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		<id>https://old-wiki.warthunder.com/index.php?title=Hurricane_Mk_IIB/Trop&amp;diff=122192</id>
		<title>Hurricane Mk IIB/Trop</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Hurricane_Mk_IIB/Trop&amp;diff=122192"/>
				<updated>2022-02-04T21:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;U113415832: fixed spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Hurricane (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=hurricanemkii&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_Hurricane_Mk_IIB_Trop.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
[[File:Hurricane Mk IIB-Trop firing.jpg|300px|thumbnail|left|Hawker Hurricane IIB in action in War Thunder]]&lt;br /&gt;
The Hawker Hurricane IIB/Trop is very similar to the [[Hurricane Mk I/L]] in general flight characteristics, although the Hurricane Mk I/L performs a little better at everything except firepower and additional armament. The flight performance is quite unsuited for fighter combat as it is slow compared to the other fighters of the BR. If you do get into a fight, use the Mk IIB's good manoeuvrability, but as mentioned above, the aircraft cannot take much punishment and is rather easy to knock out of the sky if flown in straight lines. If the aircraft becomes damaged try to hug the ground, using the terrain to your advantage to get back to your base to repair. However, if your engine is damaged (red or black), then do the exact opposite and gain as much altitude as you can, until your engine gives up and then work towards gliding to your base.&lt;br /&gt;
&lt;br /&gt;
As a fighter, its flight characteristics and performance are sufficient for the fighter role within its rank. Although the Hurricane IIB's speed and more importantly turn time are considerably lower than the Spitfire and its other Hurricane relatives, it can stand its ground. It's forgiving and retains good turning characteristics at low speeds, though has a rather slow roll rate. With its forward centre of gravity, the Mk IIB is inclined to climb at full power. The plane is fairly easy to manoeuvre, and it often out-manoeuvres other planes at its level: even novice Japanese pilots can't quite escape a Hurricane that is under the control of a skilled pilot.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the Hurricane's heavy weight, due to its outdated box-girder structure, results in good vertical energy retention allowing the plane to engage in energy fighting. Boom &amp;amp; Zoom maneuvers are possible, though the relatively low speed of the Hurricane makes this a risky business on longer stretches. Utilise them as a form of fighting in both Realistic and Simulator modes, as unlike in Arcade, regaining energy and speed after a turn fight takes some time, leaving you vulnerable to fighters that didn't join the furball. Keep in mind that the speed of the aircraft is not high and you can be easily caught by swifter enemies. If the player does press for turn-fighting keep your situational awareness up: you can turn on a penny, but once you get hit and damaged, controllability issues may leave you unable to avoid anything.&lt;br /&gt;
&lt;br /&gt;
While it is agile against many other planes at its rank, it can easily be outclassed by planes above in an up-tier in terms of armament and agility. Overall, the Hurricane IIB is a rugged multipurpose aircraft and a joy to fly. If you want to know more about the ins and outs of flying the Hurricane, have a look at the historic [http://www.avialogs.com/index.php/en/aircraft/uk/hawker/hurricane/ap-1564bd-pilots-notes-hurricane-iia-iib-iic-iid-and-iv-aircraft-merlin-xx-engine.html pilot's notes]. A great and forgiving fighter aircraft to fly for beginners and a deadly tool for those who know it well!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 5,182 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 487 || 471 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 18.0 || 18.7 || 7.4 || 7.4 || rowspan=&amp;quot;2&amp;quot; | 320&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 535 || 510 || 16.4 || 17.0 || 16.1 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 268 || 246 || 202 || ~11 || ~6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 370 || &amp;lt; 250 || &amp;lt; 380 || &amp;gt; 410&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 6.35 mm Steel - Behind the engine&lt;br /&gt;
* 38 mm Bulletproof glass - Windscreen&lt;br /&gt;
* 12.7 mm Steel - Pilot's seat&lt;br /&gt;
&lt;br /&gt;
The Hurricane's advantages don't come without its disadvantages, the biggest concern is its rather fragile engine and airframe. Its soft skin and light protection mean the Mark IIB can't take too much damage before it takes on critical damage. Once the aircraft is damaged, the plane often loses controllability, making survival far harder, as maneuverability is key for the British aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Browning (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 12 x 7.7 mm Browning machine guns, wing-mounted (350 rpg = 4,200 total)&lt;br /&gt;
&lt;br /&gt;
With its twelve Browning machine guns, the Hurricane IIB is well suited for the fighter role as it packs a tremendous punch at this rank. The sheer number of guns compensates adequately for the lack of higher caliber armament. The number of guns comes at a price though: with 350 rounds per gun, ammunition can be expended rather quickly in RB and SB. Trigger discipline is key here and will benefit both ammunition conservation and fire accuracy. Nonetheless, the Hurricane is a very stable gun platform.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|G.P. Mk.IV (250 lb)|RP-3}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
