Difference between revisions of "Khrizantema-S"
bangerland (talk | contribs) (i assume it was nerfed a few times, but even from a test drive i can say it's still stronger than whatever i used before. Unfortunately i need to actually aquire it first to get radar and missile angles, as test drive map is unfit for AB ATGM testing.) |
Colok76286 (talk | contribs) (Edits) |
||
Line 68: | Line 68: | ||
Both missiles can be controlled at the same time, either both by laser, or the first by radar and then the second by laser. | Both missiles can be controlled at the same time, either both by laser, or the first by radar and then the second by laser. | ||
− | {{Notice|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 {{PAGENAME}} hull is furiously shaking while swimming and manual shot seems impossible to make. If you let the first missile reach | + | {{Notice|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 the {{PAGENAME}}'s hull is furiously shaking while swimming and manual shot seems impossible to make. If you let the first missile reach its target before firing again, the next missile will also be guided by a radar.|!}} |
− | 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. Radar has far better control over how missiles move, but it is still ill | + | 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. Radar has far better control over how missiles move, but it is still ill-advised to launch them way too high, as they will just slam into the ground. They, however, 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. | 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. |
Revision as of 19:59, 15 August 2021
Contents
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
The Khrizantema-S is very lightly armoured and only have 2 crew members, 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 large-calibre HE shell at its rank will knock out by overpressure the vehicle even wit an indirect hit. The tank is also very unlikely to survive hellfire missiles or rocket salvo.
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 its weapon system it can also use ESS, creating a 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. Like with the most of other hulldown ATGM tanks, HE shells can be landed on top of it in such a way that it will destroy Khrizantema-S via overpressure, allowing other ATGM tanks to defeat it, if their reaction and aim is better.
Armour type:
- Alloy ABT-102 (hull)
- High hardness rolled armour (appliqué armour)
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:
- Suspension wheels are 15 mm thick and tracks are 20 mm thick.
- Belly armour is 10 mm thick.
Mobility
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 | 710 | 954 | 39.44 | 53 |
Realistic | 71 | 21 | 442 | 500 | 24.56 | 27.78 |
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.
Modifications and economy
Armaments
Main armament
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.
Both missiles can be controlled at the same time, either both by laser, or the first by radar and then the second by laser.
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 the Khrizantema-S's hull is furiously shaking while swimming and manual shot seems impossible to make. If you let the first missile reach its target before firing again, the next missile will also be guided by a radar. |
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. Radar has far better control over how missiles move, but it is still ill-advised to launch them way too high, as they will just slam into the ground. They, however, 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. Unlike with the missiles of Shturm-S, it is extremely unlikely that the target will survive, unless it was a glancing hit.
9M123F is the same carrier missile, but it is loaded with HE instead. In terms of penetration, they are equal to the strongest HE shells in the game. These are generally used to harass other light vehicles, which sometimes cannot be simply destroyed with HEAT payload, but, due to their high raw power, they sometimes can be launched at a main battle tank to destroy them if their turret is way too thick even for the incredibly powerful default missile or their commanders are being way too paranoid to hit directly with HEAT.
9M123 missile | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity (Belt) | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 16 (2) | -5°/+15° | ±85° | N/A | 35.2 | 48.8 | 59.2 | 65.5 | 69.7 | 15.00 | 15.00 | 15.00 | 15.00 |
Realistic | 23.8 | 28.0 | 34.0 | 37.6 | 40.0 |
Ammunition
Penetration statistics | |||||||
---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Penetration @ 0° Angle of Attack (mm) | |||||
10 m | 100 m | 500 m | 1,000 m | 1,500 m | 2,000 m | ||
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) |
Range (m) |
Projectile Mass (kg) |
Fuse delay (m) |
Fuse sensitivity (mm) |
Explosive Mass (TNT equivalent) (g) |
Ricochet | ||
0% | 50% | 100% | ||||||||
9M123 | ATGM (tandem) | 550 | 6,000 | 46 | 0.4 | 0.01 | 6,160 | 80° | 82° | 90° |
9M123F | ATGM-HE | 550 | 6,000 | 46 | 0.2 | 0.01 | 9,240 | 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 |
---|---|---|---|---|---|---|---|
8 | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ |
Radars
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, and in the dark, 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 can only lock on targets within a 20° arc from the front of itself.
Radar is following the targeting reticule and only scans in chosen direction, however, once locked, it can turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as user didn't move reticule away further than 20°.
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 reticule, 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 or seriously damaged. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose in RB.
It is definitely necessary to turn it off in AB, as it is easy to lock onto "selected" tank from sniper scope within radar scan radius even if it's offline, and the radar will only pop out for a fraction of a second if the lock was unsuccessful, instead of being a liability.
??? - 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 1,200 mm penetration, can penetrate most NERA screens and will obliterate most tanks on direct hit
- Radar can also lock onto tanks, through smokes, trees, etc.
- Can fire and guide both missiles at once. It's also possible to attack two different targets at once, one via radar, one via laser
- Can swim and accurately 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 gunner
- Great mobility and acceleration
- Heavily sloped frontal armour
- The only ATGM tank to actually benefit from AB mechanics
Cons:
- Armour is easily penetrated by any gun
- Launcher and radar are easy to hit when hull down, allowing hostile tanks to explode the hull anyway
- 9M123 ATGMs have inferior speed when compared to the missiles of ADATS and SAMs, making them inferior in missile duels
- Launcher can be hard to aim manually
- Missiles have poor vertical manoeuvrability
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
- Skins
- Images
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 |
- Ground vehicles
- USSR ground vehicles
- Seventh rank ground vehicles
- Tank destroyers
- ATGM vehicles
- Ground vehicles with engine smoke generating system
- Ground vehicles with dozer blade
- Amphibious ground vehicles
- Ground vehicles with night vision device
- Ground vehicles with thermal sight
- Ground vehicles with autoloader