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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Tornado_IDS_ASSTA1_(Germany)&amp;diff=195476</id>
		<title>Tornado IDS ASSTA1 (Germany)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Tornado_IDS_ASSTA1_(Germany)&amp;diff=195476"/>
				<updated>2024-11-22T18:59:15Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: /* Pros and cons */ added some defining features to separate it from others&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Tornado (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=tornado_ids_de_assta1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
During the late '90s, while Britain was undergoing its modernization of the Tornado fleet, Germany also began plans to upgrade their older [[Tornado IDS (Germany)|Tornado IDS]] aircraft. The resulting upgrade package, named &amp;quot;ASSTA1&amp;quot; (Avionics System Software; Tornado in ADA) was finalized in 2000, to upgrade the German Tornado fleet for service in the 21st century. ASSTA1 incorporated a complete overhaul of most of the avionics suite, including an entirely new fire control system and weapons computer, GPS and Laser INS navigation suites, and the latest 1760 data bus, giving the Tornado full compatibility with the latest standardized NATO ordnance and their required targeting systems. As a result, in addition to its older loadouts, the ASSTA1 could carry the latest standard NATO guided ordnance, such as the AGM-88 HARM, in addition to the LITENING targeting pod and a plethora of Paveway III laser bomb options. Over the next years, German Tornados would also undergo the ASSTA2 and ASSTA3 upgrades, further enhancing their capabilities.&lt;br /&gt;
&lt;br /&gt;
The '''{{Specs|name}}''', introduced in [[Update &amp;quot;Apex Predators&amp;quot;]], is a two-seat, twin-engine, swing-wing, multi-role combat aircraft built jointly by Germany, the United Kingdom, and Italy. This version is the Tornado Interdiction/Strike or IDS for short, and as such, is almost completely useless in air-to-air combat against fighters of its battle rating. Instead, the Tornado IDS is best used in mixed battles, where its powerful ordnance and strong avionics allow it to rain hell on enemy aircraft from above. All in all, the ASSTA1 provides great CAS capability for mixed battles to the high ranking players of the German tree.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 12,195 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,335 || 2,311 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 28.4 || 28.6 || 180.4 || 176.5 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,396 || 2,362 || 27.6 || 28.0 || 229.6 || 204.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Limits&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
! Min sweep&lt;br /&gt;
| 972 || rowspan=&amp;quot;2&amp;quot; | 520 &amp;lt;!-- {{Specs|destruction|gear}} --&amp;gt; || 972 || 552 || 440 || ~__ || ~__&lt;br /&gt;
|-&lt;br /&gt;
! Max sweep&lt;br /&gt;
| 1,555 || N/A || N/A || N/A || ~__ || ~__&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 670||&amp;lt; 650||&amp;lt; 700||N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Turbo-Union RB199-34R Mk.103 || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 14,709 kg || colspan=&amp;quot;3&amp;quot; | ___ kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 56m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 968 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 16,236 kg || 16,523 kg || 17,429 kg || 18,789 kg || 19,799 kg || 26,310 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 16m fuel || 20m fuel || 30m fuel || 45m fuel || 56m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,777 kgf || 7,293 kgf&lt;br /&gt;
| 0.90 || 0.88 || 0.84 || 0.78 || 0.74 || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,192 kgf&amp;lt;br&amp;gt;(1,400 km/h) || 8,155 kgf&amp;lt;br&amp;gt;(1,400 km/h)&lt;br /&gt;
| 1.00 || 0.99 || 0.94 || 0.87 || 0.82 || 0.62&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Tornado has no armour to speak of and is relatively large, making it an easy target for enemy guns. Almost any hit to the center part of the Tornado will leave its speed crippled, while any hit to the wings and tail will most likely cripple flight performance, if not disabling the aircraft outright. Although it could in theory make its way back to base even with only one engine, any enemy attention during this timespan will most likely get you sent back to the hangar. It also has 2 pilots, which means that you can continue flying in the unlikely case that only 1 pilot is knocked out.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Mauser BK27 (27 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 27 mm Mauser BK27 cannons, chin-mounted (180 rpg = 360 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;4.8%&amp;quot; | 1 !! width=&amp;quot;4.8%&amp;quot; | 2 !! width=&amp;quot;4.8%&amp;quot; | 3 !! width=&amp;quot;4.8%&amp;quot; | 4 !! width=&amp;quot;4.8%&amp;quot; | 5 !! width=&amp;quot;4.8%&amp;quot; | 6 !! width=&amp;quot;4.8%&amp;quot; | 7 !! width=&amp;quot;4.8%&amp;quot; | 8 !! width=&amp;quot;4.8%&amp;quot; | 9 !! width=&amp;quot;4.8%&amp;quot; | 10 !! width=&amp;quot;4.8%&amp;quot; | 11&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; width=&amp;quot;25%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_Tornado_GR.1.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || || 1, 2 || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 83 AIR (1,000 lb)|1,000 lb Mk 83 AIR]] bombs&lt;br /&gt;
| || || 1, 2 || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-16 Paveway II (1,092 lb)|1,092 lb GBU-16 Paveway II]] bombs&lt;br /&gt;
| || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| || 1 || || || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! Large calibre countermeasures&lt;br /&gt;
| 28 || || || || || || || || || || 28&lt;br /&gt;
|-&lt;br /&gt;
! Large calibre chaff&lt;br /&gt;
| 340 || || || || || || || || || || 340&lt;br /&gt;
|-&lt;br /&gt;
! LITENING II targeting pod&lt;br /&gt;
| || || || || || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 1,500 l drop tanks&lt;br /&gt;
| || || 1 || || || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; | * Guided bombs on hardpoint 4 cannot be equipped with 1,000 lb bombs on hardpoint 5-6 &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; LITENING II targeting pod must be equipped when using guided bombs &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; Bombs on hardpoint 6 cannot be equipped with dual bomb mounts on hardpoints 4-8 or GBU-24 on hardpoint 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 1,500 l drop tanks&lt;br /&gt;
* 56 x large calibre countermeasures + 680 x large calibre chaff&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 7 x 1,000 lb LDGP Mk 83 bombs (7,000 lb total)&lt;br /&gt;
* 7 x 1,000 lb Mk 83 AIR bombs (7,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb LDGP Mk 83 bombs (12,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb Mk 83 AIR bombs (12,000 lb total)&lt;br /&gt;
* 4 x 1,092 lb GBU-16 Paveway II bombs (4,368 lb total)&lt;br /&gt;
* 1 x 2,000 lb GBU-24 Paveway III bomb (2,000 lb total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
There are multiple ways to use the Tornado in ARB, one tactic is to stick to the team and try and give support with your AIM-9Ls on your way to the enemy bases and/or ground targets. This gives you the advantage of team cover and a bit of safety, although you will undoubtedly be in the midst of battle once enemy interceptors and fighters reach your team. The other tactic would be to go full throttle directly to the enemy bases while keeping extremely low to the ground to decrease your chances of being spotted visually or by radar. While this leaves you mostly alone and isolated from the possible support of your team, you will be able to take a more direct route to your main target, meaning you'll be able to evade any slower or unsuspecting enemies. Taking an active role in air-to-air combat is not advised, as the Tornado's flight performance is not suited to it and you'll most likely be shot down very quickly. So keep in mind that although the Tornado is fast, its not very manoeuvrable at high speed so try to avoid faster enemies such as the [[F-16 (Family)|F-16]] or the [[F-14A Early|F-14]]. In the case of 1-to-1 confrontation the best option is to simply hope you are faster and run away, against capable fighters like the MiG-23, F-16, MiG-29, Viggen, F-14, and Mirage 2000 you don't stand a chance, unless the enemy pilot is extremely inexperienced. With countermeasures you are able to survive for longer if you can time their use and can dodge without losing too much of your speed.&lt;br /&gt;
&lt;br /&gt;
; Ground Battles&lt;br /&gt;
&lt;br /&gt;
This variant of the Tornado works best when performing high-speed precision strikes. Although the unguided 1000 lb bombs are more than sufficent for this role, the guided munitions combined with the thermal imaging pod can be used to compensate for the former's relative low explosive yield. In both cases, the FLIR pod automatically creates a drop point for the CCRP system, requiring no line of sight once the target is acquired and the plane is on approach, allowing it to stay at a treetop level, outside the reach of SPAAs. On top of this, the guided bombs glide towards their target and can be used against moving targets, at the expense of having to keep the target in the FLIR's field of view.&lt;br /&gt;
&lt;br /&gt;
''' Countering the Pantsir-S1 '''&lt;br /&gt;
&lt;br /&gt;
Probably the most effective deterrent in the game against air support, the [[Pantsir-S1]] still has a number of flaws, most notably a lack of LWR, that can be exploited in the following steps:&lt;br /&gt;
&lt;br /&gt;
# Alertness: Your RWR system immediately indicates whether a Pantsir's radar is active in the area, however, most Pantsir players will turn off their radar and rely on their thermals and long range IRST systems to engage you without detection. Even if you see no radar signature, you should still '''assume that a Pantsir is present.'''&lt;br /&gt;
# Acquisition: Although with the help of the FLIR pod you can easily spot the Pantsir's massive signature, that often means that it can see you too. A single teammate with a scout UAV or other method of reconnaissance can provide its precise location.&lt;br /&gt;
# Approach: Do not approach the battlefield directly. Instead, use a wide turn to approach from the flanks, using the terrain as cover. Make sure that the Pantsir isn't in cover from your angle. In most cases it will have its sight turned towards your team's spawn, allowing you to avoid detection.&lt;br /&gt;
# Adjustment: Once at a medium range from the target, climb slightly until you have a line of sight on the target, and target it the FLIR pod. Note: a direct lock isn't required unless the target is moving, once stabilized, the target point remains in place even without a line of sight and the laser returns to it once it is back in its FOV.&lt;br /&gt;
# Attack: In case of dumb bombs, dive back to treetop level and maintain approach while holding the bomb release key, the CCRP will automatically drop them on the target. When using smart bombs, move the drop cursor near the target and drop the bomb, then roll slightly to either direction pull away to keep the laser on target.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Good acceleration and excellent top speed&lt;br /&gt;
** Higher bomb load and speed than SU-22&lt;br /&gt;
* Unlike other Tornado bombers, has access to GNSS bombs which can passively fly over long ranges towards designated locations without further player input&lt;br /&gt;
* Mauser BK27 guns have decent hitting power and ammunition capacity&lt;br /&gt;
* Laser-guided munitions give it a good ground attack capability&lt;br /&gt;
* Can work as a fighter when necessary&lt;br /&gt;
** Variable wing sweep allows it to turn better when at low speeds, or during an emergency at high speed (at the risk of destroying itself)&lt;br /&gt;
** Radar assisted gun makes intercepting incoming or leaving planes easier&lt;br /&gt;
* Like other Tornado bombers, has an overwhelming amount of large chaff to combat long-range radar missiles&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Full Bomb loadout can severely limit its maximum speed to about Mach 1.05&lt;br /&gt;
* Unstable wings, plane can rip itself apart when bombing at maximum speed at low altitude or when doing negative G manoeuvres&lt;br /&gt;
* Bad manoeuvrability makes air-to-air combat challenging, low air-to-air missile amount to compensate unlike other attacker options&lt;br /&gt;
* Only has access to 2 x AIM-9L for air-to-air purposes&lt;br /&gt;
* No search radar for planning around enemies&lt;br /&gt;
* Tracking radar is limited to 5°x6° until the target is locked&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In 1967, the Netherlands, Belgium, Canada, Italy, and the Federal Republic of Germany joined together to form the F-104 Replacement Group to begin joint planning for a Multi-Role Aircraft 75 (MRA-75) as a successor to the Starfighter.&lt;br /&gt;
&lt;br /&gt;
In the UK, there was a need for a successor to the Canberra at the same time. Initially, work was done here on a national development, the BAC TSR.2. After this project was discontinued in 1965, development of a joint swing-wing fighter began with France under the Anglo-French Variable Geometry (AFVG) program. In addition, British forces were looking at introducing the General Dynamics F-111. However, France withdrew from the AFVG project in June 1967, and about six months later the British gave up their option to buy the F-111.&lt;br /&gt;
&lt;br /&gt;
Britain decided to participate in a joint project in 1967 after initial coordination discussions with the F-104 Replacement Group nations. In 1968, the participating countries signed an initial memorandum that aimed at a joint project called the Multi-Role Combat Aircraft (MRCA). At this point, Canada and Belgium withdrew their intentions to participate, followed shortly thereafter by the Netherlands.&lt;br /&gt;
&lt;br /&gt;
In 1969, the definition phase began. The concept of the swing-wing was retained because of its versatility. The goal of the remaining nations, Germany, Italy and Great Britain, was to build a multi-role combat aircraft that could be used for conventional as well as nuclear air attacks, aerial reconnaissance and naval warfare from the air. The Warsaw Pact was seen as an adversary with a strong air defense and, at the same time, the ability to take offensive action against NATO itself with a large force deployment. The emphasis of the resulting operational requirements was therefore on high assertiveness and robustness. To ensure this, the new aircraft was required, among other things, to be capable of extreme low-level flight and precise weapons employment in all weather conditions, day and night, and also to have highly effective self-protection equipment. In addition, it was to be capable of using runways damaged by enemy air attacks. The UK also defined a requirement for a long-range interceptor fighter.&lt;br /&gt;
&lt;br /&gt;
To ensure adequate representation of the interests of the participating nations in this multinational project, their governments decided to establish a joint organization under the NATO umbrella, the NATO Multi-Role Combat Aircraft Development and Production Management Organization (NAMMO). A separate agency, NAMMA, was established as the executive body with personnel from the three nations. NAMMA's mission was expanded in 1987 to include in-service support (NATO Multi-Role Combat Aircraft Development, Production and In-Service Support Management Agency). The agency merged with NEFMA from the Eurofighter program in 1995 to form the NATO EF 2000 and Tornado Development, Production &amp;amp; Logistics Management Agency (NETMA).&lt;br /&gt;
&lt;br /&gt;
The industrial groups involved in the program, British Aircraft Corporation (BAC), Messerschmitt-Bölkow-Blohm (MBB) and Fiat Aviazione, merged to form the independent international Panavia Aircraft GmbH, based in Munich, which had overall responsibility during the production phase and was the sole point of contact for NAMMA.&lt;br /&gt;
&lt;br /&gt;
In 1969, the invitation to tender was issued for the development of the engine. Here, the British company Rolls-Royce came out on top with the Turbo-Union RB199 engine against the American manufacturers Pratt &amp;amp; Whitney and General Electric, partly because of the high degree of technology transfer offered to the other participating nations. The Turbo-Union Ltd. consortium, based in Great Britain and involving Rolls-Royce, Motoren- und Turbinen-Union (MTU) and Fiat, was set up to manufacture the engine.&lt;br /&gt;
&lt;br /&gt;
Development began on July 20, 1970, after the United Kingdom had prevailed with the concept of the two-seat twin-engine aircraft; based on experience with the F-104 and the Fiat G.91 and for cost reasons, Germany had originally called for only one pilot and only one engine. The envisaged number of aircraft declined from 1,500 (GB: 300, D: 550, I: 200, others: 600) in 1968, including the British fighter version, to 809 (GB: 385, D: 324, I: 100) in 1972. Overall, delivery figures over the entire production and service period totaled: GB: 402, D: 357, I: 100. Production of the assemblies proceeded according to a division of labor. The cockpit and tail sections as well as the vertical stabilizer were manufactured by BAC (later BAE Systems), MBB (later DASA and EADS) produced the center fuselage section and the air intakes, and Fiat (later Aeritalia and Alenia Aeronautica) produced the wings with the high-lift aids. Final assembly took place from 1973 at three sites in Warton (Lancashire, UK), Manching (Germany) and Turin (Italy).&lt;br /&gt;
&lt;br /&gt;
The maiden flight took place in Manching, Germany on August 14, 1974, and in 1976 the aircraft, until then designated MRCA, was given the name Tornado.&lt;br /&gt;
&lt;br /&gt;
Series production began in 1979. In 1980, the first Tornado was delivered to the Tri-National Tornado Training Establishment (TTTE) at Cottesmore for flying crew training. Equipment for operational units in the United Kingdom and Germany began in 1982, followed by Italy in 1984 and Saudi Arabia, the sole export customer, in 1986.&lt;br /&gt;
&lt;br /&gt;
In late 1989, the U.S. Department of Defense investigated whether the Tornado could be used by U.S. air forces in the Wild Weasel role to replace the Phantom F-4G. However, this consideration was discarded in the early 1990s in favor of the existing F-16s.&lt;br /&gt;
&lt;br /&gt;
From 1990 to 1991, the German Electronic Combat and Reconnaissance (ECR) variants were produced, which would later play an important role in the Balkan War. In 1991, the South Korean Air Force expressed interest in purchasing 50 Tornado ECRs. Due to delays caused by technical problems, the number was initially reduced to 24, and eventually the intention was abandoned.&lt;br /&gt;
&lt;br /&gt;
In 1995, 339 Tornado fighter aircraft were in service with the Bundeswehr (Air Force and German Navy). Production of the Tornados then ended in 1998, after a total of 992 had been produced.&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=tornado_ids_de_assta1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|3kVkp5-IeNQ|'''The Shooting Range #340''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tornado (Family)|Related development]]&lt;br /&gt;
&lt;br /&gt;
* [[Tornado GR.1]]&lt;br /&gt;
* [[Tornado IDS (1995) (Italy)]]&lt;br /&gt;
&lt;br /&gt;
; '''Other jet planes with variable sweep wings'''&lt;br /&gt;
&lt;br /&gt;
* [[MiG-23 (Family)]]&lt;br /&gt;
* [[Su-17/22 (Family)]]&lt;br /&gt;
* [[F-14 (Family)|F14 (Family)]]&lt;br /&gt;
* [[F-111A]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Panavia}}&lt;br /&gt;
{{Germany jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Tornado_GR.1&amp;diff=195475</id>
		<title>Tornado GR.1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Tornado_GR.1&amp;diff=195475"/>
				<updated>2024-11-22T18:53:05Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: The flight model of Tornado was changed again, so i'm not going to comment much on that. Noted countermeasure mechanics. Tried to warp the text a bit to fit current reality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British strike aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Tornado (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=tornado_gr1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The Panavia Tornado GR.1 stands as a testament to its lasting impact within the Royal Air Force, spanning from its debut in the late 1970s to its operational tenure until the turn of the millennium. The Tornado GR.1's exceptional versatility was further underscored during Operation Desert Storm in the early 1990s, where it executed precision strikes with remarkable precision, solidifying its reputation as a potent force in modern aerial warfare. As the new millennium dawned, the aircraft continued to serve valiantly, being a key asset in peacekeeping missions and coalition operations in various theatres, including Bosnia and Kosovo. The Panavia Tornado GR.1's legacy extends beyond its operational prowess; it symbolizes the RAF's commitment to operational innovation and its ability to evolve to meet the changing demands of global security scenarios.&lt;br /&gt;
&lt;br /&gt;
The Tornado GR.1 was introduced in [[Update &amp;quot;Apex Predators&amp;quot;]], a versatile and multifaceted aircraft poised to reshape the lacking CAS capabilities of British tech-tree. This remarkable aircraft seamlessly adapts to the role of a versatile multi-role warrior, skillfully engaging both ground and aerial targets across an array of scenarios. With a flexible array of armaments at its disposal, the Tornado GR.1 stands ready to confront a wide spectrum of challenges, from lightly armoured targets able to be taken out with rockets, to entrenched ground targets. As it materializes as underappreciated, the Tornado GR.1 silently emerges as a potent ground assailant, utilizing its capacity for precision strikes from a calculated distance, unsettling even the most vigilant of anti-aircraft units with Precision Guided Munitions (PGM). Tailored to pilots who revel in the intricate dynamics of multifaceted operations and diverse weapon configurations, the Panavia Tornado GR.1 beckons to those who traverse the skies with a combination of deliberate patience and honed skill.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 10,972 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 1,979 || 1,958 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 31.4 || 31.5 || 153.7 || 149.7 || rowspan=&amp;quot;2&amp;quot; | 800&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,035 || 2,005 || 30.6 || 31.0 || 202.3 || 177.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Limits&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
! Min sweep&lt;br /&gt;
| 972 || rowspan=&amp;quot;2&amp;quot; | {{Specs|destruction|gear}} || rowspan=&amp;quot;2&amp;quot; | 1,166 || rowspan=&amp;quot;2&amp;quot; | 552 || rowspan=&amp;quot;2&amp;quot; | 440 || ~8 || ~3&lt;br /&gt;
|-&lt;br /&gt;
! Max sweep&lt;br /&gt;
| 1,555 || ~9 || ~3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 670 || &amp;lt; 650 || &amp;lt; 700 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full internal fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Turbo-Union RB199-34R Mk.101 || 2&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | 14,309 kg || colspan=&amp;quot;3&amp;quot; | 634 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Mass with internal fuel (no weapons load or external fuel) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 17m fuel || 20m fuel || 30m fuel || 45m fuel || 58m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 968 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 15,836 kg || 16,054 kg || 16,926 kg || 18,234 kg || 19,399 kg || 25,910 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 17m fuel || 20m fuel || 30m fuel || 45m fuel || 58m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 3,633 kgf || 7,015 kgf&lt;br /&gt;
| 0.89 || 0.87 || 0.83 || 0.77 || 0.72 || 0.54&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 4,032 kgf&amp;lt;br&amp;gt;(1,400 km/h) || 7,845 kgf&amp;lt;br&amp;gt;(1,400 km/h)&lt;br /&gt;
| 0.99 || 0.98 || 0.93 || 0.86 || 0.81 || 0.61&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Tornado has no armour to speak of and is relatively large, making it an easy target for enemy guns. Almost any hit to the center part of the Tornado will leave its speed crippled, while any hit to the wings and tail will most likely cripple flight performance, if not disabling the aircraft outright. Although it could in theory make its way back to base even with only one engine, any enemy attention during this timespan will most likely get you sent back to the hangar. It also has 2 pilots, which means that plane can continue flying in the unlikely case that only 1 pilot is knocked out.&lt;br /&gt;
&lt;br /&gt;
Like all Tornado attackers, it has access to a ridiculous amount of 1200 large chaff on its wings. With this amount, Tornado can turn on periodic countermeasure dispenser at its fastest rate and not even bother turning it off until it is done bombing. While this doesn't guarantee survival against SARH missiles of fighters with pulse-doppler radar in a head-on or against manually guided SAM of radar-centric SPAA, it will extremely annoy them and hinder their ability to do anything to the plane without getting closer. ARH missiles should be easily confused with minimal effort on pilot side. Since the chaff pods cannot be customized, it is recommended to take full flare loadout for normal countermeasure slots.&lt;br /&gt;
&lt;br /&gt;
It is important to bind &amp;quot;periodic countermeasure release&amp;quot;, &amp;quot;switch countermeasures&amp;quot; and &amp;quot;fire flares&amp;quot; keys on this plane to only fire chaff passively, then to manually use flares as soon as someone fires a missile at the plane without a lock or from behind (which basically implies it's IR).&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Mauser BK27 (27 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 2 x 27 mm Mauser BK27 cannons, chin-mounted (180 rpg = 360 total)&lt;br /&gt;
&lt;br /&gt;
This Tornado has a pair of autocannons loaded primarily with APHE (one more that it's fighter equivalent). A single tap of the &amp;quot;fire&amp;quot; button should be enough to destroy howitzers and other unprotected targets from 3 km away, should pilot not miss.&lt;br /&gt;
&lt;br /&gt;
The guns also receive aim assist from the radar at about 1.5 km range when head-on and 1.2 km when behind. The radar tracker is super focused despite not having a pulse-doppler technology, therefore the guns rarely miss when using it and pilot can easily attack an enemy wing from behind or at ground level, where radar missiles of enemies are irrelevant. Unfortunately, the radar can be chaffed.&lt;br /&gt;
&lt;br /&gt;
The guns also receive aim assist if TIALD is locked onto the enemy aircraft. The ranges of aim assist are from 2 to 1.4 km when head-on (depending on enemy angle and speed) and 1.2 km when behind. The laser cannot be fooled in any way and is even more accurate, but it is sometimes excruciatingly difficult to lock onto the enemy plane. Having TIALD just for the gun without guided bombs is still useful strategically, as it still provides thermal vision and flipping between thermal scope on TIALD and third person view forcibly spots every plane within 20 km range for 5 seconds, working as a makeshift &amp;quot;search radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;4.8%&amp;quot; | 1 !! width=&amp;quot;4.8%&amp;quot; | 2 !! width=&amp;quot;4.8%&amp;quot; | 3 !! width=&amp;quot;4.8%&amp;quot; | 4 !! width=&amp;quot;4.8%&amp;quot; | 5 !! width=&amp;quot;4.8%&amp;quot; | 6 !! width=&amp;quot;4.8%&amp;quot; | 7 !! width=&amp;quot;4.8%&amp;quot; | 8 !! width=&amp;quot;4.8%&amp;quot; | 9 !! width=&amp;quot;4.8%&amp;quot; | 10 !! width=&amp;quot;4.8%&amp;quot; | 11&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; width=&amp;quot;25%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_{{PAGENAME}}.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[G.P. Mk.I (1,000 lb)|1,000 lb G.P. Mk.I]] bombs&lt;br /&gt;
| || || || 1 || 1 || || 1 || 1 || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 (1,000 lb)|1,000 lb H.E. M.C. Mk.13]] bombs&lt;br /&gt;
| || || 1, 2 || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1*&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[H.E. M.C. Mk.13 No.117 (1,000 lb)|1,000 lb H.E. M.C. Mk.13 No.117]] bombs&lt;br /&gt;
| || || 1, 2 || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1*&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || || 1, 2 || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1*&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; * || 1, 2&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || 1, 2 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk.13 (546 kg)|546 kg Mk.13]] bombs&lt;br /&gt;
| || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;* || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[PGM 500 (404 kg)|404 kg PGM 500]] bombs&lt;br /&gt;
| || || 1 || 1* || || || || 1* || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[PGM 2000 (1,060 kg)|1,060 kg PGM 2000]] bombs&lt;br /&gt;
| || || 1 || 1* || || || || 1* || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || || 1*&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| || 1 || || || || || || || || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! Large calibre countermeasures&lt;br /&gt;
| 28 || || || || || || || || || || 28&lt;br /&gt;
|-&lt;br /&gt;
! Large calibre chaff&lt;br /&gt;
| 340 || || || || || || || || || || 340&lt;br /&gt;
|-&lt;br /&gt;
! TIALD targeting pod&lt;br /&gt;
| || || || || || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 330 gal drop tanks&lt;br /&gt;
| || || 1 || || || || || || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; | * Marked guided bombs on hardpoints 4/8 cannot be equipped with bombs on hardpoint 6 or hardpoints 5/7 respectively &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; TIALD targeting pod must be equipped when using marked guided bombs &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; Bombs on hardpoint 6 cannot be equipped with dual bomb mounts on hardpoints 4-8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 2 x 330 gal drop tanks&lt;br /&gt;
* 56 x large calibre countermeasures + 680 x large calibre chaff&lt;br /&gt;
* 2 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 4 x 546 kg Mk.13 bombs (2,184 kg total)&lt;br /&gt;
* 1 x 2,000 lb GBU-24 Paveway III bomb (2,000 lb total)&lt;br /&gt;
* 7 x 1,000 lb H.E. M.C. Mk.13 bombs (7,000 lb total)&lt;br /&gt;
* 7 x 1,000 lb LDGP Mk 83 bombs (7,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb H.E. M.C. Mk.13 bombs (12,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb H.E. M.C. Mk.13 No.117 bombs (12,000 lb total)&lt;br /&gt;
* 12 x 1,000 lb LDGP Mk 83 bombs (12,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb G.P. Mk.I bombs (4,000 lb total)&lt;br /&gt;
* 4 x 404 kg PGM 500 bombs (1,616 kg total)&lt;br /&gt;
* 3 x 1,060 kg PGM 2000 bombs (3,180 kg total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
In air RB, just 5 LDGP mk 83 bombs are enough to take out single base. If they are all carried under fuselage (points 4-8, only one bomb per point) they cause much less stress to the plane and reduce the effect on plane's speed. If 10 of those are carried, the plane can bomb two bases, but will accelerate slower and will be unable to fly faster than 1.05 MACH without constant direct help of gravity.&lt;br /&gt;
&lt;br /&gt;
Due to the lack of &amp;quot;bomb series&amp;quot; option of 5 for use by strategic bombing computer, it is possible to substitute it by equipping two different types of bombs and choosing 6 bombs option (the second &amp;quot;series&amp;quot; could consist of H.E. M.C. Mk.13 bombs), but then it will be impossible to equip TIALD targeting pod for convenience.&lt;br /&gt;
&lt;br /&gt;
TIALD itself has 20 km maximum range, has thermal vision and can lock onto targets, much like on Jaguar GR.1A. Installation of TIALD unlocks installation of up to 4 small laser guided bombs or 1 big laser bomb with 2 small laser ones or 2 big TV ones (the plane will still be able to carry 2 more dumb bombs in any case). The ballistic computer does not calculate maximum drop potential for these bombs, as they are more aerodynamic and can glide much further than the UI implies. The small laser bombs are quite stupid and will not continue to correct their course if TIALD lock was lost (in case plane was destroyed or had to retreat), the big one has IOG and will continue falling towards last painted location even if the plane is gone.&lt;br /&gt;
&lt;br /&gt;
A unique feature for British bomber Tornado is the ability to install TV bombs. The TV bombs do not require TIALD to function (although it might make their use much easier, particularly on consecutive launches) and so 4 of them can be mounted (maximum of 3 big PGM 2000 with one PGM 500 or TIALD and 2 dumb bombs as support), but the ones on points 4 and 8 will prevent installation of anything else next to them on the fuselage. The TV bombs will inherit the plane speed on launch (but no more than MACH 1) and have rocket engine that will let them keep their altitude and speed for about 12 km and can be fired at targets with moderate heat signature from about 25 km away or further. If they lose a target, they will continue flying where aimed previously and lock onto random bright targets (with a possibility of a friendly fire). They might as well be called &amp;quot;cruise missile&amp;quot; with the War Thunder map sizes and they can outrange and destroy any SPAA that does not immediately smoke itself upon seeing weird things on their radar, but their usefulness against fast moving targets like other planes is questionable due to the low manoeuvrability of its engine. It's also ill adviced to launch these when diving down, as the plane might crash into one and blow up. For long range attacks plane needs to be about 8 km higher than current target spot and cruise at about MACH 0.93 (which is one of height/speed combinations generally necessary for them to even reach a target 23 km away), so they sometimes cannot be used for base bombing outside of enemy fighters range (even though 3 PGM 2000 is enough for 1 base). These bombs also have issues with launching during evening and night time (regardless of the TIALD or plane itself having NVD), so sometimes laser or even dumb bombs should be used in a loadout instead.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
There are multiple ways to use the Tornado in Air RB, one tactic is to stick to the team and try and give support with your AIM-9Ls on your way to the enemy bases and/or ground targets. This gives you the advantage of team cover and a bit of safety, although you will undoubtedly be in the midst of battle once enemy interceptors and fighters reach your team and there is always a chance that someone else will bomb all the bases.&lt;br /&gt;
&lt;br /&gt;
The other tactic would be to go full throttle directly to the enemy bases while keeping extremely low to the ground to decrease your chances of being spotted visually or by radar. While this leaves you mostly alone and isolated from the possible support of your team, you will be able to take a more direct route to your main target, meaning you'll be able to evade any slower or unsuspecting enemies. Having TIALD to scan immediate surroundings during solo run can be helpful, as to not fall victim to a random IR missile from the sky.&lt;br /&gt;
&lt;br /&gt;
Taking only 3 TV bombs and firing them from space akin to cruise missiles to avoid interacting with enemy fighters at all sounds like a decent idea, as the plane will be able to fly significantly faster and fire much earlier, on top of spamming an ungodly amount of chaff, which will render many of the radar missiles useless (as long as you don't fly directly at the enemy planes). However the bombs are sometimes random, and they will take a long time to arrive if you launch them from afar (sometimes longer than the game lasts in an uptier, realistically speaking). Moreover, the problem of teammates getting the base first remains, as the bombs can't fly faster than MACH 1.0 at all, as opposed to the Tornados themselves or the ever present Phantoms (however, they can go through enemy fighters, where your allies or yourself can't go). The TV bombs don't work at long range during evening, further reducing viability of this strategy. &lt;br /&gt;
&lt;br /&gt;
Taking an active role in air-to-air combat is not advised, as the Tornado's flight performance is not very suited to it, especially with bombs, and you'll most likely be shot down very quickly, although its possible to destroy most of other attackers or inflexible fighter-bombers like the early Phantom F4. Keep in mind that although the Tornado is fast, its not very manoeuvrable at high speed so try to avoid faster turning enemies, particularly in an uptier where you can see planes such as the [[F-16 (Family)|F-16]] or the [[F-14A Early|F-14]]. In the case of 1-to-1 confrontation the best option is to blast them away in a head-on by using aim assisted guns, then run behind a mountain. If there is no choice, drop bombs and fuel tanks, then drop speed to around 1000 km/h (via reverse thrust), this will grant you a turn speed of an average fighter-bomber (maybe even higher, if you only have 18 minutes of fuel). Against superior fighters like the F-16, MiG-29, Viggen, F-14, and Mirage 2000 you don't stand a chance in a turnfight, unless the enemy pilot is extremely inexperienced, but you may waste enough of their time by spinning around at low speed to get saved. With countermeasures you are able to survive for longer if you can time flare use and can dodge without losing too much of your speed, but their number is very limited.&lt;br /&gt;
&lt;br /&gt;
In GRB, if you only have dumb bombs you're going to need to stick to the ground as much as possible or to fly at extemely difficult to hit angles to avoid enemy AA, you can't linger too much on the battlefield or else the entire enemy team will begin to prioritise you as a target. Once TIALD was unlocked, you can fling pairs of dumb bombs onto enemy tanks from range, but you also need to be very wary of what type of enemy air has been spawned in - if you focus too much on ground vehicles you become easy pickings for any enemy aircraft which can take advantage of you not realising they're there. You can easily pick off enemy SPAA once you have unlocked your laser guided bombs, so try to fly as high as possible. In conclusion, play a reserved role and only engage when you think its clear. After unlocking TV bombs, you might as well avoid enemy AA altogether and only appear in the sky above your own airfield to drop some giant missile-bombs towards enemy tanks or even odd static helicopter to avoid unnecessary risk, but these bombs will not work well during evening and won't work at all at night.&lt;br /&gt;
&lt;br /&gt;
In Air Arcade Assault, playing the plane with 10 dumb bombs and 2 9L is the best until the TV bombs are researched. You can lock onto specific planes with TIALD to avoid usual &amp;quot;radar echo&amp;quot; from the formation to accurately snipe one plane and the rest of its wing, everything else is not very different from normal planes as you can still fly at acceptable speed even with bombs on. Once ground targets appear, carpet bomb them, then dive down with air brakes out, activate ballistic computer at 3 km range and start firing on howitzers that you didn't target with bombs with your gun. Since ballistic computer is completely accurate against ground, you generally only need a single tap of a gun to remove howitzers, no need to hold the trigger. if you do a clean job, at least 16 howitzers should disappear by the moment you are forced to disengage. Once the TV &amp;quot;bombs&amp;quot; are unlocked, you can fire those at enemy bombers while approaching them (Use WEP to reach MACH 1, start firing at 12 km range, make sure you are higher than them to ensure a hit, do not fire at 5 km range or closer), much like allied F14 spam their &amp;quot;phoenix&amp;quot; missiles, the difference is that even a small TV bomb can obliterate 2 planes at once, a big one is going to cause even more collateral damage, allowing you to guarantee victory not only through neutralizing artillery, but securing air victory as well, just make sure that you attack ground targets first if they appear.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Variable sweep wing, can be used as a fighter after bombing if necessary&lt;br /&gt;
* Unlike other Tornado bombers, can carry TV bombs, including 1 ton versions&lt;br /&gt;
** The TV bombs have their own rocket engine, so they can be launched like a cruise missile from way outside of any AA firing range&lt;br /&gt;
* Large payload and is supersonic&lt;br /&gt;
* Although it's slower than other Tornado bombers, it is also much more stable&lt;br /&gt;
* Like all Tornado bombers, has an overwhelming amount of Large Chaff to combat long-range attacks&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can struggle in air-to-air combat, doesn't have as many flares as the rest of British planes at the tier to compensate&lt;br /&gt;
* High fuel consumption&lt;br /&gt;
* Full bombing loadout severely limit its maximum speed to about Mach 1.05&lt;br /&gt;
* TV bombs cannot inherit more speed than MACH 1, very likely to destroy Tornado itself if launched at higher speeds or when diving down&lt;br /&gt;
* No search radar for planning around enemies, only compensated by spotting with TIALD at maximum 20 km range (when they already can engage with medium range SARH missiles)&lt;br /&gt;
* Can destroy itself by rolling too much if &amp;quot;New boosters&amp;quot; are equipped&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The Panavia Tornado GR.1 was a multi-role combat aircraft, the result of an international collaboration between British, German and Italian companies which in 1969 formed the Panavia company to manufacture the Tornado. Its first flight was 14th August 1974 and was introduced to the RAF in 1986 but its first use in combat was not until 1991 in the Gulf war and was in service until March 2019.&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=tornado_gr1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Tornado (Family)|Related development]]&lt;br /&gt;
&lt;br /&gt;
* [[Tornado IDS ASSTA1 (Germany)]]&lt;br /&gt;
* [[Tornado IDS (1995) (Italy)]]&lt;br /&gt;
&lt;br /&gt;
; '''Other jet planes with variable sweep wings'''&lt;br /&gt;
&lt;br /&gt;
* [[MiG-23 (Family)]]&lt;br /&gt;
* [[Su-17/22 (Family)]]&lt;br /&gt;
* [[F-14 (Family)|F14 (Family)]]&lt;br /&gt;
* [[F-111A]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8013-development-tornado-ids-gr-1-the-european-striker-en|[Devblog] Tornado IDS (GR.1): The European Striker]]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Panavia}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=U-SH_405&amp;diff=195471</id>
		<title>U-SH 405</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=U-SH_405&amp;diff=195471"/>
				<updated>2024-11-22T18:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: ammo box update - this tank no longer gets rockets anywhere it wants to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_landsverk_ush_405&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 prototype vehicle from the late 1950s based on the Unimog 404 truck chassis, developed by the Landsverk company in collaboration with Daimler-Benz. The prototype was equipped with two 81 mm Oerlikon rocket launchers. Only one prototype was built and tested, but it never got any orders and was abandoned.&lt;br /&gt;
&lt;br /&gt;
The '''{{PAGENAME}}''' was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]]. It is a Swedish light tank armed with two 81 mm Oerlikon rocket launchers with a high rate of fire. Given its speed and manoeuvrability, one should always be wary of an {{PAGENAME}} around any corner or flanking around. The {{PAGENAME}} is an excellent vehicle to perform ambushes and hit and run tactics with, due to the high speed and excellent reverse speed making it able to go in and fire at targets then escape from dangerous situations. However, being fast is not always the best, due to the {{PAGENAME}}'s brakes being near non-existant, it is hard for it to slow down. The twin 81 mm rocket launchers are drum-fed and have a high rate of fire, making it fast to overpower an enemy target with rockets then make a fast escape. Being more of an armoured car than a real light tank, it is vulnerable to autocannons and even heavy machine gun fire.&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;
The U-SH-405 simply cannot afford to take any damage, it will succumb instantly to pretty much anything besides light machine guns. The weapons can be destroyed by anything if intentionally targeted. With only 2 crew members and only 10 mm of armour at most, the U-SH 405 is very vulnerable to aircraft, machine-guns, artillery, etc. As such, it is best to avoid frontal engagements unless necessary or surprise is guaranteed.&lt;br /&gt;
&lt;br /&gt;
However, the ability to fire its high-penetration rockets with no reload time at all can create an extremely effective horror effect, which might prevent enemies from advancing and may force them to rely solely on airstrikes and artillery.&lt;br /&gt;
&lt;br /&gt;
The car is also very short with weapons on the very top and can easily hide behind dead tanks or random rocks found on the battlefield, or even attack over hills before some tank commanders feel comfortable with firing back.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=139|rbMinHp=80}}&lt;br /&gt;
&lt;br /&gt;
With 80 km/h (49.7 mph) forward and 157 horsepower for 5.7 tons, the U-SH 405 has good mobility in Arcade. However, in Realistic, the top forward speed is 73 km/h (45.3 mph) for 90 horsepower, making it good on-road but just decent off-road and awful at climbing hills. The reverse speed is 9 km/h (5.5 mph), which works most of the time but can still be too slow in some situations (especially off-road).&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
In AB, it is imperative for this vehicle to research as many turret stability upgrades as possible, because that will allow for attacks on the move. The stock turret slewing rate is also quite poor, so an early upgrade to it is very nice to have. As such it might be best to rush &amp;quot;Horizontal Drive&amp;quot;, &amp;quot;Suspension&amp;quot; and &amp;quot;Elevation Mechanism&amp;quot; there. In RB, it might be better to research &amp;quot;Brake System&amp;quot; instead of &amp;quot;Suspension&amp;quot;, because it is very difficult to fire on the move in RB without slowing down first.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Parts&amp;quot; are necessary to fix the weapons if someone uses machine gun on them, as they are very fragile. &amp;quot;FPE&amp;quot; is very situational but might still help when attacked from behind by unexperienced opponent. After that, mobility upgrades like &amp;quot;Filters&amp;quot; or &amp;quot;Engine&amp;quot; are generally most useful due to increased ability of a flank attack, but in AB &amp;quot;Crew Replenishment&amp;quot; can be equally useful with reserved playstyle, as it will allow to make one mistake and maybe survive. The rest of upgrades simply enhance an ability to be useful as a support.&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;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Oerlikon Typ 3Z 8Dla}}&lt;br /&gt;
&lt;br /&gt;
The U-SH 405 has for sole armament two 81mm rocket launchers, but it still has very impressive firepower - especially considering that it is a light car.&lt;br /&gt;
&lt;br /&gt;
Each launcher comes with 9 high-penetration rockets that have similar ballistic properties as regular HEAT shells. The rockets can be fired all at once in less than 4 seconds, making the car able to annihilate several tanks of any type in just a few seconds, provided they are aimed properly. Even without proper aim, it is possible to brute force almost any heavy tank at the cost of the entire magazine.&lt;br /&gt;
&lt;br /&gt;
It is very important to note, that unlike majority of rocket tanks, U-SH 405 has gun depression and can actually fire downwards and off some gentle slopes. This enables a lot of suppressing fire scenarios unavailable for other rocket tanks and particularly valuable during any hill battles.&lt;br /&gt;
&lt;br /&gt;
The leeway in gun depression also allows the tank to fire on the move in AB mode; with minimal effort once the gunner has maxed out &amp;quot;targeting&amp;quot; with expert training and the weapon lifting speed was upgraded. In RB, fully upgraded tank can sometimes fire on the move off completely flat surfaces.&lt;br /&gt;
&lt;br /&gt;
The rockets are most efficient at close to medium range, as over 600 m it becomes quite difficult to aim due to poor optics zoom. On top of that, it is quite tempting to just fire them in volleys, wasting the ammunition on overkill in process. However, at long range and with some extra effort they can also be launched over car's own cover without any possibility of enemy retaliation.&lt;br /&gt;
&lt;br /&gt;
Both guns are on separate triggers, and so it is very recommended to unbind &amp;quot;fire additional weapon&amp;quot; from &amp;quot;fire main gun&amp;quot; button (left mouse button by default). This allows to strategically manage ammo reserves, so that others can't find the car completely defenceless.&lt;br /&gt;
&lt;br /&gt;
The rearm time for one gun is about 30 seconds and it will start as soon as the car is parked on a capture point. All of the missing rockets will be immediately put into the car and &amp;quot;reloaded&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
HEAT rockets are vastly superior to HE rockets, as they can take out much more targets reliably, but it is possible to use HE in rank VI and beyond, as tanks start to have weaker roof armour again.&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; | [[Oerlikon Typ 3Z 8Dla]] launcher (x2) || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 18 (9) || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | N/A || rowspan=&amp;quot;2&amp;quot; | N/A || 19.0 || 26.4 || 32.0 || 35.4 || 37.6 || rowspan=&amp;quot;2&amp;quot; | 2.60 || rowspan=&amp;quot;2&amp;quot; | 2.30 || rowspan=&amp;quot;2&amp;quot; | 2.12 || rowspan=&amp;quot;2&amp;quot; | 2.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 11.9 || 14.0 || 17.0 || 18.8 || 20.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Oerlikon Typ 3Z 8Dla/Ammunition|Pl-3, SSK 032}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 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;
Thanks to the very high penetration of its HEAT rockets, the U-SH 405 can kill any tank it faces from pretty much any angle; this, combined with its near-instant reload and high on-road speed gives it great flexibility. However, the vehicle can be killed by anyone and anything, the main threats to the U-SH 405 are American tanks (and any other tank that has high-calibre machine-guns) and aircraft. Some tanks in particular, like the American T34, T30 and T32, should be avoided because of their multiple .50 cal MGs and somewhat high survivability against the rockets. Any tank that can survive inaccurate HEAT volleys (like the BMP-1) should be immediately attacked into turret or avoided.&lt;br /&gt;
&lt;br /&gt;
The low post-penetration damages require one to aim at a tank's critical spots (such as the ammo storage or the gunner) if they want to disable/kill the target with only 1 or 2 rockets. Fortunately, the near-instant reload allow for several follow-up shots if the first rocket did not do as well as hoped.&lt;br /&gt;
&lt;br /&gt;
The good mobility and low-profile makes the U-SH 405 very good at flanking and relocating in general, and the high firepower makes it devastating on unaware targets.&lt;br /&gt;
&lt;br /&gt;
The U-SH 405 works best at supporting allied vehicles as they can draw attention away from itself, but the limited amount of ammunition forces it to stay relatively near strategic points to be able to replenish its limited ammunition count.&lt;br /&gt;
&lt;br /&gt;
In arcade mode, it is possible to fullfill many roles, from being a roadblock which suppresses any tank trying to leave cover from behind a rock, to becoming a literal fan of rockets crashing into unaware enemies from the side as they converge on a choke point. If you do not have any solid plan, but also do not wish to simply rush enemy team, try to find some kind of bunker or high impenetrable building to hide behind as soon as possible, as it is very likely that all aircraft on enemy team will hunt you simply out of spite or because of the low armour amount. Getting bombed for no good reason without releasing rockets onto enemy tanks first will not help your team and it is much easier to rearm on a capture point when most of the enemies are gone. &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;
* Low-profile, can be easily concealed&lt;br /&gt;
* Almost completely silent, making it easy to sneak up on enemies undetected&lt;br /&gt;
* Has gun depression unlike most of other rocket tanks&lt;br /&gt;
* The rockets are fast and are very easy to aim at medium range&lt;br /&gt;
* Good speed on roads&lt;br /&gt;
* Fast-firing rockets (Can fire two at once, basically no reload at all between each rocket for each gun) with high penetration&lt;br /&gt;
* Can rearm all rockets at once on a capture point (like an SPAA tank)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak armour and only 2 crew members (will nearly always instantly die from .50 cal MGs)&lt;br /&gt;
* Small, light frame and small crew lets it easily be destroyed by hard collisions at high speeds or crushed by heavier tanks&lt;br /&gt;
* Awful power-to-weight ratio in realistic (15.7 hp/t) making it quite slow off-road (30-35 km/h) and barely able to climb hills&lt;br /&gt;
* The HEAT rockets have limited post-penetration damage&lt;br /&gt;
** Only 18 rockets, and you may need several rockets to break just one heavy tank&lt;br /&gt;
* The rockets are ineffective at long range due to poor optics zoom and low ammo count&lt;br /&gt;
* No aim assist in AB, as with all rocket tanks&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;
=== [[wt:en/news/6631-development-swedish-ground-vehicles-u-sh-405-en|Devblog]] ===&lt;br /&gt;
Development of the U-SH 405 began in the late 1950's, after Landsverk and Daimler-Benz formed a cooperation to further develop the Unimog 404 truck into a family of different military vehicles, ranging from APCs to dedicated tank hunters. Development was initially headed by the Germans, but in 1958, Landsverk took over the lead role in its development.&lt;br /&gt;
&lt;br /&gt;
As part of the ongoing development, Landsverk came up with a dedicated tank hunter variant of the vehicle in 1960, fitted with a pair of Oerlikon 81mm rocket launchers, originally developed for aircraft and helicopter use. A single prototype of the machine was built and trialed, but no production orders were issued.&lt;br /&gt;
&lt;br /&gt;
However, the APC version of the U-SH 405 saw more success, being ordered by the Belgian armed forces in limited numbers. Despite placing an order for around two dozen vehicles, due to various geopolitical reasons, Belgium only received fewer than half of the machines initially ordered. The remainder of the machines built, but not shipped to Belgium were later on sold to the Irish military in the early 1970's, which used the vehicle until 1978 before retiring it.&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=sw_landsverk_ush_405 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&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:U-SH 405 WTWallpaper 01.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 02.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 03.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 04.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 05.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 06.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|OR18NRGT7uw|'''The Shooting Range #254''' - ''Metal Beasts'' section at 00:26 discusses the {{PAGENAME}}.|vHooKt3mEcU|'''U-SH 405 - Rocket Turret Death Machine''' - ''PhlyDaily''}}&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;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6631-development-swedish-ground-vehicles-u-sh-405-en|[Devblog] Swedish Ground Vehicles: U-SH 405]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer AB Landsverk}}&lt;br /&gt;
{{Sweden light tanks}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U42773747&amp;diff=195275</id>
		<title>User:U42773747</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U42773747&amp;diff=195275"/>
				<updated>2024-11-20T22:31:29Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Bangerland}}&lt;br /&gt;
{{Userbox/Windows}}&lt;br /&gt;
{{Userbox&lt;br /&gt;
 |id = [[File:Icons War Thunder.png|60px|none]]&lt;br /&gt;
 |id-background = #871000&lt;br /&gt;
 |info = This member has been playing War Thunder since&amp;lt;br /&amp;gt; 2018&lt;br /&gt;
 |info-background = #871000&lt;br /&gt;
 |info-color= white&lt;br /&gt;
 |info-font-size = 10&lt;br /&gt;
 |class           = userbox-img-scale&lt;br /&gt;
}}&lt;br /&gt;
{{Userbox&lt;br /&gt;
 |id = [[File:Mods_art_support.png|50px|none]]&lt;br /&gt;
 |id-background   = #171B20&lt;br /&gt;
 |info            = ATGM main &amp;lt;br&amp;gt;Who likes his indirect strikes.&amp;lt;br&amp;gt; Incoming artillery fire!&lt;br /&gt;
 |info-color      = white&lt;br /&gt;
 |info-background = #171B20&lt;br /&gt;
 |border          = #3F4D54&lt;br /&gt;
 |class           = userbox-img-scale&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Userbox/Favorite vehicle|uk_fv102_striker|game}}&lt;br /&gt;
{{Userbox/Favorite vehicle|ussr_is_7|rank}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who am I? ==&lt;br /&gt;
&lt;br /&gt;
I'm a British ground forces main, registered my account at 2016, but really started playing in 2018. Mostly playing in AB, since I feel like vehicles there have most balanced stats game-wise there, if you forget about wallhack and aim assist. 8.3-9 are probably mine favourite BRs.&lt;br /&gt;
&lt;br /&gt;
If to not consider factions, i mostly use SPG and light tanks (including combat SPAA) and specialize in ATGM vehicles in particular. I dislike using medium tanks, due to them being flawed cannon fodder for no benefit, with very few exceptions. I like the idea of heavy tanks, but factions i play only have ridicilously flawed ones (to a point even 0.3 uptier means certain death even at 45 degree angle frontally), so i do not use them very often.&lt;br /&gt;
&lt;br /&gt;
I do have some planes, but i practically do not play air mode. I did reach top tier, but it feels boring to me, as attacker playstyle is not relevant there past 4.0, as games end before you can do any significant team score damage (yes, i actually prefer to attack tanks rather than bases). The planes randomly being completely changed also didn't help my opinion much. The recent release of brimstone without fire-and-forget feature even for air mode in top tier just says it all, really.&lt;br /&gt;
&lt;br /&gt;
If you have issues with what i write, i mostly operate from game perspective and what i actually saw or did in it. I also accepted that i have to plaster a lot of pictures around, due to my texts often sounding like crazy talk. History does not interest me and might as well not exist, unless i am forced to write in certain style.&lt;br /&gt;
&lt;br /&gt;
I do not mind if someone overrides and even deletes mine walls of text either, as long as new informations is not false, so don't worry about that. It is inevitable due to amount of stealth patches going on.&lt;br /&gt;
&lt;br /&gt;
Some people thought that i'm a part of WSP or something, i am not and i never was.&lt;br /&gt;
&lt;br /&gt;
===Favorite ground vehicles so far===&lt;br /&gt;
&lt;br /&gt;
British?&lt;br /&gt;
&lt;br /&gt;
[[Avenger|A30 SP Avenger]] - It really lives up to it's name, whether you snipe with it, or drive it GTA style. Never fails to deliver your salt, even in uptier. Extremely sturdy and can survive shots that would end literally any other tank. Also has opened roof, which often lets APHE to fly out of it, to frustration of its opponents.&lt;br /&gt;
&lt;br /&gt;
[[Tortoise|A39 Tortoise]] - It is fun to play as breakthrough tank, or just to be a giant &amp;quot;boss&amp;quot; tank for players to shoot at, preventing spawn camping. You really will love those instant karma moments, even if you get nothing out of it. Though Germans love to destroy it, and some players outright punch through the middle of it, sadly.&lt;br /&gt;
&lt;br /&gt;
[[Falcon]] - It's more effective tank than most rank 5-6 tanks, especially if you know how to fire at tracks with auto cannons, forcing enemy to turn and get destroyed... And it's a good AA, lol. But with every patch Gaijin increases repair price for it in AB by 6k. Lately finally nerfed it from 22k to 14k. Why is it so expensive? I dunno, beats me. Be careful with trigger discipline, single belt rearms for a minute and then reloads for as long. You '''will''' be destroyed :D . French [[AMX-30 DCA]] is basically same thing, but hull has 230 mm armour which often deflects APHE point blank, but if it pens, the tank is toast.&lt;br /&gt;
&lt;br /&gt;
[[Centurion Mk 1]] - After playing with other nation, I can see how it's alright. It can bounce enemy shot when cutting a corner, then fire back at them and go on with it's business. And it's not terribly overtiered, like the rest of its tech line, so it can actually survive.&lt;br /&gt;
&lt;br /&gt;
Radar SPAA in general - Since the lock-on update playing such SPAA became a bliss. As British player I mostly use [[Chieftain Marksman|Marksman]] , which can incinerate every light vehicle in 2km range on top of shredding anything that flies. It also generates hatemails like crazy, since people underestimate it due to it's snail speed and ridiculous size. In 10.0 there is [[Stormer HVM]], which is very whimsical, but removes anything that flies next to instantly.&lt;br /&gt;
&lt;br /&gt;
[[Warrior|All]] [[Swingfire|British]] [[Striker|ATGMs]] - That feeling when people just despair and give up in their own cover under ATGM rain is priceless. They launch up to 10 artys at once on you and entire sniper gangs try to get you the entire match. It makes you feel special, even if you do die from it.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker LastStandStrike.jpg|thumb|oh god why]]&lt;br /&gt;
&lt;br /&gt;
Japan?&lt;br /&gt;
&lt;br /&gt;
[[Chi-Ha Kai]] - the first tank in jap line that doesn't need HEAT to defeat something. It also has decent control. Can be used to steadily break enemy, at least in successive 1v1 duels. Massive rush will obliterate it. Actually, every tank after this one is mostly alright, though mostly its like this: glass cannon-&amp;gt;tank that can actually bounce-&amp;gt; glass cannon -&amp;gt; tank that can actually bounce. Chi-to and Chi-to late are the most obvious successors of chi-ha kai and example of this rotation.&lt;br /&gt;
&lt;br /&gt;
[[Chi-Ri II]] - Giant landship, easy to destroy, autoloader reload speed is not much better than godawful indestructible [[Cobra King]], but if you'll manage to get it into proper spot near to capture point, so that nobody can get past friendly snipers without going straight into your APHE kill-zone, your enemies will regret everything. Actually, even better, work with [[M4A3E2]] or similar tank and fire at enemy from behind it, once they fired their guns. That will work great on cluttered street, as nothing can destroy jumbo anyway, and you will punish them for not leaving earlier. Can destroy rank 1 HE heroes, Italian automobiles and bait opponents with secondary APHE gun. In AB, spaded chi-ri can even flank (what???) and destroy enemy's initial push on some maps before they realize where they're being shot from.&lt;br /&gt;
&lt;br /&gt;
Honestly, all 7.0 japanese SPG are broken overpowered, but if you don't believe:&lt;br /&gt;
&lt;br /&gt;
[[Ho-Ri Production]] - Probably even more awful tank than [[M4A3E2]], balanced only by the fact, that rank 4 and 5 have enough counters to it. Can bounce anything at range, can tank APHE from most tanks, can ram you and make your tank useless, is literally unstoppable when used properly, can survive being shot at by 6 vehicles at once multiple times and destroy some of them back. Explodes to pure AP shot to transmission (French), ammo rack flanks (GE) and heavy SPG in general ([[jagdtiger]], etc), can be slowly deconstructed by HEAT tank, occasionally destroys itself, trying to blow up [[T-54 (1947)|T-54]]. &lt;br /&gt;
&lt;br /&gt;
[[Type 60 ATM]] - Extremely flawed tank, which slowly grows onto you, if you actually take time to use it, instead of going straight into 7.7+. Has missiles that can aim on their own in AB. Due to how it's launcher works even when damaged in AB, it also confuses people to a point of stupid death. It's so ridiculous, that it actually works even against 9.3 tanks. Enemy is too smart to open himself towards you? Scout them out and laugh, as a squad of Leopards on other end of the map deletes them from the face of the earth for you.&lt;br /&gt;
&lt;br /&gt;
[[Type 75 SPH]] - while the gun depression and suspension on this is worth a potato, it can just fire over hills and special proximity fuse shell will get you even behind a wall, even if you are an indirect ATGM god and never show yourself. Might as well J-out, because if you didn't explode on first hit, it will fire again in 10 seconds due to fully automatic autoloader and incinirate your tank for good.&lt;br /&gt;
&lt;br /&gt;
Italy?&lt;br /&gt;
&lt;br /&gt;
To be honest, all of the italian tanks are quite good despite their shortcomings, but they all require you to be in a very specific state of mind and demand loyalty, or you will just get curbstomped by US tanks. For example, playing [[FIAT 6614]] ( which is downright overpowered tbh ) after a month of not playing it is just not working. &lt;br /&gt;
&lt;br /&gt;
From medium tanks, [[OF-40]] is insane for what is supposed to be &amp;quot;just another leopard&amp;quot;. From light tanks, aside from FIAT and [[VBC (PT2)|VBC]] which are funny (and powerful), [[VCC-80/60]] is a peak light tank. It '''literally''' can do anything if you are good enough. [[KF41]] is also a tank i play a lot since it reminds me of a [[Warrior]], but in a higher tier. &lt;br /&gt;
&lt;br /&gt;
=== Hated ground vehicles so far ===&lt;br /&gt;
&lt;br /&gt;
[[Conqueror|Conqueror MK2]] - God, this thing gets lit on fire even by random vehicles blowing up near to it's side, and explodes from random shots to the track. I even got destroyed by Centurion AVRE, that MISSED me. YEAH. I realize that this vehicle is great in RB and all, but why it is so flammable in AB is beyond me. &lt;br /&gt;
&lt;br /&gt;
[[Caernarvon]] - People often say it is good. I honestly don't understand what's good in this tank. Even [[FV4202]] was better for me. I guess i have to fight Germans way too often to see it's good side in action. What i see is it being unable to survive anything that would be a threat to your average tank and being unable to penetrate most of tanks that others easily destroy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior]] - I love it, but I also hate it. Why [[BMP-1]] cannon shell can hull break warrior even when it hits add-on armor, and cannot hull break [[striker]]? Why [[BMP-2]] bullets can instantly destroy armour plates from over 1.5KM and instakill it? I got hit by ATGM from [[IT-1]] and lived somehow, losing all armour on my left side, but cannot survive BMP? How is that??? Also, Soviet light tanks now can survive hull break by being hit into engine or even ''radiator'', but Warrior seems to not be able to do that. Common sence is overrated, I guess.&lt;br /&gt;
&lt;br /&gt;
[[Na-To]] - I feel like this tank is a failure on it's BR. Not only it's open topped again (after [[Ho-Ni III]]), but it reminds people of [[8,8 cm Flak 37 Sfl.|flakbus]], and so it will trigger every person in 2km range to attack you until this truck is annihilated, which happens a lot faster, because it doesn't have flakbus armour or spacious crew placement. One can even one-shot it with APHE, if they know how. You may also expect to use it in up-tier with APCR, but it's penetration is just not good enough for frontal shot. If to compare it to other vehicles at rank, [[90/53 M41M]] creates such a horror effect to anyone who ever was shot by it, it doesn't even need any protection, not to mention it's much more resistant to damage.&lt;br /&gt;
&lt;br /&gt;
[[AUBL/74]] -  While i don't despise this tank, the fact that its gun can miss a target 200 m away if you aren't driving 50 km/h is really something i can't get behind.&lt;br /&gt;
&lt;br /&gt;
=== Archnemesis ===&lt;br /&gt;
&lt;br /&gt;
[[IS-4M]] - whenever I meet it, I don't live long enough to understand where to shoot it, lol. Appearantly, you just shoot it below turret into that giant triangle, and it either explodes, or you are just screwed.&lt;br /&gt;
&lt;br /&gt;
[[Merkava Mk.1 (USA)]] - If you want to drive chemical ammo\light tank user mad - that's your vehicle of choice, as it's packed with fuel tanks and RHA screens. Turret is almost invulnerable to kinetic damage as well. Can be obliterated by APDSFS from the front, APHE to turret neck, or by shots from the side (rear is pretty much invulnerable to chem ammo too).&lt;br /&gt;
&lt;br /&gt;
==Relative camera controls for ATGM==&lt;br /&gt;
&lt;br /&gt;
Okay, this is very seriously important for any british ATGM main, if you really want to '''destroy''' the opposition. If may work for others as well, to some extent.&lt;br /&gt;
It fixes camera issues in melee range and when camping on steep hills.&lt;br /&gt;
&lt;br /&gt;
You need to set &amp;quot;relative camera angle&amp;quot; for your aiming, by going to control-tank-camera control - &amp;quot;view in battle - ground (Y axis)&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
In new menu you need to activate &amp;quot;relative controls&amp;quot; and &amp;quot;keep value for disabled axis&amp;quot;, then set buttons for &amp;quot;Increase value&amp;quot;, &amp;quot;decrease value&amp;quot;, &amp;quot;enable axis&amp;quot; and &amp;quot;reset axis value&amp;quot;. For example i set them to NUM 7,9,8,4 respectively. The sensitivity is up to taste, but i took it to the extreme, as it's faster to do.&lt;br /&gt;
&lt;br /&gt;
[[Media:CameraAdjustment_Settings_for_ATGM.jpg|Settings example screenshot.]] &lt;br /&gt;
&lt;br /&gt;
What it does: you use &amp;quot;decrease&amp;quot; and &amp;quot;increase&amp;quot; value to set a direction for camera (down or up basically), and on press of &amp;quot;activate axis&amp;quot; it detaches your camera from your reticle by a certain angle. You can make your camera look sky-high up, so when you actually aim in front of you, you can now truly aim for enemy, not just randomly fire missiles everywhere, enabling you full melee combat capabilities, allowing you to look behind ridges, while aiming, and fixing the problem on pictures below. Or you can fire upwards without looking at the back of your vehicle (though that's usually fixable by just pressing Z, but something like [[Type 60 ATM]] needs this feature.)&lt;br /&gt;
&lt;br /&gt;
When you are done, you use &amp;quot;reset axis value&amp;quot; and &amp;quot;activate axis&amp;quot; to return to normal aiming mode.&lt;br /&gt;
&lt;br /&gt;
It's also possible to do to horizontal axis, allowing to see people behind rocks as you turn missiles there, though it's only good for you in towns and mountains at specific spots.&lt;br /&gt;
&lt;br /&gt;
Now only thing left is finding out if it's possible to ruin semi-auto aiming by triggering manual control by a button somehow. Though i doubt i'ts possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Before_camera_adjustment.jpg|240x240px]][[File:After_camera_adjustment.jpg|240x240px|center|after.]]&lt;br /&gt;
&lt;br /&gt;
== Ground forces missile power comparison checklist ==&lt;br /&gt;
&lt;br /&gt;
A list of stats to pay attention to/ to make educated guesses from. Mostly ground forces perspective. The rules apply to manually guided SAM and ATGM.&lt;br /&gt;
&lt;br /&gt;
'''Guidance type''':&lt;br /&gt;
&lt;br /&gt;
* Hand aiming (manual) - in RB, forces tank to stop and is guided with WASD (tank controls). in AB it is replaced with semi-auto (no ECCM) by default. &lt;br /&gt;
**Context: To see if it's bad or not, check when the missile starts to actually respond to commands (after how many meters), and how responsive they are. &lt;br /&gt;
**Difference between the RB and AB for tanks with manual aim is that in AB the tank might be restricted to only aim with sniper crosshairs (like [[type 60 ATM]] or [[RakJPz 2]] after recent nerf), which is very bad as usually in AB ATGM tanks are allowed to aim anywhere (like the [[Zachlam Tager]] currently), as to avoid being killed by tanks with Aim Assist. Otherwise it is clunky.&lt;br /&gt;
**Hand aimed ATGM can be controlled outside of LOS in RB, which makes them decent for artillery strikes (see &amp;quot;launch type&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* Semi-Automatic (SACLOS, 2nd gen, etc.) - The tank guides the missile with IR light and it is controlled by mouse. '''If it does not have ECCM it can be jammed''' (check right under &amp;quot;guidance system type&amp;quot; in stat-card). It will never trigger LWS. If the tank cannot see the missile, the control is lost. Only one can be guided at once.&lt;br /&gt;
**Context: Some tanks, even in RB, can guide missiles past sniper crosshairs, but you can't guide missile after it left your LOS. Therefore, in ATGM battle the best missile tank has the ability to guide with it's launcher located as high as possible, or the scope on the very roof, and the missile controls for it are very lenient. For comparison, [[BMP-2]] theoretically can fire ATGM over a wall, as it pokes out, but it cannot aim it, and, most likely its safety catch will prevent it from firing in the first place. [[Shturm-S]] can (whether it's a bug or not), swap controls to launcher itself and fire directly over a wall and it will be able to guide (in rb only at melee range). [[IT-1]] does this by default in AB/RB.&lt;br /&gt;
**Some SACLOS missiles immediately drop to the ground if you cut them off by launching next missile. This is very important as it would be very convenient to just spray a fan of missiles and retreat to cover without actually guiding them. This also affects &amp;quot;manually guided&amp;quot; missiles in AB.&lt;br /&gt;
**Jamming actually does not occur to '''direct attack''' missiles if your missile is out of your LOS. Tanks with optics on top and super agile missiles like the [[Shturm-S]] can launch the missile and just back off immediately to ignore the jamming altogether.&lt;br /&gt;
**Generally, if the tank has &amp;quot;commander aim&amp;quot; functionality, he also can guide missiles, thus increasing tank's LOS capability by moving the guidance device from gunner scope to the tank roof, so ATGM tanks with that function should turn it on by default before engaging. Simply having Commander optics '''does not''' imply that he can aim ATGM.&lt;br /&gt;
&lt;br /&gt;
* Beam riding (laser guided) - The tank guides missiles with laser beam. It is allowed to launch and guide all of them together. It cannot be jammed or interfered with in any way as of now. However, if after a launch you will aim directly at enemy tank or helicopter that has LWS, it will receive attack alert.&lt;br /&gt;
**Context: Semi-automatic [[Striker]] and [[MEPHISTO]] may have a lot of missile pods, but they are constantly exposed and can't really utilise missiles that are still mounted. [[ZT3A2]] with laser guidance does not have this problem - theoretically you just launch all 3 missiles and then even if people hit the missile rack, it is already empty, so it's irrelevant unless HE was used (currently, the ammo rack of that tank almost constantly counts as an active ammo rack, even when empty for some reason, so pay attention to stealth-nerfs).&lt;br /&gt;
**There isn't that many LWS armed tanks besides the majority of italian and japanese tanks of 9.0+, but it's better to not aim directly at the enemy until the missiles are close to them. Since helicopters can spam multiple &amp;quot;Hellfires&amp;quot; or &amp;quot;vikhrs&amp;quot; and rely on laser lock to attack the tanks while manoeuvering, these tankers will immediately drop smokes (to break the lock-on) and move, or even try to shoot back.&lt;br /&gt;
&lt;br /&gt;
'''Launch type:'''&lt;br /&gt;
&lt;br /&gt;
* Vertical (fixed) - Missile is launched upwards, then comes back on course after certain distance (usually 150m or 240 m). The key is to find out where enemy tank really is, then aim sniper scope exactly there, then launch, the missile does the rest by itself. If it doesn't, you can pull out of cover and aim at the enemy tank to finish the job (or just steer them around if they are hand aimed). &lt;br /&gt;
**SACLOS missiles have a tendency to fail at doing full hulldown strategy, as missiles tend to deviate by 5 degrees eventually, but the tanks that have them usually have raised optics, thus should be difficult to destroy with HEAT while they correct the shot. This can be a problem in AB, where manual aim is replaced with SACLOS on tanks that aren't built do to this.&lt;br /&gt;
**To fire straight, such tank must angle itself down about 30 degrees, or at least until aiming applications for the launchers become visible. (then the missile simply flies into crosshairs)&lt;br /&gt;
&lt;br /&gt;
* Roof mounted horizontal - Missile is generally mounted on a roof and launched forward by &amp;quot;fire '''special''' weapon&amp;quot; button. Problems come from the launcher being a liability (very easy to hit with HE or spot in general before you can even use them, very poor launcher depression, etc). These launchers also have a safety catch installed in them which '''prevents tanks from firing at point blank range to various degree'''. In AB, Light tanks are usually allowed to resupply this launcher without coming to the capture point.&lt;br /&gt;
**Horizontally launched missiles have different starting speeds. Generally its 80% of maximum speed, or just maximum speed (like with [[BMP-2]]), but it might also be 50% (like with the [[Warrior]] firing downwards), obviously, the faster is the missile from the get-go, the more useful it is in general melee and in a hill battles, but also less useful when fighting over a flat plain (as it will just leave your LOS before you can correct it).&lt;br /&gt;
&lt;br /&gt;
* Horizontal launcher - Can launch missile up or forward from a specialized launcher or cannon. They are launched by &amp;quot;fire '''primary''' weapon&amp;quot; button. Generally, even more of a liability than the roof strapped ATGM, because in the case of these tanks sometimes the launcher ammo rack counts as an instant-kill hazard. But they also have benefits, for example they can be fired at any range, even if it kills the ATGM carrier by exploding enemy tank in its face.&lt;br /&gt;
** Missile are immediately controllable after launch, so no waiting to get missile controls back. But this also means you can't just launch the missile behind a hill and expect it to hit tanks without an effort, you have to do all of it yourself.&lt;br /&gt;
** These launchers have even more variety of launch missile speed. It may vary from 100% (like with the [[BMD-4]] and [[Khrizantema-S]]) to 0% (like with the [[M551]]) speed. Slow launch missiles cannot be used as an opener, but are easier to launch behind a building.&lt;br /&gt;
** Some tanks fire ATGM with their cannon. '''All of them''' can fire on the move by default. Usually they receive an insane ATGM reload penalties compared to the tank shells (generally almost threefold) and are uncompetetive at close range with other ATGM carriers. These tanks can be successfully used even if the gun barrel got broken (the ATGM does not receive damage penalty and does not get randomly launched wherever even if you don't fully repair the barrel), and ATGM are often used as an opener (especially tandem charge missiles). &lt;br /&gt;
**Tanks that fire ATGM from the gun are usually not allowed to resupply ATGM outside of a capture point in AB unlike other missile carriers.&lt;br /&gt;
&lt;br /&gt;
'''Attack type:'''&lt;br /&gt;
&lt;br /&gt;
* Direct hit - Aim ATGM at the tank, it flies into it and explodes, simple enough. Cover can block them, but user can launch them from above or just guide them into cover at the last moment.&lt;br /&gt;
* Top-down - When you aim crosshairs at something, it flies approximately 10 degrees above that and tries to spot tanks. If there is anything &amp;quot;tank-like&amp;quot; below them, they explode downwards. They react to dead tanks and may detonate too early if enemy tank has the turret on the very back. If it does not have ECCM, '''it can be jammed even if enemy tank can't see you'''. Can be used to directly hit tanks, but generally can't do much if used that way due to a reduced penetration power.&lt;br /&gt;
&lt;br /&gt;
'''Payload type:'''&lt;br /&gt;
&lt;br /&gt;
*HEAT - Much like HEAT shells, it does punctual damage in direction of a hit. ATGM is stronger than shells, because you can control the damage cone direction, and it in general has enough penetration to ignore internal defences. The more explosive mass the ATGM has, the more likely it is to one shot tanks by destroying fuel tanks and the more AOE it has after penetration. &lt;br /&gt;
**Usually does 15 mm RHA of overpressure damage, '''but there are exceptions''', particularly if missiles have more than 3 kg explosive mass (in TNT eq). Explosive mass does not always equal to more damage, but always equal to more overpressure range.&lt;br /&gt;
*HEAT (tandem) - Ignores ERA of a tank (the hit is calculated as if it was not present). &lt;br /&gt;
**It appears that they do around 30 mm RHA of overpressure damage on initial hit by default, but it might not be the case with [[ZBD86]] (i have no way to test this).&lt;br /&gt;
*HE - Basically an HE shell strapped to a missile. The same overpressure rules apply to the ATGM and it might also come with proximity fuse that only reacts to aircraft (HE-VT, like [[Shturm-S]] or [[BMP-2M]]) or have top-down attack ability (like with [[type 89]])&lt;br /&gt;
&lt;br /&gt;
==links to remember==&lt;br /&gt;
&lt;br /&gt;
'''Some random images''' left by wiki moderator to help me remember how to upload pictures:&lt;br /&gt;
&lt;br /&gt;
[[File:GarageImage Hunter F.1.jpg|The Hunter F 1 in the Garage.|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
http://wiki.warthunder.com/index.php?title=Hunter_F_1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:FighterImage_HunterDev1.jpeg&lt;br /&gt;
File:FighterImage_HunterDev2.jpeg&lt;br /&gt;
File:FighterImage_HunterDev3.jpeg&lt;br /&gt;
File:FighterImage_HunterDev4.jpeg&lt;br /&gt;
File:FighterImage_HunterDev5.jpeg&lt;br /&gt;
File:FighterImage_HunterDev6.jpeg&lt;br /&gt;
File:FighterImage_HunterDev7.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Category tags for images:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:In-game screenshots]] [[Category:Garage images]] [[Category:Animated files]] [[Category:Ammo racks]]  [[Category:Document images]] [[Category:Historical photos]] [[Category:Map layouts]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link to upload stuff : http://wiki.warthunder.com/index.php?title=Special:Upload .&lt;br /&gt;
&lt;br /&gt;
Link to optics gallery: https://wiki.warthunder.com/Optics&lt;br /&gt;
&lt;br /&gt;
Link to autoflaps page: https://wiki.warthunder.com/Automatic_flaps&lt;br /&gt;
&lt;br /&gt;
Link to nvd page: https://wiki.warthunder.com/Night_Vision_Devices&lt;br /&gt;
&lt;br /&gt;
Link directly to parsed zooms list: https://wiki.warthunder.com/index.php?title=User:U13682523&amp;amp;oldid=34725#List_of_all_tank_sight_magnifications&lt;br /&gt;
&lt;br /&gt;
Link directly to parsed NVD list: https://wiki.warthunder.com/Night_Vision_Devices#List_of_vehicles_with_Night_Vision_Devices&lt;br /&gt;
&lt;br /&gt;
Link to some data on NVD resolutions: https://wiki.warthunder.com/User_talk:U38088265#nvd_list&lt;br /&gt;
&lt;br /&gt;
==Paranoia and conspiracy check corner==&lt;br /&gt;
&lt;br /&gt;
===Space for special MG penetration tables/graphs (discontinued)===&lt;br /&gt;
&lt;br /&gt;
Yes i am aware that different rank MG's and minor caliber changes of certain factions should and might be different on different ranks, but i digress for now, since difference seems insignificant to me ingame, as seen in 7.92.&lt;br /&gt;
&lt;br /&gt;
Anyone is welcome to add info on different calibers, or add specific faction calibre (like french 15.00 or whatever)&lt;br /&gt;
&lt;br /&gt;
HT: heavy tanks, HTD: heavy TD, as in Foch, ISU, and so on.&lt;br /&gt;
&lt;br /&gt;
By heavy damage is implied, that it can destroy some module, but doesn't pen entire vehicle. (if ammo doesnt explode in 1 hit, specify that)&lt;br /&gt;
&lt;br /&gt;
By destruction implied, that if it hits you, with it's ROF you are probably screwed.&lt;br /&gt;
&lt;br /&gt;
'''low caliber SPAA and autocannons included to compare with french coax autocannon and check other abnormal dps stuff (pen*rof)''', '''do not add more of those'''&lt;br /&gt;
&lt;br /&gt;
'''In case if you don't know if your LVEH can be penned by MG or not, just use armour protection analysis on your vehicle against BMP-2 ''AP-T belt'' or M2A2 default belt and then compare it to numbers in table. That will give you the jist of it.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General oversimplification table of damage for MG and other coaxials per caliber to light vehicle &lt;br /&gt;
!Caliber&lt;br /&gt;
!Presumable pen point-blank (against RHA, or whatever number bmp2 &amp;quot;protection analysis&amp;quot; check says)&lt;br /&gt;
!presumable pen at 100m (against RHA or whatever number bmp2 &amp;quot;protection analysis&amp;quot; check says)&lt;br /&gt;
!ROF&lt;br /&gt;
!Who uses:&lt;br /&gt;
!Tree removal (y/n)&lt;br /&gt;
!Stone wall removal (y/n)&lt;br /&gt;
!Damage to external armour&lt;br /&gt;
!ATGM intercept&lt;br /&gt;
time&lt;br /&gt;
&lt;br /&gt;
(lol, yes)&lt;br /&gt;
!DPS to flat rear of TD (45 mm homogenous armor) (tested mostly on IT1)&lt;br /&gt;
!DPS/TTK to sloped LVeh (50-65 mm aluminium AA7017)&lt;br /&gt;
!Dps/TTK to angled sides of Lveh/armored turret (20-30mm~~ aluminium 7039)&lt;br /&gt;
!TTK to unangled/ unarmored LVeh (15mm in general, aluminium 7017)&lt;br /&gt;
|-&lt;br /&gt;
|30mm warrior gun, APDS loadout&lt;br /&gt;
|110&lt;br /&gt;
|101&lt;br /&gt;
|Very low&lt;br /&gt;
|Warrior&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|ERA, doesn't seem to do much else&lt;br /&gt;
|&lt;br /&gt;
|Damages engine&lt;br /&gt;
|Heavy damage, 6 hits to destroy ammo&lt;br /&gt;
|Heavy damage, ~2 hits to destroy ammo&lt;br /&gt;
|Heavy damage&lt;br /&gt;
|-&lt;br /&gt;
|~23cal AA only SPAA gun combo&lt;br /&gt;
|~46&lt;br /&gt;
|~45&lt;br /&gt;
|Insane&lt;br /&gt;
|Non combat SPAA like ZSU-23-4, wirbelwind with no ap ammo and such&lt;br /&gt;
|yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Significant&lt;br /&gt;
|&lt;br /&gt;
|Damages engine.&lt;br /&gt;
|appearantly deteriorates even permament armor to 0 in 3 seconds or so, resulting in destruction. RNG/bug/feature?&lt;br /&gt;
|Destruction&lt;br /&gt;
|RUN&lt;br /&gt;
|-&lt;br /&gt;
|20cal vulcan gun&lt;br /&gt;
|58&lt;br /&gt;
|55 (it got buffed i think, because how The 23 mm does less damage??)&lt;br /&gt;
|~infinity&lt;br /&gt;
|M163&lt;br /&gt;
|yes&lt;br /&gt;
|Yes&lt;br /&gt;
|It seems to not care.&lt;br /&gt;
|&lt;br /&gt;
|It shredded Vickers MBT from the front eventually, and it has 60 mm RHA, sooo, yeah.&lt;br /&gt;
|Instant death due to millions of ricochets all over the smallest weakspots. Hilarious.&lt;br /&gt;
|RUN&lt;br /&gt;
|RUN&lt;br /&gt;
|-&lt;br /&gt;
|20mm Crusader AA cannons and such&lt;br /&gt;
|41&lt;br /&gt;
|~39&lt;br /&gt;
|Heavy since twin guns..&lt;br /&gt;
|Most early autocannon tanks and such&lt;br /&gt;
|yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Seems to not damage 5mm plates&lt;br /&gt;
|&lt;br /&gt;
|Penetrated, despite it being statistically impossible, or Bypasses external armor (5mm)&lt;br /&gt;
|Unknown&lt;br /&gt;
|Destruction&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|BMP2 30mm autocannon, AP-T load&lt;br /&gt;
|64&lt;br /&gt;
|61&lt;br /&gt;
|medium or insane&lt;br /&gt;
|Bmp2&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|instant destruction&lt;br /&gt;
|&lt;br /&gt;
|Unknown, probably destruction&lt;br /&gt;
|AP-T seems to not penetrate ~60, for no reason. It seems having high ground may help.&lt;br /&gt;
|Destruction&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|20cal coax cannon&lt;br /&gt;
|47&lt;br /&gt;
|supposedly 34 (unverified source)&lt;br /&gt;
44 , 31 up to 500m by ingame stats (nerfed lately)&lt;br /&gt;
|Heavy&lt;br /&gt;
|French rank 6, amx-30 (r5) and some top german MBTs&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|Unknown&lt;br /&gt;
|Can cause Destruction for unknown reason.&lt;br /&gt;
No damage to ~55mm of alloy7039, or just doesn't damage heavily sloped armor. (unlikely) &lt;br /&gt;
|Destruction, but no AOE damage, so it damages weakspot of LV with 30mm but nothing more so far. At least from french gun.&lt;br /&gt;
|Destruction, 1 sec max&lt;br /&gt;
|-&lt;br /&gt;
|15.0 mm MG&lt;br /&gt;
|36&lt;br /&gt;
|34 (ultra nerf down from 45 lol)&lt;br /&gt;
|unknown&lt;br /&gt;
|French HT and HTD&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|14.5 mm KPVT &lt;br /&gt;
|45&lt;br /&gt;
|seems to be around ~26mm, but sometimes pen more. &lt;br /&gt;
42 by ingame stats, but seems doubtful. (how da hell it's still so op when french one is nerfed??)&lt;br /&gt;
|low to Medium&lt;br /&gt;
|is7, is10m, soviet HTD  rank 5&lt;br /&gt;
|yes&lt;br /&gt;
|unknown&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|Unknown&lt;br /&gt;
|Does nothing to 60+mm, but either 38 or 44mm on warrior's alloy 7039 rear achieved destruction. assumed 50mm of AA7039 seems to hold off.&lt;br /&gt;
|Heavy damage, sets off ammo in 1 hit, can AOE from turret shots.&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|12.7 mm DShK and such &lt;br /&gt;
|29&lt;br /&gt;
|seems to be around ~26mm, but sometimes pen more.&lt;br /&gt;
27 by ingame stats&lt;br /&gt;
|low to Medium&lt;br /&gt;
|HT and HTD , some MBTs of rank4+, &lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|Unknown&lt;br /&gt;
|&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|Heavy damage, sets off ammo in 1 hit, can AOE from turret shots.&lt;br /&gt;
|Destruction in 1 sec max&lt;br /&gt;
|-&lt;br /&gt;
|12.7 mm M2HB USA edition&lt;br /&gt;
|26&lt;br /&gt;
|25 by ingame stats, but seems to be around 26.&lt;br /&gt;
|low to Medium&lt;br /&gt;
|USA on rank2+, half of JPN vehicles on any BR&lt;br /&gt;
|yes? At least on direct hit on a small tree.&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|&lt;br /&gt;
|None&lt;br /&gt;
|somehow did damage after 5 sec or fire from M103.&lt;br /&gt;
&lt;br /&gt;
perhaps hit weakspot with ~30mm.&lt;br /&gt;
|unknown&lt;br /&gt;
|Destruction in 1 sec max&lt;br /&gt;
|-&lt;br /&gt;
|8.00&lt;br /&gt;
|10&lt;br /&gt;
|9 by ingame stats (how even if 7.92 is better?)&lt;br /&gt;
|???&lt;br /&gt;
|Italy up to rank 2&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
|7.92&lt;br /&gt;
|13&lt;br /&gt;
|less than 13?&lt;br /&gt;
12 by ingame stats&lt;br /&gt;
|Medium&lt;br /&gt;
|German tanks before rank 4, their HT and HTD past rank 4&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|ERA only&lt;br /&gt;
|&lt;br /&gt;
|Unknown&lt;br /&gt;
|seems to do no damage&lt;br /&gt;
|Unknown, since nobody tries to use it on selected vehicles&lt;br /&gt;
|Resistable, can technically penetrate 10mm vents &lt;br /&gt;
|-&lt;br /&gt;
|7.7&lt;br /&gt;
|10&lt;br /&gt;
|9 by ingame stats&lt;br /&gt;
|Low&lt;br /&gt;
|Japanese rank 1-3&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|unknown&lt;br /&gt;
|&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|useless&lt;br /&gt;
|-&lt;br /&gt;
|7.62 &lt;br /&gt;
|10&lt;br /&gt;
|less than 13?&lt;br /&gt;
9 by ingame stats&lt;br /&gt;
|Low to medium, heavy on rank 6&lt;br /&gt;
|German medium vehicles rank4+, french before rank 6 and most british tanks use something similiar, most USSR mbts&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|ERA only&lt;br /&gt;
|&lt;br /&gt;
|No damage&lt;br /&gt;
|No damage&lt;br /&gt;
|Nonexistant/ignorable&lt;br /&gt;
|seems to be useless even point-blank vs ~13mm aluminium alloy&lt;br /&gt;
|-&lt;br /&gt;
|7,50&lt;br /&gt;
|10&lt;br /&gt;
|9 by ingame stats&lt;br /&gt;
|unknown&lt;br /&gt;
|French at various ranks&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|unknown&lt;br /&gt;
|}&lt;br /&gt;
I gather that SPAA guns penetrate at least 7mm more than ingame tip says, at least for aluminium. And with highter ROF it may cause instakill even on vehicles, that are supposed to be permamently resistant to it, so probably MG does that as well. &lt;br /&gt;
As long as cursor is yellow in protection analysis or AB, this means high ROF guns can penetrate it with some luck/determination.&lt;br /&gt;
&lt;br /&gt;
'''Conclusion for armor protection for general mg bullets so far:'''&lt;br /&gt;
&lt;br /&gt;
AP-T (or incindenary armor piercing) ammo in cases of many tanks negates inclination armor modifiers, just like APHE of soviets, which makes it as good as APDS against angled armor, which is extremely unfair (lol). The ones that do not possess this feature act like HVAP - lose penetration power very fast with each degree of angle, despite being initially strong.&lt;br /&gt;
&lt;br /&gt;
However, IAP seems to have much worse ricochets angle than APDS and such shells, so high ground negates it entirely as long as you have 65mm total. APDS cannot pen much more at this angle either, because it has no angle modifiers, just huge raw numbers.&lt;br /&gt;
&lt;br /&gt;
This kind of explains how the soviets HMG destroy sloped turret of warrior in 1 hit, but sometimes soviet autocannons cannot destroy Striker's hull - even with BMP2 guns for example.&lt;br /&gt;
&lt;br /&gt;
