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		<updated>2026-06-07T17:35:51Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U23531874&amp;diff=82962</id>
		<title>User:U23531874</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U23531874&amp;diff=82962"/>
				<updated>2020-12-23T12:25:03Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: Created page with &amp;quot;5Head Challenger 2 specialist :)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5Head Challenger 2 specialist :)&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Challenger_2_(2F)&amp;diff=82690</id>
		<title>Challenger 2 (2F)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Challenger_2_(2F)&amp;diff=82690"/>
				<updated>2020-12-22T14:09:00Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: /* Pros and cons */ adding some new pros and cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=uk_challenger_2_dorchester}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Challenger (Disambiguation)&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}} British medium tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Starfighters&amp;quot;]].&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;
The Challenger 2 (2F) was created to give increased protection against shaped charges and as much is evident when evaluating the armour. While the internal composite armour remains the same from the previous variant, a large amount of external composite and ERA has been added to the hull front and sides as well as the turret sides. Additional slat armour has also been mounted to the sides and rear of the hull and turret.&lt;br /&gt;
&lt;br /&gt;
With the only real change being the additional external armour, the same structural weakspots that exist on the Challenger 2 remain on the 2F. The large driver's port is an obvious target for enemy armour, which can penetrate it at almost any angle due to only RHA protection. Kinetic rounds aimed through the driver's port from the direct or near-direct front will often go straight through the tank, often taking several crew members, the cannon breach or the engine, occasionally resulting in a knocked out crew. Chemical rounds are less effective but fragments may set off the charges stored next to the driver, especially when fired at from above.&lt;br /&gt;
&lt;br /&gt;
The gun mantlet is also a large weakspot, although kinetic rounds will be most effective, as chemical rounds will often only knock out the cannon breach or be blocked by the optics mounted at the top of the gun, which will allow the tank to pull back and repair provided it has the distance to do so. Kinetic rounds will often not fragment properly, going straight through the back of the turret, at max taking out two crew members due to the breach acting as a shield to the other side of the turret. Only when attacking from above will rounds have a significant chance of detonating ammunition due to the 2 stage system used by British tanks. Any ammunition stored in the turret will be warheads which are not able to be detonated.&lt;br /&gt;
&lt;br /&gt;
As with the last variant and many other MBTs, the sides have no real kinetic protection, however the 2F has additional protection against chemical rounds. Most shots to the side of the front half of the turret have a high likelihood of taking out the cannon breach and a crew member, occasionally knocking out 2 or 3 crew. Any shots the the back half of the turret from the side will be ineffective due to the large amount of empty space. Aiming low on the tank's hull will give the best results for penetration and ammo detonation. Despite the additional ERA on the lower frontal plate, chemical rounds such as the German DM12A1 can still get through, and can get through the side mounted composite screens on a flat angle (0-25°).&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 || 38-50 mm (56-83°) ''Upper Plate''&lt;br /&gt;
70 mm (31-34°) ''Lower Glacis'' 60 mm (0-80°) ''Driver's Port''&lt;br /&gt;
| 25 mm Top (70°)&lt;br /&gt;
25 mm Middle (0°) 38 mm ''Bottom'' (0°)&lt;br /&gt;
| 25 mm (32°) || 10-20 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 38 - 50 mm (56-82°) ''Turret Front'' &amp;lt;br&amp;gt;30 mm (3-82°) ''Gun Mantlet'' || 20-25 mm (8-10°) || 20 mm (18°) || 10-38 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 8 mm (3-78°) || 8 mm (9-60°) || 8 mm (1-80°) || 44-60 mm&lt;br /&gt;
|-&lt;br /&gt;
!Composite Armour&lt;br /&gt;
!Front&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Sides&lt;br /&gt;
|-&lt;br /&gt;
|Hull&lt;br /&gt;
|'''Upper'''&amp;lt;br&amp;gt;Kinetic: 420-1000 mm&amp;lt;br&amp;gt;Chemical: 700-950 mm&amp;lt;br&amp;gt;'''Lower'''&amp;lt;br&amp;gt;Kinetic: 100-400 mm&amp;lt;br&amp;gt;Chemical: 350-570 mm&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Ext. Composite with NERA:'''&amp;lt;br&amp;gt;Kinetic: 30 mm&amp;lt;br&amp;gt;Chemical: 400 mm&lt;br /&gt;
|-&lt;br /&gt;
|Turret&lt;br /&gt;
|'''Turret Cheeks'''&amp;lt;br&amp;gt;Kinetic: 440-720 mm&amp;lt;br&amp;gt;Chemical: 780-1000 mm&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Internal Composite'''&amp;lt;br&amp;gt;Kinetic: 190-740 mm&amp;lt;br&amp;gt;Chemical: 300-1000 mm&amp;lt;br&amp;gt;'''Ext. Composite with NERA'''&amp;lt;br&amp;gt;Kinetic: 30 mm&amp;lt;br&amp;gt;Chemical: 400 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* ''Upper Frontal Plate'' has additional 10 mm external plate.&lt;br /&gt;
* ''Lower Frontal Plate'' has 25.4 mm external steel and ROMOR-A ERA.&lt;br /&gt;
* Parts of the side and rear hull have mounted Slat Armour (50 mm Chemical Protection).&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=1,886|rbMinHp=1,076|AoAweight=1.1|weight=63.6}}&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|L30A1 (120 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[L30A1 (120 mm)|120 mm L30A1]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 50 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 29.5 || 40.8 || 49.6 || 54.8 || 58.4 || rowspan=&amp;quot;2&amp;quot; | 6.50 || rowspan=&amp;quot;2&amp;quot; | 5.75 || rowspan=&amp;quot;2&amp;quot; | 5.30 || rowspan=&amp;quot;2&amp;quot; | 5.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 18.4 || 21.7 || 26.4 || 29.1 || 31.0&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;
| Shot L23A1 || APFSDS || 396 || 394 || 387 || 376 || 367 || 357&lt;br /&gt;
|-&lt;br /&gt;
| Shell L31A7 || HESH || 152 || 152 || 152 || 152 || 152 || 152&lt;br /&gt;
|-&lt;br /&gt;
| L26 || APFSDS || 471 || 469 || 464 || 457 || 450 || 443&lt;br /&gt;
|-&lt;br /&gt;
| L27A1 || APFSDS || 538 || 536 || 532 || 525 || 518 || 511&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;
| Shot L23A1 || APFSDS || 1,535 || 3.89 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| Shell L31A7 || HESH || 670 || 17.1 || 0.05 || 0.1 || 6,560 || 73° || 77° || 80°&lt;br /&gt;
|-&lt;br /&gt;
| L26 || APFSDS || 1,550 || 4.1 || N/A || N/A || N/A || 78° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| L27A1 || APFSDS || 1,550 || 4.1 || N/A || N/A || N/A || 78° || 80° || 81°&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;
! colspan=&amp;quot;7&amp;quot; | Smoke shell characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition&lt;br /&gt;
! Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! Screen radius&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! Screen deploy time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Screen hold time&amp;lt;br&amp;gt;(s)&lt;br /&gt;
! Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
|-&lt;br /&gt;
| L34 || 670 || 17.1 || 20 || 5 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
&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|L37A2 (7.62 mm)|L94A1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[L37A2 (7.62 mm)|7.62 mm L37A2]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,700 (100) || 650 || -10°/+50° || ±180°&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;5&amp;quot; | [[L94A1 (7.62 mm)|7.62 mm L94A1]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 2,300 (2,000) || 600 || 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;
''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;
=== 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;
| L34&lt;br /&gt;
| L26&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;
| NVD&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;
| Dorchester 2F&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;
| Laser rangefinder&lt;br /&gt;
| L27A1&lt;br /&gt;
| Artillery Support&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;'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Better HP/weight ratio than Challenger 2E.&lt;br /&gt;
* Efective side-ERA armor against Air-to-ground missiles.&lt;br /&gt;
* Fast reload, particularly for a 120 mm&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Anti-thermal camo doesn't work right now.&lt;br /&gt;
* Due to 2F modification grows to a weight and HP/weight ratio is not much better than Challenger 2E.&lt;br /&gt;
* Vulnerable commander hatch, and vulnerable to cannon breach&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''encyclopedia page on the tank;''&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;
* ''encyclopedia page on the tank;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Britain medium tanks}}&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Stormer_HVM&amp;diff=46745</id>
