Difference between revisions of "Ozelot"

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(Survivability and armour: added pros and cons, armor section, other small baseline improvements.)
(Description: Updated to new format)
 
(13 intermediate revisions by 8 users not shown)
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{{Specs-Card
 
{{Specs-Card
 
|code=germ_wiesel_2_adwc
 
|code=germ_wiesel_2_adwc
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.jpg}}
 
}}
 
}}
  
 
== 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}} German SPAA {{Battle-rating}}. It was introduced in [[Update "Ground Breaking"|Update 2.11 "Ground Breaking"]].
+
In the end of the Cold War, the Bundeswehr reorganized towards a quick reaction force (Krisenreaktionskräfte) and recognized the air defense capabilities for the new organization was lacking. Requiring a highly-mobile and lightweight system to defend against low-flying threats that is able to keep up with the new force, a competition started in 1990s that selected the Leichtes Flugabwehrsystem (Lightweight anti-aircraft system) produced by a cooperation between STN Atlas Electronic and Wegmann & co. The design was based on the Wiesel 2 platform to allow for easier strategic transportation, and the entire weapon system consisted of several vehicle types: the weapon carrier ''Ozelot'' with Stinger launchers, a reconnaissance and fire control vehicle that helps monitor the airspace, and a command post vehicle to help coordinate the air defense batteries. The weapon system and the Ozelot began replacing the outdated Gepard SPAAG by 2012 as the mobile air defense system for the Bundeswehr.
 +
 
 +
Introduced in [[Update "Ground Breaking"]], the '''{{Specs|name}}''' is an absolutely tiny anti-aircraft missile carrier for the rank that is in. While the Ozelot will absolutely be shredded by any strafing fire by aircraft, it also means it can hide in any available covering to avoid being easily spotted and can be emplaced for an ambush (unless the enemy traces the Ozelot's missile smoke). The tiny size comes with drawbacks like a small ammunition load, with enough for one reload for each launcher. The radar system on the Ozelot, while short-ranged, is very responsive and scans the space quickly to allow for the most up-to-date information on enemy aircraft position from the Ozelot. Ozelots should engage enemy aircraft flying straigh, predictably, and unaware of the Ozelot given the ease the Ozelot's missiles could be dodged by an alert and maneuvering aircraft.
  
 
== General info ==
 
== General info ==
Line 12: Line 14:
 
{{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 armor only serves to protect the vehicle from shell splinters and rifle-caliber machine guns. Anything 12.7 mm and larger in caliber can and will destroy this vehicle.
+
The armour is extremely thin and only serves to protect the vehicle from shell splinters and rifle-calibre machine guns. Anything with a calibre of 12.7 mm and larger will destroy this vehicle.
  
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
+
'''Armour type:'''
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
+
 
* Cast homogeneous armour (Turret, Transmission area) -->
+
* Rolled homogeneous armour
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Armour !! Front !! Sides !! Rear !! Roof
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || 8 mm || 8 mm ''Top'' <br> 8 mm ''Bottom'' || 6 - 8 mm || 6 mm
+
| Hull || 8 mm (9°) ''Lower plate'' <br> 8 mm (30-68°) ''Lower glacis'' || 8 mm <br> 8 mm (34°) ''Belly junction'' || 8 mm (37°) || 6 mm
 
|-
 
|-
| Turret || 6 mm ''Turret front'' <br> 6 mm ''Gun mantlet'' || 6 mm || 6 mm || 6mm
+
| Superstructure|| 8 mm (59-73°) ''Upper glacis'' || 8 mm (30-34°) || 6 mm (7°) ''Crew compartment'' <br> 8 mm ''Ammo rack'' || 8 mm (17-31°) ''Engine compartment'' <br> 6 mm ''Crew compartment''
 
|-
 
|-
| Cupola || 6 mm || 6 mm || 6 mm || 6 mm
+
| Missile launcher || 6 mm || 6 mm || 6 mm || 6 mm
 
|-
 
|-
 
|}
 
|}
 +
'''Notes:'''
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
+
* Suspension wheels and tracks are 20 mm thick, while torsion bars are 8 mm thick.
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
 
  
 
=== Mobility ===
 
=== Mobility ===
Line 66: Line 68:
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:Fliegerfaust 2 Stinger/Ammunition|FIM-92E, FIM-92K}}
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Range<br>(m)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| FIM-92E || SAM || 1,000 || 5,000 || 10.1 || 1 || 0.1 || 540 || 79° || 80° || 81°
 
|-
 
| FIM-92K || SAM || 1,000 || 5,000 || 10.1 || 1 || 0.1 || 540 || 79° || 80° || 81°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
Line 107: Line 90:
 
