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		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U17318358</id>
		<title>War Thunder Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U17318358"/>
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		<updated>2026-05-26T11:34:17Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Loire_130C&amp;diff=193544</id>
		<title>Loire 130C</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Loire_130C&amp;diff=193544"/>
				<updated>2024-10-14T10:06:56Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=loire_130&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 and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} French bomber {{Battle-rating}}. It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as a ship-launched reconnaissance aircraft.&lt;br /&gt;
&lt;br /&gt;
'''Ships that carry the {{PAGENAME}}:'''&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|fr_cruiser_suffren_class_colbert}}&lt;br /&gt;
* {{Specs-Link|fr_cruiser_suffren_class_dupleix}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
The Loire 130C has the agility of a small fighter while having the physique of a small bomber. It is important to note that despite this plane being a scout aircraft it is fully capable of defending itself from other aircraft. However, it is not capable of taking on enemy fighters in a dogfight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at _,___ m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 223 || 207 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 13.5 || 14.6 || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | ___&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 242 || 206 || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| _ || _ || _ || _ || _     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || ___ || ___ || ___ || ~__ || ~__&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; ___ || &amp;lt; ___ || &amp;lt; ___ || &amp;gt; ___&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|G2 Navale (75 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 2 x 75 kg G2 Navale bombs (150 kg total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MAC 1934 (7.5 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 7.5 mm MAC 1934 machine gun, nose turret (100 rpg)&lt;br /&gt;
* 1 x 7.5 mm MAC 1934 machine gun, dorsal turret (100 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''&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;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good turret coverage&lt;br /&gt;
* Bombs have decent explosive filler&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Limited ammunition for turrets&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 aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&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 aircraft;''&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 aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&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;
{{Template:AirManufacturer Loire}}&lt;br /&gt;
{{Ship-launched reconnaissance aircraft}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Colbert&amp;diff=191460</id>
		<title>Colbert</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Colbert&amp;diff=191460"/>
				<updated>2024-08-26T05:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_cruiser_suffren_class_colbert&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
Colbert is the second of the [[Suffren (Family)|Suffren-class]] cruisers. Designed by French navy as a light cruiser, she had typical issues for the Washington treaty cruisers. Through the interwar period she was based in Toulon. During the World War Two, she participated in Operation Vado, bombing of the Italian ports of Genoa and Vado Ligure, without much success. With the fall of France and creation of the French Vichy Navy she remained a part of the Vichy forces along with the other vessels stationed in mainland France. With the Case Anton, German military occupation of Vichy France, French sailors scuttled Colbert along with the rest of the French fleet at Toulon on 27 November 1942. Her burned out wreck was scrapped after the war.&lt;br /&gt;
&lt;br /&gt;
Colbert was introduced in [[Update &amp;quot;La Royale&amp;quot;]] as a heavy cruiser, owning it to the calibre of the main guns and the overall displacement. She's a very good performer against soft targets thanks to an outstanding SAP shells, but lacks the survivability of mobility to consistently dictate the engagement with the enemy vessels. She's best used in the second line, picking off targets, while avoiding attention. When being fired upon, her best chance is in laying down the smoke screen and retreating, rather than continuing the direct exchange. Her two hydroplanes can be used to capture points without exposing the vessel or laying additional smoke screens, while torpedoes can be used for opportunistic kills, especially on an open sea maps.&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;
With a maximum armour thickness of 50 mm, Colbert is outclassed by all of the foregin heavy cruisers in the similar BR and majority of the light cruisers, including the likes of [[USS Atlanta]] or [[RN Eugenio di Savoia]]. This is not helped by only an average crew count for the vessel in her BR, making Colbert one of the most fragile cruisers.&lt;br /&gt;
&lt;br /&gt;
At the close range she has an slight advantage in the magazines being located below the water line, with even the top edge of the magazines being about 2-3 meters below, making them a little bit less likely to explode.&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;
In terms of mobility, Colbert is rather typical for the cruisers in its BR. Power, turn rate, rudder turning time and engine mode changing time all are within 10% of average comparable vessels&lt;br /&gt;
&lt;br /&gt;
{{NavalMobility&lt;br /&gt;
|SpeedForwardStockAB = 52&lt;br /&gt;
|SpeedBackStockAB = 25&lt;br /&gt;
|SpeedForwardStockRB = 52&lt;br /&gt;
|SpeedBackStockRB = 25&lt;br /&gt;
}}&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|203 mm/50 model 1924 (203 mm)}}&lt;br /&gt;
&lt;br /&gt;
Main guns feature an exceptionally potent {{Annotation|SAP|Semi-armour-piercing}} shell, able to do much more damage than the foreign equivalents. But the main issue with the main guns is the lack of the dedicated {{Annotation|AP|Armour-piercing}} shells, making it impossible to counter heavily armoured targets. In fact, Colbert will struggle to penetrate most of the heavy cruisers and even some of the light cruisers, making it preferable to focus on fighting the soft targets, and rewarding knowledge of the armour on the enemy vessels.&lt;br /&gt;
&lt;br /&gt;
{{:203 mm/50 model 1924 (203 mm)/Ammunition|203 mm OEA Mle 1927 HE, 203 mm OPF Mle 1927 SAPBC}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|90 mm/50 model 1926 (90 mm)}}&lt;br /&gt;
&lt;br /&gt;
Eight, single-mount 90 mm secondary guns are primarily an anti-air weapons, being able to engage even the dive bombers thanks to +80° vertical guidance. {{Annotation|HE-TF|High-explosive with time fuze}} rounds are a preferable first choice for the secondaries, as they maximise the chance of damaging an enemy airplane, either by a direct hit or a shrapnel from a nearby explosion. HE-TF rounds can also be used against coastal vessels, as in a short range they will work like a regular {{Annotation|HE|High-explosive}} shells, though switching to an anti-air armament can be a better choice when dealing with a small, manoeuvring torpedo boats.&lt;br /&gt;
&lt;br /&gt;
{{:90 mm/50 model 1926 (90 mm)/Ammunition|90 mm OEA Mle 1925 HE, 90 mm OEA Mle 1925 HE-TF}}&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
{{Specs-Fleet-AA}}&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|37 mm/50 model 1925 (37 mm)|37 mm/50 model 1933 (37 mm)|Model 1929 Hotchkiss (13.2 mm)|Browning (13.2 mm)}}&lt;br /&gt;
&lt;br /&gt;
Nearly all the anti-air armament is concentrated around the bridge superstructure and on the aft superstructure - between the aft funnels and rear main guns. 37 mm guns are excellent, able to engage incoming airplanes at a significant distance, with even a single hit being enough to cripple single-engined planes and do significant damage to larger bombers. In contrast, 13.2 mm machine guns really struggle to deal with both: aerial and surface targets alike, lacking both: the stopping power and range to effectively counter hostiles. Overall capabilities of the anti-air guns can be described as adequate, though on a low end of the capabilities.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the 37 mm is an excellent calibre to deal with a light, fast motor torpedo boats, being able to stop them at a sagnificant range and counter ambushes.&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|Model 1923DT (550 mm)}}&lt;br /&gt;
&lt;br /&gt;
Divided between one triple-launcher on each side, there are six torpedoes in total, with additional 4 in the reloads for the total of 10 torpedoes onboard. The torpedoes themselves offer a great combination of speed and range, complemented by a substantial warhead. As a result, they prove effective for both short-range engagements and long-range area denial. &lt;br /&gt;
&lt;br /&gt;
=== Scout plane ===&lt;br /&gt;
{{Specs-Fleet-Plane}}&lt;br /&gt;
Loire 130С is a significant improvement over a much more common French hydroplane - [[GL.832HY]]. Loire has a higher speed, manoeuvrability, better defensive armament and exceptionally high bomb load for a [[shipboard reconnaissance aircraft]] - two 75 kg bombs, for a total of 46.27 kg of explosives, nearly double of some of the more common hydroplanes. Still, being as fragile as all the other hydroplanes, Loire shouldn't be used for bombing, and even the weakest coastal vessels have more than enough armament to shred it into pieces.&lt;br /&gt;
&lt;br /&gt;
The ability to carry two vessels at a time effectively translates to being able to capture multiple enemy cap points, making it a great utility, especially when using boosters, to secure the wins even against an enemy fleet superior in firepower.&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low survivability of the cruiser, it might be advised to use airplane-deployed [[Smoke screen#Naval Forces|smoke screen]] in order to cover the retreat, or even simply hide the vessel from a specific enemy for the 30 seconds that the smoke lasts.&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;
Colbert is a challenging heavy cruiser to play, owning it to a poor survivability and no means of countering enemy heavy cruisers or battleships. She has to cherry-pick targets below her in the pecking order, while avoiding contact. This is best assisted by carefully using islands as a hard cover or smoke screens - either from the cruiser or its hydroplanes. And, of course, spawning after the first few friendlies are already in the match, then keeping in the second line rather than rushing forward, in order to avoid attention.&lt;br /&gt;
&lt;br /&gt;
That said, when Colbert has an opportunity to fight with the enemies on her terms, she will outgun a majority of the soft targets, being able to easily blow up enemy destroyers at range and pick off softer light cruisers, often crippling their offensive capabilities with a single broadside on target.&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;
* High top speed&lt;br /&gt;
* Exceptional {{Annotation|SAP|Semi armour-piercing}} shells&lt;br /&gt;
* Very good torpedoes&lt;br /&gt;
* Two decent float planes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very poor survivability, more comparable to the light cruisers than heavy.&lt;br /&gt;
* No access to the {{Annotation|AP|Armour-piercing}} shells&lt;br /&gt;
* Weak AA&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;
''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).''&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_cruiser_suffren_class_colbert Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&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;
* [[Dupleix]]&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/8241-development-colbert-heavy-cruiser-the-contender-en|[Devblog] Colbert heavy cruiser: The Contender]]&lt;br /&gt;
* [[wikipedia:French cruiser Colbert (1928)|[Wikipedia] French cruiser Colbert (1928)]]&lt;br /&gt;
* [[wikipedia:Suffren-class cruiser|[Wikipedia] Suffren-class cruiser]]&lt;br /&gt;
* [https://uboat.net/allies/warships/ship/5979.html &amp;lt;nowiki&amp;gt;[uboat.net]&amp;lt;/nowiki&amp;gt; FR Colbert of the French Navy - French Heavy cruiser of the Suffren class - Allied Warships of WWII]&lt;br /&gt;
* [http://navypedia.org/ships/france/fr_cr_suffren.htm &amp;lt;nowiki&amp;gt;[Navypedia]&amp;lt;/nowiki&amp;gt; SUFFREN heavy cruisers (1930 - 1932)]&lt;br /&gt;
&lt;br /&gt;
{{ShipManufacturer Arsenal de Brest}}&lt;br /&gt;
{{France heavy cruisers}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Guichen&amp;diff=189271</id>
		<title>Guichen</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Guichen&amp;diff=189271"/>
				<updated>2024-07-02T03:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: main gun / torpedo details + usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French Destroyer '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Capitani Romani (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=fr_cruiser_chateaurenault_class_guichen&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;Seek &amp;amp; Destroy&amp;quot;]].&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;
''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.''&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;
''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.''&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|SK C/33 AA (105 mm)}}&lt;br /&gt;
Guichen's main armament is not the 138.6 mm guns found on prior French destroyers, but instead the German 10.5 cm/60 SK C/33 cannon found as secondary armament on German heavy cruisers and battleships. These guns feature a very high rate of fire at 17 rounds per minute with an aced crew, or around 15 rounds per minute with a basic crew. When shooting at surface ships, high explosive is still effective against surface modules like gun turrets and rangefinders, but the low penetration means damaging modules deep within the ship like engines and boilers will be difficult. Against cruisers, the thickness of their hull (25mm steel) means that the HE shells will do very little damage, and will also get stopped by any armor belt. &lt;br /&gt;
&lt;br /&gt;
{{:SK C/33 AA (105 mm)/Ammunition|10.5 cm Sprgr. L/4.4 Kpf.Z, 10.5 cm Sprgr. L/4.4 Zt.Z}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|57 mm/60 ACAD Mle 1951 (57 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:57 mm/60 ACAD Mle 1951 (57 mm)/Ammunition|57 mm Mle 1951 HE}}&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|L3 (550 mm)}}&lt;br /&gt;
Guichen has twelve L3 torpedoes in four triple launchers located near the bridge. There are two launchers on each side of the ship, with decent firing arcs. Despite being anti-submarine torpedoes, they have a decent warhead weight of 200 kg TNT. However, these torpedoes are both short-ranged and fairly slow, with a maximum speed of 46 km/h and a maximum range of 5 kilometers. This means that these torpedoes are best used in close-quarters combat around islands, and  &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;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* All guns have a high rate of fire&lt;br /&gt;
* Search Radar&lt;br /&gt;
* Fire Directors have a 3 second update interval&lt;br /&gt;
* 57mm guns do not overheat&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Torpedoes only have a 5 km range, with no &amp;quot;Torpedo Mode&amp;quot; modification&lt;br /&gt;
* Lacks SAP or AP&lt;br /&gt;
* Only the main guns have Timed-Fuse shells, and the ship lacks a tracking radar&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 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;
''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).''&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 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;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''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;
{{ShipManufacturer OTO}}&lt;br /&gt;
{{France destroyers}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Mirage_2000-5F&amp;diff=187999</id>
		<title>Mirage 2000-5F</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Mirage_2000-5F&amp;diff=187999"/>
				<updated>2024-06-22T03:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: fix for stock countermeasure count, lowercase c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Mirage 2000 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mirage_2000_5f&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 and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''', an advanced variant of the Mirage 2000 series, represents a pinnacle of French aviation technology. Developed by Dassault Aviation, this fighter jet first took its maiden flight in 1991, marking a significant milestone in the country's aerial capabilities. Equipped with state-of-the-art avionics and weapon systems, the Mirage 2000-5F played a pivotal role in various historical conflicts. Notably, during the Kosovo War in 1999, these aircraft showcased their precision and versatility by carrying out crucial ground attack and air-to-air missions. Armed with a range of sophisticated weapons, including Magic 2 air-to-air missiles and laser-guided bombs, the Mirage 2000-5F demonstrated its adaptability and effectiveness in both aerial combat and ground support roles. Over the years, this fighter jet has solidified its reputation as a cornerstone of the French Air Force's fleet, embodying a harmonious blend of cutting-edge technology and combat-proven performance.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;La Royale&amp;quot;]]. The Mirage 2000-5F showcases impressive air-to-air combat capabilities, notably highlighted by its utilization of the Matra Magic 2 missile system. Armed with the Matra Magic 2, an advanced short-range infrared-guided missile, the aircraft excels in engaging close-range airborne targets. The Matra Magic 2 missile's infrared seeker technology enables it to home in on heat sources emitted by enemy aircraft, ensuring accurate target tracking and engagement even in challenging scenarios.&lt;br /&gt;
&lt;br /&gt;
Complementing its missile armament, the Mirage 2000-5F's radar, the Thales RDY (Radar Doppler Multi-target), plays a pivotal role in target detection and tracking. This radar system facilitates rapid target acquisition, enhancing the aircraft's effectiveness in engaging multiple adversaries simultaneously. The Mirage 2000-5F's agility is another critical aspect of its air-to-air prowess, allowing pilots to outmanoeuvre opponents and gain advantageous positions during dogfighting encounters.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 12,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,246 || 2,174 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.2 || 26.6 || 155.7 || 144.8 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,453 || 2,351 || 23.9 || 25.0 || 238.1 || 195.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || X || X || ✓ || X || ✓*     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Installing countermeasures blocks the deployment of the chute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,512 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || - || - || - || ~13 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 920 || &amp;lt; 750 || &amp;lt; 650 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | SNECMA M53-P2 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 7,550 kg || colspan=&amp;quot;3&amp;quot; | 267 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 34m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,515 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 8,552 kg || 9,513 kg || 10,494 kg || 10,889 kg || 14,105 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 34m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 6,200 kgf || 9,688 kgf&lt;br /&gt;
| 1.13 || 1.02 || 0.92 || 0.89 || 0.69&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 7,083 kgf&amp;lt;br&amp;gt;(1,512 km/h) || 13,406 kgf&amp;lt;br&amp;gt;(1,512 km/h)&lt;br /&gt;
| 1.57 || 1.41 || 1.28 || 1.23 || 0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Mirage 2000-5F exhibits commendable survivability through a combination of advanced features that enhance its chances of evading threats and successfully completing tasks. One key aspect is its electronic warfare suite, which includes radar warning receivers, missile approach warning system, chaff and flare dispensers as jamming capabilities. These systems collectively enable the aircraft to detect, identify, and counter incoming threats such as radar-guided missiles and hostile radars. Additionally, the Mirage 2000-5F's advanced avionics and sensors, including the Thales RDY radar and DAMOCLES targeting pod, contribute to its situational awareness, allowing pilots to monitor and respond to potential threats effectively. The aircraft's agility and high-speed capabilities provide pilots with the means to maneuver out of danger swiftly. In terms of design, the Mirage 2000-5F's aerodynamic structure is optimized to reduce its radar cross-section, minimizing its vulnerability to enemy radar systems. This feature, coupled with its electronic warfare systems, helps enhance its overall survivability in contested environments. The Mirage 2000-5F also boasts an impeccably designed and advanced cockpit that significantly enhances its combat capabilities. The cockpit's streamlined layout not only enhances pilot comfort and ergonomics but also contributes to reduced clutter, allowing pilots to focus on mission-critical tasks with heightened efficiency. The cockpit's intuitive arrangement of displays and instruments empowers pilots to swiftly access crucial information and swiftly make informed decisions during high-stress situations. Furthermore, the cockpit's advanced Heads-Up Display (HUD) system projects essential flight data directly onto the pilot's line of sight, eliminating the need for frequent glances down at instruments. This enhances the pilot's ability to maintain spatial awareness and engage targets without diverting their attention from the external environment.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 554 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** 2 x 30 mm DEFA 554 cannons, belly-mounted (125 rpg = 250 total) + 16 x Large-Caliber countermeasures&lt;br /&gt;
** 2 x 30 mm DEFA 554 cannons + 40 x Large-Caliber countermeasures + 24 x countermeasures + 48 x chaff&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&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;
! !! width=&amp;quot;5%&amp;quot; | 1 !! width=&amp;quot;5%&amp;quot; | 2 !! width=&amp;quot;5%&amp;quot; | 3 !! width=&amp;quot;5%&amp;quot; | 4 !! width=&amp;quot;5%&amp;quot; | 5 !! width=&amp;quot;5%&amp;quot; | 6 !! width=&amp;quot;5%&amp;quot; | 7 !! width=&amp;quot;5%&amp;quot; | 8 !! width=&amp;quot;5%&amp;quot; | 9&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Mirage_2000C-S5.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[DEFA 554 (30 mm)|30 mm DEFA 554]] cannons (300 rpg)&lt;br /&gt;
| || || || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1, 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Mk 82 250 Snakeye (500 lb)|500 lb SAMP Mk 82 250 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1, 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 (250 kg)|250 kg SAMP Type 25]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 200 (250 kg)|250 kg SAMP Type 25 200]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[BGL-1000 (970 kg)|970 kg BGL-1000]] bombs&lt;br /&gt;
| || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || 1* || || || 2* || 1* || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-16 Paveway II (1,092 lb)|1,092 lb GBU-16 Paveway II]] bombs&lt;br /&gt;
| || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[PGM 500 (404 kg)|404 kg PGM 500]] bombs&lt;br /&gt;
| || 1* || || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[PGM 2000 (1,060 kg)|1,060 kg PGM 2000]] bombs&lt;br /&gt;
| || || || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| 18 || 18 || || || || || || 18 || 18&lt;br /&gt;
|-&lt;br /&gt;
! [[AS-30L Nord]] missiles&lt;br /&gt;
| || 1* || || || || || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R550 Magic 2]] missiles&lt;br /&gt;
| 1 || 1 || || || || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra Super 530D]] missiles&lt;br /&gt;
| || 1 || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra Super 530F]] missiles&lt;br /&gt;
| || 1 || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[MICA-EM]] missiles&lt;br /&gt;
| 1 || || 1 || 1 || || 1 || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
! DAMOCLES targeting pod&lt;br /&gt;
| || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 1,300 l drop tanks&lt;br /&gt;
| || || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | * PGM guided bombs cannot be equipped in conjunction with other guided air-to-ground ordnance &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; PGM 500 bombs on hardpoint 6 cannot be carried in conjunction with marked ordnance on hardpoint 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 1 x 1,300 l drop tank&lt;br /&gt;
* 2 x 30 mm DEFA 554 cannon (600 rpg)&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles&lt;br /&gt;
* 4 x Matra R550 Magic 2 missiles&lt;br /&gt;
* 2 x Matra Super 530F missiles&lt;br /&gt;
* 2 x Matra Super 530D missiles&lt;br /&gt;
* 6 x MICA-EM missiles&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb SAMP Mk 82 250 Snakeye bombs (5,000 lb total)&lt;br /&gt;
* 9 x 250 kg SAMP Type 25 bombs (2,250 kg total)&lt;br /&gt;
* 9 x 250 kg SAMP Type 25 200 bombs (2,250 kg total)&lt;br /&gt;
* 72 x SNEB type 23 rockets&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 5 x 277 kg GBU-12 Paveway II bombs (1,385 kg total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 1 x 1,092 lb GBU-16 Paveway II bomb (1,092 lb total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 1 x 2,000 lb GBU-24 Paveway III bomb (2,000 lb total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 1 x 970 kg BGL-1000 bomb (970 kg total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 2 x AS-30L Nord missiles&lt;br /&gt;
* 3 x 404 kg PGM 500 bombs (1,212 kg total)&lt;br /&gt;
* 1 x 1,060 kg PGM 2000 bomb (1,060 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
In air-to-air combat scenarios, the Mirage 2000-5F's strengths lie in its exceptional agility and advanced avionics. Employing the Matra Magic 2 short-range infrared-guided missiles and benefiting from the Thales RDY radar, the aircraft can excel in dogfights and engage opponents in close-range encounters. For beyond-visual range engagements, the Mirage 2000-5F has access to MICA-EM Active Radar Homing missiles, allowing pilots to engage multiple targets at once. However, the MICA-EM truly shines at medium ranges, with its exceptional maneuverability allowing it to hit evading enemy fighters. &lt;br /&gt;
&lt;br /&gt;
When transitioning to air-to-ground missions, the Mirage 2000-5F demonstrates remarkable versatility. Armed with an array of guided weaponry such as the BGL-1000, PGM-500, PGM-2000, GBU-16, and GBU-12, the aircraft becomes a precise and lethal platform for striking ground targets with pinpoint accuracy. The integration of the DAMOCLES targeting pod significantly enhances the aircraft's ability to deliver laser-guided ordnance, including the AS-30L missile. This pod provides sophisticated targeting capabilities, allowing pilots to designate and guide laser-guided bombs and the AS-30L missile with exceptional precision. The Mirage 2000-5F truly shines when combining its air-to-air and air-to-ground capabilities. This synergy is evident in scenarios where the aircraft engages in both roles within a single mission. For instance, in a close air support mission, the aircraft can effectively neutralize enemy ground threats with laser-guided bombs like the GBU-12 or GBU-16, or launch AS-30L missiles at high-value targets, while still retaining the capability to defend itself against potential aerial threats using its Matra Magic 2 missiles and advanced radar systems. This dual-purpose adaptability underscores the Mirage 2000-5F's value as a truly multirole fighter. The Mirage 2000-5F also possesses significant anti-shipping capabilities, bolstered by the use of the PGM-2000, a potent weapon in its arsenal. With its advanced guidance and armour-penetrating capability of up to 111mm, the PGM-2000 is a formidable threat against heavily armoured ships, including aircraft carriers. In War Thunder, aircraft carriers hold strategic importance as power projection platforms in Enduring Confrontation missions. The Mirage 2000-5F's ability to engage and potentially sink these carriers with precision strikes using the PGM-2000 underscores its role, disrupting enemy naval capabilities and potentially reducing the possibility of a mobile spawn point. This multirole versatility reinforces the Mirage 2000-5F's adaptability across various scenarios, making it a crucial asset in shaping battle dynamics.&lt;br /&gt;
&lt;br /&gt;
In summary, the Mirage 2000-5F is a versatile and potent asset that can excel in air-to-air combat, air-to-ground strikes, and combined missions. Its use of guided weaponry, including the BGL-1000, PGM-500, PGM-2000, GBU-16, GBU-12, and AS-30L missile, coupled with the DAMOCLES targeting pod, empowers the aircraft with precise targeting and engagement capabilities. This multirole prowess, combined with its agility and advanced avionics, makes the Mirage 2000-5F a formidable platform capable of adapting to a wide range of operational requirements.&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;
* Upgraded radar with excellent capabilities and Helmet-mounted search&lt;br /&gt;
* Good acceleration&lt;br /&gt;
* Great maneuverability&lt;br /&gt;
* Good ground capability with access to long range AGM and magnified 3rd generation thermals&lt;br /&gt;
* Access to Magic 2 missiles stock&lt;br /&gt;
* Loadout with to 6 x MICA-EM and 2 x Magic 2&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor energy retention&lt;br /&gt;
* Magic 2 has limited range&lt;br /&gt;
* DEFA 554 has slow muzzle velocity (820 m/s)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&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=mirage_2000_5f Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YpAvtM4iUWo|'''The Shooting Range #390''' - ''Arsenal'' section at 07:08 discusses the {{PAGENAME}}.|1_Ikp4Zbjp8|'''The Shooting Range #362''' - ''Metal Beasts'' section at 00:25 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 aircraft;''&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;
* [[Mirage 2000 (Family)]]&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;
{{AirManufacturer Dassault}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=WZ305&amp;diff=187998</id>
		<title>WZ305</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=WZ305&amp;diff=187998"/>
				<updated>2024-06-22T03:13:33Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Usage in battles */ night battles are now optional and need 10.0 and above, so I doubt a lack of night vision on a 8.0 vehicle will matter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=cn_wz_305&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}}''', or the PGZ80 as it would have been designated by the PLAGF, was an SPAAG that was based on the design of the [[ZSU-57-2]] but mounted on a ZTZ79 chassis. In the late 1970s, the PLAGF recognized the need for a new SPAAG, as they had an abundance of towed anti-aircraft guns but lacked self-propelled systems. The plans included reverse-engineering ZSU-23-4s exchanged from Egypt and developing their own domestic systems. Additionally, they aimed to create a SPAAG with a relatively high-calibre weapon for field air-defense. Chinese engineers likely acquired the ZSU-57-2 from either Vietnam or Egypt, and the twin-barrelled turret was finalized by the mid-1980s. However, due to its inferior performance against third-generation jets and the development of new domestic SPAA systems, the WZ305 never entered service with the PLAGF. Instead, it was exported to Middle Eastern countries.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]], the WZ305 serves as the Chinese counterpart to the infamous [[ZSU-57-2]]. Veteran users of the &amp;quot;Sparka&amp;quot; will find the WZ305 very familiar. While it shares similarities in appearance, there are some differences. The hull of the WZ305 was developed from a later variant of the [[Type 69]], unlike the ZSU, which used a chassis derived from the [[T-54]]. Cosmetic variations include headlights mounted on the fenders, side skirts, and the retention of all five road wheels. The WZ305's hull has improved armour, although this also adds approximately three tons to its weight, and it features a slightly more powerful engine. In terms of firepower, it benefits from a new DKY-1 airburst HE shell, making it much more effective against aircraft. The WZ305 can dispatch light targets, secure flanks, and clear the skies, making it a valuable asset in battle.&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 armour of the WZ305 is very poor. While the upper glacis is now about as strong as a T-34, this level of protection does not amount to much at its rank. The paper-thin turret means that enemies with heavy machine guns or autocannons can mow down the turret crew and potentially knock out the tank with a single burst. The open roof renders the WZ305 highly vulnerable to overpressure damage, so nearby artillery, bombs, and rockets will often knock out the crew.&lt;br /&gt;
&lt;br /&gt;
Compared to the ZSU-57-2, the upper glacis is significantly thicker at 45 mm of RHA compared to the original 13.5 mm. The side armour is 20 mm (+5 mm difference) and the rear armour is 30 mm (+20 mm difference). The turret is slightly thinner than the original but the difference is negligible.&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 || 45 mm (60°) ''Front glacis'' &amp;lt;br&amp;gt; 45 mm (54°) ''Lower glacis'' || 20 mm || 30 mm (17-49°) ''Top'' &amp;lt;br&amp;gt; 20 mm (73°) ''Bottom'' || 20 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 12 mm (14-57°) ''Turret front'' &amp;lt;br&amp;gt; 12 mm (25-64°) ''Gun mantlet'' || 12 mm (9-61°) || 12 mm (4-59°) || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels and tracks are 20 mm thick.&lt;br /&gt;
* Belly armour is 12 mm thick.&lt;br /&gt;
* Hatches and air intake are 15 mm thick.&lt;br /&gt;
* Side skirts consist of rubber-fabric screens 3 mm thick.&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=824|rbMinHp=513}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the {{PAGENAME}} is about the same as the [[ZSU-57-2]], with a hp/ton ratio of 19, a top speed of 50 km/h, and a reverse speed of -7 km/h. While not lightning fast, it is considerably more mobile than contemporary Chinese MBTs like the [[Type 59]] and should have few issues keeping up with teammates. Flanking should be done with caution since proper light tanks and some MBTs are more mobile, especially on-road, and may appear suddenly.&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|WA318 (57 mm)}}&lt;br /&gt;
&lt;br /&gt;
Although this is an AA vehicle, its twin 57 mm cannons are still equally deadly against ground units. When stock, their accuracy isn't good so the shells fly all over the place as the distance increases, and the stock belt is made up of half APCBC, half HE, meaning it is not the most efficient belt when dealing with either planes or tanks. Therefore the best tactic for a fully stock WZ305 is to shoot the enemies' side up close or to target low-flying helicopters. The full APCBC belt should be the priority to research with the HE-VT behind it.&lt;br /&gt;
&lt;br /&gt;
When the BR-281 belt (full APCBC) is available, the player can go into full anti-tank mode as this shell packs quite a punch, and it can penetrate pretty much any tank's side armour (excluding the Maus) and some tanks' frontal armour. In a flank the WZ305 can finish off a group of opponents with an unbelievable speed. Two shells will slice through their side armour and explode with a single click of the mouse, so theoretically one clip is enough to wipe out four tanks in a row (aiming at the crew compartment only, of course). A few seconds later, another set of clips will be loaded, ready to hunt more prey.&lt;br /&gt;
&lt;br /&gt;
The APCBC shell also performs alright in the AA role, since its calibre is quite large for planes, and a direct hit usually critically damages the plane, if not destroying it instantly. However, it is best to use the deadly HE-VT belt for anti-air duties. Killing planes will be much easier since now you don't have to hit right on target (which requires lots of careful leading and adjusting). Those near-misses will all deal quite a bit of damage, thanks to the 450 g TNT, over 1,000 m/s of velocity and the 6 m trigger radius for each shell.&lt;br /&gt;
&lt;br /&gt;
Note that the WZ305's gun handling is worse than the ZSU-57-2's. The turret rotation speed is roughly 40% slower, which makes it more difficult to track aircraft or react to ground targets in close quarters fighting. It still rotates significantly faster than other Chinese tanks, so this is not unbearable.&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; | [[WA318 (57 mm)|57 mm WA318]] (x2) || 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; | 304 (4) || rowspan=&amp;quot;2&amp;quot; | 120 || rowspan=&amp;quot;2&amp;quot; | -5°/+85° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 31.7 || 43.9 || 53.3 || 58.9 || 62.7 || rowspan=&amp;quot;2&amp;quot; | 2.60 || rowspan=&amp;quot;2&amp;quot; | 2.30 || rowspan=&amp;quot;2&amp;quot; | 2.12 || rowspan=&amp;quot;2&amp;quot; | 2.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 21.4 || 25.2 || 30.6 || 33.8 || 36.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|HE*|High-explosive fragmentation (self-destroying)}}{{-}}{{Annotation|APCBC|Armour-piercing capped ballistic capped}} - 50% of this belt are useless against tanks or planes. However, against other SPAA this belt can reliably take out crew, armament, ammo and engine. Having one belt in reserve does not hurt.&lt;br /&gt;
* '''BR-281SP:''' {{Annotation|APCBC|Armour-piercing capped ballistic capped}} - For use against ground vehicles. With around 150 mm of penetration at point blank, this belt can go through side armour and take out lightly armoured targets. Actual MBTs can typically resist it from the front.&lt;br /&gt;
* '''Type 59 HE:''' {{Annotation|HE*|High-explosive fragmentation (self-destroying)}} - For use against planes. One or two hits usually get the job done. However, heavy armoured attackers and bombers may require several hits.&lt;br /&gt;
* '''Type 59 APCBC:''' {{Annotation|APCBC|Armour-piercing capped ballistic capped}} - For use against ground vehicles. While the shells have the same penetration values as the BR-281SP belt, they also contain a small amount of explosive filler, making their use slightly more efficient against ground vehicles.&lt;br /&gt;
* '''DKY-1:''' {{Annotation|HE-VT*|High-explosive variable time fuse (self-destroying)}} - For use against planes. The huge explosive mass will blow most aircraft out of the sky with a fairly close hit, while the 6 m trigger radius means that one can be much more lenient with aiming. However, the proximity fuse requires 200 m of arming distance and within this distance it acts only like a powerful HE round.&lt;br /&gt;
&lt;br /&gt;
{{:WA318 (57 mm)/Ammunition|BR-281SP, Type 59 HE, Type 59 APCBC, DKY-1}}&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: 2.3.0.99''' --&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;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 8th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
|-&lt;br /&gt;
| '''76''' || 76&amp;amp;nbsp;''(+0)'' || 74&amp;amp;nbsp;''(+2)'' || 60&amp;amp;nbsp;''(+16)'' || 58&amp;amp;nbsp;''(+18)'' || 54&amp;amp;nbsp;''(+22)'' || 52&amp;amp;nbsp;''(+24)''|| 42&amp;amp;nbsp;''(+34)'' || 32&amp;amp;nbsp;''(+44)''&lt;br /&gt;
|-&lt;br /&gt;
! 9th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 10th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 11th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 12th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 13th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 14th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 15th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 16th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| 30&amp;amp;nbsp;''(+46)'' || 30&amp;amp;nbsp;''(+46)'' || 28&amp;amp;nbsp;''(+48)'' || 18&amp;amp;nbsp;''(+58)'' || 18&amp;amp;nbsp;''(+58)'' || 9&amp;amp;nbsp;''(+67)'' || 1&amp;amp;nbsp;''(+75)'' || 1&amp;amp;nbsp;''(+75)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* A clip is made of 4 shells.&lt;br /&gt;
* The belts can only be picked in multiples of 2 and they also deplete in multiples of 2. Each gun using 1 belt each time.&lt;br /&gt;
* Because the User Interface only allows to pick belts in multiples of 2, the UI may indicate the {{PAGENAME}} carries 76 belts.&lt;br /&gt;
* Ammo racks 1 to 11 are stored in the turret.&lt;br /&gt;
* Ammo racks 12 to 16 are stored in the hull.&lt;br /&gt;
* It is advised to bring 18&amp;amp;nbsp;''(+58)'' clips in order to reduce the chances of ammo rack upon being shot in the turret. However, this may not be enough for an anti-air role.&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;
Like its Soviet cousin, the WZ305 is capable of slaughtering lightly armoured vehicles, but using it in an anti-ground role is risky due to its lacklustre defence. It is best to play carefully while keeping a keen eye out for opportunities to knock out tanks and aircraft.&lt;br /&gt;
&lt;br /&gt;
;AAA&lt;br /&gt;
&lt;br /&gt;
As an SPAA this should be the first course of action. Find a safe location from enemy ground vehicles, lie in wait and open fire on any enemies when they are in range. The powerful 57 mm cannons will tear apart any aircraft from the sky in 1-5 direct hits. If the fused HE shells are unlocked, this is even easier; the proximity fuse will make it much easier to land hits in general and manoeuvring targets will have a harder time dodging your fire. The big downside is that the gunner crew are exposed to strafing aircraft and can easily be taken out by aircraft machine gun/cannon fire, so it is important to first prioritize aircraft which appear to be gunning for the WZ305.&lt;br /&gt;
&lt;br /&gt;
In Ground RB, the WZ305 will often face helicopters. The common [[AH-1G]] is fast, slim, and has a solid armament that can take out the WZ305 with ease. Gunning down a Cobra with the HE or APCBC rounds can be rather difficult due to its small profile. Once the HE-VT rounds are unlocked, swatting helicopters becomes much easier. Among early helicopters, the AH-1G, [[UH-1B (Japan)|Japanese UH-1B]] and [[AB 205 A-1]] have only unguided weapons and must get close to fight, which forces them into to the WZ305's comfortable engagement range, but others such as the British [[Scout AH.Mk.1]] or German [[SA.313B Alouette II (Germany)|SA.313B Alouette II]] can hover several kilometres away from the battlefield and sling ATGMs in relative safety. The WZ305 has no radar or rangefinder, so sniping an ATGM helicopter at long range is difficult. If they are sitting very still, it may be possible to eventually fire onto the helicopter's position. This will probably attract the helicopter's attention, so be prepared to jump into cover if they fire an ATGM.&lt;br /&gt;
&lt;br /&gt;
Enemy planes fly faster and are more difficult to hit than helicopters. Propeller or turboprop planes are slow enough to hit fairly comfortably and common sights include the [[AD-2]]/[[AD-4]] Skyraiders, [[A2D-1]] Skyshark, [[Wyvern S4]], and [[F4U-7]] Corsair, which all boast very potent ordnance. These aircraft also tend to be large and full of fuel, which makes it easier to trigger the proximity fuse and set them on fire if they are not blown apart. Jets are generally not worth shooting at unless they are flying in a straight line or have lost most of their speed. If you destroy an aircraft with ordnance in a head-on, it may be worth sending some more HE-VT rounds their way to ensure that they have lost control; otherwise, they may be able to steer their wreck towards you and deliver some nasty farewell presents.&lt;br /&gt;
&lt;br /&gt;
Although Ground RB seems to be more popular, Ground AB still works great in the case of WZ305, since there are lead indicators for all aircraft which makes killing them even more easier, given that the player has the HE-VT belt. In an arcade battle, fill all the ammo racks up with the VT belt but also prepare around 10 full AP belts to defend against tanks. At the start of the match, find a place that is not too far away from the frontline (planes usually go for the crowded frontline) but also not too close to it (easier to get shot by tanks), so the player can fully concentrate on planes and not worrying about tanks. The place should have a hard cover that is wide and tall enough to hide from strafing aircraft. Then just wait til the enemy begins to spawn in planes. For fighters, wait until they are 2 km or closer. For slow  and little manoeuvrable bombers (e.g. Tu-14, IL-28) open fire at around 3 km distance. If the lead indicator doesn't show up, wait until the plane is about 2.5 km away. Now just pour those VT shells towards that grey circle and there is a great chance to destroy a plane with 1-2 belts. Even if the plane isn't dead, the excellent VT shells will at least score hits / critical hits, and since planes in arcade always ram into the ground themselves, the kill will eventually be yours. Be careful when dealing with Me 262, Me 163 and the MiGs, as they have large-calibre nose-mounted cannons which tend to kill the gunner or the loader in the open turret easily. If the plane wants to strafe you, move sideways to make yourself harder to aim at, or quickly go back to cover.&lt;br /&gt;
&lt;br /&gt;
;Tank Destroyer&lt;br /&gt;
&lt;br /&gt;
Using the 57 mm cannons on a ground attack role is possible and have been exploited by many players. Using BR-281 ammo, the guns can effectively pierce the side and rear of any tank (excluding the Maus). Remember the WZ305's armour does not compare to other tanks armour so one shot could be the end of the SPAA. Play cat-and-mouse and wait for the enemy to go into an engagement with another target and then jump out into the open and fire upon them while they are distracted. It is recommended to the first aim for their rear to disable their engine and cause a fire, they will have to stop what they are doing and put it out. During this time they won't be able to move or fire upon the WZ305, allowing a chance to finish off the crewmen inside by unloading the 57 mm cannons into the side of the enemy tank.&lt;br /&gt;
