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		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-05-07T05:26:56Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Ground_equipment_modules&amp;diff=191661</id>
		<title>Ground equipment modules</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Ground_equipment_modules&amp;diff=191661"/>
				<updated>2024-08-30T10:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Revised descriptions for clarity and brevity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's no need for tank commanders in War Thunder to worry about the condition of their vehicle's hull, but that doesn't mean one can just fire left and right until the tank is out of shells.&lt;br /&gt;
&lt;br /&gt;
The tank commander is responsible for a large number of critical modules hidden beneath that thick armour and allowing any of them to become damaged or lost could put an end to a victory streak.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
[[File:Modules GF Engine.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The engine is the most basic and essential module of the tank. That's right, it's even more important than the crew. Losing one or even two crew members is a lot less terrifying than completely losing mobility while under enemy fire. The engine is usually located in the rear, i.e. the least-protected part of the tank - so if it does get hit, one should stop and reevaluate whether their tactics are as good as they looked in the hangar. In addition, the engine is a flammable module. If its condition drops all the way to &amp;quot;black,&amp;quot; there's a good chance the vehicle will catch fire. Diesel engines have a lower chance of catching fire, so it may help to know what kind of engine your tank uses. It is also rather sturdy and can easily stop shrapnel, and sometimes even an entire shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage, and the greater the damage inflicted, the lower the effectiveness of the module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Orange/Red'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | Substantial drop in power&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slow movement is possible, exhaust gives off black smoke and sparks which clues in enemies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The vehicle cannot move&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
[[File:Modules GF Transmission.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The transmission is the mechanism that transfers power from the engine to the wheels or tracks. Losing the transmission is just as bad as losing the engine. Also like the engine, it can catch fire, starting at the connection to the engine and ending at the outermost rollers or wheels. The transmission is located in the bottom of the tank, either behind or in front of the engine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage, and the greater the damage inflicted, the lower the effectiveness of the module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/Red'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | Substantial drop in power&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slow movement is possible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The vehicle cannot move&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cannon breech==&lt;br /&gt;
[[File:Modules GF CannonBreech.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The cannon breech is the mechanical part of the gun where the loader inserts the shell, the process of arming the shell's warhead undergoes, and also the part that will withstand the explosive pressure of a shell firing. It is always centrally located inside the vehicle's turret or cabin. It might be well protected, but if it does take damage, the entire vehicle will be in danger. If the gun breech is damaged, it may fail to contain the pressure of the propellant exploding or not fully launch the shell. This leads to a usually catastrophic explosion inside the vehicle when playing in RB and SB. The player who damaged the gun breech will earn the frag. This, however, leads to a misfire when playing in AB, needing to reload again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Even if the tank somehow miraculously manages to remain combat-ready following the detonation, the gun breech itself will be completely destroyed and require lengthy repairs.'''''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage, and the greater the damage inflicted, the lower the effectiveness of the module&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |'''Orange'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Substantial chance of a misfire without a detonation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Substantial chance of detonation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Red'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Significant chance of a misfire without a detonation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Significant chance of detonation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Very significant chance of a misfire without a detonation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The tank cannot fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Radiator==&lt;br /&gt;
[[File:Modules GF Radiator.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The radiator is a fairly massive module that is responsible for cooling the tank's engine. It is usually located near the engine, on either side or sometimes above it. A destroyed radiator emits large white puffs of steam and hissing sounds, which can make your tank easier to spot, and slowly damages the engine over time. It takes about 20s to begin overheating, and another 20s to fully break down an otherwise undamaged engine. A broken radiator provides limited mobility for a limited time. It is best to get behind cover and repair or engage and destroy your attackers before your engine fails.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
[[File:Modules GF FuelTank.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The fuel tank contains the life and blood of the tank, containing either petrol or diesel to power the tank's engine. Although it is essential in battle, it is pretty much the bane of the tank crew. Damage to the gas tank can lead to a fire or even an instantaneous detonation of fuel vapour, which is guaranteed to immediately destroy the vehicle. The chance of an explosion depends largely on the type of fuel and the shell used to damage the tank. APHE and high-explosive shells have the highest chance of causing an instantaneous explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module does not take damage in a linear fashion. Its condition has no effect on the vehicle's combat effectiveness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/red/black'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | The chance of detonation does not change and depends on the vehicle and the round fired at the vehicle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
[[File:Modules GF Track.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
Tracks – each tank has two of them (Unless it is the [[T95]] or [[Object 279]], which both have four of them!). Hopefully, an explanation isn't needed on what tracks do for a tank. If the tracks take a hit, this can usually be considered lucky except for a casemate self-propelled gun. Being forged from structural steel, these modules provide priceless millimeters of armour and if they are hit by a HEAT shell, the fuse may go off resulting in the round failing to penetrate the tank's hull armour. The tracks are also repairable, so these losses are quite recoverable. Repairs begin automatically in any mode if the vehicle goes several seconds without moving.&lt;br /&gt;
&lt;br /&gt;
==Ammo rack==&lt;br /&gt;
[[File:Modules GF AmmoRack.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The ammo rack is another module that can explode and render the tank a burning hulk on the battlefield. It represents the rounds for the tank's main gun stored around the interior. In reality, a tank would have several ammo racks distributed among various parts of the vehicle in keeping with historical data. As ammo is expended, the ammo racks inside the vehicle disappear and can no longer be damaged or destroyed. It can sometimes be useful to only load the tank with a partial ammo supply in order to keep the ammo out of its most vulnerable parts. Ammo can also be located in different parts of the tank if the vehicle (the IS-2, for example) uses separate loading, where the shell and the propellant charge are separate parts of the shot.&lt;br /&gt;
&lt;br /&gt;
Detonating a tank's ammo rack is rather difficult. Even a direct hit might only just destroy the shells and make them useless, in which case they just disappear (and they can no longer be used in combat). Moreover, the ammo racks are only particularly vulnerable to certain shell types (high-explosive, APHE, and HEAT).&lt;br /&gt;
&lt;br /&gt;
==Barrel==&lt;br /&gt;
[[File:Modules GF GunBarrel.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The barrel is the external part of the gun where the shell travels down to obtain its muzzle velocity and accuracy. It can't come into physical contact with objects on the battlefield, but it is susceptible to damage. A heavily damaged barrel might not be able to withstand the pressure from propellant gases during a shot, in which case it will explode and turn into something pretty like a combat butterfly, yet useless as it drastically hampers the muzzle velocity (hence penetration values) and accuracy. It is strongly recommended to repair the barrel when it takes damage. It takes much less time than replacing a destroyed gun. Since it is outside the cabin, an exploding barrel will not damage the tank. Its behaviour after that depends on the difficulty mode.&lt;br /&gt;
&lt;br /&gt;
*AB: the tank can still fire with the destroyed gun, but the accuracy and penetration of the shells will be significantly reduced.&lt;br /&gt;
*RB: a destroyed barrel will signify a very vulnerable, and easy target for the enemy, since it completely prevents a tank from firing and is visible from a distance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage but has a chance of retaining combat readiness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |'''Orange'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |High chance of destruction&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |High chance of destruction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Red'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destruction is practically guaranteed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destruction is practically guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destroyed, but can fire&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destroyed. The tank cannot fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Crew==&lt;br /&gt;
[[File:Modules GF Crew.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The crew are the living soldiers who have been through hell, high water, and the &amp;quot;how the heck did they penetrate my armour?&amp;quot; feeling with the players. According to the game's mechanics, each crew member is an independent unit, and, just like the other modules, they are susceptible to damage. Their striving for victory allows the crew members to perform their duties equally effectively regardless of how much damage they have taken. Only the &amp;quot;black&amp;quot; status indicates that a crew member has been fully incapacitated until the end of the battle. The Crew Replenishment upgrade allows for the summoning of one replacement soldier per battle. If only that could be done with the engine...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module does not take damage in a linear fashion. Its condition has no effect on the vehicle's combat effectiveness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/red'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | The crewman's effectiveness is unaffected&lt;br /&gt;
|-&lt;br /&gt;
|'''black'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | The crewman cannot perform his duties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horizontal and Vertical aiming mechanisms==&lt;br /&gt;
[[File:Modules GF AimingDrive.jpg|400px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The horizontal and vertical aiming mechanisms allow the gun to move along the horizontal and vertical axes.&lt;br /&gt;
&lt;br /&gt;
The mechanisms are compact, yet vulnerable modules. If they take damage, they can prevent the turret from turning and/or being raised or lowered, which can significantly reduce the vehicle's effectiveness. It isn't the most frequently damaged module, since even without it, there is still small chance of aiming at least roughly by turning the tank's hull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behaviour when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module does not take damage in a linear fashion. Its condition has no effect on the vehicle's combat effectiveness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/red'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Aiming speed is unaffected&lt;br /&gt;
|-&lt;br /&gt;
|'''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Significantly reduces aiming speed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The aiming mechanism is fully disabled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Take good care of the engines, fuel tanks, and ammo racks... Actually, just take good care of everything.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules and modifications]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=190629</id>
		<title>Zerstörer 45</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=190629"/>
				<updated>2024-08-03T00:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Survivability and armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_flakpanzer_zerstorer_45&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}} German SPAA {{Battle-rating}}. It was introduced in [[Update &amp;quot;Alpha Strike&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;
The Zerstörer 45 is overall not very armored, and the armor is does have is weak. The Panzer IV hull on which this vehicle is based is the most armored part, but really only provides adequate protection from machine gun fire, since every armor-piercing shell you face at 6.0+ will go right through it easily. The gun crew is completely exposed with sides down, and raising the sides only meaningfully increases protection against 8mm or smaller rounds.&lt;br /&gt;
&lt;br /&gt;
Because of overpressure, any stray high-explosive shell will make quick work of this vehicle, in addition to automatic fire.&lt;br /&gt;
&lt;br /&gt;
It's best to use this vehicle's potent weaponry to kill or cripple any incoming tanks or aircraft, before they can aim towards you - almost always a death sentence.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&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 || 50 mm || 30 mm || 20 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 16 mm || 16 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&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;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=426|rbMinHp=265}}&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|MK103/38 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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.''&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; | [[MK103/38 (30 mm)|30 mm MK103/38]] (x4) || 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; | 840 (30) || rowspan=&amp;quot;2&amp;quot; | 450 || rowspan=&amp;quot;2&amp;quot; | -7°/+80° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 52.8 || 73.1 || 88.8 || 98.2 || 104.5 || rowspan=&amp;quot;2&amp;quot; | 5.20 || rowspan=&amp;quot;2&amp;quot; | 4.60 || rowspan=&amp;quot;2&amp;quot; | 4.24 || rowspan=&amp;quot;2&amp;quot; | 4.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''M.Gr.:''' {{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''Pz.Gr.:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''Pz.Gr. H:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:MK103/38 (30 mm)/Ammunition|HEI-T, AP-I, HVAP-T}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&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;
! 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;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''28''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
''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).''&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;
* Pz.Gr. H is very effective against light and medium tanks&lt;br /&gt;
* M.Gr. is very effective against aircraft&lt;br /&gt;
* Optional fold-up sides to add some protection for crew&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Crew is very exposed, vulnerable to rifle-caliber fire with sides down or 12.7mm+ with sides up&lt;br /&gt;
* Panzer IV chassis has limited mobility and protection&lt;br /&gt;
* Slow reverse speed: harder to get out of dangerous situations or reverse into cover&lt;br /&gt;
* Ammunition depletes quickly due to the cannons' high fire rates.&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;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/8779-development-zerstorer-45-a-new-wind-en|Devblog]] ===&lt;br /&gt;
In parallel to the development of the Flakpanzer IV 'Wirbelwind', equipped with a quadruple 20 mm turret, the Ostbau Werke company also produced a second variant in November 1944. This version was then outfitted with the same quadruple mount but armed with modified 30 mm MK 103 cannons instead. Initially, firing tests of the turret were conducted on a Flakpanzer IV 'Möbelwagen' chassis. In December however, two dedicated prototypes were constructed using the chassis of the existing Panzer IV Ausf. H medium tanks.&lt;br /&gt;
&lt;br /&gt;
Despite the work done however, the Zerstörer 45 never made it past the prototype stage as the factories of the Ostbau Werke got destroyed in the final months of the war and thus a full-scale production became impossible.&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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;
''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 vehicles;''&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/8779-development-zerstorer-45-a-new-wind-en|[Devblog] Zerstörer 45: A New Wind]]&lt;br /&gt;
&lt;br /&gt;
{{Germany anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Achievements&amp;diff=190567</id>
		<title>Category:Achievements</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Achievements&amp;diff=190567"/>
				<updated>2024-07-30T18:29:49Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Medals.jpg|class=dynamic_image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Awards and Achievements}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Achievements''' are challenges that players complete by performing actions in-game. They do not have to be unlocked or activated by the player - progress on all achievements is registered automatically any time the game is running. However, some are tiered, so all previous tiers of that achievement must be completed before progress can be made on a given tier (Achievement I precedes Achievement II which precedes Achievement III etc).&lt;br /&gt;
&lt;br /&gt;
'''Titles''' are tags that players can unlock after completing specific tasks. They are similar to achievements in that a player works on all of them automatically. However, unlike achievements, after a title's associated challenge has been completed the player can publicly display the title. Once a player has unlocked a title, they can select it from a list within their in-game profile. Once the title is selected, other players will see said title below the player's name while in battle.&lt;br /&gt;
&lt;br /&gt;
'''Medals''' are given to players to represent reaching a notable or challenging milestone, similar to military decorations awarded in real life. Once the specific requirements are met, the medal is displayed to the public on the player's in-game profile.&lt;br /&gt;
&lt;br /&gt;
'''Challenges''' are similar to achievements, they can be completed at any time during the game and are divided into levels. However, challenges are divided  based on the in-game nations and can only be completed by way of playing with or against specific nations.&lt;br /&gt;
&lt;br /&gt;
'''Battle awards''' are like mini-achievements, resetting at the end of each match and being earned anew in the next match. Each one of these will provide a silver lion {{sl}} reward after the match ends. Awards can be given for a multitude of tasks, but are only given to the people that did the best at that task on each team. If there is a tie, the player with the highest score is given the award.&lt;br /&gt;
&lt;br /&gt;
'''Streaks''' are earned for continuous, successive acts during a match. The player is rewarded for his ongoing efforts with silver lions {{sl}}. There is no limit for the number of streaks earnable in a match.&lt;br /&gt;
&lt;br /&gt;
'''Profile Icons''' are images used to represent the player. Icons can be earned and selected similarly to titles, by completing required tasks in the standard game or receiving them as a reward for participating in events. Additionally, many tasks are divided by nation similar to challenges.&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
{{main|Achievements}}&lt;br /&gt;
&lt;br /&gt;
=Titles=&lt;br /&gt;
{{main|Titles}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
{{main|Medals}}&lt;br /&gt;
&lt;br /&gt;
=Challenges=&lt;br /&gt;
{{main|Challenges}}&lt;br /&gt;
&lt;br /&gt;
= Awards and Streaks =&lt;br /&gt;
{{main|Awards}}&lt;br /&gt;
&lt;br /&gt;
= Player ranks =&lt;br /&gt;
{{main|Ranks}}&lt;br /&gt;
&lt;br /&gt;
= Profile Icons =&lt;br /&gt;
{{main|Profile icons}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Achievements&amp;diff=190566</id>
		<title>Category:Achievements</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Achievements&amp;diff=190566"/>
				<updated>2024-07-30T18:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Revised descriptions for achievement categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Medals.jpg|class=dynamic_image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{{DISPLAYTITLE:Awards and Achievements}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''Achievements''' are challenges that players complete by performing actions in-game. They do not have to be unlocked or activated by the player - progress on all achievements is registered automatically any time the game is running. However, some are tiered, so all previous tiers of that achievement must be completed before progress can be made on a given tier (Achievement I precedes Achievement II which precedes Achievement III etc).&lt;br /&gt;
&lt;br /&gt;
'''Titles''' are tags that players can unlock after completing specific tasks. They are similar to achievements in that a player works on all of them automatically. However, unlike achievements, after a title's associated challenge has been completed the player can publicly display the title. Once a player has unlocked a title, they can select it from a list within their in-game profile. Once the title is selected, other players will see said title below the player's name while in battle.&lt;br /&gt;
&lt;br /&gt;
'''Medals''' are given to players to represent reaching a notable or challenging milestone, similar to military decorations awarded in real life. Once the specific requirements are met, the medal is displayed to the public on the player's in-game profile.&lt;br /&gt;
&lt;br /&gt;
'''Challenges''' are similar to achievements, they can be completed at any time during the game and are divided into levels. However, challenges are divided  based on the in-game nations and can only be completed by way of playing with or against specific nations.&lt;br /&gt;
&lt;br /&gt;
'''Battle awards''' are like mini-achievements, resetting at the end of each match and being earned anew in the next match. Each one of these will provide a silver lion {{sl}} reward after the match ends. Awards can be given for a multitude of tasks, but are only given to the people that did the best at that task on each team. If there is a tie, the player with the highest score is given the award.&lt;br /&gt;
&lt;br /&gt;
'''Streaks''' are earned for continuous, successive acts during a match. The player is rewarded for his ongoing efforts with silver lions {{sl}}. There is no limit for the number of streaks earnable in a match.&lt;br /&gt;
&lt;br /&gt;
'''Profile Icons''' are images that can be used to decorate a player's profile.&lt;br /&gt;
&lt;br /&gt;
=Achievements=&lt;br /&gt;
{{main|Achievements}}&lt;br /&gt;
&lt;br /&gt;
=Titles=&lt;br /&gt;
{{main|Titles}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
{{main|Medals}}&lt;br /&gt;
&lt;br /&gt;
=Challenges=&lt;br /&gt;
{{main|Challenges}}&lt;br /&gt;
&lt;br /&gt;
= Awards and Streaks =&lt;br /&gt;
{{main|Awards}}&lt;br /&gt;
&lt;br /&gt;
= Player ranks =&lt;br /&gt;
{{main|Ranks}}&lt;br /&gt;
&lt;br /&gt;
= Profile Icons =&lt;br /&gt;
{{main|Profile icons}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SU-76M&amp;diff=185983</id>
		<title>SU-76M</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SU-76M&amp;diff=185983"/>
				<updated>2024-05-05T02:56:35Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet tank destroyer '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = SU-76M (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=ussr_su_76m_1943&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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}} Soviet tank destroyer {{Battle-rating}}. It was introduced during the Closed Beta Test for Ground Forces before Update 1.41. It is based on the modified chassis of the obsolescent [[T-70|T-70M]] light tank, designed primarily as an infantry support weapon with a secondary anti-tank role.&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;
The SU-76M shares a similar hull armour profile with the T-70 light tank on which it is based. The hull, with a large, well-angled 25 mm upper front plate, might bounce some shells when the hull is angled, but high-penetrating guns such as 5 cm KwK39 can still penetrate it easily. Once penetrated the driver will get knocked out, or the transmission/engine will be broken, immobilising the tank. On the back of the hull, the SU-76M has a lightly armoured open-topped superstructure to accommodate the 76 mm gun. With a maximum thickness of only 25 mm and poor angling, the superstructure will not stop much more than heavy machine gun fire. Common tanks such as Pz.II, M3A3, AB 41, etc are all able to penetrate the front of the fighting compartment with ease, and knock out any crew in the shell path. The crews are quite cramped together too, further decreasing the survivability against explosive-filled rounds. It is only able to resist rifle-calibre rounds or heavy machine gun fire from far away. The open-topped design also makes the SU-76M very vulnerable to aircraft strafing runs.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 25 mm (60°) ''Front glacis'' &amp;lt;br&amp;gt; 30 mm (30°) ''Lower glacis'' &amp;lt;br&amp;gt; 25 mm (35-89°) ''Driver's hatch'' || 15 mm || 15 mm (1°) ''Top'' &amp;lt;br&amp;gt; 15 mm (32°) ''Lower'' || 7 mm&lt;br /&gt;
|-&lt;br /&gt;
| Superstructure || 25 mm (27°) || 10 mm (21-24°) ''Left'' &amp;lt;br&amp;gt; 10 mm (18-19°) ''Right'' || 15 mm (1°) || N/A&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
* Belly armour is 7 mm thick.&lt;br /&gt;
* The rear superstructure does not cover the entire crew compartment.&lt;br /&gt;
* A 25 mm plate of armour separates the driver's and engine compartment to the rear fighting compartment.&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=199|rbMinHp=124}}&lt;br /&gt;
&lt;br /&gt;
The SU-76M has a very low top speed of only about 30 km/h, considering how lightly armoured it is. It also has a poor reverse speed of only 5 km/h. It does have a good power/weight ratio, however, and accelerates and turns fairly quickly.&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|ZIS-3 (76 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;5&amp;quot; | [[ZIS-3 (76 mm)|76 mm ZIS-3]] || 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 !! 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; | 60 || rowspan=&amp;quot;2&amp;quot; | -5°/+15° || rowspan=&amp;quot;2&amp;quot; | ±15° || rowspan=&amp;quot;2&amp;quot; | N/A || 6.2 || 8.5 || 10.4 || 11.4 || 12.2 || rowspan=&amp;quot;2&amp;quot; | 7.80 || rowspan=&amp;quot;2&amp;quot; | 6.90 || rowspan=&amp;quot;2&amp;quot; | 6.36 || rowspan=&amp;quot;2&amp;quot; | 6.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 4.2 || 4.9 || 6.0 || 6.6 || 7.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ZiS-3 field gun is a versatile artillery piece that is also capable of performing in the anti-tank role. It has a decent rate of fire and a wide traverse arc, but the mounting has very poor gun depression due to the rearward placement of the superstructure. It has a very wide-selection of ammunition, though only a few are worth using regularly.&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
The stock '''BR-350A''' APHEBC shell is adequate enough for most purposes, although it will struggle against heavy tanks like the [[Churchill (Family)|Churchill]] at long ranges. The '''BR-350B''' APHEBC shell is arguably the best all-round projectile available, combining decent penetration with excellent lethality. Against particularly heavy armour, the '''BR-354P''' APCR shot is available, though its poor lethality and performance against sloped armour will tend to disappoint. The BR-350SP APBC shot is a solid shot round with no filler, but it creates more spalling than the APCR and is somewhat more lethal. The '''BP-353A''' HEAT round is occasionally useful for long-range fighting since it does not lose penetration with distance, but the Soviet 76 mm guns generally do not perform very well at long range, and work better at medium to close range. It also has some utility for breaking the hulls of lightly armoured vehicles, while not being completely useless against heavier opposition like the HE round. The '''Sh-354T''' shrapnel round creates a lot of fragments when it penetrates, but is only effective against lighter vehicles.&lt;br /&gt;
&lt;br /&gt;
{{:ZIS-3 (76 mm)/Ammunition|BR-350A (MD-5 fuze), BR-350SP, BR-354P, BP-353A, BR-350B (MD-8 fuze), OF-350M, Sh-354T, D-350A}}&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:''' --&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;
! 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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''60''' || 44&amp;amp;nbsp;''(+16)'' || 37&amp;amp;nbsp;''(+23)'' || 30&amp;amp;nbsp;''(+30)'' || 1&amp;amp;nbsp;''(+59)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&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 SU-76M offers an interesting alternative to the [[ZiS-30]]. While the ZiS-30 is more mobile and has substantially higher penetration with its powerful 57 mm gun, the SU-76M trades some mobility and penetration for a much more lethal gun and somewhat better survivability for the crew.&lt;br /&gt;
&lt;br /&gt;
Like most turretless tank destroyers, the SU-76M needs to be handled with care. Not only does it not have a rotating turret, it is also lightly armoured, has an open top, and practically no protection from behind. The crew is quite exposed to air, artillery, and rear attacks, which can disable them with even machine gun fire. The frontal glacis is capable of bouncing autocannons or small anti-tank guns, but the superstructure is still quite vulnerable. In a full uptier, the vehicle effectively has no armour. If forced to take a hit, the front-mounted engine and internal armour plate can absorb shots if angled correctly, thus buying some extra time to get another shot off at the risk of losing the engine.&lt;br /&gt;
&lt;br /&gt;
The SU-76M lacks the speed to perform daring flanking manoeuvres or quickly take control of key locations. Unlike the high penetration 57 mm ZiS-2 gun on the [[ZiS-30]], the 76 mm ZiS-3 tends to struggle at long range against heavier armour such as that on the [[M4A1]] and the [[Churchill Mk I]].&lt;br /&gt;
&lt;br /&gt;
However, it far outclasses the 57 mm gun in terms of lethality when using the APHEBC rounds, often taking out opponents in a single shot upon successful penetration. Furthermore, the poor gun depression and rearward placement of the gun restricts hull down opportunities using terrain. This combination of characteristics tends to favour more close/medium range, ambush-oriented playstyles. The wide gun traverse arc and relatively small profile are also very useful for this.&lt;br /&gt;
&lt;br /&gt;
The SU-76M is particularly well-suited for setting up ambushes or flanking shots in urban combat, which tends to occur at short ranges and where the poor gun depression is less of an issue. The ready availability of hard cover also helps to offset the poor armour of the SU-76M, although its poor reverse speed is a distinct drawback. In more open maps, the SU-76M is very dependent on concealment using trees and bushes, as the armour is generally not reliable and the open crew compartment makes it a very common target for aircraft strafing runs if it is spotted.&lt;br /&gt;
&lt;br /&gt;
When an engagement's complexity evolves and the Su-76 is surrounded, there is little that can be done to survive. One well placed hit to its rear will knock out a good part of the exposed crew, even machine guns can do the job of eliminating both loader and gunner.&lt;br /&gt;
&lt;br /&gt;
It is crucial to remain at a distance from the enemy, perhaps even seek the cover of trees for protection against low-level attack aircraft, and to only ever give the front side to an enemy. The fact that this vehicle does not have a turret not only means that it is not effective when fighting more mobile enemies attempting to flank, it also means that placing the armour at an angle is not a viable strategy to increase relative armour thickness and stay more protected, since the gun's limits for horizontal traverse mean that any significant angle of the hull towards an enemy will make make it harder to keep the enemy in sight. What can be done is to fire a shot and, immediately after, angle the hull whilst reloading, to then return to facing the enemy to fire another shot. However, hiding whilst reloading is the most sensible choice.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the SU-76 has low mobility, handling, and a vastly different gun when compared to its smaller and more mobile cousin, the ZiS-30. However, the gun on the SU-76 is definitely more powerful than the ZiS-30's 57 mm. The sheer force of the 76 mm shells will cause huge amounts of trauma to a target upon penetration. The SU-76 is also more well armoured than the ZiS-30 and provides much more protection to the gunner crew, especially from smaller calibre rounds (Unless fired from the rear). Given its poor gun depression and velocity, the SU-76 should be used as a mobile brawler and ambusher. It is well suited to performing ambushes in urban areas. The high HE filler of the 76 mm shell makes it capable of knocking out nearly all enemy armour at its BR with a single shot. A minor issue with the SU-76 is that it has no defensive machine gun, meaning that responding quickly to SPAA is difficult.&lt;br /&gt;
&lt;br /&gt;
The gun in itself is what makes the SU-76M a good vehicle, all its other characteristics are less than impressive. The variety of ammunition is a definite pro for this SPG, its APCR and HEAT shells being effective even at higher ranks, giving this humble tank destroyer the ability to defeat higher-ranking tanks like the [[Tiger H1]]. Recently, the much more effective late-war BR-350B ammunition has been added to the SU-76M's ammunition options. It features noticeably more penetration and a better fuze in exchange for somewhat less explosive mass. Despite this, the SU-76M will often destroy most enemies in one shot when the shells penetrate. Once unlocked, the SU-76 is quite capable of dealing with any tank it is likely to see from the front, though there may be a need to swap ammunition often to deal with different targets.&lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''&lt;br /&gt;
&lt;br /&gt;
[[M4A3 (105)]]: This low-rank Sherman poses a huge threat to all of its opponents due to its superior armour and destructive firepower. Its armour is overall quite tough to penetrate with your short 76 mm gun, but it can be solved by careful aiming. If the M4 is within 200 m, use default APHE to shoot at the vertical part of its gun mantlet or its side if exposed. If it's hull down within 100 m, only target the gun mantlet with either APHE or APCR to disarm it. When the M4 is further than 400 m away, all of your shells will perform poorly at penetrating its armour, so disengage or wait until it gets closer. Don't get hit, as the HE and HEAT can overpressure you easily.&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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Decent horizontal gun traverse of 30 degrees&lt;br /&gt;
* Great cannon, its deadly APHEBC packs a heavy blow for common opponents like the Pz.IIIs, Crusaders and Stuarts&lt;br /&gt;
* Offers a wide range of ammo to deal with various opponents: APHEBC for normal targets, HE/shrapnel for soft targets and APCR for the hard ones&lt;br /&gt;
* Small profile makes it easy to hide and set up ambushes&lt;br /&gt;
* Adequate acceleration and hull traverse&lt;br /&gt;
* Carries up to 60 rounds of ammo which is plenty even for a long battle&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Open-topped, very vulnerable to strafing aircraft.&lt;br /&gt;
* Thin armour struggles to protect the crew from even .50 cal&lt;br /&gt;
* -5 degrees of gun depression isn't enough for hill combat, and this flaw is sometimes fatal&lt;br /&gt;
* Lacks a machine gun, making it rather ineffective against vehicles with light armour/exposed crew, for example SPAAs&lt;br /&gt;
* Poor reverse speed of only 5 km/h might get the player killed&lt;br /&gt;
* Cannon penetrates poorly at more than 700 m. Will struggle to penetrate hard targets like the Matildas, Churchill Mk I or even the early Shermans&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;
===Development===&lt;br /&gt;
During the interwar years, the development of self-propelled artillery was practically nonexistent in the Soviet Union. Those few projects, based on the chassis of [[T-26|T-26 light tank]], such as SU-1, AT-1 or SU-26, were eventually cancelled, and the Red Army entered the Second World War entirely without a dedicated self-propelled gun.&lt;br /&gt;
&lt;br /&gt;
The situation changed after the German invasion in 1941, and vehicles such as the [[SU-152]] or [[SU-122]], based on the [[KV-1 (ZiS-5)|KV-1]] and [[T-34 (1941)|T-34]] tanks respectively, were developed. In November 1942, the State Defense Committee then ordered the production of a light self-propelled gun, built on the chassis of a light tank and armed with a 76.2 mm gun. The [[T-70|T-70 light tank]] chassis was chosen, as the other light tanks, the [[T-50]] and [[T-60]], was already out of production. The chassis had to be modified for this role, so it was lengthened and had one additional pair of road wheels added to the design. The armament, the 76.2 mm divisional M1942 gun (also designated ZiS-3), was mounted in a fully enclosed casemate. The gun was positioned at the rear, with the transmission being mounted frontally. The vehicle was designated '''SU-76''' (Samokhodnaya Ustanovka, &amp;quot;Self-Propelled Gun&amp;quot;), and the production was issued to the No.38 Factory in Kirov and started in December 1942. However, after only a couple of hundred vehicles were produced, the production was halted due to serious mechanical problems and other issues. The power train consisted of two GAZ-202 automobile engines, with each powering one track. However, there was no synchronization gear, so the driver has to control both engines simultaneously, which was an extremely difficult task. This arrangement also caused strong vibrations, which were the cause of frequent engine and transmission failures. The second biggest issue was the enclosed crew compartment, as it was very cramped and offered only a little space for crew members to work properly. The vehicle thus had to be modified, firstly the roof of the crew compartment was removed, improving the access to the gun. The power train was also changed, receiving the more powerful GAZ-203 engines, each producing 85 horsepower, which was now mounted in tandem on the right side of the vehicle, propelling a single drive-shaft. The modified vehicle was designated '''SU-76M''', and its production was resumed in early 1943. More than 14,000 SU-76M's were produced between 1942-1945, making it the second most produced armoured vehicle in the Soviet Union after the T-34 tank.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
In its intended role, the SU-76M replaced earlier infantry support tanks and was very welcome to Soviet infantry units as it provided them with a light and mobile universal support weapon. The vehicle was meant to be part of three battlefield roles - a light assault gun, a mobile tank destroyer, or a mobile artillery gun as the weapon could be fired indirectly at a range of 17 km. The vehicle was fairly lightweight and produced low ground pressure, enabling it to pass through terrain unsuitable for heavier vehicles. Its gun could utilize a multitude of ammunition types, aside from standard high explosive ammunition, it could use fragmentation, shrapnel, incendiary and smoke rounds. As a tank destroyer, the gun was sufficient against German light and medium tanks such as [[Pz.III F|Panzer III]] or [[Pz.IV F1|Panzer IV]]. The introduction of the APCR and HEAT rounds then enabled SU-76M units to engage even heavier [[Panther D|Panther]] and [[Tiger H1|Tiger tanks]] with some success, though crew manuals instructed the gunner to try to hit the tracks or gun barrels before these rounds were made.&lt;br /&gt;
&lt;br /&gt;
The vehicle also proved itself effective in an urban environment, where it was used as an assault gun for direct fire against enemy strong points and fortifications. The open-topped casemate made the crew vulnerable to snipers and hand grenades, but it also made the communication between vehicle commander and any accompanying infantry easier. Plus, it was found that the open compartment actually helps against the German infantry anti-tank weapon Panzerfaust, where a closed space would ensure the death of the crew members from the blast concussion amplified in the closed space. The SU-76M's low ground pressure from its weight made it one of the only Soviet vehicles able to operate in swampy terrain, which was extremely helpful during the Belarus Campaign in 1944, allowing the vehicle to attack through swamps in raids. This allowed the Soviets to bypass German defensive areas on more suitable terrain with support of an assault gun accompanying the light infantry. One famous SU-76M user was Rem Nikolaevich Ulanov, who was famous World War II veteran and his crew called their SU-76 the &amp;quot;Columbina&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After the end of World War II, the SU-76M was phased out of production, but many of them were exported to other countries, such as China, Cuba, North Korea, North Vietnam or Czechoslovakia, where they would be used in conflicts such as the Korean and Vietnam War against the US and their allies.&lt;br /&gt;
&lt;br /&gt;
===Survivors===&lt;br /&gt;
Due to the large quantity produced and usage after World War II, many are found in intact conditions today in various locations around the world. Some could even be found as war monuments for the Soviet and German memorials.&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The SU-76M was created based on the T-70M light tank as a mobile infantry escort. In the front of the vehicle, the driver was seated on the left and the engine compartment was on the right. The fighting compartment was in the rear of the vehicle, in a cabin open at the top and partially open at the rear. The vehicle's crew consisted of 4 people. The vehicle's commander and loader sat on the right of the armoured cabin, and the gunner sat to the left of the cannon.&lt;br /&gt;
&lt;br /&gt;
The SPG was armed with a 76.2 mm ZiS-3 cannon. Placing the cannon in an armoured cabin simplified the production of these SPGs in comparison to manufacturing tanks, and allowed for them to be produced in a higher overall quantity. In 1944, when armoured vehicle production in the Soviet Union reached its height, around 25% of the overall number of full-track combat vehicles manufactured were SU-76Ms.&lt;br /&gt;
&lt;br /&gt;
The No. 38, No. 40 and GAZ factories mass-produced these vehicles. By 1945, these factories had produced 13,932 SU-76Ms in total. Consequently, the SU-76M became the most prolific Soviet SPG in World War II.&lt;br /&gt;
&lt;br /&gt;
Vehicles of this type were widely used in combat operations both as infantry support vehicles and as tank destroyers against enemy light tanks, medium tanks and SPGs. With different types of ammunition at hand, they were able to overwhelm infantry, artillery and armoured targets alike. A subcalibre round from the vehicle could penetrate 100 mm armour from a distance of 500 metres.&lt;br /&gt;
&lt;br /&gt;
These SPGs gained an excellent reputation in battle. As a vehicle of its class, the SU-76M was practically equal in all regards to its foreign counterparts.&lt;br /&gt;
&lt;br /&gt;
After the war, the vehicles served in the Soviet Army until the beginning of the 50s, and in the DPRK army throughout the 50s.&lt;br /&gt;
{{Navigation-End}}&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=ussr_su_76m_1943 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|wZar3Fv4drE|'''SU-76M: Soviet Artillery Spam''' - ''Military History Visualized''}}&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;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[Ikv 72]]&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/3291/current|[Vehicle Profile] SU-76]]&lt;br /&gt;
* [[wikipedia:SU-76|[Wikipedia] SU-76]]&lt;br /&gt;
* [https://www.tanks-encyclopedia.com/ww2/soviet/soviet_SU-76.php &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; SU-76]&lt;br /&gt;
* [https://www.militaryfactory.com/armor/detail.asp?armor_id=284 &amp;lt;nowiki&amp;gt;[Military Factory]&amp;lt;/nowiki&amp;gt; Su-76 (Suchka)]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer GAZ}}&lt;br /&gt;
{{USSR tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AuF1&amp;diff=185679</id>
		<title>AuF1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AuF1&amp;diff=185679"/>
