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Battlefield 4 Review

Issue 50 December 2013

1 GameOn Magazine

Introduction to
War Thunder

Within the heart of War Thunder is

maps of impressive scale

a multiplayer online combat game

ranging from the city outskirts

for aircraft and armored vehicles.

of Stalingrad to the vast oceans


surrounding Pearl Harbor.

Developed by Gaijin
Entertainment, this game is

With hundreds of accurately-

available across a variety of

rendered vehicles available

platforms: from Windows to

and more being added with

Macintosh OS X to Linux, as

every update, players are spoilt

well as on the Playstation 4

for choice when it comes to

console, with casual game

cutting-edge planes to take

modes in arcade battles

to the skies, or menacing

to realistic and simulator

tanks to tear up the earth.

battles for the enthusiasts.


Relive the action in huge
The game spans the era from the

aerial dogfights and armored

Spanish Civil War to the Korean

spearhead clashes with friends,

War, with a huge emphasis

learn about the rich historical

on the Second World War.

significance behind the wars

Players cross swords in historical

through War Thunder.

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letter from the


general
Welcome to the second edition

staff list, so that has now been

of the War Thunder Community

sorted out for issue two!

Magazine. We would first like to


thank everyone for making Issue

We also wanted to show you

One last month so popular; a

this month a new gaming

massive thank you from all the

tablet which will support War

team behind the magazine.

Thunder, the NVidia Shield.

This month we have got your

Do you feel we missed

backs with more 101 guides than

something from the magazine?

you can shake a stick at, plus a

Get in touch with us.

review of one plane and one tank.


Please do email us with any
We managed to grab an interview

ideas of things you would like in

with Lassar plus we have taken

future issues of the magazine,

a look back at the history of

or even just to let us know if

World War II. With that theme

you liked or disliked one of the

in mind we have also extracts

articles, all feedback is wanted:

(part 1) from a soldiers diary.

warthunder@gameonmag.com

We have even thrown in a


fictional story for you to read.

The magazine will be free


every month, we just need

We were so excited last month

you to support us by sharing

with getting the magazine

and downloading it.


- The Editor

out, we forgot to add in the

War Thunder Community Magazine

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CONTENTS

Contents Page

New Toys for Everyone!.....................6


War Thunder 101:................................
Flying the Red Star..........................12
Macchi C.202 Folgore review..........20
War Thunder 101:................................
Rolling Thunder...............................22
Time to Face the Enemy..................28
War Thunder 101: Turn Fighting &
Energy Maneuvers...........................30
World War 2 Facts #2 .....................38
War Thunder........................................
Coming to Gaming Tablets..............40
Interview with Lassar......................42
M2A4 review.....................................46
Guadalcanal: Two Sides of Hell.......48
This Month in WWII:.........................56
February 1940..................................56
War Thunder 101: Which.....................
Way To The Frontline?.....................58
Wordsearch......................................62
Caption Competition Winners.........63

Editor-in-Chief
Editor

KEEP IN TOUCH!

Contributors
Steve Greenfield

Kris West

Writer Daniel Heinkel280 Hoffman


Writer

David HJFarnsworth King

Writer

James Bralant

Writer

Allen Reynolds

Writer

John Zoso Moore

Writer

Bryce Freighttrain Hale

Writer

Rafal Rainmaker Gac

Writer

Cade Taize Rosenbalm

Writer

Chock Wee Boon

Photos

Martijn mhockx Hockx

Writer Christian Yuriegh Madsen

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ARTICLE

NEW TOYS FOR EVERYONE!


The 1.47 sneak preview on the Dev Server certainly came earlier than expected, with Maus and
B-29 teases recently. Today, we bring you selected highlights of the new toys the developers have
been working hard on for the past few months since the Steel Generals 1.45 update.

NEW WAR MACHINES

Dev Server release, we are looking at 9 new tanks and


6 new planes (with 2 reworked existing planes in the

Lets start off with the usual culprit everyones hyped

A20G and La-5FN). Who knows, there could be more!

up about with every new patch: Sparkling new toys!

Note that with all Dev Server previews of the game,

This time round, its no different. With the first 1.47

the details in the final release version could change.

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NEW TANKS

SUPER MOUSE

USA: M26E1 (Tier IV Premium), M42

First up, we have the super heavy tank Pz.Kpfw

Germany: Pz.Kpfw VI Tiger Ausf E, Pz.Kpfw

VIII Maus, which is nothing like the animal it is

VIII Maus, Flakpanzer Gepard, Marder III H


USSR: T-126 (Tier I Premium), T-28E, T-54-1949

named after. The prototypes of this monster


were being tested before Soviet forces overran
the testing grounds near the end of World War

NEW PLANES

II. You could almost hear the collective sigh of


relief from the Sherman and T-34 tank crews.

USA: B-57B, B-29


Germany: Bf.109G-14, Fw-200C-1

This is a monstrous beast that German tank players

USSR: IL-2 1941

have been hoping to come good, to challenge the

Japan: J2M4 Kai (Tier IV Premium)

IS-4M, T-55, M-47, M-103 and what have you at

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OTHER PLANES AND TANKS

Tier V tank combat. At 188 tons and armed with a


128 mm cannon AND a 75 mm co-axial cannon in
its turret, could this be the messiah the German

The Soviets get an early version of the famous Il-

tank players are waiting for? Downsides could be

2, the 1941 variant that sits directly before the first

the poor mobility and slow turret rotation, making

Il-2 in-game currently. This Il-2 (1941) trades the

it vulnerable to flanking attacks. This tank comes

armor-shredding VYa-23 cannons for a pair of ShVAK

directly after the last Tiger II tank in the tech tree, so

cannons, a less potent gun armament against ground

prepare yourselves for the largest tank ever built.

targets unfortunately. But, based on what weve


seen so far, it has a better bomb load (2 x 250 kg)

SUPER FORTRESS

compared to the other Il-2 variants. The Germans


get the Fw 200C-1 Condor, a huge beast of a bomber

Next, theres the Boeing B-29 Superfortress,

with a 3000 kg bomb load at Tier II and this is a

a rumor for the longest time ever thats finally

beautiful plane I personally very much look forward

turning into reality. This bomber is going to have

to. Following in the footsteps of the Cannonberra

the largest bomb load ever in War Thunder, as

for the British bomber tree, the Americans get

it is capable of carrying 20 000 pounds of pure

the B-57B variant armed with 8 M2 machine guns

destruction. Dont let its sleek airliner looks fool

and an impressive load of rockets and bombs.

you; it has the potential to single-handedly take

The tank players are not neglected certainly with

out 2 minibases in one pass and the airfield in

more new content, from the new SPAA introduced

3 passes, unless there is an update to the map

(M42 Duster and Flakpanzer Gepard) to new variants

mechanics when this plane finally makes its debut.

of existing tanks. The German tank players have

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more reasons to rejoice as an updated version

UPDATED VEHICLES

(Ausf.E) of their much loved Tiger tank is introduced


with a better APCR round. The Soviets get another

Existing planes are not neglected either, as many

version of the T-54 (1949) to bridge the gap between

of them get continual improvements. First up, and

the 1947 and 1951 versions already in-game.

perhaps one of the bigger changes, is the Horten Ho.


229 with new engines (Jumo 004D), giving it more
thrust. The plane has been tested to have better
acceleration and top speed, making it more formidable
than the underpowered bat it is currently in-game.
The British (perhaps the country that received the
least love this time round) gets expanded options
for bombs and rockets for the Typhoon/Tempest
line; same goes for the American P-51 Mustangs.
There have been numerous other updates to the
Flight Models and Damage Models for the upcoming
update, so do check them on the Devblog as well!

GUNPODS
Interestingly, gunpods have been given quite a
lot of attention as well in this update. For now,
we know that the F-82 will be receiving its new
8-MG gunpod, making it pretty scary to say the
least, with 14 M3 .50 cals (it already has 6 M3
MGs) spraying an incredibly high burst mass
at anything it manages to point itself at.
The Ju 87D-5 Stuka dive bomber gets options to sling 2
gunpods, with 6 x 7.92 mm MG81 options or 2 x 20 mm
MG 151 in each gunpod. This thing is going to be as

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scary as a Fw 190 A5/U2 with potentially 6 MG 151/20

as well (there will be a difference in directional gun

firing at a plane unfortunate enough to be in front of it!

sounds depending on your viewing direction).


There will be enhanced vehicle to surface

OTHER QUALITY-OFLIFE IMPROVEMENTS

interaction according to the Devblog, with effects


for different surfaces like mud bogging down
tanks, and several enhancements and re-designs

More features have been added, with Binoculars

have been made to the existing Ground Forces

and Drivers Hatch views in Ground Forces (seems

maps to improve tactical features of terrain.

like a major overhaul is heading the Simulator Tank


Battles way). For Simulator Air Battles, there are

All these signs point to a better experience in War

also controls available to open and close the cockpit

Thunder, so look forward to your new toys and a

canopy, trading better viewing angles for top speed,

more immersive experience in War Thunder!

as well as instrument lights in cockpit view for night


battles. Directional sound optimization will be added

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By Chock Wee Boon

The GameOn Magazine

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ARTICLE

WAR THUNDER 101:


FLYING THE RED STAR
In this new 5-part series in War Thunder 101, we will be introducing general strategies to progress through
the research tree for each nation and how to line them up in arcade air battles. For this issue, we will start
off with the Soviet tree, which is one of the easier countries to play in if you are new to the game.

