a turnfight you must get used to shooting without zooming in, as you really can't see anything with its awkward scope when zoomed it. However when tailing a straight-flying plane that scope doesn't seem that bad.&lt;br /&gt;
&lt;br /&gt;
Sim is different from realistic, so discard the habit of bringing the least fuel. Bring at least 30 minutes of fuel, although it decreases the plane's performance a bit, it prevents constant refueling which saves time for patrolling and fighting. &lt;br /&gt;
&lt;br /&gt;
As your I-16 roars down the runway, you will notice that it shifts severely to the side, and the nose will tip down. If you don't correct it it will eventually strike the ground, causing a failed takeoff. Thus you must put rudder input as opposed to the side it's shifting towards, and apply positive pitch to keep the propeller off the ground. You do not want to use flaps anywhere except takeoff and landing, since they are very weak and will rip at more than 260 km/h, while the average speed during a battle tends to be around 300 km/h. Once one or both flaps are gone it creates an imbalance in the roll axis, making spins more common. It also makes landing harder.&lt;br /&gt;
&lt;br /&gt;
Before engaging a fight, it is better to have an altitude advantage first. When approaching the fight try to figure out which is your teammate and which is the enemy, to avoid going for a second pass, as the energy retention of the I-16 is rather slow. Also pick your target carefully. For easier aiming, you want to go for those unmanoeuvrable twin engine aircraft like [[Ju 88 (Family)|Ju 88]] or [[Ki-45 (Family)|Ki-45]], or bombers if there are any. Given the bad forward visibility of the I-16, these are the best options as they are quite slow and sluggish, and are a bigger target to hit. However getting hits on them tend to do nothing, as your MG has very bad damage. When dealing with fighters, it is way harder to aim. The elevator control of the I-16 is extremely sensitive, giving it good manoeuvrability, but at the same time, bad handling. The I-16 will respond in a very fast turn upon moving your stick/mouse by a little bit, which makes tracking nimble planes quite hard. But once you get used to it, try to lure every enemy into a turnfight, as that is where the I-16 shines. It requires lots of bullets to effectively damage even a fighter, so you have to be patient with this aircraft. If you find an enemy at your 6, utilise your great roll rate to do defensive manoeuvres like scissors to make them overshoot. Or you can simply do tight turns, most monoplanes won't be able to cut inside your turn and they might disengage. Important note: DO NOT put too much rolling and pitching input at once, as aforementioned the I-16 tend to enter spins easily.&lt;br /&gt;
&lt;br /&gt;
Just like the [[SB 2M (Family)|SB 2M]], the I-16 can still fly when it's extremely slow, causing it to bounce up during landing which can lead to a fatal crash. The trick is similar: slow it down more than other aircraft. Make sure you are around 1 km from the start of the runway and is no more than 300m high. When the runway fills up your gunsight, drop speed to around 210 kph and deploy landing flaps. The good thing is, the I-16 will not pitch up drastically upon using its flaps so you don't need to counter the extra lift. Make sure that you extend landing gears early as they move very slow (takes around 15 seconds to deploy). When you are about to touch down you should be flying at around 140 kph. You must control your rate of descent (I-16's gears are fragile) and make sure that you are slightly pitching upwards with the nose obstructing the horizon. This way the I-16 should land gently without having to brake for too long. Once you are sliding on the ground, fully deflect your elevators upwards to counter the momentum that can push the nose into the ground. You must release brakes once every 4 seconds, because if you only release them as the nose dips down, it's too late. &lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
[[Ki-27 otsu|Ki-27]], [[N1K1]], [[He 51 (Family)|He 51]], [[Gladiator (Family)|Gladiator]], etc;&lt;br /&gt;
&lt;br /&gt;
Those commonly seen planes are equally good at turnfights and will be a hard target to down since they are very small and agile. To deal with them you need to practice leading and deflection shots, plus manoeuvres like barrel rolls and scissors. They still need plenty of bullets to get damaged, so these kind of targets are the hardest to kill and requires great skills from the player.&lt;br /&gt;
&lt;br /&gt;
[[Sunderland Mk IIIa|Sunderland]]:&lt;br /&gt;
&lt;br /&gt;
