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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SK-105A2&amp;diff=116902</id>
		<title>SK-105A2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SK-105A2&amp;diff=116902"/>
				<updated>2021-12-03T21:38:54Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Some typos corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=fr_sk105_a2&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French light tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Ixwa Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Armour heatmap of the SK-105.png|thumb|Heatmap of the SK105's armour]]&lt;br /&gt;
&lt;br /&gt;
The hull armour of the SK-105A2, even though it is angled at 62°, is relatively weak. In most cases, it will stop 20 mm cannons but cannons with a bigger calibre will have no problems punching right trough the hull armour which in most cases leads to an instant death, as the crew is sitting tightly packed together. Rapid firing autocannons such as the ones mounted on the [[Gepard]] or the [[ZSU-37-2]] will have no problems shredding the SK-105 in less than a second. It is highly recommend to not take more than 24 shells due to the fact that reserve shells pile up in the front most part of the tank, which might lead to even more frequent instant deaths. If the user can manage their rounds effectively, the safest ammo count would be 16. This way, only 4 extra rounds are placed into the turret and no rounds are in the front of the tank.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Cast homogeneous armour (Front of the turret, Gun mantlet)&lt;br /&gt;
* Rolled homogeneous armour (Hull, Turret roof)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 20 mm (62°) ''Front Glacis'' &amp;lt;br&amp;gt; 20 mm (49°) ''Bottom Glacis'' || 14 mm ''Top'' ''hull side'' &amp;lt;br&amp;gt; 14 mm ''Bottom hull side'' || 12 (1°) mm  || 5-10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 20 - 40 (16-69°) mm ''Turret front'' &amp;lt;br&amp;gt; 40 mm (0-90°) ''Gun Mantlet'' || 20-40 mm || 10-20 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 10 mm (60°) || 10 mm || 10 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels and torsion bars are 15 mm thick&lt;br /&gt;
* Tracks are 20 mm thick&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=455|rbMinHp=283}}&lt;br /&gt;
&lt;br /&gt;
The SK-105 has an exceptional speed of about 59 km/h forwards on roads, and around -9 km/h in reverse while also being relatively manoeuvrable, as it is very similar to the [[AMX-13]] light tank. It is powered by the Steyr 7FA/6-cylinder turbocharged diesel engine which provides 320 hp (238 kW) for a power-to-weight ratio of 18 hp/ton. While it can go as fast as 59 km/h, one should expect to move at about 40 km/h off-road, however the reserve speed still stays at -9 km/h and it takes roughly 12 seconds for the SK-105 to rotate 360° in neutral steering.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|PzK M57 (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
In terms of weaponry, the SK-105 carries the 105 mm PzK M57 which is very effective at dispatching almost every enemy tank with a well placed shot. It possesses a 4-second autoloader with a magazine size of 12 rounds. After the 12 rounds were depleted, the user has to wait until the magazine houses at least one round. This can be quite problematic if one is too trigger happy.&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; | [[PzK M57 (105 mm)|105 mm PzK M57]] || 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; | 38 || rowspan=&amp;quot;2&amp;quot; | -6°/+13° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&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;
| OCC 105 F1 || HEAT || 400 || 400 || 400 || 400 || 400 || 400&lt;br /&gt;
|-&lt;br /&gt;
| OE 105 F1 Mle.60 || HE || 25 || 25 || 25 || 25 || 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| OFL 105 G1 || APFSDS || 346 || 344 || 335 || 326 || 315 || 306&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;
| OCC 105 F1 || HEAT || 1,000 || 10.95 || 0.05 || 0.1 || 1,020 || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| OE 105 F1 Mle.60 || HE || 700 || 12.1 || 0 || 0.1 || 2,000 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| OFL 105 G1 || APFSDS || 1,475 || 3.41 || 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;
| OFPH 105 F1 || 700 || 11.4 || 20 || 5 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_JaPz.K_A2.png|right|thumb|x250px|[[Ammo racks]] of the JaPz.K A2 (identical).]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.7.0.173''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''38''' || 38&amp;amp;nbsp;''(+0)'' || 13&amp;amp;nbsp;''(+25)'' || 7&amp;amp;nbsp;''(+31)'' || 1&amp;amp;nbsp;''(+37)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Shells are modeled individually and disappear after having been shot or loaded.&lt;br /&gt;
* The visual discrepancy concerns the number of rounds: 42 shells are modeled but only 38 shells can be fired. Rack 1 is therefore always empty.&lt;br /&gt;
* Rack 3 and 4 (autoloader magazines) are first stage ammo racks. They total 12 shells.&lt;br /&gt;
** These racks get filled first when loading up the tank and are also emptied first.&lt;br /&gt;
** As the {{PAGENAME}} is equipped with an autoloader, manual reloading of the gun is not possible.&lt;br /&gt;
** Once the autoloader magazines have been depleted, you can't shoot until the loader has restocked the autoloader. The restocking time is longer than the normal reload time of the gun. Take this into account when playing.&lt;br /&gt;
** Simply not firing when the gun is loaded will move ammo from rack 2 into rack 4 then 3. Firing will interrupt the restocking of the ready racks.&lt;br /&gt;
** The depletion order at full capacity is: 3 - 4 - 2.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|MG3A1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The SK-105 has access to the [[MG3A1 (7.62 mm)]] machine gun. While it lacks any some sort effective penetration, its high rate of fire can dispatch exposed crew members easily. The one, and only, belt houses 1,000 rounds with average velocity. It is largely inadequate against armour and should be used exclusively to dispatch exposed crew members or to destroy environmental objects such as fences with ease.&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; | [[MG3A1 (7.62 mm)|7.62 mm MG3A1]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,000 (1,000) || 1,200 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SK-105A2 excels at filling the spot as a sniper, due to its very powerful 105 mm cannon, low profile and high mobility. This is all balanced out however by the fact that the SK-105 possesses little to no armour, so any kind of hit from a cannon more powerful than 20 mm, will dispatch the SK-105 quite easily. The user should always check their surrounding as much they can, and as frequently as they can. Finding a vantage point with cover nearby is an effective strategy. Brawls and rushes should generally be avoided and tactics like flanking or sniping should be focused upon as the SK-105 will stand no chance in direct engagements or close quarter fights. However, if one does stumble into a brawl, the 4 second autoloader will prove to be a major benefit coupled with the amazing 105 mm cannon, although one should pay attention to their magazine as the user will not be able to shoot at all if the magazine runs dry completely. It is because of this reason that at least 2 spare rounds should be carried in the magazine in case of an ambush. One big thing to note is that the user also lacks a stabilizer which may be a problem due to the light size of the tank and fast speed, as these properties will make the gun harder to stabilize on its own if the user decides to brake spontaneously.&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;
* 12-round autoloader with a 4-second reload time&lt;br /&gt;
* Strong APFSDS shells&lt;br /&gt;
* Has a smoke grenade launcher with 2 salvos&lt;br /&gt;
* Has access to night vision device and 2nd generation thermal imager on gunner optics&lt;br /&gt;
* Has access to a laser rangefinder with automatic sight adjustment&lt;br /&gt;
* Commander gun controls, able to shoot back with an unconscious gunner   &lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Has thin armour that can be penetrated even by .50 cal machine guns&lt;br /&gt;
* Lacks a stabilizer&lt;br /&gt;
* No roof-mounted MG for anti-air purposes&lt;br /&gt;
* Has only 3 crew members sitting close to each other&lt;br /&gt;
* Very unstable gun: high recoil and low accuracy while moving&lt;br /&gt;
* APFSDS is unlocked only at tier III&lt;br /&gt;
* Mediocre mobility for a light tank&lt;br /&gt;
* If the magazine runs out of rounds, the user has to wait until it is refilled to engage&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;
[[File:Patagon1.jpg|thumb|A Patagón tank next to an SK-105 A1.]]&lt;br /&gt;
&lt;br /&gt;
The SK-105 was developed by the company named Saurer-Werk, as the Austrian Army needed a reliable tank destroyer. The very first prototype was built in the year 1967 and it the pre-production began in the year 1971. Around 286 were made for the Austrian Army and was in service until the 1990s, while the rest of the SK-105s were exported.&lt;br /&gt;
&lt;br /&gt;
The hull of the SK-105 was based on the heavily armored car, Saurer APC, which was used alongside Austrian units. This allowed the tank destroyer to be light and have above average mobility, something the Austrian Army wanted. While the hull of the tank was an easy choice to make, as the Saurer APC hull required just a few modifications to be adequate for the standards set by the Austrian Army, the debate now was which turret should the SK-105 use. Since the Austrian Army wanted a cannon that was light, reliable yet still powerful enough to fulfill it's role of a tank destroyer, they turned their eyes towards France. Because of their massive success and mass production of AMX-13 light tank, the Austrian army decided to contact France in the hopes of designing a new turret. In the end, France agreed and came up with an oscillating turret that was light yet powerful enough to be used in an anti-tank role.&lt;br /&gt;
&lt;br /&gt;
While Austria retired the SK-105, a substantial amount is still in service today in other countries: mainly in Brazil, Bolivia and Argentina. Argentina created the &amp;quot;Patagón&amp;quot; variant by merging a brand new hull with surplus AMX-13 (105) turrets, the result was a vehicle comparable to the SK-105 A1.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=light_tank&amp;amp;vehicle=fr_sk105_a2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:SK-105A2 Garage Photo.png|SK-105A2 in the garage&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|G6enBS8bPrU|'''The Shooting Range #267''' - ''Metal Beasts'' section at 00:27 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[AMX-13]] - Another tank which uses the oscillating turret system that the SK-105 uses&lt;br /&gt;
* [[JaPz.K A2]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:SK-105_Kürassier|[Wikipedia] SK-105 Kürassier]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/coldwar/Austria/SK-105_Kurassier.php &amp;lt;nowiki&amp;gt;[tanks-encyclopedia] SK-105 Kurassier&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{France light tanks}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=JaPz.K_A2&amp;diff=116901</id>
		<title>JaPz.K A2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=JaPz.K_A2&amp;diff=116901"/>
				<updated>2021-12-03T21:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Typo corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_sk105_a2&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German light tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Ixwa Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
Even though it is angled at 62°, the hull armour of the JaPz.K A2 is relatively weak. In most cases, it will stop 20 mm cannons but any bigger calibre will have no problems punching right trough the hull armour which in most cases leads to an instant death, as the crew is sitting tightly packed together. Rapid firing autocannons such as the ones mounted on the [[Gepard]] or the [[ZSU-37-2]] will have no problems shredding the Kürassier in less than a second.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 20 mm (62°) ''Frontal Glacis''  &amp;lt;br&amp;gt; 20 mm (49°) ''Bottom Glacis'' || 14 mm ''Top hull side'' &amp;lt;br&amp;gt; 14 mm ''Bottom hull side'' || 12 mm || 5-10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 20-40 mm (19-69°) ''Turret front'' &amp;lt;br&amp;gt; 40 mm (cylindrical) ''Gun Mantlet'' || 20-40 mm || 10-20 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 10 mm(60°)  || 10 mm || 10 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels and torsion bars are 15 mm thick while tracks are 20 mm thick.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=455|rbMinHp=283}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|PzK M57 (105 mm)}}&lt;br /&gt;
&lt;br /&gt;
In terms of weaponry, the JaPz.K A2 carries the 105 mm PzK M57 which is very effective at dispatching almost every enemy tank with a well placed shot. It possesses an autoloader with a fixed 4-second reload time and a ready rack of 12 rounds. After the 12 rounds have been depleted, the user has to wait until the ready rack replenishes at least one round. This can be quite problematic as it takes a lot of time when in the heat of the battle.&lt;br /&gt;
&lt;br /&gt;
Another important aspect is that the gun is not stabilized. Combined with the low weight of the vehicle, the player can have a hard time to lay its gun if coming from full stop or when firing consecutive shots due to recoil.&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; | [[PzK M57 (105 mm)|105 mm PzK M57]] || 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; | 38 || rowspan=&amp;quot;2&amp;quot; | -6°/+13° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00 || rowspan=&amp;quot;2&amp;quot; | 4.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 17.9 || 21.0 || 25.5 || 28.2 || 30.0&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;
| OCC 105 F1 || HEAT || 400 || 400 || 400 || 400 || 400 || 400&lt;br /&gt;
|-&lt;br /&gt;
| OE 105 F1 Mle.60 || HE || 25 || 25 || 25 || 25 || 25 || 25&lt;br /&gt;
|-&lt;br /&gt;
| OFL 105 G1 || APFSDS || 346 || 344 || 335 || 326 || 315 || 306&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;
| OCC 105 F1 || HEAT || 1,000 || 10.95 || 0.05 || 0.1 || 1,020 || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| OE 105 F1 Mle.60 || HE || 700 || 12.1 || 0 || 0.1 || 2,000 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| OFL 105 G1 || APFSDS || 1,475 || 3.41 || 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;
| OFPH 105 F1 || 700 || 11.4 || 20 || 5 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.7.0.173''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''38''' || 38&amp;amp;nbsp;''(+0)'' || 13&amp;amp;nbsp;''(+25)'' || 7&amp;amp;nbsp;''(+31)'' || 1&amp;amp;nbsp;''(+37)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Shells are modeled individually and disappear after having been shot or loaded.&lt;br /&gt;
* The visual discrepancy concerns the number of rounds: 42 shells are modeled but only 38 shells can be fired. Rack 1 is therefore always empty.&lt;br /&gt;
* Rack 3 and 4 (autoloader magazines) are first stage ammo racks. They total 12 shells.&lt;br /&gt;
** These racks get filled first when loading up the tank and are also emptied first.&lt;br /&gt;
** As the {{PAGENAME}} is equipped with an autoloader, manual reloading of the gun is not possible.&lt;br /&gt;
** Once the autoloader magazines have been depleted, you can't shoot until the loader has restocked the autoloader. The restocking time is longer than the normal reload time of the gun. Take this into account when playing.&lt;br /&gt;
** Simply not firing when the gun is loaded will move ammo from rack 2 into rack 4 then 3. Firing will interrupt the restocking of the ready racks.&lt;br /&gt;
** The depletion order at full capacity is: 3 - 4 - 2.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|MG3A1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
The JaPz.K A2 has access to the [[MG3A1 (7.62 mm)|7.62 mm MG3A1]] machine gun. While it lacks any sort effective penetration, its high rate of fire can dispatch exposed crew members easily. The single belt contains 1,000 rounds with average velocity. It is largely inadequate against armour and should be used exclusively to dispatch exposed crew members or to destroy environmental objects such as fences with ease.&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; | [[MG3A1 (7.62 mm)|7.62 mm MG3A1]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,000 (1,000) || 1,200 || 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;
With 2nd generation thermals on gunner optics, a laser rangefinder and one of the best APFSDS rounds at its rank against sloped armour, the JaPz.K A2 is a very potent sniper. Stick to areas with long lines of sight and utilize your superior long range firepower. Do not attempt to brawl, ever. The lack of stabilizer combined with the low weight of the vehicle means your gun will jump all over the place and will be slow to bring on target compared to its peers. Shots fired on the move are achievable only through sheer luck and it is almost impossible to squeeze a first shot if coming to a stop from full speed. If forced to close quarters combat like on urban maps, avoid direct confrontation: flank or ambush. The latter can be done extremely well due to your small size, excellent mobility and 4-second reload time.&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;
* 12-round autoloader with a 4-second reload time&lt;br /&gt;
* Strong APFSDS shells&lt;br /&gt;
* Has a smoke grenade launcher with 2 salvos&lt;br /&gt;
* Has access to night vision device and 2nd generation thermal imager on gunner optics&lt;br /&gt;
* Has access to a laser rangefinder with automatic sight adjustment&lt;br /&gt;
* Commander gun controls, able to shoot back with an unconscious gunner   &lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Has thin armour that can be penetrated even by .50 cal machine guns&lt;br /&gt;
* Lacks a stabilizer&lt;br /&gt;
* No roof-mounted MG for anti-air purposes&lt;br /&gt;
* Has only 3 crew members sitting close to each other&lt;br /&gt;
* Very unstable gun: high recoil and low accuracy while moving&lt;br /&gt;
* APFSDS is unlocked only at tier III&lt;br /&gt;
* Mediocre mobility for a light tank&lt;br /&gt;
* If the magazine runs out of rounds, the user has to wait until it is refilled to engage&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SK-105 ''Kürassier'' was developed in Austria by Saurer-Werk in response to military requests for a lightweight and mobile anti-tank vehicle. The first prototype arrived in 1967, with pre-production vehicles following in 1971. The vehicle consisted of a oscillating turret weapons platform possessing a potent 105mm cannon, atop the modified chassis of the already existing Saurer APC.&lt;br /&gt;
&lt;br /&gt;
After its creation, the vehicle was adopted by the Austrian military, with a total of 286 being operated until the 1990s, while hundreds more were exported to countries around the world including Argentina, Morocco, Tunisia, and others. Argentina's order totalled 118 vehicles. In November 2005 the first prototype of the Patagón was delivered. This vehicle was to be a modernisation of the JaPz.K A2, replacing the original turrets with surplus AMX-13 (105) turrets, however the project was abandoned in 2008 due to authorities &amp;quot;considering the manufacture of the 40 planned units uneconomical&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_sk105_a2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|G6enBS8bPrU|'''The Shooting Range #267''' - ''Metal Beasts'' section at 00:27 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[AMX-13]] - Similar tank designation and oscillating turret design&lt;br /&gt;
* [[SK-105A2]] - Domestic service version&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:SK-105_Kürassier|[Wikipedia] SK-105 Kürassier]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/coldwar/Austria/SK-105_Kurassier.php &amp;lt;nowiki&amp;gt;[tanks-encyclopedia] SK-105 Kurassier&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{{Germany light tanks}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=BTR-152A&amp;diff=63070</id>
		<title>BTR-152A</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=BTR-152A&amp;diff=63070"/>
				<updated>2020-07-07T19:23:29Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: /* Belt types */ API-T had incorrect composition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=ussr_btr_152a}}&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_BTR-152A.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{specs|name}}''' is a rank {{specs|rank}} Soviet Self-Propelled Anti-Aircraft gun {{Battle-rating}}. It was introduced in [[Update 1.71 &amp;quot;New E.R.A&amp;quot;]]. As with any APC, it features light armour on a spacey vehicle, a good crew count, a decent gun and good mobility. Since there is no infantry to fight, the BTR is used as an AA in-game.&lt;br /&gt;
&lt;br /&gt;
The BTR-152 is an Armored Personnel Carrier (APC) on a six-wheeled, open-topped truck chassis, meaning unlike the Soviet truck-mounted anti-aircraft vehicles, it can survive low-calibre MG fire from ground vehicles. However, anything above 30 calibre doesn't have much trouble taking this vehicle down. It features a top-mounted twin [[KPVT (14.5 mm)|KPVT]] gun mount with good traverse and elevation rate. Something to note is the presence of the two spare loaders in the back. Inexperienced players, or those who don't know the structure of the BTR-152A, tend to repeatedly shoot the cab of the truck, leaving these two crew members relatively unharmed.&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;
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as machine-gun fire, most indirect artillery shrapnel, low-caliber HE shells and even some medium-range heavy machine gunfire. These light plates have some chances not detonating incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to '''just hit the gas''' and avoid any incoming shots/artillery fire.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 13 mm (34-64°) ''Grille'' &amp;lt;br&amp;gt; 13 mm (41°) ''Windshield'' &amp;lt;br&amp;gt; 6 mm (84°) ''Hood'' || 10 mm (0-22°) ''Main hull''&amp;lt;br&amp;gt; 6 mm (0-38°) ''Above wheels'' || 8 mm (0°) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 6 mm (15°) ''Magazine'' &amp;lt;br&amp;gt; 10 mm (0°) ''Gun rack'' || N/A || 6 mm (0°) || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Wheels are 2 mm thick.&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= 156|rbMinHp= 97|&amp;lt;!--AoAweight=(optional) --&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Here is an interesting feature that can provide any wise commander with a few hits: {{PAGENAME}}'s speed. This light APC can carry itself over the road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80 km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of an ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZiS truck counterparts would ditch. This truck's centre of mass is quite low, allowing it to turn at high speeds without rolling.&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|KPVT (14.5 mm)}}&lt;br /&gt;
&lt;br /&gt;
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[KPVT (14.5 mm)|14.5 mm KPVT]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity (Belt capacity each)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Fire rate &amp;lt;br&amp;gt; (shots/minute)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1,200 (150) || 600 || -5°/+89° || ±180° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 40.51 ||56.07||68.08||75.29||80.09&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 27.37 || 32.2 || 39.1 ||43.24||46&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 10.4 ||9.2||8.48||8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Belt statistics ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ammunition&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |10m&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |100m&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |500m&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |1000m&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |1500m&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |2000m&lt;br /&gt;
|-&lt;br /&gt;
| Universal || 31 || 27 || 22 || 17 || 15 || 13&lt;br /&gt;
|- &lt;br /&gt;
| API-T || 45 || 42 || 29 || 21 || 19 || 17&lt;br /&gt;
|-&lt;br /&gt;
| IAI || 27 || 26 || 19 || 16 || 14 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Belt types====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Belts''' || '''Shell composition''' || '''Combat usage'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |'''''Universal ''''' || align=&amp;quot;left&amp;quot; | AP-I, API-T, IAI || align=&amp;quot;left&amp;quot; | This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |'''''API-T''''' || align=&amp;quot;left&amp;quot; | API-T, AP-I(c), API-T, IAI|| align=&amp;quot;left&amp;quot; | Once unlocked, this is the best belt for dealing with both ground and air target. 1/4 of its bullets can rip through some side armour (close range) at this BR. Another 1/4 of this belt is specifically purposed against planes. The last 1/2 is general-purpose API-T, ''okay'' but not ''good'' against both tanks and planes &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |'''''IAI''''' || align=&amp;quot;left&amp;quot; | IAI, API-T || align=&amp;quot;left&amp;quot; | Specific belt for hunting planes 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks|Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks BTR-152A.jpg|right|thumbnail|x150px|Ammo racks of the BTR-152A.]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt; ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
|| '''1,200''' || 600&amp;amp;nbsp;''(+600)'' || 0&amp;amp;nbsp;''(+1,200)'' || style=&amp;quot;text-align:left&amp;quot; | no &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AA vehicle, this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250 lbs - 1,000 lbs from the Allied aircraft or the 500 kgs from the Germans. If down-tiered, it should do alright against most tanks as it has quite good penetration, but if up-tiered, you need to get on the sides or rear of most tanks.&lt;br /&gt;
&lt;br /&gt;
Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.&lt;br /&gt;
&lt;br /&gt;
This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.&lt;br /&gt;
&lt;br /&gt;
'''Frontline AA'''&amp;lt;br&amp;gt;&lt;br /&gt;
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).&lt;br /&gt;
&lt;br /&gt;
'''Flanker'''&amp;lt;br&amp;gt;&lt;br /&gt;
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use the road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking manoeuvres and return to the safety of the team.&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;2&amp;quot; |Firepower&lt;br /&gt;
|-&lt;br /&gt;
|I&lt;br /&gt;
|Tires&lt;br /&gt;
|&lt;br /&gt;
|Parts&lt;br /&gt;
|Horizontal Drive&lt;br /&gt;
|IAI&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;
|API-T&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;
|&lt;br /&gt;
|-&lt;br /&gt;
|IV&lt;br /&gt;
|Transmission&lt;br /&gt;
|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;
* Good rate of fire (effective anti-aircraft)&lt;br /&gt;
* All ammo loads contains AP shells with at least 25 mm of penetration&lt;br /&gt;
