Difference between revisions of "QF 3.7 Ram"

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The more useful shot undoubtedly is the APCBC Shot Mk.1. The HE shell might not be needed for the majority of the encounters. Since the relies on frontal or flank engagements, none in which the HE can be applied effectively. The HE shell is somewhat useful for uncommon light vehicles or if any tank commander endeavors into anti-aircraft duties. (not an easy task since it requires direct hits to high-speed moving aircrafts, with a slow vertical turret rotation)
+
The more useful shot undoubtedly is the APCBC Shot Mk.1. The HE shell might not be needed for the majority of the encounters. Since the {{PAGENAME}} relies on frontal or flank engagements, none in which the HE can be applied effectively. The HE shell is somewhat useful for uncommon light vehicles or if any tank commander endeavors into anti-aircraft duties. (not an easy task since it requires direct hits to high-speed moving aircrafts, with a slow vertical turret rotation)
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
! colspan="10" | Shell details
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<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
 
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
  
In Realistic/Simulator battles, the best approach is the sniping role, the 44 shells available are sufficient for prolonged sniper duties. Quickly find an appropriate spot at the beginning of the match. The vehicle is tall and the gun depression is only of -5° so keep that in mind when positioning. Covering the allies flanks, long roads, taking down enemy snipers, or keeping the enemy from capturing a point shall be your duty. This tactic can be more successful with camouflage on the frontal armour. Concealing the {{PAGENAME}} in the woods as well as hiding the exposed loaders in the back from easy picking.  
+
In Realistic/Simulator battles, one of the best approaches is the sniping role as the 44 shells available are sufficient for prolonged sniper duties. Quickly find an appropriate spot at the beginning of the match. The vehicle is tall and the gun depression is only of -5° so keep that in mind when positioning. Covering the allies flanks, long roads, taking down enemy snipers, or keeping the enemy from capturing a point shall be your duty. This tactic can be more successful with camouflage on the frontal armour. Concealing the QF Ram in the woods as well as hiding the exposed loaders in the back from easy picking.  
  
A good tactic is to wait enemies expose their sides, Tiger and Panther tanks don't have the armour to resist the hit of the 94 mm cannon, so one shot will usually be enough (lethal spalling effect). The same can be said of Soviet vehicles, but often their frontal/side armour tends to ricochet rounds (due to slopeness), it's recommended to aim at the low side for soviet heavy tanks. As enemies pass by, wait for the right moment to shoot, but make sure to correctly range the targets and lead the gun to successfully land the first shot.
+
A good tactic is to wait enemies expose their sides, Tiger and Panther tanks don't have the armour to resist the hit of the 94 mm cannon, so one-shot will usually be enough (lethal spalling effect). The same can be said of Soviet vehicles, but often their frontal/side armour tends to ricochet rounds (due to slopeness), it's recommended to aim at the low side for soviet heavy tanks. As enemies pass by, wait for the right moment to shoot, but make sure to correctly range the targets and lead the gun to land the first shot.
  
Shooting the enemies frontal armour is possible but the risk of shots bouncing off is still high, despite the gun's penetration capabilities. This will also expose the {{PAGENAME}}'s position, which will lead enemies to pour down machine gun fire, artillery, and aerial strikes to suppress and eliminate the {{PAGENAME}}. Engaging the enemy's frontal armour should be actively executed on close-distance maps. There the penetration of the gun is pretty high, and the damage will be significative.
+
Shooting the enemies frontal armour is possible but the risk of shots bouncing off is still high, despite the gun's penetration capabilities. This will also expose Ram's position, which will lead enemies to pour down machine-gun fire, artillery, and aerial strikes to suppress and eliminate the {{PAGENAME}}. Engaging the enemy's frontal armour should be actively executed on close-distance maps. There the gun penetration remains pretty high, and the damage will be significative.
 +
 
 +
The planes are an extraordinary threat of the QF Ram. Their machine-guns and cannons can destroy it on seconds. Request allied anti-aircraft protection and always attempt to conceal the vehicle from aircrafts.
 +
 
