Type 61 War Thunder

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The Type 74 is a Japanese main battle tank developed in 1973 to replace the outdated Type 61. Many advanced technical solutions of the time were used in this tank's design, the most important of which will soon make a nice surprise for all tankers in War Thunder without exception. 名称 搭載弾薬数; 主砲: 90 mm Type 61 cannon: 51: 機銃: 12. 7mm M2HB機関銃: 2175: 機銃: 7.62mm M1919A4 機関銃: 4900.

Created by: IGN: Nyito. Reddit: /u/Nyito. Updated: Dec 23 2018 Tabs at bottom for rockets & torpedoes

Tiering determined by top BR in the match, not plane BR.

Nation Bomb Name Bomb Mass Filler (kg TNT) Damage Value BR 1.0-2.0 (.75 HP) BR 2.3-3.3 (1.0 HP) BR 3.7-4.7 (1.25 HP) BR 5.0+ (1.5 HP) Armor Kill Radius Fragment Radius Armor Pen (mm) Notes

USA (100lb) AN-M30A1 45.8 kg 24.5 kg 0.0623 13 17 21 25 7 ft/ 2.1 m 221 ft/ 67.4 m 79

USA (250lb) AN-M57 108.8 kg 55.5 kg 0.129 6 8 10 12 12 ft/ 3.6 m 338 ft/ 103 m 92

USA (250lb( LDGP Mk 81 117.9 kg 77.18 kg TBD (~.15) 5 7 9 10 14 ft/ 4.2 m 347 ft/ 105.7 m 95 FJ-4B only.

USA (500lb) AN-M64A1 223 kg 118.8 kg 0.223 4 5 6 7 17 ft/ 5.2 m 387 ft/ 118 m 100

USA (500lb) LDGP Mk 82 240.9 kg 148.07 kg TBD (~.3) 3 4 5 5 21 ft/ 6.4 m 395 ft/ 120.4 m 103 FJ-4B & F-100D only.

USA (750lb) M117 Cone 45 340 kg 174.1 kg 0.34 3 3 4 5 25 ft/ 7.6 m 417 ft/ 127.1 m 106 F-100D, Vautour IIA and IIB only,

USA (1000lb) AN-M65A1 439.6 kg 240.4 kg 0.48 2 3 3 4 34 ft/ 10.4 m 452 ft/ 137.8 m 113

USA (1000lb) AN-M65A1 Fin M129 453.6 kg 240.4 kg 0.48 2 3 3 4 34 ft/ 10.4 m 452 ft/ 137.8 m 113 Found on some jets, same destructive potential as the standard M65A1. Says it's the same weight under the mass heading, but heavier under weight/drag penalty headings. Bug?

USA (1000lb) LDGP Mk 83 446.8 kg 343.06 kg TBD (~.75) 1 2 2 2 47 ft/ 14.3 m 482 ft/ 146.9 m 126 FJ-4B & F-100D only.

USA (2000lb) AN-M66A2 907.2 kg 535.6 kg 1.31 1 1 1 2 64 ft/ 19.5 m 657 ft/ 200.2 m 159

USA (2000lb) LDGP Mk 84 893.6 kg 728.62 kg TBD (~1.7) 1 1 1 1 82 ft/ 25 m 678 ft/ 206.6 m 204 FJ-4B only.

GER SD10C 10 kg 0.75 kg 0.032 24 32 40 47 0 ft/ 0 m 51 ft/ 15.5 m 51 He 51 C-1, C-1/L and B-2/H only. Designed as an anti-personnel fragmentation bomb.

GER SC50JA 50 kg 25 kg 0.0625 12 16 20 24 7 ft/ 2.1 m 230 ft/ 70.1 m 80

GER SC250JA 250 kg 125 kg 0.236 4 5 6 7 18 ft/ 5.5 m 396 ft/ 120.7 m 101

Type

GER SC500K 500 kg 260 kg 0.53 2 2 3 3 37 ft/ 11.3 m 470 ft/ 143.2 m 116

GER SC1000L2 1000 kg 600 kg 1.41 1 1 1 2 70 ft/ 21.3 m 678 ft/ 206.6 m 175

GER PC 1400 X (Fritz X) 1570 kg 320 kg TBD (~.7) 2 2 2 3 45 ft/ 14 m 328 ft/ 100 m 123 He 111 H-6 and He 177 A-5 only.

GER SC1800B 1832 kg 1000 kg TBD (~2.0) 1 1 1 1 112 ft/ 34.1 m 752 ft/ 229.2 m 238 He 177 only. Certain Ju 87s could carry a single one of these IRL, interestingly.

USSR AO-25M-1 25.5 kg 3.7 kg 0.0454 17 22 28 34 0 ft/ 0 m 93 ft/ 28.3 m 37 IL-2s (sans IL-2-37) and Su-6s only. Not on the IL-10s, curiously.

USSR FAB-50 (forged) 64 kg 24 kg 0.0621 13 17 21 25 7 ft/ 2.1 m 225 ft/ 68.6 m 79 Forged bomb cases are easy to make but brittle, resulting in greater fragmentation effects but lower blast pressures than a welded case.