* 6 x RP-3 rockets&lt;br /&gt;
&lt;br /&gt;
The aircraft can fulfil two roles once its suspended armament is unlocked and purchased. It either can take the role of a fighter or the role of a Hurri-bomber (nickname given to fighter-bomber variants). The fact that it can be equipped with either bombs or rockets allows the plane to play the role of ground attack or attack interceptor without missing a beat. When attacking ground units, the two GP Mk.IV 250lb bombs can quickly destroy targets such as tanks, pillboxes and certain ships. When it is equipped with six RP-3 rockets, it can become a very deadly plane against ground targets, but also bombers, heavy attackers and - with a bit of luck - other fighters.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The twelve machine guns can be very deadly against planes at this rank, spewing what becomes a massive wall of lead toward enemy pilots being able to shred any light armored plane , as long as the pilot gets into a fairly close range of their target (100 - 250 m is optimal) and firing at gun convergence. However, the twelve guns can burn through ammo fairly quickly, which can lead to constant reload in Arcade Battles and ammunition depletion in Realistic and Simulator Battles if the pilot doesn't manage his fire.&lt;br /&gt;
[[File:Hurricane Mk IIb being re-armed.jpg|thumbnail|left|A No 402 Squadron RCAF Hurricane Mk IIb 'Hurribomber' being re-armed at Manston, 6 November 1941.]]&lt;br /&gt;
&lt;br /&gt;
The Hurricane IIB is unique at its rank due to its ability to use either two 250 lb GP bombs, or six RP-3 rockets. This allows the pilot the choice between playing ground attack roles against heavy targets such as ships, pillboxes, and tanks, or in the spirit of the attacker role, intercepting larger planes such as heavy fighters or bombers and quickly putting them out of the fight. However, both weapons have a fairly long reload time (in AB).&lt;br /&gt;
[[File:Hawker Hurricane attack bridge in Burma.jpg|thumbnail|Battle of Imphal - A Hurricane II of No. 42 Squadron RAF diving to attack a bridge near a small Burmese settlement. The bombs of the previous aircraft can be seen exploding on the target.]]&lt;br /&gt;
&lt;br /&gt;
When utilizing the rockets in Arcade, the pilot must be able to carefully predict with great precision their enemy's movement. Leading their shots long enough to have the rocket make contact with any part of the plane; along with resisting the urge to spam all six at once only to miss or not be able to go after other planes. One rocket is sufficient against fighters and other small aircraft, but some bombers and larger planes can take up to two rockets directly and not be immediately put down. For RB &amp;amp; SB rocket armament is not advised for air to air fights. They slow the already sluggish Hurricane down even more. Against bombers, the main target of rockets in AB, crippling one engine will either result in devastating fires or will cause the plane to eventually crash on its long trip back to base. However, in ground-attack duties, they still excel and once fired, a great fighter aircraft with great dodge ability remains to fight on.&lt;br /&gt;
&lt;br /&gt;
The Hawker Hurricane Mark IIB can be used in two roles with relative ease: as a fighter-bomber and a fighter.&lt;br /&gt;
In the ground-attack fighter-bomber role, the aircraft packs a punch with both its primary and pylon armament. It can attack soft targets with its .303 Browning guns, though tougher, armored targets cannot be destroyed with the primary armament. The rockets and bombs allow the player to crack these targets as well with relative ease. Experience will allow the player to deploy these weapons with accuracy and to great effect. As with the use of the primary armament to engage air targets, the use of ammo should be kept in mind when engaging ground targets as well. It's very easy to deplete the available rounds on a bothersome artillery emplacement only to find a bogey on your tail with no rounds left to engage.&lt;br /&gt;
[[File:Air me109 57.jpg|thumbnail|Allied ground crew disassembling a wrecked German He 111 aircraft near Daba and Fuka, Egypt, circa 1942; note wrecked Bf 109 fighter and Hurricane Mk II fighter in background]]&lt;br /&gt;
&lt;br /&gt;
As a fighter, the Hurricane Mk II stands its ground, though it is somewhat limited by its armament. It is not as nimble as its other relatives or the Spitfires. The latter has a turn-time of 15 seconds when fully upgraded, whereas the Mark IIB only manages a turn time of 23.7 seconds. This is something to keep in mind when fighting more maneuverable adversaries. The above mentioned limited amount of ammunition should also be considered when engaging as a fighter. The 350 rounds per gun can be spent in quick succession, so pay attention to the usage. Furthermore, the firepower of the guns is highest when engaging targets only in the gun convergence zone. Combining the two means that holding fire until finding a target at a suitable lead angle within the gun convergence zone results in a more accurate, more deadly and more conservative fire. Not combining the two means unnecessarily spending limited ammunition, losing accuracy and lacking lethal power.&lt;br /&gt;
&lt;br /&gt;
====Specific enemies worth noting====&lt;br /&gt;
&amp;lt;!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Fighters'''&lt;br /&gt;
&lt;br /&gt;
