Difference between revisions of "World War: For Commanders"

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[[File:WW Operation selection screen.jpg|350px|thumb|Right|Operation selection screen]]
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{{Notice
'''World War''' - a game mode involving battles on a global map. Conflict will occur in the format of "operations", which include dozens of individual battles.
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|This mode differs substantially between squadron commanders and regular soldiers. If you are a squadron member or an unassigned player, we have a [[World War: to the combat troops|handy article]] for you.}}
  
The game mode differs significantly for the commander, officers and ordinary members of a squadron. Commanders and officers are able to choose which operations their squadrons will participate in, move forces in real time on the operational map and initiate battles.
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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. 
  
In the World War game, RB game mode will be used with the marker mechanics of the AB.
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Battles in World War happen at Realistic Mode difficulty with a special markers mechanic.
=='''Operation'''==
 
Every squadron can participate in “World War” by selecting an operation on the global map. The commander chooses an operation and selects one of the two sides in the conflict. In participating in a single operation, a squadron can not change sides.  
 
  
The world war operation screen is divided into two main sections: the operation screen where all in-game actions take place, and the information panel which displays additional details about objects on the operational map, operation objectives and the events log.
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{{Youtube
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|url = 81P5yOWEzg8
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|size = 300
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}}
  
Operational command (moving the armies on the map) is available for commanders and the officers in each squadron. Privates can only choose and join battles.
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==Participation ==
===Operational map===
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{{Notice
'''Armies'''
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|Only squadrons with more than 20 members are able  to create an operation in World War mode.|!
 +
}}
 +
{| class="wikitable"
 +
!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.
 +
 +
Squadrons can compete in World War seasons and fight for valuable rewards.
 +
|Can act for their own squadron within an operation and in the role of unassigned players by connecting to any available battles.
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|Can act as reinforcements, taking open spots in any available battle and helping one side win.
 +
|}
 +
 
 +
==Interface ==
 +
A squadron commander controls armies through a tactical board, which is divided into two sections: the Operation Screen and the Information Panel.
  
Armies are combat units on the operational map. Armies are colour-coded: the opponent’s armies are red, allied armies are blue, and your armies are green.
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=== Operation Screen ===
 +
Military operations run in this part of the screen.
 +
 
 +
==== Sectors ====
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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:
 +
 
 +
* 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.
  
Icons indicate the army type: armour, aircraft, infantry or artillery. Armies can capture territory and participate in battles. Each army consists of a specific number of vehicles, the loss of which means the loss of the army. Read more details about the features of different armies and how to control them on the Armies page.
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
| style="text-align:center;" |[[File:World War - Motorized infantry.png|link=]]
 +
| style="text-align:center;" |[[File:World War - Tank troops.png|link=]]
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| 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=]]
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| style="text-align:center;" |[[File:World War - artillery.png|link=]]
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| 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=]]
 
|-
 
|-
! [[File:WW_Infantry_logo.png|center|]] !! [[File:WW_Tank_logo.png|center|]] !! [[File:WW_Artillery_logo.png|center|]] !! [[File:WW_Plane_logo.png|center|]] !! [[File:WW_Entrenched_logo.png|center|]]
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!Infantry
 +
!Tank
 +
!Naval
 +
!Artillery
 +
!Aviation
 
|-
 
|-
|   Infantry  || Tank|| Artillery|| Aviation || Entrenched (Only tank and infantry)
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|Motorized infantry (trucks), armoured vehicles and SPAAG
|-
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|Tank troops and SPAAG
| Army mostly consists of infantry units|| Army mostly consists of armoured vehicles || Long-range artillery supported by playable AA vehicles || Aircraft of any type || Unique ability available for some types of armies. Entrenched army receives less damage from shelling and defense bonuses when being attacked by an enemy (the mission type for the entrenched armies is always “Defense”)
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|Landing and torpedo boats, destroyers and cruisers.
 +
|Long-range artillery with SPAAG cover
 +
|Fighter Army, Assault Army or Bomber Army
 
|}
 
|}
  
===Airfields===
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==== Airfields ====
Airfields serve as a base of operations for air forces. The airfield icon displays the number of available aircraft for your army group.
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Separate sectors where runways for aviation forces are located.
  
When you select an airfield, you can see detailed information about it and order aircraft to take off.
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When you select an airfield, you can see detailed information about available aircraft and armament, as well as form an aviation army.
  
===Sectors===
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=== Information Panel ===
The operational 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.
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Additional data regarding objects on the operation map are available here.
  