The weirdness is further increased by fact that aluminium alloy has huge penalty to armor (which is not properly displayed in statistics, and goes all ways from 20% to 50%) and &amp;quot;yellow&amp;quot; penetration is actually Random (RNG), which means insane ROF of auto cannons and such can roll &amp;quot;penetration&amp;quot; chance a hundred times per second, which convert 5% chance of pen into guaranteed kill. &lt;br /&gt;
&lt;br /&gt;
External plating often seems to be completely ignored whenever penetration of enemy ammo &amp;gt; armor of plate, or just gets destroyed in 5 hits at it is. Doesn't even have to be angled for this at certain points. Seems to be proved by panther D side (40+5) being penned by Crusader AAmk2. Also most light vehicles have glaring weakspots with 10mm less armor (like this isn't enough already) and even some equivalents of 7.64 can penetrate external shield, if you aim exactly where it hurts.&lt;br /&gt;
&lt;br /&gt;
As in, the protection analysis feature seems to like to ignore external plates for life, so it's safe to assume, that on random occasion bullets can just go through them anyway. They still protect from HESH and single cannon shots though. &lt;br /&gt;
&lt;br /&gt;
High ground seems to help against MG and Autocannon in case of solid permament armor, however if in case of modules, like Striker transmission blocking any MG bullets coming through LFP, the fury of certain guns like &amp;quot;vulcan&amp;quot; will shred it apart just due to sheer ricochet randomness over hundreds hits. &lt;br /&gt;
&lt;br /&gt;
===Perceived subclasses of tanks===&lt;br /&gt;
&lt;br /&gt;
{{Notice| These aren't in any way official, but rather a headcanon. SPAA can generally be put into light tank category, so i did.|!}}&lt;br /&gt;
&lt;br /&gt;
Light and SPAA:&lt;br /&gt;
&lt;br /&gt;
Scout tank: Somewhat weak light tanks/early spg that can barely damage even medium tanks and have to flank to defeat something. Generally very short.&lt;br /&gt;
&lt;br /&gt;
Autocannon armed tanks - light tank/Combat SPAA: Early german tanks, british Falcon, that soviet SPAA that many hate so much and their variations. Have poor armour, but may be able to survive fire of the same type of weapon. At rank VI and onward almost all of them carry ATGM as well, which makes them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Chemical gun light SPG/tank: Lookup all those light tanks and SPG at 6.3+, which only carry chemical recoilless rifles. There are also unique premium tanks falling into same category at various ranks. They are usually small and can barely survive MG fire, so they rely on stealth, but they can penetrate almost anything too. They often have Scouting, even if they are marked as an SPG. Due to their generally low profile, they may be hard to target.&lt;br /&gt;
&lt;br /&gt;
Heavily armed scout tank: Basically a light tank with medium tank weapon, start appearing with rank 5. Different from chemical light tanks, since it can use kinetic weapons, usually have smokes, much taller and generally rely on speed over stealth. Superior to medium tanks in AB due to Scouting and smokes used in parralel.&lt;br /&gt;
&lt;br /&gt;
Medium:&lt;br /&gt;
Brawler - Tank, which can deflect popular non-sniper shell of a rank at a moderate range, and probably can ignore light tanks unless they are in their face or did 90 degree flank, like t54 and some american tanks, etc.&lt;br /&gt;
&lt;br /&gt;
Hulldown medium sniper - Medium tank with high amount of armour on a turret, but bad hull armour or is very slow. Usually, even though it has high armour, it's not enough to deflect shots of it's own BR so it has to be really, '''really''' far away, hence medium and not heavy tank. Centurions, Chieftains, Etc.&lt;br /&gt;
&lt;br /&gt;
Sniper - Barely has armour to protect itself from frontal attack of a light tank, negligible armour on a side. May have sloped turret cheeks to protect it from inaccurate shots, but that's it. If you saw leopard 1 or chi-ha, then you know what i mean.&lt;br /&gt;
&lt;br /&gt;
SPG:&lt;br /&gt;
Breakthrough/heavy SPG - No nonesence heavy armour on the front, which is near impossible to penetrate without HEAT or superior ammo, but is generally very slow or have weaknesses. May be specialized to camp on a distant hill or to push directly.&lt;br /&gt;
&lt;br /&gt;
Hill based camp SPG - SPG with high depression but long gun reload. Usually has ammo which can delete any tank. Usually has weak armour and early on can be bullied by any aircraft.&lt;br /&gt;
&lt;br /&gt;
Ambush/snipe SPG: SPG with mediocre armour which rely on stealth, great scope, very long range ammo (often weaker than normal) and low profile to spike someone in their side and retreat. Often have great reverse speed. Many of them are useless in AB for obvious reasons. Eventually adopts ATGM and moves way too far for any tank to be a threat.&lt;br /&gt;
&lt;br /&gt;
Shoot&amp;amp;Scoot SPG - Negligible or weak armour, but has great forward speed for its rank and exceedingly dangerous gun. I'd call it a better medium tank, since WT sometimes has funny perception of module-based armour, making them far superior in all ways.&lt;br /&gt;
&lt;br /&gt;
Demolition tank/artillery - SPG with giant HE/HESH gun mounted on it. Usually have ridicilously long reload, but a single hit from that will send even heavy tank back to spawn. Often can fire over obstacles due to shell velocity.&lt;br /&gt;
&lt;br /&gt;
Heavy:&lt;br /&gt;
&lt;br /&gt;
Hulldown - Heavy turret armour, generally can only be defeated by a direct hit of sniper ammo or SPG grade HE/HESH to the roof, but is very slow or very vulnerable to flanking. Lots of american tanks excel at this.&lt;br /&gt;
&lt;br /&gt;
Assault - Heavy tank with really high frontal armour of both hull and turret, may rely on angling for side armour or have enough to ignore small guns. Soviet tanks are very canonic here.&lt;br /&gt;
&lt;br /&gt;
Support - Heavy tank which is supposed to assist tanks around it. Generally has heavy armour all around and lots of smokes or other tools, but weak to SPG and snipers in general. Early British heavy tanks are like this.&lt;br /&gt;
&lt;br /&gt;
Fake heavy tank - Pretty much entirety of the french tree and some japanese tanks. Fake as in it is just a giant medium tank with even bigger gun and it's armour is nothing generally accepted for a heavy, thus it can be deleted by a single shot of an autocannon tank. But, it's usually the early autoloader tanks, so good luck if they fire first...&lt;br /&gt;
&lt;br /&gt;
ETC.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
////&lt;br /&gt;
&lt;br /&gt;
Even if BRs allow different ranks of MGs to be used on you, simplified graph would look kind of like this:&lt;br /&gt;
&lt;br /&gt;
'''Your vehicle's hull vulnerability to MG in your matchmaking''': &lt;br /&gt;
&lt;br /&gt;
I want to do it through Colours if possible. &lt;br /&gt;
&lt;br /&gt;
Black = instant death, &lt;br /&gt;
&lt;br /&gt;
red = only tankable by front, can still destroy your armor or damage fatal weakspots/turret/cupola and cause your death '''somehow''', &lt;br /&gt;
&lt;br /&gt;
orange = Only tankable by front, &lt;br /&gt;
&lt;br /&gt;
yellow = angled sides can tank it, &lt;br /&gt;
&lt;br /&gt;
green = only rear or not-so-obvious weakspot is endangered, &lt;br /&gt;
&lt;br /&gt;
white/blue/idk = no threat. &lt;br /&gt;
&lt;br /&gt;
Instead of faction names could use flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Threat of MG/autocannon in CQC on your BR/rank&lt;br /&gt;
!Nation&lt;br /&gt;
!LT&lt;br /&gt;
!TD&lt;br /&gt;
!MT&lt;br /&gt;
!HV&lt;br /&gt;
!AA&lt;br /&gt;
|-&lt;br /&gt;
|French&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|USA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Japanese&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|USSR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|German&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Italy&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|British&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Possibly, we will want two of these per vehicle, if it will be known, that high ROF or focused fire of many vehicles even of low cal can delete your vehicle, or simply to show danger with/without weakspots in general (for example warrior wearing ADD-on armor is okay as long as you broadside and they fire on your hull, but they still can try to wreck your turret with HMG, so GG., as for without ADD-on armor... well... rip.) Perhaps i can use lighting icon to symbolize &amp;quot;likely crew incapacitation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===What certain shell types are like in-game (for real) ===&lt;br /&gt;
Section for conspiracy debunking. At this point less useful, due to fix to ammunition section, and therefore hidden. (hopefully for good)&lt;br /&gt;
Basically, you write what shell does in '''certain mode''' and how it '''really''' works in your '''experience''' (not in damage protection analysis). &lt;br /&gt;
&lt;br /&gt;
Other people are welcome to write/correct their opinion, just add the signature near to your statement, so I won't erase it by accident later.&lt;br /&gt;
&lt;br /&gt;
'''Ground vehicles'''&lt;br /&gt;
&lt;br /&gt;
:'''Kinetic ammo''': Damages by hitting enemy vehicle or insides. Can go through objects, and sometimes even solid walls.&lt;br /&gt;
&lt;br /&gt;
'''AP-I''': Ammo for practically all your MG's and base ammo for most autocannons. &lt;br /&gt;
&lt;br /&gt;
AB: High ricochet chance, otherwise penetrates easily and then explodes? (or something) Extremely sloped armour destroys it.&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
'''AP (pure)''': Does not explode after pen and just goes onward, penetrating whatever is in the way. Can penetrate modules until expires. Causes wide armour spalling from entry point. Mostly used by brits (later shifted to high mass sniper APDS) and french (with massive 25kg shots then into APDSFS). SPG caliber pure shells can do scary damage even after hitting heavy armour. The higher the mass of the shell, the more absurd amount of spalling it causes when breaches armour.&lt;br /&gt;
&lt;br /&gt;
AB: The weaker the armour it hits and the higher caliber it is itself, the more spalling it seems to do. For example, if 15 kilogram shell's penetration is two-three times the armour, for example after penning LFP, then it manages to penetrate and obliterate transmission and whatever it is behind, resulting in tank annihilation. (ex: lorraine 40t VS Ho-Ri production, if lorraine penetrates LFP of Ho-Ri, it is just a toast no matter what due to ammo racks and crew being destroyed, but mantlet shot is much less dangerous due to lesser spall.)&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
AP(CBC): Basically same thing, but has normalization buff (IE if you screw up the shot it may reduce impact angle by a bit).&lt;br /&gt;
&lt;br /&gt;
AP(C): Same thing, but generally these shells are so awfully low quality, they barely penetrate even with a buff. Depends on situation, though.&lt;br /&gt;
&lt;br /&gt;
AP(CBC) (soviet and certain italian tanks): Tend to have BS 10-40 degree normalization angle, which makes it lolpen anything, until it ricochet or fails. Main issue is that they have slightly less penetration than the others, sometimes leading to hilarious incidents, as RB Germans using [[KV-IB (Germany)]] against soviets and basically achieving god mode, as they cannot penetrate their own tanks. &lt;br /&gt;
&lt;br /&gt;
'''AP(HE)''': Less spall damage, but has a bomb which ticks off if hits something of ~15mm thick depending on fuse type (effective armour, not just 15mm of something). In interface looks like '''orange''' explosion around the shell. Fuse length can be abused to make shell explode outside of tank, but only a few tanks can do that.&lt;br /&gt;
&lt;br /&gt;
1.91: All the APHE fuse sensitivity stats were changed, and i mean '''all''' of them. 90% of them got reduced to 14mm, on early tanks to 9mm, on 120+mm guns some shells were increased from 15 mm to 19 mm, but developers added kinetic 120 mm hullbreak to anything that could potentially not detonate that, so it does not even matter anymore. All APHE tables now need update. &lt;br /&gt;
TL:DR - Now APHE is somehow more op than even HE against light tanks and EVEN milk trucks. Riveting.&lt;br /&gt;
&lt;br /&gt;
AB: Explodes a moment later, doing insane damage. Seems to be weak to &amp;quot;internal armour plates&amp;quot; such as RHA lists and such. After penetration, if fuse wasn't triggered, can penetrate anything in the interior as if it doesn't care. Once fuse is activated, it can ricochet back inside off even 5mm construction steel (as often can be seen to happen with light tanks) Shrapnel can be stopped by engine or fuel tank, but '''only''' if explodes into it.&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
'''Shrapnel''': Very obscure low-rank ammunition of Soviets. Has very low penetration, but acts as even stronger APHE.&lt;br /&gt;
&lt;br /&gt;
AB:&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
'''APCR''': High penetration for lesser damage than pure AP. The spalling is more focused and copies shell trajectory.&lt;br /&gt;
&lt;br /&gt;
AB: Bad against angled armour, but from long distance it may as well just fall flat on it and pen anyway, which is heavily helped by AB aim assist. SMH I don't see the 'weaker damage' part, as it sometimes one-shots heavy tanks. Though, it's certainly less than APHE due to focused AoE.&lt;br /&gt;
&lt;br /&gt;
1.91: Seems to do same damage as APDS now, but I never experienced &amp;quot;shell shattered&amp;quot; effect with it yet.&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
'''HVAP''': &lt;br /&gt;
&lt;br /&gt;
Low caliber HVAP: Replacement for APCR/APDS on certain vehicles, including, for example, [[BMP-2]] . &lt;br /&gt;
&lt;br /&gt;
AB: '''Extreme''' intolerance of angled armour due to ricochets, but otherwise penetrates anything it can. &lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
High caliber HVAP: Replacement for some Pure AP shells (usually british). Fly faster than normal.&lt;br /&gt;
&lt;br /&gt;
'''APDS''': High speed, High accuracy, High pen, '''no normalization'''. Practically does only damage in line it went in and out. Because of no normalization part, still skillful to use. Sometimes not much better than certain AP shells penetration-wise for same reason .&lt;br /&gt;
&lt;br /&gt;
AB: Does less damage the more armour it had to penetrate with main &amp;quot;bullet&amp;quot;. At top power high caliber APDS can spall and obliterate weaker vehicles to some extent. At bottom power level might need 5 shots to set off 1 shell in ammo rack. If shell hit tracks or optics and then hit hull, which it had not enough energy to penetrate, it may say &amp;quot;shell shattered&amp;quot;. Yes, that can happen, as easily seen with [[warrior]]. So it's better to fire at weakspots or from favorable angle, not just aim at ammo rack/crew in general.&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
'''APDSFS''': Nearly no falloff, insane range, does BOTH spall and direct damage, near infinite normalization value. Can penetrate ANYTHING, as in, can lolpen multiple tanks(and all and any of their modules), a house (which normally looks unpennable) and few walls, until finally stopped. The absurdity of penetration power depends on it's quality (from early 360 pen apdsfs to ridiculous 780 penetration in endgame) and hidden stats (like material of shell or w/e).&lt;br /&gt;
&lt;br /&gt;
It's easier to explain why and when it's OP by example - When you play on map with destructible houses (like [[American Desert]] is now), it's godlike - you can fire at scouting mark through 3 streets of houses and oneshot your enemy, and that pesky light tank, that was 50m away from it, just because it was on same line. On other maps, where not every house is destructible, [[Finland]] c cap for example, it's just good because it doesn't require you to aim.&lt;br /&gt;
&lt;br /&gt;
AB: Outright hull breaks weak armour.&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
:'''Chemicals (BOMBS)''': Have fuses that explode, if hit ANYTHING. Can cause hullbreak. &lt;br /&gt;
&lt;br /&gt;
Does specifically different type of damage, and so ''special armour types negate it better than kinetic ammo''. General examples: ERA (special plates on top of vehicle which dampen the hit a bit by exploding back into it or by other means, usually one time use), NERA (permanent composite armour, usually visible with X-ray), spaced armour (Random trash on top of tank, &amp;quot;side skirts&amp;quot; and double-layered armour). &lt;br /&gt;
&lt;br /&gt;
RB: Generally have AOE, even if not supposed to, which is affected by &amp;quot;explosive mass&amp;quot;. At least looks like it.&lt;br /&gt;
&lt;br /&gt;
'''HE''': Explodes on hit. 360 degree AoE. As such, sometimes used to penetrate top/roof armour, which generally have laughable 20-40 mm lists covering them, compared to 100-300 mm. Can also be shot below the tank, at MG on top of commander's hatch, or even pushed into turret's ring, depending on enemy tank's oversights.&lt;br /&gt;
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AB: Some vehicles are rigged to instantly explode if hit by it, even if it didn't penetrate. Hilarious.&lt;br /&gt;
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RB:&lt;br /&gt;
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'''HE (PF)''' - Proximity fused HE. Will explode after it flies X meters away from you and Y meters away from anything massive.&lt;br /&gt;
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AB: Has same properties as normal HE. Annihilates sneaky tanks even behind hills.&lt;br /&gt;
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RB:&lt;br /&gt;
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'''HEFS''': Used by certain soviet top-rank tanks. Flies faster and at less obscure angle.&lt;br /&gt;
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AB:&lt;br /&gt;
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RB: If it doesn't outright terminate enemy tank, it's usually powerful enough to wreck it's gun and whatever else is caught in blast.&lt;br /&gt;
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'''HESH''': Forces all affected armour, which is weaker than shell's pen to spall into tank. Like APDS, it's better if armour is MUCH weaker than the shell, but still exists. Does more pen, the more angled surface was (until it just ricochets). In any mode sometimes hitting track insides with it obliterates vehicles, but in RB its more likely.&lt;br /&gt;
Little spaced armour shields on front of vehicle (like [[M163]] has), random junk on the hull and side skirts negate it due to low amount of armour being transformed into &amp;quot;projectiles&amp;quot; and main armour plate being unaffected by blast. An item must &amp;quot;exist&amp;quot; for the game to protect from HESH. Despite that, being '''actually''' hit by HESH to unprotected side near to ammo rack often ends in fiery explosion, so it's not to be ignored as a possibility. It also has capability of ruining super-angled turrets, if shot exactly to the weakspot.&lt;br /&gt;
&lt;br /&gt;
AB: It seems to me that lack of &amp;quot;explosion&amp;quot; makes it weaker. But I digress, as [[Centurion Mk.5 AVRE|Centurion AVRE]] once obliterated [[Conqueror]] with a close miss.&lt;br /&gt;
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RB: Trapshots become more reliable.&lt;br /&gt;
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'''HEAT''': Flies towards target at a very particular angle, then blasts everything in front of impact zone like APDS. Least likely to hullbreak and least AoE. Due to high angle of attack, usually its wiser to look at 30 and 60 degree penetration, not 0 degree one. &lt;br /&gt;
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'''HEATFS''': Same as above, but flies more directly and faster.&lt;br /&gt;
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HEAT usually have line projectile pattern, similar to APDS, but, unlike one, it can be blocked or derailed.&lt;br /&gt;
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'''ATGM''': Usually, if nothing else is specified, it's same as above, but you guide it yourself. Has enough power to oneshot tank, if pens (will ''very likely'' pen and almost impossible to ricochet if driven into tank on purpose). &lt;br /&gt;
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AB: Kind of damage tank it hit, generally going forward from impact point. Can be blocked by fuel tanks and engines, radiators, armour lists, ETC, if they are huge enough. As example, [[Swingfire]], which has virtually no armour, can tank all the ATGM's from BMP-1 with it's fuel tank and then wreck it for being a nuisance. Or not, because BMP also can catch ATGM with it's engine and radiators, preventing hull break.&lt;br /&gt;
&lt;br /&gt;
As of 1.91: changes to module damage model cause HEAT to sometimes overpenetrate and go forward where it earlier was stopped or just exploded into tank.&lt;br /&gt;
Another hotfix of 1.91: HEAT and ATGM specifically can now penetrate fuel tanks (what the?) and destroy tanks which use them as a shield against chemical ammo. The effect still has its limit as Merkava MK1 still can tank ATGM if you hit the very front of it (IE 3 modules is enough to stop weak ATGM entirely after all), however direct hits to ammo racks are now fatal.&lt;br /&gt;
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RB: Is often a subject to change, as in one patch it's possible to explode yourself, and is impossible in another. Might or might not violently explode, wrecking light tanks, even your own tank, if allowed to by current patch.&lt;br /&gt;
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'''Tandem ATGM''': Some missiles have Tandem charge. It may be specifically said so, or normal ATGM may just act like one (unknown why).&lt;br /&gt;
Essentially a double ATGM. Penetration is written out for '''both''' packages. Works as such: Missile hits first obstacle and tries to destroy it, then second warhead is fired. if obstacle was destroyed it is ignored. If not, second bomb usually tries to penetrate that again. If there is nothing to hit for second bomb, it just flies back and forth and explodes on exit point.&lt;br /&gt;
&lt;br /&gt;
Tandem charge missiles (specifically noted to be one) were noted to be able to have funny ricochets off NERA. As in, it is possible to hit NERA of Abrams tank at an angle, then second charge &amp;quot;backs off&amp;quot; into tank hull and explode backwards, annihilating tank crew. Rather strange.&lt;br /&gt;
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AB:&lt;br /&gt;
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RB:&lt;br /&gt;
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'''HE ATGM''': HE that flies directly where you point it to. Has less penetration than &amp;quot;normal&amp;quot; HE and reported to have less shrapnel as well.&lt;br /&gt;
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AB:&lt;br /&gt;
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RB:&lt;br /&gt;
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'''Proximity HE ATGM''': Same as HE ATGM, but can be used as anti-air weapon or to attack hidden opponents (depends on fuse type).&lt;br /&gt;
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AB:&lt;br /&gt;
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RB:&lt;br /&gt;
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'''SAM''': Surface-to-air, Anti-air missiles. Most usually comparable to HE ATGM, but have additional coding attached to them, like sniper scope imitating missile drag if it's SPAA only weapon, or missile transforming from nuclear HE ATGM into extremely fast contact explosives, or being weird HEAT ATGM which becomes proximity HE missile when flies 100m away from the ground...&lt;br /&gt;
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'''HESAM''': Causes wide explosion, trying to hit planes around. When next to ground '''usually''' just works like HEATGM. Any tank blown up by it becomes a fireball for a good minute.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;death darts&amp;quot; aka firestreak''': after dispersing does punctual HE damage like HE-T. Can hull break some tanks, but it more acts like 105mm HE. Spirals to keep course due to insane speed. &lt;br /&gt;
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'''Mistral''':A-A missile on SPAA?&lt;br /&gt;
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--&amp;gt;&lt;br /&gt;
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=== Hullbreak checks ===&lt;br /&gt;
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Wanted to create this subsection to check if anything changes with new patch/sub patch, as every time light tanks begin to refuse to explode to a single ATGM for weirdest of reasons, then next patch gaijin adds tank which doesn't explode while sporting 15mm aluminium armour, then it again explodes to hull hit, but not engine hit, even to 150+ mm cannon, ETC.&lt;br /&gt;
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Wouldn't need it, if [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]] didn't drop yet another uneven nerf. IDK, maybe they were just too bored to list every light tank at 8.0 BR, but it doesn't make me feel any better, that OBJ 906 and BMP 2 weren't mentioned.&lt;br /&gt;
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I highly suggest that moral questions like &amp;quot;is this fair that BMP-2 does not have same hull break as BMP-1 while being literally the same tank&amp;quot; not being summoned here. But mentions of Hullbreaks on certain tanks with patch number next to it would be nice.&lt;br /&gt;
&lt;br /&gt;
:::'''Types of hull break'''&lt;br /&gt;
&lt;br /&gt;
'''Ammunition type''' hull break: Basically, vehicle can be rigged to explode if hit by certain ammunition, usually chemicals. [[Sturmpanzer II]] instantly explodes if HE hits it, even on non-pen. You may argue if it's also tied to caliber, but it's irrelevant, really - APDSFS also causes it to happen more often than other KIN shells, though that would be strange.&lt;br /&gt;
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'''Calibre based''' hull break: Basically, vehicle is rigged to explode if certain caliber shell hits it. Rule is often matched with certain hit region (IE, hull, engine, ETC) and ammunition type (may need lesser caliber for CHEM or KIN). Example: [[M10 GMC|M10]] often explode if hit by high enough caliber KIN shell into engine. Or [[Striker]] is now mentioned to have hull break of 105 mm CHEM or 120 mm KIN, without any specifications of &amp;quot;Where to&amp;quot;.&lt;br /&gt;
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:::'''Regions affecting hull break'''&lt;br /&gt;
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'''The hull itself''' - it either can or cannot be ruined. I didn't find evidence of different sides of armour having different hull break property/ caliber requirement, the only exception was [[warrior]] and it's ERA shield somehow magically stopping even ATGM (though it's so powerful it was usually meaningless.) &lt;br /&gt;
&lt;br /&gt;
'''Engine''' - Usually acts as a stopping power for shells, as of late 7.3+ light tanks are not hull broken if HEAT/ATGM hits them straight after hull penetration, but sometimes it is a weakspot (mostly for WW2 tanks with KIN shells).&lt;br /&gt;
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'''Cannon''' - Normally, it's a deterrent for any types of shells, but in case of [[8,8 cm Flak 37 Sfl.|flakbus]] if big enough shell hits the gun directly, whole truck just explodes to pieces, while even penning entire truck all the way with through with KE does no real damage.  &lt;br /&gt;
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'''Radiator''' - Lately stops light tank hull break if chemical warhead hits it after pen (mostly tested on HEAT-ATGM)&lt;br /&gt;
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'''Transmission''' - Can stop hull break, but you will still likely get obliterated by raw damage&lt;br /&gt;
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'''Track/suspension wheel''' - Strange hullbreak spot added by 1.89. Basically if enemy HE of 75+mm hits track front or certain suspension wheels (usually the first and last two), you just die&lt;br /&gt;
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::'''Tanks, which are immune to hull break for some reason'''&lt;br /&gt;
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Tank - invulnerability properties - patch&lt;br /&gt;
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[[Type 60 SPRG (C)]] - immune to KE hull break unlike [[type 60 ATM]] - 1.89 . Not anymore - 1.99&lt;br /&gt;
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::'''Vulnerable tanks'''&lt;br /&gt;
:[[File:75 mm HE hullbreaks warrior by hitting the track.jpg|Track hullbreak. I recommend everyone to check their own tanks.|thumb]]&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[[File:105 mm hesh hullbreaks through addon armour.jpg|thumb|It would seem ERA is useless as well now, if it gets bypassed by initial hit.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Hull break !! Engine break/protection !! Cannon/launcher break/protection  !! Radiator break/protection  !! Exceptions? !! patch?&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || 75 mm HE, 105 mm HESH, 120 mm Any chem, NO KIN || Protection HEAT/HESH || No protection || N/A || ERA shields (if explosion hits in between them, you are dead regardless) || 1.89&lt;br /&gt;
|-&lt;br /&gt;
| BMP 2 || 105 mm CHE || Protection || No protection || Protection || None? || 1.87&lt;br /&gt;
|-&lt;br /&gt;
| Striker || 105 mm any CHE on track, 120 mm KE, Artillery || Transmission protection, but mostly only HEAT || Protection || N/A || No || 1.89&lt;br /&gt;
|-&lt;br /&gt;
| Name || Calibre and type || Protection/Break || Protection/Break || Protection/Break || yes/no (specify) || patch Number&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Talk/comment section==&lt;br /&gt;
&lt;br /&gt;
'''In case if you want to write exactly here:'''&lt;br /&gt;
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@Bangerland, here are a couple of options for formatting images here on the wiki.  You can check out options on Google for GIFs (although, I don't think the formatting is much different for them). You want to make sure when uploading images, that you don't upload copyrighted images (without permission).  Feel free to load images you take from the game, public domain images or copyrighted images which you have received permission and annotate in the information section of the image posted.&lt;br /&gt;
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Here is the link to upload images and GIFs: http://wiki.warthunder.com/index.php?title=Special:Upload&lt;br /&gt;
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Also, this is your page, you can add, edit or remove data here as you would like. Good luck! - [[User:AN TRN 26|AN TRN 26]] ([[User talk:AN TRN 26|talk]]) 16:16, 21 December 2018 (UTC)&lt;br /&gt;
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Does someone maybe know a way to use the marketplace thing without double authentication? Wanted to exchange some junk to get decals for fun, but this thing just wont let go... IDK why every company just assumes i have 2k$ phone, or have time to set up emulator, or even care about mine account's safety. It's really frustrating to me, because decal even costs like 0.13 points of whatever the currency is, and i could get 4 easily by dumping SU-85a, which i wasn't going to ever use anyway. If that's oficially and even unoficially not possible, at the very least some recommendation of easy to setup emulator would be nice. (bluestacks gave me headache previous time i tried to use it.) --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 21:51, 24 April 2019 (UTC)&lt;br /&gt;
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: Sorry, I don't have a recommendation.  I was able to set up double authentication, but the market still would not let me purchase anything so I didn't pursue it any further.  I have used Bluestacks and it seemed to be a resource hog and worked most of the time, but recently I have switched to MEmu (https://www.memuplay.com/) and that one seems to run a bit better and is fairly easy to get going, maybe that will help with the emulator portion. -- [[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 01:30, 25 April 2019 (UTC)&lt;br /&gt;
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::You don't need a phone to enable 2 factor. You can turn on 2 factor by email.--[[User:U30585107|U30585107]] ([[User talk:U30585107|talk]]) 03:56, 25 April 2019 (UTC)&lt;br /&gt;
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:::Thanks, i guess i was confused by unclear writing on the site and overall practice with this on internet. After logging in separately in actual browser managed to use marketplace. (in-game browser seems to be unstable with this) --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 17:32, 25 April 2019 (UTC)&lt;br /&gt;
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Another question - is there any way to learn exact magnification value on tank/gun? X-ray and stat-cards seem to not tell optics zoom on tanks. Would never tell [[ST-A1]] is a decent tank, but OH GOD THIS OPTIC HAS AT LEAST X12 MAGNIFICATION. I mean... Many rank 6-7 tanks wish they had optics this good, you can even see tanks from over 1km in detail with this. If not , maybe we should include optics as a detail on tank pages if possible? --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 17:16, 27 April 2019 (UTC)&lt;br /&gt;
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: I don't play tanks very often, so I don't know, Inceptor57 or one of the other mods may have more info on that.  If there is enough information to write up on the optics (if there are really that many different ones/zoom levels) then it's possible a small section may be worth is.  You can always work on mocking one up on your page and we can see where it goes. [[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 18:03, 27 April 2019 (UTC)&lt;br /&gt;
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:: Problem is, only few tanks display optics info. Like... uh. I only found it on newer tanks of rank 6 and leopard line, as example, you hover over one of 89-s numerous optics, on one of them you see &amp;quot;optics X2-X8 zoom&amp;quot;. The warrior just says &amp;quot;Optics X8&amp;quot;, challenger &amp;quot;optics X4-10&amp;quot;. But even in rank 6 i look at many tanks and see nothing (like [[KPz-70]] data is omitted), and i have failed to find ones at rank 5 and below, except for [[Leopard I]]. I suspect those had to be filled by developers, but weren't in case of ''at least'' 90% of vehicles. And so, i don't have any solid information, only the subjective zoom impact info from comparing one to another. Well, because even default (minimal) gunner zoom is always different too, i have no clue what X1 even looks like. And some scopes seem to diffirentiate '''even by X0.3s''', as Leopard A1A1 suggests, which is mind boggling. &lt;br /&gt;
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::The difference is about like this (actual magnification extremely subjective, but the proportion i judged by &amp;quot;compass&amp;quot; on top of screen, which changes the distance between degrees with zoom magnification, so its still sort of true): Rank 1 tank has only X2 zoom as default (i suppose as things look closer than from 3PV) and X4 as second one (on press of Z), then you have rank 4 tanks with mostly X2-4 as default and about X4-5 as secondary, but you do get expections on tanks like [[M26 &amp;quot;D.C.Ariete&amp;quot;]] with X5 and X6. And so is with the many of the medium tanks, with X4 you barely see tanks at 1km range. Then you have sth like [[Object 120]], which has X4 as default and about X8 as secondary , or [[Ru 251]] with ~X7 and ~X8 , then you have something like German SPG [[Panzer IV/70(A)]] or rank 7 [[Challenger 2]] which is supposed to be &amp;quot;the ultimate hulldown tank&amp;quot;, and these ones have ~X4-6 by default and about X10 as secondary zoom. There is also Leopard A1A1 (L/44) which has like X10.3 as default and X12 as secondary zoom. And finally you have something really rare like [[Leopard 2K]](and few other from those lineup), or rank 4 [[ST-A1]] with about X8 as default and X16+ on secondary zoom (and probably the entire japanese tank line after that one too, as their rank 6 premium has similiar scope). The damn default zoom is as good as than the last one of top tier &amp;quot;sniper tanks&amp;quot;. And what is worse , only few tanks have this insane optic. And the difficulty of aiming is different too, as the marks on scope (which say the shell drop distance) also become bigger and have quite the distance from eachother on that scope, even with APDSFS, so you don't have to stare at your screen so hard. You know, i often questioned Leopard 1 driver's sanity, as they constantly go for cross-map snipes and hit me in SPG from 2km away on the move, when i barely even see them in sniper scope, but when you know their optics are like 4-8 times better than yours, it makes at least ''some'' sense. &lt;br /&gt;
&lt;br /&gt;
:: I doubt a whole subsection would be needed to be created, because as much as i look, commander's binoculars seem to have same ~X6 increment on every vehicle, and cannot be zoomed, so you can't even make a big meaningfull table called &amp;quot;optics&amp;quot; to be filled like &amp;quot;gunners optics, Default, zoomed&amp;quot;, &amp;quot;Commander optics, default, zoom&amp;quot;. But i feel like adding lil table with optics of gunner to &amp;quot;main armament' subsection would be great. Here is an example: (&amp;quot;which ones&amp;quot; is there just in case Multi-turreted tanks have different zoom levels on different guns, though i failed to find one such example yet.)&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;3&amp;quot; | Optics (Xmagnification)&lt;br /&gt;
|-&lt;br /&gt;
!Which ones&lt;br /&gt;
!Default&lt;br /&gt;
! Maximum (zoomed in)&lt;br /&gt;
|-&lt;br /&gt;
!Main Gun optics&lt;br /&gt;
|X4.3||X12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Even if that is too much, we have this default table explaining the guidance and stabilizer on the gun, and its fire rate (though without mentioning of autoloader, which ''also'' impacts things sometimes, like sudden knockout of loader not stopping/resetting the reload). And there are 2 empty slots after reload speed, which i always use in SPAA pages to say &amp;quot;rearm time&amp;quot;, as those take forever and are on separate timers. We could appropriate those 2 slots to be like optics-&amp;gt; minimal zoom, maximal zoom instead? But problem is, table looks like it's supposed to be linked to gun page, not vehicle itself, or something.  --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 20:03, 27 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I like the looks of that table, something like that could be doable. Might be something to find a static marker/target in the trial yard and snap a screenshot of the target through the scope at each of its different settings and have those on the page for people to visually compare to, they don't have to be huge images, people can click on them (or it can be a composite of the images so one image has all magnifications side by side, that might be useful too. Might be good to have Inceptor57 weigh in on this, he is more of a tank guy than I am. [[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 20:50, 27 April 2019 (UTC) &lt;br /&gt;
&lt;br /&gt;
:::: So, you want to add like a line into instructions, for people to compare or something like that? In a way of &amp;quot;If you can, check magnification of gunner's scope at ''This page'' and apply screenshots that match minimal and maximum zoom of this vehicle's optics here.&amp;quot;? I feel like composite image might be hard to use, especially with wiki engine here. It will probably be better to have a lot of images you can scroll with those arrows. Like, make a page called &amp;quot;optics magnifications&amp;quot; and make a gallery of them, being commented like &amp;quot;X2&amp;quot; or &amp;quot;X4&amp;quot; &amp;quot;X8&amp;quot;, &amp;quot;X8.8&amp;quot; (damn french RC car!), &amp;quot;X10&amp;quot;, &amp;quot;X10,3&amp;quot; (damn leopard!) and such. For those vehicles, that have specified zoom, I could use enemy tank from test drive in AB mode, to use as a mark. Problem is, though, the vehicles may be different all the time for different factions/ranks. With AB rangefinder i always can make sure enemy stands at exactly 1km range, but ofcourse having only one same target for this would be better, to not get confused with different target sizes, but mine resources are kind of limited to what brits (and maybe japs) have, and the premium german test drives. Having a tree or building as a mark instead might be kind of... Counterintuitive? I have one ruined tank hull in mind (even with a tree in a way to have some comparsion) and can make sure it's 1km away via AB rangefinder, but for other people to drive that far and double check it, that would take forever. Anyhow, should i write to Inceptor57 about it directly or they might notice our discussion at their own time? --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 21:33, 27 April 2019 (UTC)&lt;br /&gt;
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::::: I think it is possible to data-mine the tank optics zoom. In a tank BLK file if you divide 74 by the &amp;quot;zoomOutFov&amp;quot; or &amp;quot;zoomInFov&amp;quot; field that gives you the default and zoomed in magnification (it has a load of decimal points after it but when you round it to 1 d.p it is nearly always accurate, sometimes you will be out by 0.1 x though). Not sure the significance of 74, presumably it is the FoV of a 1x zoom or something. I worked this out by taking the standard zoom of the Challenger 2 (stated as x 4 in game), then multiplying it by the &amp;quot;zoomOutFov&amp;quot; field in the challenger 2 blk file to get 74. If I then pick other tanks in game which have a zoom specified and divide 74 by the &amp;quot;zoomOutFov&amp;quot; &amp;amp; &amp;quot;zoomInFoV&amp;quot; fields in their files the number you get nearly always rounds to what the zoom level was stated at in game. 	--[[User:U13682523|U13682523]] ([[User talk:U13682523|talk]]) 12:32, 28 April 2019 (UTC)&lt;br /&gt;
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:::::: That's very useful. You mean the .BLK similiar to those that appear, when you access &amp;quot;skin customization&amp;quot;? I'm afraid i'd have to own the vehicle to get these still. Or am i mistaken and i can make them out of other files? Kind of curious what kind of optics Type 90 has. --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 12:51, 28 April 2019 (UTC)&lt;br /&gt;
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::::::: The type of BLK you get by data-mining (extracting the game files). Its the way flaps limits, optimal velocities, compressor settings and stuff like that are found out for aircraft pages.&lt;br /&gt;
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:::::::: Understood. I will have to look into it in detail, when i'll have the time. --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 14:07, 28 April 2019 (UTC)&lt;br /&gt;
&amp;lt;!--'''https://wiki.warthunder.com/Help:Templates'''  (Yes, they can be created and edited through the visual editor, but they can be tricky.  Modifying an existing one could potentially impact hundreds of pages. What you are probably seeing is people working with parsers which pull existing data directly from a database (one which we do not have direct access to).  Most of the parsers which have been found are in existing templates, several of which are massive if/then statements. Through the visual editor, you can add existing templates (if you know the name), for example on the page '''https://wiki.warthunder.com/Ju_87_D-3?veaction=edit''' at the top of the page is a &amp;quot;Notice&amp;quot; template.  You can click on it, click the edit button and there is a section where you can modify the data or if you needed to add one of these to the page, click on the &amp;quot;Insert&amp;quot; at the top of the page, select &amp;quot;Template&amp;quot;, type in the template name you need and look for it in the dropdown box. If you find the one you are looking for, select it and you should then have the option to add any pertinent info (in the case of the notice any redirect information to a disambiguation page.  Conversely, the disambiguation notice in the standard editor looks like this:&lt;br /&gt;
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{{Notice|''This page is about the aircraft '''{{PAGENAME}}'''. For other uses, see [[Ju_87_(Disambiguation)|Ju 87 (Disambiguation)]]''}}&lt;br /&gt;
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'''{{Notice}}''' is the template and what follows the pipe &amp;quot;|&amp;quot; is what is output on the screen in the notice bar.  {{PAGENAME}} is another template which calls the actual name of the page, so here we have a template nested in a template, however it is after the pipe, if it was before the pipe it would not work. Some templates have room for up to 3 to 4 arguments which can make them a bit more complicated to work with (complicated, not impossible with a little patience).&lt;br /&gt;
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  You can look at https://wiki.warthunder.com/User:U30585107 (BlastedRyan's user page) where there are some noted parsers and arguments which may help you, unfortunately, many of the arguments are in Russian (Cyrillic) and at this time do not have English equivalents, however you can use Google Translate to get a better idea of what they are.  I hope this helps some. --&amp;gt;&lt;br /&gt;
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==Header to separate custom articles from the rest of the page.==&lt;br /&gt;
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==How to Sneak Up on Enemy Tanks in Arcade (Edited by AN_TRN_26)==&lt;br /&gt;
&amp;lt;!--{{DISPLAYTITLE:How to sneak up to enemy tanks in Arcade Ground battles}}--&amp;gt;&lt;br /&gt;
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Arcade Battle (AB) has game mechanics which provide a huge benefit to casual players - most notable, an ability to see enemy tanks through vegetation by seeing their &amp;quot;marks&amp;quot; or nameplate and vehicle type. &amp;quot;Aim-assist&amp;quot; is another huge help, which shows where the shells land up to 1 km away and instant rangefinder hints if the vehicle is even further away.&lt;br /&gt;
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Due to this, many budding (and even more experienced) tankers may deem it impossible to initiate a surprise flank attack while playing Arcade mode. While this mindset is mostly true for the open plain maps (limited cover options), there are still several ways to sneak up on enemy tanks or appear to hit them seemingly out of nowhere. The key is in understanding the game mechanics and using them to your advantage.&lt;br /&gt;
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==Tank vision in Arcade mode (know thy enemy's location)==&lt;br /&gt;
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===General vision rules===&lt;br /&gt;
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The ability of your or the enemy tank to spot each other has to do with the crew skill &amp;quot;''keen vision''.&amp;quot; The higher amount of keen vision a crew has, the further away they are able to initially spot an enemy vehicle by the eye. While this ability is critical in realistic battles (where some of AB's abilities are not available), it almost becomes irrelevant in arcade battle, unless you are using very specific tanks due to the more relaxed spotting mechanics.&lt;br /&gt;
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[[File:General flanking example - enemy overlooks flanker.jpg|350px|thumb|right|Tunnel vision - enemy T54 is focused on rushing the capture point and does not notice the Striker sitting out in plain sight.]]&lt;br /&gt;
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What one really needs to know, is how far away from and through what enemy tank cam make you visibly &amp;quot;marked&amp;quot;, as it makes your presence obvious to everyone on their screen or minimap, once spotted. Another important ability needed for crews to effectively receive enemy position from teammates is the radio communication.&lt;br /&gt;
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===How you spot others (or are spotted yourself)===&lt;br /&gt;
Firstly, your tank is marked when the enemy vehicle's commander (cupola) or gunner have a direct vision on your tank and you are within their &amp;quot;keen vision&amp;quot; skill range. When using binoculars or sniper aim, the vision power is tripled, however, this comes at a cost because their viewable area is now extremely narrow which will make it difficult to see an enemy flanking them. While light tanks may tend to be weaker in armour amount, they get an impressive 30% bonus vision from a modification exclusive to them.&lt;br /&gt;
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[[File:General flanking example - flanker overlooks enemy.jpg|350px|thumb|right|With Striker engaging the T54, a hostile M60A1 appeared and noticed it. Unfortunately for them, tank destroyer saw it coming and kept it's hull-down position, avoiding taking any damage.]]&lt;br /&gt;
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The default keen vision ranges start at about 563 m (615 yds) stock and end around about 1,200 m (1,330 yds) for a spaded normal tank, however, bumped up to 1,600 m (1,749 yds) for vehicles classified as scouts. It is important to note that only a limited amount of players have &amp;quot;ace&amp;quot; crews in their tanks, so their keen vision abilities will be less than maximal most of the times.  In the skill stats, it's called &amp;quot;line of sight detection&amp;quot;. Do note, that if your tank is reasonably far away, the enemy will only be able to see your tank's class (although, if needed, they can just look up your tank's name on the scoreboard by pressing the default ''TAB'' key).&lt;br /&gt;
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If the enemy's tank crew's keen vision is maxed out, they can mark you even through a wall or a building, but only when at a '''very''' close range of about 20-40 m. In skill stats, this benefit is called &amp;quot;absolute identification&amp;quot;.&lt;br /&gt;
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While this may sound difficult, if not impossible, to sneak up on the enemy vehicle, you will only get marked if player '''actually looks at your tank'''. As counter-intuitive as it may sound, the closer you are to them, the harder it is for them to notice you accidentally as typically they will be focused on what is in front of them, trying to either get to a vantage point or &amp;quot;scoping&amp;quot; out enemy vehicles to prey upon.&lt;br /&gt;
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{{Notice|'''PRO TIP''': It isn't necessary to turn the turret to look for enemies. By holding the &amp;quot;''look around''&amp;quot; key (by default, &amp;quot;c&amp;quot;) you can check your surroundings without exposing your vehicle's weak spots.}}&lt;br /&gt;
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If one enemy vehicle happens to spot your vehicle, other enemy vehicles will not necessarily have your vehicle show up on their minimap (same thing when team-mates spot an enemy vehicle.) The ability of vehicles to communicate to their team-mates the location of an enemy vehicle comes with the crew skill of &amp;quot;radio communication&amp;quot;. The higher the crew skill in radio communication the earlier they will get a warning about incoming enemy vehicle, if anyone saw it.&lt;br /&gt;
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It is important to note that trees and other frangible vegetation do not prevent a vehicle from being spotted, however, buildings, tall stone walls, rocks and terrain will inhibit line-of-sight and prevent a vehicle from being spotted. &lt;br /&gt;
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Do note, when looking for cover to hide behind, it is advisable to avoid sitting at corners of buildings or on hill-tops, it is best to find obstacles which will completely cover your vehicle for line-of-sight from others. How far away is optimal? At the very least, your tank shouldn't be visible by eye (even through trees), so that people with no keen vision do not see you like in this example:&lt;br /&gt;
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[[File:Average keen vision example.jpg|480px|thumb|center|If we remove trees, we see, that Striker's commander cupola is actually visibly exposed and so it was marked.]]&lt;br /&gt;
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===Ace crew skill ''Keen Vision'' notes===&lt;br /&gt;
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;If an enemy has maximum keen vision, ace, and maybe even scout lenses, there are two things to note&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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*They can see an enemy even behind a corner of a cover, with leverage of about 5-10 meters. This means they can mark you even through a building block at times. They also can actually see above walls they are hiding behind. While this requires insanely high keen vision, this is still possible. In the case of certain missile tanks, they can even attack, while being completely invisible.&lt;br /&gt;
{{break}}&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:Maxed out keen vision - over distance.jpg|thumb|none|350px|Enemy Chieftain showed on an open street and doesn't even suspect they are within &amp;quot;keen vision&amp;quot; distance of an attacking vehicle. This kind of tunnel-vision becomes the advantage of sneaky flanking vehicles.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Maxed out keen vision - over corner.jpg|thumb|none|350px|Extremely high keen vision skill allows you to see enemy around a corner. Thus this player can target enemy tanks not only by eye but also by half-transparent mark. Key here is to avoid sitting at or just behind a building corner.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Maxed out keen vision - through cover.jpg|thumb|none|350px| While standing next to a corner of the cover makes you as visible to the enemy, as it makes them to you, standing next to a solid cover generally makes you see more, while enemy sight will be severely impaired.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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*While maxed crew keen vision seems god-like, objects can still serve as visual protection. When counter-flanking, you should try to stick to your original plan and preserve as much of your cover as possible while moving around:&lt;br /&gt;
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&amp;lt;center&amp;gt;&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:Maxed out keen vision - wall detection failure.jpg|thumb|none|350px| While enemy T54 rushes towards the capture point, they still took their time to actually drive next to a stone wall for protection. This action hides them from sight despite Striker having maximum crew vision possible for a normal tank.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Maxed out keen vision - wall detection.jpg|thumb|none|350px|In this image you can see, how far exactly maxed out keen vision can see into simple enemy cover. As you can see, it is possible to hide away from any enemy even in plain sight as long as you are careful about the locations you select.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Within keen vision range - avoiding getting marked===&lt;br /&gt;
Sometimes it is unavoidable to be found within the keen vision range of an enemy vehicle or for someone to have snuck up on you. To prevent being marked on the enemy maps, vehicles equipped with ''smoke screens'' can &amp;quot;pop&amp;quot; smoke and disappear or obscure the enemy vehicles view.&lt;br /&gt;
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There are two &amp;quot;stages&amp;quot; in which the smokescreen works, &amp;quot;deploy&amp;quot; and &amp;quot;set in&amp;quot;. Deployed smoke prevents the enemy from targeting you directly with aim assist, but doesn't hide your vehicle's movements. After a certain time, &amp;quot;set in&amp;quot; will obscure sight completely within a certain range for a certain amount of time, usually about 20 seconds. Smokes '''do not''' prevent your vehicle from being marked if the enemy tank is next to yours, just like buildings, so avoid driving close to the enemy.&lt;br /&gt;
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Generally, in AB it will take about 5 seconds for smokes to set in after landing and start the marking prevention. Once deployed, wait a short bit before driving in or out to avoid being an easy target. At rank VI '''hull mounted''' default smoke screens are replaced with aerosol canisters which set in two seconds, but unless you are retreating you still have to wait. If you want to know how long it will take for the smoke will set in, look for &amp;quot;smoke screening&amp;quot; stat in module or ammunition characteristics for your vehicle's details.&lt;br /&gt;
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{{Notice| Group launched smokes set in different time span, due to the time when they hit the ground. Sometimes, they malfunction and do not fire, but you generally can try to use them again later.}}&lt;br /&gt;
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&amp;lt;center&amp;gt;&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:Vision example - no smoke.jpg|thumb|none|350px|No smoke! The enemy is marked with a bright name and can be targeted by aim assist (if close enough). In this situation when out in the open (no smoke), while you can see the enemy, conversely they can see you too!]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Vision example - smoke didn't set in.jpg|thumb|none|350px|Smoke was deployed, but has not set in yet. The enemy cannot target you too well but can see you moving around and can still aim at you manually, so '''do not''' leave your cover just yet.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Vision example - smoke set in.jpg|thumb|none|350px|Smoke was deployed and the frontal ones have set in. Now, the only tanks visible through the smoke screens are ones within 10-40 m around you and the ones which have been scouted (they have a binocular icon next to their name).]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{Notice| Enemy can still '''see''' you normally. Even if your hull pokes out of the smoke only for a bit and you still don't get marked, they can still manually target it. Avoid driving near to the edge of the smoke area.|!}}&lt;br /&gt;
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;Other important factors&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*'''Secondly''', if keen vision is high enough with an enemy vehicle and '''if you are in front of their driver''' (front of the hull), your tank might get highlighted on the minimap. It also makes tanks visible by eye as in &amp;quot;realistic battle&amp;quot; line-of-movement detection rules at great range.&lt;br /&gt;
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*'''Lastly''', a light tank can &amp;quot;[[Scouting|scout]]&amp;quot; your position, making you indefinitely visible across entire map '''even through smoke screens and walls''', as you could see on the previous example. The smoke and objects will still prevent the aim assist from working.&lt;br /&gt;
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== What does it mean for the flanker?==&lt;br /&gt;
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===What to consider as a flanker===&lt;br /&gt;
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*If you are playing at a low battle rating or against people with very little keen vision (crews skills) in general, you only have to be about 700-800 m away from an enemy to still be unnoticed, unless they specifically look in your direction with binoculars or the sniper scope. If you are standing about 1.5 km away (edges of the map), you will be invisible to most of the enemy players and even if not, they still have to look directly at you with binoculars or sniper scope.&lt;br /&gt;
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*At this point, you will want to attack when nobody is looking at you, meaning you need to attack not the vehicles at a capture point itself, but rather the enemy around that capture point. The logic behind this is those enemy vehicles tend to expect an enemy attack here from the front and not from a flank. Plan your routine with that in mind to include your travel route, ambush site and retreat route. Even at rank V it's possible to get behind people without them noticing, as long as you don't get in their way - they most likely will focus on their tunnel-vision.&lt;br /&gt;
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[[File:General flanking example - Far flank example.jpg|480px|thumb|right| On some maps, it's better to take your time and start with tanks away from the main battle, just because map layout almost '''forces''' them to take the long road. Avoid being spotted early, to be able to take them out one by one.]]&lt;br /&gt;
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*Early on, you need to avoid overly open spots and utilise terrain which has solid obstacles obscuring line-of-sight. At rank V many people start levelling keen vision and there are a lot of dedicated snipers who will attempt to pick off unwitting targets from across the map. On open maps like &amp;quot;single cap Mozdok,&amp;quot; you can forget about relying on conventional stealth. On cluttered maps, you want to avoid long &amp;quot;corridors&amp;quot; and to block enemy vision utilising buildings, while moving as close to cover and away from corners, as possible.&lt;br /&gt;
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*If you have maxed out keen vision while flanking the enemy, you can attack or scout enemy through walls and over obstacles on some maps. This way you can either observe the enemy movements to better plan an ambush or interception or try to use special weapons or tactics to attack them from where you are.&lt;br /&gt;
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*Sitting and waiting in a covered spot is sometimes the better option, let the enemy come to you instead of running into them.&lt;br /&gt;
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*Light tanks are the bane of those making a stealthy approach. Ironically, because of that they also give you the greatest offensive &amp;quot;stealth&amp;quot; option of all by seeing enemy vehicles early on and the ability to plan routes around them.&lt;br /&gt;
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===Radio communication and why it matters===&lt;br /&gt;
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One of the most overlooked crew skills for AB tankers is the &amp;quot;Radio Communication&amp;quot; skill. Why is this a must-have skill for flanker in arcade battles? As teammates come into contact with enemy vehicles and mark them, you get an opportunity to see them on minimap as well. The higher is your radio communication skill, the further away you can see the enemy, which your teammates spotted, on your minimap. The higher the radio communication skill a crew has, the earlier you can know about enemy approaching you, improving your advantage to either avoid, flank or capture unmanned capture points. So, even though your vehicle may be unable to see anything around you, due to rough terrain or other circumstances, having a high radio communication skill will allow you to get heads up from teammates in the 250-500 m radius, by receiving your target's location.&lt;br /&gt;
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As such, there is a two-fold benefit to radio communications, the first is that this skill directly affects flanking and stealth attacks, because when an enemy is spotted then they can be easily avoided by you, as your teammates are warning you of their presence via minimap. Secondly, it also works the other way around supporting your &amp;quot;main push&amp;quot; with helping them to know what is going on, as you attack their opponents from the side. &lt;br /&gt;
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What is less known, however, is that whenever your team has aircraft in the sky, you can see '''everything'''. Which means, if you drive in between capture points or in the middle of the map while having maxed out radio communication, you basically have satellite support on the battlefield.&lt;br /&gt;
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[[File:Radio communication AB example.jpg|thumb|600px|center|Power of maxed out radio communication is hard to downplay, as entire enemy team over the entire map will become visible in certain circumstances. Even sniper tanks can benefit from it, by having enemy tanks lurking next to them being marked on a map.]]&lt;br /&gt;
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Having this advanced knowledge will allow you to judge and predict enemy movements, judge where they are looking to (generally in the direction they are moving to) and what they are doing (attempted flank, waypoint capture, sniping...etc...), eventually stalking them down and eliminating them. All of this helps you and your teammates to survive longer while being deep within the enemy territory.&lt;br /&gt;
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===Flanking tactics for different types of tanks===&lt;br /&gt;
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====General combat tactics====&lt;br /&gt;
=====Choosing a flanking tank=====&lt;br /&gt;
The most common tanks which players will be up against on the battlefield will be medium tanks.&lt;br /&gt;
[[File:APHE fails to penetrate M6A1.jpg|380px|thumb|right| This player managed to sneak up to enemy push, but they should have aimed higher, since [[M6A1]] has anti-APHE side skirts. Not even surprise factor is going to save this [[Chi-Ri II]] now.]]&lt;br /&gt;
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While the medium tank is a very broad term, generally this defines that they have an average speed (around 40 km/h), average cannon (which is moderately effective), average armour and potentially a special quirk (modification or benefit limited to this vehicle) or two. All too often, many of the medium tanks feel more like a light tank with a big gun. Typically during a match, you will face at least three such tanks during your flank attempts before enemy heavy tanks or tank destroyers arrive and it is your job to eliminate this resistance before the big guns arrive.&lt;br /&gt;
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As such, when picking out your flanker, you need to find a tank which is particularly good at destroying medium tanks. The properties such a perfect tank might include:&lt;br /&gt;
* Autoloader or multiple combat-capable weapons (heavy machine guns included, perfect against dangerous light SPG, which often accompany them)&lt;br /&gt;
* APHE ammunition or reliable HEAT counterpart as comparable preferred ammunition round&lt;br /&gt;
* Above an average speed of 50+ km/h. (Should be faster than most Soviet medium tanks of the rank, at the very least)&lt;br /&gt;
* Frontal armour can survive Anti-air tank or light tank fire just in case you get intercepted&lt;br /&gt;
* If you prefer move-and-shoot tactics, look for a tank with cannon stabiliser&lt;br /&gt;
* Remember the non-ammunition options, as certain tanks ram enemy tanks better - it can be useful to pull their tank (and guns) up onto you, rendering them unable to fight and repair, or to forcefully push them onto something to make them look down, so their hull is less angled and becomes vulnerable. (That may backfire, though, as they still can fire at you) &lt;br /&gt;
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Keep in mind, that even using spaded fast-autoloader APHE tank with a maxed out crew, or even using contraption with 5-6 HEAT guns at once is not going to automatically provide a victory to you. Some enemies will actually drive tanks which '''counter''' yours, and with poor aim will survive even seemingly fatal shot. Pay attention to what you are using and against whom. Most importantly, '''practice your fast aim''', instead of just relying on aim assist for everything.&lt;br /&gt;
{{Break}}&lt;br /&gt;
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=====Early game flank=====&lt;br /&gt;
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After choosing your flanking tank of choice, start a battle.&lt;br /&gt;
[[File:General flanking example - getting to the capture point.jpg|480px|thumb|right]]&lt;br /&gt;
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Your first priority will be at the start of the battle to get '''behind''' the capture point, specifically at a point where enemy tanks would position to start fighting your troops (generally around cap point). Remember, that while manoeuvring into position make sure to avoid alerting their team of your presence too early. Here it is key to use less obvious approaches such as a road which nobody uses, concealed river grounds, or a path which is concealed by building or mountain. Use structures and terrain to your advantage.&lt;br /&gt;
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It is fine to drive out in the open as long as you are not visible to the enemy team. Use radio communication to see where enemy snipers are entrenched, learn typical enemy behaviour on certain maps and plan your pathing and flanking strike with all of that in mind.&lt;br /&gt;
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Secondly, look at your map to guess where the enemy team is at. You can see which direction your team is pushing, therefore roughly guess where enemy team push will take place. If your team is near to the cap point, surely their team is as well setting up to prevent the capture. You do not really care about what their flankers and fast tanks are doing at this point, only concentrate on and fight those if they are in your way to the position you are headed to.&lt;br /&gt;
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{{Notice|British medium and heavy tanks are generally extremely slow at most ranks, so you can't make a suggestion by looking at them. They are also often capable snipers, so if an enemy [[Chieftain (Family)|chieftain]] is late to a battle, it may actually be there just in time to shoot at your tank and remove you as a threat. Mind your positioning and try to remain concealed towards tanks which can snipe from long distances.}}&lt;br /&gt;
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As soon as tanks converge on capture point or when they start the actual battle for capture point, make your flanking move.&lt;br /&gt;
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=====The usual infiltration plan=====&lt;br /&gt;
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{{Notice|In this example we will look at a spacious map with high altitude ranges, so [[Type 60 ATM]] was chosen as a flawed, but a fitting vehicle for the job. It is slow, so the player decides to flank B, as medium tanks cannot intercept flank on that road in time, most of the times.|!}}&lt;br /&gt;
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[[File:General flanking example - map explanation.jpg|250px|thumb|right|Expected movements. Green indicates movement of the [[Type 60 ATM]] to a flanking position. Red shows typical movement of enemy forces to point B. Yellow represents hostile flankers, which may or may not appear on these roads and get in your way.]]&lt;br /&gt;
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{{Break}}&lt;br /&gt;
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'''1)''' The first priority is to get behind the enemy tanks en route to point B while trying to not to be exposed to other enemy tanks which are not otherwise engaged with something else (such as those moving to/from a spawn point or pursuing your teammates). &lt;br /&gt;
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In the current example, Type 60 ATM is manoeuvring towards a heavily protected high ground position next to the enemy flanking line, which has high defence potential. This position is generally useless for the team approaching from the south because it is too out in the open to sniper fire from the blue side, however, this is a perfect position for a north team flanker. One of the benefits is that this is a place which few people ever look at and is especially hard to notice and attack this spot from below (from the south base). The only disadvantage to this position for the flanker is that he has to keep an eye on the minimap and destroy every light tank they notice which is in range as it is very easy to get sniped from enemy tanks which may be situated at the capture point C.&lt;br /&gt;
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To get to such an advantageous spot as this, one has to temporarily put themselves in danger for a moment while manoeuvring into position.  Luckly here we did not meet any enemy flankers en route, however, if we did, the Type 60 ATM would easily dispatch them because it is not limited by terrain elevations. &lt;br /&gt;
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'''2)''' Attack the enemy. Here you will want to annihilate the most observant enemy players first - you do not want '''anyone''' to ask questions of sort &amp;quot;why is that guy firing to the left and not to the front?&amp;quot;, especially if they have scouting capability. If you have the scouting ability on your vehicle, start marking enemy vehicles which are panicking and trying to retreat. Once marked, your teammates will most likely start destroying them the very moment they show up on their screen.&lt;br /&gt;
&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:General flanking example - sneaking in.jpg|thumb|none|350px|Notice here how the player is in an excellent position to look at the enemy base entrance, just in case an enemy flanker jumps out to stop them. Prepositioning here allows you to keep an eye out for the enemy and will help you to get the jump on them.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:General flanking example - opening.jpg|thumb|none|350px|After getting to high ground and securing a vantage point, the Type 60 ATM scouts and attacks unsuspecting enemies on B, specifically destroying the light tank first, which eliminates a scouter. Lorraine 40t panics and tries to run away which proves futile.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:General_flanking_example_-_reason_for_picking_up_special_tanks.jpg|thumb|none|350px|Leopard 1 figured out where the missiles came from and counterattacked. Duel can go either way, depending on skill, but we have more weapons than them. Meanwhile, Lorraine 40t got sniped by our squadmate while running around while being scouted.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3)''' After taking down several tanks at this flanking position, look around you and decide your next move:&lt;br /&gt;
&lt;br /&gt;
'''A)''' Disengage by returning to the capture point through any enemy vehicles in order to reunite with your team. If needed ram and push the last opponent out of cover to secure the site.&lt;br /&gt;
&amp;lt;!-- Screenshot of town battle, where it is more suitable, as a side example? Not sure if necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''B)''' Go berserk and try to either escape towards next capture point or cut off and attack enemy reinforcements. Sometimes bold and bizarre tactics which do not make any sense can confuse the enemy and allow you to take advantage of a situation where you had none before.&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:General flanking example - Observation.jpg|thumb|none|350px|Since opponents got destroyed, the player looks around. They see, that enemy captures C and sees that enemy on C have '''no idea''' of what just transpired on B because the enemy AMX-13 was destroyed before it could warn anybody.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:General flanking example - Flank another capture point.jpg|thumb|none|350px|Flank another capture point.jpg|Since our anti-tank still has 2 more missiles, the player decides to flank and protect C across the map. The enemy unaware did not see the incoming missile and didn't even know to try to dodge the extremely slow missiles.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:General_flanking_example_-_end_of_the_flank.jpg|thumb|none|350px|Type 60 ATM ran out of ammo and leaves the plateau to rearm and repair. B capture point is completely cleaned and we managed to inflict damage to the enemy army on the other end of the map. Result = double stealth flank success.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Late game=====&lt;br /&gt;
&lt;br /&gt;
While later on, it becomes hard to flank enemy as a medium tank or tank destroyer, however, you still can do some mind games in urban and mountain environments, using corridors, unpopular streets and openings to suddenly attack enemy:&lt;br /&gt;
&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:General flanking example - avoiding threats.jpg|thumb|none|350px|Make sure you have high radio communication which ensures you will be aware of any enemy approaching you and what they are doing in general. This information can be useful to punish the enemy team no matter the game situation whether your team is losing or winning.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:General flanking example - late game flank low rank.jpg|thumb|none|350px|It is obvious, that enemy team dropped any situational awareness and is relentlessly pressing friendly tank destroyer. The hostile heavy tank is still way too far away from the sniper hill to protect their back. This is a perfect opportunity for our medium tank to intervene!]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:General flanking example - late game flank.jpg|thumb|none|350px|In this case, the friendly team lost A point completely, but we still have radio reports on enemy positioning. Tank destroyer sees, that enemy sniper is not present on a hill now, while the enemy medium tank is trying to spawn camp, and so it takes the opportunity to destroy it, to reduce enemy numbers around B.]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ultimately, the most devious of players can get behind enemy lines at a spot nobody ever looks at, sniping anyone who tries to go towards capture points, although that is often called out as borderline spawn camping. Often enough, it's right next to the enemy team spawn, because it is unthinkable for people to get sniped from '''their own base'''.&lt;br /&gt;
&lt;br /&gt;
[[File:General flanking example - attack from enemy own base.jpg|450px|thumb|center|East team Type 60 ATM prevented the west team from capturing A point on single cap Vietnam and stopped them not only from easily winning the match, but drove them to a point of a possible defeat. [[Begleitpanzer 57]] did what they must and hid behind a mountain next to east team spawn. It managed to take out everyone on A point and let their team win. Their reign ended only because Type 60 ATM scouted their tank before exploding, so it caught the attention of other players.]]&lt;br /&gt;
&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
====Scouting based flank attacks====&lt;br /&gt;
&lt;br /&gt;
Light tanks are generally considered weaker than medium tanks until around battle rating 7.3 and thus are a rare sight, [[Scouting]] allows these tanks to perform some extremely mean &amp;quot;Stealthy&amp;quot; moves. &lt;br /&gt;
&lt;br /&gt;
=====Wall sniping===== &lt;br /&gt;
&lt;br /&gt;
{{Notice| This tactic requires buildings to be penetrable. '''Not every map allows this, and certain buildings will be impenetrable anyway.''' Only armour piercing ammunition can do this, as chemical ammunition explodes on impact with anything. You can do this even without scouting, but it's generally very hard to pull off.}}&lt;br /&gt;
&lt;br /&gt;
The tactic is about the same as an early rush of medium tank or default tank destroyer, but with a twist - while approaching frontline, do not hide and instead scout 3 enemy tanks, which are going towards penetrable buildings, then, when they least expect it, snipe the sides of the tank through a wall. Doing so they will not be able to see you even if you are near to them and while you are attacking them. &lt;br /&gt;
&lt;br /&gt;
Only scouts can allow you to fire precisely at enemy tanks through any amount of walls and buildings, but you can use very high keen vision to look around corners to spot enemy this way, then try to aim at them.&lt;br /&gt;
&lt;br /&gt;
In some cases, you can punish the enemy, who only has strong frontal armour and is trying to run away from you behind a building. In this case, they eventually have to turn their weak side armour towards the wall of a building, allowing you to just fire at it through their &amp;quot;cover&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Wall flank - scout duel.jpg|600px|thumb|center|In this case, two scouts decided to destroy each other by using scouting and firing through walls. Warrior lost its engine and OBJ-906 lost half of its crew, which may make you think that Warrior won. Ultimately, the result of this duel is determined by their allies actions - if nobody will assist OBJ-906, Warrior will win, otherwise, it may get destroyed by a massive volley from the enemy team.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
As an example of fighting through the wall with and without a scout, we will use south-east flank on B point of Alaska. Our tank destroyer got stuck near to B point because the enemy team had way too many flankers to get through them and to do regular flank:&lt;br /&gt;
&lt;br /&gt;
[[File:Wall flank - beginning.jpg|600px|thumb|center|Ho-Ri is a very tenacious SPG, but even it cannot get through T-54 easily frontally. A more tactical solution is required, immediately.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
Since our goal is to flank the enemy and to destroy as many tanks as we can, not to stall enemy flankers, we need to either find a way of destroying our obstacle fast or simply go around it. While tanks were exchanging meaningless shots, friendly scout tank marks enemy OBJ-120 near to B point. Of course, this Ho-RI, as a flanker, should not pass such an opportunity! It fires APHE at T54 track, instantly breaking it to buy some time and gets into position next to skyscrapers:&lt;br /&gt;
&lt;br /&gt;
[[File:Wall flank - Scout supports SPG.jpg|600px|thumb|center| Enemy OBJ-120 is visibly confused, as it gets demolished by APHE, coming out of seemingly nowhere. None of its teammates can do anything to save it. Ho-Ri will destroy multiple tanks like this since enemy sides are open towards the building, where it fires at them from.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
Eventually, the enemy destroyed our friendly scout tank and started moving into B. Since every single tank on the left side got sniped through the wall, we only have to pay attention to what happens on the right side. &lt;br /&gt;
&lt;br /&gt;
To check on our situation, and to reduce the number of enemy tanks, we call in a bomber. Apparently, a heavy tank is pushing our line and got into hull-down position next to us. This would be a very problematic encounter, but we can use our '''relatively high''' keen vision to aim at them through the wall around the corner:&lt;br /&gt;
&lt;br /&gt;
[[File:Wall flank - SPG attacks by keen vision.jpg|600px|thumb|center| This heavy tank had no chance of surviving this encounter, nor did they know about it coming up anyway.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
Since we do not have scout friend anymore, we cannot fire at an enemy through walls precisely anymore, but we still have to do something with the rest of enemy tanks. The enemy team is heavily cut down now, and we see on our minimap, that there are only a few opponents left, and they are all around right side, so we take a risk and flank them from the left:&lt;br /&gt;
&lt;br /&gt;
[[File:Wall flank - transfer into normal flank.jpg|600px|thumb|center| Jackpot - There are only three enemy tanks left alive, and they are too busy fighting our team to put any resistance to us at all.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
At this point, tank destroyer starts running out of ammunition, and ultimately gets destroyed by enemy team reinforcement, as even enemy SPAA is interested in &amp;quot;destroying it '''immediately'''&amp;quot;. A single tank destroyer with minor help of a scout took out 8 enemy strongest tanks and assisted at destroying one more, which is a success.&lt;br /&gt;
&lt;br /&gt;
[[File:Wall flank - result.jpg|600px|thumb|center| Greed got the best of Ho-Ri, as it was possible to escape the encounter, but it was still worth it, as all the enemy strong tanks are destroyed at a cost of a tank destroyer and a light tank.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
'''A list of some maps, which may allow such a tactical move:'''&lt;br /&gt;
&lt;br /&gt;
{{Notice| Not all maps may be mentioned, as game patches may change destructibility of buildings. Also, for some reason, bridges are impenetrable on any maps.}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Map !! Can penetrate buildings? (yes, no, only some) !! Exceptions&lt;br /&gt;
|-&lt;br /&gt;
| [[American Desert]] || Yes || Main building on C cap. With certain buildings, foundations are impenetrable.&lt;br /&gt;
|-&lt;br /&gt;
| [[Alaska]] || Yes || Some buildings are unpenetrable, mostly red brick houses to the west of the map. Some of them can still be destroyed. Destructible skyscrapers cannot be shot through.&lt;br /&gt;
|-&lt;br /&gt;
| [[Volokolamsk]] || Yes || Church, which is present on some map variants, is impenetrable.&lt;br /&gt;
|-&lt;br /&gt;
| [[Korea (Ground Forces)|Korea (38th parallel)]] || Yes || The radio towers may stop shells.&lt;br /&gt;
|-&lt;br /&gt;
| [[Emperors_Garden_Map|Japan]] || Some || Only wooden buildings and constructions are penetrable (and destructible).&lt;br /&gt;
|-&lt;br /&gt;
| [[Berlin (Ground Forces)|Berlin]] || Some || Certain damaged buildings around C collapse when shot, and so, they do not shield tanks from AP. Rest of them are very likely impenetrable.&lt;br /&gt;
|-&lt;br /&gt;
| [[Second Battle of El Alamein]] || Some || It seems, that all buildings on B point, except for the main (central) one are penetrable.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wallonia]] || No || There is a multitude of openings in between buildings everywhere, which you can use to a similar effect.&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle of Hurtgen Forest (Ground Forces)|Hurtgen forest]] || No || A lot of buildings have holes in the roof, so some ATGM carriers technically can fire through them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Smoke attack=====&lt;br /&gt;
&lt;br /&gt;
{{Notice| This tactic may or may not work in presence of enemy scout tanks. (Depends if they are foolish enough to not scout you)|!}}&lt;br /&gt;
&lt;br /&gt;
Ultimate &amp;quot;stealth&amp;quot; attack - Scout 2 enemy tanks and deploy smoke right on top or in front of them. After five (two with rank VI hull mounted smoke) seconds pass, they will not be able to see you, while you see them clearly. Generally, this move spooks anyone but boldest soviet players and they will just look at the smokescreen, confused. Because of this, you don't even have to worry about instant retaliation. &lt;br /&gt;
&lt;br /&gt;
Select target (with middle mouse button) to see their tank's profile. Find out their side, and snipe it. Move around after each shot to avoid retaliatory fire. If enemy tank rushes into the smoke to find and destroy you, sidestep it and fire at it's back, but never drive closer than 50 meters to it.&lt;br /&gt;
&lt;br /&gt;
After 2 kills or about 16 seconds (Generally, 2 light tank ATGM reloads at rank V are about as long, so after firing second ATGM you should run away, as you won't be able to reload again.) get away from the fight before smoke has dissipated - do not become greedy unless there is only one enemy left and you are committed to destroying them at any cost.&lt;br /&gt;
&lt;br /&gt;
{{Notice| Light tank in this example has a powerful weapon and so it will be given a task worthy of it. Do not feel discouraged if you can't do the same in a battle rating 3.3 light tank, as they can only attack heavier tanks from the side. Look for easier targets at lower battle ratings, fight one on one, or work with your allies to dismantle your opponents.)}}&lt;br /&gt;
&lt;br /&gt;
As an example, a desperate situation on the Berlin map will be used. C point is completely overtaken by enemy heavy tank push, and our Warrior is the last thing standing in between them and spawn. Every single one of these tanks has machine guns capable of instantly destroying it on proper hit, and cannon shots will likely cause a hull break:&lt;br /&gt;
&lt;br /&gt;
[[File:Smoke attack - encounter with multiple tanks.jpg|600px|thumb|center|There is no time to lose, as heavy tanks are not afraid of a light tank at all.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
The situation looks hopeless, and it seems that light tank can't even take someone down with itself. Unfortunately for the enemy, heavy tanks have very long reload time, so they can't just shoot at the smokescreen randomly. Warrior drops smoke screen, drives out of cover and launches ATGM at the scouted enemy heavy tank, while simultaneously dropping artillery strike on enemy scout tank:&lt;br /&gt;
&lt;br /&gt;
[[File:Smoke attack - encounter with multiple tanks attack.jpg|600px|thumb|center|The impossible is possible! But don't forget to immediately retreat, or face consequences.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
This way of attacking is extremely powerful, not even because your targets are unable to protect themselves, no matter what they are using, but because you can destroy anyone while being looked at by their entire team, just like on the screenshot. Be aware, that this tactic is very &amp;quot;stealthy&amp;quot; and &amp;quot;subtle&amp;quot;, and very experienced players will definitely try to shoot back at you if you fail to destroy them.&lt;br /&gt;
&lt;br /&gt;
====Sniper based tactics====&lt;br /&gt;
&lt;br /&gt;
While maxed out keen vision allows seeing anyone across half of the map in Arcade battle (or even entire map for ace scouts), it is still possible to exploit special sniper positions to out-snipe those, who do have it. Those, who don't have it, and pay little attention, have an even lesser chance of avoiding such moves in time.&lt;br /&gt;
&lt;br /&gt;
{{Notice| Most tanks before rank III can't snipe from afar due to lack of accuracy or low velocity of their shells, so use specialized tanks early on (usually tank destroyers) or the ones with sniper ammunition. Usually shells with muzzle velocity around 856 m/s or above can be used for sniping (Early on it is mostly Pure AP or APCR). Some tanks require upgrades &amp;quot;Fire adjustment&amp;quot; and &amp;quot;Elevation gear&amp;quot; to hit anything past 500 m even at rank V. Shells with muzzle velocity of ~502 '''do not''' land where the scope and rangefinder MG shows past 1 km range and should '''only''' be aimed from experience past that range.|!}}&lt;br /&gt;
&lt;br /&gt;
=====Special sniper positions=====&lt;br /&gt;
&lt;br /&gt;
While sniping itself is not really a &amp;quot;stealth flank&amp;quot;, snipers live in their own dimension, where they can still flank other snipers and battlefield as a whole. Use special sniper spots which are not as obvious on the map at a first glance - some of them are even located in the middle of a battlefield.&lt;br /&gt;
&lt;br /&gt;
These spots are:&lt;br /&gt;
* Away from the main battle line, which means enemy snipers will not see you on accident via binoculars or sniper scope&lt;br /&gt;
* Far enough or have enough cover for the enemy not to see you accidentally with 3rd person view (3PV)&lt;br /&gt;
* Probably require the use of ATGM, APDS or another high velocity round, as basic chemical warheads have a tendency to not fly where you want&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'''1)''' Standing on the edge of the map is not enough - find a spot, which is away from the frontline horizontally, to greatly reduce the number of people spotting you accidentally and then wanting to shoot at you.&lt;br /&gt;
&lt;br /&gt;
One would argue, that this isn't going to help, but remember, that '''radio communication only marks you if you are near to enemy tanks'''. This is basically the only way you can do &amp;quot;stealth&amp;quot; on this Mozdok single cap variant without using smoke screens.&lt;br /&gt;
&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:Sniping tactics - stay out of sight mozdok north team.jpg|thumb|center|530px|]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Sniping tactics - stay out of sight mozdok south team.jpg|thumb|center|530px|]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some maps do not have a solid frontline like this. In which case, you can go for another option:&lt;br /&gt;
&lt;br /&gt;
'''2)''' Use high ground to snipe or hide, if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Sniping tactics - High ground out of sight.jpg|600px|center|left| Always check the map for mountains and hills conveniently placed just about outside of enemy spotting range and general firing directions.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
Sniper scope vision is three times greater than the third-person view, so, at low ranks, you can snipe medium tanks like this while they are moving towards the middle of the map. They simply cannot see you until it's too late and snipers rarely ever look in that direction.&lt;br /&gt;
&lt;br /&gt;
ATGM allows for safer firing over covers and use of super-high ground, but demasks such cover instantly, making your presence obvious. Use Kinetic ammunition if you want to remain unnoticed for a longer period of time. But remember, even this method won't help if a high-level scout tank will look your way and mark you with &amp;quot;scouting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If this is not acceptable, there is an even better option:&lt;br /&gt;
&lt;br /&gt;