		<title>Stormer HVM</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Stormer_HVM&amp;diff=46745"/>
				<updated>2020-03-21T17:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: /* Pros and cons */ Missile range limitations have changed by new patch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=uk_stormer_hvm}}&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;
&lt;br /&gt;
[[File:GarageImage Stormer HVM.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&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?''&lt;br /&gt;
&lt;br /&gt;
''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;
This tank uses the chassis of Scorpion, which you might be familiar with since [[Striker]]. As before, it can only take punishment from the front and it's best to avoid anything more serious than autocannon armed light tanks or [[KPz-70]], since most 9.0+ tanks have at least 100 mm gun along with their coaxial weapons. It is easy to &amp;quot;hull break&amp;quot; the hull by hitting it with 105 mm chemicals, artillery direct hits and 120 mm kinetic shells.&lt;br /&gt;
&lt;br /&gt;
The launcher on the back was replaced with a turret carrying Starstreak HVM and search optics. The usually small camera next to commander cupola now has heavy optics and is much bigger as a result. The turret is much higher than the old launcher and is very hard to hide. &lt;br /&gt;
&lt;br /&gt;
The missiles do not have any protection this time around and you should avoid being bombed and shot by artillery '''at any cost'''. Even a 7.62 mm machine gun can ignite missiles on a good hit. Even close artillery or HE miss might set off Starstreaks and cause your entire rack to explode, annihilating your carrier and probably taking your allies nearby with you in process. &lt;br /&gt;
&lt;br /&gt;
As such, you should avoid fighting anything directly, if possible. To ensure not a single aircraft knows about your presence, an IRST system is used instead of radar - not even best helicopters around can detect you. In arcade mode, they can still see the Stormer, but you can be assured that optronic system will allow you to destroy them before they have even a chance to aim at it.&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= 355|rbMinHp= 221}}&lt;br /&gt;
&lt;br /&gt;
As with [[Striker]], the {{PAGENAME}} is capable of driving both forward and backwards relatively fast even with no upgrades. The ability to drive forward and turn around at same time still relies on driver being maxed out, so your crew must be very high level.&lt;br /&gt;
&lt;br /&gt;
The more you upgrade the chassis and engine, the more obscure position you can climb and take over in order to avoid being spotted and destroyed by other tanks. &lt;br /&gt;
&lt;br /&gt;
Do not race against Japanese [[Type 90]] and Italian scout tank [[Centauro ROMOR]], they are much faster.&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;
&lt;br /&gt;
Main article:  [[Starstreak HVM]]&lt;br /&gt;
&lt;br /&gt;
Stormer HVM is using surface-to-air [[Starstreak HVM]] missiles and their unique properties make it hard to use them for anything else. There are 8 of them mounted on the turret and there are 8 more spares in the back of the tank.&lt;br /&gt;
&lt;br /&gt;
When first launched, the carrier missile drags the actual missiles away from Stormer at a speed of about 800 m/s and unleashes them at about ~580 m range. Until that point, the missile can be used as a weak form of HE ATGM and if it hits enemy light tank or SPG weak spot or suspension wheel it can do catastrophic damage. &lt;br /&gt;
&lt;br /&gt;
Carrier missile does shrapnel-like damage and it will deteriorate after hitting '''any''' obstacles, so it is necessary for explosion to hit the target directly, almost like with HESH. The explosion range also seems to be halved compared to HE. '''Anything''', including simplest forms of side skirts will block SAM from destroying enemy tank. Most of BR 9-10 medium tanks have not just side skirts but either ERA or NERA screens all over them and will not take any damage from single missile and hitting those randomly is going to only damage machine guns and the screens. &lt;br /&gt;
&lt;br /&gt;
The only weak spots on medium tanks that always seem to work are: a bottom of the tank, suspension wheels on the bottom of the chassis, sometimes the engine decks. Since many tanks have side skirts, it is best to just aim at inner sides of the tracks (fire under the tank itself to hit the track from below it), as this allows explosion not just to explode next to their weakspot, but also to bypass the tracks, which would otherwise reduce damage taken. Luckily, at 400-550 m range you can use your X40 optics to aim even at the smallest dents on hostile tanks, so all the operator needs to do is to forget about luck and focus on attacking the chassis wheels until it gives in.&lt;br /&gt;
&lt;br /&gt;
To destroy an unprotected medium tank, like [[KPz-70]] in downtier, simply firing at suspension wheel is enough. Be aware, that the very first and the very last suspension wheels will absorb the missile, so only the wheels that touch the ground count. Sometimes in full downtier there are still tanks with exposed non-sealed optics, which can be expoited to destroy the tank, but they are too hard to hit in time.&lt;br /&gt;
&lt;br /&gt;
Overall, firing multiple missiles into medium tank weak spots might take too much time and attracts their attention, resulting in inevitable Stormer HVM destruction. For this reason, fighting medium tanks of proper BR shouldn't be your priority even with this knowledge.&lt;br /&gt;
&lt;br /&gt;
At short ranges other SPAA, SPG and light tanks are fair game and you should try to destroy them via hull break if they try to attack Stormer HVM, as simply running away from them is rather difficult.&lt;br /&gt;
&lt;br /&gt;
After ~580 m, three missiles disassemble from carrier missile and start increasing their speed to the extreme. To not lose control over their movement due to speed, they constantly spiral. Each one of them can be approximately counted as 105 mm HE with reduced shrapnel amount. &lt;br /&gt;
&lt;br /&gt;
They have minimal penetration and, mostly due to their spiraling nature, aiming them at ground forces is practically pointless, unless you try to disintegrate tanks which have little to no armour, like [[Object 685]] - in the case of such tanks, if you somehow hit their weak spot, they still can hull break even from smaller missiles. &lt;br /&gt;
&lt;br /&gt;
Against medium tanks, they may achieve a penetration '''only''' at a completely flat angle side shot. If tank is angled more than 5-7 degrees it's not worth risking your SPAA. One missile will be likely absorbed by ERA screen, and many more may miss due to missile spinning nature, but a volley aimed like this might actually penetrate tanks like [[T-64B]], as long as the target does not move.&lt;br /&gt;
&lt;br /&gt;
To helicopters, the missiles usually are fatal, as they are almost bound to get hit by at least one of Starstreaks, and explosion either tears off the tail or knocks out the pilot. However, even in the case of this missile, there are cases when Support helicopters somehow survived a direct hit, so you might want to launch another one if you aren't sure that they are done for.&lt;br /&gt;
&lt;br /&gt;
To use the missiles properly, you need to lock on to an aerial target. The IRST system cannot tell you where the targets really are, just the direction they're in. Instead of wasting time while looking for them manually, simply lock onto any target on your &amp;quot;radar&amp;quot; display via hotkeys like with [[Chieftain Marksman]] and turret will near instantaneously turn towards them by itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormer HMV passive system lock on.jpg|none|thumb|500x400px|Make sure there aren't any trees around or the lock will become unstable.]]&lt;br /&gt;
&lt;br /&gt;
As could be seen on the screenshot above, in full IRST mode sniper crosshair tries to imitate the drag of missile as it tracks the aircraft, and by keeping sniper crosshairs on plane or helicopter you can guide your missiles towards an aircraft. Keeping '''an actual missile''' on target is more important, however, as system accuracy is generally far from stellar and it shouldn't be trusted too much.&lt;br /&gt;
&lt;br /&gt;
{{Notice| &amp;quot;Targeting&amp;quot; and &amp;quot;leadership&amp;quot; on your crew should be maxed out. This SPAA cannot track targets properly without it and should not be used by a level 1 crew. You have been warned.|!}}&lt;br /&gt;
&lt;br /&gt;
Do note, that a plane approaching at a sharp angle will mess with turret automatic guidance, due to it passing by too fast.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormer HVM hit with weird lock-on data.jpg|none|thumb|500x400px]]&lt;br /&gt;
&lt;br /&gt;
Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adjusted during AA duty, simply hitting &amp;quot;maximum zoom&amp;quot; will probably result in a miss at some angles of attack.&lt;br /&gt;
&lt;br /&gt;