USSR FAB-100 (forged) 117 kg 38 kg 0.1 8 10 13 15 10 ft/ 3 m 315 ft/ 96 m 89

USSR OFAB-100 114 kg 38 kg 0.1 8 10 13 15 10 ft/ 3 m 315 ft/ 96 m 89 MiG-15bis ISH and MiG-19S only.

USSR OFAB-250-270 250 kg 97 kg 0.191 4 6 7 8 15 ft/ 4.6 m 375 ft/ 114.3 m 97 MiG-15bis ISH, MiG-17 and MiG-19S only.

USSR FAB-250M43 225 kg 120 kg 0.225 4 5 6 7 17 ft/ 5.2 m 394 ft/ 120.1 m 100

USSR FAB-500 (welded) 501 kg 234.9 kg 0.468 2 3 3 4 34 ft/ 10.4 m 456 ft/ 139 m 113

USSR FAB-500M-54 501 kg 234.9 kg 0.468 2 3 3 4 34 ft/ 10.4 m 456 ft/ 139 m 113 MiG-15bis ISH only. Reskin of the welded FAB-500.

USSR FAB-1000 (welded) 1020 kg 485 kg 1.21 1 1 2 2 59 ft/ 18 m 644 ft/ 196.3 m 148

USSR FAB-1500M-46 1400 kg 675 kg 1.52 1 1 1 1 76 ft/ 23.1 m 694 ft/ 211.5 m 194 Be-6, IL-28, Tu-4 and Tu-14T only.

USSR FAB-3000M-46 2983 kg 1400 kg 2.49 1 1 1 1 158 ft/ 48.1 m 853 ft/ 260 m 288 IL-28, Tu-4 and Tu-14T only.

USSR FAB-5000 5080 kg 3361 kg 3.67 1 1 1 1 332 ft/ 101.1 m 984 ft/ 300 m 347 Pe-8 only.

Nation Bomb Name Bomb Mass Filler (kg TNT) Damage Value BR 1.0-2.0 (.75 HP) BR 2.3-3.3 (1.0 HP) BR 3.7-4.7 (1.25 HP) BR 5.0+ (1.5 HP) Armor Kill Radius Fragment Radius Armor Pen (mm) Notes

UK G.P. 250 lb Mk.IV 104.3 kg 30.7 kg 0.0791 10 13 16 20 9 ft/ 2.7 m 267 ft/ 81.4 m 84

UK G.P. 500 lb Mk.IV 213.1 kg 65.5 kg 0.144 6 7 9 11 13 ft/ 4 m 349 ft/ 106.4 m 93

UK G.P. 1000 lb Mk.I 486 kg 219.4 kg 0.435 2 3 3 4 31 ft/ 9.4 m 448 ft/ 136.5 m 111 G.P. stands for General Purpose.

UK M.C. 1000 lb Mk.I 463 kg 290.2 kg 0.621 2 2 3 3 42 ft/ 12.8 m 487 ft/ 148.4 m 119 M.C. stands for Medium Capacity. Thinner shell, more filler.

UK H.C. 4000 lb Mk.II 1782 kg 1339 kg 2.41 1 1 1 1 151 ft/ 46 m 822 ft/ 268.8 m 280 H.C. stands for High Capacity. Basically a hollow drum packed tight with filler.

JPN (50kg) Army Type 94 GPHE 50 kg 19.6 kg 0.0605 13 17 21 25 6 ft/ 1.8 m 205 ft/ 62.5 m 74 GPHE stands for General Purpose High Explosive.

JPN Navy Type 97 No.6 ground bomb 60 kg 23 kg 0.0618 13 17 21 25 7 ft/ 2.1 m 220 ft/ 67.1 m 78 'Ground bomb' was the IJN's shorthand for a general purpose bomb, as opposed to an armor piercing bomb.

JPN (100kg) Army Type 94 GPHE 100 kg 46 kg 0.115 7 9 11 14 11 ft/ 3.3 m 333 ft/ 101.5 m 91

JPN Navy Type 98 No. 25 242 kg 95 kg 0.188 4 6 7 8 15 ft/ 4.6 m 373 ft/ 113.7 m 97 Only the H8Ks, N1K2s and B7A2 get these with no better 250kg alternative.

JPN (250 kg) Army Type 92 GPHE 250 kg 104 kg 0.201 4 5 7 8 16 ft/ 4.9 m 380 ft/ 115.8 m 98

JPN Navy Type No. 25 Mod. 2 253 kg 104 kg 0.201 4 5 7 8 16 ft/ 4.9 m 380 ft/ 115.8 m 98

JPN Number Type 2 50 Model 1 GP(SAP) 500 kg 67.13 kg 0.147 6 7 9 11 D4Ys only. At time of adding this to the chart, Gaijin have removed the fragmentation and penetration data from the stat cards.

JPN Navy Type No. 50 Mod. 2 507 kg 207 kg 0.409 2 3 4 4 29 ft/ 8.8 m 441 ft/ 134.4 m 110

JPN (500kg) Army Type 92 GPHE 500 kg 223 kg 0.443 2 3 3 4 32 ft/ 9.7 m 450 ft/ 137.2 m 111 Ki-21s and Ki-67s only.

