Battle of Berlin

The year is 1945, and the Russian Forces have made it to Berlin. Ferocious fighting encompasses the city, and the Germans are pulling the last of their resources in an attempt to stop the enemy in their tracks. Will the Russians prevail or will the German super-weapons turn the tide of the battle?

Operation Letzter Stand Date: 10th December

Time: Custom battle opens: 6pm GMT

Event briefing: 6:30pm GMT

Latest arrival for the event: 6:50pm GMT

Official start: 7pm GMT

Gamemode: Realistic without Tags (Usernames)

Mini Events

We now have a fully organised Mini Event System planned. With a dedicated team working in tandem with the actual event team to provide a consistent experience preluding the actual main event.

What are Mini-Events?

Mini-Events are smaller events that are played before the Main Event in which the outcome can effect the main event in smaller but impactful ways such as a less detailed map for the enemy to plan with, easier or harder objectives and more whilst also staying balanced. Coin flips are the second version of this idea which consists of a scenario with 2 outcomes and an effect. This is decided by a coin flip. Only luck will give you the edge over your enemies.

Sign Up

Make sure to state your desired slot that you choose after viewing the document listed in Barn Squad so that an event organiser (which can be found on the Barn Squad Discord server) can add you to the event roster. You can identify open slots by them not having a player name listed next to the vehicle also make sure that you are a member of the Barn Squad Server.

⇚ ⭑ ⭑ ⭑ Battle for Henderson Field & Naval Battle of Guadalcanal⭑ ⭑ ⭑ ⇛
November 13th 1942, Henderson Field, Guadalcanal.

⭑ ⭑ Important Info ⭑ ⭑
Date and Time: September 3rd, 3:00pm EST (7:00pm UTC)
Be on call by: 2:30pm EST (6:30pm UTC)
Mode: Realistic, no markers.
Battle Conditions: 2am, Stormy weather.

⭑ ⭑ Mission ⭑ ⭑
The Japanese, with the aim to land supply and transport ships, sends a massive naval force ahead to attack the American ships and bombard Henderson's Field.
The Japanese ground forces, with the aim to retake Henderson Field, scraped together their remaining tanks and launched an attack in conjunction.
The US however learns of this plan and sends their own ships to intercept the naval raid as well as bringing armored reinforcements.

The naval forces of the Japanese and USA, with one spawn, will fight one another while also providing bombardment and anti-air cover.
The Japanese ground forces will have 15 minutes to capture Henderson Field from the US forces.
If the Japanese fail to capture Henderson Field within 15 minutes, the US forces will go on the offensive with a counterattack.

⭑ ⭑ Respawns ⭑ ⭑
Unlimited respawns for tanks and aircraft but with 500 deaths overall per team.
Every ship only gets 1 spawn, when killed you must switch to your signed up tank or aircraft.

⭑ ⭑ Banned Modifications ⭑ ⭑
M4A2 Sherman - Parts, M61 Shot, T45 Shot, Add on Armor.
M3 GMC - M61 Shot.
All Ships - Tool Set.

⭑ ⭑ Additional Info ⭑ ⭑
When signing up you must choose a tank or aircraft, then you can optionally choose a ship.
If your ship gets sunk, you will switch to your tank or aircraft you have signed up for.
Please keep in mind, this will be a night battle in story weather.

⭑ ⭑ Media ⭑ ⭑
Vehicle list:

⇚ ⭑ ⭑ ⭑Seven Days to the Rhine⭑ ⭑ ⭑ ⇛
November 1985, Fulda Gap, West-East German border

⭑ ⭑Important Info⭑ ⭑
Date and Time: July 2nd 3:00pm EST (7:00pm UTC)
Be on call by: 2:30pm EST (6:30pm UTC)
Mode: Realistic no markers

⭑ ⭑Mission⭑ ⭑
NATO forces need to defend West Germany from the advance by the Warsaw Pact nations. Both Teams will be fighting over capture points along the iron curtain, both teams will have the opportunity to attack and defend from one another with the Warsaw Pact Nations making the first advance.

⭑ ⭑Respawns⭑ ⭑
Unlimited respawns for all vehicles but each team will get a set number of spawns overall and this will be represented by a ticket bleed (this may be subject to change)

⭑ ⭑Banned Modifications⭑ ⭑
Warrior - Additional Armour Package
Harrier GR.3 - AIM-9G
Jaguar GR.1/A - AIM-9G
F-4F/Early - AIM-9E, AIM-9J, AIM-7E/-2, Gun pod SUU-23/A A-10A - AIM-9L, Gun pod SUU-23/A
Lynx AH.MK.1 - AIM-92 Stinger

MiG-21MF/SAU/bis - R-3S/R R-60/MK, R-13M1
MiG-23MF/MLA - R-60/M, R-13M1, R-23R/T, R-24T/R
MiG-27M - R-60M, R-13M1, Gun pod SPPU-22-01 Mi-24V/P - R-60/M, Gun pod UPK-23-250

⭑ ⭑Media⭑ ⭑
Vehicle list:

One of the oldest trees in the game but certainly not the simplest. German tank destroyers have been in the game since the beta for ground forces back in 2013 but are they worth playing if at all grinding? The following will be a historical/opinion based piece regarding all of the vehicles within the German tank destroyer category. But as usual here are the ground rules:

As a further note some vehicles will be grouped together (Such as the Sd.Kfz. 251 or 234 as well as the Panzer IV/70 series) due to the vehicles being minor modifications of each other.

Panzerjager I

Like a phoenix from the ashes the German army quickly and efficiently rearmed in time for the outbreak of the second world war. Tank destroyers were a dated concept but the practicality of the vehicles didn't show until war returned to Europe. Meaning "Tank Hunter" the Panzerjager was a mix of German and Czech technology with a Panzer I chassis and a 4.7cm Skoda built anti tank gun. It performed well at knocking out light to medium vehicles deployed by the Polish, French, British and even Soviet armies. While seeing success in the early years of the war, the appearance of vehicles with heavier armor rendered the Panzerjager obsolete. The ranges of engagements in the desert or on the eastern front led to a need for a better vehicle in both armor and armament.

In game the vehicle is quite enjoyable at 1.3 where it will face some heavier tanks that will take a bit of precision to destroy but overall most opposition is easily defeated by the 47mm. Utilizing APHE it has no issues with offensive actions but it's defensive actions are lacking for a tank destroyer. Being based on the Panzer I doesn't do it any favors with it's limited traverse and poor armor. Most enemy vehicles will cut through you like butter due to the nature of the light tank hunter. Overall it's a great introduction to the German Tank destroyer tree as it's set up and playstyle are awfully similar to some of the heavier variants. Not much else to say but keep your targets ahead of you and keep your distance to make up for the lack of a turret.

