War Thunder - magazine2


The Milan is an experimental version of the famous Mirage jet fighter, jointly developed by French and Swiss engineers to improve the aircraft’s low speed handling characteristics. Soon, this exotic variant of the Mirage will make its way to the skies in War Thunder, arriving to the game as part of the next major update Danger Zone!

Briefly: An experimental version of the venerable French Mirage jet fighter, fitted with retractable canards which improve the aircraft’s handling at lower speeds.

Milan, jet fighter, France, premium, Rank VI

Features:
  • Retractable canards
  • Improved low speed handling
  • Excellent air-to-air arsenal
  • High energy loss during maneuvers


In War Thunder, the Milan will be a new jet fighter joining the top of the French aviation tree with the release of the next major update. Further expanding the Mirage family of jet fighters available in the game, the Milan will also offer its prospective pilots enhanced maneuverability as well as additional rewards to faster progress through the top ranks thanks to the aircraft’s premium status.



At its core, the Milan represents an experimental upgrade to the Mirage IIIE - a jet fighter already most familiar to seasoned French pilots. However, unlike the standard version, this experimental model possesses two distinct features which make it stand out from its close relative. The more obvious difference is the presence of a pair of retractable canards situated on the aircraft’s nose. While somewhat odd-looking, this additional pair of wings noticeably reduces the aircraft’s take-off distance and allow for a lower landing speed. Furthermore, they also vastly improve the Milan’s maneuverability during lower speeds - a handy upgrade for avid dogfighters among our pilots!

Fun Fact: The aircraft’s new retractable canards were often referred to as its ‘mustaches’.

The second, less notable, difference concerns the aircraft’s engine choice. Namely, the Milan is fitted with the more powerful SNECMA Atar 9K-50 turbojet engine, producing notably more thrust than the Atar 9C originally fitted to the Mirage IIIE. While this upgrade doesn’t directly result in an increased top speed, pilots will notice improvements in acceleration and climb rate, both being vital performance characteristics of jet fighters especially during heated engagements.



Apart from a pair of 30 mm DEFA cannons, the Milan’s arsenal can be further augmented by IR-guided air-to-air missiles, unguided rockets, an air-to-ground missile as well as bombs of 250 and 500 kg caliber. As a result, the Milan retains the Mirage’s high combat effectiveness and versatility as weapon loadouts are not just powerful, but also well suited for engaging a number of different targets during a sortie.



The Dassault Milan will make its way to player hangars upon the arrival of the next major War Thunder update Danger Zone. Be sure to get the special pre-order pack in our online store to be among the first to fly out in the Milan, get Premium account days, as well as obtain exclusive ingame content!
War Thunder - magazine2


Introducing the next major update teaser for War Thunder - "Danger Zone"

War Thunder - magazine2


  • The previously announced economy update has been put into effect.
  • UH-1C, UH-1C XM-30, UH-1D — Battle rating has been changed to 8.7 in all game modes.
  • Helicopter PvE has been moved from the Test tab of the Events menu. Statistics from this mode are now recorded to player statistics. Helicopter PvP has been disabled.
  • Minimap marker delay has been changed from 1 to 3 seconds.
  • A bug has been fixed where the radio command delay was set to 30 sec. The delay is now 1 second.

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
War Thunder - magazine2


Dear players,

We have another round of questions and answers for you, with War Thunder producer Vyacheslav Bulannikov!

Aviation

Q. Has there been any more work or news on a drop tank feature for aircraft? This would really help a lot of aircraft with limited fuel in battles and allow for more tactical choice and longer engagements.

A. Yes, for top ranked battles It's already under consideration. I think we will start to work on it next year.


Q. Previously you announced that you would remove non-historical and incomplete vehicles from the German Ground tree that were never fully completed and introduce replacements. Could you tell us if you have any long term plans to remove and replace the R2Y2 series of aircraft in the Japanese Aircraft tree? Both the Kawasaki T-1 (capable of mounting bombs and sidewinders) as well the Kawasaki P-2J (bombs and torpedoes) are in line with the positions that the R2Y2s already occupy. There is also the more advanced Kawasaki T-4 that can also supposedly carry bombs and gunpods. All of these would be more grounded replacement options than the 3 R2Y2s.

