Difference between revisions of "MARS 15"

From War Thunder Wiki
Jump to: navigation, search
(Usage in battles: Added some stuff to the usage in battles.)
(Edits)
Line 12: Line 12:
 
{{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.'' -->
At first sight, the MARS 15 might look like it lacks any real armour, thanks to its pitiful 11 mm top glacis. However, these 11 millimeters are quite adequate at stopping rounds from autocannons and lower calibre rounds, thanks to the top glacis steep angle of 80°. This is overall boosted by the internal plate that separates the crew compartment and the front of the tank. As an added protection, the transmission, engine block and the radiator are placed in front of the tank, which might help with stopping HEAT rounds.
 
  
However, all of this added protection won't help the tank survive an APFSDS round as most of the time it will have no problems penetrating the front of the tank and due to the crew placement and because only 3 members are inside of the vehicle, most APFSDS rounds will destroy the tank with a single hit. A major weak spot is the left part of the driver's optics. A shot trough these optics will result in the incapacitation of the driver and most of the time either the gunner or the loader. If the user survives a shot like this, another problem would be the 4 rounds that are kept in storage within the tank turret, however the user can bypass this issue by loading only 16 rounds. This way, only the back of the turret will have rounds stored inside, boosting the chance of survival by a tiny amount.  
+
At first sight, the MARS 15 might look like it lacks any real armour, with its pitiful 11 mm thick top glacis armour. However, these 11 mm are quite adequate at stopping rounds from autocannons and small-calibre rounds, thanks to the glacis' steep angle of 80°. This is overall boosted by the internal plate that separates the crew compartment and the front of the tank. As an added protection, the transmission, engine block and the radiator are placed in front of the tank, which help with stopping HEAT rounds.
  
As mentioned above, holding more than 16 rounds might be a problem for some. But due to the overall low survivability of the tank itself, taking 20 rounds might be an optimal way to play. Take note however, that taking more than 20 rounds will result in the rounds being placed on the racks on both sides of the tank, which might make the user very susceptible to side shots.
+
However, all of this added protection won't help the tank survive an APFSDS round as most of the time it will have no problems penetrating the front of the tank and due to the crew placement and because only 3 crew members are inside of the vehicle, most APFSDS rounds will destroy the tank with a single hit. A major weak spot is the left part of the driver's optics. A shot trough these optics will result in the incapacitation of the driver and most of the time either the gunner or the loader. If the user survives a shot like this, another problem would be the 4-round rack in the tank turret, however the user can bypass this issue by loading only 16 rounds. This way, only the back of the turret will have rounds stored inside, boosting slightly the chance of survival.  
  
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
+
As mentioned above, holding more than 16 rounds might be a problem for some. But due to the overall low survivability of the tank itself, taking 20 rounds might be an optimal way to play. Taking more than 20 rounds will result in the rounds being placed on the racks on both sides of the tank, which might make the user very susceptible to side shots.
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
* Cast homogeneous armour (Turret, Transmission area) -->
 
  
 +
While you might stop a HEAT-FS that has been flung your way, or you might shrug some 20 mm auto cannon rounds, aircraft will be the bane of your existence. Due to the thin roof, pretty much any aircraft can quickly wipe you out by just using its guns. Sadly, the only reliable protection is to try to find some cover, either indoors or hide behind a sufficiently high object. If none of these options are available, the only option left is to pray that your team has an AA or a friendly jet roaming around that just might save you.
 +
 +
'''Armour type:'''
 
* Rolled homogeneous armour (Hull, Turret, Internal plate)
 
* Rolled homogeneous armour (Hull, Turret, Internal plate)
  
Line 28: Line 28:
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || 11 mm (80°) ''Top Glacis''  
+
| Hull || 11 mm (80°) ''Top Glacis'' <br> 15 mm (40°) ''Bottom Glacis'' || 5 mm (20°) ''Top'' <br> 10 mm  ''Bottom'' || 10 mm (10°) || 8-11 mm (80-90°)
15 mm (40°) ''Bottom Glacis''  
 
| 5 mm (20°) ''Top'' <br>10 mm  ''Bottom'' || 10 mm (10°) || 8 - 11 mm (90° - 80°)
 
 
|-
 
|-
| Turret || 10 - 15 mm ''Turret front'' <br>10 mm ''Gun mantlet'' || 8 - 12 mm (- 30°) || 8 - 10 mm || 10 - 12 mm
+
| Turret || 10-15 mm ''Turret front'' <br> 10 mm ''Gun mantlet'' || 8-12 mm (0-30°) || 8-10 mm || 10-12 mm
 
|-
 
|-
| Cupola || 10 mm (- 90°) || 10 mm (12° - 75°) || 10 mm (61°) || 10 mm (58° - 85°)
+
| Cupola || 10 mm (5-90°) || 10 mm (12-75°) || 10 mm (61°) || 10 mm (58-85°)
 
|-
 
|-
 
|}
 
|}
 +
'''Notes:'''
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
+
* The torsion bars, suspension wheels and the tracks are 15 mm thick.
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
+
* The internal plate protecting the crew compartment is 10 mm thick.
 
