Difference between revisions of "M1A2 Abrams"

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{{Specs-Card|code=us_m1a2_abrams}}
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{{About
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| about = American main battle tank '''{{PAGENAME}}'''
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| usage = other versions
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| link = M1 Abrams (Family)
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}}
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{{Specs-Card
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|code=us_m1a2_abrams
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
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}}
  
 
== 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.-->
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<!-- ''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.'' -->
[[File:GarageImage_M1A2 Abrams.jpg|420px||thumb|left]]
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The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 "Shark Attack"]] as the top researchable vehicle in the US Ground Forces tech tree. The M1A2 introduces heavy depleted uranium armour and a commander's thermal sight.
{{break}}
 
The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 "Shark Attack"]] as the top-researchable vehicle in the US Ground Forces tech tree. The M1A2 introduces heavy depleted uranium armour, a commander's thermal sight and the only driver's thermal imager in the game.  
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and 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.-->
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{{Specs-Tank-Armour}}
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<!-- ''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.'' -->
  
[[File:M1A2 armour scheme.png|thumbnail|The M1A2's frontal KE protection vs CL1343 at 500 metres]]
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[[File:M1A2 armour scheme.png|thumbnail|The M1A2's frontal KE protection vs 3BM42 at 500 metres]]
 
[[File:M1A2 CE armour scheme.png|thumbnail|The M1A2's frontal CE protection vs MIM-146]]
 
[[File:M1A2 CE armour scheme.png|thumbnail|The M1A2's frontal CE protection vs MIM-146]]
  
The M1A2's armour is a massive improvement in comparison to its predecessor, the [[M1A1 Abrams|M1A1]] and is the first Abrams in the game to be equipped with depleted uranium composite armour, located on the turret cheeks of the tank. The protection afforded by the use of depleted uranium amounts to roughly over 200 mm RHAe more armour against kinetic energy projectiles whilst retaining the near impenetrable chemical protection of the M1A1. The turret's overall kinetic energy protection ranges from around 690 mm to 600 mm whilst the chemical energy protection ranges from 1200 mm to 1000 mm. However the M1A2 has no depleted uranium located in the lower front plate and retains the same protection there, retaining the same weak spots as the M1A1 there. The turret ring and breech also are weakspots, though the breech on the Abrams series is notably some of the strongest out of all NATO main battle tanks being small and well protected against chemical energy rounds and some early APFSDS rounds.  
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The M1A2's armour is a massive improvement in comparison to its predecessor, the [[M1A1 Abrams|M1A1]], and is the first Abrams in the game to be equipped with depleted uranium composite armour, located behind the turret cheeks of the tank. The protection afforded with the use of depleted uranium amounts to roughly over 300 mm RHAe more armour against kinetic energy projectiles whilst retaining the near-impenetrable chemical protection of the M1A1. The turret's overall kinetic energy protection ranges from around 780 mm to 680 mm, whilst the chemical energy protection ranges from 1,200 mm to 1,000 mm. However, the M1A2 has no depleted uranium located in the lower front plate, retaining the same weak spots as the M1A1's hull. The turret ring and breech also are weak spots, though the breech on the Abrams series is notably some of the strongest out of all NATO main battle tanks being small and well protected against chemical energy rounds and some early APFSDS rounds.
  
