Difference between revisions of "World War: For Commanders"

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The game mode with battles occurs on the global map in the form of “Operations”, which are based on historical events. 
 
The game mode with battles occurs on the global map in the form of “Operations”, which are based on historical events. 
  
Battles in World War happen at Realistic Mode difficulty with a special markers mechanic.{{Youtube
+
Battles in World War happen at Realistic Mode without markers. Including aircraft vs aircraft battles.
 +
 
 +
{{Youtube
 +
|align = right
 
  |url = 81P5yOWEzg8
 
  |url = 81P5yOWEzg8
  |size = 300
+
  |size = 400
 
}}
 
}}
  
 
==Participation ==
 
==Participation ==
 +
{{Notice
 +
|Regiment members who have a rank of Sergeant or higher can create new Operations. You need to have at least 20 players with vehicles of rank III or higher in your regiment.
 +
|!
 +
}}
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
!Squadrons
 
!Squadrons
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!Unassigned Players
 
!Unassigned Players
 
|-
 
|-
|Берут на себя роль одной из противоборствующих сторон и ведут операцию до её финала, управляя армиями и инициируя битвы.
+
|Take on the role of one of the warring parties and conduct operations to their end, controlling armies, initiating battles and participating in them.
 +
|Can act for their own squadron within an operation and in the role of unassigned players by connecting to any available battles.
 +
|Can act as reinforcements, taking open spots in any available battle and helping one side win.
 +
|}
 +
 
 +
Before creating an Operation for your regiment, you need to make a priority list of regional server clusters. When creating an Operation, a cluster with the highest rating for both Operation creators (you and your opponent) is selected; this cluster is assigned to the Operation and you can find it in the top right corner of the Operation screen. All the battles created in this Operation will start on the servers of this cluster.
 +
 
 +
=== Entry fees and awards ===
 +
However, it is worth remembering that the creation of WWM operation is a paid service. Its cost will currently be 70,000 SL that will be deducted from the player who has declared the squadron for a WWM operation at the time the squadron will enter the operation.
 +
 
 +
In turn, at the end of the operation, commanders also receive an award in SL which is calculated on the base the sum of the mission points of all players in all battles of the operation and distributed evenly to all commanders of that operation based on their activity. The additional reward multiplier is different in case of victory (1.1) or defeat (0.9).
 +
 
 +
For example if there are two commanders with an activity of 25% and 75% and the sum of all players points in all battles of the operation is 100000 they will receive 0.25 * 100000 * 1.1 = 27500 and 0.75 * 100000 * 1.1 = 82500 Silver Lions respectively for their efforts in command.
  
Полки могут выступать внутри сезонов Мировой войны и бороться за ценные награды
+
At the same time, if the calculated reward of the commander-applicant will be less than the activity times the operation creation costs - it will increase to that value.
|Могут как выступать за свой полк внутри операции, так и участвовать в роли свободных игроков, подключаясь к любым доступным битвам.
 
|Могут взять на себя роль подкрепления, занимая свободные места в любых доступных битвах и помогая одной из сторон одержать победу.
 
  
Получают ценные награды по Таблице рекордов (общей для всех игроков, полковых и нет) каждый игровой день и в конце сезона.
+
For example in the case of a quick victory over the enemy in which only 20,000 mission points have been earned in battles if there are two commanders - 80% activity for applicant and 20% activity of second commander the commanders rewards will be calculated as follows. Calculated reward for applicant will be 0.8 * 20000 * 1.1 = 17600 SL which is less than the product of the activity by the creation cost of the operation (0.8 x 75,000 = 60,000), so his reward will be raised to 60,000 SL. For the second commander the reward will be 0.2 * 20000 * 1.1 = 4400 without any additional recalculations.
|}
 
  
 
==Interface ==
 
==Interface ==
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Military operations run in this part of the screen.
 
Military operations run in this part of the screen.
  
====Сектора ====
+
==== Sectors ====
Карта операции поделена на сектора, по которым определяется контроль территории и линия фронта. Каждый сектор может быть нейтральным или принадлежать одной из сторон.
+
The operation map is divided into sectors that define control of the territory and the front line. Each sector can be neutral or belong to one of the sides.
 +
 
 +
{{Notice
 +
|Sectors that are not connected to the rear will not be considered to be controlled.}}
  
 
Special sectors:
 
Special sectors:
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* Key Sector (bright border) – as a rule, this is a target area to capture or hold in an operation. Also, the more key sectors a side holds, the quicker reinforcements arrive.
 
* Key Sector (bright border) – as a rule, this is a target area to capture or hold in an operation. Also, the more key sectors a side holds, the quicker reinforcements arrive.
  
====Armies ====
+
==== Armies ====
 
This is the primary combat unit in the Operation. They can participate in battles and capture sectors by advancing the front line. Armies are marked on the operation map with a specific symbol.
 
This is the primary combat unit in the Operation. They can participate in battles and capture sectors by advancing the front line. Armies are marked on the operation map with a specific symbol.
  
 
{| class="wikitable"
 
{| class="wikitable"
| style="text-align:center;" |[[Файл:Мировая_война_-_пехотная_армия.png|link=|Пехотная армия]]
+
| style="text-align:center;" |[[File:World War - Motorized infantry.png|link=]]
| style="text-align:center;" |[[Файл:Мировая_война_-_танковая_армия.png|link=|Танковая армия]]
+
| style="text-align:center;" |[[File:World War - Tank troops.png|link=]]
| style="text-align:center;" |[[Файл:Мировая_война_-_артиллерийская_армия.png|link=|Артиллерийская армия]]
+
| style="text-align:center;" |[[File:World War - landing squadron.png|Landing squadron|link=]]<nowiki> | </nowiki>[[File:World War - boat squadron.png|Boat squadron|link=]]<nowiki> | </nowiki>[[File:World War - cruisers squadron.png|Cruisers squadron|link=]]<nowiki> | </nowiki>[[File:World War - destroyer squadron.png|Destroyer squadron|link=]]
| style="text-align:center;" |[[Файл:Мировая война - авиационная армия (истребители).png|Истребители|link=]]<nowiki> | </nowiki>[[Файл:Мировая война - авиационная армия (штурмовики).png|Штурмовики|link=]]<nowiki> | </nowiki>[[Файл:Мировая война - авиационная армия (бомбардировщики).png|Бомбардировщики|link=]]
+
| style="text-align:center;" |[[File:World War - artillery.png|link=]]
 +
| style="text-align:center;" |[[File:World War - Fighter.png|link=]]<nowiki> | </nowiki>[[File:World War - Assault Army.png|link=]]<nowiki> | </nowiki>[[File:World War - Bomber Army.png|link=]]
 