This flying boat is like a low-tier [[Be-6]]. Its huge fuselage is very spacious and can absorb lots of bullets and shells. It also has lethal defensive firepower: two 7.7mm in the nose, four forward-facing, two on the top and four at the tail, so attacking from behind, in front or above aren't the best options. If you must attack it, dive under it and suddenly pull up to shoot its defenseless underpart. Aim at the large wings and engines, avoid shooting the fuselage. What will generally happen is that your bullets sprinkle sparks all over it bu they barely do anything. &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 || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;1 gear || Not controllable&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;
* Excellent turning ability- with combat flaps deployed it can out-turn [[He 112 (Family)|He-112]], [[He 100 D-1|He-100]] and even turn fighters like the early [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Extreme roll rate allows it to do offensive / defensive scissors easily, which is an advantage over the He-112 / 100 as their roll rate aren't as good&lt;br /&gt;
* 2 x PV-1 machine guns have good fire rate, adequate velocity and accuracy, and plenty of ammo (900 RPG) for longer fights&lt;br /&gt;
* Suspended armament provides rockets and bombs which, to an extent, allows some ground attack ability&lt;br /&gt;
* Is a very short and small plane, offering the enemy a harder target to hit&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely poor level speed, climb rate, dive acceleration and energy retention- will get outran, out-climbed and out-dived easily by Bf 109 E, He-100, and sometimes even struggles to keep up with bombers&lt;br /&gt;
* Weak MG is useless against most aircraft like [[Sunderland Mk IIIa|Sunderland]] and [[Do 17 Z-2|Do 17 Z]], or even early [[Bf 109 (Family)|Bf 109]].&lt;br /&gt;
* Engine tends to overheat when diving at more than 500 km/h&lt;br /&gt;
* Control surfaces are unresponsive over 450 km/h&lt;br /&gt;
* Flaps are very weak and will break over 250 km/h, severely limiting its sharp-turning potential at higher speeds&lt;br /&gt;
* No manual trim controls in Simulator which makes it hard to handle&lt;br /&gt;
* Although manoeuvrable, it can still get out-turned by biplanes like [[Ki-10-I|Ki-10]] or [[He 51 (Family)|He-51]] &lt;br /&gt;
* Hard to fly in SB -- very unstable in pitch, poor over-the-nose visibility and is prone to enter flat spins&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The I-16 Chuang 28 Chia (忠28甲; literally &amp;quot;Loyalty 28A&amp;quot;) is a Chinese copy of the I-16UTI trainer.&amp;lt;ref name=cwlam&amp;gt;[https://web.archive.org/web/20050223005437/http://cwlam2000.0catch.com/caf37.htm 抗戰時期俄援戰機之波利卡I-16式戰鬥機、UTI-4及仿製之忠－28甲教練機] (bad encoding; manually choose Big5 or Chinese Traditional in browser)&amp;lt;/ref&amp;gt; The WINGS PALETTE archive cites E. R. Hooton on this matter, the latter claiming that a total of 30 units were built from 1941 to 1944.&amp;lt;ref&amp;gt;[http://wp.scn.ru/en/ww2/b/317/10/1#16 Nationalist Chinese I-16], Wings Palette Database&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The original plan was to produce 120 proper copies of the I-16, but lack of cooperation from the Soviet Union meant that reverse-engineering from downed I-16 was required. The original plan was to use a 751hp Wright Whirlwind with American Colt .50 cal or Danish 20mm guns. Three prototypes were built in 1940 with positive reception, but American-made materials for 60 I-16 clones was not delivered to the Second Aircraft Factory in Nanchuan, Sichuan until August 1941. By this time the original design was already outdated, leading to a conversion to twin-seat trainers. Production ceased in 1944 due to American aid rendering the planes obsolete. In 1944 they were sent to universities as trainers.&amp;lt;ref name=cwlam/&amp;gt;&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;
* Skins and camouflages for the [[I-16 type 28#Media|I-16 type 28]] can be used for the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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/474720-i-16-chung-28/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Polikarpov}}&lt;br /&gt;
{{China fighters}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=I-16_Chung_28_(China)&amp;diff=108138</id>
		<title>I-16 Chung 28 (China)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=I-16_Chung_28_(China)&amp;diff=108138"/>
				<updated>2021-08-01T15:25:27Z</updated>
		
		<summary type="html">&lt;p&gt;U77176917: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = I-16 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=i-16_chung_28&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}} Chinese fighter {{Battle-rating}}. It was introduced in [[Update 1.91 &amp;quot;Night Vision&amp;quot;]].&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;
{| 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 2,700 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;
| 428 || 420 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 16.0 || 16.8 || 14.2 || 14.2 || rowspan=&amp;quot;2&amp;quot; | 210&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 465 || 445 || 14.1 || 15.0 || 24.3 || 18.5&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}} || 700 || 700 || 700 || ~12 || ~6&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; 200 || &amp;lt; 240 || &amp;lt; 280 || &amp;gt; 250&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 2,926 m || 745 hp || 856 hp&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;