== 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).'' -->
 
<!-- ''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).'' -->
The Ozelot requires discipline to use efficiently. Care must be taken not to fire on enemies flying too close, otherwise the missile not be able to turn enough to hit the target. The Ozelot should be used in an open environment, as obstacles can interfere with the radar guidance of the missiles, or even get hit by the missiles themselves. Helicopters are this vehicle's main oponent. There is no reason to leave the spawn other than trolling purposes.
+
The Ozelot requires discipline to use efficiently. Care must be taken not to fire on enemies flying too close, otherwise the missile will not be able to turn quickly enough to hit the target. The Ozelot should be used in an open environment, as obstacles can interfere with the radar guidance of the missiles, or even get hit by the missiles themselves. Helicopters are this vehicle's main opponent.
 +
 
 +
=== Engaging helicopters ===
 +
Activate the missile seeker and point the blinking green circle at the helicopter. When it turns red, you can fire the missile that will guide itself to the target. Once the missile is fired, you can begin to engage a different target while the missile is still in the air. For very low flying helicopters, you need to aim above the target as much as possible (about half of the circle's diameter, doing more will prevent a lock) in order to prevent the missile from hitting the ground. It may be beneficial if you choose an elevated position like a pile of rubble or a hill to fire from.
 +
 
 +
Note that it is harder to lock helicopters on winter maps and one may struggle to lock an [[Mi-24A|Mi-24]] helicopter at 2.5 km, which may lead some players to preferring using a [[Gepard]] on these maps.
 +
 
 +
=== Engaging planes ===
 +
Engaging planes is more challenging due to the missile's low turning rate and energy retention. It is recommended to lock the target using your optical sensor or direct lock in the gunner's optics, but this is not required. As a rule of thumb for fast flying planes, aim as much as possible in front of where the plane is going to be and a little bit higher. Engaging a fast flying plane that is not flying towards you or away from you will usually cause the missile to miss. Experienced pilots will try to spot the white fume trail of the missile launch and will turn very hard, which is very likely to out-turn your missile. Since manoeuvring planes will lose energy, you can drain the energy/speed of the plane to a level where you can hit it with your 3rd or 4th missile. If you wait with the launch of the 4th missile until the plane is at 1.5 km, the plane cannot engage you after evading the last missile. However, if you fire your last missile in the magazine too early, they will use their guns to wipe you off the map. Unless you can replenish your missiles on a cap point, it may be more efficient to not fire at planes circling your position.
  
 
=== 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".'' -->
 
<!-- ''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:'''  
+
'''Pros:'''
  
* Very fast and agile
+
* Very fast and agile vehicle
 +
* Small profile and easily hidden
 
* Missiles require no guidance after firing
 
* Missiles require no guidance after firing
 
* Missiles do not require the vehicle to be stopped to fire.
 
* Missiles do not require the vehicle to be stopped to fire.
* Small and easily hidden
 
 
* Gen 3 thermals for scouting and sighting targets
 
* Gen 3 thermals for scouting and sighting targets
* Most adorable AA vehicle in the game
 
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* No armor
+
* No armour
* Missiles are temperamental at best
+
* Surface-to-air missiles can be unreliable
* No method of defending itself from ground vehicles
+
* Can not defend itself against ground vehicles
 
 
*
 
  
 
== History ==
 
== 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: <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).'' -->
 
<!-- ''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).'' -->
''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).''
+
 
 +
=== Wiesel 2 ===
 +
The Wiesel 2 entered service in 2001. This new vehicle was larger, faster, stronger, and more advanced than its predecessor. The Wiesel 2 was outfitted with a more advanced engine and fuel injector along with automatic transmission. The vehicle also saw an upgrade in armour, as it was slightly more advanced than the Wiesel 1's. Lastly the Wiesel 2 received an air conditioning system for the crew's comfort in the small tankette, and an integrated NBC protection system to ensure the crew's safety against nuclear and chemical threats.
 +
 
 +
=== Ozelot ===
 +
Developed on the chassis of the Wiesel 2, the Ozelot was intended for light air defense in a range of up to 20 kilometers. This variant on the Wiesel 2 was created as a mobile air defense system armed with the leichtes Flugabwehrsystem ([https://www.bundeswehr.de/de/ausruestung-technik-bundeswehr/landsysteme-bundeswehr/leichtes-flugabwehrsystem-ozelot LeFlaSys]). The Ozelot works alongside a secondary vehicle which contains guidance and radar systems called the "Reconnaissance, Command, and Fire Control Vehicle" (RCFCV), while the Ozelot itself is armed with the four missiles to eliminate the target. The RCFCV can command up to eight Ozelots on its own. It was later also fitted with a passive IRST system, allowing it to operate autonomously without an RCFCV if necesary. The Ozelot was deployed to many of the same missions as the [[Wiesel 1A4]] such as [[wikipedia:Operation_Essential_Harvest|Operation Essential Harvest]] in 2001 and the International Security Assistance Force ([[wikipedia:International_Security_Assistance_Force|ISAF]]) in Afghanistan from 2001-2014.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_wiesel_2_adwc Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
Line 145: Line 138:
  