*[[Bf 109 (Family)|Bf 109]]s &amp;amp; [[Fw 190 (Family)|Fw 190]]s: Although the latter are not commonly encountered at its BR, both the 109 and the 190 pose a large threat due to the tremendous firepower and boom-and-zoom characteristics. Whilst German pilots that allow themselves to lured into turn-fighting can be quickly destroyed, the boom-and-zoom tactics are harder to counter. The Hurricane packs a punch but is easily defeated by cannon power in a head-on engagement. It's more advisable to evade a head-on attack and try to engage after a quick turn. The Mark IIB pilot should avoid boom and zoom attacks and try to lure the opponent into a turn to follow or a complete turn fight in order to get a gun solution on the target. The Hurricane IIB isn't fast enough nor has the high-altitude performance its German opponents have, so don't think about winning such a race in the long run.&lt;br /&gt;
&lt;br /&gt;
*[[Bf 110 C-7|Bf 110]]: Again, the most dangerous scenarios include head-on and boom-and-zoom attacks. The Bf 110 packs one of the biggest punches at its tier, so be prepared to aggressively evade its guns. It is rather slow in turning and is a big target though, so if you do get a lead angle within convergence range, the Bf 110 can be taken out quite easily.&lt;br /&gt;
&lt;br /&gt;
*[[I-153P|Chaikas]] &amp;amp; [[I-16 type 28|Ishaks]]: In general, the Russians have the advantage here. Being more maneuverable and having heavier firepower available, the I-153 and I-16 can be a tough nut to crack. Avoid turn fights with these aircraft. You have the advantage of speed, but only marginally so. Avoid getting too close, unless you are leading the target. Do not engage multiple Russian bogeys when lacking support by other teammates.&lt;br /&gt;
&lt;br /&gt;
*American fighters: Although you wouldn't guess it at first, the US fighter aircraft at this tier are faster turners than the Hurricane Mk IIB. These opponents also often surpass your aircraft's capabilities in terms of maximum speed and firepower. Turn fighting is key here, but avoid prolonged dogfights with your nimbler American opponents, as they will out turn you in the end.&lt;br /&gt;
&lt;br /&gt;
*Bombers: For all bomber targets you may encounter the tactics are bound by two main considerations: lack of ammunition and vulnerability of the Hurricane IIB. Engaging targets with speed advantage and firing within the convergence zone allows you to really do damage. The Mark IIB is a great bomber hunter, though in the hands of a novice pilot this will likely mean many return trips to base to reload those guns. Get accurate and await a powerful shooting solution.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Auto control available || Combined || Controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The plane is very forgiving when using Manual Engine Settings&lt;br /&gt;
&lt;br /&gt;
Prop pitch: this can safely be set to 100% when climbing but when flying level you should reduce it to 90%. This will not only give the engine a bit of a rest and reduce the amount of heat generated but it will also give you a few km/h in speed.&lt;br /&gt;
&lt;br /&gt;
Radiator: if set to 30-40% you can climb without burning overheating your engine (will get orange but not red) to about 3.5km. After that, you should cut back a bit on the throttle and let the engine cool down.&lt;br /&gt;
&lt;br /&gt;
Supercharger: this should be switched at 3.5km (11,482 feet) altitude for optimal performance.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Multi-role: fighter and fighter-bomber roles can be fulfilled&lt;br /&gt;
* Quite maneuverable: suitable for turn fighting&lt;br /&gt;
* Decent vertical energy retention: suitable for limited Boom &amp;amp; Zoom tactics&lt;br /&gt;
* &amp;quot;Heavy&amp;quot; armament: 12x .303 Browning machine guns&lt;br /&gt;
* Great ammo capacity (4,200 rounds)&lt;br /&gt;
* Excellent over-the-nose visibility ensures easy tracking and leading in cockpit view&lt;br /&gt;
* Is a stable gun platform with very smooth handling with simulator controls&lt;br /&gt;
* Great in Ground Battles; rockets can easily penetrate lower-tier tanks, and is maneuverable enough to evade other fighters and SPAAs&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Fragile: engine and frame (fabric coated tube frame) are prone to damage&lt;br /&gt;
* High rate of fire: high ammo consumption if not cautious&lt;br /&gt;
* Not as maneuverable or speedy as its siblings and the Spitfire&lt;br /&gt;
* Additional armament is limited: reload time is slow in arcade battles&lt;br /&gt;
* Convergence is key: additional guns are mounted further out on the wing, resulting in a high convergence and beyond or below the target - the distance may result in a lot of missed shots.&lt;br /&gt;
* Due to the Hurricane having a carburetor, inverted maneuvers will cause the engine to fail due to fuel starvation.&lt;br /&gt;
* Ammo count may seem plentiful, but there are 12 guns that fire at the same time, so you technically only have 350 rounds; trigger discipline will be needed&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:Historical_Hurricane_ii_bomber.jpg|thumbnail|Hawker Hurricane IIB of No.402 Squadron, RCAF]]&lt;br /&gt;
The plain one. The dumpy one. The unsexy sister of the glamorous Spitfire, its partner in the Battle of Britain. The plane that took, according to some sources, roughly 60 per cent of the accounted kills during that air campaign in World War II. The plane in which the only Victoria Cross for Fighter Command was won by Ft Lt. James Nicolson. The plane in which a foreigner, the Czech Sgt. Josef František gained the third most victories of all pilots during the Battle of Britain: he gained 17 victories. The history of the Hurricane is not only interesting as it tells us something about the plane, but it is also equally important as it tells us about the desperate struggle in which it took part.&lt;br /&gt;