|-
 
|-
 
!Infantry
 
!Infantry
 
!Tank
 
!Tank
 +
!Naval
 
!Artillery
 
!Artillery
 
!Aviation
 
!Aviation
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|Motorized infantry (trucks), armoured vehicles and SPAAG
 
|Motorized infantry (trucks), armoured vehicles and SPAAG
 
|Tank troops and SPAAG
 
|Tank troops and SPAAG
 +
|Landing and torpedo boats, destroyers and cruisers.
 
|Long-range artillery with SPAAG cover
 
|Long-range artillery with SPAAG cover
|Fighter, Assault or Bomber Army
+
|Fighter Army, Assault Army or Bomber Army
 
|}
 
|}
  
====Airfields ====
+
==== Airfields ====
 
Separate sectors where runways for aviation forces are located.
 
Separate sectors where runways for aviation forces are located.
  
 
When you select an airfield, you can see detailed information about available aircraft and armament, as well as form an aviation army.
 
When you select an airfield, you can see detailed information about available aircraft and armament, as well as form an aviation army.
===Information Panel ===
+
 
 +
=== Information Panel ===
 
Additional data regarding objects on the operation map are available here.
 
Additional data regarding objects on the operation map are available here.
  
====Operation Objectives ====
+
==== Operation Objectives ====
 
In each operation, both sides of the conflict have a list of objectives that will lead to a victory if fulfilled. In this menu, you can see the full list of tasks and detailed descriptions of them.
 
In each operation, both sides of the conflict have a list of objectives that will lead to a victory if fulfilled. In this menu, you can see the full list of tasks and detailed descriptions of them.
  
====Operation Log ====
+
==== Operation Log ====
 
The log stores all events that have occurred since the operation began. The operation log has interactive features. Hovering the cursor over the name of a sector will display it on the map, and clicking on a battle will take you to the screen for this battle if it is still in progress or, if not, show its results.
 
The log stores all events that have occurred since the operation began. The operation log has interactive features. Hovering the cursor over the name of a sector will display it on the map, and clicking on a battle will take you to the screen for this battle if it is still in progress or, if not, show its results.
  
 
====Battle Menu ====
 
====Battle Menu ====
 
{| class="wikitable"
 
{| class="wikitable"
|[[Файл:Командиры.png|центр]]
+
|[[File:WW_Commanders_logo.png|center]]
|[[Файл:Подкрепления.png|центр]]
+
|[[File:WW_Reinforcements_logo.png|center]]
|[[Файл:Аэродромы.png|центр]]
+
|[[File:WW_Airfields_logo.png|center]]
|[[Файл:Армии.png|центр]]
+
|[[File:WW_Army_logo.png|center]]
 
|-
 
|-
 
!Commanders
 
!Commanders
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|List of all your airfields. Selecting an airfield will show you a list of operational aircraft and aircraft being serviced.
 
|List of all your airfields. Selecting an airfield will show you a list of operational aircraft and aircraft being serviced.
 
|A full list of available armies, sorted by current status.
 
|A full list of available armies, sorted by current status.
|}{{Notice
+
|}
 +
 
 +
{{Notice
 
  |The timer next to an army in the Reinforcements tab shows the time until that army arrives. Reinforcements that have arrived can be deployed in the rear sectors.|+}}
 
  |The timer next to an army in the Reinforcements tab shows the time until that army arrives. Reinforcements that have arrived can be deployed in the rear sectors.|+}}
  
==Tactics ==
+
== Tactics ==
 
Operation victories may be awarded for fulfilling various objectives, but to achieve any of them, you will need to move your armies around the Operation map and capture or hold sectors.
 
Operation victories may be awarded for fulfilling various objectives, but to achieve any of them, you will need to move your armies around the Operation map and capture or hold sectors.
  
===Army Management ===
+
=== Army Management ===
 
You can select an army by left-clicking on it and give orders to move or attack by right-clicking.
 
You can select an army by left-clicking on it and give orders to move or attack by right-clicking.
  
====Moving an Army ====
+
==== Ground Army Management ====
 
You control all armies with the following keys:
 
You control all armies with the following keys:
  
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* River – х0.33
 
* River – х0.33
 
* Large bodies of water or mountains – impassable for ground forces
 
* Large bodies of water or mountains – impassable for ground forces
<gallery mode="packed">
 
Файл:Экран операции - командиры.jpg|Основной экран операции для командира: управление армиями, лог и прочий доступный функционал
 
Файл:Экран операции - выбор армии.jpg|Так выглядит состав обычной танковой армии, которой можно отдать приказы
 
Файл:Экран операции - армия на взлёт.jpg|Выделенный аэродром предоставляет на выбор доступные к вылету самолёты. Командир сам формирует состав армии
 
Файл:Экран операции - маршрут полёта.jpg|Маршрут движения любой армии может быть задан множеством точек
 
</gallery>
 
  
====Столкновение наземных армий ====
+
==== Ground Army Confrontation ====
  
*Столкновение двух противоборствующих армий приводит к бою.
+
* A confrontation between two opposing armies leads to a battle.
*Столкнувшиеся в бою армии перемещаются в точку битвы и теряют возможность двигаться до тех пор, пока битва не закончится.
+
* In a confrontation, armies move to the battle point and lose the ability to move until the battle is over.
*Наземные армии не могут проходить через существующую битву, при попытке это сделать армия будет отброшена назад и остановлена.
+
* Ground forces cannot cut through an ongoing battle. If an army attempts to do this, it will be pushed back and stopped.  
  
