Ammunition

From WarThunder-Wiki
Jump to: navigation, search
Ammunition types.jpg

Ammunition is the basic firepower of every plane or vehicle, whether it be offensive or defensive in utilization. All aircraft and ground units in War Thunder use ammunition to some extent (excluding some of the jet bombers). There are varying ammunition types and calibers, ranging from 7,62 mm rifle caliber rounds to 152 mm howitzer shells.

Aircraft

Ammunition belt types

Currently there are six principal types of ammunition in-game, featuring slightly different shell types depending on nation: Universal, Air Targets, Tracer, Night, Ground Targets and Stealth.

  • Universal ammunition is generally suitable for any engagement.
  • Air Targets ammunition is used for destroying air targets more effectively and will often prove itself useful against non-armored ground units like trucks and MG emplacements.
  • 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 >20mm, however some nations' machine gun rounds have got very dangerous incendiary tracer belts e.g. the Brownings is notorious for setting fuel tanks ablaze.
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 and Simulator mode.
  • Ground Targets ammunition is recommended for killing ground units, or more heavily armored aircraft, as it features mostly armor piercing rounds which more effectively defeat armor than other shell types.
  • 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. Stealth can be used easily in Arcade Mode, due to the lead indicating reticule.

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.

Ammunition types

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

Incendiary(I), Adjustment incendiary(AI), and Immediate-action incendiary(IAI) rounds sound all very similar but all affect the enemy vessel differently upon impact.

  • Incendiary(I) will sets engines and fuel tanks on fire, if hit often enough and if the armour screen many planes have is penetrated. They often feature tracer chemicals (IT) at their bottom which also has tends to have incendiary properties.
  • 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. With the affect of normalization now taking place, the shell will angle itself better for the armour penetration. Especially on the sleek beam (tail of the aircraft) and wings surface from 6 o'clock (behind) smaller calibres will bounce off even from 1mm of duralumin. The "Adjustment incendiary" 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 fuzes and will just explode upon contect, circumventing the needs to penetrate.
  • Immediate-action incendiary(IAI) is not an incendiary shell. It's a small calibre HE-I round. It explodes on impact which can be seen with the MG131's stealth belt.

The composition of "Practice shell" type differs for most nations. In general they ar just full core rounds, which means they possess decent penetration depth against armour (but less than AP) and have good disable damaging values against non-flamable heavy modules like engines, fuel leaks and radiators (better than standard AP). However against soft targets (control surfaces, crewmen) they prove themself inferior to area of effect shells like HE-I, HEF and FI-T. Compared to incendiary rounds they posses more instant damage while the latter will do more damage over time.

A type that may be unfamiliar to players is the Armor-piercing (cermet core) round, used by some german ammo belts like the 15mm cannon n the Russian 12.7 ammo belts are very common. This round has a tough inner core made of a composite material composed of ceramic (cer) and metallic (met) materials, which give it enhanced armor penetration characteristics.

Machine gun bullets

  • Ball - Omni-purpose
  • T - Tracer
  • I - Incendiary
  • IT - Incendiary tracer
  • AI - Adjustment incendiary
  • IAI - Immediate-action incendiary
  • AP - Armor-piercing
  • AP-I - Armor-piercing incendiary
  • AP-I(c) - Armor-piercing (cermet core)
  • AP-T - Armor-piercing tracer
  • API-T - Armor-piercing incendiary tracer

Cannon shells

  • P - Practice
  • T - Tracer
  • IT - Incendiary tracer
  • IT* - Incendiary tracer (self-destroying)
  • FI-T - Fragmentation incendiary tracer
  • FI-T* - Fragmentation incendiary tracer (self-destroying)
  • AP-I - Armor-piercing incendiary
  • APHE - Armor-piercing high explosive
  • HEI - High-explosive incendiary (minengeschoß)
  • HEI - High-explosive incendiary (minengeschoß, night tracer)
  • HEF - High-explosive fragmentation
  • HEF-I - High-explosive fragmentation incendiary
  • HEF-SAPI - High-explosive fragmentation (Semi-armor-piercing incendiary)
  • HVAP-T High-velocity armor-piercing tracer

List: types and caliber

Browning M2 12.7mm
AN/M2 20mm Cannon
20mm Hispano Cannon
MG 151 15mm Cannon
ShVAK 20mm Cannon
Type 99 Mk1-2 20mm Cannon
Aircraft-weapons.gif

USA

  • Browning M2 - 12.7 mm (20s reload time)
  • Browning M3 - 12.7 mm (20s reload time)
  • Hispano - 20 mm (40s reload time)
  • AN/M2 - 20 mm (40s reload time)
  • AN/M3 - 20 mm (40s reload time)
  • FMC T-160 - 20 mm (40s reload time) (F-86F-2 Sabre)
  • T13E1 - 75mm (60s reload time) (Only on PBJ-1H