				<updated>2024-04-27T14:05:56Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_amx_30_auf_1&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 '''AMX-30 AuF1 Canon Automoteur de 155 GCT''' is the first variant of the AMX-30 AuF1 self-propelled guns family. Although it is an entirely new family, it is closely related to the [[AMX-30 (Family)|AMX-30 main battle tank family]], particularly the [[AMX-30 (1972)|AMX-30B]] and [[AMX-30B2]] variants. The vehicle was built on the AMX-30 main battle tank chassis to offer tactical artillery support to units in the French Army, who designated it the AMX-30 AuF1. The vehicle is mounted with a 155 mm CN 155 AuF1 howitzer and an autoloader, with a maximum range of 30 kilometres and a rate of fire of eight rounds per minute. The vehicle is equipped with 42 rounds of ammunition in combustible cartridge casings. The decision to develop a self-propelled howitzer dates back to 1969, with the first prototype produced in 1972. By 1979, seven prototypes and six pre-series vehicles had been built, followed by the manufacture of 110 vehicles. This order was later raised to a total of 190 units.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;La Royale&amp;quot;]], the AMX-30 AuF1 is a robust and powerful vehicle with extremely effective shells, but it is not without cost. Owing to its low muzzle velocity, this vehicle excels in close and medium-range engagements but struggles with long-range targets. Furthermore, due to its incredibly thin armour, even heavy machine guns can destroy it, thus it is important that players have keen tactical awareness when playing such a vehicle. When utilized appropriately, this vehicle can instantly knock out even the most strongly armoured targets, and its proximity fuse shell has the potential to take out a lightly armoured vehicle even behind the cover.&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;
The AMX-30 AuF1 has very thin armour that offers little protection against anti-tank weapons. It can only resist small arms fire such as 7.62 mm machine guns and shrapnel. The turret armour is only 20 mm thick, which makes it vulnerable to heavy machine gun fire that can easily knock out the gunner and other crew members. The engine in the rear of the hull may sometimes absorb some shots, but it is not a reliable defence.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the AuF1's weak armour may sometimes survive solid shot shells such as AP, APCR and APDS, but be careful - these shells may damage the vertical aiming drive even if they don't knock out the gunner, making the tank unable to fire back. Therefore, avoid getting hit and use the tank's excellent mobility to disengage.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&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 || 30+8 mm (68°-76°) ''Upper'' &amp;lt;br&amp;gt; 30 mm (45°) ''Lower'' || 20+[4-20] mm ''Top'' &amp;lt;br&amp;gt; 30 mm ''Bottom'' || 30 mm || 10 - 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 20 mm (35°) ''Turret front'' &amp;lt;br&amp;gt; 20-30 mm ''Gun mantlet'' || 20 mm || 20 mm || 20 mm (79°-90°)&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 20 mm || 20 mm || 20 mm || 20 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&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;
The AuF1 is a fast tank for its battle rating, based on the AMX-30 chassis. It has a great reverse gearbox that helps it escape from danger, and it can use smoke grenades to cover its retreat. However, it is not as fast as light tanks, and it does not accelerate as well as a [[Leopard (Family)|Leopard]] or [[STB-1]]. Therefore, it is not a good idea to rush to capture points at the beginning of the map.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,022|rbMinHp=637}}&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|GCT F1 (155 mm)}}&lt;br /&gt;
&lt;br /&gt;
The AMX-30 AuF1 is a self-propelled howitzer that features the 155 mm CN 155 AUF1 gun, which has a high rate of fire and a long range, but lacks some options. The gun can fire three types of rounds in-game, namely:&lt;br /&gt;
&lt;br /&gt;
* OE 155 56 - A standard high-explosive shell&lt;br /&gt;
* M107 (PF) - A high-explosive shell with a proximity fuse&lt;br /&gt;
* M110 - A smoke shell&lt;br /&gt;
&lt;br /&gt;
The gun is mounted on a fully traversable turret with an autoloader, which enables the AMX-30 AuF1 to fire 8 rounds per minute.&lt;br /&gt;
&lt;br /&gt;
The howitzer performs well, with the second fastest reload time among the cannons of its calibre and a decent muzzle velocity, faster than both the [[Type 75 SPH]] and the [[2S3M]]. However, the main HE shell is slower than both the [[G6|G6 'Rhino']] and [[Bkan 1C]], and also has less explosive filler. It can still destroy any lightly armoured vehicle with a direct hit and severely damage or destroy heavily armoured vehicles with proper aiming. For heavy targets, remember to aim at exposed positions such as the cupola or the turret cheek to destroy the tank, and if at the side, aim at the roadwheels of a the tank to finish it off.&lt;br /&gt;
&lt;br /&gt;
The AuF1 also has access to the M107 (PF) shell, which is a high-explosive shell that detonates automatically when it gets close to a tank or plane, creating an explosion above the roof of the enemy vehicle, similar to a top attack missile. However, it will also detonate on any terrain feature, such as a rock, a hill, or even the ground. This, along with its 3 m trigger radius, makes it ineffective against vehicles hiding behind cover, but effective against planes. The proximity fuse only works past 300 m, so against closer targets, the shell acts like a standard HE shell, but with more explosives and a lower velocity. In these situations, it might be better to use the HE-VT shells to ensure destruction.&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;5&amp;quot; | [[GCT F1 (155 mm)|155 mm GCT F1]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Autoloader&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 42 || rowspan=&amp;quot;2&amp;quot; | -4°/+66° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 8.8 || 12.2 || 14.8 || 16.4 || 17.4 || rowspan=&amp;quot;2&amp;quot; | 7.50&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 6.0 || 7.0 || 8.5 || 9.4 || 10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:GCT F1 (155 mm)/Ammunition|M110, OE 155 56, M107 (PF)}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&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;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''42''' || 1&amp;amp;nbsp;''(+41)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)}}&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;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 800 (200) || 575 || -10°/+45° || ±41°&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
This vehicle is quite versatile and powerful with its high explosive and fuze shells, however it comes at a cost. The AuF1 is the very definition of a glass cannon: this vehicle is incredible at close and medium range engagements, but has troubles sniping long distances on account for its subpar muzzle velocity. Awareness of the battlefield is required while playing this vehicle, as it has such little armour that heavy machine guns can easily penetrate. Used right, this vehicle can be a significant asset to the battlefield as a well aimed shot can instantly take down even the most armoured of targets, and its proximity fuze shell has a chance of taking out a lightly armoured vehicle even behind cover.&lt;br /&gt;
&lt;br /&gt;
On the chance that its HE shell does not incapacitate the enemy target, the fast reload speed of 7.5 seconds allows you to lob another shell to finish them off, and your speedy reverse allows you to disengage if the enemy tank starts to target you.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to become familiar with large maps, as at this tank's battle rating they become far more common. Experiment on large maps using some landmarks to help with long distance aiming, and do not forget to make use of your rangefinder. However, remember that the tank possesses a subpar depression of -4 degrees, which reduces your capability to fight in hilly maps and means that you will have to expose a significant portion of your tank before you can engage an enemy.&lt;br /&gt;
&lt;br /&gt;
The AuF1 has an almost unique ability to annihilate lightly armoured tanks that are hiding behind cover completely, which is usually something only an ATGM carrier can do. The HE-VT can explode over the light vehicle thanks to its proximity fuze, if it is more than 3 m above the ground and it does not detonate on a rock or other feature of the map. Additionally, the shell must still fly at least 300 m away from your tank to activate, so it will not work at close range. Additionally, these proximity fuze shells can also be used to take down aircraft in conjunction with your 12.7 mm machine gun, meaning you are not helpless against aerial threats.&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;
* Speedy 7.5 s auto-loader, reloads faster than all Soviet that you will encounter such as the T-44-100 and T-54 and most other tanks&lt;br /&gt;
* Unlimited ready rack,  the total ammo load (42 shells) is part of the first-stage auto-loaded ammo stowage&lt;br /&gt;
* Relatively great mobility for an SPH with the same forward and reverse speed, thanks to a reversible gearbox&lt;br /&gt;
* Possess modern smoke grenades that explode in the air, allowing to disengage a sticky situation quickly&lt;br /&gt;
* Crew is relatively spaced out&lt;br /&gt;
* High-explosive shell usually one shots any tank regardless of armour, and HE-VT shell can kill planes relatively easily&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very large target, you will likely be targeted first&lt;br /&gt;
* The whole back end of the turret is an ammo rack&lt;br /&gt;
* Horizontal and vertical drives are very often knocked out&lt;br /&gt;
* Slow targeting speeds for the turret/gun&lt;br /&gt;
* High-explosive shell can be sometimes inconsistent, careful aiming is required at weak spots such as cupola&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 AMX-30 AuF1 is a French self-propelled gun that was developed in 1969 by Giat Industries (now Nexter) and entered service in the late 1970s. It is based on the [[AMX-30 (Family)|AMX-30]] main battle tank chassis, and was originally designed as a replacement for the ageing Mk F3 155 mm, which lacked features such as a traversable turret and NBC protection for its crew. Additionally, the Mk F3 155 mm could also carry only two of the four crew members needed to operate it, while the other two had to be transported in support vehicles, qualities the French Government deemed unsuitable by the 1960s.&lt;br /&gt;
&lt;br /&gt;
After a 9-year development period, the AMX-30 AuF1 was first delivered to the Saudi Arabian Army in 1978, which used it in the Iran–Iraq War. The French Army received its first units later, in 1980, and deployed them in regiments of 18 guns each. The AMX-30 AuF1 also saw combat with the Iraqi Army, which acquired some variants from France in July 1979.&lt;br /&gt;
&lt;br /&gt;
The AMX-30 AuF1 has been upgraded several times, with improvements such as a new engine, a new transmission, and a new kinetic energy penetrator. The latest version, the AuF2, has a longer 52-calibre gun and a thermal sight.&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=fr_amx_30_auf_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|XeURzre6VU0|'''The Shooting Range #357''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&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;
''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 vehicles;''&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/8265-development-au-f-1-fire-fire-fire-en|[Devblog] Au F.1: Fire! Fire! Fire!]]&lt;br /&gt;
* [http://www.army-guide.com/eng/product574.html Army Guide- AMX 30 AuF1]&lt;br /&gt;
&lt;br /&gt;
{{France tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=185384</id>
		<title>Zerstörer 45</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=185384"/>
				<updated>2024-04-20T00:10:22Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Added info for survivability and pros/cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_flakpanzer_zerstorer_45&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}} German SPAA {{Battle-rating}}. It was introduced in [[Update &amp;quot;Alpha Strike&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;
The Zerstörer 45 is overall not very armored, and the armor is does have is weak. The Panzer IV hull on which this vehicle is based is the most armored part, but really only provides adequate protection from machine gun fire, since every armor-piercing shell you face at 6.0+ will go right through it easily. The gun crew is completely exposed with sides down, and raising the sides only meaningfully increases protection against 8mm or smaller rounds. &lt;br /&gt;
&lt;br /&gt;
Because of overpressure, any stray high-explosive shell will make quick work of this vehicle, in addition to automatic fire. &lt;br /&gt;
&lt;br /&gt;
It's best to use this vehicle's potent weaponry to kill or cripple any incoming tanks or aircraft, before they can aim towards you - almost always a death sentence.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&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 || 50 mm || 30 mm || 20 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 16 mm || 16 mm&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&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;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&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|MK103/38 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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.''&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; | [[MK103/38 (30 mm)|30 mm MK103/38]] (x4) || 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; | 840 (30) || rowspan=&amp;quot;2&amp;quot; | 450 || rowspan=&amp;quot;2&amp;quot; | -7°/+80° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | No || __._ || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| __._ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''M.Gr.:''' {{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''Pz.Gr.:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''Pz.Gr. H:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:MK103/38 (30 mm)/Ammunition|HEI-T, AP-I, HVAP-T}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&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;
! 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;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''28''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
''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).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Effective penetration with Pzgr. H&lt;br /&gt;
* Optional fold-up sides to add some protection for crew&lt;br /&gt;
* Pz.Gr.H belts are very capable of penetrating light vehicles from the front and sides and is also capable of penetrating some medium vehicles from the sides and back&lt;br /&gt;
* M.Gr belts are very effective in the vehicle's intended role of defending against close air attacks&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Virtually no armor/exposed crew -&amp;gt; sides down makes crew susceptible to any caliber of MG, with sides up can be penetrated with 12.7mm+ not uncommon at 6.0+, also very vulnerable to explosives&lt;br /&gt;
&lt;br /&gt;
* Panzer IV chassis -&amp;gt; limited mobility and protection&lt;br /&gt;
* Slow reverse speed -&amp;gt; harder to get out of dangerous situations or reverse into cover&lt;br /&gt;
&lt;br /&gt;
*&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;
''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).''&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/8779-development-zerstorer-45-a-new-wind-en|Devblog]] ===&lt;br /&gt;
In parallel to the development of the Flakpanzer IV ‘Wirbelwind’, equipped with a quadruple 20 mm turret, the Ostbau Werke company also produced a second variant in November 1944. This version was then outfitted with the same quadruple mount but armed with modified 30 mm MK 103 cannons instead. Initially, firing tests of the turret were conducted on a Flakpanzer IV ‘Möbelwagen’ chassis. In December however, two dedicated prototypes were constructed using the chassis of the existing Panzer IV Ausf. H medium tanks.&lt;br /&gt;
&lt;br /&gt;
Despite the work done however, the Zerstörer 45 never made it past the prototype stage as the factories of the Ostbau Werke got destroyed in the final months of the war and thus a full-scale production became impossible.&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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;
''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;
* Prototype in the German SPAAG series of vehicles (FlakPanzer)&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/8779-development-zerstorer-45-a-new-wind-en|[Devblog] Zerstörer 45: A New Wind]]&lt;br /&gt;
&lt;br /&gt;
{{Germany anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Csaba&amp;diff=173378</id>
		<title>Csaba</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Csaba&amp;diff=173378"/>
				<updated>2023-09-25T18:21:41Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Added specific armor values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_39m_csaba&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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 '''39.M. Csaba (t͡ʃɒbɒ)''' was a Hungarian armoured car designed by Nicholas Straussler. During World War II, it was manufactured for the Royal Hungarian Army and saw extensive use on the Eastern Front against the Soviet Union. The armoured car is based on the Alvis AC2 armoured car and is named after Attila the Hun's son. Following successful trials in 1939, the Hungarian Army ordered 61 vehicles, followed by an additional order for 40 vehicles in 1940. Twenty of them were used as combat vehicles, with the others serving as armoured command and reconnaissance vehicles. The 39.M Csaba was armed with a 20 mm Solothurn QF.36M anti-tank autocannon and a coaxial 8 mm Gebauer 1934/37M light machine gun installed in an armoured turret. The coaxial 8 mm Gebauer machine gun carried 3000 rounds in 100-round ammunition belts, while the 20 mm Solothurn QF.36M anti-tank autocannon carried 200 shells in 5 shell capacity magazines, totalling 40 magazines. The vehicle also had a removable anti-aircraft 8 mm Solothurn light machine gun that was fired from the rear hatch. The crew could dismount and carry this LMG while conducting foot reconnaissance. It also had two driving positions, one in the front and one in the back.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]], the 39.M. Csaba is a starter vehicle of the Italian Army's ground forces. Its high mobility helps players easily explore the map and quickly flee from danger. The 20 mm Solothurn QF.36M anti-tank autocannon has a quick reload but no fully automatic firing mode. As a tiny, armoured car developed for reconnaissance, it has a low profile and may readily set up an ambush for enemies early in conflicts. Unfortunately, players playing 39.M. Csaba will struggle to defeat opponent tanks due to the lacklustre penetration and poor post-penetration effects. Furthermore, given the poor armour and cramped interior, any penetrating rounds, even from heavy machine guns, are almost always fatal.&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;
''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.''&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&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 || 13 mm (58°) ''Upper''  &lt;br /&gt;
7 mm (13°) ''Lower'' &lt;br /&gt;
| 7 mm (47°) ''Top'' &amp;lt;br&amp;gt; 7 mm (26°) ''Bottom'' || 7 mm (72°) ''Top'' &lt;br /&gt;
7 mm (15-33°) ''Bottom'' &lt;br /&gt;
| 7 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 10 mm (7°) ''Turret front'' &amp;lt;br&amp;gt;10 mm ''Gun mantlet'' || 10 mm (17°) || 10 mm (36°) || 7 mm (72-90°)&lt;br /&gt;
|-&lt;br /&gt;
| Cupola &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&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;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&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|Solothurn QF.36M (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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.''&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; | [[Solothurn QF.36M (20 mm)|20 mm Solothurn QF.36M]] || 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; | 200 (5) || rowspan=&amp;quot;2&amp;quot; | 60 || rowspan=&amp;quot;2&amp;quot; | -10°/+25° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || __._ || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| __._ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Solothurn QF.36M (20 mm)/Ammunition|20 mm 36M pancelgranat}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&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;
! 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;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|34/40M (8 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''&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;5&amp;quot; | [[34/40M (8 mm)|8 mm 34/40M]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| || ___ (___) || ___ || __° || __°&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
''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).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Reverse gearbox allows it to retreat from danger or reposition quickly&lt;br /&gt;
* Fast 1-sec reload speed lets it fire rapid follow-up shots&lt;br /&gt;
* Relatively high topspeed especially on paved roads&lt;br /&gt;
* Small profile makes it hard to get spotted and shot at&lt;br /&gt;
* Geometric hull might bounce some bullets with luck&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely low survivability due to thin armor and cramped interior&lt;br /&gt;
* 20 mm shell has limited explosive filler, making spacious tanks (e.g. [[LVT(A)(1)|LVT(A)]], [[Pz.IV C|Pz.IV]]) hard to destroy&lt;br /&gt;
* Cannon has poor penetration (34 mm at most) especially as range increases, restricting its capacity&lt;br /&gt;
* Low weight, easily stopped by obstacles like small trees and fences&lt;br /&gt;
&lt;br /&gt;
*&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;
''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).''&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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;
''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 vehicles;''&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;
''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;
{{Italy light tanks}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=34/40M_(8_mm)&amp;diff=173362</id>
		<title>34/40M (8 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=34/40M_(8_mm)&amp;diff=173362"/>
				<updated>2023-09-25T18:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: added Csaba&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:30-40M.png|x280px|thumb|right|The 34/40M inside of the Toldi IIA turret]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|it_toldi_II_a}}&lt;br /&gt;
* {{Specs-Link|it_41m_turan_2}}&lt;br /&gt;
* [[Csaba]]&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
{{Tank machine guns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank machine guns]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SPS-255&amp;diff=171872</id>
		<title>SPS-255</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SPS-255&amp;diff=171872"/>
				<updated>2023-09-12T22:48:38Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: added lots of info, made a few things clearer and more well done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:SPS-255 (Special Purpose Sherman)}}&lt;br /&gt;
[[File:Events SPS-255statcard.jpg|framed|right]]&lt;br /&gt;
&lt;br /&gt;
==SPS-255==&lt;br /&gt;
[[File:Events SPS-255x-ray.jpg|thumbnail|left|X-Ray view of the SPS-255]]&lt;br /&gt;
&lt;br /&gt;
The Special Purpose Sherman SPS-255 was a special tank added during the [[Unrealistic_Battles|Unrealistic Battles event]] on 1st April, 2015. The tank consisted of an inflatable rubber skin, painted to resemble the markings and external elements of an M4A2 Sherman, with the supporting structure made of wooden planks. It was powered by 4 crew members on bicycles in the hull in place of a real engine and drive train. The SPS-255's primary armament was a training version of the M4A2's 75mm M3 cannon, the 100mm M4 cannon. It could fire Potato AP or Carrot HVAP ammunition, both with very low velocities and high arcs, from a &amp;quot;rack&amp;quot; of 200 total rounds. Because the event featured a health system, most critical components of other tanks are not modeled in detail, and thus it also did not have access to Repair Kits, FPE or Crew Replenishment. The appearance of this vehicle was based on real-life decoy M4 Sherman tanks used during Operation Bodyguard before D-Day in 1944.&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/2974--en|Unrealistic Battles/SPS-255 announcement article]]&lt;br /&gt;
* [http://coub.com/view/5p72a COUB short video of SPS-255 in action during Unrealistic Battles]&lt;br /&gt;
&lt;br /&gt;
[[Category:April fool's day]]&lt;br /&gt;
[[Category:Removed vehicles]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Tank_ammunition&amp;diff=168893</id>
		<title>Tank ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Tank_ammunition&amp;diff=168893"/>
				<updated>2023-08-12T00:59:39Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /*  High-Explosive (HE) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throughout the past century of tank development, a large range of ammunition types have been produced and seen combat. As time progressed, technology improved and rounds also improved in terms of lethality, accuracy and ballistic performance. Despite this, most rounds can be categorised under one of two primary categories: '''kinetic''' rounds and '''chemical''' rounds; and further under a variety of subcategories.&lt;br /&gt;
&lt;br /&gt;
== Kinetic energy shells ==&lt;br /&gt;
'''Kinetic rounds''' penetrate and deal damage based on a number of factors; shell type, projectile mass, round velocity and material hardness. Mass, shell type and hardness are constants, but velocity reduces with distance travelled and as such at longer ranges kinetic rounds will lose penetration ability and in some cases post-penetration efficacy. Most kinetic rounds can hit targets through lighter obstacles - trees, walls and some buildings. Under the right circumstances, solid kinetic rounds can penetrate multiple vehicles along their trajectory.&lt;br /&gt;
&lt;br /&gt;
=== Solid Armour-Piercing Rounds ===&lt;br /&gt;
Solid AP rounds are a kinetic munition that utilise a hardened metal (often steel) shell with full-calibre diameter. The result is a simple, yet effective anti-tank round that will punch through armour with high equivalent thickness values, while retaining reasonable post-penetration effects which, when well-placed, can deal significant internal damage to components and crew directly within the shrapnelling path. The amount of spalling generated by a successful AP penetration depends on the shell mass and thickness of the penetrated armour and modules. Generally, solid AP does not stop until it has exhausted all of its force and is capable of passing through an entire vehicle if this energy is not fully expended.&lt;br /&gt;
==== Armour-Piercing (AP) ====&lt;br /&gt;
[[File:Icon rnd ap.png|left|frameless]] Armour-Piercing is a basic solid steel shot which is entirely reliant on kinetic energy to penetrate and deal damage. Providing the round possesses enough energy to penetrate any given armour, it will deal internal damage from steel fragments and spalling of the internal surfaces which can damage vehicle components, stored ammunition and crew members.&lt;br /&gt;
&lt;br /&gt;
''AP is a standard early World War II ammunition for many nations. In War Thunder, AP rounds should be used as a general use anti-armour round, with careful round placement to maximise post-penetration damage. Some nations, such as the British, have modified versions of AP, usually denoted by a &amp;quot;HV&amp;quot; in the name, which is launched at a higher velocity than standard AP rounds, resulting in higher penetration potential.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, Capped (APC) ====&lt;br /&gt;
[[File:Icon rnd apc.png|left|frameless]] APC rounds have a nose cone (or cap) of softer metal which is fixed to the front of the solid shot. When this strikes the target armour the shock of the impact is transferred away from the tip of the round to the neck, helping prevent shattering. Additionally, the cap will collapse on contact with armour and the deformation will cause the round to angle towards the armour, more efficiently directing energy into the armour and improving the angled performance of the round. A downside of the cap is a decrease in long-range accuracy due to the cap interfering with the shell's aerodynamics.&lt;br /&gt;
[[File:APC Normalization.gif|thumb|Display of shell normalization as an effect of a capped (APC) shell (clickable gif)]]&lt;br /&gt;
&lt;br /&gt;
''APC is commonly found as a mid-tier shell for both the British and French on their mid-to-late WW2 vehicles. In War Thunder, APC is best used as a short-to-mid range round for combatting angled armour that regular AP rounds may not easily penetrate.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, Ballistic Capped (APBC) ====&lt;br /&gt;
[[File:Icon rnd apbc.png|left|frameless]] APBC rounds utilise a ballistic cap, designed to improve aerodynamic performance and hence round performance at longer ranges. The cap usually utilises a soft or brittle metal which collapses on impact and does not aid penetration or angled performance.&lt;br /&gt;
&lt;br /&gt;
''APBC is found on some early Soviet vehicles, but is relatively uncommon otherwise compared to APCBC. In War Thunder, APBC is best used as a longer-range alternative to APC or APHE rounds which often exhibit less favourable ranged performance.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, Capped, Ballistic Capped (APCBC) ====&lt;br /&gt;
[[File:Icon rnd apcbc.png|left|frameless]] APCBC rounds combine the standard cap and the ballistic cap, improving the round's aerodynamic and penetration performance. As such, APCBC rounds tend to exhibit the best all-round characteristics of any conventional kinetic rounds.&lt;br /&gt;
&lt;br /&gt;
''APCBC is a common shell for British, French and American mid-to-late WW2 vehicles. US rounds usually have explosive filler, acting like an APHEBC shell, while British and French rounds don't. The APCBC should be the preferred option given a selection of full-calibre solid shot rounds, when available, and should be situationally switched for APHE rounds when they're available.''&lt;br /&gt;
&lt;br /&gt;
=== HE-Filled Armour-Piercing Rounds ===&lt;br /&gt;
HE-Filled Armour-Piercing Rounds take the concept of armour-piercing rounds and add a deadly twist - a quantity of HE filler on a timed fuse, designed to explode after a successful penetration. While the concept sacrifices some structural integrity and thus penetrating power, the destructive ability of an APHE round is nearly unrivalled. The fuse only activates if the shell collides with a surface of reasonable thickness, mostly dictated by shell calibre - though there are exceptions with a slower or faster fuse. After the fuse activates, the contained explosive will be ignited after passing a specified distance, resulting in significantly increased internal damage to a target. Vehicles with rolled homogeneous armour side skirts of reasonable thickness can detonate fast fuse APHE early, sometime avoiding internal damage entirely. Tanks with large or numerous modules directly behind weak spots (for example, front-mounted transmissions) can block the entire round from further penetration, or simply block the post-penetration effect from passing. Keep this in mind, and try to aim for locations that will allow detonation as centrally within the target as possible.&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, High-Explosive (APHE) ====&lt;br /&gt;
[[File:Icon rnd aphe.png|left|frameless]] APHE rounds utilise a similar form to AP rounds, but incorporate a small chamber of high-explosive filler within the round. This often slightly reduces the round's mass and construction strength and as such APHE rounds tend to exhibit slightly worse penetration performance than their solid shot counterparts. However, upon successful penetration, APHE rounds often cause significantly more damage within a vehicle. APHE rounds have a fuse which will only activate on sufficiently thick armour.&lt;br /&gt;
&lt;br /&gt;
''APHE is primarily found on Soviet, German and Japanese vehicles earlier in the tech tree, and on a selection of earlier American vehicles. It should be prioritised for use when penetration is highly likely, or switched for AP or APCR if improved penetration is required.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, High-Explosive, Ballistic Capped (APHEBC) ====&lt;br /&gt;
[[File:Icon rnd aphebc.png|left|frameless]] APHEBC rounds, similarly to APHE, utilise APBC concepts with the addition of high-explosive filler. Again, the rounds tend to exhibit slightly worse penetrative performance than their solid shot brethren, but significantly more post-penetration damage. APHEBC rounds have a fuse which will only activate on sufficiently thick armour.&lt;br /&gt;
&lt;br /&gt;
''APHEBC is primarily found on Soviet and Italian vehicles earlier in the tech tree as a mid-tier round, and on some American and German vehicles. It's ideally used against targets where angled performance is required and HE filler is preferable.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, High-Explosive, Capped, Ballistic Capped (APHECBC) ====&lt;br /&gt;
[[File:Icon rnd aphecbc.png|left|frameless]] APHECBC rounds utilise standard APCBC designs with added explosive filler. APHECBC is often referred to as APCBC in-game, and can be identified instead by the graphic or the explosive filler content on the round's stat card. As with other APHE rounds, APHECBC significantly improves the post-penetration lethality over that of a standard APCBC round. APHECBC rounds have a fuse which will only activate on sufficiently thick armour.&lt;br /&gt;
&lt;br /&gt;
''APHECBC is found throughout the Soviet tech tree as a high-tier round, and on some Japanese, American and German vehicles. APHECBC should be used preferentially and interchangeably with a high-penetration round where available.''&lt;br /&gt;
&lt;br /&gt;
==== Anti-Concrete (AC) ====&lt;br /&gt;
[[File:Icon_rnd_ac.png|left|54px|frameless]] AC rounds are designed as an anti-emplacement ammunition. Their intended role was to penetrate reinforced concrete and detonate inside the fortified positions (bunkers, pillboxes). It works like an APHE round but has an atypically high explosive filler capable of causing overpressure and severe spalling. &lt;br /&gt;
&lt;br /&gt;
''The Anti-Concrete round is found on the Lancia 3Ro (100/17) tank destroyer. It can be used like an APHE round.''&lt;br /&gt;
&lt;br /&gt;
=== Sub-Calibre Armour-Piercing Rounds ===&lt;br /&gt;
Sub-Calibre AP rounds are, essentially, what they say on the label - the penetrator itself is of a smaller calibre than the gun barrel, using a sabot to make up the calibre difference. How the sabot is handled is dependent on the type of round - it may be either discarding or non-discarding. Sub-calibre rounds sacrifice post-penetration effectiveness for high round velocities and high penetration values.&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, Composite, Rigid (APCR) ====&lt;br /&gt;
[[File:Icon rnd apcr.png|left|frameless]] APCR rounds often use tungsten carbide or other extremely hard metals as a sub-calibre penetrator, wrapped within a softer full-calibre sabot - the APCR concept is essentially a predecessor to the APDS design. Upon impact, the soft shell will deform, allowing the hard metal penetrator contained within to penetrate the target's armour with force spread over a smaller surface area, resulting in significantly better penetration ability. APCR rounds often suffer due to their more concentrated post-penetration damage, as well as faster penetration drop-off over range than a standard AP round of the same calibre. Due to their design, APCR perform extremely poorly when fired upon angled armour, and will ricochet on much smaller angles than AP or APDS. &lt;br /&gt;
&lt;br /&gt;
''APCR is found throughout most tech trees, most commonly available to vehicles from mid-WW2 through to early cold war vehicles. APCR rounds are best used against minimally angled armour, where other rounds will be unable to penetrate.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, Discarding Sabot (APDS) ====&lt;br /&gt;
[[File:Icon rnd apds.png|left|frameless]] APDS rounds utilise a hard core as a sub-calibre penetrator, with a full calibre sabot. Unlike APCR rounds, APDS rounds discard their sabot after exiting the cannon barrel. The result is an extremely high-velocity round with particularly high penetration values and good ranged accuracy. Unlike APCR, APDS does not suffer when used against angled armour. APDS produces a minimal amount of post-penetration damage - this can be attributed to the shell degradation the thicker the armour it has to penetrate. The thicker the armour, the more it deteriorates and the less spalling it will cause. Once the round deteriorates far enough, it will shatter. This is especially apparent for small-calibre APDS, or when used against some extremely heavy vehicles. Due to this, careful aim is required when utilising APDS rounds to maximise their post-penetration effect.&lt;br /&gt;
&lt;br /&gt;
''APDS is first made available on post-WW2 British vehicles as well as Swedish WW2 vehicles such as the [[Lago I]], and is available to most vehicles in possession of a [[Royal Ordnance L7A1 (105 mm)|105 mm L7]]-derived cannon. In War Thunder, APDS is best used as a long-range round, with multiple shots often being a necessity due to the lack of post-penetration damage. APDS can be quite ineffective against lightly-armoured vehicles and the frontal armour of super heavy tanks.''&lt;br /&gt;
&lt;br /&gt;
==== Armour-Piercing, Fin-Stabilised, Discarding Sabot (APFSDS) ====&lt;br /&gt;
[[File:Icon rnd apfsds.png|left|frameless]] APFSDS is the pinnacle of the kinetic anti-armour rounds. As with APDS, APFSDS utilises an extremely hard penetrator and a discarding sabot, however the penetrator is usually significantly longer than that of APDS and incorporates fins for improved long-range ballistics. The additional penetrator length improves the post-penetration damage effects. APFSDS rounds are the most powerful kinetic rounds available in-game.&lt;br /&gt;
&lt;br /&gt;
''APFSDS is first made available to some late Rank V vehicles, and is mainly the primary round for most Rank VI or VII vehicles. Due to the extremely high velocity most APFSDS rounds are fired at, they are easy to aim and maintain their effective performance at even extreme ranges. APFSDS is quite ineffective against lightly-armoured vehicles and should be aimed at critical components to maximise their damage potential.''&lt;br /&gt;
&lt;br /&gt;
== Chemical energy shells ==&lt;br /&gt;
'''Chemical energy shells''' deal damage based on a chemical reaction, and unlike kinetic shells, their ability to penetrate and deal damage are unaffected by the shell's velocity. This means that target distance often doesn't affect the round's effectiveness. However, this also means that enemy tanks spaced and composite armour can be much more effective at preventing the damage, depending on the shell type used. Many chemical shells utilise extremely sensitive fuses and will detonate upon touching anything, while almost none of them can be fired through solid obstacles. Many chemical rounds have a very low muzzle velocity, reducing their effective range but allowing the user to launch them over terrain. &lt;br /&gt;
&lt;br /&gt;
=== High-Explosive Rounds ===&lt;br /&gt;
High-Explosive rounds are a simple shell packed full of a high-explosive material, primarily designed for anti-infantry and anti-emplacement applications. However, this translates surprisingly well when applied to light vehicles - significantly more so than armour-piercing rounds or in some cases even APHE rounds. Unfortunately, most HE-based rounds are relatively useless against well-armoured vehicles and force their user to target flaws in an enemy tank design.&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive (HE) ====&lt;br /&gt;
[[File:Icon rnd he.png|left|frameless]] High-Explosive rounds are primarily intended for use as an anti-infantry/anti-emplacement round, as their destruction power comes from the explosive filler in the shell. As such, HE rounds tend to have minimal armour-piercing capability and are better used against particularly lightly-armoured and open-topped vehicles. On occasion, it can prove effective against the side or roof of some lightly-armoured vehicles. High-calibre HE rounds may cause enough area damage to destroy a tank regardless of the round placement.&lt;br /&gt;
&lt;br /&gt;
''HE rounds are available to almost every vehicle in-game. However, low-calibre HE rounds are only effective against the most lightly-armoured targets, so against any other targets this type of round should only be utilised by vehicles with large-calibre guns (100 mm and above).''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive Time Fuse (HE-TF) ====&lt;br /&gt;
[[File:Icon rnd hevt.png|left|frameless]] HE-TF rounds use the simple concept of a timed fuse, resulting in an explosion at a pre-set range. While HE-TF rounds are no more effective than HE rounds against most heavy armour, they can be particularly effective against light vehicles with a known range or against aircraft (one of their original design uses).&lt;br /&gt;
&lt;br /&gt;
''HE-TF rounds are available to a number of vehicles originally designed for anti-air purposes, such as the [[YaG-10 (29-K)]] and the [[8,8 cm Flak 37 Sfl.]]. They're best used against aircraft by rangefinding the aircraft in question, setting the fuse range to a reasonable assumption based on the result and leading sensibly. They can be extremely effective against aircraft if used correctly, but are mostly ineffective against armoured vehicles.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive Variable Time Fuse [Self-Destroying] (HE-VT*) ====&lt;br /&gt;
[[File:Icon rnd he prx.png|left|frameless]] HE-VT rounds are an advanced round fitted with a specialised proximity fuse, designed to detonate the round upon reaching close proximity with a target. These are usually designed for anti-air applications, and are generally ineffective against most ground targets.&lt;br /&gt;
&lt;br /&gt;
''HE-VT rounds are available to some later anti-air vehicles, such as the [[OTOMATIC]], or some light tanks, like the [[Begleitpanzer 57]], and are capable of destroying aircraft or helicopters if the round passes within close proximity of the target. They are extremely effective against mid-ranged aircraft but cannot be relied upon for use against armour.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive Grenade ====&lt;br /&gt;
[[File:Icon grn he.png|left|frameless]] HE Grenades are specialised HE rounds designed to be fired from cannons which may not be otherwise capable of firing high-calibre rounds. They usually operate in a different manner to conventional cannon rounds, utilising a propellant rather than a charge, resulting in a relatively low round velocity and sub-par ballistics. However, this design has proven useful, as the low velocity can be used to sling rounds over small terrain deformations, onto weak roof armour, or into trenches or bunkers.&lt;br /&gt;
&lt;br /&gt;
''HE Grenades are available to vehicles with recoilless cannon designs or other non-standard cannon designs. They are generally as effective as an equivalent HE round, however have significantly lower muzzle velocity and as such are extremely inaccurate at long ranges. HE Grenades are found on various vehicles, such as the [[BMP-1]].''&lt;br /&gt;
&lt;br /&gt;
==== Anti-Personnel Fragmentation Grenade (VOG) ====&lt;br /&gt;
[[File:Icon rnd VOG-30.png|left|frameless|54x54px]] Anti-Personnel Fragmentation Grenades are grenades intended for use against infantry; they use a lightweight explosive charge alongside a thin casing to produce a large lethal radius via shrapnel. &lt;br /&gt;
&lt;br /&gt;
''The [[BMP-2M]] is equipped with an automatic grenade launcher. VOGs are useful as a substitute to pintle-mounted machine guns, able to destroy terrain elements like bushes, trees, and buildings. They are almost completely ineffective against tanks, lacking the required explosive filler and muzzle velocity.''&lt;br /&gt;
&lt;br /&gt;
==== Rocket (R) ====&lt;br /&gt;
{{main|:Category:Rocket launchers|l1=List of vehicles able to equip rockets}}&lt;br /&gt;
[[File:Icon spr rocket.png|left|frameless]] Rockets are unguided high-explosive self-propelled rounds which are often significantly higher calibre than standard tank cannons. They can be mounted as ancillary weaponry on some vehicles, or in some cases mounted on specialised rocket-carrier vehicles.&lt;br /&gt;
&lt;br /&gt;
''Rockets can be unreliable and inaccurate, but due to their often large calibre, large amount of HE filler, and ability to continuously launch them until the rack is empty, they can prove effective against some armoured vehicles. Rockets can be found either mounted ancillary to a conventional cannon, as on the [[RBT-5]] and [[Calliope]], or on dedicated rocket carriers such as the [[BM-13N]], [[U-SH 405]], and [[Type 75 MLRS]].''&lt;br /&gt;
&lt;br /&gt;
=== Anti-Emplacement Rounds ===&lt;br /&gt;
Anti-Emplacement rounds are designed specifically for combatting emplacements, however have proven to have some anti-tank value. They rely on different mechanics compared to normal rounds*, and can prove particularly ineffective against heavy armour.&lt;br /&gt;
&lt;br /&gt;
==== Shrapnel ====&lt;br /&gt;
[[File:Shrapnel Round Icon.png|left|frameless]] Shrapnel rounds are a chemical round utilising a thin shell and a chamber of metal fillings or ball bearings with a small explosive charge. Upon successful penetration, shrapnel rounds cause a significant amount of damage. However, due to the thin outer shell, shrapnel rounds only perform well against particularly light armour and are completely ineffective when used against even moderately armoured targets.&lt;br /&gt;
&lt;br /&gt;
''Shrapnel rounds are available exclusively to early Soviet vehicles. Shrapnel is exclusively useful against lightly armoured targets, and shouldn't be used against front-facing armour of any other tank.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive Squash Head (HESH) ====&lt;br /&gt;
[[File:Icon rnd hesh.png|left|frameless]] HESH rounds are designed as an anti-emplacement round. The squash head, usually comprised of some form of plastic explosive, is designed to squash onto a surface and detonate, causing the opposite side of the surface to rupture. If the given surface happens to be metal, this will often result in metal shards flying off the surface at high velocity. While in the past, HESH rounds have had improved performance on angled targets, their performance is now completely uniform at all ranges and angles. Recently due to the advent of &amp;quot;[[Damage mechanics#Overpressure|Overpressure]]&amp;quot;, HESH has benefited an increase in performance and increased lethality, even when failing to hit the target directly. HESH also has relatively low fuse sensitivity, therefore it can be launched through some foliage and weak obstacles without detonating, unlike HE or HEAT.&lt;br /&gt;