 +
=== Close-quarter battles ===
 +
This Brawling playstyle represents all or nothing with the QF Ram. The commanders will need to perform linear ambush tactics and wait by corners; this will lead to an enfilading fire where the quick reloading gun must be used. The Ram needs to be always on the move and ready to reposition once actions are ceased. It won't take long since short-ranged artillery strikes or "revenge planes" start coming. The tank commanders must find a good operational zone that enables the QF Ram to defend and support the team's frontal offensive. The team provides the armour, the QF Ram provides the gun
 +
 
 +
Once this operational zone is chosen, the Ram should creep around always near cover. Use the loud engine sounds to anticipate a threat. Staying close or behind allies also helps to survive during these encounters. A good operational zone for the Ram is over flat terrain; due to the gun's poor depression. Staying behind destroyed tanks, rocks, bushes, or trees as multidirectional cover. Also solid tall covers to masks your shots against enemy aircraft; because of this, some enclosed or semi-urban spaces are valuable. If possible, draw some distance from the targets. Linear engagements where the Ram's can shoot first are adequate, on long continuous streets or city accesses. 
 +
 
 +
Multidirectional open spaces (city crossroads or map centres) are the tomb of the Ram. The crew will receive machine-gun fire from any angle and likely, the enemy will flank the{{PAGENAME}}. The turret targeting speed is decent but not even close to medium tanks or light tanks eager to flank the QF Ram.
 +
 
 +
=== Arcade battles ===
 +
Arcade battles are ill-advised for this vehicle's survival. The ability of the enemy to locate the highly vulnerable QF Ram means danger. Often planes and artillery will be enough to destroy it; this becomes evident on open-field maps. Tanks become a harder target to hit and you lose the tactical advantage of stealth. The recommended maps for the QF Ram on arcade are the smallest city maps or very distant maps with a confident solid cover. Beware of enemy artillery and planes!
  
 
=== Modules ===
 
=== Modules ===
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'''Pros:'''
 
'''Pros:'''
  
* Powerful 94 mm gun capable of penetrating most enemies it faces from the front
+
* Powerful 94 mm gun capable of frontally penetrating most enemies it faces
 
* Gun can traverse a full 360° with +80° of elevation
 
* Gun can traverse a full 360° with +80° of elevation
 
* High gun's calibre provides immense spallin damage; unlike British APDS
 
* High gun's calibre provides immense spallin damage; unlike British APDS
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<!--Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).-->
 
<!--Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).-->
  
In 1941, General Frederick 'Frank' Worthington, founder of the Canadian Armoured Corps, proposed that a 3.7 inch anti-aircraft gun be mounted on a Ram chassis to act as a mobile anti-tank gun. The OQF MK II was the primary British heavy AA guns during World War II. The Canadians used this gun for experimenting, mounting it on the Ram chassis. Few examples were made and one was sent to Great Britain for trials, but no further development came of it.
+
In 1941, General Frederick 'Frank' Worthington, founder of the Canadian Armoured Corps, proposed that a 3.7-inch anti-aircraft gun be mounted on a Ram chassis to act as a mobile anti-tank gun. The higher firepower was needed to counter the German heavy armour on the North African campaign and to provide heavy defensive fire. The Ordnance Quick Firing (OQF) MK II was the primary British heavy AA guns during World War II. The Canadians used these guns for experimenting, mounting it on the Ram chassis. 
 +
 
 +
Few examples were made and one was sent to Great Britain for trials, but no further development came of it.
  
 
== Media ==
 
== Media ==
 
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
 
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
== See also ==
+
== See also ==<!-- Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
 
 +
reference to the series of the vehicles;
 +
links to approximate analogues of other nations and research trees. -->
 +
 
 +
Another Canadian tanks present in the game:
 +
 
 +
* [[M4A5]]
 +
* [[C2A1]]
 +
 
 +
Other Canadian vehicles present in the game:
  
* ''reference to the series of the vehicles;''
+
* [[Flower class (K-218)]]
* ''links to approximate analogues of other nations and research trees.''
 