 
* The torsion bars, suspension wheels and the tracks are 15 mm thick
 
* Internal plate protecting the crew compartment is 10 mm thick
 
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
The MARS 15 is a very mobile and nimble tank, with a pretty small profile. The user should expect around 48 km/h on off-road terrain and roughly -24 km/h reverse speed. It takes roughly 13 seconds for the tank to fully do a 360° rotation with neutral steering, however if the user gets some speed before turning, it will do the 360° rotation roughly 50% faster. It is powered by a Baudouin GF12SRY diesel engine, with the power of 420 hp for roughly 75 km/h max speed.
+
{{tankMobility}}
  
{{tankMobility}}
+
The MARS 15 is a very mobile and nimble tank, with a pretty small profile. The user should expect around 48 km/h on off-road terrain and roughly -24 km/h reverse speed. It takes roughly 13 seconds for the tank to fully do a 360° rotation with neutral steering, however if the user gets some speed before turning, it will do the 360° rotation roughly 50% faster. It is powered by a Baudouin GF12SRY diesel engine, with the power of 420 hp for a top speed of roughly 75 km/h.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 90: Line 86:
 
| OCC 90 F2 || HEATFS || 320 || 320 || 320 || 320 || 320 || 320
 
| OCC 90 F2 || HEATFS || 320 || 320 || 320 || 320 || 320 || 320
 
|-
 
|-
| OE 90 F1 || HE || 13 || 13 ||13
+
| OE 90 F1 || HE || 13 || 13 || 13 || 13 || 13 || 13
|13
 
|13
 
|13
 
 
|-
 
|-
| OFL 90 F1 || APFSDS || 271 ||267||253||235||218||201
+
| OFL 90 F1 || APFSDS || 271 || 267 || 253 || 235 || 218 || 201
 
|-
 
|-
 
|}
 
|}
Line 112: Line 105:
 
! 0% !! 50% !! 100%
 
! 0% !! 50% !! 100%
 
|-
 
|-
| OCC 90 F2 || HEATFS ||950||8.95|| 0.05 || 0.1 ||877.7|| 65° || 72° || 77°
+
| OCC 90 F2 || HEATFS || 950 || 8.95 || 0.05 || 0.1 || 877.7 || 65° || 72° || 77°
 
|-
 
|-
| OE 90 F1 || HE ||750|| 10.45 || N/A || 0.1 || 945 || 79° || 80° || 81°
+
| OE 90 F1 || HE || 750 || 10.45 || 0 || 0.1 || 945 || 79° || 80° || 81°
 
|-
 
|-
| OFL 90 F1 || APFSDS ||1275|| 2.33 || N/A || N/A || N/A || 78° || 80° || 81°
+
| OFL 90 F1 || APFSDS || 1,275 || 2.33 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
|-
 
|}
 
|}
Line 130: Line 123:
 
! Explosive Mass<br>(TNT equivalent) (g)
 
! Explosive Mass<br>(TNT equivalent) (g)
 
|-
 
|-
| OFUM 90 F1 ||750|| 10.2 || 13 || 5 || 20 || 50
+
| OFUM 90 F1 || 750 || 10.2 || 13 || 5 || 20 || 50
 
|-
 
|-
 
|}
 
|}
Line 148: Line 141:
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''30''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || No
+
| '''30''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
 
|-
 
|-
 
|}
 
|}
Line 164: Line 157:
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Pintle
+
| Pintle || 2,000 (100) || 900 || -8°/+18° || 180°
| 2,000 (100) || 900 shots/min || -8°/+18° || 180°
 
 
|-
 
|-
 
|}
 
|}
Line 171: Line 163:
 
== 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).'' -->
=== Weaponry ===
 
The MARS 15 is effective as a scout vehicle. Because of the good mobility and low profile, it is easy to flank the enemy and scout them for your team. Engaging in brawls is not recommended as the mediocre armour won't provide adequate protection against other vehicles that the MARS will face. Focusing on flanking the enemy and/or engaging the enemy from vantage points from the sides is an adequate way of playing the MARS. If for some reason the user finds themselves in a tough spot, the MARS can have 4 smoke grenades equipped that can provide a reliable way of escaping danger and repositioning.
 