Since it is extremely inconvenient to toggle zoom level every time, one can remain in sniper seat and use radar display to lock-on to targets around. To toggle between targets on radar display use button &amp;quot;Select radar target to lock on&amp;quot; (default ALT+T) and then press &amp;quot;lock on&amp;quot; to lock onto it without looking for it manually or going out of sniper seat and messing up with your preferred zoom level. This also makes the inability to tell the range towards enemy aircraft more tolerable.&lt;br /&gt;
&lt;br /&gt;
===Optics and night vision===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.&lt;br /&gt;
&lt;br /&gt;
Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | {{PAGENAME}} [[Optics]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Type of optic&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Magnification&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |[[Night Vision Devices]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Image Intensifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |{{Annotation|Thermal Imager&amp;lt;br&amp;gt;Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}&lt;br /&gt;
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}&lt;br /&gt;
|-&lt;br /&gt;
! Gunner's Sight&lt;br /&gt;
| X10 - X40 || N/A || N/A || N/A || 500X300 || Only useable with tier 3 upgrade&lt;br /&gt;
|-&lt;br /&gt;
! Commander's View&lt;br /&gt;
| X6 || 1600X1200 || ? || High || Not fitted || Only useable with tier 3 upgrade&lt;br /&gt;
|-&lt;br /&gt;
! Driver's View&lt;br /&gt;
| X1 / 3PV || 800X600 || ? || High || Not fitted || Only useable with tier 3 upgrade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Zoom specified in X-ray. Strongest optics in the game so far.&lt;br /&gt;
&lt;br /&gt;
Optics are pivotal for this tank's gameplay. Current zoom level affects the tracking quality of the turret. The player's role in this is to find optimal zoom levels for tracking the current target and to check if the sensor system is keeping the missile on target properly. If it does not, just correct missiles yourself. &lt;br /&gt;
&lt;br /&gt;
In case of the enemy plane escaping your system's grasp, you still can hit the &amp;quot;maximum zoom&amp;quot; button and try to chase it with missiles manually.&lt;br /&gt;
&lt;br /&gt;
Due to half-manual aim of the tank, unlocking Night Vision Devices is a priority - If you cannot see your target during the night, it will be '''extremely''' hard for you to compensate for system errors.&lt;br /&gt;
&lt;br /&gt;
In case of &amp;lt;600 m tank duels, maximum zoom can be exploited to aim missile straight into the enemy tank weak spot. Do not shake the scope after the missile launch, or it will miss.&lt;br /&gt;
&lt;br /&gt;
===Sensor System===&lt;br /&gt;
&lt;br /&gt;
Stormer HMV uses special infrared search devices to detect targets. While they have a significantly shorter range than radar and cannot tell the range towards target until specifically locked onto it, they can tell which targets are friendly and do not target them, or at least specifically mark them as &amp;quot;friendly&amp;quot;. They also scan Stormer HVM surroundings approximately 3 times a second even when locked on, which makes bypassing it next to impossible.&lt;br /&gt;
&lt;br /&gt;
Infrared detectors are invisible to &amp;quot;radar detectors&amp;quot; and will not alert helicopters or sonic jets of your presence or lock-on. There is no benefit in powering it down as of now.&lt;br /&gt;
&lt;br /&gt;
Trees can completely block IRST system - if you cannot see your opponent yourself through thick forest, neither will the system.&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; | Thales ADAD - Passive Infared Search&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;
| ~7,000? m || N/A || 360° || ??? || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thales ADAD - Passive Infared Track&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;
| ~6,000? m || N/A || 360° || ??? || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
It is best to hide from sight of others when using this SPAA - move around battlefield and use terrain and caves as a hiding spot for yourself. Exploit mobility upgrades to stand on mountain edges, if necessary. &lt;br /&gt;
&lt;br /&gt;
Avoid participating in direct combat with medium tanks at any cost, as you definitely will not help in winning the fight directly and they might use the gigantic ammo rack as a way to destroy your allies. The only logical exception is if you are supporting allied ATGM tank by removing hostile tank ERA and turning their attention towards you, then immediately retreat. Any attempts to do sneaky shots on medium tanks should only be done if you are sure it's worth it. &lt;br /&gt;
&lt;br /&gt;
In case if you managed to spot hostile SAM, you can try to remove them by igniting their missiles to help your team achieve air superiority, however, remember that you cannot fire on move, so if they will notice you and have actual guns, the tables will turn immediately.&lt;br /&gt;
&lt;br /&gt;
Using forests as cover is less reliable than just using terrain, as IRST will likely fail to detect your opponents through trees, unlike radar which only get its signal halved in power. &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;
! Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks||&lt;br /&gt;
| Parts&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension||Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters||&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission||Engine&lt;br /&gt;
| &lt;br /&gt;
| Artillery Support&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;
* Invisible to anti-radar (helicopters)&lt;br /&gt;
* Unique anti-air missiles - triple missile with one of the highest speeds in-game&lt;br /&gt;
* Missile acts as a form of HE ATGM at up to about 600 m range, can be used as a last resort to attack enemy light tanks, medium tank weak spots and chassis, or to create a huge dust cloud in RB&lt;br /&gt;
* Good speed of chassis&lt;br /&gt;
* X10-40 optics allow it to track enemy until the very end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* High profile of ammo rack, which is also a weak spot, which can be ignited even by 7.62 machine guns&lt;br /&gt;
* On top of high profile, ammo racks visually remind players of [[ADATS]] and will likely make ground forces drop everything and immediately attack it - stealth approach is required at all times&lt;br /&gt;
* Hull defences are inadequate against tanks and aircraft with weapons bigger than 20 mm autocannon, even if your ammo rack happened to be empty&lt;br /&gt;
* Lock-on does not provide a 100% accurate targeting solution &lt;br /&gt;
* Lock-on can become unstable around trees and breaks if visual contact is lost&lt;br /&gt;
* Turret and the optical system sometimes fail to track planes properly, relying on the crew and operator skills to compensate, especially noticeable when the inappropriate zoom level is used&lt;br /&gt;
* Due to a huge gap in optics zoom levels, the operator is often required to manually adjust scope, instead of just hitting &amp;quot;maximum zoom&amp;quot; button, and to lock on different aircraft without leaving the sniper seat &lt;br /&gt;
* After dispersing, triple missiles constantly spiral, making precise long-range aiming at ground forces pointless, not to mention that most tanks in its natural battle rating range are immune to triple missile attack unless hit at a perfectly flat angle and they can only hull break light tanks or other SPAA when to hit them in a weak spot&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--Describe the history of the creation and combat usage of the ground 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;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article. 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;
In the mid-1980’s it became clear that supersonic aircraft and strike helicopters proved to be dangerous against ground troops. To counter these threats back in 1986, the British Ministry of Defence began development of the “Starstreak HVM” (High-Velocity Missile) anti-aircraft missile system. The production was done by the Shorts Missile Systems company. On the 1st of September in 1997, the famous Starstreak anti-aircraft missile system had been put into service by the British Army. Initially, it was developed in 3 different variants: portable, stationary and mobile, although later they additionally developed an air version but it didn’t find a practical application.&lt;br /&gt;
&lt;br /&gt;
The armoured personnel carrier Stormer was created by using the propulsion system, the transmission and chassis of the light scouting FV101 Scorpion tank for the mobile version of the system. In 1975 on the base of this armoured personnel carrier, the self-propelled anti-tank missile system FV102 Striker was created. Since the vehicle proved itself well, it was decided to additionally create the self-propelled anti-aircraft system Alvis Stormer HVM on its platform.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6208-development-alvis-stormer-hvm-control-of-the-skies-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!--Excellent additions to the article would be video guides, screenshots from the game, and photos.--&amp;gt;&lt;br /&gt;
{{Youtube-gallery|VNoalq4WIt4|'''The Shooting Range #151''' - ''Metal Beasts'' section at 00:32 discusses the Stormer HVM.}}&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/6208-development-alvis-stormer-hvm-control-of-the-skies-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Alvis Stormer HVM: Control of the skies!]]&lt;br /&gt;