* No armour&lt;br /&gt;
* Self-sealing fuel tanks (1 in front of the pilot)&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&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|PV-1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 7.62 mm PV-1 machine guns, wing-mounted (900 rpg = 1,800 total)&lt;br /&gt;
&lt;br /&gt;
While it is not uncommon to see only two machine guns at this rank, the I-16 Chung 28 still has weak armament compared to other aircraft it faces, many of which have four 7.62 mm (or similar) machine guns, or even 12.7 mms in some cases. That said, the I-16 Chung 28 does have a lot of ammo for its two machine guns, however they are wing-mounted, so you will need to consider convergence.&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;
'''Simulator:'''&lt;br /&gt;
&lt;br /&gt;
This model of I-16 can only be used in turnfighting. Its characteristics appear to be quite conflicting. It is excellent in turning tightly and continuously, yet when maneuvering it easily gets into uncontrollable spins which isn't beginner friendly. Also the rather big nose blocks the visibility a lot, offering very poor over-the-nose visibility which is a disadvantage in a turn fight, because when leading a shot the enemy will always get obstructed by the engine, making you guess the shot. Plus, it has an awful telescope-like gunsight, so when zoomed in the I-16's nimbleness is magnified, making the aim super wobbly. You cannot see anything around which greatly reduces you situational awareness. More ever, there is no trim control available in a sim battle and the I-16 always pitch up and down. Although not a lot, it is still annoying when trying to get a precise aim.&lt;br /&gt;
&lt;br /&gt;
It is recommended to set the convergence within 300m, with vertical convergence on, because the majority of turnfights happen at that range or closer. Also, in a turnfight you must get used to shooting without zooming in, as you really can't see anything with its awkward scope when zoomed it. However when tailing a straight-flying plane that scope doesn't seem that bad.&lt;br /&gt;
&lt;br /&gt;
Sim is different from realistic, so discard the habit of bringing the least fuel. Bring at least 30 minutes of fuel, although it decreases the plane's performance a bit, it prevents constant refueling which saves time for patrolling and fighting. &lt;br /&gt;
&lt;br /&gt;
As your I-16 roars down the runway, you will notice that it shifts severely to the side, and the nose will tip down. If you don't correct it it will eventually strike the ground, causing a failed takeoff. Thus you must put rudder input as opposed to the side it's shifting towards, and apply positive pitch to keep the propeller off the ground. You do not want to use flaps anywhere except takeoff and landing, since they are very weak and will rip at more than 260 km/h, while the average speed during a battle tends to be around 300 km/h. Once one or both flaps are gone it creates an imbalance in the roll axis, making spins more common. It also makes landing harder.&lt;br /&gt;
&lt;br /&gt;
Before engaging a fight, it is better to have an altitude advantage first. When approaching the fight try to figure out which is your teammate and which is the enemy, to avoid going for a second pass, as the energy retention of the I-16 is rather slow. Also pick your target carefully. For easier aiming, you want to go for those unmaneuverble twin engine aircraft like [[Ju 88 (Family)|Ju 88]] or [[Ki-45 (Family)|Ki-45]], or bombers if there are any. Given the bad forward visibility of the I-16, these are the best options as they are quite slow and sluggish, and are a bigger target to hit. However getting hits on them tend to do nothing, as your MG has very bad damage. When dealing with fighters, it is way harder to aim. The elevator control of the I-16 is extremely sensitive, giving it good maneuverbility, but at the same time, bad handling. The I-16 will respond in a very fast turn upon moving your stick / mouse by a little bit, which makes tracking nimble planes quite hard. But once you get used to it, try to lure every enemy into a turnfight, as that is where the I-16 shines. It requires lots of bullets to effectively damage even a fighter, so you have to be patient with this aircraft. If you find an enemy at your 6, utilise your great roll rate to do defensive maneuvers like scissors to make them overshoot. Or you can simply do tight turns, most monoplanes won't be able to cut inside your turn and they might disengage. Important note: DO NOT put too much rolling and pitching input at once, as aforementioned the I-16 tend to enter spins easily.&lt;br /&gt;
&lt;br /&gt;
