Difference between revisions of "Khrizantema-S"

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== 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 If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: 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 If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: 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 If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: 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).''
+
 
 +
=== [[wt:en/news/6718-development-9p157-2-khrizantema-why-not-both-en|Devblog]] ===
 +
In the eighties, the KB Mashinostroyeniya in Kolomna began work on an all-weather anti-tank missile system capable of efficiently detecting and destroying ground armoured vehicles, helicopters and other units at any time of day and any visibility level.
 +
 
 +
The system was chosen to be mounted on the BMP-3 chassis – a highly mobile, all-terrain platform that could even navigate water. That is how the 9P157-2 Khrizantema came to be it became a unique unit capable of simultaneously following targets on two separate channels – on its radar system and through visual contact.
 +
 
 +
Moreover, the abovementioned radar can detect and take aim at targets at any time of day and visibility level (be it night, smoke or sandstorm).
 +
 
 +
The system’s missiles are capable of penetrating tank ERA along with over another 1,000 mm of armour beneath it. The Khrizantema was put into service by the Russian army in 2004 and has since undergone modernisation several times. The missile system has also been exported abroad and deployed by other countries.
  
 
== Media ==
 
== Media ==

Revision as of 17:14, 24 January 2021

Introducing Wiki 3.0
Khrizantema-S
ussr_9p157.png
GarageImage Khrizantema-S.jpg
Khrizantema-S
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png

Description

The 9P157-2 Khrizantema-S is a rank VII Soviet tank destroyer with a battle rating of 9.7 (AB/RB/SB). It was introduced in Update "Starfighters".

General info

Survivability and armour

ESS
Creation of a smoke screen in the direction of movement of the vehicle
Self-entrenching equipment
Creation of ramparts and trenches in soft ground
Armourfront / side / back
Hull60 / 43 / 43
Turret0 / 0 / 0
Crew2 people
Visibility71 %

The Khrizantema-S is very lightly armoured and only have 2 crewmembers, so it will barely survive any attack stronger than 7.62 mm MG to the hull. It, however, has some RHA plates on front, which are also angled closer towards 80°, making it capable of deflecting heavy machine gun fire and, at times, autocannon fire, or even non-apfsds shells.

Due to armour thickness, almost any big shell at its rank will hull break it on direct hit to the hull, unless slowed down by some internal module. The tank is also very unlikely to survive hellfire missiles or rocket rain.

Due to this, it requires hulldown or hills just to be able to fight, and it should avoid direct fights and artillery fire at all costs. To retreat from battle or to exploit it's weapon system it can also use ESS, creating smoke wall behind and around itself.

The weakness of armour is further prolonged by fact, that even in hulldown its launcher and radar are still exposed and can be hit with HE, HESH or HEAT, and, unlike with the most of other hulldown ATGM tanks, HEAT can be landed on top of it in such a way, that it will destroy Khrizantema-S via hullbreak, allowing other ATGM tanks to defeat it, if their reaction and aim is better. It is worth noting that kinetic shells do not hull break tank on radar hit, and it automatically hides itself when being damaged, to increase chances of survival against unexperienced opponents.

When Khrizantema-S is travelling faster than 5 km/h, both its launcher and radar are hidden away, which reduces probability of being hit on move, at a cost of time spent to get launchers out and being unable to quickly fire them out when it matters, which may result in a loss against light tanks.

Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB77 / 23 km/h
RB and SB71 / 21 km/h
Number of gears8 forward
4 back
Weight18.0 t
Engine power
AB954 hp
RB and SB500 hp
Power-to-weight ratio
AB53.0 hp/t
RB and SB27.8 hp/t

The Khrizantema-S's acceleration and mobility is somewhat closer to track-using light tanks due to it's low weight, but it has rather limited maximum speed, when compared to top rank VI or VII vehicles. In RB, it's offroad forward speed is generally around 45 km/h. It's reverse speed is also limited, but will allow it to back out of a fight with about 15 km/h on demand.

The Khrizantema-S's climbing ability is mediocre, but it should be able to climb any hills when spaded.

The Khrizantema-S can swim with greatly reduced movement speed.