&lt;br /&gt;
The Hurricane thus has a long, but rather overshadowed history during the first years of the War. It served in all the theatres of World War II. In many variants, the workhorse fighter continued to serve until the end of the War - although its large-scale and frontline use effectively ended by 1943. It was a front line fighter, night fighter, intruder, the fighter-bomber, naval fighter, reconnaissance aircraft and also had various non-combat roles.&lt;br /&gt;
[[File:HurricaneMkIIB RAF274 NAfrica.jpg|thumbnail|Hawker Hurricane Mk IIB Trop of No.274 Squadron, RAF]]&lt;br /&gt;
&lt;br /&gt;
Although a highly successful and popular fighter, by 1940 the Hurricane Mk I was already showing itself to be inferior to enemy fighters such as the Messerschmitt 109. Experience from the Battle of Britain had also proved that the Hurricane's rifle-caliber 0.303 machine guns were inferior to larger caliber weapons being operated by enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
The Hurricane II was the result of further development of the earlier Mark I versions. Powered by an improved and supercharged twelve-cylinder Merlin XX engine, the Mark II entered service at the end of the summer of 1940 -at the height of the Battle of Britain. It was further modified by adding the 'universal wing' to allow the use of underwing stores such as bombs and rockets. Later the plane would be known as the Mark IIA Series 1. Hawker experimented with various armament configurations, leading to the Hurricane Mk. IIA Series 2 having either twelve .303 (7.7 mm) Browning Mk II machine guns, or four 20 mm Hispano Mk II cannons. Whilst the problem of rifle caliber bullets still existed with the .303 Brownings, the Hurricane's weight of fire had at least been increased as an interim measure whilst more powerful weapons were being refined.&lt;br /&gt;
[[File:Hurricane Mk IIB-Trop carrying ordnance.jpg|thumbnail|Hawker Hurricane Mk IIB Trop in War Thunder]]&lt;br /&gt;
&lt;br /&gt;
This configuration and the new Merlin XX engine made the production of the ageing Hurricanes worthwhile, as Spitfire production continued to increase. The series 2 with 12 Brownings would later become designated as the Mark IIB in 1941. The 56 Squadron was the first RAF squadron to be equipped with the new Hurricane Mk IIB in February 1941, and by the summer of the same year, 20 squadrons were operating the new Hurricane.&lt;br /&gt;
&lt;br /&gt;
The series 2 with four Hispano cannons would become the Mark IIC. A tropical version of the Mark II was developed for service in the North African theatre of operations alongside naval versions designated Sea Hurricane and cannon-armed versions, such as the Mark IID and Mark IV. The latter showed that as the war progressed, the fighter role was abandoned in favour of a more suitable attack role.&lt;br /&gt;
&lt;br /&gt;
Whilst the Hurricane was no longer effectively employed in its original role as a fighter by the end of 1942, it would go on to serve in many other capacities until it was finally retired from the RAF in January 1947.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
Although a highly successful and popular fighter, by 1940 the Hurricane Mk I was already showing itself to be inferior to enemy fighters such as the Messerschmitt 109. Experience from the Battle of Britain had also proved that the Hurricane's rifle-caliber 0.303 machine guns were inferior to larger caliber weapons being operated by enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
The Hurricane I was developed by adding the 1280 HP Rolls Royce Merlin XX engine and lengthening the fuselage slightly. This Hurricane Mk IIA was further modified by adding the 'universal wing' to allow the use of under wing stores such as bombs and rockets. When a further two 0.303 inch Browning machine guns were added to each wing, the Hurricane was transformed into the Mk IIb. Whilst the problem of rifle caliber bullets still existed, the Hurricane's weight of fire had at least been increased as an interim measure whilst more powerful weapons were being refined. 56 Squadron were the first RAF squadron to be equipped with the new Hurricane Mk IIB in February 1941, and by the summer of the same year, 20 squadrons were operating the new Hurricane.&lt;br /&gt;
&lt;br /&gt;
The Hurricane Mk II would see further developments in the form of the Mk IIC, armed with four 20mm Hispano cannon, and the Mk IID which was equipped with two 40mm cannon in under wing pods for anti-tank duties. Whilst the Hurricane was no longer effectively employed in its original role as a fighter by the end of 1942, it would go on to serve in many other capacities until it was finally retired from the RAF in January 1947.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=hurricanemkii Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|FO43ggS6wSs|'''Community Choice, Hurricane Mk IIB Trop. From anger to Relaxation''' - ''Joseph 2000''|OPcuwro8xdc|'''3 reasons to take it to low BR tank battles - Hurricane Mk IIB Trop''' - ''HowToPlay1337''|Y1G0Lb1p5H0|'''Thunder Stories: Never in a Hurri''' - ''War Thunder Official Channel''|K0aQxOHUTYs|'''Hurricane Mk.IIB''' - ''MagzTV''|Hk93XdqceX8|'''Realistic: Hurricane Mk IIB/Trop [Devastating]''' - ''Jengar''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Hawker}}&lt;br /&gt;
{{Britain fighters}}&lt;/div&gt;</summary>
		<author><name>U113415832</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Z20_Karl_Galster&amp;diff=122190</id>