* Elevation of 89° and 360° rotating turret means very little to none anti-aircraft blind spot&lt;br /&gt;
* Small turret and high mounted guns make hull-down position extremely effective&lt;br /&gt;
* Can fire a whole 10 seconds before weapons jams due to heat&lt;br /&gt;
* Huge magazines, reloading is rare&lt;br /&gt;
* Huge ammo load means it is unlikely to go dry&lt;br /&gt;
* Decent damage&lt;br /&gt;
* Can cross small trenches&lt;br /&gt;
* Fast turret traverse and elevation&lt;br /&gt;
* Small ammo racks&lt;br /&gt;
* Less likely to be destroyed by ramming compared to the GAZ trucks&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Armour piercing rounds lose a lot of penetration power between 100 and 500 m&lt;br /&gt;
* Very high vehicle and large target&lt;br /&gt;
* Long reload time&lt;br /&gt;
* If firing continuously can only fire half of its mag before having to unjam weapons&lt;br /&gt;
* Atrocious performance in deep snow and sand&lt;br /&gt;
* API-T belt only consists of 1/4 cermet round, which is the highest penetration round &lt;br /&gt;
* Open-topped, vulnerable to strafing planes and artillery&lt;br /&gt;
* Vulnerable to HMG and autocannons&lt;br /&gt;
* Only -5 degrees of gun depression coupled with the high turret placement can make aiming at close targets difficult&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;=== Encyclopedia Info ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BTR (Russian: Бронетранспортер/''Bronetransporter''- or “armoured transport”) was a modified design according to the Zwas-151 truck. It features a 6x6 chassis with an additional 5 tons of sloped armour. The mobility and speed were inferior to the original Zwas-151 truck, but it relied on more protection, which was vital than speed. By 1960 the model had been significantly improved in terms of its main characteristics.&lt;br /&gt;
&lt;br /&gt;
The BRT-152 became the main Soviet armoured personnel carrier (APC) which was then replaced by the 8x8 model BTR-40 later on. The BTR-152A was the SPAAG variant with a double ZPTU-2 or quadruple ZPTU-4 KPVT 14.5 mm heavy machine guns set up.&lt;br /&gt;
&lt;br /&gt;
In terms of aesthetics, the vehicle was influenced by US and German half-tracks, while utilising regular tires instead of tracks. The engine was at the front and the radiator was protected with armoured shutters. There were 10 fire points with pistol ports allowing protection for the crew.&lt;br /&gt;
&lt;br /&gt;
Despite being 70 years old as of March 2020, BTR-152s still see service worldwide. Most are in use by Syria at around 600 in service, followed by North Korea with 300. War Thunder's BTR (the BTR-152A) is likely also still in service as well. One of its most notable uses was by the Ethiopian Army during the Ogaden War(1977-1978).&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!--Excellent additions to the article would be video guides, screenshots from the game, and photos.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:BTR-152 (ZPTU-4) at Kubinka pic1.jpg|thumb|none|250px|BTR-152 at Kubinka museum]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:CrewSpots BTR-152A.jpeg|thumb|none|300px|X-ray view showing the positions of crew members]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&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;
* [https://warthunder.com/en/news/4901-development-btr-152a-ztpu-2-skeet-shooter-en &amp;lt;nowiki&amp;gt;[Devblog]&amp;lt;/nowiki&amp;gt; BTR-152A (ZTPU-2): Skeet Shooter]&lt;br /&gt;
* [https://community.apan.org/wg/tradoc-g2/ace-threats-integration/m/documents/213747 [APAN Communities&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; BTR Handbook - The Universal APC]&lt;br /&gt;
&lt;br /&gt;
{{USSR anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Ho-Ro&amp;diff=61161</id>
		<title>Ho-Ro</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Ho-Ro&amp;diff=61161"/>
				<updated>2020-06-17T03:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: /* Ammunition */  Penetration and other values for Type 95 APHE didn't coincide with the in-game stat card&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=jp_type_4_ho_ro}}&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_Type4Ho-Ro.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.65 &amp;quot;Way of the Samurai&amp;quot;]] along with the rest of the Japanese Ground Forces Tree. The vehicle, known by its full designation as the ''Imperial Japanese Army Type 4 15cm self-propelled gun Ho-Ro'' (Original Text: 日本語: 四式十五糎自走砲 ホロ), is an open-topped SPG with a short-barreled 150 mm howitzer, based on the [[Chi-Ha| Chi Ha]] chassis and running gear. &lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Ho-Ro&amp;quot; translates roughly to ''Gun Two'', or more properly, ''Self Propelled Gun Number 2''.&amp;lt;ref name=&amp;quot;FTRecordJapaneseNames&amp;quot;&amp;gt;Silentstalker. &amp;quot;Japanese Tank Nomenclature.&amp;quot; For the Record. WordPress, 06 Dec. 2013. Web. 15 Jan. 2017. [http://ftr.wot-news.com/2013/12/06/japanese-tank-nomenclature/ Website]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since its introduction into War Thunder, the Ho-Ro has gained a reputation for being one of the most powerful howitzer-equipped SPGs in the game despite its reserve battle-rating, right up there with the beloved [[KV-2 (Family)|KV-2]]. It is capable of destroying or severely disabling any opponent it meets (or more often ambushes), even against vehicles in Rank V. This is mainly due to its extremely effective High-Explosive shell, however this is balanced by the shell's low velocity, in which the player must literally lob the shell in a arc at their opponent even for a short distance, and the vehicle's generally light armour and limited gun traverse compared to other SPGs.&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;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 12 mm (80°) ''Front glacis'' &amp;lt;br&amp;gt; 15 mm (63°) ''Joint plate'' &amp;lt;br&amp;gt; 25 mm (37-64°) ''Lower glacis'' || 25 mm (28-36°) ''Top Left'' &amp;lt;br&amp;gt; 25 mm (25-26°) ''Top Right'' &amp;lt;br&amp;gt; 20 mm ''Bottom'' || 17 mm (70°) &amp;lt;br&amp;gt; 20 mm (4-69°) || 8.5-12 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 25 mm (15°) || 20 mm (0-11°) || N/A || 12 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels and tracks are both 15 mm thick.&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= 241|rbMinHp= 150}}&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|Type 38 (150 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Type 38 (150 mm)|150 mm Type 38]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 28 || -10°/+20° || ±5° || Vertical&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 3.60 || 4.90 || 6.00 || 9.8 || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 3.60 || 4.20 || 5.10 || 5.6 || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 26.00 || 23.00 || 21.2 || __.__&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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| Type 95 APHE || APHE ||38|| 37 || 35 || 33 || 31 || 31 &lt;br /&gt;
|-&lt;br /&gt;
| Type 92 HE || HE || 55 || 55 || 55 || 55 || 55 || 55 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| Type 95 APHE || APHE || 290 || 36.1 || 1.2 || 19 || 2,600 || -1° || 47° || 60° || 65°&lt;br /&gt;
|-&lt;br /&gt;
| Type 92 HE || HE || 290 || 36 || 0.1 || 0.5 || 7,020 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
[[File:Ammoracks_Type4Ho-Ro.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the Ho-Ro]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt; ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Ammo&amp;lt;br /&amp;gt;Part&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
|| '''28''' || style=&amp;quot;text-align:right&amp;quot; | ''Projectiles''&amp;lt;br /&amp;gt;''Propellants'' || 22&amp;amp;nbsp;''(+6)''&amp;lt;br /&amp;gt;22&amp;amp;nbsp;''(+6)'' || 14&amp;amp;nbsp;''(+14)''&amp;lt;br /&amp;gt;14&amp;amp;nbsp;''(+14)'' ||10 &amp;amp;nbsp;''(+18)''&amp;lt;br /&amp;gt;10&amp;amp;nbsp;''(+18)'' || 1&amp;amp;nbsp;''(+27)''&amp;lt;br /&amp;gt;1&amp;amp;nbsp;''(+27)'' || style=&amp;quot;text-align:left&amp;quot; | No &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|Type 97 tank (7.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[Type 97 tank (7.7 mm)|7.7 mm Type 97]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | ''Pintle mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity (Belt capacity)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Fire rate &amp;lt;br&amp;gt; (shots/minute)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | 3,000 (20) || 499 || -10°/+60° || ±60°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
The Ho-Ro a is fairly manoeuvrable SPG, and like many other open-topped vehicles, this is not one that should charge into the front-lines. Just like many of the other low-rank Japanese vehicles, it has no real armour protection from anything more than rifle-calibre MGs, and its ammo storage is literally a box mounted on top of the engine deck. The crew is very exposed, and the gun breech is mounted rather high on the chassis and can be easily knocked out. With this knowledge in mind, the Ho-Ro is best played by staying in the rear (but not distantly) of friendly tanks as short-range or point-blank artillery fire, along with finding hidden positions where it can attempt to be hull-down out of sight of the enemy.&lt;br /&gt;
&lt;br /&gt;
Due to its low-velocity shell, the gun often needs to be aimed higher than the commander estimates when performing direct-fire onto a target, but this also allows the vehicle to lob shells from behind shallow hills, out of the sight from opponents that may be camping or pushing into friendly territory on the other side. Note however that because its HE shell is so powerful, it is '''''extremely risky to fire directly next to or very close to an enemy vehicle''''', as the light armour may not protect the crew, and the blast from the shell's explosion it will certainly deal damage to the vehicle itself. The gun, while powerful, cannot traverse very far to either side and its depression is actually depressing (-5°), so in order to fire on tanks that are outside of the arc of the gun's horizontal traverse or down a hillside, the entire hull must be traversed as well. The recoil of the gun is also an issue, as it throws the vehicle backwards rather severely (just like the M-56 Scorpion), which means it loses target acquisition every time it fires.&lt;br /&gt;
&lt;br /&gt;
One interesting note is the pintle-mounted MG on the roof, which has good elevation and a much wider range of horizontal fire than the main gun, which can be useful on spotting enemy tanks for team-mates or dealing with [[:Category:Anti-aircraft_vehicles|SPAA]]s that have exposed gun-crews. However, it has a slower rate of fire than most other rifle-calibre MGs and its magazine capacity is pitiful. In conclusion, the Ho-Ro is a very defensive vehicle suited to supporting friendly tanks and ambushing the enemy on paths where they may attempt to flank around the map.&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;
|Horizontal Drive&lt;br /&gt;
|-&lt;br /&gt;
|II&lt;br /&gt;
|Suspension||Brake System&lt;br /&gt;
|FPE&lt;br /&gt;
|Adjustment of Fire&lt;br /&gt;
|-&lt;br /&gt;
|III&lt;br /&gt;
|Filters||&lt;br /&gt;
|Crew Replenishment&lt;br /&gt;
|Elevation Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|IV&lt;br /&gt;
|Transmission||Engine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''--&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
*150 mm howitzer makes it an intimidating foe, largest calibre gun in Rank I&lt;br /&gt;
*Howitzer's round trajectory makes it able to fire over hills&lt;br /&gt;
*More TNT in its HE shells than the KV-2 (OF-530 HE shell has 6.86kg of TNT, compared to 7.2kg of TNT in the Type 92 HE shell)&lt;br /&gt;
*HE load can cause sufficient splash and shrapnel damage even if the shell doesn't directly hit the target&lt;br /&gt;
*Can destroy most, if not all, vehicles by shooting HE just under an enemy tank and hitting the thin belly armour&lt;br /&gt;
*Can deter inattentive flak trucks or any vehicles with open and exposed crew with its roof-mounted MG&lt;br /&gt;
*Quick, manoeuvrable in both AB and RB, though slightly sluggish to put into gear in the latter&lt;br /&gt;
*Good 10 degrees of gun depression&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Super thin armour, extremely vulnerable to heavy machine guns, SPAAs, and aircraft&lt;br /&gt;
* Extreme blast radius can destroy the vehicle if fired too close to oneself&lt;br /&gt;
* Ammo Rack is literally a box behind the crew on top of the engine deck, leading to some very explosive ends if hit there&lt;br /&gt;
* Massive recoil causes the vehicle to be launched backwards after firing, requiring aiming adjustment after every shot&lt;br /&gt;
* Horizontal traverse is disappointing&lt;br /&gt;
* Very slow muzzle velocity and limited range&lt;br /&gt;
* At long range, the shells have a habit of bouncing harmlessly off armour surfaces without exploding&lt;br /&gt;
* AP Shell lacking in penetration for the calibre relies more on HE power&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 big, 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;=== Encyclopedia Info ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Type 4 Ho-Ro was a Self Propelled Gun developed by the Imperial Japanese Army based off of the German Grille series. It was developed off the Type 97 Chi-Ha chassis and used a 150-millimetre Kruppe gun, considered outdated by 1942. It was used to combat American forces. Only few were made, and out of those few 8 were sunk with a Japanese ship somewhere in the Pacific. Usually deployed in groups of 4, it was used in the Philippines during late 1944 and then used in ones and twos on Okinawa, with a somewhat great affect. It was ineffective due to its 3 degrees of gun swing and 30 degrees of depression because of the gun mounts design. That gave it a small firing distance of 6,000 meters. It also could only fire 5 shells per minute because of the breechloader.&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;
Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&amp;amp;vehicleType=tank&amp;amp;vehicleClass=tank_destroyer&amp;amp;vehicle=jp_type_4_ho_ro Ho-Ro] in Warthunder Live.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the 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;
* [[Wikipedia:Type_4_Ho-Ro|[Wikipedia&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Type 4 Ho-Ro]]&lt;br /&gt;
&lt;br /&gt;
{{Japan tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KW_II_754_(r)_(Germany)&amp;diff=25653</id>
		<title>KW II 754 (r) (Germany)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KW_II_754_(r)_(Germany)&amp;diff=25653"/>
				<updated>2019-05-29T18:27:06Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Explosive mass of OF-530 changed, as per update 1.89&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=germ_kv_2_754r}}&lt;br /&gt;
{{Notice|''This page is about the heavy tank '''{{PAGENAME}}'''. For other uses, see [[KV-2 (Disambiguation)]]''}}&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 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_KV-II754(r)(Germany).jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a premium Rank {{Specs|rank}} German heavy tank {{Battle-rating}}. It was introduced in [[Update 1.59 &amp;quot;Flaming Arrows&amp;quot;]]. A captured [[KV-2 (1940)|KV-2]] in German service, several modifications were done for the Germans' convenience. It costs 2,980 GE.&lt;br /&gt;
&lt;br /&gt;
The KV-II presents itself as one of the behemoth vehicles of the Rank III German tank line. With a 152 mm gun, it presents most of the pros and cons of the original Soviet [[KV-2 (1939)|KV-2]] in the game.&lt;br /&gt;
&lt;br /&gt;
Its armament allows the vehicle to dispatch any ground vehicles in one hit. The HE and AP shells, each carrying more than 5,000 grams of explosive filler, all have the capacity to destroy a tank upon penetration or contact. However, because of the KV-II's high profile, and now added with the German commander cupola on top, the vehicle is easily targeted and attacked from a distance. The best way to take advantage of this tank is through peek-a-boom tactics and staying behind others. Roll forward, take your shot, and then pull back for the over half-minute reload time, and then repeat.&lt;br /&gt;
&lt;br /&gt;
The KV-II is distinguishable by its ''Dunkelgelb'' yellow coat, instead of the green coat the Russians use on their tanks. If yellow coat is covered with a different camouflage skin, other features to look out for is the German cupola on top that looks like its from a Panzer IV. There are also a large collection of the German &amp;quot;jerry&amp;quot; fuel cans on the right rear hull, on top of the tracks. The front hull is also absent of a headlamp, though the vehicle horn is still present. Finally, there is an empty bustle rack on the rear of the tank that is not present on other KV-2 variants.&lt;br /&gt;
&lt;br /&gt;
The gun on this tank is what makes it special, the 152mm howitzer is capable of destroying any tank in the game (OF-530), and many with a single hit. Most times even if a shot does not destroy the target, it will damage it enough to force the foe to disengage. High Explosive is the preferred shell able to destroy almost any tank in a single shot. In order to accomplish this aim for the roof of a tank or under it and let the fragment penetrate the roof/floor. The shockwave is powerful enough to rip through up to 75mm of armour, and has a huge blast radius. You can, and will, destroy tanks such as [[Tiger H1|Tigers]] and [[IS-1]]s with the KV-2. Again: The greatest weakness of this tank is it extremely long reload time leaving you a sitting duck for long periods of time. Basically, the strategy is to come out aim carefully at closest target and fire, and then pull back behind cover or friendly tanks. This cannot be said enough. Albeit being a heavy tank, it must rely on cover by other threats to scare the enemy away or force them to shoot another target.&lt;br /&gt;
&lt;br /&gt;
Mobility is that of a KV-1 powerplant, but with six more tons added. This causes the KV-2 to feel sluggish, especially in turns as a prolonged turn radius would sap the speed of the vehicle. This means hull-turns are not reliable and combined with the turret's low traverse speed, equals a poor reaction to an unexpected enemy at the flanks. Armour on the KV-II is not as reliable as the earlier KV-1 vehicles as the new BR causes it to meet Rank III vehicles with stronger guns able to penetrate through the front hull and turret armour of the KV-II. Though the relatively unsloped front hull presents a large target, the KV-II's usage of the [[KV-2 (1940)|mod. 1940]] turret design presents an even larger target above the front hull, as right under the gun mantlet holding the 152 mm gun is a very flat 75 mm plate for the turret front armour, easily penetrated by even Rank II vehicles. As for the profile of the vehicle, the KV-II is just tall and will always expose itself heavily when bringing its gun to aim. However, this profile is worsen by the addition of a German cupola to the top, which is even more weakly armoured than the turret and could cause exploding shots to reach in and severely damage the turret crew.&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 helpfull 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;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 75 mm (30°) ''Front plate'' &amp;lt;br&amp;gt; 70 mm (70°) ''Front glacis'' &amp;lt;br&amp;gt; 75 mm (26-58°) ''Lower glacis'' || 75 mm || 60 mm (3-86°) ''Top'' &amp;lt;br /&amp;gt; 70 mm (11-58°) ''Bottom'' || 35 mm ''Front'' &amp;lt;br&amp;gt; 30 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 75 mm ''Front turret'' &amp;lt;br /&amp;gt; 70 + 75 mm (2-41°) ''Gun mantlet'' || 75 mm || 75 mm &amp;lt;br&amp;gt; 45 mm (2-49°) ''Machine gun port'' || 40 mm &lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Sides !! Roof &lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 50 mm || 30 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 20 mm thick, torsion bars are 20 mm thick, and tracks are 30 mm thick.&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 maneuverability as well as the maximum speed forward and backward.''--&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;3&amp;quot; | Mobility characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Add-on Armor&amp;lt;br&amp;gt;weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Max speed (km/h)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 52.4 || colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | N/A || colspan=&amp;quot;1&amp;quot; | 36 (AB) &lt;br /&gt;
|-&lt;br /&gt;
|34 (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine power (horsepower)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|775&lt;br /&gt;
|954&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|531&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|14.79&lt;br /&gt;
|18.21&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|10.13&lt;br /&gt;
|11.45&lt;br /&gt;
|-&lt;br /&gt;
|}&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 flexibilty of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''--&amp;gt;&lt;br /&gt;
{{main|M-10T (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[M-10T (152 mm)|152 mm M-10T]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 36 || -5°/+12° || ±180° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 3.60 || 4.90 || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 3.60 || 4.20 || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 43.33 || _.__ || _.__ || _.__&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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| G-530 || AC || 125 || 122 || 112 || 101 || 91 || 82 &lt;br /&gt;
|- &lt;br /&gt;
| OF-530 || HE || 54 || 54 || 54 || 54 || 54 || 54 &lt;br /&gt;
|-&lt;br /&gt;
| PB-35 || APCBC || 132 || 130 || 124 || 118 || 112 || 107 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| G-530 || AC || 530 || 40 || 1.5 || 15 || 5,100 || +4° || 48° || 63° || 71°&lt;br /&gt;
|- &lt;br /&gt;
| OF-530 || HE || 530 || 40 || 0.1 || 0.5 || 5,830 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| PB-35 || APCBC || 436 || 51 || 1.5 || 15 || 6,510 || +4° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Shell types=====&lt;br /&gt;
&lt;br /&gt;
* '''G-530''' (AC)&amp;lt;br&amp;gt; The &amp;quot;Anti-Concrete&amp;quot; round has the same speed as the HE shell with decent amount of penetration for nearly all [[:Category:Third rank ground vehicles|rank III]] tanks. In ranges greater than 1000m, the OF-530 shell should be loaded to effectively deal with any vehicle including heavy tanks. Compared to the PB-35, it has much greater speed, improving long range accuracy.&lt;br /&gt;
* '''OF-530''' (HE)&amp;lt;br&amp;gt;The &amp;quot;High-explosive&amp;quot; shell requires careful aim as despite its infamous power, a solid hit on the front of an enemy tank would not necessarily defeat the enemy. One must preferably aim beneath tanks or below the gun mantlets to sneak into thinly armoured portions such as the roof or belly armour.&lt;br /&gt;
* '''PB-35''' (APCBC)&amp;lt;br&amp;gt; The shell with the most penetration on all ranges and the one with the worst accuracy, given due its abysmal slow velocity of 436 m/s (975 mph). Thus it is not advised to be used, except in close range combat.&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
[[File:Ammoracks KV-2(1939).png|right|thumbnail|x250px|[[Ammo racks|Ammo rack]] of KV-2 (1939).]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt; ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
|| '''36''' || 32&amp;amp;nbsp;''(+4)'' || 27&amp;amp;nbsp;''(+9)'' || 20&amp;amp;nbsp;''(+16)'' || 1&amp;amp;nbsp;''(+35)'' || style=&amp;quot;text-align:center&amp;quot; | Yes &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret empty: 27 (+9)&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|DT (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[DT (7.62 mm)|7.62 mm DT]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity (Belt capacity)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Fire rate &amp;lt;br&amp;gt; (shots/minute)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | 1,890 (63) || 600 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in the 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 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;
Make sure to plan your route ahead of time make sure to avoid large distances in the open, this is a slow moving tank with a large profile making it an easy target for long barreled guns. Mobility is not a strength of this tank with slow acceleration coupled with a low hull traverse and gun elevation/depression, these aspects of the tank make close range brawling a bad idea. As for top speed in a straight line on flat ground this tank can achieve 30kph. The KV-2 is best used in medium to long range, or in close combat with a second squad mate, where if you fail to destroy a target you can seek cover to reload. It's almost always advisable to be with friendly tanks when taking out the KV-2, because of it's long reload. As for the armour you can bounce shots but don't rely on your armour to save you, since the enemy its faces can pierce its armour even at range. Don't forget that in the  half-minute period between your shots enemy tanks can shot you 2 or more times.&lt;br /&gt;
&lt;br /&gt;
The KV-II, while able to destroy most enemies in one hit, is very vulnerable to return fire as its armour is easily penetrable by its enemies at the BR. The 76 mm in the Americans, the long 75 mm and 88 mm in the Germans, the 85 mm in the Russians, and the Type 5 guns in the Japanese are able to blast through the front, unsloped armour of the vehicle to deal a mortal blow. That said, even fast vehicles with weaker guns could travel faster than the KV-2's 152 mm turret traverse and even the gun depression in close range to be immune and free to plink away at the KV-II.&lt;br /&gt;
&lt;br /&gt;
===Arcade battles===&lt;br /&gt;
The target lead indicator make the slow, but long range penetrating PB-35 a destructive force to be afraid of. On more open maps like Karelia and Carpathians, the KV-II can hang back (mostly due its speed) and snipe of unsuspecting targets while being itself mostly immune to return fire. Smaller maps benefit the low shell velocity due to closer engagement distances, but also empowers the enemy medium tanks who will have it much easier to get juicy shots into your side. Situational awareness is the key to victory or rather ''survival''.&lt;br /&gt;
&lt;br /&gt;
===Realistic/Simulator battles===&lt;br /&gt;
The KV-II's best friend are the binoculars. Keep the turret in a well angled position while scouting for targets with your glasses or normal eyesight. Unfortunately, in this mode the PB-35 is practically useless as the usual fighting ranges exceed 600m and without aim assistance getting hits with this howitzer are rare. Exceptions are town fights, but CQC is nothing a lone KV-2 should indulge in. A case could be made to focus on the OF-530 HE shell on long ranges. Not to destroy the enemy, but to track them and then sent a nice and juicy G-530 AC shell afterwards. Do not forget: G-530 and OF-530 share the same ballistics, if one hits the other one is likely to hit in the same ''wide'' area.&lt;br /&gt;
&lt;br /&gt;
===Counter-tactics===&lt;br /&gt;