Sd.Kfz. 251/10 and 251/22

As the doctrine of mechanized infantry came into being so did the idea of mechanized support weapons. The Sonderkraftfahrzeug 251 has a long line of variants with some more effective than others but the 251/10 and 251/22 armed with the 3.7cm Pak 36 and 7.5cm Pak 40 were specialized in dealing with enemy armor. Stemming from the over abundance of Anti Tank guns while being short in supply for vehicles to mount them on, the 251 was a perfect stop gap solution for an ever increasing problem during the later years of the war. Serving until the bitter end and even in post war countries, the Sd.Kfz. 250 is an iconic and influential vehicle that can pack a punch.

As most half tracks are they're somewhat limited in their mobility compared to fully tracked vehicles, they're lightly armored and are usually not great at fighting enemy armor. The Pak 36 gained the nickname "Heeresanklopfgerät" or Army Door Knocker due to it's increasing ineffectiveness, this in turn reflects in War Thunder as you might struggle to pierce some front plates. Best used as an ambush vehicle in positions that takes advantage of side armor or other weaker portions of the enemy vehicle. Unfortunately your shells are not great and your distance has to be close for most engagements. Arguably the Sd.Kfz. 251/10 is more of a trophy vehicle than a serious competitor but nevertheless still enjoyable given the proper position and circumstances.

Thankfully it's successor is much better due to being armed with one of the best low-mid tier guns in the game. The Pak 40 is renown for being accurate, dependable and devastating to enemy armor. Allowing you to pick apart enemy armor from not only the front but also at a distance. Played slowly and defensively the Sd.Kfz. 251/22 is a force to be reckoned with if you find yourself not receiving return fire. Both vehicles have their niches and as such can perform admirably when played like a proper light weight tank destroyer.

Sd.Kfz. 234/3 and 234/4

Continuing with the rare vehicles of the game we find ourselves at some of the most sought after and enjoyable vehicles available. Derived from the earlier Sd.Kfz 232 (8 rad) series, the 234 was designed to be a reconnaissance vehicle but eventually took on heavier roles such as heavy armored car, infantry support and even tank destroyer. The 234/3 and 234/4 are armed with the 7.5cm K51 and 7.5cm Pak 40 respectively. Both vehicles possessing the same speed, armor and cross country abilities as each other meaning there's only one real difference. Finding little success in the war due to being produced in the last months leads us to questioning the overall effectiveness of the platform's roles in infantry support and tank destroying.

In game however both vehicles fit well and perform admirably with the short 75 dealing excessive damage to light and medium targets while being able to crack some of it's heavier opposition with a quick reload and punishing HEAT projectiles. The longer 7.5cm Pak 40 while being an exceptional gun now finds it's self in the realm of much heavier armor and enhanced capabilities. At 4.7 the vehicle has seen much better days, however this shouldn't discourage you as smart usage of maps and flanking spots can still decimate swarms of enemy vehicles. Downsides of this vehicle include it's armor and lack of tracks. There's no doubt that the physics tied to wheel based vehicles are abhorrent on rough terrain such as sand, snow or even mud. Overall if you're lucky enough to have either of these vehicles consider using them if you haven't already.

Sturmgeschutz III Ausf. A, F, and G

One of the old guard considering it's date of introduction to War Thunder. Based on the Panzer III chassis the StuG is one of the popular German tank destroyers that is hard to go wrong with. A low silhouette, good frontal armor, decent mobility allowed the StuG to be the most effective German tank destroyer of the entire war. While it's original job as an assault gun didn't have tanks in mind, it's later iterations proved lethal to enemy armor. Serving until the end of the war on every German front, the StuG's efficiency and legacy are not to be questioned.

In War Thunder the StuG shines as a cornerstone of tier I-II Germany with the Ausf. A being armed with the fan favorite 7.5cm Kwk 37 (StuK 37 in this case) and protected by a generous 50mm of armor at 2.3. Quick firing, speedy and reliable in almost all scenarios, the Ausf. A is not a vehicle to sleep on. It's ability to take a hit or two is welcomed in comparison to the earlier fragile vehicles. However the real winners are it's later iterations.

The Ausf F and G differ in numerous ways, the Ausf F shares the same armor and layout as the Ausf A but the firepower has been significantly upgraded. Similar to the Pak 40, the 7.5cm StuK 40 allows for the Ausf F to tackle much larger prey but be warned that it's armor doesn't hold up nearly as well as it's earlier iteration does.
Ausf G finds upgrades in most departments with the addition of not only schurzen (side skirts) but also an additional 30mm of frontal armor bringing it's protection up to 80mm. The firepower also finds an upgrade with the StuK 40's barrel being lengthened by 5 calibers and as such increasing penetration minimally. Dependable, reliable and a winner in all regards, the StuG series has been an enjoyment for as long as tanks have been in the game.


Designed as an interm replacement for the Panzerjager I, the Marder series of tank destroyers were effective light vehicles that could be quickly moved into action in comparison to the towed anti tank guns the Germans were often fielding. Utilizing captured chassis or spare vehicles with no apparent use the Marders were interesting amalgamations turned competent fighting machines. The original Marder III saw the Panzer 38(t) chassis being paired with the Soviet 76mm field gun and combined to produce a tall and lightly armored tank destroyer. The Marder III H was a much more streamlined production which did away with the Soviet gun and armed it with the Pak 40, both vehicles served from their origination in 1942 until the bitter end in 1945.

Being lightly armed seems to be a constant for tank destroyers in the early tiers of the game and the Marder III is no exception. Following closely in the steps of the Panzerjager, the Marder III is to be played the exact same way. Light armor and open top leads to destruction by every threat under the sun. Thankfully it's heavy firepower is nothing to scoff at as it finds it's self at a comfortable battle rating where not much is going to be left standing after taking a direct hit from the guns that arm the Marder III. Ambush tactics and defensive positions favor the Marder III, just make sure to watch out for enemy machine guns or air power.

Dicker Max/Sturer Emil

Both experimental and produced in single digits, the Dicker Max was developed to engage bunkers or fortifications at a distance it would be invulnerable to return fire. But due to the shifting nature of the war it was redesigned as a tank destroyer. Two vehicles were combat trialed and neither ended up in a favorable position. One vehicle caught fire and detonated after it's ammo exploded and the other vehicle survived until sometime in 1942 when the vehicle was lost. The Sturer Emil was a similar program which similar fates, designed to be heavy tank destroyers two vehicles were combat trialed with one being destroyed and another captured in 1943.

In game both vehicles play expressly similar to each other. Long slow vehicles with poor armor but heavy cannons that can take out most vehicles in single hits. Slow reloads and limited traverse leave you with areas that have good sight lines leading to success. The Sturer Emil has exceptional gun depression meaning you can hide the majority of your vehicle behind hills or slopes that allow you to quickly reverse into safety after firing but as numerous other tank destroyers it's open topped nature leave you vulnerable to aircraft and artillery. Overall they're not bad vehicles especially considering the break they're received recently with their BRs being decreased significantly.

