
War Thunder Beginner Guide: How to Start Strong in 2026
A plain starter guide to War Thunder: picking a nation, reading battle ratings, choosing a mode, and earning Silver Lions and research points.
War Thunder can feel like a wall of menus when you first load it up. Ten nations, three main game modes, a few hundred tanks and planes, and a pile of numbers on every vehicle card. The core loop is pretty simple once it clicks, though. You pick a nation, drive or fly something, shoot the other team, earn currency, then unlock the next vehicle. The next few sections cover the five choices that really shape your first few weeks, from your first tech tree down to the camera settings that keep you from getting snuck up on.
Choosing Your First Nation and Vehicle Tree
You get ten nations to pick from, and the choice matters more than it looks. Your nation decides which vehicles you can research and unlock, so you're stuck on that path for a while. Most new players end up in one of the Big Three (the USA, the USSR, or Germany), and that's for good reason. They have the biggest tech trees, the most players, and the most forgiving lineups at the lower battle ratings.
The Big Three
The USA, USSR, and Germany are the crowd favorites for one practical reason. Their trees are deep enough that you always have a next machine to chase, and the early ranks are loaded with tanks and planes that are easy to drive, easy to fly, and hard to punish you for mistakes. Smaller trees run dry faster and can leave you grinding through awkward gaps where nothing feels good.
USA
America is the all-rounder. The air tree is a blast, full of versatile fighters and attackers that can dogfight and then drop bombs in the same sortie. The Sherman family of tanks (the M4 series) gives you decent guns, decent armor, and on later models a stabilizer that lets you shoot on the move, which a lot of early tanks can't do. If you're torn between air and ground, the US is a safe bet because you get strong options on both sides.
USSR
Russia is probably the friendliest starter nation overall. Soviet tanks lean on thick sloped armor and guns that fire high-explosive shells stuffed with filler, so even a sloppy hit can wipe out the crew on the other side. The T-34 line is fast, well-armored for its battle rating, and forgiving when you push too far. The air tree has solid fighters plus the famous Il-2, a tank-buster that's a lot of fun to bring into ground battles.
Germany
Germany is the easiest place to learn the basics of ground combat. Early German tanks like the Panzer IV series carry guns that punch well above their weight, so you learn positioning and sniping without fighting your own vehicle. The catch shows up around the mid-ranks, where tanks like the Tiger and Panther are strong but need real tactics to shine. Angling your hull and picking your shots matter a lot here. Plenty of players hit the Tiger and either fall in love or bounce right off it.
The smaller trees
China gets overlooked but mixes Soviet and American hardware, so it's surprisingly comfortable if you like both playstyles. Sweden has a sharp air tree, Japan has nimble fighters and a thin ground tree, and Great Britain rounds out the pack with solid all-rounders. These are all fine for a second or third nation down the road. For your first, the Big Three give you the smoothest ride.
Build a lineup, not a lone wolf
Whatever nation you pick, build a lineup instead of chasing one shiny vehicle. A lineup is the three to five machines you take into a single battle. Try to keep them close in battle rating, because (and this sets up the next section) the game matches you on your highest-rated vehicle. Five vehicles within 0.3 or 0.4 of each other beats one hot tank at the top with four reserves dragging behind it.
Understanding Battle Rating and Matchmaking
Battle rating, or BR, is the single most important number in the game, and once it clicks the whole matchmaking system makes sense. Every vehicle has a BR, a number between 1.0 and 14.0 that roughly tracks how strong it is in a fight. A higher BR means more capability and tougher opponents. Reserves (the free starter rides) all sit at 1.0, and the numbers climb in steps of 0.3 or 0.4 all the way up.
What BR is and isn't
Battle rating is based on in-game performance, not on when a vehicle was built in real life. A tank from 1942 can sit next to one from 1955 if they perform similarly. It can also change between modes, since the same plane often has a different BR in Arcade than in Realistic, and a different one again in air battles versus ground battles. Always check the BR for the mode you're actually playing. It's shown right under the To Battle button, so there's no excuse for guessing.
