War Thunder
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War Thunder Naval Guide
Por SdwCdrGhost
Gaijin's tutorial for naval is outdated and doesn't properly touch the mechanics. This guide will go over everything you need to know from my months of trial and error and making it to top tier. If you like the guide, share it with your friends and remember to rate it to motive me to expand further. If you really like the guide, go to my Discord at sdwcdrghost and we can grind naval together at any BR. You get to train with me in VC and I get to grind a new naval tree.
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Essential Tips
Before we get started with the guide, I have to add a few things everyone should read before playing their next match. It ranges from what to expect with naval to the glitches and trash you'll subject yourself to and how to deal with it. In addition, an update has made it possible to understand how certain modules function including how you receive feedback on icons when damaging icons. Simply go to the hanger and view the X-ray mode. Now hovering modules will tell you their function.

The Experience:

To understand what you get from naval, you need to understand what the branches are like. The coastal fleet is fast paced action early on and you get to derp around in speedy boats. These ships are fragile and the mode is a little bit like air battles.

The bluewater fleet is more like ground battles but with a twist. It will feel slow and a little unfair after you complete your three battles and actually have to play against people. In order to do well, you must learn how to fire on the move, how to hit your target 7km away, and to rely more on evading rather than tanking until you start playing with more armoured ships.

Glitches and Annoyances:

The targeting glitch: Naval has a glitch where your the fancy selector for targeting objects doesn't show even if you press X. This makes it impossible to aim due to the inability for you to tell the game you want to fire at a specific target and causes your guns to randomly jump up and down in range. Go to the control setting and scroll down to camera control for naval. The second option has target tracking (naval). Pressing the button once sends the waifu you worship to personally fix this terrible glitch by allowing you to target once again.

SKRs and Frigates: These are more of an unbalanced annoyance than a glitch if you play coastal. The problem is tanky mini destroyers which spams 76mm or even 100mm shells at you and in some cases launch rockets. Solution? Do not engage with planes since they have good AA. Get a destroyer to outgun them with HE or take out their guns. Also check the wiki for their weaknesses.

Dealing with Destroyers in a Boat: The damage modules make damaging destroyers in coastal vessels excruciatingly hard. Your best bet is using torpedoes. If you're lucky, you'll have a cannon at least 20mm or higher and with AP. Even with HE, cannons can disables destroyer guns and make it easier for you to survive, provided you don't get hit with secondaries. Try approaching ships bow on and disabling the guns and bridge. if you can damage a compartment (See next section) keep firing until it's destroyed or you detonate ammo.

Ship Roles: How each ship plays. Skip this unless you have never tried these ships ever and are completely clueless.

Destroyer (DD): Typically, you'll be capturing points, destroying small vessels, and ambushing ships. It's as simple as it gets, but don't rely too much on AA which is why you need to be in formation to get the most air defense.

Light Cruiser (CL): You will either have good AA (check the stat card or test sail.) or decent enough guns to take out heavy cruisers. This is typically your job, but your role doesn't change much as you are still a support class. Your main targets are smaller bluewater ships.

Heavy Cruiser (CA): Heavy cruisers will likely be a vanguard for the fleet and will have some of the heaviest armor until top tier. As such, your goal will be leading your team and making use of your firepower and armor. AA will likely be decent enough to repel planes and make them useless, but sticking with your teammates is still necessary.

Battleship (BB): You're going to deal with slow speed, but the best armor and guns. Your primary targets will be smaller ships as other battleships tend to tank too much for the effort to be worth prioritization in earlier BBs.

Battlecruiser (BC): These ships are like battleships with the same firepower (maybe even less) but with weaker armor in exchange for speed.

Aircraft Carrier (CV): Uninstall the game and go play World of Warships.

Frigate (DL): Destroyer pocket edition. Mostly used to dominate shallow cap zones.

Motor Torpedo Boat (PT): High speed boats used to cap zones and torpedo bluewater vessel. Be warned most vessels under this category have weak guns.

Motor Torpedo Gun Boat (No abbreviation): High speed torpedo boats with good guns. These ships have the firepower to dominate short term in shallow waters against other boats, but will struggle against larger vessels unless they manage to hit them with torpedoes.

Motor Gunboat (PGM): Boats without torpedoes but good firepower. They can dominate well short term but are usually defenseless against larger vessels.

Subchaser (PTC): Slow speed, but heavy firepower. Certainly an odd addition as there are no subs in the game as of writing, but these ships can act as a pocket BB in shallow watter and could even deal decent damage against unsuspecting DDs.

Gunboat (Gbt): A large gunboat, but they seem to be like frigates to me.

AA Ferry (no abbr.): Sub chasers with no ASW and high AA capabilities... sometimes.



Doing Damage
The most important part about naval is how to hurt your opponents, so here's how it works and a list of ways to damage a ship.

When a ship takes damage, you'll see an indicator of modules, their status, if there's a fire, if you breached the hull (far left), and how much crew dies per hit. Many ships such as cruisers have armor plates. They're like more modules and get damaged until they fall off. If you want the most out of them, try using both sides of your ship to tank the most.

Hull break: 250kgs are enough to one shot most boats. For this reason, many 250kgs are more efficient at lower tiers than larger payloads loads. For higher tiers such as 5,7, switch to 1000kgs. (Note: please convert if you don't use metric.)

Irreparable breeches: This is a newer mechanic and occurs when a large breech from a torpedo or bomb hits your ship. Previously, these holes are repairable, but now, if you suffer a large breech, you will flood in that compartment until your crew closes the compartments. These are called bulkheads and are a real thing. When they stop flooding, they turn blue and can't be drained.

Ammo detonation: Aiming at the ammo rack, torpedoes, depth charges, mines will damage or even detonate the rack, which can either kill or flood the ship. This is why mines and depth charges are a liability more than a useful weapon.

Crew knock out: with the naval rework, it labels the sections of the ship as compartment. This is where crew are and it works similarly to the World of Warships damage saturation mechanics. Shoot at the compartments to eliminate crew, but if a section turns black, aim for other sections since that part is already mostly damaged. Alternatively, the bridge of a ship is a good way to wipe a good portion of the crew. If you have a good aim, try going for the main gun, secondaries, engines, and torpedo tubes since which also holds crew members.

The pictures are examples of where compartments are. For boats, they're usually the entire hull[wiki.warthunder.com]. For bluewater ships, you're guaranteed to finds at least one or two under the main frontal guns[wiki.warthunder.com]. If you don't know where to aim, spread out some damage or take out the main guns.

Ramming/Flooding: The former is pretty self explanatory but usually only happens with small ships or your insufferable team mates. The later is often from the wonderful mechanic where your crew quits because they want to drink a beer on the torpedo tubes than put their friend burning alive in front of them.