8,8 cm Flak 37 Sfl.

The new tanks fielding by the Russians presented a problem for the 37mm and 50mm armed vehicles during Operation Barbarossa that needed to be solved quickly. Combining the Sd.Kfz 9 and the already reputable 88mm Flak 37 created a more mobile version of the dreaded anti-tank/anti-aircraft cannon allowing for some German units to dispatch heavy armor or aircraft at a moment's notice. The lack of armor or protection on the vehicle was of course a downside but nevertheless being able to pull something into action against the new Russian tanks proved useful in the long run.

In game it has a number of both upsides and downsides with the vehicle being somewhat mobile but lacking armor which results in quick deaths if the user is not careful. A lightning fast reload allows you to knock out numerous vehicles in quick succession provided you place yourself in an advantageous position. Vulnerable to everything under the sun there's always going to be some threat that proves fatal to this large battle bus. But given the proper distance and aim there's virtually nothing that you cannot take down with the tried and true 88mm Flak 37.

Jagdpanzer 38(t)

Known to many as the Hetzer (or Chaser) this light tank destroyer was one of the ultimate forms of the Panzer 38(t). Armed with a 7.5cm Pak 39 and firing the same ammunition as the Panzer IV and StuG III series vehicles, the Hezter was a small package with a big bite. But due to the already overloaded nature of the Panzer 38(t) the Hetzer sacrificed a lot of it's armor on the sides and top to provide a suitable front plate for taking hits. Serving until the end of the war and in a couple of post war Armies it's said that the Hetzer is one of the most numerous surviving German vehicles.

In game the Hetzer is a joy to play with it's powerful cannon and good frontal armor. Mobility could be better but it's aged chassis keeps the vehicle down in this regard. While the Hetzer has good frontal armor the sides and especially the top are very thin resulting in basic calibers from aircraft being lethal. Small size gives you the advantage of ambushing and sneaky movements while keeping your effectiveness high. This vehicle is best played methodically with a keen sense for defensive positions that are not easily outflanked.

Jagdpanzer IV and Panzer IV/70 A & V

Developed to be a successor to the StuG, the Jagdpanzer IV (also known as the Panzer IV/70) series was geared with destroying tanks in mind. Unlike the StuG the Jagdpanzer IV as the name implies was built upon the Panzer IV series which gave it the ability to lumber both a heavier gun and heavier armor. The vehicle was put into production during the final month of 1943 and was produced until it's factory was captured by allied forces. Keeping in line with the StuG's low profile and high velocity gun, the Jagdpanzer IV was very successful for most of it's career as a tank destroyer but performed poorly when used as an assault gun. The numerous variants of the series allowed for a more universal capabilities when it came to destroying tanks.

As said the numerous vehicles resulted in numerous loadouts and this is reflected upon in game with the Jagdpanzer IV being armed with the 7.5cm Pak 39 and later vehicles being armed with the much more powerful 7.5cm Pak 42. All vehicles in this series are vulnerable to transmission case hits which can often lead to the death of the driver but the sturdier upper armor allows for the vehicle to (usually) take a hit or two. The main difference between the V (Vomag) and A (Alkett) vehicles is the existence of a flat strip of 80mm armor on the front of the A version's superstructure. Due to this much weaker portion of armor the A sees a much lower battle rating and as such a much higher success rating given the proper attention.

The playstyle of these vehicles are very similar to the StuG but should be played with the idea that your armor isn't always going to save you. That being said the vehicles are rather sturdy and when played at a distance can survive a multitude of hits. All three vehicles are very effective in their role as tank destroyers and as such are highly recommended to anyone interested in them.


The German Nashorn (or Rhinoceros) was yet another in the long list of tank destroyers based on the Panzer IV chassis. This behemoth was armed with the dreaded 8.8cm Pak 43 that allowed it to neutralize enemy targets at a distance of over 2,000 meters. The biggest downsides of this vehicle are it's size and light armor which while being a benefit on the Eastern Front; proved to be a liability when fighting the American forces in the mountainous of Italy. Beginning it's production run in early 1943 it was one of the first successful attempts to arm a vehicle with the heavy 8.8cm Pak 43. It served until the end of the war with only a few examples surviving.

As stated above the light armor and size of the vehicle makes the Nashorn an easy target even at a distance in game. The open topped nature of the vehicle allows for aircraft and artillery to make quick work of it and usually it's not putting up much of a fight. But when put in a position where it can safely engage enemy tanks the heavy gun makes quick work of almost any enemy vehicle on the map. Recommended if you enjoy destroying enemy heavy tanks with little to no effort.


The Versuchsflakwagen or Grille 10 is a rather rare vehicle with it's prototype phase not producing a production variant. Other than it's original purpose as an assault gun not much else is know about the vehicle. However halfway through it's development it was decided to make it more of a multiple purpose vehicle that could engage aircraft. Three prototypes were made and not much else was done with the vehicle after 1942.

This vehicle is rather broken in game with it's armor not being thick enough to detonate certain fuses and it's reload being absurdly quick. I've personally had this misfortune of shooting this vehicle for nothing to happen due to the shells penetrating the armor but not detonating. The vehicle comes in two flavors with it's sides up protecting the gun crew or the sides down allowing for the gun to rotate on it's platform. The latter seems to be the more popular set up given the nature of self propelled guns. The ammo also sits far below the gun preventing detonation in most scenarios. Overall a complete menace when used correctly, this vehicle surprisingly hasn't been nerfed into the ground yet.


The Waffentrager or Weapons Carrier was another prototype designed to carry the heavy 8.8cm Pak 43 but this time with an emphasis on cheap and ease of manufacture. The vehicle was designed to have an open topped turret and a low silhouette which was already popular with other effective tank destroyers. Unfortunately like many other prototypes this version lost to a competitor's design and only one was built with no production units being ordered.

However this vehicle can be a breath of fresh air to tank destroyer players due to the existence of a turret. With poor mobility the vehicle still requires setting up and an advantageous position for most engagements. But you will be hard pressed to find an enemy vehicle you cannot tackle from afar with the Pak 43. Playing this vehicle like a mobile anti tank gun is a good strategy with no heavy armor to speak of and being vulnerable to any enemy action. Open fields and staying away from tight corners will provide you with enough room and time to score well in the Waffentrager.


A rather famous tank destroyer with a unique design that proved to be extremely effective. Based on the Panther series it incorporated the heavy frontal armor and combined it with the powerful 8.8cm Pak 43 (noticing a pattern yet?). With roughly 400 models being produced from early 1944 until the end of the war, the Jagdpanther was the first true combination of armor and firepower that wasn't constantly breaking down or getting stuck with the Ferdinand's poor mobility. Serving until the end of the war in heavy tank destroyer battalions it was loved by crews and critiques alike.