A. We can talk about their withdrawal from the game when there is a replacement ready for these aircraft. It’s all already in our plans.


Q. Could you clarify if it's possible we will see South African Aircraft in the British tree too now that they have ground forces within their tree? Currently there is only the Rhodesian Hunter as a premium aircraft.

A. The British aircraft research tree is already quite representative (five lines as opposed to four in ground vehicles tree before South Africa was introduced). South African aircraft may be added in another capacity - as a premium or event and squadron vehicles.


Q. Has there been any more developments regarding working on removing air-to-air missile spool up / shut off timers? With more and more modern jets these can sometimes adversely impact battle situations due to the reaction times of these timers. Perhaps a compromise situation where some elements of actual known characteristic spool ups / shut offs of each missile could be implemented rather than a singular timer like how it currently is?

A. While we are at the stage of gathering information on our collection of Air-To-Air missiles, you can't find such information for all missiles unfortunately. The mechanic change itself is simple - a change in the value in the missile configuration file. We think within 1-2 major updates the decision will be made and changes will be also made.


Q. Is the appearance of the UAV (unmanned aerial vehicle) in the game possible? In what form? A separate vehicle type or as a modification for ground vehicles?

A. It is possible. It is very early to say how this will be exactly, but one of the variants is how it was implemented on the last April fools event.


Q. In most of the missions in aircraft RB, destroying bases with bombing has no effect on the victory points of the enemy team. It means that bombing bases in such missions is completely pointless and bombers are more or less like ballast for the team. Do you plan to do something with that?

A. What you are describing looks like a bug. Bases should affect mission points. If this happens in any of the missions please report it by using our special reporting system or leave a comment.


Q. Will there be an interface update in air battles for top ranked fighters (like it is already implemented for helicopters)?

A. Yes, we have such plans.


Q. Will there be bombers with the ability to carry any winged missiles like the Tu-22 is doing?

A. For now there are no targets in the game for such aircraft and weaponry systems. Perhaps in the future when these targets will appear in the game such aircraft may be implemented.


Ground

Q. The Swedish top tier Strv 122s have gone quite some time without receiving new shells, despite many new tanks and shells for other nations since their introduction and the penetration of their current shells now falls quite significantly behind most nations. Has there been any more consideration into giving these tanks new shells? In particular Slpprj m/95. Given Sweden is also lacking a 3rd Rank VII MBT, has there also been any consideration into an Strv 121 “late” or the Strv 121 “Barracuda'' that could be given m/95 as a good inbetween tank between the current Strv 121 and 122s.

A. The Swedish 122 has high efficiency statistics in addition to its own features - compared to all the Leopard 2s in the game it has the best armour protection. However we are considering the option of a new shell for the next modification of the Strv 122.


Q. Will we see the Double Feed system in vehicles that had it? Currently changing the belt to HE in the VCC 80/30 requires a full reload where in real life you have 2 separate cartridges and loading belts that allow you to select the next round.

A. Such a system is needed and is already in our plans.


Q. Will there be any camo netting customisation options in the future? Expansions to tank camouflage could prove a good feature to people to make use of.

A. Not planned as a researchable modification in upcoming updates.


Q. Do you plan more artillery / howitzer platforms for the game, particularly for those nations that don't have them yet? There are many iconic examples such as the M109, PzH 2000, AS90, FV433 Abbot, PLZ05 and AMX-30 AuF1 that could be considered. Also mortar gun carrier vehicles with capability to direct fire like 2S9 Nona-S would be very interesting.

A. Yes and one of them, G6 Rhino is planned in the nearest Major Update!


Q. Do you have plan to give light vehicles more capabilities, like set anti-tank mines, Goliath bombs (Sdk.fz series), deploy recon-drones (modern combat vehicles) and help teammates guidance for missiles?

