[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/a82c09080ad3758ee9b2f30d044205b6.jpg]]
[[caption-width-right:300: Ready for Next Gen?]]

[[http://warthunder.com/en/ War Thunder]] is an MMO that has to do with aerial combat between fighters from pre-World War II, to the jets that filled the skies early in the UsefulNotes/ColdWar. Although the game centers around air combat, it already features extensive use of bombing ground targets to achieve objectives. The game involves all five of the major aircraft players in World War 2, the United States, Nazi Germany, Imperial Japan, United Kingdom, and the Soviet Union. And over time, many more planes and ships will be added. On 5/15/14 tanks and other armored vehicles were made playable, starting with the Soviet Union and Nazi Germany. More recent patches have given the United States their own complete tech tree of armored fighting vehicles.

----
!!This game provides examples of:
* AcceptableBreaksFromReality:
** Arcade mode, suitably enough for the fairly mindless shootfest it's intended to be, features such wild unlikelihoods as [=Bf-109s=] and P-51s on the same team, the Japanese fighting over Stalingrad, American planes bombing Pearl Harbor (!), ammunition reloading in midair and planes withstanding ludicrous amounts of G-forces and damage that should be enough to down a whole flight.
** Averted in historic battles, where players can't respawn, are limited to aircraft used by a specific side and must land to replenish ammunition and weapons.
** ''Very'' averted in full real battles, where everything follows the laws of physics and there is no videogame-style help for the player whatsoever - not even a chase camera.
** A damaged floatplane on a friendly airfield will respawn in the air when repairs are completed. The same goes for the Me 163 and Ki-200.
* AceCustom: Pilot any plane through enough battles and you unlock the ability to modify it in a variety of ways which can improve its performance. This includes everything from installing a new engine, to polishing the airframe to reduce air resistance, to customizing the pattern of shell types in the plane's ammo belts to optimize them versus different target types. Kind of [[DownplayedTrope downplayed]] though in that these improvements are only modest ones.
** Since 1.33, there are more customization options, but they are linear upgrades most of the time.
** The upgrades make it seem like every aircraft you get was well used and insufficiently maintained instead of being brand new out of the production line.
* {{Acrofatic}}: The SB 2M and Ar-2 ''can out-turn the Spitfire''.
** The Beaufighters have very high agility for a twin engine heavy fighter.
** For a Medium Bomber, the controls on the Ki-49 are ridiculously responsive. One could say that it looks, and handles, like a giant Zero. Patch 1.39 has reduced the G-tolerance of the Ki-49's wings, making it unable to turn or pitch at high-speed without breaking.
** The [=F7F=] Tigercat of Patch 1.43 has been decried as being an American [=UFO=]: It's too fast and turns too tightly for its size. Either that or it's undertiered. Somewhat fixed as it no longer gets airspawn and now will fight low rank jets often.
* AirJousting: Common with beginner players at lower tiers, but this usually ends up with both planes becoming a ball of fire, either by slamming into each other or knocking out each others' pilots and/or engines.
** Very common at the higher tiers as well in arcade mode in the first couple minutes. Expect to see a hail of tracers, airplane parts, and maneuvering fighters the moment you enter the merge for the first time in a match. This is especially true of Airfield Domination matches that have three airfields to capture. It's not uncommon for players on opposite teams to try can capture the third airfield simultaneously, only for one to succeed while the other ends up being a fireball on the runway.
* [[TheAllegedCar The Alleged Plane]]: The starting aircraft are mostly biplanes that can barely climb, and have peashooters for guns. But also averted in that those guns can theoretically kill the pilot of an F-86 Sabre with [[ImprobableAimingSkills one really lucky shot]], and the fact that biplanes can out-turn any other plane in the game.
** The Panzer IIC struggles to penetrate itself with its stock ammo loadout. Forget trying to penetrate anything heavier.[[labelnote:*]][[LethalJokeCharacter Though the higher speed makes it good for capturing points ahead of the slow heavy tanks and it can shoot out treads to make your enemies sitting ducks for allied fire.]][[/labelnote]]
** Somewhat averted by the soviet starting planes, which - by virtue of having four medium-speed machine guns when the other biplanes have two slow ones - can make mincemeat out of other starters on most one-on-one fights and even tackle planes several levels higher with a fair chance of winning.
** Also averted in general: If you see an enemy fighter, Google it, and the Wikipedia entry describes it as being "substandard" or something similar, such as the [=LaGG=]-3 or the P-40 Kittyhawk, a smart pilot will still attack it with reasonable caution. Enough instances of [[OneHitKO getting your pilot knocked out or your engine perforated]] will demonstrate why that is necessary.
*** ''Especially'' the [=LaGG-3=] and P-40. A 20mm cannon at Level 1 and six .50 caliber machine guns at level 2 are enough to make being in front of one very, very dangerous.
*** The [=F2A=] Buffalo was decried has being substandard when it came out in real life. But considering the first version fights mostly biplanes, it becomes very dangerous. Its faster, more durable, and has a bigger .50 caliber MG that will blow apart the older wood and fabric planes. Just don't try to out turn them.
** In effect, just remember that a good player in a mediocre plane (like the ones described above), will kick the snot out of a poor player in a great plane.
** Special mention to the Po-2. It's not normally available, but that's probably a good thing. It's a BR 1.0 biplane that makes other biplanes look like superstars. With a whopping 84mph top speed, its the slowest plane in the game. It's only gun is a single .30 cal in the back. It has an ok bombload, but even the much maligned Swordfish is over 50mph faster, carries more bombs, and has a forward facing gun. It doesn't even ''fall'' fast. At best you can safely dive in the 120-130mph range. The 5 cylinder radial engine looks like it was ripped off a lawnmower. Good luck trying to gain any altitude with it.
* AntiAir: The Germans get a flak tank and the Soviets get a flatbed with a anti-air turret fastened onto the bed. They're generally pretty useless (if [[NotTheIntendedUse highly entertaining due to their blinding effects]]) against other ground targets, but both are quite good at stripping the tracks off tanks. The Soviet flatbed has the added weakness of being a WeaponizedCar with next to no armor and the inability to fire forwards.
** As of the latest patches, the Germans now have several Flak Panzers like the Wirbelwind, Ostwind, [[SuperPrototype Kugelblitz, and Coelian]]. The Soviets now have more decent AntiAirs in the form of the ZSU-37 and ZSU-57-2, the latter of which is even capable of destroying heavy tanks at mid-range. Finally, the Americans have several M3 Halftrack variants mounting pairs of .50 cals, the M19 and the M42 Duster armed with two twin 40-mm cannons.
* AprilFoolsDay: In 2013, Gaijin Entertainment released a trailer showing [[MyLittlePonyFriendshipIsMagic cute, colorful ponies]] as the new playable faction called Equestria. Then they actually updated they game to include said ponies, each packing four 20mm machine guns, 8 rocket tubes, and 2 half-ton bombs. Oh, and they each flew like a high-speed rocket plane. However, after April 1, 2013, they've been removed and haven't appeared since.
** 2014 had players fighting a [[GiantEnemyCrab Giant Enemy Snail]].
** 2015 had ''two'' events, one being an "alpha test" of a new prototype WalkingTank and the other being "[[SillinessSwitch Unrealistic Mode]]" in which players battle each other in bicycle-powered inflatable Sherman tanks firing vegetables at each other. It was a very thinly veiled TakeThat at WorldOfTanks.
* ArrowCam: More like tank-shell-cam, but still. In Arcade Battles, a display in the top right shows the path your shell took when striking an enemy, and provides a similar 'instant replay' when you are blown up. As the display can be used to more precisely aim follow-up shots (and gives very precise detail on damage inflicted) to strike specific components, it can be quite useful.
* AttackItsWeakpoint: Out of rockets and cannon shells for that bomber? Shoot its engines and watch it spiral back to the ground.
** Tired of getting shot by a bomber's machine gunners? Simply shoot them and knock them out.
** Let's just say that this is about the ''only'' way you're knocking down most bombers...
** Shooting the cockpit has a high chance of killing the pilot, which results in the plane going down, and you saving ammo for other planes.
** Anyone in the Ground Forces will tell you that this is essential for dealing with enemy tanks - their damage model is as detailed and accurate as in the air combat so even in Arcade mode, a tanker will still have to do as the real ones did and aim for vulnerable points such as viewports, turret rings, and any flat or lightly armored surface.
** In addition they also have to try to hit important things inside the enemy tank. A shell that overpenetrates and does minimal damage to any internal systems has little to no effect on a tanks operation, so it's important to aim for things like the crew, engine, or ammo rack.
* AwesomeButImpractical: The two rocket planes, the Me163 Komet and Ki-200 Shusui, are the fastest planes in the game by a fair stretch going at almost 1000km/h, but have so many drawbacks they're essentially useless. First, you have only 4-6 minutes of fuel at most, most of which you'll spend getting to the fight in the first place. Second, while they have a pair of formidable 30 mm cannons, the amount of ammo they carry for them is laughable. Third, with just a single landing skid and no real flaps or airbrakes to speak of, they're very difficult to land, with you far more likely to end up being spread over the entire length of the tarmac. Fourth, their fragile wings are very prone to getting torn off in high speed turns, making high speed dogfights very risky. And finally, to add insult to injury, even if you do manage to land the damn thing, the lack of actual landing gear means you'll come to a ridiculous lurching stop, resting on one wing.
** Base rushing at the team level can certainly count, especially for players trying to earn their double XP bonus for the day. While, it may seem like a worthy tactic that will end the match quickly, it often results in half the players on the winning team barely getting any points, and thus, any experience. This gets particularly frustrating for some when the match in question leaves them stupidly close to an aircraft or upgrade they want.
