Difference between revisions of "BTR-152A"

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== Description ==
 
== Description ==
''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''
+
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
 +
[[File:GarageImage_BTR-152A.jpg|420px|thumb|left]]
 +
{{break}}
 +
The '''{{specs|name}}''' is a Rank {{specs|rank}} Soviet Self-Propelled Anti-Aircraft gun {{Battle-rating|1}}. It was introduced in [[Update 1.71 "New E.R.A"]]. As with any APC, it features light armour on a spacey vehicle, a good crew count, a decent gun and good mobility. Since there is no infantry to fight, the BTR is used as an AA in-game.
 +
 
 +
The BTR-152 is an APC (Armored Personnel Carrier) on a six-wheeled, open-topped truck chassis, meaning unlike the Soviet truck-mounted AA vehicles, it can survive low-caliber MG fire from ground vehicles. However, anything above 30 caliber doesn't have much trouble taking this vehicle down. It features a top-mounted twin [[KPVT]] gun mount with good traverse and elevation rate. Something to note is the presence of the two spare loaders in the back. Inexperienced players, or those who don't know the structure of the BTR-152A, tend to repeatedly shoot the cab of the truck, leaving these two crewmembers relatively unharmed.
 +
 
 +
'''Armour'''<br>
 +
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as MG fire, most indirect artillery shrapnel, low-caliber HE shells and even some medium-range HMG fire. These light plates have some chances not to detonate incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to '''just hit the gaz''' and avoid any incoming shots/artillery fire.
 +
 
 +
'''Mobility'''<br>
 +
Here is an interesting feature that can provide any wise commander with a few kills : BTR-152A's speed. This light APC can carry itself over road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of any ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZIS truck counterparts would ditch. This truck's center of mass is quite low, allowing it to turn at high speeds without rolling.
 +
 
 +
'''Firepower'''<br>
 +
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.
  
 
== 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 helpfull for survival in combat?''
+
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpfull for survival in combat?''
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''
+
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 +
'''Armour type:'''
 +
* Rolled homogeneous armour
 +
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 13 mm (34-64°) ''Grille'' <br> 13 mm (41°) ''Windshield'' <br> 6 mm (84°) ''Hood'' || 10 mm (0-22°) ''Main hull''<br> 6 mm (0-38°) ''Above wheels'' || 8 mm (0°) || N/A
 +
|-
 +
| Turret || 6 mm (15°) ''Magazine'' <br> 10 mm (0°) ''Gun rack'' || N/A || 6 mm (0°) || N/A
 +
|-
 +
|}
 +
'''Notes:'''
 +
* Wheels are 2 mm thick.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''
+
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
!colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
!colspan="1" | Add-on Armor<br>weight (tons)
 +
!colspan="1" | Max speed (km/h)
 +
|-
 +
|rowspan="2" | 8.6 || colspan="1" rowspan="2" | N/A || colspan="1" | 90 (AB)
 +
|-
 +
|83 (RB/SB)
 +
|-
 +
!colspan="3" | Engine power (horsepower)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|156
 +
|173
 +
|-
 +
|''Realistic/Simulator''
 +
|97
 +
|103
 +
|-
 +
!colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|18.13
 +
|20.12
 +
|-
 +
|''Realistic/Simulator''
 +
|11.28
 +
|11.98
 +
|-
 +
|}
  
 
== Armaments ==
 
== Armaments ==
=== 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 flexibilty of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <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 flexibilty of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <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|KPVT (14.5 mm)}}
  
=== Additional armament ===
+
{| class="wikitable" style="text-align:center"
''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''
+
|-
 +
! colspan="6" | [[KPVT (14.5 mm)|14.5 mm KPVT]]
 +
|-
 +
! colspan="2" rowspan="1" style="width:5em" |Capacity (Belt capacity each)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="2" | 1,200 (150) || 600 || -5°/+89° || ±180° || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 27.4 || 37.9 || __.__ || __.__ || __.__
 +
|-
 +
| ''Realistic'' || 27.4 || 32.2 || __.__ || __.__ || __.__
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 10.4 || __.__ || __.__ || __.__
 +
|-
 +
|}
  
=== Machine guns ===
+
=== Belt statistics ===
''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.''
+
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! data-sort-type="text" rowspan="2" | Ammunition
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 +
|-
 +
! style="width:4em"|10m
 +
! style="width:4em"|100m
 +
! style="width:4em"|500m
 +
! style="width:4em"|1000m
 +
! style="width:4em"|1500m
 +
! style="width:4em"|2000m
 +
|-
 +
| Universal || 31 || 27 || 22 || 17 || 15 || 13
 +
|-
 +
| API-T || 45 || 42 || 29 || 21 || 19 || 17
 +
|-
 +
| IAI || 27 || 26 || 19 || 16 || 14 || 12
 +
|}
 +
 