&lt;br /&gt;
{{Britain anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Stormer_HVM&amp;diff=44253</id>
		<title>Stormer HVM</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Stormer_HVM&amp;diff=44253"/>
				<updated>2020-02-21T16:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: /* Pros and cons */ Cons: Operative Starstreak range.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=uk_stormer_hvm}}&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;
&lt;br /&gt;
[[File:GarageImage Stormer HVM.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]].&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?''&lt;br /&gt;
&lt;br /&gt;
''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;
This tank uses the chassis of Scorpion, which you might be familiar with since [[Striker]]. As before, it can only take punishment from the front and it's best to avoid anything more serious than autocannon armed light tanks or [[KPz-70]], since most 9.0+ tanks have at least 100 mm gun along with their coaxial weapons. It is easy to &amp;quot;hull break&amp;quot; the hull by hitting it with 105 mm chemicals, artillery direct hits and 120 mm kinetic shells.&lt;br /&gt;
&lt;br /&gt;
The launcher on the back was replaced with a turret carrying Starstreak HVM and search optics. The usually small camera next to commander cupola now has heavy optics and is much bigger as a result. The turret is much higher than the old launcher and is very hard to hide. &lt;br /&gt;
&lt;br /&gt;
The missiles do not have any protection this time around and you should avoid being bombed and shot by artillery '''at any cost'''. Even a 7.62 mm machine gun can ignite missiles on a good hit. Even close artillery or HE miss might set off Starstreaks and cause your entire rack to explode, annihilating your carrier and probably taking your allies nearby with you in process. &lt;br /&gt;
&lt;br /&gt;
As such, you should avoid fighting anything directly, if possible. To ensure not a single aircraft knows about your presence, an IRST system is used instead of radar - not even best helicopters around can detect you. In arcade mode, they can still see the Stormer, but you can be assured that optronic system will allow you to destroy them before they have even a chance to aim at it.&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;
{| 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; | Game Mode&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Mobility characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine power (horsepower)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Max Speed|Maximum Speed (km/h)}}&lt;br /&gt;
! {{Annotation|Weight|Vehicle Weight (tons)}}&lt;br /&gt;
! {{Annotation|AoA Weight|Add on Armour Weight (tons)}}&lt;br /&gt;
! Stock&lt;br /&gt;
! Upgraded&lt;br /&gt;
! Stock&lt;br /&gt;
! Upgraded&lt;br /&gt;
|-&lt;br /&gt;
! Arcade&lt;br /&gt;
| 87 || rowspan=&amp;quot;2&amp;quot; | 13.5 || rowspan=&amp;quot;2&amp;quot; | N/A || 355 || 395 || 26.30 || 29.26&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Realistic|Simulator uses Realistic FMs}}&lt;br /&gt;
| 80 || 221 || 235 || 16.37 || 17.41&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As with [[Striker]], the tank is capable of driving both forward and backwards relatively fast even with no upgrades. The ability to drive forward and turn around at same time still relies on driver being maxed out, so your crew must be very high level.&lt;br /&gt;
&lt;br /&gt;
The more you upgrade the chassis and engine, the more obscure position you can climb and take over in order to avoid being spotted and destroyed by other tanks. &lt;br /&gt;
&lt;br /&gt;
Do not race against Japanese [[Type 90]] and Italian scout tank [[Centauro ROMOR]], they are much faster.&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;
&lt;br /&gt;
Main article:  [[Starstreak HVM]]&lt;br /&gt;
&lt;br /&gt;
Stormer HVM is using surface-to-air [[Starstreak HVM]] missiles and their unique properties make it hard to use them for anything else. There are 8 of them mounted on the turret and there are 8 more spares in the back of the tank.&lt;br /&gt;
&lt;br /&gt;
When first launched, the carrier missile drags the actual missiles away from Stormer at a speed of about 800 m/s and unleashes them at about ~580 m range. Until that point, the missile can be used as a weak form of HE ATGM and if it hits enemy light tank or SPG weak spot or suspension wheel it can do catastrophic damage. &lt;br /&gt;
&lt;br /&gt;
Carrier missile does shrapnel-like damage and it will deteriorate after hitting '''any''' obstacles, so it is necessary for explosion to hit the target directly, almost like with HESH. The explosion range also seems to be halved compared to HE. '''Anything''', including simplest forms of side skirts will block SAM from destroying enemy tank. Most of BR 9-10 medium tanks have not just side skirts but either ERA or NERA screens all over them and will not take any damage from single missile and hitting those randomly is going to only damage machine guns and the screens. &lt;br /&gt;
&lt;br /&gt;
The only weak spots on medium tanks that always seem to work are: a bottom of the tank, suspension wheels on the bottom of the chassis, sometimes the engine decks. Since many tanks have side skirts, it is best to just aim at inner sides of the tracks (fire under the tank itself to hit the track from below it), as this allows explosion not just to explode next to their weakspot, but also to bypass the tracks, which would otherwise reduce damage taken. Luckily, at 400-550 m range you can use your X40 optics to aim even at the smallest dents on hostile tanks, so all the operator needs to do is to forget about luck and focus on attacking the chassis wheels until it gives in.&lt;br /&gt;
&lt;br /&gt;
To destroy an unprotected medium tank, like [[KPz-70]] in downtier, simply firing at suspension wheel is enough. Be aware, that the very first and the very last suspension wheels will absorb the missile, so only the wheels that touch the ground count. Sometimes in full downtier there are still tanks with exposed non-sealed optics, which can be expoited to destroy the tank, but they are too hard to hit in time.&lt;br /&gt;
&lt;br /&gt;
Overall, firing multiple missiles into medium tank weak spots might take too much time and attracts their attention, resulting in inevitable Stormer HVM destruction. For this reason, fighting medium tanks of proper BR shouldn't be your priority even with this knowledge.&lt;br /&gt;
&lt;br /&gt;
At short ranges other SPAA, SPG and light tanks are fair game and you should try to destroy them via hull break if they try to attack Stormer HVM, as simply running away from them is rather difficult.&lt;br /&gt;
&lt;br /&gt;
After ~580 m, three missiles disassemble from carrier missile and start increasing their speed to the extreme. To not lose control over their movement due to speed, they constantly spiral. Each one of them can be approximately counted as 105 mm HE with reduced shrapnel amount. &lt;br /&gt;
&lt;br /&gt;
They have minimal penetration and, mostly due to their spiraling nature, aiming them at ground forces is practically pointless, unless you try to disintegrate tanks which have little to no armour, like [[Object 685]] - in the case of such tanks, if you somehow hit their weak spot, they still can hull break even from smaller missiles. &lt;br /&gt;
&lt;br /&gt;
Against medium tanks, they may achieve a penetration '''only''' at a completely flat angle side shot. If tank is angled more than 5-7 degrees it's not worth risking your SPAA. One missile will be likely absorbed by ERA screen, and many more may miss due to missile spinning nature, but a volley aimed like this might actually penetrate tanks like [[T-64B]], as long as the target does not move.&lt;br /&gt;
&lt;br /&gt;
To helicopters, the missiles usually are fatal, as they are almost bound to get hit by at least one of Starstreaks, and explosion either tears off the tail or knocks out the pilot. However, even in the case of this missile, there are cases when Support helicopters somehow survived a direct hit, so you might want to launch another one if you aren't sure that they are done for.&lt;br /&gt;
&lt;br /&gt;
To use the missiles properly, you need to lock on to an aerial target. The IRST system cannot tell you where the targets really are, just the direction they're in. Instead of wasting time while looking for them manually, simply lock onto any target on your &amp;quot;radar&amp;quot; display via hotkeys like with [[Chieftain Marksman]] and turret will near instantaneously turn towards them by itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormer HMV passive system lock on.jpg|none|thumb|500x400px|Make sure there aren't any trees around or the lock will become unstable.]]&lt;br /&gt;
&lt;br /&gt;
As could be seen on the screenshot above, in full IRST mode sniper crosshair tries to imitate the drag of missile as it tracks the aircraft, and by keeping sniper crosshairs on plane or helicopter you can guide your missiles towards an aircraft. Keeping '''an actual missile''' on target is more important, however, as system accuracy is generally far from stellar and it shouldn't be trusted too much.&lt;br /&gt;