There are also special sectors:
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==== Operation Objectives ====
*'''Reinforcement sectors''' - a special sector, usually indicated by a shade of the colour of either of the opposing sides. It provides a corridor to “the rear”. The deployment of reinforcements is only available in these sectors. In addition, supplies for troops from the rear is carried out via reinforcement sectors and therefore it is important that these sectors are not over run by the enemy and if they are then a player will have limited time to re-capture them again before losing all his forces
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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.
*'''Key sector''' has a brightly coloured border denoting who currently holds it. Often control over these sectors means victory for the attacking side and the more the key sectors owned then the faster reinforcements will arrive.
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*'''Sectors''' must be controlled in order to complete mission objectives.
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==== Operation Log ====
===Capturing sectors===
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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.
To capture sectors, several conditions must be met:
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*The sector must not contain the ground armies of the side that previously controlled the sector.
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====Battle Menu ====
*The sector must contain at least one ground army of the capturing side or the sector must be cut off from the rear (surrounded on all sides by sectors of the attacking side).
 
When these conditions are met, the other side gets control of the sector. Also, a sector that is cut off from the rear (surrounded on all sides by the opponent’s sectors) and contains no ground armies of the defender, is considered captured and automatically changes its side.
 
<gallery widths=300px heights=150px >
 
File:WW_main_screen_for_the_operation_commander.jpg|The main screen for the operation commander: army management, log and other functionality available.
 
File:WW_army_movement_route.jpg|Any army movement route can be given a set of points
 
</gallery>
 
=='''Types of terrain'''==
 
In addition to the tactical control of the armies it is also necessary to take into account the type of terrain over which the army will move. Different parts of the operational map have different types of terrain. The type of terrain affects both the speed of ground forces and the type of missions created for ground battles in this map section.
 
*Road = unit speed x1.4
 
*City = unit speed x1.2
 
*Village = unit speed x1.2
 
*Off-road = unit speed x1.0
 
*Snow = unit speed x0.9
 
*Sand = unit speed x0.9
 
*Forest = unit speed x0.7
 
*Fortifications = unit speed x0.7
 
*River = unit speed x0.33
 
*Ocean  – impassable for ground forces
 
*Mountains – impassable for ground forces
 
<gallery widths=300px heights=150px>
 
File:WW_Types_of_terrain.jpg|Each operation is unique. If you choose to fight on the European front? Prepare to slowly make your way through forests and rivers..
 
</gallery>
 
=='''Control Panel'''==
 
In addition to the movement of troops it is necessary to monitor their status and any statistics of all controlled armies as well as the readiness of reinforcements, the morale of the armies and many other indicators that are important for victory. For these purposes each commander has a control panel.
 
===Operation objectives===
 
In each operation, both sides of the conflict have a list of objectives. Completing any of the main operation objectives leads to victory.
 
*By clicking on the “List of objectives” button, you can see the full list of tasks, as well as detailed descriptions of them.
 
*If you need to capture specific sectors to complete an objective, you can view these sectors on the operational map by hovering the mouse over the list of sectors in the objectives list.
 
===Operational log===
 
In the operational log, you can see the complete list of events from the beginning of the operation.
 
*Log filters allow you to display only relevant types of messages on screen.
 
*The operation log has interactive features:
 
**You can hover the cursor over a sector to highlight it on the operational map.
 
**You can select an army directly in the log, if it is still present on the operational map.
 
**You can go to the battle screen if a battle is still in progress, or view the results if it has already ended.
 
===Combat===
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|[[File:WW_Commanders_logo.png|center]]
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|[[File:WW_Reinforcements_logo.png|center]]
 +
|[[File:WW_Airfields_logo.png|center]]
 +
|[[File:WW_Army_logo.png|center]]
 
|-
 
|-
! [[File:WW_Commanders_logo.png|center|]] !! [[File:WW_Reinforcements_logo.png|center|]] !! [[File:WW_Airfields_logo.png|center|]] !! [[File:WW_Army_logo.png|center|]]
+
!Commanders
 +
!Reinforcements
 +
!Airfields
 +
!Armies
 
|-
 
|-
| Commanders|| Reinforcements|| Airfields|| Army
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|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.
 
|}
 
|}
  
*'''Commanders''' - In this tab, you can see the list of squadrons in this operation.
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{{Notice
*'''Reinforcements''' - In this tab, you can view all of your reinforcements divided into two lists: ready and not ready for deployment. Armies from the first list can be deployed by selecting the relevant army and right clicking anywhere in the reinforcement sector. For armies that are not ready, the time remaining until reinforcements arrive is shown.
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|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.|+}}
*'''Airfields''' - The “Airfields” tab contains complete information on the state of armies at all airfields. After selecting an airfield from the list, you can view the list of aircraft ready for takeoff, as well as the list of armies that have recently returned to the airfield and are currently preparing for a repeat flight.
+
 
*'''Armies''' - All armies under your control are listed here, divided into groups according to their current status.
+
== 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.
  