 
=== Mobility ===
 
=== Mobility ===
<!--Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.-->
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{{Specs-Tank-Mobility}}
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
The M1A2 retains the same 1500 horsepower AGT-1500 gas turbine on previous Abrams variants, though the tank has gained an additional 4 metric tons of weight, putting the total mass of the tank at 61.7 tonnes. This translates to a noticeable decrease in acceleration and manoeuvrability due to a lower hp/ton ratio. However the tank retains the same 68 km/h top speed and 40 km/h reverse speed and compared to its counterparts the M1A2 is still quite mobile, especially at speeds over 40 km/h. When stock, the hull traverse is quite horrendous and acceleration is lacking, though these are largely remedied by researching the engine, filters, transmission and tracks modules.
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{{tankMobility|abMinHp=2,058|rbMinHp=1,343}}
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The {{PAGENAME}} retains the same 1,519 horsepower AGT-1500 gas turbine on previous Abrams variants, though the tank has gained an additional 4 tons of weight, putting the total mass of the tank at 61.7 tonnes. This translates to a noticeable decrease in acceleration and manoeuvrability due to a lower hp/ton ratio. However, the tank retains the same 68 km/h top speed and 40 km/h reverse speed and relative to its counterparts the {{PAGENAME}} is still fairly mobile, especially at speeds over 40 km/h. When stock, the hull traverse is quite horrendous and acceleration is lacking, though these are largely remedied by researching the tracks, filters, engine and transmission modifications.
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=== Modifications and economy ===
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{{Specs-Economy}}
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'''<big>Unlock order recommendations</big>'''
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The order of modifications should be well thought out. Below is a guide of which modifications to unlock first, but it is just a recommendation and can be modified or adapted depending on the tank commander's preferences.
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 +
'''Tier 1'''
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The first two modifications that should be unlocked are parts and the M829 APFSDS round, to allow repairing of the tank and increase firepower respectively. The order of the two unlocks is up to the vehicle commander but these two modifications are by far the most important when starting the stock grind. You only need one modification to move on to tier 2 but it is highly recommended to get both parts and M829 before moving on.
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'''Tier 2'''
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Moving on, you need two modifications from tier 2 in order to move to tier 3. Some good choices are FPE and smoke grenades; these two are the most important to success on the battlefield. FPE allows the putting out of fires and smoke grenades allows the deploying of a smoke screen, both of which are likely to save the tank on the field of battle. Now, adjustment of fire can be useful when engaging at longer ranges but in most cases it's not necessary at ranges up to even over one kilometre. After you unlock your two modifications in tier 2 it's recommended to move on to tier 3 to unlock more useful modifications.
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'''Tier 3'''
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 +
In tier 3 there are several useful modifications but only two are required to move on to tier 4. Because there are multiple useful modifications in this tier a more broad recommendation should be given. The laser rangefinder - which allows great accuracy at long range, crew replenishment - which allows replacing a knocked out crew member, and filters - which increase mobility, although elevation mechanism can be useful as well it generally isn't quite as useful on the M1A2 because the gun already elevates quickly enough to use in battle. It's probably best to get crew replenishment and laser rangefinder but this one is up to the commander.
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 +
'''Tier 4'''
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Moving on to tier 4 the prioritized modifications should be M829A2, NVD, and engine modifications to give much increased firepower, search and location ability, and mobility respectively. After that the most major modifications have been researched and now it's time to go back through the tiers and pick up the remaining mods.
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'''Finishing up'''
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After reaching tier 4 there are likely still useful modifications throughout the tiers that should be researched including tracks, filters, transmission, elevation mechanism, M830A1 and others. There are some modifications that aren't very useful though and should be saved for last, like suspension and brake system.
  
 
== Armaments ==
 
== Armaments ==
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{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
=== Main armament ===
<!--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.-->
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{{Specs-Tank-Weapon|1}}
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<!-- ''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|M256 (120 mm)}}
 
{{main|M256 (120 mm)}}
  
The M1A2 is armed with the same 120 mm M256 smoothbore gun as the M1A1 and has access to the same ammunition of APFSDS and HEAT-FS. However the M1A2 also gets access to a new HEAT-MP-T shell, M830A1. The M829 APFSDS round is still an excellent anti-tank munition, boasting the third highest penetration figures out of any sabot round in the game, at 493 mm of flat penetration at point blank and decreasing to just 458 mm at 2 kilometres. Its angled performance is also excellent, penetrating 284 mm of armour at 60 degrees point blank and 264 mm at 2 kilometres. It is sufficient to reliably engage any vehicle in the game frontally. The M830 HEAT-FS shell penetrates a meager 480 mm of armour. It is not recommended to use this shell after unlocking the M829. The M1A2's new shell, M830A1 is a special type of HEAT-FS round. Instead of using a conventional impact fuse, M830A1 is a sub-calibre HEAT-FS round that has been saboted into a 120 mm casing and fitted with a proximity fuse. This allows it to effectively engage low flying aircraft and helicopters up to a range of 4.5 kilometres. The sub-calibre nature of the round means it travels extremely quickly at 1400 m/s, making it the fastest HEAT round in the game. However its effectiveness against armoured vehicles is limited as it penetrates a mere 350 mm of armour.
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The M1A2 is armed with the 120 mm M256 smoothbore gun, the same cannon found on the M1A1 and the M1A1 HC, and has access to the same APFSDS and HEATFS ammunition. Its ammo selection is identical to the M1A1 HC, with the exception of the more powerful M829A2 APFSDS.
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The M1A2's gun handles very well, with a very efficient stabilizer that allows accurate fire at any speed and a very fast turret traverse. The gun has good depression and elevation angles; negative 10 and positive 20 degrees respectively. An aced crew can reload the gun in just six seconds, which is comparable its contemporaries although slower than the Challenger 2s, Type 90s, and Type 10.
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{| class="wikitable" style="text-align:center" width="100%"
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|-
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! colspan="5" | [[M256 (120 mm)|120 mm M256]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
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|-
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
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! Stock !! Upgraded !! Full !! Expert !! Aced
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! Stock !! Full !! Expert !! Aced
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|-
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! ''Arcade''
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| rowspan="2" | 42 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 38.1 || 52.7 || 64.0 || 70.8 || 75.3 || rowspan="2" | 6.50 || rowspan="2" | 5.75 || rowspan="2" | 5.30 || rowspan="2" | 5.00
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|-
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! ''Realistic''
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| 23.8 || 28.0 || 34.0 || 37.6 || 40.0
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|-
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|}
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==== Ammunition ====
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{{:M256 (120 mm)/Ammunition|M830, M830A1, M829, M829A2, M908}}
  