&lt;br /&gt;
{{Notice| &amp;quot;Targeting&amp;quot; and &amp;quot;leadership&amp;quot; on your crew should be maxed out. This SPAA cannot track targets properly without it and should not be used by a level 1 crew. You have been warned.|!}}&lt;br /&gt;
&lt;br /&gt;
Do note, that a plane approaching at a sharp angle will mess with turret automatic guidance, due to it passing by too fast.&lt;br /&gt;
&lt;br /&gt;
[[File:Stormer HVM hit with weird lock-on data.jpg|none|thumb|500x400px]]&lt;br /&gt;
&lt;br /&gt;
Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adjusted during AA duty, simply hitting &amp;quot;maximum zoom&amp;quot; will probably result in a miss at some angles of attack.&lt;br /&gt;
&lt;br /&gt;
Since it is extremely inconvenient to toggle zoom level every time, one can remain in sniper seat and use radar display to lock-on to targets around. To toggle between targets on radar display use button &amp;quot;Select radar target to lock on&amp;quot; (default ALT+T) and then press &amp;quot;lock on&amp;quot; to lock onto it without looking for it manually or going out of sniper seat and messing up with your preferred zoom level. This also makes the inability to tell the range towards enemy aircraft more tolerable.&lt;br /&gt;
&lt;br /&gt;
===Optics and night vision===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.&lt;br /&gt;
&lt;br /&gt;
Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | {{PAGENAME}} [[Optics]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Type of optic&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Magnification&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |[[Night Vision Devices]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Image Intensifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |{{Annotation|Thermal Imager&amp;lt;br&amp;gt;Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}&lt;br /&gt;
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}&lt;br /&gt;
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}&lt;br /&gt;
|-&lt;br /&gt;
! Gunner's Sight&lt;br /&gt;
| X10 - X40 || N/A || N/A || N/A || 500X300 || Only useable with tier 3 upgrade&lt;br /&gt;
|-&lt;br /&gt;
! Commander's View&lt;br /&gt;
| X6 || 1600X1200 || ? || High || Not fitted || Only useable with tier 3 upgrade&lt;br /&gt;
|-&lt;br /&gt;
! Driver's View&lt;br /&gt;
| X1 / 3PV || 800X600 || ? || High || Not fitted || Only useable with tier 3 upgrade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Zoom specified in X-ray. Strongest optics in the game so far.&lt;br /&gt;
&lt;br /&gt;
Optics are pivotal for this tank's gameplay. Current zoom level affects the tracking quality of the turret. The player's role in this is to find optimal zoom levels for tracking the current target and to check if the sensor system is keeping the missile on target properly. If it does not, just correct missiles yourself. &lt;br /&gt;
&lt;br /&gt;
In case of the enemy plane escaping your system's grasp, you still can hit the &amp;quot;maximum zoom&amp;quot; button and try to chase it with missiles manually.&lt;br /&gt;
&lt;br /&gt;
Due to half-manual aim of the tank, unlocking Night Vision Devices is a priority - If you cannot see your target during the night, it will be '''extremely''' hard for you to compensate for system errors.&lt;br /&gt;
&lt;br /&gt;
In case of &amp;lt;600 m tank duels, maximum zoom can be exploited to aim missile straight into the enemy tank weak spot. Do not shake the scope after the missile launch, or it will miss.&lt;br /&gt;
&lt;br /&gt;
===Sensor System===&lt;br /&gt;
&lt;br /&gt;
Stormer HMV uses special infrared search devices to detect targets. While they have a significantly shorter range than radar and cannot tell the range towards target until specifically locked onto it, they can tell which targets are friendly and do not target them, or at least specifically mark them as &amp;quot;friendly&amp;quot;. They also scan Stormer HVM surroundings approximately 3 times a second even when locked on, which makes bypassing it next to impossible.&lt;br /&gt;
&lt;br /&gt;
Infrared detectors are invisible to &amp;quot;radar detectors&amp;quot; and will not alert helicopters or sonic jets of your presence or lock-on. There is no benefit in powering it down as of now.&lt;br /&gt;
&lt;br /&gt;
Trees can completely block IRST system - if you cannot see your opponent yourself through thick forest, neither will the system.&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; | Thales ADAD - Passive Infared Search&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;
| ~7,000? m || N/A || 360° || ??? || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thales ADAD - Passive Infared Track&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;
| ~6,000? m || N/A || 360° || ??? || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
It is best to hide from sight of others when using this SPAA - move around battlefield and use terrain and caves as a hiding spot for yourself. Exploit mobility upgrades to stand on mountain edges, if necessary. &lt;br /&gt;
&lt;br /&gt;
Avoid participating in direct combat with medium tanks at any cost, as you definitely will not help in winning the fight directly and they might use the gigantic ammo rack as a way to destroy your allies. The only logical exception is if you are supporting allied ATGM tank by removing hostile tank ERA and turning their attention towards you, then immediately retreat. Any attempts to do sneaky shots on medium tanks should only be done if you are sure it's worth it. &lt;br /&gt;
&lt;br /&gt;
In case if you managed to spot hostile SAM, you can try to remove them by igniting their missiles to help your team achieve air superiority, however, remember that you cannot fire on move, so if they will notice you and have actual guns, the tables will turn immediately.&lt;br /&gt;
&lt;br /&gt;
Using forests as cover is less reliable than just using terrain, as IRST will likely fail to detect your opponents through trees, unlike radar which only get its signal halved in power. &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;
! Firepower&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Tracks||&lt;br /&gt;
| Parts&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| Suspension||Brake System&lt;br /&gt;
| FPE&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Filters||&lt;br /&gt;
| Crew Replenishment&lt;br /&gt;
| Smoke grenade&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| Transmission||Engine&lt;br /&gt;
| &lt;br /&gt;
| Artillery Support&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;
* Invisible to anti-radar (helicopters)&lt;br /&gt;
* Unique anti-air missiles - triple missile with one of the highest speeds in-game&lt;br /&gt;
* Missile acts as a form of HE ATGM at up to about 600 m range, can be used as a last resort to attack enemy light tanks, medium tank weak spots and chassis, or to create a huge dust cloud in RB&lt;br /&gt;
* Good speed of chassis&lt;br /&gt;
* X10-40 optics allow it to track enemy until the very end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can't destroy enemy beyond 5,5km&lt;br /&gt;
* High profile of ammo rack, which is also a weak spot, which can be ignited even by 7.62 MG&lt;br /&gt;
* On top of high profile, ammo racks visually remind players of [[ADATS]] and will likely make ground forces drop everything and immediately attack it - stealth approach is required at all times&lt;br /&gt;
* Hull defences are inadequate against tanks and aircraft with weapons bigger than 20 mm autocannon, even if your ammo rack happened to be empty&lt;br /&gt;
* Lock-on does not provide a 100% accurate targeting solution &lt;br /&gt;
* Lock-on can become unstable around trees and breaks if visual contact is lost&lt;br /&gt;
* Turret and the optical system sometimes fail to track planes properly, relying on the crew and operator skills to compensate, especially noticeable when the inappropriate zoom level is used&lt;br /&gt;
* Due to a huge gap in optics zoom levels, the operator is often required to manually adjust scope, instead of just hitting &amp;quot;maximum zoom&amp;quot; button, and to lock on different aircrafts without leaving the sniper seat &lt;br /&gt;
* After dispersing, triple missiles constantly spiral, making precise long-range aiming at ground forces pointless, not to mention that most tanks in its natural BR range are immune to triple missile attack unless hit at a perfectly flat angle and they can only hull break light tanks or other SPAA when hit them in a weak spot&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!--Describe the history of the creation and combat usage of the ground 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;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article. 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;
In the mid-1980’s it became clear that supersonic aircraft and strike helicopters proved to be dangerous against ground troops. To counter these threats back in 1986, the British Ministry of Defence began development of the “Starstreak HVM” (High-Velocity Missile) anti-aircraft missile system. The production was done by the Shorts Missile Systems company. On the 1st of September in 1997, the famous Starstreak anti-aircraft missile system had been put into service by the British Army. Initially, it was developed in 3 different variants: portable, stationary and mobile, although later they additionally developed an air version but it didn’t find a practical application.&lt;br /&gt;