Germany

  • Breda-SAFAT - 7.7 mm (15s reload time) (Italian Planes)
  • Lewis - 7.7 mm (15s reload time) (Italian Planes)
  • MG 15 - 7.92 mm (15s reload time)
  • MG 17 - 7.92 mm (15s reload time)
  • MG 81 - 7.92 mm (15s reload time)
  • Breda-SAFAT - 12.7 mm (20s reload time) (Italian Planes)
  • MG 131 - 13 mm (20s reload time)
  • MG 151 - 15 mm (20s reload time)
  • MG C/30L - 20 mm (40s reload time)
  • MG FF - 20 mm (40s reload time)
  • MgFF/M - 20 mm (40s reload time)
  • MG 151 - 20 mm (40s reload time)
  • MK 103 - 30 mm (60s reload time)
  • MK 108 - 30 mm (60s reload time)
  • BK 37 - 37 mm (60s reload time)
  • BK 5 - 50 mm (60s reload time)
  • MK 214A - 50mm (60s reload time)
  • BK 7.5 - 75 mm (60s reload time)

Soviet

  • DA - 7.62 (15s reload time)
  • PV-1 - 7.62 mm (15s reload time)
  • ShKAS - 7.62 mm (15s reload time)
  • Berezin UB - 12.7 mm (20s reload time)
  • ShVAK - 20 mm (40s reload time)
  • B-20 - 20 mm (40s reload time)
  • B-20M - 20 mm (40s reload time)
  • B-20S - 20 mm (40s reload time)
  • VYa-23 - 23 mm (40s reload time)
  • NS-23 - 23 mm (40s reload time)
  • NS-23K - 23 mm (40s reload time)
  • NR-23 - 23 mm (40s reload time)
  • N-37 - 37 mm (60s reload time)
  • N-37D - 37 mm (60s reload time)
  • NS-37 - 37 mm (60s reload time)
  • NS-45 - 45 mm (60s reload time)

Great Britian

  • MAC 1934 - 7.5 mm (15s reload time) (on French aircraft)
  • Vickers E - 7.7 mm (15s reload time)
  • Vickers K - 7.7 mm (15s reload time)
  • Browning - 7.7 mm (15s reload time)
  • Browning M2 - 12.7 mm (20s reload time)
  • Hispano - 20 mm (40s reload time)
  • Hispano Mk.II - 20 mm (40s reload time)
  • Hispano Mk.V - 20 mm (40s reload time)
  • Vickers S - 40 mm (60s reload time)
  • Vickers P - 47 mm (60s reload time)
  • Mollins Class M - 57 mm (60s reload time)

Japan

  • Type 89 - 7.7 mm (15s reload time)
  • Type 92 - 7.7 mm (15s reload time)
  • Type 97 - 7.7 mm (15s reload time)
  • Type 98 - 7.92 mm (15s reload time)
  • MG 15 - 7.92 mm (15s reload time)
  • Ho-103 - 12.7 mm (20s reload time)
  • Type 2 - 13.2 mm (20s reload time)
  • Type 3 - 13.2 mm (20s reload time
  • MG 151 - 20 mm (40s reload time)
  • Type 97 - 20 mm (40s reload time)
  • Type 99 mk1 - 20 mm (40s reload time)
  • Type 99 mk2 - 20 mm (40s reload time)
  • Ho-3 - 20 mm (40s reload time)
  • Ho-5 - 20 mm (40s reload time)
  • Ho-155 - 30 mm (60s reload time)
  • Type 5 - 30 mm (60s reload time)
  • Type 94 - 37 mm (60s reload time)
  • Ho-203 - 37 mm (60s reload time)
  • Ho-204 - 37 mm (60s reload time)
  • Ho-401 - 57 mm (60s reload time)

France

  • MAC 1934 - 7.5 mm (15s reload time)
  • Hispano-Suiza HS.404 - 20 mm (40s reload time)

Tanks

Ammunition shell types

Tank shells come in two general categories: Kinetic energy shells, and chemical energy shells.

Kinetic energy shells' ability to penetrate, and depending of type of shell also to do damage, depends on a combination of the shell's mass, speed, and hardness. Since mass and hardness are constant for a shell this means that as the longer shell flies, and the more speed it loses due to air resistance, the less capable it will be.

Chemical energy shells do their damage based on a chemical reaction, and unlike kinetic shells their ability to penetrate and do damage are not affected by the shell's speed. This means that they do the same amount of damage regardless of distance to the target, if they hit.

It can be worth noting that there is no '-T'-suffix to tank shells. It is assumed that all tank shells have a tracer component in the shell base.

