Game dictionary

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Air-related Terms

Available energy to a vehicle. It is usually divided into: Potential energy (altitude/height) + Kinetic energy (Speed/Velocity)
Describes turns which are above the maximum pilot's sustainable-load. These turns can be as high as 9 g's before the pilot begins to lose consciousness (G-LOC). These turns can have a very small turn radius, but cause a loss in energy, either in the form of speed or altitude. Therefore, these turns are unsustainable, causing the fighter to lose massive amounts of airspeed, sometimes reaching stall speed in as little as a quarter turn. To some degree the energy loss may be compensated for by increasing thrust, known as applying "excess specific power," but this cannot fully make up for the losses. This usually occurs during hard turns or even harder "breaks." Only by turning the aircraft at its best "sustained turn-rate" can the aircraft maintain its specific energy. However, situations in combat may require a change in energy, and energy may also be increased by pulling less than the maximum sustained g-force load. [1]
The aircraft's ability to stay in air after several flat turns, e.g. the Bf 109E-3 will win a turnfight against a Spitfire Mk I after both are low on speed. The 109s better acceleration allows it to fly faster through the circle, eventually cathing up with the slower and tighter turning Spitfire. The Bf109 has got better "instantaneous turn rate" due to excess specific power. The Spitfire had better "sustained turn rate".
The aircraft's ability to pull sharp into a turn without stalling from the high angle of attack, e.g. the Spitfire Mk.II will have the upper hand at the start of a turnfight against a Bf 109E-3, because the Spitfire can pull a tighter turn than the Bf109. Thus the Spitfire can fly through a smaller circle with more initial speed. After this speed is lost "instantaneous turn rate" becomes important.
  • Turn and Burn
  • Turret positions
    • Beam - Mounted on the fuselage sides, usually on the rear half.
    • Cheek - Mounted on the front fuselage's sides, the flanks of the nose.
    • Chin - Mounted below the fuselage's nose.
    • Dorsal - Mounted on the top of the fuselage
    • Nose - Mounted on the very front of the fuselage
    • Tail - Mounted on the very end of the fuselage
    • Ventral - Mounted on the bottom of the fuselage
    • Wing - Mounted on the wings.
  • Vitality
  • Weapon Maintenance+


  • BnZ = Boom and Zoom
  • MEC = Manual engine control
  • rds. = rounds
  • rpg = rounds per gun
  • rtb = return to base

Ground-related terms

  • Angle of incidence
Angle at which a projectile contacts a surface, optimal penetration is achieved when AoI=90°
  • Ammo rack
Part of a tank's hull reserved for ammo storage
  • Amphibious
Ground vehicle capable of floating (See this list)
  • AP, APDS, APHE, HEAT, HESH, etc.:
see Ammunition
  • Autocannon
Gun of medium caliber with autofire capability, see Bofors
  • Canon breech/Breech block
Dedicated fire control of a tank's armament. Damaging this piece will disable a tank from firing and/or cause shell explosion inside the tank.
  • Casemate
Armoured upper part of a turretless tank containing its gun.
  • Coaxial armament
Armament mounted side-by-side with a tank's main armament, sharing its line of fire.
  • Commander's cupola
Part of a tank's turret where the commander sits. Usually the highest armoured point of a tank, filled with optics.
  • Depression
Angle at which a gun can point downward
  • Elevation
Angle at which a gun can point upwards
  • Engine deck
The tank's roof region that overlays the power plant and all of its components (fuel, engine block, transmission, radiators).
  • Engine block
A vehicle's power plant responsible of its mobility. Damage to this component may cripple the vehicle.
  • Engine smoke system
Spilling fuel onto the radiator generates a smoke cloud. Used mostly on Soviet Cold war vehicles.
  • Flanking
Manoeuvre consisting of taking an unusual route in order to surprise enemy vehicles.
  • Heavy tank
A tank category which armour is heavier than its counterparts. Usually has poor mobility.
  • Hull
Specifically, a tank's hull is usually armoured, mounted on tracks, contains its engine deck and some other components (driver, radio station, etc.).
  • Hull-break
The mechanic where a sufficiently powerful round can cripple a lightly-armoured vehicle. See here for more details.
  • Hull turn rate
The speed at which a vehicle can turn itself "on the spot"
  • Light tank
A tank category characterized by its mobility. Light vehicle tend to have worse armour and firepower than their counterparts but they have some tactical advantages as it can be read here:New opportunities for light vehicles
  • Main armament
A vehicle main damage-dealing device.
  • Medium tank
A tank category which has balanced characteristics.
  • Neutral steering
Ability for a vehicle to turn itself on the spot while in neutral gear.
  • Pintle-mounted
Characteristic of an MG/HMG which is mounted outside a tank on some sort of mobile mount. Usually controlled by the tank commander.
  • Reload speed
The interval of time it takes for the tank's loading mechanism to make its main armament ready to fire again.
  • Reverse speed
Speed at which a vehicle can go rearwards
A projectile's act of bounce off a surface.
  • Smoke launchers
Device capable of firing smoke grenades.
  • Smoke system
Any device capable of generating a smoke screen around a tank
  • Tracks
Chain of metal plates rolling around a suspension system in order to propel a tank.
  • Transmission
Part a an engine deck responsible for transmitting power from the engine to the tracks.
  • Turret
Armoured shell containing a tank's main armament and its workarounds.
  • Turret sewing/turn rate
Rotational speed at which the turret turn itself in relatively to the tank's hull
  • Turret ring
Part of the tank responsible for turret traverse.