&lt;br /&gt;
The armoured personnel carrier Stormer was created by using the propulsion system, the transmission and chassis of the light scouting FV101 Scorpion tank for the mobile version of the system. In 1975 on the base of this armoured personnel carrier, the self-propelled anti-tank missile system FV102 Striker was created. Since the vehicle proved itself well, it was decided to additionally create the self-propelled anti-aircraft system Alvis Stormer HVM on its platform.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6208-development-alvis-stormer-hvm-control-of-the-skies-en|Devblog]]''&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 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/6208-development-alvis-stormer-hvm-control-of-the-skies-en|[Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Alvis Stormer HVM: Control of the skies!]]&lt;br /&gt;
&lt;br /&gt;
{{Britain anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=31796</id>
		<title>Spitfire F Mk 24</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Spitfire_F_Mk_24&amp;diff=31796"/>
				<updated>2019-09-14T16:24:57Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: Change from Pros Mk.V to Mk.II, and Chrome paint are default at Mk.24&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=spitfire_f24}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = British fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = Spitfire (Family)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&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 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. 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;
&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}} British fighter {{Battle-rating}}. It was introduced in [[Update 1.39]].&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk.24's Rolls-Royce Griffon engine is the fighter's greatest asset, but it is still very agile at medium speeds of around 400-500 kph. When the Mk.24 cannot make use of its Griffon engine it is highly vulnerable, so pilots should take care to avoid situations where speed and acceleration is a non-factor in victory.&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight Performance ===&lt;br /&gt;
&amp;lt;!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''--&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;
! colspan=&amp;quot;8&amp;quot; | Characteristics&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Stock''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 8,232 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(meters)&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;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Take-off run&amp;lt;br&amp;gt;(meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 715 || 698 || 11,800 || 19.6 || 20.0 || 17.3 || 19.8 || 420&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | ''Upgraded''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 8,232 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Max altitude (meters)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time (seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(meters/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Take-off run (meters)&lt;br /&gt;
|-&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
! AB&lt;br /&gt;
! RB&lt;br /&gt;
|-&lt;br /&gt;
| 832 || 777 || 11,800 || 17.7 || 17.6 || 44.1 || 28.3 || 420&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;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flap&lt;br /&gt;
! Take-off flap&lt;br /&gt;
! Landing flap&lt;br /&gt;
! Air brakes&lt;br /&gt;
! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || X || ✓ || 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;5&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wing-break speed&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear limit&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Combat flap&amp;lt;br&amp;gt; (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! +&lt;br /&gt;
! -&lt;br /&gt;
|-&lt;br /&gt;
| 875 || 260 || ??? || ~12 || ~7&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&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Rudder&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Elevators&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
! Radiator&amp;lt;br&amp;gt;(km/h)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 482 || &amp;lt; 400 || &amp;lt; 470 || &amp;gt; 250&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;3&amp;quot; | Compressor (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 1&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 4,600 m || 1,510 hp || 2,190 hp &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Setting 2&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| 8,600 m || 1,360 hp || 1,993 hp &lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;3&amp;quot; | Setting 3&lt;br /&gt;
|-&lt;br /&gt;
! Optimal altitude&lt;br /&gt;
! 100% Engine power&lt;br /&gt;
! WEP Engine power&lt;br /&gt;
|-&lt;br /&gt;
| ?,??? m || ?,??? hp || ?,??? hp &lt;br /&gt;
|- --&amp;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. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 3 mm Steel - Armor plating ammo cover (both wings)&lt;br /&gt;
* 6 mm Steel - Upper prop hub plate&lt;br /&gt;
* 12.7 mm Steel - Fore cockpit armour plate&lt;br /&gt;
* 4 mm Steel - Pilot's seat&lt;br /&gt;
* 7 mm Steel - Behind pilot's seat&lt;br /&gt;
* 4 mm Steel - Pilot's headrest&lt;br /&gt;
* 42.8 mm Bulletproof glass - Armored windscreen&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|Hispano Mk.II (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm Hispano Mk.II cannon, wing-mounted (175 inner + 150 outer rpg each wing = 650 total)&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|G.P. 250 lb Mk.IV (250 lb)|G.P. 500 lb Mk.IV (500 lb)|RP-3}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
* 3 x 250 lb G.P. Mk.IV bombs (750 lb total)&lt;br /&gt;
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 2 x 250 lb G.P. Mk.IV bombs + 1x 500 lb G.P. Mk.IV bombs (1,000 lb total)&lt;br /&gt;
* 3 x 500 lb G.P. Mk.IV bombs (1,500 lb total)&lt;br /&gt;
* 8 x 76 mm RP-3 rockets &lt;br /&gt;
* 4 x 76 mm RP-3 rockets and 2 x 250 lb G.P. Mk.IV bombs (500 lb total)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
''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.''&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage in the 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 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;
[[File:FighterImage_Spitfire_F_Mk_24.jpg|thumbnail|right|The new wing shape and larger control surfaces of the 22/24 series are a distinctive feature of the aircraft.]]&lt;br /&gt;
The Spitfire F Mk.24 is an outstanding plane in realistic battles with few weaknesses, meaning the enemy will have a really hard time either catching the Mk.24 or shaking it off of their tail, and only the most skilled of opponents will stand a chance.&lt;br /&gt;
&lt;br /&gt;
It is very important to avoid hard turning or rolling above 500 kph as the plane risks shearing its wings. It is also very important to monitor your energy state as the Spitfire F Mk.24 is a relatively large fighter aircraft and will be a big target at low speeds.&lt;br /&gt;
&lt;br /&gt;
The main task for a Mk.24 pilot is to utilize the immense power of the Rolls-Royce Griffon engine, which allows the Spitfire to climb at an insanely high rate. The pilot should always use his climb rate to his advantage in combat, using his altitude to dictate the terms of an engagement. Target altitude should usually be around 5-6 km on smaller maps and 6-7 km on larger maps such as Norway or Spain where the Griffon engine will perform optimally.&lt;br /&gt;
&lt;br /&gt;
The Spitfire F Mk.24's main combat tactic is Boom &amp;amp; Zooming due to its outstanding speed, armament, and engine output. Because of the last point, Energy fighting is an option open to the Mk.24 as well, when engaging an enemy separated from his team. The Rolls-Royce Griffon engine is what opens the Spitfire F Mk.24 to both of these tactics. Not only does the Griffon engine bestow the Mk.24 with incredible top speed, but it also causes the fighter to accelerate incredibly fast allowing it to keep its speed for longer even in a sharp climb.&lt;br /&gt;
&lt;br /&gt;
Although boom-and-zooming and energy fighting are the main tactics of the Spitfire F Mk.24, the fighter is also able to keep up with most enemies in-turn fights with few exceptions (namely Japanese fighters). Try to maintain a speed of between 400-500 kph; this is where the plane maintains a high turn rate. Turning below this velocity against planes such as the [[Bf 109 G-14|Bf 109 G-14]] is not recommended. It is important to note that the Mk.24 should avoid combat at low altitude especially versus Soviet Fighters who excel below 4 km. The Spitfire F Mk.24's strength is at high altitude combat, where it can abuse the power of its Griffon engine.&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;
| Controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable || rowspan=&amp;quot;2&amp;quot; | Not controllable || rowspan=&amp;quot;2&amp;quot; | Separate || rowspan=&amp;quot;2&amp;quot; | Not ontrollable || 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;2&amp;quot; | Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| Fuselage Repair&lt;br /&gt;
| Radiator&lt;br /&gt;
| &lt;br /&gt;
| HSBC mk.2&lt;br /&gt;
| HSBC mk.3&lt;br /&gt;
|-&lt;br /&gt;
| II&lt;br /&gt;
| &lt;br /&gt;
| Compressor&lt;br /&gt;
| Airframe&lt;br /&gt;
| HMBC mk.2&lt;br /&gt;
| HMBC mk.3&lt;br /&gt;
|-&lt;br /&gt;
| III&lt;br /&gt;
| Wings Repair&lt;br /&gt;
| Engine&lt;br /&gt;
| &lt;br /&gt;
| Offensive 20 mm&lt;br /&gt;
| HRC mk.8&lt;br /&gt;
|-&lt;br /&gt;
| IV&lt;br /&gt;
| 150 Octane Fuel&lt;br /&gt;
| Engine Injection&lt;br /&gt;
| Cover&lt;br /&gt;
| New 20 mm Cannons&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Spitfire F Mk.24's performance relies on its engine and that should thus be the focus of research. It is recommended you progress through your research in the following order.&lt;br /&gt;
&lt;br /&gt;
# Fuselage Repair&lt;br /&gt;
# Radiator&lt;br /&gt;
# Compressor&lt;br /&gt;
# Airframe&lt;br /&gt;
# Offensive 20 mm&lt;br /&gt;
# Engine&lt;br /&gt;
# Engine Injection&lt;br /&gt;
# 150 octane fuel&lt;br /&gt;
# Wings repair&lt;br /&gt;
# Cover&lt;br /&gt;
&lt;br /&gt;
After you have researched all of the above, complete the remaining research in any order. The Offensive 20 mm upgrade is incredibly useful due to the power of Air Targets on Hispano Mk.V cannons, which is why it is prioritized over the Engine upgrade even with the focus on engine-related upgrades.&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. Do not 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 - they have a substitution in the form of softer &amp;quot;inadequate&amp;quot;, &amp;quot;effective&amp;quot;.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Powerful engine which provides incredible climb rate, good acceleration and top speed&lt;br /&gt;
* Equipped with 4 x 20 mm Hispano Mk.II cannons, which are highly powerful and have a high rate of fire&lt;br /&gt;
* Incredible at energy fighting&lt;br /&gt;
* Performs extremely well at medium to high altitudes&lt;br /&gt;
* Excellent acceleration in a dive&lt;br /&gt;
* High turn rate at medium speeds (approximately 500 kph/311 mph)&lt;br /&gt;
* Identical to the Mk 22 model with the exception of added 150 octane fuel.&lt;br /&gt;
* Can pretty much decimate everything it encounters when played properly&lt;br /&gt;
* Is an excellent jet killer&lt;br /&gt;
* Very good roll rate&lt;br /&gt;
* Wing rip speed is 875 kph/544 mph&lt;br /&gt;
* Infinite WEP duration&lt;br /&gt;
* Works well with manual engine control&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
&lt;br /&gt;
* Armament is mounted on the wings&lt;br /&gt;
* Wings are highly susceptible to shearing at higher speeds&lt;br /&gt;
* WEP causes the plane to consume fuel at a fast rate&lt;br /&gt;
* Suffers at lower altitudes where the engine isn't operating at full potential&lt;br /&gt;
* Extremely poor low-speed performance&lt;br /&gt;
* Underwing radiators create a large amount of drag, especially when open&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block &amp;quot;/ historical reference&amp;quot; (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to include links to sources at the end of the article.''&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
The Supermarine Spitfire Mk.24 was a single engine, single seat fighter which served with the Royal Air Force during the early post war period. The Mk.24 was the very last land based Spitfire of the long and illustrious line of fighters. It differed only from late production Spitfire Mk.22s in having two extra fuel tanks fitted in the rear fuselage and provisions for under wing rockets. Late versions of the Spitfire Mk.24 were also fitted with the short barrel Hispano Mk.V 20mm cannon. Only 54 Spitfire Mk.24s were built with a further 27 being converted from Mk.22 airframes. &lt;br /&gt;
&lt;br /&gt;
Contra-rotating propellers were tested on the Mk.21,22 and 24 Spitfires but were still not perfected in time to see service on this last Spitfire variant. The contra-rotating propeller would, however see front line service with the Fleet Air Arm’s Seafire Mk.46 and Mk.47. The Spitfire Mk.24 entered service in 1946 with No.80 Squadron in Gutersloh, Germany; the squadron later moved to Hong Kong. In January 1952 the RAF’s last front line Spitfire squadron handed its aircraft over to the Hong Kong Auxiliary Air Force, ending a legacy of over 25 years of perhaps the most famous and iconic fighter aircraft in aviation history. &lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''&lt;br /&gt;
&lt;br /&gt;
== Read 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;
&amp;lt;!--''ETC.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sources ==&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;
* ''page on aircraft encyclopedia;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Britain fighters}}&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Scouting&amp;diff=15834</id>
		<title>Scouting</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Scouting&amp;diff=15834"/>
				<updated>2019-02-24T13:34:35Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Scouting}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;object-info clearfix&amp;quot; align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' refers to the special ability of certain light vehicles to perform extra tasks. This tactic is exclusive to the designated scout vehicles.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Scout traits==&lt;br /&gt;
From the [https://warthunder.com/en/news/5193-development-new-opportunities-for-light-vehicles-en News Announcement]&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
The first feature for the above types of vehicles is &amp;quot;active scouting&amp;quot;. From now on your low calibre gun is no excuse for retreating - scout the enemy positions and pass the info to your allies - you will receive a decent reward. The scouting feature will work differently depending on the game mode used:&lt;br /&gt;
&lt;br /&gt;
* In order to scout the environment in Arcade mode just select a target and push the &amp;quot;Scout&amp;quot; button (may be bound in the settings). After that, an enemy marker will become visible for all your teammates for 30 seconds.&lt;br /&gt;
* In Realistic mode you will have to use binoculars or sight (sniper) view.  Once in this view put your crosshairs on an enemy vehicle and press the &amp;quot;Scout&amp;quot; button. After that, a marker will appear over the enemy vehicle and will be updated for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
All allies will receive the recon data which means that you can not apply your skill to vehicles that have already been scouted. Passing enemy coordinates takes time so you may only use the “scouting” feature after a specific &amp;quot;cooldown&amp;quot; period, this applies even if you were have not been successful in your reconnaissance (Realistic mode only).&lt;br /&gt;
&lt;br /&gt;
Every time a scouted enemy is destroyed by an ally in AB, the original scout who lit it up will receive an additional artillery strike as well as an air strike point whilst in RB it will reduce the SP requirements for any aircraft for that scout. Every scout will receive a reward for every enemy vehicle spotted with his scouting and he will also receive an additional reward for any enemy vehicle that was spotted by him and destroyed or critically damaged by the friendly team. However, in Arcade the spotting scout will only receive a bonus for enemy vehicle destruction if the enemy has not already been revealed by another ally who eventually destroyed this enemy.&lt;br /&gt;
&lt;br /&gt;
===Repairs===&lt;br /&gt;
There is one extremely important feature for these light vehicles - they can provide repairs for every member of the team even if they are not in their squad. So if you are playing a heavy tank for example - select the &amp;quot;Repairing!&amp;quot; short message - any allies who are driving light vehicles may assist you even if they are not members of your squad.&lt;br /&gt;
&lt;br /&gt;
===Additional modifications===&lt;br /&gt;
Also, these light vehicles will have additional modifications for research:&lt;br /&gt;
&lt;br /&gt;
* Airstrike - in Arcade this will permit the scout to join any air battle started by your teammates. This will not be limited to a fighter - you will be able to use an attacker or a bomber even though your team has already begun the battle. Your opponent will have an opportunity to add an additional fighter though.&lt;br /&gt;
** In Realistic mode this modification will additionally reduce SP requirements to use aircraft in combined battles &lt;br /&gt;
* Improved optical sights will increase the spotting distance by 30% in all modes.&lt;br /&gt;
&lt;br /&gt;