&lt;br /&gt;
''HESH rounds are available to most British vehicles from Rank V, and other vehicles in possession of an L7-derived gun. HESH should be primarily used against lighter armour or side armour, while specifically avoiding side skirts and any other forms of spaced armour, although occasionally the HE splash effect can cause unexpected results. HESH is completely ineffective against heavy armour or composite armour designs.''&lt;br /&gt;
&lt;br /&gt;
=== High-Explosive Anti-Tank Rounds ===&lt;br /&gt;
High-Explosive Anti-Tank (HEAT) rounds make use of shaped charges to penetrate armour, forcing superplastic metal through into the crew compartment, damaging crew and modules. HEAT rounds prove particularly effective at long ranges, as their method of action does not lose effectiveness with range. Unfortunately though, the fuse on a HEAT round must be extremely sensitive, causing the rounds to detonate even on bushes and wooden fences that other chemical rounds of high calibre have a chance to pass through. All HEAT-derived rounds have concentrated post-penetration damage, similar to APDS, which travels in a tight cone from the impact point. This often works in favor of the shell when a direct hit is achieved, in some cases allowing it to burn through modules such as frontally-mounted transmissions, dealing further damage to the vehicle's internals. This same effect can prove troublesome when a round collides on a sub-par angle or after penetration there's simply nothing within its cone of effect.&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive, Anti-tank (HEAT) ====&lt;br /&gt;
[[File:Icon rnd heat.png|left|frameless]] HEAT rounds are designed specifically as an anti-tank round. They operate with a shaped charge that uses an explosive to force superplastic metal through a vehicle's armour, causing internal damage to crew and modules.&lt;br /&gt;
&lt;br /&gt;
''HEAT rounds are available to a variety of WW2 German and Japanese vehicles, as well as higher-performance HEAT becoming available to some late French and American vehicles, as HEATFS rounds cannot be fired from rifled cannons. HEAT is limited in effectiveness and its usage should be carefully considered as many vehicles have armour it cannot penetrate. Due to its low velocity, HEAT often requires a high angle of attack and will arrive at a target on an angle - as such the often impressive 0° penetration statistics will often prove irrelevant, with angled penetration values being more accurate.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive, Anti-Tank, Fin-Stabilized (HEATFS) ====&lt;br /&gt;
[[File:Icon rnd heatfs.png|left|frameless]] HEATFS rounds are an improvement over the HEAT concept, using improved penetrative chemicals and utilising fins for improved ballistic performance. HEATFS rounds maintain their penetration values at all ranges, and are well-suited to long-range engagements. HEATFS rounds are particularly sensitive, and may detonate on light obstacles such as shrubs or fences.&lt;br /&gt;
&lt;br /&gt;
''HEATFS rounds become available to many nations from Rank V, although notably the British do not receive HEATFS at any stage due to its incompatibility with rifled cannons. At late Rank VI and Rank VII, HEATFS may prove ineffective in many cases due to the prevalence of ERA and composite armour. Despite this, it can still be used for ranged engagements against light tanks and medium tanks with insufficient ERA or composite protection, as particularly late HEATFS rounds have extremely high penetration power. High-calibre HEATFS rounds will cripple light tanks, while APFSDS is not as effective at it.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive, Anti-Tank, Fin-Stabilised, Proximity Fuse [Self-Destroying] (HEATFS VT*) ====&lt;br /&gt;
[[File:Icon rnd heatfs.png|left|frameless]]HEATFS VT rounds are specialised HEATFS rounds which utilise a proximity fuse to detonate when in close proximity to a target. They can be used to destroy low-flying aircraft or helicopters, while maintaining their effectiveness against ground vehicles utilising normal HEATFS technology.&lt;br /&gt;
&lt;br /&gt;
''HEATFS VT rounds are extremely specialised. They are available to only the [[M1A2 Abrams]] and have an identical icon to the standard HEATFS. They combine the anti-armour power of a standard HEATFS round with the anti-aircraft effectiveness of a HE-VT round. Their proximity fuse will detonate only above a specified altitude, so they can be used normally against other armoured vehicles.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive, Anti-Tank Grenade ====&lt;br /&gt;
[[File:Icon grn heat.png|left|frameless]] HEAT Grenades are specialised HEAT rounds, designed for use where normal tank rounds may not be possible to utilise. They often use a propellant rather than a standard charge, and as such suffer from low velocity and sub-par round ballistics. Despite this, they can prove effective against tanks due to their HEAT technology.&lt;br /&gt;
&lt;br /&gt;
''HEAT Grenades are available to vehicles with recoilless cannons or other non-standard cannon designs. Their effectiveness is similar to that of an equivalent HEAT round, however due to their low muzzle velocity they can be inaccurate at long ranges. HEAT Grenades are found on various light vehicles, such as the [[M50]], [[T114]], [[Type 60 SPRG (C)]], [[FIAT 6614]], [[R3 T106 FA]], and [[BMP-1 (Family)]].''&lt;br /&gt;
&lt;br /&gt;
=== Guided Missiles ===&lt;br /&gt;
Guided missiles utilise a guidance system (of various types, such as MCLOS, SACLOS, Radar, Heat-Seeking) to accomplish their intended role. They sacrifice round velocity for long-range precision. Different missile types are effective in different applications - some have anti-tank properties, while others are effective against air targets.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Tank Guided Missile (ATGM) ====&lt;br /&gt;
{{main|Anti-tank guided missiles}}&lt;br /&gt;
[[File:Icon spr atgm.png|left|frameless]] ATGMs largely utilise the same concept as HEAT, however they integrate some form of propulsion and are usually guideable, either manually (MCLOS) or semi-automatically (SACLOS). ATGMs usually pack a large amount of explosive and often have particularly powerful shaped charges. However, they require specialised equipment to fire and tend to be heavy, often resulting in long reload times, especially for hybrid vehicles.&lt;br /&gt;
&lt;br /&gt;
''ATGMs become available through Rank V, and are primarily carried by specialised ATGM carriers, although some tanks have ATGM-capable main cannons and some exceptional designs such as the [[Strv 81 (Rb.52)]] or the [[AMX-13 (HOT)]] mount ATGMs on ancillary pylons. ATGMs are powerful and SACLOS guided missiles are easily aimed, however they travel slowly and well-aware targets may be able to move into cover prior to the ATGM reaching them.''&lt;br /&gt;
&lt;br /&gt;
==== Anti-Tank Guided Missile, Overfly Top Attack (ATGM-OTA) ====&lt;br /&gt;
[[File:Icon spr atgm.png|left|frameless]] This missile's icon is the same as the normal ATGM, but its mechanism is completely different. It uses a proximity fuse to detonate '''above''' enemy tanks, sending the HEAT warhead right into the target's roof. Though this missile's penetration is rather low in the stats card, players should not be discouraged as tank's roof is one of the most lightly armoured area on all tanks. This missile type could also defeat tanks by overpressure effect alone, with a giant high-explosive warhead detonating through the top of tanks.&lt;br /&gt;
&lt;br /&gt;
''At the time of the writing, the TOW-2B (and foreign variants with different names) and the Swedish [[Rbs 56]] are the only top-down attack missiles in the game. The TOW-2B is carried by specialized ATGM carriers, like the [[Wiesel 1A2]] or the [[CM25|M113]], exception being made only to the [[M3A3 Bradley]] and [[Dardo]] IFVs, which carry it too as a secondary weapon. Players should try to aim the missile about 1 meter above the target, as higher may result in little to no damage, but aiming too low could also have the missile detonating too early which, again, would cause little to no damage.''&lt;br /&gt;
&lt;br /&gt;
==== Anti-Tank Guided Missile, Proximity Fuse [Self-Destroying] (ATGM-VT*) ====&lt;br /&gt;
[[File:Icon spr atgm prx.png|left|frameless]] Proximity ATGMs utilise proximity fuses to detonate when in close proximity to aircraft. This, combined with their guidance systems (SACLOS) allows them to be used effectively against low-flying aircraft or helicopters.&lt;br /&gt;
&lt;br /&gt;
''Proximity Fuse ATGMs can prove extremely effective against low-flying aircraft or helicopters, and utilise a similar proximity fuse concept to SAM missiles - although often ATGMs pack significantly more HE filler than SAMs do. ATGM-VT missiles are available to specialised ATGM carriers such as the [[Shturm-S]].''&lt;br /&gt;
&lt;br /&gt;
==== Anti-Tank Guided Missile, Tandem Charge (ATGM Tandem) ====&lt;br /&gt;
[[File:Icon spr atgm tandem.png|left|frameless]] Tandem ATGMs utilise a twin-stage warhead to overcome ERA - the first stage causes the ERA to detonate, while the second stage penetrates the armour below as normal. This concept does not work against NERA or composite armour.&lt;br /&gt;
&lt;br /&gt;
''Tandem ATGMs are effective against ERA-protected vehicles, and often have very high penetration values. Tandem charge ATGMs are available to high-rank Soviet or Russian ATGM carriers such as the [[Shturm-S]] and [[BMP-3]].''&lt;br /&gt;
&lt;br /&gt;
==== Anti-Tank Guided Missile, HE (ATGM-HE) ====&lt;br /&gt;
[[File:Icon spr atgm he.png|left|frameless]] HE ATGMs are a simplification of a standard ATGM; rather than a shaped HEAT charge, HE missiles simply utilise a large quantity of explosive to damage or destroy emplacements or light vehicles or other ATGM tanks.&lt;br /&gt;
&lt;br /&gt;
''HE ATGMs are only effective against light vehicles and missile carriers in most cases, despite packing large quantities of HE filler. They are available to specialised ATGM carriers such as the [[Shturm-S]].''&lt;br /&gt;
&lt;br /&gt;
==== Surface to Air Missile (SAM) ====&lt;br /&gt;
[[File:Icon spr sam.png|left|frameless]] SAMs are high-velocity anti-air missiles, designed specifically to combat aircraft using a variety of technologies; often including proximity fuses and radar or heat-seeking guidance.&lt;br /&gt;
&lt;br /&gt;
''SAMs are very effective at long distances against aircraft, particularly helicopters. They are often extremely high velocity and pack a large amount of HE filler for a powerful airburst effect. SAMs are available to specialised anti-air vehicles such as the [[ZPRK 2S6|2S6 Tunguska]] or the [[XM1069]], which, notably, has multi-purpose missiles that are also effective against armoured vehicles. Most SAMs pack less HE filler than an HE ATGM and are only reliably effective against lightly armoured ground vehicles.''&lt;br /&gt;
&lt;br /&gt;
=== Utility Rounds ===&lt;br /&gt;
Utility rounds are ineffective for use against other vehicles, but provide value in some sort of utility.&lt;br /&gt;
&lt;br /&gt;
==== Smoke ====&lt;br /&gt;
{{main|Smoke screen|l1=Smoke}}&lt;br /&gt;
[[File:Icon rnd smoke.png|left|frameless]] Smoke shells are not designed as a damaging shell, and largely consist of chemicals designed to create a smoke screen. The produced smoke has a limited lifetime.&lt;br /&gt;
&lt;br /&gt;
''Smoke shells are available to various vehicles throughout most tech trees, however their effectiveness is somewhat limited compared to dedicated smoke launchers. The main advantage of smoke shells is that unlike ESS or hull-mounted smoke canisters, they can be launched anywhere the equipped vehicle can aim, allowing for strategic placement for pushes or flanking manoeuvres, or simply firing at an enemy vehicle to force them to move from their position.''  &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;
;Videos&lt;br /&gt;
{{Youtube-gallery|TQEq6hjxGdM|'''The Shooting Range #292''' - ''Tactics &amp;amp; Strategy'' section at 07:52 discusses playing HE wielders.|srKv5v9zoGA|'''The Shooting Range #216''' - ''Special'' section at 08:28 discusses Volumetric rounds.|CZqzMhbnvO4|'''Tank Shells Guide''' - War Thunder Official Channel|Qyr_aw3YTe8|'''The Shooting Range #2''' - ''Science of War'' section at 05:11 discusses HESH rounds.|6O3MBjdSsIk|'''Tank Shells Guide - War Thunder ammo types explained''' - ''HowToPlay1337''|ajeqij4_jwM|'''Ammo Types in War Thunder EXPLAINED''' - ''skDoger''|_xCgMBOiA8U|'''High-explosive power'''  - ''War Thunder Official Channel''|lK9Ck3P6AvM|'''Top 7 best rounds'''  - ''War Thunder Official Channel''|fCc_B-wm0wA|'''Post-War Heat Shells'''  - ''War Thunder Official Channel''}}&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Ammo racks]] - How all tank ammunition is stored within the tank&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://forum.warthunder.com/index.php?/topic/576042-update-of-the-apds-penetration-values/ &amp;lt;nowiki&amp;gt;{Devblog]&amp;lt;/nowiki&amp;gt; Update of the APDS penetration values]&lt;br /&gt;
* [[wt:en/news/7084-development-new-features-upcoming-with-the-ixwa-strike-update-en|[Devblog] New features upcoming with the &amp;quot;Ixwa Strike&amp;quot; update - Shell impact animations]]&lt;br /&gt;
* [[wt:en/news/6856-development-volumetric-shells-in-the-raining-fire-update-en|[Devblog] Volumetric shells in the &amp;quot;Raining Fire&amp;quot; update]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ammunition]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Ground_equipment_modules&amp;diff=166779</id>
		<title>Ground equipment modules</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Ground_equipment_modules&amp;diff=166779"/>
				<updated>2023-07-12T12:30:38Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Added information about radiator damage, since it was overhauled in La Royale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's no need for tank commanders in War Thunder to worry about the condition of their vehicle's hull, but that doesn't mean one can just fire left and right until the tank is out of shells. &lt;br /&gt;
&lt;br /&gt;
The tank commander is responsible for a large number of critical modules hidden beneath that thick armour and allowing any of them to become damaged or lost could put an end to a victory streak.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
[[File:Modules GF Engine.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The engine is the most basic and essential module of the tank. That's right, it's even more important than the crew. Losing one or even two crew members is a lot less terrifying than completely losing mobility while under enemy fire. The engine is usually located in the rear, i.e. the least-protected part of the tank. So if it does get hit, one should stop and evaluate whether the tactics they are employing are really as effective as they were on the drawing board. In addition, the engine is a flammable module. If its condition drops all the way to &amp;quot;black,&amp;quot; there's a good chance the vehicle will catch fire. Diesel engines may have a significantly lower chance of catching fire, so it can help to know which kind of motor is propelling the tank. The module is also rather sturdy and can easily stop shrapnel, and sometimes even an entire shell.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage, and the greater the damage inflicted, the lower the effectiveness of the module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Orange/Red'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | Substantial drop in power&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Very significant drop in power, minimal mobility is maintained&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The vehicle cannot move&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
[[File:Modules GF Transmission.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The transmission is the mechanism that transfers power from the engine to the wheels or tracks. Losing the transmission is just as bad as losing the engine. It can also catch fire, starting at the engine and ending at the front rollers. The location of the transmission can be either on the front or the rear of the tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage, and the greater the damage inflicted, the lower the effectiveness of the module.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/Red'''&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | Substantial drop in power&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slow movement is possible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The vehicle cannot move&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Cannon breech==&lt;br /&gt;
[[File:Modules GF CannonBreech.jpg|420px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The cannon breech is the mechanical part of the gun where the loader loads the shell, where the process of arming the shell warhead undergoes, and also the piece that will withstand the explosive pressure of a shell firing. As a rule, it is located inside the tanks turret or cabin. This means it is really well protected, but if it does take damage, the entire vehicle will be in danger. The thing about this module is that, if the gun breech is damaged, it might not launch the shell, which could lead to a huge explosion inside the vehicle when playing on the RB and SB modes. This will disable most modules and probably lead to the destruction of the tank. The player who damaged the gun breech will earn the frag. The more badly the gun breech is damaged, the higher the chance of a detonation when firing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''''Even if the tank somehow miraculously manages to remain combat-ready following the detonation, the gun breech itself will be completely destroyed and require lengthy repairs.'''''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage, and the greater the damage inflicted, the lower the effectiveness of the module&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |'''Orange'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Substantial chance of a misfire without a detonation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Substantial chance of detonation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Red'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Significant chance of a misfire without a detonation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Significant chance of detonation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Very significant chance of a misfire without a detonation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The tank cannot fire&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Radiator==&lt;br /&gt;
[[File:Modules GF Radiator.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The radiator is a fairly massive module that is responsible for cooling the tank's engine. It is usually located near the engine, on either side or sometimes above it. Since the La Royale update, destroyed radiators have effects on your tank instead of just absorbing shots. A destroyed radiator emits large white puffs of steam and hissing sounds, which can make your tank easier to spot, and slowly damages the engine over time. It takes about 20s to begin overheating, and another 20s to fully break down an otherwise undamaged engine. However, because of its proximity to the engine, the engine will also likely have been damaged, thus decreasing breakdown time. A broken radiator provides limited mobility for a limited time. It is best to get behind cover and repair or engage and destroy your attackers before your engine fails.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
[[File:Modules GF FuelTank.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The fuel tank contains the life and blood of the tank, containing either petrol or diesel to power the tank's engine. Although it is essential in battle, it is pretty much the bane of the tank crew. Damage to the gas tank can lead to a fire or even an instantaneous detonation of fuel vapor, which is guaranteed to immediately destroy the vehicle. The chance of an explosion depends largely on the type of fuel and the shell used to damage the tank. APHE and high-explosive shells have the highest chance of causing an instantaneous explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module does not take damage in a linear fashion. Its condition has no effect on the vehicle’s combat effectiveness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/red/black'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | The chance of detonation does not change and depends on the vehicle and the round fired at the vehicle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
[[File:Modules GF Track.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
Tracks – each tank has two of them (Unless it is the [[T95]] or [[Object 279]], which both have four of them!). Hopefully, an explanation isn't needed on what tracks do for a tank. If the tracks take a hit, this can usually be considered lucky except for a casemate self-propelled gun. Being forged from structural steel, these modules provide priceless millimeters of armour and if they are hit by a HEAT shell, the fuse may go off resulting in the round failing to penetrate the tank's hull armour. The tracks are also repairable, so these losses are quite recoverable. Repairs begin automatically in any mode if the vehicle goes several seconds without moving.&lt;br /&gt;
&lt;br /&gt;
==Ammo rack==&lt;br /&gt;
[[File:Modules GF AmmoRack.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The ammo rack is another module that can explode and render the tank a burning hulk on the battlefield. It represents the rounds for the tank's main gun stored around the interior. In reality, a tank would have several ammo racks distributed among various parts of the vehicle in keeping with historical data. As ammo is expended, the ammo racks inside the vehicle disappear and can no longer be damaged or destroyed. It can sometimes be useful to only load the tank with a partial ammo supply in order to keep the ammo out of its most vulnerable parts. Ammo can also be located in different parts of the tank if the vehicle (the IS-2, for example) uses separate loading, where the shell and the propellant charge are separate parts of the shot. &lt;br /&gt;
&lt;br /&gt;
Detonating a tank's ammo rack is rather difficult. Even a direct hit might only just destroy the shells and make them useless, in which case they just disappear (and they can no longer be used in combat). Moreover, the ammo racks are only particularly vulnerable to certain shell types (high-explosive, APHE, and HEAT).&lt;br /&gt;
&lt;br /&gt;
==Barrel==&lt;br /&gt;
[[File:Modules GF GunBarrel.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The barrel is the external part of the gun where the shell travels down to obtain its muzzle velocity and accuracy. It can't come into physical contact with objects on the battlefield, but it is susceptible to damage. A heavily damaged barrel might not be able to withstand the pressure from propellant gases during a shot, in which case it will explode and turn into something pretty like a combat butterfly, yet useless as it drastically hampers the muzzle velocity (hence penetration values) and accuracy. It is strongly recommended to repair the barrel when it takes damage. It takes much less time than replacing a destroyed gun. Since it is outside the cabin, an exploding barrel will not damage the tank. Its behavior after that depends on the difficulty mode.&lt;br /&gt;
&lt;br /&gt;
*AB: the tank can still fire with the destroyed gun, but the accuracy and penetration of the shells will be significantly reduced.&lt;br /&gt;
*RB: a destroyed barrel will signify a very vulnerable, and easy target for the enemy, since it completely prevents a tank from firing and is visible from a distance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module takes damage in a linear fashion. It is affected by any form of damage but has a chance of retaining combat readiness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB/SB'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |'''Orange'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |High chance of destruction&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |High chance of destruction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Red'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destruction is practically guaranteed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destruction is practically guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destroyed, but can fire&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Destroyed. The tank cannot fire&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==The Crew==&lt;br /&gt;
[[File:Modules GF Crew.jpg|420px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The crew are the living soldiers who have been through hell, high water, and the &amp;quot;how the heck did they penetrate my armour?&amp;quot; feeling with the players. According to the game's mechanics, each crew member is an independent unit, and, just like the other modules, they are susceptible to damage. Their striving for victory allows the crew members to perform their duties equally effectively regardless of how much damage they have taken. Only the &amp;quot;black&amp;quot; status indicates that a crew member has been fully incapacitated until the end of the battle. The Crew Replenishment upgrade allows for the summoning of one replacement soldier per battle. If only that could be done with the engine...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module does not take damage in a linear fashion. Its condition has no effect on the vehicle’s combat effectiveness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/red'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | The crewman’s effectiveness is unaffected&lt;br /&gt;
|-&lt;br /&gt;
|'''black'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | The crewman cannot perform his duties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Horizontal and Vertical aiming mechanisms==&lt;br /&gt;
[[File:Modules GF AimingDrive.jpg|400px|thumb|right|]] &lt;br /&gt;
&lt;br /&gt;
The horizontal and vertical aiming mechanisms allow the gun to move along the horizontal and vertical axes.&lt;br /&gt;
&lt;br /&gt;
The mechanisms are compact, yet vulnerable modules. If they take damage, they can prevent the turret from turning and/or being raised or lowered, which can significantly reduce the vehicle's effectiveness. It isn't the most frequently damaged module, since even without it, there is still small chance of aiming at least roughly by turning the tank's hull.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Module's behavior when taking damage'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This module does not take damage in a linear fashion. Its condition has no effect on the vehicle’s combat effectiveness.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; padding:10pt&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''Mode / Type of Damage'''&lt;br /&gt;
| width=&amp;quot;100pt&amp;quot; align=&amp;quot;center&amp;quot; | '''AB'''&lt;br /&gt;
| width=&amp;quot;220pt&amp;quot; align=&amp;quot;center&amp;quot; | '''RB'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Orange/red'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Aiming speed is unaffected&lt;br /&gt;
|-&lt;br /&gt;
|'''Black'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Significantly reduces aiming speed&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | The aiming mechanism is fully disabled&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Take good care of the engines, fuel tanks, and ammo racks... Actually, just take good care of everything.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules and modifications]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AuF1&amp;diff=166534</id>
		<title>AuF1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AuF1&amp;diff=166534"/>
				<updated>2023-07-06T12:47:40Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Added Armor thicknesses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_amx_30_auf_1&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}} French tank destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;La Royale&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;
''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.''&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&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 || 30+8 mm (68°-76°) ''Upper'' &lt;br /&gt;
30 mm (45°) ''Lower'' &lt;br /&gt;
| 20+4-20 mm ''Top'' &amp;lt;br&amp;gt; 30 mm ''Bottom'' || 30 mm || 10 - 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 20 mm (35°) ''Turret front'' &amp;lt;br&amp;gt; 20-30 mm ''Gun mantlet'' || 20 mm || 20 mm || 20 mm (79°-90°)&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 20 mm || 20 mm || 20 mm || 20 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&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;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&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|GCT F1 (155 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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.''&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;5&amp;quot; | [[GCT F1 (155 mm)|155 mm GCT F1]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Autoloader&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 42 || rowspan=&amp;quot;2&amp;quot; | -4°/+66° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || __._ || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | _.__&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| __._ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:GCT F1 (155 mm)/Ammunition|M110, OE 155 56, M107 (PF)}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&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;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
!2nd&lt;br /&gt;
rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''42''' || __&amp;amp;nbsp;''(+__)'' &lt;br /&gt;
|__''(+__)''|| __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''&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;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| || ___ (___) || ___ || __° || __°&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
''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).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&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;
''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).''&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=fr_amx_30_auf_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|XeURzre6VU0|'''The Shooting Range #357''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&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;
''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 vehicles;''&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/8265-development-au-f-1-fire-fire-fire-en|[Devblog] Au F.1: Fire! Fire! Fire!]]&lt;br /&gt;
&lt;br /&gt;
{{France tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Crew_skills&amp;diff=166314</id>
		<title>Crew skills</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Crew_skills&amp;diff=166314"/>
				<updated>2023-07-03T15:12:52Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Crew skills.jpg|class=dynamic_image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Crew Skills''' are a way to improve crew performance and effectiveness, being for pilots, gunners, drivers, tank gunners, ship captains, radiomen, airfield/hangar/port mechanics, and more.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
Crew skills are War Thunder's way of simulating the experience and skill gained by air, ground, and naval crews through combat missions, allowing them to perform/endure tasks more efficiently and effectively as they increase in skill over time. These can be how quickly aircraft are repaired by ground crew on the airfield, how fast a tank's loader can fit shells into the gun breech, how accurate bombers' gunners' fire is, the amount of g-force that can be sustained by a pilot before they begin blacking out, or how efficiently a ship's crew can put out a fire.&lt;br /&gt;
&lt;br /&gt;
Crew experience is gained in the form of &amp;quot;Crew XP Points&amp;quot;, earned by participating in battles. The number of points accrued for crew experience depends on the research points {{rp}} obtained in a battle, as well as the game mode of the battle. In Realistic and Simulator battles, for every 100 {{rp}} the player will receive 1 crew XP point which can be distributed to the crew of the vehicle used in that battle. In Arcade battles, every 100 {{rp}} will grant the player 3 crew XP points, but this higher rate also has the crew experience spread out among multiple available crews. Another way to obtain crew XP points is by purchasing them with Golden Eagles {{ge}} via the &amp;quot;Accelerated Training&amp;quot; tab on the top right corner of the Crew Training window.&lt;br /&gt;
&lt;br /&gt;
During lulls in between matches in the hangar, look at the bottom left corner of the crew slots. This has a numerical value representing the crew level. The colour of this text indicates crew XP point accumulation: a regular silver font shows a regular amount of unused crew XP points and a glowing gold font shows a large amount of unused crew XP points.&lt;br /&gt;
&lt;br /&gt;
Crew XP points can be used by either clicking the &amp;quot;Crew Training&amp;quot; button on the Crew tab of the infocard on the left-side of the Hangar UI, or by selecting the desired crew and clicking the &amp;quot;Crew&amp;quot; button. Both methods will open a window where crew XP points can be spent by pressing the &amp;quot;+&amp;quot; button next to desired skills. The more points invested, the more skilled the crew is, and the more points will be needed to upgrade to the next level.&lt;br /&gt;
&lt;br /&gt;
==Shared crew skills==&lt;br /&gt;
===Logistical services===&lt;br /&gt;
&lt;br /&gt;
* '''Repair Speed''' - Affects the speed at which vehicles are repaired. Repair time can be shortened up to three times when fully researched. &lt;br /&gt;
** For example, the base repair time of the [[Bf 109 F-4/trop]] in AB is 7 hours and 50 minutes, while with Repair Speed it is reduced to 2 hours and 36 minutes. This skill also affects the repair time of aircraft that have landed on a friendly airfield during a battle.&lt;br /&gt;
* '''Repair Rank''' - Determines the maximum aircraft rank to which the &amp;quot;Repair Speed&amp;quot; skill is applied. Has a total of five stages corresponding with the number of vehicle ranks in the game. &lt;br /&gt;
** For instance, the [[Bf 109 F-4/trop]] requires Repair Rank 3, because the plane is situated at Rank III in the [[:Category:Germany aircraft|German Air tech tree]]. If the Repair Rank is lower than Rank 3, the repair time will remain at 7 hours and 50 minutes no matter how high the repair speed skill is. This skill is one of the few not affected by crew qualification levels.&lt;br /&gt;
&lt;br /&gt;
These two crew skills do not affect in-game combat, but rather allow you to repair your vehicles for free over time, if you uncheck &amp;quot;automatic repair&amp;quot; on the right of your line-up bar. This function is mostly used by players who play many nations at once and don't mind waiting in order to save some precious Silver Lions {{sl}}.&lt;br /&gt;
&lt;br /&gt;
These skills are shared between crew types, which means that points in these skills will affect a crewed vehicle no matter what type of vehicle it is.&lt;br /&gt;
&lt;br /&gt;
==Air vehicle crew skills ==&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
* '''G-Tolerance''' - Influences the tolerance of the pilot to acceleration in manoeuvres (g-forces), increasing the critical amount of &amp;quot;G's&amp;quot; that the pilot can sustain without the player's vision being darkened/reddened and losing control of the plane after a certain period of time, representing the pilot's loss of consciousness (also known as G-LOC). In &amp;quot;Mouse Aim&amp;quot; mode, this skill also affects the control accuracy of the aircraft.&lt;br /&gt;
* '''Stamina''' - Allows the crew to resist fatigue for a longer period of time. Accuracy and G-Tolerance gradually decrease, depending on the time spent in the session and the amount of g-forces sustained, representing fatigue and its effect on aircrew's performance. In addition, this skill has an effect on aiming accuracy in Mouse Aim mode.&lt;br /&gt;
* '''Vitality''' - Reduces the likelihood of the pilot receiving a mortal wound. For the beginner pilot with no points attributed to Vitality, a second .303 bullet hit (from [[MG 15 (7.92 mm)|MG 15]] or similar), or comparable shrapnel impact, is usually fatal, while a pilot with their Vitality maxed out can, with a measure of luck, survive one hit from a .50 (12.7 mm) [[Browning M2 (12.7 mm)|M2 Browning]] machine gun.&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
* '''Keen Vision''' - Enhances the detection range when spotting enemies, i.e. the maximum distance at which the target indicator may appear. This ranges between 4 km (untrained) to 8 km (maxed) (3-5 km in RB/SB). Detection is only made if the enemy is in a cone in the direction of view of the player. Maximum detection distance is also dependent on the size of the target, lighting conditions, cloud cover, weather, and other factors.&lt;br /&gt;
* '''Awareness''' - Enhances the detection range of enemy targets between 400 m (untrained) to 800 m (maxed) (300-500 m in RB/SB). Detection is carried out in a sphere (all directions) around the aircraft, regardless of the direction that the player is observing.&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
&lt;br /&gt;
* '''Number of Experienced Gunners''' - All skills with gunners are reduced proportionally to the difference between the amount of gunners on the selected aircraft and the number of experienced gunners in the crew. For example, an [[He 111 H-6]] bomber has 5 gunner positions. If there is only two experienced gunners in the crew, the gunner's average skill will be reduced by 60%, with four - 20%. With all five experienced positions filled, their skills will be fully effective.&lt;br /&gt;
* '''Fire Accuracy''' - This skill only applies when the gunner is controlled by AI (when the player is not manually controlling them). Increases the traverse speed of a turret, the maximum burst length by up to 3 times, the distance at which gunners can start firing at a target by up to 275% (55% in RB/SB), the distance at which the targets direction can be anticipated, the chance of simultaneous fire and &amp;quot;leading&amp;quot; the target, and reduces miscalculation in &amp;quot;leading&amp;quot; the target (decreased by 7 times for RB/SB when maxed out).&lt;br /&gt;
* '''Fire Precision''' - This skill only applies when the gunner is controlled by AI (when the player is not manually controlling them). Reduces the scatter of the gun by 2.5 times (2 times in RB/SB), increases the burst length by up to a third, increases the distance at which the gunners open fire in arcade battles by a marginal amount (up to 8%), and increases the chance of simultaneous fire and &amp;quot;leading&amp;quot; the target just like fire accuracy\.&lt;br /&gt;
&lt;br /&gt;
=== Logistical services ===&lt;br /&gt;
&lt;br /&gt;
* '''Reload Speed''' - Increases the rate at which the weapons are reloaded in the air and on the airfield. Reduces the rearming time by three times for cannons &amp;amp; machine guns, two times for bombs, rockets and torpedoes, and four times for turrets when fully researched. For example, fully leveling up a [[La-5FN]] crew's Reload Speed skill will cause the rearmament time of cannons to go down from 40 seconds to 13.3; bombs will be reloaded in 20 seconds instead of 40.&lt;br /&gt;
* '''Weapon Maintenance''' - Increases the efficiency of vehicle's weaponry. Reduces the overheating speed of primary weapons, as well as spread of bombs and rockets for aircraft, reduces the chance of weapon jamming due to overheating by up to 3 times and reduces the angular velocity of bombs, rockets and torpedoes by up to 3 times, thereby significantly improving their accuracy.&lt;br /&gt;
&lt;br /&gt;
==Ground vehicle crew skills ==&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
* '''Keen Vision''' - Determines at what distance the player can see an enemy ground vehicle, as well as the ability to see ones that are behind cover. The game server only sends information of a vehicle that's concealed to the client when the player is at a minimal distance from the enemy. This distance is around 563 m if the player is looking directly at them, with a non-maxed out crew. The distance of direct vision spotting is tripled when the player uses binoculars or fire control view, but vision becomes narrower. Players can also use the third person camera to spot enemies within 235 m of the hull's front and 97m around the vehicle. Leveling up keen vision to the maximum level on all of the crew members adds bonus vision up to 63% from the base. The crew can be &amp;quot;Aced&amp;quot; for another 63% to get a total of 222% vision effectiveness. &lt;br /&gt;
** Vehicles with [[Scouting]] have access to the modification &amp;quot;Improved Optics&amp;quot;, that multiplies the skill's base power by 30%, helping them to scout and notice danger earlier than anyone else (at best, 1621 m without binoculars). &lt;br /&gt;
**In Arcade mode it also affects the distance at which a player can see markers on the enemy (through non-solid obstacles), affects how much it tells you about enemy (if enemy is too far it simply says class of enemy's vehicle without displaying the full vehicle name), and affects how much of an enemy vehicle must be exposed to notice and mark them. When maxed out, this skill even allows the player to see enemies through solid walls, although at very close range, and only when looking directly at them. Note that in Arcade &amp;quot;absolute detection&amp;quot; doesn't mark everything in a 360 degree radius around the player. Only line-of-sight and line-of-movement spots work, so it is recommended for players to keep turning the camera around when driving in towns and mountains.&lt;br /&gt;
* '''Field repair'''  - Increases the basic rate at which damaged parts are repaired (by up to 50%). It most strongly affects track repair. The average level of this skill of all crew members is taken into account when calculating the total multiplier.&lt;br /&gt;
* '''Agility'''  - Determines the speed with which a crew member can replace another fallen one. The average value of agility in the crew is what counts - spending all of the points on one disposable crew member won't benefit the player any more than distributing the points across all of them would.&lt;br /&gt;
* '''Vitality''' - Reduces the likelihood of a crew member receiving a mortal wound. &lt;br /&gt;
&lt;br /&gt;
===Driver===&lt;br /&gt;
&lt;br /&gt;
* '''Tank Driving'''  - Affects the rate at which the driver automatically switches gears and applies the brake, thus improving the acceleration and responsiveness when turning. The default gear switching time of drivers is 1 second, the skill itself can reduce pause by 0.36 sec, and together with other factors it can be reduced to 0.1 sec. Braking time reaction is 0.14 sec, reduced by skill to 0.11 sec, and together with other factors it can go down to 0.07 sec. &lt;br /&gt;
&lt;br /&gt;
===Gunner===&lt;br /&gt;
&lt;br /&gt;
* '''Targeting''' - Influences the speed and precision of the gun's traverse and elevation. An experienced gunner aims horizontally and vertically at the same time. An inexperienced gunner does this one axis at a time. An experienced gunner can also improve turret traverse speed. In the case of ATGM carriers, the skill may affect the responsiveness of missiles to control inputs.&lt;br /&gt;
* '''Rangefinding''' - Affects how accurate and precise the gunner's estimate of distance is upon using the &amp;quot;Rangefinder&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Tank Commander===&lt;br /&gt;
&lt;br /&gt;
* '''Leadership''' - Improves all crew member's skills by up to 10%. This skill isn't affected by the qualification level of crew with the vehicle in question, and is one of the most expensive to train.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Tank reloading 0skill.jpg|right|thumb|Demonstrating the way the &amp;quot;reloading&amp;quot; skill affects the selected crew - with skill level 0]]&lt;br /&gt;
===Loader===&lt;br /&gt;
&lt;br /&gt;
* '''Weapon Reloading''' - Decrease the time required for loading the weapon by up to 23%. Full skill level shortens reloading time by roughly 11% on it's own. This skill has no effect on [[:Category:Ground vehicles with autoloader|Ground vehicles with autoloader systems]] as an autoloader relies on a set mechanical action over manual personnel work in lifting and loading rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Tank reloading upgradedskill.jpg|thumb|right|Demonstrating the way the &amp;quot;reloading&amp;quot; skill affects the selected crew - with upgraded skill]]&lt;br /&gt;
&lt;br /&gt;
===Radio Operator Gunner===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery Strike Calling Time''' - Decreases the time between calling an artillery strike and the shells being fired (from a base level of 13 seconds to a minimum of 10 seconds).&lt;br /&gt;
* '''Artillery Targeting Accuracy''' - Increases the targeting accuracy of artillery by reducing the shells' scattering (from a base level of 57 m to a minimum of 45 m).&lt;br /&gt;
* '''Radio Communication''' - In Arcade mode, it highlights all enemies around the player on the minimap, if any allied vehicle sees them (including aircraft), with default range of 500 m, which is very helpful during and against flank attacks. In Realistic mode, it increases the range at which the enemy players detected by the allied team are displayed (through red arrows pointing downward on the borders of the screen). Either effect can be increased up to 1,000 m.&lt;br /&gt;
&lt;br /&gt;
==Naval vehicle crew skills ==&lt;br /&gt;
===Ship commander===&lt;br /&gt;
&lt;br /&gt;
* '''Leadership''' - Improves all crew member's skills by up to 5%. This skill isn't affected by the qualification level of a crew with the vehicle in question, and is one of the most expensive to train.&lt;br /&gt;
* '''Crew interchangeability''' - Lowers the required number of crew for your vessel to remain seaworthy.&lt;br /&gt;
* '''Radio Communication''' - In Arcade mode, it highlights all enemies around the player on the minimap. This happens if any allied vehicle sees them (including aircraft), with a default range of 250 m. This is very helpful during and against flank attacks. In Realistic mode, it increases the range at which the enemy players detected by the allied team are displayed (through red arrows pointing downward on the borders of the screen). Either effect can be increased up to 500 m.&lt;br /&gt;