PROS

Very well-armored planes; less risk of pilot snipes


Strong Tier V lineup with MiG-15bis
interceptor (one of the best end-game

Very powerful fighters armed with cannons

planes) and the well-armed Il-28 bomber

(20mm and above) from Tier I onwards when


most planes are still armed with machine guns
Centreline cannons on most fighters allow you

CONS

to take shots at all ranges, without much need


for convergence to get maximum firepower

Heavy fighters are relatively weak in firepower

Deadly interceptors armed with 37mm+ cannons


for bomber hunting from Tier III onwards
Strong attacker lineup in the Ilyushin series
Heavy bombers (Yer-2) have one of the
largest bombloads (5000 kg) at Tier III
Very strong Tier I to III lineup, makes it

Low ammo count on most fighters,


although this is not a very big issue
as there is air reload in arcade
No heavy bombers in Tier IV
Relatively weak Tier IV fighter lineup
compared to other countries

easy for new players to start doing well

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Before we begin discussing about the lineups, the

we will be putting planes with similar BR in the same

direction Im taking here is a balanced approach with a

lineup with focus on efficient RP gains; that is, no

good mix of fighters, attackers and bombers wherever

40% penalty for researching planes 2 tiers down.

possible for the lineups. Some players may one type


over the other, so replace the planes accordingly for your

The Battle Rating and matchmaking system is

preferred lineup. Give each of the types a try first to see

subject to changes, and the information below

if its suitable for you, although Ive found that a mixed

is accurate as of early February 2015.

approach works better in securing victories compared to


one which is narrower in breadth and options. This article

RESERVE TO BR 1.7

will provide a brief outline on the progression from Tiers


I till around Tier III, covering a BR bracket till around 4.0.

Suggested Lineup:
I-15 reserves x3, I-15 bis, I-16 Type 5 (5 fighters)

The suggested lineups are presented according to a

I-15 reserves x2, I-15 bis, BB-1, Su-2

5-plane format (which is the number of crew slots

MV-5 (3 fighters, 2 bombers)

that can be opened without using Golden Eagles),


and will follow a 3-fighter-2-bomber/attacker setup,

Right off the bat, you are blessed with very powerful

although there may be some exceptions for efficiency

I-15 fighters, armed with 4 MG that can fire API-T

reasons. Since matchmaking works on the BR system,

rounds (compared to 2 MG for other countries) and

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ARTICLE

these are very deadly against other reserve fighters.

the Su-2 MV-5 bombers. With slightly upgraded

The lack of AP rounds would be more than offset

bombloads, these planes can take out clusters of

by the 2 extra MG for ground target strafing, which

lightly armed vehicles easily, while still retaining

should be your primary way of winning games.

the ability to kill ground units and the odd plane in


front of you using the 4 front-firing machine guns.

Try out the I-16 Type 5 for its handling; it is a very


maneuverable fighter which you will have no lack of

Recommended research: I-15bis (after the 3 reserve

later. The Type 5 has an underwhelming armament

I-15) I-16 Type 5 BB-1 Su-2 MV-5

compared to your I-15 but it should give you a good


feel of whether you want to use this plane later. Skip

BR 2.0

the I-153 Chaika as it has a significantly higher BR


of 3.0, only use it later on if you are confident.

Suggested lineup:
I-16 Type 10/18/24, LaGG-3-8, LaGG-3-11, Su-2

Bombers are not really required at this level as

M-82, SB 2M-100/103 (3 fighters, 2 bombers)

most targets can be taken out by any machine gun,


although you might want to try out the BB-1 and

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This is really the golden age of the Soviet Air Forces.

The GameOn Magazine

The LaGG-3-8 and LaGG-3-11 should be your research

after researching it as this would pull your remaining

priority as it is very powerful at BR 2.0 and they will be

planes into higher tier matches. Research a couple

your first cannon-armed planes, which can take out your

of them (if there is going to be a BR jump) before

peers with a few well-placed shots while other planes

placing them in games together. Use Boom and

are still mostly using lower-caliber machine guns.

Zoom tactics with the LaGG 3 as they are not very


maneuverable and dont stay and turn fight.

Once you have these two planes, put them into your
lineup and you should notice a very big difference in

Round off the lineup with two of the BR 2.0 bombers,

the ease of getting aerial kills. I would not recommend

such as the Su-2 M-82 or the SB 2M bombers (-100

using one plane at a significantly higher BR right

and -103). Take note that the SB 2M-103U MV-3 and


SB 2M-105 have a much higher BR, so do not include
them in your lineup if you want to stay at BR 2.0. The
Su-2 M-82 has forward firing guns, good for taking out
lightly armored targets but has a smaller bombload; the
SB 2M bombers have better bombloads at the expense
of forward-firing guns. At BR 2+, targets such as tanks
and light pillboxes, as well as bases will start to appear,
and you will need bombs to take them out effectively.
Alternatively, if you fancy your role as a fighter pilot,
you can take a look at the remaining I-16 fighters
in Tier I (Type 10, 18 and 24) which have rockets but
no cannon armament. These maneuverable planes
are excellent at killing less maneuverable fighters
(which is almost all of them except for the Reserve
planes) by staying on their tails and riddling them
with bullet holes from the 4 ShKAS machine guns.
Recommended research: LaGG 3-8 LaGG 3-11
Su-2 M-82 SB 2M series I-16 (Tier I) series

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BR 2+

to your lineup. The Pe-3/E makes for a good ground


attacker too, once the bomb and rocket upgrades have

Suggested lineup:

been unlocked, and decently armed with machine guns

LaGG-3-35, MiG-3-15 (BK), MiG-3-34, Pe-3/E, SB

to take out softer targets, although you do need to get

2M-100/103 (3 fighters, 1 heavy fighter, 1 bomber)

through the research for Il-2 (which wont be wasted).

By now, Tier II should be unlocked and you can

You can try out the Yak-1 (and Pe-3 at Tier

introduce a few planes to slowly bring up your BR.

III as well) at BR 2.7, but care must be taken


not to bring your BR too near to 3.

The MiG-3 series are interceptors with good climb, which


can be used to take out the early bombers provided

Recommended research:MiG-3 series LaGG

you approach them carefully. In particular, the MiG-3-

3-35 Il-2 (but not used yet) Pe-3/E Yak-1

15 (BK) is potently armed with 5x MG (with 3 of them


being 12.7mm) and the MiG-3-34 has two 20 mm ShVAK
cannons, which can take out bombers with a well-aimed
burst. These planes are not the best at maneuvering with
fighters, so limit them to Boom and Zoom passes mostly.
LaGG-3-35 provides a slight upgrade all-round to the
previous LaGGs, and at BR 2.3, is a useful addition

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EARLY BR 3+

clips, and the Lalas sticking with 20mm cannons. The


La-5 variants provide a big performance increase over

Suggested lineup: Yak-7B, MiG-3-15 (BK) or 3-34,

the LaGG-3 planes at the cost of a slight BR increase

La-5, Il-2, Il-4 (3 fighters, 1 attacker, 1 bomber)

of 0.3, so switch over to them as soon as possible.


Keep a fully upgraded fast-climbing interceptor with

Once you finish up research on Tier II and start

a decent punch (one of the MiG-3) in the lineup as

on Tier III, the suggested BR 2+ lineup will not be

bombers will start to appear in larger numbers.

effective anymore as Tier I planes are not effective


when researching Tier III planes (40% RP penalty).

The attackers introduced in BR 3+ will add another

Switch over to Tier II planes as soon as possible.

dimension to your gameplay. The Il-2 is a capable


attacker armed with a cannon that can shred tanks

For the fighter line, you have a choice between the

and other vehicles, and comes with bombs and

Yakovlev and the Lavochkin lines. Both fighter lines

rockets for that purpose too. You will not be attacking

are roughly similar in performance, with the Yaks

minibases and airfields with the bombs however,

being slightly more maneuverable while the Lalas are

as they are more effective against tactical ground

slightly faster. The big difference comes in the different

targets. If you wish to, you can also research through

armament systems adopted later on, with the Yaks

the Pe-3 heavy fighters to get to the Il-2M at a slightly

favouring larger but slower cannons with smaller

higher BR 3,3 but comes with a rear gunner. At BR

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3+, the Pe-3 heavy fighters are too lightly armed and

This late BR 3+ lineup spans Tier II & III as the distinction

not maneuverable, and you have a way better option

between BR and tiering gets blurred. Tier III should be

in the Il-2 series, so they are not recommended.

unlocked after a couple of plane purchases in Tier II.

The Il-4 is a decent and fast bomber at BR 3.0 for bases,

The Yak-9T (and its bigger brother, the Yak-9K after

with a maximum bomb load of 2000 kg. That can take

that) is armed with a big nasty cannon at BR 3.7.

out one whole minibase at lower tier games, and more

This allows the plane to take out a bomber in just a

than half health for the minibase at higher tier games.

couple of shots (or 1 if you hit the right parts), and


can be absolutely devastating (to the tune of blowing

Recommended research: LaGG 3-66 La-5

it right out of the sky) when used on fighters.

Yak-7B Yak-1B Yak-9 Il-2 Il-4

LATE BR 3+

The I-16 Type 28 is very maneuverable, packs a heavy


punch but has a very fragile airframe and low top speed,
and at BR 4.3, enemies can disengage and engage at

Suggested lineup:

will with the difference in speed and acceleration.