'''Getting close''': Probably the most difficult part, if spotted a 40 kg shell with your name and address is coming for you. Thus sneaking up, or attacking from outside the KV-2's field of view is advised. Of course after the HE-trash-can has left the barrel a window of opportunity and hope will open up for you. With moving up and aiming two shots can be placed on the moving Soviet tower tank. An attack route from the side or rear is preferable, not only are you hidden, but the turret traverse is so awful on the KV-2 that it will not have the time to react fast enough. Just make sure to hit, or you are in a world of pain as soon&amp;amp;#8482; as it tank gets its chassis traverse to speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Where to shoot KV-2 side and rear.jpg|x220px|framed|right|Blue = bad,  Red = Shoot me!]]&lt;br /&gt;
&lt;br /&gt;
'''Shooting''': Targets should be the gunner (right side) to stop the loading process (yes, weird mechanic) and the loader (left and right) to reduce loading time. If shooting HE filled AP shells two penetrating hits will often take out the gun breach as well, stopping reload and return fire ability entirely. The easiest way of performing these hits is via the turret ring which will always not be angled at certain parts from the front. If APHE shells hit below the side hull, it will possibly detonate the main storage of ammunition, resulting in an ammo rack detonation. If that is not the case the gunner, commander, cannon breech, loader, and ammunition  and turret ring will be damaged or wounded.&lt;br /&gt;
&lt;br /&gt;
Shooting a KV-2 from the side is much easier, just one massive turret reaching into the sky. But do not shoot anywhere! The tracks will often eat shots and most KV-2 drivers are by now smart enough to not fully load up their KV-2, leaving the rear turret empty of shells.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Huge howitzer, dealing high damage with incredible force&lt;br /&gt;
* Fear factor, the sight of this behemoth tends to send smaller tanks fleeing in terror&lt;br /&gt;
* Acceptable armour, especially for its rank&lt;br /&gt;
* Able to destroy higher rank tanks&lt;br /&gt;
* Bouncy hull and turret, the chassis may effectively absorb shots as well&lt;br /&gt;
* Many experienced tank drivers would dread the characteristic, map-echoing sound of the 152 mm howitzer being fired&lt;br /&gt;
* As is the case with all russian 152mm armed tanks, the kv2 can one shot any tank or tank destroyer in the game with a single HE shell to the turret or rear hull&lt;br /&gt;
* Has the armour of the KV-1 which will stop most Pz.III and Pre T-34-57 shots&lt;br /&gt;
* Has premium RP and SL rewards&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to destroy the KV-II&lt;br /&gt;
* Slow rotation speed of the turret means that flank attacks are difficult to respond to&lt;br /&gt;
* Tall turret is very vulnerable from the side and difficult to hide&lt;br /&gt;
* If more than 19 rounds loaded ammo racks in the side of the turret means that most penetrating shots to the side of the turret are lethal&lt;br /&gt;
* A characteristic trait of Soviet tanks, the KV-2 has terrible gun depression, worse when compared to other Soviet tanks&lt;br /&gt;
* Driver's viewport is a juicy weak spot, easily exploitable by experienced players&lt;br /&gt;
* Has a tendency, although a rare but dreaded occurrence, to overshoot targets at close range when using the sights&lt;br /&gt;
* Large silhouette&lt;br /&gt;
&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 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.''--&amp;gt;&lt;br /&gt;
===Development===&lt;br /&gt;
The start of the KV heavy tanks began after the heavy tank [[T-35]] flaws came to light. Designers were ordered to draw up new designs to become the basis of a breakthrough heavy tank needed for the Soviet doctrine. This made for a tank that was heavily armoured, but not very mobile as it was to be for siege warfare. The designs offered all had heavy armour, wide tracks, and used the torsion-bar suspension. The designs were the [[SMK]], T-100, and what would be the '''KV-1 tank''', which was named after the then Soviet Defense Commissar '''K'''liment '''V'''oroshilov.&lt;br /&gt;
&lt;br /&gt;
During the developmental progress, the prototypes of all these heavy tanks were made and the Winter War with Finland was on its way. The Soviets sent these tanks into Finland for combat testing, to which the KV design outperform in every way with its superior armour and firepower. The armour on the KV tank was impenetrable by an tank cannon in service and most anti-tank guns as well, the 76.2 cannon also gave it a huge firepower boost compared to the usual 37 mm in use by other countries. However, the design was found to be difficult to steer, the transmission was unreliable, ergonomics was poor and vision was limited, plus with its 45 ton weight, it was a very heavy tank for its time. In truth, while formidable in power and protection, courageous crew member willing to curse the name would speak out about the trouble the KV tank really was. The main variant of production before World War II broke out was the '''[[KV-1 (ZiS-5)|KV-1]]''' model.&lt;br /&gt;
&lt;br /&gt;
===KV-2===&lt;br /&gt;
Despite its superiority on the battlefield, some observed that the KV-1's armament was not enough to destroy some of the Finnish fortifications that they encountered. For this, a request to mount a 152 mm howitzer on the KV-1 was made, and resulted in the '''KV-2''' with its extremely large turret and an increased weight of 52 tons. The KV-2 suffered from a very high profile, low speed, and was too turret heavy. Compared to the KV-1 height of about 9 feet, the KV-2 was at 11 ft. tall. The increased weight of the tank slowed it down drastically, and the very heavy turret mixed with a low-powered traverse speed meant that the KV-2 can only traverse on level ground, as a slope would cause the turret to start turning with gravity. The combat ineffectiveness and flaws of the KV-2 came to light, and was only put on limited production due to them, resulting in only about 334 units being produced from 1939 to 1941.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
During the opening stages of Operation Barbarossa, the KV tanks came as a huge surprise from the Germans as they had no prior intel about these tanks, resulting in a lack of capable anti-tank weapons that could destroy these tanks aside from 88 mm Flak guns. The KV-2 served alongside the KV-1 in stalling the German Offensive to Moscow. During the Battle of Raseiniai, in Lithuania, a single KV-2 was able to hold up the entire 6th Panzer Divison for a full day by firing at them from a concealed location before it ran out of ammunition, ending with about two dozen tanks destroyed. &lt;br /&gt;
&lt;br /&gt;
Due to the low quantity of KV-2 produced, they didn't see much service past the opening stages of the war due to loss from attrition or mechanical failures, however 10 were still in service with the Voronezh Front on 4 July 1943 for the Battle of Kursk.  These were transferred to the 3rd Mech Corps on 9 July, and by 18 July only 1 was left serviceable - 5 were destroyed on 12 July, and 4 are recorded as being in repair from 13 July.  &amp;lt;ref name=&amp;quot;3rdMechKursk&amp;quot;&amp;gt;[http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA360311 Link, open at your own discression!] Source provided by‎ user Stalins Organ. US Army Center for Strategy and Force Evaluation - detailed day-day analysis of formation strengths at Kursk - both sides.  12mb PDF download &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivors===&lt;br /&gt;
Only one KV-2 is left intact as a survivor of the war, it is housed at the Central Armed Forces Museum in Moscow.&lt;br /&gt;
&lt;br /&gt;
== 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;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Read also ==&lt;br /&gt;
[http://warthunder.com/en/news/3698-development-new-additions-to-the-kv-2-series-en/ [Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; New additions to the KV-2 series]&amp;lt;br /&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany heavy tanks}}&lt;br /&gt;
{{Germany premium ground vehicles}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KV-2_(1940)&amp;diff=25652</id>
		<title>KV-2 (1940)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KV-2_(1940)&amp;diff=25652"/>
				<updated>2019-05-29T18:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Explosive mass of OF-530 changed, as per update 1.89&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=ussr_kv_2_1940}}&lt;br /&gt;
{{Notice|''This page is about the heavy tank '''{{PAGENAME}}'''. For other uses, see [[KV-2 (Disambiguation)]]''}}&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 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it 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}} Soviet heavy tank {{Battle-rating}}. It was introduced in during the Closed Beta Test for Ground Forces before [[Update 1.41]]. One of the most infamous tanks in the Soviet tree, the KV-2 introduces the concept of heavy-calibre armaments that will trend on in the Soviet heavy tank.&lt;br /&gt;
&lt;br /&gt;
The KV-2 is a modification of the KV-1 that mounted a 152mm howitzer in order to provide support to infantry against fortified positions. The large heavy turret, necessary to mount the 152 mm howitzer, results in a slow traverse time. Its gun is an effective breach weapon, designed against fortifications. Despite effective usage, very few were made, with the majority being lost due to breakdowns. &lt;br /&gt;
&lt;br /&gt;
The KV-2 is a behemoth of a tank, which players feared due to the mighty punch of its 152 mm round and its distinctive profile. However, these traits also serve as the tank's weaknesses. While the KV-2 can still be an effective force on the battlefield, it is currently out performed by nearly all other Soviet vehicles. &lt;br /&gt;
&lt;br /&gt;
The KV-2 is incredible sluggish in speed and manoeuvrablility. The original KV-1 is already slow as is, but the KV-2 added a huge and heavy turret that increased the total weight from ~46 tons to ~52 tons. Top speed for the vehicle on flat ground is only about 30 km/h, and accelerating is very slow to get the tank up to this speed. Unless moving forwards at a certain gear, the KV-2 is also very hard to turn on even ground.&lt;br /&gt;
&lt;br /&gt;
The large turret housing the 152 mm howitzer is a huge target on the KV-2, a more enticing target than the hull. The profile makes concealing the tall heavy tank difficult, while the turret armour is relatively poor all-around at 75 mm. Not to mention that there will always be ammunition inside the turret, so a penetrating APHE shot have a very high chance of detonating one of these ammunition. At its battle rating and rank, most enemy tanks have the capability of penetrating and eliminating the KV-2 through the turret, not to mention even some of the lower rank ones have powerful enough guns to deal with the armour.&lt;br /&gt;
&lt;br /&gt;
The 152 mm gun is perhaps the most iconic and niche weapon in the Soviet tree. Coupled with the heavy turret, it produces a slow turret traverse to get the gun onto target. The turret also presents a narrow gun depression and elevation (-5° and 12° respectively). However, the biggest factors to consider is the ammunition for the 152 mm. Although the vaunted High-Explosive rounds would be the perceived preferred round for the heavy gun, it does not do as well against the typical armour with only 54 mm of shrapnel penetration, requiring a precise hit against the enemy roof or belly armour. Even the other AP rounds, the anti-concrete O-530 and PB-35 APCBC rounds have relatively mediocre penetration for the battle rating. Firing at a relatively low velocity of ~500 m/s, the heavy rounds will be hard to lead against targets at ranges up to 500 meters. After firing, the infamous long reload occur that can take up to 30 seconds even with a full crew, leaving the KV-2 vulnerable to any attacks that will more than likely cripple or destroy the KV-2.&lt;br /&gt;
&lt;br /&gt;
[[File:Armour KV-2 badly angled.png|left|thumbnail|x250px|A surprised and unangled KV-2 with line-of-sight armour thickness. Even in this state the [[KwK 40 (75 mm)|KwK 40]] ([[Pz.IV F2|Panzer 4]]) will have problems penetrating at ranges &amp;gt;500m]]&lt;br /&gt;
&lt;br /&gt;
The normal role of a heavy tank is to bring armor and firepower to support the lighter, faster tanks to hold strategic points they have captured. However, the massive profile of this tank and majority of flat 75 mm armour means that even with proper angling and cover, the KV-2 will be unable to hold points for long. The KV-2 easily identified by even the least experienced players and as soon as it fires one round, it will be out-maneuvered on and forced to retreat or be violently removed. Additionally, artillery and aircraft will often force the KV-2 out of positions if not outright destroy it due to the KV's abysmal speed and massive size. Lastly, the KV-2 has no machine gun to deal with air or light armoured targets, meaning once the howitzer fires, that is it for around 30 seconds. Even most anti-air vehicles can effortlessly overrun and destroy the KV-2 if it is over-extended or alone. Couple that with this tank's inability to provide effective long range support and players will have a difficult time finding their niche with this vehicle.&lt;br /&gt;
&lt;br /&gt;
This KV-2 behemoth is also lovingly referred to by the following nicknames:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;the barn&amp;quot;&lt;br /&gt;
* &amp;quot;the mountain&amp;quot;&lt;br /&gt;
* &amp;quot;nuclear death cannon&amp;quot;&lt;br /&gt;
* &amp;quot;King of Derp&amp;quot;&lt;br /&gt;
* &amp;quot;Troll Cannon&amp;quot;&lt;br /&gt;
* &amp;quot;Fridge&amp;quot;&lt;br /&gt;
* &amp;quot;The King of Derp&amp;quot;&lt;br /&gt;
* &amp;quot;Tsar Bomba&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 helpfull 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;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 75 mm (30°) ''Front plate'' &amp;lt;br&amp;gt; 70 mm (70°) ''Front glacis'' &amp;lt;br&amp;gt; 75 mm (26-58°) ''Lower glacis'' || 75 mm || 60 mm (3-86°) ''Top'' &amp;lt;br /&amp;gt; 70 mm (11-58°) ''Bottom'' || 35 mm ''Front'' &amp;lt;br&amp;gt; 30 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 75 mm ''Front turret'' &amp;lt;br /&amp;gt; 70 + 75 mm (2-41°) ''Gun mantlet'' || 75 mm || 75 mm &amp;lt;br&amp;gt; 45 mm (2-49°) ''Machine gun port'' || 40 mm &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 20 mm thick, torsion bars are 20 mm thick, and tracks are 30 mm thick.&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 maneuverability as well as the maximum speed forward and backward.''--&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;3&amp;quot; | Mobility characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Add-on Armor&amp;lt;br&amp;gt;weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Max speed (km/h)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 52.4 || colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | N/A || colspan=&amp;quot;1&amp;quot; | 36 (AB) &lt;br /&gt;
|-&lt;br /&gt;
|34 (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine power (horsepower)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|775&lt;br /&gt;
|954&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|531&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|14.79&lt;br /&gt;
|18.21&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|10.13&lt;br /&gt;
|11.45&lt;br /&gt;
|-&lt;br /&gt;
|}&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 flexibilty of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''--&amp;gt;&lt;br /&gt;
{{main|M-10T (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[M-10T (152 mm)|152 mm M-10T]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 36 || -5°/+12° || ±180° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 3.60 || 4.90 || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 3.60 || 4.20 || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 43.33 || _.__ || _.__ || _.__&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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| G-530 || AC || 125 || 122 || 112 || 101 || 91 || 82 &lt;br /&gt;
|- &lt;br /&gt;
| OF-530 || HE || 54 || 54 || 54 || 54 || 54 || 54 &lt;br /&gt;
|-&lt;br /&gt;
| PB-35 || APCBC || 132 || 130 || 124 || 118 || 112 || 107 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| G-530 || AC || 530 || 40 || 1.5 || 15 || 5,100 || +4° || 48° || 63° || 71°&lt;br /&gt;
|- &lt;br /&gt;
| OF-530 || HE || 530 || 40 || 0.1 || 0.5 || 5,830 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| PB-35 || APCBC || 436 || 51 || 1.5 || 15 || 6,510 || +4° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''G-530''' (AC)&amp;lt;br&amp;gt; The &amp;quot;Anti-Concrete&amp;quot; round has the same speed as the HE shell with decent amount of penetration for nearly all [[:Category:Third_rank_ground_vehicles|era III]] tanks. In ranges greater than 1000m, the OF-530 shell should be loaded to effectively deal with any vehicle including heavy tanks. Compared to the PB-35, it has much greater speed, improving long range accuracy.&lt;br /&gt;
* '''OF-530''' (HE)&amp;lt;br&amp;gt;The &amp;quot;High-explosive&amp;quot; shell requires careful aim as despite its infamous power, a solid hit on the front of an enemy tank would not necessarily defeat the enemy. One must preferably aim beneath tanks or below the gun mantlets to sneak into thinly armoured portions such as the roof or belly armour.&lt;br /&gt;
* '''PB-35''' (APCBC)&amp;lt;br&amp;gt; The shell with the most penetration on all ranges and the one with the worst accuracy, given due its abysmal slow velocity of 436 m/s (975 mph). Thus it is not advised to be used, except in close range combat.&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
[[File:Ammoracks KV-2(1939).png|right|thumbnail|x250px|[[Ammo racks|Ammo rack]] of KV-2 (1939).]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt; ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
|| '''36''' || 32&amp;amp;nbsp;''(+4)'' || 27&amp;amp;nbsp;''(+9)'' || 20&amp;amp;nbsp;''(+16)'' || 1&amp;amp;nbsp;''(+35)'' || style=&amp;quot;text-align:center&amp;quot; | Yes &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret empty: 27 (+9)&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|DT (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[DT (7.62 mm)|7.62 mm DT]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity (Belt capacity)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Fire rate &amp;lt;br&amp;gt; (shots/minute)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | 1,890 (63) || 600 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in the 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 give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
The old peek-a-boom tactics, and staying behind others is still the best method for employing this &amp;quot;heavy tank&amp;quot;. Roll forward, take the shot, and then pull back for the over half-minute reload time, and then repeat. Close range brawling a bad idea due to certain characteristics on the tank. Make sure to plan the route ahead of time make sure to avoid large distances in the open, this is a slow moving tank with a large profile making it an easy target for long barreled guns. It is recommended to have a work with a squad mate or other friendly tanks to cover the KV-2 during the reloading phase.&lt;br /&gt;
&lt;br /&gt;
Most tanks with a high-velocity cannon can cripple the KV-2 through the turret. As such, pretty much all tanks at its battle rating should be taken account of. Rely on always getting the first shot off, else the enemy tank is more than likely to destroy the KV-2.&lt;br /&gt;
&lt;br /&gt;
Another type of vehicles to worry about are the very small tanks like the [[M22|M22 ''Locust'']] and the [[ASU-57]] as these can get right under the tank's gun depression and fire away at weak points with little risk of return fire by the KV-2.&lt;br /&gt;
&lt;br /&gt;
===Arcade battles===&lt;br /&gt;
In '''Arcade''', the target lead indicator make the slow, but long range penetrating PB-35 APCBC a destructive force to be afraid of since ranging is a lot easier for the low-velocity shells. Always conduct attacks via &amp;quot;Peek-a-boo&amp;quot; tactic in that stay behind cover while searching for targets, then pop out when a target presents itself to fire before returning back to cover to reload.&lt;br /&gt;
&lt;br /&gt;
One must be conscious and use the map terrain to their advantage. On more open maps like [[Karelia]] and [[Carpathians]], the KV-2's speed and low velocity will make traversing the battlefield while sniping long-range targets difficult. However, one could can hang back and snipe unsuspecting and immobile targets, while at range most return fire would more then likely bounce off the armour. However, be wary of more penetrating guns like the 75 mm on the [[Panther D|Panther]] and the 76 mm on the [[M4A3 (76) W|M4 Shermans]] that easily piece the front turret armour. &lt;br /&gt;
&lt;br /&gt;
Smaller maps benefit the KV-2 in that the low shell velocities are no longer a big detriment to the combat ability, plus it could make the most of the initial penetration values in close-range battles. However, enemy tanks in close-range will also have an easier time penetrating the KV-2 front armour, or flanking around while reloading the gun. In these cases, situational awareness and friendly support is the key to victory and ''survival'' of the KV-2 in the smaller maps.&lt;br /&gt;
&lt;br /&gt;
===Realistic/Simulator battle===&lt;br /&gt;
'''Realistic''' and '''Simulator''' modes are taxing for the KV-2 as the removal of the target lead indicator can make long-range fighting with the 152 mm a chore.&lt;br /&gt;
&lt;br /&gt;
The most important thing in these game modes, due to the lack of target markers, is vision. The binoculars are the greatest assets. Keep the turret in a well angled position while scouting for targets with the binoculars or normal eyesight.&lt;br /&gt;
&lt;br /&gt;
Since the usual fighting ranges exceed 600 m, getting hits without aim assistance with the howitzer are rare. Though close-range fighting can fix this, close-quarters battle is not a tactic the KV-2 should indulge in alone without supporting teammates to cover for the tank in case of flankers. A tip for long-range fighting is to utilize the OF-530 HE shell in the first shot, with spare G-530 anti-concrete rounds for the follow-up. These two rounds share the same ballistics, so the HE shell can be fired first to gauge the distance. If it lands close to the enemy and hits, chances are it will either destroy it or cripple its mobility, plus the impact of the explosion will alert teammates of the presence of an enemy tank at the area of firing. If the enemy tank still remains after the OF-530 shell, the next loading G-530 AC shell can follow through the same ballistic path and destroy the enemy via a penetration.&lt;br /&gt;
&lt;br /&gt;
===Counter-tactics===&lt;br /&gt;
'''Getting close''': Probably the most difficult part, if spotted a 40 kg shell will soon be on its way to ruin someone's day. Thus sneaking up, or attacking, from outside the KV-2's field of view is advised. Of course after the KV-2 has fired, a window of opportunity and hope will open up. With moving up and aiming two shots can be placed on the moving Soviet tower tank. An attack route from the side or rear is preferable, not only is it a blind spot, but the turret traverse is so awful on the KV-2 that it will not have the time to react fast enough. Just make sure to hit, or the tank will be alerted and counter-attack, and watch out for the rear MG if in a lighter vehicle.&lt;br /&gt;
&lt;br /&gt;
'''Shooting''': Targets should be the gunner (right side) to stop the loading process and the loader to reduce loading time. If shooting APHE shells, two penetrating hits will often take out the gun breach as well, stopping the reload and return fire ability entirely. The easiest way of performing these hits is via the turret ring which will always not be angled at certain parts from the front. If APHE shells hit below the side hull, it will possibly detonate the main storage of ammunition, resulting in a one-shot destruction. If that is not the case the gunner, commander, cannon breech, loader, and ammunition  and turret ring will be damaged or wounded.&lt;br /&gt;
&lt;br /&gt;
Shooting a KV-2 from the side is much easier, just one massive turret reaching into the sky. But do not shoot anywhere! The tracks will often eat shots and most KV-2 drivers are by now smart enough to not fully load up their KV-2, leaving the rear turret empty of shells.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Huge howitzer, dealing high damage with incredible force&lt;br /&gt;
* Fear factor, the sight of this behemoth tends to send smaller tanks fleeing in terror&lt;br /&gt;
* Acceptable armour, especially for its rank&lt;br /&gt;
* Able to destroy higher rank tanks &lt;br /&gt;
* Bouncy hull and turret, the chassis may effectively absorb shots as well&lt;br /&gt;
* Many experienced tank drivers would dread the characteristic, map-echoing sound of the 152 mm howitzer being fired   &lt;br /&gt;
* As is the case with all Russian 152 mm armed tanks, the KV-2 can one shot any tank or tank destroyer in the game with a single HE shell to the turret or rear hull.&lt;br /&gt;
* Has the armour of the KV-1 which will stop most Pz.III and Pre T-34-57 shots&lt;br /&gt;
* Has premium RP and SL rewards &lt;br /&gt;
* If a lighter vehicle is flanking the KV-2, the rear machine gun can take care of it &lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to destroy the KV-2.&lt;br /&gt;
* Slow rotation speed of the turret means that flank attacks are difficult to respond to.&lt;br /&gt;
* Tall turret is very vulnerable from the side and difficult to hide.&lt;br /&gt;
* If more than 19 rounds loaded ammo racks in the side of the turret means that most penetrating shots to the side of the turret are lethal.&lt;br /&gt;
* A characteristic trait of Soviet tanks, the KV-2 has terrible gun depression, worse when compared to other Soviet tanks&lt;br /&gt;
* Driver's viewport is a juicy weak spot, easily exploitable by experienced players&lt;br /&gt;
* Has a tendency, although a rare but dreaded occurrence, to overshoot targets at close range when using the sights &lt;br /&gt;
* Large silhouette&lt;br /&gt;
* Rear machine gun is only effective against the lightest vehicles, and due to its position it's next to impossible to shoot down aircraft with it&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 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.''--&amp;gt;&lt;br /&gt;
===Development===&lt;br /&gt;
The start of the KV heavy tanks began after the heavy tank [[T-35]] flaws came to light. Designers were ordered to draw up new designs to become the basis of a breakthrough heavy tank needed for the Soviet doctrine. This made for a tank that was heavily armoured, but not very mobile as it was to be for siege warfare. The designs offered all had heavy armour, wide tracks, and used the torsion-bar suspension. The designs were the [[SMK]], T-100, and what would be the '''KV-1 tank''', which was named after the then Soviet Defense Commissar '''K'''liment '''V'''oroshilov.&lt;br /&gt;
&lt;br /&gt;
During the developmental progress, the prototypes of all these heavy tanks were made and the Winter War with Finland was on its way. The Soviets sent these tanks into Finland for combat testing, to which the KV design outperform in every way with its superior armour and firepower. The armour on the KV tank was impenetrable by an tank cannon in service and most anti-tank guns as well, the 76.2 cannon also gave it a huge firepower boost compared to the usual 37 mm in use by other countries. However, the design was found to be difficult to steer, the transmission was unreliable, ergonomics was poor and vision was limited, plus with its 45 ton weight, it was a very heavy tank for its time. In truth, while formidable in power and protection, courageous crew member willing to curse the name would speak out about the trouble the KV tank really was. The main variant of production before World War II broke out was the '''[[KV-1 (ZiS-5)|KV-1]]''' model.&lt;br /&gt;