JPN Navy Type 99 No.80 AP bomb 800 kg 30.1 kg 0.0774 10 13 17 20 9 ft/ 2.7 m 148 ft/ 45.1 m 83 Not a bug or mistake on the chart. This exact bomb type is basically a battleship shell modified to be dropped by a plane. Useless in it's current state, but no plane gets this and not the other 800kg bomb.

JPN Navy Type Number 80 Mod.1 800 kg 390 kg 0.92 1 2 2 2 51 ft/ 15.5 m 556 ft/ 169.5 m 134

ITY GP 50 59.3 kg 29.2 kg 0.075 10 14 17 20 8 ft/ 2.4 m 257 ft/ 78.3 m 83

ITY SAP 100 109 kg 27.3 kg 0.0691 11 15 19 22 8 ft/ 2.4 m 245 ft/ 74.7 m 82

ITY GP 100 100 kg 50.6 kg 0.122 7 9 11 13 12 ft/ 3.6 m 337 ft/ 102.7 m 91

ITY GP 250 259 kg 125.7 kg 0.237 4 5 6 7 18 ft/ 5.5 m 397 ft/ 121 m 101

ITY GP 500 508 kg 216 kg 0.43 2 3 3 4 31 ft/ 9.4 m 446 ft/ 135.9 m 111

ITY GP 800 822 kg 357 kg 0.821 1 2 2 2 48 ft/ 14.6 m 539 ft/ 164.3 m 129

FR DT2 55.7 kg 19 kg 0.059 13 17 22 26 6 ft/ 1.8 m 202 ft/ 61.6 m 73 Martin 167-A3 only.

FR G.A.M.MN 50 50.8 kg 28.5 kg 0.072 11 14 18 21 8 ft/ 2.4 m 253 ft/ 77.1 m 82

FR 100 No.1 118 kg 50 kg 0.12 7 9 11 13 12 ft/ 3.6 m 336 ft/ 102.4 m 91

FR 200 No.1 225 kg 105 kg 0.205 4 5 7 8 16 ft/ 4.8 m 381 ft/ 116.1 m 98

FR 500 No.2 536 kg 300 kg 0.66 2 2 2 3 44 ft/ 13.4 m 492 ft/ 150 m 120

Nation Bomb Name Bomb Mass Filler (kg TNT) Damage Value BR 1.0-2.0 (.75 HP) BR 2.3-3.3 (1.0 HP) BR 3.7-4.7 (1.25 HP) BR 5.0+ (1.5 HP) Armor Kill Radius Fragment Radius Armor Pen (mm) Notes

Bomb mass determined by actual listed change of aircraft specs, not listed bomb mass in ordnance stat card. Only US and UK bombs needed corrections.

Ammo Guide

For German tanks your primary ammo is always APCBC. This is usually the stock round but often you'll unlock a better version. It will have enough penetration for almost every target you encounter on the battlefiled, while also having great lethal effects after penetration with its explosive filler.

APCR is useful as a backup to penetrate those tanks you otherwise can't pen. It's not good as a primary round because its after penetration effects are limited, making it harder to get 1 or 2 shot kills. Also, it loses velocity and penetration very quickly at longer ranges, making it not very good as a long range round.

Short barreled howtizers should always use HEAT as a primary ammo. They will have more penetration than APCBC fired out of the same gun.

But those guns should also carry some solid shot (to replace APCR since they don't have those) to be able to shoot through obstacles, even at reduced performance (HEAT can't go through fences or trees).

HE is useful for taking out soft targets unless 1. You have MGs, because then you can just hose the truck with you MGs 2. You have a howitzer and fire HEAT, because the HEAT has sufficient HE effects 3. You have an autocannon, because then you can just hose the truck with your autocannon. Even then you will never use it. But for tanks like the StuG that don't have HE, having your first shot overpen the enemy truck then having your second shot be HE is much better than firing three or four APCBC into the truck before killing it.

Autocannons should always use HVAP. It ensures you have the penetration to damage an enemy vehicle, and the rate of fire means that you can just hose the enemy vehicle to ensure a kill.

Smoke rounds are one of the most underused ammunition types in the game. Proper smoke round usage can enable you to pull of plays otherwise impossible. They're employment usually requires a squadmate on voice coms though. For example, you may be taking longe range fire from a sniper that keeps you from advancing on a cap point. Fire your first round at it, if it doesn't neutralize the sniper load up smoke, smoke his position, then advance on the cap point.

You want at least 20 rounds of primary ammo (APCBC or HEAT), 5 rounds of backup ammo (APCR or APCBC), 1 round of HE (if you carry it), and 2 rounds of smoke (if you have it).

Personally I've only ever needed more than 20 rounds of ammo when I'm doing really well and not dying or when I'm sniping. 5 rounds of backup ammo is sufficient to get 1 or 2 kills on heavy armor, and you'll almost never use the HE, but when you need it you need it. Smoke is opportunistic but when you do use it 1 round is never enough.