&lt;br /&gt;
Light tanks and IFVs are quite common at the WZ305's rank and are enticing targets. The [[M3 Bradley]] has a large profile and pitiful protection, so it is quite possible to destroy one with a single salvo of APCBC rounds. Do not underestimate the Bradley since it is still very capable of destroying the WZ305 in turn with its autocannon, ATGMs, and thermal sights. The [[M551|M551 Sheridan]] is another easy target, having neither thermals nor an autocannon. Despite being an IFV, the German [[Begleitpanzer 57]] fulfills a similar role to the WZ305 as it has an unstabilized 57 mm cannon with HE-VT rounds; take advantage of the fact that the WZ305 has twice the gun count to quickly gun down the Begleitpanzer and protect friendly aircraft. The Italian [[Centauro]] is also a common sight and can be difficult to destroy at times due to its large volume and good sloping despite its thin armour. Focus fire on the turret crew and try flanking shots if possible.&lt;br /&gt;
&lt;br /&gt;
Medium and heavy tanks tend to be resistant if not outright immune to the WZ305 from the front, even the poorly armoured ones like the [[Leopard I]]. While it is often possible to pop out in the frontal view of an otherwise unaware light tank and gun them down in a single shot, this typically won't work against MBTs. As mentioned before, strive for side shots instead: Western MBTs tend to have poor side armour and it is often possible to perforate their hull or turret sides at half-decent angles of attack. This might be achieved by going on flanking runs, hiding in ambush positions, or sometimes even just waiting until their turrets are turned. Just avoid frontal assaults; the WZ305 and ZSU-57-2 do have a reputation for being functionally tank destroyers, but much of that comes from being able to greatly capitalize on good flanks or unaware enemies. They are not all-purpose death machines.&lt;br /&gt;
&lt;br /&gt;
The WZ305 is very well capable of hunting down tanks of all types with adequate armour ([[Leopard 1 (Family)|Leopard 1]], [[M48 Patton (Family)|M48]], [[M60 (Family)|M60]], etc.), but there are some heavy tanks that you cannot destroy ([[IS-7]], [[Object 279]], [[Maus]]).&lt;br /&gt;
&lt;br /&gt;
Despite the increased hull armour over the ZSU-57-2, do not expect to survive any incoming fire. The hull can shrug off light fire from the front but the turret is paper-thin. HESH or HEATFS rounds can also cause overpressure. Stick close to cover when possible and try not to stay in exposed positions.&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;
* Fantastic HE-VT rounds are deadly against air targets, a few hits will cripple if not destroy them&lt;br /&gt;
* Excellent anti-tank firepower for a SPAA, especially when flanking&lt;br /&gt;
* High rate of fire and fast reload makes quick work of multiple tanks and planes alike&lt;br /&gt;
* Dedicated APHE and HE-VT belts&lt;br /&gt;
* Decent mobility&lt;br /&gt;
* Master at the late game where it can perform multiple roles (flanker, SPAA, support)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Inadequate armour protection and survivability, entire turret crew is vulnerable to machine guns of any calibre&lt;br /&gt;
* No radar of any kind, requires plenty of manual searching and leading which is sometimes very ineffective&lt;br /&gt;
* HE-VT rounds are a Tier IV modification and take some practice to use effectively&lt;br /&gt;
* Slower gun traverse speed than ZSU-57-2 makes it harder to react to low and fast jet strafes&lt;br /&gt;
* Poor reverse speed of only -7 km/h and bad gun depression (-5 degrees)&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;
&lt;br /&gt;
In the 1980s, Iraq requested that China make a copy of the ZSU-57-2 and provided a few examples of the Soviet SPAAG for reverse engineering. China had not previously imported or used the ZSU-57-2. However, a local copy of the ZSU's gun was available. The result of the project was the Type 80 SPAAG, sometimes known by its industrial designation of '''WZ305'''. Designed on the chassis of the Type 69-II medium tank, the Type 80 was very similar to the ZSU-57-2, featuring twin 57 mm cannons in an open topped turret with no fire control systems, limiting it to clear weather anti-aircraft use. A proximity-fused round was later developed that improved its utility.&lt;br /&gt;
&lt;br /&gt;
According to some sources, the Type 80 was adopted by the PLA in small numbers, while others claim that it was not accepted into Chinese service at all. It was used in Iraqi service in the Iran-Iraq War and Gulf War, and may have been exported to North Korea.&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=cn_wz_305 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|ZR4C7q4NZIU|'''{{PAGENAME}} - SPAA Goes Full Anti Tank Mode''' - ''Napalmratte''|t4CO6g-B0-8|'''Twin 57mm cannons proximity fuse shells''' - ''PhlyDaily''}}&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;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[ZSU-57-2 (Family)]]&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;
{{China anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Mirage_2000-5F&amp;diff=187994</id>
		<title>Mirage 2000-5F</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Mirage_2000-5F&amp;diff=187994"/>
				<updated>2024-06-22T02:40:06Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: updated pros + cons for MICA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = French jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Mirage 2000 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=mirage_2000_5f&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 and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''', an advanced variant of the Mirage 2000 series, represents a pinnacle of French aviation technology. Developed by Dassault Aviation, this fighter jet first took its maiden flight in 1991, marking a significant milestone in the country's aerial capabilities. Equipped with state-of-the-art avionics and weapon systems, the Mirage 2000-5F played a pivotal role in various historical conflicts. Notably, during the Kosovo War in 1999, these aircraft showcased their precision and versatility by carrying out crucial ground attack and air-to-air missions. Armed with a range of sophisticated weapons, including Magic 2 air-to-air missiles and laser-guided bombs, the Mirage 2000-5F demonstrated its adaptability and effectiveness in both aerial combat and ground support roles. Over the years, this fighter jet has solidified its reputation as a cornerstone of the French Air Force's fleet, embodying a harmonious blend of cutting-edge technology and combat-proven performance.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;La Royale&amp;quot;]]. The Mirage 2000-5F showcases impressive air-to-air combat capabilities, notably highlighted by its utilization of the Matra Magic 2 missile system. Armed with the Matra Magic 2, an advanced short-range infrared-guided missile, the aircraft excels in engaging close-range airborne targets. The Matra Magic 2 missile's infrared seeker technology enables it to home in on heat sources emitted by enemy aircraft, ensuring accurate target tracking and engagement even in challenging scenarios.&lt;br /&gt;
&lt;br /&gt;
Complementing its missile armament, the Mirage 2000-5F's radar, the Thales RDY (Radar Doppler Multi-target), plays a pivotal role in target detection and tracking. This radar system facilitates rapid target acquisition, enhancing the aircraft's effectiveness in engaging multiple adversaries simultaneously. The Mirage 2000-5F's agility is another critical aspect of its air-to-air prowess, allowing pilots to outmanoeuvre opponents and gain advantageous positions during dogfighting encounters.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 12,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,246 || 2,174 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.2 || 26.6 || 155.7 || 144.8 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,453 || 2,351 || 23.9 || 25.0 || 238.1 || 195.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || X || X || ✓ || X || ✓*     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Installing countermeasures blocks the deployment of the chute.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,512 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || - || - || - || ~13 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 920 || &amp;lt; 750 || &amp;lt; 650 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | SNECMA M53-P2 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 7,550 kg || colspan=&amp;quot;3&amp;quot; | 267 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 34m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,515 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 8,552 kg || 9,513 kg || 10,494 kg || 10,889 kg || 14,105 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 10m fuel || 20m fuel || 30m fuel || 34m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 6,200 kgf || 9,688 kgf&lt;br /&gt;
| 1.13 || 1.02 || 0.92 || 0.89 || 0.69&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 7,083 kgf&amp;lt;br&amp;gt;(1,512 km/h) || 13,406 kgf&amp;lt;br&amp;gt;(1,512 km/h)&lt;br /&gt;
| 1.57 || 1.41 || 1.28 || 1.23 || 0.95&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Mirage 2000-5F exhibits commendable survivability through a combination of advanced features that enhance its chances of evading threats and successfully completing tasks. One key aspect is its electronic warfare suite, which includes radar warning receivers, missile approach warning system, chaff and flare dispensers as jamming capabilities. These systems collectively enable the aircraft to detect, identify, and counter incoming threats such as radar-guided missiles and hostile radars. Additionally, the Mirage 2000-5F's advanced avionics and sensors, including the Thales RDY radar and DAMOCLES targeting pod, contribute to its situational awareness, allowing pilots to monitor and respond to potential threats effectively. The aircraft's agility and high-speed capabilities provide pilots with the means to maneuver out of danger swiftly. In terms of design, the Mirage 2000-5F's aerodynamic structure is optimized to reduce its radar cross-section, minimizing its vulnerability to enemy radar systems. This feature, coupled with its electronic warfare systems, helps enhance its overall survivability in contested environments. The Mirage 2000-5F also boasts an impeccably designed and advanced cockpit that significantly enhances its combat capabilities. The cockpit's streamlined layout not only enhances pilot comfort and ergonomics but also contributes to reduced clutter, allowing pilots to focus on mission-critical tasks with heightened efficiency. The cockpit's intuitive arrangement of displays and instruments empowers pilots to swiftly access crucial information and swiftly make informed decisions during high-stress situations. Furthermore, the cockpit's advanced Heads-Up Display (HUD) system projects essential flight data directly onto the pilot's line of sight, eliminating the need for frequent glances down at instruments. This enhances the pilot's ability to maintain spatial awareness and engage targets without diverting their attention from the external environment.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 554 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** 2 x 30 mm DEFA 554 cannons, belly-mounted (125 rpg = 250 total) + 36 x countermeasures&lt;br /&gt;
** 2 x 30 mm DEFA 554 cannons + 40 x Large-Caliber Countermeasures + 24 x countermeasures + 48 x chaff&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&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;
! !! width=&amp;quot;5%&amp;quot; | 1 !! width=&amp;quot;5%&amp;quot; | 2 !! width=&amp;quot;5%&amp;quot; | 3 !! width=&amp;quot;5%&amp;quot; | 4 !! width=&amp;quot;5%&amp;quot; | 5 !! width=&amp;quot;5%&amp;quot; | 6 !! width=&amp;quot;5%&amp;quot; | 7 !! width=&amp;quot;5%&amp;quot; | 8 !! width=&amp;quot;5%&amp;quot; | 9&lt;br /&gt;
| rowspan=&amp;quot;20&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Mirage_2000C-S5.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[DEFA 554 (30 mm)|30 mm DEFA 554]] cannons (300 rpg)&lt;br /&gt;
| || || || || 2&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1, 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Mk 82 250 Snakeye (500 lb)|500 lb SAMP Mk 82 250 Snakeye]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1, 2 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 (250 kg)|250 kg SAMP Type 25]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[SAMP Type 25 200 (250 kg)|250 kg SAMP Type 25 200]] bombs&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[BGL-1000 (970 kg)|970 kg BGL-1000]] bombs&lt;br /&gt;
| || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || 1* || || || 2* || 1* || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-16 Paveway II (1,092 lb)|1,092 lb GBU-16 Paveway II]] bombs&lt;br /&gt;
| || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || || || 1* || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[PGM 500 (404 kg)|404 kg PGM 500]] bombs&lt;br /&gt;
| || 1* || || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[PGM 2000 (1,060 kg)|1,060 kg PGM 2000]] bombs&lt;br /&gt;
| || || || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[SNEB type 23]] rockets&lt;br /&gt;
| 18 || 18 || || || || || || 18 || 18&lt;br /&gt;
|-&lt;br /&gt;
! [[AS-30L Nord]] missiles&lt;br /&gt;
| || 1* || || || || || || 1* ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra R550 Magic 2]] missiles&lt;br /&gt;
| 1 || 1 || || || || || || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra Super 530D]] missiles&lt;br /&gt;
| || 1 || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Matra Super 530F]] missiles&lt;br /&gt;
| || 1 || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[MICA-EM]] missiles&lt;br /&gt;
| 1 || || 1 || 1 || || 1 || 1 || || 1&lt;br /&gt;
|-&lt;br /&gt;
! DAMOCLES targeting pod&lt;br /&gt;
| || || || 1 || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 1,300 l drop tanks&lt;br /&gt;
| || || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | * PGM guided bombs cannot be equipped in conjunction with other guided air-to-ground ordnance &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; PGM 500 bombs on hardpoint 6 cannot be carried in conjunction with marked ordnance on hardpoint 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 1 x 1,300 l drop tank&lt;br /&gt;
* 2 x 30 mm DEFA 554 cannon (600 rpg)&lt;br /&gt;
* 2 x Matra R550 Magic 2 missiles&lt;br /&gt;
* 4 x Matra R550 Magic 2 missiles&lt;br /&gt;
* 2 x Matra Super 530F missiles&lt;br /&gt;
* 2 x Matra Super 530D missiles&lt;br /&gt;
* 6 x MICA-EM missiles&lt;br /&gt;
* 10 x 500 lb LDGP Mk 82 bombs (5,000 lb total)&lt;br /&gt;
* 10 x 500 lb SAMP Mk 82 250 Snakeye bombs (5,000 lb total)&lt;br /&gt;
* 9 x 250 kg SAMP Type 25 bombs (2,250 kg total)&lt;br /&gt;
* 9 x 250 kg SAMP Type 25 200 bombs (2,250 kg total)&lt;br /&gt;
* 72 x SNEB type 23 rockets&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 5 x 277 kg GBU-12 Paveway II bombs (1,385 kg total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 1 x 1,092 lb GBU-16 Paveway II bomb (1,092 lb total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 1 x 2,000 lb GBU-24 Paveway III bomb (2,000 lb total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 1 x 970 kg BGL-1000 bomb (970 kg total)&lt;br /&gt;
* 1 x DAMOCLES targeting pod + 2 x AS-30L Nord missiles&lt;br /&gt;
* 3 x 404 kg PGM 500 bombs (1,212 kg total)&lt;br /&gt;
* 1 x 1,060 kg PGM 2000 bomb (1,060 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
In air-to-air combat scenarios, the Mirage 2000-5F's strengths lie in its exceptional agility and advanced avionics. Employing the Matra Magic 2 short-range infrared-guided missiles and benefiting from the Thales RDY radar, the aircraft can excel in dogfights and engage opponents in close-range encounters. For beyond-visual range engagements, the Mirage 2000-5F has access to MICA-EM Active Radar Homing missiles, allowing pilots to engage multiple targets at once. However, the MICA-EM truly shines at medium ranges, with its exceptional maneuverability allowing it to hit evading enemy fighters. &lt;br /&gt;
&lt;br /&gt;
When transitioning to air-to-ground missions, the Mirage 2000-5F demonstrates remarkable versatility. Armed with an array of guided weaponry such as the BGL-1000, PGM-500, PGM-2000, GBU-16, and GBU-12, the aircraft becomes a precise and lethal platform for striking ground targets with pinpoint accuracy. The integration of the DAMOCLES targeting pod significantly enhances the aircraft's ability to deliver laser-guided ordnance, including the AS-30L missile. This pod provides sophisticated targeting capabilities, allowing pilots to designate and guide laser-guided bombs and the AS-30L missile with exceptional precision. The Mirage 2000-5F truly shines when combining its air-to-air and air-to-ground capabilities. This synergy is evident in scenarios where the aircraft engages in both roles within a single mission. For instance, in a close air support mission, the aircraft can effectively neutralize enemy ground threats with laser-guided bombs like the GBU-12 or GBU-16, or launch AS-30L missiles at high-value targets, while still retaining the capability to defend itself against potential aerial threats using its Matra Magic 2 missiles and advanced radar systems. This dual-purpose adaptability underscores the Mirage 2000-5F's value as a truly multirole fighter. The Mirage 2000-5F also possesses significant anti-shipping capabilities, bolstered by the use of the PGM-2000, a potent weapon in its arsenal. With its advanced guidance and armour-penetrating capability of up to 111mm, the PGM-2000 is a formidable threat against heavily armoured ships, including aircraft carriers. In War Thunder, aircraft carriers hold strategic importance as power projection platforms in Enduring Confrontation missions. The Mirage 2000-5F's ability to engage and potentially sink these carriers with precision strikes using the PGM-2000 underscores its role, disrupting enemy naval capabilities and potentially reducing the possibility of a mobile spawn point. This multirole versatility reinforces the Mirage 2000-5F's adaptability across various scenarios, making it a crucial asset in shaping battle dynamics.&lt;br /&gt;
&lt;br /&gt;
In summary, the Mirage 2000-5F is a versatile and potent asset that can excel in air-to-air combat, air-to-ground strikes, and combined missions. Its use of guided weaponry, including the BGL-1000, PGM-500, PGM-2000, GBU-16, GBU-12, and AS-30L missile, coupled with the DAMOCLES targeting pod, empowers the aircraft with precise targeting and engagement capabilities. This multirole prowess, combined with its agility and advanced avionics, makes the Mirage 2000-5F a formidable platform capable of adapting to a wide range of operational requirements.&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;
* Upgraded radar with excellent capabilities and Helmet-mounted search&lt;br /&gt;
* Good acceleration&lt;br /&gt;
* Great maneuverability&lt;br /&gt;
* Good ground capability with access to long range AGM and magnified 3rd generation thermals&lt;br /&gt;
* Access to Magic 2 missiles stock&lt;br /&gt;
* Loadout with to 6 x MICA-EM and 2 x Magic 2&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor energy retention&lt;br /&gt;
* Magic 2 has limited range&lt;br /&gt;
* DEFA 554 has slow muzzle velocity (820 m/s)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&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=mirage_2000_5f Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YpAvtM4iUWo|'''The Shooting Range #390''' - ''Arsenal'' section at 07:08 discusses the {{PAGENAME}}.|1_Ikp4Zbjp8|'''The Shooting Range #362''' - ''Metal Beasts'' section at 00:25 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 aircraft;''&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;
* [[Mirage 2000 (Family)]]&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;
{{AirManufacturer Dassault}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=MICA-EM&amp;diff=187987</id>
		<title>MICA-EM</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=MICA-EM&amp;diff=187987"/>
				<updated>2024-06-21T22:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Pros and cons */ missile drag as a combination of CxK, wing area multiplier, and general intuition.&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|mirage_2000_5f}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&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; | Missile characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 112 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Guidance''' || ARH+IOG+DL&lt;br /&gt;
|-&lt;br /&gt;
| '''Band''' || I&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range''' || 16 km&lt;br /&gt;
|-&lt;br /&gt;
| '''Launch range''' || 50 km&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum speed''' || 4.0 M&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum overload''' || 50 G&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile guidance time''' || 70 secs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 4.74 kg TNTeq&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles 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 missile 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;
* Thrust vectoring makes it very maneuverable at closer range&lt;br /&gt;
* High maximum overload &lt;br /&gt;
* Has a sustainer&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Relatively small TNT filler means some hits will not be lethal&lt;br /&gt;
* Relatively high drag means long-range shots are harder&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;
''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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=RB_99&amp;diff=187986</id>
		<title>RB 99</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=RB_99&amp;diff=187986"/>
				<updated>2024-06-21T22:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* See also */ aim 120a&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|saab_jas39c}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the missile.''&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles 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 missile 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;
&lt;br /&gt;
* [[AIM-120A]]&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;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SK_C/33_AA_(105_mm)&amp;diff=187630</id>
		<title>SK C/33 AA (105 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SK_C/33_AA_(105_mm)&amp;diff=187630"/>
				<updated>2024-06-20T01:57:37Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: update to include guichen&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;
The '''105 mm SK C/33 AA''' is a German naval cannon.&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_cruiser_admiral_graf_spee}}&lt;br /&gt;
* {{Specs-Link|germ_cruiser_admiral_hipper}}&lt;br /&gt;
* {{Specs-Link|germ_cruiser_prinz_eugen}}&lt;br /&gt;
* {{Specs-Link|germ_battleship_scharnhorst}}&lt;br /&gt;
* {{Specs-Link|fr_cruiser_chateaurenault_class_guichen}}&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;
{{:{{PAGENAME}}/Ammunition|10.5 cm Sprgr. L/4.4 Kpf.Z, 10.5 cm Sprgr. L/4.4 Zt.Z, 10.5 cm L/4.2 AP}}&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;
&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 article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[SK C/32 (105 mm)]]&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 naval cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Naval cannons]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Guichen&amp;diff=187629</id>
		<title>Guichen</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Guichen&amp;diff=187629"/>
				<updated>2024-06-20T01:57:13Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: pros + cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_cruiser_chateaurenault_class_guichen&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French destroyer {{Battle-rating}}. It was introduced in [[Update &amp;quot;Seek &amp;amp; Destroy&amp;quot;]].&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;
''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.''&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;
''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.''&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|SK C/33 AA (105 mm)}}&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
{{:SK C/33 AA (105 mm)/Ammunition|10.5 cm Sprgr. L/4.4 Kpf.Z, 10.5 cm Sprgr. L/4.4 Zt.Z}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
{{Specs-Fleet-Secondary}}&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|57 mm/60 ACAD Mle 1951 (57 mm)}}&lt;br /&gt;
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''&lt;br /&gt;
&lt;br /&gt;
{{:57 mm/60 ACAD Mle 1951 (57 mm)/Ammunition|57 mm Mle 1951 HE}}&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|L3 (550 mm)}}&lt;br /&gt;
''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.''&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;
''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''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;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* All guns have a high rate of fire&lt;br /&gt;
* Search Radar&lt;br /&gt;
* Fire Directors have a 3 second update interval&lt;br /&gt;
* Excellent Anti-Aircraft firepower&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Torpedoes only have a 5 km range, with no &amp;quot;Torpedo Mode&amp;quot; modification&lt;br /&gt;
* Lacks SAP or AP&lt;br /&gt;
* Only the main guns have Timed-Fuse shells&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 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;
''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).''&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 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;
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''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;
{{ShipManufacturer OTO}}&lt;br /&gt;
{{France destroyers}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=154982</id>
		<title>Assault Mode</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Assault_Mode&amp;diff=154982"/>
				<updated>2023-02-13T08:16:10Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: churchill IIIs are painful. bring big guns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Assault Mode''' is a cooperative game mode for aircraft, ground vehicles and helicopters where players fight against the AI.&lt;br /&gt;
The main objective is to defend the base from several waves of enemies. Team can consist of up to 10 players.&lt;br /&gt;
This game mode uses the damage and flight models, and other mechanics, from Arcade Battles (including rearming in flight). There is no limit for how many times players can spawn the same vehicle, so it is possible to bring only one.&lt;br /&gt;
&lt;br /&gt;
Unlike in other modes, it is required to pay SL to spawn in the vehicle (0.8 x the vehicle's AB repair cost), instead of when the player's vehicle is destroyed.&lt;br /&gt;
Rewards are given based on how long the player survives the mission. In addition, the player's first battle of the day gives a special reward depending on the mission length (how many waves have been defeated).&lt;br /&gt;
The minimal required amount of points in a battle to get the full reward (RP and SL amount) is 1,500, everyone after reaching it will get the same amount of RP and SL. The best reward that is possible to get is a 300% SL or RP booster and a universal backup for any vehicle.&lt;br /&gt;
&lt;br /&gt;
== Levels in Assault Mode ==&lt;br /&gt;
=== Air Assault mode ===&lt;br /&gt;
Depending on the BR of the aircraft being used, there are five level in Air Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes aircraft with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes aircraft with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes aircraft with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes aircraft with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes aircraft with a BR of 6.7+.&lt;br /&gt;
&lt;br /&gt;
Players can still use aircraft with a battle rating lower than the indicated range. For example, it is possible to use propeller-driven fighters in the highest rank battles.&lt;br /&gt;
&lt;br /&gt;
=== Ground Assault mode ===&lt;br /&gt;
Depending on the BR of the ground vehicle or helicopter being used, there are six ranks in Ground Assault battles:&lt;br /&gt;
&lt;br /&gt;
:* The first level includes tanks with a BR of between 1.0 and 2.3.&lt;br /&gt;
:* The second level includes tanks with a BR of between 2.7 and 3.7.&lt;br /&gt;
:* The third level includes tanks with a BR of between 4.0 and 5.0.&lt;br /&gt;
:* The fourth level includes tanks with a BR of between 5.3 and 6.3.&lt;br /&gt;
:* The fifth level includes tanks with a BR between 6.7 and 8.0.&lt;br /&gt;
:* The sixth level includes tanks and helicopters with a BR of 8.3+.&lt;br /&gt;
&lt;br /&gt;
== Air Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use aircraft to defend the base at the centre of the map which is located under the spawn zone. The AI can use three unit types: bombers, attackers, and ground artillery units.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game, for example when there are only five players then the game will spawn only half of the normal amount of planes.&lt;br /&gt;
&lt;br /&gt;
The total amount of waves is 15. The remaining amount of waves to spawn for the mission is shown in the bottom-left corner to the right side of the other indicators.&lt;br /&gt;
The next wave appears when all planes are either destroyed or the time counter between waves reaches 0 (it is reset every time a new wave appears). The time counter's start value decreases as the mission progresses, so waves of enemies will appear faster and at the end it is possible to fight two at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of (B) bombers or (A) attackers and in some cases it is (R) random (there's a 50% chance of getting either bombers or attackers).&lt;br /&gt;
Bombers spawn 20 kilometres away from the base position at 3,500 metres altitude and they fly in a straight line towards their target.&lt;br /&gt;
Attackers also spawn 20 kilometres from the base but at much lower altitude - 1,500 metres. Just before reaching the base, they start to dive to drop their bombs, and they can still be intercepted during that action.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;width:6%&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| B || A || R || B || A || R || B || A || R || B || A || R || A || R || B&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of spawned units can vary depending on battle level (1-5) and number of beaten waves, the more of them that are destroyed, the more enemies that spawn and their number will be increased up to 4 times per battle (it happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Artillery units ===&lt;br /&gt;
The artillery units use different mechanics to the bombers and attackers. Though they do not have the range to directly damage the main base, they instead regularly remove points from the base's health pool. This pool is shown in the bottom-left corner next to the artillery icon.&lt;br /&gt;
The points decrease for as long as artillery units remain alive and the battle ends when the base's health reaches 0.&lt;br /&gt;
&lt;br /&gt;
Spawn of artillery units is random and can happen from the second wave, but its chance for spawn gets higher every wave. Once they appear, they will not spawn again until the 8th wave, at which time the random chance to spawn is reset and they are able to spawn again.&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Berlin.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Norway.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:USA flag.png|70px|link=Category:USA_aircraft]]{{Tree-Skip|6px}}[[File:MapIcon Air Ruhr.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:France flag.png|70px|link=Category:France_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Sicily.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Germany flag.png|70px|link=Category:Germany_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Stalingrad.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Italy flag.png|70px|link=Category:Italy_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Tunisia.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&amp;lt;center&amp;gt;[[File:Bombers_icon.png|50px|link=]][[File:Japan flag.png|70px|link=Category:Japan_aircraft]]{{Tree-Skip|5px}}[[File:MapIcon Air Zhengzhou.jpg|135px]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 1 - (1.0 - 2.3)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|sb_2m_103c}}&lt;br /&gt;
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{{Tree-Unit|su-2_m82}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|hp52_hampden_mk1_late}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|b_18a}}&lt;br /&gt;
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{{Tree-Unit|sbd-3}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|f_222_2}}&lt;br /&gt;
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{{Tree-Unit|potez_631}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|do_17z_2}}&lt;br /&gt;
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{{Tree-Unit|ju-87b-2}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|br_20_dr}}&lt;br /&gt;
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{{Tree-Unit|breda_88}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|h6k4}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ki_21_1ko}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 2 - (2.7 - 3.7)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il-4}}&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Unit|wellington_mk10}}&lt;br /&gt;
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&lt;br /&gt;
== Ground Assault ==&lt;br /&gt;
=== Objective ===&lt;br /&gt;
Players use ground vehicles and helicopters to defend the zone on the map centre from incoming waves of enemy tanks.&lt;br /&gt;
Helicopters are allowed only in the top tier bracket (BR 8.3+).&lt;br /&gt;
&lt;br /&gt;
The main objective is to not let the enemy units capture the area on the centre of map and slow them down as much as possible. If the AI units manage to enter the capture zone, it will start to flash and the team will start to lose tickets, the more AI that enter it, the more tickets the team loses.&lt;br /&gt;
The enemy units slow down upon entering the zone, and their shooting accuracy is also lowered.&lt;br /&gt;
After successfully defending the zone and destroying enemy waves your team regain a small amount of lost tickets. The battle is lost once the team's tickets reaches 0.&lt;br /&gt;
The counter in the bottom-left corner shows the remaining amount of waves to beat (including current one).&lt;br /&gt;
&lt;br /&gt;
Destroying enemy planes is optional but highly recommended, some of them are equipped with weapons that can destroy player's vehicle in a single attack.&lt;br /&gt;
Sometimes a pickup can appear outside the zone, it can repair the tank and replenish its ammunition.&lt;br /&gt;
The number of active players affects the amount of AI units which is being spawned by the game.&lt;br /&gt;
&lt;br /&gt;
=== Waves ===&lt;br /&gt;
Waves can be composed of four unit types: light tanks, medium tanks, slightly better medium tanks, and heavy tanks. Every wave, two planes are also spawned which attack ground units and player controlled helicopters.&lt;br /&gt;
In top tier assault battles, SPAA units can also appear, they will engage only flying units. Usually the game spawns one SPAA unit per player in a helicopter, their range is so large that they can reach players very soon after they leave the helipad. SPAA units spawn during the 2nd, 5th, 8th and 11th wave and it happens 20 seconds after the tanks start to appear.&lt;br /&gt;
Spawn position of ground units is random, they always spawn from seven different predetermined directions.&lt;br /&gt;
&lt;br /&gt;
Some enemy ground units can attack player-controlled helicopters by using their roof-mounted machine guns, such as the Russian tanks on Kursk map.&lt;br /&gt;
The accuracy of the AI remains very high even when driving at full speed.&lt;br /&gt;
&lt;br /&gt;
It is a viable tactic to destroy track of the front most vehicles to make them stop, but keep in mind that they can repair damaged parts, including the engine and extinguish parts that are set on fire.&lt;br /&gt;
&lt;br /&gt;
A table showing when and what type of units spawn during the mission (Light (L), Medium (M), Intermediate (MH), Heavy (H) and (S) Air Cover (in top tier battles)):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Waves&lt;br /&gt;
|-&lt;br /&gt;
! Wave&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
| L || M + S || H || M || MH || H || L + S || MH || H || MH + S || H&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of spawned units can vary depending of battle level (1-6) and amount of beaten waves, the more of them are destroyed the more of enemies are spawning and the game increases their number up to 4 times per battle (that happens every 3-4 destroyed waves).&lt;br /&gt;
&lt;br /&gt;
=== Enemy types ===&lt;br /&gt;
Depending on level, the game spawns different units, the higher is the level of battle the harder they are to destroy.&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
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&lt;br /&gt;
{{Tree-Line|Level 2 - (2.7 - 3.7)}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc&amp;quot; align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Intermediate&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Heavy&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Air Support&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_28E}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_infanterie_kampfpanzer_churchill}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Intermediate&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Heavy&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Air Support&amp;lt;/span&amp;gt;&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_4_chi_to}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_5_chi_ri}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m4a3e8_76w_sherman}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|a7m2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 4 - (5.3 - 6.3)}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Heavy&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Air Support&amp;lt;/span&amp;gt;&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|us_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_waffentrager_krupp_steyr}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_V_ausf_d_panther}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_h1_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIp}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fw-190f-8}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_a2}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_pzkpfw_VI_ausf_e_tiger}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|j2m3}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_75}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|so_8000_narval}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-Line|Level 5 - (6.7-8.0)}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
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{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Intermediate&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Heavy&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Tree-Skip|12px}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Air Support&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_object_906}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|ussr_t_54_1947}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|il_28sh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_ru251}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_mkpz_m48a2c}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_leopard_I}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|germ_pzkpfw_VI_ausf_b_tiger_IIh}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|me-262a-2a}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_m41_walker_bulldog}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_type_61}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|jp_st_b1}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|f-86f-30_japan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc;&amp;quot;|&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_13_90}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_50}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|fr_amx_30_1972}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Skip|10px}}&lt;br /&gt;
{{Tree-Unit|md_450b_barougan}}&lt;br /&gt;
{{Tree-Skip|10px}}&lt;br /&gt;
&lt;br /&gt;
{{Tree-End}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tree-Start|3|without header}}&lt;br /&gt;
{{Tree-Line|}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc&amp;quot;|{{Tree-Skip|40px}}&amp;lt;center&amp;gt;'''Vehicle{{Tree-Skip|1px}}Type'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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|style=&amp;quot;border-left: solid 1px #cccccc&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:Britain flag.png|70px|link=Category:Britain_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Sinai.jpg|135px|link=Sinai]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
|style=&amp;quot;border-left: solid 1px #cccccc&amp;quot;|&amp;lt;center&amp;gt;[[File:Heavy_tanks_icon.png|50px|link=]][[File:USSR flag.png|70px|link=Category:USSR_ground_vehicles]]{{Tree-Skip|5px}}[[File:MapIcon Ground Kursk.jpg|135px|link=Kursk_(Ground_Forces)]]&amp;lt;/center&amp;gt;{{Tree-Skip|10px}}&lt;br /&gt;
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{{Tree-Line|Level 6 - (8.3+)}}&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Light&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Intermediate&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Air Support&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:#cccccc&amp;quot;&amp;gt;Air Cover&amp;lt;/span&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
= Strategies =&lt;br /&gt;
For both modes:&lt;br /&gt;
&lt;br /&gt;
* Don't shy away from expensive ammo. Ammo is free in this mode.&lt;br /&gt;
* Try to bring vehicles at the top of each BR segment - they tend to have better guns.&lt;br /&gt;
&lt;br /&gt;
== Air Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
* Make sure to shoot down all the bombers in a wave. Often players think teammates will take care of the remaining bombers, therefore no one is doing it and one or two will get through and damage the base.&lt;br /&gt;
* Never waste your time going after planes that have already dropped their ordnance on the target. Enemy planes that are still carrying bombs are given a blinking red/yellow icon, whereas empty ones do not blink. The only exception to this rule is when you are sure the game is lost.&lt;br /&gt;
* Similarly, do not waste time going after out-of-control targets either. They may appear still alive, but their abnormal attitude or speed should make it clear they will not reach the target.&lt;br /&gt;
* Try to prioritize bombers: the damage they inflict is much more compared to attackers or fighters. They also throw bombs from further away. (Do be careful around the extra turrets.)&lt;br /&gt;
* Maximize your time in-air. If you are low on SL and have to use the airfield, press J (on PC) to leave the aircraft after a successful landing. You can then respawn at the air point with a discount, saving time for climbing. (You cannot use the air spawn with a fully intact plane, however.)&lt;br /&gt;
* Target the further-away waves if one enemy wave already has enough teammates shooting at it.&lt;br /&gt;
* Try tracer belts. They will not make you more visible to AI, but you will be able to hit from further away.&lt;br /&gt;
* Bind and use the &amp;quot;reload&amp;quot; key. Ammo is free, and you don't want to miss out on the action due to lack of ammo.&lt;br /&gt;
* Make the best use of head-on engagements. Head-ons are often more effective since you can hit the pilot easily: you can usually take out two at a time. Enemy AI planes do not use their forward-facing &amp;quot;offensive guns&amp;quot;, making such engagements safer than chasing ones.&lt;br /&gt;
* Gunpods may be more useful than missiles, but increase the risk of dying to bomber turrets.&lt;br /&gt;
* Be sure to destroy the first round of howitzers before they get the base to low health - a second wave of howitzers may spawn.&lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Berlin_(Air_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Berlin&amp;lt;/span&amp;gt;]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Norway&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ruhr&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sicily&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Stalingrad&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Italy_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Tunisia&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] &amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Zhengzhou&amp;lt;/span&amp;gt; ===&lt;br /&gt;
* Feel free to take more Incendiary ammunition, as Japanese planes ignite easily.  &lt;br /&gt;
&lt;br /&gt;
== Ground Assault Mode ==&lt;br /&gt;
=== General Advices ===&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring vehicles with a good to decent rate of fire, and high damage. Armour may be helpful, but one shouldn't rely too much on it. Speed is also helpful for manoeuvering, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional: vehicles with low penetration are advised to flank.&lt;br /&gt;
&lt;br /&gt;
Make sure at least one vehicle in your lineup is capable of reliably penetrating the heavy tanks that spawn - moving weakspots are hard to hit. Churchills in particular should be noted due to their impressive frontal '''and''' side armor, combined with the fact that only a few 3.7 tanks are able to reliably penetrate the Churchill III from a distance.&lt;br /&gt;
&lt;br /&gt;