'''3)''' Hide in plain sight using caves instead of overused &amp;quot;out of bounds&amp;quot; spot:&lt;br /&gt;
&lt;br /&gt;
While not every map has covers like this, you should definitely look for one. Not only the enemy team cannot see you if you are careful, but it is also generally possible to cover all three capture points at once from such a spot!&lt;br /&gt;
&lt;br /&gt;
[[File:Sniping tactics - Special sniper cave.jpg|600px|thumb|center|]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
=====Vertical ATGM=====&lt;br /&gt;
&lt;br /&gt;
ATGM can often serve as a flanker weapon of choice, but there are differences between horizontal launchers and vertical ones. While vertical ATGM is harder to master, than the normal one, and may require [[Media:CameraAdjustment_Settings_for_ATGM.jpg|camera manipulation]] to use effectively, it allows for some absurd flanking and surprise attacks. &lt;br /&gt;
&lt;br /&gt;
Stand behind houses, rocks and mountain ranges and fire at an enemy, who cannot even see you, using normal vision mechanics from Realistic battles, or extremely high keen vision, to attack the enemy while avoiding getting spotted. Retreat to even less likely hiding spot to confuse the enemy even more.&lt;br /&gt;
&lt;br /&gt;
{{Notice| ATGM always makes a lot of noise, and these are not an exception, so you are only really concealed until you fire the first shot. However, it may take forever for the enemy to figure out '''where exactly''' you are if you are careful.}}&lt;br /&gt;
&lt;br /&gt;
Some ambush options made easier by added verticality:&lt;br /&gt;
&lt;br /&gt;
'''1)''' Hide even further behind hills to become invisible and try to snipe the enemy. Alternatively, hide behind objects nearby to enemy and curve missiles into them, as they leave their cover.&lt;br /&gt;
&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:Vertical ATGM tactics - ambush attack.jpg|thumb|center|500px|This also works with areas which are considered useless for other tanks. While it is hard to be stealthy about it after the first shot, you can at least use unusual cover to avoid being seen by everyone on the enemy team, sneaking shots at people who still didn't notice the trap.]]&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Vertical ATGM tactics - use of new sniper spots.jpg|thumb|center|500px|While it's easy to notice someone camping right next to B point, however, it is much more difficult to see someone perched behind rocks on top of the mountain who is using cover to their advantage. From here it is very much possible to fire and scout towards A point, increasing your usefulness and providing critical information to your teammates.]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In case if your team got severely crippled, or you just cannot fight the enemy team directly, you can always visibly pretend to retreat, but in reality go towards low ground or another hideout just outside of capture points, to make enemy feel better about themselves, so they drop their guard and move in to capture it. That's when you get them: &lt;br /&gt;
&lt;br /&gt;
[[File:Vertical ATGM tactics - Snipe from unexpected places.jpg|600px|thumb|center|]]&lt;br /&gt;
&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
'''2)''' If simply staying in some sneaky place is not good enough for you or you are quickly bored of conventional sniping, consider instead ruining the enemy's day as a counter-sniper, counter-flanker and counter-camper by being super aggressive. A lot of it involves being stealthy until the very last moment until you let it all loose.&lt;br /&gt;
&lt;br /&gt;
Your main focus is to sneak into a good firing position, smoke up your sides or retreat path to prevent a counterattack and then unleash on an unsuspecting enemy. While this tactic is very risky, it works wonders against enemy campers and heavy tanks. High risk can equal high reward:&lt;br /&gt;
&lt;br /&gt;
[[File:Vertical ATGM tactics - direct mountain flank.jpg|600px|thumb|center| Striker rushed towards enemy main push. The mountain, which missile carrier fires from, prevented the enemy from spotting it in time, and so they were unable to hide from it. Meanwhile, smoke screen prevents players around the capture point from sniping Striker from the side, while the second smoke screen is kept in case enemy flanker comes from behind. The result is a bunch of free shots on enemy heavy tank party.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
It is clear that ATGM can make enemy question their safety and sanity just by firing out of unexpected places, but with the aggressive approach, you can do much more. Instead of attacking enemy main push directly, you can demolish enemy sniper team the same way, by using their normally superior sniper position against themselves. Quite often, this is only possible for vertical ATGM vehicles. &lt;br /&gt;
&lt;br /&gt;
[[File:Vertical ATGM tactics - Counter-sniping.jpg|600px|thumb|center| West sniper team quite often sits on this mountain of [[Second Battle of El Alamein|El Alamein]], but they never expect the east team to bring in ATGM, let alone one which can specifically fire over hills. After beating them you can take over the mountain top above their sniping spot which is key for a sniping ATGM.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
After destroying enemy resistance, you can take over their sniping spot, to snipe yourself or to do even more damage to those, who will try to take it back:&lt;br /&gt;
&lt;br /&gt;
[[File:Vertical ATGM tactics - exploit high ground.jpg|600px|thumb|center| Use high ground to catch the reinforcement sniper party off guard - hide behind mountain until all opponents take their positions and aren't looking at you, then fire missiles straight down at them. Avoid driving too close to mountain edge, as ATGM noise is bound to turn attention of the entire enemy team towards you.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
If you don't want to just take over usual enemy sniper spot, you can go even deeper inside of the enemy territory and exploit even more bizarre firing positions. The most obvious example of using enemy team territory is firing over the high ground on maps with narrow passages. Firing over mountains is not easy, but on most maps, the deeper you are in the enemy territory, the easier it is to fire onto the enemy party. It is almost impossible to predict this kind of attack before it is already too late.&lt;br /&gt;
&lt;br /&gt;
[[File:Vertical ATGM tactics - use improbable attack angles.jpg|600px|thumb|center|Attack succeeded. Keep in mind, that this is the main road for south team flankers and you can get counter-attacked at any moment. Use smoke screens before firing and retreat to high ground after firing. In doing so, you can avoid or defeat the inevitable vengeance squad trying to route you from the spot.]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of editing by AN_TRN_26--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Indirect fire related items==&lt;br /&gt;
&lt;br /&gt;
===Cannon (shells)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Whether to consider &amp;quot;wall sniping&amp;quot; as an indirect attack technique or not is up to you, [[User:U42773747#Wall_sniping|it's in an article above if you are curious]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to hit a target while being , tankers often use a trick called &amp;quot;binocular sniping&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a big good text for this at [[Sturer_Emil#Usage_in_battles|sturer emil page]], i did not copy-paste it entirely, as these instructions aren't necessarily fitting for all tanks.&lt;br /&gt;
&lt;br /&gt;
To indirectly attack with a cannon shell, player have to:&lt;br /&gt;
 &lt;br /&gt;
Hide entirety of their tank behind terrain or cover; &lt;br /&gt;
Go to binocular sight (as it is often placed higher than the entirety of the tank); &lt;br /&gt;
Aim at enemy tank and hold &amp;quot;fire&amp;quot; button to turn the gun towards them (gun will not fire in binocular sight);&lt;br /&gt;
After that, guess or rangefind distance between the tank and the target;&lt;br /&gt;
Enter sniper mode, correct aim for range and fire. &lt;br /&gt;
&lt;br /&gt;
Players also heavily utilize [[Optics#Zero-in_the_gun|gun scope controls]] to trivialize artillery-style sniping across entire map.&lt;br /&gt;
&lt;br /&gt;
One of the greatest capabilities of large calibre guns, particularly ones using Chemical ammunition, is that they allow you to take advantage of their high angle of projectile drop. Efficiency of this method grealy depends on velocity of the shell used, so if it is slow, it will work best at up to 900 m range, while faster shells work great beyond 1,000 metres, but also depends on the type of terrain and hull-down positions available on the map.&lt;br /&gt;
&lt;br /&gt;
{{Notice| Shells with muzzle velocity of ~502 '''do not''' land where the scope and rangefinder MG shows past 1 km range and should '''only''' be aimed from experience past that range.|!}}&lt;br /&gt;
&lt;br /&gt;
Example gif by Inceptor57:&lt;br /&gt;
&lt;br /&gt;
[[File:Sturer Emil Indirect Firing Method.gif|x480px|thumb|left|Step-by-step procedure to &amp;quot;Indirect fire&amp;quot;, note how the Sturer Emil conceals itself past the hill slope while able to use the cannon to lob shells over to the enemies downrange. (''View image if .gif is not playing'')]]&lt;br /&gt;
&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
AB notes:&lt;br /&gt;
&lt;br /&gt;
Everyone knows that AB provides player with aim assist at up to 1000m (1km) and instant rangefinding at any range for manual aim. What is less noticed, is that even when you cannot directly aim at enemy tanks within 1km range and try to pull the gun around, enemy tank still gets outlined with red when aimed at with &amp;quot;white crosshair&amp;quot;, and since the gun can be moved while using binoculars, it is possible to aim without moving into visible area even by tanks, which have terrible shell velocity and inaccurate gun.&lt;br /&gt;
&lt;br /&gt;
The price is that you do not get predictions on whether the shell will penetrate or not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;insert screenshot here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This allows sneaky SPGs to launch shells over the hill without being detected by AB sight system and can be heavily abused by mortar tanks like [[Centurion Mk.5 AVRE]] to fire even over buildings, due to very low shell velocity, and they do not really care about where it hits their target due to heavy damage their huge explosive shells imply.&lt;br /&gt;
&lt;br /&gt;
[[File:Type 75 SPH firing over cover long range AB.jpg|thumb|x250px|right|Due to instant rangefinding of spotted targets in arcade mode, [[Type 75 SPH]] can act as artillery - find a target about 1,200 meters away, go to sniper seat, aim at them, adjust the gun distance to their position and fire. There is nothing they can do about it because type 75 SPH can fire like this even over mountains. This trick is unlikely to work in RB since there is no way you will be able to rangefind a target standing in the middle of nowhere, that you also cannot directly see.]]&lt;br /&gt;
&lt;br /&gt;
AB Players are also often extremely uncomfortable with firing without aim assist confirmation, which is easily prevented by obstacles such as a weak metal fence built around a capture point, while you can learn the gun ballistics and train yourself to fire by using distance indicators from spotting (via high &amp;quot;keen vision&amp;quot; skill or [[scouting]]) and tank profile (use &amp;quot;select&amp;quot; hotkey, which is by default set to mouse wheel, to see hostile tank overall size and position) instead, to surprise them and thus avoid return fire.&lt;br /&gt;
&lt;br /&gt;
RB notes:&lt;br /&gt;
&lt;br /&gt;
To reduce a likelyhood of missing in absence of &amp;quot;rangefinder&amp;quot; modification, rangefinding MG can be used (if tank has one), which generally works at up to 800m range for early tanks and may work at longer range for special rangefinding MGs. For example, [[Type 60 SPRG (C)]] has rangefinder MGs mounted on its guns, specifically for this purpose.&lt;br /&gt;
&lt;br /&gt;
Principle is the same as with firing through binoculars by guessing, but before firing a gun, you fire machineguns first and use binoculars to see, if they hit the target, or not. Then follow it up with main weapon shot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;screenshots of type 60 doing that could be placed here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ATGM===&lt;br /&gt;
&lt;br /&gt;
====Particularly important stats of ammo====&lt;br /&gt;
&lt;br /&gt;
To attack indirectly with ATGMs, it is important to understand how they work in the first place and which parameters help them to hit the target and which method should be used.&lt;br /&gt;
&lt;br /&gt;
'''Control type''':&lt;br /&gt;
&lt;br /&gt;
''Manually controled atgm'' (first gen/wire control/WASD/ETC):&lt;br /&gt;
&lt;br /&gt;
Guidance mode, which exists only in RB and SB for early ATGM tanks. In AB, it is replaced by semi-auto control.&lt;br /&gt;
Tank can only fire when standing still and can't move, since tank controls now operate the missile instead (with up and down also being reversed).&lt;br /&gt;
&lt;br /&gt;
This is fine on paper, however most gen-1 missiles also have input lag and take time reacting to commands, which means that you have to practice using them for a '''really''' long time to be able to pull off the attack.&lt;br /&gt;
&lt;br /&gt;
''Semi-auto control'' (second gen/laser guided/mouse):&lt;br /&gt;
&lt;br /&gt;
Guidance mode, mostly available from BR of 7.7 and upwards.&lt;br /&gt;
Relies on your sniper crosshair - missile tries to follow it to hit the target. If it can't go where you point at, it will try to mimic pointer movements. It also somewhat relies on your &amp;quot;aiming reticle&amp;quot;, particularly when you aim at things the missile already passed. This allows you to &amp;quot;manually&amp;quot; control missile and steer it around, just like with first gen missiles. &lt;br /&gt;
&lt;br /&gt;
'''However, if space between sniper scope and the missile is obscured by a solid obstacle, the control is cut and missile just flies forward until hit something or expire, which poses numerous challenges to user's skill.'''&lt;br /&gt;
&lt;br /&gt;
'''Missile maneuverability'''&lt;br /&gt;
&lt;br /&gt;
A parameter never listed really in TTX - missiles have a certain degree of vertical and horizontal mobility. They vary between AB and RB, and the only real way to improve it is to upgrade &amp;quot;targeting&amp;quot; skill on the crew, as it improves &amp;quot;turret tracking&amp;quot;, which often subsequently increases missile maneuverability. &lt;br /&gt;
&lt;br /&gt;
Missiles, which can't change vertical angle fast will never accidentally fall to the ground and explode, but will also refuse to drop down into enemy cover at the last second, like [[Khrizantema-S]]'s missiles, rendering you unable to circumvent enemy tank turret armour or cover. Same goes for horizontal turning speed and turning missiles around tall cover.&lt;br /&gt;
&lt;br /&gt;
'''initial missile velocity'''&lt;br /&gt;
&lt;br /&gt;
It needs to be pointed out, that while tankers often like to call ATGM's &amp;quot;slow&amp;quot;, most of them can't be bothered to notice, that anything flying at 200m/s will easily destroy any target 1000m away with minimal chances of retreat, '''but not all missiles start at a speed listed in TTX''', as the speed listed in TTX is merely their '''maximum speed'''. Do not take any opinion about ATGM speed as granted.&lt;br /&gt;
&lt;br /&gt;
Each game mode has different start speed for missiles and it must be kept in mind (RB missiles generally being far slower).&lt;br /&gt;
&lt;br /&gt;
====Attack types====&lt;br /&gt;
&lt;br /&gt;
Depending on their initial speed, missiles can then be put into different niches for indirect attack:  &lt;br /&gt;
&lt;br /&gt;
'''Initially slow missiles''' (0 to 89 m/s) can be used to attack tanks behind any cover, particularly at close range, since user have several seconds before missile accelerates up to its maximum speed. ATGM tanks with vertical launch fall into this category, and lots of hybrid tanks like [[M551]] use slow starting missiles;&lt;br /&gt;
&lt;br /&gt;
[[File:Machine gun shows ATGM direction striker.jpg|thumb|240x240px|right|There is also weird glitch on tanks with just the ATGMs and MG: When you have maxed out targeting AND aced crew, you may start to see where your machine gun is pointed, by blinking crosshair. It's '''extremely''' '''''annoying''''', but when in &amp;quot;manual control&amp;quot;, the missile does not go for turret reticle, but instead for machine gun crosshairs. Thus, you can launch missile behind cover and just point it at the enemy. Scope '''is not''' precise when firing into machine gun dead-zones. If firing at &amp;lt;100 m it shows where missiles will '''actually''' drop.]]&lt;br /&gt;
&lt;br /&gt;
First generation missiles can only be used as rockets at close range due to input lag, but their low speed can be abused noneless to fire missiles over small cover without leaving it, like in the case of [[AMX-13 (SS.11)]]. As the missle flies further, it can be deliberately guided to fall into enemy cover.&lt;br /&gt;
&lt;br /&gt;
Second generation missiles can be forced to make a sharp turn into enemy cover by pointing at it in specific way (different for every tank), or by trying to use &amp;quot;manual aim&amp;quot; mode to steer missile as hard as possible into enemy cover, particularly at close range. At long range, these missiles generally can be dropped or turned onto enemy simply by pointing the crosshair at an enemy behind cover at a specific moment.&lt;br /&gt;
&lt;br /&gt;
'''Moderately fast missiles''' (200 to 300 m/s) can be used to attack tanks over a flat hill as long as the targets are 800m away, most of early hulldown ATGM tanks and IFVs use these;&lt;br /&gt;
&lt;br /&gt;
Firing ATGM over a hill is similar to a cannon indirect attack, but there is a catch - most fast ATGMs are second generation, which means, that missile control cuts off when the sight of the missile is lost.&lt;br /&gt;
&lt;br /&gt;
Sniper mode is often used to aim over objects or terrain by sending missile into the sky and then very quickly aiming at the enemy tank behind a hill with your crosshairs. Success relies purely on user's ability to aim at targets they can barely see.&lt;br /&gt;
&lt;br /&gt;
To circumvent control loss, missile can be initially launched much higher into the sky, then guided down towards the target. The further away is the target and the less steep is the hill, the easier it is to blindly guide missile into enemy tank. This does not work well for sensitive missiles, since they like to crash into the ground due to initial over-correction.&lt;br /&gt;
&lt;br /&gt;
'''Actually fast missiles''' (600+ m/s) can be used to attack tanks behind cover only if their maneuverability is also incredibly high, or if a vehicle-specific gimmick is used, otherwise they can only really be reliably used directly. Mostly used by rank VII tanks and SAM. &lt;br /&gt;
&lt;br /&gt;
'''Specific Examples''':&lt;br /&gt;
&lt;br /&gt;
Firing over a hill:&lt;br /&gt;
&lt;br /&gt;
Firing over a generic obstacle:&lt;br /&gt;
&lt;br /&gt;
Firing around an object:&lt;br /&gt;
&lt;br /&gt;
Notable issues:&lt;br /&gt;
&lt;br /&gt;
AB:&lt;br /&gt;
&lt;br /&gt;
Since certain patch, ATGMs in AB are marked with giant red rectangle which immediately demasks your tank, even if enemy somehow managed to not notice the incredibly loud noise.&lt;br /&gt;
&lt;br /&gt;
RB:&lt;br /&gt;
&lt;br /&gt;
Most atgm tanks in RB cannot guide missiles with their &amp;quot;aiming reticle&amp;quot;, rendering third person guidance prone to failure and incompatility with terrain. &amp;lt;!--I did not have to deal with that too much, so any long-time RB player should know more about it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Clearly unintended techniques====&lt;br /&gt;
&lt;br /&gt;
They will grant you an edge against unaware people, but it can be patched out or nerfed in some way for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
=====Changing camera angle=====&lt;br /&gt;
&lt;br /&gt;
[[User:U42773747#Relative_camera_controls_for_ATGM|Insert edited text from here, i guess.]]&lt;br /&gt;
&lt;br /&gt;
[[File:CameraAdjustments ATGM (Striker).gif|x480px|thumb|left|Examples of using missile control specifics and camera adjustments together on a tank, which is normally hard to hide and thus normally vulnerable. Note how reticle is initially aimed in most of these fights - the intention is to launch missile out of cover and to use manual control to turn them around. This kind of performance is rarely ever expected, and is absolutely impossible otherwise. It will still take a lot of work or ammunition to land these shots, if you want to avoid exposing the tank at all costs. (Picture refresh rate is ~8 seconds. If it doesn't change - click on it.)]]&lt;br /&gt;
{{Break}}&lt;br /&gt;
&lt;br /&gt;
=====Guidance swap=====&lt;br /&gt;
&lt;br /&gt;
{{Notice| Note: this worked as of update &amp;quot;hot tracks&amp;quot;, but it's so clearly unintended, that there is no guarantee that it will do so forever. It was tested in '''AB'''.|!}}&lt;br /&gt;
&lt;br /&gt;
Sometimes, you want to fire ATGM, but imagine, that you are driving a hybrid tank, which can only guide missiles with it's cannon sight (located far too low for comfort), and were locked down inside of a building by an army of angry medium tankers, ready to destroy anything with their top-tier APFSDS the very moment you expose the turret out of cover. This is often a grim situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;a pic or a drawing&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But there still is a way out of this. For some reason, it is possible to guide launched ATGM with a coaxial autocannon (and, maybe, even machine gun). To do so, you need to launch ATGM out of the cover and swap control from main weapon to coaxial weapon (a specific hotkey must be set in &amp;quot;tank controls&amp;quot; to be able to do that). After that, you have to go into the sniper seat for that weapon, often conveniently located on '''turret's roof''' and guide missiles from there, which is usually absolutely safe.&lt;br /&gt;
&lt;br /&gt;
Needless to say, this allows many hybrid tanks to be equivalent to a specialized hulldown atgm tank, for example, [[KPz-70]] can act like [[RakJPz 2]], which is very funny. It also does not stop you from attempting to further curve missile outside of your control zone and over obstacles, meaning that it is even harder to counter or expect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hull down and other cover related items==&lt;br /&gt;
&lt;br /&gt;
{{Notice| Biased opinions of AB player. Probably wont work for RB, incomplete for most tanks. Concepts which may need testing are locked into &amp;lt;&amp;lt; &amp;gt;&amp;gt; |!}}&lt;br /&gt;
&lt;br /&gt;
===Cover levels and height of tanks necessary to use them===&lt;br /&gt;
&lt;br /&gt;
====Use of objects====&lt;br /&gt;
&amp;lt;Here would be measurements of tallness of tanks and various decorations and objects.&amp;gt;&lt;br /&gt;
* Short road fence (destructible)&lt;br /&gt;
* Generic dead tank decoration (indestructible)&lt;br /&gt;
* Generic short stone (indestructible)&lt;br /&gt;
* Building wall and windows ('''usually''' indestructible)&lt;br /&gt;
* Tall rocks (indestructible)&lt;br /&gt;
* Tall solid wall (destructible)&lt;br /&gt;
* Very tall rocks\mountain edge (indestructible)&lt;br /&gt;
* Tall weak building (destructible)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Tons of pics would allow for measurements of hull-down straight from hangar. would be useful, but who knows if it's any of use. Mention particular trash examples like ST-A2 being too tall for 1 cover and too short for next one, maybe.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Use of player tank remains =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Use of dead tanks, particularly note that on death many tanks do not lose turrets, so they are a taller than normal cover&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Specify which tanks can benefit and how&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Tanks with hard turret -&lt;br /&gt;
#Tanks with weapons on top -&lt;br /&gt;
#Tanks with hydropneumatic suspension -&lt;br /&gt;
#ambush tanks -&lt;br /&gt;
#Super heavy tanks - &amp;lt;&amp;lt;While super heavys generally can't hide themselves behind destroyed opponents, they often weight so much, that they can sacrifice themselves to block the road entirely for good, simply due to how massive they are. Ongoing hostile assault will generally require a tank as heavy to pull the husk out of the way, forcing enemy team to fight hull-down allies head-on or giving up altogether&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Use of terrain====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Here would be in detail explanation of how to use hills and how inclination of a hill changes how much depression tank needs to fire at an enemy, probably.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Here would also be a good place to tell that depression numbers between different tanks are often incompatible, due to their differences in tallness and turret form/construction&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I think sturer emil or that m901 could be good to mention here, as well as japanese tanks with active suspension control and that potato of Type 75 MLRS, as a borderline experience&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What armour levels and weakspots need to be noted for hulldown and why===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Speculations on various armour properties relevant for HD - turret, hull front, hull side, roof&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Speculations on various stupid weakspots relevant specifically for HD - top mounted MG, cupola, frontal ammo rack, stupid pointy sections of frontal armour, etc.&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Prime comparisons - M103 and Conqueror, ST-A! and ST-A2, Chieftain tanks, Challengers 1 and 2 (might as well try to explain why CHL1 is arguably trash compared even to chieftain 10)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show that it's possible to die to HE, which HE tanks are actually dangerous, at which levels of armour is tank vulnerable to that. While at it, mention that HESH can be a threat to some tanks too, maybe (not really).&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Proceed to explain why keeping your distance and keeping flanks secure is as important as not leaving cover, feat. swingfires and/or light tanks vs m113 while mentioning that most pure HD tanks have trash side armour, explain that past nerfs autocannons have trash angle performance and how to abuse that, etc.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specific extreme examples for RB and AB====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Explain why hulldown behind destructible obstacle is not a sin sometimes, mention HEAT and RB specifics&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shturm-s and all those tanks that put their weapon down to hide in RB&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Maybe also Type 60 SPRG and it's stupid ability to hide behind 0.3m tall destructible things, RB perspective&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Explain why it is sometimes possible to use destructible obstacles in AB, maybe use FV4005 as a role model&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Angling and related things==&lt;br /&gt;
&lt;br /&gt;
===base information===&lt;br /&gt;
====What's that?====&lt;br /&gt;
&amp;lt;throw epic pictures of heavy tanks not giving a damn&amp;gt;&lt;br /&gt;
====Why angle anyway and how much to angle?====&lt;br /&gt;
&amp;lt;Throw in some pictures with tiger H and tiger E&amp;gt;&lt;br /&gt;
====Which tanks should never angle and why====&lt;br /&gt;
&amp;lt;Throw in some pics with IS-7 and similar tanks&amp;gt;&lt;br /&gt;
====Why some tanks should always angle====&lt;br /&gt;
&amp;lt;Throw in some disgusting frontal pen bug pictures with churchill VII, also throw t-34-100 picture withstanding falcon fire&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to find out if there is a point in angling your tank===&lt;br /&gt;
Let's suggest, that your tank has sloped frontal armour and mediocre side armour. &lt;br /&gt;
&lt;br /&gt;
How to understand, should you even bother with angling, and when? That depends a lot on a rank you play at, and nation you play against.&lt;br /&gt;
&lt;br /&gt;
====Assessing rank-related threats====&lt;br /&gt;
&amp;lt;Put milestones for ammo penetration, IE adoption of AP(HE)CBC, heavy APCBC, APDS, HEAT, ATGM, APFSDS into ranks&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are general milestones for ammunition, which really change the way you look at hostile tanks:&lt;br /&gt;
&lt;br /&gt;
AP(HE)CBC:&lt;br /&gt;
&lt;br /&gt;
APCBC:&lt;br /&gt;
&lt;br /&gt;
APDS:&lt;br /&gt;
&lt;br /&gt;
HEAT:&lt;br /&gt;
&lt;br /&gt;
ATGM:&lt;br /&gt;
&lt;br /&gt;
APFSDS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Explain how differences of side armour or tools at certain ranks change player's attitude towards certain tank classes. Leotard VS ZSU, generic french tank VS autocannons , etc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If to look at the situation from rank perspective, things to keep in mind are:&lt;br /&gt;
&lt;br /&gt;
Rank I:&lt;br /&gt;
&lt;br /&gt;
Rank II:&lt;br /&gt;
&lt;br /&gt;
Rank III:&lt;br /&gt;
&lt;br /&gt;
Rank IV:&lt;br /&gt;
&lt;br /&gt;
Rank V:&lt;br /&gt;
&lt;br /&gt;
Rank VI:&lt;br /&gt;
&lt;br /&gt;
Rank VII:&lt;br /&gt;
&lt;br /&gt;
====Ammo penetration at 30 and 60 degrees, normalization====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Explain that all nations generally use different ammo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Explain that pen at 0 degrees is useless at long range at low rank and is especially useless at mid to high rank since all tanks have slopes there&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Double down explaining that some kinetic ammo have bonuses against slopes(cursed AP(HE)CBC, APDSFS) and some have serious penalties (HVAP, APCR), and some really don't (APDS)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;Explain why angling is not going to help if your armour is paper to begin with, or why french tanks are such easy targets as a consequence of that.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Particular add-on armour====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Throw pics of warrior surviving a scrape shot with addon shield, show it also pathetically explode from direct hit.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Throw in M10 pics surviving a shot just because it came at a high angle.&amp;gt;&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Zachlam_Tager&amp;diff=195274</id>
		<title>Zachlam Tager</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Zachlam_Tager&amp;diff=195274"/>
				<updated>2024-11-20T21:53:19Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: It's very glitchy currently, but it is what it is. I didn't extensively test the missile behaviour, it could also change significantly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=il_ss_11_halftrack&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{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;
During the IDF arming process during the 1948 Arab-Israeli War, the IDF employed several American half-tracks as their main APCs. Vehicles like the M2, M3, M5, and M9 were acquired from different sources. Many were adapted for different purposes, like the [[TCM-20]] SPAA. With the introduction of the French SS.11 ATGM in the 1950s (locally designated &amp;quot;Tager&amp;quot;), it was decided to use the abundant American half-tracks for anti-armour purposes. Even though they were somewhat obsolete by then, they saw most of their action during the Six-Day War of 1967 against T-54s. However, due to a lack of doctrinal knowledge in ATGM usage, many Tagers were ignored during the conflict, and it is not clear if any scored kills.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Wind of Change&amp;quot;]], the '''Zachlam Tager'''&amp;lt;nowiki/&amp;gt;'s Tager missiles have, like most early ATGMs, keyboard-guided controls and slow speeds compared to contemporary tank shells. However, the missiles pack a hefty punch and are quite manoeuvrable once you get the hang of the controls, and are an enabler that lets you take on heavily armoured Cold War heavy tanks front-on if need be, rewarding skillful play but with some amount of risk involved. Since the Zachlam Tager is fast, it can reach objectives faster than most MBTs, hide in well-camouflaged positions and strike at any enemy that tries to take back the area with its missiles. The missiles have a moderate speed for the tier, being faster than some early ATGMs such as the [[Type 60 ATM]]'s missiles or the [[ZBD86]]'s ATGM, but it is certainly not the fastest overall and does take a few seconds to reach its target. With fairly responsive controls for MCLOS missiles and also having leading speed among the small but still somewhat diverse MCLOS missile pool, the Zachlam Tager is only held back by its very poor protection due to its open top and unarmoured nature, as well as the very small bank of only 4 ATGMs loaded at any given time.&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;
The armour on this half-track is negligible, as it can be penetrated from every side by a 7.62 machine gun under 400 m range. The front could resist light machine guns, but the driver and gunner windows can be penetrated regardless, disabling the carrier instantly.  On top of that, the truck is open-topped, which means if it's hit by any chemical shell anywhere, or another tank explodes right behind it, the crew is doomed. The side shielding is so poor, that the carrier can be sometimes overpressured even by a machine gun.&lt;br /&gt;
[[File:Zachlam horizontal exposure check.jpg|thumb|right|When standing on a hill, always check if the missile rack is actually protected by the cover. If you cross the line, any APHE tank can destroy the Zachlam in one hit. When fighting HEAT tanks, do not expose binoculars any more than you must.]]&lt;br /&gt;
This also makes the hull less vulnerable to APHE, as sometimes even some of the most sensitive shells will fail to detonate upon hitting it. Unfortunately, even a glancing hit will almost always take out two crew members, so it is usually only relevant in AB after researching &amp;quot;Crew Replenishment&amp;quot;. The top panels and missiles themselves are thick enough to detonate APHE and AP-I of autocannon belts, so it is better to not expose the ammo racks during hull-down battles.&lt;br /&gt;
&lt;br /&gt;
There are also two spare missiles in the back of the truck, hidden within ammo crates that are 6.35 mm RHA thick and may not explode if hit indirectly, but burn instead.&lt;br /&gt;
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The truck is short enough to hide behind many medium tanks and cover, though the weapons and the very top of the hull is generally exposed, which makes it unreliable in AB and it is impossible to use sniper scope when hiding behind such objects.&lt;br /&gt;
&lt;br /&gt;
The binocular on top of the vehicle cannot be targeted by AB aim assist or hit, but will make it visible. This is most relevant when fighting artillery tanks, as they can use HE-VT to shell Zachlam from almost anywhere, even if any other tank can't touch it.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
{{PAGENAME}}&lt;br /&gt;
 is very fast when moving forward in a straight line, even competing with light tanks when spaded. Unfortunately, it has a poor reverse, so it's significantly less mobile than [[RakJPz 2]] and the operator must commit to their fights or be destroyed.&lt;br /&gt;
&lt;br /&gt;
The Zachlam Tager is both a wheeled and tracked vehicle; it heavily suffers from the downsides of both types until all upgrades are researched - it can't turn well in place due to the wheels and will outright refuse to readjust when standing on a hill or in the mud (maximum turn speed of 0.3° a second), and it can't really use roads to accelerate due to the tracks. Carrier also has nearly no mass and does not keep momentum after collisions, so it's best to avoid crashing into obstacles.&lt;br /&gt;
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The drive wheels are the tracks in the back - the front wheels do not generate any momentum and if the half-track manages to hang itself on some ladder or rocks, it will be forever stuck there, unless the missile launch recoil managed to kick the front of the truck off it.&lt;br /&gt;
&lt;br /&gt;
Until the Zachlam Tager is spaded, it has a general forward speed of 42 km/h in AB and 30-35 km/h in RB. Researching all of the mobility modules together dramatically improves the acceleration, adds another 7 km/h of maximum off-road speed, allows the truck to almost spin in place on flat ground, and enables the ability to use paved roads to reach maximum speed of 70-80 km/h.&lt;br /&gt;
&lt;br /&gt;
The truck barely has enough horsepower to push itself up steep hills, but it will still do so at 5 km/h speed in most cases.&lt;br /&gt;
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{{tankMobility|abMinHp=210|rbMinHp=131}}&lt;br /&gt;
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=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
Due to the overall fragility of the Zachlam, it is technically possible to skip repair tools entirely. Parts can only be used if the launcher was hit with pure AP or APDS or to repair friendlies (which is generally dangerous to do), and FPE is only usable if ammo racks in the back were hit, but didn't explode, which is very rare. Mobility upgrades have a much higher priority, as being able to reach vantage points allows the truck to never be put in danger of being hit in the first place and being fast enough to reach a fortified capture point first gives it more chances to actually affect the battle in a meaningful way, especially in AB.&lt;br /&gt;
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== 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|Tager}}&lt;br /&gt;
&lt;br /&gt;
The main weapons are the LFK SS.11 missiles. There are 4 of them on the top of the truck and 2 reserve missiles are stored in the boxes in the very back. Emergency ammunition box can supply 6 more.&lt;br /&gt;
&lt;br /&gt;
These missiles are wire guided, which means that in RB you will have to guide them with WASD (tank movement inputs) and cannot move the vehicle until they hit a target. In AB, they are guided with the mouse and do not prevent the {{PAGENAME}} from moving after launching (it is still necessary to stop to fire). These missiles cannot be efficiently cut off to attack multiple targets, as they will immediately drop to the ground if the control signal is lost.&lt;br /&gt;
&lt;br /&gt;
SS.11 missiles have a very long guidance dead zone (about 150 m) in which you cannot really control them, but they are generally more responsive than others. While they are responsive, they also have very high inertia, and when turning horizontally they also tend to drop down, so some care must be taken when guiding or launching them. It is important to avoid situations in which missile must be guided into some sort of a crack inbetween rocks, as even if it's possible to push SS.11 through, the enemy tanks can easily suppress missiles guided straight with their MG.&lt;br /&gt;
&lt;br /&gt;
When launched, the missiles will fly straight for about 70 m, then attempt to turn towards initial sniper crosshairs position. If it's necessary to launch them to the side, launch them upwards, as otherwise they will usually crash to the ground. At melee range, treat them like rockets. After the guidance system activates, it becomes possible to correct their course. Since the truck does not turn well in place and does not turn at all when standing upright, positioning and planning becomes very important.&lt;br /&gt;
&lt;br /&gt;
Missiles fire from the left to the right and reload from the right to the left. Each shot forces a 1 second &amp;quot;reload&amp;quot;. The ready rack is currently infinite, as the missiles will simply appear if there is nothing left to fire. If all &amp;quot;real&amp;quot; missiles were used, a forced 13 seconds reload penalty is applied after the carrier rearms one missile. Rearm on a capture point or from a box takes 8 seconds per missile so carrier will have to wait for 21 seconds before firing at worst.&lt;br /&gt;
&lt;br /&gt;
As such, it's generally better to not use the last missile and to wait 8 seconds until the capture point puts next missile into the ready rack instead of incurring the reload penalty and being forced to wait for 21 seconds. The Zachlam cannot fire-and-forget multiple missiles, and it cannot really guide missiles at point blank range, so it's usually detrimental to wait longer.&lt;br /&gt;
&lt;br /&gt;
Unlike with most of the other wire guided missile carriers, it is possible to choose if you want to launch the missile straight forward or upwards. This allows a smart operator to bombard enemy tanks out and over cover and then unload its entire ammo rack when they lose patience and try to rush the position. Keep in mind, the half track must be stationary for missiles to fire, so it is important to prepare for a counter-attack properly.&lt;br /&gt;
&lt;br /&gt;
In AB, the missiles are guided with a binocular on top of the vehicle without dependency on sniper crosshair and can be guided anywhere. Since enemy tanks have aim assist in AB, the most sensible strategy is to only pull out the binoculars out of cover without exposing anything else.&lt;br /&gt;
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{{Notice| Be aware, that while arcade mode allows the Zachlam to guide missiles with the mouse, it also restricts control of missiles - if binoculars can't see the target, they will fail to guide the missile. SACLOS also makes them vulnerable to IRCM jamming. If you do not want to deal with indirect fire techniques, to snipe above cover pull tank optics out of cover, so it does not block the space in between camera and target and ensure that you can aim at the target directly without anything else being in the way.|!}}&lt;br /&gt;
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{| 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;4&amp;quot; | [[Tager]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -5°/+20° || N/A || N/A || 13.00 || 11.50 || 10.60 || 10.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Tager/Ammunition|LFK SS.11}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The Zachlam is technically a very straightforward vehicle to play - you want to occupy any vantage point that protects the hull and hides the missiles, but allows you to aim directly at the enemy. You can even try to use its high speed to rush and bombard enemy team from a relatively short range of 200-250 m. The difficulties come with the numerous drawbacks of the vehicle.&lt;br /&gt;
[[File:Zachlam medium range hill sniping.jpg|thumb|right|A decent vantage point allows the Zachlam to scout and/or attack enemies pushing for a capture point from complete safety. The closer the capture point is, the easier it is to rearm afterwards.]]&lt;br /&gt;
When launching the missile directly forward, the only real concern is to not push it down too quickly, as otherwise it will crash into the ground. While it's possible to launch missiles sideways, they can prove to be too difficult to put back on course due to a heavy inertia in missile movements, so it would still require at least 300-400 m of range to guarantee a decent launch to the side, and there may or may not be any suitable cover.&lt;br /&gt;
&lt;br /&gt;
In any mode, the operator should always remain as cold-blooded as possible and avoid making frantic movements. Knowing which push directions resemble an inescapable tunnel, which cover the Zachlam can hide behind and where to scout for potential targets or countersnipers is half the battle. For example, if an enemy tank would suddenly appear, the truck must be immediately turned as straight to the target as possible and stopped without any additional corrections, then a missile must be fired. If you didn't know someone was coming, it's probably already too late. Even if you did expect them, by panicking you will only give the enemy the necessary split second to start firing an MG, which usually destroys the Zachlam nearly instantly. However, if enemy did not expect you, and you were completely prepared, it's entirely possible to overwhelm at least 2 tanks before dying.&lt;br /&gt;
&lt;br /&gt;
The missiles have extraordinary range, but in practice will almost never reach a far-away target in time due to how slow and moody they are. The sweet spot for a target is between 400 and 600 m, past the 150 m dead zone and within 3 seconds of missile flight time at most. The Zachlam can find limited success in using hills at its advantage, by firing missiles upward and dropping them on enemies from the safety of cover; or at point-blank, without control over the missiles due to the deadzone but with the advantage of being able to fire 4 missiles in rapid succession.&lt;br /&gt;
&lt;br /&gt;
Since SS.11 is a quite fragile missile, it is a decent idea to not guide missile straight at the enemy tank, but slightly to the side until the last 60 m. This makes enemy less likely to just shoot it down and might make some less aware people unlikely to duck back into cover (for example, when they think that they aren't the primary target and don't know that ATGM can very quickly snap onto them.)&lt;br /&gt;
&lt;br /&gt;
There are also certain considerations to be made regarding the 6 missile ammo limit and different missile control schemes in AB/RB. While many attack techniques from AB may also work in RB, they would require far more range, far more practice and will leave not as much room for error, as in AB.&lt;br /&gt;
&lt;br /&gt;
'''AB tips'''&lt;br /&gt;
&lt;br /&gt;
Most of the drawbacks of the Zachlam are not present, as such it can be played relatively freely, but avoid directly attacking tanks or provoking any HEAT armed SPG without the safety of a full hulldown, as aim assist makes them borderline invincible for you. Most of APHE tanks are also deadly, so it's generally better to stay low.&lt;br /&gt;
&lt;br /&gt;
If you choose to play safely, you can stand at about 400-600 m range like with sniper tanks, but such playstyle won't net you a lot of hits in AB, because enemy tanks always receive an ATGM alert on their screen whenever you fire at their front. At the very least, you should try to blindside your opponents, or train your ability to judge distance towards the target and guided missiles, so that you can attack them even if they duck back behind a hill. If you get an artillery alert, simply move away as nothing is really at stake with such playstyle.&lt;br /&gt;
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Even if you have nothing to do, do not forget to constantly look around you and scout enemy tanks, as this will indirectly make your teammates protect you and may give you free assists, which you can use to spawn a bomber to kill time while your launchers rearm.&lt;br /&gt;
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In some cases, it is possible to use the Zachlam even in a city by hiding behind concrete blocks, containers or dumpsters, as they often hide the hull completely and allow you to scout and guide missiles over them (at least 150 m range is necessary for them to connect). Even an inexperienced operator should manage atleast a 25% hit rate, and its still better than being directly exposed to tanks with aim assist. Here are some practical examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Zachlam medium range entrench.jpg|By using indestructible decorations, try to deny enemy access to a capture point&lt;br /&gt;
File:Zachlam indirect fire sniper scope example.jpg|Fighting any rocket tank directly is definitely a suicide mission for the Zachlam, but you don't have to fight it head-on&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ultimately, the Zachlam's full attack potential is realized when standing on a fortified capture point, as it allows it to constantly get more missiles and may lead to situations in which enemy team simply cannot move in to attack without an airstrike due to an endless suppressing fire from you. This only works on capture points which can fully protect the hull and missiles, which means that certain capture points, or even certain sides of those capture points are vastly superior to others.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of firing from well protected capture points. Do note, that missile rack should be pointing directly towards the target to reduce a chance of misfiring, and Zachlam must be parked at least 160 m away from opponents. Do not use the last missile to avoid the reload penalty and to continue supressing an enemy team:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Zachlam indirect suppressing fire from capture point risky.jpg|By getting to a fortified capture point fast enough, you can absolutely destroy enemy team's heavy or even medium tanks. But if it has no real cover for the truck, any light tank can easily annihilate you by intercepting you or attacking from the side.&lt;br /&gt;
File:Zachlam indirect suppressing fire from capture point safe.jpg|Some capture points are absolutely safe to rush to, but provide a very awkward firing position. Try to remove all fences and small objects that prevent direct line of sight towards binoculars, then rain hell onto incoming enemy team.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike with the stand-off sniping, if enemy team calls artillery strike on you during this, retreat. Do not fire off the last missile and use ammunition box if you think that you can still protect the point from nearby cover.&lt;br /&gt;
&lt;br /&gt;
'''RB tips'''&lt;br /&gt;
&lt;br /&gt;
The Zachlam gets very few options. The safest way to play is simply as a scout, using hills for cover and scouting through the safety of your binoculars, occasionally sniping exposed tanks. Every enemy you encounter is an immense threat, and none is easy to destroy: even light vehicles may dodge or shoot down your missiles. You can only stay close to strategic points with the 6 missiles, and if none of the strategic points are in your team's control, there is simply nothing the Zachlam can do besides staying low and passively scouting. If you feel like you must do something about an emergent situation, use the ammunition box.&lt;br /&gt;
&lt;br /&gt;
'''Notable enemies'''&lt;br /&gt;
&lt;br /&gt;
HEAT-wielding tanks - Any tank armed with a HEAT launcher like the familiar [[M-51]] is a threat to the Zachlam due to the ability to drop shells from a much higher angle than other tanks and no need to swap away from kinetic ammunition. Since the truck is open-topped, even a close miss might obliterate it. Make sure to duck further into cover when fighting these, especially in AB.&lt;br /&gt;
&lt;br /&gt;
HE-wielding tanks -  An even worse idea is to annoy dedicated artillery tanks like the [[2S3M]] or [[Type 75 SPH]]. Not only their users have much more experience with indirect fire than others, but most of such tanks also have HE-VT shells, which can explode above you, given the Zachlam no chance to retreat if you get in their way.&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;
* Has four missiles ready to fire (currently, actually all 6)&lt;br /&gt;
* Missiles are loaded and armed quickly if the ready rack is not expended&lt;br /&gt;
* Has significantly better maximum range than other manual missile carriers&lt;br /&gt;
* Missiles can deal significant damage to targets, especially if the explosion detonates ammo racks or fuel tanks&lt;br /&gt;
* Can attack both directly and indirectly depending on the terrain and range&lt;br /&gt;
* Relatively small profile and sight position allows this vehicle to stay low when hull down&lt;br /&gt;
* Zachlam chassis is highly manoeuvrable with a high top speed when modified&lt;br /&gt;
* Has access to scouting, which is especially useful if the vehicle runs out of missiles&lt;br /&gt;
* Unassuming truck-like profile may trick enemies into ignoring the vehicle in urban environments&lt;br /&gt;
* Missile can be guided without using the sniper sight in AB mode&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Has very light armour and is open topped which makes this vehicle very vulnerable to enemy fire, artillery, and enemy aircraft&lt;br /&gt;
* Cannot fire on the move&lt;br /&gt;
* Low ammunition count&lt;br /&gt;
* Slow reload penalty if the entire ready rack is fired too quickly&lt;br /&gt;
* Controls have a dead zone of ~150 m, which combined with launch/reload patterns makes fighting in cramped spaces difficult&lt;br /&gt;
* The missile's relatively slow speed can lead to a miss if the target is far away or moves and also allows a chance for the enemy to shoot it down&lt;br /&gt;
* Missiles can detonate prematurely on obstacles such as walls and trees&lt;br /&gt;
* Does not have horizontal traverse for its launcher which means the whole vehicle must be turned towards the direction of the target&lt;br /&gt;
* No secondary armament can force the vehicle out of combat if all missiles are expended&lt;br /&gt;
* Half-track chassis may get permanently stuck if driven carelessly into poor terrain&lt;br /&gt;
* Tall radio antenna can lead to the vehicle being spotted early by vigilant enemies&lt;br /&gt;
* Manual missile controls in RB and SB modes can be difficult to learn&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;
As part of its armament process leading up to and during the 1948 War of Independence, the armoured corps of the Israeli Defense Force (IDF) acquired a large number of WW2 surplus M2, M3, M5 and M9 halftracks from a variety of sources. These vehicles rapidly became the IDF's primary armoured personnel carriers for mechanized infantry units, and participated in every Israeli war until their eventual replacement by the [[M113 (Family)|M113]].&lt;br /&gt;
&lt;br /&gt;
While the Allies had experimented with a variety of different weapon mounts for these halftracks during the war, Israel continued to do so in the late 1940s and early 1950s, mostly using French and locally-produced weapons. Halftracks with cannons, howitzers and mortars became commonplace, and were used as fire support for both armoured units and mechanized infantry units.&lt;br /&gt;
&lt;br /&gt;
The development of the French SS.11 anti-tank guided missile in the 1950s greatly intrigued the Israelis, and they decided to acquire large quantities of the weapon system. Among other implementations, Israeli military industries experimentally mounted the weapon on M3 halftracks. Four rails were installed, each carrying a missile ready to launch. The Israelis gave the SS.11 the codename ''Tagar'' (&amp;quot;Provocateur&amp;quot;), which is misspelled as &amp;quot;Tager&amp;quot; in War Thunder. The full name ''Zachlam Tagar'' means &amp;quot;Tagar Half-track&amp;quot;. The vehicles were deployed as part of the IDF's artillery corps, organized into multiple batteries, and attached to various armoured and mechanized regiments.&lt;br /&gt;
&lt;br /&gt;
The Tagar's primary action was during the 1967 Six-Day War, where it was mostly meant to engage Syrian and Egyptian [[T-54/55 (Family)|T-54s]]. Tagars were thus possibly the first guided missile tank-destroyers ever to be used in actual combat. Unfortunately for the Israelis, their doctrine for the tactical application of high-mobility ATGM platforms was practically non-existent, resulting in the weapon being almost completely ignored by the armoured unit commanders, and being deployed sub-optimally in most battles where its was present. However, they reportedly did fire at enemy targets during the initial push into the Syrian Golan Heights, as well as during the battle of Abu-Ageila which directly paved the way to the Israeli takeover of the entire Sinai peninsula from Egypt. It is unclear whether the Tagars scored any kills during their engagements.&lt;br /&gt;
&lt;br /&gt;
The Tagars were soon decommissioned following the Six-Day War. By the time the importance of ATGMs in modern warfare had become clear, Israel was already well on its way to replacing most of its halftracks with M113s.&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=il_ss_11_halftrack Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to 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;Vehicles of similar design or capabilities&lt;br /&gt;
&lt;br /&gt;
* [[Type 60 ATM]]&lt;br /&gt;
&lt;br /&gt;
* [[RakJPz 2]]&lt;br /&gt;
* [[AMX-13 (SS.11)]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
&lt;br /&gt;
Vehicles with the same chassis&lt;br /&gt;
&lt;br /&gt;
* [[M3 Half-Track (Family)]]&lt;br /&gt;
** [[TCM-20]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7573-development-zachlam-m3-tager-half-track-abroad-en|[Devblog] Zachlam M3 (Tager): Half-Track Abroad]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer Israeli Ordnance Corps}}&lt;br /&gt;
{{Israel tank destroyers}}&lt;br /&gt;
[[Category:Half-tracks]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=ADATS_(M113)&amp;diff=195273</id>
		<title>ADATS (M113)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=ADATS_(M113)&amp;diff=195273"/>
				<updated>2024-11-20T21:27:31Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Ammo box buffed this tank really hard, but perhaps someone more sane needs to rewrite the text of this tank with it in mind.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = British SPAA '''{{PAGENAME}}'''&lt;br /&gt;
| other&lt;br /&gt;
| usage-1 = the US version&lt;br /&gt;
| link-1 = ADATS&lt;br /&gt;
| usage-2 = other uses&lt;br /&gt;
| link-2 = M113 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=uk_adats_m113a3&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 '''ADATS (M113)''' (Air Defence Anti-Tank System) is a variant of the ADATS complex for the Canadian army mounted on the M113A2 APC chassis. The installed missile system has a dual purpose: engagement of both high-speed (including low-flying) and slow-moving aircraft, helicopters, and UAVs, as well as armoured targets on the ground. The installation itself has a modular design, allowing it to be mounted on various armoured vehicles. The complex consists of 8 guided missiles in transport launch containers, a radar for target detection and missile guidance, a control computer, jam-resistant communications, and data transmission equipment to allow coordination between ADATS complexes and other equipment.&lt;br /&gt;
&lt;br /&gt;
The ADATS (M113) was introduced in [[Update &amp;quot;Hot Tracks&amp;quot;]]. Thanks to its versatility on the battlefield, it can often surprise enemy armour with its MIM146 guided missiles, which have a warhead equivalent to 7.86 kg of TNT, providing 900 mm of armour penetration, and good post-penetration damage to crew and internal modules. However, unlike the American version, the ADATS (M113) lacks a gun armament.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
The chassis is the infamous M113 which by this point should be enough to tell how fragile this carrier is. It is vulnerable to 12.7 MG fire within 800 m range when standing completely flat and anything bigger (almost everything, including coaxial weapons, at this point in time) will penetrate it without a failure. The hull can block overpressure damage if it was hit into the engine compartment, but will otherwise immediately fold.&lt;br /&gt;
&lt;br /&gt;
The missiles can be ignited by any damage and will violently explode if actually destroyed, taking the carrier with them. The turret itself is empty and APFSDS or HEAT-based weaponry should only destroy the IRST or the radar if they hit high enough, allowing the carrier to trade shots with some tanks. Pure HE and artillery are likely to destroy the tank instantly.&lt;br /&gt;
&lt;br /&gt;
To prevent self-guided ammunition of already dead aircraft from hitting the carrier, or to annoy pursuing tanks, aerosol smoke grenades can be used. They are located on the hull front.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Aluminium alloy 7039 - Hull&lt;br /&gt;
* Aluminium alloy 7039 - Turret&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 || 38 mm (44°) ''Upper Plate'' &amp;lt;br&amp;gt; 38 mm (27°) ''Lower Glacis''&lt;br /&gt;
| 44 mm ''Top'' &amp;lt;br&amp;gt; 32 mm ''Bottom'' || 38 mm || 38 mm ''Roof'' &amp;lt;br&amp;gt; 10 mm ''Radiator Vents''&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 12.7 mm ''Turret front'' + 19 mm ''Track IRST''&lt;br /&gt;
| 12.7 mm || 6.35 mm + 12.7 mm || 12.7 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
Structural Steel Side plating - 10 mm &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=396|rbMinHp=247}}&lt;br /&gt;
&lt;br /&gt;
The carrier is painfully slow for rank VIII and is similar to every M113, if not worse.&lt;br /&gt;
&lt;br /&gt;
It can drive -5 and then -10 km/h in reverse (-11 in AB), acceleration depends on driving crew skill. It will in general drive in range of 20-34 km/h and will slowly accelerate towards 60 km/h over flat terrain, but any turning or uphill will reduce the speed significantly. It isn't much better in AB, but it will store speed twice as fast.&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;
&lt;br /&gt;
{{main|MIM146}}&lt;br /&gt;
&lt;br /&gt;
The main weapon of this tank are MIM146 missiles. The missiles are multi-purpose and can snipe both tanks and planes alike.&lt;br /&gt;
&lt;br /&gt;
Left launchers fire first, starting with the top left tube, tubes fire one after another with about 0.5 sec delay if &amp;quot;fire&amp;quot; button is held. The missiles are controlled by a laser beam, all missiles launched within the 3 seconds window are controllable at the same time and they can't be jammed. MIMs will fly at about 1 km/s even when forced to make a hard turn. They will very quickly adjust to wherever the operator is pointing at, but aiming too low on initial launch might cause the missile to hit the ground, particularly when fired from the bottom tubes.&lt;br /&gt;
&lt;br /&gt;
Missiles deal heavy damage both with HE and HEAT aspects. Direct hit will penetrate 900 mm of flat armour, but this effect can be stopped by excessive ERA or NERA shielding of some tanks, although repeated hits in the same spot will obliterate any tank. The real power of this missile is in HE overpressure effect, as MIM146 has enough explosive mass to implode 35 mm of RHA on close hit, meaning that it can instantly destroy any NATO medium tank by hitting their turret neck, and may just randomly obliterate any other through their optics or other weakspots.&lt;br /&gt;
&lt;br /&gt;
When used against air threats, proximity fuse will react to hostile missiles and rockets if radar is not locked and will ignore them if locked (unless locked onto them). This means that ADATS can protect itself while attacking, or just straight up disintegrate any aircraft (or multiple aircraft, if they are hovering at different distances).&lt;br /&gt;
&lt;br /&gt;
When compared in anti-air role to the Starstreaks of the [[Stormer HVM]], the MIM146 can maintain most of its speed while pulling off extreme turns, do not have the weird two-stage launch, have proximity fuse and have longer maximum range, so ADATS is in general easier to use and is more practical against jets.&lt;br /&gt;
&lt;br /&gt;
The missiles come in bundles of 8 and there is no reserve ammunition, meaning it can only be rearmed off a capture point or an ammunition box which takes 30 seconds after spending the first missile, regardless of how many were fired off afterwards (rearm is not interrupted by firing). The &amp;quot;reload&amp;quot; (if the launcher was completely empty) takes 1.3 seconds. Emergency ammunition box can only be used once, so use it wisely.&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; | [[MIM146]] missile || 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; | 8 || rowspan=&amp;quot;2&amp;quot; | -4°/+85° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 61.6 || 85.3 || 103.6 || 114.6 || 121.9 || rowspan=&amp;quot;2&amp;quot; | 19.50 || rowspan=&amp;quot;2&amp;quot; | 17.25 || rowspan=&amp;quot;2&amp;quot; | 15.90 || rowspan=&amp;quot;2&amp;quot; | 15.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 41.7 || 49.0 || 59.5 || 65.8 || 70.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:MIM146/Ammunition|MIM146}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Radars ===&lt;br /&gt;
To help ATGM carrier serve it's anti-air purpose, ADATS Search Radar and an electro-optical/infrared tracking system with TV and Forward Looking Infrared were installed. The search radar is mounted on top of the turret at the rear and the barrel-like tracking optics are located at the front of the turret.&lt;br /&gt;
&lt;br /&gt;
The search radar has a decent 25 km of maximum detection range which it can switch to from the default 10 km (which is exactly the effective range of the MIM146). Radar will easily find any helicopter trying to sneak an ATGM into the carrier, but its vertical scanning elevation of 18 degrees is quite limited, making it difficult to randomly detect jets that chose to opt for &amp;quot;space bombing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This carrier does not have automatic lock-on from 3rd person view like previous SPAAs and operators will have to go into sniper seat and heavily rely on thermal weapon sight to find the hostile aircraft or incoming TV bombs themselves. Lock from the electro-optical tracker shows the distance and the relative velocity of the target without triggering the LWS or RWR of the locked hostile aircraft which gives ADATS some advantage when fighting modern jets, much like with the Stormer HVM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | ADATS - Target Detection Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The maximum possible range at which a target can be detected}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;Detection&amp;lt;br/&amp;gt;Range|The range, below which, a target cannot be detected}}&lt;br /&gt;
! {{Annotation|Max Azimuth&amp;lt;br/&amp;gt;Scan Angle|How far to each side the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Max Elevation&amp;lt;br/&amp;gt;Scan Angle|How far up and down the radar can scan (widest search mode)}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br/&amp;gt;relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 25,000 m || __ m || 360° ||­ 18° || __ m/s (__ km/h)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Electro-Optical Target Tracking Radar&lt;br /&gt;
|-&lt;br /&gt;
! {{Annotation|Maximum&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Range|The maximum range at which a target can be tracked}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br&amp;gt;Tracking&amp;lt;br&amp;gt;Range|The range below which targets cannot be tracked by the radar}}&lt;br /&gt;
! {{Annotation|Azimuth Tracking&amp;lt;br&amp;gt;Angle|How far to each side the radar can track a target}}&lt;br /&gt;
! {{Annotation|Elevation Tracking&amp;lt;br&amp;gt;Angle|How far up and down the radar can track a target}}&lt;br /&gt;
! {{Annotation|Minimum&amp;lt;br&amp;gt;target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 m || __ m || ±__ || -__°/+__° || __ m/s (__ km/h)&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;
ADATS is a very infamous missile turret, and all enemies know what it looks like, which makes employing this carrier very difficult. This ADATS carrier also doesn't have an autocannon on top of the turret, so light tanks will chase you around without much fear.&lt;br /&gt;
&lt;br /&gt;
This doesn't mean that people actually know better and many tank commanders make a lot of blunders when fighting it, such as shooting the almost empty turret of ADATS with APFSDS instead of just exploding the missiles.&lt;br /&gt;
&lt;br /&gt;
'''Realistic battles'''&lt;br /&gt;
&lt;br /&gt;
The goal is very simple - you sneak as close to the middle of the battlefield (or as far from it and the spawn) as you can, while avoiding the frontline, where people might find you by just looking around. From these positions, you countersnipe by hitting overconfident MBT snipers right into their throat (as their turret face armour means almost nothing to you when you can just overpressure them) and blast hostile helicopters and multi-purpose fighters when they inevitably try to bomb you (the launchers can aim higher up than on the American ADATS, so they might make a mistake thinking you can't shoot them).&lt;br /&gt;
&lt;br /&gt;
When you get low on ammunition, try to get onto a capture point to rearm, preferably before you actually ran out (so that you can actually protect yourself). If you are trying to snipe or are being consistently pushed, you can use the emergency ammunition box to survive, but it is one use only and 16 missiles is often not enough to collapse an enemy team in RB even with the perfect aim. If you are on a purely anti-air duty, you might as well just stand on a friendly capture point and fire at any incoming missile and bomb, but try to not expose yourself to tank fire.&lt;br /&gt;
&lt;br /&gt;
People really hate ADATS and will try to murder you with almost religious zeal, which can be used against them, as kinetic shells generally only break the ADATS tracker and radar when they hit the turret head-on and/or when the missile racks are empty (the left one will be empty after 4 shots). You can also hide the radar by turning it off, just so it doesn't tick off every strike craft in the vicinity, but generally knowing where they are is more important than them not knowing that you exist (yet).&lt;br /&gt;
&lt;br /&gt;
Sometimes enemy helicopters and bombers are just camping the spawn and you will have no choice but to launch half of your missiles to shoot their missiles and subsequently set them on fire. Some enemy helicopters can only guide two laser missiles, so you can get them with about three. Helicopters that have IR missiles might as well launch their entire arsenal at you while dying, but those are slower than MIMs, so using smoke to lose their missiles rather than trying to snipe them all out of the air is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
'''Arcade battles'''&lt;br /&gt;
&lt;br /&gt;
In this mode ADATS is more of a throwaway wild card tank and how well it does depends on personal skill of players involved.&lt;br /&gt;
&lt;br /&gt;
Hiding in top tier with abysmal mobility of M113 is a sisyphean task. Even if you will personally obliterate every drone and every plane, you can't outrun any other tank once they will start looking for the noise source. You need to be very good at aiming the missiles onto tanks to survive with the very limited ammunition of 16 (24+ if you can manage to get on a capture point and somehow survive standing on it).&lt;br /&gt;
&lt;br /&gt;
This means that in general you want to do either of these plans:&lt;br /&gt;
&lt;br /&gt;
* Low ammo route: Find a place from where you can trash so many of enemy tanks that it will actually affect the game. This is difficult to achieve at close range, considering they will all fire back at you once you show up, so maybe look for a long range spot with good overwatch potential (you can snipe multiple tanks due to the ability to guide many missiles at once). Try to deal as much damage as fast as possible. Reload from a box either immediately for overwhelming suppressing fire (drop it before you open fire, maybe even fire one missile off somewhere and wait for the timer to pass 2/4 before starting) or after hiding and repositioning (more useful if enemy already has an airstrike coming or is very passive). Once you are out of ammo, just leave the carrier to avoid wasting time (or throw yourself onto the enemy so that they at least waste a shot on you and die to a teammate, although that will give them an airstrike point, which is bad)&lt;br /&gt;
* Capture point route: Fight for a capture point, capture it by slamming enemy tanks into their face, try to rearm on it before being forced to leave, proceed to destroy every aircraft that enemy team ace will spam out to try and completely wipe out your team, then hide and try to spam air attacks of your own until enemy folds and starts spawning SPAA instead of tanks that are actually a threat to your team. If fast capture is not possible, reload from a box and try to remove most dangerous tanks to help your teammates. If someone comes after you, feel free to destroy them, but keep in mind that your ammunition isn't infinite and so you have to keep constant attention to the map. Try to stay close to your allies, so that you have more time to act.&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;
* Has 8 multi purpose missiles that can destroy both tanks and aircraft and can be launched one after another without pause&lt;br /&gt;
* Laser-guided missiles can be launched and controlled all at once to overwhelm APS or smart opponents&lt;br /&gt;
** Missiles aren't affected by infrared APS such as on [[T-90A]], [[M1A1 HC]] or [[AMX-30B2 BRENUS]]&lt;br /&gt;
* Unlike the Starstreak of the [[Stormer HVM]], the MIM146 can maintain most of its speed while pulling off extreme turns. It also has proximity fuse in the case it misses, making it far more effective and easier to use in the AA role against jets&lt;br /&gt;
* Missiles can penetrate about 800 mm of composite armour at 30° angle and have nearly 8 kg of explosive mass which allows them to overpressure nearly anything through the weak spots, extremely lethal against NATO tank hull roof&lt;br /&gt;
* Missiles have a range of 10 km and are very fast from the start, with maximum speed of 1,000 m/s, which make them suitable for long range sniping&lt;br /&gt;
* Lower profile than the American [[XM1069]], especially with the radar folded down and missile launchers can elevate higher than the ones on the American XM1069 due to a lack of autocannon&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Really fragile, can be blown up by hitting the ammo rack, hull can be penetrated by autocannons and high-calibre machine guns&lt;br /&gt;
* Rearming takes 30 seconds regardless of how many missiles were spent&lt;br /&gt;
* Due to a lack of the 25 mm gun found on the American XM1069, the Canadian ADATS is incapable of self-defense during rearm once empty and is less flexible overall&lt;br /&gt;
* Missiles are not as effective against ERA tanks, which ADATS will have to constantly face, so if the operator does not aim perfectly and relies on brute force, they will only realistically take out 4 tanks per reload instead of 8&lt;br /&gt;
* Long antennas might give out your position in RB/SB&lt;br /&gt;
* Just -4 degrees of launcher depression&lt;br /&gt;
* Smoke launchers are mounted on the front of the vehicle - hull must face the direction of smokescreen deployment, no ESS&lt;br /&gt;
* The M113 chassis has a low hp/ton ratio - mobility is severely reduced off-road, in mud, snow, and sand, overall has low reactive mobility&lt;br /&gt;
* Missiles need to travel a certain distance to arm the fuse - unable to engage enemy aerial vehicles at close range, except for a direct hit&lt;br /&gt;
* Since missiles have proximity fuse, they will react to hostile rockets and missiles, then explode mid-flight. This can be good (protects the carrier) or bad (wastes already limited ammunition). When ADATS is locked onto an aircraft, the missiles will try to ignore the ongoing traffic, which can also be good (less ammunition wasted) or bad (carrier might trade or just straight up lose the duel).&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 ADATS (M113) was a Canadian-operated anti-aircraft and anti-tank missile carrier system, designed to engage both ground and air targets. Developed in the early 1970s by Oerlikon-Buhrle (now part of Rheinmetall), the AA system failed to see service with the countries it was intended for, namely the United States. However, the Canadian Armed Forces procured 36 ADATs vehicles based on the M113 chassis, which served with the Canadian army as anti-aircraft systems until their withdrawal in 2007.&lt;br /&gt;
&lt;br /&gt;
=== Design and Development ===&lt;br /&gt;
In the early 1970s, Oerlikon-Buhrle began the process of developing a new vehicle, designed for both anti-tank and anti-aircraft defence. This vehicle would later become the ADATs. In 1979, Martin-Marietta joined the design process. The vehicle was designed to compete in the FAAD (Forward Area Air Defence) competition for the US Department of Defence, which wished to replace its interim [[M163]]/M167 Vulcan Anti-Aircraft guns and the MIM-72 Corporal anti-aircraft systems. The ADATS ended up winning the competition, beating out competitors including the Franco-German-designed Roland.&lt;br /&gt;
&lt;br /&gt;
However, the ADATs encountered a number of critical issues with its operability. Namely, it had an extremely high mechanical failure rate resulting in a very low operational readiness. And, in 1990, the Cold War ended; that was the final straw for the ADATS. As a result, the US DoD cancelled the ADATS program, after almost five billion dollars of funding. Despite this, the Canadian government ordered the ADATS for their Low Level Air Defence (LLAD) program, spending 1.09 billion dollars to purchase 36 ADATS vehicles along with the necessary equipment.&lt;br /&gt;
&lt;br /&gt;
The ADATS was highly unique in that it was designed for both anti-air and anti-ground defence. Based on the M113 APC chassis, the weapon system was composed of eight ADATS missiles, along with a search radar and laser missile director. The Canadian version was not fitted with the M242 Bushmaster cannon fitted to American ADATS SPAAs. The missiles themselves were laser-guided, and had a combined HEAT/HE-Frag warhead capable of penetrating 900 mm of armour. This system enabled the ADATS to destroy both tanks and helicopters from a maximum range of 10 km, or 7 km altitude.&lt;br /&gt;
&lt;br /&gt;
=== Operational History ===&lt;br /&gt;
The ADATS entered service with the Canadian Armed Forces in 1989, and was built by Oerlikon Aerospace, based in Quebec. The ADATS was deployed by the Canadian Armed Forces during the Gulf War. However, it never actually saw combat, and never fired a shot in anger. The ADATS was unusually expensive for an anti-aircraft vehicle, due to its large design and development costs and small order in terms of vehicles. As a result, the Canadian Armed Forces announced that they would retire the ADATS in 2006. By 2007, all ADATS vehicles had been withdrawn from Canadian service.&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=uk_adats_m113a3 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[XM1069]]&lt;br /&gt;
&lt;br /&gt;
;Other Canadian ground vehicles present in the game&lt;br /&gt;
&lt;br /&gt;
* [[M5A1 (5th arm.div.)]]&lt;br /&gt;
* [[M4A5]]&lt;br /&gt;
* [[C2A1]]&lt;br /&gt;
* [[QF 3.7 Ram]]&lt;br /&gt;
* [[Skink]]&lt;br /&gt;
* [[Leopard 2A4M|Leopard 2A4M CAN]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
* Military Today. (2006). ADATS. Retrieved January 02, 2021, from &amp;lt;nowiki&amp;gt;http://www.military-today.com/missiles/adats.htm&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Sherman, R. (1999, July 3). ADATS. Retrieved January 02, 2021, from &amp;lt;nowiki&amp;gt;https://fas.org/man/dod-101/sys/land/adats.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Britain anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=ZT3A2&amp;diff=195266</id>
		<title>ZT3A2</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=ZT3A2&amp;diff=195266"/>
				<updated>2024-11-20T20:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: The missile behaviour keeps randomly changing without any notice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_ratel_zt3&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}} British tank destroyer {{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;
[[File:ZT3A2 fragility example.jpg|thumb|right|Even a single lucky hit of a 35 mm KDA cannon can obliterate the ZT3A2, avoid fighting SPAA at any cost]]&lt;br /&gt;
The armour of this vehicle is irrelevant as its launcher is barely protected. The launcher ammunition counts as an active ammo rack, so any ATGM or HE shell detonating next to it will detonate it as well, taking the vehicle out in the process. Even hitting the missiles with any MG can cause them to detonate. Even worse, the ammo rack sometimes does not disappear after firing and definitely reappears in the middle of the reload, even though the vehicle cannot fire yet, so the operator must turn the launcher away when attacked. If the launcher is destroyed past that point, the ammo rack will not disappear but reload progress is still reset.&lt;br /&gt;
&lt;br /&gt;
Frontal hull armour might sustain some MG fire from 500 m away, but it has way too many weak spots with 10 mm or even 8 mm RHA protection to be of any use. Unfortunately, the commander of the {{PAGENAME}} cannot take control of the weapon to fire, meaning that literally anything and anyone can disarm the {{PAGENAME}} with a well-placed shot.&lt;br /&gt;
&lt;br /&gt;
Both commander and gunner are located in the turret, which must be exposed to fire in most cases, which makes this tank very easy to disable if not destroy outright (if the loader or driver are also hit). Sometimes, one of them will survive if the tank took a glancing hit of APFSDS, and ammunition is being stored along the sides of the carrier, so with some luck such shells will pass through the entire vehicle without doing any more damage.&lt;br /&gt;
&lt;br /&gt;
One might argue that the {{PAGENAME}}'s long hull might confuse enemies, but overpressure damage and missile ammo racks placed along the entirety of it make the spaced armour argument irrelevant in most scenarios. Any ATGM landing next to it will instantly destroy it, particularly the ones with 4 kg explosive mass. Missiles with wide splash radius can do fatal damage even by hitting the top of the tree 20 m away from {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
Aircraft strafing the {{PAGENAME}} often prefer to fire at it from the top and focus fire in the middle of it, so cannon based airstrike might fail to destroy the {{PAGENAME}}, but any rockets will obliterate the entire hull due to overpressure damage.&lt;br /&gt;
&lt;br /&gt;
Artillery will obliterate this tank even with a 20 m miss and any artillery warning should be a cue to leave for anyone using the {{PAGENAME}}. Sometimes the shells land far enough to only cause minor overpressure damage, but the crew will only endure 4 hits at best.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has smoke grenades, but these are outdated old smoke grenades and there is only one group of them. Smoke grenades are launched very high up in the direction the turret is facing, so it takes 4 seconds for them to hit the ground and then 5 seconds to set in. The smoke screen has gaps in it and usually is not enough to provide proper detection protection in AB, unless you park inside of it.&lt;br /&gt;
&lt;br /&gt;
Therefore, the smoke must be used long before the enemy reached your position, not when it is already too late, and should not be relied on in AB. Another way to use them is to launch them at the same time as the ATGM salvo - by the time the carrier runs out of ATGMs, the smoke grenades connect with the ground, concealing the vehicle.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In arcade battles, the stock {{PAGENAME}} drives at 30-40 km/h offroad and 60-77 km/h on dirt roads. When using paved roads, it will accelerate towards 100 km/h instead. An upgraded {{PAGENAME}} does not drive much faster due to the engine only working at 1,700-2,000 RPM almost all the time, but it will reach 40 km/h almost as fast as it reached 30 km/h before and will reach its top speed on paved roads far more reliably. The maximum speed limits do not really change at all.&lt;br /&gt;
[[File:ZT3A2 Climbed impossible spot and sniped.jpg|thumb|right|Arcade mode: a ZT3A2 climbed an impossible mountain spot in order to deny enemy access to C point.]]&lt;br /&gt;
The {{PAGENAME}} tends to have a lot of momentum in its movement and will keep its speed for some time after going off road, but also should be driven carefully to avoid losing speed by accidentally ramming something. Its mass is also not enough to plough through thick trees, so they must be avoided. When reaching the maximum possible speed, the engine starts whining really loudly and the vehicle will start to shake, so turning becomes risky.&lt;br /&gt;
&lt;br /&gt;
This tank also has an uncanny ability to drive uphill at very sharp angles, which may slow it to 5 km/h but won't stop it entirely. This, combined with the &amp;quot;Tires&amp;quot; upgrade, allows it to climb even certain mountains. The tank can also easily climb rocks and other objects, which tend to be impossible for regular tanks to get over. Unfortunately, this ability is rarely of any use in RB due to its low camera depression, so it is mostly used in AB to sneak shots into players not expecting a missile tank firing from weird positions.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=401|rbMinHp=249}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
Researching &amp;quot;Horizontal Drive&amp;quot; might make controlling missiles in RB slightly easier and will allow the user to respond to sudden flank attacks, but &amp;quot;Parts&amp;quot; should be researched first. Research &amp;quot;Brakes&amp;quot; instead of FPE to improve the {{PAGENAME}}s ability to fire fast. &amp;quot;Elevation mechanism&amp;quot; in theory could help, but isn't necessary and can be skipped. Research &amp;quot;Tandem missile&amp;quot; as soon as possible, as it will help fight tanks of higher BR. Mobility upgrades might make the {{PAGENAME}} faster, but their usefulness is very limited, with &amp;quot;Tires&amp;quot; and &amp;quot;Engine&amp;quot; bringing the most noticeable benefit. &amp;quot;Smoke grenades&amp;quot; might help the {{PAGENAME}} to survive in between reloads or if it got caught in a crossfire, so it might be a good idea to research them first instead. &amp;quot;Laser rangefinder&amp;quot; is only really useful to see if the enemy is within the missile attack range, but it will also trigger laser warnings and is useless in AB, so it can be researched last.&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|ZT3}}&lt;br /&gt;
&lt;br /&gt;
There are two main missiles on the {{PAGENAME}}, the ZT3A1 and ZT3A2. Both missiles are laser-guided, which makes them immune to jamming by IRCM and also allows the carrier to guide them all at once (if the first and the last ones are launched within the 3 seconds window).&lt;br /&gt;
&lt;br /&gt;
The missiles are launched slighly above designated point, not directly at the sniper crosshairs, which can affect point-blank aim. Missiles won't respond to commands until ~110 m mark and it is only possible to turn the missiles horizontally for about 1.5 compass degrees (&amp;quot;16&amp;quot; horizontal mark on the scope) if the target is ~200 m away .&lt;br /&gt;
&lt;br /&gt;
Both missiles have reasonably strong vertical drive and rather sluggish horizontal drive, allowing the operator to quickly shift them up or down, as long as here is no need to completely change the flight direction, in which case the missiles will heavily overcorrect and require to take at least two turns to set themselves right (flying semi-randomly for up to 400 m in process). &lt;br /&gt;
&lt;br /&gt;
These missiles also can cause overpressure damage through more RHA than would be expected from a normal HEAT warhead, meaning they can destroy many medium tanks by hitting their turret's rooftop.&lt;br /&gt;
&lt;br /&gt;
The missiles are loaded in magazines of 3 missiles with 5 magazines or 15 missiles total. They aren't reloaded if the launcher is damaged. Each shot forces a 0.6s reload. Missiles fire off in order from the right to the left.&lt;br /&gt;
&lt;br /&gt;
In AB/RB the guiding &amp;quot;camera&amp;quot; is located in the launcher, which means that it can fire and guide straight after exposing the launcher. In SB, missiles are guided by the gunner's optics under the launcher, which means that the hull must also be exposed.&lt;br /&gt;
&lt;br /&gt;
In terms of speed, the ZT3A1 can be treated like a [[MILAN 2]] with 40 more km/h speed on it. It often fails to break through light tanks and will only destroy ERA screens, but not break through them in most cases. Regardless, they are still very strong and there are 3 of them at once, so it is possible to destroy an entire tank squad if they are not paying attention to their surroundings and stand close to each other. These missiles can cause overpressure through 20 mm RHA, which means one can destroy [[Leopard_1_(Family)|Leopard]] by hitting the top of its roof.&lt;br /&gt;
&lt;br /&gt;
The ZT3A2 has a tandem warhead, which allows it to penetrate one obstacle (primarily, ERA of Soviet or French tanks) without wasting the HEAT payload, and it in general has more penetration than all of the rank VI ATGMs, easily breaching and obliterating any tanks they land on. Unfortunately, some light tanks like the [[TAM]] can still somehow survive a direct hit, so aiming at weak spots is still recommended. This missile can cause overpressure through 30 mm RHA, so even many Soviet tank roofs aren't safe from it, so even if they hide the hull they are still an easy target.&lt;br /&gt;
&lt;br /&gt;
Both missiles are easier to aim by using the sniper scope, even in arcade mode and at point-blank range, as the sniper scope makes it easier to see the missile's position via the light it emits onto the ground and thus easier to force them to fall into enemy cover.&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; | [[ZT3]] missile || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! 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; | 15 (3) || rowspan=&amp;quot;2&amp;quot; | -5°/+15° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 35.2 || 48.8 || 59.2 || 65.5 || 69.7 || rowspan=&amp;quot;2&amp;quot; | 19.50 || rowspan=&amp;quot;2&amp;quot; | 17.25 || rowspan=&amp;quot;2&amp;quot; | 15.90 || rowspan=&amp;quot;2&amp;quot; | 15.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 23.8 || 28.0 || 34.0 || 37.6 || 40.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:ZT3/Ammunition|ZT3A1, ZT3A2}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|Browning MG4 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
This MG fires way too slowly to be of any combat use, but if the {{PAGENAME}} is attacked by a hostile ATGM carrier, it should be fired at the incoming missiles for a small chance of shooting them down mid-air.&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; | [[Browning MG4 (7.62 mm)|7.62 mm Browning MG4]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 2,000 (250) || 500 || -10°/+20° || 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;
'''Arcade mode'''&lt;br /&gt;
&lt;br /&gt;
It can be used on a map with a road leading off your spawn towards a capture point to quickly take over a strong defensive position. Do note, that it will only reach maximum speed if uses asphalt road and it might need a head start for that anyway. Any position that the enemy has to attack into and cannot attack indirectly is worth taking over like this. For example, on the map &amp;quot;[[Middle East (Ground Forces)|Middle East]]&amp;quot; it can rush into the north capture point and fall down into cover of a bunker or change direction to drive behind a building to avoid being sniped. This position is well protected, and also allows it to abuse simplified AB ATGM controls to deny any access to the capture point for the enemy team, as it has strong vertical missile control and can snipe attacking enemy tanks by just pointing the sniper scope at them after firing out and over cover.&lt;br /&gt;
[[File:ZT3A2 lean on a mountain to land a shot.jpg|thumb|right|If it's difficult to aim from the low ground due to the LOS limitations, or there are roadblocks in the way, remember to use the carrier's climbing abilities. This might even make some shots possible in RB.]]&lt;br /&gt;
It can also be used to drive to the side of attacking enemies to sneak shots into them. You can also do this in a more provocative manner by hiding behind buildings next to them, but be aware that you then have to rely on your team to act as a distraction and you should avoid being seen and especially avoid or destroy light tanks to not get unnecessary attention. While sneaking in AB is difficult, it is still rather easy to sneak up on Soviet players and heavy tanks in general as long as you understand the game mechanics. Do note, that in AB the {{PAGENAME}} does not have the constraints of &amp;quot;gun depression&amp;quot; and is able to fire off any kind of ground spikes, therefore it might be a good idea to climb any weird ground formation or rocks if it allows you to fire over buildings or other enemy cover, or at least give you a second before the enemy can process what is going on and react. In case enemy light tanks with chemical weapons did spot you, it's often possible to still beat them by hiding behind a destructible building, waiting for them to pull out of cover to stare at you, then unloading the entire magazine onto them through your own cover, instead of going around it. This kind of move is considered pure insanity for the tanks with just one or two weapons, but not for the 3-shot magazine of the ZT3A2, since even after your cover is gone, you still have one or two shots to destroy any opponent jumping in for a free kill.&lt;br /&gt;
&lt;br /&gt;
There is also a possibility of using the {{PAGENAME}}'s tall profile to fire over or through the openings of indestructible buildings at the tanks standing on the other side, for example big tall windows of churches, which can allow you to capture a point with minimal effort. It is also possible to fire through some street corners, as many of them have little openings and cracks which are often overlooked, such as ones on the south side of [[Port Novorossiysk]] domination mode, when there can be at least 6 tanks waiting for you to rush them, but not noticing a very little window next to them which you can fire through. This tactic is usually successful, as at close range it is impossible for regular tanks to fire back, and at long range your launcher is such a small target, only a specialist will be able to notice and hit you back. Be careful with the missile launching pattern, so as to not hit your own cover. Do not forget that the ZT3A2 can destroy many medium tanks by hitting their commander cupola, so it's not necessary to even engage them directly most of the time.&lt;br /&gt;