Just like the SB 2M, the I-16 can still fly when it's extremely slow, causing it to bounce up during landing which can lead to a fatal crash. The trick is similar: slow it down more than other aircraft. Make sure you are around 1 km from the start of the runway and is no more than 300m high. When the runway fills up your gunsight, drop speed to around 210 kph and deploy landing flaps. The good thing is, the I-16 will not pitch up drastically upon using its flaps so you don't need to counter the extra lift. Make sure that you extend landing gears early as they move very slow (takes around 15 seconds to deploy). When you are about to touch down you should be flying at around 140 kph. You must control your rate of descent (I-16's gears are fragile) and make sure that you are slightly pitching upwards with the nose obstructing the horizon. This way the I-16 should land gently without having to brake for too long. Once you are sliding on the ground, fully deflect your elevators upwards to counter the momentum that can push the nose into the ground. You must release brakes once every 4 seconds, because if you only release them as the nose dips down, it's too late. &lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
[[Ki-27 otsu|Ki-27]], [[N1K1]], [[He 51 (Family)|He 51]], [[Gladiator (Family)|Gladiator]], etc;&lt;br /&gt;
&lt;br /&gt;
Those commonly seen planes are equally good at turnfights and will be a hard target to down since they are very small and agile. To deal with them you need to practice leading and deflection shots, plus maneuvers like barrel rolls and scissors. They still need plenty of bullets to get damaged, so these kind of targets are the hardest to kill and requires great skills from the player.&lt;br /&gt;
&lt;br /&gt;
[[Sunderland Mk IIIa|Sunderland]]:&lt;br /&gt;
&lt;br /&gt;
This flying boat is like a low-tier [[Be-6]]. Its huge fuselage is very spacious and can absorb lots of bullets and shells. It also has lethal defensive firepower: two 7.7mm in the nose, four forward-facing, two on the top and four at the tail, so attacking from behind, in front or above aren't the best options. If you must attack it, dive under it and suddenly pull up to shoot its defenseless underpart. Aim at the large wings and engines, avoid shooting the fuselage. What will generally happen is that your bullets sprinkle sparks all over it bu they barely do anything. &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 || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;1 gear || Not controllable&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;
* Excellent turning ability- with combat flaps deployed it can out-turn [[He 112 (Family)|He-112]], [[He 100 D-1|He-100]] and even turn fighters like the early [[Spitfire (Family)|Spitfire]]&lt;br /&gt;
* Extreme roll rate allows it to do offensive / defensive scissors easily, which is an advantage over the He-112 / 100 as their roll rate aren't as good&lt;br /&gt;
* 2 x PV-1 machine guns have good fire rate, adequate velocity and accuracy, and plenty of ammo (900 RPG) for longer fights&lt;br /&gt;
* Suspended armament provides rockets and bombs which, to an extent, allows some ground attack ability&lt;br /&gt;
* Is a very short and small plane, offering the enemy a harder target to hit&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely poor level speed, climb rate, dive acceleration and energy retention- will get outran, out-climbed and out-dived easily by Bf 109 E, He-100, and sometimes even struggles to keep up with bombers&lt;br /&gt;
* Weak MG is useless against most aircraft like [[Sunderland Mk IIIa|Sunderland]] and [[Do 17 Z-2|Do 17 Z]], or even early [[Bf 109 (Family)|Bf 109]].&lt;br /&gt;
* Engine tends to overheat when diving at more than 500 km/h&lt;br /&gt;
* Control surfaces are unresponsive over 450 km/h&lt;br /&gt;
* Flaps are very weak and will break over 250 km/h, severely limiting its sharp-turning potential at higher speeds&lt;br /&gt;
* No manual trim controls in Simulator which makes it hard to handle&lt;br /&gt;
* Although manoeuvrable, it can still get out-turned by biplanes like [[Ki-10-I|Ki-10]] or [[He 51 (Family)|He-51]] &lt;br /&gt;
* Hard to fly in SB -- very unstable in pitch, poor over-the-nose visibility and is prone to enter flat spins&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The I-16 Chuang 28 Chia is known to be a domestically-produced version of the I-16. The WINGS PALETTE archive cites E. R. Hooton on this matter, the latter claiming that a total of 30 units were built from 1941 to 1944.&amp;lt;ref&amp;gt;http://wp.scn.ru/en/ww2/b/317/10/1#16&amp;lt;/ref&amp;gt;&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;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&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;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/474720-i-16-chung-28/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Polikarpov}}&lt;br /&gt;
{{China fighters}}&lt;/div&gt;</summary>
		<author><name>U77176917</name></author>	</entry>

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