'''Smoke Grenades &amp;amp; Smoke Shells'''&lt;br /&gt;
&lt;br /&gt;
Shooting smoke shells or using smoke grenades around bots inside the square is heavily unadvised. It prevents other players from spotting and shooting AI. When using smoke grenade to take cover, it is recommended to back out of other teammates' lines of fire first. If the player is unable to retreat in such situation, it is recommended to consider respawning instead of using smoke grenades.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Fighters and Attackers'''&lt;br /&gt;
&lt;br /&gt;
When getting the option to use a plane, it is unadvised to use it right away. AI aircraft don't generally pose a serious threat compared to AI tanks. Even if the team lacks a SPAA to shoot the planes down, it still is heavily unadvised for a player to spawn a fighter during a &amp;quot;heavy&amp;quot; wave. It is more suited to spawn a bomber or an attacker in such situation while leaving the task of killing the enemy planes for a &amp;quot;lighter&amp;quot; wave.&lt;br /&gt;
Attack aircraft are also generally less effective than heavy bombers (bombs are generally more effective than rockets and guns). One should consider saving the points instead for a bomber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helicopters'''&lt;br /&gt;
&lt;br /&gt;
Level 6 (8.3+) offers players the choice of using helicopters alongside their ground vehicles. While helicopters can be very effective at destroying ground vehicles, they remain vulnerable to either AI's tanks' machine guns or by SPAA which can spawn repeatedly and, as mentioned previously, they open fire from a considerable range. Due to the SPAA's stationary nature, it is advised to use guided Anti-Tank missiles to deal with SPAAs while one manoeuvres their helicopter to avoid fire. However due to the low ammunition count of ATGMs, this tactic can pose a problem when it comes to attacking tanks, as such it is advised to use unguided rockets, which helicopters can bring plentiful of, as well as Armour-Piercing ammunition for cannons to engage tanks. &lt;br /&gt;
Helicopters are also able to reload without the need of returning to the airfield, such reload is affected&lt;br /&gt;
&lt;br /&gt;
=== [[File:USA_flag.png|x42px]] [[Ardennes_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Ardennes&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Ardennes_(Assault Strat).png|right|thumb|x200px|Strategy for [[Ardennes_(Ground_Forces)|Ardennes]]]] &lt;br /&gt;
Ardennes offers a lot of options and cover: such advantage make it a favorite among players. &lt;br /&gt;
&lt;br /&gt;
* Location 1 is a heavily recommended spot. It provides good hull-down cover as well as offering tanks flexibility in engagements due to its close proximity with the base. &lt;br /&gt;
* Location 2 is recommended for countering the eastern B waves. &lt;br /&gt;
* Locations 3 and 4 are able to counter the A northern waves, however players may find it more difficult to reach such position as well as not providing enough flexibility in engagements due to its remote location from the base. &lt;br /&gt;
* Location 5 is recommended to counter the western waves, however players can be left exposed to enemies coming from the southeast. &lt;br /&gt;
* Location 6 is only recommended if the player's vehicle has a strong turret armour in order to take advantage of the hull-down position. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Britain_flag.png|x42px]] [[Sinai|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Sinai&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Sinai_(Assault Strat).png|right|thumb|x200px|Strategy for [[Sinai|Sinai]]]] &lt;br /&gt;
Unlike Ardennes, Sinai is considered among the hardest maps among players. Cooperation is crucial due to the open terrain.  &lt;br /&gt;
&lt;br /&gt;
* Locations 5, 6, and 7 are heavily recommended since they can cover the most possible waves. It is also recommended to spawn as soon as possible at the start of the match due to the short time given to get to these places before the first wave: in case a player is unable to find cover when the first wave spawns, it is likely to get quickly sniped by the enemy tanks. &lt;br /&gt;
* Players that prefer to play safer or are unable to reach these locations on time, are recommended to go to location 1. However, the rocks nearby the base can become a nuisance when shooting at the enemy. Such place can also take very few players at the same time. &lt;br /&gt;
* Locations 2, 3, and 4 are very situational: due to the limited cover, players are advised to often relocate from such positions based on where the enemy waves are coming from. &lt;br /&gt;
&lt;br /&gt;
=== [[File:USSR_flag.png|x42px]] [[Kursk_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Kursk&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Kursk_(Assault Strat).png|right|thumb|x200px|Strategy for [[Kursk_(Ground_Forces)|Kursk]]]] &lt;br /&gt;
Unlike other maps, enemies in Kursk only comes in a 180° arc instead of from all directions. However, the map offers very little cover outside of the base, therefore most of the advised locations are positioned inside the base. &lt;br /&gt;
&lt;br /&gt;
* Location 1 allows players to counter A, B, and C paths while remaining hull-down. &lt;br /&gt;
* Location 5 is advised to flank the F path. &lt;br /&gt;
&lt;br /&gt;
The other locations are defensive places. However, if the player's vehicle cannot penetrate enemies frontally, they are advised to charge out at the AI once they approach the base. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Germany_flag.png|x42px]] [[Mozdok_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Mozdok&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Mozdok_(Assault Strat).png|right|thumb|x200px|Strategy for [[Mozdok_(Ground_Forces)|Mozdok]]]] &lt;br /&gt;
Unlike Kursk, Mozdok offers a lot of cover for players to spread out, as such they are advised to take advantage of positions outside the base. &lt;br /&gt;
&lt;br /&gt;
* Location 1 is strategically recommended to counter enemies coming from the North: in particular A, B, and G paths. &lt;br /&gt;
* Location 2 is the most versatile location. It will counter C and D, as well as allowing players to shoot at enemies coming from A, B, and G once they reach the base. &lt;br /&gt;
* Locations 3, 4, and 5 are situational, depending on where the enemies spawn. They are very exposed in some directions and should only be used as needed. Location 5 in particular is useful for countering D, E, and F. &lt;br /&gt;
* Location 6 is for countering E and F, they allow players to counter the north and southwestern paths quickly. &lt;br /&gt;
* Location 7 can be useful with enemies coming from A or G, however it leaves players exposed to enemies spawning at B or C. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Japan_flag.png|x42px]] [[Emperors_Garden_Map|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Emperor's Garden&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Emperors_Garden_(Assault Strat).png|right|thumb|x200px|Strategy for [[Emperors_Garden_Map|Emperor's Garden]]]] &lt;br /&gt;
Due to the open nature of the map, Emperor's Garden is also considered among the hardest maps. However, unlike Sinai, the lack of considerable armour on Japanese tanks provides an advantage for players. &lt;br /&gt;
&lt;br /&gt;
* The western waves (A) can be countered by having people at Locations 1, 2, and 3 . Locations 2 and 3 can also effectively counter the north-eastern waves (B).  &lt;br /&gt;
* The southeastern wave (C) cannot be adequately dealt with from any of those locations, although from location 3, players can engage some of the tanks depending on the size of both the player’s and enemy’s tanks. Location 4 is heavily recommended to counter the southeastern wave. Players are also advised to prioritize that wave for air strikes.  &lt;br /&gt;
* The eastern flank is a lot more open in nature, therefore there is no recommended location to effectively counter it. &lt;br /&gt;
&lt;br /&gt;
=== [[File:France_flag.png|x42px]] [[Maginot_Line_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Maginot Line&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Maginot_Line_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Maginot_Line_(Ground_Forces)|Maginot Line]]]] &lt;br /&gt;
&lt;br /&gt;
* Usually, enemies coming from path A pose serious threat, however players can effectively use location 1 to counter enemies coming down this path. This location also provides cover and allows players to go hull down against all the other waves, however players may require to shoot at moving targets over 1 km in order to maximize the use of this place against waves D, E, F, and G. &lt;br /&gt;
* Locations 2 and 3 are considerably difficult to reach, however they can provide decent cover with buildings. Players can effectively counter B and C from such position. &lt;br /&gt;
* Location 4 is the northern counterpart of 1. It is an excellent ambush location and can cover all the paths with exception of the A path. &lt;br /&gt;
* Location 5 incorporates excellent cover, through a channel dug in between some mounds, as well as being reasonably close to the base. Players using slow tanks are advised to use such position. However, enemies coming from G may pose a threat to players.. &lt;br /&gt;
* The bunker in location 6 provides excellent cover. Its location inside the cap circle allows player to effectively resupply the player, as such it is a heavily recommended spot for players utilizing vehicles with an autoloader. However, players will have to change their position around the bunker according to the waves. &lt;br /&gt;
&lt;br /&gt;
=== [[File:NATO_flag.png|x42px]] [[Fulda_(Ground_Forces)|&amp;lt;span style=&amp;quot;font-size: 18px; font-weight: 800;&amp;quot;&amp;gt;Fulda Gap&amp;lt;/span&amp;gt;]] === &lt;br /&gt;
[[File:Fulda_(Assault_Strat).png|right|thumb|x200px|Strategy for [[Fulda_(Ground_Forces)|Fulda]]]] &lt;br /&gt;
&lt;br /&gt;
* Location 1 provides excellent cover, and can be used to engage and get flanking shots on the waves above the dotted red line. However, such location prevents players from engaging enemies coming from the south or southeast section of the map.&lt;br /&gt;
* The base, located at location 2, provides decent cover. However players will require a gun with high penetration in order to penetrate heavily armoured enemies such as Leopards 2A5 or M1A2.&lt;br /&gt;
* Location 3 lies directly underneath the flightpath of the enemy fighters, F-84s, equipped with Tiny Tims. It is the ideal location for SPAAs. It also is an excellent countering position for enemies coming from the south.&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|J1G4iGba5MA|'''The Shooting Range #226''' - ''Tips and tricks'' section at 08:05 discusses Assault air arcade.|TZRl4RvDmbE|'''The Shooting Range #193''' - ''Tips and tricks'' section at 08:17 discusses Assault ground arcade.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_modes]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Game_modes&amp;diff=154977</id>
		<title>Category:Game modes</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Game_modes&amp;diff=154977"/>
				<updated>2023-02-13T07:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: trying to fix annotation, removing section on assault under PvE i misplaced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[File:GameModes Banner TripleWindow.jpg|x250px|frameless]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
=== Arcade Battles ===&lt;br /&gt;
'''Aviation:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In '''arcade''' mode, the game draws two teams of players (up to 32 people) with planes of different nations with similar battle ratings. It is possible to see aircraft of the same type on opposing teams. Damage models, flight models, and physics are greatly simplified (e.g. in very high-speed dives, planes do not have their wings ripped off and are still controllable), but retain some realism (e.g. bombers are not as manoeuvrable as fighters), and ammunition reloads after a certain period of time without players returning to an airfield. Multiple views are available; third person view, cockpit view, gunner view (if the aircraft has a gunner) and virtual cockpit view (if the aircraft does not have a cockpit model the virtual cockpit will be used). Arcade mode games are played in either &amp;quot;Ground Strike&amp;quot; mode - where in order to win you must destroy all enemy ground units, shoot down all enemy aircraft or destroy the enemy bombing points and airfield- or &amp;quot;Domination&amp;quot; mode, which consists of seizing enemy airfields by landing your aircraft on them, causing the opposing team to slowly lose 'tickets'; the team whose tickets reach zero first or lose all of their aircraft loses. Also, to help simplify aiming, a 'leading marker' appears when an enemy plane is in range. This shows where the enemy plane will be by the time your shots reach it if the plane continues its current trajectory.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Assault Mode|Air Assault/Ground Assault:]]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Air assault mode the same rules as in arcade apply to flight and damage models and in-flight rearming. What is different is that this mode is for either random or premade team of 10 and requires at least some teamwork. There is also an unlimited number of respawns at 80% AB Silver Lion repair cost. The main objective is to defend your team's base from growing waves (15 in Air Assault or 11 in Ground Assault) of enemy AI-controlled bombers, fighters, and howitzers or tanks and fighters in Ground Assault. The bomber's gunners are active but most of the fighters and howitzers do not pose a direct threat to the player. See the linked article for more detail.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ground Forces:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Arcade Ground Forces - tank handling is simplified (tanks move faster, and turn faster than they would do in reality), spotted enemy vehicles are displayed on the minimap and have visible nametags above them when aimed at. There is also an &amp;quot;Aim assistant&amp;quot; - crosshair indicating where your shot would land if fired under current elevation, together with an indication of how likely your shell will be able to penetrate the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Teams are composed with no regard to nationality, the only factor is the vehicle's [[battle ratings|battle rating]]. Lastly, when your vehicle is knocked out, you can respawn with a different vehicle (from your line-up), up to 3 spawns total (+ 1 reserve tank).&lt;br /&gt;
&lt;br /&gt;
During the battles, the player can collect the &amp;quot;airstrike points&amp;quot; by scoring kills or assists to play as a random aircraft from three different classes; fighters (costing one point), attacker (two points), or bombers (three points). Each aircraft can be controlled for only one minute. As of [[Update &amp;quot;New Power&amp;quot;]], in a battle of BR 6.0 or higher, you can spawn as a nuclear bomb-equipped bomber for 15 airstrike points. The side who were able to drop the nuclear bomb will instantly win the round.&lt;br /&gt;
&lt;br /&gt;
'''Naval Forces:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Arcade Naval battles, all naval vessels receive a significant boost of engine power and traverse speed to make them easier to control, and spotted enemy vehicles are displayed on the minimap and have visible nametags on them when aimed at (similar to ground battles). There is an &amp;quot;aim assistant&amp;quot; indicating the range of enemy from your vessel, and simplified &amp;quot;ranging&amp;quot; mechanics that will update the enemy's distance in real time. Additionally, various other weapons (such as torpedoes and depth charges) are deployed instantaneously and will be passively reloaded once depleted.&amp;lt;br /&amp;gt;In this mode, you can spawn as a naval vessel up to 3 times, all reserve vessels can be respawned for free up to 3 times without the need of backup vehicles.&amp;lt;br /&amp;gt;Similar to Ground Realistic battles, you can collect &amp;quot;spawn points&amp;quot; for aircraft by performing actions within the battle, and are able to choose aircraft from your own preselected line-up, provided the aircraft is not more than one BR step higher than your highest-rated vessel (for example, a BR 3.3 boat would allow up to BR 3.7 aircraft to be used). A random aircraft from game-generated pools of the same nation can also be selected instead (with a BR lower than your highest-rated vessel by up to 1.0), divided into two categories: fighters and bombers/attackers. If you wanted to respawn the same type of aircraft again (i.e. respawning as a fighter for second time) the respawn price for said category of aircraft will be doubled. You can respawn as the same aircraft up to 2 times and overall up to 3 times (provided that you have enough respawn points).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Realistic Battles ===&lt;br /&gt;
'''Aviation:'''&lt;br /&gt;
&lt;br /&gt;
Realistic mode (alias '''RB''') is designed for more experienced players. More realistic damage models, flight models, and physics makes gameplay less forgiving, and aircraft fly much more similar to their historical counterparts, with their strengths and weaknesses more apparent than in arcade mode. Also, once all ammunition and ordnance are expended players will have to return to their airfield to reload, and there is no 'leading marker' to assist with aiming. In this mode, unlike the arcade game, teams feature aircraft from specific nations, making gameplay more accurately reflect historical encounters such as the Battle of Stalingrad, fought between the USSR and Germany, or the Battle of Midway, fought between the Japanese Empire and the US. These historical scenarios will all have different objectives similar to the battles they represent, such as destroying a German tank advance at Kursk or repelling a Japanese attack at Pearl Harbor.&lt;br /&gt;
&lt;br /&gt;
'''Ground Forces:'''&lt;br /&gt;
&lt;br /&gt;
In Ground Forces, characteristics of the realistic mode are similar to that of the Aviation Realistic mode - Tank behaviour is more realistic. Tanks feel overall much more &amp;quot;heavy&amp;quot; - they accelerate slower, lose much more speed in turns, do not slide so much and handle much more &amp;quot;jerky&amp;quot; as real tanks do. Traversing the turret, and aiming the gun at the target also takes much more time, some crew skills become very obvious (an inexperienced gunner first rotates the turret horizontally, and only then slowly adjusts the gun elevation, while an experienced gunner can do both tasks at the same time). Then, when your tank is hit, and needs a field repair, doing it takes much longer than it does in Arcade battles (often up to 2 minutes).&lt;br /&gt;
&lt;br /&gt;
Battles themselves change as well - only certain maps are played, and they are usually larger than the original. Teams are additionally sorted by nations, e.g. USSR vs Germany in Berlin map (although occasionally mixed nation battles, like USA+Germany vs USSR, are still possible).&lt;br /&gt;
&lt;br /&gt;
Unlike its Arcade counterpart, Ground realistic battles uses a &amp;quot;spawn points&amp;quot; mechanics. Players are given a starting amount of spawn points to spawn their first ground vehicles. They can collect spawn points via various actions within the battle to respawn when they are knocked out. Different types of vehicles have different spawn costs (i.e light tanks usually have lower spawn cost than heavy tanks), and the battle rating of the vehicle relative to the maximum battle rating of the battle will also affect the cost. You can respawn as long as you have enough spawn points and vehicles that are still allowed to spawn (i.e a non-reserve vehicle can be respawned one more time provided that you have a backup).&lt;br /&gt;
&lt;br /&gt;
During the battle, you are also able to choose an aircraft/helicopter from your own preselected line-up to spawn. Unlike ground arcade battles, aircraft/helicopters spawned in ground realistic battles can be controlled indefinitely, and various properties from air realistic battles (i.e limited fuel and ammunition) are also applied.&lt;br /&gt;
&lt;br /&gt;
As of [[Update &amp;quot;New Power&amp;quot;]], in a battle of BR 6.7 or higher, you can spawn as a nuclear bomb-equipped bomber for 2,500 spawn points, a team that is able to drop the nuclear bomb will instantly win the round. Dropping the nuclear bomb also rewards the player with &amp;quot;Doomsday&amp;quot; award.&lt;br /&gt;
&lt;br /&gt;
Last important differences are visual - there is no coloured crosshair to tell you where your shot will go after being fired, or whether it can penetrate your target. Enemy vehicles are also not displayed on the minimap, and have no name tags on them - instead, only a red coloured icon is briefly displayed on the minimap when nearby allies scout or hit a vehicle, approximately showing you the position of an enemy.&lt;br /&gt;
&lt;br /&gt;
'''Naval Forces:'''&lt;br /&gt;
&lt;br /&gt;
In Naval Realistic battles, all naval vessels behave more realistically, being noticeably slower to accelerate and traverse around. The ship's damage model is also less forgiving, with some modules being more prone to damage and negatively affecting the ship. Additional weapons are also more limited, having a slightly longer delay to deploy the weapon and, once empty, can only be refilled in captured points. Hit enemy vehicles are displayed on the minimap, and information about the model of the ship and the player's name is not shown, like in Ground Realistic battles.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ranging&amp;quot; mechanics is also much more limited with a simple lead marker, and the ship's range will only be updated periodically with a noticeable margin of error. Aiming at longer range requires the usage of the &amp;quot;distance correction&amp;quot; controls to properly adjust the gun instead of automatic adjust in Arcade.&lt;br /&gt;
&lt;br /&gt;
As with Naval Arcade, Naval Realistic has a similar spawning mechanics, with up to 3 spawns for ships in total and a similar spawn point mechanics for aircraft.&lt;br /&gt;
&lt;br /&gt;
In addition, aircraft also behave the same as in Air Realistic, with mid-air reload being unavailable. As such, if the player has expended their payload, they must land on an airfield or an aircraft carrier to reload. In some maps where only aircraft carriers are present, some larger planes will have great difficulty reloading.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Simulator Battles ===&lt;br /&gt;
'''SB''' mode is based on the most realistic simulation settings; only the first-person view in the cockpit or gunner views are available, and flight physics are at their most realistic settings, reflecting the real-world attributes of aircraft to a fairly accurate level. The gameplay of simulator mode is similar to that of realistic battles - two teams of different nations are fighting each other for dominance in the sky and on the ground to achieve their objectives, but the realism of the game at this level is even higher. Simulator settings also require players to play with a joystick, gamepad or 'mousejoy' as opposed to mouse-aim available in other modes, lead indicators are not present and players must return to airfields to rearm and repair their aircraft.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[Enduring_Confrontation|Enduring Confrontation]]===&lt;br /&gt;
Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft and ships in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Battles in EC occur as '''Events''', so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name near the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Naval Enduring Confrontation ====&lt;br /&gt;
The naval version of Enduring Confrontation allows players to bring a lineup of {{Annotation|naval vessels|BR minimum of 3.3}} and aircraft to battle on expanded versions of naval maps. While it carries over many missions found in the Air Sim version, gameplay remains focused on the naval battle, with port assaults and convoy actions being the typical gameplay experience. Ports serve both as objectives and respawn points, with the potential to shift the frontline and deal massive ticket bleed. However, ports are difficult to capture due to their defenses — AI-controlled coastal artillery guards the ports, alongside enemy players who chose it as their spawn point.&lt;br /&gt;
&lt;br /&gt;
Tasks include:&lt;br /&gt;
&lt;br /&gt;
* Gain Air Superiority - fly into the zone and capture it&lt;br /&gt;
&lt;br /&gt;
* Destroy/Escort the convoy - a convoy will spawn in open water, alongside nearby respawn points for boats and ships.&lt;br /&gt;
&lt;br /&gt;
* Destroy/Escort the bombers / surveillance aircraft - A group of aircraft will spawn, then attack either ground troops or a convoy.&lt;br /&gt;
&lt;br /&gt;
* Help allied forces capture the port - A group of friendly ships will spawn near a friendly port, then proceed to sail towards an enemy port &lt;br /&gt;
&lt;br /&gt;
* Locate and destroy the carrier - get within a certain distance to the enemy carrier, then sink it.&lt;br /&gt;
&lt;br /&gt;
==== [PvE] Helicopter Battles ====&lt;br /&gt;
Helicopter PvE is a multiplayer mode in which a player team of helicopters fights against waves of AI targets and completes different tasks.&lt;br /&gt;
&lt;br /&gt;
Tasks include:&lt;br /&gt;
&lt;br /&gt;
* Destroy a base - destroy an enemy base which is protected by SPAA&lt;br /&gt;
* Destroy the convoy - destroy a convoy moving somewhere on the map&lt;br /&gt;
* Destroy the bombers - destroy a group of strike aircraft&lt;br /&gt;
* Capture a pad - &amp;quot;pick up an agent&amp;quot; by landing on the helipad marked with a red A and capturing it&lt;br /&gt;
* Land on any pad - land on any friendly helipad after &amp;quot;picking up the agent&amp;quot; without being shot down&lt;br /&gt;
* Front line - assist ground forces in attacking or defending a sector&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== Historic missions ====&lt;br /&gt;
Events mode is often available in realistic and simulator battle settings, allowing players to partake in battles recreated as accurately as possible using historical sets of aircraft, rather than using the regular matchmaking system of battle ratings. This allows for a more challenging experience for players wishing to play less advanced nations, whilst still providing balanced gameplay through different numbers of players on each team - the more technologically advanced team will often have several less aircraft than the disadvantaged team, whilst the opposition will retain numerical superiority. Occasionally, special community events will be held with arcade mode settings.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* '''''Flight of the swallows'''''&lt;br /&gt;
&lt;br /&gt;
:German team has sole access to the [[Me_262_A-1a|Me 262 ''Schwalbe'']] jet fighter and must bring down a bomber formation of [[B-17G-60-VE|B-17G Flying Fortresses]]. All while they are under attack by their escorts, the legendary [[P-51D-5|P-51D ''Mustang'']]. &amp;quot;''In 1944, on the threshold of the battle of the Bulge, the US was concerned about the increasing numbers of jet-propelled aircraft in German hands. In order to put an end to this threat, an armada of B-17’s were tasked with bombing the airfields that the “swallows” were based at.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''''Operation Uranus'''''&lt;br /&gt;
&lt;br /&gt;
:German forces are trying to break through the encircled city of Stalingrad.&lt;br /&gt;
&lt;br /&gt;
*'''''Operation &amp;quot;Chastise&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
:Night time escort mission. [[Lancaster B Mk III|Lancaster]] formation must break through German air defense on their way to an industrial night raid. [[:Category:Britain_aircraft|RAF]] equivalent to 'Guardian Angels' event. &amp;quot;''On the 5th of March, 1943, the Battle of Ruhr was begun; a campaign of strategic bombing that took place during the Second World War. This campaign was planned as an assault on the German industrial area of Ruhr, and both British and American forces took part.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*'''''Guardian Angels'''''&lt;br /&gt;
&lt;br /&gt;
:[[:Category:USA_aircraft|USAAF]] equivalent to 'Guardian Angels' event, but in the daytime and B-17s&amp;quot;''Schweinfurt was the location of most of the ball-bearing production in Germany at the onset of World War II, it was eventually devastated following a series of Allied strategic bombing raids. It was hoped that the destruction of the factories located in the city would cripple the production of new tanks and aircraft.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Squadron battles ====&lt;br /&gt;
For Arcade and matched by ranks, this mode lets teams of 8 players per side duel each other for air supremacy. [[Matchmaker]] will only put squadron members of the same clan into the teams, so have 8 fellow pilots ready! Maximum opponent dispersion is one rank e.g. [[:Category:Third_rank_aircraft|rank III]] vs [[:Category:Fourth_rank_aircraft|rank IV]] is possible, but not [[:Category:Second_rank_aircraft|rank II]] vs [[:Category:Fourth_rank_aircraft|rank IV]]. &lt;br /&gt;
&lt;br /&gt;
For Realistic a different setup is in use known as Tactical Battles with fixed line-ups and a team count of 7v7. Unlike common tank RB matches, all markers are enabled. There is also a Battle Rating cap [https://forum.warthunder.com/index.php?/topic/408054-season-schedule-for-squadron-battles/ that slowly declines].&lt;br /&gt;
&lt;br /&gt;
Due low attendance this event is limited to the following times:&lt;br /&gt;
&lt;br /&gt;
*17:00 -&amp;gt; 23:00 (West coast US time)&lt;br /&gt;
*20:00 -&amp;gt; 02:00 (East coast &amp;amp; Peru &amp;amp; Columbia &amp;amp; Ecuador &amp;amp; Cuba &amp;amp; Jamaica time)&lt;br /&gt;
*22:00 -&amp;gt; 04:00 (East Brazilian &amp;amp; Argentinian &amp;amp; Greenland time)&lt;br /&gt;
*'''01:00 -&amp;gt; 07:00 GMT (British, Irish &amp;amp; Portuguese time)'''&lt;br /&gt;
*02:00 -&amp;gt; 08:00 (Central European time)&lt;br /&gt;
*03:00 -&amp;gt; 09:00 (East European &amp;amp; Near East &amp;amp; South Africa time)&lt;br /&gt;
*09:00 -&amp;gt; 15:00 (Manila &amp;amp; Perth time)&lt;br /&gt;
&lt;br /&gt;
Often enough, no available opposition caused teams of players to wait almost indefinitely, or the matchmaker to go haywire and put jet versus piston aircraft. [https://forum.warthunder.com/index.php?/topic/226192-squadron-battles-availability/ Official forum announcement] detailing these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
A Question and answer session script can be found on the War Thunder forum: [http://forum.warthunder.com/index.php?/topic/227286-qa-session-about-squadron-battles/ Q&amp;amp;A session about Squadron Battles]&lt;br /&gt;
&lt;br /&gt;
==== Racing ====&lt;br /&gt;
Players use the plane at his disposal to fly through a marked course to get to the finish line first. The matchmaker only takes eras into account. Rockets, bombs and [[:Category:Ammunition|guns]] are disabled.&lt;br /&gt;
&lt;br /&gt;
In the [[wt:en/news/2623-formula-war-thunder-the-first-stage-en|&amp;quot;Formula War Thunder&amp;quot;]] time is of the essence. Players are sorted via the ELO system and the best racers win in-game prizes.&lt;br /&gt;
==== Floats ====&lt;br /&gt;
All [[:Category:First_rank_aircraft|era I]] [[:Category:Hydroplanes|boat- and hydro-planes]] of War Thunder gather in this mode to try and conquer capture zones on the water.&lt;br /&gt;
==== Rapid fire! ====&lt;br /&gt;
Lightly armoured [[:Category:Anti-aircraft_vehicles|anti-air vehicles]] duels each other here without the interference of their bigger brothers. For balancing reasons Era V &amp;amp; the Kugelblitz are not participating.&lt;br /&gt;
==== PvE ====&lt;br /&gt;
Exclusive for the Victory Day a special mission was available for play in War Thunder's event browser. &amp;quot;Victory Hour&amp;quot; was a scripted Berlin map wherein a four men tank platoon (the players) were on to repel a German counterattack and then press forwards to capture the Reichstag. In style it was similar to the singleplayer missions available for aviation, albeit earning more [[:Category:Currency_and_research_points|Silver Lions and Research Points]] and having the earlier in [[March_to_Victory!|&amp;quot;March to Victory!&amp;quot;]] introduced spawn point system for special vehicles (here: [[IS-2 (1944)|IS-2 mod.44]]).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Assault&amp;quot; game mode''':&lt;br /&gt;
In this game mode, waves of AI-controlled enemies attack the player team. In Assault, Ground mode, players must defend an entire map grid from the enemy. In Assault, Air mode, players must shoot enemy bombers/strike aircraft down before they bomb a friendly base. Players are rewarded with a daily booster crate for participating.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
* Enemy vehicles alternate between different classes - one wave might be medium tanks, while the next wave will be heavy tanks&lt;br /&gt;
* For Air Assault, the AI will cap out at using superheavy prop bombers like the [[B-29]], meaning that the top BR bracket is weighted towards players, who can use supersonic jets.&lt;br /&gt;
* For Ground Assault, try to use cover and block shots from behind or the flank.&lt;br /&gt;
&lt;br /&gt;
==== War in Mid Air ====&lt;br /&gt;
In this event, teams are split between attackers and defenders. The task of the attacking ‘aircraft’ team is to destroy the armoured vehicles that are positioned inside the city and subsequently the anti-air units as well.&amp;lt;br&amp;gt;&lt;br /&gt;
The task of the defending anti-aircraft vehicles is to stop the attack from happening and hold the city. Tickets for the attacking team will reduce up to the point when all the city ground vehicles have been destroyed. If the aviation team succeeds in its task, the ticket bleed stops and the task will switch to destroying the remaining anti-air vehicles.&lt;br /&gt;
===='100' Team Deathmatch====&lt;br /&gt;
The '100' event features in both Air and Ground Force battles and is currently exclusive to [[Arcade Battles|Arcade mode]]. In Air Battles, the event is played on the Khalkhin Gol map, in Ground Battles the [[Poland (Ground Forces)|Poland]] map is used.&lt;br /&gt;
Teams battle it out to be the first team to reach 100 destroyed enemies vehicles and win. The event has unlimited respawns.&lt;br /&gt;
==== Tank Football ====&lt;br /&gt;
Special event for ground forces. It features a modified M551 Sheridan and the [[Football Field]] map. This game mode appeared for the first time in [[wt:en/news/5624-event-a-fiery-ball-football-competition-for-tanks-update-en|&amp;quot;A fiery ball&amp;quot; event]]. The objective is to have scored more goals than the enemy team within the time limit. If either team reaches a three-goal advantage in 3v3 matches (or five in 5v5) over the other, the match will end instantly regardless of remaining time. The match features 2 regular 5 minute halves in each game. In case of a draw, players will get 2 additional periods of 1.5 minutes each. Only game time is taken into account (as in five a side or mini football). If the results after the two additional periods is still a draw - victory will not be awarded to either team.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[April Fool's Day|April Fools (1st April) Events]]===&lt;br /&gt;
Every year on the 1st April, War Thunder has held special one time only events. From Giant Japanese Snails and Flying Ponies to Russian Mechs and Inflatable tanks, players could be faced with absolutely anything on this day! Past events can be found here: [[April Fool's Day]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[World_War|World War Mode]] ===&lt;br /&gt;
A game mode involving battles on a global map. Conflict will occur in the format of &amp;quot;operations&amp;quot;, which include dozens of individual battles.&lt;br /&gt;
The game mode differs significantly for the commander, officers and ordinary members of a squadron. Commanders and officers are able to choose which operations their squadrons will participate in, move forces in real time on the operational map and initiate battles.&lt;br /&gt;
&lt;br /&gt;
In the World War game, RB game mode will be used with the marker mechanics of AB.&lt;br /&gt;
&lt;br /&gt;
== Singleplayer ==&lt;br /&gt;
&lt;br /&gt;
=== Single Missions ===&lt;br /&gt;
Each mission unlocked by fulfilling criteria similar to achievements. Short missions usually with a gameplay twist and a short narrative, alongside a .&lt;br /&gt;
=== Dynamic Campaign ===&lt;br /&gt;
Via selecting settings a historic campaign can be played where vehicles and missions are given by the game. After each sortie, the available missions change and the previous mission's impacts the military campaign on the strategic map.&lt;br /&gt;
=== Historical Campaign ===&lt;br /&gt;
Available only after purchasing in the store. Currently, the Pacific Campaign for the US or Japan is playable.&lt;br /&gt;
=== User Missions ===&lt;br /&gt;
Community created sorties. Visit [http://live.warthunder.com/feed/missions/ live.warthunder].&lt;br /&gt;
=== Mission Editor ===&lt;br /&gt;
Available in the lower left corner of the test flight window once the vehicle in question is bought. Allows for creating missions with set parameters and style like Dynamic Campaign.&lt;br /&gt;
=== Test drive/flight/sail ===&lt;br /&gt;
For testing various configurations of the vehicle, in different weather settings as well as with the possibility to chose the quantity of ammunition on-board (tanks/ships).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Category:Game_modes&amp;diff=154974</id>
		<title>Category:Game modes</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Category:Game_modes&amp;diff=154974"/>
				<updated>2023-02-13T07:27:27Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: Added naval EC, added Assault PvE, updated squadron battles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[File:GameModes Banner TripleWindow.jpg|x250px|frameless]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
=== Arcade Battles ===&lt;br /&gt;
'''Aviation:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In '''arcade''' mode, the game draws two teams of players (up to 32 people) with planes of different nations with similar battle ratings. It is possible to see aircraft of the same type on opposing teams. Damage models, flight models, and physics are greatly simplified (e.g. in very high-speed dives, planes do not have their wings ripped off and are still controllable), but retain some realism (e.g. bombers are not as manoeuvrable as fighters), and ammunition reloads after a certain period of time without players returning to an airfield. Multiple views are available; third person view, cockpit view, gunner view (if the aircraft has a gunner) and virtual cockpit view (if the aircraft does not have a cockpit model the virtual cockpit will be used). Arcade mode games are played in either &amp;quot;Ground Strike&amp;quot; mode - where in order to win you must destroy all enemy ground units, shoot down all enemy aircraft or destroy the enemy bombing points and airfield- or &amp;quot;Domination&amp;quot; mode, which consists of seizing enemy airfields by landing your aircraft on them, causing the opposing team to slowly lose 'tickets'; the team whose tickets reach zero first or lose all of their aircraft loses. Also, to help simplify aiming, a 'leading marker' appears when an enemy plane is in range. This shows where the enemy plane will be by the time your shots reach it if the plane continues its current trajectory.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Assault Mode|Air Assault/Ground Assault:]]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Air assault mode the same rules as in arcade apply to flight and damage models and in-flight rearming. What is different is that this mode is for either random or premade team of 10 and requires at least some teamwork. There is also an unlimited number of respawns at 80% AB Silver Lion repair cost. The main objective is to defend your team's base from growing waves (15 in Air Assault or 11 in Ground Assault) of enemy AI-controlled bombers, fighters, and howitzers or tanks and fighters in Ground Assault. The bomber's gunners are active but most of the fighters and howitzers do not pose a direct threat to the player.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ground Forces:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Arcade Ground Forces - tank handling is simplified (tanks move faster, and turn faster than they would do in reality), spotted enemy vehicles are displayed on the minimap and have visible nametags above them when aimed at. There is also an &amp;quot;Aim assistant&amp;quot; - crosshair indicating where your shot would land if fired under current elevation, together with an indication of how likely your shell will be able to penetrate the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Teams are composed with no regard to nationality, the only factor is the vehicle's [[battle ratings|battle rating]]. Lastly, when your vehicle is knocked out, you can respawn with a different vehicle (from your line-up), up to 3 spawns total (+ 1 reserve tank).&lt;br /&gt;
&lt;br /&gt;
During the battles, the player can collect the &amp;quot;airstrike points&amp;quot; by scoring kills or assists to play as a random aircraft from three different classes; fighters (costing one point), attacker (two points), or bombers (three points). Each aircraft can be controlled for only one minute. As of [[Update &amp;quot;New Power&amp;quot;]], in a battle of BR 6.0 or higher, you can spawn as a nuclear bomb-equipped bomber for 15 airstrike points. The side who were able to drop the nuclear bomb will instantly win the round.&lt;br /&gt;
&lt;br /&gt;
'''Naval Forces:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In Arcade Naval battles, all naval vessels receive a significant boost of engine power and traverse speed to make them easier to control, and spotted enemy vehicles are displayed on the minimap and have visible nametags on them when aimed at (similar to ground battles). There is an &amp;quot;aim assistant&amp;quot; indicating the range of enemy from your vessel, and simplified &amp;quot;ranging&amp;quot; mechanics that will update the enemy's distance in real time. Additionally, various other weapons (such as torpedoes and depth charges) are deployed instantaneously and will be passively reloaded once depleted.&amp;lt;br /&amp;gt;In this mode, you can spawn as a naval vessel up to 3 times, all reserve vessels can be respawned for free up to 3 times without the need of backup vehicles.&amp;lt;br /&amp;gt;Similar to Ground Realistic battles, you can collect &amp;quot;spawn points&amp;quot; for aircraft by performing actions within the battle, and are able to choose aircraft from your own preselected line-up, provided the aircraft is not more than one BR step higher than your highest-rated vessel (for example, a BR 3.3 boat would allow up to BR 3.7 aircraft to be used). A random aircraft from game-generated pools of the same nation can also be selected instead (with a BR lower than your highest-rated vessel by up to 1.0), divided into two categories: fighters and bombers/attackers. If you wanted to respawn the same type of aircraft again (i.e. respawning as a fighter for second time) the respawn price for said category of aircraft will be doubled. You can respawn as the same aircraft up to 2 times and overall up to 3 times (provided that you have enough respawn points).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Realistic Battles ===&lt;br /&gt;
'''Aviation:'''&lt;br /&gt;
&lt;br /&gt;
Realistic mode (alias '''RB''') is designed for more experienced players. More realistic damage models, flight models, and physics makes gameplay less forgiving, and aircraft fly much more similar to their historical counterparts, with their strengths and weaknesses more apparent than in arcade mode. Also, once all ammunition and ordnance are expended players will have to return to their airfield to reload, and there is no 'leading marker' to assist with aiming. In this mode, unlike the arcade game, teams feature aircraft from specific nations, making gameplay more accurately reflect historical encounters such as the Battle of Stalingrad, fought between the USSR and Germany, or the Battle of Midway, fought between the Japanese Empire and the US. These historical scenarios will all have different objectives similar to the battles they represent, such as destroying a German tank advance at Kursk or repelling a Japanese attack at Pearl Harbor.&lt;br /&gt;
&lt;br /&gt;
'''Ground Forces:'''&lt;br /&gt;
&lt;br /&gt;
In Ground Forces, characteristics of the realistic mode are similar to that of the Aviation Realistic mode - Tank behaviour is more realistic. Tanks feel overall much more &amp;quot;heavy&amp;quot; - they accelerate slower, lose much more speed in turns, do not slide so much and handle much more &amp;quot;jerky&amp;quot; as real tanks do. Traversing the turret, and aiming the gun at the target also takes much more time, some crew skills become very obvious (an inexperienced gunner first rotates the turret horizontally, and only then slowly adjusts the gun elevation, while an experienced gunner can do both tasks at the same time). Then, when your tank is hit, and needs a field repair, doing it takes much longer than it does in Arcade battles (often up to 2 minutes).&lt;br /&gt;
&lt;br /&gt;
Battles themselves change as well - only certain maps are played, and they are usually larger than the original. Teams are additionally sorted by nations, e.g. USSR vs Germany in Berlin map (although occasionally mixed nation battles, like USA+Germany vs USSR, are still possible).&lt;br /&gt;
&lt;br /&gt;
Unlike its Arcade counterpart, Ground realistic battles uses a &amp;quot;spawn points&amp;quot; mechanics. Players are given a starting amount of spawn points to spawn their first ground vehicles. They can collect spawn points via various actions within the battle to respawn when they are knocked out. Different types of vehicles have different spawn costs (i.e light tanks usually have lower spawn cost than heavy tanks), and the battle rating of the vehicle relative to the maximum battle rating of the battle will also affect the cost. You can respawn as long as you have enough spawn points and vehicles that are still allowed to spawn (i.e a non-reserve vehicle can be respawned one more time provided that you have a backup).&lt;br /&gt;
&lt;br /&gt;