Fire: Same as any other game mode except ventilation lowers crew loss chance per tick and ammo wetting lowers ammo damage per tick. Fire damage is essentially like poison damage.

My tips: Spread your damage. Engines and transmissions earn the most consistent heavy damage. Aim for the ammo racks if you believe you can damage them. A hit to the bridge or rudder can help throw off your opponent's aim if they tend to maneuver. Most players sail in a straight line and never move, giving torpedoes a viable use.
Taking Damage
This section is dedicated to analyzing how you take damage and how to nullify it as much as possible.

Fire: Fire damages you per tick which may be during every second. This causes affected areas such as modules and crew compartments to take damage and can be mitigated by upgrading fire extinguishing in order to decrease the damage per tick. Bluewater fleet also have the ventilation module which decreases crew loss per tick. This is the biggest threat to you if you are in a boat unless the fire on your ship is near the ammo rack or elevator. Fire will flash and make a yelp siren if it's critical. Just in case you don't know what that siren will sound like... DEEDOODEEDOODEEDOO~!

Flood: Buoyancy is represented by a percentage. When it hits zero or you list too heavily to one side for too long, you sink. Pumps help drain the water faster, of course. Be wary of torpedoes and bombs as they can permanently disable a bulkhead from being repairable, meaning, you won't be able to unflood that specific compartment. Since bulkheads became a thing, flood repair is your priority over fire.

Hull Break: When a smaller ship takes damage from a high amount of explosive mass, this occurs.

Crew Knockout: Crew are in compartments and modules, when you hit a certain percent, you either suddenly die due to lack of crew, or you get a warning saying there aren't enough crew to repair the ship, which causes random hull breaches to spawn on your ship in order to quickly and unrealistically sink you. Hydrofoil ships are immune to this since they have stilts which raise them above the water.

Torpedoes: When you see a torpedo moving towards you and you can't evade it, either let it hit the engine compartments or the bow/stern of the ship. If it his too close to your guns, you will suffer an ammo detonation. Remember to clean out your torpedo tubes as well so they don't detonate either. This is no longer viable. If you get hit by a torpedo, there's a very certain chance you'll sink in anything smaller that a torpedo. Battleships and maybe some heavy cruisers have torpedo bulges which will take the damage for you. Ammo detonations from a torpedo are still lethal, but I'm guessing getting hit from an angle at the side is the best option. Evasion is king.

It's important to note unlike reality, torpedoes detonate if they come in contact even if you attempt to destabilise them by hitting it from the side to avoid the fuse. Realistic physics would cause the torpedo to wobble, spin or not detonate correctly if this occurred.
Tactics
I've compiled a use of tactics per class, per armament, and in general. There are exception and I won't list them all. The tactics of using a fast, low armor boat will be way different top tier than in reserve.

General

Range harassment:

One of my favorite tactics to use. Take any ship with big, accurate guns and shoot as far as you can hit. It requires practice, but can be very effective. Remember to check for your gun's pen damage: primary and secondary. For PT boats, check your torpedo range and see how far you must torpedo from. Remember, always torpedo targets heading towards you at long range.

Module strikes:

The fastest way to REEEE people off. Take out their guns to destroy DPS, torpedoes if they threaten you, engine to burn and stop them, or hit their rudder/bridge to lock their turning in place.

Flanking:

If you're feeling brave, you can catch others off guard by attacking from a vulnerable angle. This works better in realistic since you don't have that shoot me sign above your ship.

Choke Points:

Use islands as cover with your torpedo ship or even something with and annoying gun. Just one or two well placed torpedo will kill anything coming through that point in a Konga line.

Boat Capping: if you want to gain a win at the expense of a shorter match, try capturing an A point. I recommend using one of your plane slots for a boat and making your way to an unguarded point. This isn't a good way to grind bluewater but it helps win the objective.

Bow in: Some ships perform nicely when facing bow in towards an opponent. I sail at slow speed bow in towards the most ships. Anything flanking you should be sunk, then aim at the closest targets. Smaller vessels; however, must not perform this tactic against larger vessels.

Boat Tactics: Similar to the aforementioned tactic except aim quickly at targets who haven't noticed you. You'll hit them more than the guy shelling you. When dealing with an engagement, the best option is retreating if you are outside the range of secondaries/AA or near some cover. If you can't find cover or use the nearly useless smokescreen, the only other option is rushing in and firing all torpedoes. It's also worth mentioning even 20mms and above can harm the turrets of DDs, so fire away.
Aiming Your Guns
The ballistics are completely different from World of Warships to War Thunder. The longer you realize this, the longer you'll survive. Naval players get a lead indicator for Arcade and something similar for realistic. I recommend new players get started with arcade since the mode is easier, has the same economy, and most players. The indicator for arcade is a circle with an impact line where your shell will hit. At a distance, it will look like an upside down T. Aiming that on the dotted line will likely accurately hit your target should he misplace his steering wheel. Whilst your lead indicator will allow you to hit your target (most of the time), you should look at the pattern of how your ship, and the enemy ship moves in a specific scenario and where to aim.

Here are a couple real patterns you will encounter.

Same speed, same direction: Where you aim, is usually where you'll hit

Same direction but you're slower: you should lead your target. Especially if you're fighting a destroyer in a cruiser.

Same direction but you're faster: You might find yourself aiming behind a target in this scenario depending on the speed

You're broadside but the enemy is heading towards you: shoot the opposite direction slightly from the ship.

The pattern you'll notice is the shells deviate in the direction you're moving towards. If you paid attention in physics, you've witnessed inertia. To better understand how your shell physics work, take your ship into test sail and practice aiming stationary using my tips and try a second round on the move.

Where do I aim? Right under the guns or the bridge.The former can cause an ammo detonation and the later takes a chunk out of the crew and disables their ability to steer the ship. Get creative. some modules have crew behind them, so experiment and you might find something I didn't.
Weapons and Loadouts
This section is fully dedicated to learning every round and anything else ship related. If you come to learn about what to put on your plane, this isn't the guide for you, but I can help you in my Discord or Steam profile.

Main Guns:

Before we get started, I'd like to Thank skDoger for making a video explaining the ammo types in an easy to digest format. I highly recommend watching his video when you have the time.
https://www.youtube.com/watch?v=TIAp8IgZigk

HE: Standard shell. You hit something and it hurts them. It can hull break boats if large enough and can also hurt battleships when nothing else can hurt them.

SAP (Common for US ships):

HE (base fuzed):HE with the fuze set on the back of the round, which allows it to pen more armor. Less pen than SAP but deals more damage when it hits. Compare it to HE to see if it has the same amount of explosive filler. If it has less, use HE for boats.

AP: Used to penetrate heavy targets. Use this when you encounter something your size or larger. If you're in a cruiser fighting a destroyer, you will likely deal more damage switching to SAP.