&lt;br /&gt;
===KV-2===&lt;br /&gt;
Despite its superiority on the battlefield, some observed that the KV-1's armament was not enough to destroy some of the Finnish fortifications that they encountered. For this, a request to mount a 152 mm howitzer on the KV-1 was made, and resulted in the '''KV-2''' with its extremely large turret and an increased weight of 52 tons. The KV-2 suffered from a very high profile, low speed, and was too turret heavy. Compared to the KV-1 height of about 9 feet, the KV-2 was at 11 ft. tall. The increased weight of the tank slowed it down drastically, and the very heavy turret mixed with a low-powered traverse speed meant that the KV-2 can only traverse on level ground, as a slope would cause the turret to start turning with gravity. The combat ineffectiveness and flaws of the KV-2 came to light, and was only put on limited production due to them, resulting in only about 334 units being produced from 1939 to 1941.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
During the opening stages of Operation Barbarossa, the KV tanks came as a huge surprise from the Germans as they had no prior intel about these tanks, resulting in a lack of capable anti-tank weapons that could destroy these tanks aside from 88 mm Flak guns. The KV-2 served alongside the KV-1 in stalling the German Offensive to Moscow. During the Battle of Raseiniai, in Lithuania, a single KV-2 was able to hold up the entire 6th Panzer Divison for a full day by firing at them from a concealed location before it ran out of ammunition, ending with about two dozen tanks destroyed. &lt;br /&gt;
&lt;br /&gt;
Due to the low quantity of KV-2 produced, they didn't see much service past the opening stages of the war due to loss from attrition or mechanical failures, however 10 were still in service with the Voronezh Front on 4 July 1943 for the battle of Kursk.  These were transferred to the 3rd Mech Corps on 9 July, and by 18 July only 1 was left serviceable - 5 were destroyed on 12 July, and 4 are recorded as being in repair from 13 July.  &amp;lt;ref name=&amp;quot;3rdMechKursk&amp;quot;&amp;gt;[http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA360311 Link, open at your own discression!] Source provided by‎ user Stalins Organ. US Army Center for Strategy and Force Evaluation - detailed day-day analysis of formation strengths at Kursk - both sides.  12mb PDF download &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivors===&lt;br /&gt;
Only one KV-2 is left intact as a survivor of the war, it is housed at the Central Armed Forces Museum in Moscow.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''--&amp;gt;&lt;br /&gt;
===Images===&lt;br /&gt;
[[File:KV-2 Moscow.jpg|x250px|thumb|none|KV-2 at the Moscow Central Armed Forces Museum.]]&lt;br /&gt;
[[File:KV-2 1939vs1940.jpg|x250px|thumb|none|Comparison between the [[KV-2 (1939)|1939]] and the '''1940''' variant]]&lt;br /&gt;
&lt;br /&gt;
==Obtainable events==&lt;br /&gt;
The KV-2 1940 was available in:&lt;br /&gt;
&lt;br /&gt;
* 2016 WW2 Chronicles, unlocked after completing 14 &amp;quot;Tank Tasks&amp;quot;.&lt;br /&gt;
* 2017-18 Festive Quest, unlocked after gathering 10 individual Christmas Toys if the total player population gathers 500,000 Christmas lights.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Read also ==&lt;br /&gt;
&lt;br /&gt;
* [http://warthunder.com/en/news/3698-development-new-additions-to-the-kv-2-series-en/ [Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; New additions to the KV-2 series]&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{USSR heavy tanks}}&lt;br /&gt;
{{USSR premium ground vehicles}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KV-2_(1939)&amp;diff=25651</id>
		<title>KV-2 (1939)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KV-2_(1939)&amp;diff=25651"/>
				<updated>2019-05-29T18:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Explosive mass of OF-530 changed, as per update 1.89&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=ussr_kv_2_1939}}&lt;br /&gt;
{{About&lt;br /&gt;
| about = Soviet heavy tank'''{{PAGENAME}}'''&lt;br /&gt;
| usage = other uses&lt;br /&gt;
| link = KV-2 (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 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_KV-2(1939).jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet heavy tank {{Battle-rating}}. This tank was introduced during the Closed Beta Test for Ground Forces before [[Update 1.41]]. One of the most infamous tanks in the Soviet tree, the KV-2 introduces the concept of heavy-calibre armaments that will trend on other Soviet heavy tanks.&lt;br /&gt;
&lt;br /&gt;
The KV-2 is a modification of the KV-1 that mounted a [[M-10T (152 mm)|152mm howitzer]] in order to provide support to infantry against fortified positions. The large heavy turret, necessary to mount the 152 mm howitzer, results in a slow traverse time. Its gun is an effective breach weapon, designed against fortifications. Despite effective usage, very few were made, with the majority being lost due to breakdowns. &lt;br /&gt;
&lt;br /&gt;
The KV-2 is a behemoth of a tank, which players feared due to the mighty punch of its 152 mm round and its distinctive profile. However, these traits also serve as the tank's weaknesses. While the KV-2 can still be an effective force on the battlefield, it is currently outperformed by nearly all other Soviet vehicles. &lt;br /&gt;
&lt;br /&gt;
The KV-2 is incredibly sluggish in speed and manoeuvrability. The original KV-1 is already slow as is, but the KV-2 added a huge and heavy turret that increased the total weight from ~46 tons to ~52 tons. Top speed for the vehicle on flat ground is only about 30 km/h, and accelerating is very slow to get the tank up to this speed. Unless moving forwards at a certain gear, the KV-2 is also very hard to turn on even ground.&lt;br /&gt;
&lt;br /&gt;
The large turret housing the 152 mm howitzer is a huge target on the KV-2, a more enticing target than the hull. The profile makes concealing the tall, heavy tank difficult, while the turret armour is relatively poor all-around at 75 mm. Not to mention that there will always be ammunition inside the turret, so a penetrating APHE shot has a very high chance of detonating one of these rounds. At its battle rating and rank, most enemy tanks have the capability of penetrating and eliminating the KV-2 through the turret, not to mention even some of the lower rank ones have powerful enough guns to deal with the armour.&lt;br /&gt;
&lt;br /&gt;
The 152 mm gun is perhaps the most iconic and niche weapon in the Soviet tree. Coupled with the heavy turret, it produces a slow turret traverse to get the gun onto a target. The turret also presents a narrow gun depression and elevation (-5° and 12° respectively). However, the biggest factors to consider is the ammunition for the 152 mm. Although the vaunted High-Explosive rounds would be the perceived preferred round for the heavy gun, it does not do as well against the typical armour with only 54 mm of shrapnel penetration, requiring a precise hit against the enemy roof or belly armour. Even the other AP rounds, the anti-concrete O-530 and PB-35 APCBC rounds have relatively mediocre penetration for the battle rating. Firing at a relatively low velocity of ~500 m/s, the heavy rounds will be hard to lead against targets at ranges up to 500 meters. After firing, the infamous long reloads occur that can take up to 30 seconds even with a full crew, leaving the KV-2 vulnerable to any attacks that will more than likely cripple or destroy the KV-2.&lt;br /&gt;
&lt;br /&gt;
[[File:Armour KV-2 badly angled.png|left|thumbnail|x250px|A surprised and unangled KV-2 with line-of-sight armour thickness. Even in this state the [[KwK 40 (75 mm)|KwK 40]] ([[Pz.IV F2|Panzer 4]]) will have problems penetrating at ranges &amp;gt;500m]]&lt;br /&gt;
&lt;br /&gt;
The normal role of a heavy tank is to bring armour and firepower to support the lighter, faster tanks to hold strategic points they have captured. However, the massive profile of this tank and the majority of flat 75 mm armour means that even with proper angling and cover, the KV-2 will be unable to hold points for long. The KV-2 easily identified by even the least experienced players and as soon as it fires one round, it will be out-manoeuvred on and forced to retreat or be violently removed. Additionally, artillery and aircraft will often force the KV-2 out of positions if not outright destroy it due to the KV's abysmal speed and massive size. Lastly, the KV-2 has no machine gun to deal with air or lightly armoured targets, meaning once the howitzer fires, that is it for around 30 seconds. Even most anti-air vehicles can effortlessly overrun and destroy the KV-2 if it is over-extended or alone. Couple that with this tank's inability to provide effective long range support and players will have a difficult time finding their niche with this vehicle.&lt;br /&gt;
&lt;br /&gt;
This KV-2 behemoth is also lovingly referred to by the following nicknames:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;the barn&amp;quot;&lt;br /&gt;
* &amp;quot;the mountain&amp;quot;&lt;br /&gt;
* &amp;quot;nuclear death cannon&amp;quot;&lt;br /&gt;
* &amp;quot;The Tower of Stalin&amp;quot;&lt;br /&gt;
* &amp;quot;тнe haиd of Sтaliи&amp;quot;&lt;br /&gt;
* &amp;quot;King of Derp&amp;quot;&lt;br /&gt;
* &amp;quot;Troll Cannon&amp;quot;&lt;br /&gt;
* &amp;quot;Fridge&amp;quot;&lt;br /&gt;
* &amp;quot;The King of Derp&amp;quot;&lt;br /&gt;
* &amp;quot;Tsar Bomba&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;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 75 mm (31°) ''Front plate'' &amp;lt;br&amp;gt; 70 mm (72°) ''Front glacis'' &amp;lt;br&amp;gt; 25 mm (7-71°) ''Joint plate'' &amp;lt;br&amp;gt; 75 mm (26-51°) ''Lower glacis'' || 75 mm || 60 mm (13-89°) ''Top'' &amp;lt;br /&amp;gt; 70 mm (14-57°) ''Bottom'' || 30 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 75 mm (15-16°) ''Front turret'' &amp;lt;br /&amp;gt; 90 mm (10-20°) ''Gun mantlet'' 90 mm (1-54°) ''Gun mantlet shield'' || 75 mm || 75 mm || 40 mm &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 20 mm thick while tracks are 30 mm thick.&lt;br /&gt;
* With its straight angles the KV-2 can easily be angled in the diamond direction (30°). Improving the line of sight thickness of the chassis to 100mm frontally and 130mm on the side. The turret achieves at 30° up to 90mm of steel, however, the turret ring remains a weak point on all angles.&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 maneuverability as well as the maximum speed forward and backward.''--&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;3&amp;quot; | Mobility characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Add-on Armor&amp;lt;br&amp;gt;weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Max speed (km/h)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 52.4 || colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | N/A || colspan=&amp;quot;1&amp;quot; | 36 (AB) &lt;br /&gt;
|-&lt;br /&gt;
|34 (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine power (horsepower)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|775&lt;br /&gt;
|954&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|531&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|14.79&lt;br /&gt;
|18.21&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|10.13&lt;br /&gt;
|11.45&lt;br /&gt;
|-&lt;br /&gt;
|}&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|M-10T (152 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[M-10T (152 mm)|152 mm M-10T]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 36 || -5°/+12° || ±180° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 4.86 || 6.72 || _.__ || _.__ || 9.60&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 3.57 || 4.20 || _.__ || _.__ || 6.00&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 43.29 || _.__ || _.__ || 33.30&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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| G-530 || AC || 125 || 122 || 112 || 101 || 91 || 82 &lt;br /&gt;
|- &lt;br /&gt;
| OF-530 || HE || 65 || 65 || 64 || 63 || 63 || 63 &lt;br /&gt;
|-&lt;br /&gt;
| PB-35 || APCBC || 95 || 94 || 90 || 85 || 81 || 77 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| G-530 || AC || 530 || 40 || 1.5 || 15 || 5,100 || +4° || 48° || 63° || 71°&lt;br /&gt;
|- &lt;br /&gt;
| OF-530 || HE || 530 || 40 || 0.1 || 0.5 || 5,830 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| PB-35 || APCBC || 436 || 51 || 1.5 || 15 || 6,510 || +4° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''G-530''' (AC)&amp;lt;br&amp;gt; The &amp;quot;Anti-Concrete&amp;quot; round has the same speed as the HE shell with a decent amount of penetration for nearly all [[:Category:Third rank ground vehicles|Rank III]] tanks. In ranges greater than 1,000 m, the OF-530 shell should be loaded to effectively deal with any vehicle including heavy tanks. Compared to the PB-35, it has much greater speed, improving long-range accuracy.&lt;br /&gt;
* '''OF-530''' (HE)&amp;lt;br&amp;gt;The &amp;quot;High-explosive&amp;quot; shell requires careful aim as, despite its infamous power, a solid hit on the front of an enemy tank would not necessarily defeat the enemy. One must preferably aim beneath tanks or below the gun mantlets to sneak into thinly armoured portions such as the roof or belly armour.&lt;br /&gt;
* '''PB-35''' (APCBC)&amp;lt;br&amp;gt; The APCBC shell gives the most slope benefit but is the least penetrating and also has the worst accuracy of the shells, given due to its abysmal slow velocity of 436 m/s (975 mph). Thus it is not advised to be used except in close range combat.&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
[[File:Ammoracks KV-2(1939).png|right|thumbnail|x250px|[[Ammo racks|Ammo rack]] of KV-2 (1939).]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt; ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;  rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
|| '''36''' || 32&amp;amp;nbsp;''(+4)'' || 27&amp;amp;nbsp;''(+9)'' || 20&amp;amp;nbsp;''(+16)'' || 1&amp;amp;nbsp;''(+35)'' || style=&amp;quot;text-align:center&amp;quot; | Yes &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret empty: 27 (+9)&lt;br /&gt;
&lt;br /&gt;
== Usage in the 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 give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
The old peek-a-boom tactics, and staying behind others is still the best method for employing this &amp;quot;heavy tank&amp;quot;. Roll forward, take the shot, and then pull back for the over half-minute reload time, and then repeat. Close range brawling is a bad idea due to certain characteristics on the tank. Make sure to plan the route ahead of time make sure to avoid large distances in the open, this is a slow moving tank with a large profile making it an easy target for long barreled guns. It is recommended to have a work with a squad mate or other friendly tanks to cover the KV-2 during the reloading phase.&lt;br /&gt;
&lt;br /&gt;
Most tanks with a high-velocity cannon can cripple the KV-2 through the turret. As such, pretty much all tanks at its battle rating should be taken account of. Rely on always getting the first shot off, else the enemy tank is more than likely to destroy the KV-2.&lt;br /&gt;
&lt;br /&gt;
Another type of vehicles to worry about are the very small tanks like the [[M22|M22 ''Locust'']] and the [[ASU-57]] as these can get right under the tank's gun depression and fire away at weak points with little risk of return fire by the KV-2.&lt;br /&gt;
&lt;br /&gt;
===Arcade battles===&lt;br /&gt;
In '''Arcade''', the target lead indicator make the slow, but long-range penetrating PB-35 APCBC a destructive force to be afraid of since ranging is a lot easier for the low-velocity shells. Always conduct attacks via &amp;quot;Peek-a-boo&amp;quot; tactic in that stay behind cover while searching for targets, then pop out when a target presents itself to fire before returning back to cover to reload.&lt;br /&gt;
&lt;br /&gt;
One must be conscious and use the map terrain to their advantage. On more open maps like [[Karelia]] and [[Carpathians]], the KV-2's speed and low velocity will make traversing the battlefield while sniping long-range targets difficult. However, one could hang back and snipe unsuspecting and immobile targets, while at the range most return fire would more than likely bounce off the armour. However, be wary of more penetrating guns like the 75 mm on the [[Panther D|Panther]] and the 76 mm on the [[M4A3 (76) W|M4 Shermans]] that easily piece the front turret armour. &lt;br /&gt;
&lt;br /&gt;
Smaller maps benefit the KV-2 in that the low shell velocities are no longer a big detriment to the combat ability, plus it could make the most of the initial penetration values in close-range battles. However, enemy tanks in close-range will also have an easier time penetrating the KV-2 front armour, or flanking around while reloading the gun. In these cases, situational awareness and friendly support is the key to victory and ''survival'' of the KV-2 in the smaller maps.&lt;br /&gt;
&lt;br /&gt;
===Realistic/Simulator battle===&lt;br /&gt;
'''Realistic''' and '''Simulator''' modes are taxing for the KV-2 as the removal of the target lead indicator can make long-range fighting with the 152 mm a chore.&lt;br /&gt;
&lt;br /&gt;
The most important thing in these game modes, due to the lack of target markers, is the vision. The binoculars are the greatest assets. Keep the turret in a well-angled position while scouting for targets with the binoculars or normal eyesight.&lt;br /&gt;
&lt;br /&gt;
Since the usual fighting ranges exceed 600 m, getting hits without aim assist with the howitzer are rare. Though close-range fighting can fix this, the close-quarters battle is not a tactic the KV-2 should indulge in alone without supporting teammates to cover for the tank in case of flankers. A tip for long-range fighting is to utilize the OF-530 HE shell in the first shot, with spare G-530 anti-concrete rounds for the follow-up. These two rounds share the same ballistics, so the HE shell can be fired first to gauge the distance. If it lands close to the enemy and hits, chances are it will either destroy it or cripple its mobility, plus the impact of the explosion will alert teammates of the presence of an enemy tank at the area of firing. If the enemy tank still remains after the OF-530 shell, the next loading G-530 AC shell can follow through the same ballistic path and destroy the enemy via a penetration.&lt;br /&gt;
&lt;br /&gt;
===Counter-tactics===&lt;br /&gt;
'''Getting close''': Probably the most difficult part, if spotted a 40 kg shell will soon be on its way to ruin someone's day. Thus sneaking up, or attacking, from outside the KV-2's field of view is advised. Of course, after the KV-2 has fired, a window of opportunity and hope will open up. With moving up and aiming two shots can be placed on the moving Soviet tower tank. An attack route from the side or rear is preferable, not only is it a blind spot, but the turret traverse is so awful on the KV-2 that it will not have the time to react fast enough. Just make sure to hit, or the tank will be alerted and counter-attack.&lt;br /&gt;
&lt;br /&gt;
'''Shooting''': Targets should be the gunner (right side) to stop the loading process and the loader to reduce loading time. If shooting APHE shells, two penetrating hits will often take out the gun breech as well, stopping the reload and the ability to return fire entirely. The easiest way of performing these hits is via the turret ring which will always not be angled at certain parts from the front. If APHE shells hit below the side hull, it will possibly detonate the main storage of ammunition, resulting in one-shot destruction. If that is not the case the gunner, commander, cannon breech, loader, and ammunition and turret ring will be damaged or wounded.&lt;br /&gt;
&lt;br /&gt;
Shooting a KV-2 from the side is much easier, just one massive turret reaching into the sky. But do not shoot anywhere! The tracks will often eat shots and most KV-2 drivers are by now smart enough to not fully load up their KV-2, leaving the rear turret empty of shells.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&amp;quot;Parts&amp;quot; and &amp;quot;FPE&amp;quot; should be the first target for unlocking. While the mobility of the KV-2 is quite bad, the turret traverse and accuracy is worse. Thus &amp;quot;Horizontal Drive&amp;quot;, &amp;quot;Adjustment of Fire&amp;quot; and &amp;quot;Elevation Mechanism&amp;quot; should be prioritized after the first set of upgrades. The &amp;quot;PB-35&amp;quot; shell unlock can be ignored as it is only a marginal upgrade compared with the GF-530 stock shell.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Huge howitzer, dealing high damage with incredible force&lt;br /&gt;
* Fear factor, the sight of this behemoth tends to send smaller tanks fleeing in terror&lt;br /&gt;
* Acceptable armour, especially for its rank&lt;br /&gt;
* Able to destroy higher rank tanks &lt;br /&gt;
* Bouncy hull and turret, the chassis may effectively absorb shots as well&lt;br /&gt;
* Many experienced tank drivers would dread the characteristic, map-echoing sound of the 152 mm howitzer being fired&lt;br /&gt;
* As is the case with all Russian 152 mm armed tanks, the KV-2 can one-shot any tank or tank destroyer in the game with a single HE shell to the turret or rear hull&lt;br /&gt;
* Has the armour of the KV-1 which will stop most Pz.III and Pre-[[T-34-57]] shots&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to counter&lt;br /&gt;
* Slow rotation speed of the turret means that flank attacks are difficult to respond to&lt;br /&gt;
* Tall turret is very vulnerable from the side and difficult to hide&lt;br /&gt;
* If more than 19 rounds loaded, the ammo fills the weak spot ammo racks in the sides of the turret&lt;br /&gt;
* A characteristic trait of Soviet tanks, the KV-2 has terrible gun depression, worse when compared to other Soviet tanks&lt;br /&gt;
* Driver's viewport is a juicy weak spot, easily exploitable by experienced players&lt;br /&gt;
* Has a tendency, although a rare but dreaded occurrence, to overshoot targets at close range when using the sights &lt;br /&gt;
* Large silhouette&lt;br /&gt;
&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 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.''--&amp;gt;&lt;br /&gt;
===Development===&lt;br /&gt;
The start of the KV heavy tanks began after the heavy tank [[T-35]] flaws came to light. Designers were ordered to draw up new designs to become the basis of a breakthrough heavy tank needed for the Soviet doctrine. This made for a tank that was heavily armoured, but not very mobile as it was to be for siege warfare. The designs offered all had heavy armour, wide tracks, and used the torsion-bar suspension. The designs were the [[SMK]], T-100, and what would be the '''KV-1 tank''', which was named after the then Soviet Defense Commissar '''K'''liment '''V'''oroshilov.&lt;br /&gt;
&lt;br /&gt;
During the developmental progress, the prototypes of all these heavy tanks were made and the Winter War with Finland was on its way. The Soviets sent these tanks into Finland for combat testing, to which the KV design outperformed in every way with its superior armour and firepower. The armour on the KV tank was impenetrable by a tank cannon in service and most anti-tank guns as well, the 76,2 cannon also gave it a huge firepower boost compared to the usual 37 mm in use by other countries. However, the design was found to be difficult to steer, the transmission was unreliable, ergonomics was poor and vision was limited, plus with its 45-ton weight, it was a very heavy tank for its time. In truth, while formidable in power and protection, courageous crew member willing to curse the name would speak out about the trouble the KV tank really was. The main variant of production before World War II broke out was the '''[[KV-1 (ZiS-5)|KV-1]]''' model.&lt;br /&gt;
&lt;br /&gt;
===KV-2===&lt;br /&gt;
Despite its superiority on the battlefield, some observed that the KV-1's armament was not enough to destroy some of the Finnish fortifications that they encountered. For this, a request to mount a 152 mm howitzer on the KV-1 was made and resulted in the '''KV-2''' with its extremely large turret and an increased weight of 52 tons. The KV-2 suffered from a very high profile, low speed, and was to turret heavy. Compared to the KV-1 height of about 9 feet, the KV-2 was at 11 feet tall. The increased weight of the tank slowed it down drastically, and the very heavy turret mixed with a low-powered traverse speed meant that the KV-2 can only traverse on level ground, as a slope would cause the turret to start turning with gravity. The combat ineffectiveness and flaws of the KV-2 came to light and was only put on limited production due to them, resulting in only about 334 units being produced from 1939 to 1941.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
During the opening stages of Operation Barbarossa, the KV tanks came as a huge surprise from the Germans as they had no prior intel about these tanks, resulting in a lack of capable anti-tank weaponry that could destroy these tanks, aside from 88 mm FlaK guns. The KV-2 served alongside the KV-1 in stalling the German Offensive to Moscow. During the Battle of Raseiniai, in Lithuania, a single KV-2 was able to hold up the entire 6th Panzer Division for a full day by firing at them from a concealed location before it ran out of ammunition, ending with about two dozen tanks destroyed. &lt;br /&gt;
&lt;br /&gt;
Due to the low quantity of KV-2 produced, they didn't see much service past the opening stages of the war due to loss from attrition or mechanical failures, however, 10 were still in service with the Voronezh Front on 4 July 1943 for the battle of Kursk. These were transferred to the 3rd Mech Corps on 9 July, and by 18 July only 1 was left serviceable - 5 were destroyed on 12 July, and 4 are recorded as being in repair from 13 July. &amp;lt;ref name=&amp;quot;3rdMechKursk&amp;quot;&amp;gt;[http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA360311 Link, open at your own discretion!] Source provided by‎ user Stalins Organ. US Army Center for Strategy and Force Evaluation - detailed day-day analysis of formation strengths at Kursk - both sides. 12mb PDF download &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Survivors===&lt;br /&gt;
Only one KV-2 is left intact as a survivor of the war, it is housed at the Central Armed Forces Museum in Moscow.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
This tank came into service in the Red Army in 1940 and was an assault tank intended to be used to overcome long-term defensive positions. The KV-2 was armed with a powerful 152 mm M-10 cannon installed in its tall armoured rotating turret. This weapon was shot with separately loaded shells, so its combat rate of fire was not high. The howitzer had relatively good characteristics. Its armour-piercing 52 kg round with a 436 m/s muzzle velocity penetrated a 72 mm thick armour plate at a distance of 1500 m at a 60° angle. For firing on concrete fortifications, it possessed a 40 kg concrete-piercing shell with a 530 m/s muzzle velocity. All these vehicles were equipped with a 71-TK-3 radio set. The vehicle was armed with three additional 7.62 mm DT tank machine guns. One was paired with the howitzer, the second mounted in the rear turret wall, and the third mounted as a bow gun in the underturret box's frontal plate to the driver's left.&lt;br /&gt;