The exact loadout will depend on the tank you're using and how it's ammo racks are modeled. That's what we will go into now.

Battle Rating 1.0/Reserve

Pz. III B

Ammo available: PzGr. APHE; Pzgr. 40 APCR

Ammo racks: 1 round; 21 rounds; 41 rounds; 61 rounds; 79 rounds; 99 rounds; 117 rounds.

Notes: at 61 rounds the turret and left hull are empty. When angling the tank's armor, angle it to the right so the left side is exposed, not the right.

My recomendations: Carry 41 rounds total. 21 rounds of PzGr APHE and 20 rounds of Pzgr 40 APCR. The Pz. III B's 37mm gun has limited penetration which means carrying plenty of APCR is important in addition to the APHE, but you can carry less APCR and more APHE if you want. Meanwhile 2 carrying 21 rounds total means you'll likely run out of one type of ammunition, and 61 rounds is more than enough. 41 hits the sweet spot.

Pz.35(t)

Ammo available: Pzgr.34(t) APC; Pzgr.40 APCR; Pzgr.umg(t) APCBC

Ammo racks: 1 round; 37 rounds; 72 runds

Notes: Right side empty at 37 rounds. When angling the armor angle it to the left to expose the right.

My recomendations: you probably guessed it; carry 37 rounds total. 20 rounds of Pzgr.umg(t) APCBC and 17 rounds of Pzgr.40 APCR. If you haven't unlocked the APCBC yet, use the Pzgr.34(t) APC in its place until you have, but the two round are identical save for increased penetration so unlock the new round ASAP. Again, this tank uses a 37mm with limited penetration, so the APCR will be important.

Pz.II C

Ammo available: Default API-T/HEFI-T; Pzgr. API-T; Pzgr.40 HVAP

Ammo racks: 1 magazine; 8 magazines; 15 magazines

Notes: each magazine has 10 rounds. The default magazine alternates API-T and HEFI-T 1:1.

My recomendations: you really have no choice but to carry a full load of 15 magazines, because 8 will often be too little. And all 15 magazines should be Pzgr. 40 for max penetration. If you don't have it unlocked, work your way up from default -> Pzgr -> Pzgr.40 belts as you unlock them. You don't have to worry about lethal effects because you can just spray down the entire interior of an enemy vehicle. You don't have to worry about the velocity and penetration fall-off either because if you're sniping in this tank you're playing it wrong.

Battle Rating 1.3

Sd.Kfz.221 (aka. the squeezy boi)

Available ammo: 2.8/2cm Pzgr.41

Ammo racks: irrelevant (just keep reading)

Notes: The vehicle has 2 crewmembers

My recomendations: This tank is super easy. You only have 1 choice of ammunition, and because you have 2 crewmembers (one of whom is very exposed), practically any penetration means death (you need a minimum of 2 crewmembers alive in order for you vehicle to count as still in play in Tank Realistic Battles). That means you should just carry the full loadout of 60 rounds because ammo racks are an irrelevant concern.

Also: it's called teh squeezy boi because the 20mm gun is a squeeze bore cannon, which means that the barrel starts out at 2.8cm diameter and gradually squeezes down to 20mm for increased velocity and thsu penetration.

Pz.II F

Available ammo: Default API-T/HEFI-T; Pzgr API-T; Pzgr.40 HVAP.

Ammo racks: 1 magazine; 10 magazines; 18 magazines.

Notes: Magazines are 10 rounds each. Same rules as the Pz.II C apply.

My recommendations: carry a full load of 18 HVAP magazines. Work your way up from default -> Pzgr -> Pzgr.40 belts as you unlock them.

Pz.IV C

Available ammo: K.Gr.rot Pz. APCBC; Hl.Gr.38 B HEAT; Sprgr.34 HE; K.Gr.rot Nb Smoke.

Ammo racks: 1 round; 9; 18; 27; 36; 45; 54; 63; 72; 80 rounds.

War thunder type 61 skin

Notes: First tank with full diverse ammo options. It has a short 75mm howitzer gun. This means primary ammo is HEAT, secondary ammo is APCBC, and you don't need HE.

My recomendations: Carry 27 rounds total. 20 rounds of HEAT, 5 rounds of APCBC, and 2 rounds of Smoke.

Flakpanzer I

War

GER SC500K 500 kg 260 kg 0.53 2 2 3 3 37 ft/ 11.3 m 470 ft/ 143.2 m 116

GER SC1000L2 1000 kg 600 kg 1.41 1 1 1 2 70 ft/ 21.3 m 678 ft/ 206.6 m 175

GER PC 1400 X (Fritz X) 1570 kg 320 kg TBD (~.7) 2 2 2 3 45 ft/ 14 m 328 ft/ 100 m 123 He 111 H-6 and He 177 A-5 only.

GER SC1800B 1832 kg 1000 kg TBD (~2.0) 1 1 1 1 112 ft/ 34.1 m 752 ft/ 229.2 m 238 He 177 only. Certain Ju 87s could carry a single one of these IRL, interestingly.