 +
===Belt types===
 +
{|class="wikitable"
 +
| '''Belts''' || '''Shell composition''' || '''Combat usage'''
 +
|-
 +
|align="left"|'''''Universal ''''' ||align="left"| AP-I, API-T, IAI ||align="left"| This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.
 +
|-
 +
|align="left"|'''''API-T''''' ||align="left"| API-T, AP-I(c), IAI||align="left"| Once unlocked, this is the best belt for dealing with both ground and air target. 1/3 of its bullets can rip trough some side armour (close range) at this BR. Another 1/3 of this belt is specifically purposed against planes. The last 1/3 is general-purpose API-T, ''okay'' but not ''good'' against both tanks and planes
 +
|-
 +
|align="left"|'''''IAI''''' ||align="left"| IAI, API-T ||align="left"| Specific belt for hunting planes 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.
 +
|}
 +
 
 +
=== [[Ammo racks|Ammo racks]] ===
 +
[[File:Ammoracks BTR-152A.jpg|right|thumbnail|x250px|Ammo racks of the BTR-152A.]]
 +
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! class="wikitable unsortable" |Full<br /> ammo
 +
! class="wikitable unsortable" |1st<br />  rack empty
 +
! class="wikitable unsortable" |2nd<br />  rack empty
 +
! class="wikitable unsortable" |Visual<br /> discrepancy
 +
|-
 +
|| '''1,200''' || 600&nbsp;''(+600)'' || 0&nbsp;''(+1,200)'' || style="text-align:left" | no
 +
|-
 +
|}
  
 
== Usage in the battles ==
 
== Usage in the 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 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 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).''-->
 +
As an AA Vehicle this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250lbs-1000lbs from the Allied aircraft or the 500 kgs from the Germans. If downtiered, it should do alright against most tanks as it has quite good pen, but if uptiered, you need to get on the sides or rear of most tanks.
 +
 
 +
Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.
 +
 
 +
This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.
 +
 
 +
'''Frontline AA'''<br>
 +
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).
 +
 
 +
'''Flanker'''<br>
 +
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking maneuvers and return to the safety of the team.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
 
 
'''Pros:'''
 
'''Pros:'''
*
+
* Good rate of fire (effective AA).
 
+
* All ammo loads contains AP shells with at least 25 mm of penetration.
 +
* Elevation of 89° and 360° rotating turret means no AA blind spot.
 +
* Small turret and high mounted guns makes hull-down position extremely effective.
 +
* Can fire a whole 10s before weapons jams due to heat.
 +
* Huge magazines, reloading is rare.
 +
* Huge ammo load means it is not likely to go dry.
 +
* Decent damage.
 +
* Can cross small trenches.
 +
* Fast turret traverse and elevation.
 +
* Small ammo racks.
 
'''Cons:'''
 
'''Cons:'''
*
+
* AP rounds loose a lot of penetration between 100 and 500 m.
 +
* Bad depression angle of -5°.
 +
* Relatively high vehicle.
 +
* Long reload time.
 +
* If firing continuously, can only fire half of its mag before having to unjam weapons.
 +
* Open-topped, fears strafing planes and artilery.
 +
* Vulnerable to HMG and autocannons.
  
 
== 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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''
+
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
  
 
== Media ==
 
== Media ==
Line 42: Line 209:
  
 
== Read also ==
 
== Read also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
* [https://warthunder.com/en/news/4901-development-btr-152a-ztpu-2-skeet-shooter-en [Devblog<nowiki>]</nowiki> BTR-152A (ZTPU-2): Skeet Shooter]
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
''ETC.''
 
  
 
== Sources ==
 
== Sources ==
Line 51: Line 215:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
 +
 +
{{USSR anti-aircraft vehicles}}

Revision as of 19:01, 7 December 2018

ussr_btr_152a.png
BTR-152A
AB RB SB
3.0 2.7 2.7
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

GarageImage BTR-152A.jpg


The KB ZIS BTR-152A is a Rank II Soviet Self-Propelled Anti-Aircraft gun with a battle rating of 3.0 (AB) and 2.7 (RB/SB). It was introduced in Update 1.71 "New E.R.A". As with any APC, it features light armour on a spacey vehicle, a good crew count, a decent gun and good mobility. Since there is no infantry to fight, the BTR is used as an AA in-game.

