Ammo Types in War Thunder Explained - RELOADED | War Thunder Tank Shells Guide

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Sure, here's the text with all  whitespaces removed after each line: Hello and welcome to the tank  ammo guide for War Thunder.  In this video, I’ll be explaining all the  different types of shells in the game.  From the shrapnel shell all the  way to the different ATGM types,  I’ll be giving detailed explanations  along with visual guides  to help you understand each  tank shell in the game.  The shells can be split up into 2 basic  groups: Kinetic Energy and Chemical Energy.  Kinetic energy shells rely on mass and  velocity to penetrate the enemy armor.  The heavier and faster the shell,  the more armor it can penetrate.  Kinetic energy shells can  be split up into 3 groups:  solid AP rounds, high explosive-filled  AP rounds and sub-caliber AP rounds.  First up are solid armor-piercing rounds, the  most basic type of ammunition. These rounds go   straight into a plate of armor, penetrate it, and  go as far as it can until it runs out of velocity.  Knowing where to aim is key with  these shells, since they have no   post-penetration effects besides spalling,  which means the fragmentation of armor.  This simple design has three additional  variants, namely armor-piercing capped,   armor-piercing ballistic capped, and  armor-piercing capped ballistic capped.  These three are your run-of-the-mill AP shells,  but with caps that improve their performances.  The APC round features a nose  cone made out of a softer metal.  This serves two purposes: to transfer the impact  shock away from the tip to prevent shattering,   and to improve its penetration on angled armor. Because the cap is made out of a softer metal,   it’ll deform once it reaches armor, leading  to the shell rotating to a smaller angle.  This process is called “normalizing”. While the nose cone has its benefits,   it will also decrease the shell’s velocity, so  it’s best to use it at close to medium distances.  Conversely, the ballistic cap on the APBC  shell focuses on improving velocity by making   it more aerodynamic. This leads to better   performance over long distances. The cap collapses once it reaches armor,   so it doesn’t help with penetration directly. If you can’t choose between the two,   there’s also a third option: APCBC. Like the name suggests, the armor-piercing capped   ballistic capped shell combines the nose cone of  the APC, and the ballistic cap of the APBC shell.  This leads to both increased velocity as  well as better performances on angled armor,   making the APCBC shell very effective. In summary: a basic solid steel shot,   an AP shell with a nose cone to help against  angled armor, an AP shell with a ballistic   cap to improve its velocity, and an AP shell  with both a nose cone and a ballistic cap.  Next up are high-explosive-filled  armor-piercing rounds.  As you’d expect, these are AP shells  with explosive filler on the inside.  After the round penetrates armor, a  timed fuse activates the explosives,   which results in a lot of internal damage. Because the shells contain this filler though,   the penetrating capabilities are slightly  lowered, although the explosive factor   more than makes up for that. There are four types of APHE   shells: APHE, APHEC, APHEBC, and APHECBC. Much like AP, these four only differ in their   caps, with APHECBC being the best overall round. Besides the four conventional APHE rounds,   there’s also the anti-concrete, or AC shell. Like the name suggests, AC was designed as an   anti-emplacement round to be used against  fortifications like pillboxes or bunkers.  It’s pretty much the same as a regular APHE  shell, but with much more explosive filler,   leading to a lot more shrapnel and  a higher chance of overpressure.  In summary: an armor piercing round that  blows up after penetrating a tank, APHE that   performs better against angled armor, APHE with  improved ballistics, APHE that’s good against   angled armor and has better ballistics, and a  big APHE shell with lots of explosive filler.  Next up is the semi-armor piercing shell. SAP is a round featured on naval cannons   and howitzers, and is a mix  between APHE and regular HE.  Compared to APHE, the outer casing of  the shell is thinner, and compared to HE,   there’s less explosive filler. While that may sound bad, these   shells are usually quite large in caliber,  so penetration values aren’t too important.  SAP also has a couple variants  like SAPBC, SAPCBC and so on.  To learn more about this shell, check out  my naval ammo guide, link in description.  The next one is a bit of an  oddball, namely the shrapnel shell.  The round features a thin metal  casing surrounding a whole bunch of   metal balls as well as a detonator at the rear. Once the detonator activates, the cap flies off,   and the balls are released inside the target,  leading to fragmentation, or shrapnel if you will.  Because the interior is filled with the  shrapnel components instead of structural steel,   the shell can’t penetrate much armor, which  makes it ineffective against armored targets.  