Определить возможность прохода легко — фишка армии при проходе не должна касаться идущего боя.
+
Determining whether passage is possible or not is simple – no part of the army piece may contact the battle in progress.
====Управление авиационной армией ====
+
==== Aviation Army Management ====
Доступная авиация числится в составе армии только на время вылета. В остальное время находится на аэродроме.
+
Available aircraft are considered as part of an army only at the time of takeoff. At all other times, they are located at the airfield.
  
=====Вылет =====
+
===== Takeoff =====
Для создания воздушной армии необходимо выделить аэродром и указать точку движения с помощью ПКМ (как с наземными армиями). В открывшемся окне необходимо выбрать машины, которые войдут в состав армии, наборы вооружения для каждой модели самолётов, и сформировать армию, удовлетворяющую минимальным требованиям игры.
+
To create an aviation army you need to select the airfield and then select the target by clicking the right mouse button (like ground armies). In the opened window select the vehicle groups that will be part of the army. Also you can specify the role of the fighter army as attacker which will allow it to attack ground and naval vehicles in full-fledged battle and not auto battle and also use suspended weaponry. In this case the battle with a bomber army such fighters will enter the battle in auto battle mode.
  
=====Вооружение =====
+
===== Armament =====
Каждый самолёт при вылете с аэродрома получает заранее указанный командиром набор вооружения и запас топлива. В бою может использоваться только этот набор. Вооружение и топливо пополняются только по возвращении армии на аэродром.
+
Aircraft will join with full ammunition load in each battle including suspended weaponry for attackers and bombers. In the battle the pilot will be able to choose how to arm his aircraft.
  
=====Топливо =====
+
===== Fuel =====
Воздушные армии могут проводить в воздухе ограниченное количество времени, у каждого самолёта максимальная продолжительность полёта своя и зависит от максимально возможной загрузки топлива. Максимальная дальность полёта воздушной армии будет рассчитана, исходя из наименьшего значения максимальной дальности полёта всех входящих в неё самолётов. В полёте воздушная армия всегда закладывает неприкасаемый резерв топлива, требуемый для возвращения на аэродром. Если в процессе полёта всё доступное вне рамок этого резерва топливо заканчивается, армия перестаёт реагировать на команды и автоматически начинает возвращение на базу. В случае столкновения с силами противника загрузка топлива в миссии будет рассчитана, исходя из оставшегося времени полёта.
+
Aircraft armies can spend a limited amount of time in the air. Each aircraft’s maximum flight time depends on its maximum possible fuel load. The maximum flight range of an air army is calculated based on the lowest flight range value of all its aircraft. The air army always stows an untouchable fuel provision, which is needed to return to the airfield. If, during the flight, all fuel outside of this reserve runs out, the army stops responding to commands and automatically returns to the base.
  
====Столкновение авиационных армий ====
+
==== Air Army Confrontation ====
Перехватить авиационную армию может только другая авиационная армия. Однако, авиационная армия будет атаковать любую наземную армию противника, оказавшуюся под ней в момент остановки.
+
Only an air army can intercept another air army. An aviation army will only attack a ground army when it has received the appropriate order.
 +
 +
{{Notice
 +
|An air army will remember a target if you specify the enemy’s army as the end point of its flight path. It will not pursue targets, but if it stops above several enemy armies, it will attack specifically the targeted army.
 +
|+}}
  
{{Заметка
+
=== Deploying Reinforcements ===
|Воздушная армия запоминает цель, если указать армию врага в качестве конечной точки пути. Она не будет её преследовать специально, однако если в момент остановки воздушная армия будет находится над несколькими армиями противника, то атака будет произведена именно на помеченную армию.
+
The Reinforcements menu in the Information Panel contains a list of the armies in the process of arriving to the operation map. When the timer runs out, these armies can be deployed in the rear sectors and participate in the battle.
  |+
+
   
}}
+
Click on the army, then on any rear sector you control for the ground army or on an airfield for your air army. The ground army will deploy immediately. Aircraft will first go to the selected airfield to refuel and load ammunition, after which it will become available.
  
====Развёртывание подкрепления ====
+
=== Army Panel ===
В меню «Подкрепления» Информационной панели представлен список армий, находящихся в процессе прибытия на карту Операции. По завершении таймера такие армии могут быть развёрнуты в тыловых секторах и смогут принять участие в бою.
+
The army panel contains all information about an army.
  
Кликните на прибывшую армию, затем на любой подконтрольный тыловой сектор для наземной армии, или же на аэродром — для авиационной. Наземная армия тут же будет развёрнута, авиационная вначале отправится на выбранный аэродром для дозаправки и загрузки боекомплекта, после чего станет доступна там.
+
* An icon displays the army’s status. Possible statuses: Waiting, Moving, In Combat, Entrenched, or Entrenching.
 +
* Main vehicle type and quantity. If the army does not have enough vehicles, it is considered eliminated and disappears from the operation map.
 +
* Morale (depends on confrontation outcomes. The army that has lost the remainder of its morale by the end of the fight surrenders to the enemy).
 +
* Vehicle List A complete list of an army’s vehicles, where you can see the quantity and their ammunition (for air armies).
  
====Панель армии ====
+
=== Capturing Sectors ===
Панель армии содержит всю возможную информацию об армии.
+
To capture sectors, several conditions must be met:
  
*Статус армии показан иконкой. Возможные статусы: «В ожидании», «На марше», «В бою», «Окопана» или [[Мировая война для командиров#Окапывание|«Окапывается»]].
+
* The sector must not contain the ground armies of the side that previously controlled it.
*Тип основной техники армии и её количество. Если в армии осталось недостаточно техники, она считается уничтоженной и пропадает с карты операции.
+
* The sector must contain at least one ground army from the capturing side OR the sector must be cut off from support (the capturing side must surround the sector on all sides).
*Мораль (зависит от результатов столкновений, потерявшая всю оставшуюся мораль армия по итогу боя сдаётся врагу).
 