** Torpedoes, which theoretically let you get very accurate one-hit kills on ships but come with the caveat of requiring you to fly thirty metres above the water at less than two hundred and fifty kilometers per hour, making you a sitting duck for the ship's anti-aircraft guns and any enemy fighters wandering past.
*** Even the improved torpedoes that let you fly higher and faster still have an enormous lead distance to hit a moving target. Even in realistic, dive bombing is often a better choice as destroyer flak can be quite deadly.
** The KV-2 soviet tank from Ground Forces. It has a 152mm howitzer as its main gun, making it capable of one-shotting most tanks with HE rounds. Unfortunately, the gun takes over 30 seconds to reload, it's one of the slowest tanks in the game, it turns horribly, it can't rotate its turret at any sort of usable speed, and it's turret is very, very tall.
*** However, in Arcade matches it's a beast when in the right hands. It also makes for hilarious [[https://www.youtube.com/watch?v=xxqRUMS05EI Youtube videos]].
*** As well, a KV-2 can do exceptionally well in Simulator Battles if it finds itself on a map where it can get up close and personal, such as the city on the Poland map. The close ranged fighting negates most of the difficulty in aiming the 152mm gun and the slower pace of the mode usually allows ample time for the KV-2 to reload.
** The Hs-129B-3 in ground forces. Its a plane that mounts a 75mm Tank Cannon. It would be great for killing player tanks... if it were not so underpowered horsepower wise that it nearly falls out of the sky every time it tries to turn. Hitting anything with the cannon can be quite difficult too. Unlike the similar PBJ it lacks bombs to use as a backup.
* BetterToDieThanBeKilled: An aircraft that has no hope of escaping from a swarm of enemies or making it back to an airfield can opt out to [[TakingYouWithMe ram another opponent]] so that no one gets credit for shooting it down.
** A dying tanker may call in artillery on themselves to take out a nearby attacking enemy.
* BiggerStick: Though not always the best, players packing a more advanced fighter does have an advantage over those that don't. Also averted in that biplanes can knock down jets with a well placed shot.
** Same goes for the tanks. While generally medium tanks can curb-stomp light tanks, heavy tanks can curb-stomp mediums etc., this is not always the case. It is entirely possible, for example, for a single light tank such as a T-50 or an M5 stuart to wipe out entire platoons of German Panzer IIIs and IVs in one game.
* BlindIdiotTranslation: The English version's text is almost always comprehensible, but is often written with bizarre phrasing and choice of words. For example, it says "In the case of damage, reparations can be made at a control point", which would make slightly more sense if the tanks were financial ledgers.
* BottomlessMagazines: In arcade mode it's more like bottomless ammo reserves. The magazines themselves do run out, but all you need to do then is to break off for a few seconds while the guns reload from a HammerSpace reserve. Realistic and Simulation battles avert the trope: players must land in order for ground crews to reload their weapons.
** Averted in all modes for Ground Forces, where players must stop in a friendly control point in order to replenish their ammo.
* BoringButPractical: American planes generally eschew the autocannons common on German and Soviet plans in favor of craploads of [=12.7mm=] Browning [=M2s=] - i.e. the P-47's ''8'' [=M2s=]. This gives them great sustained damage due to the weapons damage and reliability, but means they lack the pure burst damage of something like a [=Yak-9K=].
* BribingYourWayToVictory: Golden Eagles, the premium currency, have several uses.
** Convert Free Exp to rapidly increase your rank in a selected military. (Getting to Rank 20 may take a year or two.)
** Convert to Silver Lions. (vehicles prices start getting prohibitively expensive at Rank 5.)
** Buying Premium vehicles that are fully upgraded and earn 100% XP and 2x Silver Lions. They also have the added bonus of allowing you to "skip" directly to another vehicle tier.
** Accelerate Crew Training. (Translation: Buying XP for a Green and Incompetent crew instead of taking the very long route of grinding kills for them.)
** Recruit additional crews beyond the regular five allowed. (The 4th and 5th crews only cost Silver Lions. The 6th and above crews cost Golden Eagles.)
** Buying Talismans that earn 100% XP for regular vehicles.
** Buying Upgrades for regular vehicles immediately instead of waiting until they have enough XP for them.
*** Arguably, the Sherman Calliope. It's a rank 2 Premium tank thart costs nearly 10,000 golden eagles. For perspective, most rank 4 premiums cost around 7,500 GE. Whats so good about it? It has a 60 round ROCKET LAUNCHER that will kill tanks in 1-3 hits. They do have poor accuracy at range, but that doesn't matter much on arcade maps. Shoooting the rocket launcher will do no damage either. Its battle rating sits at a measly 3.7, so that after its rockets are gone, it can still be effective with its 75mm main gun.
* CameraAbuse: The game fully simulates weather effects on the aircraft, causing the planes to wobble if caught in an updraft. But they also rock around when the plane is too close to Flak Shells going off, or too close to a bomb going off. Flying too close behind a plane that has an oil leak can cause oil streaks to obscure your vision, which can be a serious problem in a low altitude knife fight. Pulling too many [=Gs=] in a maneuver will cause the camera to briefly black out to greater or lesser degrees depending on the crew's endurance level and how extreme the turn is. If the craft even goes into negative [=Gs=], this can potentially be a red-out instead.
** In ground forces, firing mid-to large caliber shells while scoped causes the large amount of smoke and dust caused by the shot to obscure your vision. Depending on the size of the shell the amount of obstruction can be anything from a thin cloud that lasts half a second to a massive plume of smoke that lasts a good few seconds.
* CaptainObvious: The radio chatter voices every time your plane takes a critical hit.
* CharacterTiers: [[{{In-universe}} A game mechanic]]. Tanks and planes have a "Battle Rating" which determines how they are matched up with other players in matchmaking; usually by the period of a vehicle's production. A starting biplane, for example, will almost never be put in the same lobby as someone with, say, a F86 Sabre fighter jet.
* CherryTapping: nothing like getting an expensive high-tier bomber effortlessly blown out of the sky by a reserve plane that's been leveled enough to mount rockets.
** Or worse, having your pilot killed by a plane that can only mount a single .30 cal machine gun.
** Certain low-tier planes (especially the Russian [[LethalJokeCharacter I-16 and I-153]]) see play in high tiers since they can consistently out-turn the faster and better-armed fighters they're up against.
** You'd be completely in tears if your expensive, BFG armed tank or tank destroyer was knocked out by say...an M22 Locust or T-50.
* ColorCodedArmies: Played with. All of the planes and tanks are painted in the manor of which they were painted historically. But there is a theme for most of the aircraft.
** American planes are either olive-drab or silver for land-based aircraft, and different shades of blue for carrier based aircraft and float planes. Tanks are all some shade of olive drab
** German planes are typically painted a dark green, or khaki depending on the theater paint scheme unlocked. Pre-Cold War tanks are all flat gray
** Soviet Planes are usually painted a bright green, or solid white, although some aircraft are different shades of green for camouflage, with the later fighters being left bare metal. Tanks alternate between bright and dark greens.
** RAF aircraft are usually painted with a camo pattern. Although a few of them are painted a blueish grey.
** Imperial Japanese aircraft are either all white, or green on top with white on the bottom, but it's hard to mistake that big red meatball on the wings.
** On the Ground Forces front, American tanks are painted in a dark green, Soviet tanks in a light yellow-green/ khaki combination, while German vehicles are divided in gray for early-war vehicles and dark-yellow/camouflage combo for mid and late-war vehicles.
* ComingInHot: Played straight when trying to land a damaged aircraft on a runway. Successfully landing on a friendly runway, even if it is a crash landing, will allow the plane to be repaired and returned to the battle, while crashing the plane anywhere else will keep it out of the battle and potentially cost the player Lions after the match. This is especially important on Historical Battles, where the player cannot deploy in any other planes once one is down.
* ConservationofNinjutsu: Skilled players can, and do, manage to pull this off both at the individual level (one friendly vs many enemies), and at the meta level where they are the last ones alive, against several opponents... and [[CrowningMomentofAwesome WIN]]
** This is easier to achieve in tanks than it is aircraft.
* CosmeticAward: Some of the awards grant players access to new emblems for their planes, as well as new paint schemes.
* CreatorProvincialism: This was thrown about for a time due to Gaijin Entertainment’s Russian origins. Several players charged that the Russian tree was overpowered, with most of their anger directed at the Yak-9T, at least in Arcade Battles. Its speed and maneuverability were nothing to write home about, but the armament and damage models generated a lot of heat. The machinegun is nothing special, but the Yak-9T is armed with a 37 millimeter cannon (the same caliber that the P-39 Aircobra is armed with). However, in earlier versions of the game, the cannon fired at a much, ''much'' faster rate than its American counterpart and did not overheat. This resulted in Yak-9Ts being able to spam huge, high-explosive rounds at a rate no other plane could match; if a Yak-9T landed a second or two of continuous fire, you could kiss your plane goodbye. The damage model was absurd as well, and was the largest complaint the fanbase had; the Yak-9T could take a ton of punishment before it went down, as demonstrated by [[https://www.youtube.com/watch?v=UpvGcZZ0mUE the infamous “Lumberyak” video]], which showed the plane hitting each of its wings on ground obstacles multiple times at 100% throttle. Though both wings were reduced to “black” health after the first hit, neither were ever removed from the airframe (and the plane recovered ludicrously quickly for being so low to the ground and suffering such a large amount of damage). For comparison, the video also showed a Bf-109 attempting the same stunt; it couldn’t survive a single hit.
** Thankfully, the developers did nerf the Yak-9T; the cannon now will jam if it’s fired continuously for more than a few rounds, and they are rather flammable (if hit with incendiary rounds, they’ll light up like a fine cigar).
*** Aaaand in 1.33, Gaijin added the Yak-9K, which has a 45 mm cannon. Yes, they took a plane that was once considered broken and broke it ''further''. If that cannon so much as nicks your plane, you're likely to be a cloud of debris.