&lt;br /&gt;
===Observers===&lt;br /&gt;
&lt;br /&gt;
* '''Air targets detection distance''' - Increases the distance at which aircraft will be outlined by a marker.&lt;br /&gt;
* '''Surface targets detection distance''' - Increases the distance at which ground and naval vehicles will be outlined by a marker. This skill also increases the distance at which the full vehicle name is displayed (otherwise, simply the class of the vehicle is displayed instead).&lt;br /&gt;
* '''Enemy torpedoes detection distance''' - Increases the distance at which torpedoes and their trails are marked.&lt;br /&gt;
&lt;br /&gt;
===Engine room===&lt;br /&gt;
&lt;br /&gt;
* '''Ship control''' - Reduces the time between sending a command for engine speed mode or rudder turn and applying the change.&lt;br /&gt;
* '''Fire prevention''' - Reduces the chances of a fire in the engine room, engine compartment, or transmission house.&lt;br /&gt;
&lt;br /&gt;
===Gunners===&lt;br /&gt;
&lt;br /&gt;
* '''Main caliber reload speed''' - Reduces the reload time of the main guns.&lt;br /&gt;
* '''Auxiliary caliber reload speed''' - Reduces the reload time of the auxiliary guns.&lt;br /&gt;
* '''AAA caliber reload speed''' - Reduces the reload time of the AAA guns.&lt;br /&gt;
* '''AAA gunner accuracy''' - Improves the accuracy of the AI gunners when firing the AAA guns. This skill has no effect when the AAA guns are being manually aimed.&lt;br /&gt;
* '''Auxiliary gunner accuracy''' - Improves the accuracy of the AI gunners when firing the auxiliary guns. This skill has no effect when the auxiliary guns are being manually aimed.&lt;br /&gt;
* '''Distance fuse set accuracy''' - Improves the accuracy of the distance fuse when using an airburst-capable shell.&lt;br /&gt;
&lt;br /&gt;
===Damage control===&lt;br /&gt;
&lt;br /&gt;
* '''Unwatering time''' - Reduces the time required to remove water from the vessel.&lt;br /&gt;
* '''Fire extinguishing''' - Reduces the time taken to extinguish a fire, reducing the damage received from a fire.&lt;br /&gt;
* '''Breach repair''' - Reduces the time required to repair the hull of the vessel.&lt;br /&gt;
* '''Survival leadership''' - Reduces the penalty gained for attempting to unwater, extinguish fires, and repair the vehicle simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Qualification Levels ==&lt;br /&gt;
Players can level up their crews' skills through two ways - spending the aforementioned crew XP points and investing in '''crew qualification''' through Silver Lions {{sl}}.&lt;br /&gt;
&lt;br /&gt;
Unlike skills, qualification levels (beyond '''&amp;quot;Basic&amp;quot;''' - the training achieved by spending crew points) are acquired only for a specific vehicle. Qualification is an exceptional skill for a crew in control of this particular vehicle. To learn it, a certain crew level needs to be achieved. Crew level is the sum of the levels of all skills learned by the crew. For example, a level 5 crew will not be able to be Qualified for an [[M6A1]], which is Rank III, and will have to be leveled up higher to have this option available.&lt;br /&gt;
&lt;br /&gt;
===Air vehicles===&lt;br /&gt;
Spending crew points in aircraft crews accounts for 50% of the attainable skill levels. There are three levels of qualification altogether before one can reach the full 100% of the crew: &amp;quot;Basic&amp;quot;, &amp;quot;Expert&amp;quot; and &amp;quot;Ace&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Aircraft training.png|thumb|none|x500px|Diagram of the distribution of skill levels through the levels of qualification in Air crews.]]&lt;br /&gt;
&lt;br /&gt;
The first level of qualification, &amp;quot;Expert,&amp;quot; increases all skills by 3 levels, meaning a full 30% increase in efficiency. The second level afterwards, &amp;quot;Ace,&amp;quot; increases these skills by another 2 levels, adding up to a total 50% increase with a jump of 5 levels.&lt;br /&gt;
&lt;br /&gt;
In order to use these skills at their maximum level, a pilot needs to research them up to level 5 and obtain two qualifications to reach up to level 10. For instance, a pilot who leveled the &amp;quot;Keen Vision&amp;quot; skill up to 5 will detect targets approximately 6 km away; after getting the &amp;quot;Expert&amp;quot; qualification he will then see enemy targets at 7.2 km; finally, reaching &amp;quot;Ace&amp;quot; qualification will increase this detection distance to the maximum of 8 km.&lt;br /&gt;
&lt;br /&gt;
===Ground and Naval vehicles===&lt;br /&gt;
In the case of ground crews, &amp;quot;Current skill level&amp;quot; accounts for 40% of the required qualification to reach the maximum skill level, the &amp;quot;Top&amp;quot; level. The remaining 60% are delegated to the two qualification levels - &amp;quot;Expert&amp;quot;, and &amp;quot;Ace&amp;quot;, as well as the bonus provided by the Tank/Ship Commander's &amp;quot;Leadership&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Tank training.png|thumb|none|x500px|Diagram of the distribution of skill levels through the levels of qualification in Ground and Naval crews]]&lt;br /&gt;
&lt;br /&gt;
==Crew points to level==&lt;br /&gt;
The following charts should be used to gauge the amount of crew XP points needed to level up a skill. Every skill with the exception of the &amp;quot;Repair Rank&amp;quot; skill is increased by increments of 0.5 levels.&lt;br /&gt;
&lt;br /&gt;
The maximum achievable crew level for aviation crews is '''75'''. For tank crews, the maximum is '''150'''. For naval crews, the maximum is '''100'''.&lt;br /&gt;
&lt;br /&gt;
Highlighted skills - the unique skills of a specific crew member&lt;br /&gt;
&lt;br /&gt;
===Air crew===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! width=&amp;quot;165px&amp;quot; | Skill !! colspan=&amp;quot;2&amp;quot; | 1 !! colspan=&amp;quot;2&amp;quot; | 2 !! colspan=&amp;quot;2&amp;quot; | 3 !! colspan=&amp;quot;2&amp;quot; | 4 !! colspan=&amp;quot;2&amp;quot; | 5 !! Total&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Pilot&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Keen Vision || 15 || 50 || 90 || 145 || 195 || 270 || 340 || 415 || 500 || 600 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 2,620&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Awareness || 15 || 50 || 90 || 145 || 195 || 270 || 340 || 415 || 500 || 600 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 2,620&lt;br /&gt;
|-&lt;br /&gt;
| G-Tolerance || 22 || 64 || 110 || 160 || 215 || 275 || 330 || 395 || 470 || 530 || 2,571&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 22 || 64 || 110 || 160 || 215 || 275 || 330 || 395 || 470 || 530 || 2,571&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 27 || 80 || 150 || 225 || 320 || 415 || 520 || 640 || 760 || 890 || 4,027&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Defensive armament&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Number of Experienced Gunners || 0 || 170 || 230 || 300 || 360 || 430 || 490 || 560 || 630 || 690 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 3,860&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Fire Accuracy || 12 || 29 || 55 || 80 || 110 || 135 || 165 || 195 || 235 || 265 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,281&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Fire Precision || 12 || 29 || 55 || 80 || 110 || 135 || 165 || 195 || 235 || 265 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,281&lt;br /&gt;
|-&lt;br /&gt;
| G-Tolerance || 17 || 40 || 60 || 100 || 110 || 150 || 160 || 200 || 215 || 250 || 1,302&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 17 || 40 || 60 || 100 || 110 || 150 || 160 || 200 || 215 || 250 || 1,302&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 17 || 40 || 60 || 100 || 110 || 150 || 160 || 200 || 215 || 250 || 1,302&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Logistical services&lt;br /&gt;
|-&lt;br /&gt;
| Repair Speed || 12 || 35 || 55 || 80 || 110 || 140 || 170 || 205 || 240 || 275 || 1,322&lt;br /&gt;
|-&lt;br /&gt;
| Repair Rank || colspan=&amp;quot;2&amp;quot; | 0 || colspan=&amp;quot;2&amp;quot; | 120 || colspan=&amp;quot;2&amp;quot; | 240 || colspan=&amp;quot;2&amp;quot; | 390 || colspan=&amp;quot;2&amp;quot; | 590 || 1,340&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Reload Speed || 16 || 60 || 120 || 190 || 285 || 385 || 505 || 640 || 780 || 930 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 3,911&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Weapon Maintenance || 22 || 64 || 110 || 160 || 215 || 275 || 330 || 395 || 470 || 530 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 2,571&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | || '''Total''' || '''33,881'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ground crew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! width=&amp;quot;165px&amp;quot; | Skill !! colspan=&amp;quot;2&amp;quot; | 1 !! colspan=&amp;quot;2&amp;quot; | 2 !! colspan=&amp;quot;2&amp;quot; | 3 !! colspan=&amp;quot;2&amp;quot; | 4 !! colspan=&amp;quot;2&amp;quot; | 5 !! Total&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Driver&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Tank Driving || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Gunner&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Targeting || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Rangefinding || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tank Commander&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Leadership || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 4,021&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tank Loader&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Weapon Reloading || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 3,060&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Radio Operator Gunner&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Artillery Targeting Accuracy || 8 || 18 || 25 || 45 || 50 || 55 || 75 || 75 || 90 || 100 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 541&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Artillery Strike Calling Time || 8 || 18 || 25 || 45 || 50 || 55 || 75 || 75 || 90 || 100 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 541&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Radio Communication || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Logistical services&lt;br /&gt;
|-&lt;br /&gt;
| Repair Speed || 12 || 35 || 55 || 80 || 110 || 140 || 170 || 205 || 240 || 275 || 1,322&lt;br /&gt;
|-&lt;br /&gt;
| Repair Rank || colspan=&amp;quot;2&amp;quot; | 0 || colspan=&amp;quot;2&amp;quot; | 120 || colspan=&amp;quot;2&amp;quot; | 240 || colspan=&amp;quot;2&amp;quot; | 390 || colspan=&amp;quot;2&amp;quot; | 590 || 1,340&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | || '''Total''' || '''71,130'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naval crew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! width=&amp;quot;165px&amp;quot; | Skill !! colspan=&amp;quot;2&amp;quot; | 1 !! colspan=&amp;quot;2&amp;quot; | 2 !! colspan=&amp;quot;2&amp;quot; | 3 !! colspan=&amp;quot;2&amp;quot; | 4 !! colspan=&amp;quot;2&amp;quot; | 5 !! Total&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Ship commander&lt;br /&gt;
|-&lt;br /&gt;
| Leadership || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Crew interchangeability || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Radio Communication || 12 || 29 || 55 || 80 || 110 || 135 || 165 || 195 || 235 || 265 || 1,281&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Observers&lt;br /&gt;
|-&lt;br /&gt;
| Air targets detection distance || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Surface targets detection distance || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Enemy torpedoes detection distance || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Engine room&lt;br /&gt;
|-&lt;br /&gt;
| Ship control || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Fire prevention || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Gunners&lt;br /&gt;
|-&lt;br /&gt;
| Main caliber reload speed || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary caliber reload speed || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| AAA caliber reload speed || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| AAA gunner accuracy || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary gunner accuracy || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Distance fuse set accuracy || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Damage control&lt;br /&gt;
|-&lt;br /&gt;
| Unwatering time || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Fire extinguishing || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Breach repair || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Survive leadership || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Logistical services&lt;br /&gt;
|-&lt;br /&gt;
| Repair Speed || 12 || 35 || 55 || 80 || 110 || 140 || 170 || 205 || 240 || 275 || 1,322&lt;br /&gt;
|-&lt;br /&gt;
| Repair Rank || colspan=&amp;quot;2&amp;quot; | 0 || colspan=&amp;quot;2&amp;quot; | 120 || colspan=&amp;quot;2&amp;quot; | 240 || colspan=&amp;quot;2&amp;quot; | 390 || colspan=&amp;quot;2&amp;quot; | 590 || 1,340&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | || '''Total''' || '''50,571'''&lt;br /&gt;
|}&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;
;Videos&lt;br /&gt;
{{Youtube-gallery|bTNLb4WT_g4|'''The Shooting Range #312''' - ''Tactics &amp;amp; Strategy'' section at 07:47 discusses naval crew skills.|bVoBUcq25gg|'''The Shooting Range #305''' - ''Tactics &amp;amp; Strategy'' section at 07:50 discusses aircraft crew skills.|d27p2Kg06MA|'''The Shooting Range #302''' - ''Tactics &amp;amp; Strategy'' section at 08:10 discusses tank crew skills.|6lOL6wSZVtY|'''Tank Crew Skills Guide''' - ''skDoger''|iG5yHEgCpk8|'''Plane Crew Skills Guide''' - ''skDoger''|No7JtRPaHM0|'''Naval Crew Skills Guide - Comprehensive Guide For Naval Crews''' - ''Tankenstein''}}&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/697--en|[Special] All you need to know about aircraft crews]]&lt;br /&gt;
* [[wt:en/devblog/current/839|[Devblog] Improved Crew Skills with Update 1.53]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=RW61_(380_mm)&amp;diff=165916</id>
		<title>RW61 (380 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=RW61_(380_mm)&amp;diff=165916"/>
				<updated>2023-06-29T00:01:18Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Available ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|germ_sturmmorser_sturmtiger}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!-- ''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).'' --&amp;gt;&lt;br /&gt;
The RW61 fires a 380 mm rocket with well over 100 kg of explosives, equivalent to 135 kg of TNT.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
The rocket launcher is a very unique weapon and can only reasonably be compared to a 250 kg bomb in terms of damage capability.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.'' --&amp;gt;&lt;br /&gt;
The RW61 is a very potent weapon when used correctly and is capable of facing almost any foe that the operator will meet, be it a WWII heavy tank, a modern MBT. However, this capability comes at a cost; the rocket is very hard to aim and the exposed ammunition coupled with the very long reload of the launcher makes a miss at close range almost certainly fatal unless backup is provided. Remaining undetected is also an issue, due to the Sturmmörser's high profile and the fact that if seen the rockets can be easily shot down mid-flight if the enemy has functioning machine guns.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Able to knock out any vehicle in the game, often regardless of where the target is hit&lt;br /&gt;
* Splash damage from the rocket can destroy multiple vehicles within the destruction radius&lt;br /&gt;
* 380 mm rocket has no tracer, can be hard to detect&lt;br /&gt;
* Due to the rocket's low velocity, it can be lobbed over hills and obstacles while the vehicle operator remains in a safe position&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Due to the fact that it is a rocket, accurate aiming can be a challenge, especially on slopes&lt;br /&gt;
* Extremely long reload makes misses at close range certain death&lt;br /&gt;
* When the gun is loaded, the rocket can be shot while in the barrel to result in an ammo detonation&lt;br /&gt;
* Since the rocket is so large and slow, it can easily be shot down with MG fire if noticed soon enough&lt;br /&gt;
* Rocket can at times be unreliable if impacting tracks or cannon barrels&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
{{Germany tank cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank cannons]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Modifications&amp;diff=165033</id>
		<title>Modifications</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Modifications&amp;diff=165033"/>
				<updated>2023-06-18T23:23:59Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Empty rows in the table keep rows distinct when the text is heavily wrapped (i.e. on mobile) --&amp;gt;&lt;br /&gt;
Modifications are upgrades that can be unlocked and purchased either by earning [[Research Points|research points]] {{rp}} with a vehicle and then purchasing it with [[Silver Lions|silver lions]] {{sl}}, or by paying [[Golden Eagles|golden eagles]] {{ge}} to research and purchase the modification instantly. All of the modifications vary on the increase (or decrease) of the statistical and literal performance.&lt;br /&gt;
&lt;br /&gt;
When all modifications in a tier are unlocked, an amount of vehicle research points is awarded. The award corresponds to 20% of the total RP cost for that tier. For example, if there are 4 modifications of 1,500 RP each, the award is 0.2 x 6,000 = 1,200 RP. While this award is minimal for low-rank vehicles (a few hundred RP), it can become consequential with top-tier vehicles (several thousands of RP). This award is received when each tier is completed (4 tiers in total). Furthermore, the award is not impacted by [[Research_Points#Multipliers|research efficiency and other multipliers]].&lt;br /&gt;
&lt;br /&gt;
= Air Forces =&lt;br /&gt;
There are three different categories of modifications for aircraft: Flight performance, Survivability, and Weaponry.&lt;br /&gt;
&lt;br /&gt;
== Planes ==&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
These modifications improve the flight characteristics of the aircraft, with varying degrees of success. They will generally increase maximum speed and rate of climb, as well as decreasing the turn time of the aircraft.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_aerodinamic_fuse.png|link=]] || '''Fuselage repair''' || Decreases the drag coefficient.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_radiator.png|link=]] || '''Radiator''' || Improves the cooling system in the engine.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_compressor.png|link=]][[File:Mods_jet_compressor.png|link=]] || '''Compressor''' || Increases overall engine performance by increasing its horsepower/thrust.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_aerodinamic_wing.png|link=]] || '''Wings repair''' || Reduces drag, and increases lift efficiency coefficient.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_engine.png|link=]][[File:Mods_jet_engine.png|link=]] || '''Engine''' || Adds horsepower/thrust.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_metanol.png|link=]] || '''Engine injection''' || Increases efficiency of the engine throttle.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_g_suit.png|link=]] || '''[[G-Suit]]''' || Allows the crew to experience greater G-force overload before &amp;quot;blacking out&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_booster.png|link=]] || '''New boosters''' || Increases flight control assistance, allowing full input at higher speeds, resulting in less locking-up of the ailerons, elevators, and/or rudders. This modification is mainly found on jet aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_oil.png|link=]] || '''X octane fuel''' || Allows the engine to run at higher settings to increase power output.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability ===&lt;br /&gt;
These modifications strengthen the aircraft, allowing the aircraft to potentially survive for longer. They may also improve the flight characteristics of the aircraft, through weight and drag reduction.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_armor_frame.png|link=]] || '''Airframe''' || Adds 10% construction strength, reduces weight.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_armor_cover.png|link=]] || '''Cover''' || Adds 5% construction strength, reduces weight.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_bulletproof_vest.png|link=]] || '''Protective vest''' || Partially protects crew members from shells and flak fragmentation, typically found on heavy bombers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_armor_glas.png|link=]] || '''Armored glass''' || Increases the thickness of the armoured windscreen.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_armor_back.png|link=]] || '''Rear armor plate''' || Adds armour to protect the pilot, typically found on USSR aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods engine extinguisher.png|50px|link=]][[File:Mods_jet_engine_extinguisher.png|50px|link=]] || '''Engine Fire System''' || Allows you to put out engine fires.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
These modifications allow to customize your weaponry of your aircraft. This also includes unlocking of new suspended ordnance or different configurations of the aircraft's offensive armament.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ammo.png|link=]] || '''Offensive X mm''' || Unlocks a choice of ammunition belts for the particular gun calibre.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_weapon.png|link=]][[File:Mods_cannon.png|link=]] || '''New X mm MGs/cannons''' || Replaces the old MG/cannon with new parts, or a whole new gun. This decreases the bullet spread and failure rate (chance of overheating/jamming) of the gun.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ammo.png|link=]] || '''Turret X mm''' || Unlocks a choice of ammunition belts for defensive turrets of the particular gun calibre.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_turret_gun.png|link=]] || '''New X mm MGs/cannons (turret)''' || Similar to &amp;quot;New X mm MGs/cannons&amp;quot;, but only applies to turret-mounted armament.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_cannon.png|link=]][[File:Mods_gunpods.png|link=]] || '''Cannons&amp;lt;br&amp;gt;Machine guns&amp;lt;br&amp;gt;Gunpods''' || Allows you to install different or additional cannons, either within the airframe or externally (gunpods).&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_pilon_bomb.png|link=]][[File:Mods_laser_guided_bomb.png|link=]] || '''Bombs'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Allows you to equip different or additional suspended armament.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_agm_missile.png|link=]][[File:Mods_air_to_air_missile.png|link=]] || '''Missiles'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_pilon_rocket.png|link=]][[File:Mods_pilon_block_rocket.png|link=]] || '''Rockets'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_pilon_torpedo.png|link=]][[File:Mods_air_naval_mine.png|link=]] || '''Torpedoes&amp;lt;br&amp;gt;Mines'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_heli_false_thermal_targets.png|link=]] || '''Flares/Chaff''' || Allows you to equip countermeasures.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_night_vision_device.png|link=]][[File:Mods_thermal_sight.png|link=]] || '''NVD''' || Allows use of night vision devices and thermal optics&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Helicopters ==&lt;br /&gt;
Helicopters share a lot of the same modifications as aircraft, but there are some unique examples.&lt;br /&gt;
&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_cd_98_main_rotor.png|link=]] || '''Replacing helicopter blades''' || Improves the efficiency and capabilities of the helicopter blades, increasing max speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_heli_flak_jacket.png|link=]] || '''Flak jacket''' || Similar to the &amp;quot;Protective vest&amp;quot; aircraft modification.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_heli_structure.png|link=]] || '''Helicopter frame''' || Similar to the &amp;quot;Airframe&amp;quot; modification.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_counterMeasures.png|link=]] || '''IRCM''' || Installs an IR lamp that can confuse the sensors of an incoming IR missile.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_heli_screen_exhaust_device.png|link=]] || '''HIRSS''' || Reduces the engines' IR signature.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ground Forces =&lt;br /&gt;
Modifications for ground vehicles are split into three categories: Mobility, Protection, and Firepower. Depending on the total number of modifications of the selected vehicle, some modifications can be found in a different category.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
Modifications that improve your tank's ability to manoeuvre around the terrain.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_traks.png|link=]][[File:Mods_new_wheels.png|link=]] || '''Tracks/Tires''' || Increases track durability and traction.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_suspension.png|link=]][[File:Mods_new_car_suspension.png|link=]] || '''Suspension''' || Increases suspension tolerance to rough ground, increasing mobility.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_break.png|link=]] || '''Brake System''' || Allows faster braking speed and force.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_filter.png|link=]] || '''Filters''' || Increases engine horsepower and acceleration.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_transmission.png|link=]] || '''Transmission''' || Increases horsepower to the drive wheels, increasing acceleration.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_engine.png|link=]] || '''Engine''' || Increases engine horsepower and acceleration.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
Modifications increasing the survivability of the tank. These are the most important modifications to upgrade.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_tank_tool_kit.png|link=]] || '''Parts''' || Allows the tank to be repaired in the field. Important if you need to fix a module that has crippled your tank such as the transmission, engine or gun.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_extinguisher.png|link=]] || '''FPE''' || Fire Protection Equipment, allows the tank to extinguish a fire.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_tank_reinforcement_uk.png|link=]][[File:Mods_tank_reinforcement_cn.png|link=]] || '''[[Crew Replenishment]]''' || Allows you to replenish your crew while in combat, effectively reviving 1 dead crew member.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_tank_additional_armor.png|link=]] || '''[[Add-on Armor]]''' || Attaches improvised armour onto the vehicle to increase armour thickness. Increases survivability.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_dozer_blade.png|link=]] || '''Dozer Blade''' || Equips the vehicle with a bulldozer blade to dig defensive positions.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_smoke_screen.png|link=]] || '''[[Smoke screen|Smoke grenade]]''' || When launched, creates a smoke screen around the grenade's point of landing.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_engine_smoke_screen_system.png|link=]] || '''[[Smoke screen|ESS]]''' || Engine Smoke-generating System, when activated will continuously generate a smoke screen originating from the engine for a period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_night_vision_device.png|link=]][[File:Mods_thermal_sight.png|link=]] || '''[[Night Vision Devices|NVD]]''' || Allows use of night vision devices and thermal optics (this module is sometimes located in the Firepower section).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Firepower ===&lt;br /&gt;
Modifications improving various aspects of the tank's weaponry systems.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_horizontal_aiming.png|link=]] || '''Horizontal Drive''' || Increases turret traverse speed.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_tank_cannon.png|link=]] || '''Adjustment of Fire''' || Increases gun accuracy by decreasing horizontal and vertical spread.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_tank_vertical_aiming.png|link=]] || '''Elevation Mechanism''' || Increases turret vertical traverse speed and decreases vertical spread in gun accuracy.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_art_support.png|link=]] || '''[[Artillery Support]]''' || Calls for indirect artillery fire on a position. ''Not available for heavy tanks or tank destroyers.''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_aphebc_tank.png|link=]][[File:Mods_shrapnel_tank.png|link=]][[File:Mods_he_frag_base_fuse_tank.png|link=]][[File:Mods_he_frag_proxi_fuze_ship.png|link=]] || '''[[Tank ammunition|Ammunition]]''' || Unlocks different ammo for usage in the tank's armaments.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_airstrike.png|link=]] || '''[[Scouting#Modifications|Airstrike]]''' || Allows you to join an air battle activated by an ally on a bomber or attacker in Arcade, or reduces the cost in spawn points to spawn an aircraft for each scouted enemy that is destroyed by an ally in Realistic battles. This modification is only available on certain light tanks with the &amp;quot;scouting&amp;quot; ability.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_scouting.png|link=]] || '''[[Scouting#Modifications|Improved optics]]''' || Increases the detection radius of enemy vehicles by +30% of the crew's visual range.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_tank_rangefinder.png|link=]][[File:Mods_tank_laser_rangefinder.png|link=]] || '''[[Rangefinder|(Laser) Rangefinder]]''' || Improves accuracy and speed of the gunner's rangefinding abilities.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_scout_streak.png|50px|link=]] || '''[[Drones|Scout UAV]]''' || Allows you to carry and launch a scout UAV.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Naval Forces =&lt;br /&gt;
Modifications for naval vessels are split into the Seakeeping, Unsinkability, and Firepower categories.&lt;br /&gt;
&lt;br /&gt;
=== Seakeeping ===&lt;br /&gt;
These modifications improve the mobility and manoeuvrability of the ship.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_ship_hull.png|link=]] || '''Dry-Docking''' || Cleans the hull of the ship, reducing drag.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_ship_rudder.png|link=]] || '''Rudder Replacement''' || Improves the rudder and steering mechanisms, decreasing turn time and radius.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_ship_screw.png|link=]] || '''Propeller Replacement''' || Improves the propellers, increasing max speed and acceleration.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_ship_engine.png|link=]] || '''Engine Maintenance''' || Improves the engines and related systems, increasing max forward and reverse speed, as well as acceleration.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unsinkability ===&lt;br /&gt;
These modifications increase the survivability of the ship, as well as providing other protective mechanisms.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ship_tool_kit.png|link=]] || '''Tool Set''' || Allows repair of the ship while at sea.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_manual_ship_extinguisher.png|link=]] || '''Fire Protection System''' || Allows fires to be put out without having to submerge the ship.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_engine_smoke_screen_system.png|link=]] || '''Smokescreen''' || Generates a smoke screen behind the ship continuously for a period of time.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ship_anti_fragmentation_protection.png|link=]] || '''Shrapnel Protection''' || Reduces the effect of shrapnel inside the ship.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ship_venting.png|link=]] || '''Ventilation''' || Reduces crew casualties from smoke in the case of a fire.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_ship_pumps.png|link=]] || '''New Pumps''' || Increases the speed at which water is pumped out of the ship after the breach is repaired.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ship_ammo_wetting.png|link=]] || '''Ammo Wetting''' || Reduces chance of ammo detonation due to fires.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Firepower ===&lt;br /&gt;
These modifications focus on improving the weaponry of the ship, including the available ammo belts and shells to be used, as well as new equipment such as bomb mortars and depth charges.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- style=&amp;quot;visibility:collapse&amp;quot;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | || width=&amp;quot;15%&amp;quot; | || width=&amp;quot;75%&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_new_main_caliber_turrets.png|link=]][[File:Mods_new_aux_caliber_turrets.png|link=]][[File:Mods_new_aa_caliber_turrets.png|link=]] || '''Primary/Auxiliary/Anti-air Armament Targeting''' || Increase the turret rotation and pitch speed of the respective armament groups.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ship_art_support.png|link=]] || '''Artillery Support''' || Calls for bombardment from an off-map warship's main calibre guns on a designated position.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_ship_rangefinder.png|link=]] || '''Improved Rangefinder''' || Increases the accuracy and speed of rangefinding.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_torpedo.png|link=]] || '''Torpedo Mode''' || Increases the range of a torpedo in exchange for reducing its speed (or vice versa).&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_aphebc_tank.png|link=]][[File:Mods_shrapnel_tank.png|link=]][[File:Mods_he_frag_base_fuse_tank.png|link=]][[File:Mods_he_frag_proxi_fuze_ship.png|link=]] || '''Ammunition''' || Unlocks different ammo for usage in the ship's armaments.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_depth_charge.png|link=]][[File:Mods_naval_mine.png|link=]][[File:Mods_rocket_launcher.png|link=]][[File:Mods_ship_mortar.png|link=]] || '''Depth charges&amp;lt;br&amp;gt;Mines&amp;lt;br&amp;gt;Rocket Launcher&amp;lt;br&amp;gt;Mortar''' || Allows you to equip additional weaponry.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Mods_shipSupportPlane.png|link=]] || '''[[:Category:Hydroplanes|Hydroplane]]''' || Ship-launched scout plane carried by some cruisers and battleships, useful for tactical operations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules_and_modifications]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Anti-tank_guided_missiles&amp;diff=163886</id>
		<title>Anti-tank guided missiles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Anti-tank_guided_missiles&amp;diff=163886"/>
				<updated>2023-06-07T18:19:05Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: changed straight-up to completely&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Anti-tank guided missiles (ATGM)}}&lt;br /&gt;
[[File:M551Sheridan History MGM51Shillelagh Firing.jpg|x250px|thumb|right|A [[M551|M551 Sheridan]] fires an anti-tank Shillelagh missile.]]&lt;br /&gt;
&lt;br /&gt;
'''Anti-tank Guided Missile''' ('''ATGM'''), or simply '''anti-tank missile''', refers to a missile system specialized in destroying heavily armoured vehicles such as tanks.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
The advent of anti-tank missiles in War Thunder started in Update 1.59 &amp;quot;Flaming Arrows&amp;quot; with the introduction of various of vehicles mounting an anti-tank missile. Each country received one, and additional were added in future updates. Most are available through unlocks, with the British Strv-81 being premium.&lt;br /&gt;
&lt;br /&gt;
===Rockets vs. Missiles===&lt;br /&gt;
The defining terms between a &amp;quot;rocket&amp;quot; and a &amp;quot;missile&amp;quot; is the presence of a guidance system on the warhead. A rocket flies by its trajectory and once released, is free to fall wherever it lands. A missile on the other hand has access to computer technology to send the guided warhead wherever the operator desires with the usage of a joystick or a laser sight.&lt;br /&gt;
&lt;br /&gt;
==Usage of ATGM in-game==&lt;br /&gt;
[[File:Warrior sneak attack on tank.JPG|x200px|thumb|right|A Warrior utilizing its missile to completely destroy an enemy in front of it.]]&lt;br /&gt;
&lt;br /&gt;
In Arcade Mode, all ATGM launchers use the second-generation guidance system. Thus, once fired, keep the cross hair on the desired target to lead the missile. Keep in mind the missile trajectory as it has a very sensitive fuse so make sure it does not prematurely explode on a piece from the environment.&lt;br /&gt;
&lt;br /&gt;
In Realistic and Simulator Modes, missile systems use the guidance system they are equipped with in real life. Thus, first and second-generation of the guidance system exist in-game. First generation guidance system require input from the tank movement keys to manually guide the missiles to the target. This guidance system is very jittery and is not very accurate.&lt;br /&gt;
&lt;br /&gt;
===Guidance System===&lt;br /&gt;
&lt;br /&gt;
* First-Generation: Also known as MCLOS, this missile requires manual input from the controller to control it. Use the default movement keys WASD to move the missile. A to steer left, D to steer right, W to steer down and S to steer up. Note that while you are controlling the missile, you will not be able to move from your firing position so make sure you are in a safe place.&lt;br /&gt;
&lt;br /&gt;
* Second-Generation: Also known as SACLOS, this is a lot simpler than MCLOS. The missile is automatically guided by your crosshair sights and will adjust accordingly if you move your aiming reticle, so your vehicle is no longer forced to stand in place after firing the missile. So hold your crosshair onto your target as the missile flies into the air to score a hit. Alternatively, you can override the automatic system by aiming at something the missile has already passed to control the missile manually with your crosshair movement. This allows the vehicle to aim the missile at targets it cannot see.&lt;br /&gt;
&lt;br /&gt;
===[[:Category:ATGM_vehicles|Vehicles able to be equipped with ATGMs]]===&lt;br /&gt;
&lt;br /&gt;
===Different launch methods===&lt;br /&gt;
Every nation had their own big idea of what ATGM equipped vehicle must be able to do, and as such, different vehicle designs were created, some being more specialized, than the others. Here is a list of certain specializations, that are currently in the game:&lt;br /&gt;
[[File:RPZ2 snipe.jpg|x200px|thumb|right|A Raketenjagdpanzer 2, with its raised optic and missile platforms, allowing it to target and engage enemies by only peeking over a raised position.]]&lt;br /&gt;
&lt;br /&gt;
* '''Direct attack launchers''': These ATGM are standard and are fired straight out the launch tubes. These can be seen as supplementary weapons (such as on the [[Warrior]]) or as dedicated ATGM-launching vehicles (such as the [[RakJPz 2]]). Missile characteristics are quite diverse in this attack method, but usually possess very high launch speed, penetration values and/or post-penetration damage, though how much better would depend in the launcher vehicle's position in the matchmaking. However, the dedicated ATGM vehicles tend to have higher range and speed than the rest of its contemporaries. Some dedicated launchers even have design perks in term of optic and missile placement being higher than the hull body to make the most of a hull-down position&lt;br /&gt;
&lt;br /&gt;
[[File:Striker VerticalAttack BehindCover.jpg|x150px|thumb|right|A Striker using its missile's upward launch trajectory to surprise an enemy behind cover.]]&lt;br /&gt;
&lt;br /&gt;
* '''Upward attack launchers''': Prior to the development of 3rd-generation missiles, one characteristic burdened on the ATGM users is that to guide the missile, the user must remain exposed to maintain visual target to guide the missile onto target. This leaves the user very vulnerable and open to fire. One solution to this problem was a change in firing method. Instead of firing in a straight trajectory, the missile would have an upward launch motion to clear any obstructions in front, like cover for the vehicle. This can be seen in vehicles like the [[Strv 81 (Rb.52)]] and [[Striker]] designs, with the missiles aligned upwards to clear any cover protecting the vehicle. These missiles over distance eventually level out back into a straight trajectory, however if the target is close enough before this happens, one may exploit the flight pattern to perform a top-down attack onto the enemy's weaker roof armour and hit the enemy while they're behind cover. Higher generation missiles of this kind are more manoeuvrable, can speed up to acceptable level over time, and use tandem-charge to negate ERA effects.&lt;br /&gt;
&lt;br /&gt;
* '''Hybrid tank technology''': The problem with missiles on vehicles is the inherent specialization the vehicle is required to have to make use of the weapon. As time went, technology became more and more fledged out, and so attempts on merging ATGM and tanks to produce the best of the two types of vehicle as a hybrid. One of the earlier tank hybrids was [[M551]]. The idea was to launch ATGM right out of cannon barrel, and then guide it with gunner's optics. As a more modern pieces of technology, these ATGMs are generally the fastest out there and can be launched on move at any speed, and with that they are able to compete with dedicated ATGM launchers, but force longer reload time. In the game, this kind of technology is mostly used by BR 9.0 and higher US and USSR tanks, mainly against hostile close air support and far away targets, attacking which with APFSDS would take too much time. For example: tanks like [[XM-803]] and [[T-80B]] can use them to fight against helicopters and lighter vehicles from afar.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Initial Start-up===&lt;br /&gt;
The first guided missile of its kind was created by Nazi Germany with the Ruhrstahl X-4 wire-guided air-to-air missile in 1944.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot;&amp;gt;Hogg 1997, ''Chapter Six: The Smart Weapons''&amp;lt;/ref&amp;gt; The X-4 lead to the predecessor of the ground-attack missile in the X-7 variant, nicknamed Rotkäppchen (&amp;quot;Red Riding Hood&amp;quot;). Neither of these missiles saw operational service in World War II before it ended. After World War II, the interest in missile stagnated in the Allies except to the French. France was the first to produce an anti-tank missile; named the Nord SS.10 and it was introduced to the export market in 1955.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot; /&amp;gt; The missile was very successful, procured by America and the Israelis and was cost-effective, costing only £350 per missile. 30,000 missiles were produced by 1962. However, it was far from a perfect missile as it only had a range of 1.6 km and a longer effective range was desired. Later in the 1950s, better missiles were produced in all sides of the Cold War. The French followed up with the SS.11, with upgraded lethality and range. The British adopted the Australian Malkara and the Vickers Vigilant missiles, both respectable weapons of the era. The Soviets developed the 3M6 Shmel (AT-1 Snapper), though it seemed to be inspired from the SS.10 design.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot; /&amp;gt; All these missiles followed a trend of being portable enough to be used by an infantry crew, yet powerful enough to destroy any tank of the time of introduction, which these missiles succeeded in. However, a problem arose in the guidance systems.&lt;br /&gt;
&lt;br /&gt;
===Guidance System===&lt;br /&gt;
The first missiles that came to be used the first-generation guidance system known as &amp;quot;Manual command to line of sight&amp;quot; (or MCLOS). The missile, once in flight, require the operator use a controller such as a joystick to steer the missile into the target.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot; /&amp;gt; This was a troublesome system as it requires the operator to keep the missile sight on target while manually inputting the correction to the missile course, which was often not precise enough to allow for accurate aiming. This guidance system also left the operator exposed as the missile took its course, to the point that a counter to it was for tanks to simply bombard the position or kill the operator to disrupt the missile guidance. Most of the early missile systems like the SS.11, Malkara, and Shmel were based on this guidance system.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second-generation guidance system was the &amp;quot;Semi-automatic command to line of sight&amp;quot; (or SACLOS). Unlike the first generation, this requires the operator to simply keep the missile sights onto the target and the missile will correct itself through radio or wire signals.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot; /&amp;gt; Another system used in this format was a laser sight or a camera view from the war head for a more direct sighting and aiming. This system was a lot simpler to use than the first generation, though still left the operator stationary and vulnerable. SACLOS made up the majority of missile designs used during later half of the Cold War, from the Soviet 9M14 Malyutka (AT-3 Sagger), the British Swingfire, the American AGM-114 Hellfire, and the BGM-71 TOW.&lt;br /&gt;
&lt;br /&gt;
The third-generation guidance system is the most sophisticated and modern of the missile systems. Using a laser or an IR sight to find a target in any environment, the missile uses a &amp;quot;fire-and-forget&amp;quot; system that allows for the operator to move from his position right after the missile is fired.&amp;lt;ref name=&amp;quot;HoggSmartWeapon&amp;quot; /&amp;gt; This missile gives the operator a greater degree of safety than the others and can be found in most modern missile launchers, such as the FGM-148 Javelin in U.S. inventory.&lt;br /&gt;
&lt;br /&gt;
===Impact of Missiles to Tank Development===&lt;br /&gt;