		<title>Z20 Karl Galster</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Z20_Karl_Galster&amp;diff=122190"/>
				<updated>2022-02-04T21:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;U113415832: I fixed  spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_destroyer_class1936_z20_karlgalster&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} German destroyer {{Battle-rating}}. It was introduced as a [[wt:en/news/5545-shop-fleet-cbt-announcement-pre-order-for-destroyers-and-discounts-for-existing-boat-pack-owners-en|premium pack]] in [[Update 1.79 &amp;quot;Project X&amp;quot;]] as part of the fleet closed beta test. It was removed from the store after the [[wt:en/news/6542-shop-the-new-year-sale-en|2019 Winter sale]], but was shortly reintroduced for the [[wt:en/news/6694-shop-may-sale-in-war-thunder-en|2020 May Sale]] purchasable in-game for 6,090 Golden Eagles {{ge}}. It was once again made unavailable for purchase after the naval tech tree split in [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armor ===&lt;br /&gt;
{{Specs-Fleet-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the &amp;quot;Usage in battles&amp;quot; section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Z20 Karl Galster is not a very well protected destroyer. Unlike for example the [[Cowell (DD-547)]] (which possesses some armour) the Z20 has nothing to protect herself from enemy fire. The gun turrets are not fully shut (they are open at the back) which means that enemy HE fire will very easily knock out these turrets. However, amour doesn't really matter too much for a DD because they are too small to have effective armour anyway, but the Z20 feels very weak in terms of amour overall. If you play a [[Tashkent (leader)]] you will experience far more survivability because the crew members are better protected.&lt;br /&gt;
&lt;br /&gt;
The bridge of the Z20 is poorly protected. You will often get hit because it's a tempting target for the enemy, and it will prevent you from steering the ship. Your ammo magazines have no armor at all but is under the waterline. This will prevent HE shells from detonating these magazines which gives the Z20 more survivability. Cruisers with their 155/203 mm AP shells are able to travel to these magazines and will result in a citadel detonation.&lt;br /&gt;
&lt;br /&gt;
So what does make the Z20 a good destroyer? It's the speed and agility which makes her a great ship to play. Because you have good mobility you can move quickly and support the smaller ships. You are a good escort for cruisers as well but make sure you are not first in line! The mobility allows you to take effective evasive maneuvers which makes you a hard target to shoot at. In combination with your main guns, you can be a pain for the enemy team.&lt;br /&gt;
&lt;br /&gt;
The crew size of the Z20 consists of 323 people which is more than most of the other destroyers. However, this number can be deceiving. Again the Z20 has some weak protected parts where a lot of crew members can be knocked out if they are hit in that certain spot.&lt;br /&gt;
&lt;br /&gt;
So the primary armament is quite weak in terms of protection and this should be noted. When your enemy lands an HE shot at the turret, a lot of crew members will be incapacitated and the gun will almost certainly be knocked out. The secondary armaments aren't better protected but there are less crew members so they will be knocked out, but the armaments themselves aren't knocked out very often.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Fleet-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The powerplant of the Z20 consists of Six Wagner boilers to produce steam. This steam goes through two Wagner steam turbine sets, each driving one propeller shaft. This gives the Z20 69,000 shaft horsepower driving the ship through the seas with a speed of 36 knots (67 km/h; 41 mph) forward. The rudder is very good as well and gives you the ability to turn the ship quickly. The mobility is one of the things that make the Z20 a great destroyer.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
{{Specs-Fleet-Armaments}}&lt;br /&gt;
=== Primary armament ===&lt;br /&gt;
{{Specs-Fleet-Primary}}&lt;br /&gt;
&amp;lt;!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Weapon name (calibre)}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' --&amp;gt;&lt;br /&gt;
{{main|12.7 cm SK C/34 (127 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Z20 has 5 x 12.7 cm (5.0 in) SK C/34 guns, two each superimposed, fore and aft of the superstructure. The fifth mount is positioned on top of the rear deckhouse, so there are 2 guns facing forward and 3 facing backward. This is a disadvantage in comparison to other destroyers. The [[Haida (G63)]] and [[Tashkent (leader)]] have two dual-mounted gun turrets at the front of the ship. This gives them the ability to go nose in and fire 4 shells in one salvo, so they don't suffer too much when they protect their broadside. The Z20 has to give some broadside to fire all 5 guns. You can compensate this problem by using the tactic of &amp;quot;kiting&amp;quot;. Fire a salvo and go nose in. When your guns are almost done reloading, turn the ship again to fire all 5 guns and repeat. The rudder allows you to do this but it only works when you are actively sailing your ship.&lt;br /&gt;
&lt;br /&gt;