  
Although the user has access to an APFSDS round, using it is rather questionable and situational. The power of it is rather average at best, but on the flipside, it provides quite a boost to the round velocity. A good tactic is to take both HEAT-FS and APFSDS if the user plans on sniping but also flanking. The APFSDS should be used at longer ranges where the target might be moving too fast for the HEAT-FS to be reliable, or incase environmental objects such as bushes are in-front of the user as hitting these with HEAT rounds will most likely detonate them, giving away the user's position.
+
The MARS 15 is effective as a scout vehicle. Because of the good mobility and low profile, it is easy to flank the enemy and scout them for your team. Engaging in brawls is not recommended as the mediocre armour won't provide adequate protection against other vehicles the MARS will face. Focusing on flanking the enemy and/or engaging the enemy from vantage points from the sides is an adequate way of playing the MARS. If for some reason the user finds themselves in a tough spot, the MARS has 4 smoke grenades that can provide a reliable way of escaping danger and repositioning.
  
If the user prefers to snipe crew members or the enemy tank's ammo racks, the APFSDS is good enough to fulfill that role, but spare HEAT-FS should always be carried incase the user needs some extra penetration power.  
+
Although the user has access to an APFSDS round, using it is rather questionable and situational. The power of it is rather average at best, but on the flipside, it provides quite a boost to the round velocity. A good tactic is to take both HEAT-FS and APFSDS if the user plans on sniping but also flanking. The APFSDS should be used at longer ranges where the target might be moving too fast for the HEAT-FS to be reliable, or in case environmental objects such as bushes are in front of the user as hitting these with HEAT rounds will most likely detonate them, giving away the user's position.
  
=== Protection ===
+
If the user prefers to snipe crew members or the enemy tank's ammo racks, the APFSDS is good enough to fulfill that role, but spare HEAT-FS rounds should always be carried incase the user needs some extra penetration power.
The protection of the MARS 15 is rather lackluster. The added protection in the front of the vehicle means that it can absorb fire from auto cannons and HEAT munitions with relative ease, albeit the user will lose their transmission and their engine if struck. Because of this, the user should always scout around the environment incase of any danger as a single round might just knock out the tank out of commission.
 
 
 
Another major weak spot is the driver's optics. If they are struck on their very most left side, they'll knock out the driver, together with either the gunner or the loader. And if that wasn't enough, if the user is carrying more than 16 rounds, it might just struck one of the 4 rounds that get placed within the tank turret. For this reason, taking more than 16 rounds is highly not recommended. Taking more than 20 is even worse as it the spare rounds will start to fill the side racks of the tank, effectively losing any small chance of survivability it might have had.
 
 
 
While you might stop a HEAT-FS that has been flung your way, or you might shrug some 20 mm auto cannon rounds, aircraft will be the bane of your existence. Due to the thin roof, pretty much any aircraft can quickly wipe you out by just using its guns. Sadly, the only reliable protection is to try to find some cover, either indoors or hide behind a sufficiently high object. If none of these options are available, the only option left is to pray that your team has an AA or a friendly jet roaming around that just might save you.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 199: Line 184:
 
* Very light protection  
 
* Very light protection  
 
* No night vision devices
 
* No night vision devices
* Because of the OFL 90 F1 rather weak penetration power and below average spalling, one hit kills are unreliable
+
* Because of the OFL 90 F1, rather weak penetration power and below average spalling, one-hit kills are unreliable
  
 
== History ==
 
== History ==
Line 221: Line 206:
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''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;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
Line 230: Line 214:
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
* [http://www.military-today.com/tanks/mars_15.htm <nowiki>[military-today.com] MARS 15</nowiki>]
+
* [http://www.military-today.com/tanks/mars_15.htm <nowiki>[Military Today] MARS 15</nowiki>]
  
 
{{France light tanks}}
 
{{France light tanks}}

Revision as of 21:41, 12 March 2021

fr_mars_15.png
GarageImage MARS 15.jpg
MARS 15
AB RB SB
8.3 8.3 8.3
Class:
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game

Description

The MARS 15 is a rank VI French light tank with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update "Ixwa Strike".

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull15 / 10 / 10
Turret12 / 10 / 10
Crew3 people
Visibility88 %

At first sight, the MARS 15 might look like it lacks any real armour, with its pitiful 11 mm thick top glacis armour. However, these 11 mm are quite adequate at stopping rounds from autocannons and small-calibre rounds, thanks to the glacis' steep angle of 80°. This is overall boosted by the internal plate that separates the crew compartment and the front of the tank. As an added protection, the transmission, engine block and the radiator are placed in front of the tank, which help with stopping HEAT rounds.