In game it finds it's self in an advantageous position with it's opposition often being Shermans, T-34s and early Centurion or M26 tanks. While not impervious to all enemy fire and suffering from a couple of weakspots in it's armor, the Jagdpanther is a truly an enjoyable tank destroyer that often finds it's self over extended which is arguably it's biggest downside. Suffering from the same poor reverse gear system as the Panther it's advised not to push past the front line unless there's an urgent reason.


The long list of Porsche prototypes and designs usually leads to dead end prototypes with no production, however the Ferdinand (and Elefant) are not such vehicles. Built upon the Porsche Tiger chassis the Ferdinand was a large heavy vehicle that suffered from numerous faults such as reliability issues, overweight failures and poor maneuverability. It was armed with the fearsome Kwk 43 and while it was effective on the steppes of the Eastern Front where virtually no tank could outrange or outgun the vehicle it unfortunately suffered heavily in the Mountainous terrain of Italy where it was often engaged at much shorter distances. The vehicle was produced in the dozens and never got over it's reliability issues.

In game this vehicle shines as a somewhat super heavy tank destroyer boasting 200mm of frontal armor that allows it to withstand a large percentage of standard AP shot. Poor speed and maneuverability shows often with the vehicle being outflanked if the driver does not take the proper precautions. An excellent sniper and good for open fields the Ferdinand/Elephant only sees issues when it begins to fight shaped charge projectiles or hyper velocity AP rounds. An excellent addition to the 6.7 line up for Germany especially if you feel that you're lacking in heavy frontal armor.


One of the last vehicles produced by the German army in the second world war. The Jagdtiger was the culmination of years of tank destroyer design which ultimately fell flat on it's face. The already overweight chassis of the Tiger II was forced to bear even more weight strained the relatively weak engine which induced numerous mechanical failures and ultimately provide a very poor vehicle that rarely worked. Combat records show that most Jagdtigers were lost to failures instead of enemy action but when the vehicle was used properly it was virtually invulnerable to the front from most projectiles. Ironically the first Jagdtiger was destroyed due to American infantry with a Bazooka. Only 80 were produced and they served until the end of the war.

Sometimes War Thunder's lack of mechanics provide benefits to certain vehicles and the Jagdtiger is one of them. Similar to the Ferdinand it's slow, large and heavy which leads to a relatively immobile machine but when put into the right position provides a fearsome roadblock that can withstand almost every standard AP shots and even some HEAT projectiles. The armor which has a thickness of up to 250mm allows for frontal assaults against certain tanks and excellent defense against others but be aware that the anemic engine and poor side armor will prove to be your downfall if you don't play with caution. It's an exceptional addition to any 6.7 line up with it's 128mm Pak 44 that can knock down just about any enemy tank within firing distance.

Hanomag-Henschel Jpz 4-5

By the late 1950s the newly founded West German Republic and Bundeswehr found it's self with a strikingly apparent shortage of modern tanks. Supply from the US only allowed for vehicles that the US no longer wanted to use (such as M47s) and as such the Germans contacted Hanomag and Henschel to build prototypes of a new tank destroyer. The first prototypes were created in the early 60s but it wasn't until 1965 that the Kanonenjagdpanzer entered production and service with the Bundeswehr. Unfortunately the development of new Soviet T-64 and T-72 series tanks put a short service life on the Kanonenjagdpanzer.

This vehicle is a step away from the usual German thinking of heavy hard hitting gun with a slow up armored chassis, instead you are provided with a speedy vehicle that allows for hit and run tactics while having a somewhat short BK-90 90mm gun that utilizes HEAT as it's main offensive shell. This allows for the vehicle to take on heavy enemy armor from most distances. It's speed comes at a price of minimal armor which can be apparent if you're used to play the earlier heavy SPGs that can be rather forgiving if you take a hit. Choose ambush positions wisely and run away if you sense the position is about to be attacked. Ultimately it's a breath of fresh air in comparison to the slow heavy tank destroyers that come before it.

Raketenjagdpanzer 2/2 HOT

The Kanonenjagdpanzer's short service life led to a revolutionary design change when it came to tank destroyers in service with the Bundeswehr. Since the 1950s the Anti Tank Guided Missile had forced not only a change in tactics but a change in design when it came to tank warfare. The existing SS.11 and HOT missiles were provided to the Bundeswehr and were mounted on a light and versatile chassis. This combination which went into service around 1967 provided a long range anti tank vehicle that could knock out most enemy tanks without closing the distance. Altho the MCLOS nature of the SS.11 was a downside it was still praised for it's abilities. The later version armed with HOT SACLOS missiles which was fielded in 1978 provided a much easier and effective platform. Both vehicles were arguably dated for their service lives but they proved effective and served until 1982.

Both vehicles are perform well in War Thunder with their speed, maneuverability, armor and chassis being the same. However the armament is vastly different in performance and effectiveness. The SS.11's MCLOS (Multiple Command Line of Sight) nature forces the player to utilize archaic controls to guide the missile on target. However this comes with the upside of having two missiles ready in comparison to the HOT's one. The HOT is much more streamlined and user friendly due to the updated SACLOS (Semi Active Command Light of Sight) system. Allowing players to engage heavy enemy targets from behind hills and at extreme distances. With virtually no armor and vulnerable to enemy fire at any distance it's advised to move after expending ammunition to avoid counter attacks. Being some of the oldest ATGM carriers in the game they're hard to go wrong with.


Abnormal, Unorthodox and downright strange. The VT1-2 or Versuchsträger VT1-2 was a test bed vehicle designed and produced by the Bundeswehr during the 1970s as apart of the Leopard I replacement program. Armed with two 120mm L/44s in a casemate design backed by a monstrous engine. The vehicle's life as a test bed was short lived and it obviously didn't reach production. But the interesting takeaways from this program included the potential effectiveness of using more than one gun, the above average mobility that could be in theory included in a upcoming production main battle tank, the idea of decreasing the overall crew compartment space and risk to crew members as well as the concept of using autoloaders to replace loaders similar to how the Soviets were doing at the time. Fortunately replaced by the Leopard 2 in the upcoming years the VT1-2 was a beneficial testbed but not much more.

In game this vehicle is blistering fast for it's size and armament. It's dual 120mm cannons can be tamed with proper use of the hull aiming mode which allows for players to quickly get guns on target. The left gun reloads in 5 seconds while the right gun reloads in 7 seconds which in theory allows you to be able to fire 3 rounds in 10 seconds. Utilizing flanking routes and sniping spots it's easy to see why the VT1-2 could be a beloved vehicle but due to it's casemate design it can falter in close combat situations or in the event of being flanked. Due to being a rare (and now expensive) vehicle it's not only uncommon but difficult to obtain.