*Список техники. Полный список техники армий, где можно посмотреть количество техники и боезапас (для авиационных армий).
 
  
===Захват секторов ===
+
When these conditions are met, the other side gains control of the sector.
Для захвата сектора необходимо выполнение нескольких условий:
 
  
*В секторе не должны присутствовать наземные армии стороны, ранее владевшей сектором.
+
<gallery mode="packed">
*В секторе должна присутствовать хотя бы одна наземная армия захватывающей стороны ИЛИ сектор должен быть отрезан от тыла (окружён со всех сторон секторами захватывающей стороны).
+
File:Operation Screen - Commanders.jpg|Commander’s Tactical Board
 +
File:Operation Screen - army selection.jpg|Army composition, which can give the order to move.
 +
File:Operation Screen - Army Take Off.jpg|Interface of an individually selected airfield.
 +
File:Operation Screen - flight route.jpg|Army movement route can be assigned using a number of intermediate points.
 +
</gallery>
  
При выполнении этих условий сектор переходит другой стороне.
+
== Battle ==
==Битва ==
+
A confrontation between two armies begins a battle that members of opposing squadrons and unassigned players may join.
Столкновение фишек двух армий начинает битву, к которой могут присоединиться члены противоборствующих полков и свободные игроки.
+
 
+
Battles in World War are PvP or PvPvE missions, in which players must complete tasks using the vehicles of opposing armies to achieve victory.
Битва в Мировой Войне представляет собой PvP- или PvPvE-миссию, в которой игроки, используя технику столкнувшихся армий, должны выполнить поставленные задачи для достижения победы в битве.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|[[Файл:Сражение в ожидании участников.png|центр|безрамки]]
+
|[[File:WW_Battle_not_begun.png|center]]
|[[Файл:Начавшееся сражение без участников.png|центр|безрамки]]
+
|[[File:WW_Battle_preparing_to_start.png|center]]
|[[Файл:Начавшееся сражение с участниками.png|центр|безрамки]]
+
|[[File:WW_Started_battle_(you_can_join).png|center]]
|[[Файл:Автоматическое сражение.png|центр|безрамки]]
+
|[[File:WW_Automatic_battle_(you_can_not_join).png|center]]
 
|-
 
|-
|Не начавшаяся битва (присоединиться нельзя).
+
|Battle has not begun (cannot join)
|Битва готовится к старту (можно присоединиться бойцам полков операции и, по истечении таймера, свободным игрокам).
+
|Battle is preparing to start (available to join for all players).
|Начавшаяся битва (можно присоединиться, в том числе свободным игрокам).
+
|Battle has begun (available to join for all players).
|Автоматическая или заполненная битва (присоединиться нельзя).
+
|Automatic or full battle (cannot join).
 
|}
 
|}
  
===Начало битвы ===
+
=== Start of Battle ===
Все созданные битвы образуют очередь битв операции и становятся активными по мере завершения предыдущих. Одновременно в операции может быть активно только четыре битвы, вне зависимости от степени их заполненности.
+
All generated battles form an operation battle queue and become active as previous battles end. Only four battles may be active at one time during an operation, regardless of occupancy.
  
Если на момент активации битвы в армии недостаточно техники для распределения её между 20 игроками, такая битва стартует в автоматическом режиме.
+
The battle will start automatically if there are not enough vehicles to distribute between 20 players, or if the battle has "Not Started" for more than 30 minutes.
  
===Таймер подключения ===
+
=== Vehicles in Battle ===
В самом начале активная битва становится доступна для подключения игроков полков, участвующих в Операции. Для свободных игроков на такой битве отображается таймер, по истечении которого вход в битву будет открыт всем желающим.
+
Vehicle groups will be used in battle that are available for participation in the battle armies. However, they may not be available to the players. Depending on the mission, the AI may control some of an army’s vehicles. Any vehicle losses are recorded as army losses, regardless who controlled them (players or the AI). If all of an army’s available vehicles are lost during battle, players in this army can no longer respawn.
  
Если в уже идущем бою остаются свободные места, то к такому бою можно присоединиться в любой момент времени вплоть до его окончания.
+
{{Notice
 
+
  |Incidentally, during battle, you may view a list of the remaining forces for each side in the vehicle selection window. It is displayed in the upper right corner of the interface.
===Техника в бою ===
 
В бою используется только та техника, которой располагают участвующие в этом бою армии. При этом, в зависимости от миссии, часть техники армии может быть недоступна игрокам и находиться под контролем ИИ. Любые потери техники записываются в потери армии вне зависимости от того, под чьим контролем (игроков или ИИ) она находилась. Если вся доступная армии техника закончится прямо в ходе боя, дальнейшее возрождение игроков этой армии будет невозможно.
 
 
 
{{Заметка
 
  |Кстати, в битве, окне выбора техники, можно посмотреть список оставшихся у сторон сил. Он выводится в правом верхнем углу интерфейса.
 
 
  |+
 
  |+
 
}}
 
}}
  
===Миссии ===
+
=== Battle Type ===
{{main|Мировая война: миссии}}
+
{{main|World War: Missions}}
  
Задачи начавшейся битвы зависят от условий столкновения армий.
+
Battle tasks depend on the confrontation conditions.
  
*Оборона — атака на окопавшуюся армию с задачей захвата обороняемой точки.
+
* Defence – an attack on an entrenched army with the goal of capturing the defended point.
*Конвой — атака на движущуюся колонну бронетехники и/или мотопехоты.
+
* Convoy – an attack on a moving formation of armoured vehicles and/or motorized infantry.
*Прикрытие — атака на бомбардировщики или штурмовики под прикрытием.
+
* Air Cover - attack on enemy bombers or attackers under air cover.
*Встречный бой — прямое столкновение двух армий с задачей взаимного уничтожения.
+
* Head-On Course – a direct confrontation between two armies with the goal of mutual elimination.
*Автобой — битва без участия игроков.
+
* Auto Battle – a battle without player participation.
  