During the battle, you are also able to choose an aircraft/helicopter from your own preselected line-up to spawn. Unlike ground arcade battles, aircraft/helicopters spawned in ground realistic battles can be controlled indefinitely, and various properties from air realistic battles (i.e limited fuel and ammunition) are also applied.&lt;br /&gt;
&lt;br /&gt;
As of [[Update &amp;quot;New Power&amp;quot;]], in a battle of BR 6.7 or higher, you can spawn as a nuclear bomb-equipped bomber for 2,500 spawn points, a team that is able to drop the nuclear bomb will instantly win the round. Dropping the nuclear bomb also rewards the player with &amp;quot;Doomsday&amp;quot; award.&lt;br /&gt;
&lt;br /&gt;
Last important differences are visual - there is no coloured crosshair to tell you where your shot will go after being fired, or whether it can penetrate your target. Enemy vehicles are also not displayed on the minimap, and have no name tags on them - instead, only a red coloured icon is briefly displayed on the minimap when nearby allies scout or hit a vehicle, approximately showing you the position of an enemy.&lt;br /&gt;
&lt;br /&gt;
'''Naval Forces:'''&lt;br /&gt;
&lt;br /&gt;
In Naval Realistic battles, all naval vessels behave more realistically, being noticeably slower to accelerate and traverse around. The ship's damage model is also less forgiving, with some modules being more prone to damage and negatively affecting the ship. Additional weapons are also more limited, having a slightly longer delay to deploy the weapon and, once empty, can only be refilled in captured points. Hit enemy vehicles are displayed on the minimap, and information about the model of the ship and the player's name is not shown, like in Ground Realistic battles.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ranging&amp;quot; mechanics is also much more limited with a simple lead marker, and the ship's range will only be updated periodically with a noticeable margin of error. Aiming at longer range requires the usage of the &amp;quot;distance correction&amp;quot; controls to properly adjust the gun instead of automatic adjust in Arcade.&lt;br /&gt;
&lt;br /&gt;
As with Naval Arcade, Naval Realistic has a similar spawning mechanics, with up to 3 spawns for ships in total and a similar spawn point mechanics for aircraft.&lt;br /&gt;
&lt;br /&gt;
In addition, aircraft also behave the same as in Air Realistic, with mid-air reload being unavailable. As such, if the player has expended their payload, they must land on an airfield or an aircraft carrier to reload. In some maps where only aircraft carriers are present, some larger planes will have great difficulty reloading.&lt;br /&gt;
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&lt;br /&gt;
=== Simulator Battles ===&lt;br /&gt;
'''SB''' mode is based on the most realistic simulation settings; only the first-person view in the cockpit or gunner views are available, and flight physics are at their most realistic settings, reflecting the real-world attributes of aircraft to a fairly accurate level. The gameplay of simulator mode is similar to that of realistic battles - two teams of different nations are fighting each other for dominance in the sky and on the ground to achieve their objectives, but the realism of the game at this level is even higher. Simulator settings also require players to play with a joystick, gamepad or 'mousejoy' as opposed to mouse-aim available in other modes, lead indicators are not present and players must return to airfields to rearm and repair their aircraft.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== [[Enduring_Confrontation|Enduring Confrontation]]===&lt;br /&gt;
Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft and ships in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Battles in EC occur as '''Events''', so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name near the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Naval Enduring Confrontation ====&lt;br /&gt;
The naval version of Enduring Confrontation allows players to bring a {{Annotation||lineup of naval vessels||Current BR minimum for ships is 3.3}} and aircraft to battle on expanded versions of naval maps. While it carries over many missions found in the Air Sim version, gameplay remains focused on the naval battle, with port assaults and convoy actions being the typical gameplay experience. Ports serve both as objectives and respawn points, with the potential to shift the frontline and deal massive ticket bleed. However, ports are difficult to capture due to their defenses — AI-controlled coastal artillery guards the ports, alongside enemy players who chose it as their spawn point.&lt;br /&gt;
&lt;br /&gt;
Tasks include:&lt;br /&gt;
&lt;br /&gt;
* Gain Air Superiority - fly into the zone and capture it&lt;br /&gt;
&lt;br /&gt;
* Destroy/Escort the convoy - a convoy will spawn in open water, alongside nearby respawn points for boats and ships.&lt;br /&gt;
&lt;br /&gt;
* Destroy/Escort the bombers / surveillance aircraft - A group of aircraft will spawn, then attack either ground troops or a convoy.&lt;br /&gt;
&lt;br /&gt;
* Help allied forces capture the port - A group of friendly ships will spawn near a friendly port, then proceed to sail towards an enemy port &lt;br /&gt;
&lt;br /&gt;
* Locate and destroy the carrier - get within a certain distance to the enemy carrier, then sink it.&lt;br /&gt;
&lt;br /&gt;
==== [PvE] Helicopter Battles ====&lt;br /&gt;
Helicopter PvE is a multiplayer mode in which a player team of helicopters fights against waves of AI targets and completes different tasks.&lt;br /&gt;
&lt;br /&gt;
Tasks include:&lt;br /&gt;
&lt;br /&gt;
* Destroy a base - destroy an enemy base which is protected by SPAA&lt;br /&gt;
* Destroy the convoy - destroy a convoy moving somewhere on the map&lt;br /&gt;
* Destroy the bombers - destroy a group of strike aircraft&lt;br /&gt;
* Capture a pad - &amp;quot;pick up an agent&amp;quot; by landing on the helipad marked with a red A and capturing it&lt;br /&gt;
* Land on any pad - land on any friendly helipad after &amp;quot;picking up the agent&amp;quot; without being shot down&lt;br /&gt;
* Front line - assist ground forces in attacking or defending a sector&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== Historic missions ====&lt;br /&gt;
Events mode is often available in realistic and simulator battle settings, allowing players to partake in battles recreated as accurately as possible using historical sets of aircraft, rather than using the regular matchmaking system of battle ratings. This allows for a more challenging experience for players wishing to play less advanced nations, whilst still providing balanced gameplay through different numbers of players on each team - the more technologically advanced team will often have several less aircraft than the disadvantaged team, whilst the opposition will retain numerical superiority. Occasionally, special community events will be held with arcade mode settings.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* '''''Flight of the swallows'''''&lt;br /&gt;
&lt;br /&gt;
:German team has sole access to the [[Me_262_A-1a|Me 262 ''Schwalbe'']] jet fighter and must bring down a bomber formation of [[B-17G-60-VE|B-17G Flying Fortresses]]. All while they are under attack by their escorts, the legendary [[P-51D-5|P-51D ''Mustang'']]. &amp;quot;''In 1944, on the threshold of the battle of the Bulge, the US was concerned about the increasing numbers of jet-propelled aircraft in German hands. In order to put an end to this threat, an armada of B-17’s were tasked with bombing the airfields that the “swallows” were based at.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''''Operation Uranus'''''&lt;br /&gt;
&lt;br /&gt;
:German forces are trying to break through the encircled city of Stalingrad.&lt;br /&gt;
&lt;br /&gt;
*'''''Operation &amp;quot;Chastise&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
:Night time escort mission. [[Lancaster B Mk III|Lancaster]] formation must break through German air defense on their way to an industrial night raid. [[:Category:Britain_aircraft|RAF]] equivalent to 'Guardian Angels' event. &amp;quot;''On the 5th of March, 1943, the Battle of Ruhr was begun; a campaign of strategic bombing that took place during the Second World War. This campaign was planned as an assault on the German industrial area of Ruhr, and both British and American forces took part.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*'''''Guardian Angels'''''&lt;br /&gt;
&lt;br /&gt;
:[[:Category:USA_aircraft|USAAF]] equivalent to 'Guardian Angels' event, but in the daytime and B-17s&amp;quot;''Schweinfurt was the location of most of the ball-bearing production in Germany at the onset of World War II, it was eventually devastated following a series of Allied strategic bombing raids. It was hoped that the destruction of the factories located in the city would cripple the production of new tanks and aircraft.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Squadron battles ====&lt;br /&gt;
For Arcade and matched by ranks, this mode lets teams of 8 players per side duel each other for air supremacy. [[Matchmaker]] will only put squadron members of the same clan into the teams, so have 8 fellow pilots ready! Maximum opponent dispersion is one rank e.g. [[:Category:Third_rank_aircraft|rank III]] vs [[:Category:Fourth_rank_aircraft|rank IV]] is possible, but not [[:Category:Second_rank_aircraft|rank II]] vs [[:Category:Fourth_rank_aircraft|rank IV]]. &lt;br /&gt;
&lt;br /&gt;
For Realistic a different setup is in use known as Tactical Battles with fixed line-ups and a team count of 7v7. Unlike common tank RB matches, all markers are enabled. There is also a Battle Rating cap [https://forum.warthunder.com/index.php?/topic/408054-season-schedule-for-squadron-battles/ that slowly declines].&lt;br /&gt;
&lt;br /&gt;
Due low attendance this event is limited to the following times:&lt;br /&gt;
&lt;br /&gt;
*17:00 -&amp;gt; 23:00 (West coast US time)&lt;br /&gt;
*20:00 -&amp;gt; 02:00 (East coast &amp;amp; Peru &amp;amp; Columbia &amp;amp; Ecuador &amp;amp; Cuba &amp;amp; Jamaica time)&lt;br /&gt;
*22:00 -&amp;gt; 04:00 (East Brazilian &amp;amp; Argentinian &amp;amp; Greenland time)&lt;br /&gt;
*'''01:00 -&amp;gt; 07:00 GMT (British, Irish &amp;amp; Portuguese time)'''&lt;br /&gt;
*02:00 -&amp;gt; 08:00 (Central European time)&lt;br /&gt;
*03:00 -&amp;gt; 09:00 (East European &amp;amp; Near East &amp;amp; South Africa time)&lt;br /&gt;
*09:00 -&amp;gt; 15:00 (Manila &amp;amp; Perth time)&lt;br /&gt;
&lt;br /&gt;
Often enough, no available opposition caused teams of players to wait almost indefinitely, or the matchmaker to go haywire and put jet versus piston aircraft. [https://forum.warthunder.com/index.php?/topic/226192-squadron-battles-availability/ Official forum announcement] detailing these changes.&amp;lt;br&amp;gt;&lt;br /&gt;
A Question and answer session script can be found on the War Thunder forum: [http://forum.warthunder.com/index.php?/topic/227286-qa-session-about-squadron-battles/ Q&amp;amp;A session about Squadron Battles]&lt;br /&gt;
&lt;br /&gt;
==== Racing ====&lt;br /&gt;
Players use the plane at his disposal to fly through a marked course to get to the finish line first. The matchmaker only takes eras into account. Rockets, bombs and [[:Category:Ammunition|guns]] are disabled.&lt;br /&gt;
&lt;br /&gt;
In the [[wt:en/news/2623-formula-war-thunder-the-first-stage-en|&amp;quot;Formula War Thunder&amp;quot;]] time is of the essence. Players are sorted via the ELO system and the best racers win in-game prizes.&lt;br /&gt;
==== Floats ====&lt;br /&gt;
All [[:Category:First_rank_aircraft|era I]] [[:Category:Hydroplanes|boat- and hydro-planes]] of War Thunder gather in this mode to try and conquer capture zones on the water.&lt;br /&gt;
==== Rapid fire! ====&lt;br /&gt;
Lightly armoured [[:Category:Anti-aircraft_vehicles|anti-air vehicles]] duels each other here without the interference of their bigger brothers. For balancing reasons Era V &amp;amp; the Kugelblitz are not participating.&lt;br /&gt;
==== PvE ====&lt;br /&gt;
Exclusive for the Victory Day a special mission was available for play in War Thunder's event browser. &amp;quot;Victory Hour&amp;quot; was a scripted Berlin map wherein a four men tank platoon (the players) were on to repel a German counterattack and then press forwards to capture the Reichstag. In style it was similar to the singleplayer missions available for aviation, albeit earning more [[:Category:Currency_and_research_points|Silver Lions and Research Points]] and having the earlier in [[March_to_Victory!|&amp;quot;March to Victory!&amp;quot;]] introduced spawn point system for special vehicles (here: [[IS-2 (1944)|IS-2 mod.44]]).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Assault&amp;quot; game mode''':&lt;br /&gt;
In this game mode, waves of AI-controlled enemies attack the player team. In Assault, Ground mode, players must defend an entire map grid from the enemy. In Assault, Air mode, players must shoot enemy bombers/strike aircraft down before they bomb a friendly base. Players are rewarded with a daily booster crate for participating.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
* Enemy vehicles alternate between different classes - one wave might be medium tanks, while the next wave will be heavy tanks&lt;br /&gt;
* For Air Assault, the AI will cap out at using superheavy prop bombers like the [[B-29]], meaning that the top BR bracket is weighted towards players, who can use supersonic jets.&lt;br /&gt;
* For Ground Assault, try to use cover and block shots from behind or the flank.&lt;br /&gt;
&lt;br /&gt;
==== War in Mid Air ====&lt;br /&gt;
In this event, teams are split between attackers and defenders. The task of the attacking ‘aircraft’ team is to destroy the armoured vehicles that are positioned inside the city and subsequently the anti-air units as well.&amp;lt;br&amp;gt;&lt;br /&gt;
The task of the defending anti-aircraft vehicles is to stop the attack from happening and hold the city. Tickets for the attacking team will reduce up to the point when all the city ground vehicles have been destroyed. If the aviation team succeeds in its task, the ticket bleed stops and the task will switch to destroying the remaining anti-air vehicles.&lt;br /&gt;
===='100' Team Deathmatch====&lt;br /&gt;
The '100' event features in both Air and Ground Force battles and is currently exclusive to [[Arcade Battles|Arcade mode]]. In Air Battles, the event is played on the Khalkhin Gol map, in Ground Battles the [[Poland (Ground Forces)|Poland]] map is used.&lt;br /&gt;
Teams battle it out to be the first team to reach 100 destroyed enemies vehicles and win. The event has unlimited respawns.&lt;br /&gt;
==== Tank Football ====&lt;br /&gt;
Special event for ground forces. It features a modified M551 Sheridan and the [[Football Field]] map. This game mode appeared for the first time in [[wt:en/news/5624-event-a-fiery-ball-football-competition-for-tanks-update-en|&amp;quot;A fiery ball&amp;quot; event]]. The objective is to have scored more goals than the enemy team within the time limit. If either team reaches a three-goal advantage in 3v3 matches (or five in 5v5) over the other, the match will end instantly regardless of remaining time. The match features 2 regular 5 minute halves in each game. In case of a draw, players will get 2 additional periods of 1.5 minutes each. Only game time is taken into account (as in five a side or mini football). If the results after the two additional periods is still a draw - victory will not be awarded to either team.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== [[April Fool's Day|April Fools (1st April) Events]]===&lt;br /&gt;
Every year on the 1st April, War Thunder has held special one time only events. From Giant Japanese Snails and Flying Ponies to Russian Mechs and Inflatable tanks, players could be faced with absolutely anything on this day! Past events can be found here: [[April Fool's Day]].&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== [[World_War|World War Mode]] ===&lt;br /&gt;
A game mode involving battles on a global map. Conflict will occur in the format of &amp;quot;operations&amp;quot;, which include dozens of individual battles.&lt;br /&gt;
The game mode differs significantly for the commander, officers and ordinary members of a squadron. Commanders and officers are able to choose which operations their squadrons will participate in, move forces in real time on the operational map and initiate battles.&lt;br /&gt;
&lt;br /&gt;
In the World War game, RB game mode will be used with the marker mechanics of AB.&lt;br /&gt;
&lt;br /&gt;
== Singleplayer ==&lt;br /&gt;
&lt;br /&gt;
=== Single Missions ===&lt;br /&gt;
Each mission unlocked by fulfilling criteria similar to achievements. Short missions usually with a gameplay twist and a short narrative, alongside a .&lt;br /&gt;
=== Dynamic Campaign ===&lt;br /&gt;
Via selecting settings a historic campaign can be played where vehicles and missions are given by the game. After each sortie, the available missions change and the previous mission's impacts the military campaign on the strategic map.&lt;br /&gt;
=== Historical Campaign ===&lt;br /&gt;
Available only after purchasing in the store. Currently, the Pacific Campaign for the US or Japan is playable.&lt;br /&gt;
=== User Missions ===&lt;br /&gt;
Community created sorties. Visit [http://live.warthunder.com/feed/missions/ live.warthunder].&lt;br /&gt;
=== Mission Editor ===&lt;br /&gt;
Available in the lower left corner of the test flight window once the vehicle in question is bought. Allows for creating missions with set parameters and style like Dynamic Campaign.&lt;br /&gt;
=== Test drive/flight/sail ===&lt;br /&gt;
For testing various configurations of the vehicle, in different weather settings as well as with the possibility to chose the quantity of ammunition on-board (tanks/ships).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Etendard_IVM&amp;diff=81074</id>
		<title>Etendard IVM</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Etendard_IVM&amp;diff=81074"/>
				<updated>2020-12-10T23:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: updated to account for new carriers and introduction of catapults&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=etndard_4m}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French jet fighter {{Battle-rating}}. It was introduced in [[Update 1.95 &amp;quot;Northern Wind&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Etendard has good acceleration up to 1050 km/h, after which the aircraft tends to have a very difficult time accelerating. Manoeuvrability is acceptable when above 800 km/h - not great, but not bad. However, dipping below 800 km/h causes the aircraft to lose much of its turning ability, and energy retention is quite poor at all speeds. The aircraft has a good rate of climb compared to its counterparts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,085 || 1,076 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.7 || 33.5 || 79.4 || 74.2 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
|1,114|| 1,100 ||31.5|| 32.0 ||112.3|| 95.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || ✓ || ✓ || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 1,300 || 389 || ~10 || ~4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 920 || &amp;lt; 750 || &amp;lt; 600 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Empty mass || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | SNECMA Atar 8C2 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 3,385 kg || colspan=&amp;quot;3&amp;quot; | 320 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 11m fuel || 20m fuel || 30m fuel || 38m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 950 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 7,228 kg || 7,848 kg || 8,537 kg || 9,088 kg || 10,950 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 11m fuel || 20m fuel || 30m fuel || 38m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 4,075 kgf || N/A&lt;br /&gt;
| 0.56 || 0.52 || 0.48 || 0.45 || 0.37&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,688 kgf&amp;lt;br /&amp;gt;(750 - 900 km/h) || N/A&lt;br /&gt;
| 0.79 || 0.72 || 0.67 || 0.63 || 0.52&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Side walls have a 14 mm steel plate &lt;br /&gt;
*Front firewall has a 14 mm steel plate &lt;br /&gt;
*Bulletproof glass is only installed down the center window of 40 mm&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M64A1 (500 lb)|LDGP Mk 83 (1,000 lb)|AS-20 Nord|AIM-9B Sidewinder|SNEB type 23}}&lt;br /&gt;
{{main|DEFA 552 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 2 x 30 mm DEFA 552 cannons&lt;br /&gt;
* 4 x 500 lb AN-M64A1 bombs + 2 x 30 mm DEFA 552 cannons (2,000 lb total)&lt;br /&gt;
* 2 x 1,000 lb LDGP Mk 83 bombs + 2 x 30 mm DEFA 552 cannons (2,000 lb total)&lt;br /&gt;
* 2 x AS-20 Nord missiles&lt;br /&gt;
* 72 x SNEB type 23 rockets + 2 x 30 mm DEFA 552 cannons&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 2 x 30 mm DEFA 552 cannons&lt;br /&gt;
* 2 x 500 lb AN-M64A1 bombs + 36 x SNEB type 23 rockets + 2 x 30 mm DEFA 552 cannons (1,000 lb total)&lt;br /&gt;
* 2 x 500 lb AN-M64A1 bombs + 2 x AIM-9B Sidewinder missiles + 2 x 30 mm DEFA 552 cannons (1,000 lb total)&lt;br /&gt;
* 2 x AIM-9B Sidewinder missiles + 36 x SNEB type 23 rockets + 2 x 30 mm DEFA 552 cannons&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although it does not have an afterburner, the Etendard has a very competitive TWR and acceleration, thanks to its light weight and powerful engine. It also has a good climb rate, decent turn rate, and a fairly standard set of armaments. However, like many French jets at its tier, it tends to have poor energy retention, and any manoeuvring tends drastically reduce acceleration. This means that a turnfighting play-style is often difficult, and defensive flying is hard to do successfully- the player should avoid gaining a tail if at all possible.&lt;br /&gt;
&lt;br /&gt;
As such, the aircraft's good climbing ability and acceleration make it better suited for a more passive boom and zoom play style, where it is unlikely that an enemy will be able to chase it down. Such a playstyle will require teamwork. The Etendard is by no means a solo carry, and diving in and out of furballs to support teammates is often necessary. In this play style, the player will be easily able to keep a speed above 800 km/h (below which the aircraft's manoeuvrability suffers greatly).&lt;br /&gt;
&lt;br /&gt;
The Etendard has two 30 mm cannons mounted on the bottom side of the aircraft. This can throw off many players' aim, and the only way to resolve this issue is through practice. The aircraft's air-to-air missiles, while less able to lock and track enemies than missiles mounted by other aircraft at the tier, can be very effective against slow targets and unmanoeuvrable bombers such as the [[Vautour IIA IDF/AF (France)|Vautour]].&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| M64&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
|&lt;br /&gt;
| Airframe&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
| Mk83&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Nord AS.20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
|&lt;br /&gt;
| AIM-9B&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* Good acceleration and climb rate&lt;br /&gt;
* Strong cannons and ground-attack capability&lt;br /&gt;
* Carrier take-off results in a higher starting speed than a land takeoff&lt;br /&gt;
* Better energy retention than the Super Mystere B2&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Often uptiered, forcing the plane to face difficult opponents&lt;br /&gt;
* Has fewer air-to-air missiles than other jets at its rank&lt;br /&gt;
* Limited ammunition and small payload&lt;br /&gt;
* Poor low-speed manoeuvrability&lt;br /&gt;
* Lacks a '''Ballistic Computer''' or '''Radar''', limiting its attack effectiveness&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dassault Etendard was developed from an aircraft initially intended for the French Air Force to participate in the competition for the best ground attack aircraft capable of operating from makeshift &amp;lt;!-- original word was &amp;quot;artisanal&amp;quot;, so this interpretation may not be accurate --&amp;gt; runways.&lt;br /&gt;
&lt;br /&gt;
This design was not chosen by NATO, which preferred the [[G.91 (Family)|Fiat G.91]]. The French Air Force also did not want it and preferred to wait until the end of the development of the Mirage III. However, the prototype built for the French Air Force caught the attention of the Navy, which requested a navalised prototype in 1956.&lt;br /&gt;
&lt;br /&gt;
A new engine was then added to it: the Atar 8 (Atar 9 without afterburner); an in-flight refuelling probe; new high lift devices; a new fuselage with a larger wing area; foldable wing tips; a new reinforced structure to support catapult launches and landings; and finally, an enlarged nose cone to fit the new '''Aida radar''' for aerial and ground target acquisition. In addition, a SAAB AX 26 toss-bombing and ballistic computer was incorporated into the design. 5 pre-production airframes were ordered by the French Navy in May 1957. On May 21, 1958, at Melun Villaroche, Jean-Marie Saget took charge of the plane. The Etendard flew as fast as the [[Super Mystere B2]] despite not having an afterburner.&lt;br /&gt;
&lt;br /&gt;
Dassault would produce 90 copies in Mérignac (not counting the prototypes). From the Etendard IVM no.1 to no.69, deliveries were made from December 1961 to May 1965.&lt;br /&gt;
&lt;br /&gt;
The Etendard IVM was gradually withdrawn from service from 1978, due to the introduction of the Super Etendard.&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;
https://www.aviationancestry.co.uk/Humm/Sites/Main/Views/Database/Images/SAAB/Aircraft%20Manufacturers-SAAB-1962-39795.jpg (Etendard on a SAAB advert)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Bloch}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=S.O.4050_Vautour_IIA&amp;diff=81073</id>
		<title>S.O.4050 Vautour IIA</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=S.O.4050_Vautour_IIA&amp;diff=81073"/>
				<updated>2020-12-10T23:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: updated to reflect patch 2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=so_4050_vautour_2a&lt;br /&gt;
|cockpit=cockpit_so_4050_vautour_2a.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = French jet bomber '''{{PAGENAME}}'''&lt;br /&gt;
| and&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link-1 = Vautour IIA IDF/AF (France)&lt;br /&gt;
| link-2 = S.O.4050 Vautour IIB&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_S.O.4050VautourIIA.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French jet bomber {{Battle-rating}}. It was introduced in [[Update 1.73 &amp;quot;Vive la France&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
The SO.4050 Vautour IIA is the fastest accelerating, climbing and diving subsonic plane in the entire game. The acceleration of the aircraft is ridiculous, coupled with the insane climb rate and diving capabilities makes the SO.4050 IIA a very powerful aircraft.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,093 || 1,091 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 32.6 || 33.2 || 43.0 || 41.1 || rowspan=&amp;quot;2&amp;quot; | 900&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,106 || 1,100 || 31.4 || 32.0 || 62.7 || 52.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Details====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || ✓     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 600 || 600 || 463 || ~7 || ~3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 480 || &amp;lt; 620 || &amp;lt; 590 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | SNECMA Atar 101E3 ||  2&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 11,000 kg || colspan=&amp;quot;2&amp;quot; | 316 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 8m fuel || 20m fuel || 27m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 950 kg || colspan=&amp;quot;2&amp;quot; | Axial-flow turbojet&lt;br /&gt;
| 11,974 kg || 13,388 kg || 14,213 kg || 21,000 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 27m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,293 kgf || N/A&lt;br /&gt;
| 0.55 || 0.49 || 0.46 || 0.31&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 3,595 kgf&amp;lt;br /&amp;gt;(1,100 km/h) || N/A&lt;br /&gt;
| 0.60 || 0.54 || 0.51 || 0.34&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 50 mm Bulletproof glass in front of pilot.&lt;br /&gt;
* 13.5 mm Steel plate behind the pilot's head.&lt;br /&gt;
* 6 + 13.5 mm Steel plate in front of cockpit.&lt;br /&gt;
* 3 mm Steel shell surrounding the cockpit in the fuselage. ''Does not extend to cockpit front''.&lt;br /&gt;
* 2 mm Steel plate behind the fuel cells. &lt;br /&gt;
* 2 mm Steel plate in the tail.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|DEFA 551 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 30 mm DEFA 551 cannons, nose-mounted (100 rpg = 400 total)&lt;br /&gt;
&lt;br /&gt;
The four machine guns are arranged in bundles of two mounted in the nose of the fuselage. Each is armed with the same amount of ammunition, which means that all guns will fire together until empty.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|AN-M57 (250 lb)|AN-M64A1 (500 lb)|M117 cone 45 (750 lb)|M117 cone 90 (750 lb)|AN-M65A1 Fin M129 (1,000 lb)}}&lt;br /&gt;
{{main|T10 140|T10 151|SNEB type 23}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 10 x 250 lb AN-M57 bombs (2,500 lb total)&lt;br /&gt;
* 10 x 500 lb AN-M64A1 bombs (5,000 lb total)&lt;br /&gt;
* 8 x 750 lb M117 cone 45 bombs + 2 x 750 lb M117 cone 90 bombs (7,500 lb total)&lt;br /&gt;
* 6 x 1,000 lb AN-M65A1 Fin M129 bombs (6,000 lb total)&lt;br /&gt;
* 24 x T10 140 rockets&lt;br /&gt;
* 24 x T10 151 rockets&lt;br /&gt;
* 76 x SNEB type 23 rockets&lt;br /&gt;
* 6 x 250 lb AN-M57 bombs + 24 x T10 140 rockets (1,500 lb total)&lt;br /&gt;
* 6 x 500 lb AN-M64A1 bombs + 24 x T10 140 rockets (3,000 lb total)&lt;br /&gt;
* 4 x 750 lb M117 cone 45 bombs + 2 x 750 lb M117 cone 90 bombs + 24 x T10 140 rockets (4,500 lb total)&lt;br /&gt;
* 2 x 1,000 lb AN-M65A1 Fin M129 bombs + 24 x T10 140 rockets (2,000 lb total)&lt;br /&gt;
* 6 x 250 lb AN-M57 bombs + 24 x T10 151 rockets (1,500 lb total)&lt;br /&gt;
* 6 x 500 lb AN-M64A1 bombs + 24 x T10 151 rockets (3,000 lb total)&lt;br /&gt;
* 4 x 750 lb M117 cone 45 bombs + 2 x 750 lb M117 cone 90 bombs + 24 x T10 151 rockets (4,500 lb total)&lt;br /&gt;
* 2 x 1,000 lb AN-M65A1 Fin M129 bombs + 24 x T10 151 rockets (2,000 lb total)&lt;br /&gt;
* 6 x 250 lb AN-M57 bombs + 76 x SNEB type 23 rockets (1,500 lb total)&lt;br /&gt;
* 6 x 500 lb AN-M64A1 bombs + 76 x SNEB type 23 rockets (3,000 lb total)&lt;br /&gt;
* 4 x 750 lb M117 cone 45 bombs + 2 x 750 lb M117 cone 90 bombs + 76 x SNEB type 23 rockets (4,500 lb total)&lt;br /&gt;
* 2 x 1,000 lb AN-M65A1 Fin M129 bombs + 76 x SNEB type 23 rockets (2,000 lb total)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in an aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The SO.4050 Vautour IIA should be used like the [[Hunter F 1|Hunter]], but more aggressively. Always load 8 minutes of fuel, use the bomber spawn to spawn at 3,000 meters, rush to a base, drop your bombs then rush to the enemy airfield to catch enemies off-guard. Besides catching enemies off-guard, the Vautour IIA can cause the enemy team to panic by rushing - when enemy players see a Vautour going faster than 1,000 km/h and they're a lot slower - they tend to panic, causing them to scatter around to find space in order to gain speed which could possibly ruin teamwork.&lt;br /&gt;
Do '''NOT''' turn. The Vautour is very bad at turning and rolling, it should be used as an exclusive boom and zoomer - like the Hunter. Gain speed, engage, zoom up, loop around, dive, rinse and repeat. The Vautour has excellent energy retention characteristics.&lt;br /&gt;
&lt;br /&gt;
In a downtier, jets such as the [[CL-13A Mk 5|CL-13]], [[MiG-15bis]], [[MiG-17]] etc should be your main concern. They turn and roll better than the SO.4050 does. While you can outrun the MiG-15s at sea level, you cannot run away from the MiG-17 and the CL-13 as their top speeds are higher (MiG-17: 1,121 km/h, CL-13: 1,114 km/h). Despite that fact, the Vautour outclasses them in climb rate, energy retention and acceleration. The [[Me 163 B]] and [[G.91 R/1|G.91]] are also no match for the plane's speed.&lt;br /&gt;
&lt;br /&gt;
However, with the advent of Air-to-Air missiles, the Vautour's lack of maneuverability becomes a crucial weakspot. The maximum overload of +6G is often insufficient to evade missiles, especially when attempting to do so at high speed. As such, the vautour is an incredibly easy for even an [[AIM-9B Sidewinder|AIM-9B]] sidewinder. In addition, the introduction of powerful, high-climbing jets like the [[AV-8C]] and [[Harrier GR.1|GR. 1]] ''Harrier'' Jump Jets, mean that it is now impossible to exploit the Vautour's climb rate to your advantage. These factors coincide to make the Vautour hard to play when uptiered, and as such, a more passive playstyle is recommended. When uptiered, you can either attempt to rush and force head-ons with enemy players, or you can wait for the enemy team to engage friendly fighters before bombing the bases.  &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 30 mm&lt;br /&gt;
|&lt;br /&gt;
| SBC-17&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
| Matra T10 140&lt;br /&gt;
| M117&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 30 mm cannons&lt;br /&gt;
| Matra T10 151&lt;br /&gt;
| LBC-25&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| Matra SNEB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* Decent payload options, enough to destroy all 3 minibases (4 x 750 on the first base, 3 x 750 on the other two).&lt;br /&gt;
* Insane acceleration.&lt;br /&gt;
* High top speed, outruns most aircraft at its battle rating (except the [[CL-13A Mk 5|CL-13A]], [[MiG-17]], [[Super Mystere B2]], [[La-200|La 200]], [[F-86F-2]], [[F-86K (Germany)|F-86K]], [[Scimitar F Mk.1|Scimitar]], [[Hunter (Family)|Hunter]], [[A-4E Early|A-4E]], and [[F3H-2|F3H]]).&lt;br /&gt;
* Climbs exceptionally well without ordnance.&lt;br /&gt;
* Energy retention is great.&lt;br /&gt;
* Bomber spawn (3,000 - 3,500 meters).&lt;br /&gt;
* Extremely versatile (can be used in a variety of roles).&lt;br /&gt;
* Armored cockpit, easier to survive head-on engagements.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Ammo consumption is too high to engage multiple targets.&lt;br /&gt;
* Compresses at high speed (similar to that of the MiG-15s' and MiG-17's infamous compression).&lt;br /&gt;
* No bomb sight unlike the earlier [[S.O.4050 Vautour IIB]].&lt;br /&gt;
* Massive penalties in flight performance when carrying ordnance.&lt;br /&gt;
* Bad manoeuvrability, making it hard to dodge missiles.&lt;br /&gt;
* Roll rate is unimpressive.&lt;br /&gt;
* Fragile engines; a hit to an engine will massively decrease top speed.&lt;br /&gt;
* Relies heavily on team support.&lt;br /&gt;
* Massive target.&lt;br /&gt;
* Wings tend to rip with payload on the wings above 850 km/h, or when pulling high-G maneuvers. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/ History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In total 140 of the versatile and powerful Vautour aircraft were built by France between 1956 and 1959. The Vautour II-A was the ground attack variant; the II-B the bomber; and the II-N an all-weather interceptor. The first two variants saw greater service with the Israelis, whereas the interceptor was used by the French. All variants were still in use into the 1970s.&lt;br /&gt;
&lt;br /&gt;
The II-N prototype, with two crew, had made its first flight in October, 1952, followed by the single-seat II-A in December, 1953. After nine prototypes, the French made an initial order for 440 aircraft, including 300 II-As. However, only 30 of the II-A would be completed, with the first entering service in 1956. In 1960, all II-A and the 40 II-B (the two-seater bomber model) that had been produced were taken out of French service and sold to Israel.&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;
{{Youtube-gallery|val2qd1RsNY|'''The Shooting Range #69''' - ''Pages of History'' section at 05:10 discusses the S.O.4050 Vautour IIA.|UXaIKX58Rd4|'''The Shooting Range #70''' - ''Metal Beasts'' section at 00:32 discusses the S.O.4050 Vautour IIA.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the aircraft;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer SNCA SO}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pr.1204_late&amp;diff=81070</id>
		<title>Pr.1204 late</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pr.1204_late&amp;diff=81070"/>
				<updated>2020-12-10T23:09:26Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Survivability and armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=ussr_pr_1204_late}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet armoured gun boat {{Battle-rating}}. It was introduced during [[Update 1.79 &amp;quot;Project X&amp;quot;]] when the Soviet fleet was implemented into the game. It bears strong resemblance to the [[Pr.1124 (1940)]], and inherits its main gun and its tactics.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
The turret is the most heavily armored section of the ship with 15 mm of RHA, meaning that it cannot be knocked out by HE shells under 100mm in caliber. In addition, the Bridge and Automatic Grenade Launchers are protected by thin layer of hardened armor, making them more resistant against low-caliber HE. However, this armor is insufficient to stop large-caliber autocannon fire or armor-piercing machine gun rounds. &lt;br /&gt;
&lt;br /&gt;
In addition, there is an armored compartment protecting the engine. This gives some resistance against engine knockouts, which will help the stock grind (before FPE).&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
&amp;lt;!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ship has a moderate top speed both forward and reverse, meaning that you will never be the first to capture points. Your stopping time is also somewhat poor, and so to turn round it would be better to do a U-turn in most cases. However, your rudder speed is good, and gets much better with the modification installed, so avoiding torpedoes is not an issue for the Pr. 1204.&lt;br /&gt;
&lt;br /&gt;
== Armament ==&lt;br /&gt;
=== Primary armament ===&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|D-56TS (76 mm)}}&lt;br /&gt;
&lt;br /&gt;
The primary armament is roughly the same as the Pr. 1124, and offers no new shell types. It is conveniently mounted on the bow of the boat, with a blind spot directly behind the boat. Being moderately armoured, it is rarely knocked out. HE shells are sufficient against most boats, but it is sensible to carry some of the APHE as well for larger boats such as the [[Flower class (K-218)|Flower]], [[Isles class (T-285)|Isles]] and any destroyers in an up-tier.&lt;br /&gt;
&lt;br /&gt;
=== Secondary armament ===&lt;br /&gt;
&amp;lt;!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control &amp;lt;code&amp;gt;Select secondary weapon&amp;lt;/code&amp;gt;. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|2M-3 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
Overall, this armament should generally only be used against aircraft. It is sufficient for dealing with one aircraft at a time, as its rate of fire and damage per shot are good. Having only one turret however leaves it vulnerable to attacks by two or more aircraft, or having the gun knocked out. It is highly capable against boats, but should be used with caution, as this leaves you vulnerable to aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Anti-aircraft armament ===&lt;br /&gt;
&amp;lt;!-- ''An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control &amp;lt;code&amp;gt;Select anti-aircraft weapons&amp;lt;/code&amp;gt;. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.'' --&amp;gt;&lt;br /&gt;
{{main|BP &amp;quot;Plamya&amp;quot; (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;anti-air&amp;quot; armament of 4 x 30 mm grenade launchers is largely ineffective at ranges of over 1 km. It is useful, however, in close quarters fighting (though not recommended), or for fending off patrol boats that get too close, something that is very challenging with only the main gun. This is a major improvement over the Pr. 1124, which had to use its 12.7 mm machine guns for this, leaving it vulnerable from the air.&lt;br /&gt;
&lt;br /&gt;
=== Special armament ===&lt;br /&gt;
{{main|BM-14-17|YAM-43 mine}}&lt;br /&gt;
&lt;br /&gt;
Like prior Soviet river boats, there is an option to mount a ''Katyusha'' rocket launcher on the back. This can be effective against large or static targets, making up for the lack of torpedoes. &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 Pr. 1204 late is very similar in playstyle to the [[Pr.1124 (1940)]], which you will have played before this boat. Remaining at long range is still important due to your high repair cost and thin armour, however more ships have guns capable of engaging at range at the higher BR. You have better defence against fast and evasive enemies and air power thanks to your 25 mm AA gun and the 30 mm grenade launchers, but these can be easily overwhelmed by large numbers of enemies. You are also still relatively flammable, and going into close-quarters battle is not recommended.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Seakeeping&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Unsinkability&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Dry-Docking&lt;br /&gt;
| Tool Set&lt;br /&gt;
|&lt;br /&gt;
| 25 mm HE magazines&lt;br /&gt;
| Anti-Air Armament Targeting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Rudder Replacement&lt;br /&gt;
| Fire Protection System&lt;br /&gt;
| Smokescreen&lt;br /&gt;
| 25 mm AP magazines&lt;br /&gt;
| Auxiliary Armament Targeting&lt;br /&gt;
| 53-BR-354&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Propeller Replacement&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Rocket Launcher&lt;br /&gt;
| Primary Armament Targeting&lt;br /&gt;
| Improved Rangefinder&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Engine Maintenance&lt;br /&gt;
| New Pumps&lt;br /&gt;
|&lt;br /&gt;
|Mines&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* Has a 30 mm grenade launcher weapon for defence in close quarter battles&lt;br /&gt;
* Effective AA turret&lt;br /&gt;
* Powerful main gun&lt;br /&gt;
* Rocket launcher highly effective on a hit&lt;br /&gt;
* Moderate armour protects well against small arms fire&lt;br /&gt;
* Good turn rate to avoid torpedoes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* 30 mm grenade launcher has short range&lt;br /&gt;
* Only one AA turret easily overwhelmed&lt;br /&gt;
* Only one main gun, unlike Pr. 1124.&lt;br /&gt;
* Rocket launcher is very difficult to hit with (similar to [[MO-4]])&lt;br /&gt;
* Armour is insufficient against 20 mm auto cannons present on many boats at this BR.&lt;br /&gt;
* Low top speed&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;
&lt;br /&gt;
The Pr.1204 (Or Shmel) class of river boats were developed in the mid 1960's as a successor to the USSR's aging fleet of WWII era river boats. 118 Shmel class river boats were built between 1967 and 1974. The boats were designed specifically to operate in shallow waters, such as rivers or littoral waters. The Shmel class was designed to support operations in rivers or shallow water conditions such as denying waterway passages, protecting harbors supporting troop movements, as well as providing fire support form ship to shore scenarios. As of 2017, several are still in service with the Russian Navy, with at least 4 assigned to the Caspian fleet.&amp;lt;ref&amp;gt;https://www.militaryfactory.com/ships/detail.asp?ship_id=shmel-class-artillery-gunboat-soviet-union&amp;lt;/ref&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 articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the ship;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the ship;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://www.militaryfactory.com/ships/detail.asp?ship_id=shmel-class-artillery-gunboat-soviet-union [Military Factory&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Shmel (class) / Project 1204 Armored Artillery Gunboat / Patrol Boat]&lt;br /&gt;
&lt;br /&gt;
{{USSR boats}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AMX-30_S_DCA&amp;diff=78231</id>
		<title>AMX-30 S DCA</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AMX-30_S_DCA&amp;diff=78231"/>
				<updated>2020-11-22T06:50:34Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: added some things I forgot in the last two edits...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=fr_amx_30_dca}}&lt;br /&gt;
{{About&lt;br /&gt;
|about=French self-propelled anti-aircraft vehicle '''{{PAGENAME}}'''&lt;br /&gt;
|usage=other uses&lt;br /&gt;
|link=AMX-30 (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.75 &amp;quot;La Résistance&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
The AMX-30 DCA is based off the hull of the AMX-30 main battle tank, resulting in a decently armored hull. The front glacis is heavily sloped and capable of bouncing most APHE shells and, with luck, some HEAT shells. However, the hull sides and rear are fairly weak, coming in at only 25-30 mm thick. &lt;br /&gt;
&lt;br /&gt;
The turret is more modestly armored, with 20 to 30 mm of armor. This is sufficiently strong enough to withstand 20mm or 23mm cannon fired from an angle, allowing you to shoot down enemy aircraft trying to strafe you.  &lt;br /&gt;
&lt;br /&gt;
Crew Placement is fairly average, as the driver is in the center of the hull while the gunner and commander sit on the opposite side of the guns. However, the placement of the ammunition feed at the '''front''' of the turret means any penetrating shot has a significant chance of causing an ammunition detonation.It is not advised to take less ammunition, as the 30mm cannons have a high fire rate. &lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
As with the AMX-30, the AMX-30 DCA has a decent top speed of 60 km/h, along with an excellent set of reverse gears. This allows the DCA to keep up with its team, in addition to the ability to quickly escape danger.&lt;br /&gt;
&lt;br /&gt;
However, note that the DCA lacks neutral steering and is somewhat slow to accelerate stock, meaning that it is possible to get caught off-guard and react too slowly.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=994|rbMinHp=619}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&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|HSS 831A (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The armament consists of 2x30mm HSS 831A cannons with 300 RPG with a quick, fixed fire rate and can make use of 3 types of munitions :&lt;br /&gt;
