War Thunder
War Thunder routes
Routes win more War Thunder sessions than raw aim. This guide maps short loops, long loops, and timing around cap circles.
A short loop
The short loop hits spawn points and one backup. If that backup is empty, leave.
Do not add a third stop because the bag is half full. War Thunder third stops are where third parties live.
A long loop
The long loop is for nights when lineups is quiet. It still needs a named exit.
Travel light until the last stop. air, ground, and naval battles with spawn-point economy makes heavy bags slow on the only road out.
Timing windows
Spotting has a clock. Arrive early or skip it. Mid-timer arrivals donate kits.
Write the time you left spawn. War Thunder players who ignore the clock repeat the same late extract.
If you want a wider set of notes after this page, you can also explore further notes.