Difference between revisions of "Spike-LR II"

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<!--''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''-->
 
<!--''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''-->
  
The Spike-LR2 (Long Range 2) is an israeli Anti-tank guided missile (ATGM) currently found on the [[Vilkas]] and the [[KF41|KF41 Lynx]]. It can engage non-linear-of-sight and beyond-line-of-sight targets. The Spike can also be used as a Surface-to-Air missile (SAM) against enemy aircraft, especially helicopter.
+
The Spike-LR2 (Long Range 2) is an israeli Anti-tank guided missile (ATGM) that can engage non-line-of-sight and beyond-line-of-sight targets. The Spike can also be used as a Surface-to-Air missile (SAM) against enemy aircraft, especially helicopters.
  
 
=== Vehicles equipped with this weapon ===
 
=== Vehicles equipped with this weapon ===
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=== Effective damage ===
 
=== Effective damage ===
The LR2 features a tandem HEAT warhead. But since most enemies at the Battle Rating (BR) the missile is currently found at (Vilkas: 10.3 and KF41: 10.7), have decent HEAT protection, the missile will often only cause critical damage to an enemy tank (as far as light tanks aren’t concerned) instead of destroying it.  
+
The LR2 features a tandem HEAT warhead. But since most enemies the missile faces, have decent HEAT protection, it will often only cause critical damage to an enemy tank (as far as light tanks aren’t concerned) instead of destroying it.
  
 
=== Comparison with analogues ===
 
=== Comparison with analogues ===
The Spike-LR2 is only one of many Spike missile system variants. Currently in game, besides the Spike-LR2, are the [[Spike-MR]] and the [[Spike ER]] missiles, both of which are part of the Spike missile family.  
+
The Spike-LR2 is only one of many Spike missile system variants. Currently in game, besides the LR2, are the Spike-MR and the Spike ER missiles, both of which are part of the Spike missile family.
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!--''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''-->
 
<!--''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''-->
  
The Spike-LR2 can be used as an ATGM against enemy tanks as well as a SAM against enemy aircraft.
+
The Spike-LR2 can be used as an ATGM against enemy tanks as well as a SAM against enemy aircraft.
  
'''Using the Spike against tanks'''
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=== Using the Spike against tanks ===
 +
The LR2 is best to be used as a long-range missile against distant enemy tanks. If used at tanks that are closer than 300m, the missile is going to miss. Furthermore, if the missile hits an enemy tank, it is most likely to only do critical damage to the tank instead of destroying it. So it is best to use the Spike-LR2 against light tanks, IFVs and SPAAs, as these vehicles often barely have any armour that can stop the missile from penetrating. To get the maximum out of your Spikes, you will have to search for enemy tanks with your scouting device or commander optics and, when you found yourself a suitable target, peek out of your spot and fire the LR2. Since its a fire-and-forget missile, you won't have to think about it after shooting. While waiting for your missile to hit, search for other targets and repeat the process.
  
The LR2 is best to be used as a long-range missile against distant enemy tanks. If used at tanks that are closer than 300m, the missile is going to miss. Furthermore, if the missile hits an enemy tank, it is most likely to only do critical damage to the tank instead of destroying it. So it is best to use the Spike-LR2 against light tanks, IFVs and SPAAs, as these vehicles often barely feature any armour that can stop the missile from penetrating them. To get the maximum out of your Spikes you will have to search for enemy tanks with your scouting device or commander optics an then, when you found yourself a suitable target, peek out of your spot and fire the LR2. Since its a fire-and-forget missile, you won't have to think about it after shooting. While waiting for your missile to hit, search for other targets and repeat the process. It is best to use the Spike on open and big maps like [[Eastern Europe (Ground Forces)|Eastern Europe]], [[European Province]], [[Mozdok (Ground Forces)|Mozdok]] and many more!
+
=== Using the Spike against helicopters ===
 +
If you want to use the LR2 against enemy aircraft, it is best to look for helicopters since those are barely manuverable. Search the skies for any incoming helicopter and then missile it. Since the missile is IR-guided, it will not activate the RWR of the helicopter making it extremely effective against unaware players.
  