USSR AO-25M-1 25.5 kg 3.7 kg 0.0454 17 22 28 34 0 ft/ 0 m 93 ft/ 28.3 m 37 IL-2s (sans IL-2-37) and Su-6s only. Not on the IL-10s, curiously.

USSR FAB-50 (forged) 64 kg 24 kg 0.0621 13 17 21 25 7 ft/ 2.1 m 225 ft/ 68.6 m 79 Forged bomb cases are easy to make but brittle, resulting in greater fragmentation effects but lower blast pressures than a welded case.

USSR FAB-100 (forged) 117 kg 38 kg 0.1 8 10 13 15 10 ft/ 3 m 315 ft/ 96 m 89

USSR OFAB-100 114 kg 38 kg 0.1 8 10 13 15 10 ft/ 3 m 315 ft/ 96 m 89 MiG-15bis ISH and MiG-19S only.

USSR OFAB-250-270 250 kg 97 kg 0.191 4 6 7 8 15 ft/ 4.6 m 375 ft/ 114.3 m 97 MiG-15bis ISH, MiG-17 and MiG-19S only.

USSR FAB-250M43 225 kg 120 kg 0.225 4 5 6 7 17 ft/ 5.2 m 394 ft/ 120.1 m 100

USSR FAB-500 (welded) 501 kg 234.9 kg 0.468 2 3 3 4 34 ft/ 10.4 m 456 ft/ 139 m 113

USSR FAB-500M-54 501 kg 234.9 kg 0.468 2 3 3 4 34 ft/ 10.4 m 456 ft/ 139 m 113 MiG-15bis ISH only. Reskin of the welded FAB-500.

USSR FAB-1000 (welded) 1020 kg 485 kg 1.21 1 1 2 2 59 ft/ 18 m 644 ft/ 196.3 m 148

USSR FAB-1500M-46 1400 kg 675 kg 1.52 1 1 1 1 76 ft/ 23.1 m 694 ft/ 211.5 m 194 Be-6, IL-28, Tu-4 and Tu-14T only.

USSR FAB-3000M-46 2983 kg 1400 kg 2.49 1 1 1 1 158 ft/ 48.1 m 853 ft/ 260 m 288 IL-28, Tu-4 and Tu-14T only.

USSR FAB-5000 5080 kg 3361 kg 3.67 1 1 1 1 332 ft/ 101.1 m 984 ft/ 300 m 347 Pe-8 only.

Nation Bomb Name Bomb Mass Filler (kg TNT) Damage Value BR 1.0-2.0 (.75 HP) BR 2.3-3.3 (1.0 HP) BR 3.7-4.7 (1.25 HP) BR 5.0+ (1.5 HP) Armor Kill Radius Fragment Radius Armor Pen (mm) Notes

UK G.P. 250 lb Mk.IV 104.3 kg 30.7 kg 0.0791 10 13 16 20 9 ft/ 2.7 m 267 ft/ 81.4 m 84

UK G.P. 500 lb Mk.IV 213.1 kg 65.5 kg 0.144 6 7 9 11 13 ft/ 4 m 349 ft/ 106.4 m 93

UK G.P. 1000 lb Mk.I 486 kg 219.4 kg 0.435 2 3 3 4 31 ft/ 9.4 m 448 ft/ 136.5 m 111 G.P. stands for General Purpose.

UK M.C. 1000 lb Mk.I 463 kg 290.2 kg 0.621 2 2 3 3 42 ft/ 12.8 m 487 ft/ 148.4 m 119 M.C. stands for Medium Capacity. Thinner shell, more filler.

UK H.C. 4000 lb Mk.II 1782 kg 1339 kg 2.41 1 1 1 1 151 ft/ 46 m 822 ft/ 268.8 m 280 H.C. stands for High Capacity. Basically a hollow drum packed tight with filler.

JPN (50kg) Army Type 94 GPHE 50 kg 19.6 kg 0.0605 13 17 21 25 6 ft/ 1.8 m 205 ft/ 62.5 m 74 GPHE stands for General Purpose High Explosive.

JPN Navy Type 97 No.6 ground bomb 60 kg 23 kg 0.0618 13 17 21 25 7 ft/ 2.1 m 220 ft/ 67.1 m 78 'Ground bomb' was the IJN's shorthand for a general purpose bomb, as opposed to an armor piercing bomb.

JPN (100kg) Army Type 94 GPHE 100 kg 46 kg 0.115 7 9 11 14 11 ft/ 3.3 m 333 ft/ 101.5 m 91

JPN Navy Type 98 No. 25 242 kg 95 kg 0.188 4 6 7 8 15 ft/ 4.6 m 373 ft/ 113.7 m 97 Only the H8Ks, N1K2s and B7A2 get these with no better 250kg alternative.

JPN (250 kg) Army Type 92 GPHE 250 kg 104 kg 0.201 4 5 7 8 16 ft/ 4.9 m 380 ft/ 115.8 m 98

JPN Navy Type No. 25 Mod. 2 253 kg 104 kg 0.201 4 5 7 8 16 ft/ 4.9 m 380 ft/ 115.8 m 98

JPN Number Type 2 50 Model 1 GP(SAP) 500 kg 67.13 kg 0.147 6 7 9 11 D4Ys only. At time of adding this to the chart, Gaijin have removed the fragmentation and penetration data from the stat cards.