===Подкрепления в бою ===
+
=== Reinforcements ===
В уже идущий наземный бой можно направить подкрепление в виде авиационной армии, если с вашей стороны в этом бою ещё не участвует авиация. Самолёты станут доступны бойцам со следующего возрождения.
+
You may send air army reinforcements into land battle already in progress if your aircraft have yet to engage during this battle. Aircraft will become available to the fighters after the next respawn.
  
{{Заметка
+
{{Notice
  |При этом вы не можете добавить подкрепление в виде наземной армии, но можете «подловить» армию противника на выходе из боя своей, более сильной.
+
  |In this case you can not add reinforcements in the form of ground armies but you can “catch” an enemy army leaving a battle with your own more powerful army.
 
  |+
 
  |+
 
}}
 
}}
  
===Артиллерийская атака ===
+
=== Artillery Attack ===
Для артиллерийской армии прямо на карте Операции доступен удар по площади. Все армии, оказавшиеся в радиусе поражения в момент нанесения удара, теряют технику — в том числе и союзные. Потери армии зависят от того, насколько точно она попала в круг обстрела в момент каждого залпа. При этом потери существенно снижаются, если армия в этот момент окопана.
+
An area-effect attack is available to the artillery army directly on the operation map. All armies, including allied armies, located inside the strike radius lose vehicles. An army’s loss depends on how accurately the strike landed the range of fire at the time of each volley. Entrenched armies will sustain significantly fewer losses.
 +
 +
An artillery strike occurs in several stages. First is the guidance stage, followed by a series of volleys. Firing artillery consumes the existing stock of shells. The maximum reserve is enough for a series of 3 volleys. Spent shells are replenished at regular intervals, one volley at a time.
  
Арт-удар проходит в несколько этапов. Первым идёт этап наведения, за которым следует серия залпов. При стрельбе артиллерия расходует имеющийся у неё запас снарядов, максимального запаса хватает на серию из 3-х залпов. Израсходованные снаряды пополняются через равные промежутки времени, по одному залпу за раз.
+
{{Notice
 
+
  |The artillery army sustains heavy losses in direct confrontations! In an air raid, the battle begins in Anti-Air Defenсe Mode, where fighters can access SPAAG. An attack on a ground army begins an automatic battle.
{{Заметка
 
  |Артиллерийская армия несёт огромные потери в прямых столкновениях! В случае авианалёта начинается битва в режиме «Противовоздушная оборона», где бойцам доступны ЗСУ. Атака же наземной армии начнёт автоматическую битву.
 
 
  |!!
 
  |!!
 
}}
 
}}
  
===Уничтожение армии ===
+
=== Army Destruction ===
Армия, в которой осталось слишком мало сил для боёв, считается уничтоженной и пропадает с карты Операции.
+
An army with too few vehicles is considered eliminated and disappears from the Operation map.
 
+
Также армия, которая слишком часто терпит поражения и не добивается побед, теряет показатель морали. Если мораль упадёт до 0, такая армия сдастся и тоже исчезнет с карты Операции.
+
Also, an army that suffers defeat too often and does not achieve victories loses morale. If its morale reaches 0, that army surrenders and disappears from the Operation map.
  
== Особенности механики ==
+
== Mechanics Features ==
===Окапывание ===
+
=== Entrenchment ===
Танковые и пехотные армии обладают способностью окопаться. Окопанная армия получает значительно меньше повреждений от артиллерийского удара, а в случае нападения на такую армию начинается выгодная для обороняющихся битва «Оборона». Окапывание занимает время.
+
Tank and infantry armies have the ability to entrench themselves. An entrenched army receives significantly less damage from an artillery strike and in case of attack on such, the army will start the “Defense” battle which is advantageous for the defenders. Entrenchment takes time.
  
===Отступление ===
+
=== Retreat ===
Армия, которая по результатам боя проиграла и не была при этом уничтожена, отступает в противоположную от противника сторону для перегруппировки, теряя занимаемую ранее позицию и статус «Окопана», если он был. Отступившие авиационные армии перестают реагировать на приказы и возвращаются на аэродром.
+
A defeated army that has not been destroyed according to the battle results retreats in the opposite direction, away from the opponent, losing its previously held position and its “Entrenched” status, if it had it. Retreating air armies stop responding to orders and return to the airfield.
  
===Мораль ===
+
=== Morale ===
Показатель боевого духа армии. Мораль повышается с каждой победой и теряется с каждым поражением. Армия, мораль которой опустилась до нуля, по результатам боя сдаётся врагу и исчезает с карты Операции.
+
Indicates an army’s morale level. Morale rises with each victory and falls with each defeat. An army with zero morale based on the battle results surrenders to the enemy and disappears from the operation map.
  
===Окружение ===
+
=== Encirclement ===
Наземные армии, находящиеся в секторе, не имеющим связи с тылом, считаются окружёнными. Такие армии начинают терять припасы и будут уничтожены по прошествии некоторого времени, которое можно отследить в информации об армии.
+
Ground forces located in a sector without a link to the rear are considered encircled. These armies begin losing supplies and will be destroyed after a certain period, which you can track in the army’s information.
  
== Дополнительная информация ==
+
== Additional Information ==
{{Заметка
+
{{Notice
  |Эта информация станет отдельными подробными статьями в будущем.
+
  |This information will become separate, detailed articles in the future.
 
  |i
 
  |i
 
}}
 
}}
===Возрождение в боях Мировой войны ===
 
В Мировой Войне используется режим возрождений, который отражает столкновение армий. Армии обладают ограниченным набором техники, доступной для участия в бою, и эта техника распределяется между игроками случайным образом. В каждый момент времени игроку доступно для возрождения одна или несколько машин, случайно выбранных из перечня имеющейся у армии техники, при этом вероятность получить ту или иную модель зависит от её количества.
 