**** Fun fact; [[RealityIsUnrealistic the Yak-9K is real]]. Of course the problem here is that the 9K can only effectively fire the cannon in short bursts when traveling at high speed, and the recoil shocks caused the plane to leak oil and coolant like a sieve, which - if not modelled in the game engine - would no doubt make it quite overpowered indeed. Only 44 Yak-9K planes were ever fitted with the [=NS-45=] gun, and they saw limited use due to the gun's unreliability and recoil causing airframe stress.
** It's fairly notable that the descriptions of missions and events are usually written with the assumption that a Soviet player is reading them. "Mozdok-Malgobek Defensive Operation"? Sure, it's defensive if you're Soviet. "German aviation unleashed several groups of 25 bombers on the Soviet troops, repel the raids of the enemy bombers"? For a German player, wouldn't this be encouraging them to shoot down friendly bombers?
** Back with a vengeance in Ground Forces, as the Soviets get access to post WWII tanks, while for obvious reasons the Germans are stuck with the during war stuff. The problem? These tanks ''fight each other all the time.''
* CriticalFailure: "Gun Jammed" indicates that one or more of your guns have seized up, leaving your plane with less firepower than before. This can be potentially fatal when you're chasing an enemy or making a head-on attack. Doubly so on planes with only one cannon, and the gun that seized up is aforementioned cannon, leaving them with two, or even worse one, subpar machine gun.
** "Cannon Barrel Damaged" or "Cannon Breach Damaged" can be a death sentence if you're stupid enough to try and fire the main gun without repairing either one first. A few instances of your tank exploding when you pull the trigger should be enough to make you consider making sure you have the spare parts researched on your tank as soon as possible. Most of the time, your barrel being damaged or knocked out will just stop you from firing.
* CriticalHit: One bullet in the right place, and a plane becomes a poof of dust in the sky, or a charred wreck on the ground. Or remain a perfectly good plane... with a dead pilot at the helm, soaring majestically in a curving trajectory that only has one possible ending. Oh, and your bombs ''can'' be set off by enemy shots if they're really lucky.
** The same is true of the tanks. A shell in the right place can disable the horizontal turret drive, the cannon breach, knock out or kill particular crewmen, [[EveryCarIsAPinto start an engine fire or ignite the fuel tanks]], [[StuffBlowingUp detonate the ammo racks]], etc.
* CripplingOverspecialization: Played straight.
** Fighters can take down enemy aircraft with ease, but are less than useless against any ground targets harder than an armored car without any bombs or rockets. Whilst tanks do tend to have poor top armour, aircraft guns generally can't get a good enough angle to punch through them.
*** Mounting rockets or bombs on a fighter greatly reduces its agility.
** Attackers can engage anything, but pay for it as they are usually slower than fighters, but lack the armor of a bomber.
** Float Planes can only land on water. Which is great if you need to set down, not so great if you're trying to capture a runway in Domination Mode.
*** Flying Boats, though, can easily belly-land on a runway, and most of them are so hard to kill that a capture is almost assured.
** Bombers can carry a large number of bombs, but must rely on their gunners to take down fighters that attack them, and are typically very slow.
*** Some bombers are actually frightfully good at averting this. Due to incredibly tough hulls and fairly heavy turreted armament, it's possible for some heavy bombers to rack up more air kills than a decently competent player in a fighter simply by... flying straight. If you're ever attacking a bomber and it suddenly levels out, that's a good sign to call a retreat; this often means that the player has switched to manual control of the turrets and is about to focus all his firepower right on ''you.''
** Using Japanese Bombers is complicated by the fact that they have two separate types of bombs. The gist is that AP Bombs are for Ships only while Ground Bombs are for Ground Units only.
** Anti-Air trucks are good for killing planes, capping ground zones, and not much else.
*** Actually, while the Russian SPAA is a free kill for the tanks (lacking AP shells), the Flakpanzer can hold against tier 1 tanks with HVAP ammo and the Sdk.Kzf. 6/2 can devastate most tanks of its class (using the 37mm APHE shells) save for the KV 1 if aiming for the weak spots. And in general, an SPAA can [[NotTheIntendedUse blind an enemy tank by kicking up dust and producing sparks]] and hope a friendly tank kills it while it's distracted.
** The ZiS-30 trades armor, maneuverability, gun handling, and ammo load for a gun that can easily kill tanks a full rank higher than it.
** Most tank destroyers in general trade a turret in exchange for mounting a larger gun than that chassis could normally mount. Not a problem at longer ranges, a huge problem when that light tank has managed to outflank you...
*** Averted of course for the American destroyers, which have semi-enclosed turrets. This comes at the cost of thinner armor vulnerable to SPAA fire, though.
* CriticalExistenceFailure: Played with. Some aircraft can take an enormous pounding, and still be able to fly normally. But one shot to the cockpit and that plane is toast no matter how little damage it's taken. On the same token, all it takes in some cases is to knock off a stabilizer or an engine, and the plane is done.
** The stabilizer being shot out can become an annoyanve ''very'' quickly, especially when dealing with a fighter on your tail. Literally all it takes to put you out of the fight is a single shot severing the control lines or a lucky burst blowing your stabilizers off. If you're skilled or very lucky, you can possibly use your flaps and throttle and limp back to base for an [[ComingInHot emergency landing]], but those not skilled or lucky enough to regain control of their plane and avoid other enemy players looking for an easy kill are flat out of luck.
*** Speaking of luck, another way to get a CEF is to be set on fire by incendiaries. There's no real way to put on a fire in your aircraft; all you can do is pray it goes out in time. Any longer than a few seconds, you're automatically ejected from your plane, which is listed as "burned down"
** Likewise with the tanks; just about every game is going to have someone get a one-shot kill simply by putting that shell in the ammo magazine. MichaelBay [[StuffBlowingUp would be proud]] of the results.
* DeathFromAbove: As typical for Aerial warfare, this is probably the best method for engaging enemy fighters and bombers.
** The preferred method of attack for Dive Bombers like the SBD Dauntless and Ju-87 Stuka
*** The preferred method for engaging ''any'' ground target, whether dropping bombs, launching rockets, or simply strafing with a fighter's machine guns.
*** Patch 1.37 adds a number of aircraft with obliquely-firing 20mm ''Schrage Musik'' cannon that fires 45 degrees upward, inverting this trope.
** Artillery strikes in Ground Forces too.
* DeathOfAThousandCuts: standard procedure for downing someone in a plane several tiers above yours - it takes a ''lot'' of machinegun bullets to kill a plane armored against cannon shells. Also, the only way heavy bombers can ever be shot down without using rockets or scoring a lucky critical.
** While they can suffer one-shot kills, tanks can also take a hell of a lot of punishment, either because the shots aren't penetrating or they are and just not hitting anything important inside. This is also the default situation when two opposing Panzer II ausf C reserve tanks meet - their armour is thick enough that their 20mm cannons can't penetrate it.
*** Shockingly averted by the Wirbelwind Flakpanzer: Despite the contrary belief that [=WW2=]-era autocannons are not anti-tank weapons, a hundred AP rounds [[https://www.youtube.com/watch?v=yYRbwvYDlXc will eventually get through into the vital interior]].
** The American 37mm cannons, due to that they lack HE filler in their ap shells. However, they fire really fast to make up for the lesser killing power.
* {{The Dev Team Thinks of Everything}}: An ammo rack explosion can, if you're lucky, take out a second, nearby tank, netting you two kills for one shot. [[http://youtu.be/ltF2lt3SyMk?t=11m Demonstrated by Jingles here.]]
** Despite none of the aircraft in the game having supersonic performance, Gaijin have modeled Mach One plus speeds into the game, since several top-tier jet and rocket aircraft can hit those speeds in a vertical dive. [[SchmuckBait It doesn't end well.]]
* DifficultButAwesome: Bombers are for primarily hitting ground targets which are too hardened for fighters to strafe effectively, while being vulnerable to fighter interception themselves. However, with enough points invested in their gunners and[=/=]or being able to manually control those gunners while making evasive maneuvers with the keyboard, a skilled bomber pilot can actually engage and shoot down enemy fighters quite effectively, while being better able to withstand their fire.
** Killing an attacking plane with a tank's main cannon. Really hard to do, but WILL 1 shot the plane. Before machine guns on tanks worked, this was the only way to defend yourself from air attack.
* DistinctiveAppearances: Played straight, as the player can unlock a variety of decals (all based on RealLife aircraft art) to customize the look of their aircraft. Interesting, [[AcceptableBreaksFromReality a player may apply decals only ever used by the side oppose the one of the planes they are customizing]].
** Different models of the same aircraft will often have a different paint scheme.
** And now with the custom skin system, you can go hog wild customizing your vehicles, but only you will see it.
* DodgeByBraking: Played straight, as [[TruthInTelevision used as in real life]] during a dogfight to shake and enemy and get on their tail instead. Drop the throttle, extend the flaps or airbrakes (if you have them) and jink, corkscrew, yo-yo, or DoABarrelRoll. If the one in pursuit cannot shed energy fast enough, they will overshoot the one they are chasing and may find themselves becoming the chased one instead. However, deliberately going to a low energy (low speed and low altitude) state does tend to leave one vulnerable until more energy can be built up, so if the former pursuer has nearby teammates this can leave the braking plane vulnerable.
* DyingMomentOfAwesome: The 8/15/14 trailer had two particluarly spectacular examples. See TakingYouWithMe below.
** Any time you manage to shoot down the fighter that killed your bomber, or both tanks kill each other with their last shot.
* EarlyGameHell: The starting "Reserve" tanks are terrible to varying degrees, with poor armor being universal. The American [=M3A1=] Stuart is very fast but has brakes made of cheese and a design that makes most penetrating hits knock out the entire crew, the Panzer I has a pathetic [=20mm=] cannon, and the Soviet T-26 has a miserable power to weight ratio. The starting biplanes are very maneuverable... and that's about all they are good for; huge silhouettes, pathetic weaponry, and low horsepower mixed with a high drag coefficient make them a flying liability.