JPN Navy Type No. 50 Mod. 2 507 kg 207 kg 0.409 2 3 4 4 29 ft/ 8.8 m 441 ft/ 134.4 m 110

JPN (500kg) Army Type 92 GPHE 500 kg 223 kg 0.443 2 3 3 4 32 ft/ 9.7 m 450 ft/ 137.2 m 111 Ki-21s and Ki-67s only.

JPN Navy Type 99 No.80 AP bomb 800 kg 30.1 kg 0.0774 10 13 17 20 9 ft/ 2.7 m 148 ft/ 45.1 m 83 Not a bug or mistake on the chart. This exact bomb type is basically a battleship shell modified to be dropped by a plane. Useless in it's current state, but no plane gets this and not the other 800kg bomb.

JPN Navy Type Number 80 Mod.1 800 kg 390 kg 0.92 1 2 2 2 51 ft/ 15.5 m 556 ft/ 169.5 m 134

ITY GP 50 59.3 kg 29.2 kg 0.075 10 14 17 20 8 ft/ 2.4 m 257 ft/ 78.3 m 83

ITY SAP 100 109 kg 27.3 kg 0.0691 11 15 19 22 8 ft/ 2.4 m 245 ft/ 74.7 m 82

ITY GP 100 100 kg 50.6 kg 0.122 7 9 11 13 12 ft/ 3.6 m 337 ft/ 102.7 m 91

ITY GP 250 259 kg 125.7 kg 0.237 4 5 6 7 18 ft/ 5.5 m 397 ft/ 121 m 101

ITY GP 500 508 kg 216 kg 0.43 2 3 3 4 31 ft/ 9.4 m 446 ft/ 135.9 m 111

ITY GP 800 822 kg 357 kg 0.821 1 2 2 2 48 ft/ 14.6 m 539 ft/ 164.3 m 129

FR DT2 55.7 kg 19 kg 0.059 13 17 22 26 6 ft/ 1.8 m 202 ft/ 61.6 m 73 Martin 167-A3 only.

FR G.A.M.MN 50 50.8 kg 28.5 kg 0.072 11 14 18 21 8 ft/ 2.4 m 253 ft/ 77.1 m 82

FR 100 No.1 118 kg 50 kg 0.12 7 9 11 13 12 ft/ 3.6 m 336 ft/ 102.4 m 91

FR 200 No.1 225 kg 105 kg 0.205 4 5 7 8 16 ft/ 4.8 m 381 ft/ 116.1 m 98

FR 500 No.2 536 kg 300 kg 0.66 2 2 2 3 44 ft/ 13.4 m 492 ft/ 150 m 120

Nation Bomb Name Bomb Mass Filler (kg TNT) Damage Value BR 1.0-2.0 (.75 HP) BR 2.3-3.3 (1.0 HP) BR 3.7-4.7 (1.25 HP) BR 5.0+ (1.5 HP) Armor Kill Radius Fragment Radius Armor Pen (mm) Notes

Bomb mass determined by actual listed change of aircraft specs, not listed bomb mass in ordnance stat card. Only US and UK bombs needed corrections.

Ammo Guide

For German tanks your primary ammo is always APCBC. This is usually the stock round but often you'll unlock a better version. It will have enough penetration for almost every target you encounter on the battlefiled, while also having great lethal effects after penetration with its explosive filler.

APCR is useful as a backup to penetrate those tanks you otherwise can't pen. It's not good as a primary round because its after penetration effects are limited, making it harder to get 1 or 2 shot kills. Also, it loses velocity and penetration very quickly at longer ranges, making it not very good as a long range round.

Short barreled howtizers should always use HEAT as a primary ammo. They will have more penetration than APCBC fired out of the same gun.

But those guns should also carry some solid shot (to replace APCR since they don't have those) to be able to shoot through obstacles, even at reduced performance (HEAT can't go through fences or trees).

HE is useful for taking out soft targets unless 1. You have MGs, because then you can just hose the truck with you MGs 2. You have a howitzer and fire HEAT, because the HEAT has sufficient HE effects 3. You have an autocannon, because then you can just hose the truck with your autocannon. Even then you will never use it. But for tanks like the StuG that don't have HE, having your first shot overpen the enemy truck then having your second shot be HE is much better than firing three or four APCBC into the truck before killing it.

Autocannons should always use HVAP. It ensures you have the penetration to damage an enemy vehicle, and the rate of fire means that you can just hose the enemy vehicle to ensure a kill.

Smoke rounds are one of the most underused ammunition types in the game. Proper smoke round usage can enable you to pull of plays otherwise impossible. They're employment usually requires a squadmate on voice coms though. For example, you may be taking longe range fire from a sniper that keeps you from advancing on a cap point. Fire your first round at it, if it doesn't neutralize the sniper load up smoke, smoke his position, then advance on the cap point.

You want at least 20 rounds of primary ammo (APCBC or HEAT), 5 rounds of backup ammo (APCR or APCBC), 1 round of HE (if you carry it), and 2 rounds of smoke (if you have it).