Yak-9T, La-5, La-5F, Il-2M, Il-4 (3


fighters, 1 attacker, 1 bomber)

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Recommended research: La-5F Yak-9T Il-2M

The GameOn Magazine

BR 4 AND BEYOND

of other nations which are more optimized in terms


of their flight performance at medium altitudes and

Planes to take note of: Yak-9K, Yak-3P, La-9, I-185

above, so care must be taken when engaging them.

series, Il-10 (the first one), Yer-2 series, Tu-2 series


The Soviets have a particularly strong bomber lineup
Replace the La-5 at Tier II with another Tier III

in Tier III when they get their Yer-2 bombers at BR

plane at BR 4.0 to 4.3 (La-5FN, Yak-3, I-185 (M-82),

4.3 to 4.7, as the earlier versions have a maximum

Yak-9K) once you are researching Tier IV rides.

bomb load of 4000 kg, while the ACh-30B engined


versions have 5000 kg, more than enough to take out

The I-185 series offer the Soviet Air Force an high altitude

a minibase with some bombs to spare, and can take

interceptor at higher tiers, something which the Yaks

out an airfield with only a few passes. The Pe-2 dive

and Lalas are not the best at until the later variants as

bombers are more of a niche in arcade mode as they

Soviet doctrine favoured lower altitudes in conjunction

are vulnerable to fighters at that tier, and the smaller

with ground forces. The Yaks and Lalas are mostly

bombs (and the recent bomb radius decrease) mean

incremental improvements to previous versions with

that considerable skill is required to work these

performance bumps, although most of them will have

planes effectively in attacking ground targets.

some difficulty challenging the prop-driven fighters

War Thunder Community Magazine

By Chock Wee Boon

The GameOn Magazine // 19

REVIEW

MACCHI C.202
FOLGORE REVIEW

t the start of the war Italy realized that they were

production in 1941 and saw service in every theatre

behind. In the 30s the Italians had decided to stick

Italy was involved in the war up to armistice in 43.

with radial engines forcing them to use the able but


aging Fiat A.74 engine in new aircraft design. While the

Differing from the M.C. 200, the Folgore featured

M.C. 200 performed admirably, it was not enough to

a more streamlined surface to accommodate the

compete against the Royal Air Force and was obsolete.

new engine. The DB.601 drove a 3-bladed variable

Italy, realizing their mistake, bought a production

pitch prop with the radiator moved underneath the

license for the Daimler-Benz DB.601 engine and built

cockpit. The 202 also added two 7.92 mm machine

a plane around it. Much like its predecessor the M.C.

guns in the wings to go with the twin 12.7s in the

200 it could enter a flat spin, had poor armament

nose, and had armor in the cockpit which was a

and faulty radios. Despite this the Folgore could hold

first for many Italian pilots who did not have that

her own against the P-40s, Hurricanes, and Spitfires

luxury in other fighters before. The premier Italian

she came up against. The Folgore was put into

fighter by the end of the war had fought for three

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countries and seen action in Malta, North Africa,


Russia, and the Balkans. Outgunned, outmaneuvered,
outclassed, and perhaps ... underestimated?

STATISTICS
Rank: I

dead stop to 4K meters is 3 minutes 26 seconds.


Maneuverability: 7/10 - You wont be out-turning
most planes. Still agile at most speeds.
Overall Rating: 7/10 - Not a great plane for
beginners.

SUGGESTED STRATEGY

Battle Rating: 1.7/2.3/2.3


Max Speed: 600 km/g at 6,000m

Boom and Zoom: The M.C. 202 has no equal at tier

Max Altitude: 11,500

1 with regards to speed and climb rate. If you climb

Turn Time: 21.4

from the start, you will be the highest plane in the air.

Rate of Climb: 25.6 m/s

Lack of heavier-calibre armament will be frustrating

Takeoff Run: 368m

so avoid bombers! While you can retain speed in a

PLANE INFORMATION

turn I do not recommend it, stay in the vertical!

By ChristianYuriegh Madsen

Excellent acceleration
Fantastic rate-of-climb
Average turn-time
1800 rounds of machine gun
ammunition (You will need it)
Clear cockpit with almost 360 degrees of view
Wings break at speed of 805 km/h

RATING
Firepower: 4/10 - You will have a
hard time killing anything.)
Speed: 10/10 - Retains speed in turn. At BR of
1.7 you will outspeed everything fully upgraded.
Climb Rate: 10/10 - Climb-rate is excellent, from

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ARTICLE

WAR THUNDER 101:


ROLLING THUNDER
This article in War Thunder 101 takes a look at the different tank modes available to help you make a more
informed choice in your quest to be the next Kurt Knispel, Creighton Abrams or Mariya Oktyabrskaya!

ARCADE TANK BATTLES


LINE-UP & MATCHMAKING
Arcade Tank Battles provide an introduction to tank
battles in War Thunder, with some aim assist features

In tank arcade battles, you are allowed a maximum of

to help novice players familiarise themselves with

three spawns in tanks as of version 1.45. You can put

the concept of firing at weaker parts of the armor,

as many tanks as you have in your crew slots, but you

and a kill-streak feature that allows players to

are only allowed to drive out three tanks in any given

hop into a plane as a reward, a feature that was

battle. All tanks have one drive-out, while reserve tanks

recently implemented alongside the introduction of

are allowed a maximum of three drive-outs. Players

multiple self-propelled anti-aircraft artillery units.

of different countries are mixed together in a team.

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For matchmaking as of version 1.45, only the

When the aerial mode is activated, a small number

highest BR of the tank in your lineup is taken

of players on each team are allowed to join in with a

into account; the BR difference between the

fighter to defend or destroy the attacker or bomber.

highest and lowest rated player is 1.0.

The fighters will also only last a short while until


they get shot down or ditched at the end of the timer.

AERIAL MODE

Kills made using these planes during the aerial


mode will count towards Research Points for that

In arcade tank battles, securing kills allows players to

particular tank at the end of the battle as well.

activate an aerial mode by selecting either an attacker


or bomber to fly out for a short while; the icons at the

AIMING

bottom of the screen light up when enough kills have


been made. These planes are not necessarily the ones

In arcade tank battles, the scope for firing your main

researched in the players hangars, do not count towards

gun has several aim assist features not available in

the three spawns and come pre-selected with a default

other game modes. The crosshair uses a system

loadout. There will be a timer activated for the players

of colors to show the player whether the round

to hide the tank theyre driving (and the tank remains

will penetrate before the player fires the gun.

on the battlefield throughout the flying duration and are


targetable by enemy players, so you better hide it well!).

A green crosshair means the round will penetrate,


while yellow shows a possibility of penetration and

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ARTICLE
VIEWS
In arcade tank battles, the player gets a third-person
view (similar in realistic tank battles) so that the player
has a better situational awareness. In addition, when
an enemy is spotted, the name, tank type and range
are also shown on the tag. Players can select and track
the opponent tank as well, similar to an air battle.

REALISTIC TANK BATTLES


Realistic tank battles are a step-up from arcade
tank battles, removing the aim assist features and
tweaking the aerial mode by having a Spawn Points
system, although other features remain the same.

red indicates that the round will not penetrate. The


crosshair is also adjusted for the drop of the rounds due
to gravity, thus aiming the tank gun is a much simpler
affair, though shells may still deviate slightly in flight, so

THE GUN SIGHT ALSO


HAS A RANGEFINDER
(ON THE RIGHT HAND
SIDE OF THE SCOPE)
THAT TELLS YOU THE
RANGE FROM THE
TANK TO WHERE
IT IS POINTING

are not guaranteed to land precisely on the crosshair.

MATCHMAKING
The gun sight also has a rangefinder (on the right hand
side of the scope) that tells you the range from the tank

As of version 1.45, the matchmaking for realistic and

to where it is pointing, as well as the armor thickness

simulator tank battles are done using the highest

and armor angle that the crosshair is currently on.

ranked vehicle in your lineup, grouping players with

24 // War Thunder Community Magazine

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a maximum BR rating of 1.0 together, although

gauge for the range and spotting for their impact

there is word from the developers that this could

become essential as well to get kills on the enemy.

change soon. Unlike arcade battles, realistic battles


(and simulator battles) group tanks into nations,

SP SYSTEM

making gameplay reflect historical engagements.


Realistic tank battles work on a system of Spawn Points

AIMING AND VIEWS

(SP). Each player is given an initial amount of SP to spend


to get the first tank to participate in the battle. SP can

The gun scope in realistic tank battles does not

be gained by completing mission objectives as well as

have the aim assist features available in arcade

damaging or destroying enemy vehicles. Players can hop

tank battles. Players still get a third person view

into another vehicle as long as they have enough SP and

(similar to arcade tank battles) and enemy tags

those who have insufficient SP to spawn anything in their

are displayed without range information.

line-up are retired for the session. Subsequent SP can


be used to spawn in planes if it is included in the players

Players have to estimate the range of the enemy tanks

lineup; unlike aerial mode in arcade tank battles you use

for accurate shot placement using the ticks present in the

your own aircraft and loadout, and there is no time limit.

gun sight. There is a way to determine the range of the


target tank using its size when seen through the scope

The SP cost varies according to vehicle types, with light

and its actual size, which can then be vertically adjusted

tanks costing the least and heavy tanks costing the most.

for the shell drop due to the range. Firing rounds to

For planes, the SP cost generally increases from fighters

War Thunder Community Magazine

The GameOn Magazine // 25

ARTICLE

to attackers to bombers, while larger bomb loads and

tank battles do not have planes, something different

planes of higher BR increase the SP required as well.

from arcade and realistic tank battles, and is also one

Therefore, it is imperative that players have a balanced

of the reasons why some people prefer this mode: Pure

lineup of planes and tanks suitable for the mission.

tank combat without any interruptions from planes.