** If you thought the PZ II C was bad, now there's the [=M2A2=]. Armed with only a 50 cal MG with 28mm of penetration at point blank, and only 15mm of armor! It can't even pen the II C frontally.
* EpicTankOnTankAction: Ground Forces ''lives'' on this trope. You have a total of 16 players on each team, and each can bring in up to 3 tanks a piece (since Patch 1.43), that's '''''96''''' tanks in a single match. Plus even more AI controlled tanks!
* EveryBulletIsATracer: You have the option of using Ammo Belts that are 90-100% Tracers if you're still having a lot of trouble hitting the target with any other loadout, or want to light up enemy planes with a salvo.
** Bonus points for the Soviets. While the tracer configuration for other countries tend to have five or so tracers (that bounce off harmlessly from metal), the Russians have fully API-T (armor piercing incendiary tracer) for every single aircraft they pilot. Not only does it look incredibly intimidating, they can also light up a plane in one attack run. The Americans also get API-T belts for many planes.
* ExperiencePoints: Used to gain access to new fighters for a specific country. These are earned by doing things to help your team towards victory. Players that don't contribute however, get nothing, while players who do contribute are rewarded based on what they do. Players also acquire crew points to distribute between aircraft crew members such as the pilots and gunners.
* FailedASpotCheck: Sometimes happens with the players in Ground Forces. You will see players run into a cap circle that had only ''just'' been captured, and sit there, despite the fact that the player who just captured it is right around the corner with his gun lined up on the other guys [[OneShotKill ammo-rack]].
** The AI Tanks that dot the Ground Forces maps are even worse about this. They will easily shoot at anything that moves so long as it's an enemy. And will keep shooting at it until it's destroyed... more often than not however, they just become a very easy source of credits and experience for players looking to farm some easy kills.
** Tanks in Realistic and Sim now no longer get that handy target marker. You have to spot all tanks with the Mark One Eyeball. It's all too easy (and painful) to drive right by an enemy and get blasted in the ass for it. Even worse in sim, allied tanks dont get markers either, so you have to be really careful to avoid friendly fire. Wild blastign at the first thing you see can get you fined.
* FalseFlagOperation: Not an actual gameplay mechanic, but many premium aircraft are planes from different nations tech trees painted up in another's colors, such as a US Navy [[UsefulNotes/KatanasOfTheRisingSun A6M5]] or a Luftwaffe [[UsefulNotes/BritsWithBattleships Wellington]].
** Some alternate unlockable skins for non-premium planes also can fall under this. The He-112 V-5's most difficult skin to unlock renders its appearance to that of an Imperial Japanese fighter plane (white body w/ red trim and "meatball" Rising Sun deco), even though the V-5 itself wasn't exported to Japan. The third Ki-45 in the Japanese forces also gets a post-war scheme where it's in the colors of a captured plane being evaluated by the USAF. And then the P-40 Kittyhawk on the American roster can ultimately have schemes for American, British, Canadian, and even New Zealand.
** With the introduction of the "world flags" decals, a player can make any plane bear the colors of any country - including a Luftwaffe aircraft displaying the flag of Israel.
** The same is true of the Ground Forces, with one of the German premium tanks being a captured [=M4A2=] Sherman.
** Averting this is why captured premiums aren't allowed in simulator ground forces.
* FlawedPrototype: Several vehicles in-game are this in RealLife, with one of the most recent examples being the Tiger (P) added in Patch 1.45.
* FragileSpeedster: Japanese fighters. Justified as in real life the only way to achieve the speed and agility they had was to sacrifice armor protection for the pilot and fuel tank. Sure, a well placed round will turn a [=A6M=] Zero into a fireball, but good luck actually hitting it.[[note]]They aren't so much fast as agile. Compared to planes of other nations the Zero is fairly slow, but it makes up for it with incredible maneuverability.[[/note]]
** Light tanks in general.
** The M18 Hellcat introduced in Patch 1.70.1945 is certainly this as well as GlassCannon. While having a powerful gun for its tier and battle rating, not to mention very good cross-country performance, this all comes at the great cost of having almost non-existent armor.
* FriendlyFireproof: Averted. Players who shoot down a friendly are often penalized HARD for it. So much so, that often no matter how well you do after the match, you WILL lose credits AND experience if you so much as shoot down one friendly fighter.
** With the fact that rounds can actually over penetrate a target with thin enough armor, and keep going, you not only have to pay attention to where your target is, but where your team-mates are in relation to where your gun is aiming. It is entirely possible for that shot to go through an enemy, do zero damage to him, and then hit an '''''allies''''' ammo rack, and kill him instantly, resulting in a stiff fine for you, and endless laughs for your original target.
** In simulator ground forces battles, allied and enemy tanks don't get target markers. You have to be sure that speck on the horizon is hostile, and not friendly.
* GameplayAndStorySegregation: Late tier Japanese planes are often just American planes, as for [[UsefulNotes/AtomicBombingsOfHiroshimaAndNagasaki obvious reasons, Japan wasn't in terribly good shape after 1945]]. The highest tier Japanese jet fighter, for example, is just an American [=F86F-30=] Sabre fielded by the post-war [=JASDF=].
** It's the same story for the Germans as well, with the last jets being the MiG-15 in East German colors, and a Canadair Sabre in West German markings.
* GeoEffects: Skilled players will often fly nap-of-the-earth when they're trying to avoid enemy fire. The results vary, but it can be rewarding when you miss a mountain by inches, and the plane behind you... doesn't.
* GlassCannon: In low levels, the Chaika. It mounts four machine guns and they fire twice as fast as the other biplanes, effectively giving it about ''four'' times the firepower of every other biplane that isn't soviet (and twice as much as even them), and making it capable of attacking planes several tiers above its own with a fair chance of winning. However, it's just as resistant to damage as the other biplanes - that is to say, it'll go down in flames if someone so much as throws a handful of pebbles at it.
** At higher levels the Japanese - mirroring their RealLife UsefulNotes/WW2 designs - have several planes that hit ''very'' hard, but have very little armor and will be swatted out of the sky by any equivalent-tier plane that's survived their first attack.
** The CR.42 Falco mounts two 12.7mm machine guns which allows it to wreck other biplanes and put the hurt on higher level aircraft.
** Open topped Tank Destroyers, in particular the ZiS-30. No armor to speak of, HE shells and MG fire will wreck it. But it mounts and absolutely devastating 57mm cannon that will knock out tanks a tier higher than it.
** The IS-2. While normally qualified as a MightyGlacier, thanks to its battle rating and tier, its more or less reduced to this due to its main opponents being the late-war German tanks and tank destroyers, which are armed with comparable anti-tank guns and comparatively better armor.
** Any light tank with a big gun for its tier, the Chaffee and Walker Bulldog being great examples.
** Most of the WorldWarII era American Tank Destroyers count save for the [[FragileSpeedster M18 Hellcat]], in particular the M36.
* GuideDangIt: Partly thanks to the BlindIdiotTranslation, and somewhat poor in-game guide explanations, it's best if one goes searching for Youtube video guides if you're new. The game otherwise almost expects players to have a decent basic understanding of military equipment as it worked in real life.
** '''Ammo''': One of the biggest causes of New players shouting cries of "OMG, how'd you survive that, this game sucks!". Too little penetration, and your shots will bounce harmlessly off. Too much penetration, and unless you directly hit a critical part or crew member, and your shots will do virtually nothing. Additionally, the wide variety of ammo can be confusing. For example Adjustment Incendiary rounds for Machine guns, are not the same as Incendiary/API/API-T rounds incendiary[[note]]Adjustment Incendiaries causes minimum/no damage on impact, simply sparking when it hits a target to give a more visible indication of where in general your shots are hitting. They do not have the increased chance to spark a fire that regular Incendiary does[[/note]]. Tracer and Ball ammo is great if your fighting primarily bi-planes, but awful once metal skinned aircraft are your foes.
*** Likewise, New tank players often scramble for Armor Piercing, Composite, Rigid shells due to their listed extremely high Penetration ratings, when it would be better to use Armor Piercing Capped type rounds, especially when the enemy tank is at a sharp angle of deflection. Knowing which shell has just enough AP rating to get through the armor and hard equipment of a tank, then bouncing around inside of it, and shrapnal producing effect (via either High Explosive filler, spalling from the impact of the tank, the stream of molten copper from a HEAT round, is vital to improving your skill
** Equipment and Crew location knowledge is also vital. Riddling a plane or tank's central body is no where near as effective as targeting the equipment and crews. Causing a wing to tear off by hitting the area it joins the body, (which is also where the fuel tanks often are), shooting the engines, or cockpit of a plane is easier than dumping over half your magazines into the sturdy frame work of the air craft and hoping it falls out of the sky. The same for tanks, Ammo racks, fuel tanks, and engine parts can make short work of a tank, Knowing where the crews likely sit, can buy you precious extra seconds, or knock out the tank as well.
** Gaijin didn't explain how Air Domination and Front Line modes work, so you have to read the forums, test them out in a custom battle, or watch YouTube videos to know the objectives.
* GullibleLemmings: It's not unusual to see 4 or more members of your team chasing after a single enemy in a long conga line, vying to be the one who gets the kill. This, as one might imagine, makes them incredibly easy targets themselves. It's even a viable strategy to send a single plane down low as bait, wait for the whole enemy team to pounce on it, and then dive on them from above at your leisure.
** In such situations, it is also not uncommon to see multiple pursuers crash into each other, [[NeverMyFault then start screaming at each other about trying to steal kills.]]
*** And that's assuming they don't just shoot each other to pieces without noticing.
** Some players will continue to follow an enemy player even through difficult terrain, or past obstacles in the hope that the enemy player will either break off and go somewhere else, or smash into the ground.