HE-TF: HE designed for aircraft. Will explode on a timer set before it's shot at a target.

HE-VT: HE with a magnetic fuze which detonates when next to an aircraft. A better round than the

HE-TF. Be warned it may have less filler than your standard HE.

Shrapnel: It's useless. Someone must have replaced the shrapnel with confetti.

Torpedoes:

Learning to aim torpedoes is an important skill, but more often than not, you won't find as many opportunities in higher tiers where combat becomes more long range. Torpedoes work better in close combat or towards vehicles which have a fear of using their rudder. Smart captains will either knock out your rudder and bridge before putting their torpedoes to work.

Depth Charges:

A near useless niche payload option only effective when the charges are directly below the ship. The charges explode, somehow knocking out the crew. This works against even the largest ships if you somehow don't get sniped.

Mines:

I have only got one will with mines and I've been using them to litter cap zones a lot. They're usually designed to give the enemy another ammo rack to shoot at.

For CAS

Bombs are your best pick. If you go for normal bombs, it's basically vertical HE with armour-piercing bombs being AP with the catch you need to be high for them to have a greater penetration.

Torpedoes are still good, but often requires a lower altitude and a slower speed. It's far more difficult to use them practically without either missing or getting shot down.

Gun pods? Only if you fancy shooting coastal vessels.

Rockets? Yeah, good luck. At least gun pods work against aircraft.

Most other stuff may be a bit of a gimmick. Guided munitions are the best gimmick and I have seen people prefer to use them since guided bombs are easier to hit things with when you're in the stratosphere.
Crew Skills
This section is self explanatory and doesn't need more than recommendations. For coastal, fire does more damage. For bluewater, you may want to prioritize fixing breeches. The best skills to choose in general are the ones which boost your ability to survive. The lowest number nest to the skill means that skill is a priority. If you notice you're performing well in terms of damage control, but a certain trait such as reload or crew loss kills you, consider making those a priority if you can.

Leadership*1: Boosts every other skill by 5%

Crew Interchangeability*1: Allows you to take nonfatal hits longer. Consider this important as crew loss is a common way to die.

Radio Communication: A pretty useless skill in general. Teammates will help you spot.

Air Targets Detection Range: 7,5 km base spotting distance is viable enough to spot aircraft, so skip this skill

Surface Targets Detection Range: Not useful since teammates will again detect ships with you.

Enemy Torpedoes Detection Range: Pretty useful skill when torpedoes become a problem and the warning system can help when you are distracted.

Ship Control: Allows you to turn the rudder faster which means your ship turns faster

Fire Prevention*1: Increases your luck. I'm not joking. The fire chances decrease as you upgrade your skill.

Main Caliber Reload Speed*1: Highest priority reload skill. for the SMS Von Der Tann, this can knock down reload by six seconds!

Auxiliary Caliber Reload Speed*2: Allows you to fire secondaries faster and may save you from those pesky LS 3s.

AAA Caliber Reload Speed*2: Makes a short reload slightly shorter. Doesn't hurt to try if planes become a problem.

AAA Gunner Accuracy*2: Train if planes become a problem. Take note when you get to cruisers, 5,7 especially, this will become useless until you get to battleship tier where AA becomes again more scarce

Auxiliary Gunner Accuracy*3: Do not invest if you have the settings enabled where you can fire auxiliary manually in bluewater ships. If you play coastal, this setting will not affect you, so train at your discretion.

Distance Fuze Set Accuracy: A useless skill which determines the accuracy with time fuzed shells. Changes seem astronomically low.

Unwatering Time*3: Unimportant until you get to a tier where flooding is more common. I focus on other skills first.

Fire Extinguishing*1: This is the most important skill since fire kills your ship and crew. Upgrading will reduce fire time to 12,57 seconds and the damage to 92,73% fully upgraded and if ace trained the time will be reduce to 10 seconds and damage to 85%

Breach Repair*1: A must have for bluewater ships, especially cruisers and battleships where flooding is more of an issue. Coastal ships usually die without worrying about this issue.

Survival Leadership*1: Allows you to repair, fix flood, and extinguish your ship without the time penalty being too high.

Repair Speed: Useless skill which doesn't affect battle unless you land an aircraft on an airstrip in battle.

Repair Rank: Another useless skill. Used to make high rank vehicles repaired for free at the expense of a day or more in terms of bluewater ships.
How to choose your Lineup
In order to get the best lineups, you will need to determine if you play for fun or grind. Your next step is to plan where to place ships to save repair costs. To get the most efficiency from a free to pay lineup, the first three slots should be reserved for ships whilst the last two will have one fighter and one bomber as the cost to spawn a subsequent fighter of your choice after previously using that same aircraft type in the same battle will double the spawn point cost. If you have unlocked a premium crew slot, you might find it useful to reserve it for an emergency coastal boat. Choose your best boat, any PT-6s or G-5s might be a bit wasteful for a spawn. You only get three per ship.

The best ships to choose vary from each branch. You may be experienced more in frigate than a gun boat. Keep those in mind as well as what your lineups need in certain situations. Usually, sticking to the current battleship meta should be fine. An example of my lineup[wiki.warthunder.com]

Here are some things to look for:

Coastal:

The current meta is either long range missiles (Douglas or Saetta P-494), rapid fire hard-hitting guns (Pr. 206 or SKR-7), and destroyer damage models where the crew isn't the entire hull (Köln or SKR-7).

Ergonomics (Is your armament placement comfortable?)

Performance (Do you have good speed or armor?)

Firepower (Do you have rapid firing cannons)

Try out the vehicles in test drive and see how they work. Do not the coastal fleet is more focused on capturing points in shallow water and attacking other coastal vessels. Engaging bluewater fleet usually isn't advised unless you're very experienced.

Bluewater:

The current meta leans heavily on battleships as there seems to be no consistent counter. Either choose something with good speed to armor ratio (Scharnhorst) or something with huge or many guns (Any ship with many 2 turret guns or a couple 3 turret guns).

Role (Is your ship effective in the role you're good at?)

Firepower (Does your ship have good shells? Can it effectively shoot down planes at a reasonable distance? Are the dispersion and turret traverse reasonable?)

Performance (Can your ship either tank well or reach a cap in a reasonable time?)

Fighters:

Currently, top tier seems to be a bragging contest with planes. I have seen jets in top tier but I do not think aircraft makes as much of an impact as it does low tier. However, I will provide some more help. Fighters play less into air superiority top tier, so either save on the cost of training your crew, or get some good CAS options such as the F-80A-5. You could also slightly uptier yourself an extra BR using planes if you see something just out of reach. Only do this if you got your max naval BR.

Performance (Do you have good speed and energy retention? Can you turn well?)

Firepower (Do you have potent guns?)

