War Thunder – Section 3:Missile combat BR 10.3/12.0

War Thunder – Section 3:Missile combat BR 10.3/12.0 7 - steamlists.com
War Thunder – Section 3:Missile combat BR 10.3/12.0 7 - steamlists.com

Welcome. This War Thunder – Section 3:Missile combat BR 10.3/12.0 Guide was written to be useful to you, and we genuinely hope it is.

Those new to top-tier air RB or who might benefit from a brief refresher should read this tutorial.
I have played this game for over 4.5k hours, most of those hours spent playing air RB. I have no experience with AB or SB because I don’t like those game modes, so if you were searching for a guide to those game modes, I apologize, but you’ll need to seek elsewhere.

This guide is also vying for first place in the #WTguide2 competition, so if you find it useful, please like it or give it an award if you think I deserve one.

 

Section three, Missile Combat (BR 10.3/12.0 ) –

The meta at top-tier war thunder is undeniably rocket combat. This, contrary to popular opinion, actually requires you to have a mind to use them effectively.

Here is a picture of the missile reticle.

War Thunder - Section 3:Missile combat BR 10.3/12.0 - Section three, Missile combat (BR 10.3/12.0) - EB5D44D

Missile thunder.

There are three types missiles available in the game IR.

IR (rear aspect) Infrared Missile, these only work from the back, such as AIM-9/D//G/J/P R-60, Matra Magic 1, etc.

(Refer to “Most efficient” and “Somewhat efficient” sections on how these missiles can be used.

IR (all aspect) may be locked on from any angle. These include the R-60M, AIM-9L and Matra Magic 2. Also, the R-23/24/27T. Below are the best ways to use these missiles.

(Most effective) rear aspect: Missiles such as AIM-9L and Magic 2 are nearly impossible for flares from the rear. (varies depending on flare caliber).

Best to be fired between 1.5-2 km (4900-6500ft). This is best against players who are too busy trying kill your teammates

War Thunder - Section 3:Missile combat BR 10.3/12.0 - Section three, Missile combat (BR 10.3/12.0) - A6F6F19

(Somewhat effective) Side Aspect will kill if your target has too many other players shooting at them but

Your presence will make them more aware of you.

Best fired from 2.5 to 3km (8200-9800ft) why so far?. You might be asking, but since some missiles on this list pull 18-20G’s instead of 30 G or 35G, they will need to travel slowly and pull toward their enemy to ensure you catch them.

War Thunder - Section 3:Missile combat BR 10.3/12.0 - Section three, Missile combat (BR 10.3/12.0) - 1AD6E05

(Least effective) Front aspect: Since you are literally facing your enemy directly, there is little chance that they won’t notice you. Flaring can easily counter your missile and you don’t even have to move out of their way.

For maximum effect, the missile should be fired at a distance of 1 to 1.5 km (3200-4900 ft) to ensure that your enemy has enough time to react to it and flare it.

War Thunder - Section 3:Missile combat BR 10.3/12.0 - Section three, Missile combat (BR 10.3/12.0) - 4D06221

S.A.R.H Semi Active Radar Homing missile. This missile uses radar waves and locks onto a target. It guides itself toward the target.

This missile is best used in head-ons or in B.V.R engagements.

It is recommended that missiles that track off of the rail be fired at between 7-3km (23000-9800 ft) in head ons.

If you are using missiles that don’t track off the rail, then fire them off at around 8-5km (26200-16400ft).

It is recommended that BVR engagements be fired at 10-8 kms (332800-25200 feet).

If you’re using SARHs that have a long burning time, you can manage 12-16 km (39400-522500 ft) if your target is not in the top notch.

Depending on the strength of your radar and the accuracy with which you lock the target, you’ll see a second circle surrounding your locking circle when you fire your SARH Missile.

(weak)

War Thunder - Section 3:Missile combat BR 10.3/12.0 - Section three, Missile combat (BR 10.3/12.0) - 3E5C8C5

(strong)

War Thunder - Section 3:Missile combat BR 10.3/12.0 - Section three, Missile combat (BR 10.3/12.0) - 35FF366

A.R.H is an Active Radar Homing Missile. This missile is the only one in the game that falls within this category. AIM-54A phoenix, which is found on the F-14, can continue flying towards the target despite the radar lock being broken by the F-14. Best used in volley’s against 2 aircraft favorably shot just a few seconds apart. If the first misses, it’s more difficult to avoid/doge the 2nd one. (The missile can only track the targets if it’s fired or maintained a radar locked of at least 16 km (16500 feet).

Side note, The missiles are more effective at higher elevations due to less drag. Also, their range is greater. But be careful when trying to kill high-up players, as climbing straight up to lock them might result in you being picked up by the enemy team.

We are grateful that you took the time to read through the War Thunder – Section 3:Missile combat BR 10.3/12.0, and we sincerely hope that you discovered it to be beneficial. Feel free to call out any problems or provide suggestions for improvements in the comments box below, and we will answer them as quickly as possible. Today, I’d want to send you my warmest wishes. This write-up was inspired by a piece written by the creator and author 『Haloskillplayer』 If you liked this post, you should check back regularly because we publish new information every day.


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