&lt;br /&gt;
* High-explosive incendiary (self-destroying, note that the self-destruction range coincides with the radar's lead indicator maximum distance, making the shell inadequate at longer ranges)&lt;br /&gt;
* Armour-piercing incendiary tracer, which can be used against lightly armoured vehicles and enemy SPAAs, though the damage to enemy aircraft is reduced, the shell can be used outside radar range since it does not self destruct.&lt;br /&gt;
* High-velocity armour-piercing tracer (APDS), which can be used against targets mentioned above and additionally, can be used to attack the side profile of enemy MBTs with reasonable effectiveness.&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; | [[HSS 831A (30 mm)|30 mm HSS 831A]] (x2) || 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; | 1,200 (300) || rowspan=&amp;quot;2&amp;quot; | 600 || rowspan=&amp;quot;2&amp;quot; | -5°/+85° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 70.4 || 97.5 || __.__ || __.__ || __.__ || rowspan=&amp;quot;2&amp;quot; | 65.0 || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | 50.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 47.6 || 56.0 || __.__ || __.__ || __.__&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}}&lt;br /&gt;
* '''30x170 HE-I-T:''' {{Annotation|HEI-T|High-explosive incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''30x170 APHE-I:''' {{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}}&lt;br /&gt;
* '''30x170 APDS-T:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive 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;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Default || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 HE-I-T || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 APHE-I || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 APDS-T || 110 || 101 || 95 || 69 || 52 || 41&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;
{| 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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&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;
===Radars===&lt;br /&gt;
{{main|DR-VC-1A|Albis}}&lt;br /&gt;
The AMX-30 DCA is equipped with a [[DR-VC-1A]] search radar and an [[Albis]] tracking radar. The radar is located at the rear of the turret and cannot be folded. The radar system is capable of tracking a target while scanning, but can only track targets within a 200° arc from the front of the turret.&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;5&amp;quot; | [[DR-VC-1A]] - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, a target cannot be detected}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 15,000 m || 1,000 m || 360° || ??? || 15 m/s (54 km/h)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Albis]] - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 15,000 m || 75 m || ±100° || -20°/+85° || 15 m/s (54 km/h)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Note: lead indicator shows up within 4km'''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&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;
'''&amp;lt;u&amp;gt;Anti-Tank&amp;lt;/u&amp;gt;'''&lt;br /&gt;
The AMX-30 DCA should be played as a support vehicle. With only 53mms of penetration stock, it is unable to kill anything but IFVs and other SPAA. However, the 30mm API and HEI rounds are incredibly potent at destroying tracks and damaging barrels, enabling you to assist teammates in killing tanks.  &lt;br /&gt;
&lt;br /&gt;
If facing enemy tanks alone, make sure that they are isolated before attempting to disable them. &lt;br /&gt;
&lt;br /&gt;
Ideally, the enemy should be unaware of you and be flat-on (i.e perpendicular). From there, check to see if your belt has enough penetration to overcome his side armor. If it does, aim to take out his gun first (shoot directly below the turret), then his crew (driver's compartment, any survivors in the turret).&lt;br /&gt;
&lt;br /&gt;
* Note that most Soviet MBTS like the [[T-54/55 (Family)|T-55]] or [[T-62]] have '''80mm''' of side armor, meaning that they should be avoided when stock&lt;br /&gt;
* Other notable opponents include the [[M60]] and [[Chieftain (Family)|Chieftain]] series of tanks, as they too have enough side armor to protect against the stock belt.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Anti-Air&amp;lt;/u&amp;gt;'''&lt;br /&gt;
Ideally, you should be in a place with horizontal cover against tanks and a wide field of view. Use the radar to spot incoming enemy aircraft. Lock onto the target within 4-5 kilometers in order to keep track of it, making sure to not fire. &lt;br /&gt;
&lt;br /&gt;
For larger 2-4 engined aircraft, firing at 3km may be effective. However, more agile single-engined fighters will be easily able to dodge incoming fire, meaning that you should wait until they close to 2km before firing. &lt;br /&gt;
&lt;br /&gt;
Fire in short bursts of 10-50 rounds each to avoid overheating and ammunition shortage. Moving the aim point around during the burst may help to disperse shots and increase hit probability, as even a single 30mm HEI shell is deadly to most aircraft. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Tracking radar does not work well at low altitudes, and periodically stop tracking a target in order to scan for more incoming planes.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| 30x170 HE-I-T&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| 30x170 APHE-I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
| 30x170 APDS-T&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* Fast rate of fire, generally 50-100 RPM higher compared to other 30-35 mm gun SPAA&lt;br /&gt;
* The placement of the three crew members makes taking out the whole crew next to impossible with one shot&lt;br /&gt;
* Hull front of AMX-30 can sometimes block or deflect APHE&lt;br /&gt;
* Very fast considering its hull armour level, unlike the [[Chieftain Marksman]]&lt;br /&gt;
* Double or even triple the amount of ammunition, when compared to other 30-35 mm gun SPAA&lt;br /&gt;
* Gun arrangement makes it much easier to use against ground targets than the [[Gepard]]-style SPAAs&lt;br /&gt;
* Has radar, unlike some SPAA like the [[Falcon]] and [[M163]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can only take out light and sometimes medium tanks due to the small size of its guns&lt;br /&gt;
* Lightly armoured turret, with ammunition being '''very''' vulnerable to direct attacks&lt;br /&gt;
* Gun placement makes firing over ridges and hiding behind cover awkward&lt;br /&gt;
* Slow acceleration and lack of neutral steering hinders responsiveness&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=france&amp;amp;vehicleType=tank&amp;amp;vehicleClass=spaa&amp;amp;vehicle=fr_amx_30_dca '''Skins''' and '''camouflages''' for the AMX-30 DCA from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the 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;
''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 tank;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{France anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AMX-30_S_DCA&amp;diff=78230</id>
		<title>AMX-30 S DCA</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AMX-30_S_DCA&amp;diff=78230"/>
				<updated>2020-11-22T06:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: Added Armor and Mobility analysis, Anti-Tank / Anti-Air usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=fr_amx_30_dca}}&lt;br /&gt;
{{About&lt;br /&gt;
|about=French self-propelled anti-aircraft vehicle '''{{PAGENAME}}'''&lt;br /&gt;
|usage=other uses&lt;br /&gt;
|link=AMX-30 (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.75 &amp;quot;La Résistance&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
The AMX-30 DCA is based off the hull of the AMX-30 main battle tank, resulting in a decently armored hull. The front glacis is heavily sloped and capable of bouncing most APHE shells and, with luck, some HEAT shells. The turret is more modestly armored, with all-around 20mm armor, enough to deflect machine guns. &lt;br /&gt;
&lt;br /&gt;
In addition, the turret armor is sufficiently strong enough to withstand 20mm or 23mm cannon fired from an angle, allowing you to shoot down enemy aircraft trying to strafe you. Compare this to its contemporaries like the [[ZSU-23-4]] or [[Gepard]], which can only withstand machine gun fire.&lt;br /&gt;
&lt;br /&gt;
Crew Placement is fairly average, as the driver is in the center of the hull while the gunner and commander sit on the opposite side of the guns. However, the placement of the ammunition feed at the '''front''' of the turret means any penetrating shot has a significant chance of causing an ammunition detonation.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
As with the AMX-30, the AMX-30 DCA has a decent top speed of 60 km/h, along with an excellent set of reverse gears. This allows the DCA to keep up with its team, in addition to the ability to quickly escape danger.&lt;br /&gt;
&lt;br /&gt;
However, the DCA lacks neutral steering and is somewhat slow to accelerate stock, meaning that it is possible to get caught off-guard and react too slowly.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=994|rbMinHp=619}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&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|HSS 831A (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The armament consists of 2x30mm HSS 831A cannons with 300 RPG with a quick, fixed fire rate and can make use of 3 types of munitions :&lt;br /&gt;
&lt;br /&gt;
* High-explosive incendiary (self-destroying, note that the self-destruction range coincides with the radar's lead indicator maximum distance, making the shell inadequate at longer ranges)&lt;br /&gt;
* Armour-piercing incendiary tracer, which can be used against lightly armoured vehicles and enemy SPAAs, though the damage to enemy aircraft is reduced, the shell can be used outside radar range since it does not self destruct.&lt;br /&gt;
* High-velocity armour-piercing tracer (APDS), which can be used against targets mentioned above and additionally, can be used to attack the side profile of enemy MBTs with reasonable effectiveness.&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; | [[HSS 831A (30 mm)|30 mm HSS 831A]] (x2) || 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; | 1,200 (300) || rowspan=&amp;quot;2&amp;quot; | 600 || rowspan=&amp;quot;2&amp;quot; | -5°/+85° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 70.4 || 97.5 || __.__ || __.__ || __.__ || rowspan=&amp;quot;2&amp;quot; | 65.0 || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | 50.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 47.6 || 56.0 || __.__ || __.__ || __.__&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}}&lt;br /&gt;
* '''30x170 HE-I-T:''' {{Annotation|HEI-T|High-explosive incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''30x170 APHE-I:''' {{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}}&lt;br /&gt;
* '''30x170 APDS-T:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive 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;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Default || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 HE-I-T || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 APHE-I || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 APDS-T || 110 || 101 || 95 || 69 || 52 || 41&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;
{| 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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&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;
===Radars===&lt;br /&gt;
{{main|DR-VC-1A|Albis}}&lt;br /&gt;
The AMX-30 DCA is equipped with a [[DR-VC-1A]] search radar and an [[Albis]] tracking radar. The radar is located at the rear of the turret and cannot be folded. The radar system is capable of tracking a target while scanning, but can only track targets within a 200° arc from the front of the turret.&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;5&amp;quot; | [[DR-VC-1A]] - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, a target cannot be detected}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 15,000 m || 1,000 m || 360° || ??? || 15 m/s (54 km/h)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Albis]] - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 15,000 m || 75 m || ±100° || -20°/+85° || 15 m/s (54 km/h)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Note: lead indicator shows up within 4km'''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&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;
'''&amp;lt;u&amp;gt;Anti-Tank&amp;lt;/u&amp;gt;'''&lt;br /&gt;
The AMX-30 DCA should be played as a support vehicle. With only 53mms of penetration stock, it is unable to kill anything but IFVs and other SPAA. However, the 30mm API and HEI rounds are incredibly potent at destroying tracks and damaging barrels, enabling you to assist teammates in killing tanks.  &lt;br /&gt;
&lt;br /&gt;
If facing enemy tanks alone, make sure that they are isolated before attempting to disable them. &lt;br /&gt;
&lt;br /&gt;
Ideally, the enemy should be unaware of you and be flat-on (i.e perpendicular). From there, check to see if your belt has enough penetration to overcome his side armor. If it does, aim to take out his gun first (shoot directly below the turret), then his crew (driver's compartment, any survivors in the turret).&lt;br /&gt;
&lt;br /&gt;
* Note that most Soviet MBTS like the [[T-54/55 (Family)|T-55]] or [[T-62]] have '''80mm''' of side armor, meaning that they should be avoided when stock&lt;br /&gt;
* Other notable opponents include the [[M60]] and [[Chieftain (Family)|Chieftain]] series of tanks, as they too have enough side armor to protect against the stock belt.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Anti-Air&amp;lt;/u&amp;gt;'''&lt;br /&gt;
Ideally, you should be in a place with horizontal cover against tanks and a wide field of view. Use the radar to spot incoming enemy aircraft. Lock onto the target within 4-5 kilometers in order to keep track of it, making sure to not fire. &lt;br /&gt;
&lt;br /&gt;
For larger 2-4 engined aircraft, firing at 3km may be effective. However, more agile single-engined fighters will be easily able to dodge incoming fire, meaning that you should wait until they close to 2km before firing. &lt;br /&gt;
&lt;br /&gt;
Fire in short bursts of 10-50 rounds each to avoid overheating and ammunition shortage. Moving the aim point around during the burst may help to disperse shots and increase hit probability, as even a single 30mm HEI shell is deadly to most aircraft. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Tracking radar does not work well at low altitudes, and periodically stop tracking a target in order to scan for more incoming planes.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| 30x170 HE-I-T&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| 30x170 APHE-I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
| 30x170 APDS-T&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* Fast rate of fire, generally 50-100 RPM higher compared to other 30-35 mm gun SPAA&lt;br /&gt;
* The placement of the three crew members makes taking out the whole crew next to impossible with one shot&lt;br /&gt;
* Hull front of AMX-30 can sometimes block or deflect APHE&lt;br /&gt;
* Very fast considering its hull armour level, unlike the [[Chieftain Marksman]]&lt;br /&gt;
* Double or even triple the amount of ammunition, when compared to other 30-35 mm gun SPAA&lt;br /&gt;
* More turret armor than other SPAAGs&lt;br /&gt;
* Gun arrangement makes it much easier to use against ground targets&lt;br /&gt;
* Has radar, unlike some SPAA like the [[Falcon]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can only take out light and sometimes medium tanks due to the small size of its guns&lt;br /&gt;
* Lightly armoured turret, with ammunition being '''very''' vulnerable to direct attacks&lt;br /&gt;
* Gun placement makes firing over ridges and hiding behind cover awkward&lt;br /&gt;
* Slow acceleration and lack of neutral steering hinders responsiveness&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=france&amp;amp;vehicleType=tank&amp;amp;vehicleClass=spaa&amp;amp;vehicle=fr_amx_30_dca '''Skins''' and '''camouflages''' for the AMX-30 DCA from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the 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;
''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 tank;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{France anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=AMX-30_S_DCA&amp;diff=78229</id>
		<title>AMX-30 S DCA</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=AMX-30_S_DCA&amp;diff=78229"/>
				<updated>2020-11-22T06:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=fr_amx_30_dca}}&lt;br /&gt;
{{About&lt;br /&gt;
|about=French self-propelled anti-aircraft vehicle '''{{PAGENAME}}'''&lt;br /&gt;
|usage=other uses&lt;br /&gt;
|link=AMX-30 (Family)&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.75 &amp;quot;La Résistance&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
The AMX-30 DCA is based off the hull of the AMX-30 main battle tank, resulting in a decently armored hull. The front glacis is heavily sloped and capable of bouncing most APHE shells and, with luck, some HEAT shells. The turret is more modestly armored, with all-around 20mm armor, enough to deflect machine guns. &lt;br /&gt;
&lt;br /&gt;
In addition, the turret armor is sufficiently strong enough to withstand 20mm or 23mm cannon fired from an angle, allowing you to shoot down enemy aircraft trying to strafe you. Compare this to its contemporaries like the [[ZSU-23-4]] or [[Gepard]], which can only withstand machine gun fire.&lt;br /&gt;
&lt;br /&gt;
Crew Placement is fairly average, as the driver is in the center of the hull while the gunner and commander sit on the opposite side of the guns. However, the placement of the ammunition feed at the '''front''' of the turret means any penetrating shot has a significant chance of causing an ammunition detonation.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
As with the AMX-30, the AMX-30 DCA has a decent top speed of 60 km/h, along with an excellent set of reverse gears. This allows the DCA to keep up with its team, in addition to the ability to quickly escape danger.&lt;br /&gt;
&lt;br /&gt;
However, the DCA lacks neutral steering and is somewhat slow to accelerate stock, meaning that it is possible to get caught off-guard and react too slowly.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=994|rbMinHp=619}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&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|HSS 831A (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The armament consists of 2x30mm HSS 831A cannons with 300 RPG with a quick, fixed fire rate and can make use of 3 types of munitions :&lt;br /&gt;
&lt;br /&gt;
* High-explosive incendiary (self-destroying, note that the self-destruction range coincides with the radar's lead indicator maximum distance, making the shell inadequate at longer ranges)&lt;br /&gt;
* Armour-piercing incendiary tracer, which can be used against lightly armoured vehicles and enemy SPAAs, though the damage to enemy aircraft is reduced, the shell can be used outside radar range since it does not self destruct.&lt;br /&gt;
* High-velocity armour-piercing tracer (APDS), which can be used against targets mentioned above and additionally, can be used to attack the side profile of enemy MBTs with reasonable effectiveness.&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; | [[HSS 831A (30 mm)|30 mm HSS 831A]] (x2) || 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; | 1,200 (300) || rowspan=&amp;quot;2&amp;quot; | 600 || rowspan=&amp;quot;2&amp;quot; | -5°/+85° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 70.4 || 97.5 || __.__ || __.__ || __.__ || rowspan=&amp;quot;2&amp;quot; | 65.0 || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | 50.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 47.6 || 56.0 || __.__ || __.__ || __.__&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer}}&lt;br /&gt;
* '''30x170 HE-I-T:''' {{Annotation|HEI-T|High-explosive incendiary tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''30x170 APHE-I:''' {{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}}&lt;br /&gt;
* '''30x170 APDS-T:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive 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;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Default || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 HE-I-T || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 APHE-I || 53 || 50 || 39 || 29 || 21 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 30x170 APDS-T || 110 || 101 || 95 || 69 || 52 || 41&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;
{| 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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&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;
===Radars===&lt;br /&gt;
{{main|DR-VC-1A|Albis}}&lt;br /&gt;
The AMX-30 DCA is equipped with a [[DR-VC-1A]] search radar and an [[Albis]] tracking radar. The radar is located at the rear of the turret and cannot be folded. The radar system is capable of tracking a target while scanning, but can only track targets within a 200° arc from the front of the turret.&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;5&amp;quot; | [[DR-VC-1A]] - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, a target cannot be detected}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 15,000 m || 1,000 m || 360° || ??? || 15 m/s (54 km/h)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Albis]] - Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Tracking&amp;lt;br/&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br/&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br/&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 15,000 m || 75 m || ±100° || -20°/+85° || 15 m/s (54 km/h)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Note: lead indicator shows up within 4km'''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&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;
__'''Anti-Tank'''__&lt;br /&gt;
The AMX-30 DCA should be played as a support vehicle. With only 53mms of pen stock, it is unable to kill anything but IFVs and other SPAA. However, the 30mm APIT and HEI rounds are incredibly potent at destroying tracks and damaging barrels, enabling you to assist teammates in killing tanks. &lt;br /&gt;
&lt;br /&gt;
Ideally, the enemy should be unaware of you and be flat-on (i.e perpendicular). From there, check to see if your belt has enough penetration to overcome his side armor. If it does, aim to take out his gun first (shoot directly below the turret), then his crew (driver's compartment, any survivors in the turret).&lt;br /&gt;
* Note that most Soviet MBTS like the [[T-55]] or [[T-62]] have '''80mm''' of side armor, meaning that they should be avoided when stock&lt;br /&gt;
* Other notable opponents include the [[M60]] and [[Chieftain]] series of tanks, as they too have enough side armor to protect against the stock belt.&lt;br /&gt;
&lt;br /&gt;
__'''Anti-Air'''__&lt;br /&gt;
Ideally, you should be in a place with horizontal cover against tanks and a wide field of view. Use the radar to spot incoming enemy aircraft. Lock onto the target within 4-5 kilometers in order to keep track of it, making sure to not fire. &lt;br /&gt;
&lt;br /&gt;
For larger 2-4 engined aircraft, firing at 3km may be effective. However, more agile single-engined fighters will be easily able to dodge incoming fire, meaning that you should wait until they close to 2km before firing. &lt;br /&gt;
&lt;br /&gt;
Fire in short bursts of 10-50 rounds each to avoid overheating and ammunition shortage. Moving the aim point around during the burst may help to disperse shots and increase hit probability, as even a single 30mm HEI shell is deadly to most aircraft. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Tracking radar does not work well at low altitudes, and periodically stop tracking a target in order to scan for more incoming planes.&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mobility&lt;br /&gt;
! Protection&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
| 30x170 HE-I-T&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| 30x170 APHE-I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
| Artillery Support&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
| 30x170 APDS-T&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* Fast rate of fire, generally 50-100 RPM higher compared to other 30-35 mm gun SPAA&lt;br /&gt;
* The placement of the three crew members makes taking out the whole crew next to impossible with one shot&lt;br /&gt;
* Hull front of AMX-30 can sometimes block or deflect APHE&lt;br /&gt;
* Very fast considering its hull armour level, unlike the [[Chieftain Marksman]]&lt;br /&gt;
* Double or even triple the amount of ammunition, when compared to other 30-35 mm gun SPAA&lt;br /&gt;
* More turret armor than other SPAAGs&lt;br /&gt;
* Gun arrangement makes it much easier to use against ground targets&lt;br /&gt;
* Has radar, unlike some SPAA like the [[Falcon]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can only take out light and sometimes medium tanks due to the small size of its guns&lt;br /&gt;
* Lightly armoured turret, with ammunition being '''very''' vulnerable to direct attacks&lt;br /&gt;
* Gun placement makes firing over ridges and hiding behind cover awkward&lt;br /&gt;
* Slow acceleration and lack of neutral steering hinders responsiveness&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=france&amp;amp;vehicleType=tank&amp;amp;vehicleClass=spaa&amp;amp;vehicle=fr_amx_30_dca '''Skins''' and '''camouflages''' for the AMX-30 DCA from live.warthunder.com.]&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;
* ''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;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{France anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=M.D.452_IIA&amp;diff=78011</id>
		<title>M.D.452 IIA</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=M.D.452_IIA&amp;diff=78011"/>
				<updated>2020-11-20T20:05:31Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Pros and cons update, spelling correction*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=md_452_mystere_2a}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = French jet fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = the other version&lt;br /&gt;
| link = M.D.452 IIC&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
[[File:GarageImage_MD.452IIA.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French jet fighter {{Battle-rating}}. It was introduced in [[Update 1.73 &amp;quot;Vive la France&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
&amp;lt;!--Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.--&amp;gt;&lt;br /&gt;
The {{PAGENAME}} is something of a jack of all trades, while less potent in nearly every aspect than the MD.452 IIC. Its flight performances are balanced, if a bit slow in accelerations. The roll rate is excellent at medium to high speeds (550 - 900 km/h), giving the aircraft many options for evasive maneuvers, and although energy-bleeding, the turn rate is good against most enemies. This version carries a cluster of four 20 mm M50 canons, which fare moderately at this battle rating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 992 || 962 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 26.5 || 27.0 || 30.4 || 28.9 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 1,040 || 1,030 || 23.8 || 25.0 || 44.3 || 37.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 650 || 650 || 450 || ~11 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 620 || &amp;lt; 700 || &amp;lt; 740 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Empty mass || colspan=&amp;quot;2&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Hispano-Suiza Tay Mk.250 ||  1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 5,540 kg || colspan=&amp;quot;2&amp;quot; | 230 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | Max Takeoff&amp;lt;br /&amp;gt;Weight&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 8m fuel || 20m fuel || 28m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 950 kg || colspan=&amp;quot;2&amp;quot; | Centrifugal-flow turbojet&lt;br /&gt;
| 5,955 kg || 6,555 kg || 6,955 kg || 10,500 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Thrust to weight ratio @ 0 m (100%)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 8m fuel || 20m fuel || 28m fuel || MTOW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 2,856 kgf || N/A&lt;br /&gt;
| 0.48 || 0.44 || 0.41 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 2,856 kgf&amp;lt;br /&amp;gt;(0 km/h) || N/A&lt;br /&gt;
| 0.48 || 0.44 || 0.41 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 40 mm Bulletproof glass in front of pilot.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|M50 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm M50 cannons, chin-mounted (125 rpg = 500 total)&lt;br /&gt;
&lt;br /&gt;
The four machine guns are clustered on the underside of the fuselage, directly below the pilot. Each are armed with the same amount of ammunition, which means that all guns will fire together until empty.&lt;br /&gt;
&lt;br /&gt;
Like all French aircraft in all battle rating, the default ammunition belt is extremely underwhelming, with &amp;quot;practice rounds&amp;quot; representing 25% of the belt composition. As such, the research of the newer sets of ammo belts should be prioritized. Once upgraded, the {{PAGENAME}} will still struggle to destroy an enemy plane in a single pass, but each hitting burst is decisive as the rounds are potent enough to severely damage the adversaries' engine/controls/wing surface.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--Describe the tactics of playing in an aircraft, the features of using vehicles in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is generally more maneuverable than most other contemporary aircraft it faces, the only ones you would have a tough time turning with at this battle rating would be any of the Sabres. Since its roll rate is comparable to the Sabre's once the &amp;quot;New Boosters&amp;quot; modification is installed, the option of turnfighting becomes available, although speed will be bled at a relatively high rate. Still, like the predecessors of the Mystère II, boom &amp;amp; zooming should remain the first choice in engagements; but unlike the MD.452 IIC, this aircraft's engine is slightly less powerful, and one or two minutes of sideclimb might be necessary to remain in control of the engagement situation. Commands stiffening doesn't appear under around 1,000-1,050 km/h, and subtle use of airbrakes will be necessary to ensure control during the whole descent.&lt;br /&gt;
&lt;br /&gt;
Overall, the {{PAGENAME}} should be considered as a second line fighter, and fares better when paired with support. Another secondary role can be as a harasser, BnZing many different enemies, to damage them, and go around later for another decisive pass, or even letting allies finish off the disabled foes.&lt;br /&gt;
&lt;br /&gt;
It could be argued that the MD.452 IIA has no advantage over its newer version, the MD.452 IIC, except for its lower battle rating of 8.0 vs 8.3.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil&lt;br /&gt;
! Water&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Not auto controlled || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Not auto controlled || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;Not auto controlled || rowspan=&amp;quot;2&amp;quot; | Combined || rowspan=&amp;quot;2&amp;quot; | Not controllable&amp;lt;br&amp;gt;1 gear || rowspan=&amp;quot;2&amp;quot; | Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage repair&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| New boosters&lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings repair&lt;br /&gt;
| Engine&lt;br /&gt;
|&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| G-suit&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--Summarize 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;
* Good turn rate between 550 km/h and 900 km/h&lt;br /&gt;
* Decent climb rate&lt;br /&gt;
* Strong and effective flaps&lt;br /&gt;
* Nose-mounted 20mm guns&lt;br /&gt;
* Good ammo choices (besides &amp;quot;Default&amp;quot; one)&lt;br /&gt;
* Quite nice when downtiered in battles&lt;br /&gt;
* Guns equipped with belts other than the stock option can quickly down or critically damage the opponent&lt;br /&gt;
* With all modifications, can deal with MiG-15 and Sabres, but these interceptors are still superior&lt;br /&gt;
* Easy to fly and land with a ripped wingtip or even whole wing &lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Default&amp;quot; ammunition belt is under-preforming for the rank&lt;br /&gt;
* Stock performance is lacking&lt;br /&gt;
* Slow compared to other contemporary aircraft&lt;br /&gt;
* Poor horizontal energy retention compared to its predecessors&lt;br /&gt;
* Fragile; a few hits of enemy fire will make controlling the aircraft more difficult&lt;br /&gt;
* 500 bullets so some practice in needed&lt;br /&gt;
* Nearly no armour, pilot knockouts are really common &lt;br /&gt;
* 20mm guns can spark often &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
[[File:M.D.452 'Mystere'.jpg|thumb|350x350px|A preserved M.D.452 Mystere.]]&lt;br /&gt;
The M.D.452 Mystere was a swept-wing air superiority fighter developed by Dassault Aviation, derived from the M.D.450 Ouragan. The aircraft combined the fuselage of the Ouragan with a new swept-wing, enabling it to reach much faster speeds than its predecessor. In 1951, the Mystere IIA became the first French-designed plane to break the sound barrier, in a controlled dive.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; Later on, the aircraft would enter service with the French Air force, and serve until 1957, when it was relegated to training duties.&lt;br /&gt;
&lt;br /&gt;
=== Design and Development ===&lt;br /&gt;
The M.D.452 Mystere was originally designed as an advanced variant of the preceding M.D. 450 Ouragan, with a new wing section and engine. In 1950, Marcel Dassault, the head of the Dassault aviation firm, signed a contract to produce an M.D.450 Ouragan with a new thinner wing section.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; The aircraft had a wing swept back at 30 degrees compared to the Ouragan's 14 degrees, and was powered by a license-built version of the Rolls-Royce Nene. During tests, the aircraft showed significantly better climb rate and top speed, being capable of reaching transonic speeds. After four prototypes, the M.D.452 IIA was developed, carrying four 20 mm Hispano cannons and the Rolls-Royce Tay engine. On October 28th 1951, a Mystere IIA became the first French aircraft to break the sound barrier, in a controlled dive.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the M.D.452 IIA failed to enter service, as it was rapidly replaced by the M.D.452 IIB and IIC. The IIB and IIC retained the wing and fuselage of the IIA, while featuring a new intake design and a pair of 30 mm DEFA cannons in place of the IIA's four Hispanos. The new IIC was re-engined with a SNECMA Atar turbojet, capable of producing 25 kN of thrust.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt; The M.D.452 IIC would later go on to enter service, serving between 1954 and 1963.&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;
{{Youtube-gallery|bZvHRgBda9s|'''La-200 vs M.D.452 IIA''' - ''War Thunder Official Channel''|fa1_8SqJcT0|'''The Shooting Range #97''' - ''Pages of History'' section at 06:04 discusses the Dassault Mystère II.}}&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 aircraft;''&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;
* [[M.D.452 IIC|Dassault Mystere IIC]]&lt;br /&gt;
* [[Super Mystere B2|Dassault Super Mystere]]&lt;br /&gt;
&lt;br /&gt;
;Aircraft of a similar configuration, role or era&lt;br /&gt;
&lt;br /&gt;
* [[F-86F-25]]&lt;br /&gt;
* [[MiG-15]]&lt;br /&gt;
* [[G.91 R/3]]&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;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;&amp;quot;MD 452 Mystère II.&amp;quot; ''Dassault Aviation.'' https://www.dassault-aviation.com/en/passion/aircraft/military-dassault-aircraft/md-452-mystere-ii/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;&amp;quot;The Dassault Ouragan, Mystere, &amp;amp; Super Mystere.&amp;quot; ''Greg Goebel.'' http://www.airvectors.net/avmyst.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Bloch}}&lt;br /&gt;
{{France jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Air-to-air_missiles&amp;diff=75445</id>
		<title>Air-to-air missiles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Air-to-air_missiles&amp;diff=75445"/>
				<updated>2020-11-10T19:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: Added SARH section framing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Air-to-air missiles were added to the game in [[Update 1.85]]; they are available to many aircraft from around the Korean War era and onwards. In-game they are a potent weapon to have at your disposal, allowing you to destroy enemy aircraft from several km away in some situations. There are currently three main categories of air-to-air missiles available to use: command guided missiles, beam riding missiles, and infrared homing (heat-seeking) missiles.&lt;br /&gt;
&lt;br /&gt;
===Rockets vs. Missiles===&lt;br /&gt;
The thing that separates air-to-air missiles from rockets is the presence of a guidance system. When a rocket is fired it will simply fly along its trajectory until it hits something (a target or more often the ground), or self-destructs. By comparison, an air-to-air missile has an active guidance system, allowing it to fly towards and follow a target.&lt;br /&gt;
&lt;br /&gt;
==Command guided missiles==&lt;br /&gt;
The most basic type of air to air missiles in-game are command guided missiles. Command guided missiles are manually guided to the target by the pilot (or another crew member) of the aircraft which fired them. Once the missile was fired the pilot would watch the missile (many missiles had a flare in the tail to aid visibility) and manually guide it towards the target, using a joystick.&lt;br /&gt;
&lt;br /&gt;
===Command guided missile usage===&lt;br /&gt;
[[File:AA-20_Fired.jpg|thumb|400px|right|An [[AA-20]] command guided missile, fired at a [[MiG-15]] from a [[G.91 R/4]]. Notice the lack of HUD elements relating to the missile, you have to watch the missile's flare and manually guide it to the target.]]&lt;br /&gt;
In-game if a command guided missile is fired, and no further input is given, then it will act like an unguided rocket with a proximity fuse. In order to guide the missile you must set up guided weaponry controls (see below); after you have fired the missile you can then use the controls to manually guide it towards the target. Guiding a missile will usually require you to stop controlling your aircraft, as guiding the missile to its target is hard enough without also manoeuvring your aircraft at the same time, so make sure there is no one on your tail before you fire one. It takes a lot of practice to get good at using command guided missiles, however, such missiles usually have a large warhead and proximity fuse, making the job slightly easier. It can sometimes be desirable to use command guided missiles as unguided, proximity fused, rockets; such as in head-ons or if an enemy is dead in front of you (e.g. after they over-shot you).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, command guided missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
===Command guidance pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Much better manoeuvrability than beam riding missiles, and better than some heat-seekers&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Have to stop controlling aircraft to control missile&lt;br /&gt;
* Can be hard to manually guide missiles&lt;br /&gt;
* Can be easy to dodge if the missile is spotted soon enough&lt;br /&gt;
&lt;br /&gt;
===Command guided missile controls===&lt;br /&gt;
To control command guided missiles you set up axis controls for the pitch and yaw; select the relevant control from the menu and click the edit axis button, this will display various controls you can edit. The &amp;quot;maximum value&amp;quot; control is the button you want to press to increase the missiles steering angle (make the missile go up in pitch or right in yaw); and the &amp;quot;minimum value&amp;quot; control is the button you want to press to decrease the missiles steering angle (make the missile go down in pitch or left in yaw). The rest of the controls (apart from relative control, see next paragraph) can be left on default values without much thought and are present for user preference.&lt;br /&gt;
&lt;br /&gt;
An important option to consider is &amp;quot;relative control&amp;quot;; this dramatically changes how you control the missile. With relative control off pressing a control key will immediately set that axis's steering value to 100% and back to 0% when the key is released. By comparison with it on pressing a control key will gradually increase / decrease the steering angle and it will remain at that value until the player changes it.&lt;br /&gt;
&lt;br /&gt;
What this amounts to is that if relative control is off and the player presses the control to move the missile right, the missile will begin moving to the right, then start flying straight in whatever direction it is facing when the player releases the key. With relative control on the missile will begin moving the right and when the player releases the key the missile will keep turning to the right in an arc until the player presses the left key to move the missiles steering angle back to 0%. Personal preference will determine how you set this option, but turning relative control off can be more intuitive, as it makes correcting the missile's course quicker and easier.&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;3&amp;quot; | Command guided missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Yaw axis for aim weapons || Shift + A / Shift + D || Keys to control the yaw (side to side) movement of the missile&lt;br /&gt;
|-&lt;br /&gt;
| Pitch axis for aim weapons || Shift + W / Shift + S ||Keys to control the pitch (up and down) movement of the missile&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-ground missile || Space || Fire the command guided missile (they are treated as proximity fused air to ground missiles)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===List of command guided air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Command guided missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max guidance range&lt;br /&gt;
|-&lt;br /&gt;
| [[AA-20|AA-20 Nord]] || [[File:France_flag.png|40px|link=]] || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam riding missiles==&lt;br /&gt;
Beam riding is another primitive form of missile guidance. An aircraft equipped with beam riding missiles will also carry a small radar transmitter, which projects a narrow (few degrees wide) radio beam in front of the aircraft. When the missile has launched, a receiver on the rear of the missile detects the beam from the aircraft and steers the missile to keep it within the beam. The effect of this is that the missile will fly wherever the beam is pointing.&lt;br /&gt;
&lt;br /&gt;
===Beam riding missile usage===&lt;br /&gt;
[[File:Fireflash_Fired.jpg|thumb|400px|right|A [[Fireflash]] beam riding missile, fired at a [[MiG-17]] from a [[Swift F.7]]. Like with the command guided missile, there are no HUD elements associated with the missile; the missile is following the beam projected from the aircraft towards the targets.]]&lt;br /&gt;
In-game to use a beam riding missile, you simply fire it; the missile will then enter the beam and fly towards where the nose of your aircraft is pointing. You can gently manoeuvre the nose of your aircraft to correct the course of the missile.&lt;br /&gt;
&lt;br /&gt;
Beam riding missiles have a number of disadvantages; firstly once the missile is fired you have to keep the nose of the aircraft pointing at the enemy aircraft, as the missile follows wherever the nose of your aircraft is pointing. Secondly the missile has a very low turning ability, if you move the nose of your aircraft too quickly the beam will move away from the missile quicker than the missile can correct, so the missile will fall out of the beam, at which point you lose all control of the missile; therefore you can only make gentle movements once the missile is launched. Finally, the missile becomes less accurate the further it gets away from the launching aircraft; the beam from the aircraft spreads as it moves away from the aircraft, so at long ranges the missile can still be within the beam, but off-centre (some missiles are better at staying centred within the beam than others)&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
===Beam riding pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Can be easier to guide than command guided missiles&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Must keep your aircraft pointing at the target&lt;br /&gt;
* Bad at engaging manoeuvring targets&lt;br /&gt;
* Anything more than gentle corrections will make missile fall out of beam and lose tracking&lt;br /&gt;
* Gets less accurate with increased range&lt;br /&gt;
* Easy to dodge if the missile is spotted&lt;br /&gt;
&lt;br /&gt;
===Beam riding missile controls===&lt;br /&gt;
To control the missile, launch it them gently correct its course by moving where the nose of your aircraft is pointing.&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;3&amp;quot; | Beam riding missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-ground missile || Space || Fire the command guided missile (they are treated as proximity fused air to ground missiles)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===List of beam riding air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Beam riding missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || Max guidance range&lt;br /&gt;
|-&lt;br /&gt;
| [[Fireflash]] || [[File:Britain_flag.png|40px|link=]] || 2 G || 4,000 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrared homing (heat-seeking) missiles==&lt;br /&gt;