CAS Ability (Can you take payloads? This is useful if you hate a certain ship.)

Bombers:

Try to use something fast or with good payloads depending on BR. In 3,7, you can get away with using an He-111, but for 6,3, your best option would be an AR-234 B-2. The best bomber low tier is anything with enough payload to cripple multiple ships (4-8) rather than a small portion of bombs which instakill maybe two ships. Later on, you'll likely have trouble with AA, which will make speed more of a priority.

Performance (Check the stat card. Does it have a nice top speed for it's BR? Can it turn well?)

Payload (Do you have a good selection of bombs? Does your payload allow for multiple efficient bombings, or are you stuck with a single overkill?)

Aircraft Class (Is there an aircraft such as the Bf-110 or F-84 which can be used as a fighter and carry bombs? Such aircraft can be used as cannon CAS or emergency fighters.)
USA Coastal (in Progress)
Most of the US coastal are made with a bunch of guns/firepower. This shouldn't surprise you since it's one of the ten commandments of being American. Expect to use your guns more in this line. Any ship with a star should be scrapped first at your discretion. Remember, you may have guns, but you are just a boat.

1,0:

PT-6 (Stable ship with good guns and two torps
P-26s (just pick one you can stand staring at)
SB2U-2 (three large bombs)

1,7:

PT-20* (two terribly placed dual 12,7s and 4 torpedoes)
PTF-7 (Your first gunboat in the coastal fleet with three cannons so treasure it. Read the War Thunder wiki before you get the mortar since that thing is inexplicably considered to be an AA gun. No I'm not drunk, it's true.)
PT-103 (Two fairly placed guns, a cannon, and two torps)
P-36A (speed) or F3F (turn and climb rate)
SBD-3 (Good naval CAS with air brakes and bombs/gun pods. Do not use the naval mine)

2,0:

PC-451 (76mm gun and nice 20mm secondaries)
Pt-71 (Four torps and a nice gun placement allows for hit and retreat tactics)
PTF-7
Either the P-36C (better flight performance) or the F2A (higher burst mass)
SBD-3

2,3:

SC-497 (Rapid fire bofors. Consider this a fat PTF-7)
PT-314 (37mm and 40mm makes this ship pretty formidable in terms of firepower, but only 12 crew)
PTF-7 (or anything else. I chose this ship for the Bofors)

LCM(6) Zippo* (Another honorable premium I put on here. It's a very slow gimmick ship but it at least has a Bofors. Gun unstable in rough waters)

P-40F-10 (Any kind works, but this is the better variant. Also good CAS)
SBD-3

YP-38 (If you have this plane, I suggest it as an alternative to bombs if you play cannon CAS)

2,7 Just one ship this BR:

PT-200 (Very similar to the PT-314 but this one is green and has rockets, wow. Also different hull)
PT-314
PTF-7 or SC-497 (I suggest always the smaller ship)
Either the P-40 (more bombs) or the F4U-1A (a larger bomb). Note smaller bombs are still deadly
EIther the A-36 (Agile) or the A-20G-25 (More payload)

3,0:
PT-565 (PT-314 with rockets.)
PT-59 (The best gun boat at this BR)
USS Tucumcari (Hydrofoils with Bofors. Avoid shallow waters at low speed)
F4U-1D ( 2 large bombs, double payload compared to CAS below)
SB2C-1C (Decent payload options)

USS Flagstaff (Very similar to the Tucumcari with a marginally different design)
US Bluewater Lineups (In Progress)
The US start off fairly rough with weaker contenders but end up with better late game ships such as the Cleveland. If you see an asterisk, scrap the vehicle after you spade it.

3,3 BR is pretty rough to start out with. You start with pretty underwhelming destroyers with agile guns.

Litchfield (Use it for close brawls but don't get torped)
Barker (Same ship as the Litchfield but has two 20mm and faster, more kaboomy torps.)
F6F-5 (Best fighter bomber)
SB2C-1C (Your choice between single heavy bomb or two smaller bombs. Magnetic mine has the most explosive mass.)

4,0 you get your first real ship, enjoy.

Aylwin (Nice firepower, rate of fire, and traverse.)
Bagley (Two different guns which are nearly the same. You also get HE-VT)
Barker
Any P-47 (For the bombs) or a P-61 (4 1kgs)
SB2C-4 (Small target with decent bomb load) or make a gamble with the B-25 or PBJs
(If you can afford it. The BTD is an amazing naval CAS plane)

4,7 are more nice contenders. The Mitscher does stand out as the first AA DD in the tree. You also have a tough choice to make at this BR as you will likely have to drop a ship for one that suits your needs.

Sumner (Comparable to the Gearing but more torps.)
Gearing (Unlike the Sumner, this ship has more AA and radar.)
Fletcher (Fletcher is good, but out-shined by other ships which I feel perform a bit better than this ship.)
Mitscher (Post war spammy AA DD. Play it like an SPAA in ground with VT.)
F8F-1 (3 1ks)
One of the B-17Es (bombload) or any small plane of your choice

5,0 is where the fun begins

Porter (Gets really amazing guns and some fair AA)
Somers (Has an extra torpedo launcher over the Porter and more crew, but less torps.)
Trenton (The gun layouts give good bow-in coverage and has two float planes for capping. Miserable AA and big target.)
Raleigh (This ship fixes the lack of AA on the Trenton by adding two 40mm and 12 20mm.)
F-82E (can carry massive bombs)
Either the A-26 for bombs or the A-2D for slightly less for more manoeuvrability

Honorable mention:
Moffet (Replace the Porter and instead of two dual 12,7mms, you get 5 20mms and the ability to print money.)

5,3

Atlanta (It has plenty of firepower and a great fire rate as it has DD guns, but has miserable AA coverage)
Portland (Massive firepower, two float planes, great AA.)
Northampton (Massive firepower, shoddy AA, two float planes, you have better survivability, but the DPS is slower if you don't take time to aim. It's also worse than the Portland with worse AA)
Pensacola (Best firepower in the BR, but don't rely on your AI for AA coverage. Use your secondaries to take down planes manually. This isn't like WOWS.)
Lineups for Germany Coastal (Almost done)
The coastal Fleet is best used for capturing shallow capture zones and being a glass cannon when it comes to torpedoing heavy ships. Germany's coastal lineup contains high speed flankers on the far left, slower ships with armour and firepower in the middle (minus the Jaguar), the right section seems to be more miscellaneous.