Personally I've only ever needed more than 20 rounds of ammo when I'm doing really well and not dying or when I'm sniping. 5 rounds of backup ammo is sufficient to get 1 or 2 kills on heavy armor, and you'll almost never use the HE, but when you need it you need it. Smoke is opportunistic but when you do use it 1 round is never enough.

The exact loadout will depend on the tank you're using and how it's ammo racks are modeled. That's what we will go into now.

Battle Rating 1.0/Reserve

Pz. III B

Ammo available: PzGr. APHE; Pzgr. 40 APCR

Ammo racks: 1 round; 21 rounds; 41 rounds; 61 rounds; 79 rounds; 99 rounds; 117 rounds.

Notes: at 61 rounds the turret and left hull are empty. When angling the tank's armor, angle it to the right so the left side is exposed, not the right.

My recomendations: Carry 41 rounds total. 21 rounds of PzGr APHE and 20 rounds of Pzgr 40 APCR. The Pz. III B's 37mm gun has limited penetration which means carrying plenty of APCR is important in addition to the APHE, but you can carry less APCR and more APHE if you want. Meanwhile 2 carrying 21 rounds total means you'll likely run out of one type of ammunition, and 61 rounds is more than enough. 41 hits the sweet spot.

Pz.35(t)

Ammo available: Pzgr.34(t) APC; Pzgr.40 APCR; Pzgr.umg(t) APCBC

Ammo racks: 1 round; 37 rounds; 72 runds

Notes: Right side empty at 37 rounds. When angling the armor angle it to the left to expose the right.

My recomendations: you probably guessed it; carry 37 rounds total. 20 rounds of Pzgr.umg(t) APCBC and 17 rounds of Pzgr.40 APCR. If you haven't unlocked the APCBC yet, use the Pzgr.34(t) APC in its place until you have, but the two round are identical save for increased penetration so unlock the new round ASAP. Again, this tank uses a 37mm with limited penetration, so the APCR will be important.

Pz.II C

Ammo available: Default API-T/HEFI-T; Pzgr. API-T; Pzgr.40 HVAP

Ammo racks: 1 magazine; 8 magazines; 15 magazines

Notes: each magazine has 10 rounds. The default magazine alternates API-T and HEFI-T 1:1.

My recomendations: you really have no choice but to carry a full load of 15 magazines, because 8 will often be too little. And all 15 magazines should be Pzgr. 40 for max penetration. If you don't have it unlocked, work your way up from default -> Pzgr -> Pzgr.40 belts as you unlock them. You don't have to worry about lethal effects because you can just spray down the entire interior of an enemy vehicle. You don't have to worry about the velocity and penetration fall-off either because if you're sniping in this tank you're playing it wrong.

Battle Rating 1.3

Sd.Kfz.221 (aka. the squeezy boi)

Available ammo: 2.8/2cm Pzgr.41

Ammo racks: irrelevant (just keep reading)

Notes: The vehicle has 2 crewmembers

My recomendations: This tank is super easy. You only have 1 choice of ammunition, and because you have 2 crewmembers (one of whom is very exposed), practically any penetration means death (you need a minimum of 2 crewmembers alive in order for you vehicle to count as still in play in Tank Realistic Battles). That means you should just carry the full loadout of 60 rounds because ammo racks are an irrelevant concern.

Also: it's called teh squeezy boi because the 20mm gun is a squeeze bore cannon, which means that the barrel starts out at 2.8cm diameter and gradually squeezes down to 20mm for increased velocity and thsu penetration.

Pz.II F

Available ammo: Default API-T/HEFI-T; Pzgr API-T; Pzgr.40 HVAP.

Ammo racks: 1 magazine; 10 magazines; 18 magazines.

Notes: Magazines are 10 rounds each. Same rules as the Pz.II C apply.

My recommendations: carry a full load of 18 HVAP magazines. Work your way up from default -> Pzgr -> Pzgr.40 belts as you unlock them.

Pz.IV C

Available ammo: K.Gr.rot Pz. APCBC; Hl.Gr.38 B HEAT; Sprgr.34 HE; K.Gr.rot Nb Smoke.

Ammo racks: 1 round; 9; 18; 27; 36; 45; 54; 63; 72; 80 rounds.

Notes: First tank with full diverse ammo options. It has a short 75mm howitzer gun. This means primary ammo is HEAT, secondary ammo is APCBC, and you don't need HE.

My recomendations: Carry 27 rounds total. 20 rounds of HEAT, 5 rounds of APCBC, and 2 rounds of Smoke.

Flakpanzer I

Available ammo: Default API-T/HEFI-T; Spgr HEFI-T; Pzgr API-T; Pzgr.40 HVAP

Ammo racks: irrelevant (same reason as the squeezy boi).

Notes: the vehicle has 2 crewmembers. Each magazine carries 20 rounds.

My recomendations: carry a full load of 16 magazines of HVAP. If you don't have it unlocked, skip the HEFI-T belt and work your way up from default -> Pzgr -> Pzgr.40.

