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Harrier GR.1

Britain · Rank VI · Strike aircraft

Acquisition Type
Premium
Air RB battle rating
9.7Observed October 8, 2026
Official War Thunder Wiki ↗

Weapons & equipment checked October 14, 2026.

Harrier GR.1
War Thunder Wiki · Gaijin

Aircraft overview

Harrier GR.1 rewards choosing the job before takeoff. For Air RB, decide whether you are supporting the fighters or making a ground-attack run, then carry for that job. Do not arrive at the merge with a strike load and no plan for the enemy fighters.

How to fly it

  1. Set up the first engagement

    Accelerate into a useful position beside teammates. Vertical takeoff or slow flight is not a substitute for arriving with speed.

  2. Make the attack count

    Take a short attack and keep checking the way out. Use thrust-vectoring controls only with a clear purpose; staying slow gives another enemy time to aim.

  3. Know when to break off

    Leave when more enemies arrive, the target draws you away from support, or another turn costs the speed you need to escape. A teammate nearby is more useful than a duel you cannot finish.

Common mistakes

  • Forcing the original plan. Slowing down for a trick in the middle of a fight that several enemies can reach.
  • Ignoring the next attacker. Look outside the target chase between attacks. The enemy arriving from behind is often the one who decides whether you get home.

Strengths & limitations

Strengths

Punish the occupied target

SRAAM is an infrared option. A target chasing a teammate is a better opportunity than an opponent already flaring and turning away from you.

Make the first burst count

With 2 × 30 mm ADEN Mk.4 cannon, line up the shot before you close. Fire a short burst as the target crosses the sight, then look outside the gunsight before deciding to follow.

Limitations

The strike load changes the fight

Extra ordnance costs weight and drag. If fighters reach you before the release, defend immediately instead of trying to finish the original run first.

The approach still matters

A missile in the loadout does not make a long straight pursuit useful. If the target is opening the distance or already defending, change the angle or look for another opportunity.

Recommended Air RB loadouts

SRAAM

Use the infrared option against a target with little time to react. Judge the angle, closure and countermeasures before firing; a seeker lock alone is not a good reason to launch.

Leave the strike load behind

Take the air-combat fit with the missiles you intend to use when you are hunting aircraft. Bombs and rockets add weight; carry them for a planned ground attack rather than on every sortie.

Radar & defenses

Keep a visual threat scan

Look behind and above between attacks. Do not wait for a warning sound before checking whether someone has begun an interception.

Ground attack & CAS

Choose the target before diving

For 1000 lb H.E. M.C. Mk.13 bomb, choose the target before the run and allow room to pull out clear of the blast. Turn away after release; watching the hit leaves you flying a predictable line over the target.

Set the sight before the run

Select the fitted weapon and its supported impact or release cue before entering the target area. Make the correction on the approach; do not circle over the target trying to work out the controls.

Handling & fuel

Keep speed for the next decision

Ease off the pull when the shot is gone. Recover speed and separation before deciding to turn back; holding maximum input through every reversal leaves fewer options.

Plan the return

Check fuel after the opening fight, especially if you have spent the approach on high power. Allow for the flight back and landing rather than using the hangar endurance as an afterburner timer.

Battle Rating History

Observed Air RB ratings
ObservationBattle rating
October 8, 2026 · Archive9.7

Unchanged on . Profile rating observed October 8, 2026: 9.7.