Difference between revisions of "M-51"

From War Thunder Wiki
Jump to: navigation, search
(Armaments)
(I'll write some AB synopsis for this tank because i'm forced to grind towards the atgm, might as well write about things down the line. Redact it with RB info? Can't detail if you can summon it many times with many other tanks unlocked yet.)
Line 14: Line 14:
 
== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Israeli medium tank {{Battle-rating}}. It was introduced in [[Update "Wind of Change"]].
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Israeli medium tank {{Battle-rating}}. It was introduced in [[Update "Wind of Change"]]. It is a sole "reverse" tank of Israel, therefore, for several battles it is repaired for free and it's possible to spawn this tank several times in a single battle. It looks similarly to [[M4A3 (76) W]], but feels smoother at the edges and has a different weapon.
 +
 
 +
It's important to know, that even if you gain access to this tank, your beginning crew level is still level 1 (meaning, that you can't even expert the crew), while everyone around will have level 30-60 + (very likely) an expert training. Prepare yourself mentally before starting.
  
 
== General info ==
 
== General info ==
Line 20: Line 22:
 
{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
 +
 +
The hull armour is mostly inadequate. Almost every popular tank in the BR range can penetrate tank's front with ease even when it is presented at an extreme angle, short of light tanks and SPAA. Still, frontal armour can protect the tank from bombs and rockets. The side armour is quite weak and is arguable the weakest part of the tank, as even SPAA can penetrate it at many angles. The rear is technically the best protected side when it comes to hopeless situations - if the opponent hits too high, then shell bounces into tough turret and does nothing; if opponent hits too low, then engine might stop the shell. Unfortunately, tank's awful reverse speed does not allow it to charge with rear forward, so it can only be used defensively.
 +
 +
The turret armour is bad and good. Turret sides are unlikely to protect from anything but 20 mm SPAA, but the front is decent. The gun mantlet actually allows the turret to deflect stray shots and can allow the tank to fight in hulldown position, but the turret's top is not cut off on the "mask" level, but higher. The actual roof is connected to it with 26 mm RHA plate, which is not even angled enough to bounce shells in the first place, and most of opponents in tank's rank are either extremely tall, have angle negating shells, or both. Because of this, if M-51 is charging into high ground, it is easily destroyed before it can even fire, especially in AB. By keeping distance and vertical angle the tank can reduce probability of being penetrated.
  
 
'''Armour type:'''
 
'''Armour type:'''
Line 44: Line 50:
 
{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 +
 +
Without upgrades, even in AB the tank will never be able to take initiative from opponents, as it accelerates poorly and loses a lot of momentum when turning at low/zero crew level - ppponents will always be first to the capture point and almost always will react faster in combat.
 +
 +
With all the upgrades, it is still slower than most of other tanks, but it will feel far less clunky to drive and will more often reach maximum speed. It will also accelerate surprisingly fast, for how it performed before.
 +
 +
Remember, the reverse speed on this tank is only 3-5 km/h, combined with poor hull plating it requires the commander to make decisions count, or to not rely on mobility at all.
  
 
{{tankMobility|abMinHp=713|rbMinHp=407}}
 
{{tankMobility|abMinHp=713|rbMinHp=407}}
Line 56: Line 68:
 
<!-- ''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: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. 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.'' -->
 
<!-- ''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: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. 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.'' -->
 
{{main|M-51 (105 mm)}}
 
{{main|M-51 (105 mm)}}
 +
 +
The gun fires HEAT and HE with characteristics typical for rank IV SPG, but it's velocity is very close to the default APHE (usually a bit slower), which makes learning curve less strict than it normally is. The tank is also reasonably tall, so HEAT does not lose a lot of power like with the SPG of the rank, which struggle with heavy tanks due to an insane angle of attack.
 +
 +
Gun accuracy is great even without the gun adjustment upgrade and with zero crew experience, but it's vertical elevation speed is awful, and the gun is constantly tilted by changes of movement pace, which makes handling it difficult. This makes personal user skill to fire on move without braking a necessity.
 +
 +
The only way to reduce the tilt is to upgrade movement modules, as it reduces the tilt threefold.  Due to the low gun elevation speed, the elevation mechanism upgrade is a must have, and it is generally a good idea to pull the gun up before charging downhill, as to not disarm the tank in process, particularly at low crew level.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
Line 121: Line 139:
 