A. Some of the mentioned above are possible, yes.


Q. China is currently lacking a long range anti-aircraft system for top tier. Are we considering some options to fill this gap? For example “Tor” System used by China could be a good addition.

A. Yes, we have this in our plans; a SAM for “long” (in the game terms) ranges for the Chinese tree.


Q. Are there any plans for a normal implementation and visualisation of modern tank sights and fire control systems in particular? Many modern vehicles (CV 90120 etc) have for example automatic target tracker which can capture air targets and get appropriate calculations for shooting and can display many indicators of gunner’s and commander’s screens, also providing some opportunities to adjust all this, we don't have something like this in the game.

A. There are such plans and even some developments.


Q. Are there any plans to add the Object 287, Object 787 and similar vehicles?

A. We do not exclude this.


Q. Are there any plans for a new visualisation of the blast wave impact to the tank from the close bomb explosion, like detonation of the ammo rack, with the turret torn off and only chassis remained, etc.? At the moment the tank hull just turns black and burns, no matter what happened to it (ammunition cell explosion or crew died from armour shrapnell).

A. There are such thoughts and plans, but require more detailed elaboration.


Helicopters

Q. It was mentioned that Chinese helicopters were within plans for the coming updates for some time now, is that still the case now? Are there any details you can share with us about what we can expect?

A. Yes, our plans to introduce the Chinese helicopter tech tree were somewhat optimistic and took more time but hopefully in the near future we will be able to introduce some Chinese helicopters.


Q. The Premium Apache has been removed from the US tech tree, so when will we finally see a premium Comanche? A legendary helicopter, even if it was never used in combat. When will the Mi-24 Super Hind be introduced?

A. In the future most likely :).


Naval

Q. Will the efficiency of large calibre guns be increased in the game? Often for now, medium calibre guns are preferable to “big bang” because of their rapidity. Maybe some mechanics like “overpressure” will be added, but only for kinetics so there won’t be a situation where a 155 mm shell doesn't do any damage at all.

А. This is also true for reality, the rate of fire with sufficient ammunition power is a very important parameter of weaponry.


Q. Are there any plans to introduce Naval Enduring Confrontation which is the most adequate and realistic naval mode at the moment on a permanent basis?

А. Naval EC has its audience and it’s quite noticeable but it is still considerably inferior to regular random battles, so for now we plan to make EC available during weekends.


Misc

Q. With “Wind of Change” update, we received a new map Sun City, in which players could fight around terrain features like overpasses. In the future could we see more viaduct and tunnel terrain that could improve the stereoscopic feeling of the scene?

A. It is possible.


Q. Will multithreading be implemented? Currently 100% load of 1 thread when all the other are by 15-20% because of that wildly loses FPS and we get micro freezes.

A. Multithreading is already implemented in the game. But you have to understand that it doesn’t always make sense in the game and not always there is something to occupy a large number of cores.


Q. Are there plans for a complete update of the game interface? Now absolutely all UI, all the fonts, icons in the game are outdated. We would like to see the interface in the style of the snail store (Gaijin Store) which has been updated about a year ago and looks very neat and concise.

A. Yes, we have such plans.


Q. Will trees and other bushes be subjected to more physical impact? At the moment the artillery strike doesn’t destroy trees. Some bushes can be destroyed by machine guns, some only by ground vehicle tracks. Some trees can not be destroyed even by nuclear strike. Can we expect some single universal formula? Clearing thickets by artillery would be for example very useful.

A. Trees will be damaged and destroyed by artillery fire and a nuclear strike destroys every object on the map. The universal formula - the bigger the tree, the more hits it can hold or that more powerful weapon you need to take it down.
War Thunder - magazine2


From May 26th (10:00 GMT) until May 30th (7:00 GMT)

The “Advance” event is an asymmetrical mission for ground vehicles where each team has its own task: the attackers have to consecutively capture all the points on a map, while the defenders have to protect them.