Wiesel 1A2

As times changed and the ATGM revolutionized tank warfare it became exceedingly obvious that mobile warfare was the way of the future and as such vehicles or infantry that couldn't keep up would be left behind. The BGM-71 TOW developed in the 1960s proved to be one of the world's best ATGMs at the time and the Germans wanted to mount it on a mobile vehicle which could provide support with air dropped infantry as the usual stand and set up for the TOW was not only heavy but time consuming. The Wiesel AMC provided a small and light weight chassis that could remedy the issues and provide a fast enough vehicle to fit the bill. As it's been upgraded numerous times throughout it's service life, the Wiesel family of vehicles doesn't seem to have an end in sight.

Small, Fast, Hard hitting. It's hard to go wrong with this vehicle even at higher tiers. It's small enough to hide in plain sight while allowing for a quick response to almost all threats. The TOW's versatility gives it a top attack ability with later modifications meaning that no enemy is beyond your capabilities. But as it stands with great power comes great vulnerability. It's vulnerable to every threat under the sun with single strafing runs being fatal in most cases. With many traits of a light tank such as scouting and mobility it's simple to provide a good firing position for the Wiesel. Hull down capabilities also allow for the vehicle to minimize the potential return fire but be aware of the ammo track being exposed in case of disaster.


As it might be obvious the design philosophy for German tanks didn't change much throughout the Second World War but as times shifted so did their thinking. From some of the heaviest and slowest vehicles ever to be fielded by a standing army to being apart of the fastest airdropped vehicles armed with heavy weapons. The German tank destroyer tree is one of those of which if you like one you'll typically enjoy the rest as the playstyle and capabilities of each vehicle differs minimally through each iteration. With most of these vehicles being renown by their crews and combat tested to some degree they're hard to dislike unless you're usually facing against them. Ultimately one of the best tank destroyer trees in the game by pure number of vehicles with proper care and attention it's easy to find a vehicle that you can enjoy.

Thanks for reading if you have any questions, suggestions or would like to suggest an article you can find us on discord at or if you want to talk to the author his discord is Shermy#2519.

⇚ ⭑ ⭑ ⭑Battle of Honkaniemi⭑ ⭑ ⭑ ⇛
February 26th 1940 Karelian Isthmus, Finland

⭑ ⭑Important Info⭑ ⭑
Date and Time: Saturday 7th May at 7pm UTC (3pm EST)
Be on call by: 6:30pm UTC (2:30pm EST)
Mode: Simulator, no markers

⭑ ⭑Mission⭑ ⭑
In early 1940 the Soviets were ramping up their attacks in eastern Finland in an attempt to break through the Finish defensive lines. The Fins have been defending their homeland for the last few months with great tenacity and heroism against a well equipped and battle hardened foe. For the last 2 months the Soviets have been throwing their all at the Fins in order to secure their flank from a supposed German Invasion staged from Finland. The Finns must keep hold of their territory and secure a Victory. The Soviets must take any chance of Victory from the Finns and secure the area around Lake Näykkijärvi.

⭑ ⭑Respawns⭑ ⭑
Each vehicle can respawn however many times they want but each death will result in a loss of tickets. Too many deaths will equal a loss for the team (use your lives sparingly).

⭑ ⭑Banned Modifications⭑ ⭑
Fighter Aircraft - Suspended Ordnance (Bombs, Rockets)

⭑ ⭑Media⭑ ⭑
Vehicle list:

This Saturday, 244TH Events will be holding Phase 3 of our Operation Unthinkable Campaign, the premise of which follows what would have happened if the Western Allies were forced to activate war plans against the Soviets in 1945.

Smolensk is being quickly surrounded. Vital war supplies and personnel are almost trapped in the city, and with the Western forces closing in, the window of opportunity for their escape is closing by the hour. Large numbers of Soviet T-34-85s and tank destroyer forces have been rushed to the area, joined by the brand-new T-44 and IS-3 tanks, in an effort to defend the convoys until they can escape to the east. Realizing the seriousness of the situation, Western forces have raced forward to obliterate the city’s defenses before the Soviets can withdraw their vital resources. Accompanying them are the untested T-29 and T-34 heavy tanks, as well as the newly introduced Centurion and even more advanced versions of the T26 Pershing. Violent storms in the area have grounded the attack aircraft of both sides, so tanks alone will decide the outcome of this massive assault.

Will the Western forces be able to blitz their way through Soviet defensive positions, make it across the river, and smash the escaping convoys? Or will the Soviets take advantage of their powerful new tanks and deal the Western armies a decisive blow? Join now and help us decide the outcome!

[Barn Squad Event Announcement]

Operation Red Sand

Date/Time: 2 April 2022 7:30 BST

Today is the release of our newest event by Barn Squad!

Japan and the USA are at war in the pacific, Your performance in battle will decide the outcome of who wins this battle!

The event:
Operation Red Sand is a Tank Event with Low CAS, Island Assault 64 player event.
Will you decide to join the Japanese Imperial Army in the Defence of a Island defended by your empire or will you land on the beaches and fight for freedom?

Make sure to state your desired slot that you choose after viewing the document listed in Barn Squad so that I or a event organiser can add you to the event register. Make sure that a slot for that vehicle does not contain a name before asking.

Some slots have limited lives and require a second vehicle that will be used after your selected vehicle has lost all its numbered respawns.

More info will be told in: event-info
Sign up too the event in: sign-up-here
Ask any questions/chat about the event in: #event-chat


Sign Up Document:

Discord Invite:

⇚ ⭑ ⭑ ⭑Operation Nordwind⭑ ⭑ ⭑ ⇛
January 1945, Southwestern France.

⭑ ⭑Important Info⭑ ⭑
Date and Time: March 13th (Sunday) 1:00pm EST (6:00pm GMT)
Be on call by: 12:30pm EST. (5:30pm GMT)
Mode: Realistic, no markers.

⭑ ⭑Mission⭑ ⭑
Defending from the German onslaught, the allies must hold all of their capture zones and prevent them from falling into enemy hands.
Attacking allied positions, the Germans must take all capture points held by the allies at all costs.

War Thunder is becoming 9 years old! And that is celebrated with a traditional sale across the board!

Introduction words

Here I'll go over the premium tech tree of each nation and give my personal opinions on a majority of premium tanks in each tech tree; I will not go over every tank! It will be a very straightforward guide with almost no extra bits or anything like that - that simple. So my idea is that I wanted to give a small hand to players wanting to use the War Thunder 9th Annerversary Sale to its fullest possible potential, and that are wondering what premium tanks that could be worth their money. So first, a few conditions:

I'll start over on the leftmost of nations in the hangar view and move over to the rightmost nation. Meaning that USA will be first.



This is definitely a proper premium tank. It has the role of a heavy tank, a roll which the T14 fills very well. At 4.7 is properly well armoured at its hull; the turret leaves a bit more to wish for, though, as it shows some rather large areas for enemies to fire at, all while being a bit too under armoured for my liking. It' not all that bad though, and for what it is, this tank is a dream. Yet again, at 4.7 the common 75mm cannon does a good job; anything higher than 4.7 and it starts to struggle. Nothing to buy at full price, but with 50% off it's definitely a good buy.