The missiles almost caused a collapse in the tank concept. The idea of the tank is that it would be able to resist and resistance and help the infantry break through the enemy lines. The missiles, however, gives the infantry a massive increase in anti-tank power and can destroy tanks very easily with their HEAT warheads. Tanks are unable to keep up with the more powerful HEAT rounds with their armour as more armour means heavier weight and placing enough armour on a tank to be resistant against the missiles makes them prohibitively heavy. Notable events to the tank development due to missiles is Germany's design of their [[Leopard I|Leopard 1]] and the Soviet's discontinuation of the [[T-10M|heavy tank]] series. The German Leopard 1 was made with minimum armour for increased mobility under the pretext that armour will eventually be outdated by more powerful HEAT rounds. The Soviet's discontinuation of the heavy tanks, logistics aside, was due to their growing vulnerability to the anti-tank missiles and thus, their entire existent as a heavily armoured break through tank is left meaningless if it can be stopped by a simple missile.&lt;br /&gt;
&lt;br /&gt;
Not all is lost though for the armoured forces. Conventional steel armour used since World War II became obsolete with improving tank armament and the missiles, but new armour replaced the old and made the tanks once again a dominant vehicle class on the battlefield. [[Armour#Composite_Armour|Composite armour]], an armour made up of a blend of materials such as metal, plastics, and ceramics, prove to be much more resistant than conventional steel armour. The ammo composite armour excel against are HEAT, which was the primary tank ammunition used at the time and on every missile since. Composite armour gave tanks their main armour advantage back by being able to defend itself against missiles.  Another armour that increases the tank's effectiveness in battle is the [[Armour#Explosive_reactive_armour_(ERA)|&amp;quot;explosive reactive armour&amp;quot;]] (or ERA). ERA uses the power of explosives to disrupt HEAT charges, but later models are able to interfere with any projectiles attempting to penetrate the tank armour. Thus, with these two armour type, tanks remain a dominant force of reckoning on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Of course, with new protection, comes new ways of destroying that protection. Missile designers use a variety of ways to defeat the new armour such as the tandem-charge, which uses two HEAT rounds in one missile by using the first one to destroy the protection above the base armour like ERA and the second will attack the base armour straight-on. In response, ways to fight missiles by disrupting their guidance system also began such as electronic jammers, active protection systems, and smoke screens. Nevertheless, the missiles remain a large threat against armoured forces as it gives the infantry a cheap weapon able to destroy an expensive tank.&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;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:BMP-1 Game 9M14Missile.jpg|350px|thumb|center|An example of what one of the modelled, Anti-tank Guided Missile (ATGM) looks like in-game. &amp;lt;br ATGM's representations are modelled in-game to their historical representations]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|wDxhzDnCnHY|'''The Shooting Range #111''' - ''Special'' section at 00:37 discusses the ATGM vehicles.|mxu1ZyzkRHU|'''Crash Course: ATGM''' - ''War Thunder Official Channel''|aBGRGu-o9us|'''The Shooting Range #3''' - ''Special'' section at 00:36 discusses the first ATGM vehicles introduced in the game.}}&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 type of weapon;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Template:Missiles|Missiles]]&lt;br /&gt;
* [[:Category:Countermeasures|Countermeasures]]&lt;br /&gt;
* [[Air-to-air missiles]]&lt;br /&gt;
* [[Air-to-ground missiles]]&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;
* [[wikipedia:Anti-tank_guided_missile|[Wikipedia] Anti-tank guided missile]]&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&lt;br /&gt;
;Citations&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bibliography&lt;br /&gt;
&lt;br /&gt;
* Hogg, Ian V. ''Tank Killing: Anti-tank Warfare by Men and Machines.'' London: Sidgwick &amp;amp; Jackson, 1996. Print.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Armaments]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=S.Pz.B.41_(28/20_mm)&amp;diff=163882</id>
		<title>S.Pz.B.41 (28/20 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=S.Pz.B.41_(28/20_mm)&amp;diff=163882"/>
				<updated>2023-06-07T16:37:51Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Weapon S.Pz.B.41 2820mm.jpg|x200px|thumb|right|The 28/20 mm s.Pz.B.41 on the Sd.Kfz.221 (s.Pz.B.41).]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' --&amp;gt;&lt;br /&gt;
The '''2.8/2 cm s.Pz.B.41''' (Full designation: ''schwere Panzerbüchse''; English: ''heavy tank hunting rifle'') is a German anti-tank gun that utilizes a squeeze-bore principle for the projectile's kinetic energy. The squeeze-bore principle has a varying barrel diameter from the chamber to the muzzle, which &amp;quot;squeezes&amp;quot; the projectile as it propels through the &amp;quot;bore&amp;quot; in order to obtain a higher muzzle velocity. This results in the strange calibre naming for the weapon, which starts at 28 mm diameter at the chamber that steadily decreases to 20 mm by the muzzle end.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|germ_sdkfz_221_s_pz_b_41}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!-- ''Tell us about the tactical and technical characteristics of the cannon or machine gun.'' --&amp;gt;&lt;br /&gt;
The 2.8/2 cm s.Pz.B.41 is hindered by the fact that it only has one type of ammunition available in-game, the Pzgr.41 APCR ammunition. However, the squeeze-bore principle does indeed propels the ammunition at an extremely high velocity of 1,400 m/s&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!-- ''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{:{{PAGENAME}}/Ammunition|2.8/2cm Pzgr.41}}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
The s.Pz.B.41 is a one-of-a-kind squeeze-bore weapon in the game that presents high velocity and penetration for the calibre.&lt;br /&gt;
&lt;br /&gt;
A similar weapon that retains a &amp;quot;lightweight&amp;quot; construction and small-calibre shell is the Italian [[Fucile Controcarri S Mod.39 (20 mm)|Fucile Controcarri S Mod.39]] anti-tank rifle inside the [[L3/33 CC]].&lt;br /&gt;
&lt;br /&gt;
However, in terms of a weapon that have similar penetration power as the s.Pz.B.41 is the British 40 mm [[Ordnance QF 2-pounder (40 mm)|OQF 2-pounder]], with the Shot Mk.1 APCBC/T that can penetrate 96 mm at point-blank range at perpendicular armour. The firepower parity at such a difference of calibre is testament on just how much faster the s.Pz.B.41 shell is going due to the squeeze-bore principle.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
Because of its high velocity shot, low shot drop, and high penetration, this cannon is best used as a sort of sniper rifle, hiding in cover and picking off enemies at a distance. However, since it can only fire APCR, its penetration greatly suffers against angled armor, and its post penetration damage is limited, so you must aim for modules such as crew and ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High penetration&lt;br /&gt;
* High velocity&lt;br /&gt;
* Good rate of fire&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Bad performance against highly angled armor&lt;br /&gt;
* Not as much post-penetration damage as others&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.'' --&amp;gt;&lt;br /&gt;
The concept of a squeeze-bore weapon began in the early 20th century under the proposal of German professor Karl Puff. This materialized into a weapon after World War I by Hermann Gerlich. The design used a conical shell in a barrel that had a narrowing calibre width to &amp;quot;squeeze&amp;quot; the shell to make the most of the propellent energy behind the shell. This resulted in extremely high muzzle velocities, which broke records at the time, but the downside to the design was the high production cost and complexity of producing the barrel design, and the short barrel life due to the stresses involved.&amp;lt;ref name=&amp;quot;TankArchives_SPzB41&amp;quot;&amp;gt;Samsonov 2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Gerlich's death in 1934, his designs were picked up by Mauser who continued work on the squeeze-bore weapon. Mauser engineers at Obendorf developed a 28/20 mm weapon in 1939, which was designated the ''Gerät 231'' or ''MK.8202''. This was further developed and trialled in the Summer of 1940 by the Wehrmacht. The weapon was eventually accepted into service in 1941 as the '''2,8 cm schwere Panzerbüchse 41''', or shortened as '''s.Pz.B.41'''.&amp;lt;ref name=&amp;quot;LoneSentry_SPzB41&amp;quot;&amp;gt;Lone Sentry 2016&amp;lt;/ref&amp;gt; Production of the weapon by Mauser ran between 1940-1943 with a total of 2,782 units produced, with a unit price of around 4,500 Reichsmarks each.&amp;lt;ref name=&amp;quot;TankArchives_SPzB41&amp;quot; /&amp;gt;&lt;br /&gt;
[[File:HistoricImage IWM-E-9090 S.Pz.B.41 (28-20 mm).jpg|x250px|thumb|right|A captured s.Pz.B.41 in the hands of an Englishmen during the North African campaign.]]&lt;br /&gt;
&lt;br /&gt;
The s.Pz.B.41's benefit was maintaining a high-velocity penetrating shell at a lighter weight than the [[PaK L/45 (37 mm)|37 mm PaK 36]], with the s.Pz.B.41 weighing 223 kg (~492 lb.) altogether,&amp;lt;ref name=&amp;quot;TankArchives_SPzB41&amp;quot; /&amp;gt; while the PaK 36 weighed roughly 400 kg (~880 lb.).&amp;lt;ref name=&amp;quot;WarDept_PaK36&amp;quot;&amp;gt;War Department 1943, pg.113-114&amp;lt;/ref&amp;gt; The s.Pz.B.41 could also be disassembled and carried in a crew of five, further enhancing the weapon's mobility.&lt;br /&gt;
&lt;br /&gt;
The weapon proved useful in the Eastern Front as a weapon against the Soviet's new T-34 and KV-1 tank. Several were also sent to the North African theatre.&amp;lt;ref name=&amp;quot;Zaloga2005&amp;quot;&amp;gt;Zaloga 2005, pg.6-7&amp;lt;/ref&amp;gt; However, the increasing armour on tanks eventually made the s.Pz.B.41 obsolete as a front-line anti-tank weapon by 1943. The s.Pz.B.41's armour-piercing shell being built from tungsten also complicated the weapon's longevity as the material became scarce in Germany.&amp;lt;ref name=&amp;quot;LoneSentry_SPzB41&amp;quot; /&amp;gt; However, the weapon remained as a anti-materiel weapon against infantry fortifications and thin-skinned or lightly armoured vehicles.&amp;lt;ref name=&amp;quot;TankArchives_SPzB41&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Captured samples of the s.Pz.B.41 by the Allies revived interest in development of tapered-bore designs on the American [[M3 (37 mm)|37 mm cannon]] and the British [[QF 2-pounder (40 mm)|2-pounder cannon]], with the overall goal of improving armour penetration on the same lightweight platforms. However, the design issues of short barrel life and complexity in manufacturing were never overcame, and so none of the experimental designs were accepted into US service.&amp;lt;ref name=&amp;quot;Zaloga2005&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
* [http://tankarchives.blogspot.com/2016/08/schwere-panzerbuchse-41.html [Tank Archives&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Schwere Panzerbüchse 41] ([https://web.archive.org/web/20210525130840/http://www.tankarchives.ca/2016/08/schwere-panzerbuchse-41.html Web Archive])&lt;br /&gt;
* [https://www.militaryfactory.com/smallarms/detail.php?smallarms_id=1079 [Military Factory&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Mauser 2.8cm schwere Panzerbuchse 41 (sPzB 41)] ([https://web.archive.org/web/20210525130825/https://www.militaryfactory.com/smallarms/detail.php?smallarms_id=1079 Web Archive])&lt;br /&gt;
&lt;br /&gt;
;References:&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bibliography:&lt;br /&gt;
&lt;br /&gt;
* Lone Sentry. &amp;quot;'German Antitank Weapons' from ''Intelligence Bulletin'', November 1944.&amp;quot; ''Lone Sentry'', n.d., [http://www.lonesentry.com/german_antitank/index.html Website] Accessed 25 May 2021 ([https://web.archive.org/web/20201118073317/http://www.lonesentry.com/german_antitank/index.html Archive]).&lt;br /&gt;
* Military Intelligence Service: War Department, ''German Infantry Weapons''. Washington: United States War Department, 25 May 1943.&lt;br /&gt;
* Samsonov, Peter. &amp;quot;Schwere Panzerbüchse 41.&amp;quot; ''Tank Archives'', Blogger, 20 Aug. 2016, [http://www.tankarchives.ca/2016/08/schwere-panzerbuchse-41.html Website]. Accessed 25 May 2021 ([https://web.archive.org/web/20210525130840/http://www.tankarchives.ca/2016/08/schwere-panzerbuchse-41.html Archive]).&lt;br /&gt;
* Zaloga, Steven J. ''US Anti-tank Artillery 1941-45''. Osprey Publishing Ltd., 2005.&lt;br /&gt;
&lt;br /&gt;
{{Germany tank cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank cannons]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=DK_(12.7_mm)&amp;diff=163880</id>
		<title>DK (12.7 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=DK_(12.7_mm)&amp;diff=163880"/>
				<updated>2023-06-07T16:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DK.png|550px|thumb|right|The DK inside the rear of the SMK turret]]&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!--''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''DK''' or '''Degtyaryov Krupnokalibernyi''' (Russian: Дегтярёва Крупнокалиберный; English: Degtyarov large calibre) is a Soviet 12.7 mm heavy machine gun mounted on armoured vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|ussr_smk}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
Because it is mounted in the back of the SMK's turret instead of the front with the other weapons, it is hard to use effectively and thus is mostly unused. However, its large calibre may be able to damage or kill crew members of open-topped vehicles that flank behind you.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/ History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.'' --&amp;gt;&lt;br /&gt;
The Soviet Union, at its start, lacked the capability of providing infantry the necessary firepower to combat the potent threat of airpower. While other nations were moving ahead with large-calibre machine guns after World War I, the Soviet Union only began requesting a similar weapon system in 1925.&amp;lt;ref name=&amp;quot;Koll_DK&amp;quot;&amp;gt;Koll 2009, pg 53-54&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Popenker_DK&amp;quot;&amp;gt;Popenker &amp;quot;DShK DShKM 12.7&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unsatisfied with foreign examples, the Soviet Union sought to create an indigenous design of a heavy machine gun. The first step was the cartridge, which resulted in the 12.7x108 mm cartridge. For the weapon design, the Soviet Union asked Vasily Alekseyevich Degtyaryov, who had designed the [[DT_(7.62_mm)|DP machine gun]], to produce a machine gun for the new cartridge. Degtyaryov delivered in 1930 his new machine gun, which was essentially the DP machine gun scaled up and fed by a 30-round magazine designed by A. Kladov. The machine gun was designated the '''DK''', or '''Degtyaryov Krupnokalibernyj''' (&amp;quot;Degtyarov Large Calibre&amp;quot;).&amp;lt;ref name=&amp;quot;Koll_DK&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Popenker_DK&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The DK was put into production in 1933. The weapon was typically mounted on a Koleshnikov universal mount, which had a wheeled carriage for transportation and firing at ground targets, and the mount's trails can be used as a tripod to engage aircraft.&amp;lt;ref name=&amp;quot;Koll_DK&amp;quot; /&amp;gt; The weapon saw use on armored cars, light tanks, and on small naval vessels.&amp;lt;ref name=&amp;quot;Popenker_DK&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, issues arose from the 30-round magazine the DK was equipped with, which restricted the weapon's overall rate of fire due to reloads. As such, by 1935 the weapon type was discontinued. However, another designer by the name Georgiy Shpagin would work with the DK to produce a belt-feed mechanism for the weapon in 1937. The weapon, a collobration effort between Degtyaryov and Shpagin, would eventually be adopted in 1939 as the [[DShK (12.7 mm)|DShK mod.38]], which would go on as the predominate version of the weapon.&amp;lt;ref name=&amp;quot;Koll_DK&amp;quot; /&amp;gt;&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;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Weapon DK (12.7 mm).png|&amp;lt;small&amp;gt;The DK mounted rear-facing on the upper turret of the SMK&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
=== References ===&lt;br /&gt;
&lt;br /&gt;
;Citations&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bibliography:&lt;br /&gt;
&lt;br /&gt;
* Koll, Christian, ''Soviet Cannon: A Comprehensive Study of Soviet Guns and Ammunition in Calibres 12.7mm to 57mm''. Self-published, PDF, 2009.&lt;br /&gt;
* Popenker, Maxim, &amp;quot;DShK DShKM 12.7.&amp;quot; ''Modern Firearms'', [https://modernfirearms.net/en/machineguns/russia-machineguns/dshk-i-dshkm-12-7-eng/ Website]. Accessed 04 Aug. 2021 ([https://web.archive.org/web/20210804152251/https://modernfirearms.net/en/machineguns/russia-machineguns/dshk-i-dshkm-12-7-eng/ Archive]).&lt;br /&gt;
&lt;br /&gt;
{{Tank machine guns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank machine guns]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KV-2_(1939)&amp;diff=159688</id>
		<title>KV-2 (1939)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KV-2_(1939)&amp;diff=159688"/>
				<updated>2023-03-26T21:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Modifications and economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Soviet heavy tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = KV-2 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=ussr_kv_2_1939&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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}} Soviet heavy tank {{Battle-rating}}. It was introduced during the Closed Beta Test for Ground Forces before [[Update 1.41]]. One of the most infamous tanks in the Soviet tree, the KV-2 introduces the concept of heavy-calibre armaments that will trend on other Soviet heavy tanks.&lt;br /&gt;
&lt;br /&gt;
The KV-2 is a modification of the KV-1 that mounted a [[M-10T (152 mm)|M-10T (152mm) howitzer]] in order to provide support to infantry against fortified positions. The large and extremely heavy turret, necessary to mount the 152 mm howitzer, results in a slow traverse time. Its gun is an effective breach weapon, designed against fortifications. Despite this usage, very few were made, with the majority being lost due to breakdowns and not German forces because none of their tanks at that time could penetrate the thick armour.&lt;br /&gt;
&lt;br /&gt;
The KV-2 is a behemoth of a tank, which players feared due to the devastating punch of its 152 mm round and its distinctive and intimidating profile. However, these traits also serve as the tank's weaknesses. The KV-2 can be an effective force on the battlefield, and is well-loved by the community, being christened with numerous nicknames, usually in reference to its abnormally large armament calibre, large profile, or its iconic and legendary status in the Soviet tech tree. The KV-2 has also been given the title '''''&amp;quot;The King Of Derp&amp;quot;''''' by the fanbase.&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;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 75 mm (31°) ''Front plate'' &amp;lt;br&amp;gt; 70 mm (72°) ''Front glacis'' &amp;lt;br&amp;gt; 25 mm (7-71°) ''Joint plate'' &amp;lt;br&amp;gt; 75 mm (26-51°) ''Lower glacis'' || 75 mm || 60 mm (13-89°) ''Top'' &amp;lt;br /&amp;gt; 70 mm (14-57°) ''Bottom'' || 30 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 75 mm (15-16°) ''Front turret'' &amp;lt;br /&amp;gt; 90 mm (10-20°) ''Gun mantlet'' 90 mm (1-54°) ''Gun mantlet shield'' || 75 mm || 75 mm || 40 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 20 mm thick while tracks are 30 mm thick.&lt;br /&gt;
* With its straight angles the KV-2 can easily be angled in the diamond direction (30°). Improving the line of sight thickness of the chassis to 100 mm frontally and 130 mm on the side. The turret achieves at 30° up to 90 mm of steel, however, the turret ring remains a weak point on all angles. Although since the introduction of volumetric shells this has been made less of a problem&lt;br /&gt;
&lt;br /&gt;
[[File:Armour KV-2 badly angled.png|left|thumbnail|x250px|A surprised and unangled KV-2 with line-of-sight armour thickness. Even in this state the [[KwK40 L43 (75 mm)|KwK40 L43]] ([[Pz.IV F2|Panzer IV]]) will have problems penetrating at ranges &amp;gt;500 m]]&lt;br /&gt;
&lt;br /&gt;
The normal role of a heavy tank is to bring armour and firepower to support the lighter, faster tanks to hold strategic points they have captured. However, the massive profile of the KV-2 heavy tank and the majority of flat 75 mm armour means that even with proper angling and cover, the KV-2 will be unable to hold points for long. The KV-2 easily identified by even the least experienced players and as soon as it fires one round, it will be out-manoeuvred on and forced to retreat or be violently removed. Additionally, artillery and aircraft will often force the KV-2 out of positions if not outright destroy it due to the KV's abysmal speed and massive size. Lastly, the KV-2 has no machine gun to deal with air or lightly armoured targets, meaning once the howitzer fires, that is it for around 30 seconds. Even most anti-air vehicles can effortlessly overrun and destroy the KV-2 if it is over-extended or alone. Couple that with this tank's inability to provide effective long range support and players will have a difficult time finding their niche with this vehicle.&lt;br /&gt;
&lt;br /&gt;
The large turret housing the 152 mm howitzer is a huge target on the KV-2, a more enticing target than the hull. The profile makes concealing the tall, heavy tank difficult, while the turret armour is relatively poor all-around at 75 mm. Not to mention that there will always be ammunition inside the turret, so a penetrating APHE shot has a very high chance of detonating one of these rounds. At its battle rating, most enemy tanks have the capability of penetrating and eliminating the KV-2 through the turret, not to mention even some of the lower rank ones have powerful enough guns to deal with the armour.&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=775|rbMinHp=531}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is incredibly sluggish in speed and manoeuvrability. The original KV-1 is already slow as is, but the KV-2 added a huge and heavy turret that increased the total weight from ~46 tons to ~52 tons. Top speed for the vehicle on flat ground is only about 34 km/h, and accelerating is very slow to get the tank up to this speed. Unless moving forwards at a certain gear, the {{PAGENAME}} is also very hard to turn on even ground.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Parts&amp;quot; and &amp;quot;FPE&amp;quot; should be the first targets for unlocking. While the mobility of the KV-2 is quite bad, the turret traverse and accuracy is worse. Thus &amp;quot;Horizontal Drive&amp;quot;, &amp;quot;Adjustment of Fire&amp;quot; and &amp;quot;Elevation Mechanism&amp;quot; should be prioritized after the first set of upgrades. The &amp;quot;PB-35&amp;quot; shell unlock can be ignored as it is only a marginal upgrade compared with the GF-530 stock shell. Mobility upgrades also help with the tank's poor mobility.&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|M-10T (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
The 152 mm gun is perhaps the most iconic weapon in the Soviet tree. Shells that penetrate will almost always destroy the enemy and even those that fail to do so will still typically do some damage or even destroy the target thanks to the huge amount of explosives in all 3 available shells. A large calibre gun coupled with the heavy turret sadly produces a slow gun traverse (both horizontally and vertically) to get the gun onto a target and very long reload times. The turret also presents a narrow gun depression and elevation range (-5° and 12° respectively), even though limited depression is something common among soviet tanks and you rarely need more elevation.&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;5&amp;quot; | [[M-10T (152 mm)|152 mm M-10T]] || 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 !! 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; | 36 || rowspan=&amp;quot;2&amp;quot; | -5°/+12° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 4.85 || 6.72 || 8.20 || 9.00 || 9.60 || rowspan=&amp;quot;2&amp;quot; | 43.29 || rowspan=&amp;quot;2&amp;quot; | 38.30 || rowspan=&amp;quot;2&amp;quot; | 35.30 || rowspan=&amp;quot;2&amp;quot; | 33.30&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 3.57 || 4.20 || 5.10 || 5.64 || 6.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''G-530''' (AC) - The &amp;quot;Anti-Concrete&amp;quot; round has below average but bearable velocity with enough penetration for most tanks up to BR 5.0 ([[Churchill VII]] being one of the few exceptions), but the massive size can struggle to go through small weak spots such as the bow machine gun of the [[M4 Sherman (Family)|M4 Sherman]]. With over 5 kg of TNT equivalent of HE filler, it will one shot enemies whenever it enters the crew compartment of the enemy vehicle. Even when it doesn't penetrate the enemy's armour, it can still send fragments through thin plates nearby and knock out crew/damage components like a large HE shell. Its armour piercing qualities and much lower fuse sensitivity than HE shells sometimes makes it better than HE since it can go through tracks and side skirts then explode closer to the main armour.&lt;br /&gt;
&lt;br /&gt;
* '''OF-530''' (HE) - High-explosive shell that can destroy pretty much any tank in the game if you know where to shoot. The high explosive mass of the shell inflicts devastating damage to tanks with the overpressure mechanic, provided you target a spot where the armour is thin. The roof of the hull is a good spot, as the explosion will knock out the crew with the blast when going through the roof plate.&lt;br /&gt;
&lt;br /&gt;
* '''PB-35''' (APCBC) - The APCBC shell has the same penetration as AC shell at point-blank range, but loses less of it over range. It's also less prone to ricochets. These are the only pros it has, further undermined by reduced shell velocity which makes the KV-2 even less suitable for long range engagements (800+ m). At the same time its explosive filler is also less potent than AC shell, which means it's less effective as a do-it-all shell.&lt;br /&gt;
&lt;br /&gt;
{{:M-10T (152 mm)/Ammunition|G-530, OF-530, PB-35}}&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: 2.13.0.94''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''36''' || ''Projectiles''&amp;lt;br&amp;gt;''Propellants'' || 25&amp;amp;nbsp;''(+11)'' &amp;lt;br&amp;gt; 29&amp;amp;nbsp;''(+7)'' || 13&amp;amp;nbsp;''(+23)'' &amp;lt;br&amp;gt; 15&amp;amp;nbsp;''(+21)'' || 1&amp;amp;nbsp;''(+35)'' &amp;lt;br&amp;gt; 1&amp;amp;nbsp;''(+35)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* The {{PAGENAME}} uses two-piece ammunition, composed of projectiles (yellow) and propellant bags (orange). Both have separate racks.&lt;br /&gt;
* Shells are modeled individually and disappear after having been shot or loaded.&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 old peek-a-boom tactics, and staying behind others is still the best method for employing this &amp;quot;heavy tank&amp;quot;. Roll forward, take the shot, and then pull back for the over half-minute reload time, and then repeat. Close range brawling is a bad idea due to certain characteristics on the tank. Make sure to plan the route ahead of time make sure to avoid large distances in the open, this is a slow moving tank with a large profile making it an easy target for long barreled guns. It is recommended to have a work with a squad mate or other friendly tanks to cover the KV-2 during the reloading phase.&lt;br /&gt;
&lt;br /&gt;
Most tanks with a high-velocity cannon can cripple the KV-2 through the turret. As such, pretty much all tanks at its battle rating should be taken account of. Rely on always getting the first shot off, else the enemy tank is more than likely to destroy the KV-2. Another type of vehicles to worry about are the very small tanks like the [[M22|M22 ''Locust'']] and the [[ASU-57]] as these can get right under the tank's gun depression and fire away at weak points with little risk of return fire by the KV-2.&lt;br /&gt;
&lt;br /&gt;
===Arcade battles===&lt;br /&gt;
In '''Arcade''', the target lead indicator make the slow, but long-range penetrating PB-35 APCBC a destructive force to be afraid of since ranging is a lot easier for the low-velocity shells. Always conduct attacks via &amp;quot;Peek-a-boo&amp;quot; tactic in that stay behind cover while searching for targets, then pop out when a target presents itself to fire before returning back to cover to reload.&lt;br /&gt;
&lt;br /&gt;
One must be conscious and use the map terrain to their advantage. On more open maps like [[Karelia]] and [[Carpathians]], the KV-2's speed and low velocity will make traversing the battlefield while sniping long-range targets difficult. However, one could hang back and snipe unsuspecting and immobile targets, while at the range most return fire would more than likely bounce off the armour. However, be wary of more penetrating guns like the 75 mm on the [[Panther D|Panther]] and the 76 mm on the [[M4A3 (76) W|M4 Shermans]] that easily piece the front turret armour.&lt;br /&gt;
&lt;br /&gt;
Smaller maps benefit the KV-2 in that the low shell velocities are no longer a big detriment to the combat ability, plus it could make the most of the initial penetration values in close-range battles. However, enemy tanks in close-range will also have an easier time penetrating the KV-2 front armour, or flanking around while reloading the gun thanks to engine power increase. In these cases, situational awareness and friendly support is the key to victory and ''survival'' of the KV-2 in the smaller maps.&lt;br /&gt;
&lt;br /&gt;
===Realistic/Simulator battle===&lt;br /&gt;
Realistic and Simulator modes are taxing for the KV-2 as the removal of the target lead indicator can make long-range fighting with the 152 mm a chore.&lt;br /&gt;
&lt;br /&gt;
The most important thing in these game modes, due to the lack of target markers, is the vision. The binoculars are the greatest assets. Keep the turret in a well-angled position while scouting for targets with the binoculars or normal eyesight.&lt;br /&gt;
&lt;br /&gt;
Since the usual fighting ranges exceed 600 m, getting hits without aim assist with the howitzer are rare. Though close-range fighting can fix this, the close-quarters battle is not a tactic the KV-2 should indulge in alone without supporting teammates to cover for the tank in case of flankers. Due to long reloads, rangefinding should be priority whenever the distance is not clear in order to not waste the first shot. If the target is beyond rangefinding range, a tip is to utilize the OF-530 HE shell in the first shot, with spare G-530 anti-concrete rounds for the follow-up. These two rounds share the same ballistics, so the HE shell can be fired first to gauge the distance. If it lands close to the enemy and hits, chances are it will either destroy it or cripple its mobility, plus the impact of the explosion will alert teammates of the presence of an enemy tank at the area of firing. If the enemy tank still remains after the OF-530 shell, the next loading G-530 AC shell can follow through the same ballistic path and destroy the enemy via a penetration.&lt;br /&gt;
&lt;br /&gt;
===Counter-tactics===&lt;br /&gt;
'''Getting close''': Probably the most difficult part, if spotted a 40 kg shell will soon be on its way to ruin someone's day. Thus sneaking up, or attacking, from outside the KV-2's field of view is advised. Of course, after the KV-2 has fired, a window of opportunity and hope will open up. With moving up and aiming two shots can be placed on the moving Soviet tower tank. An attack route from the side or rear is preferable, not only is it a blind spot, but the turret traverse is so awful on the KV-2 that it will not have the time to react fast enough. Just make sure to hit, or the tank will be alerted and counter-attack.&lt;br /&gt;
&lt;br /&gt;
'''Shooting''': Targets should be the gunner (right side) to stop the loading process and the loader to increase loading time to up to one and a half minutes. If shooting APHE shells, two penetrating hits will often take out the gun breech as well, stopping the reload and the ability to return fire entirely. The easiest way of performing these hits is via the turret ring, although a harder task since the implementation of volumetric shells, which will always not be angled at certain parts from the front. If APHE shells hit below the side hull, it will possibly detonate the main storage of ammunition, resulting in a single-shot destruction. If that is not the case the gunner, commander, cannon breech, loader, and ammunition and turret ring will be damaged or wounded.&lt;br /&gt;
&lt;br /&gt;
Shooting a KV-2 from the side is much easier, just one massive turret reaching into the sky. But do not shoot anywhere! The tracks will often eat shots and most KV-2 drivers are by now smart enough to not fully load up their KV-2, leaving the rear turret empty of shells.&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;
* Huge howitzer, dealing high damage with incredible force that will almost always knock out enemies with a single shot&lt;br /&gt;
* Tank's reputation tends to have a noticable psychological affect on enemy players&lt;br /&gt;
* Has one of the best HE rounds in the game&lt;br /&gt;
* The new overpressure mechanic has made it so the KV-2 can kill pretty much anything with a turret shot&lt;br /&gt;
* Able to destroy higher rank tanks&lt;br /&gt;
* Has the hull armour of the KV-1 which will stop most Pz.III and Pre-[[T-34-57]] shots&lt;br /&gt;
* Large crew count means it is unlikely to be knocked out with a single shot unless the ammo racks explode&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to counter&lt;br /&gt;
* Slow rotation speed of the turret means that flank attacks are difficult to respond to&lt;br /&gt;
* If more than 19 rounds loaded, the ammo fills the weak spot ammo racks in the sides of the turret&lt;br /&gt;
* Terrible gun depression&lt;br /&gt;
* Tall turret is very vulnerable from the side and difficult to hide&lt;br /&gt;
* Driver's viewport is a weak spot; easily exploitable by experienced players&lt;br /&gt;
* Has a tendency, although a rare but dreaded occurrence, to overshoot targets at close range when using the sights&lt;br /&gt;
* Large silhouette&lt;br /&gt;
* Large barrel can easily be damaged by even autocannons, preventing return fire&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;
===Development===&lt;br /&gt;
The start of the KV heavy tanks began after the heavy tank [[T-35]] flaws came to light. Designers were ordered to draw up new designs to become the basis of a breakthrough heavy tank needed for the Soviet doctrine. This made for a tank that was heavily armoured, but not very mobile as it was to be for siege warfare. The designs offered all had heavy armour, wide tracks, and used the torsion-bar suspension. The designs were the [[SMK]], T-100, and what would be the '''KV-1 tank''', which was named after the then Soviet Defense Commissar '''K'''liment '''V'''oroshilov.&lt;br /&gt;
&lt;br /&gt;
During the developmental progress, the prototypes of all these heavy tanks were made and the Winter War with Finland was on its way. The Soviets sent these tanks into Finland for combat testing, to which the KV design outperformed in every way with its superior armour and firepower. The armour on the KV tank was impenetrable by a tank cannon in service and most anti-tank guns as well, the 76,2 cannon also gave it a huge firepower boost compared to the usual 37 mm in use by other countries. However, the design was found to be difficult to steer, the transmission was unreliable, ergonomics was poor and vision was limited, plus with its 45-ton weight, it was a very heavy tank for its time. In truth, while formidable in power and protection, courageous crew member willing to curse the name would speak out about the trouble the KV tank really was. The main variant of production before World War II broke out was the '''[[KV-1 (ZiS-5)|KV-1]]''' model.&lt;br /&gt;
&lt;br /&gt;
===KV-2===&lt;br /&gt;
Despite its superiority on the battlefield, some observed that the KV-1's armament was not enough to destroy some of the Finnish fortifications that they encountered. For this, a request to mount a 152 mm howitzer on the KV-1 was made and resulted in the '''KV-2''' with its extremely large turret and an increased weight of 52 tons. The KV-2 suffered from a very high profile, low speed, and was to turret heavy. Compared to the KV-1 height of about 9 feet, the KV-2 was at 11 feet tall. The increased weight of the tank slowed it down drastically, and the very heavy turret mixed with a low-powered traverse speed meant that the KV-2 can only traverse on level ground, as a slope would cause the turret to start turning with gravity. The combat ineffectiveness and flaws of the KV-2 came to light and was only put on limited production due to them, resulting in only about 334 units being produced from 1939 to 1941.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
During the opening stages of Operation Barbarossa, the KV tanks came as a huge surprise from the Germans as they had no prior intel about these tanks, resulting in a lack of capable anti-tank weaponry that could destroy these tanks, aside from 88 mm FlaK guns. The KV-2 served alongside the KV-1 in stalling the German Offensive to Moscow. During the Battle of Raseiniai, in Lithuania, a single KV-2 was able to hold up the entire 6th Panzer Division for a full day by firing at them from a concealed location before it ran out of ammunition, ending with about two dozen tanks destroyed.&lt;br /&gt;
&lt;br /&gt;
Due to the low quantity of KV-2 produced, they didn't see much service past the opening stages of the war due to loss from attrition or mechanical failures, however, 10 were still in service with the Voronezh Front on 4 July 1943 for the battle of Kursk. These were transferred to the 3rd Mech Corps on 9 July, and by 18 July only 1 was left serviceable - 5 were destroyed on 12 July, and 4 are recorded as being in repair from 13 July. &amp;lt;ref name=&amp;quot;3rdMechKursk&amp;quot;&amp;gt;[http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA360311 &amp;lt;nowiki&amp;gt;[DTIC.ORG] KURSK OPERATION SIMULATION AND VALIDATION EXERCISE - PHASE II (KOSAVE II) (PDF)&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivors===&lt;br /&gt;
Only one KV-2 is left intact as a survivor of the war, it is housed at the Central Armed Forces Museum in Moscow.&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
This tank came into service in the Red Army in 1940 and was an assault tank intended to be used to overcome long-term defensive positions. The KV-2 was armed with a powerful 152 mm M-10 cannon installed in its tall armoured rotating turret. This weapon was shot with separately loaded shells, so its combat rate of fire was not high. The howitzer had relatively good characteristics. Its armour-piercing 52 kg round with a 436 m/s muzzle velocity penetrated a 72 mm thick armour plate at a distance of 1,500 m at a 60° angle. For firing on concrete fortifications, it possessed a 40 kg concrete-piercing shell with a 530 m/s muzzle velocity. All these vehicles were equipped with a 71-TK-3 radio set. The vehicle was armed with three additional 7.62 mm DT tank machine guns. One was paired with the howitzer, the second mounted in the rear turret wall, and the third mounted as a bow gun in the underturret box's frontal plate to the driver's left.&lt;br /&gt;
&lt;br /&gt;
By 1941, 330 of these tanks had been produced in total, and production ceased at the beginning of the Great Patriotic War.&lt;br /&gt;
&lt;br /&gt;
In mid-February 1940, several of these heavy tanks were put to the test during the breaking of the Mannerheim Line. They broke through stone fortifications and destroyed pillboxes at close range, allowing infantry divisions to pass through areas previously closed to them. Furthermore, its strong armour could survive heavy fire from the enemy's anti-tank artillery. In the first years of the war, the KV-2 was practically invulnerable to all forms of anti-tank artillery. A number of captured vehicles of this type were used by German troops.&lt;br /&gt;
&lt;br /&gt;
The tank had some serious flaws. Its mobility on the move and in combat was seriously limited by its high weight and issues with its clutch and transmission. When the vehicle was at a slight tilt, the turret became extremely difficult to turn. Its ammunition complement for its main gun amounted to only 38 shells.&lt;br /&gt;
{{Navigation-End}}&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=ussr_kv_2_1939 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|XTSIvLEsV6c|'''The KV Family''' - ''War Thunder Official Channel'' discusses the {{PAGENAME}} at 04:53|ezJ7MKKcR3c|'''The Tower of Stalin''' - ''BaronVonGamez''}}&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;
* [[KV-1 (Family)]]&lt;br /&gt;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[SU-152]]&lt;br /&gt;
* [[Brummbar|Brummbär]]&lt;br /&gt;
* [[Lorraine 155 Mle.50]]&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;
* [[wikipedia:Kliment_Voroshilov_tank#KV-2|[Wikipedia] Kliment Voroshilov tank - KV-2]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/ww2/soviet/soviet_KV-2.php &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; KV-2]&lt;br /&gt;
* [http://www.militaryfactory.com/armor/detail.asp?armor_id=210 &amp;lt;nowiki&amp;gt;[Military Factory]&amp;lt;/nowiki&amp;gt; KV-2 (Klimenti Voroshilov)]&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer Kirov}}&lt;br /&gt;
{{USSR heavy tanks}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=15cm_sIG_33_B_Sfl&amp;diff=156632</id>
		<title>15cm sIG 33 B Sfl</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=15cm_sIG_33_B_Sfl&amp;diff=156632"/>
				<updated>2023-03-01T19:20:06Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_sturmpanzer_II&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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}} German tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.67 &amp;quot;Assault&amp;quot;]]. Based on the Panzer II chassis, it mounted a 150 mm cannon and was used during the North African campaign.&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;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 35 mm (11°) ''Front plate'' &amp;lt;br&amp;gt; 20 mm (73°) ''Front glacis'' &amp;lt;br&amp;gt; 35 mm (14°) ''Lower glacis'' || 15 mm || 15 mm&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| Superstructure || 30 mm (12°) ''Gun mantlet'' || 15 mm || 15 mm&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
* Hull underside right above tracks is 15 mm thick and belly armour is 5 mm thick.&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II does have enough armour to stop low BR tank rounds, however it should not be relied upon to stop high velocity or high penetration rounds, especially from other SPGs. It is an open-topped vehicle, and since it has no machine guns, it is very vulnerable to air attack.&lt;br /&gt;
&lt;br /&gt;
Despite having very little armour, it does have a lot of empty space in the tank to resist multiple penetrating hits before being destroyed. However, it is hull-breakable against 75 mm or larger guns with sufficient AP velocity or HE capability.&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=220|rbMinHp=137}}&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II can go up to 45 km/h, but due to the low power-to-weight ratio, the practical top speed is significantly less. Reverse speed is decent, up to -8.4 km/h. It has a decent turning capability when moving at higher speeds, but when stopped it can barely turn due to its weight.&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|s.I.G.33 (150 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II mounts a s.I.G.33 infantry support cannon, which can fire HEAT or HE rounds. The shell velocity is very slow (240 m/s), so slow that it can be awkward to target moving targets or those at long ranges, especially with HE rounds. The calibre of the gun is 15 cm (150 mm / 5.9 in). The Sturmpanzer does not have any other weapons.&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;5&amp;quot; | [[s.I.G.33 (150 mm)|150 mm s.I.G.33]] || 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 !! 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; | 18 || rowspan=&amp;quot;2&amp;quot; | -4°/+40° || rowspan=&amp;quot;2&amp;quot; | -1°/+6° || rowspan=&amp;quot;2&amp;quot; | N/A || 5.3 || 7.3 || 8.9 || 9.8 || 10.4 || rowspan=&amp;quot;2&amp;quot; | 14.43 || rowspan=&amp;quot;2&amp;quot; | 12.77 || rowspan=&amp;quot;2&amp;quot; | 11.77 || rowspan=&amp;quot;2&amp;quot; | 11.10&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 3.6 || 4.2 || 5.1 || 5.6 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''I.Gr.38 (HE):''' This round is extremely powerful, and can destroy pretty much every tank at the same battle rating as the {{PAGENAME}}. It requires only a hit on the tank, underneath it, or in close proximity to be effective. It completely ignores the armour of most tanks you will face, and is very good at destroying a tank with a single shot. It is likely that you will knock out several crew members and/or detonate their ammunition.&lt;br /&gt;
&lt;br /&gt;
* '''I.Gr.39 HI/A (HEAT):''' This round is effective, just as is the high-explosive round, but unless you are up-tiering the vehicle, the HEAT round is likely a worse choice. It has more penetration, but that penetration is unlikely to be useful at this BR. Plus, the HEAT does not have near as much post-penetration damage as the HE round, meaning you may waste 2 shots on 1 tank, whereas the HE round may have knocked it out with a single shot. As such, unless you are up-tiering the tank you will not need HEAT, and you should probably only take a few rounds (if any), just in case you run across something like a B1 Bis.&lt;br /&gt;
&lt;br /&gt;
The I.Gr.38 HE shell penetrates 61 mm against all armour angles. The 8.6 kg TNT equivalent ensure that anything that gets penetrated is instantly knocked out or is so badly crippled that a follow-up shot is guaranteed. The HE shell is so powerful that it can even knock out top-tier tanks with a single shot reliably through overpressure, but due to the huge mobility disadvantage, this is not recommended unless you know exactly what you are getting yourself into.&lt;br /&gt;
&lt;br /&gt;
The I.Gr.39 HI/A HEAT shell penetrates 185 mm against vertical armour and still has a 5.3 kg TNT equivalent of explosives behind it, giving it the possibility to inflict overpressure damage from the explosion splash on top of the HEAT superplastic copper jet penetration.&lt;br /&gt;
&lt;br /&gt;