 
;Related development
 
;Related development
 
 
* [[Wiesel (Family)]]
 
* [[Wiesel (Family)]]
  

Latest revision as of 04:48, 20 August 2024

Introducing Wiki 3.0
germ_wiesel_2_adwc.png
GarageImage Ozelot.jpg
ArtImage Ozelot.jpg
Ozelot
AB RB SB
9.7 9.7 9.7
Class:
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png

Description

In the end of the Cold War, the Bundeswehr reorganized towards a quick reaction force (Krisenreaktionskräfte) and recognized the air defense capabilities for the new organization was lacking. Requiring a highly-mobile and lightweight system to defend against low-flying threats that is able to keep up with the new force, a competition started in 1990s that selected the Leichtes Flugabwehrsystem (Lightweight anti-aircraft system) produced by a cooperation between STN Atlas Electronic and Wegmann & co. The design was based on the Wiesel 2 platform to allow for easier strategic transportation, and the entire weapon system consisted of several vehicle types: the weapon carrier Ozelot with Stinger launchers, a reconnaissance and fire control vehicle that helps monitor the airspace, and a command post vehicle to help coordinate the air defense batteries. The weapon system and the Ozelot began replacing the outdated Gepard SPAAG by 2012 as the mobile air defense system for the Bundeswehr.

Introduced in Update "Ground Breaking", the Leichtes Flugabwehrsystem Ozelot is an absolutely tiny anti-aircraft missile carrier for the rank that is in. While the Ozelot will absolutely be shredded by any strafing fire by aircraft, it also means it can hide in any available covering to avoid being easily spotted and can be emplaced for an ambush (unless the enemy traces the Ozelot's missile smoke). The tiny size comes with drawbacks like a small ammunition load, with enough for one reload for each launcher. The radar system on the Ozelot, while short-ranged, is very responsive and scans the space quickly to allow for the most up-to-date information on enemy aircraft position from the Ozelot. Ozelots should engage enemy aircraft flying straigh, predictably, and unaware of the Ozelot given the ease the Ozelot's missiles could be dodged by an alert and maneuvering aircraft.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull8 / 8 / 8
Turret8 / 8 / 8
Crew2 people
Visibility86 %

The armour is extremely thin and only serves to protect the vehicle from shell splinters and rifle-calibre machine guns. Anything with a calibre of 12.7 mm and larger will destroy this vehicle.

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull 8 mm (9°) Lower plate
8 mm (30-68°) Lower glacis
8 mm
8 mm (34°) Belly junction
8 mm (37°) 6 mm
Superstructure 8 mm (59-73°) Upper glacis 8 mm (30-34°) 6 mm (7°) Crew compartment
8 mm Ammo rack
8 mm (17-31°) Engine compartment
6 mm Crew compartment
Missile launcher 6 mm 6 mm 6 mm 6 mm

Notes:

  • Suspension wheels and tracks are 20 mm thick, while torsion bars are 8 mm thick.

Mobility

Speedforward / back
AB77 / 32 km/h
RB and SB71 / 30 km/h
Number of gears6 forward
2 back
Weight4.1 t
Engine power
AB210 hp
RB and SB110 hp
Power-to-weight ratio
AB51.2 hp/t
RB and SB26.8 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 77 32 4.1 156 210 38.05 51.22
Realistic 71 30 97 110 23.66 26.83

Modifications and economy

Repair costBasic → Reference
AB4 770 → 7 412 Sl icon.png
RB4 227 → 6 568 Sl icon.png
SB4 438 → 6 896 Sl icon.png
Total cost of modifications210 300 Rp icon.png
351 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training200 000 Sl icon.png
Experts710 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 210 / 250 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
300 Ge icon.png
Mods new tank break.png
Brake System
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
300 Ge icon.png
Mods new tank filter.png
Filters
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
450 Ge icon.png
Mods new tank engine.png
Engine
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
450 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 300 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 000 Rp icon.png
Cost:
16 000 Sl icon.png
300 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
450 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods thermal sight.png
NVD
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
330 Ge icon.png
Mods airstrike.png
Airstrike
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
300 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
300 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods tank ammo.png
70mm_stinger_block2_aam_ammo_pack
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
420 Ge icon.png
Mods art support.png
Artillery Support
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
450 Ge icon.png
Mods scouting.png
Improved optics
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
450 Ge icon.png

