Air combat asks the player to manage energy, altitude and escape routes before the first shot. A fast aircraft that turns too aggressively can surrender the advantage it was built to use, while a slower fighter may win by forcing the engagement into its preferred speed and altitude. Arcade makes those relationships easier to see; Realistic adds consequences through reduced assistance, limited ammunition management and longer returns to the fight.
Ground battles are more dependent on maps and information. Armor knowledge matters, but a perfect shell cannot help a tank that crosses a known sight line without checking it. New players should learn one safe opening route, one fallback position and the common weak areas of vehicles near their lineup's battle rating. Sound, smoke, destroyed allies and the minimap are all sources of intelligence, not decoration.
Naval combat has the slowest feedback. Range estimation, shell travel, compartment damage and positioning take time to understand, and larger vessels can continue fighting after several apparently successful hits. The pace rewards players who enjoy deliberate gunnery and reading an engagement over several minutes. It will feel inert to someone seeking the immediate corrections available in a dogfight.
Progress in one branch does not automatically teach the others. Crew skills, lineup construction and map habits differ, so splitting an early account across air, ground and naval can create three shallow learning projects. Sample each mode, then focus on the one whose failures make you curious. War Thunder's breadth is valuable because the alternatives remain available, not because every player should maintain all of them at once.