SIMULATOR TANK BATTLES

LINE-UP

Simulator tank battle, in contrast to its air counterpart,

The simulator tank mode is much more straightforward

is relatively easier to get into in terms of difficulty level.

relative to its arcade and realistic counterparts. There

Most of the features in realistic tank battles apply, except

are no mixed battles involving planes; everything is

for the ones discussed below. In addition, simulator

pure tank combat. The game allows the player to

26 // War Thunder Community Magazine

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enter the battle with only one vehicle. The different

or the gun scope, which is no easy feat. Watching for

classes of vehicles matter: Reserve tanks get 3 drive-

enemy fire becomes crucial to spotting their positions

outs; heavy tanks (and late-tier tank destroyers) get

from a tree line or cover behind buildings. It is a

1 owing to their combination of heavy firepower and

much more authentic tank battle experience without

thick armour, while all others get 2 drive-outs.

the name tag giving cover and concealment away.


Camouflage is very crucial in simulator tank battles

VIEWS

as a good colour scheme in the right place can totally


blend a tank into its surroundings, making it practically

The third person view of tanks is also stripped

impossible for the enemy to spot if its not firing.

from the simulator tank mode; players are given


only the view from the commanders cupola by

This is also a reason why simulator tank battles are

default, which is fairly close to the top of the tank

relatively popular (compared to air simulator battles

turret. Picture a zoomed-in view of the third person

in terms of percentage of tank playerbase) among

view in arcade and realistic tank battles and thats

some tank players, as the removal of the tag adds

about the view you get in simulator tank battles.

a lot more to the realism of the tank game.

There are no name tags to mark out enemies; players

By Chock Wee Boon

have to spot the tanks using their commanders view

War Thunder Community Magazine

The GameOn Magazine // 27

FICTION

TIME TO FACE THE ENEMY


I

am always worried. I can never be calm,


there are too many things that could kill me.

Granted, I might be able to escape easier than,


say, the driver, but that also means that I am
exposed to the elements and to whatever comes
hurling at us faster than the speed of sound.
Akim, We have a target, my gunner David
says, It seems that it is a Panzer III.
Do you have a shot? I reply.
Yes, I believe I do.
Take it then.

THE WHOLE TRACTOR


ROCKS BACK AS THE
POWERFUL ZIS-2 GUN
SHOOTS A ROUND THAT
RIPS THROUGH THE AIR
AND CONSEQUENTLY
THROUGH THE
PANZER.
The whole tractor rocks back as the powerful ZiS2 gun shoots a round that rips through the air and
consequently through the Panzer. The crew of the
enemy tank burn inside their blown-up metal coffin.
The Russian winter sends chills down my spine.

28 // War Thunder Community Magazine

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We have to move. There is more than likely

member of the crew and the machine gunner.

more of them down the road, I finally say.

Then replace him! I yell.

The driver, following my orders, moves our position

After a few seconds we start turning again. A

more towards the rest of the defensive line.

round from the 50mm cannon barely misses us.

Can we move faster, Bronislav? I yell at


my driver over the roar of the engine.

Fire when ready! I shout.

I cant. Shes only got 50 horsepower.


The ZiS-30 wasnt built for speed.

When we turn around, the Panzer III is about 10 m


away and cant possibly miss the next shot. Time slows

I shrug and look at the beauty of the forest that is to my

to a crawl as both our tanks get ready to fire. I see the

left and think of the poem The Current of Times River.

sweat on the brow of David as he looks at the enemy.

I think of how my deeds will echo through time, for I

Yes, I will be glad to go down with this crew.

fight for the Motherland and for that my deeds will not
go unhonored. The sound of gunfire snaps me out of

But that didnt happen, instead a 57mm

my trance. What was I thinking, not paying attention?

shell going through the conveniently placed


drivers viewing port at 10 metres.

Coming from behind! I exclaim.


Great, I think, Just what we need.

Get us home Nikolay. I say in a soft, hushed voice.

Panzer III, its faster than us, I tell my crew.


Well, I think its time to face our enemy,

We continue down the wet, muddy path

I yell after a moment of thinking.

towards Leningrad. We stop after noticing

Bronislav starts to turn the tractor as the Panzer

the presence of German flak around the city.

III, seeing what we are about to do, fires a

Then, it hits us. Leningrad is not ours.

machine gun burst into the front of the tractor.


Bronislav might be dead, says Nikolay, the newest

War Thunder Community Magazine

By Bryce Freighttrain Hale

The GameOn Magazine // 29

ARTICLE

WAR THUNDER 101: TURN


FIGHTING & ENERGY
MANEUVERS
In this War Thunder 101 article, we will be exploring the basics of flying a fighter plane, touching on some
simple ways to enhance your turn fighting and some energy-related concepts such as Boom and Zoom.

n War Thunder, this will most likely be the way of

trying to follow them in their turns are impossible.

fighting you will inevitably pick up when you first

No matter what, your brand new P-36 Hawk that

play the game: As the enemy plane streaks across

turns like a brick is never going to get a proper firing

in front of you, you start to drag your aiming reticule

solution at a He-51 thats running circles around you.

so that it is on the enemy planes lead indicator (that


white circle) and hammer away at the guns, hoping to
nail that plane. In doing so, your plane automatically
drags itself to follow the enemy plane, twisting and
turning to keep up with the enemy movements.
Welcome to turn fighting.

TURN FIGHTING

TURN FIGHTING IS
THE GAME FOR A
SELECT GROUP OF
PLANES THAT ARE
BLESSED WITH THE
AGILITY TO CHANGE
THEIR DIRECTION
ALMOST AT WILL.

Turn fighting, also historically known as angle

Turn fighting is the game for a select group of planes

fighting, is to achieve a positional advantage using a

that are blessed with the agility to change their direction

maneuverable aircraft so that there is a guns solution

almost at will. The planes that you get as Reserves (Ki-10,

on the target plane. As you research a wider diversity

He 51, P-26, Gladiator, Nimrod and I-15), the Japanese

of planes, youll inevitably realise one thing: some

A6M Reisen and the Ki-43 Hayabusa, the Soviet I-16, as

planes are more maneuverable than others and

well as the British Spitfires are among the best you can

30 // War Thunder Community Magazine

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get for turn fighting. This is of course not to say that the

In a turn fight, you will want to exploit the maneuvering

other planes cant, but they are worse off and if you want

capability of your planes to the maximum. Whenever

to win an aerial duel, you should not be turn fighting a

you use mouse aim to fly your plane, the instructor (or

plane thats significantly more maneuverable than yours.

the flying assistant code) automatically tries to point the


nose of your plane at your aiming reticule and calculates

FLYING CONTROLS

how much to deflect your plane controls to match the


cursor. This is good when you are just starting out, but

First, in order to maximize the planes maneuverability,

very quickly, you will realize that you are not making

you need to know a little bit about aircraft controls.

full use of your planes maneuvering capabilities as the


instructor does not maximize your maneuverability.

A plane has three axes which it can change its direction,


and they are called roll, pitch and yaw, which is controlled

However, when you use the keyboard to control the

by the ailerons (on the wings), elevators (on the horizontal

plane, you can override this handicap, and consequently

stabilizer) and rudders (on the vertical stabilizer).

maneuver using the full control deflection, allowing


you to make tighter turns and rolls. Whenever you

War Thunder Community Magazine

The GameOn Magazine // 31

ARTICLE
turn in a combat situation, always use manual

it fall under the stall speed, which will leave

controls to make the aircraft turn tighter when

your plane unresponsive and vulnerable.

pursuing enemy planes or escaping from one.

FLAPS
In War Thunder, for most players who start out using
keyboard and mouse (simple setup), roll is mapped

Most aircraft have flaps that you can deploy in combat

to A & D and yaw is on Q and E by default (W and S

to make sharper turns as it increases lift on the

are for throttle). The only problem is the pitch, which

wings. Flaps increase drag too, causing a larger

is mapped to Page Up and Page Down and is not very

drop in speed. Only deploy it in that instant when you

accessible. Remap your controls and put them closer

need the extra bit of turn to get a firing solution, as

to your left hand, so that you have all the controls near

it will leave your plane much slower as you exit the

each other. I personally prefer it to be on R and F, but

turn and makes you a more vulnerable target.

you can choose any key thats easily accessible. Another

DISADVANTAGES IN TURN FIGHTING

control scheme for keyboard and mouse (advanced)


places the elevator controls on W and S if you prefer. Take
some time to get used to the controls by flying practice

In making horizontal turns, you will realise that

flights before taking to the air against other players.

your speed drops quickly, and especially so at high


speeds. This is because as you turn, your plane

Manage your throttle as well, as slower airspeeds

produces more drag, which in turn slows down

allow for turns with a smaller radius. Keep an

your aircraft. Losing too much speed will also

eye on your indicated airspeed and do not let

cause the aircraft to stall, as there is not enough

32 // War Thunder Community Magazine

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airflow over the wings to produce enough lift.

this energy is interchangeable. A plane at a high speed

That is why players need to recognize that they should

has lots of kinetic energy, which can be converted

not enter into a pursuit turn fight situation every

to potential energy in a climb to gain altitude at the

time they encounter an enemy. Assess the situation,

expense of a slower plane. Vice versa, a plane at high

and only turn fight if you are sure that you will get a

altitude can convert its potential energy into kinetic

guns solution on the enemy, and that your aircraft

energy in a dive, allowing the plane to fly much faster.

is a better turn fighter than your enemys. Know the


relative performance of the planes, and only oblige

Why is understanding energy so important?

in fights where you know you have the advantage.