 
Доступная техника и её количество распределяется между игроками полка. Если игрок выбирает для возрождения доступную технику, другие члены отряда или полка смогут выехать в бой на оставшейся.
 
 
Следующую технику вы можете взять не раньше чем через 60 секунд после выезда на предыдущей.
 
 
===Зоны безопасного выхода в боях Мировой войны ===
 
Так как каждая миссия отыгрывает столкновение самолетов, которые уже находятся в полёте, то еще одной отличительной чертой миссий Мировой войны является отсутствие аэродромов. Вместо этого на картах присутствуют зоны безопасного выхода. Если игрок покидает самолет в такой зоне, то самолет считается выжившим и не вычитается из армии, однако использовать в этом бою его уже будет нельзя.
 
  
Навыки хорошего командира придут со временем. В Мировой Войне War Thunder!
+
=== Respawn in World War Battles ===
 +
World War uses a respawn mode that reflects the confrontation between the armies. Armies have a limited preset of vehicles available to participate in battle, and they are randomly distributed among the players. Several vehicles are available to the player for respawn at any given time. Vehicles are selected at random from the list. The probability of obtaining a particular model depends on the quantity of that vehicle.
 +
 +
Available vehicles are distributed among the squadron’s players. If the player chooses to respawn available vehicles, other members of the squad or squadron will be able to join the battle in the remaining vehicles.
 +
 +
After taking a vehicle into battle, you must wait at least 60 seconds before taking the next vehicle.
  
===Миссии в Мировой войне ===
+
=== Safe Exit Zones in World War Battles ===
Миссия для каждого боя выбирается в зависимости от типа и статуса столкнувшихся армий:
+
Since each mission follows a confrontation between aircraft already in flight, another defining feature of World War missions is the absence of airfields. Instead, the maps have safe exit zones. If a player abandons an aircraft in a safe exit zone, the aircraft is recorded as a survivor and will not be deducted from the army. However, it will no longer be available for use in that battle.
 +
 +
Good command skills will come with time. In War Thunder’s World War!
  
*Истребители vs Истребители — Воздушное превосходство. Привычный режим для пилотов - побеждает тот, кто добьется безоговорочного превосходства в воздухе.
+
=== Missions in World War ===
*Истребители vs Штурмовики/Бомбардировщики — Прикрытие. Атакующим необходимо уничтожить крыло бомбардировщиков за отведенное время, истребители прикрытия должны им в этом помешать.
+
[[World_War:_Missions|The mission]] for each battle is selected based on the type and status of the battling armies.
*Штурмовики/Бомбардировщики vs Штурмовики/Бомбардировщики — Встречный бой. Каждая из команд должна сопроводить крыло бомбардировщиков до заданной позиции - побеждает тот, кто успешнее оборонял союзные бомбардировщики.
 
*Штурмовики/Бомбардировщики vs Пехота/Танки (не окопанные) — Конвой. Задача авиации - уничтожить колонну противника, который попытается помешать ей при помощи ЗСУ.
 
*Штурмовики/Бомбардировщики vs Пехота/Танки (окопанные) — Противовоздушная оборона. Задача авиации - уничтожить оборонительные позиции противника, который попытается помешать ей при помощи ЗСУ.
 
*Танки vs Танки (не окопанные) — Превосходство. Привычный режим для танкистов - побеждает тот, кто захватит и удержит 3 точки.
 
*Танки vs Пехота (не окопанная) — Конвой. Задача атакующих - уничтожить колонну противника, который попытается помешать им при помощи танков.
 
*Танки vs Танки/Пехота (окопанные) или Пехота vs Пехота (окопанная) — Оборона. Задача атакующих - уничтожить оборонительные позиции противника, который попытается помешать им при помощи танков.
 
  
Тип местности влияет на выбор локации, где будет проходить миссия.
+
== Video ==
 +
{{Youtube-gallery|81P5yOWEzg8}}
  
== Видео ==
+
[[Category:World War]]
{{Youtube-gallery|rOpTsgfZPGU|Видео-инструкция для командиров}}
 

Latest revision as of 09:05, 7 February 2023

Msg-info.png This mode differs substantially between squadron commanders and regular soldiers. If you are a squadron member or an unassigned player, we have a handy article for you.

The game mode with battles occurs on the global map in the form of “Operations”, which are based on historical events. 

Battles in World War happen at Realistic Mode without markers. Including aircraft vs aircraft battles.

Participation

Msg-important.png Regiment members who have a rank of Sergeant or higher can create new Operations. You need to have at least 20 players with vehicles of rank III or higher in your regiment.
Squadrons Squadron Members Unassigned Players
Take on the role of one of the warring parties and conduct operations to their end, controlling armies, initiating battles and participating in them. Can act for their own squadron within an operation and in the role of unassigned players by connecting to any available battles. Can act as reinforcements, taking open spots in any available battle and helping one side win.

Before creating an Operation for your regiment, you need to make a priority list of regional server clusters. When creating an Operation, a cluster with the highest rating for both Operation creators (you and your opponent) is selected; this cluster is assigned to the Operation and you can find it in the top right corner of the Operation screen. All the battles created in this Operation will start on the servers of this cluster.

Entry fees and awards

However, it is worth remembering that the creation of WWM operation is a paid service. Its cost will currently be 70,000 SL that will be deducted from the player who has declared the squadron for a WWM operation at the time the squadron will enter the operation.

In turn, at the end of the operation, commanders also receive an award in SL which is calculated on the base the sum of the mission points of all players in all battles of the operation and distributed evenly to all commanders of that operation based on their activity. The additional reward multiplier is different in case of victory (1.1) or defeat (0.9).