1,0:

LS 3 (very small and agile. One of the best reserves)
R-41* (less than half as slow as the LS 3, poor ship due to this and lack of armour/armaments)
Any He-51 (same flight characteristics)
Hs-123 (Decent payload)

1,7:

S-38 (Good flanker, slightly slower than LS 3)
S-38b (This one comes with slightly improved performance and almost useless AA)
R-130* (A slow S-38 but with a powerful 37mm) (Swap with LS 3 unless you want a heavy hitter)
He-100 (fast aircraft but no cannons)
Ju-78 B-2 (improved Hs-123) or He-111 H-3 (large bomb load, but large target as well)

2,3:

S-100 (Renamed S-38b but with a dual 20mm and 37mm added)
R-301 (upgraded 20mms to duals)
S-38
He-112 B-0 (Good turn fighter and powerful armament)
Ju-87 D-3 (Good payload)

2,7 gets an overwhelming amount of picks, so let's do a highlight:

SF-40 Heavy (4 heavy hitting 88mms, very slow)
SF-40 Light (4 rapid firing quad 20mms, also slow)
Krischan Der Große* (Good main armament, but switching to the 37mm helps deal more DPS, weak armour)
AF-D1 (Half 88, half 20mm, but gets a 37mm and useless 15mm)
VS-8 (premium made for laying mines, not a useful playstyle, wait for the VS-10)
S-147 (Now with a slow reloading 30mm and the 37mm get replaced with quad 20mms)

Lineup:
S-147
Either of the SF-40s, the AF D1, or the S-100 (if you don't care about the research efficiency)
Either the Krischan or the S-38/S-100
Bf-109 E-3 (Can carry a 250kg bomb for those pesky destroyers)
Either the Ju-87 D-3, the He-111 H-6 (same as the H-3 but sink 200 ships and get a cool camo), or the Ju-88 A-1 (half the payload of a 111 but can dive bomb)

3,0:

VS-10 (6 15mm and faster than the LS 3)
MZ1 (Weak armor, faster 37mm than Krischan, and carries 88mms)
V-990* (This ship is unstable, has 5 crew, and features no frontal armament. Just use one of the S-100s)
Either the late Bf-109 Es or early Bf-109 Fs (For the 250kg bomb)
Either the He-111, Ju-87 D-3, or Ju-88 A-4

3,3:

AF D3* (105mms can pen destroyers, but you will be outgunned and torpedoed too easily. Replace with one of the S-100s)
Drache (It has two 88s and many secondaries and AA. This thing will be pretty great for subs or laying mines, but has enough guns to hold against boats.)
Bernau (Pretty cool firepower, but no VT for the cannons. Does have a SAM but that's finicky and seems to work short range.)
Either the late Bf-109 Es or early Bf-109 Fs (For the 250kg bomb)
Either the He-111, Ju-87 D-3, or Ju-88 A-4

3,7 We made it to reserve destroyer rank. from now on, I'll note the best coastal ships to keep for naval. If you still wish to research this tree, only play coastal for faster research:

Albatros (76mm autocannon, radar, anti plane shell, wire-guided torps. Only cons are no armour, small crew size, and the fact it doesn't have the MM38 Exocet anti-ship missiles programmed for the ship yet. Keep this.)
Drache* (Two 88mms, two dual 37mms, and some 20mms. The 37mms aren't the autocannons, so without a faster rate of fire, this slowboat might not hold too well.)
Bernau

Either the late Bf-109 Es, early Bf-109 Fs, or the Fw-190 (Extra guns)
Either the He-111, Ju-87 D-3, or Ju-88 A-4

4,0:

Albatros
M-17 (Durable, and HE base fused can pen destroyers. Keep if you find yourself dying in the Albatross too often)
Albatros
Bernau
M-802 (M-17 with 37mm, two torps, and a coal bunker for the engine. Replace the M-17 with this for faster coastal research.)
Either the Me-410 fighters (Cannons and heavy rockets against boats) or the Bf-109s (one bomb)
Do-335 A-1 (High speed and 3 bombs)

4,3 Now we're at the end of the tree. Congrats for trading this for your sanity:

Pr. 206 (4 torpedos, fast firing, and radar. Will take out things quickly but only one AP belt per four rounds. Also as fragile as the Albatros)
Köln (Same damage modeling as a destroyer, so it's tanky. Fast firing 100mm autocannons, rockets, radar. This ship has it all.)
Jaguar (4 torps and 40mm Bofors with researchable anti-plane belts. Can pen destroyer guns with stock belts and the HE-VT has more pen and explosive filler. Perfect against boats and pesky aircraft.)
Hugin (A bit smaller than the Jaguar with familiar characteristics. If you like the Jaguar, you'll love it.)
Pfeil (This ship is like the Hugin in armament, but with objectively worse torpedoes. They're slightly faster, but have worse range and pen. It is faster than the Hugin, however.)
Any Bf-109 (You'll need the evasion)
Do-335 A-1
Lineups for Germany Bluewater (Almost Done)
Bluewater is definitively considered the main fleet for ships with the cost being larger targets, slow speed, and inability to operate in shallow waters. Unless you have spare crew, three of your slots should be bluewater ships with the other two for planes. Anything with a star should be scraped ASAP.
3,7:

Leopard (Decent reserve, but most guns are on the stern)
T22 (Fast firing weak guns, agile)
Either use another Leopard or best coastal vehicle
Either the late Bf-109 Es or early Bf-109 Fs (For the 250kg bomb), or the Fw-190 A-1 (extra guns)
Either the He-111 H-6 (highest payload), Ju-87 D-3 (manoeuvrability), or Ju-88 A-4 (balanced load and dive bombing)

Honourable mentions:

Jaguar (Leopard with two more AA)

4,0:

Z15 Erich Steinbrinck (Extra torpedo per tube and additional main gun compared to the Leopard)
Any destroyer since most play the same
Either the late Bf-109 Es or early Bf-109 Fs, or the Fw-190 A-1
Either the He-111 H-6, Ju-87 D-3, or Ju-88 A-4

Honourable mentions:
T31 (A bit more 37s slightly less AA)

4,3:

Z12 Erich Giese (Now comes with 5 guns)
Z22 Anton Schmitt (Similar to the Z12 but different AA variety)
K2* (Slow speed, not a very useful ship as it's outclassed by everything in the same BR but tanks surprisingly well.)
Any destroyer since most play the same
Either of the Bf-109 F4s or the Fw-190 A-5/U2 (Carries one 500kg bomb instead of a 250kg)
Stick with the Stuka or Ju-88, AA gets more powerful

4,7 Try picking the Elbing over the Z46:

Z32 (5 150mm guns, one of which is a dual turret which counts as two)
Z43 (Same playstyle, nothing notable)
Z46* (Nice dual gun DD, but sadly uses only HE. )
SMS Elbing* (The guns are hexagonal, so they're useful for having something ready on the broadside, but is outclassed by Emden since the guns aren't laid out on barbettes at the front, but rather at the sides of the ship. There's also no AA and the secondaries are pitiful.)
Either of the Bf-109 F4s or the Fw-190 A-5/U2 (Carries one 500kg bomb instead of a 250kg)
Do-217 E-2 (4 1000kg bombs are too good to pass up. That's 4 potential kills, one per ship only)