** Wise players however are frighteningly good at averting this. If they see that too many players are latched onto a single enemy, they'll break off and go somewhere else. Or try to swoop in whoever is looking to harvest easy kills from those players. Or, if they see that the player they're chasing is trying to scrape them off on the canyon wall, they'll lag back, climb, and wait for a better moment to slot in and shoot him down.
* GunsAkimbo: Several tanks mount multiple turrets, which can be independently aimed to engage multiple targets simultaneously. The [=M3=] Lee, for example, has a hull-mounted 75mm, a turret 37, and a 12.7 machine gun turret on top of the 37. The T-35 is the master of this with ''THREE'' aimable gun turrets!
** Many Anti-Air vehicles pack multiple guns, with some of them packing quad mounts.
* GuyInBack: Several of the aircraft have them in the form of gunners. However they're blind as a bats when the AI controls them, but when you control them, they get ImprobableAimingSkills. Fortunately, investing in crew experience can mitigate this issue.
* HistoricalInJoke: The ultimate fighter on the Russian tree, the [[UsefulNotes/RedsWithRockets MiG-15]], is painted up in North Korean livery. This is most likely a reference to the fact that the Russians secretly sent many pilots into the UsefulNotes/KoreanWar to build up a pool of experienced jet fighters. US pilots would refer to them as "Big Daddies" or "Honchos", since the Russian pilots were [[BossInMookClothing typically much better]] than their [[RedShirts North Korean comrades]].
** With the pattern of version numbering in the game [[note]]increased by increments of 0.02 per major update, for example 1.43, 1.45, 1.47[[/note]], most players expected the next major patch to be 1.49. Then Gaijin rolled out [[http://forum.warthunder.com/index.php?/topic/236023-war-thunder-update-1701945-weapons-of-victory/ Update 1.70.1945]]. Then you realize that it's been almost 70 years since the end of [[WorldWar2 WWII in Europe.]]
* HitAndRunTactics: The most commonly used method of attack against more agile fighters. Get about 2-3000 feet above them, then dive down on top of them all guns blazing once you're in range. If the attack hasn't killed them use the speed built up in the dive to run the hell away before they can target you in retaliation.
* ICallItVera: Players can pick and choose different nose art from the Allied decal list. All of which are actual nose art, from actual aircraft.
** And a whole host of inscriptions for each nation, ranging from BadassBoast to InsultOfEndearment.
* IneffectualLoner: Good teamwork is necessary for survival and victory. Even a Bomber flying at high-altitude needs help from another Bomber or an escorting Fighter.
** Fighters should not attack a group of Anti-Air units unless they are distracted by other friendly aircraft. This goes double for ground forces mode, player flak is much more deadly!
* InfinityMinusOneSword: Advancements in shell production led to the German "Minengeschoß" shell, basically a high-explosive shell with twice the explosive of your average allied shell- And German anti-aircraft ammo belts are full of them. Add that to the hail of lead that can be discharged from an FW-190-A4's quad 20mms or the whopping [[MoreDakka ''six'' that can be strapped to a FW-190-A5/U2, the most heavily armed fighter of the war,]] and you've got a reasonably versatile fighter that can saw the wings off of heavy bombers with minimal effort. According to the battle rank system, the A5/U2 is on par with several jets that weren't even flying until ''years later-'' Meaning that in arcade mode, players flying high-tier FW-190s are put in matches with them out of fairness.
* {{Irony}}: In celebration of V-E Day 2014, The operation "Battle of Berlin" was chosen as the main event of Realistic and Simulator battles for three straight days. Unfortunately, very few people wanted to play as the Russian side as the Germans kept winning with a 90% victory rate, thanks to the overpowered excellence of the Fw 190, Ta 152, and the He 162. The 10% victory rate for the Russian side was mostly due to players destroying all of the Light Pillboxes instead of winning in the air.
* JackofAllStats: Heavy Fighters and Attackers. These aircraft can carry bombs and/or rockets that can be used for ground attack,while their heavy cannon armaments are easily able to knock down most fighters unfortunate enough to get in their gun sights. Despite these traits, they're not as agile as dedicated fighters, and have lower bomb loads than dedicated bombers. Medium tanks take up this role in Ground Forces, having ok guns with middling armor, but decent mobility.
** .50 cal machine guns are this in the firepower department. They strike a good balance between ammo loads, power, and reload times.
* KillItWithFire: Being lit on fire is usually a death sentence for light aircraft and a serious problem for big ones. Some gun loadouts have incendiary bullets to facilitate this occurrence. If you're really unlucky the enemy will have nothing but incendiaries loaded...
** Is equally dangerous to tanks should the fire reach the ammo magazine. Fortunately, one of the upgrades most tanks can unlock is a two-use fire extinguisher.
* LawOfChromaticSuperiority: In order to distinguish different versions of the same plane quickly, each iteration has a different color scheme, which leads into this as one climbs the tech tree.
* LeadTheTarget: You have to shoot where the target plane is going to be in order to hit it. A "lead target indicator" is included to help people in Arcade battles, but is absent in Historical and Full Real battles.
** Still present in ground forces, but no aid of any kind, even in arcade.
* [[LethalJokeCharacter Lethal Joke Plane]]: Several of the aircraft do not seem to fit in their intended roles, or seem just awful at first plane. But players familiar with the history of the aircraft will quickly figure out how best to use them.
** The Ju-87 Stuka climbs worse than a lead turtle, is pretty fragile, and can't dogfight as well - the only thing it CAN do well is when he has a bomb ready and above 2000m. Come level 7, and you get Stukas with [[{{BFG}} TWO 37MM CANNONS]]. Which rip wings and motors and tails like nobody's business in one hit. Large amounts of {{Troll}}ing has been done with such a poorly maneuverable, visibly pointless plane.
*** It actually starts a little earlier. The Ju-87 D-5, while visually no different from the D-3 before it, differs in one very important manner: It has 20mm cannons with a much larger ammunition count than the G-1 and G-2. While it might not be a trolling machine like the Ju-87 G, it is still a bad idea to get in front of one.
**** The Ju-87 B-2 can be a greatly effective anti-bomber in low tier matches if the pilot is skilled enough. Sure, it's a completely crap airplane at first and trying to actively dogfight is garunteed suicide, but in the right hands it can be a PBY's nightmare with the pools of ammo the Stuka can pour into its rear end. It also has a *very* good turn radius at optimally slow speed and flaps deployed and can outturn almost anything outside of a biplane in a pinch.
** The PBY Catalina, which must be the slowest bomber ever. Also big and rather exposed in motors and a blind spot directly in its 6'0-clock. HOWEVER, excluding motors and wings it is VERY durable and has such a large bomb load that it will kill half of the ground units (or sea units) if the fighters don't sic on it for free xp. Fore extra lulz, use it agaisnt low rank player tanks that typically don't have more than 50mm of armor at the most. They don't stand up well to a pair of 1000 pound bombs going off near them.
** The SBD Dauntless Dive bomber. Only two .50cal guns in the nose, and twin .30cal for the GuyInBack to use make players feel underpowered while using it. But it's extremely sturdy, and can shrug off a surprising amount of hits. It's also fairly maneuverable, and can even give some of the Japanese planes a run for their money. In real life, Stanley "Swede" Vejtasa took his SBD Dauntless against three A-6M Zeros... and ''WON''.
** The [=H6K=]-4 can probably one-up the PBY for slowness. On top of that, it's got one of the heftiest repair bills of any aircraft at that level, and catches fire very easily when hit. However, it's got a tail-mounted 20mm cannon that's going to given many players a rude awakening when they approach it for the first time. And when upgraded can carry two 2,000lb bombs that can reduce a Ground Strike Area Target to a smoldering crater in just two runs. On top of that, it's a real pain in the neck to shoot down as very very few aircraft at that level even pack the right weapons to damage it, let alone shoot it down.
** Biplanes, pure and simple. Slow, peashooter guns, poor climbing ability, and most of them have their landing gear down at all times. However, they turn better than any other plane in the game, and while their guns are weak, they can [[SnipingTheCockpit kill the pilot]] with some ImprobableAimingSkills. The I-153 takes this even further, as it's in the same sub-tree as the initial Russian reserve I-15 biplanes, but despite only having the same armament of 7.95 machine guns its battle rating is ''3.0'' which ranks it higher than virtually every other fighter at Tier 1, ''including'' the first LaGG-3's and the Yak-1 even though those planes get 20mm nose cannons AND better stats AND rockets!
*** Certain Russian biplanes can be upgraded to carry rockets, giving your first-level plane the ability to one-shot any light bomber it gets close to.
** The P-47 Thunderbolt counts as most players probably aren't familiar with its history. Ingame, it has very poor acceleration (due to its weight), average maneuverability, and it gets matched up against very nimble fighters that pack [[{{BFG}} Bomber-killing cannons]]. But with [[MoreDakka 8 .50call Machine Guns]], and a maximum load of 10 rockets, 2 1000lb bombs, and a single 500lb bomb, a player knowledgeable with its history will quickly tear up any and all ground units if the other team is stupid enough to leave him alone. Additionally, it is one of the only planes in the game which performs well at all altitudes and has a nightmarishly fast climb speed, making it almost trivial for a decent pilot to draw an opponent out of their element.
** Rockets are slow, relatively inaccurate, and are effectively useless at long range or against hardened targets (such as most ships). However, they can one-shot most aircraft (some only take two), and with the right settings and crew point investments, rockets can go from useless weight, to near game-breakers.