ENERGY CONCEPTS

Firstly, as mentioned slightly earlier, horizontal turns


make you lose energy quickly, and this puts your
plane in a more vulnerable position as a slow target

A second concept that players need to be

is an easy target. As much as possible, you want

familiar to do well in air combat is energy. Before

to keep energy up for use in combat situations and

we begin, a little bit of simple Physics:

avoid wasting your energy in wasteful maneuvers.

A plane has both kinetic energy in the form of speed

Next, energy can be used to perform maneuvers

and potential energy in the form of its altitude, and

that allow you to get into firing solutions on enemy

War Thunder Community Magazine

The GameOn Magazine // 33

ARTICLE
planes, such as pulling sharp turns (which use up lots

this tactic to get kills. Such planes usually have a

of energy), or to make your plane go faster by diving

good dive speed (usually the heavier fighters like the

using a technique called Boom and Zoom (BnZ).

P-47 Thunderbolt, Focke-Wulf Fw 190, Typhoon &


Tempest series and most of the twin-engined fighters),

Tip: At the start of every battle, always try to build up your energy

accelerate very fast in a dive, and remain relatively

reserves by climbing to a higher altitude. A simple recommendation is to

maneuverable at high speeds (as opposed to having

make sure that the climbing is always done in stages, while maintaining

compressibility effects locking up the controls).

airspeed of around 250-300 km/h. When WEP is available, climb at


a steeper angle (around 25-30 degrees), flattening out at a shallow

BnZ occurs in two phases. The first phase is the

angle when WEP runs out until you get to the desired altitude, while

Boom phase, where your plane at a higher altitude

keeping the airspeed. This way, if you need to enter a battle, you have

spots another plane at a lower altitude and begins a

sufficient energy reserves to convert for a high-speed pass at a target.

dive towards the target, building up speed for a pass


that makes your plane less vulnerable. The second

BOOM AND ZOOM

phase is the Zoom phase after you pass your target


(hopefully it is dead), where you pull up to gain back your
altitude, converting the kinetic energy from your diving

BnZ is a technique using energy principles and can

speed back into potential energy, and you re-orientate

be used for planes that are not very maneuverable,

yourself for another pass at the same aircraft (if you

and some of these planes actually excel in using

failed to kill it in the first pass) or on a new target. Try

34 // War Thunder Community Magazine

The GameOn Magazine

not to get into a turning chase as much as possible as

identify and counter it is important too. One of the easiest

this bleeds away the kinetic energy youve built up at

is usually to duck under it using the Split-S maneuver

the end of your dive, and your primary purpose is to

(see below) as it approaches, or begin a turn under the

make sure energy is conserved as much as possible.

path the attacker came from so that it needs to correct


its path. A diving plane at very high speeds usually will

You are also at your most vulnerable state during your

suffer from stiffened controls due to compressibility,

Zoom phase (from other fighters, or your target turning

making them less maneuverable and cannot correct their

around and taking pot shots at you) because you are

path in time for a guns solution on you, especially when

slowing down, so only do a zoom climb if there is no

they are responding to your actions, which introduces a

immediate danger. If there is danger, continue in your

bit of lag time as well. It also whittles away their energy

high state of kinetic energy and extend the distance

reserves more than yours as they will lose a lot of energy

from other enemy planes before climbing back up.

at higher speeds to drag, so after dodging a few BnZ


attempts, the enemy attacker will have less energy to do
so and you are better able to plot your counterattack.

VERTICAL MANEUVERS
Lastly, to end off this introduction to energy maneuvers,
we will introduce two energy-efficient vertical maneuvers
that can be used to change direction, whether in

COUNTERING THE BOOM AND ZOOM


BnZ is a common tactic in air battles, so knowing how to

War Thunder Community Magazine

YOU ARE ALSO


AT YOUR MOST
VULNERABLE STATE
DURING YOUR ZOOM
PHASE ... BECAUSE YOU
ARE SLOWING DOWN,
SO ONLY DO A ZOOM
CLIMB IF THERE IS NO
IMMEDIATE DANGER.

The GameOn Magazine // 35

ARTICLE
combat or during cruise. These methods are more

a second pass or to reassess the situation below.

preferable to horizontal turns in changing directions as

Always make sure you have sufficient airspeed


as you exit near the top, and make a mental
note of the minimum airspeed required for each

the energy loss is less compared to horizontal turns.


First up, we have the Immelmann turn, which is

airplane to enter the Immelmann turn.

used to change direction or even reverse it with a

The Split-S is very much like the Immelmann

gain in altitude. First, you pull up on the elevators,

turn, but in the reverse order. First, flip the plane

drawing a vertical semicircle. As you near the top of

belly-up, then nose down, drawing a vertical semi

your semicircle with a lower speed, roll around and

circle. As you reach the bottom of the semicircle at

adjust accordingly and head off in the new direction.

a higher speed, head off in the new direction.


This move allows the pilot to gain speed very quickly

This allows the pilot to make a change in direction losing

as the downward flip is aided by gravity, and can

substantially less energy compared to a horizontal

be a way to escape a pursuing fighter by suddenly

turn, and can be used after a Boom and Zoom attack

reversing back under it, especially if it has a huge

during the Zoom Phase to reposition the plane for

speed advantage, such as when you are being attacked

THIS ALLOWS THE


PILOT TO MAKE A
CHANGE IN DIRECTION
LOSING SUBSTANTIALLY
LESS ENERGY
36 // War Thunder Community Magazine

by a Boom and Zoom attack. This way, it needs to


make a much bigger turn (and waste more energy and
time) while you fly out of harms way. Do note that the
higher your airspeed, the larger the turn radius, so be
careful when performing this close to the ground.

By Chock Wee Boon

The GameOn Magazine

War Thunder Community Magazine

The GameOn Magazine // 37

FACTS

WORLD WAR 2 FACTS #2


Ireland: Both British and German pilots were
interned in the Curragh Camp, County Kildare, in
the neutral Republic of Ireland. They were allowed
to leave the camp and go to the pub, as long as
they signed a form promising not to escape.
USA: One airship was shot down in World War
II: K-74 of the US Navy, while attacking U-boat
U-134 off the coast of Florida in 1943.
USSR: Lieutenant Ivan Chisov survived a fall
of almost 22,000 ft (6700 m) with no parachute
after bailing out of an Il-4 bomber; he planned
to freefall to avoid being an easy target and
open his parachute at low altitude but lost
consciousness, landing in a snowy ravine.

38 // War Thunder Community Magazine

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Sweden: With just encoded messages to


work from, Swedish mathematician Arne
Beurling reverse-engineered the Siemens and
Halske T52 cipher machine in two weeks.
Japan: The largest submarines of World War II
were the Japanese I-400 class, capable of carrying
3 Aichi M6A aircraft; an attack on the Panama
Canal was planned, but never carried out.
Canada: A German automatic weather station
codenamed Kurt was deployed in Newfoundland
by U-boat in 1943, and only rediscovered in 1977.
UK: Major John Mad Jack Churchill went into combat
armed with a broadsword, longbow and bagpipes.
Germany: Fanta was created by Coca-Cola
Deutschland in 1940 when they were unable to
import Coca-Cola syrup due to a trade embargo.

By John Zoso Moore

War Thunder Community Magazine

The GameOn Magazine // 39

ARTICLE

WAR THUNDER COMING TO


GAMING TABLETS

oming to the tablet iteration of NVidia Shield

But NVidia dont do things by halves - this thing does

this year is War Thunder. Designed primarily for

PC game streaming too. If you have a compatible

the Shield Tablet, expect as complete an experience

NVidia graphics card in your PC, then it makes

as you would find on the PC/PS4. The Shield allows

the whole process even easier. The simplicity

you to take your War Thunder experience away

of unticking a box and pairing your handheld

from your main gaming machine. But what exactly

device to your computer is all thats required to

is the Shield, and where did it come from?

start playing the most impressive of controllercompatible PC games, right in your hands or
connected to your TV with the HDMI out port.

The series of products from gaming giant NVidia


brings a new life to Android gaming and beyond. Unlike
most bespoke Android gaming consoles, the NVidia

After the launch of the NVidia Shield Console

Shield series is fully portable whilst still having the

had overwhelmingly positive reviews, it was

same functionality as many other Android consoles.

only natural that it had a prompt follow-up, one


that improved and advanced on the original.