Another disadvantage is that you only have 5 guns. The [[Haida (G63)]], [[Tashkent (leader)]], [[IJN Akizuki]], [[Sumner (DD-692)]] and others all have 6 or 8 guns. You only have 5 guns which puts you in a difficult position when knife fighting these destroyers. So the best thing you can do is to make sure you pick the fight, not the enemy. This is quite hard but use the terrain and your teammates to fight the enemies. Do not ever try to destroy a cruiser with your guns. There is no hope you can take a cruiser on your own with your guns. You will do minimal damage and the cruiser will destroy you quite easily. Only when you can perform a torpedo strike, go for the cruisers. But make sure it will have success. If you are sailing with another cruiser, you can support him by shooting at the enemy cruiser but make sure you are second or third in line.&lt;br /&gt;
&lt;br /&gt;
The guns don't have the best firing arcs. You can only hit targets effectively under the range of 8 km. If the distance becomes greater than 8 km the shell will take 16 seconds to reach the target. You will have a minimal chance of getting a hit and you will waste ammo.&lt;br /&gt;
&lt;br /&gt;
As for ammo, you can take 600 pieces maximum. The Z20 comes with 3 types of ammo: Sprgr. L/4.4 Kpf.Z, Sprgr. L/4.4 Bd.Z and the Sprgr. L/4.4 Zt.Z. So the Kpf.Z shell is the high-explosive shell and will do the most damage to most of the ships. It is recommended to take about 400 shells of the Kpf.Z because this is the shell you will be firing most of the time, and about 200 shells of the Bd.Z because these can penetrate cruisers more effectively if needed. The Zt.Z shell is only useful against planes but the main guns of the Z20 don't allow you to fire effectively against planes, and it is almost completely useless against ships.&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|3.7 cm FlaK-Lafette C/36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The secondary armament consists of 4 x 3.7 cm (1.5 in) SK C/30. These guns are very good at shredding patrol boats and are a great addition to the Z20. They fire quickly for 3.7 cm guns. They can also act as AA guns very effectively. Because they can fire both at boats and planes, it's recommended to use the Universal belt. This belt consists of both HE shells (for the planes) and AP shells (for the patrol boats and other destroyers). You can also select the AP belt (3 times AP and 1 HE) or the HE belt (3 times HE and 1 AP). There is no need to take manual control of the secondary's because the AI does the job quite well, and if you let the AI fire the main guns, you will lose effectiveness.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|2 cm/65 C/38 (20 mm)|2 cm/65 Flakvierling 38 (20 mm)|2 cm/65 Flakzwilling 38 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
Unlike other ships of the Type 1936 class (which the Z20 belongs to), the Z20 has reinforced AA armament. So the 4 x 3.7 cm (1.5 in) SK C/30 guns act as AA, but the Z20 also has: 8 x 2 cm (0.8 in) Flakzwilling 38, a single-mount 2 cm C/38 cannon, and a quadruple 2 cm Flak 30/Flakvierling. This gives the Z20 some solid AA so you have the ability to shoot down planes very effectively. You can either select a Universal belt (2 HE, 2 AP), AP belt (1 HE, 3 AP) or an HE belt (3 HE, 1 AP), although only the HE belt will see much use because these guns will typically only be used to shoot down planes.&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Fleet-Additional}}&lt;br /&gt;
&amp;lt;!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|G7a (533 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Z20 is equipped with 2 x quadruple 53.3 cm (21.0 in) torpedo tubes which carry the G7a torpedo. This torpedo has a speed of 81 km/h and a maximum range of 6 km. It takes 50 m to arm the torpedo. On-board is 358.4 kg TNT which causes a significant blow.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very fast for a destroyer (86 km/h or 46 knots AB, 71 km/h or 38 knots RB)&lt;br /&gt;
* Quick reload speed with on-board guns&lt;br /&gt;
* Good self defense anti-aircraft capability&lt;br /&gt;
* 37 mm AA guns are of the fully automatic type, not the semi-automatic type you'd find on other German ships&lt;br /&gt;
* Has a slim profile&lt;br /&gt;
* Strong secondary's against smaller ships&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Main guns lack AP rounds (only HE, HE Base Fuse, HE-DF)&lt;br /&gt;
* Shells don't have much filler for their caliber&lt;br /&gt;
* Torpedoes are slow and have sub-par warheads&lt;br /&gt;
* extremely easy to kill&lt;br /&gt;
* Only has 5 main guns&lt;br /&gt;
* Gun turrets are exposed to HE shrapnel&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the ship and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Ship-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
Z20 Karl Galster was the fourth of six ships of the 1936 class destroyers laid down in the DeSchiMAG shipyard in Bremen. She was laid down on 14 September 1937 and completed in March 1939. Being part of the final German destroyer class to receive names after WWI sailors, captains, and admirals, the Z20 was also named in honor of Captain Karl Galster. Captain Karl Galster was the commander of the S22 torpedo boat in WWI, who went down with his ship after striking a mine while intercepting a squadron of British ships, including HMS Vindex, near the island of Sylt. During WWII, Z20 Karl Galster took part in various mine-laying operations in the English channel and Baltic sea as well as taking part in the invasion of Denmark and Norway as part of the Operation &amp;quot;Weserübung&amp;quot;. Although the war had claimed her other five sister ships, Karl Galster survived right up until the very end of the war, helping in evacuating German soldiers from coastline ports scattered around the Baltic during the last few days of WWII.&lt;br /&gt;
&lt;br /&gt;