If it does manage to penetrate  though, it can cause a lot of damage.  And the final kinetic energy  shells are the sub-caliber rounds.  Instead of the entire shell, these rounds  use small and dense cores as penetrators.  Due to the size of the core, it can concentrate  all its force on a much smaller area,   leading to a lot more penetration. But because the core is so small,   it can’t fit into a regular gun  barrel, hence the name “sub-caliber”.  In order to compensate for the difference in  diameter, the shell needs a casing, or a “sabot”,   which is made out of a much softer metal. There’s also the issue of post-penetration;   the tiny core just punches a hole in the armor and  goes through it, leading to almost no spalling.  This means you need to aim  carefully while using these shells.  There are three types of sub-caliber  rounds: armor-piercing composite rigid,   armor-piercing discarding sabot, and  armor-piercing fin-stabilized discarding-sabot.  APCR is the most basic type of sub-caliber round. Like I explained earlier, the hard core is   surrounded by the softer sabot, which  travels with the core to the target.  Upon impact, the sabot deforms, which  lets the core penetrate the target.  Typically, the metal used for  APCR cores is tungsten carbide,   which is a hard yet brittle material. This is where “shattering” comes in;   if the shell faces angled or too much armor, the  core will break apart into many little pieces.  In short, avoid using APCR against angled armor. APDS on the other hand, gets rid of its   sabot after it leaves the barrel,  hence the name “discarding-sabot”.  This leads to much better performance  in penetration and velocity.  In comparison to APCR, the core is made out of  a tougher tungsten alloy instead of carbide,   leading to less shattering against angled armor. The final and strongest sub-caliber   round is APFSDS. Much like APDS,   the shell discards its sabot after being fired. Unlike APDS though, APFSDS is quite long, which   leads to much better post-penetration effects. It also features fins on the back of the shell   for better long-distance performance. Older shells like AP, APCR, APDS and so on  are usually fired from rifled cannons,   which means they start spinning  as they’re being fired.  This method, known as spin-stabilization,  helps stabilize shorter rounds over long   distances, preventing them from  tumbling or veering off-course.  The longer the shell though, the  faster it needs to spin to stay stable,   and for really long shells like APFSDS,  that speed is almost impossible to reach.  So instead, these longer shells use  fins to give it the same stabilization,   hence the name “fin-stabilized”. Anyway, long explanation over,   back to War Thunder. In-game, the discarded   sabot of APFSDS, which are called “sabot  petals”, can also damage enemy vehicles.  While they’re not very powerful, they  can still be sorta useful in some cases.  In summary: small and dense shell surrounded  by a soft casing, a faster APCR that gets rid   of its casing, and a longer APDS that can  travel further and cause more spalling. Up next are the chemical energy shells. Instead of relying on mass and velocity, these   shells use chemical reactions to penetrate armor. Since velocity isn’t a factor with these shells,   they have the same penetration  values over all distances.  But since they rely on those methods, they’ll  detonate when they come in contact with anything,   so you need to watch out for trees,  fences and other objects in the way.  Certain tanks also feature spaced,  explosive-reactive, composite and   other armor types to counteract these shells,  so you’ll need to watch out for those as well.  There are 3 main types of chemical  energy shells: high explosive,   high explosive anti-tank, and guided missiles. First up in the list of chemical energy shells   is the high-explosive round and all its variants. HE is about as simple as it gets, when it comes in   contact with anything, it blows up, leading  to shrapnel flying all around the place.  As you’d expect, the shell has  almost no penetrative capabilities,   so it’s best used against lightly  armored or exposed parts of vehicles.  It can also be effective if you fire it at a  turret; the shrapnel can find its way to the top   of the hull, which is usually not very armored. If it’s fired from a large caliber gun though,   it can deal significantly more  damage, due to overpressure   and the sheer amount of explosive filler. Overpressure is the result of the explosion’s   shockwave compressing the air, by the way. This compression can cause serious damage to both   humans and objects, which makes it quite effective  against tanks, but only if it’s powerful enough.  High-explosive also has a couple variants,  starting with high-explosive time fuse.  The HE-TF shell features a timed fuse,  which detonates after a set distance.  You can set this distance  by using your rangefinder.  In real life, this shell was designed for  flak cannons to be used against aircraft.  