  
== External links ==
+
== External links ==<!-- Paste links to sources and external resources, such as:
''Paste links to sources and external resources, such as:''
 
  
* ''topic on the official game forum;''
+
topic on the official game forum;
* ''encyclopedia page on the tank;''
+
encyclopedia page on the tank;
* ''other literature.''
+
other literature. -->
  
 +
* https://en.wikipedia.org/wiki/QF_3.7-inch_AA_gun
 +
* https://www.armedconflicts.com/CAN-RAM-AA-3-7-inch-t81956
 +
* https://www.amazon.com/British-American-Tanks-World-War/dp/0304355291
 
{{Britain tank destroyers}}
 
{{Britain tank destroyers}}
 
{{Britain premium ground vehicles}}
 
{{Britain premium ground vehicles}}
 
{{Winter Event}}
 
{{Winter Event}}

Revision as of 22:58, 19 November 2020

QF 3.7 Ram
uk_ram_90mm_aa.png
QF 3.7 Ram
Show in game
MARKET

Description

GarageImage QF 3.7 Ram.jpg


The OQF 3.7-inch AA on Ram Mounting (QF 3.7 Ram) is a gift rank III British tank destroyer with a battle rating of 5.3 (AB/RB/SB). It was introduced during Update 1.95 "Northern Wind" in the Operation F.R.O.S.T. event. It features a heavily modified Ram chassis with a powerful 94 mm AA cannon. Serving as a British counterpart of the German VFW; the two can lethally face each other in the battlefield.

A highly mobile platform; with a hard-hitting gun, good crew count, great reload rate, and all the intentions to dispatch enemy armour. What else could a veteran British tank commander ask for!

General info

Survivability and armour

Armour

The QF 3.7 Ram consists of light armour composed of Rolled Homogeneous Armour (RHA) and structural steel.

File:ARMOR RAM.jpg
Frontal armour of the Ram SPG, since Starfighters update, the 10mm armour is now 19.5mm.

The QF 3.7 Ram possesses light armour in the upper area of the turret (19.5 mm thickness), that might only cover your crew for small caliber machine guns.

Lying hidden in the back of the turret, its heavy 94 mm cannon is protected by 20 mm of structural steel located lower the cannon gun. Inside it the vertical aim drive is located. If a shot goes through and detonates inside this boxy structure, it will cause damage to your crew and the vertical aiming drive. This is the most common damage the QF 3.7 Ram will get, as the enemy often shoots at the area below the 94 mm cannon.

The thicker part of the armour is located in the cannon structure, visible in the centre of the turret (60 mm thickness). But due to the structural steel armour type, its armour remains insignificant for the heavy shells it can face, making cannon breech damage a routine situation as shells with explosive filler detonate within the structure

More armour is located in the lower central area of the transmission. There, the transmission mounting provides 50.8 mm of armour thickness, thick enough that it is possible to stop awkwardly angled shots or HE shots, but won't save you from a frontal encounter. Damages through here also will damage the transmission module.

Cannon structure armour

Due to the QF 3.7 Ram's provided armour, any cannon shell sent its way can completely cripple your ability to retaliate. However, the QF 3.7 Ram's crew helps provide a factor in the vehicle's survivability on the battlefield.

The crew

The QF 3.7 Ram is managed by a 6 man crew.

  • 1 Gunner
  • 1 Loader
  • 2 Machine gunners
  • 1 Commander
  • 1 Driver

The driver and a machine gunner remain in the safest spot within the vehicle chassis. The gunner it well placed but often gets knocked out. High crew skills are a must to ensure higher chance of resisting explosive effects or shrapnel, while performing gun reloads and field repairs even faster to fight back against the opponents.