 {{Youtube
+
=== Using the Spike against planes ===
| url = https://youtu.be/G7b2yFfmBH0?si=1g0x5jtWfAIK_xCO
+
When you want to use the Spike against enemy planes however, you will have to time the launch correctly, to get the best chances for a kill. A plane, that is already close to the battlefield is most likely going to see the launched Spike-LR2 and be able to evade it with ease (either by flaring or outmanouvering as the LR2 doesn't have a high G-overload). With that being said, you should focus on unsuspecting planes that are on their way to the battlefield. Since the missile has a long guidance time and doesn’t trigger the planes RWR, it can be shot at distant aircraft. But keep in mind, that the LR2 is relatively slow, so it will take the missile a while to get to the target. If the enemy aircraft notices the it in this time and takes immediate actions to counter it, the Spike is most likely also going to miss.
| caption = The Spike can't hit close targets.
 
}}
 
  
'''Using the Spike against helicopters'''
+
All in all it is best to use the Spike-LR2 against light tanks and IFVs. Also keep in mind that the missile must be shot at targets further away than 300m. If you want to use the missile against aircraft, you should really focus on incoming helicopters rather than planes because those (as mentioned before) will most likely be able to evade it.
 
 
If you want to use the LR2 against enemy aircraft, it is best to look for helicopters since those are barely manuverable. Search the skies for any incoming helicopter and then missile it. Since the missile is IR-guided, it will also not activate the RWR of the missiled helicopter. 
 
 
 
'''Using the Spike against planes'''
 
 
 
When you want to use the Spike against enemy planes however, you will have to time the launch correctly, to get the best chances for a kill. A plane, that is already close to the battlefield is most likely going to see the launched Spike-LR2 and be able to evade it with ease (either by flaring or outmanouvering as the LR2 doesn't have a high G-overload). With that being said you should focus on unsuspecting planes that are on their way to the battlefield. Since the missile has a long guidance time and doesn’t trigger the planes RWR, it can be shot at distant aircraft. But keep in mind, that the LR2 is relatively slow, so it will take the missile a while to get to the target. If the enemy aircraft notices the it in this time and takes immediate actions to counter it, the Spike is most likely also going to miss. 
 
 
 
All in all it is best to use the Spike-LR2 against light tanks and IFVs. Also keep in mind that the missile must be shot at targets further away than 300m. If you want to use the missile against aircraft, you should really focus on incoming helicopters rather than planes because those (as mentioned before) will most likely be able to evade it.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Fire-and-forget guidance
 
* Fire-and-forget guidance
 
* Tandem warhead
 
* Tandem warhead
* Since it is IR-guided, the missile won’t trigger the RWR of enemy aircraft
+
* Since the Spike is IR guided, it won‘t trigger an enemy’s RWR
  
 
'''Cons:'''
 
'''Cons:'''
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== History ==
 
== History ==
The development of the Spike system began in the 1970s by „Rafael Advanced Defense Systems“ for the Israel Defense Forces, with the first variants entering service in the 1980s. Originally known as the NT-Dandy, the Spike missile evolved throughout the years.
+
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Weapon-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>.''
 
 
In 1987 four more variants of the Spike were developed: SR (short range), MR (medium range), LR (long range) and ER (extended range), which can all be fired from ground stations, vehicles oder helicopters.
 
 
 
It is possible to fire the Spike missiles in fire-and-forget mode, meaning once the weapon is shot, it finds its way to the target without the need of extra data. However, by transmitting data via fiber optic cable, it is possible to steer the missile to another target during flight or to launch the missile without visual contact with the target and only assign it during flight.  
 
 
 
The Spike-LR2 is one of the latest versions of the Spike missile (5th generation). It represents a significant advancement in precision strike capabilities, featuring improved range, accuracy, and target engagement capabilities compared to its predecessors.  
 
 
 
The missile system can be used for infantry, armored vehicles, naval vessels and helicopters and operates at a long range of up to 5.5 km. It engages direct, non-line-of-sight, and beyond-line-of-sight targets.
 
  
 
== Media ==
 
== Media ==
[[File:Spike-LR2.jpg|thumb|A Spike-LR2 being launched from the ground - <nowiki>https://www.edrmagazine.eu/slovakia-selects-rafaels-spike-lr2-atgm</nowiki>.]]
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''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
 
== See also ==
 
== See also ==
  
*[[Spike-MR]] (other Spike missile variant on ground vehicle)
+
* [[Spike ER]] (other Spike version on helicopter)
*[[Spike ER]] (other Spike missile variant on aircraft)
+
* [[Spike-MR]] (other Spike version on ground vehicle)
  
 
== External links ==
 
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
  
*<nowiki>https://www.rafael.co.il/wp-content/uploads/2019/03/SPIKE-LR2-Brochure.pdf</nowiki>
+
* ''topic on the official game forum;''
*<nowiki>https://eurospike.com/spike_lr.min.html</nowiki>
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* ''other literature.''
  