It’s pretty much useless in-game though, since  rangefinding a moving plane is quite difficult.  A more modern variant of HE-TF is  high-explosive variable time fuse.  The HE-VT shell also blows  up after a set distance,   but this time, that distance isn’t predetermined. Instead, the shell itself has a proximity sensor   that automatically detects enemies near it. This can be extremely useful against aircraft,   since all you need to do is fire  the shell close to the target.  Against tanks though, not so much. A more obscure shell is   the high-explosive grenade. This round was specially designed   to be fired from recoilless rifles. Due to their unconventional charges,   their velocity is usually pretty  bad, so they can’t travel too far.  When they come in contact with a  target, they perform essentially the   same as a high-explosive round though Speaking of, the next shell is the   anti-personnel fragmentation grenade. The VOG, which is a Russian acronym   for “fragmentation grenade round”, was  designed to be used against infantry.  Think of it like a very  powerful machine gun round.  A couple bursts can take out tracks,  barrels, exposed parts of vehicles, and   can clear terrain elements like bushes or trees And the final high-explosive shell is the rocket.  A rocket is basically an unguided  self-propelled high-explosive round,   which usually holds a lot of explosive filler. They are pretty inaccurate though,   and their effects are usually minimal,  only damaging the gun barrel or the tracks.  If the target is lightly armored or if  it’s a large caliber rocket however,   the enemy can go down in a single hit. In summary: a round that blows up when   it comes in contact with a target, an HE round  that blows up after a set distance, an HE round   that blows up when it detects something near it, a  low-velocity HE round, a smaller and less powerful   HE round, and an unguided self-propelled HE round. Next up is the high-explosive squash head round.  HESH is one of the more unique shells in  the game; instead of penetrating armor,   it uses the enemy’s armor against itself. When it comes in contact with a target,   the plastic explosive tip of the round squishes  onto the armor, hence the name “squash head”.  Afterwards, the same plastic explosive detonates,  causing a shockwave to go through the armor.  This leads to the surface on the  inside to rupture, sending pieces   of metal shards inside the tank at high speeds. Theoretically, BESH can be quite destructive,   but in-game it’s pretty lackluster,  unless it’s a really large caliber round.  Following HESH is high-explosive  anti-tank, another interesting round.  HEAT rounds are designed with a couple key  components; namely an explosive charge,   a detonator, and a cone-shaped metal  liner, which is usually made of copper.  When the round comes in contact with  a target, the explosives detonate,   which causes the liner to collapse into  an extremely high-velocity jet of metal.  This jet is focused through the tip  of the round and into the target.  When the jet comes in contact with the  armor, it acts as a kinetic penetrator,   and thanks to its incredibly high velocity,  it can chew through a lot of metal.  The drawback to this design however, is  that the jet of metal is focused on a   very small area with not much spalling,  so you’ll have to know where to aim.  Like high-explosive, HEAT also has a  couple of variants, starting with HEATFS.  High-explosive anti-tank fin-stabilized  is a more modern HEAT round,   using better penetrative chemicals and  having fins at the back of the shell.  Similar to APFSDS, the fins  exist to compensate for the   smoothbore cannons featured on modern MBTs. On regular HEAT shells, spinning is actually   counterintuitive; the shaped charge tries to focus  the jet into a small area, but if the round spins,   the jet will spread around more, leading  to less force and thus less penetration.  Thanks to smoothbore cannons, all of this can be  avoided, and the fins on the back of HEATFS can   help stabilize the shell while traveling. Next up is a pretty obscure round, namely   high-explosive anti-tank, multi-purpose. HEAT MP rounds are just HEATFS rounds   with a proximity fuse. Unlike HE-VT though,   the proximity fuse only detonates above  a specific altitude, so you can still use   it as a HEATFS round against ground targets. If you pair it with your laser rangefinder,   it can be pretty useful to  shoot down helicopters and such.  And the last HEAT variant is the HEAT grenade. Like the high-explosive grenade,   these rounds are specially designed  to be fired from recoilless rifles.  Due to their low muzzle velocity,  they can’t travel very far.  But at close range, they’re as effective  as your run-of-the-mill HEAT round.  In summary: a round that sends a jet  of very fast metal through a tank,   a modern HEAT round, a HEATFS round with a  proximity sensor that activates in the sky,   and a low-velocity HEAT round. The last major group is the anti-tank   guided missile with all its variants. In-game, the most basic type of ATGM   is essentially a rocket-propelled  HEAT round that you can control.  