Infrared (IR) homing missiles, also known as heat-seeking missiles, or heat-seekers, are the most widespread type of air-to-air missile in War Thunder. Infrared homing missiles have what is known as an IR seeker mounted in the nose of the missile. The IR seeker is capable of detecting the infrared light emitted by the target; and when the missile is launched the IR seeker tracks the source of infrared light and steers the missile towards it. These missiles are commonly called &amp;quot;heat-seekers&amp;quot;, as things which are hot emit large amounts of infrared light, so the missile is effectively looking for hot things to lock on to.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Infrared homing missiles will lock on to any suitably strong infrared light source; this includes friendly aircraft and the sun|!}}&lt;br /&gt;
&lt;br /&gt;
===Infrared homing missile usage===&lt;br /&gt;
[[File:Firestreak_Caged_Lock.jpg|thumb|400px|right|A [[Firestreak]] missile locked on to a [[MiG-15]]. The seeker ring is red as it has locked onto the MiG. This is a caged seeker (see the section below).]]&lt;br /&gt;
Firing Infrared homing missiles in-game is a little more complicated than firing other types of weaponry. You must first turn on the IR seeker (see controls section below). Once the seeker is turned on you will see a grey flashing circle appear on your screen, the missile seeker is now warming up; the length of time required for the seeker to warm-up varies between missiles (see individual missile pages for details), but is generally several seconds.&lt;br /&gt;
&lt;br /&gt;
Once the seeker has warmed up it will become active and the flashing grey circle will become solid grey; this will be accompanied by a &amp;quot;growling&amp;quot; noise to let you know the missile is active. You must now manoeuvre your aircraft to place the circle over the target you wish to click on to. The seeker on each missile has a maximum range at which it can lock on to a target; you will need to be within that range to get a lock. Most missiles will also require you to be in the rear aspect of your target (behind the target) so that the missile can lock onto the target's engine exhaust (see the all aspect seekers section for more information). Once a lock is achieved the grey circle will turn red and the growling noise will change in tone, indicating a lock. Once a lock is achieved you can fire the missile, after this point the missile requires no further input and will guide itself to the target.&lt;br /&gt;
&lt;br /&gt;
Once the missile is fired there is no guarantee it will hit the target. Early missiles cannot turn very tightly (about 5G), so it is possible for the enemy player to dodge the missile.&lt;br /&gt;
&lt;br /&gt;
'''Important notes:'''&lt;br /&gt;
&lt;br /&gt;
* If your missile locks onto the wrong target before you launch it, you can turn the seeker off then back on again to reset it and force it to find a new target (this is mainly a problem for missiles with uncaged seekers, where you cannot easily move the seeker ring off the target).&lt;br /&gt;
&lt;br /&gt;
* If you are in the cockpit view there are no rings visible, you must rely purely on the growling tone to know when the missile seeker is active and locked.&lt;br /&gt;
&lt;br /&gt;
* Each missile has a maximum amount of time the seeker can be powered up for before launch. If this time is exceeded the seeker will turn off and have to be turned back on again manually (see individual missile pages for details).&lt;br /&gt;
&lt;br /&gt;
* Just because you have achieved a missile lock does not mean it is a good idea to fire the missile; many missiles can lock onto a target which is outside of their effective range (although within their max range), make sure you have closed to a good firing range. In addition, firing while yourself, or the enemy plane, is mid-manoeuvre, is just asking for the missile to lose its lock.&lt;br /&gt;
&lt;br /&gt;
* Once a missile is fired it can lose its lock on the enemy aircraft and lock on to something else; if a friendly flies in front of your missile be prepared for the missile to start chasing them instead. Likewise, if the sun is in the background of your target, expect the missile to fly towards the sun (after all the missile is looking for infrared light, and the sun puts out way more of that than the enemy plane does).&lt;br /&gt;
&lt;br /&gt;
* If there is more than one target in front of the missile's seeker then the seeker may get confused and the missile will likely fly off course and miss.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In AB &amp;amp; RB shortly after you fire a heat-seeking missile the enemy plane will receive a warning, this is a balance mechanic and represents the enemy's pilot noticing the plume of smoke from the missile launch}}&lt;br /&gt;
&lt;br /&gt;
====Caged vs uncaged missile seekers====&lt;br /&gt;
[[File:SRAAM_Uncaged_Lock.jpg|thumb|400px|right|A [[SRAAM]] missile locked on to a [[MiG-15]]. As the seeker is uncaged the lock is maintained so long as the target stays within the larger ring.]]&lt;br /&gt;
Most early infrared homing missiles have what is known as a caged IR seeker prior to being launched, this means the seeker is locked facing directly forwards. This is the mode described in the section above (and the image in that section); in-game you will see a small circle, which you have to position over a target to get a lock, then hold over the target until you fire the missile.&lt;br /&gt;
&lt;br /&gt;
Some more advanced missiles are capable of &amp;quot;uncaging&amp;quot; their seeker once a target has been locked. This means that once the seeker has locked onto a target it is free to move. In practice this means that once you have locked on to a target with one of these missiles you no longer have to manually keep the missile's seeker over the target to maintain a lock prior to launch, the missile will maintain its own lock and you can (within reason) manoeuvre you aircraft before firing the missile.&lt;br /&gt;
&lt;br /&gt;
In-game when the seekers of these missiles are turned on you will see the normal missile seeker ring, but there will also be a larger ring present around the missile seeker ring. To lock on you still need to position the smaller ring over the target, but once a lock is achieved you only need to keep the target within the big ring to maintain a lock. The user interfaces for missiles with uncaged seekers can be seen to the right.&lt;br /&gt;
&lt;br /&gt;
Uncaged seekers are a major advantage as they make maintaining a lock prior to launch much easier. They also allow you to &amp;quot;lead&amp;quot; the missiles like you would your guns, making them more likely to hit turning opponents.&lt;br /&gt;
&lt;br /&gt;
====Slaving the seeker to an aircraft tracking radar====&lt;br /&gt;
[[File:Firestreak_Slaved_Seeker.jpg|thumb|400px|right|A [[Firestreak]] missile with the seeker slaved to the [[Javelin F.(A.W.) Mk.9]]'s tracking radar. The seeker ring is grey as it has not achieved a lock yet, but it is automatically placed over the tracked target for you.]]&lt;br /&gt;
Aircraft which have [[Airborne_radars#Target_tracking_radars|tracking radars]] have the option of slaving the missile's IR seeker to their radar system. This means that when a target is being tracked by the radar and the missile seeker is turned on, instead of the seeker pointing directly forwards it will receive data from the radar and point at the target the radar is locked on to.&lt;br /&gt;
&lt;br /&gt;
Rotorcraft with a gunner seat or&amp;lt;!-- most cases you have both but it isn't needed --&amp;gt; ATGM tracking camera may also guide their seeker manually by hopping in the gunner seat or using the tracking camera, however it is not possible to fire the missile until the player switches back to pilot mode. It is important that the crosshair is pointing at the enemy aircraft and locked upon switching back to the pilot seat otherwise the seeker head will reset.&amp;lt;!-- There's also a bug with the Ka-50 because it doesn't have a dedicated gunner seat and the missile won't re-cage properly in cockpit mode however will reset normally in third person.&lt;br /&gt;
&lt;br /&gt;
Lock tones aren't client-server synced properly as well it seems too so you may not be able to get launch authorisation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The benefits of slaving the IR seeker to the tracking radar are essentially the same as having an uncaged sensor; making achieving and maintaining a lock easier, as well as allowing you to &amp;quot;lead&amp;quot; the missile in some situations. A disadvantage is that if you lose the radar track (as can happen often) you will also lose your IR lock (unless you have an uncaged seeker).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Seeker slaving is available for both missiles with and without an uncaged seeker}}&lt;br /&gt;
&lt;br /&gt;
====All aspect seekers====&lt;br /&gt;
Most infrared homing missiles in-game are what are known as &amp;quot;rear-aspect&amp;quot; missiles, which require you to be in the rear aspect of your target (behind the target) in order for the missile to lock on. This is because early IR seekers were only sensitive enough to lock on to very hot targets, such as the exhaust of a jet engine. There are however some more advanced missiles in-game which are known as &amp;quot;all-aspect&amp;quot; missiles, these missiles have more sensitive IR seekers and better tracking systems which are able to detect heat emitted from the body of the aircraft, allowing the missile to lock on to and engage a target from any direction. These missiles are a major upgrade other infrared homing missiles, they allow you to attack a target from any direction and are much harder to dodge.&lt;br /&gt;
&lt;br /&gt;
====Countermeasures====&lt;br /&gt;
There are general techniques pilots can employ to dodge missiles (covered in a later section), however, in addition, some vehicles also have systems dedicated to defeating infrared homing missiles. These systems fall into two categories: flares and IRCM systems.&lt;br /&gt;
&lt;br /&gt;
=====Flares=====&lt;br /&gt;
The most basic countermeasure to infrared homing missiles is the use of flares. Flares are a type of pyrotechnic which can be fired (usually in bursts) from the target aircraft when the pilot believes a heat-seeking missile has been fired at them. The flare burns extremely hot and produces a large amount of infrared light; this will often trick the IR seeker of the missile into locking on to the flares instead of the target aircraft. More modern missiles with more advanced IR seekers are less vulnerable to flares.&lt;br /&gt;
&lt;br /&gt;
In-game it is currently only helicopters which are equipped with flares. If a target you are locking onto deploys flares you will often see the seeker ring move over the flares instead of the target. If the target deploys flares after a missile has been fired then the missile will often switch course and fly towards the flares. Some modern missiles in-game are not affected as much by flares.&lt;br /&gt;
&lt;br /&gt;
=====Infrared Counter Measures (IRCM) systems=====&lt;br /&gt;
A more advanced countermeasure to infrared-guided missiles are Infrared Counter Measures (IRCM) systems, these systems are effectively jammers for infrared missiles. There are two techniques used by these systems: older systems would have a powerful infrared light source, which was then flickered on and off; this would disrupt the missile's guidance system and cause it to fly off course. More modern systems detect the missile and shine a laser directly at it, blinding the IR seeker.&lt;br /&gt;
&lt;br /&gt;
In-game these systems make locking on to aircraft with the system activated much harder. It is currently only helicopters which have access to these systems.&lt;br /&gt;
&lt;br /&gt;
===Infrared homing missile controls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Infrared homing missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon lock || ??? || Toggles the missile's IR seeker on or off&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-air missile || Space || Fires the air-to-air missile once a target is locked, or if IR seeker is not active it will activate the seeker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infrared homing pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fire and forget in nature&lt;br /&gt;
* Hardest type of missile to dodge (although this depends on the exact missile, some like the [[SRAAM]] can be extremely hard to dodge, while others are quite easy)&lt;br /&gt;
* Easiest missiles to use&lt;br /&gt;
* Can be all-aspect depending on missile&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Enemy player gets a missile launch warning&lt;br /&gt;
* Can lock on to the sun and friendly player's heat sources&lt;br /&gt;
* Can be defeated by flares and IRCM&lt;br /&gt;
* Not very effective against piston engine aircraft due to there not being enough heat for the missile to detect (depending on aircraft, missile and range)&lt;br /&gt;
&lt;br /&gt;
===List of infrared homing air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Infrared homing missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || All-aspect || Uncaged seeker || Radar slaving&lt;br /&gt;
|-&lt;br /&gt;
| [[9M39 Igla]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9B]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9B FGW.2]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9D]] || [[File:USA_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9E]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9G]] || [[File:USA_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9J]] || [[File:USA_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9L]] || [[File:USA_flag.png|40px|link=]] || 30 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-92 Stinger]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Firestreak]] || [[File:Britain_flag.png|40px|link=]] || 13 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R530E]] || [[File:France_flag.png|40px|link=]] || 15 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R550]] || [[File:France_flag.png|40px|link=]] || 30 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mistral]] || [[File:France_flag.png|40px|link=]] || 12 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[PL-2]] || [[File:China_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-3S]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-13M]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-60]] || [[File:USSR_flag.png|40px|link=]] || 30 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-60M]] || [[File:USSR_flag.png|40px|link=]] || 30 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RB24]] || [[File:Sweden_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RB24J]] || [[File:Sweden_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Red Top]] || [[File:Britain_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shafrir]] || [[File:Israel_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SRAAM]] || [[File:Britain_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Semi-Active Radar Homing (SARH) Missiles ==&lt;br /&gt;
SARH guidance is often used for medium-range and long-range Air-to-Air missiles, which rely on the launch aircraft to provide guidance (specifically a radar lock). SARH missiles rely on radar waves from the launch aircraft reflecting off the target, similar to beam-riding missiles. However, due to the larger boresight angles and larger radar scanning angles, these missiles offer increased performance.&lt;br /&gt;
&lt;br /&gt;
=== SARH missile usage ===&lt;br /&gt;
&lt;br /&gt;
=== SARH guidance Pros and Cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* All-aspect guidance&lt;br /&gt;
* Long-ranged&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Less maneuverable than &lt;br /&gt;
* Launch warning for vehicles with a Radar Warning Receiver (RWR)&lt;br /&gt;
* Requires target tracking radar&lt;br /&gt;
&lt;br /&gt;
=== SARH missile controls ===&lt;br /&gt;
&lt;br /&gt;
=== List of SARH homing air-to-air missiles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |SARH Missiles&lt;br /&gt;
|-&lt;br /&gt;
!Missile&lt;br /&gt;
!Country&lt;br /&gt;
!Max overload&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|[[R-3R]]&lt;br /&gt;
|[[File:USSR_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[AIM-7D Sparrow|AIM-7D]]&lt;br /&gt;
|[[File:USA_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[AIM-7E Sparrow|AIM-7E]]&lt;br /&gt;
|[[File:USA_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Matra R530]]&lt;br /&gt;
|[[File:France_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Avoiding air-to-air missiles==&lt;br /&gt;
There are various techniques you can use to avoid the different types of air-to-air missiles. As a general rule though situational awareness is absolutely key, you should be looking out to see if any aircraft around you could have air-to-air missiles, and judging what type they are likely to have. If an enemy is on your tail keep looking to see if a missile is launched. You may not get a warning (depending on missile type) and even if you do it may be too late.&lt;br /&gt;
&lt;br /&gt;
===Avoiding command guided missiles===&lt;br /&gt;
You don't get a warning for these missiles so you need to keep a constant eye out to see if one has been launched. If one is launched at you begin manoeuvring to make it hard for the enemy player to hit you. If one is fired at you in a head-on, then abandon the head-on immediately, if you don't the proximity fuse will get you.&lt;br /&gt;
&lt;br /&gt;
===Avoiding beam riding missiles===&lt;br /&gt;
You don't get a warning for these missiles so you need to keep a constant eye out to see if one has been launched. If one has been launched then any manoeuvre pulling more than a few G's will likely cause the missile to fall out of the beam from the chasing aircraft, at which point the missile poses little threat. Again if one is fired in a head-on then abandon immediately and pull off to the side.&lt;br /&gt;
&lt;br /&gt;
===Avoiding heat-seeking missiles===&lt;br /&gt;
{{Notice|There is a delay between missile launch and receiving an inbound missile warning; it is best to look at the enemy aircraft so you can react as soon as a missile is fired.}}&lt;br /&gt;
&lt;br /&gt;
How you best avoiding heat-seeking missiles depends largely on what missile was fired at you; it is recommended to familiarise yourself with what missiles different planes carry and what the characteristics of each are. For early missiles, you should be able to turn tighter than the missile and make it lose its lock that way. For missiles which you can't simply throw off with a hard turn your options are more limited, you can try pulling a sort of barrel roll manoeuvre, the combination of turning hard and rolling can sometimes throw the missile off. A final option is to manoeuvre your aircraft so that it is directly between the missile and the sun, causing the missile to lock onto the sun, although this is rarely possible in battle situations; this can be done pre-emptively (i.e. fly towards the sun when you spot an enemy with air-to-air missiles on your tail).&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;
;Heat-seeking missiles&lt;br /&gt;
{{Youtube-gallery|TclR7XJMoWY|'''Heat Seekers. How they work''' - War Thunder Official Channel|omcme8er-7o|'''Heat-seeking missiles 101''' - 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;
* [[Template:Missiles|Missiles]]&lt;br /&gt;
* [[:Category:Countermeasures|Countermeasures]]&lt;br /&gt;
* [[Anti-tank guided 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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/5947-development-air-to-air-missiles-en|[Development] Air-to-air Missiles]]&lt;br /&gt;
* [[wt:en/news/6879-development-sarh-air-to-air-missiles-en|[Development] SARH Air-to-Air Missiles]]&lt;br /&gt;
* [[wikipedia:Command_guidance|[Wikipedia] Command guidance]]&lt;br /&gt;
* [[wikipedia:Beam_riding|[Wikipedia] Beam riding]]&lt;br /&gt;
* [[wikipedia:Infrared_homing|[Wikipedia] Infrared homing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Armaments]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Air-to-air_missiles&amp;diff=75444</id>
		<title>Air-to-air missiles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Air-to-air_missiles&amp;diff=75444"/>
				<updated>2020-11-10T18:57:05Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Avoiding air-to-air missiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Air-to-air missiles were added to the game in [[Update 1.85]]; they are available to many aircraft from around the Korean War era and onwards. In-game they are a potent weapon to have at your disposal, allowing you to destroy enemy aircraft from several km away in some situations. There are currently three main categories of air-to-air missiles available to use: command guided missiles, beam riding missiles, and infrared homing (heat-seeking) missiles.&lt;br /&gt;
&lt;br /&gt;
===Rockets vs. Missiles===&lt;br /&gt;
The thing that separates air-to-air missiles from rockets is the presence of a guidance system. When a rocket is fired it will simply fly along its trajectory until it hits something (a target or more often the ground), or self-destructs. By comparison, an air-to-air missile has an active guidance system, allowing it to fly towards and follow a target.&lt;br /&gt;
&lt;br /&gt;
==Command guided missiles==&lt;br /&gt;
The most basic type of air to air missiles in-game are command guided missiles. Command guided missiles are manually guided to the target by the pilot (or another crew member) of the aircraft which fired them. Once the missile was fired the pilot would watch the missile (many missiles had a flare in the tail to aid visibility) and manually guide it towards the target, using a joystick.&lt;br /&gt;
&lt;br /&gt;
===Command guided missile usage===&lt;br /&gt;
[[File:AA-20_Fired.jpg|thumb|400px|right|An [[AA-20]] command guided missile, fired at a [[MiG-15]] from a [[G.91 R/4]]. Notice the lack of HUD elements relating to the missile, you have to watch the missile's flare and manually guide it to the target.]]&lt;br /&gt;
In-game if a command guided missile is fired, and no further input is given, then it will act like an unguided rocket with a proximity fuse. In order to guide the missile you must set up guided weaponry controls (see below); after you have fired the missile you can then use the controls to manually guide it towards the target. Guiding a missile will usually require you to stop controlling your aircraft, as guiding the missile to its target is hard enough without also manoeuvring your aircraft at the same time, so make sure there is no one on your tail before you fire one. It takes a lot of practice to get good at using command guided missiles, however, such missiles usually have a large warhead and proximity fuse, making the job slightly easier. It can sometimes be desirable to use command guided missiles as unguided, proximity fused, rockets; such as in head-ons or if an enemy is dead in front of you (e.g. after they over-shot you).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, command guided missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
===Command guidance pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Much better manoeuvrability than beam riding missiles, and better than some heat-seekers&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Have to stop controlling aircraft to control missile&lt;br /&gt;
* Can be hard to manually guide missiles&lt;br /&gt;
* Can be easy to dodge if the missile is spotted soon enough&lt;br /&gt;
&lt;br /&gt;
===Command guided missile controls===&lt;br /&gt;
To control command guided missiles you set up axis controls for the pitch and yaw; select the relevant control from the menu and click the edit axis button, this will display various controls you can edit. The &amp;quot;maximum value&amp;quot; control is the button you want to press to increase the missiles steering angle (make the missile go up in pitch or right in yaw); and the &amp;quot;minimum value&amp;quot; control is the button you want to press to decrease the missiles steering angle (make the missile go down in pitch or left in yaw). The rest of the controls (apart from relative control, see next paragraph) can be left on default values without much thought and are present for user preference.&lt;br /&gt;
&lt;br /&gt;
An important option to consider is &amp;quot;relative control&amp;quot;; this dramatically changes how you control the missile. With relative control off pressing a control key will immediately set that axis's steering value to 100% and back to 0% when the key is released. By comparison with it on pressing a control key will gradually increase / decrease the steering angle and it will remain at that value until the player changes it.&lt;br /&gt;
&lt;br /&gt;
What this amounts to is that if relative control is off and the player presses the control to move the missile right, the missile will begin moving to the right, then start flying straight in whatever direction it is facing when the player releases the key. With relative control on the missile will begin moving the right and when the player releases the key the missile will keep turning to the right in an arc until the player presses the left key to move the missiles steering angle back to 0%. Personal preference will determine how you set this option, but turning relative control off can be more intuitive, as it makes correcting the missile's course quicker and easier.&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;3&amp;quot; | Command guided missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Yaw axis for aim weapons || Shift + A / Shift + D || Keys to control the yaw (side to side) movement of the missile&lt;br /&gt;
|-&lt;br /&gt;
| Pitch axis for aim weapons || Shift + W / Shift + S ||Keys to control the pitch (up and down) movement of the missile&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-ground missile || Space || Fire the command guided missile (they are treated as proximity fused air to ground missiles)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===List of command guided air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Command guided missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max guidance range&lt;br /&gt;
|-&lt;br /&gt;
| [[AA-20|AA-20 Nord]] || [[File:France_flag.png|40px|link=]] || 8,000 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Beam riding missiles==&lt;br /&gt;
Beam riding is another primitive form of missile guidance. An aircraft equipped with beam riding missiles will also carry a small radar transmitter, which projects a narrow (few degrees wide) radio beam in front of the aircraft. When the missile has launched, a receiver on the rear of the missile detects the beam from the aircraft and steers the missile to keep it within the beam. The effect of this is that the missile will fly wherever the beam is pointing.&lt;br /&gt;
&lt;br /&gt;
===Beam riding missile usage===&lt;br /&gt;
[[File:Fireflash_Fired.jpg|thumb|400px|right|A [[Fireflash]] beam riding missile, fired at a [[MiG-17]] from a [[Swift F.7]]. Like with the command guided missile, there are no HUD elements associated with the missile; the missile is following the beam projected from the aircraft towards the targets.]]&lt;br /&gt;
In-game to use a beam riding missile, you simply fire it; the missile will then enter the beam and fly towards where the nose of your aircraft is pointing. You can gently manoeuvre the nose of your aircraft to correct the course of the missile.&lt;br /&gt;
&lt;br /&gt;
Beam riding missiles have a number of disadvantages; firstly once the missile is fired you have to keep the nose of the aircraft pointing at the enemy aircraft, as the missile follows wherever the nose of your aircraft is pointing. Secondly the missile has a very low turning ability, if you move the nose of your aircraft too quickly the beam will move away from the missile quicker than the missile can correct, so the missile will fall out of the beam, at which point you lose all control of the missile; therefore you can only make gentle movements once the missile is launched. Finally, the missile becomes less accurate the further it gets away from the launching aircraft; the beam from the aircraft spreads as it moves away from the aircraft, so at long ranges the missile can still be within the beam, but off-centre (some missiles are better at staying centred within the beam than others)&lt;br /&gt;
&lt;br /&gt;
{{Notice|Unlike heat-seeking missiles, beam riding missiles will not trigger a missile launch warning for the enemy player.}}&lt;br /&gt;
&lt;br /&gt;
===Beam riding pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Not vulnerable to countermeasures&lt;br /&gt;
* Do not trigger missile warnings&lt;br /&gt;
* Can be easier to guide than command guided missiles&lt;br /&gt;
* Can be used as unguided proximity rockets&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Must keep your aircraft pointing at the target&lt;br /&gt;
* Bad at engaging manoeuvring targets&lt;br /&gt;
* Anything more than gentle corrections will make missile fall out of beam and lose tracking&lt;br /&gt;
* Gets less accurate with increased range&lt;br /&gt;
* Easy to dodge if the missile is spotted&lt;br /&gt;
&lt;br /&gt;
===Beam riding missile controls===&lt;br /&gt;
To control the missile, launch it them gently correct its course by moving where the nose of your aircraft is pointing.&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;3&amp;quot; | Beam riding missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-ground missile || Space || Fire the command guided missile (they are treated as proximity fused air to ground missiles)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===List of beam riding air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Beam riding missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || Max guidance range&lt;br /&gt;
|-&lt;br /&gt;
| [[Fireflash]] || [[File:Britain_flag.png|40px|link=]] || 2 G || 4,000 m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrared homing (heat-seeking) missiles==&lt;br /&gt;
Infrared (IR) homing missiles, also known as heat-seeking missiles, or heat-seekers, are the most widespread type of air-to-air missile in War Thunder. Infrared homing missiles have what is known as an IR seeker mounted in the nose of the missile. The IR seeker is capable of detecting the infrared light emitted by the target; and when the missile is launched the IR seeker tracks the source of infrared light and steers the missile towards it. These missiles are commonly called &amp;quot;heat-seekers&amp;quot;, as things which are hot emit large amounts of infrared light, so the missile is effectively looking for hot things to lock on to.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Infrared homing missiles will lock on to any suitably strong infrared light source; this includes friendly aircraft and the sun|!}}&lt;br /&gt;
&lt;br /&gt;
===Infrared homing missile usage===&lt;br /&gt;
[[File:Firestreak_Caged_Lock.jpg|thumb|400px|right|A [[Firestreak]] missile locked on to a [[MiG-15]]. The seeker ring is red as it has locked onto the MiG. This is a caged seeker (see the section below).]]&lt;br /&gt;
Firing Infrared homing missiles in-game is a little more complicated than firing other types of weaponry. You must first turn on the IR seeker (see controls section below). Once the seeker is turned on you will see a grey flashing circle appear on your screen, the missile seeker is now warming up; the length of time required for the seeker to warm-up varies between missiles (see individual missile pages for details), but is generally several seconds.&lt;br /&gt;
&lt;br /&gt;
Once the seeker has warmed up it will become active and the flashing grey circle will become solid grey; this will be accompanied by a &amp;quot;growling&amp;quot; noise to let you know the missile is active. You must now manoeuvre your aircraft to place the circle over the target you wish to click on to. The seeker on each missile has a maximum range at which it can lock on to a target; you will need to be within that range to get a lock. Most missiles will also require you to be in the rear aspect of your target (behind the target) so that the missile can lock onto the target's engine exhaust (see the all aspect seekers section for more information). Once a lock is achieved the grey circle will turn red and the growling noise will change in tone, indicating a lock. Once a lock is achieved you can fire the missile, after this point the missile requires no further input and will guide itself to the target.&lt;br /&gt;
&lt;br /&gt;
Once the missile is fired there is no guarantee it will hit the target. Early missiles cannot turn very tightly (about 5G), so it is possible for the enemy player to dodge the missile.&lt;br /&gt;
&lt;br /&gt;
'''Important notes:'''&lt;br /&gt;
&lt;br /&gt;
* If your missile locks onto the wrong target before you launch it, you can turn the seeker off then back on again to reset it and force it to find a new target (this is mainly a problem for missiles with uncaged seekers, where you cannot easily move the seeker ring off the target).&lt;br /&gt;
&lt;br /&gt;
* If you are in the cockpit view there are no rings visible, you must rely purely on the growling tone to know when the missile seeker is active and locked.&lt;br /&gt;
&lt;br /&gt;
* Each missile has a maximum amount of time the seeker can be powered up for before launch. If this time is exceeded the seeker will turn off and have to be turned back on again manually (see individual missile pages for details).&lt;br /&gt;
&lt;br /&gt;
* Just because you have achieved a missile lock does not mean it is a good idea to fire the missile; many missiles can lock onto a target which is outside of their effective range (although within their max range), make sure you have closed to a good firing range. In addition, firing while yourself, or the enemy plane, is mid-manoeuvre, is just asking for the missile to lose its lock.&lt;br /&gt;
&lt;br /&gt;
* Once a missile is fired it can lose its lock on the enemy aircraft and lock on to something else; if a friendly flies in front of your missile be prepared for the missile to start chasing them instead. Likewise, if the sun is in the background of your target, expect the missile to fly towards the sun (after all the missile is looking for infrared light, and the sun puts out way more of that than the enemy plane does).&lt;br /&gt;
&lt;br /&gt;
* If there is more than one target in front of the missile's seeker then the seeker may get confused and the missile will likely fly off course and miss.&lt;br /&gt;
&lt;br /&gt;
{{Notice|In AB &amp;amp; RB shortly after you fire a heat-seeking missile the enemy plane will receive a warning, this is a balance mechanic and represents the enemy's pilot noticing the plume of smoke from the missile launch}}&lt;br /&gt;
&lt;br /&gt;
====Caged vs uncaged missile seekers====&lt;br /&gt;
[[File:SRAAM_Uncaged_Lock.jpg|thumb|400px|right|A [[SRAAM]] missile locked on to a [[MiG-15]]. As the seeker is uncaged the lock is maintained so long as the target stays within the larger ring.]]&lt;br /&gt;
Most early infrared homing missiles have what is known as a caged IR seeker prior to being launched, this means the seeker is locked facing directly forwards. This is the mode described in the section above (and the image in that section); in-game you will see a small circle, which you have to position over a target to get a lock, then hold over the target until you fire the missile.&lt;br /&gt;
&lt;br /&gt;
Some more advanced missiles are capable of &amp;quot;uncaging&amp;quot; their seeker once a target has been locked. This means that once the seeker has locked onto a target it is free to move. In practice this means that once you have locked on to a target with one of these missiles you no longer have to manually keep the missile's seeker over the target to maintain a lock prior to launch, the missile will maintain its own lock and you can (within reason) manoeuvre you aircraft before firing the missile.&lt;br /&gt;
&lt;br /&gt;
In-game when the seekers of these missiles are turned on you will see the normal missile seeker ring, but there will also be a larger ring present around the missile seeker ring. To lock on you still need to position the smaller ring over the target, but once a lock is achieved you only need to keep the target within the big ring to maintain a lock. The user interfaces for missiles with uncaged seekers can be seen to the right.&lt;br /&gt;
&lt;br /&gt;
Uncaged seekers are a major advantage as they make maintaining a lock prior to launch much easier. They also allow you to &amp;quot;lead&amp;quot; the missiles like you would your guns, making them more likely to hit turning opponents.&lt;br /&gt;
&lt;br /&gt;
====Slaving the seeker to an aircraft tracking radar====&lt;br /&gt;
[[File:Firestreak_Slaved_Seeker.jpg|thumb|400px|right|A [[Firestreak]] missile with the seeker slaved to the [[Javelin F.(A.W.) Mk.9]]'s tracking radar. The seeker ring is grey as it has not achieved a lock yet, but it is automatically placed over the tracked target for you.]]&lt;br /&gt;
Aircraft which have [[Airborne_radars#Target_tracking_radars|tracking radars]] have the option of slaving the missile's IR seeker to their radar system. This means that when a target is being tracked by the radar and the missile seeker is turned on, instead of the seeker pointing directly forwards it will receive data from the radar and point at the target the radar is locked on to.&lt;br /&gt;
&lt;br /&gt;
Rotorcraft with a gunner seat or&amp;lt;!-- most cases you have both but it isn't needed --&amp;gt; ATGM tracking camera may also guide their seeker manually by hopping in the gunner seat or using the tracking camera, however it is not possible to fire the missile until the player switches back to pilot mode. It is important that the crosshair is pointing at the enemy aircraft and locked upon switching back to the pilot seat otherwise the seeker head will reset.&amp;lt;!-- There's also a bug with the Ka-50 because it doesn't have a dedicated gunner seat and the missile won't re-cage properly in cockpit mode however will reset normally in third person.&lt;br /&gt;
&lt;br /&gt;
Lock tones aren't client-server synced properly as well it seems too so you may not be able to get launch authorisation --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The benefits of slaving the IR seeker to the tracking radar are essentially the same as having an uncaged sensor; making achieving and maintaining a lock easier, as well as allowing you to &amp;quot;lead&amp;quot; the missile in some situations. A disadvantage is that if you lose the radar track (as can happen often) you will also lose your IR lock (unless you have an uncaged seeker).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Seeker slaving is available for both missiles with and without an uncaged seeker}}&lt;br /&gt;
&lt;br /&gt;
====All aspect seekers====&lt;br /&gt;
Most infrared homing missiles in-game are what are known as &amp;quot;rear-aspect&amp;quot; missiles, which require you to be in the rear aspect of your target (behind the target) in order for the missile to lock on. This is because early IR seekers were only sensitive enough to lock on to very hot targets, such as the exhaust of a jet engine. There are however some more advanced missiles in-game which are known as &amp;quot;all-aspect&amp;quot; missiles, these missiles have more sensitive IR seekers and better tracking systems which are able to detect heat emitted from the body of the aircraft, allowing the missile to lock on to and engage a target from any direction. These missiles are a major upgrade other infrared homing missiles, they allow you to attack a target from any direction and are much harder to dodge.&lt;br /&gt;
&lt;br /&gt;
====Countermeasures====&lt;br /&gt;
There are general techniques pilots can employ to dodge missiles (covered in a later section), however, in addition, some vehicles also have systems dedicated to defeating infrared homing missiles. These systems fall into two categories: flares and IRCM systems.&lt;br /&gt;
&lt;br /&gt;
=====Flares=====&lt;br /&gt;
The most basic countermeasure to infrared homing missiles is the use of flares. Flares are a type of pyrotechnic which can be fired (usually in bursts) from the target aircraft when the pilot believes a heat-seeking missile has been fired at them. The flare burns extremely hot and produces a large amount of infrared light; this will often trick the IR seeker of the missile into locking on to the flares instead of the target aircraft. More modern missiles with more advanced IR seekers are less vulnerable to flares.&lt;br /&gt;
&lt;br /&gt;
In-game it is currently only helicopters which are equipped with flares. If a target you are locking onto deploys flares you will often see the seeker ring move over the flares instead of the target. If the target deploys flares after a missile has been fired then the missile will often switch course and fly towards the flares. Some modern missiles in-game are not affected as much by flares.&lt;br /&gt;
&lt;br /&gt;
=====Infrared Counter Measures (IRCM) systems=====&lt;br /&gt;
A more advanced countermeasure to infrared-guided missiles are Infrared Counter Measures (IRCM) systems, these systems are effectively jammers for infrared missiles. There are two techniques used by these systems: older systems would have a powerful infrared light source, which was then flickered on and off; this would disrupt the missile's guidance system and cause it to fly off course. More modern systems detect the missile and shine a laser directly at it, blinding the IR seeker.&lt;br /&gt;
&lt;br /&gt;
In-game these systems make locking on to aircraft with the system activated much harder. It is currently only helicopters which have access to these systems.&lt;br /&gt;
&lt;br /&gt;
===Infrared homing missile controls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Infrared homing missile controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon lock || ??? || Toggles the missile's IR seeker on or off&lt;br /&gt;
|-&lt;br /&gt;
| Fire air-to-air missile || Space || Fires the air-to-air missile once a target is locked, or if IR seeker is not active it will activate the seeker.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infrared homing pros and cons===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fire and forget in nature&lt;br /&gt;
* Hardest type of missile to dodge (although this depends on the exact missile, some like the [[SRAAM]] can be extremely hard to dodge, while others are quite easy)&lt;br /&gt;
* Easiest missiles to use&lt;br /&gt;
* Can be all-aspect depending on missile&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Enemy player gets a missile launch warning&lt;br /&gt;
* Can lock on to the sun and friendly player's heat sources&lt;br /&gt;
* Can be defeated by flares and IRCM&lt;br /&gt;
* Not very effective against piston engine aircraft due to there not being enough heat for the missile to detect (depending on aircraft, missile and range)&lt;br /&gt;
&lt;br /&gt;
===List of infrared homing air-to-air missiles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Infrared homing missiles&lt;br /&gt;
|-&lt;br /&gt;
! Missile || Country || Max overload || All-aspect || Uncaged seeker || Radar slaving&lt;br /&gt;
|-&lt;br /&gt;
| [[9M39 Igla]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9B]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9B FGW.2]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9D]] || [[File:USA_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9E]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9G]] || [[File:USA_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9J]] || [[File:USA_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-9L]] || [[File:USA_flag.png|40px|link=]] || 30 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[AIM-92 Stinger]] || [[File:USA_flag.png|40px|link=]] || 10 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Firestreak]] || [[File:Britain_flag.png|40px|link=]] || 13 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R530E]] || [[File:France_flag.png|40px|link=]] || 15 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Matra R550]] || [[File:France_flag.png|40px|link=]] || 30 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mistral]] || [[File:France_flag.png|40px|link=]] || 12 G || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[PL-2]] || [[File:China_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-3S]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-13M]] || [[File:USSR_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-60]] || [[File:USSR_flag.png|40px|link=]] || 30 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[R-60M]] || [[File:USSR_flag.png|40px|link=]] || 30 G || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RB24]] || [[File:Sweden_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[RB24J]] || [[File:Sweden_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Red Top]] || [[File:Britain_flag.png|40px|link=]] || 16 G || {{Cross}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shafrir]] || [[File:Israel_flag.png|40px|link=]] || 10 G || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| [[SRAAM]] || [[File:Britain_flag.png|40px|link=]] || 20 G || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Semi-Active Radar Homing (SARH) Missiles ==&lt;br /&gt;
SARH guidance is often used for medium-range and long-range Air-to-Air missiles, which rely on the launch aircraft to provide guidance (specifically a radar lock). SARH missiles rely on radar waves from the launch aircraft reflecting off the target, similar to beam-riding missiles. However, due to the larger boresight angles and larger radar scanning angles, these missiles offer increased performance.&lt;br /&gt;
&lt;br /&gt;
=== SARH missile ssage ===&lt;br /&gt;
&lt;br /&gt;
=== SARH guidance Pros and Cons ===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* All-aspect guidance&lt;br /&gt;
* Long-ranged&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Less maneuverable than &lt;br /&gt;
* Launch warning for vehicles with a Radar Warning Receiver (RWR)&lt;br /&gt;
* Requires target tracking radar&lt;br /&gt;
&lt;br /&gt;
=== SARH missile controls ===&lt;br /&gt;
&lt;br /&gt;
=== List of SARH homing air-to-air missiles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Missile&lt;br /&gt;
!Country&lt;br /&gt;
!Max overload&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|R-3R&lt;br /&gt;
|[[File:USSR_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AIM-7D&lt;br /&gt;
|[[File:USA_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|AIM-7E&lt;br /&gt;
|[[File:USA_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matra R530&lt;br /&gt;