After the German surrender on 8 May 1945, Z20 returned to her homeport of Kiel and surrendered to the British. However, her career was not over just yet. In 1946, Z20 Karl Galster was given to the Soviet Union as a war prize and was subsequently renamed to Prochny. She would serve under Soviet command for another decade, until 1956, before being decommissioned ultimately scrapped in the 1950s.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/5546-fleet-development-z20-karl-galster-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_destroyer_class1936_z20_karlgalster Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|neFsLnNSatw|'''Premium Vehicles: Z20 Karl Galster''' - ''War Thunder Wiki''|zCiYZGT9Ipc|'''The Shooting Range #102''' - ''Metal Beasts'' section at 00:48 discusses the Type 1936 destroyer Z20 Karl Galster.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/5546-fleet-development-z20-karl-galster-en|[Devblog] Z20 Karl Galster]]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer DeSchiMAG}}&lt;br /&gt;
{{Germany destroyers}}&lt;br /&gt;
{{Germany premium ships}}&lt;/div&gt;</summary>
		<author><name>U113415832</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=R3_T20_FA-HS&amp;diff=120916</id>
		<title>R3 T20 FA-HS</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=R3_T20_FA-HS&amp;diff=120916"/>
				<updated>2022-01-16T20:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;U113415832: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_oto_r3_t20_fa&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian self-propelled anti-aircraft gun {{Battle-rating}}. It was introduced in [[Update 1.85 &amp;quot;Supersonic&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Aluminum alloy 7039 (hull)&lt;br /&gt;
* Armoured Glass (windows)&lt;br /&gt;
* Wheel (tires)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 33 mm (62°) ''Upper Glacis'' &amp;lt;br&amp;gt; 33 (56°) ''Lower Glacis'' || 15 mm (27-31°) ''Top'' &amp;lt;br&amp;gt; 15 mm (16-20°) ''Bottom''  &amp;lt;br&amp;gt; 15 mm ''Wheelwells''  || 15 mm (70°) ''Engine access panel'' &amp;lt;br&amp;gt;  15 mm ''Lower Plate'' &amp;lt;br&amp;gt; 5 mm ''Engine vent'' &amp;lt;br&amp;gt; 15 mm (54°) ''Lower Glacis''|| 33 mm (28°) ''Front Glacis'' &amp;lt;br&amp;gt;  15 mm ''Crew compartment'' &amp;lt;br&amp;gt; 15 mm (20°) ''Engine access panel''&lt;br /&gt;
|-&lt;br /&gt;
| Gun mount || colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 15 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* All windows are 30 mm thick.&lt;br /&gt;
* The tires are 10 mm thick and the torsion bars are 1 mm thick.&lt;br /&gt;
* The belly is 15 mm thick.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has light armour able to protect it against .50 cal heavy machine guns from the front and low calibre machine guns from the sides. Any autocannon or tank cannon is however able to shred easily through this armour. The R3 has an internal layout with the crew spread apart, allowing it to survive damage from non-explosive post-penetration damage. However, this tank is still very vulnerable to strafing aircraft. Bombs and rockets also deal heavy damage if the {{PAGENAME}} is standing in their destruction radius.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp= 135|rbMinHp= 84}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is very mobile, able to outmanoeuvre most tanks of its rank and is reliant on this to stay alive.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Oerlikon KAD (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Oerlikon KAD (20 mm)|20 mm Oerlikon KAD]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 600 (120) || rowspan=&amp;quot;2&amp;quot; | 996 || rowspan=&amp;quot;2&amp;quot; | -10°/+60° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Two-plane|up to 25 km/h}} || 39.63 || 54.85 || 66.60 || 73.65 || 78.35 || rowspan=&amp;quot;2&amp;quot; | 9.10 || rowspan=&amp;quot;2&amp;quot; | 8.05 || rowspan=&amp;quot;2&amp;quot; | 7.42 || rowspan=&amp;quot;2&amp;quot; | 7.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 26.78 || 31.50 || 38.25 || 42.30 || 45.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 20 mm Oerlikon cannon is able to fight both aircraft and lightly armoured targets from the front.&lt;br /&gt;
&lt;br /&gt;
Upgraded, the gun has access to 20 mm rounds able to penetrate up to 57 mm of armour, enabling the tank to shred any tanks that expose their sides to this vehicle. Some heavier tanks are still too heavily armoured on the sides for the gun to penetrate, but these generally don't show up unless you are up-tiered.&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}} - The standard belt that can fulfill both roles (anti-air and lightly armoured vehicles) but with a lower rate of fire.&lt;br /&gt;
* '''M594:''' {{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}} - This belt is adapted for targeting aircraft with its high-explosive shells.&lt;br /&gt;
* '''M601:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}} - This belt is adapted for targeting lightly armoured vehicles with its armour-piercing rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Default || 57 || 52 || 37 || 24 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
| M594 || 57 || 52 || 37 || 24 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