Honourable mentions:
Z20 Karl Galster (Premium with similar performance to the Z43)

5,0 Cruisers are now unlocked, but the Emden isn't solid performance wise but offers valuable research efficiency:

Emden* (A cruiser with 8 150mm destroyer guns, 4 per side. Can save you from being flanked as well as be an Azur Lane Waifu)
Z32
Any of your favorite spare ships
Either of the Bf-109 F4s or the Fw-190 A-5/U2 (Carries one 500kg bomb instead of a 250kg)
Do-217 E-4 (One of the machine gun turrets now replaced with a 20mm cannon)

5,3:

Leipzig (3 triple 150mm but no torpedoes)
Emden* (One of the hardest hitting guns unlocked)
Köln* (Torpedo focused but less AA and slower guns than Nürnberg)
Z32* (Ditto but lack of AP makes this ship painful. If possible dump backups on Leipzig)
Bf-109 G-6 (Most modern and has good guns)
Do-217 K/M (Remember to use the 1000kgs and at the bow of the ship)

5,7 is a terrible BR since early on, you'll get power crept at the start. The Hipper and Spee are two examples of what you could face. Similar to the coastal Fleet, we'll do a highlight for the light cruisers:

Nürnberg* (AA focused but less torpedoes than the Köln. Guns also fire faster than Leipzig. Recommended)
Admiral Hipper (Comes with guns as powerful as her attitude in Azur Lane. Solid ship in general)
Prinz Eugen (Tough and powerful guns like Hipper. I recommend this premium if you really like the Hipper class)
Admiral Graf Spee (Largest cruiser guns for Germany. You could even spank battleships. It has a long reload, so if you want rapid fire, maybe skip this one.)
Bf-109 G-10 (Anything late war or speedy with a 250kg bomb works)
Do-217 K/M

6,0 This BR exists because Gaijin moved the Hipper class up a BR:

Admiral Hipper (Comes with guns as powerful as her attitude in Azur Lane. Solid ship in general)
Prinz Eugen (Tough and powerful guns like Hipper. I recommend this premium if you really like the Hipper class)
Admiral Graf Spee
If you don't have a premium, use the Nürnberg
Your plane options are limited, so use what you have from 5,7


6,3 is a BR where Germany gets dreadnoughts Don't carry torpedoes in any BBs or BCs. They are very terrible torps with only 5-6km of range. Hexagonal gun placement at this BR will make you prone to ammo detonations.:

Westfalen* (Worst introductory guns tied with the Von der Tann. Hexagonal layout which is useful when dealing with being flanked, but you're a floating bomb.)
Helgoland (Better firepower and more secondaries compared to the Westfalen, but no more rubbish AA)
Ostfriesland (A worse Helgoland in every way but better guns than the Von der Tann and Westfalen.)
Kaiser (Powerful full broadside dreadnought. I'd prefer it over the Helgoland if you made it to 7,0.)
Von der Tann* (Agile but inferior guns to other BBs.)
Derfflinger (Standard firepower and AA)
(I haven't gotten any notable planes of this BR. Chose a reliable bomber with fighter spawn.)
Either the He-177 A-5 (More bombs and the Fritz X) or the Ar 234 B-2 (Better speed)

The best ships would be the Helgoland, Kaiser, and then the Derfflinger

7,0

Bayern
Sachsen
Scharnhorst
Baden
Russia Coastal Fleet: (New)
The Russian coastal fleet is mostly known for the G-5, Pr.206, and SKR spam.

1,0:
G-5 (Insane speed. Be wary of the frontal blind spot.)
MO-4 (Nice heavy guns for low tier. Just load HE and HE base fuse when you get it.)
I-15 M-22 (Has the best climb rate and speed of all reserve fighters.)
Po-2 or Po-2M (If you are not crazy, do not bother spawning it in. Use as a last resort when you are out of spawns. Do note, these are premium.)

1,3:
D-3 (A bit more balanced low tier boat. I use it over the G-5 unless against bigger ships)
YA-5M Premium (Meme-tier rocket boat with some decent guns. Practice launching them and it's good)
Your choice
I-15bis (Use rockets. If you can aim them, you can kill a ship each rocket. Most low tier players have poor aim, so get close and make it count.)
SB 2M-100 (It's all you have this low BR, but the six bomb payload is fair for what it does. Pick a heavier load if you die too easy.)

1,7:
OD-200 (Put AP on the autocannons and you got yourself a nice boat for your lineup)
Pr.253L (Slow, but a bit more sturdy than the MO-4 which is basically what this thing replaces)
D-3
MiG-3-15 (It's there)
BB-1 (The payload can one shot small boats with 100kgs)

TKA-412 (Not sure if this premium shows up if you don't have it, but if you like a G-5 with another gun and rockets, then use it.)
Russian Bluewater: (New)
The Russian Bluewater navy is a tree I admittedly don't have too much love for or have much info on. At the start, you are immediately given a pretty terrible ship but you get some nice battleships at the end.

3,3:
Frunze* (Terrible guns and armor. The ship is good for training accuracy, but teaches you bad habits like remaining broadside.)
Yak-9B (You have lots of options, but the bomb load stood out for me. You get four of them!)
Any IL-2 (if you want to be a smaller target) or Pe-2 (for bomb load)

3,7:
Besposhchadny (Your guns become a lot better and you get better protection than the Frunze. Unfortunately, the guns turn like a battleship)
Frunze* (Not like you got a choice)
Yak-9B
Keep whatever bomber you got.

4,0:
Ognevoy (It's got amazing guns and AA. It's agile and even has a star on the ship.)
Letuchiy* (This is just genuinely a bad ship. Only redeemable thanks to it's HE, but if you don't know how to use HE, this ship is better left in the dock.)
Besposhchadny

4,3:
Moskva (Fast, hard-hitting, and durable)
Bezuprechny (Two heavily armoured gunes and good AA. Mid ship)
Soobrazitelny (Less primaries than the Moskva but more secondaries/AA)
UK Coastal Fleet: (New)
The UK coastal fleet starts out more rough than Japan thanks to underwhelming guns until you get past the 7,7mm death trap.

1,0:
MTB-1(1) (Low damage output and long reload. The manoeuvrability and clip capacity redeems the boat a bit.)
MTB Vosper (Suffers the same issues as the MTB-1 but with more restrictive firing angles and lower clip capacity.)
Fairmile A(ML100) (Completely worthless boat. Inaccurate and underwhelming armament and poor survivability.)
Sea Gladiator Mk. I (Most guns, but it's a spray and pray due to the low damage.)
Swordfish Mk. I (Your only pick at this BR.)