** Britain's Blenheim bomber is a low tier bomber with average speed, a puny bomb load of only two medium (or four light) bombs, and a single forward-firing machine gun located far out on the left wing. However, what it does have is two turret gunners that, when invested enough skill, can tear apart almost any fighter dumb enough to try and latch on its tail, and an exceptional maneuverability for a bomber. A useful tactic when deailing with enemy fighters at low altitude in a Blenheim is to hit the deck in hilly terrain and suddenly dip alititude before pulling up. If the pursuer doesn't smash into the ground or a tree trying to keep up, his pilot will often be left exposed for the twin machine guns mounted on the chin turret waiting to ''tear him apart.''
*** The Po-2 in-game is infamously known to be the absolute worst plane in the game and was removed from being obtainable outside of special events and owning it is really only good for bragging rights. In ''real life'' however, the Po-2 is notorious for having shot down an F-86...with the tail gun (which also happens to be the ''only armament on the plane'' and it faces ''backwards''). It's the only known case of a biplane ever having actually done the fabled task of defeating a jet in the real world. (However it should be noted that the jet stalled trying to slow down enough to attack the very much slower biplane.)
** On the tanks side of things, we now have the M3 Lee, and M3 Grant tanks. Players from WorldOfTanks will likely be quick to dismiss it due to the reputation it had in that game[[note]]big, fat, slow, TD-like play style[[/note]], but in War Thunder '''all of the guns work''', including the .30cal MGs on the turret and turret roof. It's also quite roomy inside the tank, meaning that many penetrating hits may not even hit a crew member or a module as they pass through. Once players get used to the odd way the guns work, they will quickly find themselves racking up more kills and shrugging off more hits than the higher-tier M4A1 Sherman.
* LightningBruiser: Several of the attackers, but the most well known from Real Life is the P-47 Thunderbolt. It could take a beating, and then dish it back out with ''eight'' [[MoreDakka .50cal heavy machine guns]]. All while having an engine that could perform well at any altitude.
** The T-50 "light" tank. Very fast, with armor comparable to the T-34 medium tank.
** Despite the notion that all Heavy Tanks are slow, the Tiger, when fully upgraded and given a decent crew is actually quite fast and nimble for its size and weight. On top of that when the armor is angled well enough it can [[NoSell bounce shells designed specifically to kill it]], at which point its main gun can quickly deliver the proper reply to the insults.
** The Panther takes this and runs with it. In real life the Panther was actually capable of higher speeds than it was often driven[[note]] Due to the issues with its very complex transmission[[/note]]. But the front armor is angled well enough, and the gun mantlet is so thick that enemy shells bounce harmlessly off. Add in the very powerful 75mm gun and many players will question why they would want any other tank in the game when the Panther is top tier.
* TheLoad: Planes that keep flying in a straight line upon spawning are players that have joined the match and gone [=AFK=] just for a small sum of Silver Lions and XP.
** Players that quit at the start of a match either have a bad connection, don't want to play the selected map, or just like to inconvenience the team by leaving it with one less contributor.
* MacrossMissileMassacre: While some planes can mount alot of rockets, like the A-20 and Fariey Firefly mounting up to 12, the Sherman Calliope takes the cake. it mounts ''SIXTY'' rockets, and can fire them off very rapidly!
* MadeOfExplodium: Ammo racks in general. If a shot gets through the armor, and hits the ammo rack, expect either a geyser of flame shooting out of the TCs hatch, or your turret to pop off like a champagne cork.
** The M4 Shermans, T-34s, and T-54s have it the worst of all the tanks. Justified as they're all basically rolling ammo racks, with ammunition stored all over the hull, meaning that just about ''any'' shot that penetrates the armor will blow the ammo racks. Ingame it can be frustrating, however it is an example of ShownTheirWork as these tanks really ''were'' that susceptible to ammo rack detonations.
** Rarely, you can cause the bombs hanging on the wings of bombers to detonate prematurely... to rather disastrous results.
* MadeOfIndestructium: A very embarrassing mistake that's made by Players in Ground Forces is running at high speed into trees ''with thick trunks''. An observant player knows right away that a tree with a thick trunk can never be knocked down and will be extra careful to avoid it while driving. Players that aren't careful, however, will commonly get their engine or suspension broken and their driver killed. It's even possible to kill your entire crew by going downhill into a big tree. Its worse with ligher weight tanks with little armor, what looks like a sapling can unexpectedly stop you (and your poor driver) dead.
** At times, the driver can seem like a OneHitPointWonder, falling unconcious at the slightest collision with unbreakable terrain. The suspension isn't much better either.
* MadeOfIron: The Yak-9T and Yak-9K are the best known examples of unrealistic durability. They can smack their wings against trees at high speed and still not show any bit of performance degradation. This however has been fixed in the last few patches.
** Bombers can be very tough to take down if you don't know how and where to hit them. But the one that takes the cake is the H6K4 Japanese Float Plane. When it's a top rank plane, the worst it has to face is the occasional .50cal machine gun, and even then, most of the players lack the knowledge of where exactly to hit it. On top of this, the 20mm cannon in the tail will make short work of anyone stupid enough to get in behind it.
** The H6K4 is downright realistic compared to the B-17--which at whatever tier it appears, will easily take the ''entire payload'' of multiple Japanese or German aircraft (including 20 mm cannons and higher) and continue onto their target. Apparently, Gaijin took the legendary reputation of the B-17 and decided to make them fire-retardant (B-17s will always extinguish engine fires before they do any real damage) and immune to 20 mm fire (in reality, around a dozen or more hits would perforate a B-17). Iron indeed!
*** The H6K4 also gained a nasty surprise advantage when Gaijin addressed the problem of bombers being insta-killed from pilot shots like regular planes and the co-pilots just sitting around uselessly...by actually allowing the co-pilots to effectively be 'extra lives' for the pilot. As in 'the H6K4 will tank up to ''four'' pilot shots before shooting the pilot actually kills the plane' terms.
*** Since the damage model does not include the separation of the elevator or rudder mounts, only the control surface or the entire tail section, and the B17 having a large tailfin that obstructs most of the bomber from behind, this has been amplified. Most players sit dead six, kill the gunners and then pump round after round into a tailfin that cannot break off, even tho it should.
** The KV-1 could qualify, with many German tanks at its tier unable to penetrate its frontal turret armor, and most unable to penetrate its frontal sloped armor, it's not uncommon to see a KV-1 shrug off dozens upon dozens of should be fatal shots over the course of a game.
** While the first IS-2 has the same armor profile as the IS-1, the IS-2 mod. 1944 has arguably more effective upper glacis armor than the Tiger II due to better sloping, and has an extra 100mm mantlet covering the left side of the 100mm turret front, which totals 15mm more than the Tiger II (H) turret. The right side of the turret front, however, remains at a paltry 100mm.
** The M4A1 Sherman also qualifies when, on rare occasion, it actually becomes top-dog in the match making. The M3 75mm cannon is very capable of laying waste to anything it comes across at distances over 500m, while at the same distance return fire can't even scratch the paint. Only a handful of tanks and Tank Destroyers are even remotely capable of damaging it, let alone killing it at that battle rating.
** The Maus and the T95. Two of the most heavily armored tanks built during WWII. Both are capable of withstanding an enormous beating, and dishing it out in return. Just keep them away from artillery and bombs, their slow speed means they can't dodge them.
* MagicTool: Airfields in most cases, assuming you can land on them, can repair your plane from Swiss cheese with nothing working, to fully capable and battle ready within 90 seconds after coming to a complete stop. Damage that would have effectively rendered the aircraft completely unusable.
** All tanks have them as an upgrade. It should be noted that the amount of time it takes for the tank to repair is determined by how many of the crew members are still alive, and how bad the damage is. In some cases, it's just better to leave the tank, then sit and wait for the repairs to take hours to complete...
** Cap circles are this for ground forces. It allows for repairs if you lack the aforementioned upgrade, and refills your ammo over time.
* MightyGlacier: Bombers. They pack the heaviest punch for air to ground work, and can take a beating. But they're usually sluggish, and the gunners are seemingly blind when it comes to dealing with fighters, at least until they get a few points into their skills. Partially averted though, in that they are not particularly ''slow'' (thanks to their multiple engines most of them are usually quite fast in absolute speed) but their mass and stability makes them difficult to accelerate or turn quickly and easy targets for enemies.
** At low levels the H6K flying boat gets a honourable mention, as it's slower than any other bomber and the first plane new players will likely see that truly soaks up bullets like a sponge.
*** Also the A-20G Havoc. 4x500lb bombs is pretty sizable for an early game plane's payload, but the nose also has six(!) 12.7mm guns that will absolutely shred anything put in front of it. The British version; the "Havoc Mk.I" loses two of the guns and has slightly lower performance but it's also a tier lower and just as hard to kill as its American big brother.
** And with the addition of ground forces, most heavy tanks The later German Tank Destroyers tend to be this too. The Soviet KV-1 heavy tank has so much armor that in its tier it can shrug off rounds to almost any location; even the weakest points (its turret ring) can be difficult for medium tanks to penetrate.
** Taken UpToEleven and the logical conclusion with the Maus, the final German (Super) Heavy tank. At 188 tons, it moves at only 12 mph on smooth ground, but has a 128mm gun capable of destroying any Allied or Soviet tank and 200mm worth of armor on all sides, meaning it can take damage from even Cold-War era tanks if used to its full potential.
** Now beaten by the T95 Super Heavy Tank, (Even though technically its a Tank Destroyer) which has even THICKER armor (305mm) but only goes a whopping 8 mph.
* MajorInjuryUnderreaction: The radio chatter, again.
--->*Wing is shredded off the fuselage in a fireball*
--->'''Pilot''':(calmly) Uhh, I've got a problem here.
* MilitaryMashupMachine: The aptly named "Land Battleship" T-35 Heavy Tank. While most tanks only have one turret, and one gun, the T-35 has a total of FIVE turrets, and of which, three have usable weapons. A 76mm howitzer and two 45mm AT Guns. And the thing is only a rank one tank. And then there's the SMK, which is essentially a lengthened KV hull with an extra turret mounting a 45 mm gun in addition to the 76mm.