For example if there are two commanders with an activity of 25% and 75% and the sum of all players points in all battles of the operation is 100000 they will receive 0.25 * 100000 * 1.1 = 27500 and 0.75 * 100000 * 1.1 = 82500 Silver Lions respectively for their efforts in command.

At the same time, if the calculated reward of the commander-applicant will be less than the activity times the operation creation costs - it will increase to that value.

For example in the case of a quick victory over the enemy in which only 20,000 mission points have been earned in battles if there are two commanders - 80% activity for applicant and 20% activity of second commander the commanders rewards will be calculated as follows. Calculated reward for applicant will be 0.8 * 20000 * 1.1 = 17600 SL which is less than the product of the activity by the creation cost of the operation (0.8 x 75,000 = 60,000), so his reward will be raised to 60,000 SL. For the second commander the reward will be 0.2 * 20000 * 1.1 = 4400 without any additional recalculations.

Interface

A squadron commander controls armies through a tactical board, which is divided into two sections: the Operation Screen and the Information Panel.

Operation Screen

Military operations run in this part of the screen.

Sectors

The operation map is divided into sectors that define control of the territory and the front line. Each sector can be neutral or belong to one of the sides.

Msg-info.png Sectors that are not connected to the rear will not be considered to be controlled.

Special sectors:

  • Rear Sector – reinforcements may be deployed through a rear sector. In addition, troops receive supplies via the rear sectors.
  • Key Sector (bright border) – as a rule, this is a target area to capture or hold in an operation. Also, the more key sectors a side holds, the quicker reinforcements arrive.

Armies

This is the primary combat unit in the Operation. They can participate in battles and capture sectors by advancing the front line. Armies are marked on the operation map with a specific symbol.

World War - Motorized infantry.png World War - Tank troops.png Landing squadron | Boat squadron | Cruisers squadron | Destroyer squadron World War - artillery.png World War - Fighter.png | World War - Assault Army.png | World War - Bomber Army.png
Infantry Tank Naval Artillery Aviation
Motorized infantry (trucks), armoured vehicles and SPAAG Tank troops and SPAAG Landing and torpedo boats, destroyers and cruisers. Long-range artillery with SPAAG cover Fighter Army, Assault Army or Bomber Army

Airfields

Separate sectors where runways for aviation forces are located.

When you select an airfield, you can see detailed information about available aircraft and armament, as well as form an aviation army.

Information Panel

Additional data regarding objects on the operation map are available here.

Operation Objectives

In each operation, both sides of the conflict have a list of objectives that will lead to a victory if fulfilled. In this menu, you can see the full list of tasks and detailed descriptions of them.

Operation Log

The log stores all events that have occurred since the operation began. The operation log has interactive features. Hovering the cursor over the name of a sector will display it on the map, and clicking on a battle will take you to the screen for this battle if it is still in progress or, if not, show its results.

Battle Menu

WW Commanders logo.png
WW Reinforcements logo.png
WW Airfields logo.png
WW Army logo.png
Commanders Reinforcements Airfields Armies
Tab with a list of squadrons taking part in the Operation. Reinforcements ready for deployment and en route. List of all your airfields. Selecting an airfield will show you a list of operational aircraft and aircraft being serviced. A full list of available armies, sorted by current status.
Msg-ok.png The timer next to an army in the Reinforcements tab shows the time until that army arrives. Reinforcements that have arrived can be deployed in the rear sectors.

Tactics

Operation victories may be awarded for fulfilling various objectives, but to achieve any of them, you will need to move your armies around the Operation map and capture or hold sectors.

Army Management

You can select an army by left-clicking on it and give orders to move or attack by right-clicking.

Ground Army Management

You control all armies with the following keys:

  • Right-clicking orders an army to move to a specified point.
  • Shift + left-click allows you to create a route with several points or add points to an existing route.
  • S gives the order to stop. It can also cancel the current action, such as entrenching or an artillery salvo.

Aside from the tactical aspect of army management, you must also consider the type of terrain over which your armies will travel. The type of terrain affects both the speed of your ground forces and the missions created for ground battles in this map section.

  • Road – x1.4
  • Village – x1.2
  • Off-road – x1.0
  • Snow or sand – x0.9
  • Forest or fortifications – x0.7
  • River – х0.33
  • Large bodies of water or mountains – impassable for ground forces

Ground Army Confrontation

  • A confrontation between two opposing armies leads to a battle.
  • In a confrontation, armies move to the battle point and lose the ability to move until the battle is over.
  • Ground forces cannot cut through an ongoing battle. If an army attempts to do this, it will be pushed back and stopped.

Determining whether passage is possible or not is simple – no part of the army piece may contact the battle in progress.

Aviation Army Management

Available aircraft are considered as part of an army only at the time of takeoff. At all other times, they are located at the airfield.

Takeoff

To create an aviation army you need to select the airfield and then select the target by clicking the right mouse button (like ground armies). In the opened window select the vehicle groups that will be part of the army. Also you can specify the role of the fighter army as attacker which will allow it to attack ground and naval vehicles in full-fledged battle and not auto battle and also use suspended weaponry. In this case the battle with a bomber army such fighters will enter the battle in auto battle mode.

Armament

Aircraft will join with full ammunition load in each battle including suspended weaponry for attackers and bombers. In the battle the pilot will be able to choose how to arm his aircraft.

Fuel

Aircraft armies can spend a limited amount of time in the air. Each aircraft’s maximum flight time depends on its maximum possible fuel load. The maximum flight range of an air army is calculated based on the lowest flight range value of all its aircraft. The air army always stows an untouchable fuel provision, which is needed to return to the airfield. If, during the flight, all fuel outside of this reserve runs out, the army stops responding to commands and automatically returns to the base.

Air Army Confrontation

Only an air army can intercept another air army. An aviation army will only attack a ground army when it has received the appropriate order.

Msg-ok.png An air army will remember a target if you specify the enemy’s army as the end point of its flight path. It will not pursue targets, but if it stops above several enemy armies, it will attack specifically the targeted army.