1,7:
MTB Vosper(2) (Nice 20mm and manoeuvrability. Your first decent UK boat.)
MGB-61 (40mm at low tier will make quick work of your opponents. This one is overkill.)
ML 1383* (Don't be fooled. This is no ordinary 20mm gun speedboat. The ship has a low top speed but carries the same armor protection as the Vosper series.)
Sea Gladiator Mk. I
Hampden TB Mk. I (Higher bomb load than the Hampden. Chose the Blenheim Mk. IV if you want to grind a camo. Arcade CAS is a very great way to earn kills or ground target requirements for skins and decals.)
Lineups for the UK Bluewater (in progress)
Below are a list of lineups for every possible BR along with the best aircraft. Remember to chose one fighter and one bomber/strike aircraft so you aren't forced to spawn a preset aircraft. I left notes as well. Anything with a star should be scraped as soon as the vehicle spaded.

The Royal Navy is well known for being formidable. My top goal as of writing is making it to the Hood, but be patient and grind out every ship since crew skills are important to survivability as with any tree. The bluewater tree starts at 3,3 with a ship hidden due to its difficulty using, new players are instead given the HMS Vega.

3,7:

HMS Vega (Two dual guns with great firepower and fire rate.)
HMS Churchill* (only one main armament and one secondary. Very high AA. Designed to kill small boats)
HMS Grafton (Upscaled guns, torpedoes, and downscaled AA compared to the Vega)
Any Spitfire (Pick your favorite. Any decent fighter with bombs is also good.)
Any Beaufighter (For bomb load) or Brigand (Better bomb load)

Premium
ORP Garland (A Grafton with less torps, a secondary instead of a primary, and better AA which will not do much to save your butt.)

4,0:
HMS Calpe (Another gun DD with good AA and bad main gun placement)
HMS Brissenden (It's a better AA version of Calpe)
HMS Abdiel* (Worst light cruiser in game: spawns at the furthest points at 4,0. Sure, it's faster than other DDs in the UK tech tree, but the slight extra armour and better gun placement isn't worth being stuck in the back trying to snipe ships with the same gun DDs get. This ship is so bad, I would rather buy the Battlepass Murmansk for a hundred Euro)
Any Spitfire
Firefly FR Mk V (Best CAS at the BR)

4,3:
HMS Eskimo (Speedy, has punchy dual guns with great placement and four torps.)
HMS Kelvin (Unlike the Eskimo, this ship sacrifices main guns for torps)
HMAS Nepal (Better AA than the Eskimo, but half as much secondary firepower)
Any Spitfire
Either the Firefly FR Mk V or the Wyvern S4 (Best CAS overall)

4,7:
HMS Armada (Solid good DD with amazing gun placement for bow in escapades)
HMS Diana (A large DD with fast firing guns and good crew count but sluggish)
HMAS Tobruk (Great AA and gun placement. Very excellent ship to enter battle bow in)
Enterprise (No planes on this one but there's some nice guns)
Typhoon Mk Ib/L (Good payload)
Wyvern or the Brigand

Premium
HMS Cadiz (Tobruk with one extra AA)
Lineups for Japan Coastal (in progress)
Japan coastal suffers and might be one of the worst in game. My suggestion is use the T-14 until the Type 5. The weapon ballistics are awful in the first rank.

Below are a list of lineups for every possible BR along with the best aircraft. Remember to chose one fighter and one bomber/strike aircraft so you aren't forced to spawn a preset aircraft. I left notes as well. Anything with a star should be scraped as soon as the vehicle spaded.

1,0:
The T-14 and Soukou Tei are the only usable boats. The T-1 is just a joke in terms of firepower and should never be used unless you know how to aim the torpedos or you're insane enough to camo grind it like me.

T-14 (Good reserve but boat rocks hard at high speed)
T-1* (terrible guns, use API or torpedos)
Soukou-Tei* (Slow and terrible main gun accuracy. Switch to auxiliary armament, instead unless further than 500m. If you know how to aim and are on PC, then I suggest using the main gun. It hurts.)
Any Ki-10 (All have same performance)
Either the Ki-32 (4 100kgs), the B5N2 (2 250kgs to make sure your target is dead), or the F1M2 (Land on capture points at the expense of small bombs)

1,3:
T-14 (Good reserve but boat rocks hard. Use this one until you get something better.)
Soukou-Tei No. 4* (Same cons as the old variant but with bigger cannon but it can defend against aircraft better.)
Ki-45 tei (Has two bombs and heavy cannons, which makes it emergency CAS)
Either the Ki-32, the B5N2, or the F1M2

1,7:

Type 5 (Nice boat, heavy hitting armament. 20mms nice)
Type 4 Mod 2* (Fast reload, decent damage, terrible ballistics)
Type 38 (Amazing gun, but only one gun small magazine size)
Ki-45 tei
Either the Ki-32, the B6N1 (upgrade of the previous plane), or the F1M2

2,0:

Type 5
Ha-Go* (Just use the secondary armament)
Type 38
Either the Ki-43 (air to air) or the Ki-45 tei (air to ground)
Any choice B6N2 (small loads but maneuverable) or the Ki-21 (large target, but more bombs)
Japanese Bluewater Feet: (New)
The Japanese navy is a more difficult branch to learn like the rest of the nation. The Navy typically follows a pattern such as destroyers carrying only HE or HE-TF and light cruisers lacking AP. The early line is most suited for those experienced with torpedoes. My best tip is to save anything with SAP or to learn how to hit ships with torpedoes since they are your most effective weapon. Select few ships do not use torpedoes and only one with 533mm instead of 610mm torpedoes is the Momi.

3,3:
Momi (A worse Mutsuki in terms of torpedoes and survivability. New reserve ship.)
Mutsuki (It starts with SAP, so it's more beginner friendly.)
A6M2 Mod. 11 (The best plane you can find. If you have a premium with bombs or can confidently use the Ki-45 tei, use it.)
D4Y3 Ko (The G4M has a higher bomb load, but if you get hit, you're going down.)

4,0:
IJN Ayanami (No SAP, only HE. Torpedoes are amazing.)
JDS Harukaze (DD-101) (Fast reload and carries SAP. This thing gets AA and radar as well.)
IJN Mutsuki
Ki-61-I otsu (Carries two 250kg bombs)
B7A2 (Best CAS for it's tier in terms of agility. Try avoiding frigates and AA ships.)

4,3:
IJN Yugumo (Agile and small target. Once again torpedo focused.)
IJN Hatsuharu (To no surprise, yet another torpedo focused DD. This time with better frontal armament to engage bow in compared to Yugumo.)
JDS Harukaze
Ki-61-I otsu
B7A2 or you could alternatively use any bomber such as the G5N if you can learn to predict bomb drops at high altitudes

Honorable mentions:
JDS Yūgure (If you like the Harukaze, this ship will play very familiar. Controversial for being able to face weaker opponents back in the day.)