The M1A2's gun handles very well, with a very efficient stabiliser that allows accurate fire at any speed and a very fast 40 degrees per second turret traverse. The gun has good depression and elevation angles; negative 10 and positive 20 degrees respectively. An aced crew can reload the gun in just six seconds, making it a very fast firing and powerful gun.
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==== [[Ammo racks]] ====
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[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
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<!-- '''Last updated:''' -->
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{| class="wikitable" style="text-align:center"
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|-
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! Full<br>ammo
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! 1st<br>rack empty
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! 2nd<br>rack empty
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! 3rd<br>rack empty
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! Visual<br>discrepancy
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|-
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| '''42''' || 37&nbsp;''(+5)'' || 19&nbsp;''(+23)'' || 1&nbsp;''(+41)'' || No
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|-
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|}
  
 
=== Machine guns ===
 
=== Machine guns ===
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{{Specs-Tank-Weapon|2}}
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{{Specs-Tank-Weapon|3}}
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{{Specs-Tank-Weapon|4}}
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<!-- ''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.'' -->
 
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}
 
{{main|M2HB (12.7 mm)|M240 (7.62 mm)}}
  
''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.''
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{| class="wikitable" style="text-align:center" width="50%"
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|-
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! colspan="5" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
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|-
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
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|-
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| Pintle (Commander) || 1,000 (200) || 577 || -9°/+65° || -160°/+180°
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|-
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|}
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{| class="wikitable" style="text-align:center" width="50%"
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|-
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! colspan="5" | [[M240 (7.62 mm)|7.62 mm M240]]
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|-
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
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|-
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| Coaxial || 10,000 (200) || 941 || N/A || N/A
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|-
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| Pintle (Loader) || 1,400 (200) || 941 || -9°/+65° || -180°/+20°
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|-
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|}
  
 
== Usage in battles ==
 
== 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).''
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<!-- ''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).'' -->
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The M1A2 Abrams excels as an all-around jack of all trades vehicle capable of any role presented to it. It has a great combination of protection, firepower, situational awareness and mobility to allow it to adapt to any task it may face, from close-quarters fighting in urban areas to long-range engagements on large open maps.
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;Urban combat
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The M1A2, with its good mobility and improved protection over the M1A1 can function as an effective brawler in close-quarters urban fighting. The M1A2's reload rate is on par when aced to its counterparts, with the exception of the [[Challenger 2 (Family)|Challenger 2s]] and [[Type 90 (Family)|Type 90s]], and [[Type 10]], making it able to quickly dish out damage and deal with multiple foes. Thusly, the M1A2 has no issue leading the charge into urban areas and being a frontline vehicle in the thick of the action, being able to equally deal damage and take it.
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 +
;Rural combat
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On large open maps, the M1A2 is fully able to exploit its improved turret protection and commander's thermal imaging to give it the upper hand in long-range battles. The mobility of the M1A2 allows it to reach advantageous positions that overlook key areas of the map but its 1st gen. thermal device doesn't allow a fast identification of targets at range and in dense woodland. The commander's thermal imager means the player can keep track of threats all around the vehicle and monitor the battlefield without exposing the turret at all. The M1A2 is best played as an ambush sniper, using its commander's thermal sight to survey from cover, exposing the tank only to engage a target. The turret armour also means the M1A2 should be kept in a hull-down position, making the tank extremely hard to destroy. The M1A2 also retains the ability to effectively take the enemy head-on when the situation calls for it, such as assaulting capture points. The M830A1 shell is also valuable, allowing the M1A2 to become an ad-hoc anti-aircraft vehicle, especially against unwary helicopters that get too close to you or your allies.
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 +
;Notable enemies
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* [[Leopard 2A5]]/[[Leopard 2A6|2A6]]: These are the main counterparts of the M1A2. Though the M1A2 outperforms the Leopard 2A5 in firepower, the Leopard 2A6 has superior firepower. The DM53 APFSDS the Leopard 2A6 is equipped with is capable of penetrating the turret cheek of the M1A2 at closer ranges. Thus, the Leopard 2s should be a high-priority target to be dealt with carefully. When hull down, the Leopard 2s can only be effectively penetrated through the gun mantlet or a lucky shot into the turret ring, so aim for the gun area, as this usually results in at least the disablement of the cannon or breech. If the Leopard 2 presents its hull, aim for the left side as the lined-up crew members usually result in all of them being knocked out at the same time, resulting in a one shot if done correctly.
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* [[T-80U]]: The T-80U can be a fearsome enemy if you are unaware of its significant disadvantages and weaknesses. The tank's frontal protection is very strong, though the area around the gun and the driver's hatch are weak spots that should be targeted. The T-80U, like many other T-series vehicles, are prone to being destroyed by a single shot due to the tightly-packed interior that has the turret crew sitting on top of all the ammunition. Furthermore, the T-80U is very vulnerable to any form of angling in the hull as its side protection is very weak in comparison to the frontal armour. A single penetration at all but the most oblique angles usually results in the detonation of the hull-ammo carousel to easily destroy the T-80U.
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* [[Leclerc]]: The Leclerc's good mobility, firepower and protection make it a formidable foe to engage. However the tank's armour scheme is inconsistent and presents three main weak spots frontally; the massive and extremely weak mantlet, the UFP and LFP. These are quite easy to hit and present a good chance of dealing serious damage or knocking out the vehicle entirely.
  