The original product in the series, the NVidia Shield


Console was released back in 2013. The device

The NVidia Shield Tablet packs a huge 1920x1200

mounts a high-end 5-inch, 720p tablet atop a console

8, highly responsive touchscreen, stereo front-

grade controller, giving you a truly portable device

facing speakers and the new Tegra K1 processor,

designed for some intense and high-end Android

bringing the best out of the tablet and its games.

gaming. With a couple of games pre-installed, the

As a standalone tablet it is one of the more

NVidia Shield Console is also an Android device,

powerful on the market - but as a gaming device,

with a touch-screen and all the functionality of a

it really shines. Along with the tablet, the separate

generic Android Jelly Bean tablet and then some,

bespoke NVidia Shield Controller and Tablet Cover

with its impressive hardware specifications.

complete the gaming and usability experience.

40 // War Thunder Community Magazine

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The more powerful internals mean that the tablet

As well as the same painless PC streaming as NVidias

can play some supremely impressive games for

handheld, users can stream their gameplay on Twitch,

something so small. Available from the off is a

sharing their best highlights to those who follow them.

selection of 20 NVidia optimised PC games to

On top of the portability, NVidias Shield Tablet, much

download for free including 2Ks NBA series and

like the handheld, can be connected directly to a TV,

Valves legendary puzzler Portal, with hundreds of

turning it into a fully-fledged 60fps games console.

more on Shield Hub, NVidias bespoke marketplace


and even more so on Googles Play store.

The handheld gaming scene has had its ups and


downs, especially in the West but NVidias Shield range

The separately sold Shield controller has a touchpad

can really shine given the right exposure. If developers

that works wonders with the tablet and acts as a

and NVidia continue to support the platform then it

mouse cursor when you are away from the tablet.

wont just be a powerful handheld, but a staple gaming

Mounted on the top is a microphone for voice

device in the household, especially for PC gamers.

navigation and inside is a 5 GHz wi-fi connection for


low-latency gaming - the perfect accompaniment,

By James Bralant

especially if you are using the tablet on the big screen.

War Thunder Community Magazine

The GameOn Magazine // 41

INTERVIEW

INTERVIEW WITH LASSAR


In this issue, we pose some questions to Lassar, the popular (and some say legendary) figure around
the War Thunder forums. Lassar is one of the main developers working on War Thunder planes, and
he has been graciously answering questions from gamers about plane updates and releases.
Q: What do you do at Gaijin, and specifically,
what do you do for War Thunder?

support, marketing, etc.), there are around 70


individuals working on War Thunder at the moment.

A: My name is Kirill Vostretsov


AKA Lassar, and Im a game

Q: How long does it take to collect information,

designer responsible for the

design, produce the model, test, and finally

aviation part of War Thunder.

implement an aircraft or tank into War Thunder?


Which part tends to take the longest time?

Q: How long have

A: It depends on many factors number of vehicles built,

you worked for Gaijin Entertainment?

how many countries used them. The more popular the

A: Over 2 years.

aircraft or tank was, the easier it is to gather information,


blueprints, photos, etc. In any case, each new vehicle

Q: How large is the team thats working on War

takes several months of R&D before appearing in the

Thunder? Is the team dedicated to War Thunder

game. The longest part is the gathering and checking

only,or are you guys working on multiple projects?

of all the information and creation of 3D-model.

A: If you count only the developers (not counting

42 // War Thunder Community Magazine

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Q: Considering that there are only a few attacker

Q: Now that tanks like the T-62A and Leopard

aircraft at the moment, are there plans to increase their

1 have been confirmed, is the games overall

numbers in War Thunder? Can we expect one in 1.47?

cut-off date being extended? If so, will we be

A: Of course were planning to add more attacker

seeing aircraft built in similar dates?

planes into game. I cant promise anything in the 1.47

A: We have stated many times before, the air combat

update, but for example, were working on an extended

gameplay of War Thunder isnt suited for guided

line-up of the Ju-88. There will be several attacker

air-to-air missiles, so were going to stick to Korean

versions, including one with a 75-mm cannon.

War for planes. In the case of ground vehicles, the


evolution of ground warfare wasnt so dramatic

Q: Most small-caliber guns in War Thunder do low

T-54/55, for example, is still in service in many

amounts of damage, are these weapons unfinished?

countries, although it was developed in 1946.

A: We are currently checking the


situation with small-caliber guns.

Q: Out of all the aircraft in-game,


which one is your favorite?

Q: When a suggestion on the War Thunder forums

A: The Pe-2-205

gets Passed to Development, what are the


chances of it eventually being added to the game?

Q: Which aircraft are you currently most excited about?

A: We are regularly checking the players suggestions

A: The Fw 200 C-1

and if we see any good ones, we try to adapt and


implement them. As long as they dont interfere

Q: When the game is finally finished, roughly how

with the current development roadmap.

many aircraft can we expect to see in War Thunder?

War Thunder Community Magazine

The GameOn Magazine // 43

INTERVIEW
A: Its hard to say even if we take only aircraft

an ever-evolving multiplayer title like War Thunder,

that were planned long ago (all of them regular,

communitys feedback is one the most effective ways to

premium, the bonus ones and the Italian tree), the

know their concerns, what needs to be checked or fixed.

total number of aircraft in the game will be over


Q: Will we be seeing bomber cockpits anytime

600. And we receive new ideas all the time!

soon? Which ones will come first?


Q: Are there going to be any new

A: Most probably well reveal something new in the

Japanese aircraft in 1.47?

next few months. Maybe Il-28 will be one of the first.

A: Yes, there will be a new Japanese aircraft in 1.47


Q: When can we expect the Fleet
Q: What led you to create your thread on the forums

Air Arms line of aircraft?

where youve been generously answering questions

A: I cant state any dates, but the Fleet Air Arm is

from the community about upcoming aircraft?

one of our priorities right now. When were done,

A: It was the initiative of our community team in the first

there will be a whole naval line on all Tiers of the

place. But anyway, I believe that with any game, especially

British research tree, from biplanes to jets.

44 // War Thunder Community Magazine

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Q: There was a lot of talk a while back about a

will it feature? Are there some aircraft we would

possible International Tech Tree for countries

expect to see with the release, such as the Re.2005?

such as Sweden, any comments?

A: At the moment were planning the minimum number

A: Actually, there is a community project

of aircraft that we need for a separate Italian nation. It will

going on dedicated to International Tech

consist of fighters and bombers with several premium

Tree. I watch their progress very closely and

aircraft. We are also checking if we have enough material

plan to help them here and there.

to start working on some new models. Well be ready to


show Italian release tree not earlier than Q2 2015.

Q: Finally, when can we expect to see an Italian release


tree for War Thunder and roughly how many aircraft

War Thunder Community Magazine

By Daniel Heinkel280 Hoffman

The GameOn Magazine // 45

REVIEW

M2A4 REVIEW

he Light Tank M2 was designed in 1935 before

M2 Lights were produced between 1935 and 1940.

technological progress sped up due to wartime

American factories produced about 696 tanks from

demands. Despite being slightly outdated by World

this line. The M2A4 was the first production model

War II, the M2 saw combat with the US Marine Corps

in 1938 featuring the 37mm standard infantry gun.

1st Tank Battalion on Guadalcanal in 1942. The tank


was not used in any other WWII conflicts, even though

GAME

some records suggest M2A4s served in Burma and


India with the British 7th Hussars and 2nd Royal

The M2A4 is the first tank in US Ground Forces tree.

Tank Regiment during their engagements with the

Armour is not impressive - between 15 and 37 mm,

Imperial Japanese Army 14th Tank Regiment. The

but those numbers are similar to most of the other

M2A4, which is Tier 1 reserve tank in US Ground

Tier 1 reserve tanks in the game. Certainly M2A4 is

Forces Tree, was the immediate predecessor of the

not tough, but it has impressive speed and is very

M3 Stuart series of light tanks, but also M2 Medium

maneuverable. If used properly, it is dangerous to

Tank. Although M2 Medium was unsuccessful

opponents. The 37mm cannon using HE, AP and APC

design due to rather poor parameters comparing to

ammunition is capable damage dealer with a rather

mediums representing other WWII nations, it evolved

impressive rate of fire. Overall this tank is fun to play.

later into the M3 Lee and finally the M4 Sherman.

46 // War Thunder Community Magazine

The GameOn Magazine

RATING

SUGGESTED STRATEGY

Firepower: 6/10 - Rate of fire is great,

Rushing and frontal attacks are not likely to end

penetration depends on opponents armour

with success. After getting its suspension or

- this can be frustrating when fighting

engine damaged, M2A4 can be killed easily by

against some of tanks with higher BR.

enemy shots as it relies on its mobility to survive.

Precision: 9/10 - The gun, like most of

When using M2A4, flanking is the solution.

the other US cannons, is very precise.


Even at longer ranges up to 1000m.

Also, cooperation with another light tanks of similar

Speed: 9/10 - This is very quick tank, but requires

speed can make M2 Light very useful. Flanking

some skills as it is light and prone to drifting.

with pack of well coordinated M2A4s can mess with

Maneuverability: 7/10 - Turning on the M2A4 is very

enemies rushing frontally to the objective. Speed

easy on the forward gear When reversing,manoeuvres

advantage will help with finding good shooting

are nearly impossible and this can be deadly when you

position at the side or rear of enemy tanks.

are trying to maneuver out of a dangerous situations


Armour: 4/10 - The armor thickness is not

Keep a reasonable distance and remember to use

impressive but it can withstand at least

the terrain to your advantage. M2A4 has rather

some of the shots from other tanks.

poor gun depression so keep the hull behind

OVERALL RATING: 7/10 - Fun to play, with

small bump or hill, and pop up just enough for

some effort and cooperation with others in

the gun to fire over the crest of your cover.

our team, the M2A4 can be very effective.