{{:s.I.G.33 (150 mm)/Ammunition|I.Gr.38, I.Gr.39 HI/A}}&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:''' --&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;part&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''18''' || ''Projectiles''&amp;lt;br&amp;gt;''Propellants'' || 9 ''(+9)''&amp;lt;br&amp;gt;10 ''(+8)'' || 5 ''(+13)''&amp;lt;br&amp;gt;6 ''(+12)'' || 0 ''(+18)''&amp;lt;br&amp;gt;0 ''(+18)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most recommended ammo loadout would probably either be 18 shells or 9 shells. If you expect a long lasting battle a full loadout should be preferred. 9 shells would be the choice if fast action combat is in sight. Taking only 9 shells removes all the ammo from the right side of the tank, reducing the risk of ammo rack detonation. Packing 9 shells is probably the most balanced ammunition loadout in terms of survivability and endurance, while packing a full loadout is suited for high/risk-high-reward gameply.&lt;br /&gt;
&lt;br /&gt;
At higher BRs 3.0 or more consider taking always a full loadout, because at this BR the chances of being destroyed with one hit is very high, leaving the pro of having more ammo (in theory more kills) outdoing the risk of an ammo rack explosion.&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 15cm SIG can only played in mainly three ways:&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer has no air defence weapons, therefore partnering with an SPAA tank at the back of the map is a viable option. For those operators who prefer to close-range brawl with other low-tier tanks, then sticking with another tank is a good idea, mainly due to the long reload time, allowing your partner tank to help fend off any enemy advancing tanks. It has the capability to knock out much higher battle rated tanks, so if you're uptiered, there is still a good chance of survival. However, it is imperative to get a shot off first, because if you come across a higher tier tank, there may not be a second chance. Stay on the move after firing, fall back to safety to reload and then re-engage.&lt;br /&gt;
&lt;br /&gt;
Another tactic is to try facing down a street while partly undercover. The Sturmpanzer is a relatively small vehicle and many beginning players will not notice the tank, especially if only part of the vehicle is exposed. Patiently wait for an easy target to turn onto the street then fire before they realize where they are being fired from. It is critical to remember the shell drop of the tank cannon after being fired, compared to other tanks, the shell drop is significant over any distance. It is advisable to always fire just above where other tanks would typically target to allow for shell drop and hit the enemy vehicle where intended instead of lower than expected.&lt;br /&gt;
&lt;br /&gt;
Due to the huge HE splash ability and sheer calibre of the gun, it can even be used to battle high-rank IFVs. It does the same thing to BMP-2s, M3 Bradleys, Warriors, Centauros, and many other vehicles. The HE splash, however, is strong enough that it can knock out light tanks such as the M41A1 Bulldog, any AMX-13 variation, Crusaders in lower ranks, and many others. Purposely up-tiering it can be a very effective way to earn Silver Lions with the &amp;quot;God Mode!&amp;quot; award - destroying an enemy vehicle 5.0 BR ranks higher (BR 7.0+) than you which nets 20,000 Silver Lions.&lt;br /&gt;
&lt;br /&gt;
;Enemies worth noting&lt;br /&gt;
&lt;br /&gt;
* [[B1 bis]]: This is one of the few tanks that you will face while playing at your original BR that you may struggle to destroy. These tanks are heavily armoured and much of their hulls can withstand a shot from your gun, even from the side. If you are facing one of these tanks, aim for the turret. The turret is one of the only places you can reliably do damage to the B1 bis, and you can often get a single-shot knock-out if you hit the turret. Note: The B1 bis looks extremely similar to its much more heavily armoured successor, the B1 ter, and it can be incredibly hard to tell which variety it is except at closer ranges. The B1 ter has thicker armour and so both HE and HEAT shells must be aimed much more carefully in order to cause damage.&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;
* Deadly HE with 61 mm penetration and 8.6 kg TNT filler destroys anything at its rank (e.g. [[B1 bis]], [[M5A1]], [[T-50]]) or even in a purposely uptiered battle&lt;br /&gt;
* HEAT offers 185 mm penetration, posing a great threat against WW2 heavy targets like [[M4A3E2]], [[IS-1]], [[KV-1E]], etc.&lt;br /&gt;
* Adequate mobility: moderate top speed and fast hull traverse when driving allows it to deliver heavy blows from unexpected positions&lt;br /&gt;
* Low and small profile makes it easy to hide behind bushes or covers&lt;br /&gt;
* Can withstand a few hits on certain parts of frontal armour, which may bounce low-penetrating tanks like [[M16 MGMC]] or [[P.7.T AA]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very long reload impedes close-range combat. 14 second reload requires cover from allies if in crowded position.&lt;br /&gt;
* Limited gun traverse and extremely curved trajectory means it's hard to track and hit moving/distant targets&lt;br /&gt;
* HE and HEAT get detonated by various obstacles like fences and brick walls, making some positions difficult to shoot from&lt;br /&gt;
* Poor survivability overall: thin armour can get penetrated by anything, especially heavy MG found on [[M16 MGMC]], and the open top and sides mean it is vulnerable to strafing aircraft, nearby bombs and exploding artillery shells&lt;br /&gt;
* Very slow, spastic at turning on the spot, might not be able to get gun on target in time&lt;br /&gt;
* Although speed is decent, most opponents still outrun it easily, for example [[M5A1]], [[T-50]], [[M22]]&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;
{{main|Pz.II C#History|l1=History of the Panzer II}}&lt;br /&gt;
&lt;br /&gt;
=== Design ===&lt;br /&gt;
The Sturmpanzer I Bison was a self-propelled gun, consisting of a 150 mm sIG 33 heavy infantry gun mounted on top of a Panzer I chassis, together with a lightly armoured casemate to protect the gun servants. It was stop-gap vehicle used as an infantry support vehicle and showed its limits during the invasion of France and the Low Countries. The weight of the gun and the additional armour strongly hindered the mobility of the tank and caused premature mechanical wear. The gun installed very high on the chassis together with the casemate made the Sturmpanzer I a target of choice on the battlefield due to its very tall silhouette. The casemate did not protect all gun servants: the gunner and the commander were protected but loaders were extremely exposed as the casemate wasn't designed long enough to cover the rear of the vehicle. The extremely cramped layout of the vehicle made it impossible to stow ammunition: it had to be brought by a separate dedicated tank.&lt;br /&gt;
&lt;br /&gt;
The need for the Sturmpanzer II was born early in 1941 when Rommel requested self-propelled guns to support his armoured divisions in North Africa.&lt;br /&gt;
This led the German Army to consider mounting the heavy gun sIG 33 on a vehicle chassis more fit to the task. The requirements for the new vehicle were to provide a less cramped layout for the gun and the crew to operate in optimal conditions, to give a silhouette as small as possible and to carry its own ammunition onboard, while maintaining the crew count, operational range and top speed of the previous Sturmpanzer.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
After the battle of France, the German Army focused on equipping their tank divisions with Panzer III and IV. The Panzer II tanks were recycled into other vehicles to assume different combat roles: tank destroyers, self-propelled guns, training vehicles or reconnaissance tanks. The availability of the Panzer II made it a natural successor of the Panzer I for the project. The first prototype used the standard chassis of a Panzer II, which revealed a similarly cramped layout. To remedy the issue, the chassis was widened by 32 cm, lengthened by 60 cm and a 6th roadwheel added along with track links.&lt;br /&gt;
The new casemate was open-topped but effectively surrounded the crew compartment, with a reinforced frontal gun shield. The 15cm sIG 33 B Sfl also carried 30 rounds. The loaders were still slightly exposed to gun fire when fetching ammunition around the vehicle but the emphasis was put on keeping a silhouette as small as possible. The operational range was increased and the crew count of 4 maintained together with the top speed.&lt;br /&gt;
12 vehicles were built in November and December 1941.&lt;br /&gt;
&lt;br /&gt;
=== Combat action ===&lt;br /&gt;
The 15cm sIG 33 B Sfl served in North Africa, in the German 707th and 708th Heavy Infantry Gun Companies Heavy Infantry Gun Company until their destruction or surrender in 1943.&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_sturmpanzer_II Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|iE4wTuJbe2I|'''The Shooting Range #40''' - ''Metal Beasts'' section at 02:43 discusses the {{PAGENAME}}.|_xCgMBOiA8U|'''High-explosive power''' discusses the {{PAGENAME}} at 6:06 - ''War Thunder Official Channel''}}&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;
* [[Panzer II]]&lt;br /&gt;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[SU-122]]&lt;br /&gt;
* [[Ho-Ro]]&lt;br /&gt;
* [[fm/43-44]]&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;
* [[wikipedia:15_cm_sIG_33_auf_Fahrgestell_Panzerkampfwagen_II_(Sf)|[Wikipedia] 15 cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/ww2/nazi_germany/15-cm-sig-33-auf-fahrgestell-panzerkampfwagen-ii-sf/ &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; 15cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)]&lt;br /&gt;
&lt;br /&gt;
{{Germany tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=LS_3&amp;diff=156571</id>
		<title>LS 3</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=LS_3&amp;diff=156571"/>
				<updated>2023-03-01T17:05:47Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* General info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_ls_class&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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 rank {{Specs|rank}} German motor torpedo boat {{Battle-rating}}. It was introduced in [[Update 1.79 &amp;quot;Project X&amp;quot;]] as part of the fleet closed beta test.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&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;
The LS 3 has no proper armour to speak of, any shell will piece the hull like a knife through butter. However, the boat's interior is quite spaced and despite the crew of 7 is all located at the front, the bridge can soak a good amount of frontal damage and protect the crew and modules from machine gun-calibre rounds (that are very common in its BR). With an ace crew, it can still remain afloat even with only 3 crews left.&lt;br /&gt;
&lt;br /&gt;
Still, the paper-thin armour of the LS 3 made it incredibly vulnerable against larger calibre rounds that only a nearby blast from these big guns can deal serious or even fatal damage.&lt;br /&gt;
&lt;br /&gt;
Survivability is taking advantage of its small size and manoeuvrability, and being extremely tactical in attack vectors. Avoid engagement as long as possible then strike fast and hard. While it can take a good deal of damage from rounds up to 40 mm, it is big guns with HE rounds found at BR 2.0 that are your greatest threat. The vulnerability in this unarmoured tub is the side, limit exposure as much as possible. Hits on the bow or stern are manageable, minimal crew loss, giving you more time to press your attack. Damage is repaired fast and dries out faster. Again, avoid exposing your side to big cannons as they are often a 1 shot fatality!&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;
The LS 3 is an exceedingly capable boat, it can accelerate and decelerate very quickly and turn sharply. Top speed is very good, in the top 10 of fastest boats in-game (excluding hydrofoils). Those qualities will offer a distinct advantage in tiny island maps were one can quickly duck between islands and pounce on targets when they don't expect you. In open water it can do well by evasive weaving and use of smoke screens. Its turret is 360° azimuth by 90° elevation freeing you to manoeuvre any way you need for perfect attack.&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility}}&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|MG 151 (15 mm)}}&lt;br /&gt;
&lt;br /&gt;
* 1 x 15 mm MG 151 cannon (2 x 600 rounds)&lt;br /&gt;
&lt;br /&gt;
The 15 mm MG 151 is the same gun found on the rank IV [[VS-10]] and it is one of the deadliest weapon in the game. It has an insane fire rate of 750 rounds per minute, which means it can take small boats and aircraft at its BR in seconds. On top of that, the 15 mm gun is loaded with an impressive API shell that can penetrate up to 33 mm at point blank and 17 mm at optimal range (~1,750 m) and is capable of setting fire when scoring a hit, and HEF shell that can deal a good amount of damage against lightly armoured ship and aircraft, as well as gun being mounted on a 360° turret with no blind spot. This made the tiny LS 3 capable to put up a good fight against enemy boats from much higher BR with an exception of armoured boats and barges &lt;br /&gt;
&lt;br /&gt;
There are three ammunition types available:&lt;br /&gt;
&lt;br /&gt;
* '''Universal''': {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}&lt;br /&gt;
* '''15 mm APIT belt''': {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}&lt;br /&gt;
* '''15 mm HEIT bel'''t: {{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|HEFI-T*|High-explosive fragmentation incendiary (self-destroying)}}{{-}}{{Annotation|HEF|High-explosive fragmentation}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}&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;10&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Shell&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&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;
| 15 mm HEF || HEF || 8 || 8 || 7 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 mm API-T || API-T || 33 || 31 || 23 || 16 || 11 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 15 mm HEFI-T || HEFI-T || 8 || 8 || 7 || 5 || 4 || 3&lt;br /&gt;
|-&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;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (g)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| 15 mm HEF || HEF || 960 || 60 || N/A || 0.1 || 7.65 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 15 mm API-T || API-T || 850 || 70 || N/A || N/A || N/A || 47° || 60° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| 15 mm HEFI-T || HEFI-T || 960 || 60 || N/A || 0.1 || 3.32 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Like the AN/M2 MG, this gun has large belt capacity of 600 rounds, and long reloading time. However, this cannon overheats easily, and it has very limited overall ammo stock of 1,200 rounds, so trigger discipline is a key to effectively use this weapon.&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|LT 1A/1 (450 mm)}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 450 mm LT 1A/1 torpedoes&lt;br /&gt;
&lt;br /&gt;
The LS 3 can carry two 450 mm torpedoes, housed inside the vessel. These torpedoes are highly adequate against any large, slow vessels the LS 3 might face at its BR. However, the torpedoes are extremely short-ranged when stock, with a range of just two kilometres. Their speed of 74 km/h is also relatively average for a torpedo of its size. The &amp;quot;Torpedo Mode&amp;quot; modification should be considered as it increases the range to six kilometres at the cost of speed; this will allow the LS 3's torpedoes to hit far-away targets. With a decent 250 kg warhead, the torpedoes will be able to destroy most destroyer-sized vessels with a single hit.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''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).'' --&amp;gt;&lt;br /&gt;
The LS 3 is arguably the best overall reserve unit in-game. While it only possesses a single 15 mm cannon it is also one of the best weapons in-game (as it was the same gun mounted on the rank IV [[VS-10]]) mounted high on a full 360° rotation turret with a gracious 90° elevation and whopping 30° depression with no blind spots or dead zone. In short, the gun has better coverage than 2, or even 3 guns on other boats, and the bonus is the best AP round of its class. Combine its high top speed, two 450 mm torpedoes, and artillery strike call it is capable of hitting well above its BR.&lt;br /&gt;
&lt;br /&gt;
Success in-game is using the MG 151 correctly. Trigger discipline is absolutely necessary as the gun can overheat very fast and ruin your sortie right there; use 1/2 second bursts unless point blank kill strike. As the MG heats up its precision falls. Up to 1/4 hot is pin point, as it gets 1/2 hot round the rounds start spreading and over that you can see rounds fly everywhere. Range wise one can hit targets at 1,750 m with cold barrel and deal a considerable damage. Best is to be less than 800 m were the accuracy and power rip your targets apart.&lt;br /&gt;
&lt;br /&gt;
While default Universal ammo is perfectly fine, the API-T belt is 25% better against most naval targets you will face (only swaps one HEF for API-T) , while the HEIT belt is very deadly against air targets and some paper-thin targets, but had somewhat less potental against naval targets at range. You will be paying for reloads often, so best is to always have Default as one of your game loads and API-T as other in case you forgot to restock ammo. Again, keep the MG cool, short bursts unless point blank.&lt;br /&gt;
&lt;br /&gt;
What it lacks in the protection area it makes up in mobility. The LS 3 is second to only the [[G-5]] in terms of speed. This in tandem with its incredibly tight turning circle and slim profile, makes the LS 3 very well suited for cover hopping and flanking capture points. Use its speed to sneak in to capture points and rush at vessels not paying attention. Its high top speed also makes it useful to rush cap points at the beginning of a match. That being said, be careful not to overextend, or you will find yourself overwhelmed very quickly. Instead, use its superior speed to be the first to reach a capture point then hide behind an island, selectively engaging enemies that come into the line of sight.&lt;br /&gt;
&lt;br /&gt;
Don't forget your smoke and artillery! Both are incredibly useful to prevent enemies from hitting you. Although a really small target, large cannon (50 mm+) ships have a good chance at hitting you well outside your guns range. Significant threats are the Japanese dual [[40 mm/62 Vickers (40 mm)|40 mm Type 91 AA]] and [[Bofors L/60 Mark 1 (40 mm)|Bofors 40 mm]], and at closer range a battery of 20 mm cannons, like on a [[PC-451]] or [[S-100]]. The sides of the LS are the most vulnerable, so facing directly at the enemy as much as possible.&lt;br /&gt;
&lt;br /&gt;
====Enemies worth noting:====&lt;br /&gt;
&lt;br /&gt;
* [[MPK-163]], [[SC-497]], [[HMCS Brantford]]: These submarine chasers are commonly found in basic uptier match (this means you can still face them outside of mixed battle with bluewater fleets). While these ship are quite large and lack any armour to shield off LS 3's guns, their large profile acts as a bullet sponge that is capable of soaking hundreds of rounds with relatively survivable crew loss and allowing them to fight back. These sub-chasers were also carried with large-calibre autocannons that is almost always lethal when being hit. Always make sure to have someone cover your back to cripple them with your gun before get close enough to finish them off with torpedoes.&lt;br /&gt;
* [[Pr.1124 late]], [[SF40 Light]]: These armoured boats and barges are commonly found in mixed battles with bluewater fleets. Unlike the aforementioned sub-chaser, most of them were impervious to your 15 mm gun and nearly impossible to destroy without torpedoes and/or artillery strikes. However, these platforms were tend to be very slow, thus making them very vulnerable against your torpedoes. Still, they are still able to execute tight turns to evade your torpedoes from up to 800 m away. The best way to kill them is sneaking from outside of their line of sight or using &amp;quot;weaving&amp;quot; method to avoid their incoming fire before launching torpedoes at point blank range (250-300 m).&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;
* Powerful 15 mm MG 151 cannon, which is hilariously effective even against rank III and some rank IV boats&lt;br /&gt;
* 360° turret with 90° elevation arc.&lt;br /&gt;
* High top speed can make it difficult to lead and destroy&lt;br /&gt;
* Very good manoeuvrability, can change direction quickly&lt;br /&gt;
* High ammo capacity, able to outlast contemporaries in a firefight with good trigger discipline&lt;br /&gt;
* Relatively high rate of fire&lt;br /&gt;
* With careful manoeuvring, it can sneak towards and destroy larger vessel with torpedoes&lt;br /&gt;
* Due to its reserve status, many will underestimate your damage potential and will not realize until they got destroyed&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Gun is capable of overheating, limits the usefulness of high ammo capacity&lt;br /&gt;
* Very fragile, incredibly vulnerable to 37 mm and 40 mm fire&lt;br /&gt;
* Very low crew count of 7, albeit somewhat tricky to eliminate all of them frontally&lt;br /&gt;
* Elevated gun position makes it vulnerable to damage&lt;br /&gt;
* Single gun eliminates almost all offensive capability if disabled&lt;br /&gt;
* Long reload time&lt;br /&gt;
* Low ammo count overall; limited to two magazines&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;
'''Leicht-S-Boot''' (Light-Torpedo boat, or Midget torpedo boat)&lt;br /&gt;
&lt;br /&gt;
In the mid 1930s, the German navy considered small (12.5 m long), fast torpedo boats launched from carrier ships as tactically viable ideas. Two boats of the class called Light (or Midget) Torpedo boat were built, the first (LS 1) was made of wood, while the second (LS 2) was all aluminum built by Dornier Flugzeugwerke. Yes, this is the same Dornier of the famed Do 17, Do 217, and Do 335 aircraft, but not an insane choice given Dornier's well known history of making seaplanes.&lt;br /&gt;
&lt;br /&gt;
At the time the desired engines (Daimer-Benz Maybachs) were not available thus forced to used less powerful Jumo 205 Diesels, and neither were the torpedoes. Instead of torpedo boats they became minelayers, and combined with other issues resulted in disappointing performance and the idea was put on hold at start of war in Europe.&lt;br /&gt;
&lt;br /&gt;
The next year the idea was revisited, this time Dornier's all metal boat was chosen, Daimler-Benz MB 507 light Diesel engines and so were 45 cm torpedoes. In addition a new 15 mm MG 151 cannon was installed in a turret on the roof. Two were built, the LS 3 (delivered on October 10th, 1940) and LS 4. There is a deviation from historical and game at this point, as the records indicate the LS 3 carried 4 mines, not torpedoes, and the LS 4 would also have 15 mm cannon, not 20 mm (but the MG 151 was interchangeable, so would be easy to upgrade to 20 mm MG151/20).&lt;br /&gt;
&lt;br /&gt;
Over the years a total of 12 LS was built, with both Jumo 205 and Daimler-Benz MB 507, the latter carrying torpedoes. Surviving combat records place operations in the Aegean, Mediterranean, and Black Sea areas. Fate of the boats is lost, but it seems that at least one, LS 12, was captured and used by the Soviets after war.&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_ls_class Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|SQ4ozgc6dKc|'''I don't always play naval , but when i do it's torpedo boat - LS 3''' - ''HowToPlay1337''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to 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 ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[LS 4 Esau]]&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://forum.warthunder.com/index.php?/topic/340136-dornier-leicht-s-boot-or-ls-midget-torpedoboats-or-the-german-bathtub-boat/ [Forum Discussion&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Dornier Leicht S-Boot]&lt;br /&gt;
* [http://www.s-boot.net/englisch/sboats-km-dat-ls7.html &amp;lt;nowiki&amp;gt;[Die Schnellboot-Seite]&amp;lt;/nowiki&amp;gt; S-Boats in the Kriegsmarine 1935 - 1945]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Dornier-Werke}}&lt;br /&gt;
{{Germany boats}}&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Ground_forces_maps&amp;diff=156570</id>
		<title>Category:Ground forces maps</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Ground_forces_maps&amp;diff=156570"/>
				<updated>2023-03-01T16:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Removed redundancy from Aral Sea desc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Ground forces maps}}__NOTOC__&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Korea.jpg&lt;br /&gt;
|wiki=Korea_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_KOR.png|link=|sub]] 38th Parallel===&lt;br /&gt;
&lt;br /&gt;
''Location: South Korea''&lt;br /&gt;
&lt;br /&gt;
Located in what is now South Korea; the map is composed of the dam to the east, which is overlooked by two cliffs, one to the north and another to the south, a military camp at the centre, which is overlooked by rice terraces to the north and south and overlooked by a rocky hill to the west, and a small village to the west, which is also overlooked by the same rocky hill.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AbandonedFactory.jpg&lt;br /&gt;
|wiki=Abandoned_Factory_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Abandoned Factory===&lt;br /&gt;
&lt;br /&gt;
''Location: USSR''&lt;br /&gt;
&lt;br /&gt;
Located in Russia; the map consists of paved roads and a multitude of factory buildings all around, the later of which can prove useful as cover. To the south one can find a riverbank, while a small forest is located to the north.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AbandonedTown.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Abandoned Town===&lt;br /&gt;
&lt;br /&gt;
''Location: USSR, Caucasus''&lt;br /&gt;
&lt;br /&gt;
The sleepy mountain town became the epicenter of outrageous military conflict. After the bombing and artillery barrage, combat vehicles enter the area. The commanders will have to achieve control over three zones of the town: the central streets and the community center, the bridge in the southern part of the town, the neighboring silo elevator and the cableway, as well as the northern area with residential buildings.&lt;br /&gt;
&lt;br /&gt;
The cozy mountain towns and mining villages of the Greater Caucasus at the beginning of the 1990s became the prototypes of the Abandoned Town location. &lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AdvancetotheRhine.jpg&lt;br /&gt;
|wiki=Advance_to_the_Rhine&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Advance to the Rhine===&lt;br /&gt;
&lt;br /&gt;
''Location: Cologne, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Cologne, Germany, next to the Rhine river; Advance to the Rhine takes inspiration from the 1945 Battle for Cologne. The map consists of a destroyed urban environment and paved roads, with a park and a plaza in the middle of the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Alaska.jpg&lt;br /&gt;
|wiki=Alaska&lt;br /&gt;
|text= ===[[File:CountryIcon_USA.png|link=|sub]] Alaska===&lt;br /&gt;
&lt;br /&gt;
''Location: Alaska, USA''&lt;br /&gt;
&lt;br /&gt;
Located in the most northern state of the US; Alaska presents an American urban environment complete with skyscrapers and riverbanks.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AmericanDesert.jpg&lt;br /&gt;
|wiki=American_Desert&lt;br /&gt;
|text= ===[[File:CountryIcon_USA.png|link=|sub]] American Desert===&lt;br /&gt;
&lt;br /&gt;
''Location: Arizona, USA''&lt;br /&gt;
&lt;br /&gt;
Located in Arizona, USA; American Desert represents a quiet village in the American desert. With a roundabout at the centre, the train station to one flank, and the other flank representing the outskirts of the village.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AralSea.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Aral Sea===&lt;br /&gt;
&lt;br /&gt;
''Location: Aral Sea, pre-dissolution USSR (now between Kazakhstan and Uzbekistan)''&lt;br /&gt;
&lt;br /&gt;
Located in the Aral Sea, a once thriving sea is now a desert-like wasteland. Beached fishing ships provide some cover in the otherwise open environment, and in the middle are the ruins of a city with a bare concrete expanse that was once a dockyard.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Arctic.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Arctic===&lt;br /&gt;
&lt;br /&gt;
''Location: Arctic''&lt;br /&gt;
&lt;br /&gt;
Gloomy rocky islands covered with glaciers, abandoned fishing villages where lonely fishermen still live, majestic icebreakers making their way through the ice, and of course, myths and legends about secret military bases hidden in the endless icy wastelands. The Arctic is an unique area with a harsh climate, unusual landscape and the spirit of new discoveries.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Ardennes.jpg&lt;br /&gt;
|wiki=Ardennes_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_BEL.png|link=|sub]] Ardennes===&lt;br /&gt;
&lt;br /&gt;
''Location: Bastogne, Belgium''&lt;br /&gt;
&lt;br /&gt;
Located in Bastogne, Belgium; Ardennes takes inspiration from the 1944 Battle of the Bulge. The map consists of the village at its core, while the flanks consist of the outskirts with a lot of foliage to hide in.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AshRiver.jpg&lt;br /&gt;
|wiki=Ash_River&lt;br /&gt;
|text= ===[[File:CountryIcon_IRL.png|link=|sub]] Ash River===&lt;br /&gt;
&lt;br /&gt;
''Location: Ireland''&lt;br /&gt;
&lt;br /&gt;
Located in Ireland; this cliff-filled coast consists of 3 different types of environment: the mountainous west, the plain centre, and the cliffs to the east.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Berlin.jpg&lt;br /&gt;
|wiki=Berlin_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Berlin===&lt;br /&gt;
&lt;br /&gt;
''Location: Berlin, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Berlin, Germany; Berlin takes inspiration from the 1945 Battle for the Reichstag, or the Battle of Berlin. At the centre one can find cover alongside a shallow river, to the west side one can fight over the ruins of the urban environment that once surrounded the Kroll Opera House, while at the east of the river one can find the imposing Reichstag which provides limited cover from the open field surrounding it. Further east one can find the Brandenburg Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Breslau.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Breslau===&lt;br /&gt;
&lt;br /&gt;
''Location: Breslau, pre-war Germany (now Wrocław, modern-day Poland)''&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Italy.jpg&lt;br /&gt;
|wiki=Campania&lt;br /&gt;
|text= ===[[File:CountryIcon_ITA.png|link=|sub]] Campania===&lt;br /&gt;
&lt;br /&gt;
''Location: Calabria, Italy''&lt;br /&gt;
&lt;br /&gt;
Located in Calabria, Italy; the map consists of a long city surrounded by a river to the north, hills to the east and west and another river that leads to a waterfall to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_CargoPort.jpg&lt;br /&gt;
|wiki=Cargo_Port&lt;br /&gt;
|text= ===Cargo Port===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional''&lt;br /&gt;
&lt;br /&gt;
Cargo Port is a fictional environment based around a shipment facility. To the north one can find an airfield cut by the long highway. The middle is dominated by buildings while to the south one can find longways separated by containers.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Carpathians.jpg&lt;br /&gt;
|wiki=Carpathians_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Carpathians===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in the Eastern Carpathians mountains of Poland; the map consists of a large open field with some trenches dug out in the middle with, a castle located in the hills to the north and hill covered paths to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_EasternEurope.jpg&lt;br /&gt;
|wiki=Eastern_Europe_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Eastern Europe===&lt;br /&gt;
&lt;br /&gt;
''Location: pre-dissolution USSR (now Ukraine)''&lt;br /&gt;
&lt;br /&gt;
Located in Ukraine; Eastern Europe consists of a river-side city surrounded by hills. To the south one can find forested areas, while to the north one can find the hills surrounding.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_ElAlamein.jpg&lt;br /&gt;
|wiki=Second_battle_of_El_Alamein_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Second Battle of El Alamein===&lt;br /&gt;
&lt;br /&gt;
''Location: El Alamein, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in El Alamein, Egypt; the map can be divided into three sections: to the north, the remains of a fort overlooked by cliffs located further north, a small village a top a hill in the middle, and the desert area filled with dunes to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_EuropeanProvince.jpg&lt;br /&gt;
|wiki=European_Province&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] European Province===&lt;br /&gt;
&lt;br /&gt;
''Location: pre-dissolution USSR (now Ukraine)''&lt;br /&gt;
&lt;br /&gt;
Located in Ukraine like Eastern Europe; European Province is an enlarged version of Eastern Europe. To the north and south, one can find a multitude of forested areas which surround large open fields while at the centre one can find the same city as in Eastern Europe.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Finland.jpg&lt;br /&gt;
|wiki=Finland&lt;br /&gt;
|text= ===[[File:CountryIcon_FIN.png|link=|sub]] Finland===&lt;br /&gt;
&lt;br /&gt;
''Location: Kiviniemi, pre-war Finland (now Losevo, modern-day Russia)''&lt;br /&gt;
&lt;br /&gt;
Located in Kiviniemi, Finland before World War II, nowadays known as Losevo, modern-day Russia; Finland presents the snowy northern landscape for which the namesake country is known. To the east one can find a small village overlooked by cliffs, while to the west one can find a forested area alongside a frozen lake, while the centre is a hilly forested area. All three areas are divided by two mountain chains on each side.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FrozenPass.jpg&lt;br /&gt;
|wiki=Frozen_Pass_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Frozen Pass===&lt;br /&gt;
&lt;br /&gt;
''Location: Austria''&lt;br /&gt;
&lt;br /&gt;
Located in Austria; the map consists of a small train station alongside a tunnel inside the mountain to the south. The centre is dominated by small hills while to the north one can find a small village.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Fulda.jpg&lt;br /&gt;
|wiki=Fulda_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_DEU.png|link=|sub]] Fulda Gap===&lt;br /&gt;
&lt;br /&gt;
''Location: Rasdorf, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Rasdorf, Germany; Fulda Gap takes inspiration from its real-life counterpart, named after the town of Fulda. The map consists of an elevated centre with forested and hilly areas while the flanks are made up of large open fields while between the southeast and central area one can find a small castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_HurtgenForest.jpg&lt;br /&gt;
|wiki=Battle_of_Hurtgen_Forest_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Battle of Hürtgen Forest===&lt;br /&gt;
&lt;br /&gt;
''Location: Vossenack, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Vossenack, Germany; Battle of Hürtgen Forest takes inspiration from its 1944 real-life counterpart. Located 5 km east of the border with Belgium, the map consists of a town at its core. To the north one can find a forested hill while to the south a shallow river stream surrounded by forested hills is located.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Japan.jpg&lt;br /&gt;
|wiki=Japan (Ground Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_JPN.png|link=|sub]] Japan===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional, Japan''&lt;br /&gt;
&lt;br /&gt;
Located in Japan; the map consists of two small villages on each side while an imposing temple complex is located at the centre. The map is surrounded by hills and forest, with small forested and hilly areas throughout the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Jungle.jpg&lt;br /&gt;
|wiki=Jungle&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Jungle===&lt;br /&gt;
&lt;br /&gt;
''Location: Guadalcanal, Solomon Islands''&lt;br /&gt;
&lt;br /&gt;
Located in Guadalcanal, Solomon Islands; Jungle is inspired by the 1942 Guadalcanal campaign. The middle of the map consists a small alliance divided by shallow waters, the north, on the other hand, is dominated by the beach, while the southern area of the map is dominated by mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Karelia.jpg&lt;br /&gt;
|wiki=Karelia_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FIN.png|link=|sub]] Karelia===&lt;br /&gt;
&lt;br /&gt;
''Location: Karelia, pre-war Finland (now Karelia, modern-day Russia)''&lt;br /&gt;
&lt;br /&gt;
Located in Karelia, Finland before World War II, nowadays modern-day Russia; Karelia is composed of a large deep canyon to the east, a rocky hill at the middle, and an open terrain to the west, the latter of which can be navigated through paths concealed by trees and small hills.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Kuban.jpg&lt;br /&gt;
|wiki=Kuban_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Kuban===&lt;br /&gt;
&lt;br /&gt;
''Location: Krymsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Krymsk, Russia; the map is surrounded by hills and mountains. The map is divided into two sections, a Prisoner Of War camp to the east, and a hilly field in the middle and to the west. The two sections are divided by several rocky hills which overlook both areas.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Kursk.jpg&lt;br /&gt;
|wiki=Kursk_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Kursk===&lt;br /&gt;
&lt;br /&gt;
''Location: Prokhorovka, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Prokhorovka, Russia; the map is composed of three areas, a flat area overlooking the river to the east, another flat area which is overlooked by hills to the west, both of which are divided by a hill in the middle. The latter contains a small village with an imposing but partially destroyed church in the middle.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_MaginotLine.jpg&lt;br /&gt;
|wiki=Maginot_Line_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Maginot Line===&lt;br /&gt;
&lt;br /&gt;
''Location: Sedan, France''&lt;br /&gt;
&lt;br /&gt;
Located in Sedan, France; Maginot Line takes its namesake from the famous defensive French line bordering Germany. The map is divided into three sections, an open field to the east, overlooked by hills to the north, south and east, a large town to the west.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_MiddleEast.jpg&lt;br /&gt;
|wiki=Middle_East_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SYR.png|link=|sub]] Middle East===&lt;br /&gt;
&lt;br /&gt;
''Location: Syria''&lt;br /&gt;
&lt;br /&gt;
Located in Syria; Middle East is composed of an industrial complex to the north, which is overlooked by cliffs to the north, east and west, and a large city with damaged buildings to the south. Further south one can gaze at the mountain which overlooks the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Mozdok.jpg&lt;br /&gt;
|wiki=Mozdok_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Mozdok===&lt;br /&gt;
&lt;br /&gt;
''Location: Mozdok, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Mozdok, Russia; Mozdok is a map consisting of a river to the north, a forested hill to the east, a large plain to the south and an area containing several hills to the north. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Normandy.jpg&lt;br /&gt;
|wiki=Normandy_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Normandy===&lt;br /&gt;
&lt;br /&gt;
''Location: Vierville-sur-Mer, France''&lt;br /&gt;
&lt;br /&gt;
Located in Vierville-sur-Mer, France; the map is inspired by Operation Neptune, commonly known as D-Day. The map is divided into three areas, the beach to the north, the village at the middle, which has an imposing but damaged church in the middle, and a hilly area to the south, which also makes up the northern area of the map &amp;quot;Fields of Normandy&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FieldsofNormandy.jpg&lt;br /&gt;
|wiki=Fields_of_Normandy&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Fields of Normandy===&lt;br /&gt;
&lt;br /&gt;
''Location: Vierville-sur-Mer, France''&lt;br /&gt;
&lt;br /&gt;
Located in Vierville-sur-Mer, France; the map consists of the southern part of the map &amp;quot;Normandy&amp;quot;. To the north one can find the same hilly area in the map Normandy to the north, meanwhile the centre is occupied by a large and imposing airship hangar in the middle. To the south, one can find a large forest to the east while the west area has several buildings that can provide cover.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Poland.jpg&lt;br /&gt;
|wiki=Poland_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Poland===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in Poland; the map is divided into three sections: the northern outskirts of the city, which is overlooked by a small forest to the north, the town southern area, which is overlooked by cliffs to the east, west and south, and the area accross the lake, which overlooks the southern part of the town. Further south, one can find forested hills which can provide cover.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FieldsofPoland.jpg&lt;br /&gt;
|wiki=Fields_of_Poland&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Fields of Poland===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in Poland; Fields of Poland is an enlarged version of the map &amp;quot;Poland&amp;quot;. One can find an imposing mill to the north, which is overlooked by a forested hill, the town in Poland at the centre, and another imposing mill to the south which is overlooked by numerous forests.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_PortNovorossiysk.jpg&lt;br /&gt;
|wiki=Port_Novorossiysk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Port Novorossiysk===&lt;br /&gt;
&lt;br /&gt;
''Location: Novorossiysk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Novorossiysk, Russia; the map features a mixture of urban fighting in the streets between destroyed industrial buildings in the north and south of the map, with a more open field like area in the west, and a rail yard in the middle. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Pradesh.jpg&lt;br /&gt;
|wiki=Pradesh&lt;br /&gt;
|text= ===[[File:India_flag.png|42px|link=]] [[File:Pakistan_flag.png|42px|link=]] Pradesh===&lt;br /&gt;
&lt;br /&gt;
''Location: India - Pakistan border, Himalayas''&lt;br /&gt;
&lt;br /&gt;
Here, on the border between India and Pakistan, this picturesque map lies in the foothills of the Himalayas. It features various terrain types with spaces for long-range, close-quarters, and amphibious combat amongst its rolling hills.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_RedDesert.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:Romania_flag.png|42px|link=]] Red Desert===&lt;br /&gt;
&lt;br /&gt;
''Location: Ennedi Plateau, Chad''&lt;br /&gt;
&lt;br /&gt;
This location was inspired from the views of North and Central Africa, and especially the Ennedi Plateau in Chad, formed from sandstone cliffs in the Sahara desert. It is a sandstone plateau surrounded by the dunes of a great desert. A small river sources here to quickly dry up under the hot African sun. The life-giving moisture, however, is sufficient for several palm groves and majestic acacias. A small village is located  In the centre of the oasis- a couple of dozen houses and a mosque.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Seversk-13.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Seversk-13===&lt;br /&gt;
&lt;br /&gt;
''Location: Seversk, Russia''&lt;br /&gt;
&lt;br /&gt;
The abandoned Soviet military town of Seversk-13 and its environment is a closed city in Tomsk Oblast, Russia, located 15 kilometers northwest of Tomsk on the right bank of the Tom River.&lt;br /&gt;
&lt;br /&gt;
The central zone in the location is an area near the cultural centre, surrounded by administrative and industrial buildings. It is adjacent to a residential zone of ​​late Soviet paneled prefab buildings and a small garage cooperative. A park area with architectural objects in the style of the late 70’s flows into a suburban environment with hills and small groves. Running north to south on the location’s map, there is a section of highway that connects the north and south of the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Sinai.jpg&lt;br /&gt;
|wiki=Sinai&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Sinai===&lt;br /&gt;
&lt;br /&gt;
''Location: Southeast of Suez, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in the Southeast of Suez, Egypt; the map consists of a small village to the east, a large open field dividing the east and the middle area, an abandoned oil facility and military camp located on a slight hill in the middle where one can overlook west, and a small oil facility bordered by a small mountain. Further west is a small path around the mountain which also leads to the eastern part of &amp;quot;Sands of Sinai&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SandsofSinai.jpg&lt;br /&gt;
|wiki=Sands_of_Sinai&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Sands of Sinai===&lt;br /&gt;
&lt;br /&gt;
''Location: Southeast of Suez, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in the Southeast of Suez, Egypt; the map consists of the western part of the region. To the far east the same abandoned oil facility, as well as the path in Sinai, are located. The latter overlooking a large village in the eastern part of the map. In the middle, one can find a number of mountains which partition the map between east and west. Westward one can find the desert area where a number of dunes provide cover for advancing units.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Spaceport.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Spaceport===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional''&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Stalingrad.jpg&lt;br /&gt;
|wiki=Stalingrad_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Stalingrad===&lt;br /&gt;
&lt;br /&gt;
''Location: Stalingrad, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Stalingrad, nowadays known as Volgograd, Russia; the map is inspired on the famous World War II Battle of Stalingrad. The north-west area consists of factory complexes which have been damaged and provide places for units to hide. In the middle of the map, one can find the railway stations, further east, one can find a number of ruined apartment complexes as well as an oil complex, which is overlooked by a couple of hills further south. Further lake the frozen river provides concealed passage.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SunCity.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Sun City===&lt;br /&gt;