  • ATGM
Anti-Tank Guided Missile
  • ESS
Engine Smoke System
  • HMG
Heavy Machine Gun: Automatic firearm using slightly bigger rounds than rifles.
  • LFP
Lower Frontal Plate
  • MBT
Main Battle Tank: Post-war tank technology/doctrine consisting of having a multipurpose fighting vehicle.
  • MG
Machine Gun: Automatic firearm using rifle-caliber rounds
  • UFP
Upper Frontal Plate
  • SPAA
Self-Propelled Anti-Air: Anti-air device mounted on a mobile chassis.
  • SPG
Self-Propelled gun: Anti-tank device mounted on a mobile chassis (See M18 Hellcat)
  • TD
Tank destroyer


  • "Ammo racked"
Getting its vehicle destroyed by detonation of an ammo rack.
  • "Attack/Capture the D point"
Since there is little to none maps with a D capture point, this voice chat command is often used to underline the uselessness of an action.
  • Derp gun/tank
Tank with an absurdly large-calibre gun (150+ mm bore diameter). Often comes with an even more absurd reload time (30+ seconds).
A common nickname dating back World War II for the Tiger II tank series. Based off the German name Königstiger, though this translates into "Bengal Tiger."
  • Spawncamper
Player who kills unsuspecting players that just spawned, must be dealt with quickly.
  • "Wait for A/B/C":
Common saying in the first seconds of an RB match, where capturing a point owes respawn points to players capturing it. Injonction for team cooperation.

General War Thunder vocabulary

Premium research points which can be used to research vehicles faster.
Used to simulate a crew's battlefield experience by enhancing the stats of the tank they are manning.
Premium currency
Research points specific to each vehicle. Each vehicle's module should be researched in order to be used. Can be boosted by convertible research points.
Main way to unlock new vehicles in-game.
Main in-game currency. Used to repair vehicles, replenish ammo, buy modules, etc.


  • AB
Arcade Battles
  • GF
Ground Forces
  • GE
Golden Eagles
  • RB
Realistic Battles
  • RP
Research points
  • SB
Simulator Battles
  • SL
Silver lions


  • "SOONTM"
A joke term underlining a long wait time in a development.
  • Uptier/Downtier
A quick reference on a vehicle's battle rating position when compared to the matchmaking. With an example of a BR 5.0 vehicle, an uptier is when the vehicle is in a 5.0-6.0 match, whereas a downtier is a 4.0-5.0 match.
  1. navyflightmanuals, text from Wikipedia though Basic_fighter_maneuvers.