&lt;br /&gt;
By 1941, 330 of these tanks had been produced in total, and production ceased at the beginning of the Great Patriotic War. &lt;br /&gt;
In mid-February 1940, several of these heavy tanks were put to the test during the breaking of the Mannerheim Line. They broke through stone fortifications and destroyed pillboxes at close range, allowing infantry divisions to pass through areas previously closed to them. Furthermore, its strong armour could survive heavy fire from the enemy's anti-tank artillery. In the first years of the war, the KV-2 was practically invulnerable to all forms of anti-tank artillery. A number of captured vehicles of this type were used by German troops.&lt;br /&gt;
&lt;br /&gt;
The tank had some serious flaws. Its mobility on the move and in combat was seriously limited by its high weight and issues with its clutch and transmission. When the vehicle was at a slight tilt, the turret became extremely difficult to turn. Its ammunition complement for its main gun amounted to only 38 shells.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''--&amp;gt;&lt;br /&gt;
=== Camouflages ===&lt;br /&gt;
[http://live.warthunder.com/feed/camouflages/?q=%23kv2 Camouflages and skins for the KV-2 from live.warthunder.com]&lt;br /&gt;
&lt;br /&gt;
**[http://live.warthunder.com/post/144587/ '''&amp;quot;Sticker bomb / Grafitti theme&amp;quot;''' by ''Ayy_Lmao'']&lt;br /&gt;
**[http://live.warthunder.com/post/43080/ '''Pravda school - Girls &amp;amp; Panzers''' by ''Swift_Wind'']&lt;br /&gt;
**[http://live.warthunder.com/post/24027/ '''&amp;quot;captured KV-2 Skin, non historic&amp;quot;''' by ''JoKeR_BvB09'']&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
{{Youtube-gallery|JrUAG3eBQ0Q|Humorous Closed Beta footage: &amp;quot;'''War Thunder Tanks GOTY'''&amp;quot; by ''phontomen''|ezJ7MKKcR3c|Game play: &amp;quot;'''War Thunder - The Tower of Stalin, the Czar of Slaughter...The KV-2 King of Derp!'''&amp;quot; by ''BaronVonGamez''|wR6pH0-4P5U|Kill compilation: &amp;quot;'''KV-2 Master Race'''&amp;quot; by ''The Iron Armenian aka G.I. Haigs''|wbSl8KDsQCo|Trickshot: &amp;quot;'''KV-2 vs. He 51 (War Thunder)'''&amp;quot; by ''Triton Games''}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Read also ==&lt;br /&gt;
&lt;br /&gt;
* [http://forum.warthunder.com/index.php?/topic/75395-kv-2-questions-information-gameplay/ &amp;quot;KV-2 - Questions, Information, Gameplay&amp;quot; Official forum topic]&lt;br /&gt;
* [http://www.militaryfactory.com/armor/detail.asp?armor_id=210 MilitaryFactory.com on the KV-2 (Klimenti Voroshilov)]&lt;br /&gt;
* [http://www.warhistoryonline.com/war-articles/history-tanks-russias-kv-2.html WarHistoryOnline.com: &amp;quot;History of Tanks: Russia’s KV-2&amp;quot;]&lt;br /&gt;
* [http://www.wwiivehicles.com/soviet-union/vehicle/heavy-tank/kv-2-heavy-tank.asp WWIIVehicles.com (Wikipedia of sorts for ww2 tech) KV-2 page]&lt;br /&gt;
* [http://www.panzer-archiv.de/kampfpanzer/sowjetunion/kv-2/kv-2.htm (German/Deutsch) Panzer-Archive.de über die KW-2]&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{USSR heavy tanks}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=SU-57B&amp;diff=24353</id>
		<title>SU-57B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=SU-57B&amp;diff=24353"/>
				<updated>2019-05-14T19:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: first rank destroyer --&amp;gt; first tank destroyer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=ussr_su_57b}}&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;
&amp;lt;!--[[File:GarageImage {{PAGENAME}}.jpg|alt=Featured Image: SU-57B in WT Garage|420px|thumb|left]]&lt;br /&gt;
{{break}}--&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Russian tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.83 &amp;quot;Masters of the Sea&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
This tank destroyer uses a 57 mm ZIS-4 for its main gun. It features a low profile, good top speed (40 km/h in RB) and great penetration for its rank, but weak armour on all angles. It is the first tank destroyer available at rank III for the Soviets available.&lt;br /&gt;
&lt;br /&gt;
The overall design of the SU-57B allows for sneaky attacks, revolving around the 57 mm ZiS-4 gun that allows for engagement from medium range on unsuspecting enemies. Because of its low profile, this TD can use bushes and terrain to hide its approach. However, the trade-off is lackluster mobility, so it compares with the ZiS-30 that provides better mobility and speed and can reposition much faster. Despite all these limitations, when played right the SU-57B can score good scores, but only when properly positioned and not detected.&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;
The SU-57B has the best armour on the front (25mm), weaker armour on the sides (16mm) and weak on the rear (16mm). Regarding the crew protection, because of the number of crew members (4), the loss of 1 or 2 crew members is acceptable. But due to the thin armour (25mm front, 16mm sides and rear), the SU-57B can take one or two shots maximum before being put out of order. It is much better protected than the ZiS-30 and can sustain MG fire.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 25 mm (38°) ''Front glacis''&amp;lt;br&amp;gt; 25 mm (24°) ''Lower glacis'' &amp;lt;br&amp;gt; 25 mm (0-90°) ''Gun mantlet'' &amp;lt;br&amp;gt; 25 mm (37°) ''Cheeks'' || 16 mm (0-32°) || 16 mm (40°) ''Top'' &amp;lt;br&amp;gt; 10 mm (45°) ''Bottom'' || 10 mm (72-85°)&amp;lt;br&amp;gt; 5 mm (72°) ''Grille''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Belly armour is 6 mm thick.&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
SU-57B Armour Analysis.jpg|Su-57B Armour Analysis&lt;br /&gt;
Su-57B% 20Armour% 20Front.jpg|Su-57B% 20Armour% 20Front&lt;br /&gt;
Su-57B% 20Armour% 20Side.jpg|Su-57B% 20Armour% 20Side&lt;br /&gt;
Su-57B% 20Armour% 20Rear.jpg|&lt;br /&gt;
Su-57B% 20Armour% 20Top.jpg|&lt;br /&gt;
Su-57B% 20Crew% 20Analysis.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
&amp;lt;!--Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SU-57B is sluggish at backwards speed and will have a hard time countering an opponent attempting to flank the SU-57B. The best bet is to flee when spotted. Fortunately, thanks to its great forward speed (43 km/h maximum), the SU-57B can still move quite easily.&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; | Mobility characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Add-on Armour&amp;lt;br&amp;gt;weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Max speed (km/h)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 9.5 || colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | N/A || colspan=&amp;quot;1&amp;quot; | 43 (AB) &lt;br /&gt;
|-&lt;br /&gt;
|40 (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine power (horsepower)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|148&lt;br /&gt;
|164.4&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|92&lt;br /&gt;
|98&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&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|ZiS-4 (57 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main gun is ridiculously powerful for its hull. It features a ZIS-4 57mm that has a penetration rate similar to the ZiS-30 main gun. The position of the main gun is quite low and enemies will have a hard time detecting the silhouette of the tank. However, because of its long barrel, one must be careful not to stand out from cover or from the sides.&lt;br /&gt;
&lt;br /&gt;
The recoil of the gun can be important and must be taken care of, as well as the dispersion effect. The relatively fast reloading rate of 6.5 seconds allows for a comfortable targeting and efficiency. Though, with the SU-57B able to hold a total of 72 rounds of ammunition, the SU-57B can shoot more freely without worry. However, keep in mind the 6.5 seconds initial reload time can be quite long when facing an opponent at close range.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[ZiS-4 (57 mm)|57 mm ZiS-4]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 72 || -5°/+14° || ±30° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 4.2 || || __.__ || __.__ || __.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 4.2 || 4.95 || __.__ || __.__ || __.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 6.50 || || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SU-57B is purely a tank hunter. With its 57mm ZIS-4 gun, and at a BR of 3.3, it can easily pierce almost any opponent in the game. Because of its weak armour, it is not capable of engaging too close and had to stay at a medium to long range.&lt;br /&gt;
&lt;br /&gt;
Its APHEBC initial ammunition is effective at piercing enemy armour, but the next ammo modification is even better with the APHE round (BR-271K).&lt;br /&gt;
&lt;br /&gt;
It also features a HE round that can be unlocked later, but it is preferable to stick with BR-271 or BR-217K rounds as they offer up to 142 mm of penetration which is excellent for its use and BR.&lt;br /&gt;
&lt;br /&gt;
While in a tank hunter role, the SU-57B should take up a fighting style akin to a sniper, taking advantage of its very low profile (still not as good as the ASU-57, but almost). It excels at shooting from high vantage points or from the sides, but must be repositioned after each shot to avoid return fire.&lt;br /&gt;
&lt;br /&gt;
With only 25 mm frontal armour at best and 16mm on the side and virtually none on the rear, a single shot would be fatal and leave the crew disabled at best. It is even susceptible to heavy MG fire from the sides and rear.&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;
* Great forward speed&lt;br /&gt;
* Great 57mm ZIS-4 main gun&lt;br /&gt;
* Very low profile ideal for sneak attacks and sniper attacks, similar to ASU-57&lt;br /&gt;
* Good reload time (6.5 seconds)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Sluggish acceleration&lt;br /&gt;
* Very weak rear speed&lt;br /&gt;
* Poor side mobility, don't expect to be able to turn around quickly&lt;br /&gt;
* Weak armour (25/16/16) and susceptible to rear and side shots or even Heavy MG&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;=== Encyclopedia Info ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 1943 the MVTU USSR design bureau proposed an 11 ton tank hunter prototype with two main gun variants: &lt;br /&gt;
&lt;br /&gt;
# The 75mm S-1 main gun&lt;br /&gt;
# The 57 mm S-1-57 main gun&lt;br /&gt;
&lt;br /&gt;
Both would be propelled with a diesel GMC-71 engine.&lt;br /&gt;
&lt;br /&gt;
At the same moment, the GAZ design bureau was working on 2 designs. One named &amp;quot;GAZ-74b&amp;quot; which is the SU-57B with a long barrel, and an improved version with a 76 mm gun.The Su-57a was to be the tank hunter with the 76mm main gun. The Su-57B was not accepted for service because it was too costly pro produce and because of its newer diesel engine.&lt;br /&gt;
&lt;br /&gt;
Later the GAZ-74d (SU-76d) would come out with a 76mm S-1 main gun and a frontal armor of 60mm. It will also be known later as &amp;quot;SU-80&amp;quot;.&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;
[[File:SU-57B Intro.jpg|alt=SU-57B|none|thumb|SU-57B driving around Stalingrad]]&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|OMYBfO-32LM|Napalmratte: ''SU-57B - A Bad Tank w/ a Great Gun''}}&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;
* [http://www.wardrawings.be/WW2/Files/1-Vehicles/Allies/2-USSR/05-TankDestroyers/RussianHetzer/File/Russian-Hetzer.htm [War Drawings&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Russian Hetzer Tank Destroyer]&lt;br /&gt;
* [http://english.battlefield.ru/tanks/14-experimental/63-russian-hetzer.html [Battlefield&amp;lt;nowiki&amp;gt;.ru]&amp;lt;/nowiki&amp;gt; Russian 'Hetzer']&lt;br /&gt;
&lt;br /&gt;
{{USSR tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Beginner%27s_guide_to_tank_battles&amp;diff=15791</id>
		<title>Beginner's guide to tank battles</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Beginner%27s_guide_to_tank_battles&amp;diff=15791"/>
				<updated>2019-02-23T23:53:29Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: /*  France */  &amp;quot; tank destroyer&amp;quot; phrase was duplicated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Beginner's Guide to Tank Battles}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the '''Tank Battles''' mode of War Thunder! This guide will help get a player on their feet in trying out War Thunder tank warfare.&lt;br /&gt;
&lt;br /&gt;
[[File:Wallpaper KurskBattle.jpg|x420px|frameless|right]]&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
= Getting started in War Thunder =&lt;br /&gt;
&lt;br /&gt;
This section's purpose is to get the player adequately ready in jumping into a War Thunder tank battle, starting from choosing a nation towards joining a battle.&lt;br /&gt;
&lt;br /&gt;
== Choosing a nation==&lt;br /&gt;
With seven nations in the game as of [[Update 1.85 &amp;quot;Supersonic&amp;quot;]], there are lots of starting points to choose from for the War Thunder tank career. These descriptions will cover the first impressions of each country and the trends in tank characteristics as a player progresses in the tech tree. &lt;br /&gt;
&lt;br /&gt;
{{notice|Do note that these are very general descriptions of the tech tree and that individual vehicles present in each nation can have their own characteristics that may differ from the trends.}}&lt;br /&gt;
&lt;br /&gt;
==== [[File:USA flag.png|50px|link=Category:USA ground vehicles]] USA ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The starter American tanks have a good mix of mobility and protection in their overall design, combined with a fast-firing cannon to do good work against the enemy. This mix in characteristics make the tanks very versatile in their battlefield performance when used correctly. The American tank's good mobility allows them to take on advantageous position against enemy routes, with their firepower allowing them to penetrate foes with ease. Armour is also good with an average amount throughout the body; while not thick enough to resist a full-on hit, they could provide some lucky ricochets from poorly angled incoming shots.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The American starter tanks epitomizes the rest of the American tech tree with a mediocrity that gives each tank a balance of firepower, mobility, and protection. However, this also means that against enemies that are more focused to a specific trait, the American tanks would do poorly in regards. One general advantage in American tanks is the presence of a [[Gun stabilizer|gun stabilizer]], which allows the gun to lay more easily during slow movements or when coming to a halt. While Rank I-III American tanks do generally well against their counterparts, the tanks slowly begin to fall behind in tank traits in Rank IV, as the medium tank's averageness could not easily compete in face-to-face combat against the common foe. However, the more specialized ends such as light and heavy tanks begin shining in prominence however as they bring better mobility and firepower to the matches respectively. At Rank V and beyond, medium tanks catch back up and brings forth the epitome of Cold War main battle tanks to the battlefield.&lt;br /&gt;
&lt;br /&gt;
Tank destroyers in the American tree are quite unique compared to other nation's as they are primarily turreted designs. Most American tank destroyers rely on mobility to benefit their firepower and definitely has armour considerations last, so careful positioning is always important to preserve the tank destroyer's efforts on the battlefield. All these special mentions, however, go out the window with the Rank V [[T28]]/[[T95]] casemate tank destroyer, which is an armoured shell with a gun sticking out that moves as a snail pace, so be aware so that this radical shift in play style does not surprise you.&lt;br /&gt;
&lt;br /&gt;
Anti-aircraft vehicles in the American tree are quite lacking at first with only barely armoured half-tracks bearing machine guns, though make up with saturation of fire to whittle down aircraft. This progresses slightly in Rank III-IV with a tank chassis with a 40 mm Bofors gun, which can down planes more reliably but still has an exposed tank crew and low amount of ammo for extended firing. Anti-air capabilities exponentially rise by Rank V-VI with the [[M163]] and [[M247]] providing heavy fire onto target.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Germany flag.png|50px|link=Category:Germany ground vehicles]] Germany ====&lt;br /&gt;
There are other things to consider about the German tree besides those fancy Tiger tanks in Rank III-IV, hold your horses.&lt;br /&gt;
&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Starter tanks for Germany are characterized by high mobility, decent firepower, and dubious armour protection. Most German vehicle at this early stage are quite quick due to their lightweight and engine power. Armaments vary from the quite damaging 37 mm guns to the rapid-fire 20 mm autocannons that arm the [[Pz.II C|Panzer II]] tanks. However, the armour in these tanks are often the bare minimum, and sometimes even thinner especially on the sides. Thus, early German tanks must make the most of their mobility to establish an advantageous position and then relying on their guns to defeat the enemy. However, the guns also lack a comfortable amount of long-distance penetration power, so there may be more than a few time the German tanks would have to wait for the enemy to come in closer for a penetrating shot. All this combined with sub-par armour means the German tanks snare the initiative to prevent the enemy from firing back.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Going up the tech tree to Rank II and III, the German tanks begin catching up dramatically in firepower, with armour improving as well. Firepower is enhanced by longer cannons that now provide more than enough power against enemy armour even at range. Armour is enhanced little by little with each version of the Panzer III and IV, but the enemy cannons could also deal with these armour easily as well so they are simply proof against earlier enemies. Mobility take a short dip as engine power stays the same while tank weight increase. All this is capped off by the introduction of newer tanks like the infamous &amp;quot;Panther&amp;quot; and &amp;quot;Tiger tanks&amp;quot; in Rank III and IV. These two tank designs expand on the potentials of German tanks with better firepower, armour, and mobility; with the Tiger tanks providing much more of the first two. However, these tanks also bring higher battle ratings into the matchmaking, so players should be careful in instantly jumping into the BR 5.7 Tiger I tanks when the rest of the line-up only consists of the BR 3.3 Panzer IIIs (Read the ''[[Beginner's_guide_to_tank_battles#Matchmaking|Matchmaker section]]'' for more details).&lt;br /&gt;
&lt;br /&gt;
After Rank IV, the German tanks take a sharp split in the extremes of design. One side is the super-heavy tanks such as the [[Maus]] tank that brings all 188 tons of armour into battle with good gun and poor mobility. The other side puts all their chips into mobility and firepower with the medium tank such as the [[Leopard I|Leopards]], being able to outpace the enemies with a cannon able to obliterate from kilometers away. This trend continues up until the [[Leopard 2A4]] at the (current) end of the tree, with great extremes in firepower, mobility, and protection. There are also a few scout vehicles at this top rank that also bring good firepower to the table with their mobility.&lt;br /&gt;
&lt;br /&gt;
Tank destroyers for Germany also split into two design philosophies. One is the light-weight open-top vehicles with a huge gun, which often brings a gun from the next rank into the current that absolutely devastated the enemies like the [[Sturer Emil]]. The other is the enclosed armoured casemate design that offer decent to impressive frontal armour, though a gun that is contemporary with those in the same rank. As the ranks go up however, the armour becomes much more thicker, as seen going from the [[StuG III F|StuG]] series of tank destroyers to the [[Jagdtiger]].&lt;br /&gt;
&lt;br /&gt;
German anti-aircraft vehicles are nothing to slouch at, all bring impressive capabilities of downing the enemy aircraft. However, from Rank I-II, the crew arrangement is very vulnerable and can be quickly knocked out with an airstrike or a nearby artillery shell. From Rank III onward, all German anti-aircraft vehicles keep the crew in a semi to fully-protected position, with the vehicle bristling with rapid-fire cannons able to track and shoot down the enemy aircraft.&lt;br /&gt;
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==== [[File:USSR flag.png|50px|link=Category:USSR ground vehicles]] USSR ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Early USSR tanks are defined by lackluster armour, but good gun penetration and good rate of fire. These tanks are easy to penetrate and are destroyed quickly. When playing these tanks try to stay in the second rank or on the flanks. Sniping is also an option with them because the guns fire at relatively high velocities. Remember to seek cover when an enemy starts to shoot at you, as you will not survive many hits. These tanks are powerful weapons in the correct hands, capable of selecting targets of importance and dispatching them in quick order-however, one must be mindful of one's surroundings since the only protection early USSR tanks have is natural cover or distance.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Several trends make the Soviet tanks stand out in comparison to its peers: Heavily sloped hull armour and minute amount of gun depression. Past the starter tanks onto BR ~3.0 in Rank II, the access to the famous [[T-34 (1941)|T-34]] tanks will show the heavily-angled sloped armour on not just the front armour, but the sides and rear as well. This can be the bane against enemies with poor shot placements and/or weaker guns. However, design trade-offs in Soviet designs that reduce their overall profile on the battlefield also cause gun depression in the turret to be rather poor, with the average depression angle being only 5 degrees. As such, many conventional tank tactics such as the hull-down position and terrain exploitation (such as hills) are complicated by the lacking gun depression.&lt;br /&gt;
&lt;br /&gt;
However, Rank II is characterized with great hull armour with the KV-1 heavy tanks and T-34 medium tanks, with the turret being the primary weak points on these tanks. By Rank III, more powerful armaments such as the 85 mm are available that can make short works of many tanks, but the presence of more powerful enemy tanks on chassis using the same armour as Rank II mean that enemies will have an easier time knocking out Russian tanks. Even in Rank IV, which features improved tank armour as seen in the [[T-44]] and [[IS-2 (1944)|IS-2]] tanks, the stronger enemy guns could make short work of the hull, and even the weaker ones could penetrate through the turret. &lt;br /&gt;
&lt;br /&gt;
By Rank IV onwards as well, the Soviet tree also has a great diversity in the types of vehicles able to be used, with light, amphibious, scout vehicles such as the [[PT-76B]], [[BMP-1]], and [[Object 906]]; heavily armoured tanks such as the [[IS-3]] and [[T-10M]]; and the medium tanks. Medium tanks begin to dominate the Soviet play style by Rank VI as the introduction of main battle tanks such as the [[T-64A (1971)|T-64]] and [[T-80B]] set the score up at the top.&lt;br /&gt;
&lt;br /&gt;
Soviet tank destroyers are characterized early with weakly armoured, but heavily gunned platforms such as the [[ZiS-30]]. This soon peters out in Rank III to armoured casemates with either a respectable gun or a massive-calibre cannon as seen in the SU series of tank destroyers from the mellow [[SU-85]] to the pumpin' [[SU-152]]. While a few more lightly-armoured, open-topped tank destroyers exist by Rank IV, the solid armoured casemate designs remain a prominent figure in the Soviet tech tree.&lt;br /&gt;
&lt;br /&gt;
Anti-aircraft vehicles in the Soviet tree are all quite poor in their ability to protect the crew, as every anti-air vehicles up to Rank IV are built from a truck chassis; and even up to Rank V with the [[ZSU-57-2]], the crew compartment is exposed. While Rank I is quite low-powered with rather anemic machine guns and fire rate available, auto cannons become present and available by Rank II that could lay down impressive fire to destroy the aircraft, providing the aircraft does not strafe and knock out the crew in an attack run.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Britain flag.png|50px|link=Category:Britain ground vehicles]] Britain ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The early British tanks are defined by speed and adequate firepower. The usage of the cruiser tanks enable to British to have some of the fastest introductory tanks available in the game, second to USSR's [[BT-5|BT]] tanks. Armour on the cruiser tanks are at a minimum to keep speed, but will improve as you move down the rank. Unlocking the medium tank Valentine will also help in armour, though at a cost of speed. The British all have a very high damage output with their large, rapid-fire guns.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Outside of a single exception in the researchable tech tree, the British are burdened with only solid-shot rounds for its armaments, meaning there are no explosive fillers available to enhance post-penetration damage on enemy vehicles. Early British tanks are also burdened by a poor reverse speed, especially in their [[Cromwell V|Cromwell chassis]].&lt;br /&gt;
&lt;br /&gt;
British tanks up the line to Rank II and III split their tank designs to two types, the cruiser and infantry tank which are characterized in War Thunder as light/medium and heavy tanks respectively. So, fast tanks like the Cromwell are working alongside heavily armoured ones such as the [[Churchill Mk III|Churchill]] tanks. By Rank III, while infantry tank armour prove much more substantial than its peers, the cruiser tanks begin expanding its firepower with the famous [[Ordnance QF 17-pounder (76 mm)|17-pounder cannon]]. While still firing solid-shot, the cannon can penetrate most, if not all, of its peers' armour. By Rank IV, the infantry tank concept fades away as the more flexible medium tanks in the form of [[Centurion Mk 3|Centurions]] become the predominant British tank up to Rank V, with few heavy tanks like the [[Conqueror]] supporting its protection. By Rank VI, the British revolves around the Chieftain and Challenger tanks for its duties, with the assisting [[Warrior]] for recon tasks.&lt;br /&gt;
&lt;br /&gt;
British tank destroyers take up an odd niche of supplying much needed firepower, but in many different manners with deigns such as the odd [[3 inch Gun Carrier]], the rear-facing [[Archer]], heavily armoured [[Tortoise]], and the big-bang slinging [[FV4005]] that are present throughout the entire tree. As such, it is hard to establish any trend they set other than giving a bigger gun to the average British line-up. By Rank VI though, tank destroyers primarily focus on missile launching systems.&lt;br /&gt;
&lt;br /&gt;