The BTR-152 is an APC (Armored Personnel Carrier) on a six-wheeled, open-topped truck chassis, meaning unlike the Soviet truck-mounted AA vehicles, it can survive low-caliber MG fire from ground vehicles. However, anything above 30 caliber doesn't have much trouble taking this vehicle down. It features a top-mounted twin KPVT gun mount with good traverse and elevation rate. Something to note is the presence of the two spare loaders in the back. Inexperienced players, or those who don't know the structure of the BTR-152A, tend to repeatedly shoot the cab of the truck, leaving these two crewmembers relatively unharmed.

Armour
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as MG fire, most indirect artillery shrapnel, low-caliber HE shells and even some medium-range HMG fire. These light plates have some chances not to detonate incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to just hit the gaz and avoid any incoming shots/artillery fire.

Mobility
Here is an interesting feature that can provide any wise commander with a few kills : BTR-152A's speed. This light APC can carry itself over road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of any ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZIS truck counterparts would ditch. This truck's center of mass is quite low, allowing it to turn at high speeds without rolling.

Firepower
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull 13 mm (34-64°) Grille
13 mm (41°) Windshield
6 mm (84°) Hood
10 mm (0-22°) Main hull
6 mm (0-38°) Above wheels
8 mm (0°) N/A
Turret 6 mm (15°) Magazine
10 mm (0°) Gun rack
N/A 6 mm (0°) N/A

Notes:

  • Wheels are 2 mm thick.

Mobility

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
8.6 N/A 90 (AB)
83 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 156 173
Realistic/Simulator 97 103
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 18.13 20.12
Realistic/Simulator 11.28 11.98

Armaments

Main article: KPVT (14.5 mm)
14.5 mm KPVT
Capacity (Belt capacity each) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
Stabilizer
1,200 (150) 600 -5°/+89° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 27.4 37.9 __.__ __.__ __.__
Realistic 27.4 32.2 __.__ __.__ __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
10.4 __.__ __.__ __.__

Belt statistics

Ammunition Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
Universal 31 27 22 17 15 13
API-T 45 42 29 21 19 17
IAI 27 26 19 16 14 12

Belt types

Belts Shell composition Combat usage
Universal AP-I, API-T, IAI This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.
API-T API-T, AP-I(c), IAI Once unlocked, this is the best belt for dealing with both ground and air target. 1/3 of its bullets can rip trough some side armour (close range) at this BR. Another 1/3 of this belt is specifically purposed against planes. The last 1/3 is general-purpose API-T, okay but not good against both tanks and planes
IAI IAI, API-T Specific belt for hunting planes 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.

Ammo racks

Ammo racks of the BTR-152A.
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
1,200 600 (+600) (+1,200) no

Usage in the battles

As an AA Vehicle this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250lbs-1000lbs from the Allied aircraft or the 500 kgs from the Germans. If downtiered, it should do alright against most tanks as it has quite good pen, but if uptiered, you need to get on the sides or rear of most tanks.

Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.

This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.

Frontline AA
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).

Flanker
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking maneuvers and return to the safety of the team.

Pros and cons

Pros:

  • Good rate of fire (effective AA).
  • All ammo loads contains AP shells with at least 25 mm of penetration.
  • Elevation of 89° and 360° rotating turret means no AA blind spot.
  • Small turret and high mounted guns makes hull-down position extremely effective.
  • Can fire a whole 10s before weapons jams due to heat.
  • Huge magazines, reloading is rare.
  • Huge ammo load means it is not likely to go dry.
  • Decent damage.
  • Can cross small trenches.
  • Fast turret traverse and elevation.
  • Small ammo racks.

Cons:

  • AP rounds loose a lot of penetration between 100 and 500 m.
  • Bad depression angle of -5°.
  • Relatively high vehicle.
  • Long reload time.
  • If firing continuously, can only fire half of its mag before having to unjam weapons.
  • Open-topped, fears strafing planes and artilery.
  • Vulnerable to HMG and autocannons.

History

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read also

Sources

Paste links to sources and external resources, such as:

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


USSR anti-aircraft vehicles
GAZ-AAA  GAZ-AAA (4M) · GAZ-AAA (DShK)
BTR-152  BTR-152A · BTR-152D
Wheeled/Half-tracked  GAZ-MM (72-K) · ZiS-12 (94-KM) · ZiS-43
Radar SPAAG  ZSU-23-4 · ZSU-37-2
SAM  ZSU-23-4M4 · Strela-10M2 · 2S6 · Pantsir-S1
Other  ZSU-23-4M2 · ZUT-37 · ZSU-37 · BTR-ZD · ZSU-57-2
Czechoslovakia  M53/59
North Vietnam  ▂Phòng không T-34