&lt;br /&gt;
''Location: Middle East''&lt;br /&gt;
&lt;br /&gt;
Located on the coastal regions of the Middle East, it offers a city architecture map stretching from the coast with a sun shine-filled beach in the North, a buzzing metropolis in the center, and an industrial area South. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Sweden.jpg&lt;br /&gt;
|wiki=Sweden_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SWE.png|link=|sub]] Sweden===&lt;br /&gt;
&lt;br /&gt;
''Location: Stockholm, Sweden''&lt;br /&gt;
&lt;br /&gt;
Located in Stockholm, Sweden; the map consists of a long promenade to the borders of the riverbank, westwards of the promenade there are some open parks and most notably an open area of raised land with a government-looking building and monument on it. The middle area consists of large open gardens with four large government buildings in the centre and a courtyard between them. Meanwhile, the west of the map is a largely residential area with an industrial complex with large factory buildings and storage tanks.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Tunisia.jpg&lt;br /&gt;
|wiki=Tunisia&lt;br /&gt;
|text= ===[[File:CountryIcon_TN.png|link=|sub]] Tunisia===&lt;br /&gt;
&lt;br /&gt;
''Location: North of Gabès, French Tunisia''&lt;br /&gt;
&lt;br /&gt;
Located in North of Gabès, French Tunisia; Tunisia is divided into three areas, a large city overlooking the sea to the east, a small military encampment in the middle and a large but damaged bridge to the west. The map &amp;quot;Sands of Tunisia&amp;quot; expands upon this map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SandsofTunisia.jpg&lt;br /&gt;
|wiki=Sands_of_Tunisia&lt;br /&gt;
|text= ===[[File:CountryIcon_TN.png|link=|sub]] Sands of Tunisia===&lt;br /&gt;
&lt;br /&gt;
''Location: North of Gabès, French Tunisia''&lt;br /&gt;
&lt;br /&gt;
Located in North of Gabès, French Tunisia; Sands of Tunisia can be further divided into three large areas, to the east is the playable area from the map &amp;quot;Tunisia&amp;quot;. In the middle a larger and more imposing bridge connects two cliffs from north to south, and to the west one can find a large village divided by the river.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_VietnamHills.jpg&lt;br /&gt;
|wiki=Vietnam_Hills&lt;br /&gt;
|text= ===[[File:CountryIcon_VNM.png|link=|sub]] Vietnam Hills===&lt;br /&gt;
&lt;br /&gt;
''Location: Hội An, Vietnam''&lt;br /&gt;
&lt;br /&gt;
Located in Hội An, Vietnam; the map consists of a mountainous area to the north, which provides paths surrounded by mountains, the jungle area in the middle, and the northern outskirts of the city to the south. Further south one can find the Hội An city.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Volokolamsk.jpg&lt;br /&gt;
|wiki=Volokolamsk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Volokolamsk===&lt;br /&gt;
&lt;br /&gt;
''Location: Volokolamsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Volokolamsk, Russia; the map consists of a number of scattered villages, connected by dirt roads and divided by forested hills. Between the northern and middle town, one can find a frozen lake. A ruined railway station is located in the most southern part of the map. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SurroundingsofVolokolamsk.jpg&lt;br /&gt;
|wiki=Surroundings_of_Volokolamsk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Surroundings of Volokolamsk===&lt;br /&gt;
&lt;br /&gt;
''Location: Volokolamsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Volokolamsk, Russia; the map consists of the entirety of the Volokolamsk map, making it significantly larger.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Wallonia.jpg&lt;br /&gt;
|wiki=Wallonia&lt;br /&gt;
|text= ===[[File:CountryIcon_BEL.png|link=|sub]] Wallonia===&lt;br /&gt;
&lt;br /&gt;
''Location: Bastogne, Belgium''&lt;br /&gt;
&lt;br /&gt;
Located in Bastogne, Belgium; Wallonia is the enlarged version of the map &amp;quot;Ardennes&amp;quot;. The north part consists of the playable area from &amp;quot;Ardennes&amp;quot;. To the south-east, one can find a pair of smaller villages, each having a capture point at its centre.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_WhiteRockFortress.jpg&lt;br /&gt;
|wiki=White_Rock_Fortress&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] White Rock Fortress===&lt;br /&gt;
&lt;br /&gt;
''Location: Brest, Belarus''&lt;br /&gt;
&lt;br /&gt;
The White Rock Fortress initially was built to protect the river. But as the river swallowed the fortress lost its meaning and in course of time was abandoned; only the storage buildings remained in use. As the war began the fortress was manned again and reconditioning works started. However, nothing of protective or repair works had been finished at the time it was bombed. The last of the garrison defenders have been standing against approaching enemy army.&lt;br /&gt;
&lt;br /&gt;
Located in Brest, Belarus; the fort can be divided into three perimeters. The first perimeter of the form comes in the form of two ditches with a mound in-between them, running round most of the fort. Then comes the fort's outer wall, a mixture of mud and bricks, there are plenty of gaps in the wall allowing access, and a number of fortified buildings outside the wall. Finally comes the surroundings of the forts, where a large number of hills can provide cover for flanking units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Maps and missions]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=PV-1_(7.62_mm)&amp;diff=156504</id>
		<title>PV-1 (7.62 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=PV-1_(7.62_mm)&amp;diff=156504"/>
				<updated>2023-02-28T16:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|i-15_1934|short}}&lt;br /&gt;
* {{Specs-Link|i-15_1935|short}}&lt;br /&gt;
* {{Specs-Link|i-15_1935_moscow|short}}&lt;br /&gt;
* {{Specs-Link|i-15bis|short}}&lt;br /&gt;
* {{Specs-Link|i-15bis_china|short}}&lt;br /&gt;
* {{Specs-Link|i-16_chung_28|short}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!--''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}&lt;br /&gt;
* '''Universal:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''Tracers:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''Stealth:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}&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;10&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&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;
| T || T || 5 || 4 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ball || Ball || 5 || 4 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| AP-I || AP-I || 13 || 12 || 7 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| AI || AI || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| API-T || API-T || 9 || 8 || 6 || 3 || 0 || 0&lt;br /&gt;
|-&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;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| T || T || 815 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| Ball || Ball || 866 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| AP-I || AP-I || 818 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| AI || AI || 815 || 0.01 || N/A || 3 || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| API-T || API-T || 865 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.'' --&amp;gt;&lt;br /&gt;
The PV-1 can be best described as lacklustre. A poor rate of fire combined with the low damage of the rifle-calibre rounds it fires means that it requires significant time on target for a kill. Now, this is not all hopeless, it can still destroy aircraft with patience and is better than no guns at all. However the rounds have a bad chance to impact and do no damage, or only register hits, requiring either successive passes on a slower target, occasionally 5-6 passes or more, or a very lucky pilot snipe to succeed. &amp;lt;!-- The guns utilise the &amp;quot;lead weight tactic&amp;quot; of weaponry as in, if you fill the fuselage with enough lead bullets, eventually it will weigh it down and it wont have engine power to lift anymore. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Reliable machine gun&lt;br /&gt;
* Rate of fire allows for longer uninterrupted bursts&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Rifle-calibre ammo does comparatively little damage&lt;br /&gt;
* Relative low rate of fire compared to other early MGs&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.'' --&amp;gt;&lt;br /&gt;
The PV-1 (''Pulemet Vozdushny'' or airborne machine gun) was an air-cooled version of the water-cooled M1910 Maxim gun, designed in 1926 for use on aircraft, and accepted for service in 1928. Created at the initiative of Alexander Vasilevich Nadashkevich of the Scientific and Technical Committee of the Soviet Air Force, its design was adapted from the M1910 to create a lighter gun with a higher rate of fire. The end result was a relatively light machine gun, cooled by a perforated barrel sleeve, which had a firing rate of 750 rpm compared with the original 600 rpm of the M1910. An attempt to build an even lighter variant, the A-2 which substituted some of the steel parts by duralumin parts, was not accepted for service due to the high rate of wear of the aluminium parts.&lt;br /&gt;
&lt;br /&gt;
The gun was used on the Polikarpov I-3, I-4, I-5 and I-15 fighters, the Polikarpov R-5 reconnaissance plane and the Tupolev TB-1 bomber. However, the design was soon considered obsolete and gradually replaced by the ShKAS, which was chambered to the same ammunition but had a much higher rate of fire. Production of the PV-1 ran from 1927 until 1940, with a total of around 18000 made.&lt;br /&gt;
&lt;br /&gt;
While the PV-1 was being phased out of service by the end of the 1930s, the German invasion of 1941 saw a great number of surplus PV-1s adopted for other purposes. Numerous former aircraft weapons were either adapted for use on a ZPU anti-aircraft mount, or even on the original carriage of the M1910 for infantry support.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Aircraft machine guns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft machine guns]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=PV-1_(7.62_mm)&amp;diff=156503</id>
		<title>PV-1 (7.62 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=PV-1_(7.62_mm)&amp;diff=156503"/>
				<updated>2023-02-28T16:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|i-15_1934|short}}&lt;br /&gt;
* {{Specs-Link|i-15_1935|short}}&lt;br /&gt;
* {{Specs-Link|i-15_1935_moscow|short}}&lt;br /&gt;
* {{Specs-Link|i-15bis|short}}&lt;br /&gt;
* {{Specs-Link|i-15bis_china|short}}&lt;br /&gt;
* {{Specs-Link|i-16_chung_28|short}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!--''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}&lt;br /&gt;
* '''Universal:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''Tracers:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''Stealth:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}&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;10&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&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;
| T || T || 5 || 4 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ball || Ball || 5 || 4 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| AP-I || AP-I || 13 || 12 || 7 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| AI || AI || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| API-T || API-T || 9 || 8 || 6 || 3 || 0 || 0&lt;br /&gt;
|-&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;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| T || T || 815 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| Ball || Ball || 866 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| AP-I || AP-I || 818 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| AI || AI || 815 || 0.01 || N/A || 3 || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| API-T || API-T || 865 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.'' --&amp;gt;&lt;br /&gt;
The PV-1 can be best described as lacklustre. A poor rate of fire combined with the low damage of the rifle-calibre rounds it fires means that it requires significant time on target for a kill. Now, this is not all hopeless, it can still destroy aircraft with patience and is better than no guns at all. However the rounds have a bad chance to impact and do no damage, or only register hits, requiring either successive passes on a slower target, occasionally 5-6 passes or more, or a very lucky pilot snipe to succeed. &amp;lt;!-- The guns utilise the &amp;quot;lead weight tactic&amp;quot; of weaponry as in, if you fill the fuselage with enough lead bullets, eventually it will weigh it down and it wont have engine power to lift anymore. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Reliable machine gun&lt;br /&gt;
* Rate of fire allows for longer uninterrupted bursts&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Rifle-calibre ammo does comparatively little damage&lt;br /&gt;
* Relative low rate of fire for compared to other early MGs&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.'' --&amp;gt;&lt;br /&gt;
The PV-1 (''Pulemet Vozdushny'' or airborne machine gun) was an air-cooled version of the water-cooled M1910 Maxim gun, designed in 1926 for use on aircraft, and accepted for service in 1928. Created at the initiative of Alexander Vasilevich Nadashkevich of the Scientific and Technical Committee of the Soviet Air Force, its design was adapted from the M1910 to create a lighter gun with a higher rate of fire. The end result was a relatively light machine gun, cooled by a perforated barrel sleeve, which had a firing rate of 750 rpm compared with the original 600 rpm of the M1910. An attempt to build an even lighter variant, the A-2 which substituted some of the steel parts by duralumin parts, was not accepted for service due to the high rate of wear of the aluminium parts.&lt;br /&gt;
&lt;br /&gt;
The gun was used on the Polikarpov I-3, I-4, I-5 and I-15 fighters, the Polikarpov R-5 reconnaissance plane and the Tupolev TB-1 bomber. However, the design was soon considered obsolete and gradually replaced by the ShKAS, which was chambered to the same ammunition but had a much higher rate of fire. Production of the PV-1 ran from 1927 until 1940, with a total of around 18000 made.&lt;br /&gt;
&lt;br /&gt;
While the PV-1 was being phased out of service by the end of the 1930s, the German invasion of 1941 saw a great number of surplus PV-1s adopted for other purposes. Numerous former aircraft weapons were either adapted for use on a ZPU anti-aircraft mount, or even on the original carriage of the M1910 for infantry support.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Aircraft machine guns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft machine guns]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=PV-1_(7.62_mm)&amp;diff=156502</id>
		<title>PV-1 (7.62 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=PV-1_(7.62_mm)&amp;diff=156502"/>
				<updated>2023-02-28T16:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|i-15_1934|short}}&lt;br /&gt;
* {{Specs-Link|i-15_1935|short}}&lt;br /&gt;
* {{Specs-Link|i-15_1935_moscow|short}}&lt;br /&gt;
* {{Specs-Link|i-15bis|short}}&lt;br /&gt;
* {{Specs-Link|i-15bis_china|short}}&lt;br /&gt;
* {{Specs-Link|i-16_chung_28|short}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!--''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}&lt;br /&gt;
* '''Universal:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''Tracers:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''Stealth:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AI|Adjustment incendiary}}&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;10&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&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;
| T || T || 5 || 4 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ball || Ball || 5 || 4 || 2 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| AP-I || AP-I || 13 || 12 || 7 || 3 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| AI || AI || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| API-T || API-T || 9 || 8 || 6 || 3 || 0 || 0&lt;br /&gt;
|-&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;10&amp;quot; | Shell details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| T || T || 815 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| Ball || Ball || 866 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| AP-I || AP-I || 818 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| AI || AI || 815 || 0.01 || N/A || 3 || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| API-T || API-T || 865 || 0.01 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.'' --&amp;gt;&lt;br /&gt;
The PV-1 can be best described as lacklustre. A poor rate of fire combined with the low damage of the rifle-calibre rounds it fires means that it requires significant time on target for a kill. Now, this is not all hopeless, it can still destroy aircraft with patience and is better than no guns at all. However the rounds have a bad chance to impact and do no damage, or only register hits, requiring either successive passes on a slower target, occasionally 5-6 passes or more, or a very lucky pilot snipe to succeed. &amp;lt;!-- The guns utilise the &amp;quot;lead weight tactic&amp;quot; of weaponry as in, if you fill the fuselage with enough lead bullets, eventually it will weigh it down and it wont have engine power to lift anymore. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Reliable machine gun&lt;br /&gt;
* Low rate of fire allows for longer uninterrupted bursts&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Rifle-calibre ammo does comparatively little damage&lt;br /&gt;
* Relative low rate of fire for compared to other early MGs&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.'' --&amp;gt;&lt;br /&gt;
The PV-1 (''Pulemet Vozdushny'' or airborne machine gun) was an air-cooled version of the water-cooled M1910 Maxim gun, designed in 1926 for use on aircraft, and accepted for service in 1928. Created at the initiative of Alexander Vasilevich Nadashkevich of the Scientific and Technical Committee of the Soviet Air Force, its design was adapted from the M1910 to create a lighter gun with a higher rate of fire. The end result was a relatively light machine gun, cooled by a perforated barrel sleeve, which had a firing rate of 750 rpm compared with the original 600 rpm of the M1910. An attempt to build an even lighter variant, the A-2 which substituted some of the steel parts by duralumin parts, was not accepted for service due to the high rate of wear of the aluminium parts.&lt;br /&gt;
&lt;br /&gt;
The gun was used on the Polikarpov I-3, I-4, I-5 and I-15 fighters, the Polikarpov R-5 reconnaissance plane and the Tupolev TB-1 bomber. However, the design was soon considered obsolete and gradually replaced by the ShKAS, which was chambered to the same ammunition but had a much higher rate of fire. Production of the PV-1 ran from 1927 until 1940, with a total of around 18000 made.&lt;br /&gt;
&lt;br /&gt;
While the PV-1 was being phased out of service by the end of the 1930s, the German invasion of 1941 saw a great number of surplus PV-1s adopted for other purposes. Numerous former aircraft weapons were either adapted for use on a ZPU anti-aircraft mount, or even on the original carriage of the M1910 for infantry support.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by 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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Aircraft machine guns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft machine guns]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=CM52&amp;diff=150584</id>
		<title>CM52</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=CM52&amp;diff=150584"/>
				<updated>2023-01-14T15:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: added proper section for Survivability and armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_fiat_cm52&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&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;{{Battle-rating}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian SPAA . It was introduced in [[Update &amp;quot;Apex Predators&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The CM52 is a solid AA choice for its tier, being equipped with four 12.7 mm M2 machine guns and is in many ways similar to the M13 and M16 GMCs. It does suffer from a lack of armour and poor frontal gun depression, but makes up for it in speed.&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;
Since the CM52 is just a civilian truck with machine guns strapped to it, it has barely any armour-based protection. The body is made of very thin steel, which can't even stop most machine gun bullets at engagement range, and the only actual RHA is the &amp;gt;7mm that makes up the gunner's shrapnel shield. Your main option is to use your mobility to dodge or completely avoid enemy fire, and stay out of sight if targeted. One thing to note, though, is that the components don't take up much space and are spread apart, so that most of the space inside is empty - especially in the truck's cabin and bed. This, combined with the very thin armor, will cause some AP shells to over-penetrate and miss most vital components.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&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 || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&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;
The CM52 is very mobile, it being wheeled means if used on a map with lots of roads, it can easily get to point A to point B much quicker than most vehicles of that battle rating. However it being wheeled also has its drawbacks, certain terrain such as mud will really hinder its movement, so its best to not go off-road.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&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|M2HB (12.7 mm)}}&lt;br /&gt;
''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.''&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; | [[M2HB (12.7 mm)|12.7 mm M2HB]] (x4) || 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; | 3,200 (200) || rowspan=&amp;quot;2&amp;quot; | 576 || rowspan=&amp;quot;2&amp;quot; | -10°/+90° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 52.84 || 73.13 || 88.80 || 98.20 || 104.47&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 18.2 || rowspan=&amp;quot;2&amp;quot; | 16.1 || rowspan=&amp;quot;2&amp;quot; | 14.8 || rowspan=&amp;quot;2&amp;quot; | 14.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.70 || 42.00 || 51.00 || 56.40 || 60.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Common:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}&lt;br /&gt;
* '''API:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I|M8 armour-piercing incendiary}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}&lt;br /&gt;
* '''AP:''' {{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}}&lt;br /&gt;
* '''APIT:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}&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;
| Common || 31 || 29 || 21 || 14 || 9 || 6&lt;br /&gt;
|-&lt;br /&gt;
| API || 30 || 27 || 19 || 12 || 8 || 5&lt;br /&gt;
|-&lt;br /&gt;
| AP || 31 || 29 || 21 || 14 || 9 || 6&lt;br /&gt;
|-&lt;br /&gt;
| APIT || 29 || 27 || 19 || 12 || 7 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&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;
! 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;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''16''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
The CM52 works similarly to the [[M16 MGMC]], as they both have the same armament and thus have more or less the same playstyle.&lt;br /&gt;
&lt;br /&gt;
Staying in a spot with good visibility, including but not limited to the spawnpoint, will allow clear visibility and easy detection of enemy aircraft. Shooting at a plane from afar reduces the probability of hitting it, and since most aircraft will be performing ground attack roles, it is advised to be in a spot near action. But if you choose to be in one of those spots, make sure to stay hidden or have an ally nearby to protect you from enemy tanks. In an emergency, the guns can be turned onto the tracks of a tank, or even be used to destroy certain lightly-armoured vehicles like the Puma or the M22.&lt;br /&gt;
&lt;br /&gt;
Since the CM52 is a SPAA, you can't take your eyes off the sky for long. If an enemy plane is nearby, shoot at it or where it is going to be. Despite not having cannons like the previous [[AS 42]] or the succeeding [[M42 (Italy)|M42 Contraereo]], the CM52 can still pack a punch and presents a real threat to enemy aircraft if used correctly&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Excellent armament which shreds most aircraft and is capable of destroying light tanks&lt;br /&gt;
* Being a wheeled vehicle, it is faster than most tanks&lt;br /&gt;
* Slightly smaller profile than the M13 or M16 means that it is easier to hide&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Has wheels instead of tracks, slowing it down in soft terrain like sand, snow or mud&lt;br /&gt;
* No cannons unlike its predecessor and successor;&lt;br /&gt;
* Little armour protection: an HE shell, a strafing aircraft or even tank machine gun fire may knock it out&lt;br /&gt;
* Cannot shoot directly in front &lt;br /&gt;
* Poor depression of the machine guns&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;
''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).''&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;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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;
* [[M16 MGMC]]&lt;br /&gt;
* [[M16 MGMC (Japan)]]&lt;br /&gt;
* [[CCKW 353 (M45)]]&lt;br /&gt;
* [[TCM-20]]&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;
&amp;lt;!--''Paste links to sources and external resources, such as:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* https://forum.warthunder.com/index.php?/topic/472172-fiat-6601-acm-52-quadrinata-us-guns-italian-truck/&lt;br /&gt;
* https://fr.wikipedia.org/wiki/Fiat_6601&lt;br /&gt;
&lt;br /&gt;
{{Italy anti-aircraft vehicles}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Ground_forces_maps&amp;diff=149464</id>
		<title>Category:Ground forces maps</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Ground_forces_maps&amp;diff=149464"/>
				<updated>2023-01-03T22:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: More changes to the Aral Sea description, adding more details and rephrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Ground forces maps}}__NOTOC__&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Korea.jpg&lt;br /&gt;
|wiki=Korea_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_KOR.png|link=|sub]] 38th Parallel===&lt;br /&gt;
&lt;br /&gt;
''Location: South Korea''&lt;br /&gt;
&lt;br /&gt;
Located in what is now South Korea; the map is composed of the dam to the east, which is overlooked by two cliffs, one to the north and another to the south, a military camp at the centre, which is overlooked by rice terraces to the north and south and overlooked by a rocky hill to the west, and a small village to the west, which is also overlooked by the same rocky hill.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AbandonedFactory.jpg&lt;br /&gt;
|wiki=Abandoned_Factory_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Abandoned Factory===&lt;br /&gt;
&lt;br /&gt;
''Location: USSR''&lt;br /&gt;
&lt;br /&gt;
Located in Russia; the map consists of paved roads and a multitude of factory buildings all around, the later of which can prove useful as cover. To the south one can find a riverbank, while a small forest is located to the north.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AbandonedTown.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Abandoned Town===&lt;br /&gt;
&lt;br /&gt;
''Location: USSR, Caucasus''&lt;br /&gt;
&lt;br /&gt;
The sleepy mountain town became the epicenter of outrageous military conflict. After the bombing and artillery barrage, combat vehicles enter the area. The commanders will have to achieve control over three zones of the town: the central streets and the community center, the bridge in the southern part of the town, the neighboring silo elevator and the cableway, as well as the northern area with residential buildings.&lt;br /&gt;
&lt;br /&gt;
The cozy mountain towns and mining villages of the Greater Caucasus at the beginning of the 1990s became the prototypes of the Abandoned Town location. &lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AdvancetotheRhine.jpg&lt;br /&gt;
|wiki=Advance_to_the_Rhine&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Advance to the Rhine===&lt;br /&gt;
&lt;br /&gt;
''Location: Cologne, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Cologne, Germany, next to the Rhine river; Advance to the Rhine takes inspiration from the 1945 Battle for Cologne. The map consists of a destroyed urban environment and paved roads, with a park and a plaza in the middle of the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Alaska.jpg&lt;br /&gt;
|wiki=Alaska&lt;br /&gt;
|text= ===[[File:CountryIcon_USA.png|link=|sub]] Alaska===&lt;br /&gt;
&lt;br /&gt;
''Location: Alaska, USA''&lt;br /&gt;
&lt;br /&gt;
Located in the most northern state of the US; Alaska presents an American urban environment complete with skyscrapers and riverbanks.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AmericanDesert.jpg&lt;br /&gt;
|wiki=American_Desert&lt;br /&gt;
|text= ===[[File:CountryIcon_USA.png|link=|sub]] American Desert===&lt;br /&gt;
&lt;br /&gt;
''Location: Arizona, USA''&lt;br /&gt;
&lt;br /&gt;
Located in Arizona, USA; American Desert represents a quiet village in the American desert. With a roundabout at the centre, the train station to one flank, and the other flank representing the outskirts of the village.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AralSea.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Aral Sea===&lt;br /&gt;
&lt;br /&gt;
''Location: Aral Sea, pre-dissolution USSR (now between Kazakhstan and Uzbekistan)''&lt;br /&gt;
&lt;br /&gt;
Located in the Aral Sea, between Kazakhstan and Uzbekistan, a once thriving sea is now a desert-like wasteland. Beached fishing ships provide some cover in the otherwise open environment, and in the middle are the ruins of a city with a bare concrete expanse that was once a dockyard.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Arctic.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Arctic===&lt;br /&gt;
&lt;br /&gt;
''Location: Arctic''&lt;br /&gt;
&lt;br /&gt;
Gloomy rocky islands covered with glaciers, abandoned fishing villages where lonely fishermen still live, majestic icebreakers making their way through the ice, and of course, myths and legends about secret military bases hidden in the endless icy wastelands. The Arctic is an unique area with a harsh climate, unusual landscape and the spirit of new discoveries.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Ardennes.jpg&lt;br /&gt;
|wiki=Ardennes_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_BEL.png|link=|sub]] Ardennes===&lt;br /&gt;
&lt;br /&gt;
''Location: Bastogne, Belgium''&lt;br /&gt;
&lt;br /&gt;
Located in Bastogne, Belgium; Ardennes takes inspiration from the 1944 Battle of the Bulge. The map consists of the village at its core, while the flanks consist of the outskirts with a lot of foliage to hide in.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AshRiver.jpg&lt;br /&gt;
|wiki=Ash_River&lt;br /&gt;
|text= ===[[File:CountryIcon_IRL.png|link=|sub]] Ash River===&lt;br /&gt;
&lt;br /&gt;
''Location: Ireland''&lt;br /&gt;
&lt;br /&gt;
Located in Ireland; this cliff-filled coast consists of 3 different types of environment: the mountainous west, the plain centre, and the cliffs to the east.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Berlin.jpg&lt;br /&gt;
|wiki=Berlin_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Berlin===&lt;br /&gt;
&lt;br /&gt;
''Location: Berlin, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Berlin, Germany; Berlin takes inspiration from the 1945 Battle for the Reichstag, or the Battle of Berlin. At the centre one can find cover alongside a shallow river, to the west side one can fight over the ruins of the urban environment that once surrounded the Kroll Opera House, while at the east of the river one can find the imposing Reichstag which provides limited cover from the open field surrounding it. Further east one can find the Brandenburg Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Breslau.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Breslau===&lt;br /&gt;
&lt;br /&gt;
''Location: Breslau, pre-war Germany (now Wrocław, modern-day Poland)''&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Italy.jpg&lt;br /&gt;
|wiki=Campania&lt;br /&gt;
|text= ===[[File:CountryIcon_ITA.png|link=|sub]] Campania===&lt;br /&gt;
&lt;br /&gt;
''Location: Calabria, Italy''&lt;br /&gt;
&lt;br /&gt;
Located in Calabria, Italy; the map consists of a long city surrounded by a river to the north, hills to the east and west and another river that leads to a waterfall to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_CargoPort.jpg&lt;br /&gt;
|wiki=Cargo_Port&lt;br /&gt;
|text= ===Cargo Port===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional''&lt;br /&gt;
&lt;br /&gt;
Cargo Port is a fictional environment based around a shipment facility. To the north one can find an airfield cut by the long highway. The middle is dominated by buildings while to the south one can find longways separated by containers.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Carpathians.jpg&lt;br /&gt;
|wiki=Carpathians_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Carpathians===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in the Eastern Carpathians mountains of Poland; the map consists of a large open field with some trenches dug out in the middle with, a castle located in the hills to the north and hill covered paths to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_EasternEurope.jpg&lt;br /&gt;
|wiki=Eastern_Europe_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Eastern Europe===&lt;br /&gt;
&lt;br /&gt;
''Location: pre-dissolution USSR (now Ukraine)''&lt;br /&gt;
&lt;br /&gt;
Located in Ukraine; Eastern Europe consists of a river-side city surrounded by hills. To the south one can find forested areas, while to the north one can find the hills surrounding.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_ElAlamein.jpg&lt;br /&gt;
|wiki=Second_battle_of_El_Alamein_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Second Battle of El Alamein===&lt;br /&gt;
&lt;br /&gt;
''Location: El Alamein, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in El Alamein, Egypt; the map can be divided into three sections: to the north, the remains of a fort overlooked by cliffs located further north, a small village a top a hill in the middle, and the desert area filled with dunes to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_EuropeanProvince.jpg&lt;br /&gt;
|wiki=European_Province&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] European Province===&lt;br /&gt;
&lt;br /&gt;
''Location: pre-dissolution USSR (now Ukraine)''&lt;br /&gt;
&lt;br /&gt;
Located in Ukraine like Eastern Europe; European Province is an enlarged version of Eastern Europe. To the north and south, one can find a multitude of forested areas which surround large open fields while at the centre one can find the same city as in Eastern Europe.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Finland.jpg&lt;br /&gt;
|wiki=Finland&lt;br /&gt;
|text= ===[[File:CountryIcon_FIN.png|link=|sub]] Finland===&lt;br /&gt;
&lt;br /&gt;
''Location: Kiviniemi, pre-war Finland (now Losevo, modern-day Russia)''&lt;br /&gt;
&lt;br /&gt;
Located in Kiviniemi, Finland before World War II, nowadays known as Losevo, modern-day Russia; Finland presents the snowy northern landscape for which the namesake country is known. To the east one can find a small village overlooked by cliffs, while to the west one can find a forested area alongside a frozen lake, while the centre is a hilly forested area. All three areas are divided by two mountain chains on each side.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FrozenPass.jpg&lt;br /&gt;
|wiki=Frozen_Pass_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Frozen Pass===&lt;br /&gt;
&lt;br /&gt;
''Location: Austria''&lt;br /&gt;
&lt;br /&gt;
Located in Austria; the map consists of a small train station alongside a tunnel inside the mountain to the south. The centre is dominated by small hills while to the north one can find a small village.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Fulda.jpg&lt;br /&gt;
|wiki=Fulda_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_DEU.png|link=|sub]] Fulda Gap===&lt;br /&gt;
&lt;br /&gt;
''Location: Rasdorf, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Rasdorf, Germany; Fulda Gap takes inspiration from its real-life counterpart, named after the town of Fulda. The map consists of an elevated centre with forested and hilly areas while the flanks are made up of large open fields while between the southeast and central area one can find a small castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_HurtgenForest.jpg&lt;br /&gt;
|wiki=Battle_of_Hurtgen_Forest_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Battle of Hürtgen Forest===&lt;br /&gt;
&lt;br /&gt;
''Location: Vossenack, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Vossenack, Germany; Battle of Hürtgen Forest takes inspiration from its 1944 real-life counterpart. Located 5 km east of the border with Belgium, the map consists of a town at its core. To the north one can find a forested hill while to the south a shallow river stream surrounded by forested hills is located.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Japan.jpg&lt;br /&gt;
|wiki=Japan (Ground Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_JPN.png|link=|sub]] Japan===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional, Japan''&lt;br /&gt;
&lt;br /&gt;
Located in Japan; the map consists of two small villages on each side while an imposing temple complex is located at the centre. The map is surrounded by hills and forest, with small forested and hilly areas throughout the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Jungle.jpg&lt;br /&gt;
|wiki=Jungle&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Jungle===&lt;br /&gt;
&lt;br /&gt;
''Location: Guadalcanal, Solomon Islands''&lt;br /&gt;
&lt;br /&gt;
Located in Guadalcanal, Solomon Islands; Jungle is inspired by the 1942 Guadalcanal campaign. The middle of the map consists a small alliance divided by shallow waters, the north, on the other hand, is dominated by the beach, while the southern area of the map is dominated by mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Karelia.jpg&lt;br /&gt;
|wiki=Karelia_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FIN.png|link=|sub]] Karelia===&lt;br /&gt;
&lt;br /&gt;
''Location: Karelia, pre-war Finland (now Karelia, modern-day Russia)''&lt;br /&gt;
&lt;br /&gt;
Located in Karelia, Finland before World War II, nowadays modern-day Russia; Karelia is composed of a large deep canyon to the east, a rocky hill at the middle, and an open terrain to the west, the latter of which can be navigated through paths concealed by trees and small hills.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Kuban.jpg&lt;br /&gt;
|wiki=Kuban_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Kuban===&lt;br /&gt;
&lt;br /&gt;
''Location: Krymsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Krymsk, Russia; the map is surrounded by hills and mountains. The map is divided into two sections, a Prisoner Of War camp to the east, and a hilly field in the middle and to the west. The two sections are divided by several rocky hills which overlook both areas.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Kursk.jpg&lt;br /&gt;
|wiki=Kursk_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Kursk===&lt;br /&gt;
&lt;br /&gt;
''Location: Prokhorovka, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Prokhorovka, Russia; the map is composed of three areas, a flat area overlooking the river to the east, another flat area which is overlooked by hills to the west, both of which are divided by a hill in the middle. The latter contains a small village with an imposing but partially destroyed church in the middle.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_MaginotLine.jpg&lt;br /&gt;
|wiki=Maginot_Line_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Maginot Line===&lt;br /&gt;
&lt;br /&gt;
''Location: Sedan, France''&lt;br /&gt;
&lt;br /&gt;
Located in Sedan, France; Maginot Line takes its namesake from the famous defensive French line bordering Germany. The map is divided into three sections, an open field to the east, overlooked by hills to the north, south and east, a large town to the west.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_MiddleEast.jpg&lt;br /&gt;
|wiki=Middle_East_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SYR.png|link=|sub]] Middle East===&lt;br /&gt;
&lt;br /&gt;
''Location: Syria''&lt;br /&gt;
&lt;br /&gt;
Located in Syria; Middle East is composed of an industrial complex to the north, which is overlooked by cliffs to the north, east and west, and a large city with damaged buildings to the south. Further south one can gaze at the mountain which overlooks the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Mozdok.jpg&lt;br /&gt;
|wiki=Mozdok_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Mozdok===&lt;br /&gt;
&lt;br /&gt;
''Location: Mozdok, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Mozdok, Russia; Mozdok is a map consisting of a river to the north, a forested hill to the east, a large plain to the south and an area containing several hills to the north. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Normandy.jpg&lt;br /&gt;
|wiki=Normandy_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Normandy===&lt;br /&gt;
&lt;br /&gt;
''Location: Vierville-sur-Mer, France''&lt;br /&gt;
&lt;br /&gt;
Located in Vierville-sur-Mer, France; the map is inspired by Operation Neptune, commonly known as D-Day. The map is divided into three areas, the beach to the north, the village at the middle, which has an imposing but damaged church in the middle, and a hilly area to the south, which also makes up the northern area of the map &amp;quot;Fields of Normandy&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FieldsofNormandy.jpg&lt;br /&gt;
|wiki=Fields_of_Normandy&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Fields of Normandy===&lt;br /&gt;
&lt;br /&gt;
''Location: Vierville-sur-Mer, France''&lt;br /&gt;
&lt;br /&gt;
Located in Vierville-sur-Mer, France; the map consists of the southern part of the map &amp;quot;Normandy&amp;quot;. To the north one can find the same hilly area in the map Normandy to the north, meanwhile the centre is occupied by a large and imposing airship hangar in the middle. To the south, one can find a large forest to the east while the west area has several buildings that can provide cover.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Poland.jpg&lt;br /&gt;
|wiki=Poland_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Poland===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in Poland; the map is divided into three sections: the northern outskirts of the city, which is overlooked by a small forest to the north, the town southern area, which is overlooked by cliffs to the east, west and south, and the area accross the lake, which overlooks the southern part of the town. Further south, one can find forested hills which can provide cover.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FieldsofPoland.jpg&lt;br /&gt;
|wiki=Fields_of_Poland&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Fields of Poland===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in Poland; Fields of Poland is an enlarged version of the map &amp;quot;Poland&amp;quot;. One can find an imposing mill to the north, which is overlooked by a forested hill, the town in Poland at the centre, and another imposing mill to the south which is overlooked by numerous forests.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_PortNovorossiysk.jpg&lt;br /&gt;
|wiki=Port_Novorossiysk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Port Novorossiysk===&lt;br /&gt;
&lt;br /&gt;
''Location: Novorossiysk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Novorossiysk, Russia; the map features a mixture of urban fighting in the streets between destroyed industrial buildings in the north and south of the map, with a more open field like area in the west, and a rail yard in the middle. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Pradesh.jpg&lt;br /&gt;
|wiki=Pradesh&lt;br /&gt;
|text= ===[[File:India_flag.png|42px|link=]] [[File:Pakistan_flag.png|42px|link=]] Pradesh===&lt;br /&gt;
&lt;br /&gt;
''Location: India - Pakistan border, Himalayas''&lt;br /&gt;
&lt;br /&gt;
Here, on the border between India and Pakistan, this picturesque map lies in the foothills of the Himalayas. It features various terrain types with spaces for long-range, close-quarters, and amphibious combat amongst its rolling hills.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_RedDesert.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:Romania_flag.png|42px|link=]] Red Desert===&lt;br /&gt;
&lt;br /&gt;
''Location: Ennedi Plateau, Chad''&lt;br /&gt;
&lt;br /&gt;
This location was inspired from the views of North and Central Africa, and especially the Ennedi Plateau in Chad, formed from sandstone cliffs in the Sahara desert. It is a sandstone plateau surrounded by the dunes of a great desert. A small river sources here to quickly dry up under the hot African sun. The life-giving moisture, however, is sufficient for several palm groves and majestic acacias. A small village is located  In the centre of the oasis- a couple of dozen houses and a mosque.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Seversk-13.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Seversk-13===&lt;br /&gt;
&lt;br /&gt;
''Location: Seversk, Russia''&lt;br /&gt;
&lt;br /&gt;
The abandoned Soviet military town of Seversk-13 and its environment is a closed city in Tomsk Oblast, Russia, located 15 kilometers northwest of Tomsk on the right bank of the Tom River.&lt;br /&gt;
&lt;br /&gt;
The central zone in the location is an area near the cultural centre, surrounded by administrative and industrial buildings. It is adjacent to a residential zone of ​​late Soviet paneled prefab buildings and a small garage cooperative. A park area with architectural objects in the style of the late 70’s flows into a suburban environment with hills and small groves. Running north to south on the location’s map, there is a section of highway that connects the north and south of the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Sinai.jpg&lt;br /&gt;
|wiki=Sinai&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Sinai===&lt;br /&gt;
&lt;br /&gt;