The type of control or the “guidance”  of these missiles can be quite varied,   so let’s go over those now. First up is manual   command to line of sight, or MCLOS. This is the most primitive type of guidance;   you have to guide the missile yourself  using either your keyboard or your gamepad.  Next is semi-automatic command  to line of sight, or SACLOS.  Instead of constantly guiding the missile,  all you need to do is point your crosshair at   the target, and it will guide itself towards it. And the last guidance system is fire-and-forget.  After locking a target, information like  coordinates, velocity or the infrared image   of the enemy is programmed into the missile. After launching, you don’t have to guide it   or even look at the target, so you can  quite literally forget about the enemy. Now that that’s out of the way, let’s  take a look at the variants of the ATGM.  The first variant is the ATGM overfly top attack. Instead of flying directly towards the target,   the ATGM-OTA first gains some altitude,  and then descends to hit the target’s roof,   where the armor is usually weakest. Next up is the proximity fuse ATGM, or ATGM-VT.  This missile does what you’d expect; you  guide it towards a target, and it blows   up when it detects an enemy near it. It’s quite useful against air targets.  The next guided missile is a pretty  interesting one, namely the tandem charge ATGM.  This missile uses a twin-stage warhead to  overcome explosive reactive armor, or ERA.  When the first warhead comes  in contact with the target,   it blows up, clearing any ERA  that may stand in its path.  This opens the way for the second warhead to come  in direct contact with the armor of the target.  Next is a pretty simple one,  namely the high explosive ATGM.  Instead of a shaped HEAT charge, these  missiles just use explosive filler.  This means it’s pretty much just  a rocket that you can control.  In the same fashion is ATGM-AP, or armor piercing. This round isn’t technically classified in-game,   but I thought I’d include it nevertheless. ATGM-AP is a rocket-propelled kinetic penetrator,   which penetrates more armor  the further it travels.  Think of it like a really big APFSDS round. When it’s first launched, it’s quite slow,   but after it gains some speed,  it can be quite destructive.  Currently, it’s only featured on the LOSAT, but  it might be added to other vehicles in the future.  And the last guided missile  is the surface-to-air one.  The SAM is a proximity-fuse fire-and-forget  missile designed purely for anti-air purposes.  All you need to do is lock the target and launch. SAMs include a variety of different missile types,   from heat-seeking to radar-guided and many more. I go into deeper detail about the different types   of anti-air missiles in my AAM guide, so check  that out if you want some more information.  In summary: a rocket-propelled HEAT round that  you can control, an ATGM that flies toward the   top of a target after gaining altitude, an ATGM  that blows up when it detects something near it,   an ATGM with two warheads to overcome ERA, a  rocket-propelled HE round that you can control,   a big rocket-propelled AP round that  you can control, and an anti-air   missile that guides itself. And the very last round   we’ll be talking about is the smoke shell. This round, unlike all the others we’ve mentioned,   is not for anti-vehicle purposes. Instead, you can use it to conceal   your position or mess with your enemies. Some strategies include firing it close to   your location, firing it somewhere you’ll  be going, or firing it at your enemies.  The smoke lasts about 20 seconds, which is  plenty of time if you use them correctly.  And that about covers it. I hope you enjoyed the video!  I wanna thank everybody for  fifty thousand subscribers.  When I released the first couple Tank Ammo guides,   I didn’t expect it to explode in views  like that, but look at the channel now.  This time I did much more research  on how the shells actually work,   so I hope you understood the shells. I even had to learn Blender from scratch,   and while the animations are a bit choppy  at times, I still put my best into them.  If you have any questions or you noticed something  wrong about the video, please leave a comment.  Other than that, thanks for  watching and happy April Fools. <3
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Channel: skDoger
Views: 181,501
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Keywords: war thunder, war thunder ammo, war thunder tank shells, war thunder tank shells guide, war thunder ammo guide, war thunder ammunition guide, war thunder heat, war thunder hesh, war thunder atgm, war thunder apfsds, war thunder apds, war thunder sam, war thunder proximity fuse, war thunder grenade, war thunder guide, war thunder tank shell animations
Id: RFUi6MHXQuY
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Length: 15min 31sec (931 seconds)
Published: Mon Apr 01 2024
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