However, all of this added protection won't help the tank survive an APFSDS round as most of the time it will have no problems penetrating the front of the tank and due to the crew placement and because only 3 crew members are inside of the vehicle, most APFSDS rounds will destroy the tank with a single hit. A major weak spot is the left part of the driver's optics. A shot trough these optics will result in the incapacitation of the driver and most of the time either the gunner or the loader. If the user survives a shot like this, another problem would be the 4-round rack in the tank turret, however the user can bypass this issue by loading only 16 rounds. This way, only the back of the turret will have rounds stored inside, boosting slightly the chance of survival.

As mentioned above, holding more than 16 rounds might be a problem for some. But due to the overall low survivability of the tank itself, taking 20 rounds might be an optimal way to play. Taking more than 20 rounds will result in the rounds being placed on the racks on both sides of the tank, which might make the user very susceptible to side shots.

While you might stop a HEAT-FS that has been flung your way, or you might shrug some 20 mm auto cannon rounds, aircraft will be the bane of your existence. Due to the thin roof, pretty much any aircraft can quickly wipe you out by just using its guns. Sadly, the only reliable protection is to try to find some cover, either indoors or hide behind a sufficiently high object. If none of these options are available, the only option left is to pray that your team has an AA or a friendly jet roaming around that just might save you.

Armour type:

  • Rolled homogeneous armour (Hull, Turret, Internal plate)
Armour Front (Slope angle) Sides Rear Roof
Hull 11 mm (80°) Top Glacis
15 mm (40°) Bottom Glacis
5 mm (20°) Top
10 mm Bottom
10 mm (10°) 8-11 mm (80-90°)
Turret 10-15 mm Turret front
10 mm Gun mantlet
8-12 mm (0-30°) 8-10 mm 10-12 mm
Cupola 10 mm (5-90°) 10 mm (12-75°) 10 mm (61°) 10 mm (58-85°)

Notes:

  • The torsion bars, suspension wheels and the tracks are 15 mm thick.
  • The internal plate protecting the crew compartment is 10 mm thick.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB84 / 84 km/h
RB and SB76 / 76 km/h
Number of gears6 forward
6 back
Weight16.0 t
Engine power
AB763 hp
RB and SB400 hp
Power-to-weight ratio
AB47.7 hp/t
RB and SB25.0 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 84 84 16 _,___ 763 __.__ 47.69
Realistic 76 76 _,___ 400 __.__ 25

The MARS 15 is a very mobile and nimble tank, with a pretty small profile. The user should expect around 48 km/h on off-road terrain and roughly -24 km/h reverse speed. It takes roughly 13 seconds for the tank to fully do a 360° rotation with neutral steering, however if the user gets some speed before turning, it will do the 360° rotation roughly 50% faster. It is powered by a Baudouin GF12SRY diesel engine, with the power of 420 hp for a top speed of roughly 75 km/h.

Modifications and economy

Repair costBasic → Reference
AB3 221 → 4 944 Sl icon.png
RB3 650 → 5 602 Sl icon.png
SB4 456 → 6 839 Sl icon.png
Total cost of modifications112 000 Rp icon.png
189 400 Sl icon.png
Talisman cost2 300 Ge icon.png
Crew training110 000 Sl icon.png
Experts380 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces830 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 160 / 200 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
230 Ge icon.png
Mods new tank break.png
Brake System
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
230 Ge icon.png
Mods new tank filter.png
Filters
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
6 500 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods new tank engine.png
Engine
Research:
6 500 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
1 800 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 600 Rp icon.png
Cost:
8 600 Sl icon.png
230 Ge icon.png
Mods tank reinforcement fr.png
Crew Replenishment
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
6 500 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods tank ammo.png
90mm_CN90_Smoke_ammo_pack
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
230 Ge icon.png
Mods airstrike.png
Airstrike
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
230 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods scouting.png
Improved optics
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods tank ammo.png
90mm_CN90_APDS_FS_ammo_pack
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
250 Ge icon.png
Mods art support.png
Artillery Support
Research:
6 500 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
6 500 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
6 500 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder

Main armament

Ammunition30 rounds
First-order10 rounds
Reloadbasic crew → aces
6.5 → 5.0 s
Vertical guidance-8° / 15°
Main article: CN90 F4 (90 mm)

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.