&lt;br /&gt;
It can be easily used as a sniper tank, with the main advantage of it being able to destroy an entire tank group almost simultaneously or obliterate enemy cover with the first missile, which is immediately followed by another two hitting their turret and hull. Multiple missiles can be sent over cover if the target managed to survive the first hit as well. Likewise, it is possible to just send all 3 missiles through a forest in hopes that they will be able to brute force the foliage and hit enemy tanks anyway. It is also possible to drive missiles into enemy ATGM tanks over hills when they are reloading, but it might be too difficult to time correctly, unless the missile is guided next to the ground and you keep its position by tracking the light it emits onto the ground. Remember to immediately hide after such attacks and in general fire into enemy tank sides to avoid being countersniped.&lt;br /&gt;
&lt;br /&gt;
In any case, be very wary of your reload timings - locate targets, gain as much of an unfair advantage over them, like tall cover you can fire over and they cannot, as possible, then fully commit to your attack when they seem to lose focus. Each shot forces a 0.6-second &amp;quot;reload&amp;quot; and in that time you must point the missile at your first target and decide who needs to be destroyed next, then fire the next missile. If the enemy group is very spread out, guide each missile till the very end and focus on enemies that clearly noticed that they are being attacked and start turning towards you. After firing three shots, back off into cover before anyone decided to fire back. If the enemy managed to destroy the launcher, turn around and make a complete retreat, especially if it was already empty, as repair will take at least 5 seconds and reloading after this will take from 15 to 20 seconds, making you unable to recover from that kind of damage fast enough.&lt;br /&gt;
&lt;br /&gt;
Overall, in AB the {{PAGENAME}}'s efficiency depends on a lot of factors outside of the player's control - if everyone will focus on it, you will not be able to do much, especially from long range, as it takes just one or two good hits of virtually any weapon to destroy the {{PAGENAME}}, but you should be already used to play around enemy with aim assist at this point.&lt;br /&gt;
&lt;br /&gt;
'''Notable enemies'''&lt;br /&gt;
&lt;br /&gt;
* Proximity missile carriers: avoid gaining the attention of vehicles with TOW-2B or [[Rbs 56|BILL]] missiles since their missiles can explode above enemy tanks and the {{PAGENAME}}'s armour is too thin to survive overpressure damage. Locate and destroy them immediately, if you can, or run very far away, as simple cover of a hill or a wall won't protect against them. If forced to fight them head-on (preferably in AB only): ensure that your launcher is fully loaded, position yourself as far away from them as possible and put the hull low behind cover to avoid being obliterated by a gun, but high enough to be visible. Natural reaction to this for most such light tanks is to start spamming ATGMs at you, this is where the 3-shot magazine of the ZT3A2 comes into play. Since proximity missiles have the tendency to react to anything they fly next to, your answer should be firing a missile of your own. Once they are out of ammo, drop the third shot straight into their turret or run.&lt;br /&gt;
&lt;br /&gt;
* Wheeled light tanks: the ZT3A2 is on average two times slower than light tanks on wheels at the same rank due to its negligible off-road speed, as it averages at a speed of a fast medium tank or slower light tanks even with the best player effort. It is too likely to meet a player, that can and will fire their guns while driving at a full 90+ km/h, but maybe you will be able to do an emergency stop and destroy them (or at least destroy each other). It is even more likely to meet 4 of such tanks already standing next to a capture point that you were intending to attack, so don't be overconfident and be careful with rushing attacks into capture points with lots of low cover (which the ZT3A2 can't use as it's too tall). Do not act as if you are the only person who can rush, as otherwise the ZT3A2 will get gunned down before even doing anything, since it can't fire on the move.&lt;br /&gt;
&lt;br /&gt;
* [[XM-1 (GM)]]: this tank has NERA screen in the turret, and is as fast as a light tank. Try to hit it in the hull or at least angle the missile down before it lands on the turret, if you use the default missile. Tandem missiles should be able to penetrate it regardless. Avoid engaging it directly, as it has way too many machine guns.&lt;br /&gt;
&lt;br /&gt;
* [[IT-1]]: This tank is more dangerous than it seems, as it can fire on the move and is difficult to hit. Try to not park next to trees or walls when fighting it to avoid being overpressured. Fortunately, due to the insane overpressure damage of the ZT3A2, it is possible to destroy IT-1 by hitting its missile or the fake panel on the turret's front that allows it to reload, as it's only 25 mm thick. Therefore, it's best to attack when IT-1 is about to reload - they are often very arrogant and are unlikely to try and dodge your shot, instead they will move in to fire. Another opportunity to hit them is to fight them over a hill and abuse strong vertical drives of your missiles to hit them as they retreat, but it's less feasible in RB/SB.&lt;br /&gt;
&lt;br /&gt;
*[[T-55AMD-1]]: this tank is annoying, as if it is looking in your direction, this means that it can shoot down your ATGM with its active protection system. There are at least 2 guns with 2 shots each covering each 20 degrees in front of the turret. A full salvo will be required to overload even one APS of the four, so try to hit only one side of the tank. Sudden missile attack from beyond cover may bypass APS as it's not the fastest in the world, but it is more up to luck than skill from your perspective.&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;
* Is able to use tandem missiles, which penetrate ERA at almost any angle of attack and also have a chance of penetrating the [[IPM1]]'s turret frontally if the user controls them well&lt;br /&gt;
* Missiles can cause overpressure damage through more armour than normal HEAT ATGM, meaning it's possible to destroy tanks by hitting their cupolas, even if they try to avoid fighting you&lt;br /&gt;
* Has a three-shot launcher, which is a step down from the [[Striker]], but it can guide all three missiles simultaneously&lt;br /&gt;
* Missiles are immune to jammers&lt;br /&gt;
* Can relocate fast on maps with a lot of paved roads after having researched mobility upgrades and often can get to the advantageous position at the beginning of the match before being sniped&lt;br /&gt;
* Missiles have reasonable vertical mobility, though this is often irrelevant in RB due to mediocre camera depression&lt;br /&gt;
* While clumsy, the {{PAGENAME}}'s chassis are able to climb at very sharp angles (60-70 degree inclination even when stock in AB) and it can get on top of certain objects the [[Striker]] or other ATGM tanks would not be able to climb&lt;br /&gt;
* Tall profile allows it to fire directly over certain cover which other tanks normally see as a full cover or an indestructible wall, for example, destroyed building debris, cargo containers or a church, potentially surprising some enemies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Vertical depression is not too great on the launcher, which can limit launch options from high ground in RB or at point-blank range in any mode (not as much of an issue in AB) &lt;br /&gt;
* Missiles do not turn well at close range&lt;br /&gt;
* In SB, the hull must be exposed to make a direct shot and almost any responding shot to the top of the hull will destroy the weapon, ammo rack, or enough crew to count as crew knockout, even a single glancing hit from [[ZSU-57-2]] may be enough. In AB/RB it still has to be careful, as any direct hit to the missiles will make them explode the carrier&lt;br /&gt;
* Slow when driving offroad and in general drives more like a bus rather than a tank or a regular armoured car&lt;br /&gt;
* Must make a complete stop to fire, which makes it incapable of fighting any kind of light tanks or SPAA directly&lt;br /&gt;
* Missiles are rather slow, only 20-40 m/s faster than MILAN&lt;br /&gt;
* Reloads only after spending all three shots, unless rearmed by a capture point/ammo box (but reloads all three at once)&lt;br /&gt;
* Has obsolete smoke grenades and only has one full group of them&lt;br /&gt;
* Too tall to drive under bridges on most maps (on some maps, cannot attack a capture point with others)&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;
=== [[wt:en/news/7059-development-ratel-zt3-a2-the-sharpshooting-honey-badger-en|Devblog]] ===&lt;br /&gt;
In the early 1960s, the South African military already identified the need for anti-tank missile capabilities. Subsequently, this led to South Africa procuring the MILAN ATGM in the early to mid 1970s. However, early use experience with the MILAN highlighted the weapon's unsuitability for the African tropical conditions.&lt;br /&gt;
&lt;br /&gt;
Being a wire-guided missile, the MILAN's control wire had a tendency to get caught up in the thick African bush and get severed, causing the missile to go off target and making engaging moving targets even more challenging. As a result, the decision was made to procure a laser-guided missile. However, as international arms embargoes were imposed on South Africa, simply acquiring an existing weapon off the export market wasn't possible. Therefore, South African engineers at the Kentron company went about designing their own laser-guided ATGM in the late 1970s.&lt;br /&gt;
&lt;br /&gt;
The result of this undertaking was the creation of the ZT3 missile system. By the time the ZT3 system had been ready for production in 1986, plans were being drawn up for a modified Ratel 20 housing the newly developed ZT3 missile launcher in a modified  Ratel 60 turret. The modified Ratel with the ZT3 missile system was developed in order to supplement the Ratel 90s in anti-tank operations as the latter often struggled to engage heavy armour in direct combat.&lt;br /&gt;
&lt;br /&gt;
The Ratel ZT3-A1 entered production in 1987 and around 90vehicles of the type had been built by 1993. The ZT3-A2 was introduced in 2008 and continues its successful operation with SANDF units till the present day.&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=uk_ratel_zt3 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&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 01.jpg|&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 02.jpg|&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 03.jpg|&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 04.jpg|&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 05.jpg|&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 06.jpg|&lt;br /&gt;
File:Ratel ZT3-A2 WTWallpaper 07.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
* [[Ratel (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7059-development-ratel-zt3-a2-the-sharpshooting-honey-badger-en|[Devblog] Ratel ZT3-A2 - The Sharpshooting Honey Badger]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer Sandock-Austral}}&lt;br /&gt;
{{Britain tank destroyers}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Striker&amp;diff=195264</id>
		<title>Striker</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Striker&amp;diff=195264"/>
				<updated>2024-11-20T20:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: this tank ammo was changed in a previous update already, but i didn't have time to update the text. now they also changed rearm dynamics with ammo box, so i just have to rewrite it a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=uk_fv102_striker&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}} British tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.71 &amp;quot;New E.R.A.&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The Striker is basically a direct upgrade to the [[Swingfire]] and is better than its predecessor in some ways, even though it has its own problems. Just like the Swingfire, the Striker's purpose is to blast the enemy out of cover by firing at them indirectly whenever possible, but it has some trouble at attacking long-range, as BAe Swingfire missiles are slower than the rest.&lt;br /&gt;
&lt;br /&gt;
Striker has a much better fire rate and a bigger room for error compared to its predecessor, due to having five launchers at once, thermal imaging and great mobility, so its push-preventing powers can be godlike in skilled hands. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, its guidance camera placement is far from ideal - it creates aiming problems when firing and controlling the ATGMs over uneven ground or from behind cover, requiring user to directly aim with the scope to make corrections, which involves also exposing the vehicle to the enemy kinetic shells - unlike with the Swingfire's raised camera podium.&lt;br /&gt;
&lt;br /&gt;
Due to this main disadvantage, it takes a lot more dedication and patience from its users to command the vehicle expertly.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Armour'''&lt;br /&gt;
&lt;br /&gt;
Much like the Swingfire, Striker is a box with sloped front, however, it has a smaller profile than the Swingfire and has more armour on the front. It has a little amount of armour on other sides and there are fewer points where the Striker can get shot without consequences. Still, the sloped frontal armour makes it difficult to be destroyed with heavy machine guns and may protect from stock 20 mm autocannons, so the Striker should face the enemy's push direction, not just to fire, but to reduce the chances of being instantly destroyed, especially by light tanks flanking. Having high ground or a reliable sloped position might help to repel autocannons due to ricochets, but such situations should be avoided at all cost, as many SPAA tanks can randomly penetrate the transmission anyway.&lt;br /&gt;
&lt;br /&gt;
There is also a commander cupola which supports slightly stronger optics and supports a machine gun on it. The cupola has less armour than the hull and it's possible to lose both gunner and commander by being hit there, easily destroying the vehicle in RB.&lt;br /&gt;
&lt;br /&gt;
'''Ammo rack and Launcher'''&lt;br /&gt;
&lt;br /&gt;
[[File:Striker on fire.JPG|x200px|thumb|right|Striker always burns in extreme over the top ways, which fills the enemy with joy. In reality, is not as bad as it looks and in some cases fire may go on for about half a minute.]]&lt;br /&gt;
The first thing to notice about the {{PAGENAME}} is a giant missile panel on its back. It has 5 slots, which have missiles loaded in them. If the launcher got penetrated and damaged, it will likely explode the entire rack and torch the vehicle, like a firework; also losing any ATGMs in the rack if the carrier somehow survived the explosion. It's also possible to fire autocannons or even heavy machine guns at the tubes and damage the missiles stored inside of them to set the {{PAGENAME}} on fire.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}}'s racks are a tall target and its guiding devices are located way below its weapon system and on level with its hull. While the hull itself is mostly hidden from enemy fire, it is practically impossible to fire at long range without exposing the weapon and commander cupola or using third-person view, making it an easy target for HE and patient APFSDS users. In some cases, HEAT can also ricochet off the launcher and damage the hull, resulting in crew knockout.&lt;br /&gt;
&lt;br /&gt;
Hence, players must try not to get hit in the missile launch area. In case the {{PAGENAME}} gets shot at an empty tube, there is a chance the entire rack won't break in one hit and the vehicle will still be able to fire while having the option to repair it back to 100%. The rack can be fixed much quicker than generally expected from tank weapons, only taking about 3-5 seconds for minor repairs, so it is possible to do even during intense close range combat. In case all of the ATGMs are spent, the launcher and the rear are actually the safest places to be hit as fuel is stored there and will now be empty space.&lt;br /&gt;
&lt;br /&gt;
The missile launcher itself can sometimes absorb artillery shots, helicopter ATGM or fire from the [[BMP-1]] cannon, protecting the Striker hull, but only if shell did not have opportunity to hit the hull. The missile rack also covers the reserve ammo rack from planes strafing from the sky, so as long as they can't fire inside of the vehicle, the {{PAGENAME}} should be fine.&lt;br /&gt;
&lt;br /&gt;
'''General survivability'''&lt;br /&gt;
&lt;br /&gt;
For increased survivability, it is recommended to use a proper camouflage painting scheme for the environment of the battle. Having bushes and leaves also helps greatly when disguising the Striker.&lt;br /&gt;
&lt;br /&gt;
For dire situations, the {{PAGENAME}} is also equipped with two groups of smoke launchers. The smoke launchers are aerosol-type as with all rank VI tanks and cover a 270-degree zone in front of the Striker within 2 seconds. It is recommended to use the second group of launchers only after gaining some distance from the first smoke and pursuers. Secondary smoke can also be used to extend the smoke wall and puzzle opponents trying to find the {{PAGENAME}} amidst it, while it has rapidly left the scene, or to protect allies.&lt;br /&gt;
&lt;br /&gt;
Avoid letting enemy vehicles to get into ramming range, even more so in Arcade battles, as it can quickly render the {{PAGENAME}} completely useless due to its inability to retaliate while moving. If close range combat is inevitable, use the tank's good reverse speed and smoke screens to retreat or prepare for combat before this happens.&lt;br /&gt;
&lt;br /&gt;
'''Overpressure mechanics'''&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is susceptible to the overpressure mechanics - if shockwaves made by a chemical shell of calibre 105 mm (Almost any NATO medium tank armed with HEATFS qualifies) hit the roof, cameras, or the side of this tank, the entirety of the crew is likely to be instantly knocked out. Since the commander optics count as a weak spot for HEAT overpressure damage, it is possible to destroy Striker in ATGM duel by hitting it anywhere.&lt;br /&gt;
&lt;br /&gt;
It is possible to take HEAT shots frontally with the launcher, but it can quickly backfire, should enemy shot land at a bad angle. HE shells in general instantly obliterate {{PAGENAME}}, unless hit the launcher from the back. HESH is less dangerous than HE, but it will likely destroy the crew even without overpressure damage, if explosion reaches the roof. Artillery strike may fail to destroy the tank if it landed somewhere in front of it, but any close side shot has a chance of instantly decimating the crew.&lt;br /&gt;
&lt;br /&gt;
Missile launcher is also often rendered completely broken if hit by such shells. It is worth noting that in Arcade Battles the launcher does not &amp;quot;auto-repair&amp;quot; after such hits and, even if it does, it still malfunctions, so it must be manually repaired. The issue is worsened by the fact that malfunctioning launcher does not stop reload sequence and the tank can get set on fire on a follow-up shot, preventing repairs and requiring the operator to make a full retreat.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Aluminium Alloy AA7017&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 || 25 mm (69°) || 12.7 mm || 12.7 mm || 12.7 mm&lt;br /&gt;
|-&lt;br /&gt;
| Missile launcher|| 50 mm (55°) || 50 mm || 50 mm (55°) || 0-10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 25 mm || 25 mm || 25 mm || 12.7 mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels and tracks are 15 mm thick&lt;br /&gt;
* Belly and hull undersides over the tracks are 12.7 mm thick&lt;br /&gt;
* Outdoor ammo rack is 50 mm thick everywhere, except hinges that are 10 mm thick&lt;br /&gt;
* It possible to fire HE inside of the launcher tubes, setting missile inside of it and Striker on fire, but the missile rack will not break&lt;br /&gt;
* A strafing plane can fire inside of the launcher or just fire at the ammo racks and crew inside of Striker instead&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=270|rbMinHp=168}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the Striker is much better than that of the [[Swingfire]], so it can actually get to capture points along with the team's push, or it can assist in guarding the point and destroying the enemy team while rearming at a capture point.&lt;br /&gt;
&lt;br /&gt;
If fully upgraded and travelling on pavement roads, the {{PAGENAME}} can reach a peak speed of 87/80 km/h (AB/RB). It can drive as fast in any direction, so the only issue is properly turning around in the spot. This is possible because the {{PAGENAME}} is much lighter than the Swingfire, unfortunately, the lighter hull makes it even easier for the enemy to ram it, temporarily disabling the weapon and potentially throwing it over to a side, effectively making it as good as dead.&lt;br /&gt;
&lt;br /&gt;
Since drive direction is irrelevant for Striker, it's possible to always turn the chassis in a way that allows the tank to guide missiles (to keep enemies on its right) without hampering the mobility.&lt;br /&gt;
&lt;br /&gt;
One of weaknesses of {{PAGENAME}} is its suspension, because the tank will often not just fail to side climb road borders, but actually break tracks over them. Even upgraded tank is weak to this and should be driven carefully in towns. It is also very difficult, if not impossible, to climb objects in order to compensate other the {{PAGENAME}}'s flaws.&lt;br /&gt;
&lt;br /&gt;
It is important to have a high level of &amp;quot;driving&amp;quot; in crew skills. The non-aced driver will get confused if you try to drive forward or backwards and turn at the same time, especially at gear 1. Until your crew is fully trained, use neutral steering first, only then start moving, or get to gear 4-5 and then turn around. It's also worth noting that even if your driver is maxed out, at ~50 km/h you can only turn a little bit before you start losing your speed, so try to keep moving in a certain direction if trying to reach maximum speed.&lt;br /&gt;
&lt;br /&gt;
Even under ideal circumstances the {{PAGENAME}} is slower than most light tanks (speeds above 100 km per hour), so unless a group of fast allies are rushing a point with the {{PAGENAME}}, there's no expectation to capture points solo, or to get there first. On certain maps with lots of turning involved, {{PAGENAME}} can outpace wheeled tanks and arrive on a capture point at the same time or slightly before them. It also moves faster than some of them in river banks, with 20 km/h being its limit.&lt;br /&gt;
&lt;br /&gt;
Improving acceleration with modifications and maintaining map awareness do play a part despite the inability to ''fire'' on move. Besides, the {{PAGENAME}} can still desperately fire a missile and begin moving again while guiding the missile towards an enemy. Using this last resort method allows missiles to be fired while maintaining the best possible 'combat mobility'.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
It is important for the {{PAGENAME}} to take mobility upgrades as soon as possible, because:&lt;br /&gt;
&lt;br /&gt;
Brakes are very important in towns, as stopping one moment too late can push the {{PAGENAME}} out of cover and exposed at the mercy of medium tanks. Better brakes also help in hilly maps, especially when the {{PAGENAME}} gets flanked and needs to retaliate. The {{PAGENAME}} cannot fire on the move, so better brakes means less time taken before the {{PAGENAME}} can fire.&lt;br /&gt;
&lt;br /&gt;
Maximum inclination and suspension upgrades allow the {{PAGENAME}} to climb hills and mountain rocks better, and stay on them without slipping too much. The {{PAGENAME}} will likely have issues with controlling missiles when not staying on flat terrain, but spots with a good sight on chokepoints allow to plan ahead of the enemy and will save the tank before close range combat even begins.&lt;br /&gt;
&lt;br /&gt;
Thermal imaging devices also help with target acquisition on large maps, but their resolution is not excellent; it limits the ability to distinguish tanks at long distances (2.5+ km).&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|BAe Swingfire}}&lt;br /&gt;
&lt;br /&gt;
Slightly to the right of commander cupola, there is the main ATGM camera optic. The missiles will never ever go beyond angles at which this camera can look. Because of how the camera is placed, the Striker cannot fire to the left past the cupola or depress the camera to fire downwards as easily as the Swingfire, which may at times result in the Striker being unable to find suitable hull-down positions; even suitable positions will often partially reveal the vehicle or result in 'blind spots' where the optics simply do not have the ability to aim.&lt;br /&gt;
&lt;br /&gt;
The missiles are controlled by the cable and the camera cannot guide multiple missiles even though the launcher has 5 missiles readily available without any internal reload. Rapid fire without waiting for the missile to at least get on target is not recommended.&lt;br /&gt;
&lt;br /&gt;
When firing the missiles at medium ranges, it's important to keep in mind the same 'swing' in the missile as the Swingfire - since when they're fired at an upwards angle, the missile will later correct its trajectory downwards and fly wherever the sniper scope was pointed, regardless of Line Of Sight. Due to this, some of the depression and camera placing issues can be compensated by artillery style indirect fire and by manually picked launch angles at close to medium ranges. &lt;br /&gt;
&lt;br /&gt;
By simply pointing the circle directly on enemy tank in third person view (or, in some cases, pointing the sniper scope directly at the target position behind an obstacle), firing, and patiently waiting until missile leaves LOS of the carrier, Striker operator can launch missiles effectively anywhere within 45 degrees in front of the hull. It doesn't matter if the target is behind a wall and is not visible, as long as the missile does not hit the ground during the launch itself and sniper scope can actually be pointed at it (through the obstacle), because the missile will just continue going forward. This means, that the Striker does not have to even reveal itself at all as long as the cover allows for this method of attack. As a side effect, until LOS to the missile is restored it will remain uncontrollable and will just fly where it was told to and slowly descend, so enemy should not be able to find good cover, and preferrably should not be able to leave, or attack will become pointless. Additionally, dead tanks produce perfect cover against &amp;quot;blind&amp;quot; Swingfire, so even a good trap spot can become unusable after a certain amount of people fall for it, especially if enemy is capable of pushing dead tanks and understands what is going on.&lt;br /&gt;
&lt;br /&gt;
Sometimes the missiles glitch and instead of going towards designated location they suddenly spike upwards at about 95 m mark upon losing control. The reason for this is not known and it often persists through the entire session, but it is more likely to happen if carrier's current cover is extremely tall, or the ingame ping is unstable. In such cases Striker can only utilise indirect fire at close quarters, essentially working as a siege tank or a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
If direct combat is unavoidable, reverse gearbox and stabiliser allows the Striker to respond to enemy waves coming from one side by presenting it's right side and attacking while driving along the cover to avoid enemy shots at the same time, but it will only work at medium to long ranges as the missiles start to fly in less than optimal ways when their carrier is not stationary (despite having a stabilizer) and may hit the ground.&lt;br /&gt;
&lt;br /&gt;
In one on one combat at close range the launcher can overwhelm most tanks by firing at them every few seconds. The advantage decreases with more and more tanks entering the fight. The launcher has a hard dead zone of 50 m over even terrain and soft dead zone of around 70 m, therefore it is necessary to pay attention not only to hills themselves, but rocks and backward inclines next to them. if the enemy is closer than 70 m, it's suggested to aim not at the tanks themselves, but rather at the ground between {{PAGENAME}} and them, or to angle the hull downwards on a slope beforehand (so that target is &amp;quot;above&amp;quot; the carrier), as otherwise the missiles will be unable to correct themselves in time. 40 m shot on even elevation is only possible if the missile is fired sideways and even then the hit is not guaranteed.&lt;br /&gt;
&lt;br /&gt;
Detailed examples of {{PAGENAME}} attacking what is generally considered a difficult target and still doing well:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-overlay&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Striker 50 m shot.jpg| If enemy is too close, aim in between of the carrier and the target. Works even if there is a giant wall between the two.&lt;br /&gt;
File:Striker 450 m indirect shot.jpg| There is no need to expose the carrier at medium range - stay out of sight and fire at any sniper that doesn't pay attention, move closer when it's safe.&lt;br /&gt;
File:Striker 250 m indirect shot.jpg| Missiles lose control when Striker is hidden, but as long as you park properly, the only thing that matters is that you have cover and the enemy doesn't.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The missiles will generally turn well on launch within the default 45 degree launch zone. Outside that zone, they will require about 150 m or more before they can get on target. The more the missile speeds up, the higher is the likelihood of overshooting in a sharp turn. Where necessary, turn the carrier around to ensure that the Swingfire doesn't hit any obstacles on the way to its target.&lt;br /&gt;
&lt;br /&gt;
'''Reloading the Swingfires'''&lt;br /&gt;
&lt;br /&gt;
The Striker loads missiles in magazines of 5, reload begins when the launcher is empty and takes 10 seconds.  &lt;br /&gt;
&lt;br /&gt;
Striker carries one pre-loaded magazine in the launcher, one reserve magazine is stored within the vehicle, and two &amp;quot;emergency&amp;quot; magazines are stored within the ammo box, which cannot be replenished. If any missile in the launcher rack is hit, it will explode all of the ammo in the launcher.&lt;br /&gt;
&lt;br /&gt;
As soon as the Striker spends even one missile, it can start rearming. Rearming, whether from a capture point or a box, takes 30 seconds. If Striker has no reserve magazine left, that one will be rearmed first. If tank commander persists without spending all 5 missiles in the launcher, rearm will &amp;quot;reload&amp;quot; them immediately, skipping the reload time and virtually increasing active ammunition amount up to 9 at once (or 8, if commander pre-fired 1 missile just to forcibly start the timer).&lt;br /&gt;
&lt;br /&gt;
When unlocking Mk.2 missiles, keep in mind that while they give you a penetration edge over heavy tanks, you can only have 50 of them per battle. Should you waste all of them, the Striker becomes almost completely useless. This is more relevant in capture point defence, because Strikers can get used to a literally unlimited ammo pool and suddenly find themselves unable to fire and rearm - if you plan to live forever or going to menace and halt the enemy team rather than go tank hunting, then you might resort to just using Mk.1 instead.&lt;br /&gt;
&lt;br /&gt;
In short: Learn to be careful with your missiles and be mindful of your surroundings; if you're not confident, practice the Striker's aim in AB and abstain from RB or don't use Mk.2 missiles until able to control the missiles properly - having a wasteful attitude to missiles or missing shots will force a constant rearming period at a capture zone.&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; | [[BAe Swingfire]] ATGM || 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; | 10 || rowspan=&amp;quot;2&amp;quot; | N/A || rowspan=&amp;quot;2&amp;quot; | N/A || rowspan=&amp;quot;2&amp;quot; | Two-plane || 18.65 || 18.65 || 22.64 || 25.04 || 26.64 || rowspan=&amp;quot;2&amp;quot; | 0.65 || rowspan=&amp;quot;2&amp;quot; | 0.57 || rowspan=&amp;quot;2&amp;quot; | 0.53 || rowspan=&amp;quot;2&amp;quot; | 0.50&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 12.60 || 12.60 || 15.30 || 16.92 || 18.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Turret, in the case of Striker, is represented by cameras (optics). The faster they move, the more responsive missiles become.&lt;br /&gt;
* Launcher has a dead zone of about 50 m in front of the vehicle. If Striker is angled upwards, then the dead-zone is extended further below vehicle due to the camera depression angles.&lt;br /&gt;
* Automatic guidance system has a soft dead-zone of about 70 m and missile tends to initially go above designated target, which results in an inability to hit the enemy if the reticle is simply pointed at them. Point reticle into the ground close to an enemy to hit or use indirect attack technique.&lt;br /&gt;
* If the weapon is broken, then reloading is stopped to prevent potential ignition on follow-up shots.&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:BAe Swingfire/Ammunition|BAe Swingfire (Striker), BAe Swingfire Mk.2}}&lt;br /&gt;
&lt;br /&gt;
* Missiles are launched upwards with initial velocity of about 89 m/s&lt;br /&gt;
* The Mk.1 and Mk.2 BAe Swingfire missiles are not different from each other in any way but penetration, which allows Mk.2 to penetrate heavy tanks at extreme angles and destroy ERA shields more efficiently. The price is, however, is that you can only have 50 of Mk.2 missiles per battle.&lt;br /&gt;
* ATGM can overpenetrate fuel tanks, which are often used to protect ammo racks. However it can also overpenetrate certain parts of tanks and leave them without doing any damage - be cautious and try to do direct hits exactly where it hurts&lt;br /&gt;
* The missiles can cause overpressure damage, but only if hit enemy tank in a weak spot with less than 15 mm RHA&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.3.0.76''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''10''' || 5&amp;amp;nbsp;''(+5)'' || 7&amp;amp;nbsp;''(+3)'' || 0&amp;amp;nbsp;''(+10)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Missiles are modeled individually and disappear after having been shot or loaded.&lt;br /&gt;
* Rack 3 is a first stage ammo rack. It totals 5 shells and gets filled first when loading up the tank.&lt;br /&gt;
* Missiles are fired from right to left when looking from behind&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|L37A1 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
Not much to be said about the machine gun as it barely does anything against highly armoured targets. So use the machine gun to remove fences since hitting anything with the Striker slows it down considerably. Fighting planes with this machine gun is not suggested, it's easier to just fire ATGM at them and hope they care enough to disengage, but it can be optionally done in RB in an attempt to damage some critical component on the aircraft or rotatory wing. - With a hint of luck, is possible to hit the pilot or damage the vehicle enough to make it crash.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Light helicopters like the Alouette (Family) are really vulnerable to the high rate of fire of the L37A1, wait for them!}}&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; | [[L37A1 (7.62 mm)|7.62 mm L37A1]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 2,500 (100) || 650 || -10°/+50° || ±180°&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 Striker should be seen as an extremely mobile support platform. It can pose serious intimidation to any enemy thanks to the powerful Swingfire missiles, however, is equally vulnerable against most enemy tanks or planes. It can be very effective when used as a siege tank, up close and personal, rather than a sniper, but not every map allows such a playstyle, especially in RB.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker found a tank with Thermal scope.jpg|260x260px|thumb|right|While &amp;quot;black hot&amp;quot; thermal mode is painful for eyes, it makes tanks stand out even more. It also makes ATGM block out less vision, which is important, as it is already hard to hit tanks hiding in bushes.]]&lt;br /&gt;
'''Moving around'''&lt;br /&gt;
&lt;br /&gt;
Find buildings, teammates, hills, or rocks that are as tall as the hull of Striker, then proceed to snipe with the ATGMs - Use the machine gun only for destroying fences and against planes. In other words &amp;quot;Be sneaky and shoot at the range&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In realistic battles, if you have the Thermal vision modification installed, you can use your thermal scope to &amp;quot;scan&amp;quot; the surroundings for hostile snipers and &amp;quot;bush campers&amp;quot;, the advantage of this system is that it is possible to even use it during the day. Driving out in the open will not end well for the Striker unless the enemy has someone else to shoot. Use the smokescreen to cover the Striker (or allies) from enemy snipers while they opening fire on someone else.&lt;br /&gt;
&lt;br /&gt;
In ''extreme'' situations, the Striker can be put into risk in a flanking tactic by driving straight to cover inside of enemy territory (preferably at the start of the match in RB), hoping that nobody expects missiles suddenly launching within &amp;quot;their&amp;quot; part of the map and ruining their plans.&lt;br /&gt;
&lt;br /&gt;
It is possible to make fast emergency stop by crashing into obstacles or other tanks when necessary. Make sure to not crash with just one track, since it will break it, especially if driving above 40 km/h.&lt;br /&gt;
&lt;br /&gt;
'''Combat tactics'''&lt;br /&gt;
&lt;br /&gt;
There are several examples of this Flanking/Ambushing tactic, for example:&lt;br /&gt;
&lt;br /&gt;
[[File:Striker Map VietnamRushC.JPG|x200px|thumb|right|Trade one for eight.]]&lt;br /&gt;
As the right-side team on the &amp;quot;[[Vietnam Hills|Vietnam]]&amp;quot; map, the Striker cannot hope to take hold of the C capture point, as the left-side team has an indefensible advantage over that capture point. Even the idea of it is so unthinkable, that almost nobody checks the river near to town (and even if they do, using both smoke launchers can give enough breathing space to get past them), so the Striker can dash to the river entrance of C capture point, which is exactly the size of the Striker and is also heavily fortified from every direction, to destroy the entire enemy team right there, as it tries to leave C.&lt;br /&gt;
&lt;br /&gt;
Not only the chances of success are quite high, but the heavily aggravated enemy team will probably come straight at the Striker's position leaving them prey of Striker's teammates sniping in the back.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker VerticalAttack BehindCover.jpg|x140px|thumb|right|Striker fires from above]]&lt;br /&gt;
Note that rush and flank tactics are not feasible without a spaded vehicle, as it's significantly harder to hit a Striker when it is driving at 50-87 km/h, compared to 30-60. A weaker suspension may stop the Striker from moving altogether after hitting any bumps on a road, weaker tracks tend to break easier, and so on.&lt;br /&gt;
&lt;br /&gt;
Remember, it is not needed to go that far into enemy lines to ambush the enemy team; use your imagination and teamwork to do more damage. Retreating away or imposing a &amp;quot;threatening presence&amp;quot; next to capture point is generally a much more viable tactic, unless trying to take a last stand against the entire enemy squad. Where any regular player sees a wall, and might only think of getting around it or trying to blindly fire over it, an expert seeks opportunity in everything around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-overlay&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Striker firing over a rigde setup bad.jpg| Striker stands on flat ground, cannot see enemies and cannot really hit anything due to dead zone limitations&lt;br /&gt;
File:Striker firing over a ridge setup good.jpg| Striker positioned and angled itself downward on a sloped rock, has a clean direct firing arc on enemy entrance and is able to see its targets, can choose firing angle thus able to defend itself in close range if disturbed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
&lt;br /&gt;
'''Teamwork'''&lt;br /&gt;
&lt;br /&gt;
Striker excels at holding chokepoints, so just give the enemy something to think about by firing 1-2 missiles at the corner of their cover, then use their confusion or doubt to get closer and think of a way to launch missiles straight into them, as they are now potentially defenceless, then blow them up.&lt;br /&gt;
&lt;br /&gt;
If they try something as rushing without a smokescreen, show no mercy and fire all launchers at will, until they are disabled or destroyed.&lt;br /&gt;
&lt;br /&gt;
Having a scouting light tank working with the team to actually mark the enemy through walls and smokes is great, as you don't need to guess where your opponents are and can just fire at them by using sniper mode. Having someone to draw attention from the Striker, like a [[Chieftain (Family)|Chieftain]] tank, is even better, as nobody normally prioritizes the bland Striker, especially if next to a bunch of scarier, fearsome teammates. Avoid using them as a shield at 9.3+, as APFSDS which can go through multiple tanks is used there very often; if not always.&lt;br /&gt;
&lt;br /&gt;
In case the situation is such that the Striker must protect itself or allies against a tank rush, the carrier can be crashed into something with its back to negate the dead zone almost entirely. If there are no suitable objects, use a hill or retreat far enough for missiles to hit before targets can get into ramming range.&lt;br /&gt;
&lt;br /&gt;
When choosing a sniping point, aim for certain criteria to be flexible if trying to make a difference:&lt;br /&gt;
&lt;br /&gt;
* Can this help at holding control point from here? Can the Striker destroy the enemy before they can run away? Is it possible to rearm on a nearby capture point, if accurate fire is not an option whatsoever and the ammo box is not good enough for sustain?&lt;br /&gt;
* Is it fortified to a point it's impossible to take out the Striker without heavy enemy losses or air support? Can it fire without exposing itself to avoid being hit by normal explosives? Is it at least possible to angle the launcher down to lay down suppressive fire with an ammunition box against an enemy rush?&lt;br /&gt;
* Can the Striker control more than one direction from here? If not, is this the only really important capture point on the map?&lt;br /&gt;
* (In AB) Is retreat possible, or enemy snipers will lock down the position completely soon after your arrival?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Striker ChokePoint Mozdok.jpg|A Mozdok defensive point. Note that the Striker can observe the popular sniping point and can decimate anyone on B point. There is not much enemy team can do about it, but attempt to flank the Striker, which will be obvious. The Striker can also pop smoke and escape to B, in case it is flanked, air support incoming, or in the need to rearm.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
'''Positioning'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, a well-chosen cover can be a difference between complete defeat and victory. A direct attack on B capture point on [[American Desert]] sounds completely desperate for a normal ATGM carrier. However, one can use ATGM to damage buildings to create a perfect firing position for themselves. Remember, buildings that didn't collapse entirely after being hit by ATGM generally cannot be shot through by AP shells anymore.&lt;br /&gt;
&lt;br /&gt;
In the case of American Desert, the ruins are often high enough to protect even the missile launcher entirely.&lt;br /&gt;
&lt;br /&gt;
The Striker can often aim through ruins and any tank behind them can be aimed at directly, including tanks behind other houses, as almost every cover around you is often completely destructible or does not protect well against repeated ATGM attacks from the top. Even to reach the Striker at some positions, the enemy has to go through 1 to 3 alleyways while being under heavy missile barrage. If necessary, in Arcade Battles an entire city block can be levelled down over time to increase Striker's control zone, as ammunition limit is not a pressing issue there.&lt;br /&gt;
&lt;br /&gt;
However, do not get too impudent, as it is still possible to snipe the Striker through street openings, and it is very difficult to fight once enemy tanks get into 50 m zone around it, so the positioning and map awareness is the key.&lt;br /&gt;
&lt;br /&gt;
'''Surviving counterattacks'''&lt;br /&gt;
[[File:Striker LastStandStrike.jpg|220x220px|thumb|right|Typical day of Striker driver in Arcade battles.]]The Striker's noisy actions will draw attention, so expect to be bombarded by artillery almost constantly. Standing under artillery fire is a bad idea, but at some point it will be required to tough it out, hoping the blasts or shrapnel won't end the Striker and then focus at stopping whatever called the artillery, as enemy tanks probably will come after the bombarded area. Keep in mind that it has fewer chances of hitting the Striker on mountain rocks and other unorthodox types of cover, especially if close to several covers at once.&lt;br /&gt;
&lt;br /&gt;
If someone is rushing towards the Striker's position, keep calm and turn as much attention as possible to the direction of assault. Remember about the launcher dead zone and retreat to position that allows to fire back at the incoming tanks. Machine guns have problems disabling the Striker's weapon system from the front, so you should first aim at the tanks which are likely to have APHE or carry ATGM. &lt;br /&gt;
&lt;br /&gt;
In case the enemy breaks the Striker's weapon, remember that neutral steering turn on flat terrain does not prevent field repair of weapons, so simply keep turning towards enemy and hope for the best when under suppressing fire. &lt;br /&gt;
&lt;br /&gt;
Even when an enemy destroyed Striker, you still have indirect control over the missile for a few seconds. Ignore the &amp;quot;you were destroyed&amp;quot; screen and keep guiding it into them, or don't move the mouse, if you are sure it's onto them, or it will flinch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-overlay&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Striker LastStand (Success).jpg|Despite being severely damaged, Striker managed to hide all vital points in between damaged cistern and wooden logs. Moral: even if the entire enemy team fires onto the position, as long as the player remains calm, the Striker can survive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Overcoming dead zones and other weaknesses of a vehicle:'''&lt;br /&gt;
&lt;br /&gt;
Since Striker is unable to fight at long range without exposing itself, most enemies will have to be attacked indirectly regardless of range. Mostly this kind of attack is done in third-person view, as using sniper mode may cause tunnel vision. Sniper mode still can be used to aim over objects or terrain by sending missile into the sky and then very quickly aiming at the enemy tank behind a hill with your crosshairs when missile gets close to them (as to minimize exposure to enemy fire), or by just pointing it at the enemy location if you are sure of it (for example, when enemy is scouted near the carrier at about 100 m range).&lt;br /&gt;
&lt;br /&gt;
[[File:CameraAdjustments ATGM (Striker).gif|330x330px|thumb|.Gif picture with exxagarated examples - click on it to see more. Note how reticle is initially aimed in most of these fights - normally operator would be unable to see anything. This kind of performance is rarely ever expected, and is absolutely impossible otherwise. It will still take a lot of work or ammunition to land these kinds of shots if you want to avoid exposing the carrier at all costs.]]&lt;br /&gt;
By memorizing launch angles and setups the Striker can attack the enemy from extremely advantageous angles, while use of third person view pointer will ensure that missile goes exactly at the enemy and not somewhere else. However, there is a limit to what one can do. For example, indirect fire allows Striker to attack enemy behind steep hills, but adds another problem - there are still dead zones, because missiles can crash during launch and gunner camera is unable to look down. When trying to push third person aim to its limits to compensate for this, you will also find out that it becomes difficult to see due to sight obstructions. To overcome this and become even stronger, activate &amp;quot;relative camera control&amp;quot; in the &amp;quot;control-tank-view in battle - Ground (y/x axis)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For specific settings and control explanations relate to the [[Media:CameraAdjustment_Settings_for_ATGM.jpg|screenshot]] in media section below.&lt;br /&gt;
&lt;br /&gt;
Basically, this will temporarily detach the camera from the centre reticle by a certain degree as mouse viewing does. Be extremely careful when using this option because it makes the Striker specifically designed for close or ultra-long-range combat or battles at certain heights, and the camera must have a quick reset button in case anything unexpected happens. In case everything goes wrong, the Striker still can swap to use sniper mode, as it's unaffected by camera modifiers and will still guide missiles straight into the crosshairs.&lt;br /&gt;
&lt;br /&gt;
{{Break}}&lt;br /&gt;
;Specific enemies worth noting&lt;br /&gt;
* Other ATGM launchers: Don't fight them directly at close range, it will be foolish. Instead, bait enemy closer to your cover, then just destroy them by firing over it. Another way is to set them on fire by any means necessary at a distance and let them burn just to be safe. Be triple careful with [[IT-1]], as even a close miss of their missile can obliterate {{PAGENAME}}. Avoid being spotted by ATGM tanks with vertical attack missiles like the [[CM-25]] - you may parry their missile with yours, but its unlikely and they don't need to go through any special procedures to fire into your cover.&lt;br /&gt;
&lt;br /&gt;
* Light tanks and SPAA: As fun as it may be to trigger them by firing all over their cover, they still can destroy the Striker easily and have enough speed and mobility to actually do that. Let them ignore the Striker and do their business, though keep an eye on them. If they try something sneaky - destroy them. If it's possible to hit them in a weak spot within the first two shots to trigger overpressure damage - do it.&lt;br /&gt;
&lt;br /&gt;
* Soviet tanks: Aim for the hull, as it usually destroys or immobilizes them. Aiming for right (their left) side is taking out the gunner and is generally better for self-defense, however a direct hit on left side (their right) will likely overpenetrate fuel tanks and ignite their ammo rack. They are also more dangerous than German ones, so prioritize them over others.&lt;br /&gt;
&lt;br /&gt;
* MBTs with autocannon coaxial (mainly French): They can penetrate your commander cupola and sides with their coaxial weapon from any angle at 100 m, so letting them close means certain death. While retreating, try to not expose cupola or sides without also exposing the front of the hull, so they have something to fire at and don't get any better ideas. Spending your ammo fast makes side shots less lethal since coaxial autocannons seem to not have explosive filler, and if they don't hit your crew or ammo directly, the damage is minimal.&lt;br /&gt;
&lt;br /&gt;
* Helicopters: In case the Striker provokes half of the enemy team and didn't succumb to artillery, they will probably send one of these flying birds directly at the Striker's location. If they have ATGM, immediately hide behind some tall cover and fire back with a missile. If they are too far away, there is not much the Striker can do and if actually targeted should try to empty their launcher and turtle up using launcher as a shield to protect the fragile hull from ATGM. Rockets can destroy the Striker as well if the pilot manages to carpet-bomb the position, so helicopters should be prioritized as a target and a threat.&lt;br /&gt;
&lt;br /&gt;
* Strike aircraft: While bombers generally approach their targets directly, can be shot down with ATGM, and their bombs generally make enough noise to notice them and dodge, attackers at 8.3+ are extremely fast, manoeuvrable and can suddenly carpet-bomb your vehicle with rockets more than once. Do not show them the sides of the Striker, and try to not let them fire rockets precisely from the top, by hiding in smokes.&lt;br /&gt;
&lt;br /&gt;
* Top-tier tanks: While the Swingfire Mk.2 can damage top-tier tanks, it is unwise to fight ERA-covered tanks with the {{PAGENAME}} if you do not have a plan. Always treat them as if they only take real damage on second hit. Avoid being hit by them, as they generally can knock out the {{PAGENAME}} with a single shot.&lt;br /&gt;
&lt;br /&gt;
;Counter-tactics&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} can be extremely dangerous if it is entrenched in a suitable firing position. If you know for sure that it is ready to unload onto you the moment you leave the cover (or even already thinks of firing into your cover), use artillery strike on it and deploy smokes before going in, otherwise you will just be annihilated by a missile salvo. One of the signs that it is ready to desperately fight back is that the carrier is being angled down and launchers are pointed at you, rather than upwards.&lt;br /&gt;
&lt;br /&gt;
It has problems firing at the opposite side of the same hill if it's too steep. This will not help destroy a Striker, but at least the location is somewhat safe until they found a proper firing angle. It can fire over cover in 45 degree sector in front of it. It is incapable of fast-firing to the left at all and has issues with firing behind itself. It is preferable to stay closer than 500 m in case if Striker decides to turn and counterattack with the right side, as otherwise the Swingfires definitely will have no issue with turning around and hitting you.&lt;br /&gt;
&lt;br /&gt;
The Striker must stop before firing and has a dead zone, so if surprising one while it fights someone else - destroy it before it hit the brakes, or at least make them panic and try to push the vehicle around, ultimately dragging them into a wall. One can even use disabled Striker as a shield against their own teammates, as it can't really do anything about it.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker used as shield by enemy.jpg|200px|thumb|right|Enemy used buildings to sneak behind Striker, who couldn't see him, broke its track and weapon, and pushes it around as a shield, denying repairs. ]]&lt;br /&gt;
In case if you absolutely have to attack it directly, you can at least try to destroy its ATGM with MG suppressive fire, because it can't really control missiles without the line of sight. If it has the LOS on you, a good enough bullet screen will take at least 4 x 7.62 mm MG at once, there are no guarantees it will work, and, if it has high ground, it still can launch them at such angle, that you will be unable to do anything.&lt;br /&gt;
&lt;br /&gt;
It's best to attack from many directions at the same time, preferably from behind or the left. Even better if the operator didn't see it coming. Sniping and terrain-based flank are working better in arcade battle, since there they only have vision in front of their driver and in direction they point camera at, but at great range, while sneak attacks from any direction are more reliable in realistic battle, though they themselves are much harder to notice in time. Use of thermal scope is recommended in order to find it or its missiles. If you just have numbers on your side, and your team is more or less cooperative, even the Striker can be overwhelmed. &lt;br /&gt;
&lt;br /&gt;
A coordinated simultaneous push of any 6 tanks can destroy even the best Striker users, albeit at a high cost. If you must attack entrenched invisible Striker, do not scoff away from idea of using dead tanks as a portable shield. Do not attack it one by one - that is exactly what they want, as it gives them time to reload in between shots. Some may use an ammo box to &amp;quot;reload&amp;quot; if you take too long to take them out, so it must happen within 30 seconds after the first shot.&lt;br /&gt;
&lt;br /&gt;
If it only exposes its missile racks, fire at it, preferably with explosives (HE or ATGM might destroy it outright, HESH and HEAT might hit a weak spot and cause overpressure damage), APFSDS, or 30 mm autocannons with at least 80 mm of penetration. It's also possible to fire into the tubes with all kinds of weapons to damage the missiles directly. Usually, the tubes on your left (their right) fire first and are already empty, so initially aim for the right (their left) to set them on fire. After setting the weapons on fire, destroy the hull. Keep attacking missile launcher if unable to hit the hull or commander cupola to prevent it from properly reloading and to force it to retreat.&lt;br /&gt;
&lt;br /&gt;
The front of Striker may be surprisingly resistant to machine gun fire, however, if in possession of high calibre machine guns, move around Striker and penetrate its back or sides with them. If you have autocannons as a coaxial weapon (which are ~23 mm and insufficient to damage launchers), attempt to damage commander's cupola, which has much worse protection. 7.62 mm machine gun does nothing to it even point-blank, so do not use those on it. Fire it at its missiles instead.&lt;br /&gt;
&lt;br /&gt;
If attacks didn't set Striker on fire, but broke it's weapons, it will be at least 4 seconds of manual &amp;quot;full repair&amp;quot; before the Striker repaired the launcher properly. Firing at launchers again will reset the &amp;quot;field repair&amp;quot; timer, which takes about 9 seconds and is generally used when Striker is forced to spin around by machine gun fire, so sometimes time can be taken after a successive hit. However, remember, that Striker normally doesn't suffer critical damage when hit in a missile launcher and it may still be able to fire if hit wasn't strong enough. Regardless, its crew will be able to complete repairs extremely fast if not prevented by fires, allowing the launcher to fire even under seemingly impossible conditions. Always fire at different tubes, as it may set the vehicle on fire if actual ammo is hit and prevent it from retaliating at all. &lt;br /&gt;
&lt;br /&gt;
[[File:Striker_BlindZone_Exploited.jpg|x200px|thumb|right|This is why striker must always fire at Soviet tank's hulls: T-54 used terrain to get into melee range with the Striker. Despite being hit several times in turret, it managed to push striker into a wall, then smoked the entire area to make teammates unable to save him. The Striker cannot save itself anymore.]]&lt;br /&gt;
&lt;br /&gt;
The SPAAs with absurdly high fire rate, like [[M163|Vulcan]] and [[ZSU-23-4|Shilka]] can fire at Striker and destroy vehicle without even aiming. Problem is, it's unlikely that Striker will just let them drive up to itself, and these SPAA cannot defend themselves against other tanks at all, so chances of them ever fighting are very low.&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;
* Reasonable mobility in all directions once fully upgraded, thanks to the reverse gearbox&lt;br /&gt;
* 5 powerful ATGMs ready for quick succession firing when necessary&lt;br /&gt;
* When defending on a capture zone or near an ammo box, ammunition is being slowly reloaded directly to the launcher, allowing to fire ATGMs almost indefinitely if enemy is passive enough&lt;br /&gt;
* Double hull mounted smokescreens provide adequate visual protection; specially during retreats&lt;br /&gt;
* Can be used as artillery, but such playstyle requires a lot of practice and not every map allows it&lt;br /&gt;
* Often underestimated, unseen or left unattended, giving the Striker a chance to repair and strike back; all because of the small and vulnerable size&lt;br /&gt;
* Availability of thermal imaging; packed with the great optics allows for a proper target acquisition&lt;br /&gt;
* Frontal armour can actually withstand HMG and even some 20 mm cannons; modules placing also improve frontal protection&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Highly vulnerable to autocannons, ATGM, air attacks, artillery, ramming, and HE/HESH shells&lt;br /&gt;
* Optics location is a worse aiming set up when compared to [[Swingfire]] ; the top and ammo racks of the Striker must be exposed to correct the ATGMs trajectory; Optics can be targeted with any explosives to instantly destroy the Striker&lt;br /&gt;
* Has a hard dead zone of 50 m in AB and further in RB, can be difficult to guide missiles at ranges below 70 m due to a guidance dead zone&lt;br /&gt;
* ATGM rack is impossible to lower; an impact to the ATGM rack can leave the Striker with no active ammo left&lt;br /&gt;
* Modest ATGMs count can be quickly depleted without trigger discipline, particularly in Arcade, where enemy tanks require more missiles to destroy them&lt;br /&gt;
* Although Swingfire can be launched over full cover without any further input, it often crashes on launch if cover is too tall or wide.&lt;br /&gt;
* Swingfire ATGMs are noisy and will give away the Striker's position in close quarters even when it is perfectly hidden&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The FV102 Striker was an anti-tank wire-guided missile carrier which belonged to the CVR(T) family, developed for the British Army during the Cold War. The Striker had five missile launcher boxes and carried a total of 10 Swingfire missiles (5 in the launchers and 5 reloads). It weighed around 8.3t and was powered by the Cummings BTA 5.9-litre diesel engine which could output 190 hp. Its top speed was 81 km/h (50 mph) forwards and backwards.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
&lt;br /&gt;
The Striker was first developed in 1975 for the British Army. The chassis was produced in the West Midlands, England. Other components were sourced from other suppliers, Fairey Engineering manufactured the missiles and so did the British Aircraft Corporation. The missiles were released by the launcher at the back on the Striker and had a range of 4,000 m, the commander could correct the trajectory if it was necessary. However, it had to be reloaded manually from the outside. It was also equipped with a 7.62 mm [[L37A1 (7.62 mm)|L37A1]] machine gun (2,500 rounds).&lt;br /&gt;
&lt;br /&gt;
It was first powered by the Jaguar 4.2-litre petrol engine (standard car engine) and later replaced by the Cummings BTA 5.9-litre diesel engine. It consisted of 3 crew, the gunner who sat on the right side, commander and driver who sat on the left side (the driver sat next to the engine). The front armour was 25 mm thick while the side and back were 12 mm thick.&lt;br /&gt;
&lt;br /&gt;
=== Service ===&lt;br /&gt;
&lt;br /&gt;
The Striker first entered service in 1976 with the Royal Artillery of the BAOR but was later transferred to the Royal Armoured Corps. It saw combat in 1991 during Operation Desert Storm and Enduring Freedom in 2003 where it managed to destroy an Iraqi T-55.&lt;br /&gt;
&lt;br /&gt;
The FV102 Striker ended service in 2005 with the introduction of the Javelin missile which replaced the Swingfire missile.&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;
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_fv102_striker Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
Some screenshots of Striker medium range positions:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Striker perfect cover.jpg|An example of hiding behind buildings in town. As long as your aim is true, there is no way the enemy team takes over B.&lt;br /&gt;
Striker ChokePoint Tunisia (Risky).jpg|Alternatively, the Striker can attack capture point itself and use buildings as a shield (like this bridge). Use the missile's mobility to attack everywhere and push the enemy back. This kind of attack is very risky and reaction-based and tables can quickly turn. Immediately seek a hiding place as the enemy can pinpoint artillery onto the Striker's location.&lt;br /&gt;
Direct intercept striker mozdok.jpg|If you know that some capture point is important, but you can't possibly get there first, you can use your speed to rush and intercept enemy from best firing angle you know. Most likely this spot will have horrible cover for your weapon, so watch out for snipers. Simply crash into nearest cover and proceed to fire onto the enemy. Anything, that restricts enemy mobility, should be noted when choosing a position.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Fulda castle Striker failure.jpg|Never forget that it is a team-based game, and even if you fortify yourself in best possible sniper position in entire game, that only you can use, there is always a possibility of being attacked and destroyed by light and medium tank combo, if nobody watches your back. Do not lower your guard, when you are alone.&lt;br /&gt;
CameraAdjustment_Settings_for_ATGM.jpg|Press for detailed settings of the view in battle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YBRQWKUGaZs|'''Guided Missile Memes - British Striker''' - ''PhlyDaily''|Nd7GKky4qrw|'''Striker ATGM - Awful But Funny''' - ''Napalmratte''}}&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;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
*[[Type 60 ATM]]&lt;br /&gt;
*[[UDES 33]]&lt;br /&gt;
*[[CM25]]&lt;br /&gt;
*[[Pvrbv 551]]&lt;br /&gt;
*[[RakJPz 2 (HOT)]]&lt;br /&gt;
*[[M901]]&lt;br /&gt;
*[[Shturm-S]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/4963-development-fv102-striker-five-missile-death-punch-en|[Devblog] FV102 Striker: Five Missile Death Punch]]&lt;br /&gt;
* [https://live.warthunder.com/post/834317/en/ Custom-made sight for Swingfire/Striker by the user ''Schindibee'' at WT: Live]&lt;br /&gt;
&lt;br /&gt;
{{Britain tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Shturm-S&amp;diff=195229</id>
		<title>Shturm-S</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Shturm-S&amp;diff=195229"/>
				<updated>2024-11-20T19:15:53Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: ammo box is a thing now, so changing  some text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_9p149&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}}''' was a Soviet Self-Propelled Anti-Tank Guided Missile System designed with the intent of being able to effectively destroy heavily armoured western tanks on the battlefield. It was first introduced in the late 1970s and saw widespread use by the Soviet Union and its allies during the Cold War. One of its key features was its ability to engage targets at long ranges, up to 5 kilometres, with high accuracy and precision, which was a significant advantage over other anti-tank systems of its time. The {{Specs|name}} also had the capability to fire missiles from a concealed position, making it difficult for enemy forces to detect and counter. This made it a highly effective weapon in mostly defensive operations. The modernised 9P149M version incorporated thermal vision systems, as well as adding the capability to fire the new and improved 9M120 Ataka missile in addition to the 9M114 Shturm (though this ability is added in separate modifications in-game).&lt;br /&gt;
&lt;br /&gt;
The {{Specs|name}} was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]]. This particular ATGM carrier relies purely on stealth, unlike the [[IT-1]]. It can engage targets, both aerial and ground, from insane ranges of up to 7 kilometres and deliver devastating blows. It should also be noted that it outranges every helicopter at its battle rating, meaning it can engage them with ease.&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;
'''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 !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 14 mm (54°) ''Front Plate'' &amp;lt;br&amp;gt; 7 mm (80°) ''Upper glacis'' &amp;lt;br&amp;gt; 14+5 mm (38°) ''Lower glacis'' || 7 mm (23°) ''Top'' &amp;lt;br&amp;gt; 7 mm ''Bottom'' || 15 mm ''Middle'' &amp;lt;br&amp;gt; 7 mm ''Top/Bottom'' || 7 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 7 mm (30°) || 7 mm (30°) || 7 mm (30°) || 7 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S obliterated by IT-1 missing shot from 20 m.jpg|thumb|right|The side armour of the carrier might as well not exist. It should always fight while using cover or distraction of some sort.]]&lt;br /&gt;
Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank I anti-air.&lt;br /&gt;
&lt;br /&gt;
From the side or the roof, within 200 m the crew compartment can be penetrated by 7.62 mm. It also can be penetrated by HEAT overpressure, which is terrible. Artillery is also dangerous, as way too many close misses might ignite the ammo rack or knock out the crew.&lt;br /&gt;
&lt;br /&gt;
Airstrikes are especially lethal to this tank, so much, that the vehicle might as well be without armour. In the case of a cannon air raid, sides should be presented, as there is a chance the aircraft will focus on engine compartment first, in the case of a rocket raid, front should be presented, as otherwise overpressure damage will destroy the Shturm-S instantly. Since there is no way to know which plane carries what in RB mode, it is better to face enemy aircraft regardless.&lt;br /&gt;
&lt;br /&gt;
The front is more or less protected from .50 calibre, so, if necessary, it can be exposed towards an enemy who still has his HMG working, but it should not be relied on.&lt;br /&gt;
[[File:Shturm-S low profile demonstration.jpg|thumb|right|Despite having poor armour, Shturm-S technically can snipe right next to opponents and not be seen or hit because of its low profile.]]&lt;br /&gt;
There are very few areas on this tank that can be hit by a cannon round and survive. The entire front is essentially an instant kill zone, as even a scratch by APFSDS will cause enough spalling to obliterate both crew members, and it is extremely rare to only lose one. Very rarely, a HEAT shell falling straight to the middle might fail to completely knock out crew members, but the chance is also very slim.&lt;br /&gt;
&lt;br /&gt;
The only place where Shturm-S can survive a side shot by a cannon is the engine room in the very middle. Thus it is very important to present the tank completely flat when flanked, as to make centre of mass shot seem more lucrative (for example, in AB, some people might not even bother aiming manually and just press &amp;quot;aim assist&amp;quot; and &amp;quot;fire&amp;quot;, which results in a shot straight to the middle). After hitting the engine, enemies usually aim straight for the ammo rack, so it only works once.&lt;br /&gt;
&lt;br /&gt;
Given that this vehicle only has 2 crew, susceptible to any overpressure damage with paper-thin armour and both crew members tend to get shot at the same time, generally, avoid everything. Use carrier's low profile and put a solid piece of dirt between you and the enemy and only fire and gain attention of enemies if the kill is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The ESS can be unlocked and used in conjunction with thermal scope to fight or retreat from obsolete tanks in open fields, but it will not save from tanks which also have thermal scopes (particularly in RB, where many people use it by default, but in AB ESS might still work, as not everyone use it there) or scouting ability (particularly in AB, as it is vastly easier to use and far stronger there). ESS is also useful when fighting late ATGM helicopters with laser lock-on feature, as it will break any automatic guidance and force their gunner to guide the missiles manually with thermal scope (which may take them too long before the Shturm-S manages to load an HE-VT ATGM and fire back) and does not allow already dead helicopters to get the last laugh by automatically guiding the ATGM in spite of being torn to pieces.&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= 341|rbMinHp= 212}}&lt;br /&gt;
[[File:Shturm-S swimming.jpg|thumb|right|Sometimes, swimming ability can compensate Shturm-S's mediocre mobility.]]&lt;br /&gt;
The mobility is best described as nippy but not fast. Compared to Soviet medium tanks of its BR, the {{PAGENAME}} is faster (at least in a straight line) but compared to other nations it is slower.&lt;br /&gt;
&lt;br /&gt;
The mobility hindrance in higher BRs is much more noticeable for the {{PAGENAME}}, being 50% slower than MBTs such as the [[M1A1 Abrams|M1A1]]. The rear gear only goes up to -10 km/h. This reduces amount of sniping spots the carrier can reach before it gets countersniped.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} lacks neutral steering meaning that turning around can take some time.&lt;br /&gt;
&lt;br /&gt;
The carrier can swim like most of the other Soviet light tanks.&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|9M114 Shturm}}&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; | [[9M114 Shturm]] ATGM || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
!Autoloader&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 12 || rowspan=&amp;quot;2&amp;quot; | -5°/+15° || rowspan=&amp;quot;2&amp;quot; | ±85° || rowspan=&amp;quot;2&amp;quot; | N/A || 22.0 || 30.5 || 37.0 || 40.9 || 43.5 || rowspan=&amp;quot;2&amp;quot; | 8.30 &lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 14.9 || 17.5 || 21.3 || 23.5 || 25.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shturm-S uses ATGM launchers by picking them up with a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S stepping on a ledge.jpg|thumb|right|Due to overall Shturm-S fragility and awkwardness of aiming device placement, it is necessary to pay close attention to smallest details next to cover, as they might be more than just a decoration for Shturm-S.]]&lt;br /&gt;
&lt;br /&gt;
The handle is put down if the vehicle speeds up too much (faster than 19 km/h), but if it was reloading while the tank was moving, it will pull the launcher out at the end of the reload, whether you want it or not. When launcher is pulled out, it is always pointing forward, so holding &amp;quot;fire&amp;quot; when trying to attack a target on a side is unwise.&lt;br /&gt;
&lt;br /&gt;
The reload time is 8.3 seconds plus however long it took for the handle to turn into &amp;quot;default&amp;quot; position. It is necessary to choose next ATGM type before firing the current one because Shturm-S can't change payload choice after firing and can't put the wrong launcher back.  DO NOT hold &amp;quot;fire&amp;quot; button while reloading or waiting for launcher to pull out, because launcher has a tendency to malfunction if you don't wait fot at least 0.2 sec after it finished. This &amp;quot;malfunction&amp;quot; causes the missile to simply disappear.&lt;br /&gt;
&lt;br /&gt;
Each missile type has great manoeuvrability, but the launch sequence is greatly complicated by the fact, that launcher (located in the very back of the tank) is offset from the actual guiding camera (located on the front-right of the tank), and missiles are launched at high speeds, causing them to often miss at close range. Since the launcher is pointing forward when pulled out, firing too early might also cause the missile to miss, depending on how much it needs to turn and compensate to get on course. Aim assist of arcade mode also has a tendency to aim lower than it should and often spontaneously breaks off because of this, so it should not be relied on for anything but AA duty.&lt;br /&gt;
&lt;br /&gt;
In RB, missiles will only go for the crosshairs of the sniper camera. The aiming camera can only go as low as -5 degrees, making hill battles, particularly at short range, very awkward. In AB, while the camera cannot depress any further, it will still be able to guide the missile for an additional ~20 degrees down (until the aiming circle is unable to go any further in sniper seat). This allows to attack tanks safely in AB, but will cause the missiles to gain a minimum attack range of up to about 500 m (to get back on target).&lt;br /&gt;
&lt;br /&gt;
The Shturm-S cannot properly fire or aim from medium tank hulldown spots, so it is inferior to [[IT-1]] in that regard. In arcade mode and, at some spots, RB, tank can fire over obstacles by using a stepping stone of some sort, but it cannot really guide shots that way.&lt;br /&gt;
&lt;br /&gt;
The vehicle can carry up to 12 of missiles naturally. It also has an ammo box that has another 12 missiles and cannot be refilled again (so, technically, vehicle spawns with 24 missiles) When rearming, the main type of ATGM is replenished first (the one on top-left of &amp;quot;ammo distribution&amp;quot; UI), so choose carefully. Rearming takes about 6 seconds for one missile.&lt;br /&gt;
&lt;br /&gt;
Missiles are very vulnerable to jamming, so when fighting tanks with IRCM, it is necessary to also attack from the side, so that the missile doesn't get derailed.&lt;br /&gt;
&lt;br /&gt;
The list of available ATGM in order of acquisition:&lt;br /&gt;
&lt;br /&gt;
* HEAT - Default ATGM, which has about 550 mm penetration. Launched at 230 m/s with high acceleration. Can deal with anything at the BR, but does only punctual damage like HEATFS. Tanks with heavy NERA or ERA amount will resist it and suffer less than fatal damage or no damage.&lt;br /&gt;
&lt;br /&gt;
* Tandem HEAT - ATGM with a double payload. Launched at 230 m/s with high acceleration. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of composite armour at a flat angle. Tandem warhead ignores ERA and penetration should be calculated as if it was not present, unless you hit the target at an extreme angle, launching the actual projectile into yet another ERA layer.&lt;br /&gt;
&lt;br /&gt;
* HE - A guided missile with a HE payload. Launched at about 130 m/s with poor acceleration. Can penetrate about 55 mm of armour, making it on par with the second strongest HE shells in terms of pure damage. Can be used to cause overpressure damage by hitting tracks or tank's roof, similarly to HE shells, but has negligible area of effect and is weak against ERA plating. Due to its low launch speed it is suitable for close range combat, particularly in AB. Outside of the tank's own BR, it can be used as a utility ammo to destroy NERA tanks, which the tandem HEAT might not be able to even scratch. This missile has enough explosive mass to damage ground, but it has no practical application outside of AB, since damage is very low.&lt;br /&gt;
&lt;br /&gt;
* Proximity HE - A guided missile specifically redesigned to destroy planes and helicopters. Launched at about 130 m/s with poor acceleration. In terms of damage, it differs from HE by having a slightly higher area of effect (enough to occasionally destroy light tanks standing right next to the target) but slightly weaker penetration (enough to sometimes fail to destroy targets on direct hit) and practically no damage to the ground. It has enough fuel to fly for about 7 km away. In reality, it is mostly equal to normal HE missile. This missile also has a proximity detonator, which activates after missile flies about 300 m away from the carrier and the ground, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. The proximity detonator will not react to the tanks or the ground even if brought back down to ground level and does not seem to react to rockets and other missiles, unless it is fired straight into them (they often react to it first).&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:9M114 Shturm/Ammunition|9M114, 9M120, 9M120F-1, 9M220O}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 8th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 9th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 10th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 11th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 12th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''12''' || 12&amp;amp;nbsp;''(+0)'' || 11&amp;amp;nbsp;''(+1)'' || 10&amp;amp;nbsp;''(+2)'' || 9&amp;amp;nbsp;''(+3)'' || 8&amp;amp;nbsp;''(+4)'' || 7&amp;amp;nbsp;''(+5)'' || 6&amp;amp;nbsp;''(+6)'' || 5&amp;amp;nbsp;''(+7)'' || 4&amp;amp;nbsp;''(+8)'' || 3&amp;amp;nbsp;''(+9)'' || 2&amp;amp;nbsp;''(+10)'' || 1&amp;amp;nbsp;''(+11)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
The missiles are automatically loaded via a mechanized ammo rack.&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;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The Shturm-S can be effective in battles if used correctly. Shturm-S commanders should make sure to use their advantages while playing to negate the weaknesses of the vehicle. For the Shturm-S, playing in a backline role behind cover at medium ranges is the best option and specific approaches depend on game mode.&lt;br /&gt;
&lt;br /&gt;
'''RB Strategies'''&lt;br /&gt;
&lt;br /&gt;
Players should use the thermal sights to spot enemies easily and ambush them while they are not looking. Use of cover is essential due to the total lack of armour on the Shturm, even a .50 cal machine gun can penetrate some points in the frontal armour. It is ill advised to push aggressively in the Shturm due to the ATGM launcher which will retract when moving. Additionally, engaging at long range may be difficult as the ATGMs can take some time to reach the target, meaning the target has plenty of time to move into cover. Using the Shturm at close range is suicidal. Luckily the ATGMs on the Shturm are quite satisfactory. The 9M120 ATGM has a tandem shaped warhead which negates ERA protection, and the 9M220O ATGM has a proximity fuse which can easily destroy helicopters. It is recommended to use these two ATGMs, taking mostly the 9M120 HEAT ATGM to destroy enemy armour, with a few of the 9M220O ATGM to deal with enemy helicopters.&lt;br /&gt;
&lt;br /&gt;
'''AB Strategies and survival tips'''&lt;br /&gt;
&lt;br /&gt;
Since Shturm-S is essentially countered by AB mechanics and every tank only needs to press &amp;quot;aim assist&amp;quot; and fire any weapon to destroy it, some extreme and outlandish tactics must be used.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S obliterated by CM25.jpg|thumb|right|Punishment for not following the harsh rules of AB is an instant countersnipe.]]&lt;br /&gt;
&lt;br /&gt;
To understand, whether to even spawn Shturm-S or not, follow these questions:&lt;br /&gt;
&lt;br /&gt;
#Can you even make it to the sniper point before being shot by a hypothetical [[Leopard 1 (Family)|Leopard I]]?&lt;br /&gt;
#Can you fire through or over obstacles at your sniping spot, and how many of them is there? (maximum depression of about -20 degrees)&lt;br /&gt;
#Is it physically impossible to snipe you from any other side, but front (so that you can see it coming in third person view and dodge)?&lt;br /&gt;
#If it is possible to snipe you from a side, is your entire team on that side (just three tanks do not count)?&lt;br /&gt;
#Can you angle upwards at that sniper spot, so that you can snipe easier?&lt;br /&gt;
#Can you destroy [[CM-25]], [[Wiesel 1A2]], [[Dardo]] or [[M3A3 Bradley]] (if they are present) and do you know where they are?&lt;br /&gt;
#In case enemy team currently does endless air raids, do you have ATGM-VT?&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S hanging on a hill AB sniping spot.jpg|thumb|right|Sniping with Shturm-S in AB can get really weird, as it have to use unorthodox tactics. Try to not limit your imagination and you might find another interesting spot to try out.]]&lt;br /&gt;
If you answered negatively to at least two questions, it is probably better to spawn something else according to the situation, as otherwise you will just get destroyed.(For proper hulldown camping or battle in town or forest [[IT-1]] works better, for a heated brawl [[BMP-1]] works just fine, etc.)&lt;br /&gt;
&lt;br /&gt;
It is possible, that following the questionnaire, you were unable to find any use for Shturm-S. Do not worry, as it is possible to make it work by imitating a vertical ATGM tank and by using hill hulldown spots which seem lunatic at first, but work just fine for Shturm-S in Arcade.&lt;br /&gt;
&lt;br /&gt;
These are the tips and thought processes that you can go through to make your life easier:&lt;br /&gt;
&lt;br /&gt;
First of all, you have to deal with carrier's weaknesses, as Shturm-S can't take a hit and survive. It is ideal to fire at opponents when their marker is still dark red or just became bright red, as it means that they can only fire at the camera or, maybe, the launcher. An indirect shot of such kind is only possible if an enemy is at least 500 m away from Shturm-S.&lt;br /&gt;
&lt;br /&gt;
There are a few obvious choices to make using this mentality: you want to occupy a corridor in urban environment, that has some rubbish, slight uphill or tank carcasses in a way, so you can fire over them and enemies can't do anything about it, OR you want to occupy a hill, semi-steep cliff or an angled rock, which will cover your entire hull and allow you to slide down when needed. You want to be reasonably far away from your opponents or to have another gentle slope nearby, that will cover the hull and give you time to prepare when you are inevitably forced to fight at close range.&lt;br /&gt;
&lt;br /&gt;
Secondly, you have to work on your hulldown technique. Since even a scratch to a corner of the carrier's front will obliterate it, you should ensure that no kinetic shell can land on the tank itself, it should be absolutely physically impossible.&lt;br /&gt;
[[File:Shturm-S using generic sniping spot in AB.jpg|thumb|right|By using all of the special precautions together, Shturm-S can use any regular sniping spot without being threatened at all. Never forget to angle, as otherwise you will get countersniped instantly.]]&lt;br /&gt;
Angle in a diamond shape and pull your right-front corner out of cover. Camera should be on the very front as you pull the tank up. Move up ONLY until any one enemy tank is highlighted in bright red, meaning that you have aim assist onto enemy tank's turret. This will ensure that only an enemy ATGM tank or chemical shells can destroy you. If you were following the rule of &amp;quot;impossibility of being shot from any side but the front&amp;quot; you should be able to notice any shells coming at you and back off before they connect with the camera. Kinetic shells, which fly at insane speed, will not destroy Shturm-S if they hit the camera, so you don't need to worry about them anymore.&lt;br /&gt;
&lt;br /&gt;
Third step is learning new firing techniques. Since Shturm-S has to imitate vertical ATGM tanks in AB, you can use ANY cover, however ridiculous, as long as your tank can support vertical stance behind that hill, cliff, or whatever cover of your choice.&lt;br /&gt;
&lt;br /&gt;
Once you have an enemy tank in you arcade mode LOS/aim assist range, go into binocular view, as it allows full 360 degree sight and is located much higher than sniper scope, allowing you to see the entire scenery freely and removing the need to expose the camera any further. Aim at an enemy tank that is located further than 480 m, press &amp;quot;fire&amp;quot; to aim AB marker at their turret or hull, exit binocular view. If you do not want to waste a missile, check if the circle is still on the enemy tank in the sniper seat (you do not need to actually see the target), otherwise press fire again to launch the missile at them. Do not touch anything after this to let the missile destroy them. If the target moves, you can try to intercept it in the sniper seat, but generally this shouldn't be necessary.&lt;br /&gt;
&lt;br /&gt;
A textbook example of using this technique (angles of attack may change):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Shturm-S snipe stage 1.jpg|Step 1: Detecting an enemy, angling and pulling the camera out until the enemy is marked in bright red. Pay extra attention to surroundings during this.&lt;br /&gt;
Shturm-S snipe stage 2.jpg|Step 2: Use binocular view to aim at an enemy tank and suggest its weak spot, then hold &amp;quot;fire&amp;quot; to take aim at it.&lt;br /&gt;
Shturm-S snipe stage 3.jpg|Step 3: Exit binocular view and press &amp;quot;fire&amp;quot;, then do not touch anything until missile hits the target.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As could be seen on the screenshots, no normal tank can destroy Shturm-S which is following the rules, even if they fire back. Do not forget to move down from the firing spot after firing, as otherwise you are just giving unseen opponents time to aim chemical shells or ATGM at you, which is not ideal. If you are being focused by artillery, you can retreat. Temporary retreat can be made even into a lake, since Shturm-S can swim.&lt;br /&gt;
[[File:Shturm-S sniping off plateau.jpg|thumb|right|It's not impossible to snipe from a faraway high ground in AB, but a lot of care and precautions should be taken as well.]]&lt;br /&gt;
Once you got tandem warheads, some bolder tactical moves can be taken, for example, you can camp in a semi-open spot, as long as you are out of a default aim assist range (1.5 km), as tandem HEAT can knock out many tanks unlike default missiles. This, however, is still not recommended to do without ESS, as any player with a rangefinder or any significant game experience will adjust the sniper scope manually and snipe you. To make it more feasible, try to acquire high ground as well.&lt;br /&gt;
&lt;br /&gt;
The HE missile generally makes AB sniping easier, as it is slow and will generally manage to curve into enemy tank roof, likely causing overpressure and destroying the target. It is also much easier to manually use at point blank ranges. Unfortunately, it is extremely ineffective against &amp;quot;non standard&amp;quot; soviet tanks, which you will often meet, such as [[T-55AM-1]], [[Object 268]], [[IS-7]] and so on, and is bad against many American tanks, so at least 3 Tandem HEAT should always be carried and preloaded when moving around. HE-VT is similar to normal HE in that regard and can replace it completely. If not sure about ammunition balance, try to look at the enemy team tanks in score menu (tab), as it is generally possible to guess whether you can get away with simply loading full HE or almost full HEAT loadout will be necessary. Ammunition box and missile rearm order also play a huge role here - choosing tandem charge missiles as top priority missile and only picking one or two may allow you to occasionally destroy difficult targets and immediately reload from the box, while all-rounder HE-VT missiles could be mostly replenished on a capture point when the situation calmed down. &lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S HE missiles efficiency AB.jpg|thumb|right|The missiles are also powerful at close ranges, but they should only be fired directly.]]&lt;br /&gt;
After a while it will become apparent, that aircraft are a great threat to the Shturm-S. Most of the times, fighters prefer to attack BMPs and other light tanks instead of the Shturm-S, but attackers and bombers usually go straight for it if they can, because the Shturm-S can have anti-air missiles and with them essentially becomes a SAM tank (a whole BR lower than any actual SAM tanks). If you see an enemy attacker, bomber, or combat helicopter spawning, it is adviced to immediately stop sniping, back off, hold aim assist on the enemy aircraft and fire whichever ATGMs you have at it until it explodes. ATGM-VT might react to enemy rockets or missiles, but is not extremely sensitive and can be guided around such countermeasures easily, so use it whenever possible, as it makes hitting moving aircraft easy. Taking out a group of 3 planes requires pre-firing first missile before they even spawn or to use ESS after a second hit, as otherwise you might not be able to reload before one of the fighters throws itself onto you. When fighting late game ATGM helicopters, it is best to use ESS and thermal scope immediately to break the laser lock and force the pilot to sit in the gunner seat and spend time aiming at you instead of properly dodging.&lt;br /&gt;
&lt;br /&gt;
By fighting both ground and air, the Shturm-S can improve team chances of winning significantly. Even if you didn't do much personally and only took out 3 tanks, but crippled enemy air force by either shooting down high priority targets like [[B-57B]] or protecting allied bombers, you might just become the reason for your team winning. Since downing enemy aircraft gives airstrike points, it is possible to launch a strike craft back at the enemy team for each time they failed to bomb your teammates, putting a very serious strain on enemy top players, as it is difficult for them to steamroll weaker players when their airstrikes are constantly being cancelled and turned against them. When using an attacker a lot, make sure to also use ESS, as frustrated interceptors might just ditch your plane and go straight for the Shturm-S instead. If current battle uses planes for airstrikes, at a perfect skill level and with some luck the Shturm-S might be able to defeat 7 tanks and down 8 planes without using airstrikes at all and accumulate enough points to call a nuclear strike (15 bomber points), potentially ending the game in its favour regardless of what the team was doing. Remember, using attacker or fighter only detracts 2 or 1 points from the counter, but using a bomber resets it completely, so use attacker first, then use a bomber.&lt;br /&gt;
&lt;br /&gt;
If you have to fight enemy tanks directly in AB, there are only three ways you can beat someone without dying yourself:&lt;br /&gt;
&lt;br /&gt;
First of all, don't do it if you only have regular HEAT missile, you are unlikely to deal enough damage to survive.&lt;br /&gt;
&lt;br /&gt;
Support: If you see that enemy team is piling up onto your teammate, pull up and fire at them. As long as nobody is looking at you, you should be fine. After this, back off or keep moving towards next cover, stop each 13 seconds to fire again just to make them question if it's even worth fighting you. Try to not gain attention of more than one tank at a time.&lt;br /&gt;
&lt;br /&gt;