Event features:
  • The event takes place in the AB and RB game modes.
  • When activated, each point belongs to the defending team.
  • The points activate consecutively one by one: after the attackers capture the current point, the next one unlocks.
  • The capture points alternate:

    • A, C and E (key points) — small, but take longer to capture.
    • B & D (interim points) — completely cover the previous respawn zone of the defenders, so their size is much larger than that of key points, but they are quicker to capture. After the interim point is captured, a new respawn point is unlocked for the attackers to push the next key point, while the previous respawn point becomes locked.
  • If the final key point (E) is captured or, if all the defenders are destroyed, the attackers win.
  • If the points are held throughout the mission duration or if all the attackers are destroyed, the defenders win.
  • The number of spawn points for each player is limited and differs depending on their team.
  • The maximum number of players in the teams are not the same.
  • in the RB game mode, the ground vehicles don’t require spawn points to respawn, while the aircraft do.
  • Repeated respawns that do not require backup vehicles are available.
  • To participate in the event, ground vehicles with a BR of 4.7 — 5.7 are required.
  • Vehicles with BR 3.7 — 5.7 can be used in this event.
  • The event takes place on the “Port Novorossiysk” map.
  • The event may end prematurely for technical reasons.

If you would like to leave feedback on this event, please click here to use the dedicated thread
War Thunder - magazine2
War Thunder artists and game designers have prepared new locations for the upcoming major update! Meet Abandoned Town, designed for mixed battles, South-Eastern City for aviation, and a significantly improved location Sun City.

Abandoned town





The sleepy mountain town became the epicenter of outrageous military conflict. After the bombing and artillery barrage, combat vehicles enter the area. The commanders will have to achieve control over three zones of the town: the central streets and the community center, the bridge in the southern part of the town, the neighboring silo elevator and the cableway, as well as the northern area with residential buildings.

The cozy mountain towns and mining villages of the Greater Caucasus at the beginning of the 1990s became the prototypes of the Abandoned Town location. The atmosphere of a ghost town in the mountainous Caucasian subtropics awaits all fans of tank and mixed battles in the next major War Thunder update!

South-Eastern City





What was unthinkable before is becoming a reality now - a furious war has come to the streets of the metropolis of one of the "Asian tigers"! Intense action downtown and in the suburbs, military vehicles are entering the city, artillery and anti-air guns are firing at will. The tasks of the aviation here is to destroy enemy military bases and camps, as well as to escort friendly strike aircraft to their targets.

War Thunder artists have studied maps and photographs of the surroundings of the Kowloon Peninsula before creating the South-Eastern City. Here, a huge port, ultra-modern skyscrapers and residential areas coexist with rural areas on green hills and religious centers and monasteries. High-tech meets picturesque nature to bring you a brand new location for air battles!

Sun City is getting better!





One of the recent locations for mixed battles, Sun City, is very popular with War Thunder players due to the variety of environments and the ability to use overpasses in battle. However, the map had a number of minor issues, which we tried to fix for the upcoming update of the game.

We added a lot of small objects to “revive” the streets of the city. We added bus stops, parking lots with cars, flower beds, posters and advertisements on the walls, litter on the roadsides. Observant players reported the incorrect road markings - thanks to you, everything has been corrected! The park in the central part of the city has become more detailed, a route between the extreme capture points through the central park area has appeared. The artists also improved the “aircraft” part of the location - the city is now more naturally integrated into the landscape of the area. Fixed bugs and improved cosmetic micro-effects are the cherries on top. In a word, Sun City has become more detailed and easy to navigate. You're welcome! We are looking forward to your feedback!



War Thunder - magazine2


SMS Bayern was the lead ship of the last class of dreadnought battleships built for the Imperial German Navy during WWI. Armed with heavy main battery guns and shielded by strong armor, SMS Bayern will soon be making an appearance in War Thunder naval battles, docking in player ports with the arrival of the next major update!

Briefly: The most advanced German battleship from the WWI-era, sporting immense 380mm main caliber guns and strong protection to boot.

