Your First Air Lineup: Nation, Rank, Role
What the P-40, Bf 109 E, Spitfire Mk I and Yak-1 each teach you, and why they teach completely different air combat habits
A lineup is the set of vehicles you take into battle. In air modes it matters more than anywhere else, because a lost aircraft does not send you to spectate — it sends you back to the spawn list, at whatever battle rating the match allows. A well-built first lineup keeps you useful from the first spawn to the last.
The three selection criteria
One nation. Every nation’s air tree researches separately, and crews and modifications do not cross between them. Spreading early research across two nations gives you two half-developed trees instead of one usable one. If you have not chosen yet, choosing an air nation gives the framework.
One battle rating band. A lineup whose vehicles span a wide BR range gets dragged into fights at the top of its range, where your cheapest aircraft are helpless. Exact spread rules sit in battle rating explained and uptier and downtier.
Complementary roles. All fighters means no answer when the battle needs ground targets. All bombers means dying to the first interceptor. Cover both.
What each nation’s first fighters actually teach
This is the part that decides your next hundred hours, because these are not variations on one lesson — they are four different air combat philosophies.
| Nation | Typical low-rank starter | The habit it drills into you |
|---|---|---|
| USA | P-40 line | Make a pass, then separate. Tough airframes and sustained gunfire, but mediocre roll — you are trading energy for attacks, not turning |
| Germany | Bf 109 E | Altitude is life. Strong climb and cannon firepower, with limited ammunition — you learn to pick one pass and make it count |
| Britain | Spitfire Mk I | Turn fighting. Superb turning and climb feel; the lesson is knowing when your energy is spent and it is time to leave |
| USSR | Yak-1 | Low-altitude knife fighting. Forgiving handling, low stall speed, simple sight picture — the gentlest place to learn gunnery |
| Japan | A6M Zero line | Turning above everything. Out-turns nearly everything it meets, and teaches the price of that: no armour and modest firepower |
Pick the philosophy you want to be fluent in, not the one somebody called strongest. A pilot who learned energy management in a Bf 109 and a pilot who learned turning in a Spitfire are doing genuinely different mathematics in the same fight — and the habit you learn first is the one you fall back on when you panic.
The standard first lineup
| Slot | Role | What it does for you |
|---|---|---|
| Fighter (primary) | Air superiority and survival | Your main scoring and staying-alive tool |
| Fighter (backup) | Same, second chance | A second life when the first dogfight goes wrong |
| Bomber or attacker | Ground attack and Silver Lion income | Earns when fighters earn nothing |
Three aircraft is a good first lineup: enough depth to survive a loss, small enough to research modifications on all of them.
Keep both fighters from the same nation’s same teaching philosophy if you can. Mixing a turn-fighter and an energy-fighter in one lineup means switching mental models mid-match, which beginners consistently get wrong.
Buying order matters
Buy the cheapest, most forgiving aircraft first and fly it while you research the next. Do not buy your “final” vehicle of the lineup first — you will spend your early battles in it before you can fly it well, and its repair bill will eat the income you were saving. Research modifications as you go; an unmodified aircraft performs far below what the same airframe does with its key upgrades.
The three mistakes everyone makes in week one
- Chasing. Following a target into a turn you cannot win, at an altitude you did not have. The P-40’s lesson — separate after the pass — exists precisely to break this habit.
- Climbing in the wrong place. Diverting climb into a straight line toward the first contact instead of building altitude away from the fight. It is why German takes one look at your altimeter and knows the fight is over.
- Emptying the guns. Especially in cannon-armed aircraft with limited ammunition. Short bursts aimed properly beat long sprays, and a dry guns lock adds nothing.
The economy check
Before buying, look at the aircraft’s repair cost against what you earn per battle. If one bad sortie erases several good ones, it is ahead of your economy no matter what the number says. Judge the bill against your own recent earnings rather than a table.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- War Thunder on Steam — patch notes, current season, and authoritative game data.