=='''Armies'''==
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==== Ground Army Management ====
Armies are combat units on the operational map. Click the left mouse button on an army to select it and give it orders or view additional information about it.
+
You control all armies with the following keys:
To create a complex route, you can hold the “Shift” key and create a route by clicking the left mouse button. The order to stop or cancel the current action is "S".
 
  
 +
* 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.
  
===Army panel===
+
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.
The army panel contains all the information about the army.
 
  
*The army's status is indicated by an icon. Possible statuses are: Idle, On the Move, In Battle, Entrenched, or Entrenching (with end timer).
+
* Road – x1.4
*The army's main vehicle type and quantity. If the army does not have enough vehicles, it is considered eliminated and disappears from the operational map.
+
* Village – x1.2
*Morale (will depend on the results of any battles; an army that loses all remaining moral after a battle will surrender to the enemy)
+
* Off-road – x1.0
*List of vehicles a complete list of the army’s vehicles, where you can see the quantity and ammunition (for aviation armies).
+
* Snow or sand – x0.9
 +
* Forest or fortifications – x0.7
 +
* River х0.33
 +
* Large bodies of water or mountains impassable for ground forces
  
===Army movement===
+
==== Ground Army Confrontation ====
The army is controlled by the following keys:
 
*Right mouse button (RMB) orders to move to the specified sector
 
*Shift + LMB allows you to create a route with several points or add points to an existing one.
 
*S – stop. It stops the army and can also function as a cancellation of the current action, such as entrenchment or an artillery salvo.
 
  
===Confrontation===
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* A confrontation between two opposing armies leads to a battle.
A confrontation between two opposing armies leads to a battle (not always true for confrontations between ground and aircraft armies. <!-- see here).-->
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* 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.  
  
''''Tip: The precise battle location is determined by the state of the armies when the battle starts. For example, a battle between two armies will be created when they meet each other, one of the armies is stationary at the time, this is interpreted as one army attacking the other, so the battle will be created at the point where the second army is defending.''''
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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.
  
In a confrontation, armies are moved to the battle point and lose the ability to move until the battle is over. <!-- More information about battles can be read here.-->
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===== 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.
  
Ground forces cannot move through an ongoing battle. If an army attempts to do this, it will be pushed back and stopped.
+
===== 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.
  
'''Tip: To see whether an army will be able to pass between two battles, use Shift + LMB – the width of the path will always correspond to the radius of the army to which the path belongs'''
+
===== Fuel =====
=='''Mechanics'''==
+
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. In the event of a confrontation with enemy forces, the fuel load for the mission is calculated based on the aircraft’s remaining flight time.
  
===Entrenchment===
+
==== Air Army Confrontation ====
Armour and infantry armies have the ability to entrench themselves. An entrenched army receives significantly less damage from an artillery strike and fighting such an army will create Defence missions, where the defenders will have all the advantages.
+
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.
 +
|+}}
  
Entrenchment takes time. After you give the order, you can see when the army will be entrenched in the army description.
+
=== Deploying Reinforcements ===
===Retreat===
+
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.
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 aircraft armies stop responding to orders and return to the airfield.
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===Morale===
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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.
Indicates the army’s morale level. Morale rises with every victory and falls with every defeat. An army with zero morale surrenders to the enemy based on the battle results and disappears from the operational map.
 
===Encirclement===
 
Ground forces located in a sector without a link to the rear are considered encircled. Such armies begin to lose supplies and will be destroyed after a certain period.
 
  
Encirclement is a very effective tactic! It is much easier to clear an army from the operation not by fighting but by using skillful tactical choices by the commander.
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=== Army Panel ===
<gallery widths=300px heights=150px >
+
The army panel contains all information about an army.
File:WW_Encirclement_screen.jpg|Encirclement - extremely effective technique! It is much easier to erase an army of operations are not in a battle, and skillful actions of the commander.
+
 
 +
* 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.
 +
 
 +
<gallery mode="packed">
 +
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>
 
</gallery>
===Army destruction===
 
If there are not enough troops left in an army, it is considered destroyed and disappears from the operational map.
 