 
=== Pros and cons ===
 
=== 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".-->
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<!-- ''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:'''  
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'''Pros:'''
  
* New depleted uranium composite armour layout makes the frontal turret extremely difficult to penetrate to all munitions in the game
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* New depleted uranium composite armour layout makes the frontal turret extremely difficult to penetrate to all munitions in the game, other than the Leopard 2A6's DM53, at short range
 
* Can effectively destroy aircraft or helicopters with new HEATFS shell through proximity detonation
 
* Can effectively destroy aircraft or helicopters with new HEATFS shell through proximity detonation
* Thermal sight for the commander, gunner and driver
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* Thermal sight for both the commander and gunner
* Excellent thermal quality (800 x 600), comparable to the [[Leopard 2A5]]
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* Good crew survivability like the rest of the Abrams line
* Good crew survivability like the rest of the Abrams line  
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* M829 APFSDS modification unlocked at tier I
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* Powerful M829A2 APFSDS shell with excellent ballistics and penetration properties
  
 
'''Cons:'''
 
'''Cons:'''
  
* Has the same weak spots as the preceding Abrams
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* Very easy to penetrate, even by low rank 5 tanks, hits on the UFP can auto bounce into the turret, often incapacitating the gunner and commander, as well as detonating the ammo
* The mantlet can be penetrated by almost all shells, will only stop HEATFS
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* The turret ring is a massive weak spot, any tank in the game can penetrate it, a hit to the highly angled upper front plate will likely cause the incoming shell to ricochet into the turret ring, destroying critical components and knocking out crew members
* The Italian CL1343 APFSDS found on the Ariete line of tanks can penetrate some areas of the gunner's side turret cheek at close range
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* The LFP is huge and has very poor protection
* Least manoeuvrable Abrams in the game, due to its weight of 61.7 tonnes  
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* Has the same weak spots as its preceding variants
 +
* The gun mantlet weak spot on the turret, though this is common with all MBTs.
 +
* The Leopard 2A6's DM53 has a good chance of penetrating the turret cheeks if they're hit at a right angle
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* The mobility is hampered by its weight of 61.7 tonnes
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* The stock HEATFS shell is very difficult to use at top tier due to every tank you face having more than 600mm of chemical protection or being coated in ERA frontally. Flank shots are the only reliable way to get kills
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* Like with most Abrams series tanks, the engine deck is slightly raised, meaning that you will not be able to depress the gun over the rear of the tank.
  
 
== History ==
 
== History ==
<!--Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).-->
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<!-- ''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
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[[File:U.S. Army M1A2 Abrams Iraq 2005.jpg|x240px|right|none|thumb|Two US Army M1A2s in Iraq.]]
  
 
In the second half of the 1980s, a development project was launched to increase the combat effectiveness of the Abrams MBT. The result of this undertaking became the M1A2 version of the Abrams.
 
In the second half of the 1980s, a development project was launched to increase the combat effectiveness of the Abrams MBT. The result of this undertaking became the M1A2 version of the Abrams.
  
The new version featured an upgraded fire control system, a new independent commander’s panoramic sight as well as improved protection thanks to the use of second generation depleted uranium composite armor. All of these upgrades combined significantly bolstered the combat capabilities of the Abrams tank. Production of the M1A2 began in 1986 and the modification was formally introduced into US service in 1992.
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The new version featured an upgraded fire control system, a new independent commander's panoramic sight as well as improved protection thanks to the use of second generation depleted uranium composite armour. All of these upgrades combined significantly bolstered the combat capabilities of the Abrams tank. Production of the M1A2 began in 1986 and the modification was formally introduced into US service in 1992.
  