When driving M2A4 you should never stop for
longer than time needed for aiming and shooting
opponents. This tank has a better chance of
surviving when is on the move. The M2A4 is quick
and difficult to aim for. Avoid reversing. It is very
slow. Under heavy fire, consider going forward and
turn into hiding rather than trying to reverse. Lastly,
research artillery as soon as possible as it gives
a lot of utility to the M2A4 on the battlefield.

By Rafal Rainmaker Gac


War Thunder Community Magazine

The GameOn Magazine // 47

REAL LIFE

GUADALCANAL:
TWO SIDES OF HELL
PROLOG
In 1995 my good friend Jim Garrett discovered his
fathers diary of his experiences in the Battle of
Guadalcanal. Stuc Struck by the gritty nature of the
text, and in consideration of Rubes age, Jim spent
several weeks interviewing his dad in order to round out
the narrative. Believing the story to be worthy of retelling
he posted it as a web page. Before the hit counter expired
the site had received thousands of viewings. It was, for
a while, linked from the official USMC web site, a unique
honor. Eventually it came to the attention of Itirou Inui
whose father, Genjirou, had been in the same battle and also
kept a diary. Mr. Inui was grcious gracious enough to provide
a translation and Jim posted the two tales together. In what follows I have
adopted the convention of placing dialog from the interview in italics.
On December 7, 1941 the Imperial Japanese Navy successfully
attacked the American naval base at Pearl Harbor, Hawaii. Following
the attack the Japanese Commander-in-Chief, Isoroku Yamamoto, is
reputed to have said, I fear all we have done today is to awaken a
great, sleeping giant and fill him with terrible resolve.
He was right. What followed was perhaps the most unbelievable mobilization
of a nations industrial capability in the history of the world.

48 // War Thunder Community Magazine

The GameOn Magazine

Six months later, June 7, 1942, the Japanese fleet was defeated at the Battle
of Midway. On Friday, August 7, 1942, just two months later, Allied forces1
landed on Guadalcanal. The ensuing six month battle was epic and bloody. The
Allies sent 60,000 men against 36,200 well-entrenched and very confident
Japanese. Allied casualties totaled 7,100 dead, 4 captured while losing 29
ships and 615 aircraft. The Japanese losses were much worse: 31,000 dead.
These are the personal, eye-witness stories of two of those courageous
men. One, a 20-year old Texan, then a Corporal in the 1st Marine Division;
the other a 2nd Lt in a Japanese anti-tank gun company. Rube Garrett and
Genjirou Inui never met but their stories are forever bound together.
Rube introduced his diary with the following:
My name is James R. Rube
Garrett. I was a Corporal,
ammo chief for I Battery, 3rd
Battalion, 11th Regiment and
a charter member of the 1st
Marine Division, formed in
Cuba in 1940. The following
are my diary entries for
the Battle of Guadalcanal.
A glance through the pages
shows while we were there, 59 enemy air raids flew in. That doesnt include
many false alarms and numerous shellings from japa Japanese battleships,
destroyers and cruisers. It seemed like about an air raid or shelling every
day for three and a half months. I remember a lot of diving into ditches and
ducking in and out of bomb shelters, or whatever we could find to hide under.
The entry for August 28, 1942, just three weeks after the landing, reads
...to date, have seen 133 Jap planes fall and some 20 odd ships sunk.
Many more would follow.
War Thunder Community Magazine

The GameOn Magazine // 49

REAL LIFE
These figures are by no means complete. Some pages of my diary were blank
because we were just too busy shooting or being shot at. We were scared a lot of
the time. The weeks and months of anxiety and tension...long days of tedious
work, night watches at the edge of the jungle suddenly punctuated by sheer
terror are only hinted at - if you can read between the lines. What is there are
the impressions of a young 20 year old Marine just as they were written 53 years
ago. They detail the war in the Solomons as I lived it...one day at a time.
We sailed from San Francisco on June 22, 1942. I had just turned
20, and the South Pacific was a long way from Edinburg, Texas, where
I had grown up. Twenty-two days later we landed in Wellington, New
Zealand. It was July 12. We stayed there for a couple of weeks where
we, along with 10 or 12 thousand other Marines unloaded our ship, the
Erickson, and loaded onto the Marine Transport USS McCauley.
Preparing for combat, we made several long hikes in New Zealand to keep us
conditioned for what lay ahead. We left New Zealand on the 21st of July, sailed
around the Pacific and made practice landings on the Fiji Islands. We would
disembark from the ship, climb down the nets, onto the Higgins Boats and go in
toward the beach. But we never actually landed. We would then turn around and
return to the ship. We were informed on August 3rd at a non-commissioned officers
conference there, by Lt. Bradbury (later to become Captain), I Battery Commander,
that we were to land on Guadalcanal in the Solomon Islands. We were going into
battle. Ammunition was issued to all and we spent the rest of the time loading
ammunition belts and getting prepared for combat. On August 6, we were ready.

AUGUST 7, 1942
Our naval ships started shelling the beach at about 6am and we landed on the
beaches at 7:30. We had two air raids. Six Jap planes flew over and one of our
American destroyers was damaged while we hauled ammunition and carried guns
nearly all day. At night there was shooting in all directions. We stayed low.
50 // War Thunder Community Magazine

The GameOn Magazine

On the morning
of August 7th
the landing on
Guadalcanal
had begun. As
we approached
we passed very
near another
island which
I thought was Tulagi.
It was good daylight but I could see nothing but trees. I was on deck when
our ships opened fire. I saw the first shots fired by our naval armada. It
only recently occurred to me that I was witnessing the first major offensive
shots fired by our side in World War II. I guess you could say that they
were shots heard round the world and we - the 1st Marine Division - were
there. It was the beginning of the end for the Japanese Imperial Forces.

AUGUST 8, 1942
Hauled ammo ammunition from battery to ammo dump and had an air raid
at noon. The USS Elliot, a Marine Transport, was hit by suicide dive
bomber. It was very damaged and was beached to keep it from sinking in
the harbor. A destroyer was damaged also. There was one Jap plane and
prisoners taken during the battle. Wild shooting during the night.

AUGUST 9, 1942
No air raids for a change. There was however a naval battle. We lost five
cruisers, six destroyers and we lost the Vincennes and the Australian
Canberra. Also, later we learned that we had lost the Astoria and the
Quincy. I spent most of the night under a truck during the battle because
it was raining and we were moving to a new position. There was Jap
War Thunder Community Magazine

The GameOn Magazine // 51

REAL LIFE
snipers and machine gun fire. Dutton was killed and we also killed a cow
to the rear of the battery in the dark - we didnt know what it was.
I saw the Battle for Iron Bottom Bay (aka Savo Island) when we lost five
cruisers. I nearly had a beach side view. But I remember us in a coconut
grove and we were in a convoy and we werent settled. It was raining like
the dickens and I got under a truck. When you watch a naval gun battle eight
miles away, you see tremendous flashes in the gloom. When you see continuous
flashes like lightning, what that is is 16 inch guns. We didnt realise it at
the time but that was our ships getting blown to hell. But we thought we were
winning the battle, and every time a ship would go down wed start
cheering Rah, Rah, thats the good guys...and they were kicking our
butts every time. We finally found out by word of mouth I guess.

AUGUST 10, 1942


We had machine gun attacks from the rear. Returned fire for 1500 rounds.
Today, drew and belted 50 cal. and issued more 30 cal. ammunition.

AUGUST 11, 1942


Machine gunned again. Sgt. Windish, our Instrument Section
sergeant, was killed accidentally by one of our officers. Went
on two hour patrol with Sgt. Voelker. To river to bathe and
saw two prisoners. A friend of mine, Casey from Headquarters
Battery, was killed in the night, I think by friendly fire.
Sgt. Windish was killed accidentally by his own officer, who was
the Instrument Section Commander, with whom he was bunking. He
had left the bunker and, on returning, frightened the man inside
who shot him two times with a 45 caliber pistol. Both men were gone
before daylight - we never saw nor heard of the officer again.
52 // War Thunder Community Magazine

The GameOn Magazine

AUGUST 12, 1942


Infantry reinforcements at night. We
were attacked again about dawn. Also, naval
shelling by subs. Burned off the airfield.
Snipers at dark. Bombers flew over again.
We had to burn off all the tall Johnson type
grass on Henderson Field - Japanese snipers
were using it to slip in amongst us at night.
They would strap a light machine gun to one
mans back. He would run and lay down -- they
would fire a few rounds then he would jump up
and the gun would move to another position.

AUGUST 13, 1942


Snipers again. Infantry in field. No casualties.
Working parties and our first hot chow in several days.

AUGUST 14, 1942


Snipers again. The infantry was firing all night. Working
party for Lt. Williams at Regimental ammo dump. Air raid and
the first anti-aircraft fire. Got sub with 105 Howitzer!
Our anti-aircraft guns had just been set up. A submarine had surfaced and began
firing on transports. 11th Regiment Howitzers on the beach opened up on the sub.
After the first week on Guadalcanal, the 3rd Battalion, 11th
Marines were finally settled around the edge of Henderson Field.