Anti-air vehicles in the British tree are often lackluster in firepower, earlier ones relying on either regular machine guns or the large 0.50 caliber ones before switching over to more reliable autocannons. By Rank II however, all of Britain's anti-air crew compartments are decently protected from enemy fire that can allow for closer protection of the fighting groups.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Japan flag.png|50px|link=Category:Japan ground vehicles]] Japan ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The early Japanese tanks have generally light frames, but decent manoeuvrability. Their armament has terrible penetration, but the shells have good explosive content. The only exception is the excellent Rank I truck mounted anti-aircraft gun. The tracked artillery gun is also devastating at medium range.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Moving up to Rank II shows almost no changes in the trend from the starter, with light armour and decent manoeuvrability attached to a rather anemic gun. However, at the end of Rank II, the [[Chi-Nu]] vehicle begins to solve the firepower issue with a larger and more powerful 75 mm gun. This is continued in Rank III where armour really takes a setback as an even longer 75 mm becomes the go-to gun for the Japanese tree, while mobility slowly drags down up to the bulky [[Chi-Ri II]]. By Rank III, there are also some American tanks to supplement the line-up.&lt;br /&gt;
&lt;br /&gt;
By Rank IV onwards, armour has taken a backseat while firepower and mobility becomes the prime focus of addition. By the Rank V, a new mechanic called &amp;quot;[[Hydropneumatic suspension|Hydropneumatic suspension]]&amp;quot; allows for more flexibility in the positioning of Japanese tanks to ambush enemies from locations that are unorthodox in tank placements. It is not until the top-rank tank, the [[Type 90]] main battle tank, that an balance to the extremity of firepower, mobility, and protection is achieved. To add to this, the Type 90 also has one of the highest penetrating sabot round in the game, meaning while the journey to the top may be hard, it could be quite rewarding with a potent vehicle and a huge reserve of game skills.&lt;br /&gt;
&lt;br /&gt;
Japanese tank destroyers are emphasized by being lightly armoured and heavily gunned, each of them more than able to destroy the competitors on a battlefield. The one exception are the [[Ho-Ri Production|Ho-Ri]] types, which trade in mobility for a larger set of armour encapsulating the crew and modules.&lt;br /&gt;
&lt;br /&gt;
Anti-aircraft vehicles are quite capable, with every single one equipped with autocannons to smack down enemy planes. However, the crew are always exposed in all versions except the top-rank [[Type 87]] SPAA.&lt;br /&gt;
&lt;br /&gt;
==== [[File:Italy flag.png|50px|link=Category:Italy ground vehicles]] Italy ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Early Italian tanks have good emphasis on firepower, sub-par armour, but are quite lacking in mobility. The various 47 mm calibre cannons give good penetration and damage, which can give the Italians a good advantage at range. Armour are often just averagely thick, but have huge unangled plates that could be easily penetrated. The low engine power seems to only just be able to drag the tank by to its firing position. While the armoured car options are more viable for mobility, the expense is extremely thin armour that can allow even machine gun rounds to penetrate at the right conditions. A smart play style will be needed when starting the Italians.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
''To be written''&lt;br /&gt;
&lt;br /&gt;
==== [[File:France flag.png|50px|link=Category:France ground vehicles]] France ====&lt;br /&gt;
'''Starters:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
The early French tanks are defined by extremely lackluster firepower but excellent armor. Even the highest penetrating shells on the reserve tanks cannot engage most tanks of their tier from the front. The armor, however, is quite a tough nut to crack. The mobility is generally average or sub-par. The main exception is the [[P.7.T AA]], an anti-aircraft armed tractor, and the [[AMR.35 ZT3]], a light, maneuverable tank destroyer.&lt;br /&gt;
&lt;br /&gt;
'''Tech Tree trends:'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Rank II trends closer towards an even balance in tank traits, though firepower still requires catching up. Some American vehicles such as the [[M4A1 (France)|M4A1]] and the [[M10 GMC (France)|M10]] are available to supplement the odd French tanks. Once Rank III roll by, firepower has been improved with many high-velocity 75 mm cannons available for all types of tanks. However, emphasis on armour begins to decline in the face of the opponents of the rank.&lt;br /&gt;
&lt;br /&gt;
Rank IV introduces some of the more popular French tanks of the game such as the Lorraines and the AMX tank series. These tanks have armour that are quite thin even among its peers, but boast high mobility and heavy firepower that allows them to exploit enemy weaknesses by getting around them at places they don't expect. This trend is continued all the way to Rank VI, where armour may not be heavily relied upon, but firepower and mobility can be. However, the French are in a general disadvantage in the top-rank battles due to the absence of gun stabilizers, so keep this in mind when fighting in a warfare of movement.&lt;br /&gt;
&lt;br /&gt;
Tank destroyers in the French tree are a mix of casemates and turreted designs, though the general trend is always in firepower and mobility; with only the turreted [[ARL-44]] having decent amount of armour to stand toe-to-toe with the enemy.&lt;br /&gt;
&lt;br /&gt;
Anti-aircraft vehicles for the French are quite lacking, with only four available vehicles in this role as of Update 1.85. The first two are typical trucks with guns mounted on them, but the last two AMX designs provide powerful guns for combating aircraft, as well as radars to more easily target and destroy enemy aerial threats.&lt;br /&gt;
&lt;br /&gt;
== Preparing for the first match ==&lt;br /&gt;
Before starting up the first tank match, it is recommended for all players to play the tutorial section in-game to be familiarized with the tank controls and damage mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
To enter the tutorial form the menu, go to &amp;quot;Battles&amp;quot; at the top left corner in between a cog icon and &amp;quot;Community.&amp;quot; A drop down menu should appear, with &amp;quot;Tutorials&amp;quot; appearing fourth from the top. From there, the tutorials titled &amp;quot;Tank Control Basis&amp;quot; and &amp;quot;Tank Gunnery&amp;quot; should be completed, with a bonus in currency added once completed&lt;br /&gt;
&lt;br /&gt;
Now, it is time to select the game mode for the match. For any newcomers, Arcade mode is recommended as there will be assist markers available for shell trajectory and penetration indication that helps new players understand where their shots will go at long range, and what tanks they could handle. As experience is earned while playing the game, the player can choose between realistic or simulator battles for their continued gameplay experience.&lt;br /&gt;
&lt;br /&gt;
Once a mode is set, click the large, orange &amp;quot;To Battle!&amp;quot; button to join a queue for game match to be made!&lt;br /&gt;
&lt;br /&gt;
For more details on the game modes for tanks, [[Beginner%27s_guide_to_tank_battles#Game_modes|click here!]]&lt;br /&gt;
&lt;br /&gt;
==Fighting in the first match==&lt;br /&gt;
Once a match has been chosen, the map and objective will be laid out for the player.&lt;br /&gt;
&lt;br /&gt;
The first thing encountered upon joining a match is a vehicle and ammo selection screen, with vehicle selection done atop and ammunition done in the center. The next thing to take note of is a map of the battlefield on the right side, where diamond symbols with letters on it will be pinpointed, these are the primary objectives of any War Thunder tank battle.&lt;br /&gt;
&lt;br /&gt;
Most objectives in the game rely on the capture and control of strategic points, with the game mode being called &amp;quot;Conquest&amp;quot; or &amp;quot;Domination&amp;quot; depending on the number of capture points available. These points are captured simply by driving into the bordered circle area with the enemy removed from it.&lt;br /&gt;
&lt;br /&gt;
However, the ease of capturing these points is hampered by the terrain of each map and the enemies shooting. To solve this, start planning a route towards the target point using the mini-map provided, then pick the appropriate ammunition for the task.&lt;br /&gt;
&lt;br /&gt;
{{Notice&lt;br /&gt;
 |The best penetrating ammunition is not necessarily the most optimal round to fight with in War Thunder, as other factors such as round type (AP, APCBC, etc.), angle of attack effect, and explosive filler are to be considered as well. Though APCR ammunition may have a large amount of penetration potential upclose, they are poor at long-range fighting, against non-flat armour plates, and have negligible post-penetration damage. For more details on ammo type, see ''[[Tank ammunition|this page]]''.&lt;br /&gt;
&lt;br /&gt;
When selecting ammo type and numbers, a general rule is to not bring all available ammunition into the battle as these increase the presence of [[Ammo_racks|ammo racks]] in the tank which, when hit, could detonate and instantly destroy the tank.&lt;br /&gt;
 |!&lt;br /&gt;
}}&lt;br /&gt;
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Once these considerations are taken into account, click any of the orange &amp;quot;To Battle!&amp;quot; buttons; the large one on the bottom right or the ones above the vehicle icon (or double-click on a vehicle icon) to spawn into the fight!&lt;br /&gt;
&lt;br /&gt;
Now that the tank is finally track-on-the-ground and ready to rumble, the one thing to keep in mind is to '''''play the objective'''''. Because even if one side manages to knock out more total tanks than the enemy, if the enemy retains the capture points, they will win by draining the ticket counter. Plus, capturing these points result in a nice reward and score boost, so there's something in it for not just for the team, but for the individual!&lt;br /&gt;
&lt;br /&gt;
Maneuvering the battlefield takes skill and familiarity around the terrain and tank's characteristics. Bead-lining a straight path towards the objective could run into open, exposed areas where the enemy could fire upon with ease. Use the terrain for cover and concealment under foliage, rubble, hills, buildings, and the such. Knowing the tank's mobility power can allow for more complicated manoeuvres in rough terrain like steep hills and river-bogged areas to get around predictable road routes that may have enemy in sight. &lt;br /&gt;
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Every encounter with an enemy, like in most player-versus-player games, is a test of wits and initiative. As such, it comes down to whether a penetrating shell could be placed onto their tank before they could open fire and destroy the player. A good mindset to have is to not view exposure as a mere state, but rather as a conscious, active decision. Every second of exposure represents a risk one should be aware of. Try to surprise the enemies by attacking on their flanks, even when sniping. When you must move into an area that an enemy tank is aiming at, remember to pre-angle your armour and aim your weapon to do as much damage as you can with your first shot. This means aiming for driver's view ports and the cheeks of the turret.&lt;br /&gt;
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The reward at the end of a match is largely determined by whether you have won or lost the match, and the outcome of the match is largely determined by who possesses the capture points. This, coupled with the fact that a point capture carries a higher reward than destroying an enemy, means capturing points is a first priority. Even having more targets destroyed and losing can net a smaller result than less targets destroyed and winning.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You have experienced your first match in War Thunder (or at least one that you have a good awareness on what's actually happening). However, there's more to War Thunder than just blasting away at the enemy.&lt;br /&gt;
&lt;br /&gt;
==After the first match==&lt;br /&gt;
Now that you know how to fight and win battles, it is now time to use that experience to advance your placement in the tech tree you have chosen. &lt;br /&gt;
&lt;br /&gt;
As more battles are fought, research points are earned towards upgrading the tank and progressing the tech tree. We'll relay how to do each step here.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
Upgrading tanks comes down to two factors, unlocking modifications for the modules and training the crew.&lt;br /&gt;
&lt;br /&gt;
====Modules and modifications====&lt;br /&gt;
{{main|Modifications}}&lt;br /&gt;
&lt;br /&gt;
In the menu, there is the option to unlock modifications for the vehicle in question. These are divided into three categories: Mobility, Protection, and Firepower. Mobility upgrades the engine, transmission, and suspension characteristics. Protection upgrades survivability potential with repairs, fire extinguishers, and crew replacement. Firepower upgrades turret characteristics, accuracy, and unlocks new ammunition to be used. These are researched and unlocked one by one, and as the criteria is met, the next tier of modifications can be unlocked to further enhance the vehicle.&lt;br /&gt;
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In any vehicle, it is recommended to always focus on unlocking these two modifications, which happen to both be in the protection column.&lt;br /&gt;
&lt;br /&gt;
* ''Parts'' — This is due to otherwise being unable to repair critical modules on the battlefield. By default, only track damage could be repaired anywhere on the battlefield and repairs can be done on captured points. However, repairs to critical modules such as the gun, turret, transmission, and engine would be impossible away from a captured point without the ''Parts'' modification.&lt;br /&gt;
* ''FPE'' — The ''Fire Protection Equipment'' is very important for combat survival as these are the most viable way to extinguish vehicle fires (outside of driving and submerging in a body of water. Without this, a simple fire will slowly chip away at module health (and expose the tank for anyone in the vicinity to find) and eventually lead to a fuel or ammo combustion that will knock out the tank from the game.&lt;br /&gt;
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Past these, the priority of modifications to upgrade can vary from different tanks and should be consulted on individual vehicle pages on whether mobility or firepower is more important to research.&lt;br /&gt;
&lt;br /&gt;
====Crew skills====&lt;br /&gt;
{{main|Crew skills}}&lt;br /&gt;
&lt;br /&gt;
Arguably one of the least looked at part of tank upgrades, crew skills can play a big role in the firepower and mobility of a tank. Unlike modifications, the training of a crew are specific to the crew slot in the line-up and can be transferable to any tank the crew is using (except &amp;quot;Expert&amp;quot; and &amp;quot;Ace&amp;quot; status).&lt;br /&gt;
&lt;br /&gt;
Crew information can be reached on the left drop-right menu on the screen with the middle button for the selected crew (under &amp;quot;Vehicle Information&amp;quot; and above the &amp;quot;Favourite Achievements&amp;quot; button). From here, &amp;quot;Crew Training&amp;quot; would direct the player to a screen that would show the following tabs:&lt;br /&gt;
[[File:CrewSkills_Tank_reloading_upgradedskill.jpg|x200px|thumb|right|The crew training page, where upgrades in the loader's reload skill shows an appreciable benefit.]]&lt;br /&gt;
&lt;br /&gt;
* Driver&lt;br /&gt;
* Gunner&lt;br /&gt;
* Tank Commander&lt;br /&gt;
* Tank Loader&lt;br /&gt;
* Radio Operator Gunner&lt;br /&gt;
* Logistical Service&lt;br /&gt;
* Qualification&lt;br /&gt;
&lt;br /&gt;
Each have their own unique skills to help enhance the tank in their role, from driving capabilities, gun laying, and communications. Upgrading each trait in a crew tab with the earned Crew XP Points would add a 0.5 point to the overall crew level. Each skill that can be upgraded is detailed more on the [[Crew skills|crew skills]] page.&lt;br /&gt;
&lt;br /&gt;
Once a certain crew level is reached with crew upgrades, they can enter &amp;quot;Qualification&amp;quot; to become enhanced to one specific tank. The first stage would be &amp;quot;Expert&amp;quot; which adds 3 point to every crew skill for the cost of several Silver Lions {{Sl}}. The impact can be quite noticeable once put into a match.&lt;br /&gt;
&lt;br /&gt;
After an &amp;quot;Expert&amp;quot; qualification is gained, the next step past a maxed out &amp;quot;Expert&amp;quot; crew is the &amp;quot;Ace&amp;quot; status, which enhances the reward to an additional 5 point to every crew skill. However, earning this status is much harder and requires either Golden Eagles {{Ge}} or a huge amount of experiences to achieve. &lt;br /&gt;
&lt;br /&gt;
===Progression===&lt;br /&gt;
Upon selecting your preferred tech tree, you will then being the gradual process of unlocking, researching, and purchasing vehicles down a column to progress towards the next vehicle type.&lt;br /&gt;
&lt;br /&gt;
Progression is restricted by two factors in the tech tree, vehicle unlock criteria per rank and vehicle branch connection. Each rank past the first has a criteria of the number of vehicles that must be researched and purchased before the next rank's vehicles could be researched. Vehicles are then linked via an arrow branching from one vehicle to the next. These arrows indicate that the prior vehicle must be researched before the next vehicle could be researched, and purchased before the next vehicle could be purchased.&lt;br /&gt;
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Vehicles restricted from being researched are noted by being under a dark red overlay, with indications that the vehicle is locked. &lt;br /&gt;
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====Matchmaking====&lt;br /&gt;
{{main|Matchmaker|Battle ratings}}&lt;br /&gt;
&lt;br /&gt;
While ranks are important for progression, they are not the deciding factor on what types of battles you enter.&lt;br /&gt;
&lt;br /&gt;
Matchmaking in the game is solely based on [[Battle_ratings|battle ratings]], which are indicated by a numerical value on the lower right corner of a vehicle box (or on top of a stat card). The rank of a vehicle does not play a part in this matchmaking process, and so a rank II vehicle can be evenly matched with a rank III vehicle if both have the same battle rating.&lt;br /&gt;
&lt;br /&gt;
Matchmaking in tank battles is sorted by the highest battle rating in the line-up and then battling against enemies within a battle rating range of ± 1.0. For example, a player enters a battle with a line-up with a maximum battle rating of 2.3, causing the player to join a match potentially between 1.3 to 3.3 in battle ratings. This is further divided into groups separated by a value of 1.0, so matches would consist of vehicles in the 1.3-2.3, 1.7-2.7, 2.0-3.0 and 2.3-3.3 vehicles. This develops into the concepts of &amp;quot;uptier&amp;quot; and &amp;quot;downtier&amp;quot; as coined by the community, where &amp;quot;uptier&amp;quot; would be placing the 2.3 line-up in a 2.3-3.3 match, while a &amp;quot;downtier&amp;quot; would be in a 1.3-2.3 match.&lt;br /&gt;
&lt;br /&gt;
Always consult the stats cards for tanks when creating a line up. Also remember that every vehicle have a different battle ranking and stats card in different game modes. To change which stats card you are looking at, simply click on the mode view option at the bottom right of the research tree.&lt;br /&gt;
&lt;br /&gt;
= Advanced considerations =&lt;br /&gt;
Aside from turning that diamond-shape symbol on the capture point into a blue color and destroying enemy tanks, there are more intricate details to cover when detailing how to play the game more deeply than shoot-and-scoot.&lt;br /&gt;
&lt;br /&gt;
==Vehicle usage==&lt;br /&gt;
Here we detail the typical usage of each vehicle type in a battle.&lt;br /&gt;
&lt;br /&gt;
{{notice|It should be pointed out that when choosing a vehicle to load into a battle, not every tank in the game is optimal for every situation. For example, it would probably be unwise to take the slow [[Churchill Mk VII|Churchill]] infantry tank on the vast, open and maneuvre-friendly map of Kursk, or to pick a heavy tank during an uptier where enemy tanks would have firepower that makes the armour moot. &lt;br /&gt;
&lt;br /&gt;
These situations are the reason why a diverse line up is usually good, as you cannot predict what map or match you will get, so the tank line up has to be suitable for most/all maps. In addition, later into the game, the second, third, and proceeding vehicles you choose can impact the game. If your team needs to quickly capture the &amp;quot;A&amp;quot; point to prevent from losing, you want a fast-moving vehicle to get there quickly to stop the &amp;quot;ticket bleed&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
Without further ado, here's a general &amp;quot;doctrine&amp;quot; on how each tank type are to perform on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==== Light tanks ==== &lt;br /&gt;
''Light tanks'' are lightly armoured and small, yet highly mobile and armed with an adequate gun. At Rank I and the reserves, the light tanks make up the majority of the tanks involved in the playing field. Make good usage of your mobility and small size to move from cover to cover, peeking out occasionally to fire at the enemy. Don't fire from the same place more than twice as it will let the enemy take aim at your position. Peek out the other side of the cover or reposition for a better chance at survival. You can also use your mobility to get to the enemy's sides, thus giving you a good shot on the vulnerable weak side of the tanks. At the later ranks, most of the nations have phased out the light tanks due to their inadequacy against the larger tanks, but the American and Soviet tree still retain them up to the late ranks. These late rank light tanks put more emphasis on the firepower to deal more damage for the light weight, so more confidence can be had fighting the ranks they exist in. However, the strategy remain unchanged in making sure you do not even take a single enemy hit, as a single hit will end you.&lt;br /&gt;
&lt;br /&gt;
==== Medium tanks ====&lt;br /&gt;
''Medium tanks'' are the jack-of-all-trade tank in the game. Armed with a adequate armour, mobility, and firepower, it can fit in multiple roles on the battlefield. Their greatest pro is also their greatest weakness, being just as good in everything and also being just as bad in everything. They are not armoured enough to hold positions, fast enough to flank the enemy, or armed enough to take out any tank they see. Flexibility is the key of the medium tanks, giving you free reign in what you will do to dominate the battlefield. By Rank IV, the firepower and armour of the medium tanks start to wane in the presence of the stronger heavy tanks such as the [[IS-2]] and [[Tiger II (H)|Tiger II]]. At this point, start playing the medium tanks akin to the light tanks, taking cover and popping out occasionally to fire before repositioning or get on the enemy's flanks.&lt;br /&gt;
&lt;br /&gt;
==== Heavy tanks ====&lt;br /&gt;
''Heavy tanks'' are the breakthrough vehicles of the game and in MMORPG terms, would be the &amp;quot;tank&amp;quot; of the team. Their heavy armour allows them to absorb enemy fire, their size makes them bullet magnet to take fire intended to your weaker teammates, and more often than not you have a very powerful gun able to destroy the opposing forces. Though you may want to ominously crawl toward the enemy with a face of intimidation, you are not invulnerable. Going up to the enemy increases the risk of their gun being able to penetrate certain weak points on your frontal armour or even get a tank onto your sides and penetrate your weaker side armour. Use the heavy tanks sparingly, stand back a certain distance from an enemy strong point and blast at the stranglers, with the distance empowering your armour as the enemy's shells may not have enough energy to penetrate your armour after traveling a distance. Remember to slope your armour by angling the armour so the enemy would never get a straight shot onto your armour.&lt;br /&gt;
&lt;br /&gt;
==== Tank destroyers ====&lt;br /&gt;
''Tank destroyers'' are a specialized type of vehicle meant to... well, destroy tanks. However, different design aspects on these tanks lead to different doctrines within the same class.&lt;br /&gt;
&lt;br /&gt;
'''Armoured casemate structure'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
These tank destroyers, with examples like the [[Jagdpanzer IV]], [[SU-85]], and [[75/46 M43|Semoventes]], are distinguished by a fully enclosed fighting compartment with a gun mounted fixed to the front on a flexible mount. These tank destroyers typically rely on a low-profile to set up unnoticed ambush positions against incoming enemies, and often carry guns equivalent of the tanks in the rank. Exploit the low silhouette by hiding in the distance or in foliage so the enemies cannot detect it. Take position near choke-points to channel the enemy in and open fire in opportune moments at the weak spots or when they expose their sides.&lt;br /&gt;
&lt;br /&gt;
Another school of thought in casemate structures are larger-profiled, but more heavily armoured designs such as the [[Jagdtiger]], [[Tortoise]], and [[T95]] in a role that could be considered ''assault'' tank destroyers. While these should could still rely on ambush methods to obtain hits on the enemy, their slower speed and higher profile can make concealment at advantageous positions difficult, often causing them to take up a role similar to heavy tanks to absorb fire from the front while using their cannon to decimate the enemies in front trying to penetrate the thick armour.&lt;br /&gt;
&lt;br /&gt;
'''Glass-cannon casemate structures'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
These tank destroyers, with examples like the [[Marder III]], [[ZiS-30]], and [[Ho-Ni I]], are distinguished by very little, if any, armour on the design. For this penalty in armour, mobility may or may not be enhanced as well. However, firepower on these tank destroyers are often of a league of the next rank's equivalent, such as the Rank III [[Nashorn]] being equipped with an [[PaK 43 (88 mm)|88 mm cannon]] that does not begin to appear on tanks until the next rank up. As such, while these tank destroyers are lightly armoured, probably slow, and most likely of high-profile construction, they provide firepower nearly unparalleled to the matches they can fight in. These should not go on any offensive and rely on advantageous, defensive terrain to be positioned where minimum return fire can be expected while ambushing the enemy as they appear in the gun sights.&lt;br /&gt;
&lt;br /&gt;
'''Turreted'''&lt;br /&gt;
{{Break}}&lt;br /&gt;
Mostly exclusive to the United States' and British designs, these turreted designs are typically higher-profile and lightly armoured than the casemate counterparts, but consist of greater tactical flexibility and mobility. The epitome of this type of tank destroyer lie in the American [[M18 GMC|M18 ''Hellcat'']], which provides very high speed with a reliable cannon to destroy most tanks upon a penetration; yet has paper-thin armour that even high-explosive shells could cripple it. These tank destroyers rely on moving to areas in a very short amount of time to set up flanking ambushes against the incoming enemy. The additional advantage is that these tank destroyers, with the tank characteristic of a turret, can use the gun depression for hull-down positions and the turret traverse for an enhanced horizontal targeting range.&lt;br /&gt;