SMS Bayern, battleship, Germany, Rank V

Features:
  • One of the largest gun calibers in the game
  • Comprehensive armor scheme
  • Torpedoes
  • Limited AA protection
  • Cumbersome mobility


In War Thunder, SMS Bayern will be a new battleship joining the top rank of the German bluewater fleet following the release of the next major update. Sporting the heaviest primary battery of any warship currently present in the game, Bayern’s offensive capabilities are brilliantly complemented by a strong armor scheme, making it a formidable new opponent arriving soon to naval battles!



After its arrival to the game as part of the upcoming major update, the Bayern will set a new record for possessing the largest gun caliber in any combat vehicle in the game, challenged only by HMS Hood’s 381mm guns. Namely, sporting a primary battery of eight 380 mm guns, split between four twin turrets, Bayern is more than capable of breaching through the armor of other battleships at everything but extreme engagement distances. However, aside from the primary guns, Bayern also has a number of other weapons in its arsenal. For instance, the secondary battery of the warship consists of eight 150mm cannons situated in casemates above the main armored belt on each side of the ship’s hull. Furthermore, Bayern also has access to a total of five 600mm torpedo launchers, with two submerged launchers on each broadside and one on the bow, presenting an unexpected surprise for any foe that dares getting too close to this juggernaut. Lastly, Bayern is also fitted with two 88mm AA cannons, although their effectiveness may leave much to be desired, especially during close-range engagements with attacking aircraft.



Inheriting much of the general armor layout of the Kaiser - a warship already familiar to seasoned War Thunder captains - the Bayern improved upon it by thickening certain parts of the armor scheme protecting vital components. For instance, whilst the main armored belt and conning tower remained 350mm thick, the turret faces and barbettes were increased to 350mm in thickness as well. As a result, the overall protection of the vessel and its complement of 1,276 sailors increased. Moreover, the crew is now better protected by the increased to 250mm thickness of the upper armor belt. However, the heavy weaponry and strong armor naturally brings with it the drawback of high displacement and, as a result, low mobility. To compensate for the increased mass, a 25% more powerful power plant was installed, which made it possible to keep the speed in the formation up to 22 kts (40.7 km/h).



Bayern is already making its way to War Thunder naval battles and is expected to dock in player ports following the release of the next major update. In the meantime, keep your binoculars close at hand and continue scanning the horizon for news as we release more information about the upcoming update. Until then, calm seas and good hunting captains!
May 25, 2022
War Thunder - Blitzkrieg Wulf


In this digest we would like to tell you about our continuing work on improvements and fixes in the game.

Please leave your feedback on these changes in the dedicated "It’s fixed! №52" thread


Speeding up air events



More specifically - the aircraft that is given out during aircraft events in ground AB. Previously the aircraft launch speed didn’t depend on the rank of the battle and it resulted in even very modern vehicles appearing at about 300 km/h. And immediately received a missile or burst of gunfire from the pursuers. Shouldn't be like this!

Now the speed of launch in the air will depend on the BR of the battle which should make air events more interesting and fair.


Updating vehicle and weaponry presets in air events



Another important improvement to the vehicles involved in air events as well as their weaponry. We have slightly revised the vehicles and weapons for air events and we even prepared a table sheet showing what you can take under your control in one or other BR. Take a look for yourself!


More info in the suspended weaponry editor



Suspended weapons on each aircraft are a compromise between flight characteristics and the ability to destroy as many opponents as possible! And to help you objectively evaluate these compromises we are introducing information on how weapons affect the various characteristics of an aircraft with standard presets..

Now this effect will also be displayed for the weapon presets you create in the suspended weaponry editor. Very useful data for any pilot.

Fixed a bug in your friends list



Many of you have not just one or two friends in your friends list but an army of them. And it can be quite uncomfortable to find yourself at the very beginning of the list when updating the statuses of these friends. This was a bug and has been fixed. Now it will be easier to navigate the friends list.

More improvements

For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list below - there are many interesting things.

Once again, many thanks for all your bug reports that you submitted using our special service.