War Thunder Community Magazine

The GameOn Magazine // 53

REAL LIFE

In the daytime we were under the protection of the edge of the jungle. The trees
sheltered us from Pistol Pete which was a Japanese Naval artillery piece that
was on tracks in the hills. It would fire two or three rounds - firing at random
all hours of the day - and then would be rolled back into a cave where it was well
camouflaged. It was eventually located and destroyed a few months later.
At dusk, where we were protected by darkness, we would move our Howitzers
onto the open airfield and point in the direction of the hills - towards
Grassy Knoll, Bloody Ridge and Kukombona. In the open we could fire in any
direction. Then, before daylight, we would pull back under the trees.
The big disadvantage of living on the airfield as we did was that it made us
a part of the main target - which was the airfield and aircraft - so that every
enemy plane or ship that got within range either shot at us or dropped bombs on
us. We were very fortunate not to have had lots more casualties than we did.
I was acting section chief throughout the whole Guadalcanal engagement...
54 // War Thunder Community Magazine

The GameOn Magazine

one of the largest sections in the battery. I had twenty-one or twentytwo guys in my section. Each battery had ten or twelve or fifteen trucks and
jeeps. Take those jeeps and tie a 75 Howitzer behind the jeep and carry a gun
crew on it...a lot of times the gun crew would have to get off the jeep to help
cross a stream; youd have to break the gun down and carry it across piece by
piece. I imagine those Howitzers weighed a couple of thousand pounds. It would
take three or four men to carry the barrel and the main block and so on.
Each battery had four Howitzers, four gun crews and a machine gun
section to protect the guns...and that was my section: machine guns and
ammo. I had to keep the guns supplied. My boys had to haul...theyd be
called for ammunition during a mission and we had to deliver ammunition.
Anybody got short of ammunition theyd holler Garrett! (laughs).
We had one ton trucks...early on I was a driver, a Private; it took me eight
months to make Pfc. and eighteen months to make Corporal at Camp Lejeune. As
section chief I should have been a Sergeant, but for some reason advancement in
the Marines was slow. Just
before we left Camp Lejeune
they were going around
asking us if we wanted to
apply for officers school,
but a lot of us tough guys
said Hell no, I dont
want to be an officer.
Diary continues next issue.
Written by James R. Gube
Sourced by Allen Reynolds

War Thunder Community Magazine

The GameOn Magazine // 55

ARTICLE

THIS MONTH IN WWII:


FEBRUARY 1940

WESTERN FRONT

The 6th of February, 1940, saw the launch of a massive


new propaganda campaign by Britain focused on the

On the 5th of February, 1940, the British and French

necessity of everyone keeping any and all information

governments decided to take action in order to keep

about military deployments to themselves. The

Germany from accessing the rich iron deposits

campaign was titled Careless Talk Costs Lives, and

found in Norway; the planned operation would

featured a number of posters enforcing this sentiment.

eventually launch in March and April. Though they

They tried to make the public aware that even casual

were somewhat successful in their initial efforts,

talk about a single person could potentially give

ultimately the Allied forces are forced to withdraw

away information to enemy agents around them.

when Germany invaded France in May 1940. The


Norwegian government was exiled to London, and

On the 16th of February, 1940, the British vessel HMS

Norway was occupied by the German army.

Cossack boarded the German transport Altmark,


freeing over 300 prisoners of war in Norwegian waters

56 // War Thunder Community Magazine

The GameOn Magazine

with several articles including, among other things,


oil and grain in a deal valued at over 420 million
Reichsmarks. In return for these materials, Germany
would supply the USSR with military hardware,
technology, and various raw materials. Among the
military hardware was an Admiral Hipper-class
cruiser and plans to over thirty German aircraft.
This pact, and all others between the USSR and
Germany were ended on the 22nd of June, 1941,
with the execution of Operation Barbarossa.
By the middle of February 1940, the USSR had
nearly half a million soldiers, and over seven
thousand artillery, tanks, and aircraft active across
the Finnish front; in contrast, the Finnish military
in what came to be known as the Altmark Incident.

had only about a hundred and fifty thousand men

After the aborted German invasion into France in

defending across the Mannerheim Line. After

the previous month, General Erich von Manstein

over a week of constant artillery strikes, the Soviet

presented the new invasion plan to the Fuhrer.

forces were finally able to break through the Finnish

The new plan, approved on the 17th of February,

defensive front and take the village of Summa.

called for a quick armored invasion through the


Ardennes Forest and the flanking of the combined

In response to the redoubled Soviet assault and

Allied defense lines along the Belgian border.

breach of the Mannerheim Line, that same week


Britain and France put out a call for volunteers

EASTERN FRONT

to go to aid the Finnish forces, accompanied by


shipments of military hardware including Bristol
Blenheim bombers and Hawker Hurricane fighters.

On the 11th of February, 1940, the Soviet Union

Many argue that it was this pledge of support from

signed a trade agreement with Germany known

the Allies that helped convince Stalin to finally

as the German-Soviet Commercial Agreement. In

end the Soviet aggression in March 1940.

this agreement the USSR was to supply Germany

War Thunder Community Magazine

By David HJFarnsworth King


The GameOn Magazine // 57

ARTICLE

WAR THUNDER 101: WHICH


WAY TO THE FRONTLINE?
Tank battles can be confusing if you dont understand what each of the map types do. Some maps have many spawn
points, others only one, some of them will move etc. Today, in War Thunder 101, we will take a look at the basic victory
requirements of each map type to get a better understanding of what youre supposed to do when you spawn in your tank.

TANK BATTLE
CONTROL POINTS

Capturing control points give quite a bit of research points


for the player; make that your priority instead of camping
behind a rock and shooting from long distances in your

For tank battles across all modes (Arcade, Realistic

tank! As such, light (and medium tanks) are great assets

and Simulator), the map roster consists of four map

to have in tank battles as they are very mobile on the

types (as of version 1.45, and every iteration introduces

battlefield and can race from one control point to another.

significant changes). Although these maps have different

On some maps, there is an option to choose which

names, the basic principle remains the same: capturing

spawn point you want to begin from. Some spawn

control points. Each team begins with a certain amount

points are closer to one of the control points

of victory points; more control points captured by one

compared to the others. Therefore, choose wisely

team over the other will result in a decay of victory

so that the distribution of players is balanced!

points for the other. This is very similar to the domination


mode of air battles just that it is played with tanks.

58 // War Thunder Community Magazine

The GameOn Magazine

DOMINATION
There are a few neutral points (usually three
near the center of the map) at the start and all
are available for capture. This map type requires
good coordination among teammates to efficiently
allocate manpower among the few control points
so that the majority of them can be captured.
Choosing the appropriate spawn point (if multiple
ones are available) is important so as not to
leave some of the spawn points shorthanded.
Mobility is usually a great asset as the faster light
tanks usually reach control points earlier during
the merge (initial contact with the enemy) to snap
up a quick capture, while heavier tanks arrive to
provide fire support and hold the point against a
counterattack. Players holding the control points
also have to be aware of enemy thrusts coming from
control points that are already secured by them.

War Thunder Community Magazine

The GameOn Magazine // 59

ARTICLE
CONQUEST
Conquest is very similar to domination, just that there is
only one neutral point near the center of the map available
for capture. This usually results in a swinging battle
from one side to another as the action is concentrated in
one area, with artillery fire raining down incessantly on
the control point as it will be the focus of contention.
The focused action on a single point requires a
heavy front line, so it is not uncommon to see heavy
tanks trying to punch through the lines, with more
mobile elements such as light and medium tanks
trying to destroy the frontline from the flanks.

BATTLE
This is a rare mode on the roster and only encountered
sometimes. Each team begins with one capture point
in their color, usually very near to their base. The
team will have to defend their own control point while
simultaneously capturing the opponents control point
so that the victory points will swing in their favor.

60 // War Thunder Community Magazine

The GameOn Magazine

BREAK

control point closer to their side, which then has


to be captured to swing the victory points in their

Each team begins with one control point in their color,

favor. The figure shows how the control points

usually close to the center of the map. Capturing

are positioned at the start of the battle (left), and

the opponents control point will spawn another

after the Red A point is being captured (right).

ADVANCING DEEPER
TO THE SECOND
CONTROL POINT
CLOSER TO THE ENEMY
SPAWN MEANS THAT
YOUR TEAM WILL
ENCOUNTER MORE
FREQUENT OPPOSITION
DESPERATELY TRYING
TO FIGHT BACK.

War Thunder Community Magazine

Advancing deeper to the second control point closer to


the enemy spawn means that your team will encounter
more frequent opposition desperately trying to fight
back. Success on the Break map type usually requires
a concerted effort, with heavier elements moving
up to support the lighter elements as they push
forward, and the lighter elements screening for the
heavier elements and protect them on the flanks.

By Chock Wee Boon

The GameOn Magazine // 61

WORDSEARCH

WORDSEARCH
Click anywhere on this page to download the wordsearch

62 // War Thunder Community Magazine

The GameOn Magazine

CAPTION COMPETITION
WINNERS
Last month, we tasked you with captioning an image. Here are the winners!

1ST - MESSYFINGERS

2ND - DEATH _ BY _ NUTS 3RD - MAD _ JACK _ MCMAD


War Thunder Community Magazine

The GameOn Magazine // 63

Brothers: The Thoughts of Two Gamers

Have a safe flight!


See you in next issue.
Issue 48 October 2013

64 GameOn Magazine

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