How the matchmaker reads your lineup
This is the part that trips people up. In ground battles (Arcade and Realistic) and in air Realistic, you're matched on your single highest-BR vehicle. Bring a 3.7 lineup with one 4.0 tank mixed in, and the whole team plays at 4.0. That one vehicle drags everything else up with it. The matchmaker also ignores player skill and research rank entirely. It only looks at BR.
Air Arcade is the exception. There it averages your top three aircraft, with a floor one step below your highest plane. So if your best plane is 5.0, the average can't drop below 4.7. There's a cap too: if your top plane is more than 0.6 above your other two, the game treats the lower ones as if they were only 0.6 behind. The short version is that air Arcade lets a brand-new plane sneak into slightly easier battles while you upgrade it.
The plus-or-minus-one rule
Matches are built from lineups within 1.0 BR of each other, and you can be pulled anywhere in that range. If your top vehicle is 5.3, you might land in a 5.3 to 6.3 battle (a full uptier) or a 4.3 to 5.3 battle (a full downtier). Most of the time you land somewhere in the middle. The game also caps the number of top-BR players per team at four, so even in a full uptier you're not the only one stuck at the bottom.
What this means for you
Two takeaways fall out of all this. First, don't drag a high-BR vehicle into a low lineup just to have it around. It raises everyone's matchmaking for not much gain. Second, full uptiers happen and they sting, but they're normal. When you feel outclassed in every match, check your BR under the To Battle button before blaming the game. More often than not you've wandered into a higher bracket than you meant to.
Arcade, Realistic, and Simulator Battles Explained
War Thunder splits into three main modes, and they're almost different games stacked on top of each other. The flight models, the maps, the respawns, and the amount of help the game hands you all change between them. Most players live in the first two and treat the third as a specialty mode.
Arcade Battles
Arcade is where you start, and it's built to be friendly. You get respawns, so dying once doesn't end your match. Enemy vehicles show up with name tags and a marker over them, and the game draws a little lead indicator showing where to aim for a hit. The flight model is loose and forgiving, planes can pull wild turns and absurd G forces that would rip the wings off in real life. Maps are small and rounds are quick, which makes it the fastest way to rack up early research. The downside is everyone else has the same help, so fights get chaotic in a hurry.
Realistic Battles
Realistic is the middle ground, and it's where a lot of players settle in for the long haul. The flight models tighten up to something close to the real thing. The lead indicators vanish, and so do the enemy markers, which means you have to spot and identify targets yourself. In air Realistic you bring a single aircraft and one life, so survival actually matters. In ground Realistic you build a lineup and spend spawn points to bring vehicles in over the course of the match, including aircraft for close air support once you've earned enough points. The rewards are higher per match to make up for the slower pace and the steeper learning curve.
Simulator Battles
Simulator, or Sim, is the hardcore mode. It's cockpit view only, with no HUD hand-holding and no enemy markers at all. The flight model is full-real, so you fight your own plane as much as the enemy, and most Sim pilots use a joystick because mouse aim is a poor fit here. You generally get one life, the maps are huge, and matches lean toward slow, tactical play. It pays well when it goes right, but it's a rough place for a brand-new player. Plenty of veterans never touch it, and that's fine.
Which one should you play?
Start in Arcade to learn the controls and the maps without getting punished for every mistake. Once you can hit what you aim at and you stop crashing on takeoff, ease into Realistic for the better rewards and the more honest fights. Treat Sim as something to try later, after you've got a feel for how the vehicles handle. There's no rush, since the modes share the same tech tree and nothing you unlock is wasted.
Earning Silver Lions and Research Points Efficiently
Two currencies run the economy, and they do different jobs. Silver Lions (SL) are your cash. You spend them on repairs, ammo, new vehicles, and crew training. Research Points (RP) are your progress. They're what unlocks the next vehicle on the tree. You earn both from the same battles, but a few habits tilt the odds in your favor.
How you actually earn
Both currencies come from active play. The game tracks an activity percentage based on how long you're alive and near the action, and that activity drives most of your payout. Kills, assists, captured zones, and bombs on target all pile on top. The lesson is simple. Staying alive and useful earns more than rushing in and dying in thirty seconds, even if you grab one quick kill on the way out.