** The M3 Lee looks like the result of a MadScientist trying to Frankenstein together a WW1 with a WWII tank.
* MoreDakka: True to RealLife, many of the aircraft in the game are packing multiple machine guns and cannons. Justified in that the goal is to create a high weight of fire on the target, so much so you can run a buzz-saw through him and possibly rip a wing off.
** The British are early-tier masters of the trope; the Hurricane I has eight machine guns, and the II has ''twelve''. They create a large volume of fire that'll blow most light fighters out of the sky, but they tend to lose badly to [[{{BFG}} cannons]] when going after armored targets.
** The Americans are the undisputed champions of spray-and-pray with the P-47 and PBJ-1 series, both of which are capable of putting out a murderous hail of lead. The second PBJ has 12 .50 cals in the nose, with an additional 2 in the ball turret that can be pointed at its target. Going head to head with one is a bad idea, to put it mildly.
*** From the F-82 and Bearcat on, American fighters are armed with the M3 machine gun, an electrically assisted variant of the M2 that pours out fire at 1,200 rounds per minute.
**** The F-82's firepower became even more ridiculous with patch 1.47: an External Gunpod Option will exponentially raise the firepower by giving it '''14''' M3 Machine Guns. All of witch can fire Armor Piercing Incendiary rounds exclusively...
** The Germans combine this with [[{{BFG}} autocannons]], both in the air AND ground forces. Case in point, The Kugelblitz and the Ta 152, in the right hands, are some of the deadliest vehicles in the game with their 30mm cannons.
** The aforementioned T-35 Heavy Tank certainly counts with 3 guns the player can fire. Getting near one in any tank that lacks the capacity to kill it is not a healthy venture.
*** Some planes eventually gain the option of wing-mounted gunpods that exchange maximum performance for more dakka.
** The American Tank tree brings with it the M16 Half-track. A Self Proppelled Anti-Aircraft vehicle that packed four M2 .50cal machine guns. In real life it was nicknamed the "Meat Chopper" or "Krautmower" because of its insane rate of fire.
** The M2 Medium Tank has ''NINE'' .30 caliber machine guns. Sadly only 5 of them work... for now.
* MutualKill: Head-on Attacks can usually end up with both planes having destroyed each other or not being able to break away in time. For example, two fighters destroy each others engines and one fighter getting rammed by the wreck of his opponent.
** A Anti-Air vehicle can shoot down a bomber, only for it to be too late and have the bomber drop their bombs on him anyway, killing them both.
** With proper timing, its possible for two tanks to kill each other by firing at the same time, particularly at longer ranges.
* NeverSayDie: Crewmembers aren't "killed", they are "knocked out", even in extreme cases, i.e. a Flakpanzer's commander receiving a 152mm anti-concrete round straight to the face.
* NoKillLikeOverkill: in order to prevent kill-stealing - where one takes a lot of effort to damage a plane but sees his kill credited instead to a passing team mate who casually fires the final burst that kills it - many players will continue to follow damaged planes in their final dive and keep shooting them well after it's clear they no longer have any control and can't avoid a crash, because total destruction while still in the air will award the kill without having to wait for the impact.
** Sure, you can kill a plane with a normal rocket. But what's worth doing is worth overdoing. Hit them with a 298MM "[[NonIndicativeName Tiny Tim]]" rocket instead! Never mind that its the equivalent of a 500 pound bomb with wings meant to kill ships, that bomber needs to explode ''awesomely.''
** Sure, a 37mm cannon could take out anything in a hit or two. But why stop at that when you can wipe out an enemy plane with a ''75mm'' antitank gun slinging high explosive?
** Nothing is more trollish, hilarious and satisfying than dropping your bomber to right above ground level with fighters in hot pursuit for then to ''drop your bombs'', particularly if they have a large blast radius. If timed right, they will blow one or more of the fighters out of the sky.
** On the Ground Forces side, you have the KV-2 with a 152mm howitzer. At its tier the worst it will fight would be the early Tiger tanks, which explode gloriously under the power of this gun. Pity the poor flak truck that meets it...
*** Or, through a combination of luck and skill, hostile aircraft.
** The Sherman Calliope. Why use 6-12 rockets on a plane? Why not use ''SIXTY'' rockets strapped to the top of a tank to blow up your enemies?!
* NoOneShouldSurviveThat: Happens sometimes when players break off an attack thinking that the plane they're chasing is going to crash. Hilarity ensues when they realize that they were wrong...
** Invoked when a player dumps a large bombload on a stationary plane waiting for repair on the runway...and somehow ''just'' enough of that plane remains undamaged that the repair timer merely resets to a longer wait time instead of the game marking the plane as destroyed.
* NoSell: Any bullet that doesn't have an Armor-Piercing characteristic is prone to bouncing off harmlessly when hitting Armored Cars. Even planes will bounce shots if they hit from the wrong angle, regardless of whether or not they have armor. Because of this, it's important to avoid belts that have ball or tracer rounds as they have a high propensity for unreliability and ineffectiveness. Unfortunately for the early British planes, almost all the default "training" belts are made of of mostly ball bullets...
** Ground Forces aren't exempt from this either; a shot that hits at a shallow angle won't do anything other than scratch the paint job. A tank driver who knows how to angle their armour against incoming shots can take a lot of punishment if the ones shooting at him don't aim for things like the turret ring or try to reposition.
** Immediate Action Incendiary and Adjustment Incendiary Bullets are misleading: They both look like the same bullet and seem to imply that they're effective at setting aircraft on fire but what they really do is explode in a bright flash to visually indicate that you're landing hits on the enemy. Just like ball and tracers, they're useless against armor.
* NoSwastikas: Par for the course for a game made in Russia. None of the German fighters have a single swastika in any of the locations they would logically have one.
** In the 1.33 update, Gaijin added black X's to many German planes where swastikas would have logically been, so no one can say they aren't trying as much as they can for accuracy.
* NotTheIntendedUse: Recoil from firing the guns slows a plane down a little. This has resulted in any remaining ammo being used for "gun brakes" when landing in order to bring the plane to a stop faster.
* OneHitKill: Cannons and Rockets have the potential to do this if they hit the fuel tank. Can also happen with a hit to the bombs, or on some aircraft at least, a hit to the wing spar.
** Anti-aircraft artillery cannons, while not very accurate in and of themselves, are extremely good at removing wings.
** An [[http://www.youtube.com/watch?v=ncILNe9gCG8 amusing troll tactic]] is to use the Me 410's 50mm cannon or the Ju 87G armed with twin 37mm cannons against enemy fighters. Although [[DifficultButAwesome this is VERY HARD to do]], the satisfaction of pinching several players out of the sky in one shot is very rewarding.
** This can happen a lot in the Ground Forces. It's always best to avoid being shot in the first place unless there's a massive disparity in your tank's armour and their gun's penetration.
* OneHitPointWonder: American tier 1 tanks are infamous for their tendency to have total crew loss from a single penetrating hit; a large crew count and high sides make it difficult to ''not'' hit at least one crew member in vehicles like the M3 Lee, which was nicknamed a "(grave) for seven men" by the Red Army.
** Same goes for the IS-2 and T-44 in matches that involve them fighting things like the King Tiger, Ferdinand, and Jagdpanther, where the latter's 88s are capable of killing 3/4 of the crew (i.e. the ones housed in the turret), enough to count the former as knocked out.
* OneHitPolyKill - Bombs have a splash radius that can destroy multiple units if they're close enough but you'll need a direct hit with bombs that are less than 250kg.
** The KV-2's 152mm howitzer has been known to kill 2 tanks sitting close to each other in 1 shot.
* OpposingCombatPhilosophies: American and Japanese planes are on opposite extremes of the spectrum. American planes are durable and powerful but for the most part handle like flying bricks, whereas Japanese planes are extremely agile but get snapped in half from pretty much any return fire. Americans benefit more from flying in groups to make up for their abysmal turn speed, while Japaneses can work better with lone wolf tactics.
* OverHeating: One must be careful to shoot measured bursts rather than letting the guns go until empty, because doing so will overheat and jam them. In arcade battles the jam can be fixed with a reload, but in the other modes it's a trip back to land at the base.
** Oil/Water/Engines can overheat if you leave [[NitroBoost WEP]] on for too long, especially in Realistic mode (but can sometimes happen even in Arcade, too). If you ignore it too long your engine will die.
* PlayEveryDay: A daily multiplier (x2-5) would reward bonus XP for the first victory. This was replaced in patch 1.47 by an item system.
* PlayingPossum: when having a determined attacker on one's tail and seeing no immediate way to get rid of them, it can be beneficial to fake having been damaged beyond the ability to maintain control by slowing down, stopping all evasive maneuvers and pointing the nose to the ground. Some players - especially if themselves under fire by an ally of their target - won't press the attack at this point, and assuming their target can't avoid a crash will disengage and look for something else to do. Cue their vengeful target gunning the throttle, breaking off the dive and looking for blood...
* PintSizedPowerhouse: When you look at the sizes of the American Carrier Based Aircraft, and compare them to land-based fighters, you will notice this about them. The one that really takes the cake is the Grumman F6F Hellcat. Fully upgraded, it can carry two 2,000lb bombs, and six rockets. To put this in perspective, the only other aircraft with an armament that surpasses it is the P47 Thunderbolt a full rank higher.
** The M41 Walker Bulldog may be classified as a light tank, and it may have cardboard for armor.... but it packs a 76mm gun that gets the second best Armor-Piercing round for that gun on the Easy 8 Sherman... as its starting round. After that, you get access to APDS ammunition, and can absolutely wreck tanks with far greater armor than it has. It should be noted however, that it's also a FragileSpeedster due to it being a small vehicle, it's very easy to kill the crew with a single well timed and aimed APCR round.