=='''Aircraft army features'''==
 
===Departing the airfield===
 
To create an aircraft army, you must select an airfield and specify a point of movement (right click), as with any other army. This will open the aircraft army creation window, where you must specify the aircraft and quantities for the army and choose the armament presets for each vehicle. You can only depart from the airfield within limitations: there are minimum and maximum army sizes.
 
===Armament===
 
Each aircraft that flies out of the airfield receives armament. In battle, you can only use the selected preset. If, according to the battle results, the aircraft was left without bombs, rockets or torpedoes, then in the next battle this aircraft can be used without these munitions. Reloading such munitions can only take place at the airfield.
 
===Fuel===
 
Aircraft armies can spend a limited amount of time in the air, and the flight time for each aircraft depends on the maximum possible fuel load for each aircraft. The flight range of an air army will be calculated based on the minimum flight range value from all the aircraft. When the time runs out, the aircraft army returns to the base. During a battle, the fuel load for the aircraft will be calculated based on the remaining flight time.
 
===Confrontation with enemy air armies===
 
Only an air army can intercept another air army, so any encounter between an air army and a ground army does not trigger the start of a battle. However, when an air army stops, it will attack any ground army located below it.
 
  
'''Tip: The air army will remember a target if you specify the enemy’s army as the end point of the flight path. The air army will not pursue this target, but if it stops above several enemy armies, one of which has been stored as a target, then the attack will be carried out on this target.'''
+
== Battle ==
=='''Artillery army features'''==
+
A confrontation between two armies begins a battle that members of opposing squadrons and unassigned players may join.
===Artillery strike===
+
The ability to launch an artillery strike on an area. All armies, including allied armies, located inside the strike radius lose their vehicles. Losses are determined by the percentage of the army located inside the strike radius, as well as whether the army is entrenched or not.
+
Battles in World War are PvP or PvPvE missions, in which players must complete tasks using the vehicles of opposing armies to achieve victory.
  
The strike itself takes place in several stages. First is the guidance stage, followed by a series of volleys. Artillery can fire up to three volleys at a time, if there are enough shells.
 
Shells for artillery strikes are supplied one at a time at regular intervals.Reinforcement does not occur if an artillery army has lost contact with the rear.
 
===Battles===
 
Artillery armies cannot be entrenched, while battles with aircraft always take place in Defense mode. Battles with ground forces are automatic and always lead to the destruction of the artillery army.
 
=='''Battles'''==
 
A '''battle''' is a confrontation between several armies. With rare exceptions, a battle in World War is a PvP mission where players use their armies’ vehicles to complete the mission objectives and achieve victory. The easiest way to join a battle in an operation is to click the “To Battle” button, it will put you in the queue for one of the combat operations where there are free places for your team. If you want to join a particular battle, you can do it by clicking on the battle icon on the operational map – it’s a round icon with crossed swords.
 
===Battle statuses and start requirements===
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|[[File:WW_Battle_not_begun.png|center]]
 +
|[[File:WW_Battle_preparing_to_start.png|center]]
 +
|[[File:WW_Started_battle_(you_can_join).png|center]]
 +
|[[File:WW_Automatic_battle_(you_can_not_join).png|center]]
 
|-
 
|-
! [[File:WW_Battle_not_begun.png|center|]] !! [[File:WW_Battle_preparing_to_start.png|center|]] !! [[File:WW_Started_battle_(you_can_join).png|center|]] !! [[File:WW_Automatic_battle_(you_can_not_join).png|center|]]
+
|Battle has not begun (cannot join)
|-
+
|Battle is preparing to start (squadron fighters and, when the timer runs out, unassigned players may join).
| Battle not begun || Battle preparing to start || Started battle (you can join) || Automatic battle (you can not join)
+
|Battle has begun (anyone may join, including unassigned 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.
 +
 
 +
=== Connection Timer ===
 +
An active battle becomes available at the very beginning for squadron players who are participating in the operation to join. Unassigned players for this battle can see a timer. When it runs out, anyone may join the battle.
 +
 +
If there are open spots in a battle in progress, then players can join at any point before it ends.
 +
 
 +
=== 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.
 +
 
 +
{{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.
 +
|+
 +
}}
 +
 
 +
=== Battle Type ===
 +
{{main|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.
 +
 
 +
{{Notice
 +
|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.
 +
 
 +
{{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.
 +
|!!
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}}
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=== Army Destruction ===
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An army with too few vehicles is considered eliminated and disappears from the Operation map.
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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.
  
|}
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== Mechanics Features ==
===Battle statuses===
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=== Entrenchment ===
A battle’s status is indicated by the colour of its icon:
+
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.
*White – the battle has not yet begun.
 