==List of scout vehicles==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! '''[[File:USA flag.png|60px|border|link=Category:USA ground vehicles|]]&amp;lt;br&amp;gt;[[:Category:USA ground vehicles|USA]]'''!!'''[[File:Germany flag.png|60px|border|link=Category:Germany ground vehicles|]]&amp;lt;br&amp;gt;[[:Category:Germany ground vehicles|Germany]]'''!!'''[[File:USSR flag.png|60px|border|link=Category:USSR ground vehicles|]]&amp;lt;br&amp;gt;[[:Category:USSR ground vehicles|USSR]]'''!!'''[[File:Britain flag.png|60px|border|link=Category:Britain ground vehicles]]&amp;lt;br&amp;gt;[[:Category:Britain ground vehicles|Britain]]'''!!'''[[File:Japan flag.png|60px|border|link=Category:Japan ground vehicles]]&amp;lt;br&amp;gt;[[:Category:Japan ground vehicles|Japan]]'''!!'''[[File:Italy flag.png|60px|border|link=Category:Italy ground vehicles]]&amp;lt;br&amp;gt;[[:Category:Italy ground vehicles|Italy]]'''!!'''[[File:France flag.png|60px|border|link=Category:France ground vehicles]]&amp;lt;br&amp;gt;[[:Category:France ground vehicles|France]]'''&lt;br /&gt;
|-&lt;br /&gt;
|| [[M5A1|M5A1 ''Stuart'']]&amp;lt;br&amp;gt;[[M22|M22 ''Locust'']]&amp;lt;br&amp;gt;[[T18E2|T18E2 ''Boarhound'']]&amp;lt;br&amp;gt;[[M24|M24 ''Chaffee'']]&amp;lt;br&amp;gt;[[M41A1]]&amp;lt;br&amp;gt;[[T92]]&amp;lt;br&amp;gt;[[M551|M551 ''Sheridan'']]&amp;lt;br&amp;gt;[[M56|M56 ''Scorpion'']]&amp;lt;br&amp;gt;[[M50_Ontos|M50 ''Ontos'']]&amp;lt;br&amp;gt;[[T114]]&amp;lt;br&amp;gt;[[M5A1_(5th_arm.div.)|M5A1 (5th Arm.Div.)]]&amp;lt;br&amp;gt;[[M24_(TL)|M24 TL]]&lt;br /&gt;
|| [[Sd.Kfz.234/2|Sd.Kfz. 234/2 ''Puma'']]&amp;lt;br&amp;gt;[[Begleitpanzer 57]]&amp;lt;br&amp;gt;[[Ru 251|Ru 251]]&amp;lt;br&amp;gt;[[Pz.II H|Panzer II H]]&lt;br /&gt;
|| [[T-80]]&amp;lt;br&amp;gt;[[PT-76B]]&amp;lt;br&amp;gt;[[Object 906]]&amp;lt;br&amp;gt;[[BMP-1]]&amp;lt;br&amp;gt;[[ASU-57]]&amp;lt;br&amp;gt;[[ASU-85]]&amp;lt;br&amp;gt;[[Type-62]]&lt;br /&gt;
|| [[AEC Mk.II|AEC AC Mk .II]]&lt;br /&gt;
&lt;br /&gt;
[[Warrior]] (FV510)&lt;br /&gt;
|| [[M24_(Japan)|M24 SDF]]&amp;lt;br&amp;gt;[[M41A1_(Japan)|M41 SDF]]&amp;lt;br&amp;gt;[[Type_60_SPRG_(C)|Type 60 SPRG (C)]]&amp;lt;br&amp;gt;[[Type_60_ATM|Type 60 ATM]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
|| [[AMC.35 (ACG.1)]]&amp;lt;br&amp;gt;[[AMX-13 (FL11)]]&amp;lt;br&amp;gt;[[AMX-13]]&amp;lt;br&amp;gt;[[AMX-13-90]]&amp;lt;br&amp;gt;[[AMX-13 (HOT)]]&amp;lt;br&amp;gt;[[AMX-13 (SS.11)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
''To be Filled''&lt;br /&gt;
&lt;br /&gt;
== Screenshots and fan art ==&lt;br /&gt;
&lt;br /&gt;
== Additional information (links) ==&lt;br /&gt;
&amp;lt;!-- ''Specify the links to the sources used to create articles and video guides for this vehicle, the link to the discussion on the official forum War Thunder'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Scouting&amp;diff=15833</id>
		<title>Scouting</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Scouting&amp;diff=15833"/>
				<updated>2019-02-24T13:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;U23531874: /* List of scout vehicles */ Britain light tank Warrior (FV510)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Scouting}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;object-info clearfix&amp;quot; align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Scouting''' refers to the special ability of certain light vehicles to perform extra tasks. This tactic is exclusive to the designated scout vehicles.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Scout traits==&lt;br /&gt;
From the [https://warthunder.com/en/news/5193-development-new-opportunities-for-light-vehicles-en News Announcement]&lt;br /&gt;
&lt;br /&gt;
===Scouting===&lt;br /&gt;
The first feature for the above types of vehicles is &amp;quot;active scouting&amp;quot;. From now on your low calibre gun is no excuse for retreating - scout the enemy positions and pass the info to your allies - you will receive a decent reward. The scouting feature will work differently depending on the game mode used:&lt;br /&gt;
&lt;br /&gt;
* In order to scout the environment in Arcade mode just select a target and push the &amp;quot;Scout&amp;quot; button (may be bound in the settings). After that, an enemy marker will become visible for all your teammates for 30 seconds.&lt;br /&gt;
* In Realistic mode you will have to use binoculars or sight (sniper) view.  Once in this view put your crosshairs on an enemy vehicle and press the &amp;quot;Scout&amp;quot; button. After that, a marker will appear over the enemy vehicle and will be updated for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
All allies will receive the recon data which means that you can not apply your skill to vehicles that have already been scouted. Passing enemy coordinates takes time so you may only use the “scouting” feature after a specific &amp;quot;cooldown&amp;quot; period, this applies even if you were have not been successful in your reconnaissance (Realistic mode only).&lt;br /&gt;
&lt;br /&gt;
Every time a scouted enemy is destroyed by an ally in AB, the original scout who lit it up will receive an additional artillery strike as well as an air strike point whilst in RB it will reduce the SP requirements for any aircraft for that scout. Every scout will receive a reward for every enemy vehicle spotted with his scouting and he will also receive an additional reward for any enemy vehicle that was spotted by him and destroyed or critically damaged by the friendly team. However, in Arcade the spotting scout will only receive a bonus for enemy vehicle destruction if the enemy has not already been revealed by another ally who eventually destroyed this enemy.&lt;br /&gt;
&lt;br /&gt;
===Repairs===&lt;br /&gt;
There is one extremely important feature for these light vehicles - they can provide repairs for every member of the team even if they are not in their squad. So if you are playing a heavy tank for example - select the &amp;quot;Repairing!&amp;quot; short message - any allies who are driving light vehicles may assist you even if they are not members of your squad.&lt;br /&gt;
&lt;br /&gt;
===Additional modifications===&lt;br /&gt;
Also, these light vehicles will have additional modifications for research:&lt;br /&gt;
&lt;br /&gt;
* Airstrike - in Arcade this will permit the scout to join any air battle started by your teammates. This will not be limited to a fighter - you will be able to use an attacker or a bomber even though your team has already begun the battle. Your opponent will have an opportunity to add an additional fighter though.&lt;br /&gt;
** In Realistic mode this modification will additionally reduce SP requirements to use aircraft in combined battles &lt;br /&gt;
* Improved optical sights will increase the spotting distance by 30% in all modes.&lt;br /&gt;
&lt;br /&gt;
==List of scout vehicles==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''[[File:USA flag.png|60px|border|link=Category:USA ground vehicles|]]&amp;lt;br&amp;gt;[[:Category:USA ground vehicles|USA]]'''!!'''[[File:Germany flag.png|60px|border|link=Category:Germany ground vehicles|]]&amp;lt;br&amp;gt;[[:Category:Germany ground vehicles|Germany]]'''!!'''[[File:USSR flag.png|60px|border|link=Category:USSR ground vehicles|]]&amp;lt;br&amp;gt;[[:Category:USSR ground vehicles|USSR]]'''!!'''[[File:Britain flag.png|60px|border|link=Category:Britain ground vehicles]]&amp;lt;br&amp;gt;[[:Category:Britain ground vehicles|Britain]]'''!!'''[[File:Japan flag.png|60px|border|link=Category:Japan ground vehicles]]&amp;lt;br&amp;gt;[[:Category:Japan ground vehicles|Japan]]'''!!'''[[File:Italy flag.png|60px|border|link=Category:Italy ground vehicles]]&amp;lt;br&amp;gt;[[:Category:Italy ground vehicles|Italy]]'''!!'''[[File:France flag.png|60px|border|link=Category:France ground vehicles]]&amp;lt;br&amp;gt;[[:Category:France ground vehicles|France]]'''&lt;br /&gt;
|-&lt;br /&gt;
|| [[M5A1|M5A1 ''Stuart'']]&amp;lt;br&amp;gt;[[M22|M22 ''Locust'']]&amp;lt;br&amp;gt;[[T18E2|T18E2 ''Boarhound'']]&amp;lt;br&amp;gt;[[M24|M24 ''Chaffee'']]&amp;lt;br&amp;gt;[[M41A1]]&amp;lt;br&amp;gt;[[T92]]&amp;lt;br&amp;gt;[[M551|M551 ''Sheridan'']]&amp;lt;br&amp;gt;[[M56|M56 ''Scorpion'']]&amp;lt;br&amp;gt;[[M50_Ontos|M50 ''Ontos'']]&amp;lt;br&amp;gt;[[T114]]&amp;lt;br&amp;gt;[[M5A1_(5th_arm.div.)|M5A1 (5th Arm.Div.)]]&amp;lt;br&amp;gt;[[M24_(TL)|M24 TL]]&lt;br /&gt;
|| [[Sd.Kfz.234/2|Sd.Kfz. 234/2 ''Puma'']]&amp;lt;br&amp;gt;[[Begleitpanzer 57]]&amp;lt;br&amp;gt;[[Ru 251|Ru 251]]&amp;lt;br&amp;gt;[[Pz.II H|Panzer II H]]&lt;br /&gt;
|| [[T-80]]&amp;lt;br&amp;gt;[[PT-76B]]&amp;lt;br&amp;gt;[[Object 906]]&amp;lt;br&amp;gt;[[BMP-1]]&amp;lt;br&amp;gt;[[ASU-57]]&amp;lt;br&amp;gt;[[ASU-85]]&amp;lt;br&amp;gt;[[Type-62]]&lt;br /&gt;
|| AEC AC Mk II&lt;br /&gt;
&lt;br /&gt;
Warrior (FV510)&lt;br /&gt;
|| [[M24_(Japan)|M24 SDF]]&amp;lt;br&amp;gt;[[M41A1_(Japan)|M41 SDF]]&amp;lt;br&amp;gt;[[Type_60_SPRG_(C)|Type 60 SPRG (C)]]&amp;lt;br&amp;gt;[[Type_60_ATM|Type 60 ATM]]&amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
|| [[AMC.35 (ACG.1)]]&amp;lt;br&amp;gt;[[AMX-13 (FL11)]]&amp;lt;br&amp;gt;[[AMX-13]]&amp;lt;br&amp;gt;[[AMX-13-90]]&amp;lt;br&amp;gt;[[AMX-13 (HOT)]]&amp;lt;br&amp;gt;[[AMX-13 (SS.11)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
''To be Filled''&lt;br /&gt;
&lt;br /&gt;
== Screenshots and fan art ==&lt;br /&gt;
&lt;br /&gt;
== Additional information (links) ==&lt;br /&gt;
&amp;lt;!-- ''Specify the links to the sources used to create articles and video guides for this vehicle, the link to the discussion on the official forum War Thunder'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U23531874</name></author>	</entry>

	</feed>