Update 2.15.1.126

Ground vehicles
  • Type 60 SPRG, Maus, E-100, BMP-3 — a bug has been fixed that disabled the machine gun while an auxiliary weapon is selected.
  • Zachlam Tager — a bug with an underestimated firing range has been fixed.
  • AMX-13-M24 — targeting angles have been adjusted from -10°…15° to -8°...15°(report).
  • AMX-13-M24 — gun stabiliser has been added (report).
Aircraft
  • Sight point colour change option has been added for helicopter HUD
  • J-7E — a bug has been fixed where elements of the wings or pylons remain behind when the wings are detached.
  • F11F-1 — the number of rockets has been corrected in the pop-up info of the 52x FFAR rockets pod in the secondary weapons menu.
  • J-8B — PL-5B missiles have been moved from the external wing pylons to the internal wing pylons. The total amount of available PL-5B missiles doesn’t change, allowing you to mount weapons to external pylons.
Naval
  • Twitching of the torpedo lead marker at long distances has been fixed in Arcade battles.
Other fixes
  • The initial speed of aircraft in tank Arcade battles now depends on the session BR and type of air battle:
    • 1.0-3.0 — 300 km/h;
    • 3.3-5.7 — 400 km/h;
    • 6.0-7.0 — 500 km/h;
    • 7.3-9.7 — 600 km/h;
    • 10.0+ — 700 km/h;
    • helicopters — 200 km/h.
  • Aircraft and helicopter setup for tank Arcade battles has been updated (see table).
  • A bug has been fixed where when scrolling the contact list any status change of contacts reverts to the start of the list.
  • Timer icon has been returned for remote fuse HE rounds.
  • A bug has been fixed where a reject message to the squadron application might be displayed outside the “Squadron journal” menu.
  • A bug has been fixed where selecting the icon of a vehicle in the “Objective vehicles” menu might select other vehicles in the tech tree.

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
War Thunder - magazine2


The VBC (Pt 2) is a prototype of the modern Italian Freccia IFV, developed on the basis of the Centauro combat vehicle in the late 1990s. Based on the same chassis, yet offering completely different combat dynamics, the VBC (Pt 2) will soon reinforce the higher ranks of the Italian ground forces tree as it arrives to War Thunder as part of the next major update!

Briefly: The early design of an Italian IFV developed on the basis of the appraised Centauro combat vehicle.

VBC (Pt 2), light tank, Italy, Rank VI

Features:
  • Fast-firing 25mm cannon
  • Potent sub-caliber rounds
  • Superb mobility
  • Light protection


In War Thunder, the VBC (Pt 2) will be a new light vehicle complementing the already excellent lineup of Italian wheeled combat vehicles, found at the higher ranks of this nation’s ground forces tree. Being based on the Centauro chassis, and fitted with a rapid-firing autocannon, this highly nimble predator is sure to mix things up for Italian tankers with its arrival as part of the next major update coming to the game. Sounds interesting, why don’t we take a closer look, shall we?

As already mentioned, the experimental VBC (Pt 2) is a prototype of the Freccia IFV and also a further development of the B1 Centauro - a vehicle already most familiar to seasoned tankers in War Thunder. Inheriting most of the Centauro’s chassis design makes the VBC (Pt 2) just as mobile as its close relative. In fact, thanks to its 550 hp engine, the VBC (Pt 2) can reach a top speed of 110 km/h on paved roads, thus being in line with the B1 Centauro. However, thanks to the slightly more powerful engine and despite its marginally higher mass, the VBC (Pt 2) has a higher power-to-weight ratio. As a result, the vehicle is able to reach its top speed faster and more easily traverse even less hospitable terrain types.