Deploying Reinforcements

The Reinforcements menu in the Information Panel contains a list of the armies in the process of arriving to the operation map. When the timer runs out, these armies can be deployed in the rear sectors and participate in the battle.

Click on the army, then on any rear sector you control for the ground army or on an airfield for your air army. The ground army will deploy immediately. Aircraft will first go to the selected airfield to refuel and load ammunition, after which it will become available.

Army Panel

The army panel contains all information about an army.

  • An icon displays the army’s status. Possible statuses: Waiting, Moving, In Combat, Entrenched, or Entrenching.
  • Main vehicle type and quantity. If the army does not have enough vehicles, it is considered eliminated and disappears from the operation map.
  • Morale (depends on confrontation outcomes. The army that has lost the remainder of its morale by the end of the fight surrenders to the enemy).
  • Vehicle List A complete list of an army’s vehicles, where you can see the quantity and their ammunition (for air armies).

Capturing Sectors

To capture sectors, several conditions must be met:

  • The sector must not contain the ground armies of the side that previously controlled it.
  • The sector must contain at least one ground army from the capturing side OR the sector must be cut off from support (the capturing side must surround the sector on all sides).

When these conditions are met, the other side gains control of the sector.

Battle

A confrontation between two armies begins a battle that members of opposing squadrons and unassigned players may join.

Battles in World War are PvP or PvPvE missions, in which players must complete tasks using the vehicles of opposing armies to achieve victory.

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Battle has not begun (cannot join) Battle is preparing to start (available to join for all players). Battle has begun (available to join for all players). Automatic or full battle (cannot join).

Start of Battle

All generated battles form an operation battle queue and become active as previous battles end. Only four battles may be active at one time during an operation, regardless of occupancy.

The battle will start automatically if there are not enough vehicles to distribute between 20 players, or if the battle has "Not Started" for more than 30 minutes.

Vehicles in Battle

Vehicle groups will be used in battle that are available for participation in the battle armies. However, they may not be available to the players. Depending on the mission, the AI may control some of an army’s vehicles. Any vehicle losses are recorded as army losses, regardless who controlled them (players or the AI). If all of an army’s available vehicles are lost during battle, players in this army can no longer respawn.

Msg-ok.png Incidentally, during battle, you may view a list of the remaining forces for each side in the vehicle selection window. It is displayed in the upper right corner of the interface.

Battle Type

Main article: World War: Missions

Battle tasks depend on the confrontation conditions.

  • Defence – an attack on an entrenched army with the goal of capturing the defended point.
  • Convoy – an attack on a moving formation of armoured vehicles and/or motorized infantry.
  • Air Cover - attack on enemy bombers or attackers under air cover.
  • Head-On Course – a direct confrontation between two armies with the goal of mutual elimination.
  • Auto Battle – a battle without player participation.

Reinforcements

You may send air army reinforcements into land battle already in progress if your aircraft have yet to engage during this battle. Aircraft will become available to the fighters after the next respawn.

Msg-ok.png In this case you can not add reinforcements in the form of ground armies but you can “catch” an enemy army leaving a battle with your own more powerful army.

Artillery Attack

An area-effect attack is available to the artillery army directly on the operation map. All armies, including allied armies, located inside the strike radius lose vehicles. An army’s loss depends on how accurately the strike landed the range of fire at the time of each volley. Entrenched armies will sustain significantly fewer losses.

An artillery strike occurs in several stages. First is the guidance stage, followed by a series of volleys. Firing artillery consumes the existing stock of shells. The maximum reserve is enough for a series of 3 volleys. Spent shells are replenished at regular intervals, one volley at a time.

Msg-warning.png The artillery army sustains heavy losses in direct confrontations! In an air raid, the battle begins in Anti-Air Defenсe Mode, where fighters can access SPAAG. An attack on a ground army begins an automatic battle.

Army Destruction

An army with too few vehicles is considered eliminated and disappears from the Operation map.

Also, an army that suffers defeat too often and does not achieve victories loses morale. If its morale reaches 0, that army surrenders and disappears from the Operation map.

Mechanics Features

Entrenchment

Tank and infantry armies have the ability to entrench themselves. An entrenched army receives significantly less damage from an artillery strike and in case of attack on such, the army will start the “Defense” battle which is advantageous for the defenders. Entrenchment takes time.

Retreat

A defeated army that has not been destroyed according to the battle results retreats in the opposite direction, away from the opponent, losing its previously held position and its “Entrenched” status, if it had it. Retreating air armies stop responding to orders and return to the airfield.

Morale

Indicates an army’s morale level. Morale rises with each victory and falls with each defeat. An army with zero morale based on the battle results surrenders to the enemy and disappears from the operation map.

Encirclement

Ground forces located in a sector without a link to the rear are considered encircled. These armies begin losing supplies and will be destroyed after a certain period, which you can track in the army’s information.

Additional Information

Msg-info.png This information will become separate, detailed articles in the future.

Respawn in World War Battles

World War uses a respawn mode that reflects the confrontation between the armies. Armies have a limited preset of vehicles available to participate in battle, and they are randomly distributed among the players. Several vehicles are available to the player for respawn at any given time. Vehicles are selected at random from the list. The probability of obtaining a particular model depends on the quantity of that vehicle.

Available vehicles are distributed among the squadron’s players. If the player chooses to respawn available vehicles, other members of the squad or squadron will be able to join the battle in the remaining vehicles.

After taking a vehicle into battle, you must wait at least 60 seconds before taking the next vehicle.

Safe Exit Zones in World War Battles

Since each mission follows a confrontation between aircraft already in flight, another defining feature of World War missions is the absence of airfields. Instead, the maps have safe exit zones. If a player abandons an aircraft in a safe exit zone, the aircraft is recorded as a survivor and will not be deducted from the army. However, it will no longer be available for use in that battle.

Good command skills will come with time. In War Thunder’s World War!

Missions in World War

The mission for each battle is selected based on the type and status of the battling armies.

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