 
The M1A2 and its sub-variants are the most advanced modifications of the Abrams tank fielded to date. Over 1,500 M1A2s have been built with some older variants also being upgraded to the M1A2 standard. Apart from the U.S. as its primary operator, the M1A2 also sees service with the armed forces of Kuwait and Saudi Arabia.
 
The M1A2 and its sub-variants are the most advanced modifications of the Abrams tank fielded to date. Over 1,500 M1A2s have been built with some older variants also being upgraded to the M1A2 standard. Apart from the U.S. as its primary operator, the M1A2 also sees service with the armed forces of Kuwait and Saudi Arabia.
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== Media ==
 
== Media ==
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.-->
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
<li style="display: inline-block;"> [[File:M1A2 on Kursk.png |thumb|250px|M1A2, ''Angel of Death'', scanning the horizon on [[Kursk (Ground Forces)|Kursk]].]] </li>
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;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=us_m1a2_abrams Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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;Images
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<gallery mode="packed-hover" heights="200">
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File:M1A2 Cobra King II Hangar.png|<small>Cobra King II, prepped for combat.</small>
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File:M1A2 on Kursk.png|<small>Angel of Death, scanning the horizon on Kursk.</small>
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File:M1A2 Allied Spirit VIII camouflage.jpg|<small>Unlockable Allied Spirit VIII skin representing US Army units in Europe, 2018.</small>
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File:ArtImage2 M1A2 Abrams.png|<small>M1A2 Abrams in the desert.</small>
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</gallery>
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;Videos
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{{Youtube-gallery|k-TAP29inb8|'''Should You Grind The M1A2 Abrams?''' - ''Sako Sniper''}}
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== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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<!-- ''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;''
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* ''links to approximate analogues of other nations and research trees.'' -->
  
* ''reference to the series of the vehicles;''
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* [[M1A2 SEP]]
* ''links to approximate analogues of other nations and research trees.''
 
  
 
== External links ==
 
== External links ==
<!--Paste links to sources and external resources, such as:
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<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the tank;''
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* ''other literature.'' -->
* ''other literature.''-->
 
  
* [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|[Development<nowiki>]</nowiki> M1A2 Abrams - Higher and Higher]]
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* [[wt:en/news/6451-development-m1a2-abrams-higher-and-higher-en|[Development] M1A2 Abrams - Higher and Higher]]
  
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{{TankManufacturer GDLS}}
 
{{USA medium tanks}}
 
{{USA medium tanks}}

Revision as of 09:45, 26 June 2024

Introducing Wiki 3.0
This page is about the American main battle tank M1A2 Abrams. For other versions, see M1 Abrams (Family).
M1A2 Abrams
us_m1a2_abrams.png
GarageImage M1A2 Abrams.jpg
ArtImage M1A2 Abrams.png
M1A2 Abrams
AB RB SB
11.7 11.7 11.7
Class:
Research:400 000 Specs-Card-Exp.png
Purchase:1 080 000 Specs-Card-Lion.png

Description

The Tank, Combat, Full Tracked, 120-mm Gun M1A2 (shortened to M1A2 Abrams) is a rank VIII American medium tank with a battle rating of 11.7 (AB/RB/SB). It was introduced in Update 1.93 "Shark Attack" as the top researchable vehicle in the US Ground Forces tech tree. The M1A2 introduces heavy depleted uranium armour and a commander's thermal sight.

General info

Survivability and armour

Composite armour
Balanced protection against all types of ammunition
Smoke grenades
Creation of a smoke screen in front of the vehicle
ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull133 / 60 / 32
Turret139 / 120 / 13
Crew4 people
Visibility82 %
The M1A2's frontal KE protection vs 3BM42 at 500 metres
The M1A2's frontal CE protection vs MIM-146

The M1A2's armour is a massive improvement in comparison to its predecessor, the M1A1, and is the first Abrams in the game to be equipped with depleted uranium composite armour, located behind the turret cheeks of the tank. The protection afforded with the use of depleted uranium amounts to roughly over 300 mm RHAe more armour against kinetic energy projectiles whilst retaining the near-impenetrable chemical protection of the M1A1. The turret's overall kinetic energy protection ranges from around 780 mm to 680 mm, whilst the chemical energy protection ranges from 1,200 mm to 1,000 mm. However, the M1A2 has no depleted uranium located in the lower front plate, retaining the same weak spots as the M1A1's hull. The turret ring and breech also are weak spots, though the breech on the Abrams series is notably some of the strongest out of all NATO main battle tanks being small and well protected against chemical energy rounds and some early APFSDS rounds.