''Location: Southeast of Suez, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in the Southeast of Suez, Egypt; the map consists of a small village to the east, a large open field dividing the east and the middle area, an abandoned oil facility and military camp located on a slight hill in the middle where one can overlook west, and a small oil facility bordered by a small mountain. Further west is a small path around the mountain which also leads to the eastern part of &amp;quot;Sands of Sinai&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SandsofSinai.jpg&lt;br /&gt;
|wiki=Sands_of_Sinai&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Sands of Sinai===&lt;br /&gt;
&lt;br /&gt;
''Location: Southeast of Suez, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in the Southeast of Suez, Egypt; the map consists of the western part of the region. To the far east the same abandoned oil facility, as well as the path in Sinai, are located. The latter overlooking a large village in the eastern part of the map. In the middle, one can find a number of mountains which partition the map between east and west. Westward one can find the desert area where a number of dunes provide cover for advancing units.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Spaceport.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Spaceport===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional''&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Stalingrad.jpg&lt;br /&gt;
|wiki=Stalingrad_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Stalingrad===&lt;br /&gt;
&lt;br /&gt;
''Location: Stalingrad, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Stalingrad, nowadays known as Volgograd, Russia; the map is inspired on the famous World War II Battle of Stalingrad. The north-west area consists of factory complexes which have been damaged and provide places for units to hide. In the middle of the map, one can find the railway stations, further east, one can find a number of ruined apartment complexes as well as an oil complex, which is overlooked by a couple of hills further south. Further lake the frozen river provides concealed passage.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SunCity.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Sun City===&lt;br /&gt;
&lt;br /&gt;
''Location: Middle East''&lt;br /&gt;
&lt;br /&gt;
Located on the coastal regions of the Middle East, it offers a city architecture map stretching from the coast with a sun shine-filled beach in the North, a buzzing metropolis in the center, and an industrial area South. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Sweden.jpg&lt;br /&gt;
|wiki=Sweden_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SWE.png|link=|sub]] Sweden===&lt;br /&gt;
&lt;br /&gt;
''Location: Stockholm, Sweden''&lt;br /&gt;
&lt;br /&gt;
Located in Stockholm, Sweden; the map consists of a long promenade to the borders of the riverbank, westwards of the promenade there are some open parks and most notably an open area of raised land with a government-looking building and monument on it. The middle area consists of large open gardens with four large government buildings in the centre and a courtyard between them. Meanwhile, the west of the map is a largely residential area with an industrial complex with large factory buildings and storage tanks.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Tunisia.jpg&lt;br /&gt;
|wiki=Tunisia&lt;br /&gt;
|text= ===[[File:CountryIcon_TN.png|link=|sub]] Tunisia===&lt;br /&gt;
&lt;br /&gt;
''Location: North of Gabès, French Tunisia''&lt;br /&gt;
&lt;br /&gt;
Located in North of Gabès, French Tunisia; Tunisia is divided into three areas, a large city overlooking the sea to the east, a small military encampment in the middle and a large but damaged bridge to the west. The map &amp;quot;Sands of Tunisia&amp;quot; expands upon this map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SandsofTunisia.jpg&lt;br /&gt;
|wiki=Sands_of_Tunisia&lt;br /&gt;
|text= ===[[File:CountryIcon_TN.png|link=|sub]] Sands of Tunisia===&lt;br /&gt;
&lt;br /&gt;
''Location: North of Gabès, French Tunisia''&lt;br /&gt;
&lt;br /&gt;
Located in North of Gabès, French Tunisia; Sands of Tunisia can be further divided into three large areas, to the east is the playable area from the map &amp;quot;Tunisia&amp;quot;. In the middle a larger and more imposing bridge connects two cliffs from north to south, and to the west one can find a large village divided by the river.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_VietnamHills.jpg&lt;br /&gt;
|wiki=Vietnam_Hills&lt;br /&gt;
|text= ===[[File:CountryIcon_VNM.png|link=|sub]] Vietnam Hills===&lt;br /&gt;
&lt;br /&gt;
''Location: Hội An, Vietnam''&lt;br /&gt;
&lt;br /&gt;
Located in Hội An, Vietnam; the map consists of a mountainous area to the north, which provides paths surrounded by mountains, the jungle area in the middle, and the northern outskirts of the city to the south. Further south one can find the Hội An city.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Volokolamsk.jpg&lt;br /&gt;
|wiki=Volokolamsk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Volokolamsk===&lt;br /&gt;
&lt;br /&gt;
''Location: Volokolamsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Volokolamsk, Russia; the map consists of a number of scattered villages, connected by dirt roads and divided by forested hills. Between the northern and middle town, one can find a frozen lake. A ruined railway station is located in the most southern part of the map. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SurroundingsofVolokolamsk.jpg&lt;br /&gt;
|wiki=Surroundings_of_Volokolamsk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Surroundings of Volokolamsk===&lt;br /&gt;
&lt;br /&gt;
''Location: Volokolamsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Volokolamsk, Russia; the map consists of the entirety of the Volokolamsk map, making it significantly larger.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Wallonia.jpg&lt;br /&gt;
|wiki=Wallonia&lt;br /&gt;
|text= ===[[File:CountryIcon_BEL.png|link=|sub]] Wallonia===&lt;br /&gt;
&lt;br /&gt;
''Location: Bastogne, Belgium''&lt;br /&gt;
&lt;br /&gt;
Located in Bastogne, Belgium; Wallonia is the enlarged version of the map &amp;quot;Ardennes&amp;quot;. The north part consists of the playable area from &amp;quot;Ardennes&amp;quot;. To the south-east, one can find a pair of smaller villages, each having a capture point at its centre.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_WhiteRockFortress.jpg&lt;br /&gt;
|wiki=White_Rock_Fortress&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] White Rock Fortress===&lt;br /&gt;
&lt;br /&gt;
''Location: Brest, Belarus''&lt;br /&gt;
&lt;br /&gt;
The White Rock Fortress initially was built to protect the river. But as the river swallowed the fortress lost its meaning and in course of time was abandoned; only the storage buildings remained in use. As the war began the fortress was manned again and reconditioning works started. However, nothing of protective or repair works had been finished at the time it was bombed. The last of the garrison defenders have been standing against approaching enemy army.&lt;br /&gt;
&lt;br /&gt;
Located in Brest, Belarus; the fort can be divided into three perimeters. The first perimeter of the form comes in the form of two ditches with a mound in-between them, running round most of the fort. Then comes the fort's outer wall, a mixture of mud and bricks, there are plenty of gaps in the wall allowing access, and a number of fortified buildings outside the wall. Finally comes the surroundings of the forts, where a large number of hills can provide cover for flanking units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Maps and missions]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Ground_forces_maps&amp;diff=149462</id>
		<title>Category:Ground forces maps</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Ground_forces_maps&amp;diff=149462"/>
				<updated>2023-01-03T22:38:54Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Added proper description for Aral Sea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Ground forces maps}}__NOTOC__&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Korea.jpg&lt;br /&gt;
|wiki=Korea_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_KOR.png|link=|sub]] 38th Parallel===&lt;br /&gt;
&lt;br /&gt;
''Location: South Korea''&lt;br /&gt;
&lt;br /&gt;
Located in what is now South Korea; the map is composed of the dam to the east, which is overlooked by two cliffs, one to the north and another to the south, a military camp at the centre, which is overlooked by rice terraces to the north and south and overlooked by a rocky hill to the west, and a small village to the west, which is also overlooked by the same rocky hill.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AbandonedFactory.jpg&lt;br /&gt;
|wiki=Abandoned_Factory_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Abandoned Factory===&lt;br /&gt;
&lt;br /&gt;
''Location: USSR''&lt;br /&gt;
&lt;br /&gt;
Located in Russia; the map consists of paved roads and a multitude of factory buildings all around, the later of which can prove useful as cover. To the south one can find a riverbank, while a small forest is located to the north.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AbandonedTown.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Abandoned Town===&lt;br /&gt;
&lt;br /&gt;
''Location: USSR, Caucasus''&lt;br /&gt;
&lt;br /&gt;
The sleepy mountain town became the epicenter of outrageous military conflict. After the bombing and artillery barrage, combat vehicles enter the area. The commanders will have to achieve control over three zones of the town: the central streets and the community center, the bridge in the southern part of the town, the neighboring silo elevator and the cableway, as well as the northern area with residential buildings.&lt;br /&gt;
&lt;br /&gt;
The cozy mountain towns and mining villages of the Greater Caucasus at the beginning of the 1990s became the prototypes of the Abandoned Town location. &lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AdvancetotheRhine.jpg&lt;br /&gt;
|wiki=Advance_to_the_Rhine&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Advance to the Rhine===&lt;br /&gt;
&lt;br /&gt;
''Location: Cologne, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Cologne, Germany, next to the Rhine river; Advance to the Rhine takes inspiration from the 1945 Battle for Cologne. The map consists of a destroyed urban environment and paved roads, with a park and a plaza in the middle of the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Alaska.jpg&lt;br /&gt;
|wiki=Alaska&lt;br /&gt;
|text= ===[[File:CountryIcon_USA.png|link=|sub]] Alaska===&lt;br /&gt;
&lt;br /&gt;
''Location: Alaska, USA''&lt;br /&gt;
&lt;br /&gt;
Located in the most northern state of the US; Alaska presents an American urban environment complete with skyscrapers and riverbanks.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AmericanDesert.jpg&lt;br /&gt;
|wiki=American_Desert&lt;br /&gt;
|text= ===[[File:CountryIcon_USA.png|link=|sub]] American Desert===&lt;br /&gt;
&lt;br /&gt;
''Location: Arizona, USA''&lt;br /&gt;
&lt;br /&gt;
Located in Arizona, USA; American Desert represents a quiet village in the American desert. With a roundabout at the centre, the train station to one flank, and the other flank representing the outskirts of the village.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AralSea.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Aral Sea===&lt;br /&gt;
&lt;br /&gt;
''Location: Aral Sea, pre-dissolution USSR (now between Kazakhstan and Uzbekistan)''&lt;br /&gt;
&lt;br /&gt;
An open, desert-like seabed with beached ships for cover and the ruins of a city.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Arctic.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Arctic===&lt;br /&gt;
&lt;br /&gt;
''Location: Arctic''&lt;br /&gt;
&lt;br /&gt;
Gloomy rocky islands covered with glaciers, abandoned fishing villages where lonely fishermen still live, majestic icebreakers making their way through the ice, and of course, myths and legends about secret military bases hidden in the endless icy wastelands. The Arctic is an unique area with a harsh climate, unusual landscape and the spirit of new discoveries.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Ardennes.jpg&lt;br /&gt;
|wiki=Ardennes_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_BEL.png|link=|sub]] Ardennes===&lt;br /&gt;
&lt;br /&gt;
''Location: Bastogne, Belgium''&lt;br /&gt;
&lt;br /&gt;
Located in Bastogne, Belgium; Ardennes takes inspiration from the 1944 Battle of the Bulge. The map consists of the village at its core, while the flanks consist of the outskirts with a lot of foliage to hide in.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_AshRiver.jpg&lt;br /&gt;
|wiki=Ash_River&lt;br /&gt;
|text= ===[[File:CountryIcon_IRL.png|link=|sub]] Ash River===&lt;br /&gt;
&lt;br /&gt;
''Location: Ireland''&lt;br /&gt;
&lt;br /&gt;
Located in Ireland; this cliff-filled coast consists of 3 different types of environment: the mountainous west, the plain centre, and the cliffs to the east.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Berlin.jpg&lt;br /&gt;
|wiki=Berlin_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Berlin===&lt;br /&gt;
&lt;br /&gt;
''Location: Berlin, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Berlin, Germany; Berlin takes inspiration from the 1945 Battle for the Reichstag, or the Battle of Berlin. At the centre one can find cover alongside a shallow river, to the west side one can fight over the ruins of the urban environment that once surrounded the Kroll Opera House, while at the east of the river one can find the imposing Reichstag which provides limited cover from the open field surrounding it. Further east one can find the Brandenburg Gate.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Breslau.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Breslau===&lt;br /&gt;
&lt;br /&gt;
''Location: Breslau, pre-war Germany (now Wrocław, modern-day Poland)''&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Italy.jpg&lt;br /&gt;
|wiki=Campania&lt;br /&gt;
|text= ===[[File:CountryIcon_ITA.png|link=|sub]] Campania===&lt;br /&gt;
&lt;br /&gt;
''Location: Calabria, Italy''&lt;br /&gt;
&lt;br /&gt;
Located in Calabria, Italy; the map consists of a long city surrounded by a river to the north, hills to the east and west and another river that leads to a waterfall to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_CargoPort.jpg&lt;br /&gt;
|wiki=Cargo_Port&lt;br /&gt;
|text= ===Cargo Port===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional''&lt;br /&gt;
&lt;br /&gt;
Cargo Port is a fictional environment based around a shipment facility. To the north one can find an airfield cut by the long highway. The middle is dominated by buildings while to the south one can find longways separated by containers.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Carpathians.jpg&lt;br /&gt;
|wiki=Carpathians_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Carpathians===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in the Eastern Carpathians mountains of Poland; the map consists of a large open field with some trenches dug out in the middle with, a castle located in the hills to the north and hill covered paths to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_EasternEurope.jpg&lt;br /&gt;
|wiki=Eastern_Europe_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Eastern Europe===&lt;br /&gt;
&lt;br /&gt;
''Location: pre-dissolution USSR (now Ukraine)''&lt;br /&gt;
&lt;br /&gt;
Located in Ukraine; Eastern Europe consists of a river-side city surrounded by hills. To the south one can find forested areas, while to the north one can find the hills surrounding.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_ElAlamein.jpg&lt;br /&gt;
|wiki=Second_battle_of_El_Alamein_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Second Battle of El Alamein===&lt;br /&gt;
&lt;br /&gt;
''Location: El Alamein, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in El Alamein, Egypt; the map can be divided into three sections: to the north, the remains of a fort overlooked by cliffs located further north, a small village a top a hill in the middle, and the desert area filled with dunes to the south.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_EuropeanProvince.jpg&lt;br /&gt;
|wiki=European_Province&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] European Province===&lt;br /&gt;
&lt;br /&gt;
''Location: pre-dissolution USSR (now Ukraine)''&lt;br /&gt;
&lt;br /&gt;
Located in Ukraine like Eastern Europe; European Province is an enlarged version of Eastern Europe. To the north and south, one can find a multitude of forested areas which surround large open fields while at the centre one can find the same city as in Eastern Europe.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Finland.jpg&lt;br /&gt;
|wiki=Finland&lt;br /&gt;
|text= ===[[File:CountryIcon_FIN.png|link=|sub]] Finland===&lt;br /&gt;
&lt;br /&gt;
''Location: Kiviniemi, pre-war Finland (now Losevo, modern-day Russia)''&lt;br /&gt;
&lt;br /&gt;
Located in Kiviniemi, Finland before World War II, nowadays known as Losevo, modern-day Russia; Finland presents the snowy northern landscape for which the namesake country is known. To the east one can find a small village overlooked by cliffs, while to the west one can find a forested area alongside a frozen lake, while the centre is a hilly forested area. All three areas are divided by two mountain chains on each side.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FrozenPass.jpg&lt;br /&gt;
|wiki=Frozen_Pass_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Frozen Pass===&lt;br /&gt;
&lt;br /&gt;
''Location: Austria''&lt;br /&gt;
&lt;br /&gt;
Located in Austria; the map consists of a small train station alongside a tunnel inside the mountain to the south. The centre is dominated by small hills while to the north one can find a small village.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Fulda.jpg&lt;br /&gt;
|wiki=Fulda_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_DEU.png|link=|sub]] Fulda Gap===&lt;br /&gt;
&lt;br /&gt;
''Location: Rasdorf, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Rasdorf, Germany; Fulda Gap takes inspiration from its real-life counterpart, named after the town of Fulda. The map consists of an elevated centre with forested and hilly areas while the flanks are made up of large open fields while between the southeast and central area one can find a small castle.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_HurtgenForest.jpg&lt;br /&gt;
|wiki=Battle_of_Hurtgen_Forest_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_NDE.png|link=|sub]] Battle of Hürtgen Forest===&lt;br /&gt;
&lt;br /&gt;
''Location: Vossenack, Germany''&lt;br /&gt;
&lt;br /&gt;
Located in Vossenack, Germany; Battle of Hürtgen Forest takes inspiration from its 1944 real-life counterpart. Located 5 km east of the border with Belgium, the map consists of a town at its core. To the north one can find a forested hill while to the south a shallow river stream surrounded by forested hills is located.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Japan.jpg&lt;br /&gt;
|wiki=Japan (Ground Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_JPN.png|link=|sub]] Japan===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional, Japan''&lt;br /&gt;
&lt;br /&gt;
Located in Japan; the map consists of two small villages on each side while an imposing temple complex is located at the centre. The map is surrounded by hills and forest, with small forested and hilly areas throughout the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Jungle.jpg&lt;br /&gt;
|wiki=Jungle&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Jungle===&lt;br /&gt;
&lt;br /&gt;
''Location: Guadalcanal, Solomon Islands''&lt;br /&gt;
&lt;br /&gt;
Located in Guadalcanal, Solomon Islands; Jungle is inspired by the 1942 Guadalcanal campaign. The middle of the map consists a small alliance divided by shallow waters, the north, on the other hand, is dominated by the beach, while the southern area of the map is dominated by mountains.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Karelia.jpg&lt;br /&gt;
|wiki=Karelia_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FIN.png|link=|sub]] Karelia===&lt;br /&gt;
&lt;br /&gt;
''Location: Karelia, pre-war Finland (now Karelia, modern-day Russia)''&lt;br /&gt;
&lt;br /&gt;
Located in Karelia, Finland before World War II, nowadays modern-day Russia; Karelia is composed of a large deep canyon to the east, a rocky hill at the middle, and an open terrain to the west, the latter of which can be navigated through paths concealed by trees and small hills.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Kuban.jpg&lt;br /&gt;
|wiki=Kuban_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Kuban===&lt;br /&gt;
&lt;br /&gt;
''Location: Krymsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Krymsk, Russia; the map is surrounded by hills and mountains. The map is divided into two sections, a Prisoner Of War camp to the east, and a hilly field in the middle and to the west. The two sections are divided by several rocky hills which overlook both areas.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Kursk.jpg&lt;br /&gt;
|wiki=Kursk_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Kursk===&lt;br /&gt;
&lt;br /&gt;
''Location: Prokhorovka, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Prokhorovka, Russia; the map is composed of three areas, a flat area overlooking the river to the east, another flat area which is overlooked by hills to the west, both of which are divided by a hill in the middle. The latter contains a small village with an imposing but partially destroyed church in the middle.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_MaginotLine.jpg&lt;br /&gt;
|wiki=Maginot_Line_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Maginot Line===&lt;br /&gt;
&lt;br /&gt;
''Location: Sedan, France''&lt;br /&gt;
&lt;br /&gt;
Located in Sedan, France; Maginot Line takes its namesake from the famous defensive French line bordering Germany. The map is divided into three sections, an open field to the east, overlooked by hills to the north, south and east, a large town to the west.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_MiddleEast.jpg&lt;br /&gt;
|wiki=Middle_East_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SYR.png|link=|sub]] Middle East===&lt;br /&gt;
&lt;br /&gt;
''Location: Syria''&lt;br /&gt;
&lt;br /&gt;
Located in Syria; Middle East is composed of an industrial complex to the north, which is overlooked by cliffs to the north, east and west, and a large city with damaged buildings to the south. Further south one can gaze at the mountain which overlooks the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Mozdok.jpg&lt;br /&gt;
|wiki=Mozdok_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Mozdok===&lt;br /&gt;
&lt;br /&gt;
''Location: Mozdok, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Mozdok, Russia; Mozdok is a map consisting of a river to the north, a forested hill to the east, a large plain to the south and an area containing several hills to the north. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Normandy.jpg&lt;br /&gt;
|wiki=Normandy_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Normandy===&lt;br /&gt;
&lt;br /&gt;
''Location: Vierville-sur-Mer, France''&lt;br /&gt;
&lt;br /&gt;
Located in Vierville-sur-Mer, France; the map is inspired by Operation Neptune, commonly known as D-Day. The map is divided into three areas, the beach to the north, the village at the middle, which has an imposing but damaged church in the middle, and a hilly area to the south, which also makes up the northern area of the map &amp;quot;Fields of Normandy&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FieldsofNormandy.jpg&lt;br /&gt;
|wiki=Fields_of_Normandy&lt;br /&gt;
|text= ===[[File:CountryIcon_FRA.png|link=|sub]] Fields of Normandy===&lt;br /&gt;
&lt;br /&gt;
''Location: Vierville-sur-Mer, France''&lt;br /&gt;
&lt;br /&gt;
Located in Vierville-sur-Mer, France; the map consists of the southern part of the map &amp;quot;Normandy&amp;quot;. To the north one can find the same hilly area in the map Normandy to the north, meanwhile the centre is occupied by a large and imposing airship hangar in the middle. To the south, one can find a large forest to the east while the west area has several buildings that can provide cover.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Poland.jpg&lt;br /&gt;
|wiki=Poland_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Poland===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in Poland; the map is divided into three sections: the northern outskirts of the city, which is overlooked by a small forest to the north, the town southern area, which is overlooked by cliffs to the east, west and south, and the area accross the lake, which overlooks the southern part of the town. Further south, one can find forested hills which can provide cover.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_FieldsofPoland.jpg&lt;br /&gt;
|wiki=Fields_of_Poland&lt;br /&gt;
|text= ===[[File:CountryIcon_POL.png|link=|sub]] Fields of Poland===&lt;br /&gt;
&lt;br /&gt;
''Location: Poland''&lt;br /&gt;
&lt;br /&gt;
Located in Poland; Fields of Poland is an enlarged version of the map &amp;quot;Poland&amp;quot;. One can find an imposing mill to the north, which is overlooked by a forested hill, the town in Poland at the centre, and another imposing mill to the south which is overlooked by numerous forests.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_PortNovorossiysk.jpg&lt;br /&gt;
|wiki=Port_Novorossiysk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Port Novorossiysk===&lt;br /&gt;
&lt;br /&gt;
''Location: Novorossiysk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Novorossiysk, Russia; the map features a mixture of urban fighting in the streets between destroyed industrial buildings in the north and south of the map, with a more open field like area in the west, and a rail yard in the middle. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Pradesh.jpg&lt;br /&gt;
|wiki=Pradesh&lt;br /&gt;
|text= ===[[File:India_flag.png|42px|link=]] [[File:Pakistan_flag.png|42px|link=]] Pradesh===&lt;br /&gt;
&lt;br /&gt;
''Location: India - Pakistan border, Himalayas''&lt;br /&gt;
&lt;br /&gt;
Here, on the border between India and Pakistan, this picturesque map lies in the foothills of the Himalayas. It features various terrain types with spaces for long-range, close-quarters, and amphibious combat amongst its rolling hills.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_RedDesert.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:Romania_flag.png|42px|link=]] Red Desert===&lt;br /&gt;
&lt;br /&gt;
''Location: Ennedi Plateau, Chad''&lt;br /&gt;
&lt;br /&gt;
This location was inspired from the views of North and Central Africa, and especially the Ennedi Plateau in Chad, formed from sandstone cliffs in the Sahara desert. It is a sandstone plateau surrounded by the dunes of a great desert. A small river sources here to quickly dry up under the hot African sun. The life-giving moisture, however, is sufficient for several palm groves and majestic acacias. A small village is located  In the centre of the oasis- a couple of dozen houses and a mosque.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Seversk-13.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Seversk-13===&lt;br /&gt;
&lt;br /&gt;
''Location: Seversk, Russia''&lt;br /&gt;
&lt;br /&gt;
The abandoned Soviet military town of Seversk-13 and its environment is a closed city in Tomsk Oblast, Russia, located 15 kilometers northwest of Tomsk on the right bank of the Tom River.&lt;br /&gt;
&lt;br /&gt;
The central zone in the location is an area near the cultural centre, surrounded by administrative and industrial buildings. It is adjacent to a residential zone of ​​late Soviet paneled prefab buildings and a small garage cooperative. A park area with architectural objects in the style of the late 70’s flows into a suburban environment with hills and small groves. Running north to south on the location’s map, there is a section of highway that connects the north and south of the map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Sinai.jpg&lt;br /&gt;
|wiki=Sinai&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Sinai===&lt;br /&gt;
&lt;br /&gt;
''Location: Southeast of Suez, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in the Southeast of Suez, Egypt; the map consists of a small village to the east, a large open field dividing the east and the middle area, an abandoned oil facility and military camp located on a slight hill in the middle where one can overlook west, and a small oil facility bordered by a small mountain. Further west is a small path around the mountain which also leads to the eastern part of &amp;quot;Sands of Sinai&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SandsofSinai.jpg&lt;br /&gt;
|wiki=Sands_of_Sinai&lt;br /&gt;
|text= ===[[File:CountryIcon_GBR.png|link=|sub]] Sands of Sinai===&lt;br /&gt;
&lt;br /&gt;
''Location: Southeast of Suez, Egypt''&lt;br /&gt;
&lt;br /&gt;
Located in the Southeast of Suez, Egypt; the map consists of the western part of the region. To the far east the same abandoned oil facility, as well as the path in Sinai, are located. The latter overlooking a large village in the eastern part of the map. In the middle, one can find a number of mountains which partition the map between east and west. Westward one can find the desert area where a number of dunes provide cover for advancing units.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Spaceport.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Spaceport===&lt;br /&gt;
&lt;br /&gt;
''Location: Fictional''&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Stalingrad.jpg&lt;br /&gt;
|wiki=Stalingrad_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Stalingrad===&lt;br /&gt;
&lt;br /&gt;
''Location: Stalingrad, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Stalingrad, nowadays known as Volgograd, Russia; the map is inspired on the famous World War II Battle of Stalingrad. The north-west area consists of factory complexes which have been damaged and provide places for units to hide. In the middle of the map, one can find the railway stations, further east, one can find a number of ruined apartment complexes as well as an oil complex, which is overlooked by a couple of hills further south. Further lake the frozen river provides concealed passage.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SunCity.jpg&lt;br /&gt;
|wiki=&lt;br /&gt;
|text= ===Sun City===&lt;br /&gt;
&lt;br /&gt;
''Location: Middle East''&lt;br /&gt;
&lt;br /&gt;
Located on the coastal regions of the Middle East, it offers a city architecture map stretching from the coast with a sun shine-filled beach in the North, a buzzing metropolis in the center, and an industrial area South. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Sweden.jpg&lt;br /&gt;
|wiki=Sweden_(Ground_Forces)&lt;br /&gt;
|text= ===[[File:CountryIcon_SWE.png|link=|sub]] Sweden===&lt;br /&gt;
&lt;br /&gt;
''Location: Stockholm, Sweden''&lt;br /&gt;
&lt;br /&gt;
Located in Stockholm, Sweden; the map consists of a long promenade to the borders of the riverbank, westwards of the promenade there are some open parks and most notably an open area of raised land with a government-looking building and monument on it. The middle area consists of large open gardens with four large government buildings in the centre and a courtyard between them. Meanwhile, the west of the map is a largely residential area with an industrial complex with large factory buildings and storage tanks.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Tunisia.jpg&lt;br /&gt;
|wiki=Tunisia&lt;br /&gt;
|text= ===[[File:CountryIcon_TN.png|link=|sub]] Tunisia===&lt;br /&gt;
&lt;br /&gt;
''Location: North of Gabès, French Tunisia''&lt;br /&gt;
&lt;br /&gt;
Located in North of Gabès, French Tunisia; Tunisia is divided into three areas, a large city overlooking the sea to the east, a small military encampment in the middle and a large but damaged bridge to the west. The map &amp;quot;Sands of Tunisia&amp;quot; expands upon this map.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SandsofTunisia.jpg&lt;br /&gt;
|wiki=Sands_of_Tunisia&lt;br /&gt;
|text= ===[[File:CountryIcon_TN.png|link=|sub]] Sands of Tunisia===&lt;br /&gt;
&lt;br /&gt;
''Location: North of Gabès, French Tunisia''&lt;br /&gt;
&lt;br /&gt;
Located in North of Gabès, French Tunisia; Sands of Tunisia can be further divided into three large areas, to the east is the playable area from the map &amp;quot;Tunisia&amp;quot;. In the middle a larger and more imposing bridge connects two cliffs from north to south, and to the west one can find a large village divided by the river.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_VietnamHills.jpg&lt;br /&gt;
|wiki=Vietnam_Hills&lt;br /&gt;
|text= ===[[File:CountryIcon_VNM.png|link=|sub]] Vietnam Hills===&lt;br /&gt;
&lt;br /&gt;
''Location: Hội An, Vietnam''&lt;br /&gt;
&lt;br /&gt;
Located in Hội An, Vietnam; the map consists of a mountainous area to the north, which provides paths surrounded by mountains, the jungle area in the middle, and the northern outskirts of the city to the south. Further south one can find the Hội An city.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Volokolamsk.jpg&lt;br /&gt;
|wiki=Volokolamsk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Volokolamsk===&lt;br /&gt;
&lt;br /&gt;
''Location: Volokolamsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Volokolamsk, Russia; the map consists of a number of scattered villages, connected by dirt roads and divided by forested hills. Between the northern and middle town, one can find a frozen lake. A ruined railway station is located in the most southern part of the map. The map is often split into smaller areas depending on the map configuration.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_SurroundingsofVolokolamsk.jpg&lt;br /&gt;
|wiki=Surroundings_of_Volokolamsk&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] Surroundings of Volokolamsk===&lt;br /&gt;
&lt;br /&gt;
''Location: Volokolamsk, Russia''&lt;br /&gt;
&lt;br /&gt;
Located in Volokolamsk, Russia; the map consists of the entirety of the Volokolamsk map, making it significantly larger.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_Wallonia.jpg&lt;br /&gt;
|wiki=Wallonia&lt;br /&gt;
|text= ===[[File:CountryIcon_BEL.png|link=|sub]] Wallonia===&lt;br /&gt;
&lt;br /&gt;
''Location: Bastogne, Belgium''&lt;br /&gt;
&lt;br /&gt;
Located in Bastogne, Belgium; Wallonia is the enlarged version of the map &amp;quot;Ardennes&amp;quot;. The north part consists of the playable area from &amp;quot;Ardennes&amp;quot;. To the south-east, one can find a pair of smaller villages, each having a capture point at its centre.&lt;br /&gt;
}}&lt;br /&gt;
{{Family-card&lt;br /&gt;
|title=&lt;br /&gt;
|img=File:MapIcon_Ground_WhiteRockFortress.jpg&lt;br /&gt;
|wiki=White_Rock_Fortress&lt;br /&gt;
|text= ===[[File:CountryIcon_SUN.png|link=|sub]] White Rock Fortress===&lt;br /&gt;
&lt;br /&gt;
''Location: Brest, Belarus''&lt;br /&gt;
&lt;br /&gt;
The White Rock Fortress initially was built to protect the river. But as the river swallowed the fortress lost its meaning and in course of time was abandoned; only the storage buildings remained in use. As the war began the fortress was manned again and reconditioning works started. However, nothing of protective or repair works had been finished at the time it was bombed. The last of the garrison defenders have been standing against approaching enemy army.&lt;br /&gt;
&lt;br /&gt;
Located in Brest, Belarus; the fort can be divided into three perimeters. The first perimeter of the form comes in the form of two ditches with a mound in-between them, running round most of the fort. Then comes the fort's outer wall, a mixture of mud and bricks, there are plenty of gaps in the wall allowing access, and a number of fortified buildings outside the wall. Finally comes the surroundings of the forts, where a large number of hills can provide cover for flanking units.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Maps and missions]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SC250JA_(250_kg)&amp;diff=149441</id>
		<title>SC250JA (250 kg)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SC250JA_(250_kg)&amp;diff=149441"/>
				<updated>2023-01-03T16:02:06Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: Italics changes in Effective Damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;!--''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''--&amp;gt;&lt;br /&gt;
[[File:SC250JA.jpg|left|400px|thumb]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''250 kg SC250JA''' is a German aerial-dropped bomb used by the majority of their aircraft. The designation translates to ''Sprengbombe Cylindrisch'' (ENG: High explosive bomb cylindrical), weighing 250 kg, model JA indicating a one-piece construction of forged steel.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Fighters'''}}&lt;br /&gt;
{{Navigation-Line|Bf 109 E}}{{Specs-Link|bf-109e-1}}{{-}}{{Specs-Link|bf-109e-3}}{{-}}{{Specs-Link|bf-109e-4}}{{-}}{{Specs-Link|bf-109e-7}}&lt;br /&gt;
{{Navigation-Line|Bf 109 F}}{{Specs-Link|bf-109f-1}}{{-}}{{Specs-Link|bf-109f-2}}{{-}}{{Specs-Link|bf-109f-4}}{{-}}{{Specs-Link|bf-109f-4_trop}}&lt;br /&gt;
{{Navigation-Line|Bf 109 G}}{{Specs-Link|bf-109g-2_romania}}{{-}}{{Specs-Link|bf-109g-2_hungary}}{{-}}{{Specs-Link|bf-109g-2}}{{-}}{{Specs-Link|bf-109g-6}}{{-}}{{Specs-Link|bf-109g-6_finland}}{{-}}{{Specs-Link|bf-109g-10}}{{-}}{{Specs-Link|bf-109g-14}}{{-}}{{Specs-Link|bf-109g-14as}}&lt;br /&gt;
{{Navigation-Line|Fw 190}}{{Specs-Link|fw-190a-5_u2}}{{-}}{{Specs-Link|fw-190d-9}}{{-}}{{Specs-Link|fw-190d-12}}{{-}}{{Specs-Link|fw-190d-13}}&lt;br /&gt;
{{Navigation-Line|IAR-81}}{{Specs-Link|iar_81c}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Twin-engine fighters'''}}{{Specs-Link|bf-109z}}{{-}}{{Specs-Link|do_17z_7}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}{{Specs-Link|me-262a-2a}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Strike aircraft'''}}&lt;br /&gt;
{{Navigation-Line|Bf 110}}{{Specs-Link|bf-110c-4}}{{-}}{{Specs-Link|bf-110f-2}}{{-}}{{Specs-Link|bf-110g-2}}{{-}}{{Specs-Link|bf_110g_4}}{{-}}{{Specs-Link|bf_110g_4_hungary}}&lt;br /&gt;
{{Navigation-Line|Do 335}}{{Specs-Link|do_335a_1}}{{-}}{{Specs-Link|do_335b_2}}&lt;br /&gt;
{{Navigation-Line|Fw 190}}{{Specs-Link|fw-190f-8}}&lt;br /&gt;
{{Navigation-Line|IL-2}}{{Specs-Link|il_2_1942_luftwaffe}}&lt;br /&gt;
{{Navigation-Line|Me 262}}{{Specs-Link|me-262a-1a_early}}&lt;br /&gt;
{{Navigation-Line|Me 410}}{{Specs-Link|me-410a-1}}{{-}}{{Specs-Link|me-410b-1}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Bombers'''}}&lt;br /&gt;
{{Navigation-Line|BV 238}}{{Specs-Link|bv-238}}&lt;br /&gt;
{{Navigation-Line|Do 17}}{{Specs-Link|do_17e_1}}{{-}}{{Specs-Link|do_17z_2}}&lt;br /&gt;
{{Navigation-Line|Do 217}}{{Specs-Link|do_217e_2}}{{-}}{{Specs-Link|do_217e_4}}{{-}}{{Specs-Link|do_217k_1}}{{-}}{{Specs-Link|do_217m_1}}&lt;br /&gt;
{{Navigation-Line|Fw 200}}{{Specs-Link|fw_200c_1}}&lt;br /&gt;
{{Navigation-Line|He 111}}{{Specs-Link|he-111h-2}}{{-}}{{Specs-Link|he-111h-6}}{{-}}{{Specs-Link|he-111h-16_winter}}&lt;br /&gt;
{{Navigation-Line|He 177}}{{Specs-Link|he-177a-5}}&lt;br /&gt;
{{Navigation-Line|Hs 123}}{{Specs-Link|hs-123a-1}}{{-}}{{Specs-Link|hs-123a-1_china}}&lt;br /&gt;
{{Navigation-Line|Ju 87}}{{Specs-Link|ju-87b-2}}{{-}}{{Specs-Link|ju-87d-3}}{{-}}{{Specs-Link|ju-87d-5}}{{-}}{{Specs-Link|ju-87r-2}}{{-}}{{Specs-Link|ju-87r-2_snake}}&lt;br /&gt;
{{Navigation-Line|Ju 88}}{{Specs-Link|ju-88a-1}}{{-}}{{Specs-Link|ju-88a-4}}{{-}}{{Specs-Link|ju-88a-4_finland}}&lt;br /&gt;
{{Navigation-Line|Ju 188}}{{Specs-Link|ju-188a-2}}&lt;br /&gt;
{{Navigation-Line|Ju 288}}{{Specs-Link|ju-288c}}&lt;br /&gt;
{{Navigation-Line|Me 264}}{{Specs-Link|me_264}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet bombers'''}}{{Specs-Link|arado-234}}{{-}}{{Specs-Link|arado-234c-3}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!-- ''Tell us about the tactical and technical characteristics of the bomb.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Bomb characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 250 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 125 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive type''' || Fp.60/40&lt;br /&gt;
|-&lt;br /&gt;
| '''TNT equivalent''' || 125 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''HE max penetration''' || 82 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour destruction radius''' || 7 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fragment dispersion radius''' || 121 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
It is powerful enough to destroy armored targets such as tanks and pillboxes, but many are needed to destroy bases because of the (relatively) low explosive mass so fighters and strike aircraft with only one or a few should usually target vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of bombs that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this bomb in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by 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;
* [http://www.ibiblio.org/hyperwar/USA/ref/TM/pdfs/TM9-1985-2-German.pdf [ibiblio&amp;lt;nowiki&amp;gt;.org]&amp;lt;/nowiki&amp;gt; TM 9-1985 German Explosive Ordnance (Bombs, Fuzes, Rockets, Land Mines, Grenades and Igniters (PDF)]&lt;br /&gt;
&lt;br /&gt;
{{Bombs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SC250JA_(250_kg)&amp;diff=149440</id>
		<title>SC250JA (250 kg)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SC250JA_(250_kg)&amp;diff=149440"/>
				<updated>2023-01-03T16:01:06Z</updated>
		
		<summary type="html">&lt;p&gt;U136966302: /* Effective damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;!--''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''--&amp;gt;&lt;br /&gt;
[[File:SC250JA.jpg|left|400px|thumb]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''250 kg SC250JA''' is a German aerial-dropped bomb used by the majority of their aircraft. The designation translates to ''Sprengbombe Cylindrisch'' (ENG: High explosive bomb cylindrical), weighing 250 kg, model JA indicating a one-piece construction of forged steel.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Vehicles equipped with this weapon}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Fighters'''}}&lt;br /&gt;
{{Navigation-Line|Bf 109 E}}{{Specs-Link|bf-109e-1}}{{-}}{{Specs-Link|bf-109e-3}}{{-}}{{Specs-Link|bf-109e-4}}{{-}}{{Specs-Link|bf-109e-7}}&lt;br /&gt;
{{Navigation-Line|Bf 109 F}}{{Specs-Link|bf-109f-1}}{{-}}{{Specs-Link|bf-109f-2}}{{-}}{{Specs-Link|bf-109f-4}}{{-}}{{Specs-Link|bf-109f-4_trop}}&lt;br /&gt;
{{Navigation-Line|Bf 109 G}}{{Specs-Link|bf-109g-2_romania}}{{-}}{{Specs-Link|bf-109g-2_hungary}}{{-}}{{Specs-Link|bf-109g-2}}{{-}}{{Specs-Link|bf-109g-6}}{{-}}{{Specs-Link|bf-109g-6_finland}}{{-}}{{Specs-Link|bf-109g-10}}{{-}}{{Specs-Link|bf-109g-14}}{{-}}{{Specs-Link|bf-109g-14as}}&lt;br /&gt;
{{Navigation-Line|Fw 190}}{{Specs-Link|fw-190a-5_u2}}{{-}}{{Specs-Link|fw-190d-9}}{{-}}{{Specs-Link|fw-190d-12}}{{-}}{{Specs-Link|fw-190d-13}}&lt;br /&gt;
{{Navigation-Line|IAR-81}}{{Specs-Link|iar_81c}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Twin-engine fighters'''}}{{Specs-Link|bf-109z}}{{-}}{{Specs-Link|do_17z_7}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet fighters'''}}{{Specs-Link|me-262a-2a}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Strike aircraft'''}}&lt;br /&gt;
{{Navigation-Line|Bf 110}}{{Specs-Link|bf-110c-4}}{{-}}{{Specs-Link|bf-110f-2}}{{-}}{{Specs-Link|bf-110g-2}}{{-}}{{Specs-Link|bf_110g_4}}{{-}}{{Specs-Link|bf_110g_4_hungary}}&lt;br /&gt;
{{Navigation-Line|Do 335}}{{Specs-Link|do_335a_1}}{{-}}{{Specs-Link|do_335b_2}}&lt;br /&gt;
{{Navigation-Line|Fw 190}}{{Specs-Link|fw-190f-8}}&lt;br /&gt;
{{Navigation-Line|IL-2}}{{Specs-Link|il_2_1942_luftwaffe}}&lt;br /&gt;
{{Navigation-Line|Me 262}}{{Specs-Link|me-262a-1a_early}}&lt;br /&gt;
{{Navigation-Line|Me 410}}{{Specs-Link|me-410a-1}}{{-}}{{Specs-Link|me-410b-1}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Bombers'''}}&lt;br /&gt;
{{Navigation-Line|BV 238}}{{Specs-Link|bv-238}}&lt;br /&gt;
{{Navigation-Line|Do 17}}{{Specs-Link|do_17e_1}}{{-}}{{Specs-Link|do_17z_2}}&lt;br /&gt;
{{Navigation-Line|Do 217}}{{Specs-Link|do_217e_2}}{{-}}{{Specs-Link|do_217e_4}}{{-}}{{Specs-Link|do_217k_1}}{{-}}{{Specs-Link|do_217m_1}}&lt;br /&gt;
{{Navigation-Line|Fw 200}}{{Specs-Link|fw_200c_1}}&lt;br /&gt;
{{Navigation-Line|He 111}}{{Specs-Link|he-111h-2}}{{-}}{{Specs-Link|he-111h-6}}{{-}}{{Specs-Link|he-111h-16_winter}}&lt;br /&gt;
{{Navigation-Line|He 177}}{{Specs-Link|he-177a-5}}&lt;br /&gt;
{{Navigation-Line|Hs 123}}{{Specs-Link|hs-123a-1}}{{-}}{{Specs-Link|hs-123a-1_china}}&lt;br /&gt;
{{Navigation-Line|Ju 87}}{{Specs-Link|ju-87b-2}}{{-}}{{Specs-Link|ju-87d-3}}{{-}}{{Specs-Link|ju-87d-5}}{{-}}{{Specs-Link|ju-87r-2}}{{-}}{{Specs-Link|ju-87r-2_snake}}&lt;br /&gt;
{{Navigation-Line|Ju 88}}{{Specs-Link|ju-88a-1}}{{-}}{{Specs-Link|ju-88a-4}}{{-}}{{Specs-Link|ju-88a-4_finland}}&lt;br /&gt;
{{Navigation-Line|Ju 188}}{{Specs-Link|ju-188a-2}}&lt;br /&gt;
{{Navigation-Line|Ju 288}}{{Specs-Link|ju-288c}}&lt;br /&gt;
{{Navigation-Line|Me 264}}{{Specs-Link|me_264}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-First-Line|'''Jet bombers'''}}{{Specs-Link|arado-234}}{{-}}{{Specs-Link|arado-234c-3}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!-- ''Tell us about the tactical and technical characteristics of the bomb.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Bomb characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 250 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 125 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive type''' || Fp.60/40&lt;br /&gt;
|-&lt;br /&gt;
| '''TNT equivalent''' || 125 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''HE max penetration''' || 82 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour destruction radius''' || 7 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fragment dispersion radius''' || 121 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''It is powerful enough to destroy armored targets such as tanks and pillboxes, but many are needed to destroy bases because of the (relatively) low explosive mass so fighters and strike aircraft with only one or a few should usually target vehicles.''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of bombs that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this bomb in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-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;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&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 article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by 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;
* [http://www.ibiblio.org/hyperwar/USA/ref/TM/pdfs/TM9-1985-2-German.pdf [ibiblio&amp;lt;nowiki&amp;gt;.org]&amp;lt;/nowiki&amp;gt; TM 9-1985 German Explosive Ordnance (Bombs, Fuzes, Rockets, Land Mines, Grenades and Igniters (PDF)]&lt;br /&gt;
&lt;br /&gt;
{{Bombs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U136966302</name></author>	</entry>

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