The best way to utilize the armour to protect the crew is to aim the gun from the front, as it provides cover to both loaders in the back. However, avoid getting hit once as the proximity of the crew members, modules, and ammo racks within each other on the QF 3.7 Ram means a single hit has a chance of crippling the vehicle's performance enough for follow-up shots to finish the QF 3.7 Ram off.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 44 6 29 568 763 19.59 26.31
Realistic 40 6 354 400 12.21 13.79

Mobility is decent for a SPG with such a gun, thanks to its light armour. 43 km/h in AB, 40 km/h in RB/SB.

The QF 3.7 Ram is able to reach its maximum speed of 40 km/h (RB) in off road terrain quite easily. Not enough to do a flanking manoeuvre, but enough to get a good sniping location or position early in the match. Its reverse speed is quite poor, 5.7 km/h in AB and 5.2 km/h in RB/SB. However, this is enough for retreating from a sniping position effectively. Close quarters should be avoided as it would just make the QF 3.7 Ram quickly spotted and flanked by enemy forces.

Mobility represents an important part of the playstyle. It will allow to multiply the horizontal targeting speed and often saving the tank from destruction. Commanders should keep this in mind when targeting a close threat. If possible, turn the hull with the gun. This will not only increase the possibilities of shooting first but also allows to cover the crew with the frontal armour. In case the enemy achieves a fire solution first he might shoot in the wrong spot and the QF 3.7 Ram can return fire.

Armaments

Main armament

Main article: OQF Mk.II (94 mm)
94 mm OQF Mk.II Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 44 -5°/+85° ±180° N/A 9.7 13.4 16.3 18.0 19.2 7.8 7.4 6.3 6.0
Realistic 6.5 7.7 9.4 10.3 11.0

The 94 mm OQF Mk.II cannon provides very lethal penetration for all the enemy it faces. It's different from any other cannon in the British tree until battle rating 5.0, as this cannon holds a lower muzzle velocity than your usual 17-pdr gun. Therefore some practice should be made to familiarize with the new cannon ballistics. The reload rate is astoundingly good (Similar to the amazing Avenger). Often groups of enemies will underestimate the QF 3.7 Ram, just to face its already reloaded gun. This quick reload is highly useful on close city maps and then during long-distance sniping duels.

Beware, due to the high calibre of the shell, volumetric corrections should be considered before shooting. The wrong calculations could lead to the shell impacting the gun barrel or any protruding object which is not the targeted armour plate. Jeopardizing the whole vehicle integrity with a single failed shot!

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Shot Mk.1 APCBC 204 202 192 180 169 159
Shell Mk.1 HE 13 13 13 13 13 13

The more useful shot undoubtedly is the APCBC Shot Mk.1. The HE shell might not be needed for the majority of the encounters. Since the QF 3.7 Ram relies on frontal or flank engagements, none in which the HE can be applied effectively. The HE shell is somewhat useful for uncommon light vehicles or if any tank commander endeavors into anti-aircraft duties. (not an easy task since it requires direct hits to high-speed moving aircrafts, with a slow vertical turret rotation)

Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Shot Mk.1 APCBC 792 14.5 N/A N/A N/A 48° 63° 71°
Shell Mk.1 HE 792 12.7 0.4 0.5 920 79° 80° 81°

Ammo racks

Ammo racks of the QF 3.7 Ram
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
44 34 (+10) 23 (+21) 12 (+32) (+43) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Right side empty of ammo: 23 (+21) shells.

Usage in battles

In Realistic/Simulator battles, one of the best approaches is the sniping role as the 44 shells available are sufficient for prolonged sniper duties. Quickly find an appropriate spot at the beginning of the match. The vehicle is tall and the gun depression is only of -5° so keep that in mind when positioning. Covering the allies flanks, long roads, taking down enemy snipers, or keeping the enemy from capturing a point shall be your duty. This tactic can be more successful with camouflage on the frontal armour. Concealing the QF Ram in the woods as well as hiding the exposed loaders in the back from easy picking.