Mobility

Speedforward / back
AB76 / 43 km/h
RB and SB69 / 39 km/h
Number of gears8 forward
4 back
Weight62.1 t
Engine power
AB2 898 hp
RB and SB1 519 hp
Power-to-weight ratio
AB46.7 hp/t
RB and SB24.5 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 76 43 62.1 2,058 2,898 33.14 46.67
Realistic 69 39 1,343 1,519 21.63 24.46

The M1A2 Abrams retains the same 1,519 horsepower AGT-1500 gas turbine on previous Abrams variants, though the tank has gained an additional 4 tons of weight, putting the total mass of the tank at 61.7 tonnes. This translates to a noticeable decrease in acceleration and manoeuvrability due to a lower hp/ton ratio. However, the tank retains the same 68 km/h top speed and 40 km/h reverse speed and relative to its counterparts the M1A2 Abrams is still fairly mobile, especially at speeds over 40 km/h. When stock, the hull traverse is quite horrendous and acceleration is lacking, though these are largely remedied by researching the tracks, filters, engine and transmission modifications.

Modifications and economy

Repair costBasic → Reference
AB4 401 → 6 949 Sl icon.png
RB4 274 → 6 748 Sl icon.png
SB5 413 → 8 547 Sl icon.png
Total cost of modifications289 800 Rp icon.png
472 000 Sl icon.png
Talisman cost3 100 Ge icon.png
Crew training310 000 Sl icon.png
Experts1 080 000 Sl icon.png
Aces2 200 Ge icon.png
Research Aces1 280 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 190 / 210 % Sl icon.png
250 / 250 / 250 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
350 Ge icon.png
Mods new tank break.png
Brake System
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
350 Ge icon.png
Mods new tank filter.png
Filters
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
470 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
420 Ge icon.png
Mods new tank engine.png
Engine
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
420 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 600 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
4 200 Rp icon.png
Cost:
22 000 Sl icon.png
350 Ge icon.png
Mods tank reinforcement us.png
Crew Replenishment
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
470 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
420 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods tank ammo.png
120mm_DM_HEAT_FS_ammo_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods tank ammo.png
120mm_M908_HE_OR_ammo_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
350 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
350 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
470 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
470 Ge icon.png
Mods art support.png
Artillery Support
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
420 Ge icon.png
Mods tank ammo.png
120mm_M829A_APDS_FS_ammo_pack
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
420 Ge icon.png
Mods thermal sight.png
NVD
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
420 Ge icon.png

Unlock order recommendations

The order of modifications should be well thought out. Below is a guide of which modifications to unlock first, but it is just a recommendation and can be modified or adapted depending on the tank commander's preferences.

Tier 1

The first two modifications that should be unlocked are parts and the M829 APFSDS round, to allow repairing of the tank and increase firepower respectively. The order of the two unlocks is up to the vehicle commander but these two modifications are by far the most important when starting the stock grind. You only need one modification to move on to tier 2 but it is highly recommended to get both parts and M829 before moving on.

Tier 2

Moving on, you need two modifications from tier 2 in order to move to tier 3. Some good choices are FPE and smoke grenades; these two are the most important to success on the battlefield. FPE allows the putting out of fires and smoke grenades allows the deploying of a smoke screen, both of which are likely to save the tank on the field of battle. Now, adjustment of fire can be useful when engaging at longer ranges but in most cases it's not necessary at ranges up to even over one kilometre. After you unlock your two modifications in tier 2 it's recommended to move on to tier 3 to unlock more useful modifications.

Tier 3

In tier 3 there are several useful modifications but only two are required to move on to tier 4. Because there are multiple useful modifications in this tier a more broad recommendation should be given. The laser rangefinder - which allows great accuracy at long range, crew replenishment - which allows replacing a knocked out crew member, and filters - which increase mobility, although elevation mechanism can be useful as well it generally isn't quite as useful on the M1A2 because the gun already elevates quickly enough to use in battle. It's probably best to get crew replenishment and laser rangefinder but this one is up to the commander.

Tier 4

Moving on to tier 4 the prioritized modifications should be M829A2, NVD, and engine modifications to give much increased firepower, search and location ability, and mobility respectively. After that the most major modifications have been researched and now it's time to go back through the tiers and pick up the remaining mods.

Finishing up

After reaching tier 4 there are likely still useful modifications throughout the tiers that should be researched including tracks, filters, transmission, elevation mechanism, M830A1 and others. There are some modifications that aren't very useful though and should be saved for last, like suspension and brake system.