|-
 
|-
 
|}
 
|}
 +
 +
HEAT shell does what HEAT shells do the best - destroys any tank regardless of it's armour. It can be used at point blank range to one-shot [[Panther tank (Family)|Panthers]] by hitting their hull straight to the middle. It can also be used in typical HEAT fashion to bombard any enemy 600 m away over a hill, even without direct sight - returned APHE fire will not hit the tank back, since it's generally a bit faster, and even if there is an artillery genius on the other side, the gun mask should be able to handle it.
 +
 +
HE shell is nice to have. Even if it's difficult to memorize which tank's roofs it can penetrate, the HE can be used to bully sneaky light tanks and beat certain SPGs like the [[Type 75 SPH]].
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
Line 166: Line 188:
 
'''Pros:'''
 
'''Pros:'''
  
*
+
*HEAT launcher paired with a tall turret is a death sentence for any tank if used correctly
 +
*Turret front can block or bounce inaccurate shots, decent for hulldown tactics
 +
*Can be used as artillery over a hill to negate its downsides (mostly in AB at 600 m range)
 +
*The gun is reasonably accurate even when stock and with bad crew
 +
*There is three of them, which means you only have to pay for the repair once (there are also free repairs several times)
  
 
'''Cons:'''
 
'''Cons:'''
  
*
+
*The tilt of the gun is very distracting; paired with the poor vertical gun elevation speed any panic on commander's side is fatal
 +
*Requires training with fire-on-the-move techniques to unlock full potential
 +
*Turret armour has a fatal flaw which makes it weak when charging into high ground (or in general against good snipers in AB)
 +
*The hull armour is effectively useless at the rank, it's easy to forget that it still exists and can save from airstrikes or SPAA
 +
*When initially unlocked, must be used with a level 1 crew with no expert training against elite crews of other nations - very high personal skill requirement or patience strain
 +
*Very vulnerable to APHE - a momentaly lapse in attention often leads to instant defeat
  
 
== History ==
 
== History ==

Revision as of 19:44, 15 April 2022

Introducing Wiki 3.0
This page is about the Israeli medium tank M-51. For the premium version, see M-51 (W). For other M4 versions, see M4 Sherman (Family).
M-51
il_m_51.png
GarageImage M-51.jpg
M-51
AB RB SB
6.0 6.0 6.0
Class:
Research:Free
Purchase:155 000 Specs-Card-Lion.png

Description

The M-51 is a rank IV Israeli medium tank with a battle rating of 6.0 (AB/RB/SB). It was introduced in Update "Wind of Change". It is a sole "reverse" tank of Israel, therefore, for several battles it is repaired for free and it's possible to spawn this tank several times in a single battle. It looks similarly to M4A3 (76) W, but feels smoother at the edges and has a different weapon.

It's important to know, that even if you gain access to this tank, your beginning crew level is still level 1 (meaning, that you can't even expert the crew), while everyone around will have level 30-60 + (very likely) an expert training. Prepare yourself mentally before starting.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull63 / 38 / 38
Turret76 / 51 / 51
Crew5 people
Visibility122 %

The hull armour is mostly inadequate. Almost every popular tank in the BR range can penetrate tank's front with ease even when it is presented at an extreme angle, short of light tanks and SPAA. Still, frontal armour can protect the tank from bombs and rockets. The side armour is quite weak and is arguable the weakest part of the tank, as even SPAA can penetrate it at many angles. The rear is technically the best protected side when it comes to hopeless situations - if the opponent hits too high, then shell bounces into tough turret and does nothing; if opponent hits too low, then engine might stop the shell. Unfortunately, tank's awful reverse speed does not allow it to charge with rear forward, so it can only be used defensively.