Direct combat with tanks that do not have autocannons: Fire Tandem warhead at the tank's cannon barrel, if you are lucky enough to actually hit it, they should back off to repair. Chase them and abuse the fact that launcher pulls out after reload regardless of your movement speed and execute the enemy tank with either Tandem or HE (whichever you prefer or need for current opponent). Remember to face the enemy tank when attacking, as launcher is always pointing forward when pulled out.&lt;br /&gt;
&lt;br /&gt;
Smoke attack: Only feasible for a spaded tank, but can be used even in general melee range. Only works if your engine is still intact. Before the enemy got a direct aim at you (the earlier, the better), use ESS and back off into it, trying to also move away from the firing line (between them and your original spot). Go into sniper aim and toggle thermal scope(night vision) on. Since thermal scope can see through ESS, the Shturm-S temporarily transforms from a goofy situational tank to an invisible death fog machine. Even some SPAA (like the [[Falcon]]) can be very stringent about their ammo count and firing habits, so as long as they don't know where exactly you are, they won't try to spray the entire fog wall just to find you. Calmly observe their behaviour and send an ATGM straight into their weak spots. Do not let enemy tanks drive literally next to you, as &amp;quot;absolute detection&amp;quot; will mark the Shturm-S even through the fog at ranges up to 50 m, leading to a likely counterattack. Remember, other tanks with thermal scopes can also see through ESS (but not always use it in AB), and you cannot use it to look into &amp;quot;normal&amp;quot; smoke screens. Do not use this tactic against light tanks, as a single &amp;quot;scout&amp;quot; will mark you for the entire enemy team through smoke and they will start firing in your general direction (obviously, the Shturm-S cannot survive this).&lt;br /&gt;
&lt;br /&gt;
Proof of ESS combat trick feasibility, even in less than perfect situation:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Shturm-S ESS combat 1.jpg|Step 1: Fire off ESS and back off into it. Even if enemy tank fires back, it is likely to miss or less likely to knock the carrier out. Ideally, you want to not get hit.&lt;br /&gt;
Shturm-S ESS combat 2.jpg|Step 2: Enter sniper mode and turn on thermal scope. As can be seen here, Shturm-S can see through its own engine exhaust and will easily snipe anything through it.&lt;br /&gt;
Shturm-S ESS combat 3.jpg|Even players which use SPAA as a combat tank often forget that they have some 2,000 RPM autocannons and may also enter smoke to fight you instead of just filling it with shells. Dodge them for as long as possible and destroy them once the weapon is reloaded. In AB, avoid letting an enemy to get as close as on the screenshot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Notable Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many notable enemies for the Shturm-S, being basically any vehicle in the game armed with anything bigger than a rifle-calibre machine gun and being capable of hitting it. However, some threats are greater than others. Shturm-S commanders should watch out for:&lt;br /&gt;
&lt;br /&gt;
ATGM tanks: They can destroy Shturm-S with overpressure and are far less likely to let you go, as they understand what you are capable of. Tanks with proximity ATGM like [[CM-25]] are the most dangerous, as they can obliterate enemies by firing over their cover and there is nothing you can do about it, but to spot and destroy them first.&lt;br /&gt;
&lt;br /&gt;
Artillery tanks: Even with all the precautions taken, these tanks can annihilate Shturm-S with a single poorly aimed HE-VT. Most of them reload longer than the Shturm-S and their initially loaded shell is usually a normal HE, so usually you have two chances to destroy most of them. If gained their full attention and failed to destroy them - get out of sight and drive as low as you can before they bothered to shell your position. Do not use ESS, it only makes it easier for them to track you.&lt;br /&gt;
&lt;br /&gt;
Autocannon armed vehicles: These will easily shred the Shturm in seconds and should be avoided. Many SPAAs can also create a shell wall to prevent missiles from destroying their teammates or themselves.&lt;br /&gt;
[[File:Shturm-S checks sides.jpg|thumb|right|Remember, they are always watching and waiting for your mistakes. One can never be too paranoid when using Shturm-S.]]&lt;br /&gt;
Vehicles with substantial composite armour: Most vehicles at and below the tier of the Shturm-S do not have composite armour capable of stopping its top ATGM, but many top tier tanks (which the Shturm-S will face often if used at a higher BR) such as the [[M1A2 Abrams|M1A2]] or [[Challenger 2]] are able to easily stop its HEAT ATGM with their thick turret armour. Shturm-S commanders should learn the weak spots of enemy tanks. For example, almost all american top tier battle tanks can be destroyed by HE missiles hitting the middle of their upper front plate (unless they have a jammer, then hitting them directly will be next to impossible in the first place) .&lt;br /&gt;
&lt;br /&gt;
Sniper medium tanks (mostly in AB): Other snipers are also a serious threat, since they compete for a complete domination over map with you, and they are exceptionally allergic to ATGM tanks with high missile speed, such as Shturm-S, so they will never stop trying to snipe you, until they finally do. While you have some weapon depression advantage over them in AB, they can see and dodge your missiles. They are the main reason for the AB rule &amp;quot;Make it physically impossible to snipe you from the side&amp;quot;.&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;
* Access to &amp;quot;Shturm&amp;quot; and &amp;quot;Ataka&amp;quot; ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity-fused HE-frag&lt;br /&gt;
* Fast-flying, relatively easy to control missiles are great for long ranges and tricky shots alike&lt;br /&gt;
* Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall&lt;br /&gt;
* Capable of travelling across water, although relatively slowly and with poor control&lt;br /&gt;
* Can double as a SAM tank in AB, to a point it can single-handedly dominate the sky and even protect the bombers from interceptors if fires immediately&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range&lt;br /&gt;
* Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets&lt;br /&gt;
* Cannot change missile type mid-reload, nor after one is reloaded&lt;br /&gt;
* Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult&lt;br /&gt;
* Have to follow an extensive set of rules to be useful in AB, has a minimal range of 500 m for safe missile fire procedure&lt;br /&gt;
* Missiles can be jammed, so although they are very useful even in rank VII, some enemies cannot be attacked directly&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The MT-LB, also known as &amp;quot;Mnogotselevoy Tyagach Legky Bronirovanny&amp;quot; in Russian (which stands for &amp;quot;Multi-Purpose Towing Vehicle Light Armoured&amp;quot;), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation &amp;quot;Shturm&amp;quot; and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 &amp;quot;Shturm-S&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_9p149 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|mF0d3bos75I|'''The Shooting Range #281''' - ''Round Study'' section at 08:34 compares the missiles of the {{PAGENAME}}.|kF1OmW7f1c8|'''The Shooting Range #154''' - ''Metal Beasts'' section at 00:39 discusses the Shturm-S.}}&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;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|[Devblog] 9P149 &amp;quot;Shturm-S&amp;quot;: The Invisible Hunter]]&lt;br /&gt;
&lt;br /&gt;
{{USSR tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=195182</id>
		<title>KF41</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=195182"/>
				<updated>2024-11-20T18:39:37Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: due to a patch dropping some things changed. Also rewrote some wordings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_kf_41&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 '''KF41 Lynx''' is a modern IFV design from the German Rheinmetall company, exported to the Hungarian Army. On July 31, 2024, the Hungarian army received its first KF41. The order was for 209 KF41s to be delivered in seven variants, ranging from the regular IFV, command variants with improved communications, all the way to medical transports and mortar carriers. By 2024, it is expected to receive 46 KF41s in the first delivery batch. The production of the vehicle was set up in a production plant in Zalaegerszeg with 51% investment from Rheinmetall and 49% from the Hungarian government.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as part of the Hungarian branch of the Italian tech tree. The KF41 invites comparisons with the [[PUMA VJTF]] IFV; they are both heavily armed and armoured IFVs with good mobility and much heavier and bigger than their counterparts like the BMP-3 and the American Bradley IFV, but in reality they couldn't be any further apart. Unlike the PUMA, KF41 focuses on maximizing its scouting potential and is optimized for combat centered around fire-and-forget ATGMs by having a unique AMAP-ADS hard-kill active protection system, as well as a high amount of smoke grenades. In doing so the KF41 sacrifices aspects of the PUMA, like the unmanned turret, soft-kill APS, and ERA/NERA. Because of this, it is extremely vulnerable to attacks that the hard-kill APS cannot stop. Nevertheless, thanks to the Spike ATGMs and extremely good commander sight, it is a capable support vehicle and extremely potent capture point defender, being able to achieve long-range kills with its APFSDS and ATGM against both tanks and helicopters. For the latter threat, it can also utilise its AHEAD rounds from the 30 mm autocannon which are more capable at dealing with air threats.&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;
Despite its contemporary design akin to the Puma IFV, the KF41 exhibits a notable shortfall in protection against conventional rounds, as NERA is replaced by the AMAP-ADS Active Protection System (APS) which can only intercept objects flying at 70 to 700 m/s which means it can only really destroy ATGM (and not really all of them). The APS is incapable of intercepting HE shells as they generally fly at 850 m/s speed at the BR. This APS mainly ensures that the KF41 is the only vehicle around that is allowed to use the Spike ATGM freely, and is trying its best to stop any cannon launched ATGM upon launch, which can sometimes help against light and medium tanks. &lt;br /&gt;
[[File:KF41 ATGM exchange.jpg|thumb|right|Although APS is very situational, it allows the KF41 to casually disregard enemy ATGM rain while going towards the capture point, where others would fall]]&lt;br /&gt;
The APS is somewhat unreliable and will often fail to intercept attacks that are supposed to be within its capacity to hit. Many Soviet tandem ATGM will be able to hit its turret even if fired at an almost point blank range. APS coverage also isn't homogenous, with sides having much less ammunition, particularly near the turret. If attacked by other light tanks, which generally carry at least two missiles at the BR, KF41 should present its front or the back and hide the sides, as it's then possible to survive up to 6 attacks.&lt;br /&gt;
&lt;br /&gt;
Any big gun at the BR should be able to obliterate the KF41 instantly. Even in AB, direct hit will put the tank into crew replenishment mode with obvious consequences. Nevertheless, its hull demonstrates commendable resilience against autocannons. The inclusion of external fuel tanks positioned behind the APS serves to bolster armour capabilities against smaller calibre projectiles, and the gunner with commander sit inside a basket that can prevent shrapnel and small shells from reaching them. However, the effectiveness of this additional protection is contingent upon various factors including impact angle, projectile type, as well as distance. The void spaces within the compartment enhance the vehicle's survivability, particularly when subjected to certain angles of attack.&lt;br /&gt;
&lt;br /&gt;
The turret is entirely different, and while it is impossible to use mere 12.7 mm to hit cannon ammunition belt of the KF41, it is vulnerable to 20 mm cannons and above. While the ammunition is screened away from the crew, the screen is not strong enough to stop the explosion, so direct ammo rack hit is lethal. The shrapnel basket also doesn't extend into the turret, so anything penetrating the turret will hit the crew. This makes the tank protections mostly null and void, as almost everyone fire at the turret first anyway (partially, because it is the best way to disable the Puma as well). As such, a direct hit on the turret would result in near-immediate incapacitation even in AB.&lt;br /&gt;
&lt;br /&gt;
Similar to the Puma, the crew compartment is compartmentalized, with the entire rear section, designated for infantry, remaining unoccupied. However, the amount of people at such high rank that would fire at the empty back of the tank is extremely low. &lt;br /&gt;
&lt;br /&gt;
The primary survivability feature of the KF41 lies in its capacity to attack on a move and out of cover, enabling it to swiftly navigate the battlefield, evade and pressure enemy tanks until its commander managed to reach the strategic chokepoint. The tank has thermal commander scope, 12.7 mm machine gun and the ATGM launchers put on the very top of the tank. they are located so high, that common HEAT shells and small ATGMs will do nothing but cause fires if they hit at the topmost part of the optics, which is only a mild inconvenience, compared to being hit directly. HE shells and strong ATGM like the MIM146 or 9M119 still can cause overpressure damage wide and strong enough to implode the tank, so at least some care should be taken when enemy starts actively firing back.&lt;br /&gt;
&lt;br /&gt;
The tank also has a huge amount of smoke grenades (20, fired in 10 pairs), which are most likely installed to break lock-on of IR and laser guided missiles of helicopters. They are also quite useful to sow chaos among enemy ranks, as enemy might fail to hit the KF41 turret and start compulsively firing at the more sturdy hull instead if they are completely blind.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,790|rbMinHp=1,022}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the KF41 falls short when compared to similar armoured vehicles. Even heavily armoured counterparts like the T-80BVM and Leopard 2 series boast higher top speeds and overall mobility, highlighting the KF41's relatively lacklustre performance in combat, evidenced by its power-to-weight ratio of 26.3, in contrast to the T-80BVM's 27.2. Nonetheless, it maintains a respectable level of mobility, enabling the vehicle to swiftly navigate the periphery of the battlefield and deliver flanking manoeuvres against enemy vehicles.&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|2}}&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|MK 30-2/ABM (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is equipped with the Mauser MK 30 automatic cannon, renowned for its powerful ammunition type and decent firing rate. While it may lack effectiveness against armoured vehicles in direct engagements, it proves highly advantageous for flanking manoeuvres and short-range anti-aircraft defense against helicopters or slow-moving, low-flying enemy jets. Players that already used [[VCC-80/30]] and it's Bushmaster autocannon will feel right at home with this weapon, noting slight increase in penetration power and magazine size.&lt;br /&gt;
[[File:KF 41 point blank gun kill through LFP.jpg|thumb|right|Try to actually gauge the power of the autocannon instead of randomly firing it everywhere and you will be rewarded for it.]]&lt;br /&gt;
When operating within a group, the cannon becomes instrumental in targeting critical components such as tracks or cannon barrels, thereby supporting allies engaged in frontal combat. Always try to aim for the sides or small weak spots in the turret front when there is nothing obvious left to hit. Randomly firing at the enemy tank upper hull plate will achieve nothing and will only make the target angry, as well as attract more unwanted attention from other tanks (or even aircraft), while firing at the turret may randomly cause internal damage or completely ruin the gun breech.&lt;br /&gt;
&lt;br /&gt;
When locked in a point blank combat with a medium tank directly from the front, note that NATO-style tank LFPs don't really have enough armour to stop APFSDS of this particular weapon within 100 m range. Their resistance may range from nonexistent, as is the case with Chinese models, to being able to sustain 5 direct hits to the lowest ammo rack location. Generally, this advantage is only useful if the enemy is unable to fire (if they failed to destroy KF41 in one shot and were disabled afterwards, or got caught on a hill, for example).&lt;br /&gt;
&lt;br /&gt;
It is advisable to utilize the APFSDS belt in most situations, reserving the AHEAD fragmentation belt for engagements with aircraft or lightly armoured vehicles. AHEAD will detonate at ranges fed to it by the anti-air IRST located in the sniper seat. The IRST cannot be locked on by the commander, so pay attention to which seat are you currently in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK 30-2/ABM (30 mm)|30 mm MK 30-2/ABM]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 348 (116) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 57.1 || 79.1 || 96.0 || 106.2 || 113.0 || rowspan=&amp;quot;2&amp;quot; | 0.26 || rowspan=&amp;quot;2&amp;quot; | 0.23 || rowspan=&amp;quot;2&amp;quot; | 0.21 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:MK 30-2/ABM (30 mm)/Ammunition|APDS, HEI-T, Ahead, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|Spike-LR II}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is outfitted with Spike-LR II IR fire-and-forget missiles, which exhibit a somewhat inconsistent reliability. While they offer the potential as stand-off weapons effective against heavily armoured targets as well as slow-moving, low-flying aircraft, their reliability can vary based on several factors including the target's speed, launch angle, distance, and the carrier's velocity. They also cannot be fired into a smoke screen.&lt;br /&gt;
&lt;br /&gt;
The positioning of the launcher and overall stability of the KF41 hull enables quasi No Line-of-Sight launches, contingent upon factors and the target's exposure level, albeit rendering the missile ineffective at distances shorter than 250 m (unless the target has very high ground or moves sideways, forcing the missile to slow down further). Since the launcher is located on the very top of the tank, it can lock even on a machine gun or radio antenna poking over a hill, allowing launches straight into enemy cover as soon as they try to pull up. Due to this, it is almost impossible to trade against loaded KF41 without getting hit as well. Do note, that it is the launcher that locks onto enemy tanks and not the commander scope, and it may be possible to lock when the enemy tank is not even visible. If the launcher is damaged, it cannot fire.&lt;br /&gt;
[[File:KF41 atgm lock on presentation.jpg|thumb|right|The Spikes are comically easy to lock-on with KF41, and even one is often enough to scare opponents into smoking themselves]]&lt;br /&gt;
Spikes are blinded by the vegetation, but liberal application of the 12.7 mm M2HB MG located on top of the commander scope should be enough to remove any bushes that could block missile vision. If that isn't enough, the main weapon can destroy any remaining obstacles until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
Despite featuring a small warhead, Spikes can inflict significant damage on enemy tanks upon successful penetration and will almost surely attack the gun breech. A &amp;quot;double tap&amp;quot; with both missiles will obliterate or heavily damage the target tank with a probability of 90% if enemy does not drop smoke screens immediately. If Spike hits a light tank on a part that isn't protected by NERA, it nearly always causes fatal damage. Sometimes, their capability for top-down attacks may encounter limitations, particularly against heavily protected tanks featuring NERA components on the roof like the Strv 122 or Leopard 2A7.&lt;br /&gt;
&lt;br /&gt;
The only thing truly holding the KF41 back from becoming a globally acknowledged menace is its pitiful ammo reserve of only 4 missiles (2 being pre-loaded into the launcher). It is, therefore, only possible to take out 2 tanks reliably until rearmed. Rearm on a capture point takes 15 seconds, which is the same with reload speed. KF41 that managed to make it to a secure capture point with a clear sight onto enemy team can perpetually control at least two targets at once and can eventually ruin an entire team on its own unless destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Spike-LR II]] missile&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| 4 (2) || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Spike-LR II/Ammunition|Spike-LR II}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
{{Specs-Tank-Weapon|4}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,200 (200) || 575 || -10°/+65° || -95°/+20°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 941 || - || -&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 KF41 can be loosely compared to the VCC-80/30, in which case the KF41 is an even further specialization in long range combat over kilometers of range. There are numerous in-game situations in which VCC is objectively better, simply because it has more missiles, better attack angles and smaller profile. It is often downright useless when engagement ranges reach 500 m, simply due to how strong the medium tanks are. Unfortunately, it's not possible for one player to have a complete control over the map, and what happens on the other end can affect you in the form of incoming airstrikes, which the KF41 can handle better.&lt;br /&gt;
&lt;br /&gt;
The KF41 can be likened to a larger-scale [[R3 T20 FA-HS|R3 T20]] in its operational approach. Despite its armour offering limited protection against only certain types of threats, its agility and firepower allows to use it in a range of roles. In addition to its primary functions of flanking enemy positions (preferrably with a teammate capable of finishing off the survivors), the KF41 excels as a platform for suppressive fire, capable of keeping adversaries pinned down with an additional threat of ATGM rain, while allies manoeuvre for advantageous positions using scouting marks as a reference point. Furthermore, its often designated as a budget anti-aircraft asset - while not equipped with the extensive detection systems of dedicated anti-aircraft platforms, its weaponry and its built-in IRST make it a formidable deterrent against helicopters and low-flying aircraft.&lt;br /&gt;
&lt;br /&gt;
One of good uses for this tank is directly countering [[Vilkas]], [[Namer 30]], [[Freccia]] and [[PUMA VJTF]] rushes. It prevents them from instantly blowing you up with a Spike missile (even when you are stock and have no smoke screen), while you get to take out one or two of them for free. Simply remember to turn the tank over to where APS is still intact if facing multiple of such light tanks at once. Remember to disable their main weapon if you can, because their cannon is still very much deadly to the KF41 if aimed at the turret.&lt;br /&gt;
&lt;br /&gt;
A lot of helicopters will also sometimes find themselves unable to destroy the KF41 even with a maximum stealth &amp;quot;turn on the laser in the last 5 seconds&amp;quot; tactical attack, when its APS decides to actually shoot the incoming missiles rather than ignore them, and the tank commander will immediately &amp;quot;smoke away&amp;quot; from the rest of the volley. It's worth noting that while the KF41's Active Protection System exhibits an extremely random behaviour, it will reliably prevent &amp;quot;death charge&amp;quot; of Soviet and Chinese light tanks that use super powerful ATGM pre-loaded as their first shot, as they tend to aim at the hull.&lt;br /&gt;
&lt;br /&gt;
On large scale battlefields like the &amp;quot;Fields of Sinai&amp;quot; or &amp;quot;Fields of Poland&amp;quot;, the KF41 emerges as a potent sniper unit, utilizing its cannon or Spike missiles to engage targets at extended ranges with precision and lethality. The strategic advantage of such long-range engagement capabilities cannot be overstated, as KF41 can disrupt travelling enemy snipers and neutralize high-value targets from afar. With the commander scope placement and the rather shallow arc of the PMC287 APFSDS, enemy tanks will find out, that their APFSDS cannot even hit the KF41 back and that, regrettably, nothing short of HE or an airstrike will be able to save them. A lot of tankers refuse to take multiple ammunition types and will find themselves shot and/or burned to death.&lt;br /&gt;
[[File:KF41 dominating capture point.jpg|thumb|right|Whether by a gun or a missile, KF41 wants to block enemy reinforcements from ever arriving]]&lt;br /&gt;
When forced to fight in close quarters, KF41 can fire smoke grenades into enemy faces to confuse and annoy them before pushing in. In the worst case it will make them shoot at the hull, as they probably won't be able to guess where your turret is, and it will help protect your crew. In the best case they will not notice you passing through or start panicking and moving around, and you will be able to land a side or back shot on them. In general, if forced into close quarter fights, KF41 wants to stay as silent and unnoticed as possible, so practice gun control to avoid being detected and/or traced.&lt;br /&gt;
&lt;br /&gt;
Lastly, the KF41 is potentially a monster ATGM tank, severely limited by its ATGM count. It can fire over the tallest walls in the game and the enemy can barely hurt it back. There are many capture points in the game, that other snipers like to stall next to due to them being either well-protected or having direct sight onto the enemy spawn. The ambitions of these players are rather shallow and they inevitably get blasted by TOW-2B or otherwise countersniped when they get too greedy. The KF41, however, is nigh untargetable in its full hull-down state and is able to launch Spikes even at the enemy machine guns with only low possibility of a miss. Additionally, the APS and LWS will protect the tank from the worst when the enemy team finally decides to fight back. That means, that in some spots, KF41 can endlessly fire directly into enemy spawns due to its height, blocking it off completely. Be aware, that you will probably die on your way to such a point and you will need to expose yourself to a flanking attack to be able to constantly reload and suppress an entire spawn point (especially in AB), but when you manage to entrench in such position, it's extremely worth it.&lt;br /&gt;
&lt;br /&gt;
;An extreme example of a fight over a capture point&lt;br /&gt;
&lt;br /&gt;
Since the KF41 is extremely good at holding capture points, but many maps are rather small for it (particularly in arcade battles), it may be a good idea to simply start the match in this tank, before the enemy had a chance to properly entrench. The capture point needs to have some kind of a rock or a building so that you can drive around it and evade incoming shots and launch Spikes over it at any incoming tanks. Capture points without any cover are bad because medium tanks will simply destroy you.&lt;br /&gt;
&lt;br /&gt;
After choosing a point, you can come alone or with a friend. A friend will likely take some of your kills, but will protect you from medium tanks that managed to slip through and get too close for your missiles to hit. Likewise, you can assist them by at least dropping Spikes on any tank that tries to push them away or even by gunning the enemy down if they ignore you. If there are any drones flying nearby, you can also destroy those simply to remove them or for bomber points in AB.&lt;br /&gt;
&lt;br /&gt;
In a perfect world, your situation should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 0.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
While the enemy recovers after initial loss, you need to use the drone to check on your situation (maybe someone managed to wait the fight out behind some building or a rock), use bomber points if playing AB and nobody is around, then start whailing on every passing by tank and aircraft with your missiles and autocannon. As long as nobody can come even remotely close to your capture point without being damaged, you will be able find a way to accumulate points by just existing.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 1.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Eventually your initial opponents and maybe some of their allies will return and try to push you. If your ally managed to survive, then all you need to do is just keep them alive by suppressing the opponent. If they fell, then you need to pay extra attention to any tank that managed to get within 300 m range and annihilate them on sight. &lt;br /&gt;
&lt;br /&gt;
Paying attention to your immediate surroundings is extremely important, because you can't win a fight if you are severely outnumbered and outgunned at the same time. The more damage you will cause, the more time you will buy for yourself and the more seriously the enemy will treat you later on, which will help with getting into their head.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 2.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
It is not unlikely that while you are dealing with an obvious threat, someone manages to sneak up on you by using terrain features, or by simply using your reload timings against you. You need to be able to recognize this situation immediately and act ruthlessly if you want to survive or at least take down one of them with you.&lt;br /&gt;
&lt;br /&gt;
If you are very lucky, you will still have a teammate around, and by simply scouting the enemy and spamming some chat messages you can get them to remove the threat for you. More likely though, is that you are completely alone and the enemy is already standing next to you, just waiting for you to look away.&lt;br /&gt;
&lt;br /&gt;
If you were prudent at suppressing every enemy tank around, they are likely to be on a repair and/or are staying low, so you can immediately assault your &amp;quot;guest&amp;quot; with smoke grenades, mark them with scouting ability and proceed to shoot them with your gun. This works best if the terrain is completely flat.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 3.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
If you didn't seize the opportunity, or the opponents were way too competent at covering eachother, you will find yourself in a situation, where you are outnumbered 3 to 1 from multiple sides and can't use your strongest weapon at all. Still, they don't necessarily know that you can't fire ATGM directly at them, so after being bombarded all the way to the capture point, they may have second thoughts, or hope that their teammate takes a hit for them instead.&lt;br /&gt;
&lt;br /&gt;
At this point, as soon as one of them attacks you, all of them will, so you need to make it count. Mark all of them with scouting and wait until they group up, then start spamming smoke grenades everywhere in order to create a huge smoke area. If you can, drop some smokes directly into their face as well. &lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 4.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
The bravest among them is very likely to instantly lose their cool and rush forward into the smoke to end your prank, but they will not be able to properly aim at your turret, so likelihood of you instantly dying is already reduced. Do your best to sidestep them and hit their tank on the sides (or any weak spot that you can remember), while keeping yourself as much as possible within the smoke screens. If you can't do it within smoke screens (it may be difficult in RB) - blatantly drive out of the smoke and just shoot at the &amp;quot;rusher&amp;quot;'s back until they explode and try to retreat back in before their allies tore the KF41 apart. &lt;br /&gt;
&lt;br /&gt;
What happens after depends purely on the skill level of players involved and luck, so it is best to not let the enemy get so much of an advantage in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 beats the opponent by sidestepping.jpg|frameless]]&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;
* Access to fire and forget missiles&lt;br /&gt;
** Thermal commander scope and ATGM launcher setup allow for extremely safe or extremely offensive attacks &lt;br /&gt;
* Powerful main armament, sometimes capable of penetrating LFP of medium tanks&lt;br /&gt;
* Equipped with hard-kill APS, able to stop enemy ATGMs&lt;br /&gt;
* Mobile for being a tracked platform&lt;br /&gt;
* Great elevation angles, can easily fend off against enemy aircraft if they're near&lt;br /&gt;
* High amount of smoke grenades&lt;br /&gt;
* Technically counts as a makeshift SPAA if the commander is perceptive enough&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very big profile&lt;br /&gt;
* Weak armour against conventional ammunition, the turret is too vulnerable and looks way too much like the Puma, rendering the hull armour useless&lt;br /&gt;
* APS is too situational, does not work all the time&lt;br /&gt;
* Fire and forget missile reserves are very limited&lt;br /&gt;
* Cannon, although powerful, has a low fire rate and is unable to seriously damage most medium tanks directly from the front before they obliterate KF41&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;
Rheinmetall initiated the development of the KF series of combat vehicles to fill a noticeable gap in the market for tracked vehicles. The company aimed to create a design versatile enough to outperform direct competitors while still being able to efficiently carry out peacetime operations.&lt;br /&gt;
&lt;br /&gt;
The vehicle was first unveiled in its lighter KF31 configuration in June 2016 at the Eurosatory exhibition. This debut was soon followed by the heavier KF41 variant, unveiled at the same event in 2018. By 2020, Rheinmetall had entered negotiations with several potential operators, including Australia, the Czech Republic, and the United States. Hungary became the KF41's first official operator in September of that year, placing an order for 218 vehicles.&lt;br /&gt;
&lt;br /&gt;
- ''[[wt:en/news/8458-development-kf41-the-majestic-lynx-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_kf_41 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dS_0tpx-u1E|'''The Shooting Range #373''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[PUMA VJTF]]&lt;br /&gt;
* [[Freccia]]&lt;br /&gt;
* [[VCC-80/30]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8458-development-kf41-the-majestic-lynx-en|[Devblog] KF41: The Majestic Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;br /&gt;
[[Category:Ground vehicles with active protection system]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Ballistic_Computer&amp;diff=193974</id>
		<title>Ballistic Computer</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Ballistic_Computer&amp;diff=193974"/>
				<updated>2024-10-25T16:56:44Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: /* EEGS usage */ in-wiki EEGS means the thing that swaps your scope into the * thing, the gyroscopes are different and non-functional outside of AB (where it gives a circle) and SB (where it just works, lmao). hopefully this rewrite helps a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The '''Ballistic Computer''' is a system found on some modern aircraft and helicopters used to aid the player in the delivery of unguided air-to-ground munitions. There are two key functions of the ballistic computer: Constantly Computed Impact Point (CCIP) and Constantly Computed Release Point (CCRP). CCIP continually calculates where munitions will land and gives the pilot an accurate impact point to aim with. By comparison, CCRP allows the player to specify an impact point, the ballistic computer will then continually calculate at which point along the player's flight path munitions will need to be released in order to hit the player's designated impact point, automatically releasing the munitions when that point is reached.&lt;br /&gt;
&lt;br /&gt;
==Ballistic computer controls==&lt;br /&gt;
All ballistic computer key binds are unbound by default, you must bind a key to them or use the Multi-function menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ballistic Computer Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Ballistic Computer || Unbound || Obsolete, but referred to in many older guides. Separated into Toggle Cannon Ballistic Computer, and Toggle Rocket Ballistic Computer.&lt;br /&gt;
|-&lt;br /&gt;
|Toggle Cannon Ballistic Computer&lt;br /&gt;
|Unbound&lt;br /&gt;
|Toggles the cannon ballistic computer functionality on or off.&lt;br /&gt;
|-&lt;br /&gt;
|Toggle Rocket Ballistic Computer&lt;br /&gt;
|Unbound&lt;br /&gt;
|Toggles the rocket ballistic computer functionality on or off.&lt;br /&gt;
|-&lt;br /&gt;
| Activate target point || Unbound || Places the target point where the player's reticle is pointing&lt;br /&gt;
|-&lt;br /&gt;
| Deactivate target point || Unbound || Removes any previously placed target point&lt;br /&gt;
|-&lt;br /&gt;
| Switch mission bombing target || Unbound || Automatically places the target point on a bombing point (mini-base or airfield). Press multiple times to select different bases.&lt;br /&gt;
|-&lt;br /&gt;
| Switch sight mode in cockpit || Unbound || Cycles between different targeting modes for the gyroscopic gunsight in the cockpit, if available for the aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CCIP usage==&lt;br /&gt;
===CCIP for guns===&lt;br /&gt;
To use CCIP for guns you must first turn on your ballistic computer using the &amp;quot;Toggle Ballistic Computer&amp;quot; control, when you do this a &amp;quot;CCIP&amp;quot; indicator will appear next to the ammo count of the weapon(s) which CCIP is active for (see images below). For aircraft, once the ballistics computer is on pointing your aiming reticle at a point on the ground (up to around 2.6 km away) will activate CCIP. When CCIP is activated the aiming reticle will gain a second set of angled crosshairs (signifying CCIP is active) and move to the point on the ground where your rounds will land; this can be seen in the images below, notice how the reticle has moved downwards and gained an additional set of angled crosshairs.&lt;br /&gt;
&lt;br /&gt;
For helicopters activating CCIP for guns will cause the gun reticle to gain the additional angled crosshairs. For helicopters with turreted weapons, CCIP makes no real difference as the gun reticle behaves pretty much like CCIP by default, however for helicopters with fixed guns CCIP behaves much the same as with aircraft, albeit with greater range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:CCIP Gun Aircraft Off.jpg|The normal gun reticle on a [[Phantom FGR.2]].&lt;br /&gt;
File:CCIP Gun Aircraft On.jpg|The CCIP gun reticle on a [[Phantom FGR.2]].&lt;br /&gt;
File:CCIP Gun Helicopter Off.jpg|The normal gun reticle on an [[AH-64A Peten (USA)|AH-64A Peten]].&lt;br /&gt;
File:CCIP Gun Helicopter On.jpg|The CCIP gun reticle on an [[AH-64A Peten (USA)|AH-64A Peten]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CCIP for rockets===&lt;br /&gt;
To use CCIP for rockets you must first turn on your ballistic computer using the &amp;quot;Toggle Ballistic Computer&amp;quot; control, when you do this a &amp;quot;CCIP&amp;quot; indicator will appear next to the ammo count of the weapon(s) which CCIP is active for (see images below). For aircraft, once the ballistics computer is on pointing your aiming reticle at a point on the ground (up to around 5.2 km away) will activate CCIP. When CCIP is activated your rocket reticle will change to an &amp;quot;X&amp;quot; with a dot in the middle and move to the point on the ground where your rockets will land; this can be seen in the images below, notice how the reticle has moved and changed to an &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For helicopters activating CCIP for rockets will cause the rocket reticle to gain a set of angled crosshairs and move to the point on the ground where your rockets will land; this can be seen in the images below, notice how the reticle has moved downwards and gained an additional set of angled crosshairs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:CCIP Rocket Aircraft Off.jpg|The normal rocket reticle on a [[Phantom FGR.2]].&lt;br /&gt;
File:CCIP Rocket Aircraft On.jpg|The CCIP rocket reticle on a [[Phantom FGR.2]].&lt;br /&gt;
File:CCIP Rocket Helicopter Off.jpg|The normal rocket reticle on an [[AH-64A Peten (USA)|AH-64A Peten]].&lt;br /&gt;
File:CCIP Rocket Helicopter On.jpg|The CCIP rocket reticle on an [[AH-64A Peten (USA)|AH-64A Peten]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CCIP for bombs===&lt;br /&gt;
CCIP for bombs is always activated for vehicles which have it (regardless of if the ballistic computer is turned on). Aircraft with CCIP for bombs will have a &amp;quot;CCIP&amp;quot; indicator next to the ammo count for the player's bombs. It simply provides an &amp;quot;arcade-style&amp;quot; bombsight on the ground to accurately tell the player where their bombs will land; as seen in the images below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:CCIP Bomb Aircraft.jpg|The bomb CCIP marker on a [[Phantom FG.1]].&lt;br /&gt;
File:CCIP Bomb Helicopter.jpg|The bomb CCIP marker on a [[Ka-50]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CCRP usage==&lt;br /&gt;
{{Notice|While a target point is activated you cannot drop bombs manually (CCRP must be used), press the &amp;quot;Deactivate target point&amp;quot; key to remove the target point and restore normal bombing functionality.|!}}&lt;br /&gt;
&lt;br /&gt;
In addition to CCIP, some aircraft have the option of dropping bombs using CCRP. Using CCRP does not require the ballistic computer to be turned on, however the process is more involved than using CCIP. First, the player must select a target point where they want their bombs to land. This can be achieved in one of two ways; the first is to point your aiming reticle where you want the bombs to land and then press the &amp;quot;Activate target point&amp;quot; key; the other is to press the &amp;quot;Switch mission bombing target&amp;quot; key, this will automatically place the target point on one of the missions &amp;quot;mini-bases&amp;quot; or airfield (press the key multiple times to cycle through available targets). You can place the target point on one pass and then come around for a second pass to drop the bombs (the marker will disappear when your plane is not facing towards it, however will reappear when you point your plane towards it again, the &amp;quot;CCIP/RP&amp;quot; indicator will remain present throughout). Note that while a target point is active you cannot drop bombs manually (CCRP must be used), press the &amp;quot;Deactivate target point&amp;quot; key to remove the target point and restore normal bombing functionality.&lt;br /&gt;
&lt;br /&gt;
Both of the above methods will place a red target point square on the ground and activate CCRP and a &amp;quot;CCIP/RP&amp;quot; indicator will appear next to the ammo count of the player's bombs. More noticeably a vertical white line will appear passing through the target point. This line will have a circle on it, with a horizontal line somewhere above the circle; the circle and line will move up and down as the player's aircraft pitches up and down, and the line will move towards the circle as the player approaches the target point. The player must place their aiming reticle over the circle and then press and hold either the &amp;quot;Drop bomb&amp;quot; or &amp;quot;Drop bomb series&amp;quot; key (depending on if you want to drop one or multiple bombs).&lt;br /&gt;
&lt;br /&gt;
When the key to drop bombs is pressed you will notice that no bombs are dropped, however a set of angled crosshairs appear around the circle on the vertical line, and &amp;quot;Bomb release permission&amp;quot; will appear at the bottom of your screen. You must now continue to hold whichever key you pressed to drop the bombs, while keeping your reticle pointed in the circle. As the circle moves with your pitch you can make pitch (nose of the aircraft up or down) adjustments, however you should take care not to yaw (nose of the aircraft side to side) off of the white line, it is also advisable to avoid rolling the aircraft (keep it as level as possible). As you fly towards the target point the horizontal line will move close to the circle, until the touch, at which point the bombs will automatically be released, and should hit the target point.&lt;br /&gt;
&lt;br /&gt;
{{Notice|When dropping a bomb series the velocity of the aircraft can mean only the first set of bombs hit (the rest overshoot) therefore it is recommended to only drop bomb series in a drive or against large targets such as airfields/groups of ground targets.|!}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:CCRP Stage 1.jpg|Stage 1: A target point has been selected (placed on some parked vehicles), the &amp;quot;CCIP/RP&amp;quot; indicator is present and the white vertical line has appeared.&lt;br /&gt;
File:CCRP Stage 2.jpg|Stage 2: The player has placed their reticle over the circle and is holding the &amp;quot;Drop bomb&amp;quot; key, the crosshairs and &amp;quot;Bomb release permission&amp;quot; text have appeared.&lt;br /&gt;
File:CCRP Stage 3.jpg|Stage 3: The player has approached the target point and the horizontal line has gotten closer to the circle.&lt;br /&gt;
File:CCRP Stage 4.jpg|Stage 4: The bombs have been automatically released.&lt;br /&gt;
File:CCRP Stage 5.jpg|Stage 5: The targets have been destroyed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==EEGS usage==&lt;br /&gt;
&lt;br /&gt;
EEGS (short from Enhanced Envelope Gunsight) is similar to the CCIP for guns, but instead of calculating where the bullets will hit on the ground, it calculates where they would hit currently tracked (presumably, aerial) target within the next second, if possible. This is a sophisticated feature and it is different from the gyroscopic gunsight.&lt;br /&gt;
&lt;br /&gt;
To use it, your plane must have the EEGS mode available. Plane should also have a radar or a laser tracking technology (like LITENING or TIALD) that is capable of locking on. The radar is NOT required for EEGS, although almost all planes that have EEGS also have the radar as well. Technically, player can even track the target by using &amp;quot;activate target point&amp;quot; key if they are good enough, but this seems unintended. &lt;br /&gt;
&lt;br /&gt;
When the EEGS thinks it understands what exactly you want to attack, the aircraft UI will display &amp;quot;CNN AUTO&amp;quot; (even if you lock onto the ground). EEGS mark from the radar lock-on overrides the EEGS from laser pointer when the target from radar EEGS gets close enough. EEGS overrides CCIP whenever its predicitons become feasible (CCIP typically has double or triple the range, as the ground cannot move).&lt;br /&gt;
&lt;br /&gt;
Since EEGS only predicts what happens in the next second, the ranges at which it predicts hits may vary significantly. In a head-on jet-on-jet scenario, the range is typically around 1.5-1.8 km from enemy plane (up to 2.1 km in very rare cases), while from the enemy rear it will only give predictions from about 1.2 km away or closer. When attacking ground vehicles or passive helicopters, the average range is 1.5 km.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
EEGS with a laser pointer.jpg&lt;br /&gt;
EEGS with a radar.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When enemy is within EEGS range, the crosshair changes shape to the same as with CCIP for guns, and begins to assist in aiming. Place this new crosshair directly on top of the target and pull the trigger, or simply flick it over the target while firing. The EEGS accounts for different gun convergences, so it generally can be trusted in any situation, though it doesn't change how the weapon itself works, so pilot still needs to understand which vertical convergence ranges benefits their aircraft the most.&lt;br /&gt;
&lt;br /&gt;
The EEGS mode cannot predict where the enemy will fly, so simply placing the crosshair on top of the enemy and firing guns doesn't guarantee a hit if the enemy is actively maneuvering. Some specific aircraft have imperfect EEGS prediction which always gives a consistent aiming error (like forcing the pilot to always aim a bit ahead). It only works with 100% reliability when the enemy is flying predictably, so in a constant curve or just straight into one direction.&lt;br /&gt;
&lt;br /&gt;
EEGS accuracy is also affected by the quality of the lock-on. While it isn't affected by the radar multipath (unlike missiles), chaff may break radar lock-on completely and thus confuse the EEGS as the &amp;quot;target&amp;quot; suddenly lost a lot of speed, planes flying in a formation will throw off both your radar lock and reduce the prediction quality, etc. Laser lock is almost always perfect, but locking the laser on the aircraft takes time as it can only be done manually and may be very challenging depending on the aircraft (for example, external guidance devices are almost always located under the wings and may not be able to look up).&lt;br /&gt;
&lt;br /&gt;
While EEGS is designed to predict shots onto plane's current target only, it's approximations can be used to hit any random aircraft within 300 m of it. The further are the aircrafts apart, the worse the prediction becomes.&lt;br /&gt;
&lt;br /&gt;
== In the cockpit ==&lt;br /&gt;
Use of the ballistic computer in the cockpit requires the aircraft to be equipped with a gyroscopic gunsight. Use of the &amp;quot;Switch sight mode in cockpit&amp;quot; keybind will cycle between up to 4 different modes, depending on the armaments equipped, and either move the gunsight accordingly or present extra pippers for specific targeting:&lt;br /&gt;
&lt;br /&gt;
* Standard - the default gunsight&lt;br /&gt;
* Cannon on ground target - CCIP for the primary (or [[weapons selector|selected]]) guns&lt;br /&gt;
* Rockets - CCIP for the next-launched rocket&lt;br /&gt;
* Bombs - CCIP for the next-dropped bomb&lt;br /&gt;
&lt;br /&gt;
Vehicles with special [[HUD]]s commonly have specific HUD elements to denote the CCIP target.&lt;br /&gt;
&lt;br /&gt;
==List of vehicles with Ballistic Computers==&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vehicle !! Country !! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! EEGS&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_a21a_3}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_a32a}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_a32a_red_adam}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_4e_late_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_4e_early}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_4e_early_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_5c}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_6e_tram}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_7d}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_7e}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_7k}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_10a_early}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_10a_late}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_aj37}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_ajs37}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|alpha_jet_a}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|alpha_jet_e}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|amx}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|amx_a_1a_brazil}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|av_8a}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|av_8b_plus}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|av_8b_plus_italy}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|av_8c}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_4n}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|b-57b}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16d_block_40_barak_2}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_15a_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_15c_baz_msip}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|buccaneer_s1}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|buccaneer_s2}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|buccaneer_s2b}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|etndard_4m}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f4d_1}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f1}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4c}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej_adtw}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej_kai}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4ej}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f_late}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4f_kws_lv}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4j}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4jk}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4s}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-5e}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-5e_aidc}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-5e_fcu_thailand}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_14a_early}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_14b}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_15a}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_15c_msip2}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_15j}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_15j_kai}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16a_block_10}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16a_block_15_belgium}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16a_block_15_adf}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16a_block_15_adf_italy}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16a_block_20_mlu}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16aj}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16am_block_15_mlu_belgium}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16c_block_50}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_20a}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84b}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_germany}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_israel_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_italy}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-84f_iaf}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-100d_france}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_100f_china}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_belgium}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_china}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104g_italy}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s_asa}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-104s_cb}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-105d}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_111a}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fiat_g91_ys}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|harrier_gr1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|harrier_gr3}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|harrier_gr7}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hunter_f58_switzerland}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7d}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_7e}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_8b}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_8f}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_11}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|j_11a}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_ja37}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_ja37d}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jaguar_a}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jaguar_e}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jaguar_gr1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jaguar_gr1a}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jaguar_is}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_jas39a}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_jas39c}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_jas39c_south_africa}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_jas39c_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jh_7a}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|kfir_c2}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|kfir_c7}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|kfir_canard}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4e_kurnass_2000}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-15bis_ish}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis_lazur}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bison}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_sps_k}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_21_bis_finland}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis_sau}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_bis_sau_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_f13}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_mf_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_pfm}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_s}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig-21_smt}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23bn}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23mf_germany}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23mf_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23ml}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23mla}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_23mld}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_27k}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_27m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_29_9_12_germany}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_29_9_12b_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_29_9_13}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_29_9_12g}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mig_29smt_9_19}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_milan}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_5f}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000_5f}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000c_s4}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000c_s5}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000d_r1}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_4000}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_f1c}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_f1c_200}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_f1ct}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_3e}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_16a_block_10_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ucav_orion}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4k}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f-4m_fgr2}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|q_5a}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|q_5l}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_460_saar}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_j35xs}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|saab_105g}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sea_harrier_fa2}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|harrier_frs1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|harrier_frs1_early}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7b}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bkl}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su-7bmk}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_17m2}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_17m4}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_22m3}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_22m3_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_22m4}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_22um3k}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_25}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_25_558arz}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_25k}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_25sm3}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_25t}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_27}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_27sm}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|su_25tm}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|super_etendard_97}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_adv}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_f3}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_f3_late}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_gr1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_ids_it_mod95}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_ids_de_assta1}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_ids_de_mfg}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_ids_de_wtd61}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|yak-28b}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|yak-38}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|yak-38m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|yak_141}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vehicle !! Country !! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_129_cbt}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_129_a}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_mk1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1s_early}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1f}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1s_late}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1s}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1w}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1w_china}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1z}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_6m}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_60_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_greece_usa}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_peten}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_peten_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_japan}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_129_d}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ahs}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_had_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_hap_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_uht}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_29}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_50}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_52}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mh_60l_dap}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_8amtsh}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24a}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24d}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24d_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p_german}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p_german_hfs80}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24v}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24v_hungary}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_28a_sweden}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_28n}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_28nm}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_35m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|oh_58d}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|oh_58d_china}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_2_rooivalk}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_i_saraph}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t_129_atak}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_had_block2_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1f_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|yah_64}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_9w}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_9wa}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_10}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_19}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_19e}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block &amp;quot;/ History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|0k4QRAI_ILw|'''The Shooting Range #369''' - ''Tactics &amp;amp; Strategy'' section at 07:05 discusses toss bombing.|rzSI8Ax8pYA|'''How to Bomb Smarter - CCRP &amp;amp; Toss Bombing Explained''' - ''Jaek_''|RpV8RdPmmhQ|'''Using The CCRP''' - ''Tims Variety''|p8xlkPodauE|'''Simulator - Tutorial: How To Bomb with CCRP in the Su-17M2''' - LanceLynxx|oxSLAnHz7N8|'''1.99 CCRP explanation (Simulator Battles)''' - Dovacat|P4oCwyETKJo|'''How to use CCRP bombing''' - Hunting Fox|FiDR5XVSPWE|'''How To Use C.C.I.P (Constantly Computed Impact Point) In Jets and Helicopters''' - Sako Sniper}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[HUD]] - How the ballistic computer is integrated into aircraft HUDs&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--Paste links to sources and external resources, such as:&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6637-development-new-onboard-aviation-systems-en|[Devblog] New onboard aviation systems]]&lt;br /&gt;
* [[wikipedia:Constantly_computed_impact_point|[Wikipedia] Constantly computed impact point]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:EEGS_with_a_radar.jpg&amp;diff=193973</id>
		<title>File:EEGS with a radar.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:EEGS_with_a_radar.jpg&amp;diff=193973"/>
				<updated>2024-10-25T16:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: An example of EEGS with a radar. The lock is required.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of EEGS with a radar. The lock is required.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:EEGS_with_a_laser_pointer.jpg&amp;diff=193972</id>
		<title>File:EEGS with a laser pointer.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:EEGS_with_a_laser_pointer.jpg&amp;diff=193972"/>
				<updated>2024-10-25T16:48:51Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demonstration of EEGS with TIALD laser pointer.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:EEGS_with_a_laser_pointer.jpg&amp;diff=193971</id>
		<title>File:EEGS with a laser pointer.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:EEGS_with_a_laser_pointer.jpg&amp;diff=193971"/>
				<updated>2024-10-25T16:48:38Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Demonstartion of EEGS with TIALD laser pointer.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demonstartion of EEGS with TIALD laser pointer.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:Ballistic_Computer&amp;diff=193967</id>
		<title>Talk:Ballistic Computer</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:Ballistic_Computer&amp;diff=193967"/>
				<updated>2024-10-25T15:52:16Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: second opinion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== EEGS ===&lt;br /&gt;
the same topic is i think in [[https://wiki.warthunder.com/Airborne_radars#Radar_gunsights]]. If its infact the same thing, consider putting a link. maybe a mod can sort this out. --[[User:U30821137|U30821137]] ([[User talk:U30821137|talk]]) 08:29, 25 October 2024 (UTC)&lt;br /&gt;
:That link is somewhat related, but it's mostly talking about radar type, also, if you are not playing in AB, that only really affects gyro sights (only usable in cockpit, and only really in simulator mode, basically different feature from EEGS). I guess i'll try to help by adding all i know about it in the edit. Linking into radar pages also won't work, because you can use EEGS through LITENING (laser) or by just cheating with &amp;quot;select mission target&amp;quot; keybing (though it's really difficult to target the plane with that) --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 15:51, 25 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193894</id>
		<title>KF41</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193894"/>
				<updated>2024-10-23T20:48:04Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: additional explanation on APS.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_kf_41&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 '''KF41 Lynx''' is a modern IFV design from the German Rheinmetall company, exported to the Hungarian Army. On July 31, 2024, the Hungarian army received its first KF41. The order was for 209 KF41s to be delivered in seven variants, ranging from the regular IFV, command variants with improved communications, all the way to medical transports and mortar carriers. By 2024, it is expected to receive 46 KF41s in the first delivery batch. The production of the vehicle was set up in a production plant in Zalaegerszeg with 51% investment from Rheinmetall and 49% from the Hungarian government.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as part of the Hungarian branch of the Italian tech tree. The KF41 invites comparisons with the [[PUMA VJTF]] IFV; they are both heavily armed and armoured IFVs with good mobility and much heavier and bigger than their counterparts like the BMP-3 and the American Bradley IFV, but in reality they couldn't be any further apart. Unlike the PUMA, KF41 focuses on maximizing its scouting potential and is optimized for combat centered around fire-and-forget ATGMs by having a unique AMAP-ADS hard-kill active protection system, as well as a high amount of smoke grenades. In doing so the KF41 sacrifices aspects of the PUMA, like the unmanned turret, soft-kill APS, and ERA/NERA. Because of this, it is extremely vulnerable to attacks that the hard-kill APS cannot stop. Nevertheless, thanks to the Spike ATGMs and extremely good commander sight, it is a capable support vehicle and extremely potent capture point defender, being able to achieve long-range kills with its APFSDS and ATGM against both tanks and helicopters. For the latter threat, it can also utilise its AHEAD rounds from the 30 mm autocannon which are more capable at dealing with air threats.&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;
Despite its contemporary design akin to the Puma IFV, the KF41 exhibits a notable shortfall in protection against conventional rounds, as NERA is replaced by the AMAP-ADS APS which can only intercept objects flying at 70 to 700 m/s which means it can only really destroy ATGM (and not really all of them). The APS is incapable of intercepting HE shells as they generally fly at 850 m/s speed at the BR. This APS mainly ensures that the KF41 is the only vehicle around that is allowed to use the Spike ATGM freely, as well as stopping any cannon launched ATGM upon launch, which can sometimes help against light and medium tanks. &lt;br /&gt;
[[File:KF41 ATGM exchange.jpg|thumb|right|Although APS is very situational, it allows the KF41 to casually disregard enemy ATGM rain while going towards the capture point, where others would fall]]&lt;br /&gt;
The APS is somewhat unreliable and will often fail to intercept attacks that are supposed to be within its capacity to hit. Its coverage also isn't homogenous, with sides having much less APS ammunition, particularly at the front. If attacked by other light tanks, which generally carry at least two missiles at the BR, KF41 should present its front or the back and hide the sides.&lt;br /&gt;
&lt;br /&gt;
Any big gun at the BR should be able to obliterate the KF41 instantly. Even in AB, direct hit will put the tank into crew replenishment mode with obvious consequences. Nevertheless, its hull demonstrates commendable resilience against autocannons. The inclusion of external fuel tanks positioned behind the Active Protection System serves to bolster armour capabilities against smaller calibre projectiles, and the gunner with commander sit inside a basket that can prevent shrapnel and small shells from reaching them. However, the effectiveness of this additional protection is contingent upon various factors including impact angle, projectile type, as well as distance. The void spaces within the compartment enhance the vehicle's survivability, particularly when subjected to certain angles of attack.&lt;br /&gt;
&lt;br /&gt;
The turret is entirely different, and while it is impossible to use mere 12.7 mm to hit ammo racks of the KF41, it is vulnerable to 20 mm cannons and above. The shrapnel basket also doesn't extend into the turret, so anything penetrating the turret will hit the crew. This makes the tank protections mostly null and void, as almost everyone fire at the turret first anyway (partially, because it is the best way to disable the Puma as well). A direct hit on the turret would result in near-immediate incapacitation even in AB.&lt;br /&gt;
&lt;br /&gt;
Similar to the Puma, the crew compartment is compartmentalized, with the entire rear section, designated for infantry, remaining unoccupied. However, the amount of people at such high rank that would fire at the empty back of the tank is extremely low. &lt;br /&gt;
&lt;br /&gt;
The primary survivability feature of the KF41 lies in its capacity to attack on a move and out of cover, enabling it to swiftly navigate the battlefield, evade and pressure enemy tanks until commander managed to reach the strategic chokepoint. The tank has commander scope, 12.7 mm machine gun and the ATGM launchers put on the very top of the tank. they are located so high, that common HEAT shells and small ATGMs will do nothing but cause fires if they hit at the topmost part of the optics, which is only a mild inconvenience, compared to being hit directly. HE shells and strong ATGM like the MIM146 still can cause overpressure damage wide and strong enough to implode the tank, so at least some care should be taken when enemy starts actively firing back.&lt;br /&gt;
&lt;br /&gt;
The tank also has a huge amount of smoke grenades (20, fired in 10 pairs), which are most likely installed to break lock-on of IR and laser guided missiles of helicopters. They are also quite useful to sow chaos among enemy ranks, as enemy might fail to hit the KF41 turret and start compulsively firing at the more sturdy hull instead if they are completely blind.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,790|rbMinHp=1,022}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the KF41 falls short when compared to similar armoured vehicles. Even heavily armoured counterparts like the T-80BVM and Leopard 2 series boast higher top speeds and overall mobility, highlighting the KF41's relatively lacklustre performance in combat, evidenced by its power-to-weight ratio of 26.3, in contrast to the T-80BVM's 27.2. Nonetheless, it maintains a respectable level of mobility, enabling the vehicle to swiftly navigate the periphery of the battlefield and deliver flanking manoeuvres against enemy vehicles.&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|2}}&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|MK 30-2/ABM (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is equipped with the Mauser MK 30 automatic cannon, renowned for its powerful ammunition type and decent firing rate. While it may lack effectiveness against armoured vehicles in direct engagements, it proves highly advantageous for flanking manoeuvres and short-range anti-aircraft defense against helicopters or slow-moving, low-flying enemy jets. Players that already used [[VCC-80/30]] and it's Bushmaster autocannon will feel right at home with this weapon, noting slight increase in penetration power and magazine size.&lt;br /&gt;
[[File:KF 41 point blank gun kill through LFP.jpg|thumb|right|Try to actually gauge the power of the autocannon instead of randomly firing it everywhere and you will be rewarded for it.]]&lt;br /&gt;
When operating within a group, the cannon becomes instrumental in targeting critical components such as tracks or cannon barrels, thereby supporting allies engaged in frontal combat. Always try to aim for the sides or small weak spots in the turret front when there is nothing obvious left to hit. Randomly firing at the enemy tank upper hull plate will achieve nothing and will only make the target angry, as well as attract more unwanted attention from other tanks (or even aircraft), while firing at the turret may randomly cause internal damage or completely ruin the gun breech.&lt;br /&gt;
&lt;br /&gt;
It is advisable to utilize the APFSDS belt in most situations, reserving the AHEAD fragmentation belt for engagements with aircraft or lightly armoured vehicles. AHEAD will detonate at ranges fed to it by the anti-air IRST located in the sniper seat. The IRST cannot be locked on by the commander, so pay attention to which seat are you currently in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK 30-2/ABM (30 mm)|30 mm MK 30-2/ABM]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 348 (116) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 57.1 || 79.1 || 96.0 || 106.2 || 113.0 || rowspan=&amp;quot;2&amp;quot; | 0.26 || rowspan=&amp;quot;2&amp;quot; | 0.23 || rowspan=&amp;quot;2&amp;quot; | 0.21 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:MK 30-2/ABM (30 mm)/Ammunition|APDS, HEI-T, Ahead, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|Spike-LR2MR}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is outfitted with Spike-LR2MR IR fire-and-forget missiles, which exhibit a somewhat inconsistent reliability. While they offer the potential as stand-off weapons effective against heavily armoured targets as well as slow-moving, low-flying aircraft, their reliability can vary based on several factors including the target's speed, launch angle, distance, and the carrier's velocity. They also cannot be fired into a smoke screen.&lt;br /&gt;
&lt;br /&gt;
The positioning of the launcher and overall stability of the KF41 hull enables quasi No Line-of-Sight launches, contingent upon factors and the target's exposure level, albeit rendering the missile ineffective at distances shorter than 250 m (unless the target moves sideways, forcing the missile to slow down further). Since the launcher is located on the very top of the tank, it can lock even on a machine gun or radio antenna poking over a hill, allowing launches straight into enemy cover as soon as they try to pull up. Due to this, it is almost impossible to trade against loaded KF41 without getting hit as well. Do note, that it is the launcher that locks onto enemy tanks and not the commander scope, and it may be possible to lock when the enemy tank is not even visible.&lt;br /&gt;
[[File:KF41 atgm lock on presentation.jpg|thumb|right|The Spikes are comically easy to lock-on with KF41, and even one is often enough to scare opponents into smoking themselves]]&lt;br /&gt;
Spikes are blinded by the vegetation, but liberal application of the 12.7 mm M2HB MG located on top of the commander scope should be enough to remove any bushes that could block missile vision. If that isn't enough, the main weapon can destroy any remaining obstacles until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
Despite featuring a small warhead, Spikes can inflict significant damage on enemy tanks upon successful penetration and will almost surely attack the gun breech. A &amp;quot;double tap&amp;quot; with both missiles will obliterate or heavily damage the target tank with a probability of 90% if enemy does not drop smoke screens immediately. Sometimes, their capability for top-down attacks may encounter limitations, particularly against heavily protected tanks featuring NERA components on the roof like the Strv 122 or Leopard 2A7.&lt;br /&gt;
&lt;br /&gt;
The only thing truly holding the KF41 back from becoming a globally acknowledged menace is its pitiful ammo reserve of only 4 missiles (2 being pre-loaded into the launcher). It is, therefore, only possible to take out 2 tanks reliably until rearmed. Rearm on a capture point takes 15 seconds, which is the same with reload speed. KF41 that managed to make it to a secure capture point with great vantage can perpetually control at least two targets at once and can ruin an entire team on its own unless destroyed.&lt;br /&gt;
&lt;br /&gt;
In Arcade battles, spending all 4 missiles outside of a capture point is self-destructive, as the automatic rearm will take 2 minutes, without being able to shorten it afterwards. This, as well as the common map sizes, make the tank rather niche in arcade mode. It still can be extremely powerful if it manages to make it to the capture point while using only three missiles, probably even more so than in the RB due to it being able to spot anything via scouting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Spike-LR2MR]] missile&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| 4 (2) || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Spike-LR2MR/Ammunition|Spike-LR2}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
{{Specs-Tank-Weapon|4}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,200 (200) || 575 || -10°/+65° || -95°/+20°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 941 || - || -&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 KF41 can be loosely compared to the VCC-80/30, in which case the KF41 is an even further specialization in long range combat over kilometers of range. There are numerous in-game situations in which VCC is objectively better, simply because it has more missiles, better attack angles and smaller profile. It is often downright useless when engagement ranges reach 500 m, simply due to how strong the medium tanks are. Unfortunately, it's not possible for one player to have a complete control over the map, and what happens on the other end can affect you in the form of incoming airstrikes, which the KF41 can handle better.&lt;br /&gt;
&lt;br /&gt;
The KF41 can be likened to a larger-scale [[R3 T20 FA-HS|R3 T20]] in its operational approach. Despite its armour offering limited protection against only certain types of threats, its agility and firepower allows to use it in a range of roles. In addition to its primary functions of flanking enemy positions (preferrably with a teammate capable of finishing off the survivors), the KF41 excels as a platform for suppressive fire, capable of keeping adversaries pinned down with an additional threat of ATGM rain, while allies manoeuvre for advantageous positions. Furthermore, its often designated as a budget anti-aircraft asset - while not equipped with the extensive detection systems of dedicated anti-aircraft platforms, its weaponry and its built-in IRST make it a formidable deterrent against helicopters and low-flying aircraft. &lt;br /&gt;
&lt;br /&gt;
A lot of helicopters will also sometimes find themselves unable to destroy the KF41 even with a maximum stealth &amp;quot;turn on the laser in the last 5 seconds&amp;quot; tactical attack, when its APS decides to actually shoot the incoming missiles rather than ignore them, and the tank commander will immediately &amp;quot;smoke away&amp;quot; from the rest of the volley. It's worth noting that while the KF41's Active Protection System exhibits an extremely random behaviour, it will reliably prevent &amp;quot;death charge&amp;quot; of Soviet and Chinese light tanks that use super powerful ATGM pre-loaded as their first shot.&lt;br /&gt;
&lt;br /&gt;
On large scale battlefields like the &amp;quot;Fields of Sinai&amp;quot; or &amp;quot;Fields of Poland&amp;quot;, the KF41 emerges as a potent sniper unit, utilizing its cannon or Spike missiles to engage targets at extended ranges with precision and lethality. The strategic advantage of such long-range engagement capabilities cannot be overstated, as KF41 can disrupt travelling enemy snipers and neutralize high-value targets from afar. With the commander scope placement and the rather shallow arc of the PMC287 APFSDS, enemy tanks will find out, that their APFSDS cannot even hit the KF41 back and that, regrettably, nothing short of HE or an airstrike will be able to save them. A lot of tankers refuse to take multiple ammunition types and will find themselves shot and/or burned to death.&lt;br /&gt;
[[File:KF41 dominating capture point.jpg|thumb|right|Whether by a gun or a missile, KF41 wants to block enemy reinforcements from ever arriving]]&lt;br /&gt;
When forced to fight in close quarters, KF41 can fire smoke grenades into enemy faces to confuse and annoy them before pushing in. In the worst case it will make them shoot at the hull, as they probably won't be able to guess where your turret is, and it will help protect your crew. In the best case they will not notice you passing through or start panicking and moving around, and you will be able to land a side or back shot on them.&lt;br /&gt;
&lt;br /&gt;
Lastly, the KF41 is potentially a monster ATGM tank, severely limited by its ATGM count. It can fire over the tallest walls in the game and the enemy can barely hurt it back. There are many capture points in the game, that other snipers like to stall next to due to them being either well-protected or having direct sight onto the enemy spawn. The goals of these players are rather shallow and they generally get blasted by TOW-2B or otherwise countersniped when they get too greedy. The KF41, however, is nigh untargetable in its full hull-down state and is able to launch Spikes even at the enemy machine guns with only low possibility of a miss. Additionally, the APS and LWS will protect the tank from the worst when the enemy team finally decides to fight back. In some spots, KF41 can even endlessly fire directly into enemy spawns due to its height. Be aware, that you will probably die on your way to such a point and you will need to expose yourself to a flanking attack to be able to constantly reload and suppress an entire spawn point, especially in AB, but when you manage to entrench in such position, it's extremely worth it.&lt;br /&gt;
&lt;br /&gt;
;An extreme example of a fight over a capture point&lt;br /&gt;
&lt;br /&gt;
Since the KF41 is extremely good at holding capture points, but many maps are rather small for it (particularly in arcade battles), it may be a good idea to simply start the match in this tank, before the enemy had a chance to properly entrench. The capture point needs to have some kind of a rock or a building so that you can drive around it and evade incoming shots and launch Spikes over it at any incoming tanks. Capture points without any cover are bad because medium tanks will simply destroy you.&lt;br /&gt;
&lt;br /&gt;
After choosing a point, you can come alone or with a friend. A friend will likely take some of your kills, but will protect you from medium tanks that managed to slip through and get too close for your missiles to hit. Likewise, you can assist them by at least dropping Spikes on any tank that tries to push them away or even by gunning the enemy down if they ignore you. If there are any drones flying nearby, you can also destroy those simply to remove them or for bomber points in AB.&lt;br /&gt;
&lt;br /&gt;
In a perfect world, your situation should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 0.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
While the enemy recovers after initial loss, you need to use the drone to check on your situation (maybe someone managed to wait the fight out behind some building or a rock), use bomber points if playing AB and nobody is around, then start whailing on every passing by tank and aircraft with your missiles and autocannon. As long as nobody can come even remotely close to your capture point without being damaged, you will be able find a way to accumulate points by just existing.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 1.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Eventually your initial opponents and maybe some of their allies will return and try to push you. If your ally managed to survive, then all you need to do is just keep them alive by suppressing the opponent. If they fell, then you need to pay extra attention to any tank that managed to get within 300 m range and annihilate them on sight. &lt;br /&gt;
&lt;br /&gt;
Paying attention to your immediate surroundings is extremely important, because you can't win a fight if you are severely outnumbered and outgunned at the same time. The more damage you will cause, the more time you will buy for yourself and the more seriously the enemy will treat you later on, which will help with getting into their head.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 2.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
It is not unlikely that while you are dealing with an obvious threat, someone manages to sneak up on you by using terrain features, or by simply using your reload timings against you. You need to be able to recognize this situation immediately and act ruthlessly if you want to survive or at least take down one of them with you.&lt;br /&gt;
&lt;br /&gt;
If you are very lucky, you will still have a teammate around, and by simply scouting the enemy and spamming some chat messages you can get them to remove the threat for you. More likely though, is that you are completely alone and the enemy is already standing next to you, just waiting for you to look away.&lt;br /&gt;
&lt;br /&gt;
If you were prudent at suppressing every enemy tank around, they are likely to be on a repair and/or are staying low, so you can immediately assault your &amp;quot;guest&amp;quot; with smoke grenades, mark them with scouting ability and proceed to shoot them with your gun. This works best if the terrain is completely flat.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 3.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
If you didn't seize the opportunity, or the opponents were way too competent at covering eachother, you will find yourself in a situation, where you are outnumbered 3 to 1 from multiple sides and can't use your strongest weapon at all. Still, they don't necessarily know that you can't fire ATGM directly at them, so after being bombarded all the way to the capture point, they may have second thoughts, or hope that their teammate takes a hit for them instead.&lt;br /&gt;
&lt;br /&gt;
At this point, as soon as one of them attacks you, all of them will, so you need to make it count. Mark all of them with scouting and wait until they group up, then start spamming smoke grenades everywhere in order to create a huge smoke area. If you can, drop some smokes directly into their face as well. &lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 4.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
The bravest among them is very likely to instantly lose his cool and rush forward into the smoke to end your prank, but he will not be able to properly aim at your turret, so likelihood of you instantly dying is already reduced. Do your best to sidestep them and hit their tank on the sides (or any weak spot that you can remember), while keeping yourself as much as possible within the smoke screens. If you can't do it within smoke screens (it may be difficult in RB) - blatantly drive out of the smoke and just shoot at the &amp;quot;rusher&amp;quot;'s back until they explode and try to retreat back in before their allies tore the KF41 apart. &lt;br /&gt;
&lt;br /&gt;
What happens after depends purely on the skill level of players involved and luck, so it is best to not let the enemy get so much of an advantage in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 beats the opponent by sidestepping.jpg|frameless]]&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;
* Access to fire and forget missiles&lt;br /&gt;
** The commander scope and launcher setup allow for extremely safe or extremely offensive attacks &lt;br /&gt;
* Powerful main armament&lt;br /&gt;
* Equipped with hard-kill APS, able to stop enemy ATGMs&lt;br /&gt;
* Mobile for being a tracked platform&lt;br /&gt;
* Great elevation angles, can easily fend off against enemy aircraft if they're near&lt;br /&gt;
* High amount of smoke grenades&lt;br /&gt;
* Technically counts as a makeshift SPAA if the commander is perceptive enough&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very big profile&lt;br /&gt;
* Weak armour against conventional ammunition, the turret is too vulnerable and looks way too much like the Puma, rendering the hull armour useless&lt;br /&gt;
* APS is too situational, does not work all the time&lt;br /&gt;
* Fire and forget missile reserves are very limited&lt;br /&gt;
* Cannon, although powerful, has a low fire rate and is unable to seriously damage most medium tanks directly from the front&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;
Rheinmetall initiated the development of the KF series of combat vehicles to fill a noticeable gap in the market for tracked vehicles. The company aimed to create a design versatile enough to outperform direct competitors while still being able to efficiently carry out peacetime operations.&lt;br /&gt;
&lt;br /&gt;
The vehicle was first unveiled in its lighter KF31 configuration in June 2016 at the Eurosatory exhibition. This debut was soon followed by the heavier KF41 variant, unveiled at the same event in 2018. By 2020, Rheinmetall had entered negotiations with several potential operators, including Australia, the Czech Republic, and the United States. Hungary became the KF41's first official operator in September of that year, placing an order for 218 vehicles.&lt;br /&gt;
&lt;br /&gt;
- ''[[wt:en/news/8458-development-kf41-the-majestic-lynx-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_kf_41 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dS_0tpx-u1E|'''The Shooting Range #373''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[PUMA]]&lt;br /&gt;
* [[Freccia]]&lt;br /&gt;
* [[VCC-80/30]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8458-development-kf41-the-majestic-lynx-en|[Devblog] KF41: The Majestic Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;br /&gt;
[[Category:Ground vehicles with active protection system]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_ATGM_exchange.jpg&amp;diff=193893</id>
		<title>File:KF41 ATGM exchange.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_ATGM_exchange.jpg&amp;diff=193893"/>
				<updated>2024-10-23T20:38:28Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: KF41 is being attacked by IR ATGM in the middle of nowhere while firing back.

Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KF41 is being attacked by IR ATGM in the middle of nowhere while firing back.&lt;br /&gt;
&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193888</id>
		<title>KF41</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193888"/>
				<updated>2024-10-23T15:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: /* Additional armament */ managed to mangle the tank name in one of the big edits, so fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_kf_41&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 '''KF41 Lynx''' is a modern IFV design from the German Rheinmetall company, exported to the Hungarian Army. On July 31, 2024, the Hungarian army received its first KF41. The order was for 209 KF41s to be delivered in seven variants, ranging from the regular IFV, command variants with improved communications, all the way to medical transports and mortar carriers. By 2024, it is expected to receive 46 KF41s in the first delivery batch. The production of the vehicle was set up in a production plant in Zalaegerszeg with 51% investment from Rheinmetall and 49% from the Hungarian government.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as part of the Hungarian branch of the Italian tech tree. The KF41 invites comparisons with the [[PUMA VJTF]] IFV; they are both heavily armed and armoured IFVs with good mobility and much heavier and bigger than their counterparts like the BMP-3 and the American Bradley IFV, but in reality they couldn't be any further apart. Unlike the PUMA, KF41 focuses on maximizing its scouting potential and is optimized for combat centered around fire-and-forget ATGMs by having a unique AMAP-ADS hard-kill active protection system, as well as a high amount of smoke grenades. In doing so the KF41 sacrifices aspects of the PUMA, like the unmanned turret, soft-kill APS, and ERA/NERA. Because of this, it is extremely vulnerable to attacks that the hard-kill APS cannot stop. Nevertheless, thanks to the Spike ATGMs and extremely good commander sight, it is a capable support vehicle and extremely potent capture point defender, being able to achieve long-range kills with its APFSDS and ATGM against both tanks and helicopters. For the latter threat, it can also utilise its AHEAD rounds from the 30 mm autocannon which are more capable at dealing with air threats.&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;
Despite its contemporary design akin to the Puma IFV, the KF41 exhibits a notable shortfall in protection against conventional rounds, as NERA is replaced by the AMAP-ADS APS which can only intercept objects flying at 70 to 700 m/s which means it can only really destroy ATGM (and not really all of them). This APS ensures that KF41 is the only vehicle around allowed to use the Spike ATGM freely, and any cannon launched ATGM are likely to be destroyed upon launch, which can sometimes help against light tanks. The APS is somewhat unreliable and will often fail to intercept attacks that are supposed to be within its capacity to hit.&lt;br /&gt;
&lt;br /&gt;
Any big gun at the BR should be able to obliterate the KF41 instantly. Even in AB, direct hit will put the tank into crew replenishment mode with obvious consequences. Nevertheless, its hull demonstrates commendable resilience against autocannons. The inclusion of external fuel tanks positioned behind the Active Protection System serves to bolster armour capabilities against smaller calibre projectiles, and the gunner with commander sit inside a basket that can prevent shrapnel and small shells from reaching them. However, the effectiveness of this additional protection is contingent upon various factors including impact angle, projectile type, as well as distance. The void spaces within the compartment enhance the vehicle's survivability, particularly when subjected to certain angles of attack.&lt;br /&gt;
&lt;br /&gt;
The turret is entirely different, and while it is impossible to use mere 12.7 mm to hit ammo racks of the KF41, it is vulnerable to 20 mm cannons and above. The shrapnel basket also doesn't extend into the turret, so anything penetrating the turret will hit the crew. This makes the tank protections mostly null and void, as almost everyone fire at the turret first anyway (partially, because it is the best way to disable the Puma as well). A direct hit on the turret would result in near-immediate incapacitation even in AB.&lt;br /&gt;
&lt;br /&gt;
Similar to the Puma, the crew compartment is compartmentalized, with the entire rear section, designated for infantry, remaining unoccupied. However, the amount of people at such high rank that would fire at the empty back of the tank is extremely low. &lt;br /&gt;
&lt;br /&gt;
The primary survivability feature of the KF41 lies in its capacity to attack on a move and out of cover, enabling it to swiftly navigate the battlefield, evade and pressure enemy tanks until commander managed to reach the strategic chokepoint. The tank has commander scope, 12.7 mm machine gun and the ATGM launchers put on the very top of the tank. they are located so high, that common HEAT shells and small ATGMs will do nothing but cause fires if they hit at the topmost part of the optics, which is only a mild inconvenience, compared to being hit directly. HE shells and strong ATGM like the MIM146 still can cause overpressure damage wide and strong enough to implode the tank, so at least some care should be taken when enemy starts actively firing back.&lt;br /&gt;
&lt;br /&gt;
The tank also has a huge amount of smoke grenades (20, fired in 10 pairs), which are most likely installed to break lock-on of IR and laser guided missiles of helicopters. They are also quite useful to sow chaos among enemy ranks, as enemy might fail to hit the KF41 turret and start compulsively firing at the more sturdy hull instead if they are completely blind.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,790|rbMinHp=1,022}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the KF41 falls short when compared to similar armoured vehicles. Even heavily armoured counterparts like the T-80BVM and Leopard 2 series boast higher top speeds and overall mobility, highlighting the KF41's relatively lacklustre performance in combat, evidenced by its power-to-weight ratio of 26.3, in contrast to the T-80BVM's 27.2. Nonetheless, it maintains a respectable level of mobility, enabling the vehicle to swiftly navigate the periphery of the battlefield and deliver flanking manoeuvres against enemy vehicles.&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|2}}&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|MK 30-2/ABM (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is equipped with the Mauser MK 30 automatic cannon, renowned for its powerful ammunition type and decent firing rate. While it may lack effectiveness against armoured vehicles in direct engagements, it proves highly advantageous for flanking manoeuvres and short-range anti-aircraft defense against helicopters or slow-moving, low-flying enemy jets. Players that already used [[VCC-80/30]] and it's Bushmaster autocannon will feel right at home with this weapon, noting slight increase in penetration power and magazine size.&lt;br /&gt;
[[File:KF 41 point blank gun kill through LFP.jpg|thumb|right|Try to actually gauge the power of the autocannon instead of randomly firing it everywhere and you will be rewarded for it.]]&lt;br /&gt;
When operating within a group, the cannon becomes instrumental in targeting critical components such as tracks or cannon barrels, thereby supporting allies engaged in frontal combat. Always try to aim for the sides or small weak spots in the turret front when there is nothing obvious left to hit. Randomly firing at the enemy tank upper hull plate will achieve nothing and will only make the target angry, as well as attract more unwanted attention from other tanks (or even aircraft), while firing at the turret may randomly cause internal damage or completely ruin the gun breech.&lt;br /&gt;
&lt;br /&gt;
It is advisable to utilize the APFSDS belt in most situations, reserving the AHEAD fragmentation belt for engagements with aircraft or lightly armoured vehicles. AHEAD will detonate at ranges fed to it by the anti-air IRST located in the sniper seat. The IRST cannot be locked on by the commander, so pay attention to which seat are you currently in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK 30-2/ABM (30 mm)|30 mm MK 30-2/ABM]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 348 (116) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 57.1 || 79.1 || 96.0 || 106.2 || 113.0 || rowspan=&amp;quot;2&amp;quot; | 0.26 || rowspan=&amp;quot;2&amp;quot; | 0.23 || rowspan=&amp;quot;2&amp;quot; | 0.21 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:MK 30-2/ABM (30 mm)/Ammunition|APDS, HEI-T, Ahead, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|Spike-LR2MR}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is outfitted with Spike-LR2MR IR fire-and-forget missiles, which exhibit a somewhat inconsistent reliability. While they offer the potential as stand-off weapons effective against heavily armoured targets as well as slow-moving, low-flying aircraft, their reliability can vary based on several factors including the target's speed, launch angle, distance, and the carrier's velocity. They also cannot be fired into a smoke screen.&lt;br /&gt;
&lt;br /&gt;
The positioning of the launcher and overall stability of the KF41 hull enables quasi No Line-of-Sight launches, contingent upon factors and the target's exposure level, albeit rendering the missile ineffective at distances shorter than 250 m (unless the target moves sideways, forcing the missile to slow down further). Since the launcher is located on the very top of the tank, it can lock even on a machine gun or radio antenna poking over a hill, allowing launches straight into enemy cover as soon as they try to pull up. Due to this, it is almost impossible to trade against loaded KF41 without getting hit as well. Do note, that it is the launcher that locks onto enemy tanks and not the commander scope, and it may be possible to lock when the enemy tank is not even visible.&lt;br /&gt;
[[File:KF41 atgm lock on presentation.jpg|thumb|right|The Spikes are comically easy to lock-on with KF41, and even one is often enough to scare opponents into smoking themselves]]&lt;br /&gt;
Spikes are blinded by the vegetation, but liberal application of the 12.7 mm M2HB MG located on top of the commander scope should be enough to remove any bushes that could block missile vision. If that isn't enough, the main weapon can destroy any remaining obstacles until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
Despite featuring a small warhead, Spikes can inflict significant damage on enemy tanks upon successful penetration and will almost surely attack the gun breech. A &amp;quot;double tap&amp;quot; with both missiles will obliterate or heavily damage the target tank with a probability of 90% if enemy does not drop smoke screens immediately. Sometimes, their capability for top-down attacks may encounter limitations, particularly against heavily protected tanks featuring NERA components on the roof like the Strv 122 or Leopard 2A7.&lt;br /&gt;
&lt;br /&gt;
The only thing truly holding the KF41 back from becoming a globally acknowledged menace is its pitiful ammo reserve of only 4 missiles (2 being pre-loaded into the launcher). It is, therefore, only possible to take out 2 tanks reliably until rearmed. Rearm on a capture point takes 15 seconds, which is the same with reload speed. KF41 that managed to make it to a secure capture point with great vantage can perpetually control at least two targets at once and can ruin an entire team on its own unless destroyed.&lt;br /&gt;
&lt;br /&gt;
In Arcade battles, spending all 4 missiles outside of a capture point is self-destructive, as the automatic rearm will take 2 minutes, without being able to shorten it afterwards. This, as well as the common map sizes, make the tank rather niche in arcade mode. It still can be extremely powerful if it manages to make it to the capture point while using only three missiles, probably even more so than in the RB due to it being able to spot anything via scouting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Spike-LR2MR]] missile&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| 4 (2) || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Spike-LR2MR/Ammunition|Spike-LR2}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
{{Specs-Tank-Weapon|4}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,200 (200) || 575 || -10°/+65° || -95°/+20°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 941 || - || -&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 KF41 can be loosely compared to the VCC-80/30, in which case the KF41 is an even further specialization in long range combat over kilometers of range. There are numerous in-game situations in which VCC is objectively better, simply because it has more missiles, better attack angles and smaller profile. It is often downright useless when engagement ranges reach 500 m, simply due to how strong the medium tanks are. Unfortunately, it's not possible for one player to have a complete control over the map, and what happens on the other end can affect you in the form of incoming airstrikes, which the KF41 can handle better.&lt;br /&gt;
&lt;br /&gt;
The KF41 can be likened to a larger-scale [[R3 T20 FA-HS|R3 T20]] in its operational approach. Despite its armour offering limited protection against only certain types of threats, its agility and firepower allows to use it in a range of roles. In addition to its primary functions of flanking enemy positions (preferrably with a teammate capable of finishing off the survivors), the KF41 excels as a platform for suppressive fire, capable of keeping adversaries pinned down with an additional threat of ATGM rain, while allies manoeuvre for advantageous positions. Furthermore, its often designated as a budget anti-aircraft asset - while not equipped with the extensive detection systems of dedicated anti-aircraft platforms, its weaponry and its built-in IRST make it a formidable deterrent against helicopters and low-flying aircraft. &lt;br /&gt;
&lt;br /&gt;
A lot of helicopters will also sometimes find themselves unable to destroy the KF41 even with a maximum stealth &amp;quot;turn on the laser in the last 5 seconds&amp;quot; tactical attack, when its APS decides to actually shoot the incoming missiles rather than ignore them, and the tank commander will immediately &amp;quot;smoke away&amp;quot; from the rest of the volley. It's worth noting that while the KF41's Active Protection System exhibits an extremely random behaviour, it will reliably prevent &amp;quot;death charge&amp;quot; of Soviet and Chinese light tanks that use super powerful ATGM pre-loaded as their first shot.&lt;br /&gt;
&lt;br /&gt;
On large scale battlefields like the &amp;quot;Fields of Sinai&amp;quot; or &amp;quot;Fields of Poland&amp;quot;, the KF41 emerges as a potent sniper unit, utilizing its cannon or Spike missiles to engage targets at extended ranges with precision and lethality. The strategic advantage of such long-range engagement capabilities cannot be overstated, as KF41 can disrupt travelling enemy snipers and neutralize high-value targets from afar. With the commander scope placement and the rather shallow arc of the PMC287 APFSDS, enemy tanks will find out, that their APFSDS cannot even hit the KF41 back and that, regrettably, nothing short of HE or an airstrike will be able to save them. A lot of tankers refuse to take multiple ammunition types and will find themselves shot and/or burned to death.&lt;br /&gt;
[[File:KF41 dominating capture point.jpg|thumb|right|Whether by a gun or a missile, KF41 wants to block enemy reinforcements from ever arriving]]&lt;br /&gt;
When forced to fight in close quarters, KF41 can fire smoke grenades into enemy faces to confuse and annoy them before pushing in. In the worst case it will make them shoot at the hull, as they probably won't be able to guess where your turret is, and it will help protect your crew. In the best case they will not notice you passing through or start panicking and moving around, and you will be able to land a side or back shot on them.&lt;br /&gt;
&lt;br /&gt;
Lastly, the KF41 is potentially a monster ATGM tank, severely limited by its ATGM count. It can fire over the tallest walls in the game and the enemy can barely hurt it back. There are many capture points in the game, that other snipers like to stall next to due to them being either well-protected or having direct sight onto the enemy spawn. The goals of these players are rather shallow and they generally get blasted by TOW-2B or otherwise countersniped when they get too greedy. The KF41, however, is nigh untargetable in its full hull-down state and is able to launch Spikes even at the enemy machine guns with only low possibility of a miss. Additionally, the APS and LWS will protect the tank from the worst when the enemy team finally decides to fight back. In some spots, KF41 can even endlessly fire directly into enemy spawns due to its height. Be aware, that you will probably die on your way to such a point and you will need to expose yourself to a flanking attack to be able to constantly reload and suppress an entire spawn point, especially in AB, but when you manage to entrench in such position, it's extremely worth it.&lt;br /&gt;
&lt;br /&gt;
;An extreme example of a fight over a capture point&lt;br /&gt;
&lt;br /&gt;
Since the KF41 is extremely good at holding capture points, but many maps are rather small for it (particularly in arcade battles), it may be a good idea to simply start the match in this tank, before the enemy had a chance to properly entrench. The capture point needs to have some kind of a rock or a building so that you can drive around it and evade incoming shots and launch Spikes over it at any incoming tanks. Capture points without any cover are bad because medium tanks will simply destroy you.&lt;br /&gt;
&lt;br /&gt;
After choosing a point, you can come alone or with a friend. A friend will likely take some of your kills, but will protect you from medium tanks that managed to slip through and get too close for your missiles to hit. Likewise, you can assist them by at least dropping Spikes on any tank that tries to push them away or even by gunning the enemy down if they ignore you. If there are any drones flying nearby, you can also destroy those simply to remove them or for bomber points in AB.&lt;br /&gt;
&lt;br /&gt;
In a perfect world, your situation should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 0.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
While the enemy recovers after initial loss, you need to use the drone to check on your situation (maybe someone managed to wait the fight out behind some building or a rock), use bomber points if playing AB and nobody is around, then start whailing on every passing by tank and aircraft with your missiles and autocannon. As long as nobody can come even remotely close to your capture point without being damaged, you will be able find a way to accumulate points by just existing.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 1.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Eventually your initial opponents and maybe some of their allies will return and try to push you. If your ally managed to survive, then all you need to do is just keep them alive by suppressing the opponent. If they fell, then you need to pay extra attention to any tank that managed to get within 300 m range and annihilate them on sight. &lt;br /&gt;
&lt;br /&gt;
Paying attention to your immediate surroundings is extremely important, because you can't win a fight if you are severely outnumbered and outgunned at the same time. The more damage you will cause, the more time you will buy for yourself and the more seriously the enemy will treat you later on, which will help with getting into their head.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 2.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
It is not unlikely that while you are dealing with an obvious threat, someone manages to sneak up on you by using terrain features, or by simply using your reload timings against you. You need to be able to recognize this situation immediately and act ruthlessly if you want to survive or at least take down one of them with you.&lt;br /&gt;
&lt;br /&gt;
If you are very lucky, you will still have a teammate around, and by simply scouting the enemy and spamming some chat messages you can get them to remove the threat for you. More likely though, is that you are completely alone and the enemy is already standing next to you, just waiting for you to look away.&lt;br /&gt;
&lt;br /&gt;
If you were prudent at suppressing every enemy tank around, they are likely to be on a repair and/or are staying low, so you can immediately assault your &amp;quot;guest&amp;quot; with smoke grenades, mark them with scouting ability and proceed to shoot them with your gun. This works best if the terrain is completely flat.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 3.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
If you didn't seize the opportunity, or the opponents were way too competent at covering eachother, you will find yourself in a situation, where you are outnumbered 3 to 1 from multiple sides and can't use your strongest weapon at all. Still, they don't necessarily know that you can't fire ATGM directly at them, so after being bombarded all the way to the capture point, they may have second thoughts, or hope that their teammate takes a hit for them instead.&lt;br /&gt;
&lt;br /&gt;
At this point, as soon as one of them attacks you, all of them will, so you need to make it count. Mark all of them with scouting and wait until they group up, then start spamming smoke grenades everywhere in order to create a huge smoke area. If you can, drop some smokes directly into their face as well. &lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 4.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
The bravest among them is very likely to instantly lose his cool and rush forward into the smoke to end your prank, but he will not be able to properly aim at your turret, so likelihood of you instantly dying is already reduced. Do your best to sidestep them and hit their tank on the sides (or any weak spot that you can remember), while keeping yourself as much as possible within the smoke screens. If you can't do it within smoke screens (it may be difficult in RB) - blatantly drive out of the smoke and just shoot at the &amp;quot;rusher&amp;quot;'s back until they explode and try to retreat back in before their allies tore the KF41 apart. &lt;br /&gt;
&lt;br /&gt;
What happens after depends purely on the skill level of players involved and luck, so it is best to not let the enemy get so much of an advantage in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 beats the opponent by sidestepping.jpg|frameless]]&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;
* Access to fire and forget missiles&lt;br /&gt;
** The commander scope and launcher setup allow for extremely safe or extremely offensive attacks &lt;br /&gt;
* Powerful main armament&lt;br /&gt;
* Equipped with hard-kill APS, able to stop enemy ATGMs&lt;br /&gt;
* Mobile for being a tracked platform&lt;br /&gt;
* Great elevation angles, can easily fend off against enemy aircraft if they're near&lt;br /&gt;
* High amount of smoke grenades&lt;br /&gt;
* Technically counts as a makeshift SPAA if the commander is perceptive enough&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very big profile&lt;br /&gt;
* Weak armour against conventional ammunition, the turret is too vulnerable and looks way too much like the Puma, rendering the hull armour useless&lt;br /&gt;
* APS is too situational, does not work all the time&lt;br /&gt;
* Fire and forget missile reserves are very limited&lt;br /&gt;
* Cannon, although powerful, has a low fire rate and is unable to seriously damage most medium tanks directly from the front&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;
Rheinmetall initiated the development of the KF series of combat vehicles to fill a noticeable gap in the market for tracked vehicles. The company aimed to create a design versatile enough to outperform direct competitors while still being able to efficiently carry out peacetime operations.&lt;br /&gt;
&lt;br /&gt;
The vehicle was first unveiled in its lighter KF31 configuration in June 2016 at the Eurosatory exhibition. This debut was soon followed by the heavier KF41 variant, unveiled at the same event in 2018. By 2020, Rheinmetall had entered negotiations with several potential operators, including Australia, the Czech Republic, and the United States. Hungary became the KF41's first official operator in September of that year, placing an order for 218 vehicles.&lt;br /&gt;
&lt;br /&gt;
- ''[[wt:en/news/8458-development-kf41-the-majestic-lynx-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_kf_41 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dS_0tpx-u1E|'''The Shooting Range #373''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[PUMA]]&lt;br /&gt;
* [[Freccia]]&lt;br /&gt;
* [[VCC-80/30]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8458-development-kf41-the-majestic-lynx-en|[Devblog] KF41: The Majestic Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;br /&gt;
[[Category:Ground vehicles with active protection system]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193868</id>
		<title>KF41</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193868"/>
				<updated>2024-10-22T21:15:31Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Added some gun-centric, close combat and capture-point centric gameplay examples and pictures. Also tried to use the &amp;quot;tacticool&amp;quot; replay to help me demonstrate things. Very useful when words fail, but idk if you'd like this kind of exposition. anyway...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_kf_41&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 '''KF41 Lynx''' is a modern IFV design from the German Rheinmetall company, exported to the Hungarian Army. On July 31, 2024, the Hungarian army received its first KF41. The order was for 209 KF41s to be delivered in seven variants, ranging from the regular IFV, command variants with improved communications, all the way to medical transports and mortar carriers. By 2024, it is expected to receive 46 KF41s in the first delivery batch. The production of the vehicle was set up in a production plant in Zalaegerszeg with 51% investment from Rheinmetall and 49% from the Hungarian government.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as part of the Hungarian branch of the Italian tech tree. The KF41 invites comparisons with the [[PUMA VJTF]] IFV; they are both heavily armed and armoured IFVs with good mobility and much heavier and bigger than their counterparts like the BMP-3 and the American Bradley IFV, but in reality they couldn't be any further apart. Unlike the PUMA, KF41 focuses on maximizing its scouting potential and is optimized for combat centered around fire-and-forget ATGMs by having a unique AMAP-ADS hard-kill active protection system, as well as a high amount of smoke grenades. In doing so the KF41 sacrifices aspects of the PUMA, like the unmanned turret, soft-kill APS, and ERA/NERA. Because of this, it is extremely vulnerable to attacks that the hard-kill APS cannot stop. Nevertheless, thanks to the Spike ATGMs and extremely good commander sight, it is a capable support vehicle and extremely potent capture point defender, being able to achieve long-range kills with its APFSDS and ATGM against both tanks and helicopters. For the latter threat, it can also utilise its AHEAD rounds from the 30 mm autocannon which are more capable at dealing with air threats.&lt;br /&gt;
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== 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;
Despite its contemporary design akin to the Puma IFV, the KF41 exhibits a notable shortfall in protection against conventional rounds, as NERA is replaced by the AMAP-ADS APS which can only intercept objects flying at 70 to 700 m/s which means it can only really destroy ATGM (and not really all of them). This APS ensures that KF41 is the only vehicle around allowed to use the Spike ATGM freely, and any cannon launched ATGM are likely to be destroyed upon launch, which can sometimes help against light tanks. The APS is somewhat unreliable and will often fail to intercept attacks that are supposed to be within its capacity to hit.&lt;br /&gt;
&lt;br /&gt;
Any big gun at the BR should be able to obliterate the KF41 instantly. Even in AB, direct hit will put the tank into crew replenishment mode with obvious consequences. Nevertheless, its hull demonstrates commendable resilience against autocannons. The inclusion of external fuel tanks positioned behind the Active Protection System serves to bolster armour capabilities against smaller calibre projectiles, and the gunner with commander sit inside a basket that can prevent shrapnel and small shells from reaching them. However, the effectiveness of this additional protection is contingent upon various factors including impact angle, projectile type, as well as distance. The void spaces within the compartment enhance the vehicle's survivability, particularly when subjected to certain angles of attack.&lt;br /&gt;
&lt;br /&gt;
The turret is entirely different, and while it is impossible to use mere 12.7 mm to hit ammo racks of the KF41, it is vulnerable to 20 mm cannons and above. The shrapnel basket also doesn't extend into the turret, so anything penetrating the turret will hit the crew. This makes the tank protections mostly null and void, as almost everyone fire at the turret first anyway (partially, because it is the best way to disable the Puma as well). A direct hit on the turret would result in near-immediate incapacitation even in AB.&lt;br /&gt;
&lt;br /&gt;
Similar to the Puma, the crew compartment is compartmentalized, with the entire rear section, designated for infantry, remaining unoccupied. However, the amount of people at such high rank that would fire at the empty back of the tank is extremely low. &lt;br /&gt;
&lt;br /&gt;
The primary survivability feature of the KF41 lies in its capacity to attack on a move and out of cover, enabling it to swiftly navigate the battlefield, evade and pressure enemy tanks until commander managed to reach the strategic chokepoint. The tank has commander scope, 12.7 mm machine gun and the ATGM launchers put on the very top of the tank. they are located so high, that common HEAT shells and small ATGMs will do nothing but cause fires if they hit at the topmost part of the optics, which is only a mild inconvenience, compared to being hit directly. HE shells and strong ATGM like the MIM146 still can cause overpressure damage wide and strong enough to implode the tank, so at least some care should be taken when enemy starts actively firing back.&lt;br /&gt;
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The tank also has a huge amount of smoke grenades (20, fired in 10 pairs), which are most likely installed to break lock-on of IR and laser guided missiles of helicopters. They are also quite useful to sow chaos among enemy ranks, as enemy might fail to hit the KF41 turret and start compulsively firing at the more sturdy hull instead if they are completely blind.&lt;br /&gt;
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'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,790|rbMinHp=1,022}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the KF41 falls short when compared to similar armoured vehicles. Even heavily armoured counterparts like the T-80BVM and Leopard 2 series boast higher top speeds and overall mobility, highlighting the KF41's relatively lacklustre performance in combat, evidenced by its power-to-weight ratio of 26.3, in contrast to the T-80BVM's 27.2. Nonetheless, it maintains a respectable level of mobility, enabling the vehicle to swiftly navigate the periphery of the battlefield and deliver flanking manoeuvres against enemy vehicles.&lt;br /&gt;
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=== 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|2}}&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|MK 30-2/ABM (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is equipped with the Mauser MK 30 automatic cannon, renowned for its powerful ammunition type and decent firing rate. While it may lack effectiveness against armoured vehicles in direct engagements, it proves highly advantageous for flanking manoeuvres and short-range anti-aircraft defense against helicopters or slow-moving, low-flying enemy jets. Players that already used [[VCC-80/30]] and it's Bushmaster autocannon will feel right at home with this weapon, noting slight increase in penetration power and magazine size.&lt;br /&gt;
[[File:KF 41 point blank gun kill through LFP.jpg|thumb|right|Try to actually gauge the power of the autocannon instead of randomly firing it everywhere and you will be rewarded for it.]]&lt;br /&gt;
When operating within a group, the cannon becomes instrumental in targeting critical components such as tracks or cannon barrels, thereby supporting allies engaged in frontal combat. Always try to aim for the sides or small weak spots in the turret front when there is nothing obvious left to hit. Randomly firing at the enemy tank upper hull plate will achieve nothing and will only make the target angry, as well as attract more unwanted attention from other tanks (or even aircraft), while firing at the turret may randomly cause internal damage or completely ruin the gun breech.&lt;br /&gt;
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It is advisable to utilize the APFSDS belt in most situations, reserving the AHEAD fragmentation belt for engagements with aircraft or lightly armoured vehicles. AHEAD will detonate at ranges fed to it by the anti-air IRST located in the sniper seat. The IRST cannot be locked on by the commander, so pay attention to which seat are you currently in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK 30-2/ABM (30 mm)|30 mm MK 30-2/ABM]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 348 (116) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 57.1 || 79.1 || 96.0 || 106.2 || 113.0 || rowspan=&amp;quot;2&amp;quot; | 0.26 || rowspan=&amp;quot;2&amp;quot; | 0.23 || rowspan=&amp;quot;2&amp;quot; | 0.21 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:MK 30-2/ABM (30 mm)/Ammunition|APDS, HEI-T, Ahead, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|Spike-LR2MR}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is outfitted with Spike-LR2MR IR fire-and-forget missiles, which exhibit a somewhat inconsistent reliability. While they offer the potential as stand-off weapons effective against heavily armoured targets as well as slow-moving, low-flying aircraft, their reliability can vary based on several factors including the target's speed, launch angle, distance, and the carrier's velocity. They also cannot be fired into a smoke screen.&lt;br /&gt;
&lt;br /&gt;
The positioning of the launcher and overall stability of the FK41 hull enables quasi No Line-of-Sight launches, contingent upon factors and the target's exposure level, albeit rendering the missile ineffective at distances shorter than 250 m (unless the target moves sideways, forcing the missile to slow down further). Since the launcher is located on the very top of the tank, it can lock even on a machine gun or radio antenna poking over a hill, allowing launches straight into enemy cover as soon as they try to pull up. Due to this, it is almost impossible to trade against loaded KF41 without getting hit as well. Do note, that it is the launcher that locks onto enemy tanks and not the commander scope, and it may be possible to lock when the enemy tank is not even visible.&lt;br /&gt;
[[File:KF41 atgm lock on presentation.jpg|thumb|right|The spikes are comically easy to lock-on with KF41, and even one is often enough to scare opponents into smoking themselves]]&lt;br /&gt;
Spikes are blinded by the vegetation, but liberal application of the 12.7 mm M2HB MG located on top of the commander scope should be enough to remove any bushes that could block missile vision. If that isn't enough, the main weapon can destroy any remaining obstacles until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
Despite featuring a small warhead, Spikes can inflict significant damage on enemy tanks upon successful penetration and will almost surely attack the gun breech. A &amp;quot;double tap&amp;quot; with both missiles will obliterate or heavily damage the target tank with a probability of 90% if enemy does not drop smoke screens immediately. Sometimes, their capability for top-down attacks may encounter limitations, particularly against heavily protected tanks featuring NERA components on the roof like the Strv 122 or Leopard 2A7.&lt;br /&gt;
&lt;br /&gt;
The only thing truly holding the KF41 back from becoming a globally acknowledged menace is its pitiful ammo reserve of only 4 missiles (2 being pre-loaded into the launcher). It is, therefore, only possible to take out 2 tanks reliably until rearmed. Rearm on a capture point takes 15 seconds, which is the same with reload speed. KF41 that managed to make it to a secure capture point with great vantage can perpetually control at least two targets at once and can ruin an entire team on its own unless destroyed.&lt;br /&gt;
&lt;br /&gt;
In Arcade battles, spending all 4 missiles outside of a capture point is self-destructive, as the automatic rearm will take 2 minutes, without being able to shorten it afterwards. This, as well as the common map sizes, make the tank rather niche in arcade mode. It still can be extremely powerful if it manages to make it to the capture point while using only three missiles, probably even more so than in the RB due to it being able to spot anything via scouting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Spike-LR2MR]] missile&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| 4 (2) || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Spike-LR2MR/Ammunition|Spike-LR2}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
{{Specs-Tank-Weapon|4}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,200 (200) || 575 || -10°/+65° || -95°/+20°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 941 || - || -&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 KF41 can be loosely compared to the VCC-80/30, in which case the KF41 is an even further specialization in long range combat over kilometers of range. There are numerous in-game situations in which VCC is objectively better, simply because it has more missiles, better attack angles and smaller profile. It is often downright useless when engagement ranges reach 500 m, simply due to how strong the medium tanks are. Unfortunately, it's not possible for one player to have a complete control over the map, and what happens on the other end can affect you in the form of incoming airstrikes, which the KF41 can handle better.&lt;br /&gt;
&lt;br /&gt;
The KF41 can be likened to a larger-scale [[R3 T20 FA-HS|R3 T20]] in its operational approach. Despite its armour offering limited protection against only certain types of threats, its agility and firepower allows to use it in a range of roles. In addition to its primary functions of flanking enemy positions (preferrably with a teammate capable of finishing off the survivors), the KF41 excels as a platform for suppressive fire, capable of keeping adversaries pinned down with an additional threat of ATGM rain, while allies manoeuvre for advantageous positions. Furthermore, its often designated as a budget anti-aircraft asset - while not equipped with the extensive detection systems of dedicated anti-aircraft platforms, its weaponry and its built-in IRST make it a formidable deterrent against helicopters and low-flying aircraft. &lt;br /&gt;
&lt;br /&gt;
A lot of helicopters will also sometimes find themselves unable to destroy the KF41 even with a maximum stealth &amp;quot;turn on the laser in the last 5 seconds&amp;quot; tactical attack, when its APS decides to actually shoot the incoming missiles rather than ignore them, and the tank commander will immediately &amp;quot;smoke away&amp;quot; from the rest of the volley. It's worth noting that while the KF41's Active Protection System exhibits an extremely random behaviour, it will reliably prevent &amp;quot;death charge&amp;quot; of Soviet and Chinese light tanks that use super powerful ATGM pre-loaded as their first shot.&lt;br /&gt;
&lt;br /&gt;
On large scale battlefields like the &amp;quot;Fields of Sinai&amp;quot; or &amp;quot;Fields of Poland&amp;quot;, the KF41 emerges as a potent sniper unit, utilizing its cannon or Spike missiles to engage targets at extended ranges with precision and lethality. The strategic advantage of such long-range engagement capabilities cannot be overstated, as KF41 can disrupt travelling enemy snipers and neutralize high-value targets from afar. With the commander scope placement and the rather shallow arc of the PMC287 APFSDS, enemy tanks will find out, that their APFSDS cannot even hit the KF41 back and that, regrettably, nothing short of HE or an airstrike will be able to save them. A lot of tankers refuse to take multiple ammunition types and will find themselves shot and/or burned to death.&lt;br /&gt;
[[File:KF41 dominating capture point.jpg|thumb|right|Whether by a gun or a missile, KF41 wants to block enemy reinforcements from ever arriving]]&lt;br /&gt;
When forced to fight in close quarters, KF41 can fire smoke grenades into enemy faces to confuse and annoy them before pushing in. In the worst case it will make them shoot at the hull, as they probably won't be able to guess where your turret is, and it will help protect your crew. In the best case they will not notice you passing through or start panicking and moving around, and you will be able to land a side or back shot on them.&lt;br /&gt;
&lt;br /&gt;
Lastly, the KF41 is potentially a monster ATGM tank, severely limited by its ATGM count. It can fire over the tallest walls in the game and the enemy can barely hurt it back. There are many capture points in the game, that other snipers like to stall next to due to them being either well-protected or having direct sight onto the enemy spawn. The goals of these players are rather shallow and they generally get blasted by TOW-2B or otherwise countersniped when they get too greedy. The KF41, however, is nigh untargetable in its full hull-down state and is able to launch Spikes even at the enemy machine guns with only low possibility of a miss. Additionally, the APS and LWS will protect the tank from the worst when the enemy team finally decides to fight back. In some spots, KF41 can even endlessly fire directly into enemy spawns due to its height. Be aware, that you will probably die on your way to such a point and you will need to expose yourself to a flanking attack to be able to constantly reload and suppress an entire spawn point, especially in AB, but when you manage to entrench in such position, it's extremely worth it.&lt;br /&gt;
&lt;br /&gt;
;An extreme example of a fight over a capture point&lt;br /&gt;
&lt;br /&gt;
Since the KF41 is extremely good at holding capture points, but many maps are rather small for it (particularly in arcade battles), it may be a good idea to simply start the match in this tank, before the enemy had a chance to properly entrench. The capture point needs to have some kind of a rock or a building so that you can drive around it and evade incoming shots and launch Spikes over it at any incoming tanks. Capture points without any cover are bad because medium tanks will simply destroy you.&lt;br /&gt;
&lt;br /&gt;
After choosing a point, you can come alone or with a friend. A friend will likely take some of your kills, but will protect you from medium tanks that managed to slip through and get too close for your missiles to hit. Likewise, you can assist them by at least dropping Spikes on any tank that tries to push them away or even by gunning the enemy down if they ignore you. If there are any drones flying nearby, you can also destroy those simply to remove them or for bomber points in AB.&lt;br /&gt;
&lt;br /&gt;
In a perfect world, your situation should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 0.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
While the enemy recovers after initial loss, you need to use the drone to check on your situation (maybe someone managed to wait the fight out behind some building or a rock), use bomber points if playing AB and nobody is around, then start whailing on every passing by tank and aircraft with your missiles and autocannon. As long as nobody can come even remotely close to your capture point without being damaged, you will be able find a way to accumulate points by just existing.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 1.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
Eventually your initial opponents and maybe some of their allies will return and try to push you. If your ally managed to survive, then all you need to do is just keep them alive by suppressing the opponent. If they fell, then you need to pay extra attention to any tank that managed to get within 300 m range and annihilate them on sight. &lt;br /&gt;
&lt;br /&gt;
Paying attention to your immediate surroundings is extremely important, because you can't win a fight if you are severely outnumbered and outgunned at the same time. The more damage you will cause, the more time you will buy for yourself and the more seriously the enemy will treat you later on, which will help with getting into their head.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 2.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
It is not unlikely that while you are dealing with an obvious threat, someone manages to sneak up on you by using terrain features, or by simply using your reload timings against you. You need to be able to recognize this situation immediately and act ruthlessly if you want to survive or at least take down one of them with you.&lt;br /&gt;
&lt;br /&gt;
If you are very lucky, you will still have a teammate around, and by simply scouting the enemy and spamming some chat messages you can get them to remove the threat for you. More likely though, is that you are completely alone and the enemy is already standing next to you, just waiting for you to look away.&lt;br /&gt;
&lt;br /&gt;
If you were prudent at suppressing every enemy tank around, they are likely to be on a repair and/or are staying low, so you can immediately assault your &amp;quot;guest&amp;quot; with smoke grenades, mark them with scouting ability and proceed to shoot them with your gun. This works best if the terrain is completely flat.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 3.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
If you didn't seize the opportunity, or the opponents were way too competent at covering eachother, you will find yourself in a situation, where you are outnumbered 3 to 1 from multiple sides and can't use your strongest weapon at all. Still, they don't necessarily know that you can't fire ATGM directly at them, so after being bombarded all the way to the capture point, they may have second thoughts, or hope that their teammate takes a hit for them instead.&lt;br /&gt;
&lt;br /&gt;
At this point, as soon as one of them attacks you, all of them will, so you need to make it count. Mark all of them with scouting and wait until they group up, then start spamming smoke grenades everywhere in order to create a huge smoke area. If you can, drop some smokes directly into their face as well. &lt;br /&gt;
&lt;br /&gt;
[[File:KF41 point battle in arcade 4.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
The bravest among them is very likely to instantly lose his cool and rush forward into the smoke to end your prank, but he will not be able to properly aim at your turret, so likelihood of you instantly dying is already reduced. Do your best to sidestep them and hit their tank on the sides (or any weak spot that you can remember), while keeping yourself as much as possible within the smoke screens. If you can't do it within smoke screens (it may be difficult in RB) - blatantly drive out of the smoke and just shoot at the &amp;quot;rusher&amp;quot;'s back until they explode and try to retreat back in before their allies tore the KF41 apart. &lt;br /&gt;
&lt;br /&gt;
What happens after depends purely on the skill level of players involved and luck, so it is best to not let the enemy get so much of an advantage in the first place.&lt;br /&gt;
&lt;br /&gt;
[[File:KF41 beats the opponent by sidestepping.jpg|frameless]]&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;
* Access to fire and forget missiles&lt;br /&gt;
** The commander scope and launcher setup allow for extremely safe or extremely offensive attacks &lt;br /&gt;
* Powerful main armament&lt;br /&gt;
* Equipped with hard-kill APS, able to stop enemy ATGMs&lt;br /&gt;
* Mobile for being a tracked platform&lt;br /&gt;
* Great elevation angles, can easily fend off against enemy aircraft if they're near&lt;br /&gt;
* High amount of smoke grenades&lt;br /&gt;
* Technically counts as a makeshift SPAA if the commander is perceptive enough&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very big profile&lt;br /&gt;
* Weak armour against conventional ammunition, the turret is too vulnerable and looks way too much like the Puma, rendering the hull armour useless&lt;br /&gt;
* APS is too situational, does not work all the time&lt;br /&gt;
* Fire and forget missile reserves are very limited&lt;br /&gt;
* Cannon, although powerful, has a low fire rate and is unable to seriously damage most medium tanks directly from the front&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;
Rheinmetall initiated the development of the KF series of combat vehicles to fill a noticeable gap in the market for tracked vehicles. The company aimed to create a design versatile enough to outperform direct competitors while still being able to efficiently carry out peacetime operations.&lt;br /&gt;
&lt;br /&gt;
The vehicle was first unveiled in its lighter KF31 configuration in June 2016 at the Eurosatory exhibition. This debut was soon followed by the heavier KF41 variant, unveiled at the same event in 2018. By 2020, Rheinmetall had entered negotiations with several potential operators, including Australia, the Czech Republic, and the United States. Hungary became the KF41's first official operator in September of that year, placing an order for 218 vehicles.&lt;br /&gt;
&lt;br /&gt;
- ''[[wt:en/news/8458-development-kf41-the-majestic-lynx-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_kf_41 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dS_0tpx-u1E|'''The Shooting Range #373''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[PUMA]]&lt;br /&gt;
* [[Freccia]]&lt;br /&gt;
* [[VCC-80/30]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8458-development-kf41-the-majestic-lynx-en|[Devblog] KF41: The Majestic Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;br /&gt;
[[Category:Ground vehicles with active protection system]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_beats_the_opponent_by_sidestepping.jpg&amp;diff=193865</id>
		<title>File:KF41 beats the opponent by sidestepping.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_beats_the_opponent_by_sidestepping.jpg&amp;diff=193865"/>
				<updated>2024-10-22T20:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Self-explanatory. The surrounded KF41 spams smoke everywhere and blindsides the chinese MBT.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Self-explanatory. The surrounded KF41 spams smoke everywhere and blindsides the chinese MBT.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_1.jpg&amp;diff=193864</id>
		<title>File:KF41 point battle in arcade 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_1.jpg&amp;diff=193864"/>
				<updated>2024-10-22T20:17:41Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: A part of series of pictures to explain how to fight around capture point in arcade.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of series of pictures to explain how to fight around capture point in arcade.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_4.jpg&amp;diff=193863</id>
		<title>File:KF41 point battle in arcade 4.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_4.jpg&amp;diff=193863"/>
				<updated>2024-10-22T20:17:06Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: A part of series of pictures to explain how to fight around capture point in arcade. 
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of series of pictures to explain how to fight around capture point in arcade. &lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_3.jpg&amp;diff=193862</id>
		<title>File:KF41 point battle in arcade 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_3.jpg&amp;diff=193862"/>
				<updated>2024-10-22T20:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: A part of series of pictures to explain how to fight around capture point in arcade.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of series of pictures to explain how to fight around capture point in arcade.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_2.jpg&amp;diff=193861</id>
		<title>File:KF41 point battle in arcade 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_2.jpg&amp;diff=193861"/>
				<updated>2024-10-22T20:16:31Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: A part of series of pictures to explain how to fight around capture point in arcade.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of series of pictures to explain how to fight around capture point in arcade.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_0.jpg&amp;diff=193860</id>
		<title>File:KF41 point battle in arcade 0.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_point_battle_in_arcade_0.jpg&amp;diff=193860"/>
				<updated>2024-10-22T20:14:51Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: A part of series of pictures to explain how to fight around capture point in arcade. This is a start (player arrived on a capture point)
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of series of pictures to explain how to fight around capture point in arcade. This is a start (player arrived on a capture point)&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF_41_point_blank_gun_kill_through_LFP.jpg&amp;diff=193859</id>
		<title>File:KF 41 point blank gun kill through LFP.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF_41_point_blank_gun_kill_through_LFP.jpg&amp;diff=193859"/>
				<updated>2024-10-22T20:13:10Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Appearantly Puma can penetrate leopard 2 LFP within 100 m range.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Appearantly Puma can penetrate leopard 2 LFP within 100 m range.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Dardo&amp;diff=193671</id>
		<title>Dardo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Dardo&amp;diff=193671"/>
				<updated>2024-10-19T18:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: a few flanking pictures to dilute conservative &amp;quot;stay away and spam missiles&amp;quot; bias in the text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian light tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = VCC-80 Dardo (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=it_dardo_vcc&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 '''Dardo''' is an infantry fighting vehicle developed for the Italian Army to provide support to infantry and the M113 and VCC-1 &amp;quot;Camillino&amp;quot; APCs, which it would later almost completely replace together with the [[Freccia|VBC Freccia]]. During the later stages of the Cold War, Italy had a need for a multi-role platform for infantry support; the [[C13 T90|C-13]] had been trialled, but it had not been accepted into service and the project was cancelled. New prototypes were developed from the C-13, using different types of armaments and other technologies, and a refined design known as the VCC-80 was produced in the early 1980s. It was designed and built in Rome by a consortium between IVECO and OTO Melara, in which OTO Melara was responsible for the armament and fire control systems, while IVECO was responsible for the hull and powerplant. It would be quickly picked up by the Italian army, placing a small pre-production contract in 1982, followed by a full contract for 300 vehicles in 1988 when it was designated &amp;quot;Dardo&amp;quot; (later reduced to 200 at the end of the Cold War). The final units were delivered in the early 2000s. In 2004, the Dardo was deployed with the Italian Army as part of Operation Iraqi Freedom. Ten units were also sent to Afghanistan to reinforce Italian battle groups. Some units are also in use with the Italian contingent of the United Nations Interim Force in Lebanon.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Red Skies&amp;quot;]], the Dardo works best as a support or flanking vehicle. It is recommended to find a location with a good overview of the battlefield and scout for enemies for your allies, occasionally putting in some work personally. The main armament is extremely effective against enemy lightly armoured vehicles, which are prevalent at this stage, and may destroy medium tanks if they expose themselves. Additionally, players should strive to unlock the TOW-2B anti-tank guided missile (ATGM) as soon as possible so that they can engage enemies hiding in cover. However, the missile's effectiveness is unreliable, and it occasionally fails to damage the enemy at all, especially the ones with ERA protection on the roof.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
The armour of the Dardo is best characterized as glass cannon. The armour is made of rolled homogeneous armour and aluminium that make up an effective armour of 77 mm at the top of the hull, while at the bottom, the most vulnerable part, the armour amounts to 46 mm. This armour is very weak, it can barely defend against 20 mm shells.&lt;br /&gt;
&lt;br /&gt;
Inside the Dardo there are 3 crew members: the driver, the commander and the gunner. Both commander and gunner are located in the turret, which leads to one-hit KO in RB should anything penetrate the turret. In the case the penetrator somehow missed them both, the dual-belt feeding the autocannon is usually hit instead and it explodes violently, destroying the tank outright.&lt;br /&gt;
&lt;br /&gt;
The engine is at the front of the vehicle and is separated from the driving area with a rolled homogeneous plate of 6 mm. This plate that separates the driver from the engine serves to increase the vehicle's resistance against shrapnel and heavy explosives.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Aluminium alloy 5083 (Hull front, hull rear)&lt;br /&gt;
* Aluminium alloy 7039 (Turret, hull sides)&lt;br /&gt;
* Composite screen (Sideskirts)&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 || 25 mm + 8 mm (78°) ''Upper''&amp;lt;br&amp;gt;50 mm + 22 mm (38°) ''Lower'' || 25 mm (33°) ''Upper'' &amp;lt;br&amp;gt;25 mm, 52 mm, 32 mm ''Lower'' || 38 mm (30°) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 40 mm + 22 mm (18°) ''Turret front'' &amp;lt;br&amp;gt; 40 mm + 6 mm (22°) ''Turret front sides'' &amp;lt;br&amp;gt; 25 mm + 25 mm ''Gun mantlet'' || 40 mm (22-25°) || 40 mm (26°) || 40 mm (80°) ''Front''&amp;lt;br&amp;gt;25 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;3&amp;quot; | 40 mm (cylindrical) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Sideskirts are 10 mm thick&lt;br /&gt;
* Tracks are 15 mm thick, wheels are 10 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;
The Dardo has an IVECO V6 turbocharged diesel engine, capable of delivering 520 HP. This powerful engine is able to push the 23 ton Dardo to a speed of 70 km/h spread over 8 gears on almost any flat terrain: road, dirt, snow and sand. Its reverse gear is also good, -32 km/h. With this mighty engine it can climb slopes of up to 60%.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=806|rbMinHp=460}}&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|2}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Oerlikon KBA B02 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main armament of the Dardo is a 25 mm Oerlikon KBA autocannon. The 25 mm Oerlikon KBA was previously used in the light tank [[VBC (PT2)]] and SPAA [[SIDAM 25]] and is capable of fighting both tanks and aircraft.&lt;br /&gt;
[[File:Dardo flank attack.jpg|thumb|right|Even with the basic APDS, the 25 mm is still extremely potent in close quarters]]&lt;br /&gt;
In-game, this formidable gun is the second highest performing 25 mm gun. With its formidable cadence of 560 rounds per minute and a projectile that can pierce up to 92 mm of armour, the Dardo is capable of rapid and very effective attacks. It is recommended to engage enemies from the side for greater efficiency, but the enemy can be turned over by firing the gun at the tracks if necessary. As before, the gun will overheat within ~70 shots, so letting it cool down a bit between bursts is required.&lt;br /&gt;
&lt;br /&gt;
As with the VBC, it is possible to near instantly &amp;quot;hot switch&amp;quot; between belts, should one run out or be less efficient for the current target. Therefore, picking two different kinetic belts, even if one is slightly worse, is not a waste, but a genuinely life saving strategy against tanks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Oerlikon KBA B02 (25 mm)|25 mm Oerlikon KBA B02]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 400 (100) || rowspan=&amp;quot;2&amp;quot; | 560 || rowspan=&amp;quot;2&amp;quot; | -10°/+60° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 54.5 || 75.5 || 91.7 || 101.4 || 107.9 || rowspan=&amp;quot;2&amp;quot; | 10.40 || rowspan=&amp;quot;2&amp;quot; | 9.20 || rowspan=&amp;quot;2&amp;quot; | 8.48 || rowspan=&amp;quot;2&amp;quot; | 8.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 34.1 || 40.1 || 48.7 || 53.9 || 57.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
The ammunition includes 4 belts, the Default belt, composed of one APDS and 2 HEI-T; the M792 belt composed of 3 HEI-T; the M791 belt composed of 3 APDS and the last one, the PMB 090 belt composed of 3 APFSDS. The most effective against tanks is the PMB 090, as it allows to penetrate medium tanks reliably from the side (even at shallow angles), while the most useful for aerial targets is the M792 (as every hit on aircraft is then critical).&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''M792:''' {{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''M791:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}&lt;br /&gt;
* '''PMB 090:''' {{Annotation|APFSDS|Armour-piercing fin-stabilized discarding sabot}}&lt;br /&gt;
&lt;br /&gt;
{{:Oerlikon KBA B02 (25 mm)/Ammunition|APDS, HEI-T*, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|Ammo rack of 25 mm KBA of the VCC Dardo.]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.7.0.146''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3&amp;amp;nbsp;''(+1)'' || 2&amp;amp;nbsp;''(+2)'' || 1&amp;amp;nbsp;''(+3)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|BGM-71 TOW}}&lt;br /&gt;
&lt;br /&gt;
The BMG-71 TOW entered service in 1972 with the US Army during the Vietnam War. This ATGM was a real success both operationally and commercially. The Dardo can be equipped with the TOW-2, TOW-2A and TOW-2B variants, which are also conveniently immune to jamming. &lt;br /&gt;
&lt;br /&gt;
Due to the placement of the launchers, the missiles will only be guaranteed to arrive at the crosshairs when the target is at least 500 m away. If it's any closer, it is recommended to aim slightly to the side during the launch (the left launcher fires first, so the first shot should be offset to the right). Since the missiles are guided by the autocannon, aiming them anywhere beyond direct line of sight is difficult.&lt;br /&gt;
&lt;br /&gt;
The TOW-2 is present on the stock tank. It penetrates 800 mm and has a speed of 329 m/s, very effective against any vehicle that does not have explosive reactive armour, but has no special edge over special armour of tanks.&lt;br /&gt;
&lt;br /&gt;
The TOW-2A is the first researchable modification. This modification has tandem-charge, meaning that it can ignore enemy ERA on direct hit, effectively making Soviet and Chinese armour obsolete. This doesn't automatically mean victory, as those tanks can still be extremely difficult to hit unless they expose themselves, and the late endgame tanks of the next rank may still resist the TOW-2A.&lt;br /&gt;
&lt;br /&gt;
The TOW-2B is the second researchable modification. Unlike the other TOW-2, the 2B has the ability to detonate above the tank and direct its explosive power downwards. For that reason, the missiles fly above the designated target, rather than simply hitting the painted location (such as, but not limited to, the enemy cover). This allows the missile to completely destroy the tank from above ignoring all the ERA and NERA armour that a conventional ATGM would face from the front. The TOW-2B however is less penetrating than the TOW-2A and its damage is affected by how close the missle went to the enemy roof. 2B will also react to dead tanks that aren't next to the Dardo, so it can become near useless in a prolonged fight. Late Soviet tanks also have ERA on the roof, specifically to counter the 2B. &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;4&amp;quot; | [[BGM-71 TOW]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 8 (2) || -6°/+30° || N/A || N/A || 13.00 || 11.50 || 10.60 || 10.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:BGM-71 TOW/Ammunition|TOW-2, TOW-2B}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks {{PAGENAME}} ATGM.jpg|right|thumb|x250px|Ammo rack of ATGMs in the VCC Dardo.]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.7.0.146''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3&amp;amp;nbsp;''(+1)'' || 2&amp;amp;nbsp;''(+2)'' || 1&amp;amp;nbsp;''(+3)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&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|Beretta MG42/59 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Beretta MG42/59 (7.62 mm)|7.62 mm Beretta MG42/59]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (200) || 801 || 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;
When playing the Dardo, one of the best playstyles for it is either using it as a support or as a flanker. You should attempt to always have a good line of sight where you can take enemies off guard, to maximise the effectiveness of your armaments. One example being that the Dardo at times can be used effectively in urban combat. If you pick a side street to set up, when the enemy goes past, hopefully without seeing you, you will be able to hit them in the side with either your main cannon or with your ATGM. At the start of a match it can prove to be a very effective first spawn in the hands of an experienced player, as enemy players might not expect such a vehicle to cause them troubles early during a match. Sometimes, it works in the middle or in the end of the match as well.&lt;br /&gt;
[[File:Dardo parked on enemy spawn.jpg|thumb|right|While it is difficult to sneak around at a high rank, you should never underestimate how focused or blind people can be when aggravated by something else.]]&lt;br /&gt;
While stock, your main way to be effective is to scout enemy players and take them out from long ranges with the use of your TOW-2 ATGM.  With TOW-2 you are easily able to take out enemies with one good placed hit, but won't always be reliable as some enemies can prove to be tough, and will be able to withstand a hit. Thankfully the Dardo has 2 launchers which mean that you can fire again in quick succession, which is hopefully enough to allow you to continue staying in the battle. Any completely disabled tank can be finished off even with the default autocannon belt - just aim for the fuel tanks (to prevent them from repairing) and then the crew. Once you research the important modifications for this vehicle (APFSDS, APDS, TOW-2B, Thermals) then you may begin to play more solo, without having to rely on your teammates too much. Such modifications allow the Dardo to really be a devastating IFV that at times the enemy team won't have a proper counter to.&lt;br /&gt;
&lt;br /&gt;
TOW-2A missile could be used to obliterate tanks that pass as &amp;quot;heavy&amp;quot; for the rank, but since it is somewhat slow, they may react quickly enough to just swat the Dardo before it can hit them. At ranges of over 500 m, it can be gently dropped into their roof, but that will still expose your own tank to a lethal hit, so the best use-case for TOW-2A is when you disabled enemy tank cannon with a gun, but see that actually flanking and finishing them off would be impossible without getting destroyed, so you just hit them with a missile instead. Be very mindful of what you are doing when firing the missile in such a case - if you will just continue to fire the guns while guiding the missile, you will destroy your own weapon.&lt;br /&gt;
&lt;br /&gt;
With the TOW-2B modification unlocked, Dardo's offensive capabilities are greatly improved, as the ATGM has the ability to attack enemies from the top of their turret roof, where for most tanks the armour is at its lowest. It can also be used to easily compromise enemy sniper positions, since people hiding behind cover are no longer a threat and must seek a better position where your ATGM can't affect them. Enemy players will usually be taken off guard when presented with a TOW-2B and that can also be used as a distraction for you to push and take an enemy out when they are damaged or confused. It's also good to note that if you are playing in your support role, the Dardo's scouting ability will be extremely helpful for finishing off retreating enemies, both for you and your team.&lt;br /&gt;
&lt;br /&gt;
In terms of its main weapon, the Dardo has a 25 mm Oerlikon-Buhrle cannon, which is able to use APDS and APFSDS. Its stock round for the 25 mm cannon is not too good at dealing with enemies, but the full APDS bell is still okay for the job, as it still can overpenetrate engines of the tanks and can punch through side armour at a flat angle. Once the APFSDS round is unlocked, the Dardo can easily make short work light vehicles frontally or from the sides. Technically, the APFSDS can even destroy Chinese medium tanks through the LFP, but any other would have to be flipped or attacked from the side, so default to that instead. Due to the Dardo's poor survivability, it is best advised that you stick somewhat far away from enemies and try pick them off with your TOW-2A/B. Otherwise, do ambush tactics and stay out of sight until the very last moment (and try to avoid being marked on the map in AB), as at the rank you will only have 1 to 2 seconds before the enemy reacted and started firing back at you. Generally speaking, just act as if the vehicle can be killed from anywhere, by any round. The main cannon should only ever be used as a first responce when you are in immediate danger, or if an extremely good opportunity presents itself, such as when an enemy helicopter is above you, or when another enemy team ground vehicle has breached your defences but is clueless about your actual position. Use the hot-switch trick to swap over to the normal APDS if you are being hunted down and ran out of APFSDS shells.&lt;br /&gt;
&lt;br /&gt;
There are other neat additions that will greatly aid you. First is the Dardo's thermal imaging device made by Kollsman. Although only available for the gunner, it is a great asset that you'll be able to use once unlocked to easily pick out and spot enemies. In terms of defence systems, Dardo has access to smoke dischargers, which can prove to be very useful, especially when paired with a laser warning receiver, which will alert you when either an enemy ground/air vehicle is looking at you. This should apply for all game modes, but be aware that in Arcade battles the LWS only really warns you of ATGM helicopters.&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;
* Access to TOW-2A and TOW-2B ATGMs which are very potent&lt;br /&gt;
* High rate of fire for main 25 mm cannon, very short time-to-kill as long as it is aimed correctly&lt;br /&gt;
** Potent APFSDS round, generally able to deal with most enemies from the sides before they can react&lt;br /&gt;
* Mobility is adequate once engine upgrade installed.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Survivability is inadequate, can be taken out by majority of enemies it'll face&lt;br /&gt;
* To fire ATGMs, the tank must be stationary&lt;br /&gt;
* APFSDS and TOW-2B are high tier modifications, meaning it can take a while to gain access to them&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;
During the late stages of the Cold War, OTO Melara, assisted by IVECO, had been designing a set of new multi-role armoured fighting vehicles in the hopes that enough interest would be generated to get the vehicles picked up either by the Italian army or by possible foreign customers. Several designs had been proposed (mainly to replace the ever-ageing M113 APC). The first attempt was the C-13 APC, which generated several variants, including an IFV and TUA version. It was ultimately never picked up likely due to political reasons, however what was used from the C-13 program would be re-used in future IFV projects, mainly the OTO Melara AV-90 and, the VCC-80 &amp;quot;Dardo&amp;quot;.&lt;br /&gt;
[[File:IFV Dardo With Ariete.png|thumb|right|400px|IFV Dardo with Ariete PSO]]&lt;br /&gt;
The Dardo had a troubled development cycle. Originally OTO Melara had initially proposed an initial variant known as the 'VCL-80', which would have shared many aspects from the C-13. It originally was supposed to feature a MILAN ATGM launcher similar to the [[M3 Bradley]] series of vehicles. The VCL-80 stayed on paper, however shortly thereafter in the early 1980s a new and refined design came out, only known as the VCC-80 (not to be confused with the production VCC-80 &amp;quot;Dardo&amp;quot;). In 1982 the Italian army would place a contract for the VCC-80, which would be produced in very small pre-production/prototype batches, and underwent a series of changes during its development cycle. The VCC-80 would be tested with a high velocity medium support gun, the same gun tested years prior on the Fiat 6616. What would actually interest the Italian army would be the version fitted with a power-operated turret, mounted with a 25 mm Oerlikon-Buhrle cannon (capable of 600 rpm, and fed with 200 ready rounds stored in the turret, with extra rounds stored inside of the hull). In addition, it was also given the ability to equip itself with TOW ATGMs.&lt;br /&gt;
&lt;br /&gt;
The general configuration of the VCC-80 would be conventional, being similar to other contemporary infantry fighting vehicles. What sets it out is the design, it being very well self proportioned and well executed. The hull as well as the turret of the VCC-80 is welded from plates of aluminium alloys (5083 and 7020 type). During its development, among the changes to the vehicle would be the fire control system, originally it had access to the Officine Galileo TURMS, present on the C1 Ariete and B1 Centauro. Eventually it was decided to use a mix, and the introduction of the Kollsman day/night sight which would be present on the the final version of the vehicle and subsequent production variants. The powerplant consists of an IVECO V6 turbo-charged after-cooled diesel, capable of 512hp (382.2 kW), coupled with an IVECO Fiat ZF type automatic transmission system with four forward/two reverse gears. The commander would be provided with six periscope sights, with 360° field of view. The cupola can be further fitted with 'JANUS' panoramic stabilized sight, although this is seen rarely. Additionally, a laser rangefinder and a thermal imager is provided for the gunner. Eventually the Italian army after extensive testing would order a grand total of 300 production units of the VCC-80 in 1988, designating it the VCC-80 &amp;quot;Dardo&amp;quot;, and later downsized to 200 units due to the end of the Cold War. They'd be delivered through the following years and the final production vehicles would be delivered in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
Since then, the Italian army have not upgraded the vehicle much, in 2005 TOW-2B and TOW-2A ATGMs would be ordered to up-arm both the Dardo and the A129 Mangusta, mainly done due to the old TOW variants such as I-TOW being a bit too outdated for the modern setting. They would also at one point acquire a license from Germany to produce PBM-09 25 mm APFSDS to accompany the Dardo. Dardos are currently in use inside of the majority of the 'Bersalgiere' regiments. Since then, the VCC-80 &amp;quot;Dardo&amp;quot; has partaken in pretty much every theatre of war that Italy was involved in, such as in Afghanistan, as well as Italian United Nations missions in Lebanon. In terms of upgrade programs, there was an attempt once to do such thing. During Eurostatory of 2010, an international exhibition of the defense and security sector that takes place every two years in the Paris-Nord Villepinte exhibition center, would have Italy present their defense vehicles and items like usual, including the Dardo. This time however would be the first time the Dardo IFV was seen in the configuration CIO presented, this specific configuration would allow the Dardo IFV to have an unmanned HITFIST-OWS (Overhead Weapon Station) 30 mm cannon, which would also be able to be paired up with 2 Spike ATGM launchers (the launcher was also capable of using Kornet and INGWE). However following in-depth studies conducted jointly by the Army and industry, the poor cost/effectiveness ratio of the vehicle modernization emerged, and therefore, in 2016, the VCC-80 &amp;quot;Dardo&amp;quot; modernization program was abandoned in favour of a new platform that can respond to the needs of the Armed Forces.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_dardo_vcc 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;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Italian Mix (1).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|X08w5IAydF4|'''The Shooting Range #258''' - ''Metal Beasts'' section at 00:28 discusses the {{PAGENAME}}.|n0mHQggtrzg|'''Dardo IFV - First Impressions Review''' - ''Sako Sniper''}}&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;
* [[M3A3 Bradley]] - Technically comparable tank in the USA tech tree&lt;br /&gt;
* [[Type 89 IFV]] - A very similar tank in Japanese tech tree&lt;br /&gt;
* [[VCC-80/30]] - A side grade of this tank, that mainly focuses on long range missile warfare&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7188-development-dardo-ifv-first-hit-rights-en|[Devblog] Dardo IFV: first hit rights]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer OTO Melara}}&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Dardo_parked_on_enemy_spawn.jpg&amp;diff=193670</id>
		<title>File:Dardo parked on enemy spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Dardo_parked_on_enemy_spawn.jpg&amp;diff=193670"/>
				<updated>2024-10-19T17:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Self explanatory. Blind people are being blind.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Self explanatory. Blind people are being blind.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Dardo_flank_attack.jpg&amp;diff=193669</id>
		<title>File:Dardo flank attack.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Dardo_flank_attack.jpg&amp;diff=193669"/>
				<updated>2024-10-19T17:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Self explanatory.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Self explanatory.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VCC-80/30&amp;diff=193668</id>
		<title>VCC-80/30</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VCC-80/30&amp;diff=193668"/>
				<updated>2024-10-19T17:50:47Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: added some pictures on top of the text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian light tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = VCC-80 Dardo (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=it_vcc_80_hitfist_30&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_VCC-80-30.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian light tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Ground Breaking&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The VCC-80/30 is one of the prototypes created during development of the Italian [[Dardo]] IFV, featuring a 30 mm quick firing Bushmaster II gun and a commander's sight. These features optimize the tank performance for medium to long range combat, while close range combat becomes risky.&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;
The survival of the VCC-80/30 is characterized by its thin armour. The armour is made of rolled homogeneous armour and aluminum that make up an effective armour of 77 mm at the top of the hull, while at the bottom, the most vulnerable part, the armour amounts to 46 mm. This armour is very weak, it can barely defend against 20 mm shells.&lt;br /&gt;
&lt;br /&gt;
As with Dardo, inside the VCC-80/30 there are 3 crew members: the driver, the commander and the gunner, and it's easy to lose both turret crew members if the tank was penetrated. The dual ammunition belt is also present to their side, and it explodes if hit.&lt;br /&gt;
&lt;br /&gt;
The engine is at the front of the vehicle and is separated from the driving area with a rolled homogeneous plate of 6 mm. This plate that separates the driver from the engine serves to increase the vehicle's resistance against shrapnel and fire.&lt;br /&gt;
&lt;br /&gt;
It's extremely important to note, that this tank has a commander scope, which allows it to attack while only exposing the sight. Therefore, as long as the commander is alive, the tank is much better protected as it is able to exploit terrain features. Being hit into the scope may disable the commander or cause fatal overpressure damage, depending on what hits the scope, but it is very difficult even with arcade aim assist. The scope is so important, that it makes using &amp;quot;crew replenishment&amp;quot; to recover the commander a viable strategic choice in AB, rather than keeping it to survive a direct hit once.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Aluminium alloy 5083 (Hull front, hull rear)&lt;br /&gt;
* Aluminium alloy 7039 (Turret, hull sides)&lt;br /&gt;
* Composite screen (Sideskirts)&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 || 25 mm + 8 mm (78°) ''Upper''&lt;br /&gt;
50 mm + 22 mm (38°) ''Lower''&lt;br /&gt;
| 25 mm (33°) ''Upper''&lt;br /&gt;
25 mm, 52 mm, 32 mm ''Lower''&lt;br /&gt;
| 38 mm (30°) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 40 mm + 22 mm (18°) ''Turret front''&lt;br /&gt;
40 mm + 6 mm (22°) ''Turret front sides''&lt;br /&gt;
&lt;br /&gt;
25 mm + 25 mm ''Gun mantlet''&lt;br /&gt;
| 40 mm (22-25°) || 40 mm (26°) || 40 mm (80°) ''Front''&lt;br /&gt;
25 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;3&amp;quot; | 40 mm (cylindrical) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=806|rbMinHp=460}}&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|2}}&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|Bushmaster 2 Mk.44 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The gun on this tank is a Bushmaster 30 mm autocannon. It is fairly commonly seen on German tank [[Vilkas]] at the rank (as well as many other light tanks of a lower BR) and it's main selling point is increased penetration value over the 20-25 mm cannons. &lt;br /&gt;
&lt;br /&gt;
Its downsides are a relatively low rate of fire and objective randomness of damage at close range, which combined with poor armour makes the VCC weaker than other light tanks at close range. At ranges of 500 and 1000 m the gun becomes significantly more efficient than its peers and overall less random. &lt;br /&gt;
&lt;br /&gt;
At ranges of 1300+ m it becomes possible to fire APFSDS over a shallow hill into enemy tanks and it is very difficult, if not impossible, to counter for those who only bring APFSDS as ammunition, allowing the user to spare precious ATGMs and snipe travelling tanks with the gun instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Bushmaster 2 Mk.44 (30 mm)|30 mm Bushmaster 2 Mk.44]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 360 (90) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+60° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 54.5 || 75.5 || 91.7 || 101.4 || 107.9 || rowspan=&amp;quot;2&amp;quot; | 13.00 || rowspan=&amp;quot;2&amp;quot; | 11.50 || rowspan=&amp;quot;2&amp;quot; | 10.60 || rowspan=&amp;quot;2&amp;quot; | 10.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 34.1 || 40.1 || 48.7 || 53.9 || 57.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|APDS|Armour-piercing discarding sabot}}&lt;br /&gt;
* '''MK266:''' {{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''MK258:''' {{Annotation|APFSDS|Armour-piercing fin-stabilized discarding sabot}}&lt;br /&gt;
&lt;br /&gt;
{{:Bushmaster 2 Mk.44 (30 mm)/Ammunition|APDS, HEI-T*, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3 (+1) || 2 (+2) || 1 (+3) || N/A || N/A || N/A || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|BGM-71 TOW}}&lt;br /&gt;
&lt;br /&gt;
This tank carries the same TOW-2 missiles as the Dardo, but the addition of commander sight adds some points to consider.&lt;br /&gt;
&lt;br /&gt;
When using commander aim in commander sight, the missile LOS is calculated off the commander sight instead of a gun, so use it whenever possible to increase missile reach.&lt;br /&gt;
[[File:VCC 80 30 commander scope camping.jpg|thumb|right|Soviet tankers often deem themselves immortal and almighty. Unlike Dardo, VCC 80/30 can deal with both.]]&lt;br /&gt;
TOW-2 and TOW-2A are direct hit missiles by nature, and the launchers are located below the commander's sight, so when firing over a hill, inital launch should be pointed up into the sky to avoid wasting ammunition. Minimal range for indirect shot is about 500 m. TOW-2B may avoid the hill naturally, but when standing next to it, firing up initially is still recommended.&lt;br /&gt;
&lt;br /&gt;
The tank has the maximum synergy with TOW-2B, as it becomes near impossible to remove it without having proximity shells or a top-down attack missile due to the small size of a commander scope, while it can scout and harass pretty much anything at any range as long as there is a hill or some sort of medium cover.&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;4&amp;quot; | [[BGM-71 TOW]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 8 (2) || -6°/+30° || N/A || N/A || 13.0 || 11.5 || 10.6 || 10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:BGM-71 TOW/Ammunition|TOW-2, TOW-2A, TOW-2B}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&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|Beretta MG42/59 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Beretta MG42/59 (7.62 mm)|7.62 mm Beretta MG42/59]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (200) || 801 || 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 VCC-80/30 has a different style of gameplay from the Dardo IFV, instead it is very similar to the M3A3 Bradley or a classical sniper tank. Do not rush at capture points or enemies, because your main gun cannot damage enemy tanks as fast as with the previous Dardo. Instead, stalk around the points and hit tanks with missiles. It's best to stay hidden and therefore not fire as many shots, unless you managed to intercept a clueless tanker. Look for a way to get around them or attack them by surprise, because only one hit is enough to destroy you.&lt;br /&gt;
&lt;br /&gt;
To avoid getting hit, use the commander scope. It's placed higher than any other part of the tank and is very small, so if you can only barely see enemy tanks with it, they probably can't hit you back. In terms of the mobility, the VCC-80/30 is almost equal to the Dardo IFV since the hull is the same, just slightly taller, so use it to move around the area and to throw enemy aim off even further when they are staring back at you. &lt;br /&gt;
&lt;br /&gt;
In Arcade mode, if you somehow got hit and only lost one crew member, it is probably worth using crew replenishment manually to heal the commander, rather than giving up on the commander sight, even if the next hit will definitely destroy the tank. It is magnitudes harder to hit the commander scope of the VCC than the tank itself, and many tankers have to realize that it's an option to begin with, which usually occurs to them way too late.&lt;br /&gt;
&lt;br /&gt;
The TOW launchers are equipped with TOW-2, TOW-2B (which can destroy camping sniper tanks), and also the TOW-2A ATGM with tandem warhead (to penetrate tanks that have ERA protection). Depending on enemy team composition and the BR, you can always bring at least some TOW-2B for the NATO tanks while the rest of the vehicle can hold the TOW-2A. &lt;br /&gt;
[[File:VCC 80 30 critical chokepoint.jpg|thumb|right|Properly chosen position can elevate this tank from being a nuisance to being a team-scale threat.]]&lt;br /&gt;
The TOW launchers can only be used when stationary, so the gun still must be used when suddenly attacked. APFSDS can cut into engine compartments at very shallow angles, so never surrender and always try to hit enemy hull side armour, sometimes miracles happen. Sometimes at a range of 500 m medium tanks may expose just enough of the tank hull to get destroyed by the gun barely hitting it, but this is difficult to gauge in RB. The gun is also useful for attacking less armoured light tanks or repositioning sniper tanks at very long ranges, and the enemy will have problems with responding back if you do not overextend. &lt;br /&gt;
&lt;br /&gt;
Although the turret traverse is very fast, since the gun is rather slow firing, perhaps fighting an aircraft directly with it is a bad idea if your aim is not perfect. In such case, if you get a consistent laser lock on your tank, just drop smokes and run for your life instead of trying to find out what exactly is firing at you. Even if the enemy helicopter is rather close to you, it is not worth finding out what is stronger - their automatic grenade launcher and ATGMs or the Bushmaster. Once you got to cover and lost the lock you can try to reply.&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;
* Low profile, unlike its contemporary (like the M3A3 Bradley and Strf 9040 BILL)&lt;br /&gt;
* Extremely safe missile attack setup with commander sight controls unlike Dardo&lt;br /&gt;
* Fantastic mobility when compared to opposition&lt;br /&gt;
** Responsive neutral steering&lt;br /&gt;
** Eager to accelerate both forwards and in reverse&lt;br /&gt;
* Very fast turret rotation&lt;br /&gt;
* Uses the 30 mm Bushmaster II instead of the 25 mm Oerlikon - reliable APFSDS penetration against medium tank sides at long ranges&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Much slower rate of fire (200 rpm) than the 25 mm Oerlikon found on the Dardo, so it has significantly worse time-to-kill at close ranges and against mobile aircraft&lt;br /&gt;
* If it loses terrain advantage and/or tank commander then it can't fight efficiently and arguably becomes a worse Dardo&lt;br /&gt;
* Cannot fire missiles on the move, unlike the Russian tanks or future tanks that are armed with the Spike missile&lt;br /&gt;
* Tendency to oversteer at high speeds&lt;br /&gt;
* Weak armour, can be taken out by other top-down ATGM carriers easily&lt;br /&gt;
** Cramped turret with only 2 crew members - any hits on the turret are usually fatal (shouldn't be a problem if player pays attention)&lt;br /&gt;
* Stock belt consists of one single APDS shot, this, combined with the slow rate of fire, can land you in serious trouble when engaging enemy vehicles&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;
After the [[Dardo|VCC-80 &amp;quot;Dardo&amp;quot; program]] was finalized, OTO Melara also had many plans to export the machine, or parts of the machine, to foreign countries who might've been interested in acquiring Italian technology. The standard version of the VCC-80 'Dardo' IFV would itself be armed with a 25 mm Oerlikon autocannon, which would be installed onto the OTO TC-25 Hitfist turret, however during the '90s OTO had designed an upgrade kit for the TC-25 Hitfist turrets, which were primarily made as optional armament available for anyone interested in up-gunning the IFV from a 25 mm Oerlikon to a 30 mm Bushmaster.&lt;br /&gt;
&lt;br /&gt;
This version of the TC-25 Hitfist turret would be mainly seen in military arms exhibitions, but for testing reasons, this up-gunned version of the turret would also be tested on the VCC-80 'Dardo' IFV. Not much is known in regards to the tests, however it is safe to assume that the Italian army at the time was not interested.&lt;br /&gt;
&lt;br /&gt;
The upgraded TC-25 Hitfist was armed with a stabilised dual-fed 30 mm Bushmaster II which could fire a variety of munitions, including 30 mm APFSDS. In addition, it had access to a 7.62 mm MG with 700 rounds, and 2 TOW ATGM launchers, which were able to fire ITOW, TOW-2, TOW-2A, and TOW-2B. In terms of FCS, it utilised the same Kollsman Day/Night sight already present of the production batches of the Dardo IFV, more interestingly tests conducted on the up-gunned Dardo also showed that despite the new calibre, a commander sight was still always available. Lastly, if there was a need to disengage from a firefight, 8 x 80 mm smoke launchers were still available. Overall this would've been a great potential upgrade which could be easily done for the Dardo, however since the Italian army had no interest it was never done in a high amount. Instead, nearly 20 years later, OTO Melara would showcase a new upgrade for the Dardo which would use a 30 mm autocannon, but instead of the TC-25 Hitfist turret it would be presented on the 30 mm OWS turret.&lt;br /&gt;
&lt;br /&gt;
OTO would continue to showcase and hopefully sell the TC-25 Hitfist turret up to the early 2000s. The modified turret would generate some interest in the UK, specifically with the Alvis Stormer 30, which started as a private venture. The reasoning was mainly so the new vehicle could meet potential user requirements for a high-mobility air-portable armoured reconnaissance vehicle. The development of the Stormer 30 started in 1995, with the first prototype completed in the year 1997. Sadly, Alvis didn't manage to generate any interest with the Stormer 30 so OTO Melara was once again without a potential customer for one of their items.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7371-development-vcc-80-30-dardo-s-elder-brother-en|Devblog]] ===&lt;br /&gt;
&lt;br /&gt;
During the development of the Dardo IFV, several variants of chassis and turrets with different guns took part in the competition. The prototype VCC-80 with a HITFIST turret is slightly higher than Dardo, and designed to mount the American 30 mm Bushmaster II cannon. Despite the more advanced fire control system and an additional electro-optical periscope for the commander, the military preferred a more compact version of the turret with a 25 mm gun, the HITFIST turret later used for a prototype infantry fire support vehicle and escorting motorized columns with a 60 mm gun.&lt;br /&gt;
&lt;br /&gt;
The VCC-80/30 is another variant of one of the best infantry fighting vehicles in War Thunder, the Italian Dardo. Despite the similarity of these machines, the VCC-80/30 - although it is only a prototype of the Dardo - surpasses its serial brother in some aspects. The main difference between the machines is the turret and the gun. The prototype has a HITFIST 30 turret, which houses a 30 mm Bushmaster II cannon, which is more powerful than the first version already familiar to you from the Bradley, but with about the same rate of fire.&lt;br /&gt;
&lt;br /&gt;
Just like the Dardo, it has ATGM launchers for the TOW-2, the tandem-warhead TOW-2A, and TOW-2B, that hit the enemy from above. The up-to-date fire control system includes sights with NVD (and thermal imaging for the gunner), it also includes a laser rangefinder, and an effective two-axis stabilizer. An additional periscope commander's sight is installed on the tower.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_vcc_80_hitfist_30 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;200&amp;quot;&amp;gt;&lt;br /&gt;
File:VCC-80 30 (I).png&lt;br /&gt;
File:VCC-80 30 (II).png&lt;br /&gt;
File:VCC-80 30 (III).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
; Tanks with similar configuration&lt;br /&gt;
&lt;br /&gt;
* [[Desert Warrior]]&lt;br /&gt;
* [[Type 89 IFV]]&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* IFV [[Dardo]]&lt;br /&gt;
* [[VCC-80/60]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7371-development-vcc-80-30-dardo-s-elder-brother-en|[Devblog] VCC-80/30: Dardo's elder brother]]&lt;br /&gt;
* [https://www.iveco-otomelara.com/tracked/DardoAifv.php &amp;lt;nowiki&amp;gt;[Iveco - Oto Melara]&amp;lt;/nowiki&amp;gt; Dardo AIFV/ATGM]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer OTO Melara}}&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:VCC_80_30_commander_scope_camping.jpg&amp;diff=193667</id>
		<title>File:VCC 80 30 commander scope camping.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:VCC_80_30_commander_scope_camping.jpg&amp;diff=193667"/>
				<updated>2024-10-19T17:40:35Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Self explanatory.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Self explanatory.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:VCC_80_30_critical_chokepoint.jpg&amp;diff=193666</id>
		<title>File:VCC 80 30 critical chokepoint.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:VCC_80_30_critical_chokepoint.jpg&amp;diff=193666"/>
				<updated>2024-10-19T17:39:32Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: VCC 80 30 is parked just outside of reach of most enemies, while being able to terrorize everyone around itself (all of the dead tanks are its work). The key is to stay low.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VCC 80 30 is parked just outside of reach of most enemies, while being able to terrorize everyone around itself (all of the dead tanks are its work). The key is to stay low.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193665</id>
		<title>KF41</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=KF41&amp;diff=193665"/>
				<updated>2024-10-19T17:30:39Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Filled up the page more. The tank either works or it doesn't, so there it is. Didn't make many gun screenshots, simply due to being more an ATGM player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=it_kf_41&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 '''KF41 Lynx''' is a modern IFV design from the German Rheinmetall company, exported to the Hungarian Army. On July 31, 2024, the Hungarian army received its first KF41. The order was for 209 KF41s to be delivered in seven variants, ranging from the regular IFV, command variants with improved communications, all the way to medical transports and mortar carriers. By 2024, it is expected to receive 46 KF41s in the first delivery batch. The production of the vehicle was set up in a production plant in Zalaegerszeg with 51% investment from Rheinmetall and 49% from the Hungarian government.&lt;br /&gt;
&lt;br /&gt;
It was introduced in [[Update &amp;quot;Sons of Attila&amp;quot;]] as part of the Hungarian branch of the Italian tech tree. The KF41 invites comparisons with the [[PUMA VJTF]] IFV; they are both heavily armed and armoured IFVs with good mobility and much heavier and bigger than their counterparts like the BMP-3 and the American Bradley IFV, but in reality they couldn't be any further apart. Unlike the PUMA, KF41 focuses on maximizing its scouting potential and is optimized for combat centered around fire-and-forget ATGMs by having a unique AMAP-ADS hard-kill active protection system, as well as a high amount of smoke grenades. In doing so the KF41 sacrifices aspects of the PUMA, like the unmanned turret, soft-kill APS, and ERA/NERA. Because of this, it is extremely vulnerable to attacks that the hard-kill APS cannot stop. Nevertheless, thanks to the Spike ATGMs and extremely good commander sight, it is a capable support vehicle and extremely potent capture point defender, being able to achieve long-range kills with its APFSDS and ATGM against both tanks and helicopters. For the latter threat, it can also utilise its AHEAD rounds from the 30 mm autocannon which are more capable at dealing with air threats.&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;
Despite its contemporary design akin to the Puma IFV, the KF41 exhibits a notable shortfall in protection against conventional rounds, as NERA is replaced by the AMAP-ADS APS which can only intercept objects flying at 70 to 700 m/s which means it can only really destroy ATGM (and not really all of them). This APS ensures that KF41 is the only vehicle around allowed to use the Spike ATGM freely, and any cannon launched ATGM are likely to be destroyed upon launch, which can sometimes help against light tanks. The APS is somewhat unreliable and will often fail to intercept attacks that are supposed to be within its capacity to hit.&lt;br /&gt;
&lt;br /&gt;
Any big gun at the BR should be able to obliterate the KF41 instantly. Even in AB, direct hit will put the tank into crew replenishment mode with obvious consequences. Nevertheless, its hull demonstrates commendable resilience against autocannons. The inclusion of external fuel tanks positioned behind the Active Protection System serves to bolster armour capabilities against smaller calibre projectiles, and the gunner with commander sit inside a basket that can prevent shrapnel and small shells from reaching them. However, the effectiveness of this additional protection is contingent upon various factors including impact angle, projectile type, as well as distance. The void spaces within the compartment enhance the vehicle's survivability, particularly when subjected to certain angles of attack.&lt;br /&gt;
&lt;br /&gt;
The turret is entirely different, and while it is impossible to use mere 12.7 mm to hit ammo racks of the KF41, it is vulnerable to 20 mm cannons and above. The shrapnel basket also doesn't extend into the turret, so anything penetrating the turret will hit the crew. This makes the tank protections mostly null and void, as almost everyone fire at the turret first anyway (partially, because it is the best way to disable the Puma as well). A direct hit on the turret would result in near-immediate incapacitation even in AB.&lt;br /&gt;
&lt;br /&gt;
Similar to the Puma, the crew compartment is compartmentalized, with the entire rear section, designated for infantry, remaining unoccupied. However, the amount of people at such high rank that would fire at the empty back of the tank is extremely low. &lt;br /&gt;
&lt;br /&gt;
The primary survivability feature of the KF41 lies in its capacity to attack on a move and out of cover, enabling it to swiftly navigate the battlefield, evade and pressure enemy tanks until commander managed to reach the strategic chokepoint. The tank has commander scope, 12.7 mm machine gun and the ATGM launchers put on the very top of the tank. they are located so high, that common HEAT shells and small ATGMs will do nothing but cause fires if they hit at the topmost part of the optics, which is only a mild inconvenience, compared to being hit directly. HE shells and strong ATGM like the MIM146 still can cause overpressure damage wide and strong enough to implode the tank, so at least some care should be taken when enemy starts actively firing back.&lt;br /&gt;
&lt;br /&gt;
The tank also has a huge amount of smoke grenades (20, fired in 10 pairs), which are most likely installed to break lock-on of IR and laser guided missiles of helicopters. They are also quite useful to sow chaos among enemy ranks, as enemy might fail to hit the KF41 turret and start compulsively firing at the more sturdy hull instead if they are completely blind.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=1,790|rbMinHp=1,022}}&lt;br /&gt;
&lt;br /&gt;
The mobility of the KF41 falls short when compared to similar armoured vehicles. Even heavily armoured counterparts like the T-80BVM and Leopard 2 series boast higher top speeds and overall mobility, highlighting the KF41's relatively lacklustre performance in combat, evidenced by its power-to-weight ratio of 26.3, in contrast to the T-80BVM's 27.2. Nonetheless, it maintains a respectable level of mobility, enabling the vehicle to swiftly navigate the periphery of the battlefield and deliver flanking manoeuvres against enemy vehicles.&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|2}}&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|MK 30-2/ABM (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is equipped with the Mauser MK 30 automatic cannon, renowned for its powerful ammunition type and decent firing rate. While it may lack effectiveness against armoured vehicles in direct engagements, it proves highly advantageous for flanking manoeuvres and short-range anti-aircraft defense against helicopters or slow-moving, low-flying enemy jets. Players that already used [[VCC-80/30]] and it's Bushmaster autocannon will feel right at home with this weapon, noting slight increase in penetration power and magazine size.&lt;br /&gt;
&lt;br /&gt;
When operating within a group, the cannon becomes instrumental in targeting critical components such as tracks or cannon barrels, thereby supporting allies engaged in frontal combat. Always try to aim for the sides or small weak spots in the turret front when there is nothing obvious left to hit. Randomly firing at the enemy tank upper hull plate will achieve nothing and will only make the target angry, as well as attract more unwanted attention from other tanks (or even aircraft), while firing at the turret may randomly cause internal damage or completely ruin the gun breech.&lt;br /&gt;
&lt;br /&gt;
It is advisable to utilize the APFSDS belt in most situations, reserving the AHEAD fragmentation belt for engagements with aircraft or lightly armoured vehicles. AHEAD will detonate at ranges fed to it by the anti-air IRST located in the sniper seat. The IRST cannot be locked on by the commander, so pay attention to which seat are you currently in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK 30-2/ABM (30 mm)|30 mm MK 30-2/ABM]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 348 (116) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 57.1 || 79.1 || 96.0 || 106.2 || 113.0 || rowspan=&amp;quot;2&amp;quot; | 0.26 || rowspan=&amp;quot;2&amp;quot; | 0.23 || rowspan=&amp;quot;2&amp;quot; | 0.21 || rowspan=&amp;quot;2&amp;quot; | 0.20&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:MK 30-2/ABM (30 mm)/Ammunition|APDS, HEI-T, Ahead, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|Spike-LR2MR}}&lt;br /&gt;
&lt;br /&gt;
The KF41 is outfitted with Spike-LR2MR IR fire-and-forget missiles, which exhibit a somewhat inconsistent reliability. While they offer the potential as stand-off weapons effective against heavily armoured targets as well as slow-moving, low-flying aircraft, their reliability can vary based on several factors including the target's speed, launch angle, distance, and the carrier's velocity. They also cannot be fired into a smoke screen.&lt;br /&gt;
&lt;br /&gt;
The positioning of the launcher and overall stability of the FK41 hull enables quasi No Line-of-Sight launches, contingent upon factors and the target's exposure level, albeit rendering the missile ineffective at distances shorter than 250 m (unless the target moves sideways, forcing the missile to slow down further). Since the launcher is located on the very top of the tank, it can lock even on a machine gun or radio antenna poking over a hill, allowing launches straight into enemy cover as soon as they try to pull up. Due to this, it is almost impossible to trade against loaded KF41 without getting hit as well. Do note, that it is the launcher that locks onto enemy tanks and not the commander scope, and it may be possible to lock when the enemy tank is not even visible.&lt;br /&gt;
[[File:KF41 atgm lock on presentation.jpg|thumb|right|The spikes are comically easy to lock-on with KF41, and even one is often enough to scare opponents into smoking themselves]]&lt;br /&gt;
Spikes are blinded by the vegetation, but liberal application of the 12.7 mm M2HB MG located on top of the commander scope should be enough to remove any bushes that could block missile vision. If that isn't enough, the main weapon can destroy any remaining obstacles until there is nothing left.&lt;br /&gt;
&lt;br /&gt;
Despite featuring a small warhead, Spikes can inflict significant damage on enemy tanks upon successful penetration and will almost surely attack the gun breech. A &amp;quot;double tap&amp;quot; with both missiles will obliterate or heavily damage the target tank with a probability of 90% if enemy does not drop smoke screens immediately. Sometimes, their capability for top-down attacks may encounter limitations, particularly against heavily protected tanks featuring NERA components on the roof like the Strv 122 or Leopard 2A7.&lt;br /&gt;
&lt;br /&gt;
The only thing truly holding the KF41 back from becoming a globally acknowledged menace is its pitiful ammo reserve of only 4 missiles (2 being pre-loaded into the launcher). It is, therefore, only possible to take out 2 tanks reliably until rearmed. Rearm on a capture point takes 15 seconds, which is the same with reload speed. KF41 that managed to make it to a secure capture point with great vantage can perpetually control at least two targets at once and can ruin an entire team on its own unless destroyed.&lt;br /&gt;
&lt;br /&gt;
In Arcade battles, spending all 4 missiles outside of a capture point is self-destructive, as the automatic rearm will take 2 minutes, without being able to shorten it afterwards. This, as well as the common map sizes, make the tank rather niche in arcade mode. It still can be extremely powerful if it manages to make it to the capture point while using only three missiles, probably even more so than in the RB due to it being able to spot anything via scouting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Spike-LR2MR]] missile&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
|-&lt;br /&gt;
| 4 (2) || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Spike-LR2MR/Ammunition|Spike-LR2}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
{{Specs-Tank-Weapon|4}}&lt;br /&gt;
&amp;lt;!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Pintle || 1,200 (200) || 575 || -10°/+65° || -95°/+20°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M240 (7.62 mm)|7.62 mm M240]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 941 || - || -&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 KF41 can be loosely compared to the VCC-80/30, in which case the KF41 is an even further specialization in long range combat over kilometers of range. There are numerous in-game situations in which VCC is objectively better, simply because it has more missiles, better attack angles and smaller profile. It is often downright useless when engagement ranges reach 500 m, simply due to how strong the medium tanks are. Unfortunately, it's not possible for one player to have a complete control over the map, and what happens on the other end can affect you in the form of incoming airstrikes, which the KF41 can handle better.&lt;br /&gt;
&lt;br /&gt;
The KF41 can be likened to a larger-scale [[R3 T20 FA-HS|R3 T20]] in its operational approach. Despite its armour offering limited protection against only certain types of threats, its agility and firepower allows to use it in a range of roles. In addition to its primary functions of flanking enemy positions (preferrably with a teammate capable of finishing off the survivors), the KF41 excels as a platform for suppressive fire, capable of keeping adversaries pinned down with an additional threat of ATGM rain, while allies manoeuvre for advantageous positions. Furthermore, its often designated as a budget anti-aircraft asset - while not equipped with the extensive detection systems of dedicated anti-aircraft platforms, its weaponry and its built-in IRST make it a formidable deterrent against helicopters and low-flying aircraft. &lt;br /&gt;
&lt;br /&gt;
A lot of helicopters will also sometimes find themselves unable to destroy the KF41 even with a maximum stealth &amp;quot;turn on the laser in the last 5 seconds&amp;quot; tactical attack, when its APS decides to actually shoot the incoming missiles rather than ignore them, and the tank commander will immediately &amp;quot;smoke away&amp;quot; from the rest of the volley. It's worth noting that while the KF41's Active Protection System exhibits an extremely random behaviour, it will reliably prevent &amp;quot;death charge&amp;quot; of Soviet and Chinese light tanks that use super powerful ATGM pre-loaded as their first shot.&lt;br /&gt;
&lt;br /&gt;
On large scale battlefields like the &amp;quot;Fields of Sinai&amp;quot; or &amp;quot;Fields of Poland&amp;quot;, the KF41 emerges as a potent sniper unit, utilizing its cannon or Spike missiles to engage targets at extended ranges with precision and lethality. The strategic advantage of such long-range engagement capabilities cannot be overstated, as KF41 can disrupt travelling enemy snipers and neutralize high-value targets from afar. With the commander scope placement and the rather shallow arc of the PMC287 APFSDS, enemy tanks will find out, that their APFSDS cannot even hit the KF41 back and that, regrettably, nothing short of HE or an airstrike will be able to save them. A lot of tankers refuse to take multiple ammunition types and will find themselves shot and/or burned to death.&lt;br /&gt;
[[File:KF41 dominating capture point.jpg|thumb|right|Whether by a gun or a missile, KF41 wants to block enemy reinforcements from ever arriving]]&lt;br /&gt;
When forced to fight in close quarters, KF41 can fire smoke grenades into enemy faces to confuse and annoy them before pushing in. In the worst case it will make them shoot at the hull, as they probably won't be able to guess where your turret is, and it will help protect your crew. In the best case they will not notice you passing through or start panicking and moving around, and you will be able to land a side or back shot on them.&lt;br /&gt;
&lt;br /&gt;
Lastly, the KF41 is potentially a monster ATGM tank, severely limited by its ATGM count. It can fire over the tallest walls in the game and the enemy can barely hurt it back. There are many capture points in the game, that other snipers like to stall next to due to them being either well-protected or having direct sight onto the enemy spawn. The goals of these players are rather shallow and they generally get blasted by TOW-2B or otherwise countersniped when they get too greedy. The KF41, however, is nigh untargetable in its full hull-down state and is able to launch Spikes even at the enemy machine guns with only low possibility of a miss. Additionally, the APS and LWS will protect the tank from the worst when the enemy team finally decides to fight back. In some spots, KF41 can even endlessly fire directly into enemy spawns due to its height. Be aware, that you will probably die on your way to such a point and you will need to expose yourself to a flanking attack to be able to constantly reload and suppress an entire spawn point, especially in AB, but when you manage to entrench in such position, it's extremely worth it.&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;
* Access to fire and forget missiles&lt;br /&gt;
** The commander scope and launcher setup allow for extremely safe or extremely offensive attacks &lt;br /&gt;
* Powerful main armament&lt;br /&gt;
* Equipped with hard-kill APS, able to stop enemy ATGMs&lt;br /&gt;
* Mobile for being a tracked platform&lt;br /&gt;
* Great elevation angles, can easily fend off against enemy aircraft if they're near&lt;br /&gt;
* High amount of smoke grenades&lt;br /&gt;
* Technically counts as a makeshift SPAA if the commander is perceptive enough&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very big profile&lt;br /&gt;
* Weak armour against conventional ammunition, the turret is too vulnerable and looks way too much like the Puma, rendering the hull armour useless&lt;br /&gt;
* APS is too situational, does not work all the time&lt;br /&gt;
* Fire and forget missile reserves are very limited&lt;br /&gt;
* Cannon, although powerful, has a low fire rate and is unable to seriously damage most medium tanks directly from the front&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;
Rheinmetall initiated the development of the KF series of combat vehicles to fill a noticeable gap in the market for tracked vehicles. The company aimed to create a design versatile enough to outperform direct competitors while still being able to efficiently carry out peacetime operations.&lt;br /&gt;
&lt;br /&gt;
The vehicle was first unveiled in its lighter KF31 configuration in June 2016 at the Eurosatory exhibition. This debut was soon followed by the heavier KF41 variant, unveiled at the same event in 2018. By 2020, Rheinmetall had entered negotiations with several potential operators, including Australia, the Czech Republic, and the United States. Hungary became the KF41's first official operator in September of that year, placing an order for 218 vehicles.&lt;br /&gt;
&lt;br /&gt;
- ''[[wt:en/news/8458-development-kf41-the-majestic-lynx-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_kf_41 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|dS_0tpx-u1E|'''The Shooting Range #373''' - ''Metal Beasts'' section at 00:24 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[PUMA]]&lt;br /&gt;
* [[Freccia]]&lt;br /&gt;
* [[VCC-80/30]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/8458-development-kf41-the-majestic-lynx-en|[Devblog] KF41: The Majestic Lynx]]&lt;br /&gt;
&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;br /&gt;
[[Category:Ground vehicles with active protection system]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_dominating_capture_point.jpg&amp;diff=193664</id>
		<title>File:KF41 dominating capture point.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_dominating_capture_point.jpg&amp;diff=193664"/>
				<updated>2024-10-19T17:19:27Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: KF41 endlessly fires spikes off the bridge capture point. Absolutely unfair from the victim point of view, but technically equally difficult to achieve.

Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KF41 endlessly fires spikes off the bridge capture point. Absolutely unfair from the victim point of view, but technically equally difficult to achieve.&lt;br /&gt;
&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:KF41_atgm_lock_on_presentation.jpg&amp;diff=193663</id>
		<title>File:KF41 atgm lock on presentation.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:KF41_atgm_lock_on_presentation.jpg&amp;diff=193663"/>
				<updated>2024-10-19T17:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: KF41 aims spike at the tank, of which only the MG is visible (currenly in the smoke screen as well) 
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KF41 aims spike at the tank, of which only the MG is visible (currenly in the smoke screen as well) &lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VCC-80/30&amp;diff=193660</id>
		<title>VCC-80/30</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VCC-80/30&amp;diff=193660"/>
				<updated>2024-10-19T14:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Wrote something that wasn't technically correct, so fixed. Main text may still need proofreading, idk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian light tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = VCC-80 Dardo (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=it_vcc_80_hitfist_30&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_VCC-80-30.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian light tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Ground Breaking&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The VCC-80/30 is one of the prototypes created during development of the Italian [[Dardo]] IFV, featuring a 30 mm quick firing Bushmaster II gun and a commander's sight. These features optimize the tank performance for medium to long range combat, while close range combat becomes risky.&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;
The survival of the VCC-80/30 is characterized by its thin armour. The armour is made of rolled homogeneous armour and aluminum that make up an effective armour of 77 mm at the top of the hull, while at the bottom, the most vulnerable part, the armour amounts to 46 mm. This armour is very weak, it can barely defend against 20 mm shells.&lt;br /&gt;
&lt;br /&gt;
As with Dardo, inside the VCC-80/30 there are 3 crew members: the driver, the commander and the gunner, and it's easy to lose both turret crew members if the tank was penetrated. The dual ammunition belt is also present to their side, and it explodes if hit.&lt;br /&gt;
&lt;br /&gt;
The engine is at the front of the vehicle and is separated from the driving area with a rolled homogeneous plate of 6 mm. This plate that separates the driver from the engine serves to increase the vehicle's resistance against shrapnel and fire.&lt;br /&gt;
&lt;br /&gt;
It's extremely important to note, that this tank has a commander scope, which allows it to attack while only exposing the sight. Therefore, as long as the commander is alive, the tank is much better protected as it is able to exploit terrain features. Being hit into the scope may disable the commander or cause fatal overpressure damage, depending on what hits the scope, but it is very difficult even with arcade aim assist. The scope is so important, that it makes using &amp;quot;crew replenishment&amp;quot; to recover the commander a viable strategic choice in AB, rather than keeping it to survive a direct hit once.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Aluminium alloy 5083 (Hull front, hull rear)&lt;br /&gt;
* Aluminium alloy 7039 (Turret, hull sides)&lt;br /&gt;
* Composite screen (Sideskirts)&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 || 25 mm + 8 mm (78°) ''Upper''&lt;br /&gt;
50 mm + 22 mm (38°) ''Lower''&lt;br /&gt;
| 25 mm (33°) ''Upper''&lt;br /&gt;
25 mm, 52 mm, 32 mm ''Lower''&lt;br /&gt;
| 38 mm (30°) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 40 mm + 22 mm (18°) ''Turret front''&lt;br /&gt;
40 mm + 6 mm (22°) ''Turret front sides''&lt;br /&gt;
&lt;br /&gt;
25 mm + 25 mm ''Gun mantlet''&lt;br /&gt;
| 40 mm (22-25°) || 40 mm (26°) || 40 mm (80°) ''Front''&lt;br /&gt;
25 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;3&amp;quot; | 40 mm (cylindrical) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=806|rbMinHp=460}}&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|2}}&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|Bushmaster 2 Mk.44 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The gun on this tank is a Bushmaster 30 mm autocannon. It is fairly commonly seen on German tank [[Vilkas]] at the rank (as well as many other light tanks of a lower BR) and it's main selling point is increased penetration value over the 20-25 mm cannons. &lt;br /&gt;
&lt;br /&gt;
Its downsides are a relatively low rate of fire and objective randomness of damage at close range, which combined with poor armour makes the VCC weaker than other light tanks at close range. At ranges of 500 and 1000 m the gun becomes significantly more efficient than its peers and overall less random. &lt;br /&gt;
&lt;br /&gt;
At ranges of 1300+ m it becomes possible to fire APFSDS over a shallow hill into enemy tanks and it is very difficult, if not impossible, to counter for those who only bring APFSDS as ammunition, allowing the user to spare precious ATGMs and snipe travelling tanks with the gun instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Bushmaster 2 Mk.44 (30 mm)|30 mm Bushmaster 2 Mk.44]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 360 (90) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+60° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 54.5 || 75.5 || 91.7 || 101.4 || 107.9 || rowspan=&amp;quot;2&amp;quot; | 13.00 || rowspan=&amp;quot;2&amp;quot; | 11.50 || rowspan=&amp;quot;2&amp;quot; | 10.60 || rowspan=&amp;quot;2&amp;quot; | 10.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 34.1 || 40.1 || 48.7 || 53.9 || 57.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|APDS|Armour-piercing discarding sabot}}&lt;br /&gt;
* '''MK266:''' {{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''MK258:''' {{Annotation|APFSDS|Armour-piercing fin-stabilized discarding sabot}}&lt;br /&gt;
&lt;br /&gt;
{{:Bushmaster 2 Mk.44 (30 mm)/Ammunition|APDS, HEI-T*, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3 (+1) || 2 (+2) || 1 (+3) || N/A || N/A || N/A || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|BGM-71 TOW}}&lt;br /&gt;
&lt;br /&gt;
This tank carries the same TOW-2 missiles as the Dardo, but the addition of commander sight adds some points to consider.&lt;br /&gt;
&lt;br /&gt;
When using commander aim in commander sight, the missile LOS is calculated off the commander sight instead of a gun, so use it whenever possible to increase missile reach.&lt;br /&gt;
&lt;br /&gt;
TOW-2 and TOW-2A are direct hit missiles by nature, and the launchers are located below the commander's sight, so when firing over a hill, inital launch should be pointed up into the sky to avoid wasting ammunition. Minimal range for indirect shot is about 500 m. TOW-2B may avoid the hill naturally, but when standing next to it, firing up initially is still recommended.&lt;br /&gt;
&lt;br /&gt;
The tank has the maximum synergy with TOW-2B, as it becomes near impossible to remove it without having proximity shells or a top-down attack missile due to the small size of a commander scope, while it can scout and harass pretty much anything at any range as long as there is a hill or some sort of medium cover.&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;4&amp;quot; | [[BGM-71 TOW]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 8 (2) || -6°/+30° || N/A || N/A || 13.0 || 11.5 || 10.6 || 10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:BGM-71 TOW/Ammunition|TOW-2, TOW-2A, TOW-2B}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&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|Beretta MG42/59 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Beretta MG42/59 (7.62 mm)|7.62 mm Beretta MG42/59]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (200) || 801 || 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 VCC-80/30 has a different style of gameplay from the Dardo IFV, instead it is very similar to the M3A3 Bradley or a classical sniper tank. Do not rush at capture points or enemies, because your main gun cannot damage enemy tanks as fast as with the previous Dardo. Instead, stalk around the points and hit tanks with missiles. It's best to stay hidden and therefore not fire as many shots, unless you managed to intercept a clueless tanker. Look for a way to get around them or attack them by surprise, because only one hit is enough to destroy you.&lt;br /&gt;
&lt;br /&gt;
To avoid getting hit, use the commander scope. It's placed higher than any other part of the tank and is very small, so if you can only barely see enemy tanks with it, they probably can't hit you back. In terms of the mobility, the VCC-80/30 is almost equal to the Dardo IFV since the hull is the same, just slightly taller, so use it to move around the area and to throw enemy aim off even further when they are staring back at you. &lt;br /&gt;
&lt;br /&gt;
In Arcade mode, if you somehow got hit and only lost one crew member, it is probably worth using crew replenishment manually to heal the commander, rather than giving up on the commander sight, even if the next hit will definitely destroy the tank. It is magnitudes harder to hit the commander scope of the VCC than the tank itself, and many tankers have to realize that it's an option to begin with, which usually occurs to them way too late.&lt;br /&gt;
&lt;br /&gt;
The TOW launchers are equipped with TOW-2, TOW-2B (which can destroy camping sniper tanks), and also the TOW-2A ATGM with tandem warhead (to penetrate tanks that have ERA protection). Depending on enemy team composition and the BR, you can always bring at least some TOW-2B for the NATO tanks while the rest of the vehicle can hold the TOW-2A. &lt;br /&gt;
&lt;br /&gt;
The TOW launchers can only be used when stationary, so the gun still must be used when suddenly attacked. APFSDS can cut into engine compartments at very shallow angles, so never surrender and always try to hit enemy hull side armour, sometimes miracles happen. Sometimes at a range of 500 m medium tanks may expose just enough of the tank hull to get destroyed by the gun barely hitting it, but this is difficult to gauge in RB. The gun is also useful for attacking less armoured light tanks or repositioning sniper tanks at very long ranges, and the enemy will have problems with responding back if you do not overextend. &lt;br /&gt;
&lt;br /&gt;
Although the turret traverse is very fast, since the gun is rather slow firing, perhaps fighting an aircraft directly with it is a bad idea if your aim is not perfect. In such case, if you get a consistent laser lock on your tank, just drop smokes and run for your life instead of trying to find out what exactly is firing at you. Even if the enemy helicopter is rather close to you, it is not worth finding out what is stronger - their automatic grenade launcher and ATGMs or the Bushmaster. Once you got to cover and lost the lock you can try to reply.&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;
* Low profile, unlike its contemporary (like the M3A3 Bradley and Strf 9040 BILL)&lt;br /&gt;
* Extremely safe missile attack setup with commander sight controls unlike Dardo&lt;br /&gt;
* Fantastic mobility when compared to opposition&lt;br /&gt;
** Responsive neutral steering&lt;br /&gt;
** Eager to accelerate both forwards and in reverse&lt;br /&gt;
* Very fast turret rotation&lt;br /&gt;
* Uses the 30 mm Bushmaster II instead of the 25 mm Oerlikon - reliable APFSDS penetration against medium tank sides at long ranges&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Much slower rate of fire (200 rpm) than the 25 mm Oerlikon found on the Dardo, so it has significantly worse time-to-kill at close ranges and against mobile aircraft&lt;br /&gt;
* If it loses terrain advantage and/or tank commander then it can't fight efficiently and arguably becomes a worse Dardo&lt;br /&gt;
* Cannot fire missiles on the move, unlike the Russian tanks or future tanks that are armed with the Spike missile&lt;br /&gt;
* Tendency to oversteer at high speeds&lt;br /&gt;
* Weak armour, can be taken out by other top-down ATGM carriers easily&lt;br /&gt;
** Cramped turret with only 2 crew members - any hits on the turret are usually fatal (shouldn't be a problem if player pays attention)&lt;br /&gt;
* Stock belt consists of one single APDS shot, this, combined with the slow rate of fire, can land you in serious trouble when engaging enemy vehicles&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;
After the [[Dardo|VCC-80 &amp;quot;Dardo&amp;quot; program]] was finalized, OTO Melara also had many plans to export the machine, or parts of the machine, to foreign countries who might've been interested in acquiring Italian technology. The standard version of the VCC-80 'Dardo' IFV would itself be armed with a 25 mm Oerlikon autocannon, which would be installed onto the OTO TC-25 Hitfist turret, however during the '90s OTO had designed an upgrade kit for the TC-25 Hitfist turrets, which were primarily made as optional armament available for anyone interested in up-gunning the IFV from a 25 mm Oerlikon to a 30 mm Bushmaster.&lt;br /&gt;
&lt;br /&gt;
This version of the TC-25 Hitfist turret would be mainly seen in military arms exhibitions, but for testing reasons, this up-gunned version of the turret would also be tested on the VCC-80 'Dardo' IFV. Not much is known in regards to the tests, however it is safe to assume that the Italian army at the time was not interested.&lt;br /&gt;
&lt;br /&gt;
The upgraded TC-25 Hitfist was armed with a stabilised dual-fed 30 mm Bushmaster II which could fire a variety of munitions, including 30 mm APFSDS. In addition, it had access to a 7.62 mm MG with 700 rounds, and 2 TOW ATGM launchers, which were able to fire ITOW, TOW-2, TOW-2A, and TOW-2B. In terms of FCS, it utilised the same Kollsman Day/Night sight already present of the production batches of the Dardo IFV, more interestingly tests conducted on the up-gunned Dardo also showed that despite the new calibre, a commander sight was still always available. Lastly, if there was a need to disengage from a firefight, 8 x 80 mm smoke launchers were still available. Overall this would've been a great potential upgrade which could be easily done for the Dardo, however since the Italian army had no interest it was never done in a high amount. Instead, nearly 20 years later, OTO Melara would showcase a new upgrade for the Dardo which would use a 30 mm autocannon, but instead of the TC-25 Hitfist turret it would be presented on the 30 mm OWS turret.&lt;br /&gt;
&lt;br /&gt;
OTO would continue to showcase and hopefully sell the TC-25 Hitfist turret up to the early 2000s. The modified turret would generate some interest in the UK, specifically with the Alvis Stormer 30, which started as a private venture. The reasoning was mainly so the new vehicle could meet potential user requirements for a high-mobility air-portable armoured reconnaissance vehicle. The development of the Stormer 30 started in 1995, with the first prototype completed in the year 1997. Sadly, Alvis didn't manage to generate any interest with the Stormer 30 so OTO Melara was once again without a potential customer for one of their items.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7371-development-vcc-80-30-dardo-s-elder-brother-en|Devblog]] ===&lt;br /&gt;
&lt;br /&gt;
During the development of the Dardo IFV, several variants of chassis and turrets with different guns took part in the competition. The prototype VCC-80 with a HITFIST turret is slightly higher than Dardo, and designed to mount the American 30 mm Bushmaster II cannon. Despite the more advanced fire control system and an additional electro-optical periscope for the commander, the military preferred a more compact version of the turret with a 25 mm gun, the HITFIST turret later used for a prototype infantry fire support vehicle and escorting motorized columns with a 60 mm gun.&lt;br /&gt;
&lt;br /&gt;
The VCC-80/30 is another variant of one of the best infantry fighting vehicles in War Thunder, the Italian Dardo. Despite the similarity of these machines, the VCC-80/30 - although it is only a prototype of the Dardo - surpasses its serial brother in some aspects. The main difference between the machines is the turret and the gun. The prototype has a HITFIST 30 turret, which houses a 30 mm Bushmaster II cannon, which is more powerful than the first version already familiar to you from the Bradley, but with about the same rate of fire.&lt;br /&gt;
&lt;br /&gt;
Just like the Dardo, it has ATGM launchers for the TOW-2, the tandem-warhead TOW-2A, and TOW-2B, that hit the enemy from above. The up-to-date fire control system includes sights with NVD (and thermal imaging for the gunner), it also includes a laser rangefinder, and an effective two-axis stabilizer. An additional periscope commander's sight is installed on the tower.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_vcc_80_hitfist_30 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;200&amp;quot;&amp;gt;&lt;br /&gt;
File:VCC-80 30 (I).png&lt;br /&gt;
File:VCC-80 30 (II).png&lt;br /&gt;
File:VCC-80 30 (III).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* IFV [[Dardo]]&lt;br /&gt;
* [[VCC-80/60]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7371-development-vcc-80-30-dardo-s-elder-brother-en|[Devblog] VCC-80/30: Dardo's elder brother]]&lt;br /&gt;
* [https://www.iveco-otomelara.com/tracked/DardoAifv.php &amp;lt;nowiki&amp;gt;[Iveco - Oto Melara]&amp;lt;/nowiki&amp;gt; Dardo AIFV/ATGM]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer OTO Melara}}&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VCC-80/30&amp;diff=193658</id>
		<title>VCC-80/30</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VCC-80/30&amp;diff=193658"/>
				<updated>2024-10-19T12:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Tried to upwrite this page to differentiate it from Dardo somewhat. Some points in pro/con are becoming kinda nonsensical with current BR rates, but i'll leave them there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian light tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = VCC-80 Dardo (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=it_vcc_80_hitfist_30&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_VCC-80-30.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian light tank {{Battle-rating}}. It was introduced in [[Update &amp;quot;Ground Breaking&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
The VCC-80/30 is one of the prototypes created during development of the Italian [[Dardo]] IFV, featuring a 30 mm quick firing Bushmaster II gun and a commander's sight. These features optimize the tank performance for medium to long range combat, while close range combat becomes risky.&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;
The survival of the VCC-80/30 is characterized by its thin armour. The armour is made of rolled homogeneous armour and aluminum that make up an effective armour of 77 mm at the top of the hull, while at the bottom, the most vulnerable part, the armour amounts to 46 mm. This armour is very weak, it can barely defend against 20 mm shells.&lt;br /&gt;
&lt;br /&gt;
As with Dardo, inside the VCC-80/30 there are 3 crew members: the driver, the commander and the gunner, and it's easy to lose both turret crew members if the tank was penetrated. The dual ammunition belt is also present to their side, and it explodes if hit.&lt;br /&gt;
&lt;br /&gt;
The engine is at the front of the vehicle and is separated from the driving area with a rolled homogeneous plate of 6 mm. This plate that separates the driver from the engine serves to increase the vehicle's resistance against shrapnel and fire.&lt;br /&gt;
&lt;br /&gt;
It's extremely important to note, that this tank has a commander scope, which allows it to attack while only exposing the sight. Therefore, as long as the commander is alive, the tank is much better protected as it is able to exploit terrain features. Being hit into the scope may disable the commander or cause fatal overpressure damage, depending on what hits the scope, but it is very difficult even with arcade aim assist. The scope is so important, that it makes using &amp;quot;crew replenishment&amp;quot; to recover the commander a viable strategic choice in AB, rather than keeping it to survive a direct hit once.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Aluminium alloy 5083 (Hull front, hull rear)&lt;br /&gt;
* Aluminium alloy 7039 (Turret, hull sides)&lt;br /&gt;
* Composite screen (Sideskirts)&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 || 25 mm + 8 mm (78°) ''Upper''&lt;br /&gt;
50 mm + 22 mm (38°) ''Lower''&lt;br /&gt;
| 25 mm (33°) ''Upper''&lt;br /&gt;
25 mm, 52 mm, 32 mm ''Lower''&lt;br /&gt;
| 38 mm (30°) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 40 mm + 22 mm (18°) ''Turret front''&lt;br /&gt;
40 mm + 6 mm (22°) ''Turret front sides''&lt;br /&gt;
&lt;br /&gt;
25 mm + 25 mm ''Gun mantlet''&lt;br /&gt;
| 40 mm (22-25°) || 40 mm (26°) || 40 mm (80°) ''Front''&lt;br /&gt;
25 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;3&amp;quot; | 40 mm (cylindrical) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=806|rbMinHp=460}}&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|2}}&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|Bushmaster 2 Mk.44 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
The gun on this tank is a Bushmaster 30 mm autocannon. It is fairly common on German tanks at the rank and it's main selling point is increased penetration value over the 20-25 mm cannons. &lt;br /&gt;
&lt;br /&gt;
Its downsides are a relatively low rate of fire and objective randomness of damage at close range, which combined with poor armour makes the VCC weaker than other light tanks at close range. At ranges of 500 and 1000 m the gun becomes significantly more efficient than its peers and overall less random. &lt;br /&gt;
&lt;br /&gt;
At ranges of 1300+ m it becomes possible to fire APFSDS over a shallow hill into enemy tanks and it is very difficult, if not impossible, to counter for those who only bring APFSDS as ammunition, allowing the user to spare precious ATGMs and snipe travelling tanks with the gun instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Bushmaster 2 Mk.44 (30 mm)|30 mm Bushmaster 2 Mk.44]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 360 (90) || rowspan=&amp;quot;2&amp;quot; | 200 || rowspan=&amp;quot;2&amp;quot; | -10°/+60° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 54.5 || 75.5 || 91.7 || 101.4 || 107.9 || rowspan=&amp;quot;2&amp;quot; | 13.00 || rowspan=&amp;quot;2&amp;quot; | 11.50 || rowspan=&amp;quot;2&amp;quot; | 10.60 || rowspan=&amp;quot;2&amp;quot; | 10.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 34.1 || 40.1 || 48.7 || 53.9 || 57.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|APDS|Armour-piercing discarding sabot}}&lt;br /&gt;
* '''MK266:''' {{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''MK258:''' {{Annotation|APFSDS|Armour-piercing fin-stabilized discarding sabot}}&lt;br /&gt;
&lt;br /&gt;
{{:Bushmaster 2 Mk.44 (30 mm)/Ammunition|APDS, HEI-T*, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3 (+1) || 2 (+2) || 1 (+3) || N/A || N/A || N/A || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|BGM-71 TOW}}&lt;br /&gt;
&lt;br /&gt;
This tank carries the same TOW-2 missiles as the Dardo, but the addition of commander sight adds some points to consider.&lt;br /&gt;
&lt;br /&gt;
When using commander aim in commander sight, the missile LOS is calculated off the commander sight instead of a gun, so use it whenever possible to increase missile reach.&lt;br /&gt;
&lt;br /&gt;
TOW-2 and TOW-2A are direct hit missiles by nature, and the launchers are located below the commander's sight, so when firing over a hill, inital launch should be pointed up into the sky to avoid wasting ammunition. Minimal range for indirect shot is about 500 m. TOW-2B may avoid the hill naturally, but when standing next to it, firing up initially is still recommended.&lt;br /&gt;
&lt;br /&gt;
The tank has the maximum synergy with TOW-2B, as it becomes near impossible to remove it without having proximity shells or a top-down attack missile due to the small size of a commander scope, while it can scout and harass pretty much anything at any range as long as there is a hill or some sort of medium cover.&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;4&amp;quot; | [[BGM-71 TOW]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 8 (2) || -6°/+30° || N/A || N/A || 13.0 || 11.5 || 10.6 || 10.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:BGM-71 TOW/Ammunition|TOW-2, TOW-2A, TOW-2B}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&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|Beretta MG42/59 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Beretta MG42/59 (7.62 mm)|7.62 mm Beretta MG42/59]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (200) || 801 || 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 VCC-80/30 has a different style of gameplay from the Dardo IFV, instead it is very similar to the M3A3 Bradley or a classical sniper tank. Do not rush at capture points or enemies, because your main gun cannot damage enemy tanks as fast as with the previous Dardo. Instead, stalk around the points and hit tanks with missiles. It's best to stay hidden and therefore not fire as many shots, unless you managed to intercept a clueless tanker. Look for a way to get around them or attack them by surprise, because only one hit is enough to destroy you.&lt;br /&gt;
&lt;br /&gt;
To avoid getting hit, use the commander scope. It's placed higher than any other part of the tank and is very small, so if you can only barely see enemy tanks with it, they probably can't hit you back. In terms of the mobility, the VCC-80/30 is almost equal to the Dardo IFV since the hull is the same, just slightly taller, so use it to move around the area and to throw enemy aim off even further when they are staring back at you. &lt;br /&gt;
&lt;br /&gt;
In Arcade mode, if you somehow got hit and only lost one crew member, it is probably worth using crew replenishment manually to heal the commander, rather than giving up on the commander sight, even if the next hit will definitely destroy the tank. It is magnitudes harder to hit the commander scope of the VCC than the tank itself, and many tankers have to realize that it's an option to begin with, which usually occurs to them way too late.&lt;br /&gt;
&lt;br /&gt;
The TOW launchers are equipped with TOW-2, TOW-2B (which can destroy camping sniper tanks), and also the TOW-2A ATGM with tandem warhead (to penetrate tanks that have ERA protection). Depending on enemy team composition and the BR, you can always bring at least some TOW-2B for the NATO tanks while the rest of the vehicle can hold the TOW-2A. &lt;br /&gt;
&lt;br /&gt;
The TOW launchers can only be used when stationary, so the gun still must be used when suddenly attacked. APFSDS can cut into engine compartments at very shallow angles, so never surrender and always try to hit enemy hull side armour, sometimes miracles happen. Sometimes at a range of 500 m medium tanks may expose just enough of the tank hull to get destroyed by the gun barely hitting it, but this is difficult to gauge in RB. The gun is also useful for attacking less armoured light tanks or repositioning sniper tanks at very long ranges, and the enemy will have problems with responding back if you do not overextend. &lt;br /&gt;
&lt;br /&gt;
Although the turret traverse is very fast, since the gun is rather slow firing, perhaps fighting an aircraft directly with it is a bad idea if your aim is not perfect. In such case, if you get a consistent laser lock on your tank, just drop smokes and run for your life instead of trying to find out what exactly is firing at you. Even if the enemy helicopter is rather close to you, it is not worth finding out what is stronger - their automatic grenade launcher and ATGMs or the Bushmaster. Once you got to cover and lost the lock you can try to reply.&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;
* Low profile, unlike its contemporary, like the M3A3 Bradley and Strf 9040 BILL&lt;br /&gt;
* Extremely safe missile attack setup with commander sight controls unlike Dardo&lt;br /&gt;
* Fantastic mobility when compared to opposition&lt;br /&gt;
** Responsive neutral steering&lt;br /&gt;
** Eager to accelerate both forwards and in reverse&lt;br /&gt;
* Very fast turret rotation&lt;br /&gt;
* Uses the 30 mm Bushmaster II instead of the 25 mm Oerlikon - reliable APFSDS penetration against medium tank sides at long ranges&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Much slower rate of fire (200 rpm) than the 25 mm Oerlikon found on the Dardo, so it has significantly worse time-to-kill at close ranges and against mobile aircraft&lt;br /&gt;
* If it loses terrain advantage and/or tank commander then it can't fight efficiently and arguably becomes a worse Dardo&lt;br /&gt;
* Cannot fire missiles on the move, unlike the Russian tanks or future tanks that are armed with the Spike missile&lt;br /&gt;
* Tendency to oversteer at high speeds&lt;br /&gt;
* Weak armour, can be taken out by other top-down ATGM carriers easily&lt;br /&gt;
** Cramped turret with only 2 crew members - any hits on the turret are usually fatal (shouldn't be a problem if player pays attention)&lt;br /&gt;
* Stock belt consists of one single APDS shot, this, combined with the slow rate of fire, can land you in serious trouble when engaging enemy vehicles&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;
After the [[Dardo|VCC-80 &amp;quot;Dardo&amp;quot; program]] was finalized, OTO Melara also had many plans to export the machine, or parts of the machine, to foreign countries who might've been interested in acquiring Italian technology. The standard version of the VCC-80 'Dardo' IFV would itself be armed with a 25 mm Oerlikon autocannon, which would be installed onto the OTO TC-25 Hitfist turret, however during the '90s OTO had designed an upgrade kit for the TC-25 Hitfist turrets, which were primarily made as optional armament available for anyone interested in up-gunning the IFV from a 25 mm Oerlikon to a 30 mm Bushmaster.&lt;br /&gt;
&lt;br /&gt;
This version of the TC-25 Hitfist turret would be mainly seen in military arms exhibitions, but for testing reasons, this up-gunned version of the turret would also be tested on the VCC-80 'Dardo' IFV. Not much is known in regards to the tests, however it is safe to assume that the Italian army at the time was not interested.&lt;br /&gt;
&lt;br /&gt;
The upgraded TC-25 Hitfist was armed with a stabilised dual-fed 30 mm Bushmaster II which could fire a variety of munitions, including 30 mm APFSDS. In addition, it had access to a 7.62 mm MG with 700 rounds, and 2 TOW ATGM launchers, which were able to fire ITOW, TOW-2, TOW-2A, and TOW-2B. In terms of FCS, it utilised the same Kollsman Day/Night sight already present of the production batches of the Dardo IFV, more interestingly tests conducted on the up-gunned Dardo also showed that despite the new calibre, a commander sight was still always available. Lastly, if there was a need to disengage from a firefight, 8 x 80 mm smoke launchers were still available. Overall this would've been a great potential upgrade which could be easily done for the Dardo, however since the Italian army had no interest it was never done in a high amount. Instead, nearly 20 years later, OTO Melara would showcase a new upgrade for the Dardo which would use a 30 mm autocannon, but instead of the TC-25 Hitfist turret it would be presented on the 30 mm OWS turret.&lt;br /&gt;
&lt;br /&gt;
OTO would continue to showcase and hopefully sell the TC-25 Hitfist turret up to the early 2000s. The modified turret would generate some interest in the UK, specifically with the Alvis Stormer 30, which started as a private venture. The reasoning was mainly so the new vehicle could meet potential user requirements for a high-mobility air-portable armoured reconnaissance vehicle. The development of the Stormer 30 started in 1995, with the first prototype completed in the year 1997. Sadly, Alvis didn't manage to generate any interest with the Stormer 30 so OTO Melara was once again without a potential customer for one of their items.&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7371-development-vcc-80-30-dardo-s-elder-brother-en|Devblog]] ===&lt;br /&gt;
&lt;br /&gt;
During the development of the Dardo IFV, several variants of chassis and turrets with different guns took part in the competition. The prototype VCC-80 with a HITFIST turret is slightly higher than Dardo, and designed to mount the American 30 mm Bushmaster II cannon. Despite the more advanced fire control system and an additional electro-optical periscope for the commander, the military preferred a more compact version of the turret with a 25 mm gun, the HITFIST turret later used for a prototype infantry fire support vehicle and escorting motorized columns with a 60 mm gun.&lt;br /&gt;
&lt;br /&gt;
The VCC-80/30 is another variant of one of the best infantry fighting vehicles in War Thunder, the Italian Dardo. Despite the similarity of these machines, the VCC-80/30 - although it is only a prototype of the Dardo - surpasses its serial brother in some aspects. The main difference between the machines is the turret and the gun. The prototype has a HITFIST 30 turret, which houses a 30 mm Bushmaster II cannon, which is more powerful than the first version already familiar to you from the Bradley, but with about the same rate of fire.&lt;br /&gt;
&lt;br /&gt;
Just like the Dardo, it has ATGM launchers for the TOW-2, the tandem-warhead TOW-2A, and TOW-2B, that hit the enemy from above. The up-to-date fire control system includes sights with NVD (and thermal imaging for the gunner), it also includes a laser rangefinder, and an effective two-axis stabilizer. An additional periscope commander's sight is installed on the tower.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_vcc_80_hitfist_30 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;200&amp;quot;&amp;gt;&lt;br /&gt;
File:VCC-80 30 (I).png&lt;br /&gt;
File:VCC-80 30 (II).png&lt;br /&gt;
File:VCC-80 30 (III).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* IFV [[Dardo]]&lt;br /&gt;
* [[VCC-80/60]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7371-development-vcc-80-30-dardo-s-elder-brother-en|[Devblog] VCC-80/30: Dardo's elder brother]]&lt;br /&gt;
* [https://www.iveco-otomelara.com/tracked/DardoAifv.php &amp;lt;nowiki&amp;gt;[Iveco - Oto Melara]&amp;lt;/nowiki&amp;gt; Dardo AIFV/ATGM]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer OTO Melara}}&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Dardo&amp;diff=193652</id>
		<title>Dardo</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Dardo&amp;diff=193652"/>
				<updated>2024-10-19T06:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: some of the text contradicts itself within one block, some is just nonsence, some is just potentially confusing flair that makes no sense in-game and makes you skip reading the section tbh. i agree to disagree. I will edit other ita light tanks eventually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Italian light tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = VCC-80 Dardo (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=it_dardo_vcc&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 '''Dardo''' is an infantry fighting vehicle developed for the Italian Army to provide support to infantry and the M113 and VCC-1 &amp;quot;Camillino&amp;quot; APCs, which it would later almost completely replace together with the [[Freccia|VBC Freccia]]. During the later stages of the Cold War, Italy had a need for a multi-role platform for infantry support; the [[C13 T90|C-13]] had been trialled, but it had not been accepted into service and the project was cancelled. New prototypes were developed from the C-13, using different types of armaments and other technologies, and a refined design known as the VCC-80 was produced in the early 1980s. It was designed and built in Rome by a consortium between IVECO and OTO Melara, in which OTO Melara was responsible for the armament and fire control systems, while IVECO was responsible for the hull and powerplant. It would be quickly picked up by the Italian army, placing a small pre-production contract in 1982, followed by a full contract for 300 vehicles in 1988 when it was designated &amp;quot;Dardo&amp;quot; (later reduced to 200 at the end of the Cold War). The final units were delivered in the early 2000s. In 2004, the Dardo was deployed with the Italian Army as part of Operation Iraqi Freedom. Ten units were also sent to Afghanistan to reinforce Italian battle groups. Some units are also in use with the Italian contingent of the United Nations Interim Force in Lebanon.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Red Skies&amp;quot;]], the Dardo works best as a support or flanking vehicle. It is recommended to find a location with a good overview of the battlefield and scout for enemies for your allies, occasionally putting in some work personally. The main armament is extremely effective against enemy lightly armoured vehicles, which are prevalent at this stage, and may destroy medium tanks if they expose themselves. Additionally, players should strive to unlock the TOW-2B anti-tank guided missile (ATGM) as soon as possible so that they can engage enemies hiding in cover. However, the missile's effectiveness is unreliable, and it occasionally fails to damage the enemy at all, especially the ones with ERA protection on the roof.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
The armour of the Dardo is best characterized as glass cannon. The armour is made of rolled homogeneous armour and aluminium that make up an effective armour of 77 mm at the top of the hull, while at the bottom, the most vulnerable part, the armour amounts to 46 mm. This armour is very weak, it can barely defend against 20 mm shells.&lt;br /&gt;
&lt;br /&gt;
Inside the Dardo there are 3 crew members: the driver, the commander and the gunner. Both commander and gunner are located in the turret, which leads to one-hit KO in RB should anything penetrate the turret. In the case the penetrator somehow missed them both, the dual-belt feeding the autocannon is usually hit instead and it explodes violently, destroying the tank outright.&lt;br /&gt;
&lt;br /&gt;
The engine is at the front of the vehicle and is separated from the driving area with a rolled homogeneous plate of 6 mm. This plate that separates the driver from the engine serves to increase the vehicle's resistance against shrapnel and heavy explosives.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Aluminium alloy 5083 (Hull front, hull rear)&lt;br /&gt;
* Aluminium alloy 7039 (Turret, hull sides)&lt;br /&gt;
* Composite screen (Sideskirts)&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 || 25 mm + 8 mm (78°) ''Upper''&amp;lt;br&amp;gt;50 mm + 22 mm (38°) ''Lower'' || 25 mm (33°) ''Upper'' &amp;lt;br&amp;gt;25 mm, 52 mm, 32 mm ''Lower'' || 38 mm (30°) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 40 mm + 22 mm (18°) ''Turret front'' &amp;lt;br&amp;gt; 40 mm + 6 mm (22°) ''Turret front sides'' &amp;lt;br&amp;gt; 25 mm + 25 mm ''Gun mantlet'' || 40 mm (22-25°) || 40 mm (26°) || 40 mm (80°) ''Front''&amp;lt;br&amp;gt;25 mm ''Rear''&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || colspan=&amp;quot;3&amp;quot; | 40 mm (cylindrical) || 25 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Sideskirts are 10 mm thick&lt;br /&gt;
* Tracks are 15 mm thick, wheels are 10 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;
The Dardo has an IVECO V6 turbocharged diesel engine, capable of delivering 520 HP. This powerful engine is able to push the 23 ton Dardo to a speed of 70 km/h spread over 8 gears on almost any flat terrain: road, dirt, snow and sand. Its reverse gear is also good, -32 km/h. With this mighty engine it can climb slopes of up to 60%.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=806|rbMinHp=460}}&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|2}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Oerlikon KBA B02 (25 mm)}}&lt;br /&gt;
&lt;br /&gt;
The main armament of the Dardo is a 25 mm Oerlikon KBA autocannon. The 25 mm Oerlikon KBA was previously used in the light tank [[VBC (PT2)]] and SPAA [[SIDAM 25]] and is capable of fighting both tanks and aircraft.&lt;br /&gt;
&lt;br /&gt;
In-game, this formidable gun is the second highest performing 25 mm gun. With its formidable cadence of 560 rounds per minute and a projectile that can pierce up to 92 mm of armour, the Dardo is capable of rapid and very effective attacks. It is recommended to engage enemies from the side for greater efficiency, but the enemy can be turned over by firing the gun at the tracks if necessary. As before, the gun will overheat within ~70 shots, so letting it cool down a bit between bursts is required.&lt;br /&gt;
&lt;br /&gt;
As with the VBC, it is possible to near instantly &amp;quot;hot switch&amp;quot; between belts, should one run out or be less efficient for the current target. Therefore, picking two different kinetic belts, even if one is slightly worse, is not a waste, but a genuinely life saving strategy against tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Oerlikon KBA B02 (25 mm)|25 mm Oerlikon KBA B02]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 400 (100) || rowspan=&amp;quot;2&amp;quot; | 560 || rowspan=&amp;quot;2&amp;quot; | -10°/+60° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | Two-plane || 54.5 || 75.5 || 91.7 || 101.4 || 107.9 || rowspan=&amp;quot;2&amp;quot; | 10.40 || rowspan=&amp;quot;2&amp;quot; | 9.20 || rowspan=&amp;quot;2&amp;quot; | 8.48 || rowspan=&amp;quot;2&amp;quot; | 8.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 34.1 || 40.1 || 48.7 || 53.9 || 57.3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
The ammunition includes 4 belts, the Default belt, composed of one APDS and 2 HEI-T; the M792 belt composed of 3 HEI-T; the M791 belt composed of 3 APDS and the last one, the PMB 090 belt composed of 3 APFSDS. The most effective against tanks is the PMB 090, as it allows to penetrate medium tanks reliably from the side (even at shallow angles), while the most useful for aerial targets is the M792 (as every hit on aircraft is then critical).&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''M792:''' {{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}&lt;br /&gt;
* '''M791:''' {{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}{{-}}{{Annotation|APDS|Armour-piercing discarding sabot}}&lt;br /&gt;
* '''PMB 090:''' {{Annotation|APFSDS|Armour-piercing fin-stabilized discarding sabot}}&lt;br /&gt;
&lt;br /&gt;
{{:Oerlikon KBA B02 (25 mm)/Ammunition|APDS, HEI-T*, APFSDS}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|Ammo rack of 25 mm KBA of the VCC Dardo.]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.7.0.146''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3&amp;amp;nbsp;''(+1)'' || 2&amp;amp;nbsp;''(+2)'' || 1&amp;amp;nbsp;''(+3)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&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 about 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|BGM-71 TOW}}&lt;br /&gt;
&lt;br /&gt;
The BMG-71 TOW entered service in 1972 with the US Army during the Vietnam War. This ATGM was a real success both operationally and commercially. The Dardo can be equipped with the TOW-2, TOW-2A and TOW-2B variants, which are also conveniently immune to jamming. &lt;br /&gt;
&lt;br /&gt;
Due to the placement of the launchers, the missiles will only be guaranteed to arrive at the crosshairs when the target is at least 500 m away. If it's any closer, it is recommended to aim slightly to the side during the launch (the left launcher fires first, so the first shot should be offset to the right). Since the missiles are guided by the autocannon, aiming them anywhere beyond direct line of sight is difficult.&lt;br /&gt;
&lt;br /&gt;
The TOW-2 is present on the stock tank. It penetrates 800 mm and has a speed of 329 m/s, very effective against any vehicle that does not have explosive reactive armour, but has no special edge over special armour of tanks.&lt;br /&gt;
&lt;br /&gt;
The TOW-2A is the first researchable modification. This modification has tandem-charge, meaning that it can ignore enemy ERA on direct hit, effectively making Soviet and Chinese armour obsolete. This doesn't automatically mean victory, as those tanks can still be extremely difficult to hit unless they expose themselves, and the late endgame tanks of the next rank may still resist the TOW-2A.&lt;br /&gt;
&lt;br /&gt;
The TOW-2B is the second researchable modification. Unlike the other TOW-2, the 2B has the ability to detonate above the tank and direct its explosive power downwards. For that reason, the missiles fly above the designated target, rather than simply hitting the painted location (such as, but not limited to, the enemy cover). This allows the missile to completely destroy the tank from above ignoring all the ERA and NERA armour that a conventional ATGM would face from the front. The TOW-2B however is less penetrating than the TOW-2A and its damage is affected by how close the missle went to the enemy roof. 2B will also react to dead tanks that aren't next to the Dardo, so it can become near useless in a prolonged fight. Late Soviet tanks also have ERA on the roof, specifically to counter the 2B. &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;4&amp;quot; | [[BGM-71 TOW]] missile || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
| 8 (2) || -6°/+30° || N/A || N/A || 13.00 || 11.50 || 10.60 || 10.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:BGM-71 TOW/Ammunition|TOW-2, TOW-2B}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks {{PAGENAME}} ATGM.jpg|right|thumb|x250px|Ammo rack of ATGMs in the VCC Dardo.]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.7.0.146''' --&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;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 3&amp;amp;nbsp;''(+1)'' || 2&amp;amp;nbsp;''(+2)'' || 1&amp;amp;nbsp;''(+3)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&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|Beretta MG42/59 (7.62 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Beretta MG42/59 (7.62 mm)|7.62 mm Beretta MG42/59]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,200 (200) || 801 || 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;
When playing the Dardo, one of the best playstyles for it is either using it as a support or as a flanker. You should attempt to always have a good line of sight where you can take enemies off guard, to maximise the effectiveness of your armaments. One example being that the Dardo at times can be used effectively in urban combat. If you pick a side street to set up, when the enemy goes past, hopefully without seeing you, you will be able to hit them in the side with either your main cannon or with your ATGM. At the start of a match it can prove to be a very effective first spawn in the hands of an experienced player, as enemy players might not expect such a vehicle to cause them troubles early during a match.&lt;br /&gt;
&lt;br /&gt;
While stock, your main way to be effective is to scout enemy players and take them out from long ranges with the use of your TOW-2 ATGM.  With TOW-2 you are easily able to take out enemies with one good placed hit, but won't always be reliable as some enemies can prove to be tough, and will be able to withstand a hit. Thankfully the Dardo has 2 launchers which mean that you can fire again in quick succession, which is hopefully enough to allow you to continue staying in the battle. Any completely disabled tank can be finished off even with the default autocannon belt - just aim for the fuel tanks (to prevent them from repairing) and then the crew. Once you research the important modifications for this vehicle (APFSDS, APDS, TOW-2B, Thermals) then you may begin to play more solo, without having to rely on your teammates too much. Such modifications allow the Dardo to really be a devastating IFV that at times the enemy team won't have a proper counter to.&lt;br /&gt;
&lt;br /&gt;
TOW-2A missile could be used to obliterate tanks that pass as &amp;quot;heavy&amp;quot; for the rank, but since it is somewhat slow, they may react quickly enough to just swat the Dardo before it can hit them. At ranges of over 500 m, it can be gently dropped into their roof, but that will still expose your own tank to a lethal hit, so the best use-case for TOW-2A is when you disabled enemy tank cannon with a gun, but see that actually flanking and finishing them off would be impossible without getting destroyed, so you just hit them with a missile instead. Be very mindful of what you are doing when firing the missile in such a case - if you will just continue to fire the guns while guiding the missile, you will destroy your own weapon.&lt;br /&gt;
&lt;br /&gt;
With the TOW-2B modification unlocked, Dardo's offensive capabilities are greatly improved, as the ATGM has the ability to attack enemies from the top of their turret roof, where for most tanks the armour is at its lowest. It can also be used to easily compromise enemy sniper positions, since people hiding behind cover are no longer a threat and must seek a better position where your ATGM can't affect them. Enemy players will usually be taken off guard when presented with a TOW-2B and that can also be used as a distraction for you to push and take an enemy out when they are damaged or confused. It's also good to note that if you are playing in your support role, the Dardo's scouting ability will be extremely helpful for finishing off retreating enemies, both for you and your team.&lt;br /&gt;
&lt;br /&gt;
In terms of its main weapon, the Dardo has a 25 mm Oerlikon-Buhrle cannon, which is able to use APDS and APFSDS. Its stock round for the 25 mm cannon is not too good at dealing with enemies, but the full APDS bell is still okay for the job, as it still can overpenetrate engines of the tanks and can punch through side armour at a flat angle. Once the APFSDS round is unlocked, the Dardo can easily make short work light vehicles frontally or from the sides. Technically, the APFSDS can even destroy Chinese medium tanks through the LFP, but any other would have to be flipped or attacked from the side, so default to that instead. Due to the Dardo's poor survivability, it is best advised that you stick somewhat far away from enemies and try pick them off with your TOW-2A/B. Otherwise, do ambush tactics and stay out of sight (and try to avoid being marked on the map in AB), as at the rank you will only have 1 to 2 seconds before the enemy reacted and started firing back at you. Generally speaking, just act as if the vehicle can be killed from anywhere, by any round. The main cannon should only ever be used as a first responce when you are in immediate danger, or if an extremely good opportunity presents itself, such as when an enemy helicopter is above you, or when another enemy team ground vehicle has breached your defences but is clueless about your actual position. Use the hot-switch trick to swap over to the normal APDS if you are being hunted down and ran out of APFSDS shells.&lt;br /&gt;
&lt;br /&gt;
There are other neat additions that will greatly aid you. First is the Dardo's thermal imaging device made by Kollsman. Although only available for the gunner, it is a great asset that you'll be able to use once unlocked to easily pick out and spot enemies. In terms of defence systems, Dardo has access to smoke dischargers, which can prove to be very useful, especially when paired with a laser warning receiver, which will alert you when either an enemy ground/air vehicle is looking at you. This should apply for all game modes, but be aware that in Arcade battles the LWS only really warns you of ATGM helicopters.&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;
* Access to TOW-2A and TOW-2B ATGMs which are very potent&lt;br /&gt;
* High rate of fire for main 25 mm cannon, very low time-to-kill as long as it is aimed correctly&lt;br /&gt;
** Potent APFSDS round, generally able to deal with most enemies from the sides before they can react&lt;br /&gt;
* Mobility is adequate once engine upgrade installed.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Survivability is inadequate, can be taken out by majority of enemies it'll face&lt;br /&gt;
* To fire ATGMs, the tank must be stationary&lt;br /&gt;
* APFSDS and TOW-2B are high tier modifications, meaning it can take a while to gain access to them&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;
During the late stages of the Cold War, OTO Melara, assisted by IVECO, had been designing a set of new multi-role armoured fighting vehicles in the hopes that enough interest would be generated to get the vehicles picked up either by the Italian army or by possible foreign customers. Several designs had been proposed (mainly to replace the ever-ageing M113 APC). The first attempt was the C-13 APC, which generated several variants, including an IFV and TUA version. It was ultimately never picked up likely due to political reasons, however what was used from the C-13 program would be re-used in future IFV projects, mainly the OTO Melara AV-90 and, the VCC-80 &amp;quot;Dardo&amp;quot;.&lt;br /&gt;
[[File:IFV Dardo With Ariete.png|thumb|right|400px|IFV Dardo with Ariete PSO]]&lt;br /&gt;
The Dardo had a troubled development cycle. Originally OTO Melara had initially proposed an initial variant known as the 'VCL-80', which would have shared many aspects from the C-13. It originally was supposed to feature a MILAN ATGM launcher similar to the [[M3 Bradley]] series of vehicles. The VCL-80 stayed on paper, however shortly thereafter in the early 1980s a new and refined design came out, only known as the VCC-80 (not to be confused with the production VCC-80 &amp;quot;Dardo&amp;quot;). In 1982 the Italian army would place a contract for the VCC-80, which would be produced in very small pre-production/prototype batches, and underwent a series of changes during its development cycle. The VCC-80 would be tested with a high velocity medium support gun, the same gun tested years prior on the Fiat 6616. What would actually interest the Italian army would be the version fitted with a power-operated turret, mounted with a 25 mm Oerlikon-Buhrle cannon (capable of 600 rpm, and fed with 200 ready rounds stored in the turret, with extra rounds stored inside of the hull). In addition, it was also given the ability to equip itself with TOW ATGMs.&lt;br /&gt;
&lt;br /&gt;
The general configuration of the VCC-80 would be conventional, being similar to other contemporary infantry fighting vehicles. What sets it out is the design, it being very well self proportioned and well executed. The hull as well as the turret of the VCC-80 is welded from plates of aluminium alloys (5083 and 7020 type). During its development, among the changes to the vehicle would be the fire control system, originally it had access to the Officine Galileo TURMS, present on the C1 Ariete and B1 Centauro. Eventually it was decided to use a mix, and the introduction of the Kollsman day/night sight which would be present on the the final version of the vehicle and subsequent production variants. The powerplant consists of an IVECO V6 turbo-charged after-cooled diesel, capable of 512hp (382.2 kW), coupled with an IVECO Fiat ZF type automatic transmission system with four forward/two reverse gears. The commander would be provided with six periscope sights, with 360° field of view. The cupola can be further fitted with 'JANUS' panoramic stabilized sight, although this is seen rarely. Additionally, a laser rangefinder and a thermal imager is provided for the gunner. Eventually the Italian army after extensive testing would order a grand total of 300 production units of the VCC-80 in 1988, designating it the VCC-80 &amp;quot;Dardo&amp;quot;, and later downsized to 200 units due to the end of the Cold War. They'd be delivered through the following years and the final production vehicles would be delivered in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
Since then, the Italian army have not upgraded the vehicle much, in 2005 TOW-2B and TOW-2A ATGMs would be ordered to up-arm both the Dardo and the A129 Mangusta, mainly done due to the old TOW variants such as I-TOW being a bit too outdated for the modern setting. They would also at one point acquire a license from Germany to produce PBM-09 25 mm APFSDS to accompany the Dardo. Dardos are currently in use inside of the majority of the 'Bersalgiere' regiments. Since then, the VCC-80 &amp;quot;Dardo&amp;quot; has partaken in pretty much every theatre of war that Italy was involved in, such as in Afghanistan, as well as Italian United Nations missions in Lebanon. In terms of upgrade programs, there was an attempt once to do such thing. During Eurostatory of 2010, an international exhibition of the defense and security sector that takes place every two years in the Paris-Nord Villepinte exhibition center, would have Italy present their defense vehicles and items like usual, including the Dardo. This time however would be the first time the Dardo IFV was seen in the configuration CIO presented, this specific configuration would allow the Dardo IFV to have an unmanned HITFIST-OWS (Overhead Weapon Station) 30 mm cannon, which would also be able to be paired up with 2 Spike ATGM launchers (the launcher was also capable of using Kornet and INGWE). However following in-depth studies conducted jointly by the Army and industry, the poor cost/effectiveness ratio of the vehicle modernization emerged, and therefore, in 2016, the VCC-80 &amp;quot;Dardo&amp;quot; modernization program was abandoned in favour of a new platform that can respond to the needs of the Armed Forces.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=it_dardo_vcc 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;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Italian Mix (1).png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|X08w5IAydF4|'''The Shooting Range #258''' - ''Metal Beasts'' section at 00:28 discusses the {{PAGENAME}}.|n0mHQggtrzg|'''Dardo IFV - First Impressions Review''' - ''Sako Sniper''}}&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;
* [[M3A3 Bradley]] - Technically comparable tank in the USA tech tree&lt;br /&gt;
* [[Type 89 IFV]] - A very similar tank in Japanese tech tree&lt;br /&gt;
* [[VCC-80/30]] - A side grade of this tank, that mainly focuses on long range missile warfare&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7188-development-dardo-ifv-first-hit-rights-en|[Devblog] Dardo IFV: first hit rights]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer OTO Melara}}&lt;br /&gt;
{{Italy light tanks}}&lt;br /&gt;
[[Category:ATGM vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Shturm-S&amp;diff=193335</id>
		<title>Shturm-S</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Shturm-S&amp;diff=193335"/>
				<updated>2024-10-06T14:11:02Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Pinpointed changes to effective handling of missiles in AB. Changes made it near useless at short quarters, but still playable on medium sized maps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=ussr_9p149&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}}''' was a Soviet Self-Propelled Anti-Tank Guided Missile System designed with the intent of being able to effectively destroy heavily armoured western tanks on the battlefield. It was first introduced in the late 1970s and saw widespread use by the Soviet Union and its allies during the Cold War. One of its key features was its ability to engage targets at long ranges, up to 5 kilometres, with high accuracy and precision, which was a significant advantage over other anti-tank systems of its time. The {{Specs|name}} also had the capability to fire missiles from a concealed position, making it difficult for enemy forces to detect and counter. This made it a highly effective weapon in mostly defensive operations. The modernised 9P149M version incorporated thermal vision systems, as well as adding the capability to fire the new and improved 9M120 Ataka missile in addition to the 9M114 Shturm (though this ability is added in separate modifications in-game).&lt;br /&gt;
&lt;br /&gt;
The {{Specs|name}} was introduced in [[Update 1.89 &amp;quot;Imperial Navy&amp;quot;]]. This particular ATGM carrier relies purely on stealth, unlike the [[IT-1]]. It can engage targets, both aerial and ground, from insane ranges of up to 7 kilometres and deliver devastating blows. It should also be noted that it outranges every helicopter at its battle rating, meaning it can engage them with ease.&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;
'''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 !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 14 mm (54°) ''Front Plate'' &amp;lt;br&amp;gt; 7 mm (80°) ''Upper glacis'' &amp;lt;br&amp;gt; 14+5 mm (38°) ''Lower glacis'' || 7 mm (23°) ''Top'' &amp;lt;br&amp;gt; 7 mm ''Bottom'' || 15 mm ''Middle'' &amp;lt;br&amp;gt; 7 mm ''Top/Bottom'' || 7 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 7 mm (30°) || 7 mm (30°) || 7 mm (30°) || 7 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S obliterated by IT-1 missing shot from 20 m.jpg|thumb|right|The side armour of the carrier might as well not exist. It should always fight while using cover or distraction of some sort.]]&lt;br /&gt;
Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank I anti-air.&lt;br /&gt;
&lt;br /&gt;
From the side or the roof, within 200 m the crew compartment can be penetrated by 7.62 mm. It also can be penetrated by HEAT overpressure, which is terrible. Artillery is also dangerous, as way too many close misses might ignite the ammo rack or knock out the crew.&lt;br /&gt;
&lt;br /&gt;
Airstrikes are especially lethal to this tank, so much, that the vehicle might as well be without armour. In the case of a cannon air raid, sides should be presented, as there is a chance the aircraft will focus on engine compartment first, in the case of a rocket raid, front should be presented, as otherwise overpressure damage will destroy the Shturm-S instantly. Since there is no way to know which plane carries what in RB mode, it is better to face enemy aircraft regardless.&lt;br /&gt;
&lt;br /&gt;
The front is more or less protected from .50 calibre, so, if necessary, it can be exposed towards an enemy who still has his HMG working, but it should not be relied on.&lt;br /&gt;
[[File:Shturm-S low profile demonstration.jpg|thumb|right|Despite having poor armour, Shturm-S technically can snipe right next to opponents and not be seen or hit because of its low profile.]]&lt;br /&gt;
There are very few areas on this tank that can be hit by a cannon round and survive. The entire front is essentially an instant kill zone, as even a scratch by APFSDS will cause enough spalling to obliterate both crew members, and it is extremely rare to only lose one. Very rarely, a HEAT shell falling straight to the middle might fail to completely knock out crew members, but the chance is also very slim.&lt;br /&gt;
&lt;br /&gt;
The only place where Shturm-S can survive a side shot by a cannon is the engine room in the very middle. Thus it is very important to present the tank completely flat when flanked, as to make centre of mass shot seem more lucrative (for example, in AB, some people might not even bother aiming manually and just press &amp;quot;aim assist&amp;quot; and &amp;quot;fire&amp;quot;, which results in a shot straight to the middle). After hitting the engine, enemies usually aim straight for the ammo rack, so it only works once.&lt;br /&gt;
&lt;br /&gt;
Given that this vehicle only has 2 crew, susceptible to any overpressure damage with paper-thin armour and both crew members tend to get shot at the same time, generally, avoid everything. Use carrier's low profile and put a solid piece of dirt between you and the enemy and only fire and gain attention of enemies if the kill is guaranteed.&lt;br /&gt;
&lt;br /&gt;
The ESS can be unlocked and used in conjunction with thermal scope to fight or retreat from obsolete tanks in open fields, but it will not save from tanks which also have thermal scopes (particularly in RB, where many people use it by default, but in AB ESS might still work, as not everyone use it there) or scouting ability (particularly in AB, as it is vastly easier to use and far stronger there). ESS is also useful when fighting late ATGM helicopters with laser lock-on feature, as it will break any automatic guidance and force their gunner to guide the missiles manually with thermal scope (which may take them too long before the Shturm-S manages to load an HE-VT ATGM and fire back) and does not allow already dead helicopters to get the last laugh by automatically guiding the ATGM in spite of being torn to pieces.&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= 341|rbMinHp= 212}}&lt;br /&gt;
[[File:Shturm-S swimming.jpg|thumb|right|Sometimes, swimming ability can compensate Shturm-S's mediocre mobility.]]&lt;br /&gt;
The mobility is best described as nippy but not fast. Compared to Soviet medium tanks of its BR, the {{PAGENAME}} is faster (at least in a straight line) but compared to other nations it is slower.&lt;br /&gt;
&lt;br /&gt;
The mobility hindrance in higher BRs is much more noticeable for the {{PAGENAME}}, being 50% slower than MBTs such as the [[M1A1 Abrams|M1A1]]. The rear gear only goes up to -10 km/h. This reduces amount of sniping spots the carrier can reach before it gets countersniped.&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} lacks neutral steering meaning that turning around can take some time.&lt;br /&gt;
&lt;br /&gt;
The carrier can swim like most of the other Soviet light tanks.&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|9M114 Shturm}}&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; | [[9M114 Shturm]] ATGM || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
!Autoloader&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 12 || rowspan=&amp;quot;2&amp;quot; | -5°/+15° || rowspan=&amp;quot;2&amp;quot; | ±85° || rowspan=&amp;quot;2&amp;quot; | N/A || 22.0 || 30.5 || 37.0 || 40.9 || 43.5 || rowspan=&amp;quot;2&amp;quot; | 8.30 &lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 14.9 || 17.5 || 21.3 || 23.5 || 25.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shturm-S uses ATGM launchers by picking them up with a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S stepping on a ledge.jpg|thumb|right|Due to overall Shturm-S fragility and awkwardness of aiming device placement, it is necessary to pay close attention to smallest details next to cover, as they might be more than just a decoration for Shturm-S.]]&lt;br /&gt;
&lt;br /&gt;
The handle is put down if the vehicle speeds up too much (faster than 19 km/h), but if it was reloading while the tank was moving, it will pull the launcher out at the end of the reload, whether you want it or not. When launcher is pulled out, it is always pointing forward, so holding &amp;quot;fire&amp;quot; when trying to attack a target on a side is unwise.&lt;br /&gt;
&lt;br /&gt;
DO NOT hold &amp;quot;fire&amp;quot; button while reloading or waiting for launcher to pull out, because launcher has a tendency to malfunction if you don't wait fot at least 0.2 sec after it finished. This &amp;quot;malfunction&amp;quot; causes the missile to simply disappear.&lt;br /&gt;
&lt;br /&gt;
Each missile type has great manoeuvrability, but the launch sequence is greatly complicated by the fact, that launcher (located in the very back of the tank) is offset from the actual guiding camera (located on the front-right of the tank), and missiles are launched at high speeds, causing them to often miss at close range. Since the launcher is pointing forward when pulled out, firing too early might also cause the missile to miss, depending on how much it needs to turn and compensate to get on course. Aim assist of arcade mode also has a tendency to aim lower than it should and often spontaneously breaks off because of this, so it should not be relied on for anything but AA duty.&lt;br /&gt;
&lt;br /&gt;
In RB, missiles will only go for the crosshairs of the sniper camera. The aiming camera can only go as low as -5 degrees, making hill battles, particularly at short range, very awkward. In AB, while the camera cannot depress any further, it will still be able to guide the missile for an additional ~20 degrees down (until the aiming circle is unable to go any further in sniper seat). This allows to attack tanks safely in AB, but will cause the missiles to gain a minimum attack range of up to about 500 m (to get back on target).&lt;br /&gt;
&lt;br /&gt;
The Shturm-S cannot properly fire or aim from medium tank hulldown spots, so it is inferior to [[IT-1]] in that regard. In arcade mode and, at some spots, RB, tank can fire over obstacles by using a stepping stone of some sort, but it cannot really guide shots that way.&lt;br /&gt;
&lt;br /&gt;
The vehicle can carry up to 12 of missiles. It is necessary to choose next ATGM type before firing the current one because Shturm-S can't change payload choice after firing and can't put the wrong launcher back.&lt;br /&gt;
&lt;br /&gt;
When rearming on a capture point, the main type of ATGM is replenished first (the one on top-left of &amp;quot;ammo distribution&amp;quot; UI), so choose carefully. Rearming on a cap takes about 5 seconds for one missile, full rearm outside of cap in AB is about 35 seconds.&lt;br /&gt;
&lt;br /&gt;
Missiles are very vulnerable to jamming, so when fighting tanks with IRCM, it is necessary to also attack from the side, so that the missile doesn't get derailed.&lt;br /&gt;
&lt;br /&gt;
The list of available ATGM in order of acquisition:&lt;br /&gt;
&lt;br /&gt;
* HEAT - Default ATGM, which has about 550 mm penetration. Launched at 230 m/s with high acceleration. Can deal with anything at the BR, but does only punctual damage like HEATFS. Tanks with heavy NERA or ERA amount will resist it and suffer less than fatal damage or no damage.&lt;br /&gt;
&lt;br /&gt;
* Tandem HEAT - ATGM with a double payload. Launched at 230 m/s with high acceleration. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of composite armour at a flat angle. Tandem warhead ignores ERA and penetration should be calculated as if it was not present, unless you hit the target at an extreme angle, launching the actual projectile into yet another ERA layer.&lt;br /&gt;
&lt;br /&gt;
* HE - A guided missile with a HE payload. Launched at about 130 m/s with poor acceleration. Can penetrate about 55 mm of armour, making it on par with the second strongest HE shells in terms of pure damage. Can be used to cause overpressure damage by hitting tracks or tank's roof, similarly to HE shells, but has negligible area of effect and is weak against ERA plating. Due to its low launch speed it is suitable for close range combat, particularly in AB. Outside of the tank's own BR, it can be used as a utility ammo to destroy NERA tanks, which the tandem HEAT might not be able to even scratch. This missile has enough explosive mass to damage ground, but it has no practical application outside of AB, since damage is very low.&lt;br /&gt;
&lt;br /&gt;
* Proximity HE - A guided missile specifically redesigned to destroy planes and helicopters. Launched at about 130 m/s with poor acceleration. In terms of damage, it differs from HE by having a slightly higher area of effect (enough to occasionally destroy light tanks standing right next to the target) but slightly weaker penetration (enough to sometimes fail to destroy targets on direct hit) and practically no damage to the ground. It has enough fuel to fly for about 7 km away. In reality, it is mostly equal to normal HE missile. This missile also has a proximity detonator, which activates after missile flies about 300 m away from the carrier and the ground, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. The proximity detonator will not react to the tanks or the ground even if brought back down to ground level and does not seem to react to rockets and other missiles, unless it is fired straight into them (they often react to it first).&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:9M114 Shturm/Ammunition|9M114, 9M120, 9M120F-1, 9M220O}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 8th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 9th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 10th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 11th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 12th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''12''' || 12&amp;amp;nbsp;''(+0)'' || 11&amp;amp;nbsp;''(+1)'' || 10&amp;amp;nbsp;''(+2)'' || 9&amp;amp;nbsp;''(+3)'' || 8&amp;amp;nbsp;''(+4)'' || 7&amp;amp;nbsp;''(+5)'' || 6&amp;amp;nbsp;''(+6)'' || 5&amp;amp;nbsp;''(+7)'' || 4&amp;amp;nbsp;''(+8)'' || 3&amp;amp;nbsp;''(+9)'' || 2&amp;amp;nbsp;''(+10)'' || 1&amp;amp;nbsp;''(+11)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
The missiles are automatically loaded via a mechanized ammo rack.&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;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
The Shturm-S can be effective in battles if used correctly. Shturm-S commanders should make sure to use their advantages while playing to negate the weaknesses of the vehicle. For the Shturm-S, playing in a backline role behind cover at medium ranges is the best option and specific approaches depend on game mode.&lt;br /&gt;
&lt;br /&gt;
'''RB Strategies'''&lt;br /&gt;
&lt;br /&gt;
Players should use the thermal sights to spot enemies easily and ambush them while they are not looking. Use of cover is essential due to the total lack of armour on the Shturm, even a .50 cal machine gun can penetrate some points in the frontal armour. It is ill advised to push aggressively in the Shturm due to the ATGM launcher which will retract when moving. Additionally, engaging at long range may be difficult as the ATGMs can take some time to reach the target, meaning the target has plenty of time to move into cover. Using the Shturm at close range is suicidal. Luckily the ATGMs on the Shturm are quite satisfactory. The 9M120 ATGM has a tandem shaped warhead which negates ERA protection, and the 9M220O ATGM has a proximity fuse which can easily destroy helicopters. It is recommended to use these two ATGMs, taking mostly the 9M120 HEAT ATGM to destroy enemy armour, with a few of the 9M220O ATGM to deal with enemy helicopters.&lt;br /&gt;
&lt;br /&gt;
'''AB Strategies and survival tips'''&lt;br /&gt;
&lt;br /&gt;
Since Shturm-S is essentially countered by AB mechanics and every tank only needs to press &amp;quot;aim assist&amp;quot; and fire any weapon to destroy it, some extreme and outlandish tactics must be used.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S obliterated by CM25.jpg|thumb|right|Punishment for not following the harsh rules of AB is an instant countersnipe.]]&lt;br /&gt;
&lt;br /&gt;
To understand, whether to even spawn Shturm-S or not, follow these questions:&lt;br /&gt;
&lt;br /&gt;
#Can you even make it to the sniper point before being shot by a hypothetical [[Leopard 1 (Family)|Leopard I]]?&lt;br /&gt;
#Can you fire through or over obstacles at your sniping spot, and how many of them is there? (maximum depression of about -20 degrees)&lt;br /&gt;
#Is it physically impossible to snipe you from any other side, but front (so that you can see it coming in third person view and dodge)?&lt;br /&gt;
#If it is possible to snipe you from a side, is your entire team on that side (just three tanks do not count)?&lt;br /&gt;
#Can you angle upwards at that sniper spot, so that you can snipe easier?&lt;br /&gt;
#Can you destroy [[CM-25]], [[Wiesel 1A2]], [[Dardo]] or [[M3A3 Bradley]] (if they are present) and do you know where they are?&lt;br /&gt;
#In case enemy team currently does endless air raids, do you have ATGM-VT?&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S hanging on a hill AB sniping spot.jpg|thumb|right|Sniping with Shturm-S in AB can get really weird, as it have to use unorthodox tactics. Try to not limit your imagination and you might find another interesting spot to try out.]]&lt;br /&gt;
If you answered negatively to at least two questions, it is probably better to spawn something else according to the situation, as otherwise you will just get destroyed.(For proper hulldown camping or battle in town or forest [[IT-1]] works better, for a heated brawl [[BMP-1]] works just fine, etc.)&lt;br /&gt;
&lt;br /&gt;
It is possible, that following the questionnaire, you were unable to find any use for Shturm-S. Do not worry, as it is possible to make it work by imitating a vertical ATGM tank and by using hill hulldown spots which seem lunatic at first, but work just fine for Shturm-S in Arcade.&lt;br /&gt;
&lt;br /&gt;
These are the tips and thought processes that you can go through to make your life easier:&lt;br /&gt;
&lt;br /&gt;
First of all, you have to deal with carrier's weaknesses, as Shturm-S can't take a hit and survive. It is ideal to fire at opponents when their marker is still dark red or just became bright red, as it means that they can only fire at the camera or, maybe, the launcher. An indirect shot of such kind is only possible if an enemy is at least 500 m away from Shturm-S.&lt;br /&gt;
&lt;br /&gt;
There are a few obvious choices to make using this mentality: you want to occupy a corridor in urban environment, that has some rubbish, slight uphill or tank carcasses in a way, so you can fire over them and enemies can't do anything about it, OR you want to occupy a hill, semi-steep cliff or an angled rock, which will cover your entire hull and allow you to slide down when needed. You want to be reasonably far away from your opponents or to have another gentle slope nearby, that will cover the hull and give you time to prepare when you are inevitably forced to fight at close range.&lt;br /&gt;
&lt;br /&gt;
Secondly, you have to work on your hulldown technique. Since even a scratch to a corner of the carrier's front will obliterate it, you should ensure that no kinetic shell can land on the tank itself, it should be absolutely physically impossible.&lt;br /&gt;
[[File:Shturm-S using generic sniping spot in AB.jpg|thumb|right|By using all of the special precautions together, Shturm-S can use any regular sniping spot without being threatened at all. Never forget to angle, as otherwise you will get countersniped instantly.]]&lt;br /&gt;
Angle in a diamond shape and pull your right-front corner out of cover. Camera should be on the very front as you pull the tank up. Move up ONLY until any one enemy tank is highlighted in bright red, meaning that you have aim assist onto enemy tank's turret. This will ensure that only an enemy ATGM tank or chemical shells can destroy you. If you were following the rule of &amp;quot;impossibility of being shot from any side but the front&amp;quot; you should be able to notice any shells coming at you and back off before they connect with the camera. Kinetic shells, which fly at insane speed, will not destroy Shturm-S if they hit the camera, so you don't need to worry about them anymore.&lt;br /&gt;
&lt;br /&gt;
Third step is learning new firing techniques. Since Shturm-S has to imitate vertical ATGM tanks in AB, you can use ANY cover, however ridiculous, as long as your tank can support vertical stance behind that hill, cliff, or whatever cover of your choice.&lt;br /&gt;
&lt;br /&gt;
Once you have an enemy tank in you arcade mode LOS/aim assist range, go into binocular view, as it allows full 360 degree sight and is located much higher than sniper scope, allowing you to see the entire scenery freely and removing the need to expose the camera any further. Aim at an enemy tank that is located further than 480 m, press &amp;quot;fire&amp;quot; to aim AB marker at their turret or hull, exit binocular view. If you do not want to waste a missile, check if the circle is still on the enemy tank in the sniper seat (you do not need to actually see the target), otherwise press fire again to launch the missile at them. Do not touch anything after this to let the missile destroy them. If the target moves, you can try to intercept it in the sniper seat, but generally this shouldn't be necessary.&lt;br /&gt;
&lt;br /&gt;
A textbook example of using this technique (angles of attack may change):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Shturm-S snipe stage 1.jpg|Step 1: Detecting an enemy, angling and pulling the camera out until the enemy is marked in bright red. Pay extra attention to surroundings during this.&lt;br /&gt;
Shturm-S snipe stage 2.jpg|Step 2: Use binocular view to aim at an enemy tank and suggest its weak spot, then hold &amp;quot;fire&amp;quot; to take aim at it.&lt;br /&gt;
Shturm-S snipe stage 3.jpg|Step 3: Exit binocular view and press &amp;quot;fire&amp;quot;, then do not touch anything until missile hits the target.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As could be seen on the screenshots, no normal tank can destroy Shturm-S which is following the rules, even if they fire back. Do not forget to move down from the firing spot after firing, as otherwise you are just giving unseen opponents time to aim chemical shells or ATGM at you, which is not ideal. If you are being focused by artillery, you can retreat. Temporary retreat can be made even into a lake, since Shturm-S can swim.&lt;br /&gt;
[[File:Shturm-S sniping off plateau.jpg|thumb|right|It's not impossible to snipe from a faraway high ground in AB, but a lot of care and precautions should be taken as well.]]&lt;br /&gt;
Once you got tandem warheads, some bolder tactical moves can be taken, for example, you can camp in a semi-open spot, as long as you are out of a default aim assist range (1.5 km), as tandem HEAT can knock out many tanks unlike default missiles. This, however, is still not recommended to do without ESS, as any player with a rangefinder or any significant game experience will adjust the sniper scope manually and snipe you. To make it more feasible, try to acquire high ground as well.&lt;br /&gt;
&lt;br /&gt;
The HE missile generally makes AB sniping easier, as it is slow and will generally manage to curve into enemy tank roof, likely causing overpressure and destroying the target. It is also much easier to manually use at point blank ranges. Unfortunately, it is extremely ineffective against &amp;quot;non standard&amp;quot; soviet tanks, which you will often meet, such as [[T-55AM-1]], [[Object 268]], [[IS-7]] and so on, and is bad against many American tanks, so at least 3 Tandem HEAT should always be carried and preloaded when moving around. HE-VT is similar to normal HE in that regard and can replace it completely. If not sure about ammunition balance, try to look at the enemy team tanks in score menu (tab), as it is generally possible to guess whether you can get away with simply loading full HE or almost full HEAT loadout will be necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Shturm-S HE missiles efficiency AB.jpg|thumb|right|The missiles are also powerful at close ranges, but they should only be fired directly.]]&lt;br /&gt;
After a while it will become apparent, that aircraft are a great threat to the Shturm-S. Most of the times, fighters prefer to attack BMPs and other light tanks instead of the Shturm-S, but attackers and bombers usually go straight for it if they can, because the Shturm-S can have anti-air missiles and with them essentially becomes a SAM tank (a whole BR lower than any actual SAM tanks). If you see an enemy attacker, bomber, or combat helicopter spawning, it is adviced to immediately stop sniping, back off, hold aim assist on the enemy aircraft and fire whichever ATGMs you have at it until it explodes. ATGM-VT might react to enemy rockets or missiles, but is not extremely sensitive and can be guided around such countermeasures easily, so use it whenever possible, as it makes hitting moving aircraft easy. Taking out a group of 3 planes requires pre-firing first missile before they even spawn or to use ESS after a second hit, as otherwise you might not be able to reload before one of the fighters throws itself onto you. When fighting late game ATGM helicopters, it is best to use ESS and thermal scope immediately to break the laser lock and force the pilot to sit in the gunner seat and spend time aiming at you instead of properly dodging.&lt;br /&gt;
&lt;br /&gt;
By fighting both ground and air, the Shturm-S can improve team chances of winning significantly. Even if you didn't do much personally and only took out 3 tanks, but crippled enemy air force by either shooting down high priority targets like [[B-57B]] or protecting allied bombers, you might just become the reason for your team winning. Since downing enemy aircraft gives airstrike points, it is possible to launch a strike craft back at the enemy team for each time they failed to bomb your teammates, putting a very serious strain on enemy top players, as it is difficult for them to steamroll weaker players when their airstrikes are constantly being cancelled and turned against them. When using an attacker a lot, make sure to also use ESS, as frustrated interceptors might just ditch your plane and go straight for the Shturm-S instead. If current battle uses planes for airstrikes, at a perfect skill level and with some luck the Shturm-S might be able to defeat 7 tanks and down 8 planes without using airstrikes at all and accumulate enough points to call a nuclear strike (15 bomber points), potentially ending the game in its favour regardless of what the team was doing. Remember, using attacker or fighter only detracts 2 or 1 points from the counter, but using a bomber resets it completely, so use attacker first, then use a bomber.&lt;br /&gt;
&lt;br /&gt;
If you have to fight enemy tanks directly in AB, there are only three ways you can beat someone without dying yourself:&lt;br /&gt;
&lt;br /&gt;
First of all, don't do it if you only have regular HEAT missile, you are unlikely to deal enough damage to survive.&lt;br /&gt;
&lt;br /&gt;
Support: If you see that enemy team is piling up onto your teammate, pull up and fire at them. As long as nobody is looking at you, you should be fine. After this, back off or keep moving towards next cover, stop each 13 seconds to fire again just to make them question if it's even worth fighting you. Try to not gain attention of more than one tank at a time.&lt;br /&gt;
&lt;br /&gt;
Direct combat with tanks that do not have autocannons: Fire Tandem warhead at the tank's cannon barrel, if you are lucky enough to actually hit it, they should back off to repair. Chase them and abuse the fact that launcher pulls out after reload regardless of your movement speed and execute the enemy tank with either Tandem or HE (whichever you prefer or need for current opponent). Remember to face the enemy tank when attacking, as launcher is always pointing forward when pulled out.&lt;br /&gt;
&lt;br /&gt;
Smoke attack: Only feasible for a spaded tank, but can be used even in general melee range. Only works if your engine is still intact. Before the enemy got a direct aim at you (the earlier, the better), use ESS and back off into it, trying to also move away from the firing line (between them and your original spot). Go into sniper aim and toggle thermal scope(night vision) on. Since thermal scope can see through ESS, the Shturm-S temporarily transforms from a goofy situational tank to an invisible death fog machine. Even some SPAA (like the [[Falcon]]) can be very stringent about their ammo count and firing habits, so as long as they don't know where exactly you are, they won't try to spray the entire fog wall just to find you. Calmly observe their behaviour and send an ATGM straight into their weak spots. Do not let enemy tanks drive literally next to you, as &amp;quot;absolute detection&amp;quot; will mark the Shturm-S even through the fog at ranges up to 50 m, leading to a likely counterattack. Remember, other tanks with thermal scopes can also see through ESS (but not always use it in AB), and you cannot use it to look into &amp;quot;normal&amp;quot; smoke screens. Do not use this tactic against light tanks, as a single &amp;quot;scout&amp;quot; will mark you for the entire enemy team through smoke and they will start firing in your general direction (obviously, the Shturm-S cannot survive this).&lt;br /&gt;
&lt;br /&gt;
Proof of ESS combat trick feasibility, even in less than perfect situation:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Shturm-S ESS combat 1.jpg|Step 1: Fire off ESS and back off into it. Even if enemy tank fires back, it is likely to miss or less likely to knock the carrier out. Ideally, you want to not get hit.&lt;br /&gt;
Shturm-S ESS combat 2.jpg|Step 2: Enter sniper mode and turn on thermal scope. As can be seen here, Shturm-S can see through its own engine exhaust and will easily snipe anything through it.&lt;br /&gt;
Shturm-S ESS combat 3.jpg|Even players which use SPAA as a combat tank often forget that they have some 2,000 RPM autocannons and may also enter smoke to fight you instead of just filling it with shells. Dodge them for as long as possible and destroy them once the weapon is reloaded. In AB, avoid letting an enemy to get as close as on the screenshot.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Notable Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many notable enemies for the Shturm-S, being basically any vehicle in the game armed with anything bigger than a rifle-calibre machine gun and being capable of hitting it. However, some threats are greater than others. Shturm-S commanders should watch out for:&lt;br /&gt;
&lt;br /&gt;
ATGM tanks: They can destroy Shturm-S with overpressure and are far less likely to let you go, as they understand what you are capable of. Tanks with proximity ATGM like [[CM-25]] are the most dangerous, as they can obliterate enemies by firing over their cover and there is nothing you can do about it, but to spot and destroy them first.&lt;br /&gt;
&lt;br /&gt;
Artillery tanks: Even with all the precautions taken, these tanks can annihilate Shturm-S with a single poorly aimed HE-VT. Most of them reload longer than the Shturm-S and their initially loaded shell is usually a normal HE, so usually you have two chances to destroy most of them. If gained their full attention and failed to destroy them - get out of sight and drive as low as you can before they bothered to shell your position. Do not use ESS, it only makes it easier for them to track you.&lt;br /&gt;
&lt;br /&gt;
Autocannon armed vehicles: These will easily shred the Shturm in seconds and should be avoided. Many SPAAs can also create a shell wall to prevent missiles from destroying their teammates or themselves.&lt;br /&gt;
[[File:Shturm-S checks sides.jpg|thumb|right|Remember, they are always watching and waiting for your mistakes. One can never be too paranoid when using Shturm-S.]]&lt;br /&gt;
Vehicles with substantial composite armour: Most vehicles at and below the tier of the Shturm-S do not have composite armour capable of stopping its top ATGM, but many top tier tanks (which the Shturm-S will face often if used at a higher BR) such as the [[M1A2 Abrams|M1A2]] or [[Challenger 2]] are able to easily stop its HEAT ATGM with their thick turret armour. Shturm-S commanders should learn the weak spots of enemy tanks. For example, almost all american top tier battle tanks can be destroyed by HE missiles hitting the middle of their upper front plate (unless they have a jammer, then hitting them directly will be next to impossible in the first place) .&lt;br /&gt;
&lt;br /&gt;
Sniper medium tanks (mostly in AB): Other snipers are also a serious threat, since they compete for a complete domination over map with you, and they are exceptionally allergic to ATGM tanks with high missile speed, such as Shturm-S, so they will never stop trying to snipe you, until they finally do. While you have some weapon depression advantage over them in AB, they can see and dodge your missiles. They are the main reason for the AB rule &amp;quot;Make it physically impossible to snipe you from the side&amp;quot;.&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;
* Access to &amp;quot;Shturm&amp;quot; and &amp;quot;Ataka&amp;quot; ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity-fused HE-frag&lt;br /&gt;
* Fast-flying, relatively easy to control missiles are great for long ranges and tricky shots alike&lt;br /&gt;
* Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall&lt;br /&gt;
* Capable of travelling across water, although relatively slowly and with poor control&lt;br /&gt;
* Can double as a SAM tank in AB, to a point it can single-handedly dominate the sky and even protect the bombers from interceptors if fires immediately&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range&lt;br /&gt;
* Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets&lt;br /&gt;
* Cannot change missile type mid-reload, nor after one is reloaded&lt;br /&gt;
* Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult&lt;br /&gt;
* Have to follow an extensive set of rules to be useful in AB, has a minimal range of 500 m for safe missile fire procedure&lt;br /&gt;
* Missiles can be jammed, so although they are very useful even in rank VII, some enemies cannot be attacked directly&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
The MT-LB, also known as &amp;quot;Mnogotselevoy Tyagach Legky Bronirovanny&amp;quot; in Russian (which stands for &amp;quot;Multi-Purpose Towing Vehicle Light Armoured&amp;quot;), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation &amp;quot;Shturm&amp;quot; and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 &amp;quot;Shturm-S&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''- From [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|Devblog]]''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_9p149 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|mF0d3bos75I|'''The Shooting Range #281''' - ''Round Study'' section at 08:34 compares the missiles of the {{PAGENAME}}.|kF1OmW7f1c8|'''The Shooting Range #154''' - ''Metal Beasts'' section at 00:39 discusses the Shturm-S.}}&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;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|[Devblog] 9P149 &amp;quot;Shturm-S&amp;quot;: The Invisible Hunter]]&lt;br /&gt;
&lt;br /&gt;
{{USSR tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:Tornado_F.3&amp;diff=192852</id>
		<title>Talk:Tornado F.3</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:Tornado_F.3&amp;diff=192852"/>
				<updated>2024-09-20T21:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: The flight performance was bricked, so i need an advice on what to do in short term.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Drastic performance change?'''&lt;br /&gt;
&lt;br /&gt;
Hello. So, in the &amp;quot;Dance of Dragons&amp;quot; update, the developers claimed to have reduced Tornado turn rate and made the flaps fully automatic, or whatever, but it so happened that the combat flaps simply don't work past 450 km/h (at this point might as well crash) and the only gimmick this plane had for it (the infinite sustained turn) was destroyed, all while the real turn rate was actually reduced and the plane has double the energy loss. Anyway, point is: most of the text on this page is no longer relevant (and i guess on every other tornado page needs a check at least). Do i just scour every text that seems to objectively conflict with today's reality, or try my best to rewrite the text first? I guess the same goes for the gripen page because our collective edits got put into a limbo and its now triple outdated again. I really hate to make pictures to prove that i'm not crazy but if i have to... --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 21:55, 20 September 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=JAS39C_(Great_Britain)&amp;diff=189997</id>