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

120 mm M256 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition42 rounds
First-order18 rounds
Reloadbasic crew → aces
6.5 → 5.0 s
Vertical guidance-10° / 20°
Main article: M256 (120 mm)

The M1A2 is armed with the 120 mm M256 smoothbore gun, the same cannon found on the M1A1 and the M1A1 HC, and has access to the same APFSDS and HEATFS ammunition. Its ammo selection is identical to the M1A1 HC, with the exception of the more powerful M829A2 APFSDS.

The M1A2's gun handles very well, with a very efficient stabilizer that allows accurate fire at any speed and a very fast turret traverse. The gun has good depression and elevation angles; negative 10 and positive 20 degrees respectively. An aced crew can reload the gun in just six seconds, which is comparable its contemporaries although slower than the Challenger 2s, Type 90s, and Type 10.

120 mm M256 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 42 -10°/+20° ±180° Two-plane 38.1 52.7 64.0 70.8 75.3 6.50 5.75 5.30 5.00
Realistic 23.8 28.0 34.0 37.6 40.0

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
M830 HEATFS 480 480 480 480 480 480
M830A1 HEAT MP 350 350 350 350 350 350
M829 APFSDS 491 488 481 473 464 454
M829A2 APFSDS 629 627 619 610 601 590
M908 HE-OR 300 300 300 300 300 300
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
M830 HEATFS 1,140 13.1 0.05 0.1 2.36 65° 72° 77°
M829 APFSDS 1,670 4.27 - - - 78° 80° 81°
M829A2 APFSDS 1,680 4.92 - - - 78° 80° 81°
M908 HE-OR 1,410 11.4 0.4 5 1.99 65° 72° 77°
Proximity-fused shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
M830A1 HEAT MP 1,410 11.4 0.05 0.1 400 10 1.99 65° 72° 77°

Ammo racks

Ammo racks of the M1A2 Abrams
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
42 37 (+5) 19 (+23) (+41) No

Machine guns

Ammunition1 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-9° / 65°
Ammunition1 400 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate941 shots/min
Ammunition10 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate941 shots/min
12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle (Commander) 1,000 (200) 577 -9°/+65° -160°/+180°
7.62 mm M240
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 10,000 (200) 941 N/A N/A
Pintle (Loader) 1,400 (200) 941 -9°/+65° -180°/+20°

Usage in battles

The M1A2 Abrams excels as an all-around jack of all trades vehicle capable of any role presented to it. It has a great combination of protection, firepower, situational awareness and mobility to allow it to adapt to any task it may face, from close-quarters fighting in urban areas to long-range engagements on large open maps.

Urban combat

The M1A2, with its good mobility and improved protection over the M1A1 can function as an effective brawler in close-quarters urban fighting. The M1A2's reload rate is on par when aced to its counterparts, with the exception of the Challenger 2s and Type 90s, and Type 10, making it able to quickly dish out damage and deal with multiple foes. Thusly, the M1A2 has no issue leading the charge into urban areas and being a frontline vehicle in the thick of the action, being able to equally deal damage and take it.

Rural combat

On large open maps, the M1A2 is fully able to exploit its improved turret protection and commander's thermal imaging to give it the upper hand in long-range battles. The mobility of the M1A2 allows it to reach advantageous positions that overlook key areas of the map but its 1st gen. thermal device doesn't allow a fast identification of targets at range and in dense woodland. The commander's thermal imager means the player can keep track of threats all around the vehicle and monitor the battlefield without exposing the turret at all. The M1A2 is best played as an ambush sniper, using its commander's thermal sight to survey from cover, exposing the tank only to engage a target. The turret armour also means the M1A2 should be kept in a hull-down position, making the tank extremely hard to destroy. The M1A2 also retains the ability to effectively take the enemy head-on when the situation calls for it, such as assaulting capture points. The M830A1 shell is also valuable, allowing the M1A2 to become an ad-hoc anti-aircraft vehicle, especially against unwary helicopters that get too close to you or your allies.