Use the daily research bonus
Every day the game hands you a research bonus good for a handful of battles, roughly five per branch (Army, Aviation, Helicopters, Bluewater, Coastal) per nation. The bonus covers about a fifth of a vehicle's research cost and it stacks with everything else. It refreshes every 24 hours, so it's free progress that vanishes if you don't use it. Point your daily charges at the nation and branch you're actively grinding and you'll feel the difference fast.
Watch the rank penalty
There's a sneaky penalty hiding in the system. Research Points get cut based on how far apart the vehicle you're playing and the vehicle you're researching sit in rank. Stay within one rank of your target and you keep the full 100 percent. Jump two ranks up and you keep closer to 40 percent, and it only gets worse from there. The fix is to grind with a machine that's close in rank to whatever you're chasing. Driving a rank-one reserve to unlock a rank-four tank is a great way to waste an evening.
Pick your modifications wisely
Vehicles start weak and get stronger as you research modifications for them. For ground vehicles, two early unlocks matter more than the rest. Parts lets you repair a broken track or engine in the field, and Fire Prevention Equipment (FPE) lets you put out a fire before it cooks you. Grab Parts first, then FPE, before you chase the fun stuff like better shells. A tank that can't move or is burning to death never gets to fire its fancy ammo.
Silver Lions: earn more, spend less
On the SL side, the fastest gains come from killing several enemies a match, since payouts scale with performance. Shorter modes finish faster too, so they often beat longer ones for Lions per hour. The big drain is repair costs, especially on higher-tier vehicles. A machine that earns well but costs a fortune to fix can be a net loss, so keep a couple of cheap, reliable earners in your hangar for the days you're grinding cash.
Premium, if you want it
You don't need to spend money, but premium does speed things up. A premium account roughly doubles your Research Points and adds a solid bump to your Silver Lions. Premium vehicles come with doubled SL and RP multipliers on top of that, and they stack with a premium account. The strongest combo is a premium vehicle you actually enjoy driving or flying, plus a premium account during a sale. If you do buy in, wait for a discount. Full price stings.
Setting Up Controls and Camera Basics
Good controls and good camera habits will keep you alive more than any vehicle upgrade. The defaults are decent, but a few tweaks and a couple of key habits make a big difference in your first few sessions.
Pick the right control mode
For planes, Mouse Aim is the default and the right choice for Arcade and Realistic. In Mouse Aim, a built-in helper called the instructor flies the plane for you. It reads where you point the mouse and works the control surfaces to get you there. You can't turn the instructor off in Mouse Aim, which sounds limiting but is exactly what keeps new pilots from spinning into the ground. Joystick and full-real control modes exist for Simulator, but leave those alone until you're ready for Sim.
For tanks, the default mouse controls point your turret where you aim, and WASD drives the hull. That setup works out of the box, so you mostly need to learn the camera.
The camera you'll use most
In tanks, the two views that matter are gunner view (where you aim and fire) and binocular view, which lets you scan the field from cover without poking your turret out. Get in the habit of spotting with binoculars first, then switching to gunner view to shoot. A tank that's already aimed and waiting will almost always beat one that's still swinging its turret around.
For planes, hold the C key to drop into free look, then drag the mouse to glance around without turning the aircraft. Use it constantly. Most kills come from whoever spotted the enemy first, and you can't shoot what you never saw.
Binds worth changing
A few controls are worth moving to easy keys early on:
- Flaps and landing gear for planes
- Binocular view and the commander's sight for tanks
- Your map key for both, since checking the map tells you where the fight is thin
- Free look, which you can rebind under Mouse Look Activation if the C key doesn't suit you
Spend ten minutes in a test flight or test drive binding these and it pays off in every match after.
Sensitivity and wobble
If your plane jitters and overshoots when you try to aim, the mouse sensitivity is probably too high. Drop it a notch in the controls menu and your aim steadies, especially in Realistic where there's no lead indicator doing the work for you. It's a small tweak with a real payoff for new pilots.
The one habit that ties it together
Look around before you commit. Whether you're in a tank edging around a corner or a plane diving on a target, a quick scan with binoculars or free look tells you what's waiting on the other side. New players die most often to things they never saw, and the camera is how you see them.