90 mm CN90 F4 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 30 -8°/+18° ±180° N/A __._ __._ __._ __._ __._ _.__ _.__ _.__ _.__
Realistic __._ __._ __._ __._ __._

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
OCC 90 F2 HEATFS 320 320 320 320 320 320
OE 90 F1 HE 13 13 13 13 13 13
OFL 90 F1 APFSDS 271 267 253 235 218 201
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
OCC 90 F2 HEATFS 950 8.95 0.05 0.1 877.7 65° 72° 77°
OE 90 F1 HE 750 10.45 0 0.1 945 79° 80° 81°
OFL 90 F1 APFSDS 1,275 2.33 N/A N/A N/A 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
OFUM 90 F1 750 10.2 13 5 20 50

Ammo racks

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

Machine guns

Ammunition2 000 rounds
Belt capacity100 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Main article: A-A-F1N (7.62 mm)

The A-A-F1N is largely ineffective at taking out any armored target and its only real use comes to play against vehicles with exposed crew members. Thanks to the large fire rate, one can dispatch such tank with relative easy. It can also be used to "ping" enemy targets for your teammates or to destroy environmental objects such as fences.

7.62 mm A-A-F1N
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,000 (100) 900 -8°/+18° 180°

Usage in battles

The MARS 15 is effective as a scout vehicle. Because of the good mobility and low profile, it is easy to flank the enemy and scout them for your team. Engaging in brawls is not recommended as the mediocre armour won't provide adequate protection against other vehicles the MARS will face. Focusing on flanking the enemy and/or engaging the enemy from vantage points from the sides is an adequate way of playing the MARS. If for some reason the user finds themselves in a tough spot, the MARS has 4 smoke grenades that can provide a reliable way of escaping danger and repositioning.

Although the user has access to an APFSDS round, using it is rather questionable and situational. The power of it is rather average at best, but on the flipside, it provides quite a boost to the round velocity. A good tactic is to take both HEAT-FS and APFSDS if the user plans on sniping but also flanking. The APFSDS should be used at longer ranges where the target might be moving too fast for the HEAT-FS to be reliable, or in case environmental objects such as bushes are in front of the user as hitting these with HEAT rounds will most likely detonate them, giving away the user's position.

If the user prefers to snipe crew members or the enemy tank's ammo racks, the APFSDS is good enough to fulfill that role, but spare HEAT-FS rounds should always be carried incase the user needs some extra penetration power.

Pros and cons

Pros:

  • Low profile
  • Good mobility
  • Access to a laser rangefinder

Cons:

  • No gun stabilization
  • Very light protection
  • No night vision devices
  • Because of the OFL 90 F1, rather weak penetration power and below average spalling, one-hit kills are unreliable

History

Devblog

In the early 1980s, the French Creusot-Loire Industrie company began work on developing a new family of tracked combat vehicles which share a common chassis. Initiating work under a private venture, Creusot-Loire Industrie aimed to produce the vehicles for customers on the export market who already used the widely used AMX-13 light tank.

Full-scale development only began in 1988 and several variants of the vehicle were developed, ranging from light tank modifications over APCs and IFVs to SPAAs and SPHs as well as a number of other variants. However, many of these planned variants never passed the drawing board stage. Of the few that did, the light tank modification stood out as it aimed to build upon the popular characteristics of the AMX-13 and expand upon them by incorporating modern technologies.

This light tank modification featured a small and extremely nimble chassis while being armed with a 90 mm cannon and promising low maintenance efforts. The first and only prototype of this variant was shown off in 1990, along with the IFV modification. After its reveal, the vehicle received the designation MARS 15. 

In 1991, another prototype armed with a 105 mm cannon was shown off which would also become the last of the series. In fact, the expected response from potential foreign customers never materialized as the end of the Cold War in the early 1990s diminished the demand for new tanks while simultaneously surplus MBTs were being taken out of storage and sold. As a result of this development, the MARS vehicles never left the prototype stage and were ultimately abandoned.

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


France light tanks
AMC.34/35  AMC.34 YR · AMC.35 (ACG.1)
H.35/39  H.35 · H.39 · H.39 "Cambronne"
AMX-13  AMX-13 (FL11) · AMX-13-M24 · AMX-13 · AMX-13 (SS.11) · AMX-13-90 · AMX-13 (HOT)
Wheeled  AML-90 · AMX-10RC · Vextra 105
AMD.35  AMD.35 · AMD.35 (SA35)
E.B.R.  E.B.R. (1951) · E.B.R. (1954) · E.B.R. (1963)
Other  FCM.36 · R.35 (SA38) · Char 25t · MARS 15 · VBCI-2 (MCT30)
Austria  SK-105A2
Great Britain  ▄Crusader Mk.II
Netherlands  CV 9035NL
USA  LVT-4/40 · ▄M3A3 Stuart