A good tactic is to wait enemies expose their sides, Tiger and Panther tanks don't have the armour to resist the hit of the 94 mm cannon, so one-shot will usually be enough (lethal spalling effect). The same can be said of Soviet vehicles, but often their frontal/side armour tends to ricochet rounds (due to slopeness), it's recommended to aim at the low side for soviet heavy tanks. As enemies pass by, wait for the right moment to shoot, but make sure to correctly range the targets and lead the gun to land the first shot.

Shooting the enemies frontal armour is possible but the risk of shots bouncing off is still high, despite the gun's penetration capabilities. This will also expose Ram's position, which will lead enemies to pour down machine-gun fire, artillery, and aerial strikes to suppress and eliminate the QF 3.7 Ram. Engaging the enemy's frontal armour should be actively executed on close-distance maps. There the gun penetration remains pretty high, and the damage will be significative.

The planes are an extraordinary threat of the QF Ram. Their machine-guns and cannons can destroy it on seconds. Request allied anti-aircraft protection and always attempt to conceal the vehicle from aircrafts.

Close-quarter battles 

This Brawling playstyle represents all or nothing with the QF Ram. The commanders will need to perform linear ambush tactics and wait by corners; this will lead to an enfilading fire where the quick reloading gun must be used. The Ram needs to be always on the move and ready to reposition once actions are ceased. It won't take long since short-ranged artillery strikes or "revenge planes" start coming. The tank commanders must find a good operational zone that enables the QF Ram to defend and support the team's frontal offensive. The team provides the armour, the QF Ram provides the gun. 

Once this operational zone is chosen, the Ram should creep around always near cover. Use the loud engine sounds to anticipate a threat. Staying close or behind allies also helps to survive during these encounters. A good operational zone for the Ram is over flat terrain; due to the gun's poor depression. Staying behind destroyed tanks, rocks, bushes, or trees as multidirectional cover. Also solid tall covers to masks your shots against enemy aircraft; because of this, some enclosed or semi-urban spaces are valuable. If possible, draw some distance from the targets. Linear engagements where the Ram's can shoot first are adequate, on long continuous streets or city accesses. 

Multidirectional open spaces (city crossroads or map centres) are the tomb of the Ram. The crew will receive machine-gun fire from any angle and likely, the enemy will flank theQF 3.7 Ram. The turret targeting speed is decent but not even close to medium tanks or light tanks eager to flank the QF Ram.

Arcade battles

Arcade battles are ill-advised for this vehicle's survival. The ability of the enemy to locate the highly vulnerable QF Ram means danger. Often planes and artillery will be enough to destroy it; this becomes evident on open-field maps. Tanks become a harder target to hit and you lose the tactical advantage of stealth. The recommended maps for the QF Ram on arcade are the smallest city maps or very distant maps with a confident solid cover. Beware of enemy artillery and planes!

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine
This is a premium vehicle: all modifications are unlocked on purchase

Pros and cons

Pros:

  • Powerful 94 mm gun capable of frontally penetrating most enemies it faces
  • Gun can traverse a full 360° with +80° of elevation
  • High gun's calibre provides immense spallin damage; unlike British APDS
  • Decent survivability due to 6 crew members, the 2 members inside the tank being the most covered
  • Large size and thin armour might allow shells to pass through without much damage; even some APHE
  • Good mobility and fast horizontal gun traverse, allows some aggressive-defensive playstyle in close quarters
  • Not a common vehicle, might confuse the more inexperienced players to the point they may not know where to shoot
  • Amazing reload speed, even more when crew is trained or aced
  • Good top speed and decen reverse for a heavy gun platform; and British standards

Cons:

  • Has no timed fuse shells for aircraft, unlike its German counterparts; poor to none AA potential
  • Weak armour and exposed crew; any kind of auto-cannon, heavy machine gun or plane can shred it from any angle
  • Longer reload compared to its German counterpart, the VFW
  • Poor gun depression of -5°; an unlike trait of British tanks
  • Lower muzzle velocity than the usual 17pdr, learning and quick correction is needed
  • Ammo racks on the sides, experienced players will fire there with any kind of shell; even HE is fatal
  • Artillery can often knock out several crew members at once, even from a distance
  • Has hull break, like most open top vehicles