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 23 18 _,___ 954 __.__ 53
Realistic 71 21 _,___ 500 __.__ 27.78

Modifications and economy

Repair costBasic → Reference
AB4 415 → 6 362 Sl icon.png
RB4 899 → 7 059 Sl icon.png
SB6 253 → 9 010 Sl icon.png
Total cost of modifications208 400 Rp icon.png
352 000 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:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods new tank break.png
Brake System
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods new tank filter.png
Filters
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods new tank engine.png
Engine
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 500 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 900 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods tank ammo.png
152mm_9M123F_ATGM_ammo_pack
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods dozer blade.png
Dozer Blade
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods thermal sight.png
NVD
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 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

9M123 ATGM
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition16 rounds
First-order13 rounds
Belt capacity2 rounds
Reload15.0 s
Fire rate60 shots/min
Vertical guidance-5° / 15°
Horizontal guidance-85° / 85°
Fire on the moveup to 5 km/h

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: {{main|Name of the weapon}}. 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 article: 9M123

The Khrizantema-S has an ATGM handle similarly to Shturm-S. It reloads two of the missile launchers at once, and only reloads them after both were used. Since it's completely automated, it will always take tank 15 seconds to reload.

Sniper optics and laser pointer are located on the very front-right of the hull, separately from the launchers. It must see tank's target for semi-automatic aim (mouse aim) to work.

Handle can aim in about 160 degree sector in front of the tank, but has problems with pointing down and too high up, which makes sniper aim to be more useful in some kind of open, flat territory, where tank can fire at targets directly. If it must be used in some kind of cluttered street, it's best to approach targets carefully while being mindful of the fact, that launcher is located behind sniper scope and not just above it, to avoid misfiring and hitting tank's own cover.

Similar issues follow radar aim as well, due to radar's limited vertical traverse, but it can guide missiles at angles far beyond capability of laser pointer.

Msg-important.png Missiles can be slaved to radar, therefore first missile launched while radar is locked on will fly straight for it and ignore user's input. It will do so even if Khrizantema-S hull is furiously shaking while swimming and manual shot seems impossible to make.

Missiles themselves seem to have high level of horizontal mobility, but significantly lower vertical mobility - they can take sharp turns into sides, but they will refuse to drop down at the last moment, so it is better to keep then on level with intended target, unless they are guided by radar, in which case you have no control over them and they generally go for the turret neck or the centre of the target. They will likely catch any slow flying helicopter, that does not immediately perform a drop straight down to the ground (which is very bad for RB helicopters and may result in unintended crash by itself).

Missiles can fly up to 6 km away before running out of fuel. It makes them useful against both ground and air, but it may fail to reach overly cautious rank VII helicopters, due to them being able to fire from 8 km away.

9M123 is an extremely powerful tandem missile, which can potentially penetrate any NERA currently in the game on direct hit and will definitely penetrate any ERA due to it's power alone and tandem technology used to specifically breach ERA.

9M123F is the same carrier missile, but it is loaded with HE instead. HE missiles have less shrapnelling range than HE shells seen in conventional tanks and are generally used to harass other light vehicles, which sometimes cannot be simply destroyed with HEAT payload.

9M123 missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 16 -5°/+15° ±85° N/A __.__ __.__ __.__ __.__ __.__ _.__ _.__ _.__ _.__
Realistic 14.9 __.__ __.__ __.__ __.__

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
9M123 ATGM (tandem) 1,200 1,200 1,200 1,200 1,200 1,200
9M123F ATGM-HE 61 61 61 61 61 61
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
9M123 ATGM (tandem) 550 46.0 0.2 0.01 6,160 80° 82° 90°
9M123F ATGM-HE ___ _.__ __ _._ ___ __° __° __°

Ammo racks

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

Optics and night vision

Khrizantema-S Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution
Notes
Resolution Light Mult Noise Level
Gunner's Sight  ? N/A N/A N/A 800X600? Only useable with tier 4 upgrade
Commander's View X6 N/A N/A N/A 800X600? Only useable with tier 4 upgrade
Driver's View X1 / 3PV 800X600?  ? High Not fitted Only useable with tier 4 upgrade

Radars

Msg-important.png Khrizantema-S radar can not only lock onto aerial targets but also search for and lock onto ground targets, and it can also lock onto targets behind smoke and trees, even if user cannot see them. Keep both of these facts in mind, when using it

The Khrizantema-S is equipped with a single search and tracking radar, mounted to the left of missile launchers. The radar system is incapable of scanning while tracking, and generally can only lock on targets within a 20° arc from the front of itself.