|[[File:France_flag.png|40px|link=]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Avoiding air-to-air missiles==&lt;br /&gt;
There are various techniques you can use to avoid the different types of air-to-air missiles. As a general rule though situational awareness is absolutely key, you should be looking out to see if any aircraft around you could have air-to-air missiles, and judging what type they are likely to have. If an enemy is on your tail keep looking to see if a missile is launched. You may not get a warning (depending on missile type) and even if you do it may be too late.&lt;br /&gt;
&lt;br /&gt;
===Avoiding command guided missiles===&lt;br /&gt;
You don't get a warning for these missiles so you need to keep a constant eye out to see if one has been launched. If one is launched at you begin manoeuvring to make it hard for the enemy player to hit you. If one is fired at you in a head-on, then abandon the head-on immediately, if you don't the proximity fuse will get you.&lt;br /&gt;
&lt;br /&gt;
===Avoiding beam riding missiles===&lt;br /&gt;
You don't get a warning for these missiles so you need to keep a constant eye out to see if one has been launched. If one has been launched then any manoeuvre pulling more than a few G's will likely cause the missile to fall out of the beam from the chasing aircraft, at which point the missile poses little threat. Again if one is fired in a head-on then abandon immediately and pull off to the side.&lt;br /&gt;
&lt;br /&gt;
===Avoiding heat-seeking missiles===&lt;br /&gt;
{{Notice|There is a delay between missile launch and receiving an inbound missile warning; it is best to look at the enemy aircraft so you can react as soon as a missile is fired.}}&lt;br /&gt;
&lt;br /&gt;
How you best avoiding heat-seeking missiles depends largely on what missile was fired at you; it is recommended to familiarise yourself with what missiles different planes carry and what the characteristics of each are. For early missiles, you should be able to turn tighter than the missile and make it lose its lock that way. For missiles which you can't simply throw off with a hard turn your options are more limited, you can try pulling a sort of barrel roll manoeuvre, the combination of turning hard and rolling can sometimes throw the missile off. A final option is to manoeuvre your aircraft so that it is directly between the missile and the sun, causing the missile to lock onto the sun, although this is rarely possible in battle situations; this can be done pre-emptively (i.e. fly towards the sun when you spot an enemy with air-to-air missiles on your tail).&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;
;Heat-seeking missiles&lt;br /&gt;
{{Youtube-gallery|TclR7XJMoWY|'''Heat Seekers. How they work''' - War Thunder Official Channel|omcme8er-7o|'''Heat-seeking missiles 101''' - 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;
* [[Template:Missiles|Missiles]]&lt;br /&gt;
* [[:Category:Countermeasures|Countermeasures]]&lt;br /&gt;
* [[Anti-tank guided 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;
* ''encyclopedia page on the weapon;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/5947-development-air-to-air-missiles-en|[Development] Air-to-air Missiles]]&lt;br /&gt;
* [[wt:en/news/6879-development-sarh-air-to-air-missiles-en|[Development] SARH Air-to-Air Missiles]]&lt;br /&gt;
* [[wikipedia:Command_guidance|[Wikipedia] Command guidance]]&lt;br /&gt;
* [[wikipedia:Beam_riding|[Wikipedia] Beam riding]]&lt;br /&gt;
* [[wikipedia:Infrared_homing|[Wikipedia] Infrared homing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Armaments]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Tank_ammunition&amp;diff=75443</id>
		<title>Tank ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Tank_ammunition&amp;diff=75443"/>
				<updated>2020-11-10T18:30:40Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* relocated the fragmentation grenade section*/&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 Russian 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 found as a high-tier shell for British, French and American mid-to-late WW2 vehicles. In-game, 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 if 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 caliber - 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 homogenous 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 Russian, 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 Russian 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 Russian 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;
=== 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, and is available to most vehicles in possession of an [[Royal Ordnance L7A1 (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 often 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 such, HE rounds tend to have minimal armour-piercing capability and are better used against particularly lightly armoured vehicles, although on occasion it can prove effective against the sides of a vehicle. Particularly 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 ineffective against all but the most lightly armoured targets, so this type of round should only be utilised by vehicles with large-calibre guns, such as the [[KV-2]] or [[Sturmpanzer II]].''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive Time Fuse (HE-DF) ====&lt;br /&gt;
[[File:Icon rnd hevt.png|left|frameless]] HE-DF rounds use the simple concept of a timed fuse, resulting in an explosion at a pre-set range. While HE-DF 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-DF 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:VOG Icon.png|left|frameless|30x30px]]&lt;br /&gt;
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;
''At the time of writing, the [[BMP-2M]]'' ''is the only IFV to have 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;
==== Rocket ====&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 amounts of HE filler, and ability to continuously launch them until the ammo rack is empty, they can prove effective against some armoured vehicles. Rockets are either mounted ancillary, as on the [[Calliope]] or the [[M26 T99]], or on rocket carriers such as the [[BM-13N]].''&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 to normal rounds, but 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 Russian 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.&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 HEAT-FS 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 (HEAT-FS) ====&lt;br /&gt;
[[File:Icon rnd heatfs.png|left|frameless]] HEAT-FS rounds are an improvement over the HEAT concept, using improved penetrative chemicals and utilising fins for improved ballistic performance. HEAT-FS rounds maintain their penetration values at all ranges, and are well-suited to long-range engagements. HEAT-FS rounds are particularly sensitive, and may detonate on light obstacles such as shrubs or fences.&lt;br /&gt;
&lt;br /&gt;
''HEAT-FS rounds become available to many nations from Rank V, although notably the British do not receive HEAT-FS at any stage due to its incompatibility with rifled cannons. At late Rank VI and Rank VII, HEAT-FS 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 HEAT-FS rounds have extremely high penetration power. High-calibre HEAT-FS rounds will reliably hull break light tanks, a mechanic that can be applied against vehicles APFSDS is ineffective against.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive, Anti-Tank, Fin-Stabilised, Proximity Fuse [Self-Destroying] (HEAT-FS VT*) ====&lt;br /&gt;
[[File:Icon rnd heatfs.png|left|frameless]]HEAT-FS VT rounds are specialised HEAT-FS 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 HEAT-FS technology.&lt;br /&gt;
&lt;br /&gt;
''HEAT-FS VT rounds are extremely specialised. As of Update 1.93, they are available to only the [[M1A2 Abrams]] and have an identical icon to the standard HEAT-FS. They combine the anti-armour power of a standard HEAT-FS 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 [[BMP-1]], [[FIAT 6614]] and [[Type 60 SPRG (C)]].''&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, 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 [[ADATS]], 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 maneuvers, 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|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;
* ''encyclopedia page on the topic;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&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>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Tank_ammunition&amp;diff=75442</id>
		<title>Tank ammunition</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Tank_ammunition&amp;diff=75442"/>
				<updated>2020-11-10T18:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /*  Added Anti-Personnel Fragmentation Grenades */&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 Russian 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 found as a high-tier shell for British, French and American mid-to-late WW2 vehicles. In-game, 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 if 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 caliber - 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 homogenous 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 Russian, 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 Russian 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 Russian 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;
=== 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, and is available to most vehicles in possession of an [[Royal Ordnance L7A1 (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 often 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 such, HE rounds tend to have minimal armour-piercing capability and are better used against particularly lightly armoured vehicles, although on occasion it can prove effective against the sides of a vehicle. Particularly 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 ineffective against all but the most lightly armoured targets, so this type of round should only be utilised by vehicles with large-calibre guns, such as the [[KV-2]] or [[Sturmpanzer II]].''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive Time Fuse (HE-DF) ====&lt;br /&gt;
[[File:Icon rnd hevt.png|left|frameless]] HE-DF rounds use the simple concept of a timed fuse, resulting in an explosion at a pre-set range. While HE-DF 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-DF 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;
==== Rocket ====&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 amounts of HE filler, and ability to continuously launch them until the ammo rack is empty, they can prove effective against some armoured vehicles. Rockets are either mounted ancillary, as on the [[Calliope]] or the [[M26 T99]], or on rocket carriers such as the [[BM-13N]].''&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 to normal rounds, but 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 Russian 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.&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 HEAT-FS 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 (HEAT-FS) ====&lt;br /&gt;
[[File:Icon rnd heatfs.png|left|frameless]] HEAT-FS rounds are an improvement over the HEAT concept, using improved penetrative chemicals and utilising fins for improved ballistic performance. HEAT-FS rounds maintain their penetration values at all ranges, and are well-suited to long-range engagements. HEAT-FS rounds are particularly sensitive, and may detonate on light obstacles such as shrubs or fences.&lt;br /&gt;
&lt;br /&gt;
''HEAT-FS rounds become available to many nations from Rank V, although notably the British do not receive HEAT-FS at any stage due to its incompatibility with rifled cannons. At late Rank VI and Rank VII, HEAT-FS 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 HEAT-FS rounds have extremely high penetration power. High-calibre HEAT-FS rounds will reliably hull break light tanks, a mechanic that can be applied against vehicles APFSDS is ineffective against.''&lt;br /&gt;
&lt;br /&gt;
==== High-Explosive, Anti-Tank, Fin-Stabilised, Proximity Fuse [Self-Destroying] (HEAT-FS VT*) ====&lt;br /&gt;
[[File:Icon rnd heatfs.png|left|frameless]]HEAT-FS VT rounds are specialised HEAT-FS 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 HEAT-FS technology.&lt;br /&gt;
&lt;br /&gt;
''HEAT-FS VT rounds are extremely specialised. As of Update 1.93, they are available to only the [[M1A2 Abrams]] and have an identical icon to the standard HEAT-FS. They combine the anti-armour power of a standard HEAT-FS 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 [[BMP-1]], [[FIAT 6614]] and [[Type 60 SPRG (C)]].''&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, 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 [[ADATS]], 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;
==== Anti-Personnel Fragmentation Grenade (VOG) ====&lt;br /&gt;
[[File:VOG Icon.png|left|frameless|30x30px]]&lt;br /&gt;
Anti-Personnel Fragmentation Grenades are grenades intended for use against infantry; they often use a lightweight explosive charge alongside a thin casing to produce a large lethal radius. &lt;br /&gt;
&lt;br /&gt;
''At the time of writing, the [[BMP-2M]]'' ''is the only IFV to have 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;
==== 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 maneuvers, 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|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;
* ''encyclopedia page on the topic;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&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>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:VOG_Icon.png&amp;diff=75430</id>
		<title>File:VOG Icon.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:VOG_Icon.png&amp;diff=75430"/>
				<updated>2020-11-10T17:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;icon for the AGS-30 Ammunition on the BMP-2M&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SA_313B_Alouette_II&amp;diff=75421</id>
		<title>SA 313B Alouette II</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SA_313B_Alouette_II&amp;diff=75421"/>
				<updated>2020-11-10T17:09:40Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: /* Pros and cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=sa_313b_france}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = French utility helicopter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Alouette (Family)&lt;br /&gt;
}}&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:GarageImage SA.313B Alouette II (France).jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
&amp;lt;!--''In the description, the first part needs to be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter in the game. Insert screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''--&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} French utility helicopter {{Battle-rating}}.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
''Describe how the helicopter behaves in the air. Maximum speed, manoeuvrability, speed and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
''Examine the survivability of the helicopter. Note how vulnerable the structure is and how secure the pilot is, how many engines the vehicle has. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
''Describe the offensive armament of the helicopter, if any. Describe how effective the cannons and machine guns are in battle, also what ammunition belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.''&lt;br /&gt;
&lt;br /&gt;
==Usage in battles==&lt;br /&gt;
''Describe the tactics of playing in the helicopter, the features of using vehicles in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Survivability&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
| &lt;br /&gt;
| Flak jacket&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Helicopter frame&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Engine&lt;br /&gt;
| Replacing helicopter blades&lt;br /&gt;
| &lt;br /&gt;
| New 7 mm MGs&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Cover&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pros and cons===&lt;br /&gt;
''Summarize 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 certain definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - they have a substitution in the form of softer &amp;quot;inadequate&amp;quot;, &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Gets access to rocket pods and machine guns, unlike the Alouette III&lt;br /&gt;
* Small size&lt;br /&gt;
* Stock ATGMs&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Only 4 Anti-Tank missiles&lt;br /&gt;
* Low maximum speed means that it is slow to react&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the helicopter in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an 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;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article.''&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;
{{Youtube-gallery|2RX3Y1-HJHE|'''The Shooting Range #142''' - ''Pages of History'' section at 04:25 discusses the SUD Aviation Alouette.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on helicopter;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Aerospatiale}}&lt;br /&gt;
{{France helicopters}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=ZTZ96&amp;diff=73794</id>
		<title>ZTZ96</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=ZTZ96&amp;diff=73794"/>
				<updated>2020-10-24T15:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=cn_ztz_96}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' (sometimes referred to as '''Type 96''') is a rank {{Specs|rank}} Chinese medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The first Chinese MBT in the game not directly based on or modified from a foreign design, the ZTZ96 has a more distinctive appearance and introduces several features not seen in previous Chinese medium tanks. The general layout is reminiscent of the [[T-72A|Soviet T-72]], but upon inspection, major differences are apparent in the design of the turret and hull. Most obviously, the welded turret is quite flat and angular compared to the dome shape traditionally favoured by the Soviet Union and China. The hull is also a departure from the traditional T-54 chassis, featuring smaller and more numerous roadwheels, a more steeply sloped upper glacis, a more prominent lower glacis, and larger overall dimensions. Composite armour is present in the turret cheeks and on the upper glacis.&lt;br /&gt;
&lt;br /&gt;
Like the T-72, the ZTZ96 features a 125 mm smoothbore cannon with an autoloader. Its shell selection is somewhat limited but the APFSDS and HE shells are excellent and can handle most ground targets. The protection and mobility are average at best, but those familiar with previous Chinese tanks will be used to these faults. ZTZ96 users can enjoy the great firepower and look forward to the succeeding [[ZTZ96A]], a modernized and much improved variant. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and 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;
The ZTZ96's armour is a significant improvement over previous Chinese tanks like the [[CM11]] and [[ZTZ59D1]] but is not very competitive for its rank. It has a significant amount of chemical protection in the cheeks and upper glacis (580-600 mm). After the reduction of 120 mm HEAT-FS penetration in 1.93, this amount is generally sufficient for resisting HEAT-FS rounds from enemy MBTs but remains vulnerable to certain ATGMs. Kinetic protection is less adequate, ranging from 350-380 mm. This is marginal against early APFSDS rounds, but most enemies at its rank can punch through it with their top rounds. Due to having a BR of 9.3, the ZTZ96 has some measure of isolation against top-tier guns, meaning that it has some artificial survivability–—it will often face 105mm guns, which can often fail to penetrate the turret cheeks.&lt;br /&gt;
&lt;br /&gt;
As with other modern MBTs, the gun mantlet is highly susceptible to incoming fire, which can knock out the breech or hurt the crew. The lower glacis is also a weak point and should be hidden from enemy view when possible. However, due to the design of the upper glacis (which more closely resembles the T-54), there is no driver's viewport weakspot that plagues the contemporary T-64/72/80 tanks.  &lt;br /&gt;
&lt;br /&gt;
The survivability leaves much to be desired. The autoloader uses a layout similar to the [[T-72A]]; a penetrating shot to the lower glacis or hull side has a high likelihood of detonating the ammunition and instantly destroying the tank. Granted, this is slightly less likely to happen than in the T-64/80 since the propellant charges are stacked horizontally instead of vertically. In addition, with 3 only crew members, it is easier to knock out the tank with a good shot, particularly since the driver and gunner are lined up when the turret is facing forwards. &lt;br /&gt;
&lt;br /&gt;
While hull penetrations tend to be fatal, this is not necessarily the case for turret penetrations. It is possible to empty the turret of spare ammunition by taking fewer rounds (22 + 1 for a full autoloader carousel and one in the gun). If an enemy shoots a turret cheek, usually only one crew member will perish, giving the player time to retreat if the gunner is lost or retaliate if only the commander is lost. The autoloader will ensure that the gun is loaded during this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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= 1131|rbMinHp= 646}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the {{PAGENAME}} is generally unimpressive, though still an improvement over preceding Chinese MBTs. It has 17.8 hp/ton when fully upgraded, which is about the same as the [[T-64B]] and less than the [[Challenger Mk.2]]; these two tanks are already considered quite immobile for their rank. The reverse speed of -7 km/h is painful but better than the agonizing 4 km/h of the Soviet T-64/72. Do not count on being able to retreat from danger rapidly. In general the {{PAGENAME}} will be among the last to arrive on the battlefield in top rank battles, and one should plan accordingly. However, the tank is still quite manoeuvrable and agile in its hull traverse, allowing it to weave through dense forests and urban areas with relative ease and react quickly to threats.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&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. Advise about how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Type 88C (125 mm)}}&lt;br /&gt;
&lt;br /&gt;
The ZTZ96 makes up for its drawbacks in protection and mobility with a superb gun. The 125 mm Type 88C smoothbore gun is capable of firing APFSDS, HE and HEAT-FS ammunition. For its battle rating of 9.7, the 125-I shell performs very well, offering 466 mm of flat penetration at point blank and dropping only to 434 mm at 2 kilometres. It's angled performance is exceptionally good at 269 mm at 60 degrees, outperforming even the best Soviet APFSDS round, 3BM42 whose angled penetration is only 248 mm. For reference, the 125-I performs comparably to Western long-rod sabot rounds such as DM33. The HEAT-FS round is nothing special with a standard 480 mm of penetration that is only really effective at destroying lightly armoured vehicles such as SPAA. The HE round is of the Soviet-style, packing a whopping 5.4 kg of TNT equivalent that can deal devastating damage against Western tanks' weakspots of the hull and turret roof and turret ring. It's recommended to entirely ditch the HEAT-FS for HE as it arguably performs better in the anti-tank role, ironically. &lt;br /&gt;
&lt;br /&gt;
Although the ZTZ96 uses a similar autoloader system to the T-72, its reload time of 7.5 seconds is slightly longer than the T-72's 7.1 seconds, which is already on the long side for its rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Type 88C (125 mm)|125 mm Type 88C]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Capacity&lt;br /&gt;
! Vertical&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Horizontal&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 40 || -6°/+14° || ±180° || Two-plane&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! Stock&lt;br /&gt;
! Upgraded&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Full crew&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Expert qualif.&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' ||18|| ??.?? || ??.?? || ??.?? || ??.??&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Full crew&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Expert qualif.&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 7.5 || 7.5 || 7.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&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;8&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;
| DTP-125 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| DTB-125 || HE || 45 || 45 || 45 || 45 || 45 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 125-I || APFSDS || 466 || 464 || 458 || 450 || 442 || 434&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;
| DTP-125 || HEATFS || 905 || 18.0 || 0.0 || 0.1 || 2,190 || 65° || 72° || 75°&lt;br /&gt;
|-&lt;br /&gt;
| DTB-125 || HE || 850 || 23.0 || 0.1 || 0.1 || 5,460 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 125-I || APFSDS || 1,730 || 4.02 || N/A || N/A || N/A || 78° || 80° || 81°&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;
{| 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''' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || 1 ''(+39)'' || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==== [[Optics]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{PAGENAME}} Optics&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Default magnification&lt;br /&gt;
! Maximum magnification&lt;br /&gt;
|-&lt;br /&gt;
! Main Gun optics&lt;br /&gt;
| X7.2 || X8.0&lt;br /&gt;
|-&lt;br /&gt;
! Comparable optics&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
|-&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
=== Machine guns ===&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|QJC88A (12.7 mm)|Type 86 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[QJC88A (12.7 mm)|12.7 mm QJC88A]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | ''Commander cupola mount''&lt;br /&gt;
|-&lt;br /&gt;
! Capacity&amp;lt;br&amp;gt;(Belt capacity)&lt;br /&gt;
! Fire rate&amp;lt;br&amp;gt;(shots/minute)&lt;br /&gt;
! Vertical&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Horizontal&amp;lt;br&amp;gt;guidance&lt;br /&gt;
|-&lt;br /&gt;
| 500 (150) || 700 || -5°/+60° || ±180°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Type 86 (7.62 mm)|7.62 mm Type 86]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! Capacity&amp;lt;br&amp;gt;(Belt capacity)&lt;br /&gt;
! Fire rate&amp;lt;br&amp;gt;(shots/minute)&lt;br /&gt;
! Vertical&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Horizontal&amp;lt;br&amp;gt;guidance&lt;br /&gt;
|-&lt;br /&gt;
| 2,500 (250) || 700 || N/A || N/A&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;
Like preceding Chinese MBTs, the ZTZ96 is not suited for rapid assaults due to its substandard mobility and should be played conservatively. Let speedier teammates charge first into combat while you cover them and move to good overwatch positions. Situational awareness is key since faster opponents may arrive earlier and the tank lacks thermal sights. The gun handling is a bit better than contemporary Soviet MBTs but it still has a slow vertical traverse speed.&lt;br /&gt;
&lt;br /&gt;
Before the APFSDS is unlocked, the only options are the stock HEAT-FS and HE. Neither of these ammo types are particularly good for sniping due to their muzzle velocities, so it is best to stay at close to medium range. The HEAT-FS will struggle against enemies with decent composite armor (of which there are many) and in frontal engagements should be fired at weak spots like gun mantlets and turret rings. The HE has a slower muzzle velocity but can potentially be much deadlier; lightly armored vehicles like IFVs, SPAAs, and certain MBTs (e.g. [[Leopard A1A1]]) will often hull-break or explode if hit anywhere. Even the most heavily armored opponents like the mighty [[M1A2 Abrams]] and [[Leopard 2A5]] can be instantly knocked out by hits to the gun optics or roof mounted machine guns. If this isn't possible, hits to other sensitive areas like the turret ring and tracks can still cause major damage to various crew members and modules, priming the victim for a finishing blow.&lt;br /&gt;
&lt;br /&gt;
Once the APFSDS is unlocked, it should be effective against the majority of the tanks seen at the ZTZ96's rank and is well suited for the ZTZ96's recommended laid-back playstyle. It is still a good idea to take some HE shells due to their utility and instant-knockout capability.&lt;br /&gt;
&lt;br /&gt;
===Assault mode===&lt;br /&gt;
&lt;br /&gt;
For players grinding the APFSDS in assault mode, it is recommended to bring full ammo, with around half HEAT and half HE. As the countdown goes at the start of the match, quickly find a spot where you will not get shot from every direction and stay there until you run out of ammo or die. The HEAT is great at one-shotting weakly armored (relatively) cold war tanks, while the HE is capable of killing those heavily protected top tier MBT. Given that you do not have APFSDS therefore lacking the ability to knock out some AI frontally, you will have to rely on assists to get scores. Firing HEAT / HE at tracks, roof mounted MG, turret ring, cannon barrel, etc can at least immobile / disarm the AI, granting you an assist. The 7.5 second reload will be quite slow when facing a huge wave of AI so you must aim each shot carefully, but other times it is generally fast enough. The ZTZ96's armor can take quite some beating but is also prone to ammo rack explosion, or penetrating shots from the lower front plate and gun mantlet. &lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''  &lt;br /&gt;
&lt;br /&gt;
* Leopard 2 A5: this is the most protected Leopard you will see in assault, usually in Mozdok and Fulda. When facing it frontally or with slight angles, load HE and aim for its turret ring where the crosshair is green. It is very likely to destroy it instantly. When facing its side, load HEAT and aim for its central hull. Don't expect to block any of its shells as its APFSDS can easily go through the ZTZ96's frontal armor, or the AI can just target your weakspots.  &lt;br /&gt;
* M1A2: you will see it mostly in Fulda and Ardennes. When facing it frontally or with slight angles, load HEAT and aim for its turret ring where the crosshair is green. It is very likely to destroy it instantly. HE might not work here since it cannot effectively hurt the turret crew. But HE works great when aiming at the M1's turret roof. Items like the MG and the optics will all detonate the HE, causing the downward shrapnel to kill all the crew. When facing its side, load HEAT and aim for its central hull.  &lt;br /&gt;
* Challenger 2F: you will see it mostly in Sands of Sinai. It is one of the toughest AI to destroy, especially when there are waves of them. When facing it frontally or with slight angles, load HE and aim for the hull side above the tracks where the crosshair is green. It is very likely to detonate random ammo inside. When facing its side, still load HE and aim for its central hull for an ammo detonation. The Challnger 2F's sides are covered with ERA blocks thus HEAT will get absorbed.  &lt;br /&gt;
* Type 16, Centauro ROMOR, Radkamfwagen 90: Despite being armed with 105mm guns, these tanks get access to DM33 rounds that can penetrate your turret cheeks within 400m. In addition, their high speed means that it is incredibly easy to get flanked by them, frequently resulting in side shots. This is only made worse by the weakened side armor of the ZTZ 96 compared to its soviet counterparts, resulting in light autocannon easily being able to penetrate the ZTZ 96's side armor from afar.  &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mobility&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Protection&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
|&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| NVD&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| 125-I&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
|&lt;br /&gt;
| Artillery Support&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful gun with access to high-penetrating APFSDS&lt;br /&gt;
* Autoloader reloads the cannon even when putting out fires or replacing crew members&lt;br /&gt;
* HE shell is currently the most powerful available to any high-rank MBT, can cripple or outright destroy enemies with a good shot&lt;br /&gt;
* Low profile&lt;br /&gt;
* First Chinese tank equipped with composite armour, quite resistant to chemical munitions&lt;br /&gt;
* Roof mounted heavy machine gun is useful against aircraft and light targets&lt;br /&gt;
* Relatively-faster turret rotation speed, compared to contemporary Soviet tanks&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Mobility is below average at its rank&lt;br /&gt;
* Composite armour's kinetic protection leaves some to be desired&lt;br /&gt;
* Sub-par armor compared to other tanks&lt;br /&gt;
* Autoloader carousel is a giant ammo rack&lt;br /&gt;
* No thermal sights, a disadvantage against other thermal-equipping tanks&lt;br /&gt;
* Poor reverse speed &lt;br /&gt;
* Below average gun depression (-6°)&lt;br /&gt;
* Only 3 crew members makes it easily destroyed&lt;br /&gt;
* No ATGM capability, unlike the T-64B and T-72B&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;
&lt;br /&gt;
The People's Liberation Army relied on the [[Type 59]] as its primary main battle tank for most of the Cold War. While cheap, reliable, and quite upgradeable, its design began to shows its age over the decades. The [[Type 69]] series differed little from the Type 59 in terms of appearance and was not used in quantity by the PLA. After relations with the Western world improved at the start of the 1980s, foreign technology was purchased and used to [[ZTZ59D1|upgrade the PLA's stock of existing tanks]]. However, there was only so much that could be done to bring the Type 59 up to a competitive level and more efforts were devoted to domestic tank development.&lt;br /&gt;
&lt;br /&gt;
The new Type 80/88 tank retained the general appearance of the Type 59, but its chassis was heavily redesigned, featuring a new suspension, a licensed German engine, and other changes. The turret retained the cast dome design but a 105mm gun was installed.&lt;br /&gt;
&lt;br /&gt;
As with other PRC tank models, development continued for a long time and a large number of variants were made. The Type 85 branch featured welded turrets; the initial Type 85-1 &amp;quot;Storm&amp;quot; was intended for export and was otherwise similar to the original series, but no orders were placed from the PLA or export customers. A more radical development was the Type 85-IIM, which featured a welded turret equipped with an autoloading 125mm gun derived from the T-72. It also featured composite armour. This variant was exported to Pakistan under the designation of Type 85-IIAP.&lt;br /&gt;
&lt;br /&gt;
The Type 85-IIM was later procured for domestic use, with some changes, as the Type 88C or '''Type 96''', spurred by the poor performance of the Iraqi Army's Type 79 tanks (which featured comparable protection to the 80/88) in the Gulf War. As can be expected, this was further developed into the [[ZTZ96A|Type 96A]] and 96B variants. The 96A introduced applique &amp;quot;arrowhead&amp;quot; armour on the front turret face with provisions for ERA, improving protection significantly, and the electronics were improved to a standard approaching the top-line Type 99 tank, including a gunner's thermal sight and FCS upgrades. The 96A has participated in Tank Biathlons, where it scored well in gunnery but was let down by its underpowered engine. The ultimate 96B variant appeared in 2016 and features comprehensive all-round upgrades with a much more powerful 1130 hp engine. Finally, an export variant called the VT-2 has been showcased by Norinco, generally similar to the Type 96A.&lt;br /&gt;
&lt;br /&gt;
At present the Type 96 series can be considered the backbone of the PLA's tank forces, featuring good protection and firepower with a relatively low weight and cost, comparable in role to the Russian T-90. Elite units are issued the more advanced and heavier Type 99, but cost and terrain reasons have limited its deployment. Outside of China, the Type 96 has been exported to Sudan; reportedly these tanks have destroyed several South Sudanese T-72s in combat.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6445-development-ztz96-top-tier-chinese-en|Devblog]]===&lt;br /&gt;
Work on the ZTZ96 began in the early 1990s, as new Chinese MBT with larger 125mm smoothbore cannon supported by an autoloading mechanism and new composite armour protection. The first prototype was built in May 1991 and underwent successful testing until January of the following year. Having received the official designation ZTZ85-IIAP, production of the vehicle commenced, with the Pakistani army receiving its first units shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Several years later, the decision was made to adopt the ZTZ85-IIAP for domestic use as a stopgap measure to equip the PLA with a capable combat vehicle. In 1996, the vehicles destined for PLA use were formally redesignated into ZTZ96 and production of the type began in 1998.&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;
{{Youtube-gallery|AKxlwtWIlSI|'''The Shooting Range #173''' - ''Metal Beasts'' section at 00:32 discusses the ZTZ96.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the 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;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6445-development-ztz96-top-tier-chinese-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; ZTZ96: Top-Tier Chinese]]&lt;br /&gt;
&lt;br /&gt;
{{China medium tanks}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=ZTZ96&amp;diff=73792</id>
		<title>ZTZ96</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=ZTZ96&amp;diff=73792"/>
				<updated>2020-10-24T15:33:19Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: updated its armor section now that it no longer faces rank VII tanks as often due to BR changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=cn_ztz_96}}&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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' (sometimes referred to as '''Type 96''') is a rank {{Specs|rank}} Chinese medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 &amp;quot;Shark Attack&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The first Chinese MBT in the game not directly based on or modified from a foreign design, the ZTZ96 has a more distinctive appearance and introduces several features not seen in previous Chinese medium tanks. The general layout is reminiscent of the [[T-72A|Soviet T-72]], but upon inspection, major differences are apparent in the design of the turret and hull. Most obviously, the welded turret is quite flat and angular compared to the dome shape traditionally favoured by the Soviet Union and China. The hull is also a departure from the traditional T-54 chassis, featuring smaller and more numerous roadwheels, a more steeply sloped upper glacis, a more prominent lower glacis, and larger overall dimensions. Composite armour is present in the turret cheeks and on the upper glacis.&lt;br /&gt;
&lt;br /&gt;
Like the T-72, the ZTZ96 features a 125 mm smoothbore cannon with an autoloader. Its shell selection is somewhat limited but the APFSDS and HE shells are excellent and can handle most ground targets. The protection and mobility are average at best, but those familiar with previous Chinese tanks will be used to these faults. ZTZ96 users can enjoy the great firepower and look forward to the succeeding [[ZTZ96A]], a modernized and much improved variant. &lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and 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;
The ZTZ96's armour is a significant improvement over previous Chinese tanks like the [[CM11]] and [[ZTZ59D1]] but is not very competitive for its rank. It has a significant amount of chemical protection in the cheeks and upper glacis (580-600 mm). After the reduction of 120 mm HEAT-FS penetration in 1.93, this amount is generally sufficient for resisting HEAT-FS rounds from enemy MBTs but remains vulnerable to certain ATGMs. Kinetic protection is less adequate, ranging from 350-380 mm. This is marginal against early APFSDS rounds, but most enemies at its rank can punch through it with their top rounds. Due to having a BR of 9.3, the ZTZ96 has some measure of isolation against top-tier guns, meaning that it has some artificial survivability–—it will often face 105mm guns, which can often fail to penetrate the turret cheeks.&lt;br /&gt;
&lt;br /&gt;
As with other modern MBTs, the gun mantlet is highly susceptible to incoming fire, which can knock out the breech or hurt the crew. The lower glacis is also a weak point and should be hidden from enemy view when possible. However, due to the design of the upper glacis (which more closely resembles the T-54), there is no driver's viewport weakspot that plagues the contemporary T-64/72/80 tanks.  &lt;br /&gt;
&lt;br /&gt;
The survivability leaves much to be desired. The autoloader uses a layout similar to the [[T-72A]]; a penetrating shot to the lower glacis or hull side has a high likelihood of detonating the ammunition and instantly destroying the tank. Granted, this is slightly less likely to happen than in the T-64/80 since the propellant charges are stacked horizontally instead of vertically. In addition, with 3 only crew members, it is easier to knock out the tank with a good shot, particularly since the driver and gunner are lined up when the turret is facing forwards. &lt;br /&gt;
&lt;br /&gt;
While hull penetrations tend to be fatal, this is not necessarily the case for turret penetrations. It is possible to empty the turret of spare ammunition by taking fewer rounds (22 + 1 for a full autoloader carousel and one in the gun). If an enemy shoots a turret cheek, usually only one crew member will perish, giving the player time to retreat if the gunner is lost or retaliate if only the commander is lost. The autoloader will ensure that the gun is loaded during this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 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= 1131|rbMinHp= 646}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the {{PAGENAME}} is generally unimpressive, though still an improvement over preceding Chinese MBTs. It has 17.8 hp/ton when fully upgraded, which is about the same as the [[T-64B]] and less than the [[Challenger Mk.2]]; these two tanks are already considered quite immobile for their rank. The reverse speed of -7 km/h is painful but better than the agonizing 4 km/h of the Soviet T-64/72. Do not count on being able to retreat from danger rapidly. In general the {{PAGENAME}} will be among the last to arrive on the battlefield in top rank battles, and one should plan accordingly. However, the tank is still quite manoeuvrable and agile in its hull traverse, allowing it to weave through dense forests and urban areas with relative ease and react quickly to threats.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Main armament ===&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. Advise about how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Type 88C (125 mm)}}&lt;br /&gt;
&lt;br /&gt;
The ZTZ96 makes up for its drawbacks in protection and mobility with a superb gun. The 125 mm Type 88C smoothbore gun is capable of firing APFSDS, HE and HEAT-FS ammunition. For its battle rating of 9.7, the 125-I shell performs very well, offering 466 mm of flat penetration at point blank and dropping only to 434 mm at 2 kilometres. It's angled performance is exceptionally good at 269 mm at 60 degrees, outperforming even the best Soviet APFSDS round, 3BM42 whose angled penetration is only 248 mm. For reference, the 125-I performs comparably to Western long-rod sabot rounds such as DM33. The HEAT-FS round is nothing special with a standard 480 mm of penetration that is only really effective at destroying lightly armoured vehicles such as SPAA. The HE round is of the Soviet-style, packing a whopping 5.4 kg of TNT equivalent that can deal devastating damage against Western tanks' weakspots of the hull and turret roof and turret ring. It's recommended to entirely ditch the HEAT-FS for HE as it arguably performs better in the anti-tank role, ironically. &lt;br /&gt;
&lt;br /&gt;
Although the ZTZ96 uses a similar autoloader system to the T-72, its reload time of 7.5 seconds is slightly longer than the T-72's 7.1 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Type 88C (125 mm)|125 mm Type 88C]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Capacity&lt;br /&gt;
! Vertical&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Horizontal&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 40 || -6°/+14° || ±180° || Two-plane&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! Mode&lt;br /&gt;
! Stock&lt;br /&gt;
! Upgraded&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Full crew&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Expert qualif.&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Full crew&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Expert qualif.&lt;br /&gt;
! Prior +&amp;lt;br&amp;gt;Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 7.5 || 7.5 || 7.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&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;8&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;
| DTP-125 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480&lt;br /&gt;
|-&lt;br /&gt;
| DTB-125 || HE || 45 || 45 || 45 || 45 || 45 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 125-I || APFSDS || 466 || 464 || 458 || 450 || 442 || 434&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;
| DTP-125 || HEATFS || 905 || 18.0 || 0.0 || 0.1 || 2,190 || 65° || 72° || 75°&lt;br /&gt;
|-&lt;br /&gt;
| DTB-125 || HE || 850 || 23.0 || 0.1 || 0.1 || 5,460 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| 125-I || APFSDS || 1,730 || 4.02 || N/A || N/A || N/A || 78° || 80° || 81°&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;
{| 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''' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==== [[Optics]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{PAGENAME}} Optics&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Default magnification&lt;br /&gt;
! Maximum magnification&lt;br /&gt;
|-&lt;br /&gt;
! Main Gun optics&lt;br /&gt;