History

In 1941, General Frederick 'Frank' Worthington, founder of the Canadian Armoured Corps, proposed that a 3.7-inch anti-aircraft gun be mounted on a Ram chassis to act as a mobile anti-tank gun. The higher firepower was needed to counter the German heavy armour on the North African campaign and to provide heavy defensive fire. The Ordnance Quick Firing (OQF) MK II was the primary British heavy AA guns during World War II. The Canadians used these guns for experimenting, mounting it on the Ram chassis. 

Few examples were made and one was sent to Great Britain for trials, but no further development came of it.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Another Canadian tanks present in the game:

Other Canadian vehicles present in the game:

External links

Britain tank destroyers
Infantry tank derivatives  Archer · Gun Carrier (3-in)
Light tank derivatives  Alecto I
M10 Achilles  Achilles · Achilles (65 Rg.)
Centurion derivatives  FV4005 · Conway
ATGM  Swingfire · Striker
Other  Tortoise · ▄M109A1
Canada  QF 3.7 Ram · ADATS (M113)
South Africa  G6 · ZT3A2

Britain premium ground vehicles
Light tanks  A13 Mk I (3rd R.T.R.) · A13 Mk II 1939 · AEC Mk II · Crusader "The Saint" · Rooikat 105
Medium tanks  A.C.I · Grant I · Cromwell V (RP-3) · Sherman IC "Trzyniec" · A.C.IV · Comet I "Iron Duke IV"
  Centurion Mk.2 · ▄Strv 81 (RB 52) · Centurion Mk.5 AVRE · Centurion Mk.5/1 · ▄Sho't Kal Dalet · Centurion Action X
  Vijayanta · Khalid · Challenger DS · Challenger 2 OES
Heavy tanks  Independent · Matilda Hedgehog · Excelsior · TOG II · Churchill Crocodile · Black Prince
Tank destroyers  Alecto I · Achilles (65 Rg.) · QF 3.7 Ram

Winter events
2022  Winter Quest
Pilot stars  Late 298D · ◄Tornado IDS MFG
Tanker stars  T-80UM2
Sailor stars  USS Newport News
2021  Operation W.I.N.T.E.R.
Pilot stars  C. 202D · ◊MiG-23MF
Tanker stars  A.C.I · AGS
Sailor stars  IJN Hayanami · MPK Pr.201K
2020  Operation W.I.N.T.E.R.
Pilot stars  Ro.57 Quadriarma · MiG-21PFM
Tanker stars  E.B.R. (1954) · Class 3 (P)
Sailor stars  Type K-8 No.13 · USS Baltimore
2019  Operation F.R.O.S.T.
Pilot stars  TIS MA · J6K1
Tanker stars  QF 3.7 Ram · ▃Merkava Mk.2B
Sailor stars  PT-811 · Jaguar
2018  Festive Quest
Pilot stars  M.B.152C1 · Fw 190 C
Tanker stars  SU-85A · T30
Christmas Lights  P-43A-1 · Comet I "Iron Duke IV"
2017  Festive Quest
Pilot christmas toys  P-40C · NC.900
Tanker christmas toys  AEC Mk II · Ersatz M10
Christmas Lights  Fw 189 A-1 · KV-2 (1940)
2016  Winter Holiday
Pilot stages  Ki-21-I hei · Me 262 A-2a
Tanker stages  ▃LVT(A)(4) (ZIS-2) · ▂Type 62
2015  War Thunder Fulfills Your Wishes!
Pilot reward  ▂P-63C-5
Tanker reward  VK 45.01 (P)
2014  Holiday War Thunder Marathon!
Pilot reward  I-301
Tanker reward  M8A1 GMC