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Operation “Shipyard”: H-34 and Whirlwind P.9



Whirlwind P.9 - an experimental pre-production vehicle, the direct ancestor of the British Whirlwind Mk.I heavy fighter. Development of the aircraft began in 1937 and the aircraft in this series had plenty of time to fight against German aircraft and ships during the Battle of Britain. This twin-engine aircraft has a battery of four 20 mm Hispano cannons in its nose, which makes it an effective vehicle for destroying not only air, but also ground and smaller naval targets.

For its size, the Whirlwind maneuvers quite well and is perfect to control. In our game, the Whirlwind P.9 will be a rank III premium heavy fighter in the British lineup.



The H-34 Choctaw is already well known to War Thunder players as an entry level helicopter in the French lineup. During our event, the Choctaw returns to its “historical homeland”, and so accordingly, we present the US version of the helicopter sporting different weaponry compared to its French counterpart. The vehicle first entered service with the US Navy in 1955 and later to the US army (in 1956).

The US version differs from the licensed French version as a result of its weaponry composition - available armament presets include a Bullpup missile paired with a 20 mm gun, a machine gun paired with ‘Mighty Mouse’ Folding-Fin Aerial Rockets, and a collection of machine gun pods, a 20 mm gun, and HVAR rockets.

Vehicles covered will be available in Operation “Shipyard” which we will discuss later.

Check out the full article here!

Operation “Shipyard”: VT1-2 - Doppelrohr-Kasemattpanzer



The project for an experimental turretless tank was started for development in Germany in the early 70’s as part of the replacement program for the Leopard 1. The unusual layout of the “casemate” tank type had several advantages: the possibility of installing two cannons at once, increased protection due to low silhouette and enhanced protection in the hull front profile and also increased mobility due to a reduced weight compared to traditional tanks. As part of this innovative project, two vehicles were built under the general name of Versuchsträger (German: experimental platform). The first VT1-1 prototype was placed on a shortened chassis and was equipped with two 105mm rifled cannons with manual loading.

In War Thunder, the twin-gunned VT1-2 will be located as a tank destroyer at rank VI in the German ground forces research tree. It is the first SPG in the game with two cannons, and as the cannons don’t have any conventional traverse - the cannons are rotated using the whole hull via the tracks. The VT1-2 “top” Rheinmetall L44 120 mm cannons are already well known to players. The choice of shells in the VT1-2 is the same as on the Leopard 2A4. From “stock” you will have DM12 HEATFS shell and after research you will be able to use two APFSDS shells with armour-piercing up to 410 mm! Both cannons have stabilizers in the vertical plane but the reload isn’t synchronized due to the left cannon having an automatic mechanism and will be reloaded a bit faster. The vehicle speed is 70 km/h and its relatively low weight allows it to accelerate and turn the hull pretty quickly.





Currently, the VT1-2 is the most mobile ground vehicle in the game. The key to success on the VT1-2 will be the skilled use of its mobility. It would therefore be wiser to first research the modules and crew skills which are responsible for mobility and turning. As was the case with the actual constructed prototype, the in-game version of the VT1-2 has been modeled without the use of armoured steel, so this “casemate” tank is not exactly capable of boasting the amount of protection it has. Both cannons are capable of firing at a distance of about 1,500 meters, so effective shots can be fired at both close and long ranges. Players are also easily able to aim and shoot with each cannon separately by switching between them, which is also effective given the cannon is among the best available in-game. In general, the VT1-2 might be considered one of the more unusual self-propelled artillery guns in the game, with a great potential to become the best in its vehicle class. It is definitely worth spending the time to get it!

Vehicles covered will be available in Operation “Shipyard” which we will discuss later.

Check out the full article here!

Operation “Shipyard”: MBK-161 (1943) - Shallow Water Battleship



The Project 161 gun boat series was born in the besieged city of Leningrad in 1943. They were designed to seek and destroy enemy torpedo boats, as well as to provide fire support for landing troops. All 20 boats in Project 161 were attached to the Soviet Baltic fleet, and had been intensively involved in action to liberate Leningrad and following operations in the region.