The turret armour is bad and good. Turret sides are unlikely to protect from anything but 20 mm SPAA, but the front is decent. The gun mantlet actually allows the turret to deflect stray shots and can allow the tank to fight in hulldown position, but the turret's top is not cut off on the "mask" level, but higher. The actual roof is connected to it with 26 mm RHA plate, which is not even angled enough to bounce shells in the first place, and most of opponents in tank's rank are either extremely tall, have angle negating shells, or both. Because of this, if M-51 is charging into high ground, it is easily destroyed before it can even fire, especially in AB. By keeping distance and vertical angle the tank can reduce probability of being penetrated.

Armour type:

  • Rolled homogeneous armour (hull side bottom, hull roof - engine)
  • Cast homogeneous armour (hull, turret, cupola)
Armour Front (Slope angle) Sides Rear Roof
Hull 63.5 mm (44°) Upper glacis
63.5 mm (cylindrical) Transmission housing
38.1 mm Hull corners
38 mm (2-15°) Top
38 mm Bottom
38 mm (14°) 63.5 mm (46°) Front glacis
19.5 mm Crew compartment
20 mm Engine compartment
9.5-9.5+4 mm Engine vents
Turret 55 mm (12°) Turret front
80 - 250 mm Gun mantlet
51 mm (10-17°) 51 mm
51 mm (65°) Bustle
25.4 mm
Cupola 63.5 mm (cylindrical) 25.4 mm

Notes:

  • Suspension wheels are 15 mm thick, tracks are 20 mm thick, and torsion bars are 10 mm thick.

Mobility

Speedforward / back
AB43 / 6 km/h
RB and SB38 / 5 km/h
Number of gears5 forward
1 back
Weight40.0 t
Engine power
AB878 hp
RB and SB460 hp
Power-to-weight ratio
AB22.0 hp/t
RB and SB11.5 hp/t

Without upgrades, even in AB the tank will never be able to take initiative from opponents, as it accelerates poorly and loses a lot of momentum when turning at low/zero crew level - ppponents will always be first to the capture point and almost always will react faster in combat.

With all the upgrades, it is still slower than most of other tanks, but it will feel far less clunky to drive and will more often reach maximum speed. It will also accelerate surprisingly fast, for how it performed before.

Remember, the reverse speed on this tank is only 3-5 km/h, combined with poor hull plating it requires the commander to make decisions count, or to not rely on mobility at all.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 43 6 40 713 878 17.83 21.95
Realistic 38 5 407 460 10.18 11.5

Modifications and economy

Repair costBasic → Reference
AB2 152 → 2 911 Sl icon.png
RB2 568 → 3 474 Sl icon.png
SB3 275 → 4 431 Sl icon.png
Total cost of modifications40 600 Rp icon.png
78 600 Sl icon.png
Talisman cost1 400 Ge icon.png
Crew training45 000 Sl icon.png
Experts155 000 Sl icon.png
Aces630 Ge icon.png
Research Aces440 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 150 / 180 % Sl icon.png
160 / 160 / 160 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
140 Ge icon.png
Mods new tank break.png
Brake System
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
140 Ge icon.png
Mods new tank filter.png
Filters
Research:
3 400 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
200 Ge icon.png
Mods new tank engine.png
Engine
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
200 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
140 Ge icon.png
Mods tank reinforcement il.png
Crew Replenishment
Research:
3 400 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
200 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods tank ammo.png
105mm_fr_CN105_Smoke_ammo_pack
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
2 300 Rp icon.png
Cost:
4 400 Sl icon.png
140 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
3 400 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods art support.png
Artillery Support
Research:
3 300 Rp icon.png
Cost:
6 400 Sl icon.png
200 Ge icon.png

Armaments

Main armament

Ammunition56 rounds
First-order8 rounds
Reloadbasic crew → aces
9.7 → 7.5 s
Vertical guidance-8° / 20°
Main article: M-51 (105 mm)

The gun fires HEAT and HE with characteristics typical for rank IV SPG, but it's velocity is very close to the default APHE (usually a bit slower), which makes learning curve less strict than it normally is. The tank is also reasonably tall, so HEAT does not lose a lot of power like with the SPG of the rank, which struggle with heavy tanks due to an insane angle of attack.