Cobra King

Well, definitely one of the more solid premiums that the US premium tree has to offer. Nigh identical to its tech-tree counterpart, the M4A3E2 "Jumbo", it works really, really well in the right hands, and is definitely worth a 50% off buy if you need a premium tank and enjoy very well armoured tanks.


This medium tank is OK. It has been a lot better - it was 5.0 or 5.3 or similar back in the day. With a BR of 6.0 today, I actually do not find it worth the investment, I just left it in the garage at that BR. Just a note I felt was needed here.


Definitely, a great pick if you enjoy those sorts of games and fights. Statistically, it is not as good as the T95, since the T95 has the added side armour. Other than that, they are pretty much the same tank (and was the same tank in real life, by the way). It's fat, slow, and fun to play. Comes down to personal preference. I personally do not own this tank, and for sole grinding purposes, you might have better options to go for.


Yes! Every day yes! Get it when it's on sale. One of my personal favourites - in all of War Thunder!


I mean... meh. I guess, it is still an M26 with the upgraded 90mm gun. So a reliable chassis (armour wise) with a great gun. Other than that, it feels more like a heavy tank, mobility wise; the M26 is very underpowered and at 6.7 the decently armoured chassis loses a lot of its reliability. A decent buy, it is fun to play, it definitely does not suck, but there are better if you don't personally want it.

M46 >Tiger<

A decent tank. Definitely worth it at 50% off, but not at full price. It sits very comfortably at 7.0 and does its job very well and performs as expected. You know what you get for your money, in other words.


Hmm, this add was done after the first publishing actually. I decided not to add it at first mostly for the sole purpose of it basically only being able to flank - unless it wants to get annihilated immediately. It was a close call, though, since it's a very fun vehicle, and the T114 is not bad at all, it just did not correspond to my view of an effective grinder. I'm not against buying, that's for sure. I know a lot of people really like this thing, I don't own it, for the reason stated above. But at the same time, it's not a bad vehicle, and worth the pick up if you have been longing for it.


A very unusual - and rather rare - tank on the battlefield. It's quite expensive, but at 50% it is definitely worth it. It takes a special playstyle, given, but it does the job very well. With a fast autoloader and trolley armour, it comfortably makes it away toward its unexpecting enemies.

Magach 3

Well, yes why not? This will almost certainly move over to the soon to be implemented Israel tech tree. Overall, it's decent at its BR: nothing over the top, but nothing to underestimate either. A very well defined ace of spades so to speak - it can do most things good.

XM-1 (GM)

It's a pack, but get it if you want to have it. Not a bad buy at all. It's definitely worth the money. High survivability and mobility, packs a punch and is a real pain to deal with. There is a reason almost every War Thunder veteran has it standing in their garage.


Pz. Kpfw. Churchill

Puuuh, this is a great one! I've had tons of fun it and would definitely recommend it. It's a shame that it got moved up to 4.3. I did not quite agree with this change when it came, but not much I can do. It's still a solid choice though - just remember to angle.


This takes a bit of learning and has a bit of a skill cap around it, but once you got this tank right, oh boy you'll never have a bad day! I say go for this thing even at full price. At 50%, this is a no brainer for me!

KV I C756 (r)

Oh here we go! This thing is stupidly effective in the right hands. The well-protected KV-1 chassis with the improved German turret slapped on top along with the legendary German 75mm KwK fitted inside of it. You can't really go wrong in this tank. It did get an increase to 5.0 from 4.7, but still, it handles its ground very well.

Pz.Bef.Wg.VI P

Yeah, sure. It's not a bad tank, not at all. The same chassis as the Ferdinand at 6.3 (which many fail to notice and hence keep shooting it wondering why they can't go through...), but with a relatively weak turret front and a rather horrible turret ring weak spot, actually. Although, with a bit of experience and a few bushes, this modified Tiger tank is one hundred percent worth it!

Bfw. Jagdpanther

Yes! Yes, every day of the week! Another Jagdpanther, today at 6.0, not even a question.

Tiger II (H) Sla. 16

Sure, go ahead. A very well-proven, versatile, and effective premium. We all probably know how effective the Tiger II is overall, and one with premium status? Even better! By the way, the Sla.16 just stands to indicate a slight improvement in engine power. Nothing super important, though.

Ru 251

Uhm, well, I mean, it's another one of those tanks that almost every veteran owns. It's incredibly effective and has absolutely nothing that speaks against it. It has everything you'd wish for a light tank! very, very, very, solid buy.

mKPz M47 G

Ehhhhm, no, not really. The reason I brought it up, is because it is the sole premium at rank V for Germany. It's way too overpriced for what you get. With trolley armour, great gun, decent mobility, and a decent BR it definitely is no bad tank, but for the price, even at half price, is a bit too much for my liking. Nevertheless, not a bad tank at all does its job very well and you get what you expect.

TAM 2IP + Leopard A1A1 (L/44)

If you want a high tier premium for Germany, it's one of these two you have to go with Essentially, at this BR and tier, they are very similar. The difference is maybe the play style, as the TAM is a light tank, and the Leo (L/44) is a medium tank. TAM packs a bit more punch than the Leopard, but still, Leopard (L/44) is yet another one of those tanks that you'll find in almost every veterans line up - it's just that popular and a very reliable choice (and has been around for ages and ages). TAM 2IP is a lot newer and does not have the same reputation, but the TAM chassis and the firepower as an enemy is not at all to underestimate, or you'll find yourself staring at your hangar screen.


T-34-57 Mod. 1943

Very reliable chassis and turret - very reliable. And the cannon does wonders as well as the reload rate. A solid pick for any role really. This T-34 modification gets the job done, and it does it well.


The legendary KV-85 chassis, but packed with the ominous 122mm cannon - what could go wrong? A solid pick, everyday day of the week. Not much to say here, but there are better picks coming up though.


A somewhat downgraded T-44 chassis and layout, but with a 122mm yet again. The original, nigh impenetrable T-44 chassis has here been given a very obvious weak spot in form of a drivers hatch. On the other side of the coin, you get the 122 mm cannon at 6.3. Pros and cons for this one.


Oh, boy... here we go! This one is rather legendary, actually. Legendary for being rather overpowered, sort of. The same good old T-34-85 chassis but this time with an amazing 100 mm cannon able to wreck all its enemies into pieces. If you like the T-34-85 but find that it needs an upgrade in terms of firepower - this is the pick for you. Very solid. Won't let you down.

IS-2 >Revenge<

Since there is a better version of this in the normal tech tree, I'd recommend simply buying another, more unique premium tank and grind the IS-2 (1944) in the tech tree instead.


*giggles* Not much to say, here... as the heavy tank loving player that I am, this is a no brainer. Every day of the week, yes!