&lt;br /&gt;
==== Self-propelled anti-aircraft ====&lt;br /&gt;
''Self-propelled anti-aircraft vehicles'' are a specialized vehicles not meant to destroy ground vehicles, instead they are meant to attack the enemy aircraft. Equipped with rapid-firing autocannons or machine guns, you are to lead the enemy plane right into your firing field to knock them out of the sky. Most SPAA do not have the same armour as a tank, so the SPAA should stay back behind the attacking force to stay safe from enemy fire and yet blast away any plane attempting to strafe your allies. Some SPAA are able to defend themselves against ground targets such as the German [[Ostwind]], the British [[Falcon]] and the Soviet [[ZSU-57-2]], but these are last ditch weapons.&lt;br /&gt;
&lt;br /&gt;
====Aircraft====&lt;br /&gt;
Aircraft in tank battles, whether unlocked through the point system in Arcade Battles or player-owned in Realistic Battles, can help give the team an edge with supplementary air power in a combined-arms role. These too are separated into roles of emphasis in tank battles.&lt;br /&gt;
&lt;br /&gt;
* ''Fighters'' should primarily be focused on protecting the air space against enemy aircraft that come in to intercept friendly aircraft or attack ground units. The best strategy to destroy enemy planes is to gain a higher altitude than them, then dive and shoot them down. If no enemy planes are present, strafing the enemy ground units to harass them also fits fighter duty, but the most important role you can be is act as an aerial reconnaissance for your team, relaying where each enemy is on the map. Staying at a high-altitude or taking evasive manoeuvres would be necessary if an enemy SPAA is present on the ground.&lt;br /&gt;
** Alternatively, fighters can be armed with bombs and rockets in a ''Fighter-bomber'' role to attack ground units. Note that this sacrifices the plane's ability to fight other aircraft so long as these armaments are on the aircraft, and the aircraft's performance in this role varies as they are not designed for the purpose of attacking ground units.&lt;br /&gt;
* ''Attackers'' and ''Dive-bombers'' should both focus on targeting individual ground units and eliminating them with either cannon-armaments on the aircraft or the available bombs and rockets. &lt;br /&gt;
** ''Attackers'' come in at a low altitude with their relatively armoured air frame to get better accuracy onto target. Due to their low altitude of attack, equipped bombs should be set on delay to avoid the bomb blast and shrapnel on the ground from affecting the aircraft.&lt;br /&gt;
** ''Dive-bombers'' rely on coming in from a high-altitude towards the ground to directly deliver a bomb onto target. Air-brakes are available on most of these aircraft to help slow down the dive to allow for an easier adjustment of aim and also to be easier to pull up from the dive.&lt;br /&gt;
* ''Bombers'' are more preferred for a carpet-bombing of an area to eliminate the enemy. These should be retained at high altitude to avoid anti-aircraft fire as most bombers lack the maneuverability owing to their size from dodging enemy fire.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Outside of the written guide here, there are several YouTube tutorials provided by War Thunder to further enhance your experience, as listed here:&lt;br /&gt;
&lt;br /&gt;
{{Youtube-gallery|sWTV4PWs3FM|&amp;quot;Part 3: Tanks '''Arcade'''&amp;quot;|cwApkEkC660|&amp;quot;Part 7: Tanks '''Tactics'''&amp;quot;|ZoP70wYsQdI|&amp;quot;Part 11: Tanks '''Armour'''&amp;quot;|bea0YmP8qWo|&amp;quot;Part 12: '''Tanks Sniper'''&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Beyond those videos, here are some details to consider when playing in a match.&lt;br /&gt;
&lt;br /&gt;
===Shoot-and-scoot===&lt;br /&gt;
Probably one of the more basic detail to know in a tank fight, it details changing positions after engaging in a firefight. This can be done as simple as retreating back into cover after firing the cannon to reload in safety, or as thorough as repositioning the fire location before exposing the tank again. This is done because after opening an engagement, the enemy downrange will be focused on locating the origin of the attack to eliminate the threat. As such, repositioning by moving out of the line-of-sight and then changing the firing location will buy time in the enemy not realizing where the shot come from. With this, even if they did identify where the first shot originated, the repositioning will ensure their gun sights are not aligned onto the last appeared area, buying extra time as the enemy would then need to readjust the sights towards the new location. This is especially important if artillery is incoming onto the location; as exposure to this attack is detrimental to anyone's health, movement to another firing location will make the incoming rain of explosions miss your vehicle.&lt;br /&gt;
&lt;br /&gt;
=== Protecting a capture point ===&lt;br /&gt;
Capture points serve as giant magnets of allies and enemies, and protecting these points from enemies can be a chore. The preferred tank specifications for this job is one with lots of armour and a very powerful gun, though any tank can do this job given the correct skill sets. There are two ways to protect a capture point:&lt;br /&gt;
&lt;br /&gt;
# Stay on the capture point and fight off any incoming invaders.&lt;br /&gt;
# Position yourself a distance away from the capture point so you are able to see any enemy that tries to reach the point, then pick them off when they are either on the way or on the capture point.&lt;br /&gt;
&lt;br /&gt;
Both have their pros and cons. Staying on the capture point ensures that you will be there to prevent the zone from being captured, but you risk being swarmed by the enemy or picked off at a distance by a tank hitting one of your critical weak points. Positioning yourself away from the capture point at a vantage point around the zone so you can give supporting fire to any teammates that are at the zone, but if the enemy manage to get to the zone and none of your teammate are on the zone, the zone will be captured by the enemy easily, or neutralized if you are able to knock out the enemy on the zone before they can capture it. Either way, it may require you to move away from your position to take back the point. Protecting the capture point requires a good knowledge of your tank's strengths and the environment to find good vantage areas and cover.&lt;br /&gt;
&lt;br /&gt;
=== Flanking ===&lt;br /&gt;
Flanking is one of the main tactic that must be recognized by everyone. Flanking is the movement of units to get around the enemy to their sides, then hitting them. In tank warfare, flanking is absolutely essential to gain an upper hand over the enemy. If coordinated, this would force the enemy to engage in two different directions, the front where the main force would be, and the sides where the flanking force is. This will lower their distribution of firepower to two targets, whereas the flanking force and main force can still concentrate their firepower on just one enemy force. With the addition of lowering the enemy's attention to one target, the flanking force also had the benefit of being able to get to one of the tank's main weaknesses, their side armour. This will allow flankers to be able to not only take the advantage over the enemy, but give them a lethal edge over their forces.&lt;br /&gt;
&lt;br /&gt;
Flanking requires tanks that are very mobile due to the quick nature of the tactic, yet have a gun that can reliable defeat the enemy. Armour should not be prioritized because that would decrease mobility, and hopefully if the tactic is done right, the main force should be receiving the brunt of the enemy's firepower rather than the flanking force. Thus, the best tanks for this job is a light or medium tank.&lt;br /&gt;
&lt;br /&gt;
=== Sniping ===&lt;br /&gt;
Like real-life sniping, this tactic requires skill and patience. Skill to accurately range and hit ''very'' far away targets, patience to wait for the enemy to drive right into your firing range. If you are able to exploit not only your tank's firepower, but also the environment, the enemy may never be able to accurately pinpoint your location and you will be able to pick them off one-by-one.&lt;br /&gt;
&lt;br /&gt;
Tank destroyers do this job the best due to their low silhouette and high-power guns compared to tanks, but suffer from a limited firing angle (unless you are using American or British tanks, in which case their silhouette is large, but allow a larger degree of fire).&lt;br /&gt;
&lt;br /&gt;
=== Brawling ===&lt;br /&gt;
This is where things get aggressive. No fancy long shots or skillful maneuvers, just getting up close and personal with the enemy, front and center. This tactic requires fast reflexes and intuition, and most importantly, the ability to get the first shot off to your enemy. The first shot is the most important shot as a brawler, because at the close ranges this tactic is in when fighting, the tank armour can be negligible, and also the first shot could impede the enemy's attempt to fire off a shot at all if you are able to incapacitate their gunner, then they can't get any shot off at all.&lt;br /&gt;
&lt;br /&gt;
Any tank can play this tactic really, its just two factors that matters the most now, how many tanks your team has and the penetration value on your gun. So a light tank can play this role if it has a very powerful gun and would not be out-numbered by the enemy. Strike at the enemy's ability to fire back by destroying each enemy tank, or their gunner if you do not believe a one-shot knock-out is possible. Overwhelm them, swarm them, but do not give the enemy the edge because in brawling, anything is exploitable.&lt;br /&gt;
&lt;br /&gt;
==Game modes==&lt;br /&gt;
Should you wish for more excitement in your game play, there are other modes to try out with their own perks!&lt;br /&gt;
&lt;br /&gt;
{{notice|Simulator Battles features are assumed to also match Realistic Battle's unless stated otherwise.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ground Forces - Features by Game Mode&lt;br /&gt;
|-&lt;br /&gt;
! Arcade (AB) !! Realistic (RB) !! Simulator (SB)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Aim and penetration indicator available&lt;br /&gt;
* Rangefinder always enabled&lt;br /&gt;
* 3D markers indicate enemy and friendly vehicles and range&lt;br /&gt;
* Scoreboard shows vehicle composition of both teams&lt;br /&gt;
* Engine power is enhanced&lt;br /&gt;
* No player-owned aircraft - only selected match spawns available&lt;br /&gt;
* Limited to three spawns&lt;br /&gt;
| &lt;br /&gt;
* No aim or penetration indicator available&lt;br /&gt;
* Rangefinder only on selected tanks with the modification&lt;br /&gt;
* 3D markers indicate only friendly vehicles&lt;br /&gt;
* Scoreboard shows vehicle composition of only player's team&lt;br /&gt;
* Engine power matches real life specifications&lt;br /&gt;
* Player aircraft can be brought in and used&lt;br /&gt;
* Spawn using &amp;quot;Respawn Points&amp;quot; earned through contributing actions in the match&lt;br /&gt;
| &lt;br /&gt;
* Friendly fire is on&lt;br /&gt;
* Only a &amp;quot;first-person&amp;quot; view from commander's position&lt;br /&gt;
* Gun sight is moved to the actual position of optics&lt;br /&gt;
* Vehicles limited to allowed vehicle in simulator events&lt;br /&gt;
* 3D markers are now absent&lt;br /&gt;
* Unable to lock onto target due to absence of markers&lt;br /&gt;
* Vehicle selection system restricted to one vehicle per air and ground.&lt;br /&gt;
* One or two spawn depending on vehicle type&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the Arcade Battle mode is the recommended starter mode since it is forgiving to beginners with assists in firepower (aim and penetration indicators) and mobility (enhanced engine power) to help be familiarized around the mechanics of the game. Once comfortable with the game, Realistic and Simulator Battles can be considered for further immersion into the War Thunder battles. Realistic and Simulator battles, owing to their more complicated game style, also offer enhanced rewards after a battle.&lt;br /&gt;
&lt;br /&gt;
=Other tips for beginners=&lt;br /&gt;
There is a lot of things to learn about War Thunder, so much so that all other tips are placed here! Here are some tips we can give you if you're still new to War Thunder Ground Battles and want some advice, or for ideas on how to fight certain vehicles.&lt;br /&gt;
&lt;br /&gt;
*[[M4|M4 Sherman]]s are tough American medium tanks to crack, but there are certain weak points at the hull such as the transmission area, and the side armour are very thin, large, and flat for an easy penetration.&lt;br /&gt;
*[[Pz.III F|Panzer III]] and [[Pz.IV E|IV]] are the main German medium tanks in the early ranks, here are some tips...&lt;br /&gt;
**They are quite easy to take out if you hit their front plate as close to a perpendicular angle as possible, but the front glacis part in front of the front plate is basically invulnerable, so aim a bit higher when aiming at the front plate to avoid a round ricocheting off the glacis.&lt;br /&gt;
** Shooting the Panzers in the empty space in the middle of the suspension will most likely cook off the ammunition rack or fuel container under the tank, ensuring their knock-out.&lt;br /&gt;
*[[T-34 (1941)|T-34]]s are the early bane in the Rank II with their extreme sloped front armour. Until you gain a powerful gun able to penetrate the front armour like the [[Pz.IV F2|Panzer IV F2]], here are some tips...&lt;br /&gt;
** Aim for the sides of the turret, the areas that look like the &amp;quot;cheek&amp;quot; on a face. These are weak spots and are much weaker than the frontal hull. Shoot the right side because that is where the gunner sits. When that is hit, the T-34 is unable to fire. Once that's done, aim at the left to knock out the loader, so if he is able to fire, the next shot will take a longer time to follow-up. Finish by either waiting for the replacement gunner to come in and take him out as well or flank the T-34 during this opportunity and fire at its weaker side armour at the driver's compartment in front.&lt;br /&gt;
** Aim at the hull armour on a hill when it is below you. This way, you can minimize the sloping effectiveness of the tank, as the armour facing towards you is less sloped if you can see it in a near 90 degree angle. The hull armour is only 45 mm thick, and without the sloping advantage, it is easy to penetrate.&lt;br /&gt;
** Ambush the T-34 on its sides, it is less sloped than the front armour. If possible, you can also aim at the small clearing above the track, but below the sloped side armour to hit an unsloped 45 mm side plate behind the track.&lt;br /&gt;
&lt;br /&gt;
* Mastering the different camera viewpoints is vital to tank battles:&lt;br /&gt;
** '''Gunner view''', named ''Sniper mode'' in the controls option, is necessary to make accurate shots at long-distance targets or to hit weak spots.&lt;br /&gt;
** '''Commander view''', named ''Binoculars'' in the controls option, is necessary to look over hills and obstacles.&lt;br /&gt;
** Driver view, is sometime useful to peek below obstacles.&lt;br /&gt;
** '''Turret view''', which is the zoomed-in exterior (third-person) view (right-click by default), is necessary for close-quarter combat (especially on urban maps).&lt;br /&gt;
&lt;br /&gt;
* '''''Use your binoculars''', it's free''. This [[Hints|ingame hint]] points at a major element of ''Ground Forces'': spotting enemies before they spot you. Being able to ambush enemies to land the first hit is the best way to win a tank fight. Binding the '''Binoculars''' command in the controls option (&amp;quot;Tank Controls&amp;quot; category) will allow you to watch the landscape with a significant zoom, while keeping your hull behind cover and your turret aimed at its current direction.&lt;br /&gt;
** While looking through the Binoculars, the Gunner can be ordered to aim where you are looking, by left-clicking. This function can be used to make accurate shots at long range, when the Gunner view ''(Sniper mode)'' is obstructed by bushes, or has a lesser magnification (zoom) than the ''Binoculars''.&lt;br /&gt;
** Most importantly, the Binoculars view position is from the Commander point of view, which is nearly always higher than the Gunner view (&amp;quot;Sniper mode&amp;quot; in the controls option), allowing you to scan and spot above obstacles and hills without exposing more than your cupola.&lt;br /&gt;
&lt;br /&gt;
* The controls command &amp;quot;Tank: '''short stop'''&amp;quot; (no keybind by default), when pressed and held, will stabilize and progressively slow down the tank to a stop. An absolute life-saver when driving at high-speed and suddenly encountering an enemy: continuing with the full-speed drive will make aiming too difficult, while braking will leave you unable to aim until the tank is properly stopped. The ''short stop'' is the best way to survive an unexpected duel.&lt;br /&gt;
&lt;br /&gt;
* The '''[[Towing|towing hook]]''' (default keybind: 0) actually works pretty well if you respect these two rules:&lt;br /&gt;
** '''Point of attachment''': if you want to roll a tank back on its tracks, attach the hook at the top (aiming with the mouse and pressing the hook key), then drive perpendicular to its tracks. The goal is to ''pull'' the top of the tank, not ''drag'' the bottom across the ground.&lt;br /&gt;
** '''Momentum''': if you want to turn over a large tank, or a tank that has both of its tracks in the air, you need momentum. Pick up some speed from a short distance, make sure to narrowly drive past the tank (don't drive into it!), and just as you sneak past it: look behind you, and HOOK the tank while still speeding away at full speed! Attach the hook to the top or the furthest point from you if possible to really pull it back around. Your tank will suddenly be attached to its target and the momentum will brutally pull it back up. With practice, practically all Light and Medium tanks and many Heavy tanks can be put back on their tracks on the first try.&lt;br /&gt;
&lt;br /&gt;
*Do not leave a battle if you can still respawn. Not only will you be ditching your team, you will also get a [[Crew_lock|Crew Lock]], which prevents you from using whichever vehicles receive the lock.&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom articles]]&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=E-100&amp;diff=14522</id>
		<title>E-100</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=E-100&amp;diff=14522"/>
				<updated>2019-02-05T19:12:25Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Dunkelgebl --&amp;gt; Dunkelgelb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=germ_pzkpfw_e_100}}&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 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_E-100.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''E-100''' is a gift Rank V German heavy tank with a battle rating of 8.0 (AB) and 7.7 (RB/SB). The tank was introduced in [[Update_1.53_&amp;quot;Firestorm&amp;quot;|Update 1.53 &amp;quot;Firestorm&amp;quot;]] and has the distinction of being the second Rank V gift vehicle in-game, with the first being the [[La-174]]. The E-100 could be obtained in the special tournament event, titled &amp;quot;Teutonic Giants&amp;quot; that was held during and after the Thunder League. Only a limited amount of 900 units were given out during the tournament, making the E-100 the rarest tank in-game.&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&amp;lt;br&amp;gt;&lt;br /&gt;
The E-100 looks like a more sleek version of the [[Maus|Maus]], or perhaps a more practical one. The two share the same default camouflage scheme of the yellow ''Dunkelgelb'' and green '''olivgrün'' paint. The two super-heavy tanks also share the same turret design with the 128 mm primary armament along with a coaxial 75 mm and machine gun. The big difference in design though is that the E-100 looks more like a really beefed up Tiger II tank while the Maus looks like a wall.&lt;br /&gt;
&lt;br /&gt;
'''Armour'''&amp;lt;br&amp;gt;&lt;br /&gt;
The E-100 presents a more sloped frontal armour that is more effective than the Maus', the downside in the design is the lower front plate that is thinner, not to mention it is a big target.&lt;br /&gt;
&lt;br /&gt;
The side armour on the E-100 is also slightly more effective than the Maus. On the Maus, the huge flat side skirts make up part of the side hull armour. On the E-100, the side skirts are completely separated from the main hull and are 75 mm thick sloping, which adds up with the 120 mm flat side hull plate. This feature along with the suspension below the side skirts, keeps the side hull of the E-100 relatively well protected from lesser rounds.&lt;br /&gt;
&lt;br /&gt;
The rear armour between the two heavy tanks are roughly the same effectiveness, but the E-100 rear slopes inward similar to a Tiger II design while the Maus remains all clunky. However, while the Maus engine is in the center of the vehicle and the transmission is one the back, the E-100 is switched with the engine in the back and transmission in the front, so a penetrating hit to the rear can hit the engine and also set it on fire.&lt;br /&gt;
&lt;br /&gt;
'''Firepower'''&amp;lt;br&amp;gt;&lt;br /&gt;
Like the Maus, the E-100 carries the 128 mm KwK 44 gun that can annihilate anything it penetrates. It also has a coaxial 75 mm with HEAT ammunition for lesser targets so the limited 128 mm shells (42 of them) are not wasted. The 75 mm also can fire smoke round so it is possible to keep a secondary ready with smoke while moving around with an AP round in the main gun. This is added with the smoke grenades in the vehicles that can be launched out of the tank to create a good screen in case the E-100 is in trouble.&lt;br /&gt;
&lt;br /&gt;
'''Mobility'''&amp;lt;br&amp;gt;&lt;br /&gt;
Compared to the Maus, the E-100 truly shines here better than anything else in differences. The E-100 weighs about 38 tons less than the Maus and the effect in speed is noticeable, able to go 1/3 faster forwards than the Maus, and also seems to go faster in reverse as well. This additional mobility can help the E-100 react faster on the battlefield.&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 helpfull 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;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armor (Gun mantlet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides (Slope angle) !! Rear (Slope angle) !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 200 mm (61-72°) ''Front glacis''&amp;lt;br /&amp;gt; 150 mm (49°) ''Bottom glacis'' &amp;lt;br&amp;gt; 120 mm (61-72°) ''Track guards'' || 120 mm + 75 mm (14-62°) || 150 mm (31°) || 40 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 220 mm (3-69°) ''Turret front'' &amp;lt;br&amp;gt; 240 mm (2-66°) ''Gun mantlet'' &amp;lt;br&amp;gt; 300 mm ''Barrel ring'' || 200 mm (0-30°) || 200 mm (14°) || 60 mm &amp;lt;br&amp;gt; 100 mm ''Crew hatches, Vision ports''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Front hull armour also have 120 mm track guard armor. Not a weak point as these are not in the way of the body.&lt;br /&gt;
* Suspension wheels are both 30 mm thick, while tracks are 60 mm thick&lt;br /&gt;
* Front part of the belly armour is 85 mm thick, the center and rear part is 40 mm thick&lt;br /&gt;
* A 40 mm RHA plate separates the engine compartment from the crew. The engine in general is surrounded by 40 mm plates.&lt;br /&gt;
* Rear is protected by engine parts and 60 mm tracks&lt;br /&gt;
* Various parts of the engine and rear are covered with 10-20 mm parts.&lt;br /&gt;
* Turret ring area on the turret sides and rear has a flatter side than the rest of the turret.&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 maneuverability as well as the maximum speed forward and backward.''--&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;3&amp;quot; | Mobility characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Add-on Armor&amp;lt;br&amp;gt;weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Max speed (km/h)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 150.0 || colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | N/A || colspan=&amp;quot;1&amp;quot; | 43 (AB) &lt;br /&gt;
|-&lt;br /&gt;
|40 (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine power (horsepower)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|1,162&lt;br /&gt;
|1,431&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|796&lt;br /&gt;
|900&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|7.75&lt;br /&gt;
|9.54&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|5.31&lt;br /&gt;
|6.00&lt;br /&gt;
|-&lt;br /&gt;
|}&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 flexibilty 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|KwK 44 (128 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[KwK 44 (128 mm)|128 mm KwK 44]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 42 || -7°/+23° || ±180° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 6.50 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 6.50 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 23.6 || _.__ || _.__ || _.__ &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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| PzGr || APC || 266 || 264 || 237 || 207 || 180 || 157 &lt;br /&gt;
|-&lt;br /&gt;
| PzGr 43 || APCBC || 269 || 267 || 253 || 237 || 222 || 208 &lt;br /&gt;
|-&lt;br /&gt;
| Sprgr || HE || 36 || 36 || 36 || 36 || 36 || 36 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| PzGr || APC || 930 || 28 || 0.8 || 28 || 786.5 || -1° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| PzGr 43 || APCBC || 930 || 28 || 0.8 || 28 || 786.5 || +4° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| Sprgr || HE || 750 || 28 || 0.1 || 0.5 || 3,700 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
[[File:Ammoracks_E-100.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the E-100.]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Ammo&amp;lt;br /&amp;gt;type&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt;ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |5th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |6th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |7th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | ''Projectiles''&amp;lt;br /&amp;gt;''Propellants''|| '''42'''&amp;lt;br /&amp;gt;'''42'''|| 35&amp;amp;nbsp;''(+7)''&amp;lt;br /&amp;gt;31&amp;amp;nbsp;''(+11)''|| 29&amp;amp;nbsp;''(+13)''&amp;lt;br /&amp;gt;19&amp;amp;nbsp;''(+23)''|| 23&amp;amp;nbsp;''(+19)''&amp;lt;br /&amp;gt;13&amp;amp;nbsp;''(+29)''|| 17&amp;amp;nbsp;''(+25)''&amp;lt;br /&amp;gt;7&amp;amp;nbsp;''(+35)'' || 11&amp;amp;nbsp;''(+31)''&amp;lt;br /&amp;gt;1&amp;amp;nbsp;''(+41)'' || 6&amp;amp;nbsp;''(+36)''&amp;lt;br /&amp;gt;&amp;amp;nbsp;|| 1&amp;amp;nbsp;''(+41)''&amp;lt;br /&amp;gt;&amp;amp;nbsp;|| style=&amp;quot;text-align:left&amp;quot; | No &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret empty: 19&amp;amp;nbsp;''(+23)''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
&amp;lt;!--''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''--&amp;gt;&lt;br /&gt;