Gun accuracy is great even without the gun adjustment upgrade and with zero crew experience, but it's vertical elevation speed is awful, and the gun is constantly tilted by changes of movement pace, which makes handling it difficult. This makes personal user skill to fire on move without braking a necessity.

The only way to reduce the tilt is to upgrade movement modules, as it reduces the tilt threefold. Due to the low gun elevation speed, the elevation mechanism upgrade is a must have, and it is generally a good idea to pull the gun up before charging downhill, as to not disarm the tank in process, particularly at low crew level.

105 mm M-51 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 56 -8°/+20° ±180° N/A 22.8 31.6 38.4 42.5 45.2 9.75 8.63 7.95 7.50
Realistic 14.3 16.8 20.4 22.6 24.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
OCC 105 F1 HEAT 400 400 400 400 400 400
OE 105 F1 Mle.60 HE 25 25 25 25 25 25
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
OCC 105 F1 HEAT 800 10.95 0.05 0.1 1,020 62° 69° 73°
OE 105 F1 Mle.60 HE 800 12.1 0 0.1 2,000 79° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
OFPH 105 F1 600 11.4 20 5 25 50

HEAT shell does what HEAT shells do the best - destroys any tank regardless of it's armour. It can be used at point blank range to one-shot Panthers by hitting their hull straight to the middle. It can also be used in typical HEAT fashion to bombard any enemy 600 m away over a hill, even without direct sight - returned APHE fire will not hit the tank back, since it's generally a bit faster, and even if there is an artillery genius on the other side, the gun mask should be able to handle it.

HE shell is nice to have. Even if it's difficult to memorize which tank's roofs it can penetrate, the HE can be used to bully sneaky light tanks and beat certain SPGs like the Type 75 SPH.

Ammo racks

Ammo racks of the M-51
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
56 33 (+23) (+47) (+52) (+55) No

Machine guns

Ammunition4 750 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
Ammunition750 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
Main article: M1919A4 (7.62 mm)
7.62 mm M1919A4
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 600 (250) 500 -10°/+60° ±180°
Coaxial 4,750 (250) 500 N/A N/A

Usage in battles

Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - 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).

Pros and cons

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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".

Pros:

  • HEAT launcher paired with a tall turret is a death sentence for any tank if used correctly
  • Turret front can block or bounce inaccurate shots, decent for hulldown tactics
  • Can be used as artillery over a hill to negate its downsides (mostly in AB at 600 m range)
  • The gun is reasonably accurate even when stock and with bad crew
  • There is three of them, which means you only have to pay for the repair once (there are also free repairs several times)

Cons:

  • The tilt of the gun is very distracting; paired with the poor vertical gun elevation speed any panic on commander's side is fatal
  • Requires training with fire-on-the-move techniques to unlock full potential
  • Turret armour has a fatal flaw which makes it weak when charging into high ground (or in general against good snipers in AB)
  • The hull armour is effectively useless at the rank, it's easy to forget that it still exists and can save from airstrikes or SPAA
  • When initially unlocked, must be used with a level 1 crew with no expert training against elite crews of other nations - very high personal skill requirement or patience strain
  • Very vulnerable to APHE - a momentaly lapse in attention often leads to instant defeat

History

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 "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Israel medium tanks
M-51  M-51 · M-51 (W)
Magach  Magach 1 · Magach 2 · Magach 3 · Magach 3 (ERA) · Magach 5 · Magach 6
  Magach 6A · Magach 6B · Magach 6B Gal · Gal Batash · Magach 6C · Magach 6M · Magach 6R · Magach Hydra · Magach 7C
Tiran  Tiran 4 · Tiran 4S · Tiran 6
Sho't  Sho't · Sho't Kal Alef · Sho't Kal Gimel · Sho't Kal Dalet
Merkava  Merkava Mk.1B · Merkava Mk.2B · Merkava Mk.2D · Merkava Mk.3B · Merkava Mk.3C · Ra'am Sagol
  Merkava Mk.4B · Merkava Mk.4M · Merkava Mk.4 LIC