Notable enemies
  • Leopard 2A5/2A6: These are the main counterparts of the M1A2. Though the M1A2 outperforms the Leopard 2A5 in firepower, the Leopard 2A6 has superior firepower. The DM53 APFSDS the Leopard 2A6 is equipped with is capable of penetrating the turret cheek of the M1A2 at closer ranges. Thus, the Leopard 2s should be a high-priority target to be dealt with carefully. When hull down, the Leopard 2s can only be effectively penetrated through the gun mantlet or a lucky shot into the turret ring, so aim for the gun area, as this usually results in at least the disablement of the cannon or breech. If the Leopard 2 presents its hull, aim for the left side as the lined-up crew members usually result in all of them being knocked out at the same time, resulting in a one shot if done correctly.
  • T-80U: The T-80U can be a fearsome enemy if you are unaware of its significant disadvantages and weaknesses. The tank's frontal protection is very strong, though the area around the gun and the driver's hatch are weak spots that should be targeted. The T-80U, like many other T-series vehicles, are prone to being destroyed by a single shot due to the tightly-packed interior that has the turret crew sitting on top of all the ammunition. Furthermore, the T-80U is very vulnerable to any form of angling in the hull as its side protection is very weak in comparison to the frontal armour. A single penetration at all but the most oblique angles usually results in the detonation of the hull-ammo carousel to easily destroy the T-80U.
  • Leclerc: The Leclerc's good mobility, firepower and protection make it a formidable foe to engage. However the tank's armour scheme is inconsistent and presents three main weak spots frontally; the massive and extremely weak mantlet, the UFP and LFP. These are quite easy to hit and present a good chance of dealing serious damage or knocking out the vehicle entirely.

Pros and cons

Pros:

  • New depleted uranium composite armour layout makes the frontal turret extremely difficult to penetrate to all munitions in the game, other than the Leopard 2A6's DM53, at short range
  • Can effectively destroy aircraft or helicopters with new HEATFS shell through proximity detonation
  • Thermal sight for both the commander and gunner
  • Good crew survivability like the rest of the Abrams line
  • M829 APFSDS modification unlocked at tier I
  • Powerful M829A2 APFSDS shell with excellent ballistics and penetration properties

Cons:

  • Very easy to penetrate, even by low rank 5 tanks, hits on the UFP can auto bounce into the turret, often incapacitating the gunner and commander, as well as detonating the ammo
  • The turret ring is a massive weak spot, any tank in the game can penetrate it, a hit to the highly angled upper front plate will likely cause the incoming shell to ricochet into the turret ring, destroying critical components and knocking out crew members
  • The LFP is huge and has very poor protection
  • Has the same weak spots as its preceding variants
  • The gun mantlet weak spot on the turret, though this is common with all MBTs.
  • The Leopard 2A6's DM53 has a good chance of penetrating the turret cheeks if they're hit at a right angle
  • The mobility is hampered by its weight of 61.7 tonnes
  • The stock HEATFS shell is very difficult to use at top tier due to every tank you face having more than 600mm of chemical protection or being coated in ERA frontally. Flank shots are the only reliable way to get kills
  • Like with most Abrams series tanks, the engine deck is slightly raised, meaning that you will not be able to depress the gun over the rear of the tank.

History

Two US Army M1A2s in Iraq.

In the second half of the 1980s, a development project was launched to increase the combat effectiveness of the Abrams MBT. The result of this undertaking became the M1A2 version of the Abrams.

The new version featured an upgraded fire control system, a new independent commander's panoramic sight as well as improved protection thanks to the use of second generation depleted uranium composite armour. All of these upgrades combined significantly bolstered the combat capabilities of the Abrams tank. Production of the M1A2 began in 1986 and the modification was formally introduced into US service in 1992.

The M1A2 and its sub-variants are the most advanced modifications of the Abrams tank fielded to date. Over 1,500 M1A2s have been built with some older variants also being upgraded to the M1A2 standard. Apart from the U.S. as its primary operator, the M1A2 also sees service with the armed forces of Kuwait and Saudi Arabia.

- From Devblog

Media

Skins
Images
Videos

See also

External links


General Dynamics Land Systems (GDLS)
MBTs  IPM1 Abrams · M1A1 · M1A1 HC · M1A2 Abrams · M1A2 SEP
Tank destroyers  M1128 Stryker MGS

USA medium tanks
M2  M2
M3  M3 Lee · ▃Grant I
M4  M4 · Calliope · M4A1 · M4A1 (76) W · M4A2 · M4A2 (76) W · M4A3 (105) · M4A3 (76) W · M4/T26
M26 Pershing  T20 · T25 · M26 · M26 T99 · M26E1
M46/47/48 Patton  M46 · M46 "Tiger" · M47 · M48A1 · T54E1 · T54E2
M60  M60 · M60A1 (AOS) · M60A1 RISE (P) · M60A2 · M60A3 TTS · M728 CEV · 120S
MBT-70  MBT-70 · XM803
M1 Abrams  XM1 (Chrysler) · XM1 (GM)
  M1 Abrams · M1 KVT · IPM1
  M1A1 · M1A1 HC · M1A1 Click-Bait
  M1A2 Abrams · M1A2 SEP · M1A2 SEP V2
Other  T95E1
Australia  M1A1 AIM
Canada  M4A5
Israel  ▃Magach 3 (ERA) · ▃Merkava Mk.1 · ▃Merkava Mk.2B · ▃Merkava Mk.3D
Turkey  M60 AMBT