*Yellow – the battle is getting ready to start.
 
*Red – the battle has started, there are available places for players on your team.
 
*Black – the battle has started, your team does not have any available places for players.
 
*Gray – the battle is in automatic mode.
 
===Conditions for starting battles===
 
When armies collide, a battle is created with “Not started” status. You cannot enter the queue and join this kind of battle. Several conditions must be met before the battle status changes to “Getting ready to start”:
 
*The number of available places in battles already started or being prepared does not exceed 5.
 
*The number of battles already started or being prepared is more than twice the number of regiments participating in the operation.
 
  
Battles change to the “Getting ready to start” status in the order in which they appeared on the operational map.
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=== Retreat ===
===Queue and priorities for joining a battle===
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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.
A ready battle begins after one of the players enters the queue for this battle. The battle will begin even if the queue contains players from only one team, but there is a delay before the start of each battle to allow players of both teams to assemble.
 
  
If there are more people in the queue for the starting battle than the maximum number of players in the team, those who have queued earlier will get into the battle, but players of the squadron whose armies are participating in the battle take priority over other players.
+
=== 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.
  
If there are empty places on your team in a battle that has already started, you can join it at any time after it starts and before it ends.
+
=== Encirclement ===
===Auto battles===
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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.
Some battles in an operation are automatic. These battles take place without the participation of players, and the result is determined automatically. Auto battles start outside the main battle queue and bypass all start requirements. Auto battles are not instant; the battle result will be available only after a certain period.
 
<gallery widths=300px heights=150px >
 
File:WW_Preparing_for_the_beginning_of_a_battle_screen.jpg|Preparing for the beginning of a battle - waiting for the participants of the opposing sides
 
File:WW_The_joining_battle_window_screen.jpg|The joining battle window, showing more details
 
File:WW_Different_types_of_battles_that_occur_simultaneously_screen.jpg|Different types of battles that occur simultaneously: with participants and free places (red), waiting (yellow), automatic (black), queued (white).
 
</gallery>
 
=='''Missions'''==
 
The mission for each battle is selected based on the type and status of the clashing armies:
 
*Fighters vs Fighters – Air Supremacy
 
*Fighters vs Bombers – Cover
 
*Bombers vs Bombers – Head-on Course
 
*Aircraft vs Infantry or Armour – Convoy
 
*Aircraft vs Infantry (Fortified) or Armour (Reinforced) – Anti-Air Defence
 
*Armour vs Armour – Domination
 
*Armour vs Infantry – Convoy
 
*Armour vs Infantry (Fortified) or Armour (Fortified) – Defence
 
  
The type of terrain does not affect the choice of the mission location.
+
== Additional Information ==
=='''Vehicles'''==
+
{{Notice
In battle, only the vehicles present in the armies participating in this battle are used, but it may not be available to the players – depending on the mission, some of the army’s vehicles may be controlled by the AI.
+
|This information will become separate, detailed articles in the future.
 +
|i
 +
}}
  
Any losses, no matter if the player or the AI was in control, are recorded as the army’s losses, and if a vehicle is lost in the middle of battle, respawning will no longer be possible.
+
=== 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.
  
=='''Respawn mode'''==
+
=== Safe Exit Zones in World War Battles ===
World War uses a respawn mode that reflects the confrontation between armies. Armies have a limited set of vehicles available for participating in battle, and they are randomly distributed among the players.
+
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.
*Several vehicles are available to the player. Vehicles are selected at random from the event list, and the probability of obtaining a particular model depends on the remaining number of vehicles among the team.
+
*The available vehicles and quantity are distributed among the players of the regiment. If the player chooses to respawn available vehicles, other members of the squad or regiment will be able to join the battle on the remaining vehicles.
+
Good command skills will come with time. In War Thunder’s World War!
*After taking a vehicle into battle, you must wait at least 60 seconds before taking the next vehicle.
 