| M601 || 57 || 52 || 37 || 24 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 1.101.1.16''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;type&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''5 &amp;lt;br&amp;gt; 600''' || ''Belts''&amp;lt;br&amp;gt;''Rounds'' || 4&amp;amp;nbsp;''(+1)'' &amp;lt;br&amp;gt; 480&amp;amp;nbsp;''(+120)'' || 3&amp;amp;nbsp;''(+2)'' &amp;lt;br&amp;gt; 360&amp;amp;nbsp;''(+240)'' || 2&amp;amp;nbsp;''(+3)'' &amp;lt;br&amp;gt; 240&amp;amp;nbsp;''(+360)'' || 1&amp;amp;nbsp;''(+4)'' &amp;lt;br&amp;gt; 120&amp;amp;nbsp;''(+480)'' || 0&amp;amp;nbsp;''(+5)'' &amp;lt;br&amp;gt; 0&amp;amp;nbsp;''(+600)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Note''':&lt;br /&gt;
&lt;br /&gt;
* As the rate of fire is very high, pack the maximum ammunition.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The R3 is designated as an SPAA, and performs in this role extremely effectively. The autocannon has a rapid rate of fire and high velocity, allowing the R3 to tear aircraft to shreds. With accurate fire, a short burst will obliterate most aircraft in very little time. When the skies are clear and there are no more planes to shoot down, the R3 becomes a highly flexible vehicle, being able to zip around the map at high speed performing various tasks. Early game it makes an excellent reconnaissance vehicle, being able to capture points, oversee the battlefield and destroy enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
With over 50 mm of penetration and its exceptional speed, the R3 makes short work of British and American medium tanks from the side and will shred light tanks and other SPAA. The R3 does not have the penetration to handle well-armoured tanks, so tanks like the KV-1 and M4A5 should be avoided. When encountering an armoured vehicle: take out the gun barrel first, then tracks, and aim at the turret ring. You should also avoid direct combat due to not have armor instead flank to the sides.  also be carful when making sharp turns at high speed while you can could flip. &lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful main armament.&lt;br /&gt;
** M601 HVAP-T round has over 50 mm of penetration, enough to penetrate many vehicles up close.&lt;br /&gt;
** High muzzle velocity, requiring little lead and little shell drop for engaging targets at range.&lt;br /&gt;
** Very high rate of fire.&lt;br /&gt;
* Nimble enough to run circles around most armoured vehicles.&lt;br /&gt;
** Able to reach 100 km/h on roads with ease.&lt;br /&gt;
** Fast enough to reach over 50 km/h off-road.&lt;br /&gt;
* Front plate has armour thickness sufficient to deflect most machine gun rounds.&lt;br /&gt;
* Has a two-plane stabilizer.&lt;br /&gt;
** Completely negates recoil within effective speed/while stationary.&lt;br /&gt;
* Amphibious.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very little armour.&lt;br /&gt;
* As with many wheeled vehicles, soft terrain massively slows it down.&lt;br /&gt;
* Hard collisions can damage modules and injure or incapacitate the crew.&lt;br /&gt;
* The gun only elevates up to 60° degrees.&lt;br /&gt;
* Stabilizer only effective up to 25 km/h.&lt;br /&gt;
* The vehicle tends to flip on its side when making sharp turns at high speed.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The '''OTO Melara R3 Capraia''' was a light reconnaissance vehicle which was developed as a private venture by OTO Melara of Italy. Derived from OTO Melara's R2.5 ''Gorgona'' armoured policing vehicle, the R3 ''Capraia'' was first presented at the 1982 Italian Naval Exhibition held in Genoa. The R3 shared its automotive parts with the R2.5, but had a body consisting of angled aluminium armour with in places a maximum thickness of 32 mm, providing enough protection against 7.62 mm NATO small arms fire and shell splinters.&lt;br /&gt;
&lt;br /&gt;
A number of armament options were proposed by OTO Melara. These included:&lt;br /&gt;
&lt;br /&gt;
* the R3 T12.7 FA, armed with an externally mounted 12.7 mm M2 HB machine gun in a turret with full 360° traverse and a maximum elevation of -10° to +50°;&lt;br /&gt;
* the R3 T7.65 FA, armed with an externally mounted 7.65 mm machine gun in a turret with full 360° traverse and a maximum elevation of -10° to +25°;&lt;br /&gt;
* the R3 T20 FA-HS, armed with an externally mounted Oerlikon KAD-B17 20 mm cannon in a turret with full 360° traverse and a maximum elevation of -10° to +60°;&lt;br /&gt;
* the R3 Folgore ×2 FA, armed with two externally mounted Breda Folgore anti-tank missiles and a secondary 7.65 mm machine gun;&lt;br /&gt;
* the [[R3 T106 FA]], armed with two externally mounted 106 mm M40 type recoilless rifles; and&lt;br /&gt;
* the R3 TOW, armed with an externally mounted launcher for a Hughes TOW ATGM system.&lt;br /&gt;
&lt;br /&gt;
However, despite its high performance and the possibility of using various weapons, the Italian military did not express any interest in the OTO Melara R3 Capraia. Following the conclusion of its evaluation by the military, the R3 prototypes were disposed of.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_oto_r3_t20_fa Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|v-yW-GqoahE|'''Playing the Most Overpowered Vehicle in War Thunder - {{PAGENAME}}''' - ''theScottishKoala''|SscGZOwoK8U|'''I bet after you try this, light tanks will never feel the same to you - {{PAGENAME}}''' - ''HowToPlay1337''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Vehicles equipped with the same chassis&lt;br /&gt;
&lt;br /&gt;
* [[R3 T106 FA]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://en.topwar.ru/41170-broneavtomobili-oto-melara-gorgona.html &amp;lt;nowiki&amp;gt;[Topwar.ru]&amp;lt;/nowiki&amp;gt; OTO Melara Gorgona R2.5 and R3 Capraia armored cars]&lt;br /&gt;
&lt;br /&gt;
{{Italy anti-aircraft vehicles}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U113415832</name></author>	</entry>

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