Kinetic energy shells

  • Armor Piercing (AP)
    Basic solid steel shot, which uses kinetic energy to defeat the armor plate. The shot causes damage by fully or partially penetrating the armor plate, causing steel fragments of the shot and the armor plate to hit crew members, automotive components, ammuntion, fuel tanks, etc.


  • Armor Piercing, Capped (APC)
    Here a nose cone (or cap) of softer metal was fixed to the front of the solid shot. When this struck the target armor the shock was transferred away from the tip of the round to the neck, thus helping prevent shatter. An added bonus was that it was found that the softer caps improved “grip” against sloped armor, squashing on impact to allow the main shot to penetrate rather than glancing off.
Display of shell normalization as an effect of a capped (APC) shell (clickable gif)


  • Armor Piercing, Ballistic Cap (APBC)
    To improve aerodynamics, a ballistic cap can be added to the basic armor piercing shot. The cap is made by a brittle metal, which breaks on impact, and does not aid penetration.


  • Armor Piercing, Capped, Ballistic Cap (APCBC)
    A combination of the ballistic cap of APBC and the cap of APC. Note that some APCBC ammunition was only listed as APC, and that APCBC shells can come both with and without a high explosive filler.


  • Russian APBC
    Armour Piercing Ballistic Capped. This is the Russian equivalent to APCBC. This round had a light ballistic cap covering a blunt nosed projectile. This round was less prone to shatter than a standard AP due to the shape of the nose.


  • High Explosive Filler (-HE)
    The lethality of AP, APBC, APC, and APCBC shots can be increased by adding an explosive filler, intended to explode upon penetrating. This filler will, however, also decrease the mass of the shot, decreasing its ability to defeat the armour plate. For APCBC shells the HE part is often just dropped e.g. the Pz.Gr.39 is "APHECBC" but as can be seen that abbreviation is rather long. Only the high tier US tanks feature APCBC shots without HE (T32, M46).


  • Armor Piercing, Composite, Rigid (APCR) or High Velocity, Armor Piercing (HVAP)
    A very dense core, usually made from tungsten during the Second World War and uranium today, in a soft metal shell. Upon impact, the soft shell will deform, causing the core to penetrate the armor plate at very high speeds. Compared to solid shot AP they create much less shrapnels so sniping for weakpoints is necessary.


  • Armor Piercing, Discarding Sabot (APDS)
    Similar to the APCR in principle. Rather than a soft shell, however, the thin, long shot discards it shell (sabot) upon leaving the gun barrel, reducing the shell's drag and thus reducing loss of speed over distance, while still not causing any change to the mass of the penetrator compared to APCR. Compared to solid shot AP they create much less shrapnels so sniping for weakpoints is necessary.

Chemical energy shells

  • High Explosive (HE)
    While not intended to destroy tanks, high explosive rounds can damage tanks by destroying their tracks or damaging periscopes and automotive parts, and even crack and destroy armor plates if sufficiently powerful. Probably the main exponents of this approach were the Soviets, who not only issued every gun with some form of anti tank round, they were also happy to shoot HE at tanks. 152mm HE will spoil any ones day.
Display of a HEAT charge striking armour


  • High Explosive, Anti-tank (HEAT)
    Rather than penetrating by shooting a heavy, dense projectile as fast as a cannon can manage, the HEAT shell achieves penetration through a combination of chemical components and metal. An explosive charge melts a metal liner (usually copper) inside the shell, turning it into a molten jet travelling at a much greater speed towards the armour than purely kinetic shells can achieve. Thanks to a combination of extreme heat and extreme speed the jet punches through the armour, both causing armour fragments and a spray of molten metal to shower the inside of the tank. This weapon system was greatly improved past the sixties to solve many issues the WW2 variants had like low speed and limited cone of damage.


  • High Explosive Squash Head (HESH)
    A thin-walled shell filled with a plastic explosive that upon impact causes the explove to "pancake" onto the armour, that a fraction of a second later is detonated by a charge in the shell. The explosion will cause a shockwave in the armour and knock loose metal fragments on the other side of the armour, showering the inside of the tank in them. It has best effect against flat armour surfaces, and relatively thick armour, since thin armour does not cause sufficient spalling. This shell type appeared after WW2 and was mainly used by the British.
    Ingame it ignores any armour-angle, except for ricochets and deals damage by metal-flakes which are blown off inside the armour by the exterior explosion. Basicly the fighting compartment is showered in metal rain. Currently only true armour thickness (opposed to line of sight thickness, again armour-angles are ignored) will provide sufficient means of protection.

Ammo Racks

Ammunition for ground vehicles are stored in Ammo Racks.

Pages in category "Ammunition"

The following 3 pages are in this category, out of 3 total.

Media in category "Ammunition"

The following 11 files are in this category, out of 11 total.