Radar is usually following targeting reticle and only scans in chosen direction, however, once locked, it can automatically turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as it didn't go behind Khrizantema-S.

Vertically radar also has rather limited angles at which it can lock and track, but exact angles are difficult to measure. It also seems to rely more on hull position, rather than aiming reticle, when aiming at the sky. For that reason, it is better not to rely on search mode whatsoever and try to lock onto targets manually (by pressing lock-on button in sniper mode while aiming at the target) to see if tank needs to be moved, or it's just radar being picky.

Sometimes it also can lock on and track hostile tank at very long ranges, while aiming at them almost through the ground, allowing missiles to be launched over hills with minimal tank exposure and giving the Khrizantema-S an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km.

It is also possible to check if enemy tank is dead or alive by locking onto it. Dead tanks generally do not pose any interest for the radar. (Probably unintended feature)

Radar is hidden within vehicle whenever it is powered down, seriously damaged, or when tank is travelling. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose.

 ??? - Target Detection Radar
Maximum
Detection
Range
Minimum
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
Minimum
relative speed
8000? m N/A? ±20°? +40°? / -20°? N/A
 ??? - Target Tracking Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
target speed
8000? m N/A? ±85°  ?°/?° N/A

Usage in battles

Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).

Pros and cons

Pros:

  • Destructive ATGM with an astounding 1200 mm penetration
  • Radar can also lock onto tanks, through smokes, trees, etc.
  • Technically can fire and guide both missiles at once, one via radar, one via laser, an effect hard to replicate with any other tank short of BMP-2M
  • Can swim and snipe in water, rare for amphibious tanks
  • Radar guided missiles can shut down any slow helicopter on their own if operator can keep the lock
  • Has thermal optics for commander and gunner
  • Great mobility and acceleration
  • Heavily sloped frontal armour

Cons

  • Armour easily penetrated by any gun
  • Launcher & radar is easy to get hit when hull down
  • 9M123 ATGM is inferior to ADATS and SAM, making it inferior in duels
  • Launcher can be hard to aim manually

History

Devblog

In the eighties, the KB Mashinostroyeniya in Kolomna began work on an all-weather anti-tank missile system capable of efficiently detecting and destroying ground armoured vehicles, helicopters and other units at any time of day and any visibility level.

The system was chosen to be mounted on the BMP-3 chassis – a highly mobile, all-terrain platform that could even navigate water. That is how the 9P157-2 Khrizantema came to be – it became a unique unit capable of simultaneously following targets on two separate channels – on its radar system and through visual contact.

Moreover, the abovementioned radar can detect and take aim at targets at any time of day and visibility level (be it night, smoke or sandstorm).

The system’s missiles are capable of penetrating tank ERA along with over another 1,000 mm of armour beneath it. The Khrizantema was put into service by the Russian army in 2004 and has since undergone modernisation several times. The missile system has also been exported abroad and deployed by other countries.

Media

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

See also

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

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

External links


USSR tank destroyers
SU-76M  SU-76M · SU-76M (5th Gv.Kav.Corps) · SU-85A
SU-57B  SU-57B · SU-76D
T-34 Derivatives  SU-122 · SU-85 · SU-85M · SU-100 · SU-122P
Heavy Tank Derivatives  SU-100Y · ISU-122 · ISU-122S · SU-152 · ISU-152 · Object 268
SU-100P and Derivatives  SU-100P · Object 120
Wheeled  YaG-10 (29-K)
Airborne  ASU-57 · ASU-85
Rocket  BM-8-24 · BM-13N · BM-31-12
ATGM  IT-1 · Shturm-S · Object 775 · Khrizantema-S
Artillery  2S1 · 2S3M
Other  SU-5-1 · ZiS-30 · SU-122-54
USA  SU-57