Pz.38(t)

Available ammo: Pzgr.34(t) APC; Pzgr.40 APCR; Pzgr.(t)umg. APCBC.

Ammo racks: 1 round; 31 rounds; 61 rounds; 90 rounds.

My recomendations: carry 31 rounds total. 20 rounds of APCBC and 11 rounds of APCR. If you don't have the APCBC unlcoked use the APC until you have. The rounds ar eidentical except for penetration so unlock the new round asap.

Battle Rating 1.7

Panzerjager I

Available ammo: Pzgr36(t) APC; Pzgr.40 APCR.

Ammo racks: 1 round; 10; 26; 38; 50; 86 rounds.

Notes: you will often be sniping in this vehicle.

My recomendations: carry 38 rounds total. I'd say 26 but if you're sniping it's likely to be too little. Carry 30 rounds of APC and 8 rounds of APCR. You can carry more APCR and less APC if you prefer.

Pz.III E

Available ammo: Pzgr APHE; Pzgr.40 APCR.

Ammo racks: 1 rounds; 27; 53; 79; 105 rounds.

Type 61 War Thunder

My recomendations: carry 27 rounds total. 20 rounds of APHE and 7 rounds of APCR.

Battle Rating 2.0

Sturmpanzer II

Available ammo: J.Gr.38 HE; J.Gr.39 Hl/A HEAT.

Ammo racks: 1 round; 6; 10; 11; 18 rounds.

Notes; This tank has a 150mm howitzer. I'd say carry heat but this thing is so powerful you mostly just need HE.

My recomendations: Carry a full loadout of 18 rounds. Your primary round should be HE, and you will still wreck tanks frontally. But the HEAT has an awesome point blank/flat surface penetration of 185mm, so you should definitely take a couple of those for the big bad heavies you might encounter. I suggest 15 rounds of HE and 3 rounds of HEAT, but it's up to you. You can go full either or and still do well.

Pz.III F

Available ammo: Pzgr.39 APC; Pzgr.40 APCR; Pzgr.40/1 APCR.

Ammo racks: 1 round; 25; 50; 75; 99 rounds.

Notes: The Pzgr.40/1 APCR, was historically speaking a cheaper alternative for the Pzgr.40 made of steel instead of tungsten for wartime production. In-game it has inferior penetration and is thus an inferior and useless round. That said, you should use it until you unlock the Pzgr.40.

My recomendations: carry 25 rounds total. 20 APC and 5 APCR.

Japanese Type 61 Tank

Pz.IV E

Available ammo: K.Gr.rot Pz. APCBC; Hl.Gr 38B HEAT; Sprgr.34 HE; Hl.Gr 38C HEAT; K.Gr.Rot Nb Smoke.

Ammo racks: 1 round; 9; 18; 27; 36; 45; 54; 63; 72; 80 rounds.

Notes: This tank uses a short 75mm howitzer. HEAT will thus be the primary round and HE is not needed. The Hl.Gr 38C HEAT is just a better version of the Hl.Gr 38B HEAT round. You should unlock it and replace asap.

My recomendations: Carry 27 rounds total. 20 HEAT, 5 APCBC, and 2 smoke.

Flakpanzer 38

Type 61 War Thunder Tank

Available ammo: Default API-T/HEFI-T; Spgr. HEFI-T; Pzgr. API-T; Pzgr.40 HVAP-T.

Ammo racks: irrelevant

Notes: 20-round magazines. 2-man crew means full ammo complement. Autocannon means no HE needed.

My recomendation: This writes itself now. Take a full complement of 54 magazines of HVAP. You know the drill.

Pz.38(t) F

Everything is exactly the same as the Pz.38(t) A. Carry 31 rounds total. 20 APCBC and 11 APCR.

Battle Rating 2.3 (1 of which is in Rank II)

Pz.III J

Available Ammo: Pzgr.39 APC; Pzgr.40/1 APCR; Pzgr.40 APCR.

Ammo racks: 1 round; 25 rounds; 50 rounds; 75 rounds; 99 rounds.

My recomendations: Carry 25 rounds total. 20 rounds of APC and 5 rounds of APCR.

Pz.IV F1

Available ammo: K.Gr.rot Pz APCBC; Hl.Gr 38B; Sprgr.34; Hl.Gr 38C; K.Gr.Rot Nb.

Ammo racks: 1 round; 9; 18; 27; 36; 45; 54; 63; 72; 80 rounds.

Type 61 War Thunder Fighter

Notes: This tank has a short 75mm howitzer.

My recomendations: Carry 27 rounds total. 20 HEAT, 5 APCBC, and 2 Smoke.

StuG III A

Type 61 War Thunder Helicopter

Available ammo: K.Gr.rot Pz APCBC; Hl.Gr 38B; Sprgr.34; Hl.Gr 38C; K.Gr.Rot Nb.

Ammo racks: 1 round; 15 rounds; 30 rounds; 44 rounds.

Notes: This vehicle has a short 75mm howitzer.

My recomendations: Carry 30 rounds total. 23 HEAT, 5 APCBC, and 2 Smoke.

War Thunder Type 61 Skin

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