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

Fliegerfaust 2 Stinger
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition8 rounds
Belt capacity4 rounds
Reloadbasic crew → aces
19.5 → 15.0 s
Fire rate60 shots/min
Vertical guidance-10° / 70°
Fliegerfaust 2 Stinger missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 8 (4) -10°/+70° ±180° Two-plane 88.1 121.9 148.0 163.7 174.1 19.50 17.25 15.90 15.00
Realistic 59.5 70.0 85.0 94.0 100.0

Ammunition

Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
FIM-92E SAM 670 5,000 10.1 1 0.1 - - 540 79° 80° 81°
FIM-92K SAM 670 5,000 10.1 1 0.1 0 1 540 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
2 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Usage in battles

The Ozelot requires discipline to use efficiently. Care must be taken not to fire on enemies flying too close, otherwise the missile will not be able to turn quickly enough to hit the target. The Ozelot should be used in an open environment, as obstacles can interfere with the radar guidance of the missiles, or even get hit by the missiles themselves. Helicopters are this vehicle's main opponent.

Engaging helicopters

Activate the missile seeker and point the blinking green circle at the helicopter. When it turns red, you can fire the missile that will guide itself to the target. Once the missile is fired, you can begin to engage a different target while the missile is still in the air. For very low flying helicopters, you need to aim above the target as much as possible (about half of the circle's diameter, doing more will prevent a lock) in order to prevent the missile from hitting the ground. It may be beneficial if you choose an elevated position like a pile of rubble or a hill to fire from.

Note that it is harder to lock helicopters on winter maps and one may struggle to lock an Mi-24 helicopter at 2.5 km, which may lead some players to preferring using a Gepard on these maps.

Engaging planes

Engaging planes is more challenging due to the missile's low turning rate and energy retention. It is recommended to lock the target using your optical sensor or direct lock in the gunner's optics, but this is not required. As a rule of thumb for fast flying planes, aim as much as possible in front of where the plane is going to be and a little bit higher. Engaging a fast flying plane that is not flying towards you or away from you will usually cause the missile to miss. Experienced pilots will try to spot the white fume trail of the missile launch and will turn very hard, which is very likely to out-turn your missile. Since manoeuvring planes will lose energy, you can drain the energy/speed of the plane to a level where you can hit it with your 3rd or 4th missile. If you wait with the launch of the 4th missile until the plane is at 1.5 km, the plane cannot engage you after evading the last missile. However, if you fire your last missile in the magazine too early, they will use their guns to wipe you off the map. Unless you can replenish your missiles on a cap point, it may be more efficient to not fire at planes circling your position.

Pros and cons

Pros:

  • Very fast and agile vehicle
  • Small profile and easily hidden
  • Missiles require no guidance after firing
  • Missiles do not require the vehicle to be stopped to fire.
  • Gen 3 thermals for scouting and sighting targets

Cons:

  • No armour
  • Surface-to-air missiles can be unreliable
  • Can not defend itself against ground vehicles

History

Wiesel 2

The Wiesel 2 entered service in 2001. This new vehicle was larger, faster, stronger, and more advanced than its predecessor. The Wiesel 2 was outfitted with a more advanced engine and fuel injector along with automatic transmission. The vehicle also saw an upgrade in armour, as it was slightly more advanced than the Wiesel 1's. Lastly the Wiesel 2 received an air conditioning system for the crew's comfort in the small tankette, and an integrated NBC protection system to ensure the crew's safety against nuclear and chemical threats.

Ozelot

Developed on the chassis of the Wiesel 2, the Ozelot was intended for light air defense in a range of up to 20 kilometers. This variant on the Wiesel 2 was created as a mobile air defense system armed with the leichtes Flugabwehrsystem (LeFlaSys). The Ozelot works alongside a secondary vehicle which contains guidance and radar systems called the "Reconnaissance, Command, and Fire Control Vehicle" (RCFCV), while the Ozelot itself is armed with the four missiles to eliminate the target. The RCFCV can command up to eight Ozelots on its own. It was later also fitted with a passive IRST system, allowing it to operate autonomously without an RCFCV if necesary. The Ozelot was deployed to many of the same missions as the Wiesel 1A4 such as Operation Essential Harvest in 2001 and the International Security Assistance Force (ISAF) in Afghanistan from 2001-2014.

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Related development

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Germany anti-aircraft vehicles
Wheeled  Sd.Kfz.222
Half-track  Sd.Kfz.251/21 · Sd.Kfz. 6/2
Flakpanzer IV  Wirbelwind · Ostwind · Ostwind II · Kugelblitz · Zerstörer 45
Other Flakpanzers  Flakpanzer I · Flakpanzer 38 · Flakpanzer 341
Wiesel AWC  Wiesel 1A4 · Ozelot
Radar SPAAG  Gepard · Gepard 1A2
Missile SPAA  FlaRakPz 1 · FlaRakRad