Object 120

Definitely get this if you're a fan of long-range wrecking of enemies. Absolutely stunning performance from the immensely long 120mm cannon. Eats everything that it comes in contact with. For a comparison between this and the IS-6 (which you often do when searching for a USSR premium tank), they are very different obviously. Although what I can say, is that the Obj 120 is one rank above the IS-6, meaning that the Obj 120 is the better of the two in regards to pure tech tree grinding power.

T-55AM-1 versus T-72AV (Turms)

Okay, so let's settle this once and for all. They are good at their own BRs and it all simply boils down to your preferences as a player. For me, the gameplay at 8.3 is a lot more enjoyable than the one at 9.7. Performance-wise, I'd say they are quite similar. A bit trolley armour - as the Russian high tier tanks often have - and punchy guns. No change in rank here either. For me, I'd go with the T-55AM-1 due to the feeling of the BRs.

Great Britain


A definite pick over the Sherman in the premium tree, I'd say. You even have pretty much the same Sherman Firefly in the normal tech tree as well. The A.C.IV "Thunderbolt" has stunning performance and does its job, immensely well. A very great pick that won't let you down.

Centurion Action X

A Centurion with a modified turret. You can expect a similar performance to that of the FV4202, I think since the Action X is some sort of mix between the chassis of a Cent. and the turret of the FV4202 - ish. I do not have the Action X myself, but I can still recommend it as a decent lineup addition. It's not the best, but it does really well.

Centurion Mk.5 AVRE

Holy smokes, I love this thing. It's not for everyone though, not at all. The huge 30.6 kg heavy shells has one of the worst muzzle velocities in the game and aiming this thing correctly takes a whole education. It performs really well in-game and is a lot of fun to play. I ground out most of the British tree with this, but that is also because I love these sort of derps and can stand the odd playstyle. Take a thinker before you get this one.

Sho't Kal Dalet

A Centurion with ERA packaging, a better engine (thank god!) and APFSDS shells. It performs as expected: somewhere in the middle. Survivability is decent versus inexperienced enemies and it's a cool vehicle. Like most tanks at this tier and BR, it is very difficult to give a precise recommendation, since they are so versatile. But still, not a bad buy at all and I don't think it is something you will go wrong with. The only thing it has against it is the (still) slow and sluggish mobility of the Centurion.

Rooikat 105

A very welcome upgrade from the Mk.1D version in the normal tech tree. It has an upgraded 105 mm cannon that does more damage to enemy vehicles than the 76mm found on the tech tree version. The Rooikat is fast, no armour is the best armour, and now the upgraded cannon. These fast-paced and aggressive playstyles are not for everyone, but the Rooikat is not a bad pick.


Chi-Nu II

The Japanese go into fighting with some real firepower at these ranks, and the Chi-Nu II is no exception. If you want a mid to low tier premium tank for Japan, this is the one you've got at your disposal. No tears, though, since it's not bad at all. Very good performance and I can really recommend it.

Ho-Ri Prototyp

While not as good as the tech tree version, the Ho-Ri Production, this fellow has insane performance at its BR. Both this and the Production version are immensely fun to play and will not at all let you down. 100% recommend!

Type 75 MLRS

A quite unusual vehicle for its BR, but it has gotten more effective since the Overpressure update. I'd say it's more of a fun-vehicle than a grinding vehicle - so avoid this one fi you're just looking to grind the tree.

Type 74 (G)

A solid recommendation here. Does everything you want a medium tank at 9.0 to do - and it does it well. Absolutely, get it if you want it - it's definitely worth it!


T-34-85 + IS-2

Well, not that much to say about these two gentlemen. They have nothing special going for them, and unless you really want another one of those variants in your lineup, I'd recommend one of the other premiums higher up in the tree.


Nothing special, a modified T-54 in Chinese service. It's got APDS and HEAT-FS - a solid choice, in other words. It's not in this years sale since it just got added, but still. You get what you can expect from it. If you don't want to spend all that much money on the 8.7 pack, this is your option. And it's not bad, you can definitely get around comfortably in this thing.


For me, it's a bit lacklustre. It's very similar to other high tier wheeled vehicles in other nations' tech trees and its own. Good speed, decent firepower, and no real armour. Yeah, it's decent, at most.

T-69 II G

One of the more popular premium in the tree, and rightfully so. It works good and does its job, but it's nothing you should expect wonder of. It's nothing that fits my playstyle, really; I find it way too unreliable - but still, not a bad buy. I'd hope, though, that China gets another premium here instead of that better lives up to the expectations.


M26 "D.C.Ariete"

A decent pick. More than decent, actually, when I think about it. It's a Pershing! Not much else to say, a reliable pick that I've had tons of fun in, and that have helped me throughout the tree. Recommended for grinding and for a fun pick too.

M60A1 "D.C.Ariete"

I recommend it. The M60 is a reliable chassis and does most tasks given to it very well. Enemies often underestimate it. Yeah, definitely, go for it if you'd been thinking about it!

OF-40 (MTCA)

A solid and reliable pick for any player. Your only choice for a high tier Italian premium tank, and it won't let you down. Objectively better than its Leopard counterparts (mostly in terms of speed), I enjoy the OF-40s more than the Leopards. A great recommendation, I think.


Panther >Dauphine<

A very reliable pick - it's a panther! Definitely go for it, if you're looking for a mid to low tier premium. You'll love it.

AMX-13 (SS.11)

It's an AMX-13 with rockets. Reliable chassis with some addon rockets can't go wrong. It sits at a bit higher BR than the >Dauphine<. Nothing for me personally, though. Although with the flanking playstyle of the AMX-13s - added with some rockets - makes for a lot of fun.

Somua SM

Wow. Here we have something for your money. Better than both the Panther and the AMX-13, I love this thing. It's big, chunky, has armour, packs a real hard punch, and has got the speed. He has it all! Get it! Get it! It's great at everything!


Although lacking the 20mm autocannon found on the 1972 tech tree version, this AMX-30 is the one tank that I used to grind the entire French tree - and I had a lot of fun doing so with it! I love the AMX-30 and can't do anything else than recommend it to everyone looking for a middle to top tier premium. 7.7 is a dreamy BR as well.

AMX-30 Super

Better than the Leopards, but not better than the OF-40s in more than survivability, this is a great recommendation. It's the French high tier premium and rightfully so. You get what you want for your money. It's not a bad buy at all.


Strv 81 (RB 52)

Get it. It's either this or the Strv 103-0, and the Strv 81 Centurion tank is a lot more versatile. It does not matter how much I love the 103 "S-tanks", the Strv 81 Cent. is the better pick in War Thunder for grinding the Swedish tree. You also get two 103 "S-tanks" in the normal Swedish tech tree but you won't find any rocket fitted Centurion in there - this you only get with the Strv 81 in the premium tree.