  
=='''Adding air armies'''==
+
=== Missions in World War ===
An air army can be added to a battle in progress, but only if another air army is not already participating in the battle on this side.
+
The mission for each battle is selected based on the type and status of the battling armies:
  
If the battle has already begun, the currently issued vehicles will not change for players, but each subsequent vehicle that players receive may be an aircraft.
+
* Fighters vs Fighters – Air Supremacy. The standard mode for pilots. The winner is the one who achieves absolute domination in the skies.
 +
* Fighter vs Attack Aircraft/Bomber – Cover. Attackers must destroy the bomber wing within the allotted time. Cover fighters should prevent them from doing so.
 +
* Attack Aircraft/Bomber vs Attack Aircraft/Bomber – Head-on Course. Each team must escort the bomber wing to a given position. The winner is the one who successfully defends allied bombers.
 +
* Attack Aircraft/Bomber vs Infantry/Tanks (not entrenched) – Convoy. The task for aircraft is to destroy the enemy’s convoy, which will try to prevent this by using SPAAG.
 +
* Attack Aircraft/Bomber vs Infantry/Tanks (entrenched) – Anti-Air Defenсe. The task for aircraft is to destroy the enemy’s defensive positions. The enemy will try to prevent this by using SPAAG.
 +
* Tanks vs Tanks (not entrenched) – Domination. The standard mode for tank operators. The winner is the one who captures and holds 3 points.
 +
* Tanks vs Infantry – Convoy. The task for the attackers is to destroy the enemy’s convoy, which will try to prevent this by using SPAAG.
 +
* Tanks vs Tanks/Infantry (entrenched) or Infantry vs Infantry (entrenched) – Defenсe. The task for the attackers is to destroy the enemy’s defensive positions. The enemy will try to prevent this by using tanks.
  
=='''Safe exit zones'''==
+
The type of terrain does not affect where the mission will take place.
Since each mission follows a confrontation between aircraft already in flight, another defining feature of World War missions is the absence of airfields. Instead, there are safe exit zones on the maps. 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, but it will no longer be available for use in this battle.
 
  
 
[[Category:World War]]
 
[[Category:World War]]
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 +
== Video ==
 +
{{Youtube-gallery|81P5yOWEzg8}}

Revision as of 13:45, 31 January 2020

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 difficulty with a special markers mechanic.

Participation

Msg-important.png Only squadrons with more than 20 members are able to create an operation in World War mode.
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.

Squadrons can compete in World War seasons and fight for valuable rewards.

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.

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. In the event of a confrontation with enemy forces, the fuel load for the mission is calculated based on the aircraft’s remaining flight time.

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.

WW Battle not begun.png
WW Battle preparing to start.png
WW Started battle (you can join).png
WW Automatic battle (you can not join).png
Battle has not begun (cannot join) Battle is preparing to start (squadron fighters and, when the timer runs out, unassigned players may join). Battle has begun (anyone may join, including unassigned 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.

Connection Timer

An active battle becomes available at the very beginning for squadron players who are participating in the operation to join. Unassigned players for this battle can see a timer. When it runs out, anyone may join the battle.

If there are open spots in a battle in progress, then players can join at any point before it ends.

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:

  • Fighters vs Fighters – Air Supremacy. The standard mode for pilots. The winner is the one who achieves absolute domination in the skies.
  • Fighter vs Attack Aircraft/Bomber – Cover. Attackers must destroy the bomber wing within the allotted time. Cover fighters should prevent them from doing so.
  • Attack Aircraft/Bomber vs Attack Aircraft/Bomber – Head-on Course. Each team must escort the bomber wing to a given position. The winner is the one who successfully defends allied bombers.
  • Attack Aircraft/Bomber vs Infantry/Tanks (not entrenched) – Convoy. The task for aircraft is to destroy the enemy’s convoy, which will try to prevent this by using SPAAG.
  • Attack Aircraft/Bomber vs Infantry/Tanks (entrenched) – Anti-Air Defenсe. The task for aircraft is to destroy the enemy’s defensive positions. The enemy will try to prevent this by using SPAAG.
  • Tanks vs Tanks (not entrenched) – Domination. The standard mode for tank operators. The winner is the one who captures and holds 3 points.
  • Tanks vs Infantry – Convoy. The task for the attackers is to destroy the enemy’s convoy, which will try to prevent this by using SPAAG.
  • Tanks vs Tanks/Infantry (entrenched) or Infantry vs Infantry (entrenched) – Defenсe. The task for the attackers is to destroy the enemy’s defensive positions. The enemy will try to prevent this by using tanks.

The type of terrain does not affect where the mission will take place.

Video