![]() Again, focus on the rear and top area of the tank. Medium Tanks are immune from rifle calibre rounds, and there is minimal success from 20mm cannon shots.Success is achieved by attacking from an angle BEHIND the tank. Light Tanks can be destroyed by rifle calibre bullets (7.7mm / 12.7mm).Air Burst has a fairly significant splash radius, so careful of friendly fire. Rocket Air-Bust Activation – Not all the rockets have Air Burst functions, mainly, the American rockets.This is every important when attacking heavy armoured units with 100lb/50kg bombs. HIT THE CENTER MASS – Less chance of missing and getting splash damage on the target(s).The Japanese rockets can be very effective when used on Air targets with the Air Detonation set. Japanese Mark 27 Rockets (60kg) and the Russian RS-82 Rockets : these ordinance have very little ground splash, they’re intended for Air Targets, so if you want to use them for Ground targets, they must be direct hits… and on Heavy tanks… will not always kill from the front, the Japanese’s rocket specially.This does not affect rockets or torpedoes. This activation timer is helpful for low altitude-deck bombers so they don’t bomb themselves. If it hits a destroyable unit… it will simply bounce through. Bomb-Activation Time – Have no other effects than having your bomb explode after a certain period of hitting the ground/water.This will include Float Planes, submerged Tanks/Vehicles and Bridges. Torpedoes will damage/destroy any units that are on/in the water.Bombs/Rockets are not affected by the speed of the plane that launches them… they both have a set speed when launched.As of 1.33 the names are still incorrect.These bombs also have special color coding on its Nose, Body, Tail Fins, and certain bands that help you tell the difference if its used by the Navy (Gray Color) or Army(Black colour)… and where the Bomb was intended from Ships (Grey) or Land (Green nose/Tail fin).Armour Piercing/Ships *current has no effect in game ***Proper name: Type 99 Number 80 Type 99 Mod 80 (1000kg) – Naval Bomb – Ordinary – Use for capital ships.Mod 80 Mark 1 (1000kg) – Naval Bomb – Ordinary ***Proper Name: Number 80 Model 1.Type 92 Mod 50 (500kg) – Army Bomb ***Proper name: Type 92 Number 50.Mod 50 Mark 2 (500kg) Naval Bomb – Ordinary ***Proper name: Number 50 Model 2.Type 98 Mod 25 (250kg) Naval Bomb – Land Targets ***Proper name: Type 98 Number 25.Mod 25 Mark 2 (250kg) Naval Bomb – Ordinary ***Proper name: Number 25 Model 2.Type 97 Mod 6 (50kg) Naval Bomb – Land Targets – Armour Piercing *No effect ingame* ***Proper name: Type 97 Number 6.Armour Piercing Bombs have their fuses on the tail section-tail fins and have a pointy nose. How to tell what bomb does what… well that’s easy… first… all the bombs are High Explosive… that’s a given… now, special properties? Look at the nose tip, and for the fuse. Hmmm, It seems that the Type x Mod x Bombs might do abit more damage towards Naval targets, un sure if its the same for pillboxes and airfield. *************************** Japanese Bombs – What are the difference between Mod-Marks and Type-Mods Bombs? Well… Currently…. X: Possible (may require multiple passes/reloads/salvos).Gray Shaded : Ineffective, try a bigger bomb.GREEN : Any ordinance will work as well as guns.The follow chart lists the smallest amount of bombs/Rockets it takes to take out a target with direct hits… for optimal results, use the biggest possible bombs, ie: 4000lbs, 2000lbs, 1000kgs… etc. Na – Means that the bombs/rockets arent particularly effective but that doesn’t mean you wont be able to destroy the target with them… It would just take more. Tried to ensure splash damage isnt a factor. Targets were destroyed through center mass damage. This is not a guide on how you should bomb (plenty of those out there)… but this should help you with what you can bomb. War Thunder Ground Targets Guide by SliverĪ Guide on how much explosive is needed to take out certain targets. ![]()
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