CV 90105 TML

The Swedish high tier pack is available for purchase. The CV 90105 has the ability to blow itself up after getting hit just once by an enemy shell, but this does not stop me from recommending it for purchase here. This tank also has crazy performance, and it is immensely fun to play. Equipped with everything you could wish for a high tier medium tank (except maybe armour), you won't go wrong with this. Definitely buy this pack if you are in the need of a higher tier Swedish grinder.

We hope this premium tank buying guide helps you choose your next battle-hardened vehicle especially during the 9th anniversary of War Thunder! Grab those 50% sales whilst you can otherwise you'll kick yourself in the teeth for it all year until the next one!

The [Gaijin] Market is often mentioned in discussions about War Thunder and its vehicles. The marketplace is for selling and purchasing vehicles, camouflages, skins, decals, and drops from past Events, Battle Passes, and happenings, providing players with the possibility of recieving that specific item or in-game content they badly want, or did not have the chance to get by themselves back when it was available. On a more pedagogical note though, what can be found over there? Maybe even more important: where can it be found and what is it for? It's not at all difficult, so let's get into it right away.

Overview - How to Get There?

Getting to the Marketplace is no difficult task. The first way of getting in - and also the simplest - is to simply search for "gaijin market" in whatever search engine you might prefer, and simply click on the "Gaijin Market"-option. This will bring you to a site requiring you to login. Do that, and you're in. The second option is to go over to the home page of War Thunder's website, navigate to the option "Market", and press that - also not that difficult. You can also access it through the list in the upper-right corner in you hangar menu in-game.

Navigating on War Thunder's Homepage
In-game Hangar Menu*

Now, after you've entered the Marketplace and logged in, you will be brought to a page looking like this right here (as of 21-09-05), the "front page". Congratulations, you've made it to the Gaijin Marketplace!

Marketplace "Front Page"

What is the Marketplace for?

Now that we have made it to the Marketplace, time to discuss it's purpose. Essentially, the purpose of the Market is for players of Gaijin's games to sell and buy in-game content from Gaijin's different games. Gaijin makes profit out of this by receiving an exponential part of what the content was sold for on the market. The marketplace is for selling and purchasing vehicles, camouflages, skins, decals, and drops from past Events, Battle Passes, and happenings, providing players with the possibility of recieving that specific item or in-game content they badly want, or did not have the chance to get by themselves back when it was available. War Thunder is not the only game that you can find content for on this Market - although it is by far the most popular section over there, and also what the focus of this guide will be. On the Market, you'll be able to buy and sell various contents from War Thunder, all of which can be seen and filtered on the right-hand of the screen after you've filtered your Market down to just War Thunder. Here a few screenshots portraying the various filters:

As seen here, several of War Thunder's contents can be sold on Gaijin's Marketplace, including Decals, Camouflage Coupons, Trophies (chests) and their Keys, as well as Decorations for you vehicles, and of course the most popular ware on the Market: Vehicle Coupons! More on all of the wares a bit later.

How does it work?

The Market works as such, a player (usually it's someone who also plays the game, but not always) can either put content up for sale or buy content that's already been put up for sale by someone else. That begs the question, how does one know what can be sold on the Market? Well, first of all, everything you could sell on the market, is to be found in your War Thunder "Inventory".

Either you enter this inventory from in-game and look for items with the Gaijin Market-Symbol, which you can find by pressing on the item and search for in on the right side where the item will be shown further, or you enter your inventory through the Marketplace by navigating the top three options ("Inventory"; "My orders"; "Market"). In here, everything that you own that is sellable is shown. Meaning that everything you see here, you can sell!

The Gaijin Market-Symbol

Sellable Wares

Here a list of what can be sold:

2021 "Summer Landing"-Event; Top Ground-Vehicle Reward; BMD-4 Coupon
Rare Camouflage Coupon for the USSR MiG-15bis up for sale on the Marketplace
Currently the only available Helicopter on the Market (21-09-05)


Coupons are mainly received from Events, the Battle Pass, as Drops from Twitch-Streams or Trophies (chests), or also bought from the in-game Warbond Shop or on the Marketplace. All coupons can be "activated" in order to recieve the respective vehicle or camouflage. Many of them can also be sold on the Market, of course at the expense of activation.


Decorations are 3D items you can place on your Naval Forces boat/ship/vessel or on your Ground Forces vehicle. Ranging from everything from balls, machine guns, gloves and hats to shields, helmets, and soldier's armor and vests, these also come as coupons. Some decorations gathered from events or as drops can perhaps be sold on the Market - be sure to check if your Decoration is sellable before consuming your coupon!


These are the stickers you can apply to your vehicles, and some also come as coupons that can be consumed/activated. Can be gathered from various events, happenings, drops or similar.

Chest (Trophy) Obtained from the "Hot Tracks" Update
Key "used to open the 'Hot Tracks' trophy"


Often randomly received after battles. Correspond with the latest released Major Update. Trophies, or chests, whatever you prefer to call them, can be opened with the corresponding Key. Containing mostly camouflages for vehicles, lucky drops include "Ultra rare" vehicles! Keys are only obtained through the Marketplace. Here, they are sold in huge numbers, provided by Gaijin themselves. This means that the pricing is constant and that they cannot sell out.


These are linked to events. Is no event currently going on, this Marketplace section will be empty. Is an event currently ongoing, components can refer to smaller pieces, often called "parts", or bigger pieces - both used for crafting the currently available Event Vehicle. Not all components gathered can be sold on the Marketplace. Don't forget to check which ones are sellable.

What sets the prices?

Well, to answer it simply, the one who puts the content or item up for sale! Essentially the Gaijin Marketplace works like every other market out there, by supply and demand. If there is a large amount of an item or a content out there available to players, it will be cheaper, and vice versa. On the Gaijin Marketplace though, you'll see some crazy extreme prices on those, extra, ultra rare vehicle coupons and camouflage coupons. This is because the player that has luckily gotten their hands on this extremely rare vehicle sometimes does not want the vehicle sold, but rather wants it sitting on the Market, and sort of showing itself off. Or an extreme price can be set, perhaps playing on other people's urge to have what is rare in order to impress others, resulting in them buying the coupon despite the extreme overpricing.

Gaijin Coin - The Currency

Everything on the marketplace is sold and bought in Gaijin Coins. They are one to one to the US-dollar as well as the EUR depending on your country of residence. These can be received by selling something on the Marketplace, or by buying them directly by "replenishing your account balance" in the upper-right inside the Marketplace. These Gaijin Coins cannot be transferred into your own bank account into "real money" meaning you cannot sell something in the market and then transfer the profit into real-world money.

Something interesting though, is that Gaijin Coins can be used all over Gaijin's games and not only by purchasing inside the Marketplace. So, you could use your hard-earned Gaijin Coins to buy Golden Eagles in-game, in-game Premium Time, as well as fully-functional Premium Vehicles from the War Thunder Shop to add to your account.