		<title>JAS39C (Great Britain)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=JAS39C_(Great_Britain)&amp;diff=189997"/>
				<updated>2024-07-15T18:08:46Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: I'll add some more things on top of previous edits and not touch this page again i think.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Fighter aircraft '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = SAAB 39 Gripen (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=saab_jas39c_south_africa&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
During the early 1980s, the South African Air Force (SAAF) was looking for a replacement for its aging Cheetah fleet, which was a locally upgraded version of the French [[Mirage III (Family)|Mirage III]]. The Cheetahs were subject to an arms embargo due to the apartheid regime, which limited their availability and effectiveness. In 1999, after a long and controversial procurement process, South Africa signed a contract with Saab for 26 Gripens (17 JAS39C and 9 JAS39D), becoming the first export customer of the type. The delivery of the South African Gripens started in 2008 and was completed in 2012. Since then, the South African Gripens have been involved in several operations, both at home and abroad. In 2010, they secured the airspace during the FIFA World Cup hosted by South Africa. In 2013, they provided air support for South African peacekeepers in the Democratic Republic of Congo, and also participated in the funeral of Nelson Mandela, the former president and anti-apartheid leader. However, the South African Gripens have faced some challenges in their service, such as budget constraints, maintenance issues, and political controversies. Due to the high cost of operating the jets, the SAAF has limited their flying hours and reduced their operational readiness. The SAAF has also struggled to maintain the jets' spare parts and technical support, which have been affected by the corruption allegations against Saab. Furthermore, the Gripen deal has been criticized by some sectors of society as unnecessary and wasteful, especially in light of the country's social and economic problems. These issues became more evident when South Africa had to ground its fleet of Gripens in September 2021 due to budget cuts and maintenance problems, which led to concerns about the country's air defense capabilities.&lt;br /&gt;
&lt;br /&gt;
The {{Specs|name}} was introduced in [[Update &amp;quot;Air Superiority&amp;quot;]]. As the first South African jet in the tree, it proves worthy of its place due to its exceptional flight performance and loadout capabilities. It has a high-performance engine and a high thrust-to-weight ratio, which gives it excellent acceleration and climb rate, as well as superb agility and energy retention. It can also carry a variety of weapons for all kinds of situations, including guided bombs, AGM-65 Mavericks, active radar homing R-Darter and IR AIM-9M missiles. It's downsides are few, but noticeable: it's mainly a dogfighter and taking too much weight will nullify its strengths, and its radar, while practically inescapable, has poor accuracy.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
{{Notice|Flight performance of this plane has been changed several times since its release, however most sections remain valid after these changes.}}&lt;br /&gt;
&lt;br /&gt;
The Gripen is really simple to fly, as it has nearly all mechanics on automatic controls. Use of airbrakes is manual and is recommended when the plane is diving down, especially if pilot is about to pass out, otherwise the plane might lock up and crash into ground like a meteor.&lt;br /&gt;
&lt;br /&gt;
With only light anti-air weaponry, the plane easily accelerates to 1100 km/h even without afterburner, with afterburner it is possible to reach 1500 km/h (nearing self-destruct speed) and further in a level flight.&lt;br /&gt;
&lt;br /&gt;
Currently, the JAS39 family remains as the best dogfighter in game (However this is closely followed by the [[F-16A]] Block 10 and to a lesser extent, the Block 15 and 20 variants), and this mostly shows in three situations:&lt;br /&gt;
&lt;br /&gt;
*It has an extreme turn rate even with afterburner on, allowing to do a 180 degree turn on a whim when completely researched. This, however, can make the pilot pass out. Despite having a delta wing, the Gripen still has good energy retention at almost all speed ranges.&lt;br /&gt;
*It's possible to destabilize the plane and fall into a flat spin, however the chances of this are minimal.&lt;br /&gt;
*Even when damage is taken, the plane remains agile and continues to hold its own in a dogfight.&lt;br /&gt;
&lt;br /&gt;
Taking heavy bombs will severely hamper its flight performance. Consider using ATGMs instead, unless absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Enemies worth noting:&lt;br /&gt;
&lt;br /&gt;
* [[F-16C]] - The F-16C carries the highly dangerous [[AIM-120A|AIM-120]] missiles which out range the R-Darter by a large amount. However at close ranges the difference becomes much less noticeable. In a dogfight the F-16C is simply no match for the Gripen (Assuming similar pilot skill).&lt;br /&gt;
* [[F-16AM (France)]] - The F-16AM has all the advantages of the previously mentioned F-16C, however the F-16AM has superior flight performance compared to the F-16C and is close to the Gripen in a close range dogfight, though the Gripen still has the advantage.&lt;br /&gt;
* [[Su-27 (Family)|Su-27]] (All variants) - The Su-27 family have the ability to carry up to 10 missiles and is a very dangerous opponent at longer ranges, at close ranges its HMD+[[R-73]] combination continues to be a major threat but due to the Gripen's large number of countermeasures, this is less of a issue, though still dangerous. The Su-27's flight performance in a dogfight is much inferior to the Gripen as long as the Gripen is able to evade the Su-27 in the first/second turn where the Su-27 is able to pull very high AOA and launch its [[R-73]] missiles. &lt;br /&gt;
* [[F-15C MSIP II]] - The F-15C is able to carry a loadout of 4x [[AIM-120A|AIM-120]] + 4x [[AIM-9M Sidewinder|AIM-9M]] missiles, making it very deadly in both long range and close range engagements&lt;br /&gt;
* [[Mirage 2000-5F]] - The Mirage 2000-5F carries the [[Matra R550 Magic 2]] missiles as well as the [[MICA-EM]] missiles, both of which are extremely dangerous in a close range combat, any close range engagement with the Mirage 2000-5F should be approached with extreme caution. While the Gripen remains noticeably superior in terms of flight performance, the Mirage 2000-5F will be able to keep on with the Gripen until low speeds where the difference in flight performance gets larger.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max speed&amp;lt;br&amp;gt;(km/h at 11,000 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 2,169 || 2,134 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 24.1 || 24.1 || 213.2 || 202.8 || rowspan=&amp;quot;2&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 2,327 || 2,240 || 23.9 || 24.0 || 279.5 || 245.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute&lt;br /&gt;
|-&lt;br /&gt;
| X || X || X || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| 1,543 &amp;lt;!-- {{Specs|destruction|body}} --&amp;gt; || {{Specs|destruction|gear}} || - || - || - || ~12 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 519 || &amp;lt; 700 || &amp;lt; 1,543 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Engine performance ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Aircraft mass&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Engine name || Number&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Annotation|Basic mass|Mass of the aircraft with pilot and engine oil, but no fuel or weapons load}} || colspan=&amp;quot;3&amp;quot; | Wing loading (full fuel)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Svenska Flygmotor RM12 || 1&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 6,865 kg || colspan=&amp;quot;3&amp;quot; | 307 kg/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Engine characteristics&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Mass with fuel (no weapons load) || rowspan=&amp;quot;2&amp;quot; | {{Annotation|Max Gross&amp;lt;br&amp;gt;Weight|Mass of the fully equipped aircraft with heaviest weapons load}}&lt;br /&gt;
|-&lt;br /&gt;
! Weight (each) || colspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! 9m fuel || 20m fuel || 30m fuel || 32m fuel&lt;br /&gt;
|-&lt;br /&gt;
| 1,054 kg || colspan=&amp;quot;2&amp;quot; | Afterburning low-bypass turbofan&lt;br /&gt;
| 7,567 kg || 8,308 kg || 9,032 kg || 9,205 kg || 13,906 kg&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed &amp;amp; altitude.}}&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Thrust to weight ratio @ 0 m (WEP)&lt;br /&gt;
|-&lt;br /&gt;
! Condition || 100% || WEP&lt;br /&gt;
! 9m fuel || 20m fuel || 30m fuel || 32m fuel || MGW&lt;br /&gt;
|-&lt;br /&gt;
| ''Stationary'' || 5,100 kgf || 7,528 kgf&lt;br /&gt;
| 0.99 || 0.91 || 0.83 || 0.82 || 0.54&lt;br /&gt;
|-&lt;br /&gt;
| ''Optimal'' || 5,100 kgf&amp;lt;br&amp;gt;(0 km/h) || 10,918 kgf&amp;lt;br&amp;gt;(1,250 km/h)&lt;br /&gt;
| 1.44 || 1.31 || 1.21 || 1.19 || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
The Gripen itself is rather fragile, but unlike most early delta wings British players might be familiar with it has a lot of redundant controls and even the canards on the front alone can keep the plane alive for a minute. Loss of flaps on the back can seriously hamper the ability to turn, but the plane will try to adapt. Losing half the wing will likely cause the plane to spin and crash, but pilot can fight it.&lt;br /&gt;
[[File:Unkillable gripen counterattacks.jpg|thumb|right|As long as Gripen still has at least one working flap and the canards, it can demonstrate truly horrific feats of defiance]]&lt;br /&gt;
Taking heavy hit to the cockpit or the engine is generally fatal, but in case of engine fire the plane can still use remaining energy to fight or attempt to put out the fire via use of the EFS.&lt;br /&gt;
&lt;br /&gt;
One of the most important parts of this plane defences are the countermeasure pods - this plane by default has 80 large countermeasures and in its anti-air loadout it can have a large number of small countermeasures under its wings (up to 640). Even when firing countermeasures every 0.5 seconds (which is already enough to confuse AIM-9M and some ARH missiles) without any care in the world, the plane is unlikely to run out of countermeasures before every player on enemy team was already destroyed. Even when firing every 0.2 seconds (which increases survival chances against multiple opponents), the countermeasures tend to only run out once the plane is out of weapons to keep fighting anyway.&lt;br /&gt;
&lt;br /&gt;
On top of high amount of countermeasures, the plane has a rather low engine temperature when the afterburner is offline, which makes it slightly easier to lose the IR missiles with the use of flares.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Ballistic Computer]]&lt;br /&gt;
|-&lt;br /&gt;
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|Akan m/85 (27 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 1 x 27 mm Akan m/85 cannon, belly-mounted (120 rpg)&lt;br /&gt;
* 92 x large calibre countermeasures&lt;br /&gt;
&lt;br /&gt;
The cannon is similar to 27 mm Mauser used on the [[Tornado F.3]] with barely enough ammunition to destroy 4 planes, but it has significantly better ammunition. Belts have PELE-T shells mixed in, which are basically a better APHE (twice the explosive mass and explode backwards after destroying hit module) and anti-air belt has 2 HEF shells. Overall, the ammunition is extremely good at setting planes on fire, even if not always inherently lethal.&lt;br /&gt;
&lt;br /&gt;
Radar gun assist is a bit weak due to the strong but unfocused radar - while it is next to impossible to shake it off (and very difficult to chaff), it will most of the time only work at 1.2 km and will fail to actually provide a correct aim prediction. With a gun convergence of 600 m, pilot must aim slightly ahead of the enemy plane to actually score a hit from the side.&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! width=&amp;quot;5%&amp;quot; | 1 !! width=&amp;quot;5%&amp;quot; | 2 !! width=&amp;quot;5%&amp;quot; | 3 !! width=&amp;quot;5%&amp;quot; | 4 !! width=&amp;quot;5%&amp;quot; | 5 !! width=&amp;quot;5%&amp;quot; | 6 !! width=&amp;quot;5%&amp;quot; | 7 !! width=&amp;quot;5%&amp;quot; | 8&lt;br /&gt;
| rowspan=&amp;quot;17&amp;quot; width=&amp;quot;30%&amp;quot; | &amp;lt;div class=&amp;quot;ttx-image&amp;quot;&amp;gt;[[File:Hardpoints_JAS39A.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-12 Paveway II (277 kg)|277 kg GBU-12 Paveway II]] bombs&lt;br /&gt;
| || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs&lt;br /&gt;
| || 2 || 2 || || || 2 || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs&lt;br /&gt;
| || 2 || 2 || || || 2 || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-10 Paveway II (957 kg)|957 kg GBU-10 Paveway II]] bombs&lt;br /&gt;
| || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs&lt;br /&gt;
| || 1 || 1 || || || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-16 Paveway II (1,092 lb)|1,092 lb GBU-16 Paveway II]] bombs&lt;br /&gt;
| || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
! [[GBU-24 Paveway III (2,000 lb)|2,000 lb GBU-24 Paveway III]] bombs&lt;br /&gt;
| || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-65B]] missiles&lt;br /&gt;
| || 1 || 1 || || || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AGM-65G]] missiles&lt;br /&gt;
| || 1 || 1 || || || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9L Sidewinder]] missiles&lt;br /&gt;
| 1 || 1* || 1* || || || 1* || 1* || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[AIM-9M Sidewinder]] missiles&lt;br /&gt;
| 1 || 1* || 1* || || || 1* || 1* || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[R-Darter]] missiles&lt;br /&gt;
| || 1 || 1 || || || 1 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
! Countermeasures&lt;br /&gt;
| || 160* || 160* || || || 160* || 160* ||&lt;br /&gt;
|-&lt;br /&gt;
! LITENING II targeting pod&lt;br /&gt;
| || || || 1&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 1,100 l drop tanks&lt;br /&gt;
| || || 1 || || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; | Maximum permissible weight imbalance: 1,250 kg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | * Countermeasures can be equipped with AIM-9L/-9M missiles on the same hardpoint &amp;lt;br&amp;gt; &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; LITENING II pod must be equipped when equipping guided bombs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navigation-Start|Default weapon presets}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
&lt;br /&gt;
* 3 x 1,100 l drop tanks&lt;br /&gt;
* 2 x AIM-9M Sidewinder missiles&lt;br /&gt;
* 6 x AIM-9L Sidewinder missiles&lt;br /&gt;
* 6 x AIM-9L Sidewinder missiles + 640 x countermeasures&lt;br /&gt;
* 6 x AIM-9M Sidewinder missiles&lt;br /&gt;
* 6 x AIM-9M Sidewinder missiles + 640 x countermeasures&lt;br /&gt;
* 4 x R-Darter missiles&lt;br /&gt;
* 4 x R-Darter missiles + 640 x countermeasures&lt;br /&gt;
* 640 x countermeasures&lt;br /&gt;
* 8 x 500 lb LDGP Mk 82 bombs (4,000 lb total)&lt;br /&gt;
* 8 x 500 lb Mk 82 Snakeye bombs (4,000 lb total)&lt;br /&gt;
* 4 x 1,000 lb LDGP Mk 83 bombs (4,000 lb total)&lt;br /&gt;
* 4 x AGM-65B missiles&lt;br /&gt;
* 4 x AGM-65G missiles&lt;br /&gt;
* 4 x 277 kg GBU-12 Paveway II bombs (1,108 kg total)&lt;br /&gt;
* 4 x 1,092 lb GBU-16 Paveway II bombs (4,368 lb total)&lt;br /&gt;
* 2 x 2,000 lb GBU-24 Paveway III bombs (4,000 lb total)&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
The Gripen has a lot of ammunition types, but you need to make a choice of what exactly are you going to do in your current battle. Two outer points (wingtips) are used for AIM-9L/M, while middle hardpoints can either carry anti-air missiles with countermeasure pods, or anti-ground weapons like bombs or ATGM. On the fuselage, an optional LITENING II or a fuel tank can be equipped.&lt;br /&gt;
&lt;br /&gt;
In anti-air section, AIM-9M and R-Darter are the most interesting options. Both missiles can be used with TWS and HMD radar mode, which makes them very versatile and quite hard to detect.&lt;br /&gt;
&lt;br /&gt;
AIM-9M is a smokeless IR missile that shuts off its seeker when it sees flares and tries to intercept the plane on its last known course instead of just flying wherever it wants to like the 9L, which makes it incredibly difficult to evade without consistent flare spam (and not many planes have near-infinite flares like with the British ones).&lt;br /&gt;
&lt;br /&gt;
R-Darter is an ARH missile, meaning it has radar built into it and will attack planes on its own after establishing a lock. The missile is best described as Skyflash SuperTemp on steroids, as it doesn't even require sustained lock-on to fire (TWS soft lock or a brief HMD lock is enough), is extremely agile and will relentlessly pursue and obliterate anything even off-screen within its optimal range, starting from 1.5 km and ending with about 13 km. Main strength of the missile is that it has longer booster stage than others, which allows it to be more active at closer ranges and when attacking from behind. The missile lock-on range is about 16 km, but it will do its best to trace chosen target until then by using IOG instead of self-destructing, though when launched at a target from very far away, it will try to loft (fly in space to then fall down) and will naively spend all of its energy on actively turning enemies, so using R-Darter at a long range is not recommended (unless fired from space to begin with). The missile will use DL (data link) to correct itself and report it's own progress (during this, the assumed target is marked by a &amp;quot;circle&amp;quot; on radar display, which disappears when the missile actually locks on and doesn't need further help), basically being also linked to the plane's radar the whole time, which makes it visible on the radar display and lets it to take notes every time TWS (or even a direct lock-on) paints the chosen target.&lt;br /&gt;
&lt;br /&gt;
In anti-ground section, AGM-65G are the most interesting addition to already known ammunition (same as on Harrier GR.7). It's essentially a giant SAP shell, filled with so much explosives that it might as well be HE. Since it's IR guided, it is fire-and-forget type of launch and can be used at night. One of it's major downsides is that it could in theory be intercepted by APS or blocked off by smoke screens, unlike a regular or laser bomb.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
The {{PAGENAME}} is the crown jewel of the British Aviation tech tree, sitting at one whole Battle Rating above any and all other planes. It is the most versatile fighter, ground striker, dogfighter and interceptor out of the British tree, and one of the most capable planes in game, thanks to its amazing manoeuvrability, low speed flight characteristics and suite of ordnance. While it can use a combination of IR missiles, radar missiles, guided bombs and AGMs, it does not feature more than 4 fully customizable hardpoints, along with the 2x AIM-9Ms from the wingtips. this means that you can have one radar missile, one IR missile with Countermeasures pod, one guided bomb and one AGM, ontop of fuel and a LITENING II targetting pod. The ability to take such custom loadouts makes this plane very versatile and suitable for a large number of roles in Air-to-Air combat and Air-to-Ground combat.&lt;br /&gt;
&lt;br /&gt;
As a fighter, Gripen has a different role than [[Tornado F.3 Late]] - while Tornado is mainly focusing on abusing its extremely strong TWS radar and AIM-120B for long range combat (as it is lacking the mobility required for serious close range battles), the Gripen is all about getting relatively close and personal.&lt;br /&gt;
&lt;br /&gt;
;Air Realistic battles:&lt;br /&gt;
&lt;br /&gt;
This plane should carry 6 missiles. Two wingtip AIM-9L/M which should always be carried. On the remaining 4 hardpoints, the {{PAGENAME}} can take any combination of AIM-9L/M, AIM-9L/M on Countermeasure pods (which is obviously preferred over the AIM-9L/M with no countermeasure pods), or the same with R-Darter Radar missiles instead. The best combination and missile balance is decided by the user, though R-Darter is more inherently lethal and versatile, at a cost of being mildly vulnerable to chaff.&lt;br /&gt;
&lt;br /&gt;
The Gripen is a very fuel efficient plane. You can fly it extra light at minimum fuel (9 minutes) along with the fuel pod if you do not plan to afterburn all the way to the middle of the map. This fuel loadout ensures you are the lightest possible, while giving you enough fighting time. You can always drop the fuel tank to become insanely nimble, however you should not drop below 2 minutes of fuel. You can get back to base with around 1 minute if you climb, keep your speed and start from high speed from the middle of the map, however 2 minutes insures you can also defend yourself in case anyone chases you. You can take any combination of fuel + fuel pod, however you should not have more than 30 minutes of total fuel. Flight performance suffers with more than 25 minutes of total fuel.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Gripen, as a very small fighter with an efficient engine is a very cold target compared to dual-engine fighters that can fight against it, giving enemies a very hard time locking IR missiles on it, and making it very easy to defend against IR missiles.&lt;br /&gt;
&lt;br /&gt;
The Gripen maximum effective range is 20 km, and most planes with long-range ARH missiles prefer to start firing from 30 km, so getting close to the enemy team can be a bit tricky. To counteract this, use super wide TWS mode of the radar, which allows to scan 70 degrees horizontally on both sides (much wider than on most planes). Set the detection range to 74 km, fly low and deflect as far away from the enemy flight direction (and, preferrably, teammates), as the tracker allows. This will allow you to avoid attention of the majority of enemies, while keeping you informed both about your targets and anyone on the other side. Once the targets approach the last quarter of the radar (19 km range), enter ACM radar mode, set it to a &amp;quot;line&amp;quot; or &amp;quot;look up&amp;quot; mode (depending on who you want to attack first) and sneak as close to them as feasible using terrain (if there is no terrain, attempt to flank and blindside them, unless someone is trying to lock onto you already, then send a missile towards that pilot first) and turn on the periodic countermeasure release, since you definitely do not want to be caught without it running during combat. DO NOT fight at close range using TWS, as the scan rate and accuracy of Gripen radar is very low and this will get you killed.&lt;br /&gt;
&lt;br /&gt;
{{Notice|If you disable the radar lock or turn the radar off manually in ACM mode, rather than just lose the target, the Gripen will default to HMD mode when it will be turned back on again. This is crucial to remember when the enemy is still beyond vision range, as while it is convenient to attack multiple planes via HMD once they were detected by ACM, the HMD scan area is very small, and swapping between them takes time.}}&lt;br /&gt;
&lt;br /&gt;
After getting within operational range, the Gripen can be used in multiple ways:&lt;br /&gt;
&lt;br /&gt;
* Furball Fighter - Taking a full load of missiles and countermeasures. Periodic flares can be used this way along with the relatively cold engine of the Gripen, making you almost invulnerable to IR missiles. This however means than you want to be as light as possible, so taking minimum fuel and dropping the fuel pod as you enter the fight is very crucial. You should then target enemies that are not spamming flares with AIM-9M and crash anything too agressive with R-Darters. If the AIM-9M has at least 2-3 seconds of flight without seeing one flare, it is pretty much guaranteed to hit. If a lot of people are trying to set up for a head-on, you can literally destroy half of the enemy party with R-Darters before they can even get an angle on you, as R-darter can intercept targets that arent even on your screen. You can even fire at their backs as they begin their loops, but you need to check if enemy is using chaff a lot and you will have to use HMD and may accidentally crash into ground if not paying attention, so take care&lt;br /&gt;
* Interceptor - This involves taking R-Darter missiles and trying to pick off targets by firing at them via TWS or by sneaking on them from low ground and firing into their face from 10 km away. It is very effective because R-Darter has stupidly high manoeuvrability while it has a booster, and multiple planes can be blasted in one volley since they are ARH and do not require babysitting after initial lock like the Skyflashes. Since R-Darter lofts (goes up to fall down) really hard and doesn't turn much after the booster is gone, it is not very good for long range fights (planes with AIM-120A will win in any fair fight), but you technically can fire it at targets that are 20 km away and going along the ground or behind a mountain while you are also on at the same elevation without exposing yourself overly much (it will go up, lock on and then fall on them from about 30 degree angle). It also can conserve energy when chasing someone from behind by looming above them, so if enemy pilot gets distracted for 10 seconds it will fall on their face. Sometimes, when fired from about 25 km, the R-Darters will just find and kill their targets on their own, but keeping the TWS or lock on a plane will reduce possibility of chaff and aerobatics working on it.&lt;br /&gt;
&lt;br /&gt;
If you are forced to directly fight a plane at long range (for example, someone spotted and singled you out), and you are sure that this is a 1v1 situation, you can use their tactics against themselves. Generally, the strategy for the planes with long-range missiles like the AIM-120A (at least, for good pilots) is to launch a missile at you and then turn away to spoof whatever you send back at them. What you want to do in such situation is to lock onto their missile instead, obliterate it with the R-Darter of your own and chase after them. Once you get within 6-7 km range, they can do absolutely nothing, as they are caught out of position against a missile that has a long booster stage aided by a radar with high resistance to chaff, meaning no matter how hard they hit the afterburner and go down after that, it will not save them. This will not help against people who will try to &amp;quot;triple tap&amp;quot; you just to make sure you are dead, but this is extremely unlikely unless it's an endgame standoff.&lt;br /&gt;
&lt;br /&gt;
The Gripen is one of the best suited planes in Air Realistic due to its low heat signature, low fuel consumption, HMD, and strong IR missiles, However this does not mean it is not as good in:&lt;br /&gt;
&lt;br /&gt;
;Ground Realistic Battles:&lt;br /&gt;
&lt;br /&gt;
The Gripen has access to a good variety of guided munitions. You can chose between using GBU-12s, GBU-16s and GBU-24s (only on the inner-most pylons) and AGM-65B/Gs which can all be guided with the LITENING II targetting pod. One of the best targetting pods in war thunder, with good thermal sight resolution. This gives the Gripen the ability to take out any ground target effectively, and still be able to engage enemy Air due to its wingtip AIM-9M missiles, which effectiveness is much greater in ground battles due to the AIM-9M's smokeless motors, meaning it is effectively invisible as it approaches the target so the enemy may not be able to pop countermeasures soon enough to wave it off.&lt;br /&gt;
&lt;br /&gt;
When using this plane in GRB, taking one to two AGMs is a good idea, in order to take out enemy SPAA as quickly as possible. AGMs are preferred over GBUs due to their fire and forget nature, and higher speed.&lt;br /&gt;
&lt;br /&gt;
Taking out enemy SPAAs such as the Pantsir-S1 is the first thing you should do when you spawn in. The AGMs should be fired from a maximum of 8 km, and if possible 6 km. If more than 5-10 seconds pass and you have not fired an AGM at an enemy SPAA, you should instantly dive while turning the other way. After going outside of the enemy SPAA range (18 km max) you should sideclimb and get to a comfortable altitude. Try to take out the the enemy SPAA again with the AGMs. do note that they have higher range if fired from higher altitude.&lt;br /&gt;
&lt;br /&gt;
After dealing with SPAA, You can start dropping GBUs or use AGM-65G, but you need to keep in mind that another SPAA can spawn in at any moment and lock you in the IRST mode, so you should always look at the ground, and always fly defensively if possible, putting objects or terrain between you and the enemy ground spawns, keeping your speed up or not flying into straight lines for too long.&lt;br /&gt;
&lt;br /&gt;
;Simulator Battles:&lt;br /&gt;
&lt;br /&gt;
The Gripen is a very strong plane to use in simulator battles. It gets access to a lot of countermeasures, smokeless missiles, making them quite invisible even if enemies look at you when you fire in the right conditions. You get access to a good HUD that gives good information, the HMD which is amazing in SIM, a targetting pod on its own hardpoint, which is good for spotting, and a pretty good radar, with good search sectors, range and modes. TWS should be used rather than PD.&lt;br /&gt;
&lt;br /&gt;
The only downside is that the Gripen has a black line running in the middle of the glass canopy, effectively cutting your visibility when in a dogfight, and the fact that it only has access to 6 missiles.&lt;br /&gt;
&lt;br /&gt;
It is one of the best SIM planes due to its very stable canard design, smokeless motors and HMD. Flight performance is a bonus.&lt;br /&gt;
&lt;br /&gt;
The British variant of the Gripen is identical to the Swedish Gripen, other than name and camouflages, and is one of the best planes in War Thunder due to its insanely good flight performance, good ordnance variety, strong air-to-air IR missiles and large amount of countermeasures on top of other smaller strengths. It is a plane that has very high potential and can win any situation. This is not a plane that will limit the one who is piloting it.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very capable AIM-9M missiles, which include a seeker shutoff IRCCM and smokeless motor&lt;br /&gt;
* An extremely agile R-Darter ARH missile will absolutely destroy any target (including other missiles) at short to medium range&lt;br /&gt;
* Can attack with missiles at almost any angle it wants to, as it has access to HMD and the missiles don't really require a consistent lock-on most of the time&lt;br /&gt;
* Extremely nimble and capable plane, which can pull off one-of-a-kind manoeuvres&lt;br /&gt;
* Can be extremely difficult to kill&lt;br /&gt;
** lots of countermeasures, more than most players will ever need&lt;br /&gt;
** Able to turn, aim and fire even on the brink of death&lt;br /&gt;
** High performance and low temperature engine makes it hard to lock the plane and gives enough thrust to keep fighting at the same time&lt;br /&gt;
* High variety of ordnance including GBUs, AGMs, countermeasure pods and a good targeting pod&lt;br /&gt;
* A decent range radar that is nearly impossible to chaff&lt;br /&gt;
* Has special ammunition for its gun, mildly better than the other 27 mm&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Can only carry a maximum of 6 missiles, anti-ground ammunition removes a missile and a countermeasure pod&lt;br /&gt;
* Flying it without care can cause blackout&lt;br /&gt;
* Flight performance suffers greatly if damaged or carrying heavy bombs&lt;br /&gt;
* Missiles are not particularly good at long range&lt;br /&gt;
* Not impossible to run out of fuel, but taking too much fuel makes the plane less agile (can be solved by bringing fuel tanks, but that requires more keybinds)&lt;br /&gt;
* TWS radar mode scan speed and accuracy is very poor, particularly at close range&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
In the late 1990s, South Africa found a need to replace its aging fleet of Mirage and Cheetah fighter jets. Looking to modernize their fleet for not only national defense, but for a better standing for their defense modernization and strategic autonomy in the global stage, South Africa sought options in the market under the Advanced Light Fighter Aircraft (ALFA) program. The decision was made and announced in November 1998 that the Swedish-made Gripen has been chosen to fulfill the program's need, with 28 Gripens to be purchased at a price of 1.5 billion USD in 1999 (this would be changed to 26 Gripens in 2005). Alongside the purchase deal was South Africa's involvement with Saab's Industrial Participation programme, which enabled South Africa's local industries to help produce and maintain Gripen parts, such as Denel Aviation producing the rear fuselage sections of the Gripen.&lt;br /&gt;
&lt;br /&gt;
South Africa received their first Gripen in 2006. The aircraft, a two-seater Gripen-D, was sent to the Test Flight Development Centre in the Southern Cape for full testing and integration of South African avionics and weapons for the country. Once fully tested and handed over to the South African Air Force (SAAF) in 2008, deliveries of Gripens directly to the South African Air Force began in the same year. By 2011, 17 Gripen-Cs and 9 Gripen-Ds have been delivered to the SAAF and equipped the 2 Squadron, located at AFB Makhado in the Limpopo province.&lt;br /&gt;
&lt;br /&gt;
Although the Gripens have not yet been involved with any heavy fighting in South Africa, they have been integral to maintaining the country's air superiority. Gripens were deployed during several high-profile events in South Africa, such as during the 2010 FIFA World Cup to maintain airspace security and protection and in 2013 to escort Nelson Mandela's remains to his funeral processions and maintain no-fly zones during the funeral.&lt;br /&gt;
&lt;br /&gt;
However, financial constraints have cast a shadow over the fleet's operational sustainability, leading to a notable incident in September 2021 when the Gripens were grounded due to lack of funding and maintenance and support contracts not being renewed in time. This would be resolved by September 2022, enabling the Gripens to fly again, though concerns remain on the pilot readiness after a year of grounding.&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=saab_jas39c_south_africa Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|YpAvtM4iUWo|'''The Shooting Range #390''' - ''Metal Beasts'' section at 00:25 discusses the {{PAGENAME}}.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Saab}}&lt;br /&gt;
{{Britain jet aircraft}}&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Night_Vision_Devices&amp;diff=189865</id>
		<title>Night Vision Devices</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Night_Vision_Devices&amp;diff=189865"/>
				<updated>2024-07-09T17:11:47Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: /* Thermal Imagers */ Didn't see alternative TVD colors explanation on the wiki so decided to add that here. I'm not blind, right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[File:Mods night vision device.png|thumb]]&lt;br /&gt;
[[Update 1.91 &amp;quot;Night Vision&amp;quot;]] added Night Vision Devices (NVDs) to a number of high tier tanks and helicopters. These devices provide a significant advantage in the now more common night battles. Two types of night vision devices were added, image intensifiers and thermal imaging systems. In addition infrared (IR) searchlights were added to tanks which historically had them.&lt;br /&gt;
&lt;br /&gt;
Night vision devices are usually unlocked as tier 3 - 4 modifications, however, some tanks or helicopters have them access to them at tier 1 - 2. In addition, some tanks have the option to upgrade their image intensifier to a thermal imager, by unlocking a second modification (on some tanks the thermal imager is included with the original modification). &lt;br /&gt;
&lt;br /&gt;
Tanks and helicopters can have different night vision devices for different crew members, for example, the gunners' sight may have a thermal imager, while the commander's (or in the case of helicopters the pilot's) view may have image intensifiers, and the driver's view a less powerful image intensifier. They can only be used from their designated views, for example, the tank commander's night vision system can only be used in binoculars, the driver's night vision is only used from driver seat or third person view and gunner view is only used from sniper seat.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Night Vision Controls&lt;br /&gt;
|-&lt;br /&gt;
! Control name&lt;br /&gt;
! Default Keybind&amp;lt;br /&amp;gt;(PC keyboard &amp;amp; mouse)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Night Vision Mode || ??? || Toggles between standard view and image intensifier / thermal view&lt;br /&gt;
|-&lt;br /&gt;
| IR Spotlight || ??? || Toggles the IR searchlight on and off&lt;br /&gt;
|-&lt;br /&gt;
| Changing the colour scheme of the thermal sight || ??? || Toggles the thermal sight between White Hot and Black Hot modes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Notice|Images in this article were created at night with the weather set to &amp;quot;Blind&amp;quot; so represent the operation of Night Vision devices under worst-case conditions (or close to it).}}&lt;br /&gt;
&lt;br /&gt;
==Image Intensifiers==&lt;br /&gt;
The most basic type of night vision device is an image intensifier. These devices work by amplifying the light which enters the sensor, as well as converting some light from the infrared spectrum into visible light. When image intensifiers are activated the screen picks up a green hue and you are generally able to see much further. Image intensifiers suffer from noise interference; this appears as a form of TV static over the screen; it is quite noticeable on early image intensifiers however more advanced systems (generally found on newer tanks) are less susceptible and the effect is much less noticeable, leading to them proving much clearer images.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Image intensifiers can only be used a night.|!}}&lt;br /&gt;
&lt;br /&gt;
==Factors affecting performance==&lt;br /&gt;
&lt;br /&gt;
There are a number of characteristics which affect the performance of image intensifiers, these are the resolution, the light multiplication factor, and the susceptibility to noise. While individually some of these elements may have only a small impact on image quality, newer image intensifiers will have improvements to most or all of them, providing much better image quality.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
Different image intensifiers are capable of producing images at different resolutions. The higher the resolution that an image intensifier is capable of outputting, the clearer the final image will be. The image intensifiers on tanks in-game typically have a resolution of 800 x 600 or 1600 x 1200, the difference between these resolutions is minimal and is often only noticeable when looking at long-range targets.&lt;br /&gt;
&lt;br /&gt;
Below is an example of looking at a T-80U, located approximately 1.25 km away from the player, using an 800 x 600 intensifier and a 1600 x 1200 intensifier (all other stats are equal). Notice how the distant tank is slightly clearer and the barrel is visible with the higher resolution image intensifier. &lt;br /&gt;
&lt;br /&gt;
{{Notice|Click on an image to open it in full screen and get a better view}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:NightVision Low Res.jpg|A [[T-80U]] seen through an 800 x 600 image intensifier&lt;br /&gt;
File:NightVision High Res.jpg|A [[T-80U]] seen through an 1600 x 1200 image intensifier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light Multiplier===&lt;br /&gt;
The light multiplier of an image intensifier determines by how much it will amplify the available light. Image intensifiers with a higher multiplier will produce a brighter image with more details visible. At present there is not a massive difference between the most and least powerful image intensifiers on tanks, however, it is noticeable, more so when an IR searchlight is in use.&lt;br /&gt;
&lt;br /&gt;
The images below show the view of a target from a [[T-80U]] through the main gunsight (light multiplier of 9.0) and the driver's periscope (light multiplier 5.0), the target is being illuminated with an IR searchlight. Notice how the image through the gunsight is generally brighter and details like the grass and bushes are much more visible (there is obviously a zoom difference, but you can see that more is visible regardless).&lt;br /&gt;
&lt;br /&gt;
{{Notice|Click on an image to open it in full screen and get a better view}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:NightVision 5.0 Mult.jpg|A [[Maus]] seen through an image intensifier with a 5.0 multiplier&lt;br /&gt;
File:NightVision 9.0 Mult.jpg|A [[Maus]] seen through an image intensifier with a 9.0 multiplier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Noise===&lt;br /&gt;
In-game image intensifiers are subject to noise. This presents itself as something resembling TV static covering the screen. Due to a difference in optics, sensors and associated circuitry, more advanced image intensifiers suffer much less from this issue and provide a much clearer image, whereas older and more rudimentary electronics are more susceptible to injecting noise on the final image. The images below show the same view when using an image intensifier with a high noise level and a low noise level (all other stats are equal). Notice how the high noise level sight looks slightly fuzzy and has a sort of static effect over the image, while the low noise one is relatively clear. &lt;br /&gt;
&lt;br /&gt;
{{Notice|Click on an image to open it in full screen and get a better view}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:NightVision high noise.jpg|A [[Maus]] seen through an image intensifier with a high amount of noise&lt;br /&gt;
File:NightVision low noise.jpg|A [[Maus]] seen through an image intensifier with a low amount of noise&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infrared Spotlights==&lt;br /&gt;
[[File:IR Searchlight OnOff Compare.jpg|thumb|500px|right|The effect of turning on an IR searchlight on visibility]]&lt;br /&gt;
In addition to image intensifiers, some tanks are fitted with Infrared searchlights. Infrared (IR) searchlights are like regular searchlights, but they emit light on the infrared spectrum instead of the visible light spectrum; this means that the light they produce cannot normally be seen. However, as image intensifiers use light from the infrared spectrum and convert it to visible light, so IR searchlights can be seen through image intensifiers. &lt;br /&gt;
&lt;br /&gt;
When activated an IR search not be visible unless you are looking through an image intensifier. If you are looking through an image intensifier then the area where the light is pointing will be brightly illuminated. The effect of an IR searchlight can be seen in the image to the right. &lt;br /&gt;
&lt;br /&gt;
While IR searchlights obviously make seeing targets a lot easier in poor conditions their use does have a major drawback: any other players using image intensifiers can also see the light from your searchlight. As seen in the images below, by activating your IR searchlight you will immediately give your position away to any enemy players who are using an image intensifier. Other players on the ground will see the area where your light is pointing lit up, and the light itself will appear as a bright spot on the screen. Likewise, a helicopter will see the area lit up, and even though they may not be in a position to see the light itself, due the spread of the beam the lit-up area will form a sort of triangle with the tip pointing towards the source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Tank with IR light off.jpg|A tank is hiding in the bushes, without its light on, it can not be seen&lt;br /&gt;
File:Tank with IR light on.jpg|The same tank has now turned its IR searchlight on, its position is now fairly obvious&lt;br /&gt;
File:Tank with IR ligh on from air.jpg|The same tank viewed from the air (as if by a helicopter), again its position is obvious&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Factors affecting performance===&lt;br /&gt;
The main differentiating characteristics between different IR searchlights is their maximum range, and how wide the beam is. The maximum range is the furthest distance at which the IR searchlight can still illuminate objects. The beamwidth is measured in degrees and determines how wide the beam is, it can be seen in the image below.&lt;br /&gt;
&lt;br /&gt;
Some IR searchlights are also slightly more or less powerful (brighter) than others, but at present, the difference between those currently in-game is so small it is not worth talking about.&lt;br /&gt;
&lt;br /&gt;
[[File:IR Searchlight Beam.jpg|thumb|800px|left|A top-down view of a tank with its IR searchlight on, showing the beam width.]]{{Break}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Imagers==&lt;br /&gt;
[[File:Mods thermal sight.png|thumb]]&lt;br /&gt;
Thermal imagers are more advanced than image intensifiers; they use the infrared radiation emitted by objects to produce images showing temperature. Anything which is warmer than the background will stand out clearly on thermal imaging cameras. In game thermal imagers are usually only available for the gunner's sight. When a thermal sight is activated the colour scheme of the screen will change significantly to one of the two thermal imagining modes available, white hot and black hot. In white hot mode the terrain will appear as dark grey and thermal signatures (vehicles, fires, projectiles, etc.) will appear somewhere between lighter grey and bright white, depending on their temperature. In black hot mode the terrain will be be light grey and thermal signatures will show as between darker grey and black depending on temperature. Thermal imagers allow for targets to easily be spotted at very long range.&lt;br /&gt;
&lt;br /&gt;
The two thermal modes can be seen in the images below. Notice how the engine compartment of the Abrams is much hotter than the rest of the tank. Also notice how a tank hiding in the bushes, which would normally be hard to see can easily be seen with thermal imaging.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Thermal imagers, can be used both at night and in the day to improve visibility.|!}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Thermal Vision White Hot.jpg|White hot thermal imaging&lt;br /&gt;
File:Thermal Vision Black Hot.jpg|Black hot thermal imaging&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Factors affecting performance===&lt;br /&gt;
Like image intensifiers, thermal imagers can only produce an output of a certain resolution, this resolution is the main differentiating factor between thermal sights on different vehicles. Most thermal imagers in game have a fairly low resolution leading to somewhat blurry and less detailed images, however some have higher resolutions, proving clearer images.&lt;br /&gt;
&lt;br /&gt;
The images below show the same view through a 500 x 300 thermal imager (the lowest resolution in game) and a 1200 x 800 thermal imager (the highest resolution in game). Notice how the higher resolution imager produce a noticeably less blurry and more detailed image. This effect is more pronounced at longer ranges.&lt;br /&gt;
&lt;br /&gt;
{{Notice|Click on an image to open it in full screen and get a better view}}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:Thermal Vision Low Res.jpg|A [[T-80U]] seen through an 500 x 300 thermal imager&lt;br /&gt;
File:Thermal Vision High Res.jpg|A [[T-80U]] seen through an 1200 x 800 thermal imager&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative thermal colors===&lt;br /&gt;
&lt;br /&gt;
For ground vehicles only, players can choose between different color schemes for their thermal sights by going into options -&amp;gt; main parameters -&amp;gt; ground vehicle battle settings -&amp;gt; color scheme of the thermal sight. At the time of writing, color options include: gray (default), green (like normal NVD, but with thermal) and red. The choice affects both regular and inverted thermal modes. &lt;br /&gt;
&lt;br /&gt;
The feature is, on paper, purely aesthetic, but it may seriously affect player performance depending on their affinity to certain colors. Here are example pictures back to back:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:TVD grayscale example.jpg|Normal gray&lt;br /&gt;
File:TVD grayscale inverted example.jpg|Inverted gray&lt;br /&gt;
File:TVD green example.jpg|Normal green&lt;br /&gt;
File:TVD green inverted example.jpg|Inverted green&lt;br /&gt;
File:TVD red example.jpg|Normal red&lt;br /&gt;
File:TVD red inverted example.jpg|Inverted red&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of vehicles with Night Vision Devices==&lt;br /&gt;
===Ground vehicles===&lt;br /&gt;
====USA====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_adats_bradley}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_ags_teledyne}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_ccvl}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_hstv_l}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1_ip_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_lav_ad}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1_abrams_kvt}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1a1_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1a1_abrams_yt_cup_2019}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1a1_aim_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1a1_hc_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}} (IRCM)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1a2_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1a2_sep_abrams}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m3_bradley}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m3a3_bradley}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m41_walker_bulldog}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m42_duster}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m47_patton_II}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m48a1_patton_III}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m60}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m60a3_slep}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m60a1}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m60a1_rise_passive_era}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m60a2}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m60a3_tts}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m103}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m163_vulcan}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m247}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m551}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m728}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m901_itv}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1128_mgs}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_m1128_wolfpack}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_magach_3}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_mbt_70}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_merkava_mk_1}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_merkava_mk_2b_late}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_merkava_mk_3d}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_t54e1}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_t92}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_t95e1}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_xm_8}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_xm1_chrysler}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_xm1_gm}} || [[File:USA_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|us_xm_803}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Germany====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_begleitpanzer_57}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_th_800_bismark}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_flarakrad}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_sk105_a2}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_kanonenjagdpanzer}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_kpz_70}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_le_kpz_m41}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_I}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_I_a1}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_a1a1_120}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_1a5}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_c2_mexas}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2k}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2pl}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2a4}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2a4_pzbtl_123}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2a5}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2a5_yt_cup_2019}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2a6}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2av}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_mkpz_m48a2c}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_mkpz_m48a2ga2}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_mkpz_super_m48}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_marder_1a3}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_marder_1a1}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_mkpz_m47}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_wiesel_2_adwc}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_panther_II}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_leopard_2_pt14}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_schutzenpanzer_puma}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}} (IRCM)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_radpanzer_90}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_spz_oerlikon_raketenautomat}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_raketenjagdpanzer_2_hot}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_bmp_1_ddr}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_kpz_t72m1}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_thyssen_henschel_tam}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_thyssen_henschel_tam_2c}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_thyssen_henschel_tam_2ip}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_vt_1_2}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_wiesel_1_tow}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|germ_wiesel_1_mk20}} || [[File:Germany_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====USSR====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_2s3m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_zprk_2s6}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_2s25}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_2s25m}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_2s38}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_asu_57}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_asu_85}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_bmd_4}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_bmp_1}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_bmp_2}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_bmp_2m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_bmp_3}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_btr_80a}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_btr_zd}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_it_1}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_9p157}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_object_120}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_object_279}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_object_435}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_object_685}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_object_906}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_pantsyr_s1}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_pt_76_57}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_pt_76b}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_9p149}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_su_122_54}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_10a}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_10m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_55a}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_55_am}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_55_amd_1}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_62}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_62m1}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_64a_1971}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_64_b_1984}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_72a}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_72av_turms}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_72b}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_72b_1989}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_72b3_2011}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_72m2_moderna}} || [[File:USSR_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_80b}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_80bvm}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_80u}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_80u_yt_cup_2019}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_80uk}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}} (IRCM)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_80um2}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_t_90a}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}} (IRCM)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_zsu_23_4}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ussr_zsu_37_2}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Britain====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_adats_m113a3}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_2_bn}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_centurion_mk_5_raac}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_centurion_mk_10}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_II}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_II_yt_cup_2019}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_2_dorchester}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_2_tes}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_2e}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_1_mk_3_gulf}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_challenger_mk_3}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_chieftain_marksman}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_chieftain_mk_3}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_chieftain_mk_5}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_chieftain_mk_10}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_falcon}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_g6_spg}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_khalid}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_olifant_mk_1a}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_olifant_mk_2}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_rooikat_105_td}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_rooikat_76}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_rooikat_mttd}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_centurion_shot_kal_d}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_stormer_hvm}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_fv102_striker}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_fv438_swingfire}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_ttd}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_vfm_5}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_vickers_mbt_mk_1}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_vickers_mbt_mk_3}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_vickers_mk7}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_vijayanta}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_fv510_isv}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_rooikat_za_35}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uk_ratel_zt3}} || [[File:Britain_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Japan====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_m41_walker_bulldog}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_m42_duster}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_m47_patton_II}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_61}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_st_b1}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_74_c}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_74}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_74_f}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_74_mod_g_kai}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_75_mlrs}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_75}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_87}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_87_rcv_prot}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_87_rcv}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_89}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_90}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_90b}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_93}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_tkx_prot}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_10}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_16_mcv_prot}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_16_mod}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|jp_type_16}} || [[File:Japan_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====China====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_hj_9}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_cm11}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_cm_25}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_m_41d}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_m42_duster}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_m48a1_patton_III}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_m60a3_tts}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_m113a1_tow}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_object_122tm}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_pgz_04a}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_pgz_09}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_pt_76}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ptl_02}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ptz_89}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_qn506}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_t_62}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_type_69_2g}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_tor_m1}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_type_69}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_type_69_2a}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_wma_301}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_wz_1001}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_type_86}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztl_11}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_type_59d}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_88a}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_88b}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_96}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_96a}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_96a_prot}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}} (IRCM)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_99}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_99_w}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|cn_ztz_99a}} || [[File:China_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Italy====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_c1_ariete}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_c1_ariete_preserie}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_ariete_amv_pt1}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_c1_ariete_pso}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_fiat_6616_cockerill}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_aubl_74_60_70m}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_b1_centauro}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_b1_centauro_romor}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_centauro_mgs_120}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_dardo_vcc}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_freccia}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_leopard_1a5}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_m47_105}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_m60a1_ariete}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_m113a1_tow}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_of_40_mk_1}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_of_40_mtca}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_of_40_mk_2a}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_otomatic}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_vbc_pt2}} || [[File:Italy_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_vcc_80_hitfist_30}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_vcc_80_hitfist_60}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|it_vrcc_centauro}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====France====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_10rc}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_30}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_30_1972}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_30_ACRA}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_30_super}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_30_b2}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_30_b2_brenus}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}} (IRCM)&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_32}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_32_105}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_amx_40}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_crotale_ng}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_leclerc_s1}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_leclerc_s2}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_leclerc_sxxi}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_mars_15}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_vcac_mephisto}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_vab_santal}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_sk105_a2}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|fr_vbci2_mct30}} || [[File:France_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sweden====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_asrad_r}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_cv_9030_fin}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_cv_90105_tml}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_cv_90120}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_ikv_91_105}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_crotale_ng}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_itpsv_90}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_leopard_1a5no}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_leopard_2a4_fin}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_leopard_2a6nl}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_lvkv_90c}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_pbv_302_bill}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_pt_76b}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_pvrbv_551}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strf_9056}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strf_90b}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strf_90c}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_101}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_103_0}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_103a}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_103c}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_104}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_105}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_121}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_122}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_strv_122b_plss}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_t_55m}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_t_72m1}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_t_80u}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sw_udes_33}} || [[File:Sweden_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Israel====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! colspan=&amp;quot;2&amp;quot; | Commander !! colspan=&amp;quot;2&amp;quot; | Gunner !! colspan=&amp;quot;2&amp;quot; | Driver !! rowspan=&amp;quot;2&amp;quot; | Infrared&amp;lt;br&amp;gt;Searchlight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Thermal !! Infrared !! Thermal !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6b_gal_batash}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_m163_vulcan}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_machbet}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_m48a1_patton_III}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_2}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_3_idf}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_3}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_5}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6a}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6b}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6b_gal}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6c}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6m}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6r}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_7c}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_magach_6_rocket}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_1b}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_2b_early}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_2d}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_3b}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_3c}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_4_lic}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_4b}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_merkava_mk_4m}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_centurion_mk_5_shot}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_centurion_shot_kal_alef}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_centurion_shot_kal_d}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_centurion_shot_kal_gimel}} || [[File:Israel_flag.png|40px|link=]] || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|il_zsu_23_4}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;29%&amp;quot; | Vehicle !! rowspan=&amp;quot;2&amp;quot; | Country !! Pilot !! Gunner !! colspan=&amp;quot;2&amp;quot; | Gunsight&lt;br /&gt;
|-&lt;br /&gt;
! Infrared !! Infrared !! Infrared !! Thermal&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_109_eoa2}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_129_cbt}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_6e_tram}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_10a_early}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_10a_late}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|a_129_a}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ab_205a_1}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_mk1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1s_early}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1f}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1g}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1s_late}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1s}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1z}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_6m}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_greece_usa}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_peten}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_peten_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_japan}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ahs}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bo_105cb2}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bo_105pah1}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|bo_105pah1_a1}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_had_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_hap_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tiger_uht}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|f_14b}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|g_lynx}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|h_34}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|h_34_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|harrier_gr7}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|hkp9a_cb3_fc}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|iar_316b}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_29}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_50}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ka_52}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|md_500_tow_late}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|lynx_ah_mk1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_4av}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24a}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24d}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p_german}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24p_german_hfs80}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_24v}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_28a_sweden}} || [[File:Sweden_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_28n}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_28nm}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mi_35m}} || [[File:USSR_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000_5f}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000c_s5}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_2000d_r1}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|mirage_f1ct}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64a_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_2_rooivalk}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sa_341f}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sa_342l_china}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sa_342m}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sa_313b}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sa_313b_france}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|sa_316b}} || [[File:France_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_64d_i_saraph}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|scout_ah_mk1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|t_129_atak}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_adv}} || [[File:Italy_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|tornado_f3}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1g_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1q_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Tick}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|ah_1f_iaf}} || [[File:Israel_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uh_1b}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uh_1b_japan}} || [[File:Japan_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uh_1c}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uh_1c_xm_30}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|uh_1d}} || [[File:Germany_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|wasp_has_mk1}} || [[File:Britain_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|yah_64}} || [[File:USA_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_9w}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_9wa}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_10}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_11wa}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_19}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs-Link|z_19e}} || [[File:China_flag.png|40px|link=]] || {{Tick}} || {{Tick}} || {{Cross}} || {{Tick}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|E941IRtmZdE|'''The Shooting Range #165''' - ''Pages of History'' section at 05:30 discusses the development of night vision systems.|aFj2LOWdj5o|'''The Shooting Range #165''' - ''Tactics &amp;amp; Strategy'' section at 09:00 discusses the night battles.}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6336-development-night-vision-devices-and-thermal-sights-en|[Devblog] Night Vision Devices and Thermal Sights]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:TVD_red_inverted_example.jpg&amp;diff=189864</id>
		<title>File:TVD red inverted example.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:TVD_red_inverted_example.jpg&amp;diff=189864"/>
				<updated>2024-07-09T17:03:53Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Example for TVD color scheme red.
This one is inverted.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example for TVD color scheme red.&lt;br /&gt;
This one is inverted.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:TVD_red_example.jpg&amp;diff=189863</id>
		<title>File:TVD red example.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:TVD_red_example.jpg&amp;diff=189863"/>
				<updated>2024-07-09T17:03:47Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Example for TVD color scheme red.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example for TVD color scheme red.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:TVD_green_inverted_example.jpg&amp;diff=189862</id>
		<title>File:TVD green inverted example.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:TVD_green_inverted_example.jpg&amp;diff=189862"/>
				<updated>2024-07-09T17:03:42Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Example for TVD color scheme green.
This one is inverted.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example for TVD color scheme green.&lt;br /&gt;
This one is inverted.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:TVD_green_example.jpg&amp;diff=189861</id>
		<title>File:TVD green example.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:TVD_green_example.jpg&amp;diff=189861"/>
				<updated>2024-07-09T17:03:36Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Example for TVD color scheme green.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example for TVD color scheme green.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:TVD_grayscale_inverted_example.jpg&amp;diff=189860</id>
		<title>File:TVD grayscale inverted example.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:TVD_grayscale_inverted_example.jpg&amp;diff=189860"/>
				<updated>2024-07-09T17:03:30Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Example for TVD color scheme gray.
This one is inverted.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example for TVD color scheme gray.&lt;br /&gt;
This one is inverted.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:TVD_grayscale_example.jpg&amp;diff=189859</id>
		<title>File:TVD grayscale example.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:TVD_grayscale_example.jpg&amp;diff=189859"/>
				<updated>2024-07-09T17:03:25Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: Example for TVD color scheme gray.
Category:In-game screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example for TVD color scheme gray.&lt;br /&gt;
[[Category:In-game screenshots]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=U-SH_405&amp;diff=189407</id>
		<title>U-SH 405</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=U-SH_405&amp;diff=189407"/>
				<updated>2024-07-04T19:59:00Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: both guns now reload separately and at any time on a cap point, so i removed all mentions of that i found (i might have missed one but i think i didn't)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=sw_landsverk_ush_405&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 prototype vehicle from the late 1950s based on the Unimog 404 truck chassis, developed by the Landsverk company in collaboration with Daimler-Benz. The prototype was equipped with two 81 mm Oerlikon rocket launchers. Only one prototype was built and tested, but it never got any orders and was abandoned.&lt;br /&gt;
&lt;br /&gt;
The '''{{PAGENAME}}''' was introduced in [[Update 1.97 &amp;quot;Viking Fury&amp;quot;]]. It is a Swedish light tank armed with two 81 mm Oerlikon rocket launchers with a high rate of fire. Given its speed and manoeuvrability, one should always be wary of an {{PAGENAME}} around any corner or flanking around. The {{PAGENAME}} is an excellent vehicle to perform ambushes and hit and run tactics with, due to the high speed and excellent reverse speed making it able to go in and fire at targets then escape from dangerous situations. However, being fast is not always the best, due to the {{PAGENAME}}'s brakes being near non-existant, it is hard for it to slow down. The twin 81 mm rocket launchers are drum-fed and have a high rate of fire, making it fast to overpower an enemy target with rockets then make a fast escape. Being more of an armoured car than a real light tank, it is vulnerable to autocannons and even heavy machine gun fire.&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;
The U-SH-405 simply cannot afford to take any damage, it will succumb instantly to pretty much anything besides light machine guns. The weapons can be destroyed by anything if intentionally targeted. With only 2 crew members and only 10 mm of armour at most, the U-SH 405 is very vulnerable to aircraft, machine-guns, artillery, etc. As such, it is best to avoid frontal engagements unless necessary or surprise is guaranteed.&lt;br /&gt;
&lt;br /&gt;
However, the ability to fire its high-penetration rockets with no reload time at all can create an extremely effective horror effect, which might prevent enemies from advancing and may force them to rely solely on airstrikes and artillery.&lt;br /&gt;
&lt;br /&gt;
The car is also very short with weapons on the very top and can easily hide behind dead tanks or random rocks found on the battlefield, or even attack over hills before some tank commanders feel comfortable with firing back.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=139|rbMinHp=80}}&lt;br /&gt;
&lt;br /&gt;
With 80 km/h (49.7 mph) forward and 157 horsepower for 5.7 tons, the U-SH 405 has good mobility in Arcade. However, in Realistic, the top forward speed is 73 km/h (45.3 mph) for 90 horsepower, making it good on-road but just decent off-road and awful at climbing hills. The reverse speed is 9 km/h (5.5 mph), which works most of the time but can still be too slow in some situations (especially off-road).&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
In AB, it is imperative for this vehicle to research as many turret stability upgrades as possible, because that will allow for attacks on the move. The stock turret slewing rate is also quite poor, so an early upgrade to it is very nice to have. As such it might be best to rush &amp;quot;Horizontal Drive&amp;quot;, &amp;quot;Suspension&amp;quot; and &amp;quot;Elevation Mechanism&amp;quot; there. In RB, it might be better to research &amp;quot;Brake System&amp;quot; instead of &amp;quot;Suspension&amp;quot;, because it is very difficult to fire on the move in RB without slowing down first.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Parts&amp;quot; are necessary to fix the weapons if someone uses machine gun on them, as they are very fragile. &amp;quot;FPE&amp;quot; is very situational but might still help when attacked from behind by unexperienced opponent. After that, mobility upgrades like &amp;quot;Filters&amp;quot; or &amp;quot;Engine&amp;quot; are generally most useful due to increased ability of a flank attack, but in AB &amp;quot;Crew Replenishment&amp;quot; can be equally useful with reserved playstyle, as it will allow to make one mistake and maybe survive. The rest of upgrades simply enhance an ability to be useful as a support.&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;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --&amp;gt;&lt;br /&gt;
{{main|Oerlikon Typ 3Z 8Dla}}&lt;br /&gt;
&lt;br /&gt;
The U-SH 405 has for sole armament two 81mm rocket launchers, but it still has very impressive firepower - especially considering that it is a light car.&lt;br /&gt;
&lt;br /&gt;
Each launcher comes with 9 high-penetration rockets that have similar ballistic properties as regular HEAT shells. The rockets can be fired all at once in less than 4 seconds, making the car able to annihilate several tanks of any type in just a few seconds, provided they are aimed properly. Even without proper aim, it is possible to brute force almost any heavy tank at the cost of the entire magazine.&lt;br /&gt;
&lt;br /&gt;
It is very important to note, that unlike majority of rocket tanks, U-SH 405 has gun depression and can actually fire downwards and off some gentle slopes. This enables a lot of suppressing fire scenarios unavailable for other rocket tanks and particularly valuable during any hill battles.&lt;br /&gt;
&lt;br /&gt;
The leeway in gun depression also allows the tank to fire on the move in AB mode; with minimal effort once the gunner has maxed out &amp;quot;targeting&amp;quot; with expert training and the weapon lifting speed was upgraded. In RB, fully upgraded tank can sometimes fire on the move off completely flat surfaces.&lt;br /&gt;
&lt;br /&gt;
The rockets are most efficient at close to medium range, as over 600 m it becomes quite difficult to aim due to poor optics zoom. On top of that, it is quite tempting to just fire them in volleys, wasting the ammunition on overkill in process. However, at long range and with some extra effort they can also be launched over car's own cover without any possibility of enemy retaliation.&lt;br /&gt;
&lt;br /&gt;
Both guns are on separate triggers, and so it is very recommended to unbind &amp;quot;fire additional weapon&amp;quot; from &amp;quot;fire main gun&amp;quot; button (left mouse button by default). This allows to strategically manage ammo reserves, so that others can't find the car completely defenceless.&lt;br /&gt;
&lt;br /&gt;
In AB, the rearm time for one gun is about 34 seconds and will start as soon as the gun is emptied or the car is parked on a capture point; in RB it can only be rearmed on a capture point and this takes about 40 seconds.&lt;br /&gt;
&lt;br /&gt;
HEAT rockets are vastly superior to HE rockets, as they can take out much more targets reliably, but it is possible to use HE in rank VI and beyond, as tanks start to have weaker roof armour again.&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; | [[Oerlikon Typ 3Z 8Dla]] launcher (x2) || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 18 (9) || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | N/A || rowspan=&amp;quot;2&amp;quot; | N/A || 19.0 || 26.4 || 32.0 || 35.4 || 37.6 || rowspan=&amp;quot;2&amp;quot; | 2.60 || rowspan=&amp;quot;2&amp;quot; | 2.30 || rowspan=&amp;quot;2&amp;quot; | 2.12 || rowspan=&amp;quot;2&amp;quot; | 2.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 11.9 || 14.0 || 17.0 || 18.8 || 20.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Oerlikon Typ 3Z 8Dla/Ammunition|Pl-3, SSK 032}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 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;
Thanks to the very high penetration of its HEAT rockets, the U-SH 405 can kill any tank it faces from pretty much any angle; this, combined with its near-instant reload and high on-road speed gives it great flexibility. However, the vehicle can be killed by anyone and anything, the main threats to the U-SH 405 are American tanks (and any other tank that has high-calibre machine-guns) and aircraft. Some tanks in particular, like the American T34, T30 and T32, should be avoided because of their multiple .50 cal MGs and somewhat high survivability against the rockets. Any tank that can survive inaccurate HEAT volleys (like the BMP-1) should be immediately attacked into turret or avoided.&lt;br /&gt;
&lt;br /&gt;
The low post-penetration damages require one to aim at a tank's critical spots (such as the ammo storage or the gunner) if they want to disable/kill the target with only 1 or 2 rockets. Fortunately, the near-instant reload allow for several follow-up shots if the first rocket did not do as well as hoped.&lt;br /&gt;
&lt;br /&gt;
The good mobility and low-profile makes the U-SH 405 very good at flanking and relocating in general, and the high firepower makes it devastating on unaware targets.&lt;br /&gt;
&lt;br /&gt;
The U-SH 405 works best at supporting allied vehicles as they can draw attention away from itself, but the limited amount of ammunition forces it to stay relatively near strategic points to be able to replenish its limited ammunition count.&lt;br /&gt;
&lt;br /&gt;
In arcade mode, it is possible to fullfill many roles, from being a roadblock which suppresses any tank trying to leave cover from behind a rock, to becoming a literal fan of rockets crashing into unaware enemies from the side as they converge on a choke point. If you do not have any solid plan, but also do not wish to simply rush enemy team, try to find some kind of bunker or high impenetrable building to hide behind as soon as possible, as it is very likely that all aircraft on enemy team will hunt you simply out of spite or because of the low armour amount. Getting bombed for no good reason without releasing rockets onto enemy tanks first will not help your team. Either use rockets sparingly to stall enemy tanks for as long as possible until the other gun reloaded or destroy them by using both and make a complete retreat.&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;
* Low-profile, can be easily concealed&lt;br /&gt;
* Almost completely silent, making it easy to sneak up on enemies undetected&lt;br /&gt;
* Has gun depression unlike most of other rocket tanks&lt;br /&gt;
* The rockets are fast and are very easy to aim at medium range&lt;br /&gt;
* Good speed on roads&lt;br /&gt;
* Fast-firing rockets (Can fire two at once, basically no reload at all between each rocket for each gun) with high penetration&lt;br /&gt;
* Can reload anywhere in AB when the gun is empty (like ATGM tanks)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Extremely weak armour and only 2 crew members (will nearly always instantly die from .50 cal MGs)&lt;br /&gt;
* Small, light frame and small crew lets it easily be destroyed by hard collisions at high speeds or crushed by heavier tanks&lt;br /&gt;
* Awful power-to-weight ratio in realistic (15.7 hp/t) making it quite slow off-road (30-35 km/h) and barely able to climb hills&lt;br /&gt;
* The HEAT rockets have limited post-penetration damage&lt;br /&gt;
** Only 18 rockets, and you may need several rockets to break just one heavy tank&lt;br /&gt;
* The rockets are ineffective at long range due to poor optics zoom and low ammo count&lt;br /&gt;
* No aim assist in AB, as with all rocket tanks&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;
=== [[wt:en/news/6631-development-swedish-ground-vehicles-u-sh-405-en|Devblog]] ===&lt;br /&gt;
Development of the U-SH 405 began in the late 1950's, after Landsverk and Daimler-Benz formed a cooperation to further develop the Unimog 404 truck into a family of different military vehicles, ranging from APCs to dedicated tank hunters. Development was initially headed by the Germans, but in 1958, Landsverk took over the lead role in its development.&lt;br /&gt;
&lt;br /&gt;
As part of the ongoing development, Landsverk came up with a dedicated tank hunter variant of the vehicle in 1960, fitted with a pair of Oerlikon 81mm rocket launchers, originally developed for aircraft and helicopter use. A single prototype of the machine was built and trialed, but no production orders were issued.&lt;br /&gt;
&lt;br /&gt;
However, the APC version of the U-SH 405 saw more success, being ordered by the Belgian armed forces in limited numbers. Despite placing an order for around two dozen vehicles, due to various geopolitical reasons, Belgium only received fewer than half of the machines initially ordered. The remainder of the machines built, but not shipped to Belgium were later on sold to the Irish military in the early 1970's, which used the vehicle until 1978 before retiring it.&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=sw_landsverk_ush_405 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&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:U-SH 405 WTWallpaper 01.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 02.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 03.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 04.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 05.jpg|&lt;br /&gt;
File:U-SH 405 WTWallpaper 06.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|OR18NRGT7uw|'''The Shooting Range #254''' - ''Metal Beasts'' section at 00:26 discusses the {{PAGENAME}}.|vHooKt3mEcU|'''U-SH 405 - Rocket Turret Death Machine''' - ''PhlyDaily''}}&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;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6631-development-swedish-ground-vehicles-u-sh-405-en|[Devblog] Swedish Ground Vehicles: U-SH 405]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer AB Landsverk}}&lt;br /&gt;
{{Sweden light tanks}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Talk:AIM-120B&amp;diff=189333</id>
		<title>Talk:AIM-120B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Talk:AIM-120B&amp;diff=189333"/>
				<updated>2024-07-03T15:59:38Z</updated>
		
		<summary type="html">&lt;p&gt;U42773747: i'll give my non-answer for now on the question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this just the export version of the A? stats seem to be the same? --[[User:U30821137|U30821137]] ([[User talk:U30821137|talk]]) 10:05, 21 June 2024 (UTC)&lt;br /&gt;
:In some datamaning sheets they have different radar parameters (which i barely understand tbh), so they probably have different AI. Also in datamine sheet it said B lofts more, even though below the stats it also says &amp;quot;same as 120A&amp;quot;. I am yet to get AIM-120B, it will honestly take an eternity, so i can't provide a concrete answer now, but i plan to get it one day. I already have an opposite example in form of R-darter, so i just have to grind, i just prefer to play ground so it's not a priority for me. If you want to look the sheet up, google &amp;quot;radar missile excel sheet warthunder&amp;quot; or sth like that. --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 15:59, 3 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>U42773747</name></author>	</entry>

	</feed>