Unlike the Centauro it’s based on however, the VBC (Pt 2) is equipped with the turret fitted to the familiar Dardo IFV. As a result, the VBC (Pt 2) comes armed with a 25mm Oerlikon KBA cannon, capable of firing advanced sub-caliber munitions. Therefore, despite the cannon’s rather modest caliber, the VBC (Pt 2) can become a considerable threat to even more heavily armored opponents provided that its aspiring commanders are audacious enough to really close in on their prey. Despite being equipped with an updated Dardo turret however, the VBC (Pt 2) doesn’t get access to turret-mounted ATGM launchers as found on its tracked counterpart. While this does limit the vehicle’s effectiveness against armored targets at longer engagement distances, its fast-firing autocannon remains a formidable threat to other light vehicles as well as low-flying aircraft and helicopters.



Being based on the Centauro’s chassis also means that the VBC (Pt 2) inherited much of its relative’s protection. Tankers should avoid relying on the vehicle’s armor to shield them from enemy fire. Instead, it’s a much better tactic to be more proactive and make good use of the vehicle’s excellent mobility to stay out of the enemy’s sight and remain an elusive target on the battlefield for the enemy.



The VBC (Pt 2) is soon arriving to rank VI of the Italian ground forces tree as part of the next major update, coming soon to War Thunder. In the meantime, stay sharp and keep an eye out on the news as we continue unveiling what other exciting new vehicles and features await you in the upcoming update. Until then, good hunting tankers!
May 23, 2022
War Thunder - magazine2


The G6 Rhino is a wheeled self-propelled gun, developed by South Africa during the 1970s in an effort to modernize the outdated inventory of their artillery regiments at the time. Soon, the G6 Rhino will charge head first into the heated ground battles of War Thunder as it arrives to the game as part of the next major update!

Briefly: A highly mobile South African self-propelled gun, featuring an impressive destructive potential thanks to its 155 mm howitzer.

G6 Rhino, self-propelled gun, Great Britain, Rank IV

Features:
  • Superb mobility
  • Devastating 155 mm cannon
  • Lightweight armor
  • Limited horizontal firing angles


In War Thunder, the G6 Rhino will be a new SPG reinforcing rank IV of the British ground forces tree with the release of the next major update. The G6 Rhino will offer its prospective commanders a devastating destructive potential, only found with such high-caliber artillery pieces, while combining it with signature superb mobility that South African combat vehicles are known and feared for by tankers in the game.

The centerpiece of attention with the G6 Rhino is most certainly its potent 155 mm G6 canon. Featuring excellent ballistic properties, even for a howitzer, gives commanders the ability to quickly and easily engage hostile targets, even at longer distances. Furthermore, the heavy high-explosive rounds (regular and remote fuse) ensure a good effect on target even if tankers miss critical components which may have led to complete destruction of the enemy. However, commanders should also be aware of some of the gun’s limitations, such as a rather lengthy reload time as well as the limited horizontal traverse to just 40° to either side of the vehicle’s horizontal axis.



However, while the G6 Rhino can bring a quick, yet untimely demise to many of its foes on the battlefield, it’s worth noting that the Rhino itself is quite susceptible to enemy fire due to its light protection. In fact, the G6 is only adequately protected to, at most, withstand direct hits from AP rounds fired from low-caliber automatic cannons. As a result, taking the G6 into the thick of the action is a risky tactic. Therefore, tankers are better advised to keep their distance to enemy units and utilize the Rhino’s excellent gun to deliver a devastating strike from a safe distance.



Yet, despite being safer to engage from a longer distance, aspiring Rhino commanders don’t necessarily need to take part in the fighting from the second lines. Commanders may also utilize the vehicle's superb mobility - a signature feature of nearly all South African combat vehicles in the game - to position themselves on the flanks and surprise slower advancing enemy forces with precise and deadly high-caliber fire. This tactic doesn’t come without its own risks, but at least commanders might have the element of surprise on their side in this scenario compared to a full frontal brawl in densely packed urban environments.



The G6 Rhino will soon make an explosive appearance in War Thunder ground battles as it arrives to the British midranks with the release of the next major update. In the meantime, make sure to stay tuned to the news as we continue sharing with you some of the highlights awaiting players in the upcoming update. Until then, happy hunting tankers!
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