4,7:
IJN Akizuki (Easy to use spammy tickle guns. Torpedos are lacking)
IJN Isuzu (Thought you were safe from trash guns? This one still has HE. AA is nice, armour is better, but this now plays as a cumbersome AA torpedo boat.)
IJN Kiyoshimo (Guns are harder hitting, but still not competitive against DDs. Torpedoes are more plentiful.)
IJN Hatsuzuki* (This was a promotional ship which is everything the Akizuki was but with worse AA. Avoid unless you're as much of a masochist as I am.)
Italian Coastal Fleet: (New)
The Italian coastal fleet is best known for the rocket ship at the end. It takes a while to get there, so I can't say if it's worth the grind.

1,0:
MAS 561 (Might be one of the most solid reserve vessels in the coastal fleet. Good speed and firepower)
MAS 555 (This boat fairs worse than the MAS 561 due to its lack of frontal fire arc.)
Either a Cr.42 for speed or a Ro.44 will suffice
As of writing, there's no suitable 1,0 BR bomber

1,3:
VAS 201 (Two 20mms with fast reload and good torps.)
MS-15 (Decent speed but the reload rate makes the ship subpar.)
MAS 561
Whatever you picked last
Either the Ju 87 R-2 (If you want a single overkill bomb), the S.81 (Best bomb load, but sluggish), or the Ba.65 (K.14) L (Don't use the SAP bombs, use the two GP 100Ts. The cannons make the plane a good pick for cannon CAS enthusiasts.)
Italian Bluewater Fleet: (New)
The Italian navy is something I only decided to play because of the Azur Lane shipgirls. That right. I only came here for Trento, Pola, and Zara. The ships in this tree, expect them to be agile. A fair warning, Italy has terrible CAS options and a lack of top tier vehicles making the nation one of the worst countries to play naval with. However, the nation does have the best crew lines in the entire game.

3,3:
RN Turbine (Very nice ship in terms of most stats. Be wary of the lack of protection and reload.)
RN Aquila (Heavy cannons, but again, the reload.)
The Re.2001 CB (The only plane with bombs at this tier)
Any Z.1007 (The only decent plane at this tier. Feel free to pick whatever plane you're best at.)

3,7:
RN Dardo (You get two cannons with a poor firerate, but you still keep nice agility.)
RN Turbine
RN Aquila
The Re.2001 CB
Any Z.1007

4,0:
RN Comandante Margottini (More suited for AA with it's radar and AA. Poor main guns, good survivability for a DD when bow-in.)
RN Dardo
RN Turbine (Just use a backup on a newer ship)
Re.2001 CB
SM.97 (It exists. Also bombs.)

4,3:
RN Corazziere
French Bluewater Fleet: (Early Access)
The French navy is still in early access as I am writing this. My experience with these ships, however tell me we're going to see literal hotels as well as other Eldritch monstrosities in the tech tree with fairly powerful armament and armor.

3,7:
Bourrasque (Effective guns and agility. In the hands of a pro, this ship is exceptional and might be the best reserve DD in the game. It lacks AA and survivability, however.)
Leopard (Features the same armament above but can help you confuse others as it shares the name with the German Leopard of the same BR.)
End of Guide (For Now)
I plan for this guide to be the most comprehensive War Thunder Naval guide. Everything in this guide, I have taken from personal experience. All photos are my screenshot, for now. This guide doesn't end here. You can contact my via Steam or Discord at SdwCdrGhost#3157 and help me add your tips to my guide. This is a community effort and I hope to one day guide new players through the horrors and torture of what is know is War Thunder naval.

Also, I am planning on making vehicle guides on War Thunder. What this will mean is linking Steam guides I make on this site to every single vehicle I list in the War Thunder Naval Guide. This will help remove a lot of the bloat on this guide by compressing the most lengthy elements into dedicated pages where I explore each of the vehicles. More importantly, I will teach you how to use the vehicles since Gaijin removed the part of their site where users could talk about how to use their vehicles. When that happened, I couldn't compare the strengths and flaws on the official site. Now I don't know how to use new vehicles in battle or what they're good or bad at.

If you would like to see me write vehicle guides, let me know what ship you would like to learn about.

Roadmap:

  • Verifying the coastal vessels (Will help ensure quality)
  • Verifying Bluewater vessels as well as power training aircraft (Not efficient but helps separate the wheat from the chaff)
  • Japan coastal grind (It's a surprise for a friend)
  • Japan Naval grind (Ditto but that Haruna will make a nice ship to critique
  • USA coastal grind (one of the popular picks
  • USA bluewater grind (ditto as last)
  • RU coastal grind (last popular branch)
  • RU bluewater grind (ditto as last)
  • UK coastal grind (Further than Italy)
  • UK bluewater grind (lots of premiums to help the grind and rate)
  • Italy coastal grind (least popular branch)
  • Italy naval grind (ditto as last)
22 comentarios
SdwCdrGhost  [autor] 13 FEB a las 2:32 
That's true, but I want to have more in-depth guides on this. There are some really specialised ships in the game which follows a specific playstyle such as the V-990. With extra Steam guides, I want to me more detailed with how these vessels should be played.
Rday12345 12 FEB a las 6:13 
to be fair the lineups work perfectly fine on this
Rday12345 11 FEB a las 12:25 
dam that sucks
SdwCdrGhost  [autor] 10 FEB a las 23:17 
I kinda want to start a project where I make a guide on every ship in the game and hyperlink every ship to that guide so anyone can click on it and read for themselves. Gaijin actually removed guides off of the main site so all of that work I spent making guides for the ships just went under and got replaced with some stupid voting system which is just not helpful for anyone who wants to know about their ship.
Rday12345 10 FEB a las 12:33 
Let me know if you copy it to a diff site, would love an update on the British coastal :)
SdwCdrGhost  [autor] 6 DIC 2024 a las 12:31 
Gaijin just removed the damage models photos I posted on this guide. I have no way to replace them and need recommendations to a site to post photos.
HALVATORE 29 MAY 2024 a las 4:26 
If available, an update would be more than welcome!
Rday12345 7 FEB 2024 a las 9:34 
Thanks dude! Yeah I’m pretty clueless when it comes to boats 😂
SdwCdrGhost  [autor] 21 ENE 2024 a las 21:02 
Hey, glad people still like this guide. I'll finish up with what I have. I'll start out with blue water with what I got. If I list every ship, I won't be as accurate as if I experienced the ship, but I'll mark what I played and work from there.
Rday12345 21 ENE 2024 a las 12:29 
Love this guide! Please finish the British if you can be bothered :)