* PointDefenseless: massively averted. If you think you can just fly up to a bomber in a light fighter and fire your peashooters at it undisturbed [[DeathOfAThousandCuts until it finally succumbs]], a few instances of getting your pilot killed by their turret guns should be enough to start you considering reasonable angles of attack instead.
** Also, beware the AAA that dot most of the maps. While the mobile AA guns aren't much to worry about, the stationary flak guns seen near pillboxes or airfields have a nasty habit of blowing players out of the sky that aren't working with other team members.
** Go ahead, try and make an attack run on a destroyer in a slow-moving torpedo bomber at low altitude without any fighter cover to distract it... we dare you.
* PowerUpLetdown: The In-game Encyclopedia advises against using rifle-caliber "Armor-piercing tracers" as they are inferior to "Armor-piercing" and "Armor-piercing Incendiary". This is because the burning of the tracer chemical will significantly alter the weight and in-fight ballistics, resulting in a bullet that is more prone to divergence and bouncing.
* PromotionalPowerlessPieceOfGarbage: Gaijin hosted a promotional event where people could get an A-26 Invader by purchasing an exclusive laptop with the game already installed. Unfortunately, the huge sticking point is that those exclusive laptops cost '''$2200''' each.
* RammingAlwaysWorks: Almost guaranteed to destroy both the rammer and the rammed. However, because ramming never gets you credited for the kill, the maneuver is usually a product of either extreme frustration (after, say, a bomber has survived three ammo belts and is still limping along), desperation (last friendly survivors on the ground, enemy heavy bomber heading at them, and you flying a reserve plane with no chance of taking it down in time with gunfire), or noobishness (pursuing players forgetting there's a throttle and slamming into you because they're flying a faster plane). Or simple dickishness - ramming is typically seen as a low move and will attract a lot of verbal abuse in the chat, so trolls can load up on reserve planes and smack them into people just to enjoy the anger.
** Averted with planes ramming ground units. It used to work, but was removed in an ObviousRulesPatch prior to ground forces being released.
** While not as effective as it is in, say, WorldOfTanks, ramming is used in the ground combat and can have some use. In extreme cases, you could flip an enemy tank. More likely, you can nudge them around, throwing their aim off and hopefully exposing weak points to yourself or allies.
*** One tactic for dealing with enemy tanks in a capture zone, if you can't kill them, simply knock their engine and transmission out, and then push them out of the capture zone. This can be especially funny when doing this puts him into the line of fire of something with a bigger gun than you have...
* RareVehicles: Many of the premium and gift vehicles are these if they're not an AceCustom. Notable examples include the Super Pershing and the Super Hellcat on the American tech tree.
* RevengeBeforeReason: a lot of less-than-experienced players will get so incensed at being shot down that they'll ignore mission orders entirely and focus all their energy into vengefully pursuing their attacker. The game actually encourages this, by leaving said attacker selected as a target when you jump in a new plane even if you wouldn't be able to target them with normal means.
** Starting from Update 1.70.1945, said attacker is marked with a ''[[UpToEleven skull.]]''
** The "eye for an eye" award is earned for basically doing exactly this.
* ShaggySearchTechnique: Every now and then there will be a mission where visibility is exceedingly low due to heavy fog, thick clouds, or night. Such conditions are beneficial for high-level Bombers but are very detrimental for Fighters as they have to stumble within kissing distance to find an enemy plane.
** A mission that takes place at dawn will give a visibility advantage to the side that has the sun to their back as the blinding light makes it hard to be seen by the opposition until it's too late. This is actually Rule 1 of the [[http://en.wikipedia.org/wiki/Dicta_Boelcke Dicta Boelcke]], a list of aerial combat tactics written by German fighter ace Oswald Boelcke.
** Planes can't detect tanks and give them markers, so a bomber will have to look for unmarked targets visually.
** Ground Forces simulator disables all target markers, so again you're looking visually for tanks. Not too bad normally, but add a high foliage map like Jungle and it quickly becomes this trope.
** Player tank models that are not spotted by ground forces are not drawn from distances over 800m.
** Ground vehicles have it just as bad as fighters during twilight/night missions. Whilst the penetration marker of the crosshair will quickly help you realize when you're aiming at an enemy when playing in Arcade mode, that marker isn't present in other modes - and it can take your crew an extra couple of seconds to spot or identify whoever or whatever you happen to be aiming at. This is made significantly worse by the fact many (but not all) tanks lack all-around optics.
* ShownTheirWork: The planes are quite well researched, with most of the planes having a small information section attached to it to give a bit of history on the plane. The individual quirks of some planes also translate into historical and simulator battles, such as the P-51 becoming much more bottom-heavy with full fuel due to its belly-mounted reserve fuel tank.
** On top of that, several of the aircraft have very poor dive characteristics, and are very difficult to pull out of a dive. The P-38 Lighting for example, just like in RealLife, will crash if it gets into a steep dive for too long. Players who are familiar with this information (either through reading or trial and error) can use this information against players that never bothered with the information.
** The Tanks are getting a dose of this as well. Nearly every internal component is modeled in every tank, and the armor of each tank mirrors the real thing. Just like with the aircraft, [[AttackItsWeakPoint knowing where to shoot]] is just as important, if not more important, then making sure your enemy doesn't get a shot on those locations.
* ShowsDamage: Through a very nice bullet-hole and bomb-crater system.
* SnipingTheCockpit: Played straight. As part of the SubsystemDamage gameplay, crew can be incapacitated, and if the pilot is killed or knocked out the plane is considered "downed" and will crash. Further, no matter how robust the construction is and how much damage the air frame can absorb, [[AttackItsWeakPoint the cockpit is always vulnerable]] at least through the glass canopy. This means that head-on confrontations between planes are particularly deadly for both parties.
** Almost required for Ground Forces, as one of the ways to kill a tank is to kill all but 1 of its crew.
* SoundCodedForYourConvenience: Every gun in the game has a different sound effect, from the pow-pow-pow of the M2 .50 to the sharp rattle of the Mg 17 7.92mm.
** Many aircraft also have their own engine sounds, though most still don't and more sounds are added in every patch.
* SpiritualSuccessor: The game essentially is a [=F2P=] sequel to ''VideoGame/BirdsOfSteel''.
* StoneWall: The new Sherman Jumbos are this, especially the one armed with the 75mm gun. While their armor is capable of shrugging off even [[LightningBruiser Panther]] and [[MightyGlacier Tiger]] rounds, their guns won't do much against those tanks' armor unless you're either a crack shot or at point-blank range (and even then, you still have to AttackItsWeakPoint).
* SubsystemDamage: Played straight, and part of the simulation. Various components of the plane can be hit and the damage will affect its performance in a variety of ways. For example, losing a chunk of its wing has a drastic effect on the pilot's ability to control it. On the other hand, some light damage can be mostly just cosmetic and have little effect on performance. For someone looking to shoot down a bomber, going for this by attacking the engines is a good idea. If you see your target's elevators fly off or get a notice about them losing tail control, then they're doomed; best they can do is delay the inevitable and try to spite you by getting killed by one of your teammates before they hit the ground.
** Continues in the Ground Forces, which tracks components like the tracks, suspension, transmission, horizontal and vertical turret drives, engine, radiator, cannon breach, ammo magazine and the crew. If your driver is knocked out, you can't move your tank until he wakes up; same with losing the gunner (unable to fire or turn the turret).
* SuperPrototype: Several aircraft and tanks are this, both in the regular research lines and as premium vehicles, as they never made it to the production lines for varying reasons. Some of the most notable examples include the American T32 Heavy Tank and Soviet SMK added in Patch 1.45, the I-185 line of Soviet fighters (which overlaps with FlawedPrototype, as they were too difficult to control for inexperienced pilots) and the German Horten Ho 229 flying wing jet fighter. Now there's also the Maus and T95 Super Heavy Taks as of 1.75.1945.
* TakeThat: In April 2015, Gaijin introduced "Unrealistic Battles" where players drive around in an SPS-255 which is a wooden-framed M4-shaped rubber balloon decoy tank that has NO armor, is propelled by 4 men riding bicycles, is armed with a pneumatic vegetable launcher that shoots potatoes and carrots, and has a "health bar of 400 HP". In essence, the event is a brutally cunning jab at Wargaming's WorldOfTanks.
* TakingYouWithMe: Sometimes happens with desperate players who will crash their planes into someone else's to bring them down, an interceptor ramming a bomber, for example. Conversely, a plane with a turret mount in it which is going down might still fire wildly at whomever inflicted critical damage on them in the hope of bringing them down too as they spin toward an inevitable crash. It's also not uncommon for a bomber who is outnumbered at low altitude to drop his bombs and then crash his plane into a target in order to deny the enemy a kill.
** Invoked in the most [[DyingMomentOfAwesome awesome]] way possible in the game's [[http://youtu.be/pzgPXOw2plI latest trailer]], featuring the tail gunner of a mortally damaged American B-17 bomber shooting down the attacking German fighter responsible, while a [[Creator/JossAckland Joss Ackland-esque]] narrator warns, "...And you ''won't'' get out. Not when it dives at 300 knots," followed by the driver of a burning Panther tank ''missing its turret'' charging into an Allied convoy.
* TwentyBearAsses: Gaijin offers free Golden Eagles and Premium Aircraft/Vehicles to whoever is skilled and determined enough to complete special challenges. This has had the unfortunate side-effect of polarizing the fans between elitist and casual gamers.
* WeaksauceWeakness: For the most part, Soviet tanks struggle to aim downwards, making them appallingly poor on the hilly central and southern European maps.
* WeaponizedCar: The Soviet and German starter AntiAir vehicle are cargo trucks with a flak cannon fastened to the bed, while the U.S. ones are halftracks up till the M19. In 1.75.1945 halftrack TD's with 57 and 75mm guns were added.
----