{{main|KwK 44 (75 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[KwK 44 (75 mm)|75 mm KwK 44]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 67 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 6.5 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 6.5 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 4.8 || _.__ || _.__ || _.__ &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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38B || HEAT || 80 || 80 || 80 || 80 || 80 || 80 &lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38C || HEAT || 100 || 100 || 100 || 100 || 100 || 100 &lt;br /&gt;
|-&lt;br /&gt;
| Sprgr. 34 || HE || 10 || 10 || 10 || 10 || 10 || 10 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38B || HEAT || 450 || 4.4 || 0.0 || 0.1 || 872.1 || +0° || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38C || HEAT || 450 || 4.8 || 0.0 || 0.1 || 875.5 || +0° || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| Sprgr. 34 || HE || 420 || 5.7 || 0.1 || 0.1 || 686 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Smoke characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition&lt;br /&gt;
! Velocity &amp;lt;br /&amp;gt; in m/s&lt;br /&gt;
! Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! ''Screen radius &amp;lt;br /&amp;gt; in m''&lt;br /&gt;
! ''Screen time &amp;lt;br /&amp;gt; in s''&lt;br /&gt;
! ''Screen hold time &amp;lt;br /&amp;gt; in s:''&lt;br /&gt;
! ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
|-&lt;br /&gt;
| K.Gr.Rot Nb. || 423 || 6.8 || 13 || 5 || 20 || 50 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt;ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''67''' || 43&amp;amp;nbsp;''(+24)'' || 29&amp;amp;nbsp;''(+38)'' || 15&amp;amp;nbsp;''(+52)'' || 1&amp;amp;nbsp;''(+66)'' || style=&amp;quot;text-align:left&amp;quot; | No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret front empty: 43&amp;amp;nbsp;(+24)&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|MG 34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[MG 34 (7.92 mm)|7.92 mm MG 34]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity (Belt capacity)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Fire rate &amp;lt;br&amp;gt; (shots/minute)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | 1,000 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in the 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 give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
The E-100 is played similar to the Maus, with the same armaments and similar armour rating. However, the E-100 has the benefit of increased mobility due to its improved chassis. The E-100 can thus be somewhat more suitable in moving from cover from cover, but close quarter combat is still not recommended due to its still relatively slow movement, long reloads, and the lethal anti-tank armaments the other Rank V vehicles are bound to have, including the now prominent [[Anti-tank guided missiles]].&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
The usual unlocks should be made. In Tier I, ''Parts'' and ''Horizontal Drive'' should be unlocked first to access Tier II, which then should unlock ''FPE'' and the ''PzGr 43'' ammo. Tier III should focus on ''Crew Replenishment'' for better survival, then with ''Elevation Mechanism'' or ''Filters''. Tier IV should focus on the ''Engine'' for better mobility. All other modules can be unlocked at leisure.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Heavy frontal glacis armor.&lt;br /&gt;
* Same armament as the [[Maus]] with 128 mm cannon and coaxial 75 mm&lt;br /&gt;
* Coaxial 75 mm makes carrying 128 mm HE shell for lightly-armored vehicle unnecessary&lt;br /&gt;
* Fast reverse speed&lt;br /&gt;
* Faster, lighter, and smaller than the Maus&lt;br /&gt;
* Side skirts help against HEAT and HE rounds&lt;br /&gt;
* Very resilient against artillery and air strikes&lt;br /&gt;
* Same turret as Maus = Same strong turret armor&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lower glacis plate armor is considerably weaker, a weak point&lt;br /&gt;
* Armor may not be adequate against newer [[Anti-tank guided missiles|ATGM]] vehicles&lt;br /&gt;
* Has a 0.97x multiplier on the frontal turret armor, reducing it's thickness to 213.4 mm.&lt;br /&gt;
* Large size makes fighting in towns restricting&lt;br /&gt;
* Side armor is slightly weaker than the Maus&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 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.''--&amp;gt;&lt;br /&gt;
===Development===&lt;br /&gt;
Late in World War II, Germany started a project meant to standardize their tank designs. A similar attempt at this started in 1943 with the [[Panther II]], which would use parts from the [[Tiger II (H)|Tiger II]] to simplify construction, but this fell through with the cancellation of the Panther II. The new tank standardization project was known as the ''Entwicklung'' series, or the &amp;quot;E-series&amp;quot;, and was meant to fix the issue of poor production quality and increase the production rate. The series was named with &amp;quot;E&amp;quot; followed by the weight classification of the design which would also indicate its role. E-5, for example, would be a vehicle between 5-10 tons and would be the basis of new light tanks. The series followed with the E-10 (tank destroyer), E-25, E-50 (medium tanks), E-75 (heavy tank), and the super-heavy '''E-100'''. Aside from standardization in parts such as the wheel (which was the Tiger II's design), the E-series do not provide much other improvement to existing armor designs, an example is that the E-50 and E-75 series are essentially a redesigned [[Panther A|Panther]] and Tiger II respectively.&lt;br /&gt;
&lt;br /&gt;
===E-100===&lt;br /&gt;
Of the designs, the E-100 was the most radical in terms of design. The E-100 was proposed to be the basis of heavy artillery, anti-aircraft, tank, and tank destroyer on the battlefield. The design concept began alongside the [[Maus|super-heavy Maus]] in June 1943 and was intended that the design would use components from the Tiger II and the Maus turret. In March 1944, Adlerwerke submitted the blueprint of the design, which would use the Maus turret and parts from the Tiger II, namely the turning mechanism and transmission. The design proposed the usage of a 700 hp Maybach HL230 used in nearly every German heavy tanks or a newer 1200 hp Maybach engine. Difference in the design from the Tiger II basis was a 90 cm diameter road wheel and spring suspension rather than torsion-bars. The turret was to be a new design different from the Maus, in that it is simpler and lighter.&lt;br /&gt;
&lt;br /&gt;
However ambitious the project was, Hitler ordered in July 1944 that work on the super heavy tanks be cancelled. However, the E-100 was still developed with low priority, only three Adler workers were reported to have been working on the prototype after the order. The prototype was never completed and in April 1945, the American 751st Field Artillery Battalion captured the prototype, of which was simply the hull with the roof barely completed. The prototype was sent to Britain by the British Army for evaluation before being scrapped.&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;
==Obtainable events==&lt;br /&gt;
&lt;br /&gt;
* The E-100 was first available during the &amp;quot;[https://warthunder.com/en/news/3493--en Teutonic Giants]&amp;quot; tournament from the Thunder League. Lasting through four different tournaments from a time span of January to March 2016, the top 150 players in the first two tournaments and the top 200 of the latter two received the E-100.&lt;br /&gt;
* The E-100 was available to be obtained in [https://warthunder.com/en/news/5081-esport-victory-tournament-series-celebrating-war-thunder-s-5-year-anniversary-en War Thunder's 5th Anniversary tournaments]. To earn it, a player must be in the top 8 in the 1 vs 1 Victory Tournaments or 5 vs 5 Victory Tournaments.&lt;br /&gt;
&lt;br /&gt;
== Read also ==&lt;br /&gt;
[https://warthunder.com/en/devblog/current/843/ [Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Pz.Kpfw. E-100 (with developers answers)]&amp;lt;br /&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany heavy tanks}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=E-100&amp;diff=14521</id>
		<title>E-100</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=E-100&amp;diff=14521"/>
				<updated>2019-02-05T19:11:32Z</updated>
		
		<summary type="html">&lt;p&gt;U36422235: Dunkelgel --&amp;gt; Dunkelgelb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card|code=germ_pzkpfw_e_100}}&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 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''--&amp;gt;&lt;br /&gt;
[[File:GarageImage_E-100.jpg|420px|thumb|left]]&lt;br /&gt;
{{break}}&lt;br /&gt;
The '''E-100''' is a gift Rank V German heavy tank with a battle rating of 8.0 (AB) and 7.7 (RB/SB). The tank was introduced in [[Update_1.53_&amp;quot;Firestorm&amp;quot;|Update 1.53 &amp;quot;Firestorm&amp;quot;]] and has the distinction of being the second Rank V gift vehicle in-game, with the first being the [[La-174]]. The E-100 could be obtained in the special tournament event, titled &amp;quot;Teutonic Giants&amp;quot; that was held during and after the Thunder League. Only a limited amount of 900 units were given out during the tournament, making the E-100 the rarest tank in-game.&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&amp;lt;br&amp;gt;&lt;br /&gt;
The E-100 looks like a more sleek version of the [[Maus|Maus]], or perhaps a more practical one. The two share the same default camouflage scheme of the yellow ''Dunkelgebl'' and green '''olivgrün'' paint. The two super-heavy tanks also share the same turret design with the 128 mm primary armament along with a coaxial 75 mm and machine gun. The big difference in design though is that the E-100 looks more like a really beefed up Tiger II tank while the Maus looks like a wall.&lt;br /&gt;
&lt;br /&gt;
'''Armour'''&amp;lt;br&amp;gt;&lt;br /&gt;
The E-100 presents a more sloped frontal armour that is more effective than the Maus', the downside in the design is the lower front plate that is thinner, not to mention it is a big target.&lt;br /&gt;
&lt;br /&gt;
The side armour on the E-100 is also slightly more effective than the Maus. On the Maus, the huge flat side skirts make up part of the side hull armour. On the E-100, the side skirts are completely separated from the main hull and are 75 mm thick sloping, which adds up with the 120 mm flat side hull plate. This feature along with the suspension below the side skirts, keeps the side hull of the E-100 relatively well protected from lesser rounds.&lt;br /&gt;
&lt;br /&gt;
The rear armour between the two heavy tanks are roughly the same effectiveness, but the E-100 rear slopes inward similar to a Tiger II design while the Maus remains all clunky. However, while the Maus engine is in the center of the vehicle and the transmission is one the back, the E-100 is switched with the engine in the back and transmission in the front, so a penetrating hit to the rear can hit the engine and also set it on fire.&lt;br /&gt;
&lt;br /&gt;
'''Firepower'''&amp;lt;br&amp;gt;&lt;br /&gt;
Like the Maus, the E-100 carries the 128 mm KwK 44 gun that can annihilate anything it penetrates. It also has a coaxial 75 mm with HEAT ammunition for lesser targets so the limited 128 mm shells (42 of them) are not wasted. The 75 mm also can fire smoke round so it is possible to keep a secondary ready with smoke while moving around with an AP round in the main gun. This is added with the smoke grenades in the vehicles that can be launched out of the tank to create a good screen in case the E-100 is in trouble.&lt;br /&gt;
&lt;br /&gt;
'''Mobility'''&amp;lt;br&amp;gt;&lt;br /&gt;
Compared to the Maus, the E-100 truly shines here better than anything else in differences. The E-100 weighs about 38 tons less than the Maus and the effect in speed is noticeable, able to go 1/3 faster forwards than the Maus, and also seems to go faster in reverse as well. This additional mobility can help the E-100 react faster on the battlefield.&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 helpfull 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;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armor (Gun mantlet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides (Slope angle) !! Rear (Slope angle) !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 200 mm (61-72°) ''Front glacis''&amp;lt;br /&amp;gt; 150 mm (49°) ''Bottom glacis'' &amp;lt;br&amp;gt; 120 mm (61-72°) ''Track guards'' || 120 mm + 75 mm (14-62°) || 150 mm (31°) || 40 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 220 mm (3-69°) ''Turret front'' &amp;lt;br&amp;gt; 240 mm (2-66°) ''Gun mantlet'' &amp;lt;br&amp;gt; 300 mm ''Barrel ring'' || 200 mm (0-30°) || 200 mm (14°) || 60 mm &amp;lt;br&amp;gt; 100 mm ''Crew hatches, Vision ports''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Front hull armour also have 120 mm track guard armor. Not a weak point as these are not in the way of the body.&lt;br /&gt;
* Suspension wheels are both 30 mm thick, while tracks are 60 mm thick&lt;br /&gt;
* Front part of the belly armour is 85 mm thick, the center and rear part is 40 mm thick&lt;br /&gt;
* A 40 mm RHA plate separates the engine compartment from the crew. The engine in general is surrounded by 40 mm plates.&lt;br /&gt;
* Rear is protected by engine parts and 60 mm tracks&lt;br /&gt;
* Various parts of the engine and rear are covered with 10-20 mm parts.&lt;br /&gt;
* Turret ring area on the turret sides and rear has a flatter side than the rest of the turret.&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 maneuverability as well as the maximum speed forward and backward.''--&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;3&amp;quot; | Mobility characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Add-on Armor&amp;lt;br&amp;gt;weight (tons)&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Max speed (km/h)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 150.0 || colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; | N/A || colspan=&amp;quot;1&amp;quot; | 43 (AB) &lt;br /&gt;
|-&lt;br /&gt;
|40 (RB/SB)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine power (horsepower)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|1,162&lt;br /&gt;
|1,431&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|796&lt;br /&gt;
|900&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Power-to-weight ratio (hp/ton)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Mode&lt;br /&gt;
!Stock&lt;br /&gt;
!Upgraded&lt;br /&gt;
|-&lt;br /&gt;
|''Arcade''&lt;br /&gt;
|7.75&lt;br /&gt;
|9.54&lt;br /&gt;
|-&lt;br /&gt;
|''Realistic/Simulator''&lt;br /&gt;
|5.31&lt;br /&gt;
|6.00&lt;br /&gt;
|-&lt;br /&gt;
|}&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 flexibilty 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|KwK 44 (128 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[KwK 44 (128 mm)|128 mm KwK 44]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 42 || -7°/+23° || ±180° || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 6.50 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 6.50 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 23.6 || _.__ || _.__ || _.__ &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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| PzGr || APC || 266 || 264 || 237 || 207 || 180 || 157 &lt;br /&gt;
|-&lt;br /&gt;
| PzGr 43 || APCBC || 269 || 267 || 253 || 237 || 222 || 208 &lt;br /&gt;
|-&lt;br /&gt;
| Sprgr || HE || 36 || 36 || 36 || 36 || 36 || 36 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| PzGr || APC || 930 || 28 || 0.8 || 28 || 786.5 || -1° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| PzGr 43 || APCBC || 930 || 28 || 0.8 || 28 || 786.5 || +4° || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
| Sprgr || HE || 750 || 28 || 0.1 || 0.5 || 3,700 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
[[File:Ammoracks_E-100.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the E-100.]]&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Ammo&amp;lt;br /&amp;gt;type&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt;ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |5th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |6th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |7th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | ''Projectiles''&amp;lt;br /&amp;gt;''Propellants''|| '''42'''&amp;lt;br /&amp;gt;'''42'''|| 35&amp;amp;nbsp;''(+7)''&amp;lt;br /&amp;gt;31&amp;amp;nbsp;''(+11)''|| 29&amp;amp;nbsp;''(+13)''&amp;lt;br /&amp;gt;19&amp;amp;nbsp;''(+23)''|| 23&amp;amp;nbsp;''(+19)''&amp;lt;br /&amp;gt;13&amp;amp;nbsp;''(+29)''|| 17&amp;amp;nbsp;''(+25)''&amp;lt;br /&amp;gt;7&amp;amp;nbsp;''(+35)'' || 11&amp;amp;nbsp;''(+31)''&amp;lt;br /&amp;gt;1&amp;amp;nbsp;''(+41)'' || 6&amp;amp;nbsp;''(+36)''&amp;lt;br /&amp;gt;&amp;amp;nbsp;|| 1&amp;amp;nbsp;''(+41)''&amp;lt;br /&amp;gt;&amp;amp;nbsp;|| style=&amp;quot;text-align:left&amp;quot; | No &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret empty: 19&amp;amp;nbsp;''(+23)''&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
&amp;lt;!--''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''--&amp;gt;&lt;br /&gt;
{{main|KwK 44 (75 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[KwK 44 (75 mm)|75 mm KwK 44]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 67 || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Turret rotation speed (°/s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Mode&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Upgraded&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| ''Arcade'' || 6.5 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
| ''Realistic'' || 6.5 || _.__ || _.__ || _.__ || _.__&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Stock&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Full crew&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Expert qualif.&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;width:4em&amp;quot; |Prior + Ace qualif.&lt;br /&gt;
|-&lt;br /&gt;
| 4.8 || _.__ || _.__ || _.__ &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; class=&amp;quot;unsortable&amp;quot; | Type of &amp;lt;br /&amp;gt; warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration''' '''''in mm''''' '''@ 90°'''&lt;br /&gt;
|-&lt;br /&gt;
! 10m&lt;br /&gt;
! 100m&lt;br /&gt;
! 500m&lt;br /&gt;
! 1000m&lt;br /&gt;
! 1500m&lt;br /&gt;
! 2000m&lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38B || HEAT || 80 || 80 || 80 || 80 || 80 || 80 &lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38C || HEAT || 100 || 100 || 100 || 100 || 100 || 100 &lt;br /&gt;
|-&lt;br /&gt;
| Sprgr. 34 || HE || 10 || 10 || 10 || 10 || 10 || 10 &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;11&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; class=&amp;quot;unsortable&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; in m/s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse delay''&lt;br /&gt;
''in m:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Fuse sensitivity''&lt;br /&gt;
''in mm:''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ''Normalization At 30° &amp;lt;br&amp;gt; from horizontal:''&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | ''Ricochet:''&lt;br /&gt;
|-&lt;br /&gt;
! 0%&lt;br /&gt;
! 50%&lt;br /&gt;
! 100%&lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38B || HEAT || 450 || 4.4 || 0.0 || 0.1 || 872.1 || +0° || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| Hl.Gr. 38C || HEAT || 450 || 4.8 || 0.0 || 0.1 || 875.5 || +0° || 62° || 69° || 73°&lt;br /&gt;
|-&lt;br /&gt;
| Sprgr. 34 || HE || 420 || 5.7 || 0.1 || 0.1 || 686 || +0° || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Smoke characteristic&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition&lt;br /&gt;
! Velocity &amp;lt;br /&amp;gt; in m/s&lt;br /&gt;
! Projectile&amp;lt;br /&amp;gt;Mass in kg&lt;br /&gt;
! ''Screen radius &amp;lt;br /&amp;gt; in m''&lt;br /&gt;
! ''Screen time &amp;lt;br /&amp;gt; in s''&lt;br /&gt;
! ''Screen hold time &amp;lt;br /&amp;gt; in s:''&lt;br /&gt;
! ''Explosive Mass in g&amp;lt;br /&amp;gt; (TNT equivalent):''&lt;br /&gt;
|-&lt;br /&gt;
| K.Gr.Rot Nb. || 423 || 6.8 || 13 || 5 || 20 || 50 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== [[Ammo racks|Ammo racks]] =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Full&amp;lt;br /&amp;gt;ammo&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |1st&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |2nd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |3rd&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |4th&amp;lt;br /&amp;gt;rack empty&lt;br /&gt;
! class=&amp;quot;wikitable unsortable&amp;quot; |Visual&amp;lt;br /&amp;gt; discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''67''' || 43&amp;amp;nbsp;''(+24)'' || 29&amp;amp;nbsp;''(+38)'' || 15&amp;amp;nbsp;''(+52)'' || 1&amp;amp;nbsp;''(+66)'' || style=&amp;quot;text-align:left&amp;quot; | No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turret front empty: 43&amp;amp;nbsp;(+24)&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|MG 34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | [[MG 34 (7.92 mm)|7.92 mm MG 34]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | ''Coaxial mount''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; rowspan=&amp;quot;1&amp;quot; style=&amp;quot;width:5em&amp;quot; |Capacity (Belt capacity)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Fire rate &amp;lt;br&amp;gt; (shots/minute)&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Vertical &amp;lt;br&amp;gt; guidance&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | Horizontal &amp;lt;br&amp;gt; guidance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | 1,000 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in the 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 give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--&amp;gt;&lt;br /&gt;
The E-100 is played similar to the Maus, with the same armaments and similar armour rating. However, the E-100 has the benefit of increased mobility due to its improved chassis. The E-100 can thus be somewhat more suitable in moving from cover from cover, but close quarter combat is still not recommended due to its still relatively slow movement, long reloads, and the lethal anti-tank armaments the other Rank V vehicles are bound to have, including the now prominent [[Anti-tank guided missiles]].&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
The usual unlocks should be made. In Tier I, ''Parts'' and ''Horizontal Drive'' should be unlocked first to access Tier II, which then should unlock ''FPE'' and the ''PzGr 43'' ammo. Tier III should focus on ''Crew Replenishment'' for better survival, then with ''Elevation Mechanism'' or ''Filters''. Tier IV should focus on the ''Engine'' for better mobility. All other modules can be unlocked at leisure.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Heavy frontal glacis armor.&lt;br /&gt;
* Same armament as the [[Maus]] with 128 mm cannon and coaxial 75 mm&lt;br /&gt;
* Coaxial 75 mm makes carrying 128 mm HE shell for lightly-armored vehicle unnecessary&lt;br /&gt;
* Fast reverse speed&lt;br /&gt;
* Faster, lighter, and smaller than the Maus&lt;br /&gt;
* Side skirts help against HEAT and HE rounds&lt;br /&gt;
* Very resilient against artillery and air strikes&lt;br /&gt;
* Same turret as Maus = Same strong turret armor&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Lower glacis plate armor is considerably weaker, a weak point&lt;br /&gt;
* Armor may not be adequate against newer [[Anti-tank guided missiles|ATGM]] vehicles&lt;br /&gt;
* Has a 0.97x multiplier on the frontal turret armor, reducing it's thickness to 213.4 mm.&lt;br /&gt;
* Large size makes fighting in towns restricting&lt;br /&gt;
* Side armor is slightly weaker than the Maus&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 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.''--&amp;gt;&lt;br /&gt;
===Development===&lt;br /&gt;
Late in World War II, Germany started a project meant to standardize their tank designs. A similar attempt at this started in 1943 with the [[Panther II]], which would use parts from the [[Tiger II (H)|Tiger II]] to simplify construction, but this fell through with the cancellation of the Panther II. The new tank standardization project was known as the ''Entwicklung'' series, or the &amp;quot;E-series&amp;quot;, and was meant to fix the issue of poor production quality and increase the production rate. The series was named with &amp;quot;E&amp;quot; followed by the weight classification of the design which would also indicate its role. E-5, for example, would be a vehicle between 5-10 tons and would be the basis of new light tanks. The series followed with the E-10 (tank destroyer), E-25, E-50 (medium tanks), E-75 (heavy tank), and the super-heavy '''E-100'''. Aside from standardization in parts such as the wheel (which was the Tiger II's design), the E-series do not provide much other improvement to existing armor designs, an example is that the E-50 and E-75 series are essentially a redesigned [[Panther A|Panther]] and Tiger II respectively.&lt;br /&gt;
&lt;br /&gt;
===E-100===&lt;br /&gt;
Of the designs, the E-100 was the most radical in terms of design. The E-100 was proposed to be the basis of heavy artillery, anti-aircraft, tank, and tank destroyer on the battlefield. The design concept began alongside the [[Maus|super-heavy Maus]] in June 1943 and was intended that the design would use components from the Tiger II and the Maus turret. In March 1944, Adlerwerke submitted the blueprint of the design, which would use the Maus turret and parts from the Tiger II, namely the turning mechanism and transmission. The design proposed the usage of a 700 hp Maybach HL230 used in nearly every German heavy tanks or a newer 1200 hp Maybach engine. Difference in the design from the Tiger II basis was a 90 cm diameter road wheel and spring suspension rather than torsion-bars. The turret was to be a new design different from the Maus, in that it is simpler and lighter.&lt;br /&gt;
&lt;br /&gt;
However ambitious the project was, Hitler ordered in July 1944 that work on the super heavy tanks be cancelled. However, the E-100 was still developed with low priority, only three Adler workers were reported to have been working on the prototype after the order. The prototype was never completed and in April 1945, the American 751st Field Artillery Battalion captured the prototype, of which was simply the hull with the roof barely completed. The prototype was sent to Britain by the British Army for evaluation before being scrapped.&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;
==Obtainable events==&lt;br /&gt;
&lt;br /&gt;
* The E-100 was first available during the &amp;quot;[https://warthunder.com/en/news/3493--en Teutonic Giants]&amp;quot; tournament from the Thunder League. Lasting through four different tournaments from a time span of January to March 2016, the top 150 players in the first two tournaments and the top 200 of the latter two received the E-100.&lt;br /&gt;
* The E-100 was available to be obtained in [https://warthunder.com/en/news/5081-esport-victory-tournament-series-celebrating-war-thunder-s-5-year-anniversary-en War Thunder's 5th Anniversary tournaments]. To earn it, a player must be in the top 8 in the 1 vs 1 Victory Tournaments or 5 vs 5 Victory Tournaments.&lt;br /&gt;
&lt;br /&gt;
== Read also ==&lt;br /&gt;
[https://warthunder.com/en/devblog/current/843/ [Devblog&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Pz.Kpfw. E-100 (with developers answers)]&amp;lt;br /&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;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany heavy tanks}}&lt;/div&gt;</summary>
		<author><name>U36422235</name></author>	</entry>

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