| X7.2 || X8.0&lt;br /&gt;
|-&lt;br /&gt;
! Comparable optics&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
|-&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
=== Machine guns ===&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|QJC88A (12.7 mm)|Type 86 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[QJC88A (12.7 mm)|12.7 mm QJC88A]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | ''Commander cupola mount''&lt;br /&gt;
|-&lt;br /&gt;
! Capacity&amp;lt;br&amp;gt;(Belt capacity)&lt;br /&gt;
! Fire rate&amp;lt;br&amp;gt;(shots/minute)&lt;br /&gt;
! Vertical&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Horizontal&amp;lt;br&amp;gt;guidance&lt;br /&gt;
|-&lt;br /&gt;
| 500 (150) || 700 || -5°/+60° || ±180°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Type 86 (7.62 mm)|7.62 mm Type 86]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! Capacity&amp;lt;br&amp;gt;(Belt capacity)&lt;br /&gt;
! Fire rate&amp;lt;br&amp;gt;(shots/minute)&lt;br /&gt;
! Vertical&amp;lt;br&amp;gt;guidance&lt;br /&gt;
! Horizontal&amp;lt;br&amp;gt;guidance&lt;br /&gt;
|-&lt;br /&gt;
| 2,500 (250) || 700 || N/A || N/A&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;
Like preceding Chinese MBTs, the ZTZ96 is not suited for rapid assaults due to its substandard mobility and should be played conservatively. Let speedier teammates charge first into combat while you cover them and move to good overwatch positions. Situational awareness is key since faster opponents may arrive earlier and the tank lacks thermal sights. The gun handling is a bit better than contemporary Soviet MBTs but it still has a slow vertical traverse speed.&lt;br /&gt;
&lt;br /&gt;
Before the APFSDS is unlocked, the only options are the stock HEAT-FS and HE. Neither of these ammo types are particularly good for sniping due to their muzzle velocities, so it is best to stay at close to medium range. The HEAT-FS will struggle against enemies with decent composite armor (of which there are many) and in frontal engagements should be fired at weak spots like gun mantlets and turret rings. The HE has a slower muzzle velocity but can potentially be much deadlier; lightly armored vehicles like IFVs, SPAAs, and certain MBTs (e.g. [[Leopard A1A1]]) will often hull-break or explode if hit anywhere. Even the most heavily armored opponents like the mighty [[M1A2 Abrams]] and [[Leopard 2A5]] can be instantly knocked out by hits to the gun optics or roof mounted machine guns. If this isn't possible, hits to other sensitive areas like the turret ring and tracks can still cause major damage to various crew members and modules, priming the victim for a finishing blow.&lt;br /&gt;
&lt;br /&gt;
Once the APFSDS is unlocked, it should be effective against the majority of the tanks seen at the ZTZ96's rank and is well suited for the ZTZ96's recommended laid-back playstyle. It is still a good idea to take some HE shells due to their utility and instant-knockout capability.&lt;br /&gt;
&lt;br /&gt;
===Assault mode===&lt;br /&gt;
&lt;br /&gt;
For players grinding the APFSDS in assault mode, it is recommended to bring full ammo, with around half HEAT and half HE. As the countdown goes at the start of the match, quickly find a spot where you will not get shot from every direction and stay there until you run out of ammo or die. The HEAT is great at one-shotting weakly armored (relatively) cold war tanks, while the HE is capable of killing those heavily protected top tier MBT. Given that you do not have APFSDS therefore lacking the ability to knock out some AI frontally, you will have to rely on assists to get scores. Firing HEAT / HE at tracks, roof mounted MG, turret ring, cannon barrel, etc can at least immobile / disarm the AI, granting you an assist. The 7.5 second reload will be quite slow when facing a huge wave of AI so you must aim each shot carefully, but other times it is generally fast enough. The ZTZ96's armor can take quite some beating but is also prone to ammo rack explosion, or penetrating shots from the lower front plate and gun mantlet. &lt;br /&gt;
&lt;br /&gt;
'''Enemies worth noting:'''  &lt;br /&gt;
&lt;br /&gt;
* Leopard 2 A5: this is the most protected Leopard you will see in assault, usually in Mozdok and Fulda. When facing it frontally or with slight angles, load HE and aim for its turret ring where the crosshair is green. It is very likely to destroy it instantly. When facing its side, load HEAT and aim for its central hull. Don't expect to block any of its shells as its APFSDS can easily go through the ZTZ96's frontal armor, or the AI can just target your weakspots.  &lt;br /&gt;
* M1A2: you will see it mostly in Fulda and Ardennes. When facing it frontally or with slight angles, load HEAT and aim for its turret ring where the crosshair is green. It is very likely to destroy it instantly. HE might not work here since it cannot effectively hurt the turret crew. But HE works great when aiming at the M1's turret roof. Items like the MG and the optics will all detonate the HE, causing the downward shrapnel to kill all the crew. When facing its side, load HEAT and aim for its central hull.  &lt;br /&gt;
* Challenger 2F: you will see it mostly in Sands of Sinai. It is one of the toughest AI to destroy, especially when there are waves of them. When facing it frontally or with slight angles, load HE and aim for the hull side above the tracks where the crosshair is green. It is very likely to detonate random ammo inside. When facing its side, still load HE and aim for its central hull for an ammo detonation. The Challnger 2F's sides are covered with ERA blocks thus HEAT will get absorbed.  &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Mobility&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Protection&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks&lt;br /&gt;
|&lt;br /&gt;
| Parts&lt;br /&gt;
|&lt;br /&gt;
| Horizontal Drive&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension&lt;br /&gt;
| Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| NVD&lt;br /&gt;
| Adjustment of Fire&lt;br /&gt;
| Laser rangefinder&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters&lt;br /&gt;
|&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
| Elevation Mechanism&lt;br /&gt;
| 125-I&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission&lt;br /&gt;
| Engine&lt;br /&gt;
| ESS&lt;br /&gt;
|&lt;br /&gt;
| Artillery Support&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful gun with access to high-penetrating APFSDS&lt;br /&gt;
* Autoloader reloads the cannon even when putting out fires or replacing crew members&lt;br /&gt;
* HE shell is currently the most powerful available to any high-rank MBT, can cripple or outright destroy enemies with a good shot&lt;br /&gt;
* Low profile&lt;br /&gt;
* First Chinese tank equipped with composite armour, quite resistant to chemical munitions&lt;br /&gt;
* Roof mounted heavy machine gun is useful against aircraft and light targets&lt;br /&gt;
* Relatively-faster turret rotation speed, compared to contemporary Soviet tanks&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Mobility is below average at its rank&lt;br /&gt;
* Composite armour's kinetic protection leaves some to be desired&lt;br /&gt;
* Sub-par armor compared to other tanks&lt;br /&gt;
* Autoloader carousel is a giant ammo rack&lt;br /&gt;
* No thermal sights, a disadvantage against other thermal-equipping tanks&lt;br /&gt;
* Poor reverse speed &lt;br /&gt;
* Below average gun depression (-6°)&lt;br /&gt;
* Only 3 crew members makes it easily destroyed&lt;br /&gt;
* No ATGM capability, unlike the T-64B and T-72B&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;
&lt;br /&gt;
The People's Liberation Army relied on the [[Type 59]] as its primary main battle tank for most of the Cold War. While cheap, reliable, and quite upgradeable, its design began to shows its age over the decades. The [[Type 69]] series differed little from the Type 59 in terms of appearance and was not used in quantity by the PLA. After relations with the Western world improved at the start of the 1980s, foreign technology was purchased and used to [[ZTZ59D1|upgrade the PLA's stock of existing tanks]]. However, there was only so much that could be done to bring the Type 59 up to a competitive level and more efforts were devoted to domestic tank development.&lt;br /&gt;
&lt;br /&gt;
The new Type 80/88 tank retained the general appearance of the Type 59, but its chassis was heavily redesigned, featuring a new suspension, a licensed German engine, and other changes. The turret retained the cast dome design but a 105mm gun was installed.&lt;br /&gt;
&lt;br /&gt;
As with other PRC tank models, development continued for a long time and a large number of variants were made. The Type 85 branch featured welded turrets; the initial Type 85-1 &amp;quot;Storm&amp;quot; was intended for export and was otherwise similar to the original series, but no orders were placed from the PLA or export customers. A more radical development was the Type 85-IIM, which featured a welded turret equipped with an autoloading 125mm gun derived from the T-72. It also featured composite armour. This variant was exported to Pakistan under the designation of Type 85-IIAP.&lt;br /&gt;
&lt;br /&gt;
The Type 85-IIM was later procured for domestic use, with some changes, as the Type 88C or '''Type 96''', spurred by the poor performance of the Iraqi Army's Type 79 tanks (which featured comparable protection to the 80/88) in the Gulf War. As can be expected, this was further developed into the [[ZTZ96A|Type 96A]] and 96B variants. The 96A introduced applique &amp;quot;arrowhead&amp;quot; armour on the front turret face with provisions for ERA, improving protection significantly, and the electronics were improved to a standard approaching the top-line Type 99 tank, including a gunner's thermal sight and FCS upgrades. The 96A has participated in Tank Biathlons, where it scored well in gunnery but was let down by its underpowered engine. The ultimate 96B variant appeared in 2016 and features comprehensive all-round upgrades with a much more powerful 1130 hp engine. Finally, an export variant called the VT-2 has been showcased by Norinco, generally similar to the Type 96A.&lt;br /&gt;
&lt;br /&gt;
At present the Type 96 series can be considered the backbone of the PLA's tank forces, featuring good protection and firepower with a relatively low weight and cost, comparable in role to the Russian T-90. Elite units are issued the more advanced and heavier Type 99, but cost and terrain reasons have limited its deployment. Outside of China, the Type 96 has been exported to Sudan; reportedly these tanks have destroyed several South Sudanese T-72s in combat.&lt;br /&gt;
&lt;br /&gt;
===[[wt:en/news/6445-development-ztz96-top-tier-chinese-en|Devblog]]===&lt;br /&gt;
Work on the ZTZ96 began in the early 1990s, as new Chinese MBT with larger 125mm smoothbore cannon supported by an autoloading mechanism and new composite armour protection. The first prototype was built in May 1991 and underwent successful testing until January of the following year. Having received the official designation ZTZ85-IIAP, production of the vehicle commenced, with the Pakistani army receiving its first units shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Several years later, the decision was made to adopt the ZTZ85-IIAP for domestic use as a stopgap measure to equip the PLA with a capable combat vehicle. In 1996, the vehicles destined for PLA use were formally redesignated into ZTZ96 and production of the type began in 1998.&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;
{{Youtube-gallery|AKxlwtWIlSI|'''The Shooting Range #173''' - ''Metal Beasts'' section at 00:32 discusses the ZTZ96.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the 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;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6445-development-ztz96-top-tier-chinese-en|[Development&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; ZTZ96: Top-Tier Chinese]]&lt;br /&gt;
&lt;br /&gt;
{{China medium tanks}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Armour&amp;diff=73349</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Armour&amp;diff=73349"/>
				<updated>2020-10-19T03:00:33Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: added additional users&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Armour=&lt;br /&gt;
'''Armour''' is the basic defense an entity has against threats. Armour can be found in both air and ground vehicles in War Thunder and plays a very important role to the vehicle's survivability. &lt;br /&gt;
&lt;br /&gt;
==Types of armour in-game==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material or Component&lt;br /&gt;
! Armor Modifier&lt;br /&gt;
! Noteworthy Users&lt;br /&gt;
|-&lt;br /&gt;
|(Rolled Homogeneous Armour) '''RHA'''&lt;br /&gt;
|x1.00 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Modern RHA'''&lt;br /&gt;
|x1.01 KE&lt;br /&gt;
|[[MBT-70]], [[KPz-70|KPz 70]], [[T-64A (1971)]]&lt;br /&gt;
|-&lt;br /&gt;
|(Cast Homogeneous Armour) '''CHA'''&lt;br /&gt;
|x0.94 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Modern CHA'''&lt;br /&gt;
|x0.98 KE&lt;br /&gt;
|[[MBT-70|MBT-70]], [[KPz-70|KPz 70]], [[Т-64А_(1971)|T-64A (1971)]], [[Chieftain Mk 10]]&lt;br /&gt;
|-&lt;br /&gt;
|(Explosive Reactive Armor) '''ERA'''&lt;br /&gt;
|x0.10 KE&amp;lt;br&amp;gt; x3.50 SPAL&lt;br /&gt;
|[[M60A1 RISE (P)]] [[T-64B]]* [[T-80B]]* [[T-80U]] [[Challenger Mk.3]] &lt;br /&gt;
[[Sho't Kal Dalet (Great Britain)|Sho't Kal Dalet]] [[AMX-30B2 BRENUS]] [[Leclerc]]&lt;br /&gt;
&lt;br /&gt;
[[Centauro ROMOR]] [[ZTZ96A|ZTZ-96A]] [[CM11|CM-11]] [[Strv 104]] [[T-72B]]  &lt;br /&gt;
|-&lt;br /&gt;
|'''Spaced Armour''' (Air)&lt;br /&gt;
|x0.05 KE&amp;lt;br&amp;gt; x0.10 HEAT&lt;br /&gt;
|[[MBT-70|MBT-70]], [[KPz-70|KPz 70]] [[AMX-40|AMX 40]] [[Leopard 2K]] &lt;br /&gt;
|-&lt;br /&gt;
|'''High hardness RHA'''&lt;br /&gt;
|x1.25 KE&lt;br /&gt;
|[[Pz.III_L|Pz.III L]], [[Pz.III_M|Pz.III M]] [[Leopard 2K]] [[Leopard 2A4]] [[Leopard 2A5]] &lt;br /&gt;
[[T-80B]] [[T-80U]] [[OF-40]] [[OF-40 Mk.2A]] [[OF-40 (MTCA)]] [[Ariete (P)]] &lt;br /&gt;
&lt;br /&gt;
[[Ariete]] &lt;br /&gt;
|-&lt;br /&gt;
|'''Face hardened armour'''&lt;br /&gt;
|x1.05 KE&lt;br /&gt;
|Cruisers, Destroyers.&lt;br /&gt;
|-&lt;br /&gt;
|(Aluminium Alloy) '''AA 7039'''&lt;br /&gt;
|x0.47 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Aluminium Alloy) '''AA 7017'''&lt;br /&gt;
|x0.80 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Aluminium Alloy) '''ABT-101'''&lt;br /&gt;
|x0.53 KE&lt;br /&gt;
|[[Object 906]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Aluminium''' &lt;br /&gt;
|x0.20 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Structural steel'''&lt;br /&gt;
|x0.45 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Concrete'''&lt;br /&gt;
|x0.35 KE&lt;br /&gt;
|Certain Soviet Patrol Boats&lt;br /&gt;
|-&lt;br /&gt;
|'''Armoured glass'''&lt;br /&gt;
|x0.28 KE&lt;br /&gt;
|Most Fighter Planes (above BR 3.0), Attackers&lt;br /&gt;
|-&lt;br /&gt;
|'''Rubber'''&lt;br /&gt;
|x0.05 KE&lt;br /&gt;
|[[Chieftain Mk 10]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Textolite'''&lt;br /&gt;
|x0.50 KE&amp;lt;br&amp;gt;x1.2 HEAT&lt;br /&gt;
|[[Т-64А_(1971)|T-64A (1971)]] [[T-64B]] [[T-80B]] [[T-80U]] [[T-55AM-1]] [[T-62M-1]]&lt;br /&gt;
|-&lt;br /&gt;
|'''NBC liner'''&lt;br /&gt;
|x0.05 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Car) '''Wheels'''&lt;br /&gt;
|x0.30 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Tank) '''Tracks'''&lt;br /&gt;
|x0.75 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Tank) '''Barrel'''&lt;br /&gt;
|x1.10 KE&amp;lt;br&amp;gt;x2.50 HE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Tank) '''Suspension wheels'''&lt;br /&gt;
|x0.60 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Optics''' &lt;br /&gt;
|x0.4 KE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Ship) '''Wood''' &lt;br /&gt;
|x0.08 KE&lt;br /&gt;
|[[Sailing_fleet_in_War_Thunder!#Proposed_Tech_Tree|Golden Hind]] (April Fool's)&lt;br /&gt;
|-&lt;br /&gt;
|(Non Explosive Reactivate Armor) '''NERA'''&lt;br /&gt;
|x0.575 KE&amp;lt;br&amp;gt;x0.716 HEAT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Composite Screen'''&lt;br /&gt;
|x0.20 KE&lt;br /&gt;
x2.28 HEAT&lt;br /&gt;
|[[Warrior]]* [[CV90 (Family)|CV 90]] [[Merkava Mk.3D (USA)|Merkava 3]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This armor comes as a special modification or upgrade component which needs to be researched before it is available for use.&lt;br /&gt;
&lt;br /&gt;
* KE: Kinetic Energy&lt;br /&gt;
* HEAT: High-Explosive Anti-Tank&lt;br /&gt;
* SPAL: Spalling&lt;br /&gt;
&lt;br /&gt;
=Aircraft=&lt;br /&gt;
Armour on aircraft are often minimum and focused on vital sections rather than on the overall airframe. Armour are often not taken into consideration in the design as armour constitutes more material and thus a heavier aircraft which would inhibit its performance due to weight penalty.&amp;lt;ref name=&amp;quot;BismarckArmour&amp;quot;&amp;gt;Bismarck 2017&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armour for pilots are thus usually never beyond the usage of bullet-resistant glass on the cockpit that could provide protection against rifle calibre ammunition. Though some armour plating are present in the back on some planes like the P-47, these were only thick enough for small calibers and serve more to slow down the incoming round so that it has little energy once it punches through. Other important areas that armour could be present on aircraft is around the engine. Important design features that dictate whether an aircraft design is more durable than others was in the airframe build quality, the air frame's ability to take damage, and adequate protections around vital components such as the engine, pilot, and fuel tanks.&amp;lt;ref name=&amp;quot;BismarckArmour&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tank=&lt;br /&gt;
==History==&lt;br /&gt;
===Interwar period===&lt;br /&gt;
Armour plays a very important role on tanks as they were conceived by it. The armour on the tanks at its inception made them invulnerable to the basic small arms fire, a trait that broke the stalemate of the trench warfare in World War I. During the interwar period, tank armour was prioritized on protection against firearms and artillery shrapnel. However, experience in the Spanish Civil War showed that this concept leaves the tank vulnerable to heavier guns. This is demonstrated when Italian tankettes and German Panzer I's, armed with only machine guns and simple 13 mm armour, went up against the Soviet [[T-26|T-26]], which had a 45 mm gun on its turret. The tank arms race increased armament and armour, evident on the German [[Pz.IV C|Panzer IV]] when armour increased from the initial 14.5 mm in 1936 to 30 mm in 1938 before World War II broke out.&lt;br /&gt;
&lt;br /&gt;
===Early World War II===&lt;br /&gt;
During World War II, tank armour played a huge part in tank design. More armour means more weight on the tank and thus must be sparingly used to the tank mobility in acceptable margins. Tank armour in this period is separated by the three tank categories, light, medium, and heavy tanks. It was in this period that tank armour went through many technological advances. One of the perfect example is the French SOMUA S35 and the Soviet [[T-34 (1940)|T-34]]. The two vehicles made extensive usage of the concept of &amp;quot;sloped armour&amp;quot;, which increased the armour effective thickness due to the difference in the line-of-sight thickness (See [[Armour#Sloped_armour|&amp;quot;Concepts&amp;quot;]] section). The Germans, which mainly used vertical-faced armour on their [[Pz.III F|Panzers]], struggled to take these vehicles out due to their strong armour against their inadequate guns. While the Battle of France did not incite Germany to quickly upgrade their armour and armament due to the small quantities of these kinds of tanks, the encounter with the T-34's in Operation Barbarossa came as a great shock due to the large number of T-34's available in Soviet inventory. The Germans, in a stage informally known as a &amp;quot;tank panic&amp;quot;, rushed development to complete weapons able to destroy the T-34 and uparmour their tanks to withstand the Soviet 76 mm cannons. The Soviet T-34 and American [[M4A1|M4 Shermans]] caused great headaches in the German armoured forces due to their strong, sloped front armour in 1942, but that all changed in 1943 and beyond.&lt;br /&gt;
&lt;br /&gt;
===Late World War II===&lt;br /&gt;
The year 1943 changed everything in the balance of tank power from the Allies with their T-34 and Shermans to the Germans. Germany introduced their newest tanks in large quantities, the [[Panther D|Panther]] and the [[Tiger H1|Tiger I]] tanks. These vehicles introduced powerful cannons and a new redefinition of the term &amp;quot;armour&amp;quot; for tanks. The Tiger I came with an astounding 100 mm armour thickness in front. Though vertical-faced and thus did not have the benefit of &amp;quot;sloped armour&amp;quot;, the guns on Shermans and T-34 at the time could not penetrate the front plate at standard combat ranges, forcing the Allied medium tanks to close in for a kill. The Panther had 80 mm of frontal armour, but that armour was sloped at a 55° from vertical and caused the effective armour to instead be ''140 mm'' thick. Thus, the Panther was basically invulnerable in the hull front from any anti-tank weapon in existence in Allied inventory at that time. The Germans also started to extensively used an armour called ''Schürzen'', which is a form of &amp;quot;spaced armour&amp;quot; that provided additional protection to their tank's weak side armour. The two new tanks, plus a new one in the form of the [[Tiger II (H)|Tiger II]] with 150 mm of frontal armour sloped for effective thickness of ~230 mm, caused turmoil in the Allied armoured forces as they find a way to easily destroy the new tanks. They were never able to compete against the German's in terms of armour thickness until after World War II.&lt;br /&gt;
&lt;br /&gt;
===Cold War===&lt;br /&gt;
By the end of World War II, sloping armour had become a ubiquitous concept and every tank designed has it from the American [[M60|M60]], British [[Centurion Mk 3|Centurion]], and Soviet [[T-54 (1951)|T-54/55]] tanks. With increasing tank armour equaling to increased weight, countries try to keep their tank weight in manageable ranges while making the armour up to date with current threats. By early 1960s, anti-tank technology such as the [[Anti-tank_guided_missiles|anti-tank guided missiles (ATGM)]] has grown to the point where it requires a large amount of steel to make the armour thick enough to resist the threat, but the amount was prohibitive and made the tank too heavy. Some nations such as Germany tried to solve this by relying on mobility at the expense of armour such as the [[Leopard I]], but it became clear a new type of armour is needed. It came in the form of &amp;quot;composite armour&amp;quot;, which used steel combined with a variety of material such as plastic and ceramic that can resist penetration more effectively at a lighter weight. Composite armour soon became the new standard of tank armour throughout the world. Another armour developed in the Cold War was the &amp;quot;explosive reactive armour&amp;quot;, which used an explosive to deflect a penetration property. Explosive reactive armour, or ERA, was highly effective against the ubiquitous HEATFS rounds used as anti-tank weapons. These armour technology saved the tanks from becoming obsolete during the Cold War against the new anti-tank missile threat that allows a small infantry crew to destroy a tank as far as 2000 meters away. Composite armour, ERA, and the increasing lethality of tank armament helped revolutionize the tank concept from light, medium, and heavy tanks into the new, universal &amp;quot;main battle tank&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Concepts==&lt;br /&gt;
===Sloped armour===&lt;br /&gt;
[[File:T-54 Training Parola Tank Museum.jpg|x200px|thumb|right|A cut-out of a [[T-54 (1951)|T-54]] to show the effectiveness of sloping armour.]]&lt;br /&gt;
&lt;br /&gt;
Sloped armour is effectively angling the armour of a tank on an angle rather than placed for a flat surface.&lt;br /&gt;
&lt;br /&gt;
Slope armour presents the advantage of having a much thicker effective armour on a tanks for a lighter weight due to using a thinner armour plate. The sloped nature also increases the chance of the impacting shell to simply ricochet or deflect off, doing no effect to the armour. The disadvantage of the sloped armour was its more complicated manufacturing process and a reduction in internal space.&lt;br /&gt;
&lt;br /&gt;
====Calculating sloped armour effective thickness====&lt;br /&gt;
A simple formula to calculate a tank's effective thickness (Line Of Sight, or LOS) due to sloping armour is with this:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.5em;font-family:serif;&amp;quot;&amp;gt;[LOS Effective Thickness vs Projectile Type] = ([Armour Thickness] × [Armor Modifier vs Projectile Type]) / cos ([Armour Angle])&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note:''' This formula does '''not''' factor in the possible horizontal '''or''' vertical angle of the target's armor plate relative to the shot's origin '''or''' deviations of the shell's angle of inclination due to bullet drop at longer ranges. We assume the target is placed on an even field and shot at from straight ahead at distance where the shell will hit the armor with 0° of bullet drop.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example: A '''Panther''' has an '''80 mm''' (armor thickness) front armour plate, sloped at an angle of '''55°''' (armor angle) and made out of '''RHA''' (armor modifier), being shot at by an AP projectile (armor modifier vs projectile = 1.0 vs KE). Thus, we input the values:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.5em;font-family:serif;&amp;quot;&amp;gt;(80 mm × 1.0) / cos (55°) &amp;lt;br&amp;gt; = 80 mm / cos (55°) &amp;lt;br&amp;gt; = 80 mm / 0.574 &amp;lt;br&amp;gt; = 139.4 mm &amp;lt;br&amp;gt; ≈ 140 mm (vs Kinetic AP) &amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, we get the value of how thick the Panther's sloped frontal armour is in a line-of-sight angle.&lt;br /&gt;
&lt;br /&gt;
===Armour angling===&lt;br /&gt;
Outside of sloped armour, another way to improve the effective armour thickness on tanks is simply angling the armour towards the opponent. This means instead of sloping the armour in a vertical plane, instead angle sideways.&lt;br /&gt;
&lt;br /&gt;
[[File:TigerIHTank Armour Angling.png|x200px|thumb|left|An example of armour angling with the [[Tiger_H1|Tiger I]], angled towards the opponent in its most optimum degree for best all-around armour.]]&lt;br /&gt;
&lt;br /&gt;
This gives another form of thickness as not only does the round have to pass through a plane of armour, but two plane of the same armour, which would boost the effective thickness. This is best seen in vertical-faced armoured tanks like the [[Tiger H1|Tiger I tank]]. Though their vertical faced 100 mm front plate would only give 100 mm effectiveness, it was recommended in the ''Tigerfibel'' crew manual that a 45 degree diamond angle position would provide a front armour of nearly 130 mm of effective thickness.&amp;lt;ref name=&amp;quot;Tigerfibel&amp;quot;&amp;gt;Carruthers 2011&amp;lt;/ref&amp;gt; This gives tank a chance to improve their effective front armour thickness especially when against enemies that would penetrate their front with little difficulty. However, beware of angling to much towards the enemy that it exposes the weaker side armour to enemy fire, which may have a chance of penetrating.&lt;br /&gt;
&lt;br /&gt;
Some tanks attempt to implement this concept into the designs itself. One example is the Soviet [[IS-3]] with its &amp;quot;pike nose&amp;quot; front armour. Due to the sloping effect not only going back, but sweeping to the sides, this improves the IS-3 front armour effectiveness and ricochet chances.&lt;br /&gt;
&lt;br /&gt;
===Spaced armour===&lt;br /&gt;
Spaced armour helps against anti-tank rounds in a form of disruption and denial. Spaced armour was first widely used by the Germans in the form of ''Schürzen'', attaching metal sheets away from the base armour of their Panzers. These metal sheets were intended to disrupt the kinetic energy of the Soviet 14.5 mm anti-tank rifles, which could penetrate the weaker side armour of their tanks. It does this by forcing much of the energy on the rifle round to be expelled on the ''Schürzen'' sheets, passing through and causing negligible damage on the base side armour. The ''Schürzen'' may also disrupt tank rounds as well, but the much greater kinetic energy of tank shells means that its disruption will be ineffective to all but the most sloped shots. Though there is a belief that the ''schürzen'' plates were meant to stop HEAT rounds from shoulder-launched weapons, the plates were not intentionally designed for this task.&lt;br /&gt;
&lt;br /&gt;
Spaced armour was used in various formats in the Cold War tank designs. It was used as a form of protection against HEAT rounds from tank guns and rocket launchers, with the air separating the tank's base armour and the spaced armour acting to dissipate the HEAT's power before it reaches the hull. Spaced armour also works against kinetic penetrators by shattering the round on impact with the first layer. Though early kinetic rounds using brittle materials like tungsten were affected by this armour, better material like depleted uranium made the rounds more durable and proof against this type of armour.&amp;lt;ref name=&amp;quot;MM.Spaced&amp;quot;&amp;gt;M.m. 2015&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Explosive reactive armour (ERA)===&lt;br /&gt;
Explosive reactive armour (ERA) works by using an explosive force to disrupt an incoming armour-piercing ammunition. The construction of ERA usually takes the form of individual tiles made up of &amp;quot;reactive elements&amp;quot;, which are sandwiched explosives in between sheets of metal. These tiles would be used around vulnerable points of a tank to provide protection at these locations.&lt;br /&gt;
&lt;br /&gt;
Though ERA provides good protection against HEAT ammunition, high-velocity kinetic penetrators like APDS and APFSDS penetrates too quickly for the explosive force to be effective against them. This was a problem in early ERA designs, but more modern ERA types have been able to resist these ammunition. Even so, ERA still has drawbacks in that each explosive tile were one-time-use against the incoming round, leaving the exposed tank metal underneath once expended. ERA also has become vulnerable to tandem-charge ammunition, which use a two-stage detonation sequence with the first charge destroying the ERA plate and the second penetrating the armour underneath the plate. Finally, the ERA plates rarely cover the entire tank sections due to contouring and moving parts, so the armour is still exposed in various degrees to be hit and penetrated.&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
The first efforts in discovering this form of protection reach back to 1949 in the Soviet Union at the Nii Stali facility, although nothing much came out of it after failed tests and it was discontinued on the belief that the current armour on their main battle tanks was good enough. The traction did not continue again until German researcher Dr.Manfred Held, a shaped charge (HEAT) specialist, traveled to Israel on the conclusion of their 1967 Six-Day War. Examining several of the destroyed tanks from the conflict, he discovered that the force from exploding ammunition slightly reduced the effect of the shaped charge used. He then developed the first working ERA plate in 1970. Though this was the first effective iteration of the ERA, Held's design required the explosive mesh to be fitted inside empty cavities, integrated into the tank armour. Held improved on the design in the same year which consisted of a tiles formed with the reactive elements. This model would become the fundamental design of modern ERA.&amp;lt;ref name=&amp;quot;MM.Era&amp;quot;&amp;gt;M.m. 2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The majority of the NATO countries did not buy into the explosive reactive armour that Held presented. He did not find anyone interested until he returned back to Israel in 1974, after the 1973 Yom-Kippur War. There, the Israeli government and the Israeli Defense Force were persuaded, perhaps from their combat experiences, to adopt the ERA as a protection for their tanks. The Israelis then produced the ''Blazer ERA'' plates which followed Held's design with reactive elements. The Blazer ERA will first see usage in the 1982 Lebanon War, the tiles attached onto M60 tanks to protect the steel hull against anti-tank weaponry.&amp;lt;ref name=&amp;quot;MM.Era&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Soviet Union was the next country to use ERA, under the name ''Kontakt ERA''. It was first introduced in 1984 and featured a tile design similar to Blazers, though using one or two reactive elements stacked together for better effectiveness. Like the Blazer, these plates were highly effective against HEAT rounds, but were generally ineffective against kinetic penetrators. Following the Soviets, the reactive armour was soon adopted by many other countries in the 1980s, from mainly Eastern bloc countries such as Czechoslovakia, Ukraine, and Poland. Today the ERA plates are still viable against modern anti-tank weaponry, especially when complemented with other tank defensive measures.&amp;lt;ref name=&amp;quot;MM.Era&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Composite armour===&lt;br /&gt;
''To be filled''&lt;br /&gt;
&lt;br /&gt;
===[[Add-on Armor|Add-on armor]]===&lt;br /&gt;
{{main|Add-on Armor}}&lt;br /&gt;
&lt;br /&gt;
Add-on armour is a form of improvisation of the tank armour usually done by the crew or a maintenance unit in the front lines. Due to the rushed nature of tank technology in World War II, armour once considered adequate on tanks can quickly become obsolete with the introduction of a new gun piece in the field or a new equipment, such as the [[KwK 36 (88 mm)]] on the [[Tiger H1|Tiger I]] and the ''Panzerfaust'' anti-tank launcher, both could cut through Sherman and T-34 armour with little resistance. The declining armour effectiveness against these weapons prompted the tank crews to attempt an expedient method to improve the armour quality of their tanks. Troops went and attached logs, sandbags, tracks, concrete, and metal sheets onto their tanks to improve its effective thickness. The usefulness against anti-tank rounds from tank shells and HEAT rounds are controversial. Some tankers swear by it and claim they were saved by their improvised armour while analysts say that the add-on armour has no effect at all in interfering with incoming rounds. What was universally accepted was that these add-on armour helped improve the tank crew morale when fighting the enemy, renewed in confidence with their &amp;quot;improved&amp;quot; tank armour. However, add-on armour increases the weight of the tank due to the add-on of materials and thus can cause a strain on the power train and suspension of tanks, prompting some commanders like General George S. Patton to ban the usage of improvised armour to improve tank reliability. The most useful add-on armour was the welding of additional sheets of metal onto the tank, as seen in the well-received reception of the up-armoured M4 Sherman in the form of the [[M4A3E2|&amp;quot;Jumbos&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
From Update 1.57, a modification known as the ''Add-on Armour'' was added onto certain vehicles. The modification adds spare track links along the hull and turret of the vehicle. The track links, when added, give an average of 17 - 20 mm of additional armour where they are attached.&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|mJO2sLI_jwU|'''The Shooting Range #19''' - ''Tactics &amp;amp; Strategy'' section at 04:53 discusses how to angle your armour.|Go91srkTM80|'''Explosive Reactive Armor and Composite Armor'''  - ''War Thunder Official Channel''|o24D6yl_VLg|'''The Shooting Range #115''' - ''Tactics &amp;amp; Strategy'' section at 10:14 discusses how to maximize your armour while on the defensive.|B2woWvJK4ew|'''Top 7 most armoured vehicles'''  - ''War Thunder Official Channel''|c7NXyv_vD1A|'''How to use the protection analysis tool in War Thunder''' - ''Skreezilla''}}&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;
* ''encyclopedia page on the technology;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/5569-development-protection-analysis-en|[Development] Protection Analysis]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
* Bismarck. &amp;quot;⚜ | Yes, World War 2 Planes Had Armour BUT...&amp;quot; YouTube. YouTube, 17 Aug. 2017. Web. 26 Sept. 2017. [https://www.youtube.com/watch?v=-v5aMayFrRE Video].&lt;br /&gt;
* Carruthers, Bob. Tiger I: Official Wartime Crew Manual (the Tigerfibel). Warwickshire: Coda, 2011. Print.&lt;br /&gt;
* M.m. &amp;quot;Explosive Reactive Armor - Some History, Some Types.&amp;quot; Below The Turret Ring. Blogger, 28 Apr. 2016. Web. 25 Sept. 2017. [https://below-the-turret-ring.blogspot.com/2016/04/explosive-reactive-armor-some-history.html Website].&lt;br /&gt;
* M.m. &amp;quot;The Truth about Spaced Armor on Modern Tanks and AFVs.&amp;quot; Below The Turret Ring. Blogger, 31 Dec. 2015. Web. 26 Sept. 2017. [https://below-the-turret-ring.blogspot.com/2015/12/the-truth-about-spaced-armor-on-modern.html Website].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SA.341F_Gazelle&amp;diff=72767</id>
		<title>SA.341F Gazelle</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SA.341F_Gazelle&amp;diff=72767"/>
				<updated>2020-10-13T13:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;U17318358: Added survivability section, Expanded Usage section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=sa_341f}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = French utility helicopter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other version&lt;br /&gt;
| link = SA.342M Gazelle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter 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;
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French utility helicopter {{Battle-rating}}. It was introduced in [[Update 1.87 &amp;quot;Locked On&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Initially designed by Sud Aviation in 1966, the Gazelle helicopter project (SA.340, SA.341 and SA.342) was continued by Aérospatiale as a French five-seat transport, scout and light attack helicopter manufactured in both France and the United Kingdom. Manufacturing licenses were granted allowing a Yugoslavian company SOKO and the Arab British Helicopter Company in Egypt to also produce these aircraft.&lt;br /&gt;
&lt;br /&gt;
The Turbomeca Artouste Astazou IIB turbine engine powers the Gazelle. Initial testing of this helicopter utilised a standard tail-rotor taken from the Alouette, however, design changes switched to a Fenestron-style tail, the first helicopter to do so. The Fenestron tail or &amp;quot;fantail&amp;quot; differs from a conventional tail rotor as it contains eight to eighteen blades housed within the tail unit of the helicopter. Advantages of the Fenestron include substantial noise reduction, protection of tail rotor damage from contact with other objects and protection of ground personnel working around the tail section. With the aid of the Fenestron tail, the Gazelle was the world's fastest helicopter in its class during its early years.&lt;br /&gt;
&lt;br /&gt;
In the service of the French, the Gazelle SA.341F was utilised as a light support helicopter equipped with a 20 mm GLAT M.261 cannon and various rockets, anti-tank missiles and air-to-air missiles. Over the years, the Gazelle was removed from anti-tank duty and reconfigured for operations as an Air Observation Post directing artillery fire, airborne forward air controller directing ground-attack troops, troop casualty evacuations and communication relay operations.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
''Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 0 m - at sea level)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 285 || 268 || rowspan=&amp;quot;2&amp;quot; | 5,000 &amp;lt;!-- {{Specs|ceiling}} --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| ___ || ___&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
With '''no armor plating''' present on the vehicle, this helicopter is incredibly vulnerable to all types of fire. The exposed engine is also vulnerable to being damaged or set alight, dooming the helicopter.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the helicopter, if any. Describe how effective the cannons and machine guns are in battle, also what ammunition belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|GIAT M.621 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* A choice between two presets:&lt;br /&gt;
** Without offensive armament&lt;br /&gt;
** 1 x 20 mm GIAT M.621 cannon (1,000 rpg) + 32 x Flares&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
&amp;lt;!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Mistral|HOT-1|HOT-2 TOW|FFAR Mighty Mouse|GIAT M.621 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* 7 x FFAR Mighty Mouse rockets + 1 x 20 mm GIAT M.621 cannon (1,000 rpg)&lt;br /&gt;
* 2 x HOT-1 missiles + 1 x 20 mm GIAT M.621 cannon (1,000 rpg)&lt;br /&gt;
* 2 x HOT-2 TOW missiles + 1 x 20 mm GIAT M.621 cannon (1,000 rpg)&lt;br /&gt;
* 2 x Mistral missiles + 1 x 20 mm GIAT M.621 cannon (1,000 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
This helicopter has three main playstyles, centred around the selected loadout.&lt;br /&gt;
&lt;br /&gt;
* Anti-Tank: Using ATGMs, get within 4 km of a target, while remaining hidden by trees or buildings, and guide your missile to the target. Focus on tanks without reactive armour, as they may render your missiles ineffective, and waste your time. After expending your missiles, it is best to return to the helipad and resupply. &lt;br /&gt;
&lt;br /&gt;
* Rocketeer: Using unguided rockets, fly low over the battlefield and assault a single tank with a precise salvo, and then retreat behind cover.&lt;br /&gt;
&lt;br /&gt;
* Air defence: Using AAMs, sneak behind enemy lines, and land in an obscured area, or behind cover, and wait for aircraft or helicopters to get near your allies. Then surprise attack them with your missiles and cannon fire. This will make short work of any helicopter, and most slow-flying aircraft. &lt;br /&gt;
&lt;br /&gt;
Overall you want to avoid direct line-of-sight to your enemies, as they likely can spot you faster than you can spot them, and engage you at longer range. Surface-to-air missiles are a serious threat, as they can take you by surprise, and you have no radar detector to warn you of their presence. The same applies to radar-guided anti-aircraft guns.&lt;br /&gt;
&lt;br /&gt;
In Helicopter Battles (Heli EC) the Gazelle is notably better than either of the two preceding helicopters, finally unlocking AAMs with a greater range (5.5km) than 3/4km ATGMs. However, due to the limited armament (2 missiles), the Gazelle is limited to strafing ground targets and trying to lock onto enemy helicopters. &lt;br /&gt;
&lt;br /&gt;
'''Notable Enemies:'''&lt;br /&gt;
* Mi-28N, Mi-24P, Mi-24V: Due to the gazelle's lack of a MAW system, it is still possible to shoot it down with the AAMs these helicopters carry. Their armor also means that it is harder for you to shoot them down in return.&lt;br /&gt;
* Ka-50, Ka-52: Both can outrange you, meaning that killing one is the result of ''their'' mistakes&lt;br /&gt;
* Tiger UHT: Similar to the Ka-50, the Tiger has access to IR-guided ATGMS with long range.&lt;br /&gt;
* AH-1: Highly maneuverable with a high volume of fire, the Cobra family of helicopters is incredibly good at dogfighting. Engage from long range, or use superior speed to flee. &lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Flight performance&lt;br /&gt;
! Survivability&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Compressor&lt;br /&gt;
|&lt;br /&gt;
| Flak jacket&lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
| Flares&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Helicopter frame&lt;br /&gt;
|&lt;br /&gt;
| HOT&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Engine&lt;br /&gt;
| Replacing helicopter blades&lt;br /&gt;
| NVD&lt;br /&gt;
| New 20 mm cannons&lt;br /&gt;
| HOT-2&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cover&lt;br /&gt;
|&lt;br /&gt;
| ATAM&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
* One of the smallest helicopters, easier to hide, and harder to hit at high speed&lt;br /&gt;
* 20 mm autocannon for engaging aircraft and lightly-armoured vehicles&lt;br /&gt;
* Respectable ammo count for the cannon&lt;br /&gt;
* Mistral air-to-air missiles&lt;br /&gt;
* Has access to flares and thermal optics&lt;br /&gt;
* Can be equipped with HOT-1 and HOT-2 AGMs&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Surprisingly hard to manoeuvre at speed, and has a tendency to over-roll&lt;br /&gt;
* No armour, easy to damage critical components and eliminate crew&lt;br /&gt;
* Starts off with one of the weakest stock loadouts for helicopters&lt;br /&gt;
* Fixed forward cannon is hard to get on target&lt;br /&gt;
* Very low unguided rocket count&lt;br /&gt;
* Can only equip one type of missile at a time; AGM or AAM&lt;br /&gt;
* Carries only two of each missile&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Describe the history of the creation and combat usage of the helicopter 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;
;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:SA 341F WTWallpaper 001.jpg|thumb|none|250px|]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;[[File:SA 341F WTWallpaper 002.jpg|thumb|none|250px|]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;[[File:SA 341F WTWallpaper 003.jpg|thumb|none|250px|]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&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;
* ''reference to the series of the helicopter;''&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;
* ''encyclopedia page on the helicopter;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
* [[wt:en/news/6057-development-sa-341f-sa-342m-gazelle-light-hunter-en|[Development] SA.341F &amp;amp; SA.342M Gazelle: Light Hunter]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Aerospatiale}}&lt;br /&gt;
{{France helicopters}}&lt;/div&gt;</summary>
		<author><name>U17318358</name></author>	</entry>

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