In War Thunder, the MBK-161 (1943) is a premium gun boat of rank II in the Soviet naval lineup. When you see the MBK-161, her battle purposes will become obvious - the deck is festooned with cannons and machine guns of different calibres to make any salvoes as deadly and concentrated as possible. The main calibre guns are two 76mm cannons in tank turrets from the Soviet T-34 tank, located in the middle of the deck ahead and behind the wheelhouse. 37mm calibre gun assisted by a 45mm utility gun in the stern. A few high-calibre machine guns crown this compact but deadly artillery line up.





The MBK-161 gun boat features perfect firepower and decent durability, but her speed leaves a lot to be desired, being able to reach 13-14 knots (~ 25 kph) maximum. This certainly limits the boat’s tactics for assaulting or defending one capture point or making headway. The MBK-161 is slow but true. Make sure to shoot accurately and the powerful armament will do the rest!

Vehicles covered will be available in Operation “Shipyard” which we will discuss later.

Check out the full article here!

[Event] Naval Enduring Confrontation - La Manche (RB)



We invite you to take part in the naval forces Enduring Confrontation event, which will allow you to experience naval scenarios which you may already be familiar with if you’ve participated in aircraft Enduring Confrontation events.

From 13:00 GMT on the 27th of September until 07:00 GMT on the 30th of September

[Enduring Confrontation] La Manche (RB)


The event end time may be subject to change. Costs for respawning, and awards, may also be changed over the event period.

In naval Enduring Confrontation, battles will be held around ports which are involved in the key objectives of the mission. Teams will receive points for capturing and holding the ports, and also for completing other mission tasks. The team which reaches 150,000 points first wins.plist]
Required vehicles in setup: Fleet of BR 3.7 - 4.3
Acceptable vehicles in setup: Fleet and aircraft of BR 1.0 - 5.7
The number of respawns is not limited and you can respawn with the same vehicle multiple times, but every respawn will cost Silver Lions depending on the repair cost of the vehicle. Aircraft fly outs require a fixed amount of available respawn points and depend on the class of the aircraft or the presence of suspended weaponry on a fighter. Respawns in ships with a BR of 4.7 and higher require respawn points depending on the BR.

Thank you for all the feedback and suggestions submitted on the last session.

Changes from the previous launch:
  • The mission is available in the RB game mode. Reloading and repairing ships is available in the ports. Reloading and repairing aircraft is available only at allied airfields.
  • Repair and reloading mechanics for hydroplanes and seaplanes at allied ports is under development and isn’t currently available in the missions.
  • The respawn costs for fighters have been reduced. The respawn costs for bombers have been increased. Fighters with suspended weaponry have been equated to bombers in terms of cost of respawn.
  • The following logic will be applied to port capture: At the beginning of the port capture by the enemy team it will lose respawn points. After this, there are two possible options available.
    • If the enemy team captures the port, after a certain time the will be enemy respawn available points on it.
    • If enemy team didn’t capture the port and the point remains neutral then after a specific time, respawn points for the team which owned the port last will appear.
  • A bug has been fixed where capturing the enemy port did not disable the respawn for the enemy team in that port, this made capturing almost impossible.
  • A bug has been fixed where after a successful capture of the port, the team that captured it has no respawn points for it or just loses respawn points after some time.
  • Air respawn points for friendly and hostile convoys have been removed.
  • Respawn points for players at the edges of the map have been replaced so that they won’t overlap with the respawn points of convoys.
  • Convoy paths have been fixed so as to prevent abrupt ship maneuvers right at the start.
  • The possibility to split port respawn points into two parts has been added for destroyers, boats and cruisers. Cruisers will respawn in the deeper areas of the port area, destroyers and boats at the very edge.
  • In the Enduring Confrontation mission “La Manche” (aircraft and naval version) all the existing scenarios, such as front line, ground battles etc have been activated (except ground convoys).
  • In the Enduring Confrontation mission “La Manche” (aircraft and naval version), when capturing the enemy port, the square on the map in which the port is located will be considered captured, with the front line accordingly appearing.
    The formation of the front line will now take into account the sea coast, and it will no longer be formed within the sea.
Check out the full Event here!

DANGER: CRANE OPERATIONS OVERHEAD! PASSAGE PROHIBITED!



A huge container ship from the Admiralty has docked at our port.

The official handed over an envelope with a note:

“Prepare your production equipment by October the 3rd!”