 
{{Missiles}}
 
{{Missiles}}
  
 
[[Category:Suspended armaments]]
 
[[Category:Suspended armaments]]

Revision as of 20:14, 3 September 2024

Introducing Wiki 3.0

Description

The Spike-LR2 (Long Range 2) is an israeli Anti-tank guided missile (ATGM) that can engage non-line-of-sight and beyond-line-of-sight targets. The Spike can also be used as a Surface-to-Air missile (SAM) against enemy aircraft, especially helicopters.

Vehicles equipped with this weapon

General info

Missile characteristics
Calibre 110 mm
Projectile mass 13 kg
Maximum speed 180 m/s
Guidance IR
Lock range 20.00 km
Missile guidance time 35 secs
Explosive mass 1.27 kg TNTe
Fuse sensitivity 0.01 mm
Fuse delay 0.4 m
Armour penetration 700 mm

Effective damage

The LR2 features a tandem HEAT warhead. But since most enemies the missile faces, have decent HEAT protection, it will often only cause critical damage to an enemy tank (as far as light tanks aren’t concerned) instead of destroying it.

Comparison with analogues

The Spike-LR2 is only one of many Spike missile system variants. Currently in game, besides the LR2, are the Spike-MR and the Spike ER missiles, both of which are part of the Spike missile family.

Usage in battles

The Spike-LR2 can be used as an ATGM against enemy tanks as well as a SAM against enemy aircraft.

Using the Spike against tanks

The LR2 is best to be used as a long-range missile against distant enemy tanks. If used at tanks that are closer than 300m, the missile is going to miss. Furthermore, if the missile hits an enemy tank, it is most likely to only do critical damage to the tank instead of destroying it. So it is best to use the Spike-LR2 against light tanks, IFVs and SPAAs, as these vehicles often barely have any armour that can stop the missile from penetrating. To get the maximum out of your Spikes, you will have to search for enemy tanks with your scouting device or commander optics and, when you found yourself a suitable target, peek out of your spot and fire the LR2. Since its a fire-and-forget missile, you won't have to think about it after shooting. While waiting for your missile to hit, search for other targets and repeat the process.

Using the Spike against helicopters

If you want to use the LR2 against enemy aircraft, it is best to look for helicopters since those are barely manuverable. Search the skies for any incoming helicopter and then missile it. Since the missile is IR-guided, it will not activate the RWR of the helicopter making it extremely effective against unaware players.

Using the Spike against planes

When you want to use the Spike against enemy planes however, you will have to time the launch correctly, to get the best chances for a kill. A plane, that is already close to the battlefield is most likely going to see the launched Spike-LR2 and be able to evade it with ease (either by flaring or outmanouvering as the LR2 doesn't have a high G-overload). With that being said, you should focus on unsuspecting planes that are on their way to the battlefield. Since the missile has a long guidance time and doesn’t trigger the planes RWR, it can be shot at distant aircraft. But keep in mind, that the LR2 is relatively slow, so it will take the missile a while to get to the target. If the enemy aircraft notices the it in this time and takes immediate actions to counter it, the Spike is most likely also going to miss.

All in all it is best to use the Spike-LR2 against light tanks and IFVs. Also keep in mind that the missile must be shot at targets further away than 300m. If you want to use the missile against aircraft, you should really focus on incoming helicopters rather than planes because those (as mentioned before) will most likely be able to evade it.

Pros and cons

Pros:

  • Fire-and-forget guidance
  • Tandem warhead
  • Since the Spike is IR guided, it won‘t trigger an enemy’s RWR

Cons:

  • Slow flight speed
  • Rarely destroys a tank first-hit

History

Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block "/History" (example: https://wiki.warthunder.com/(Weapon-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />.

Media

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

See also

  • Spike ER (other Spike version on helicopter)
  • Spike-MR (other Spike version on ground vehicle)

External links

Paste links to sources and external resources, such as:

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


Missiles
USA 
AAM  AIM-54A Phoenix · AIM-54C Phoenix · ATAS (AIM-92) · AIM-120A · AIM-120B · Fakour-90 · Sedjeel
Sparrow  AIM-7C · AIM-7D · AIM-7E · AIM-7E-2 · AIM-7F · AIM-7M
Sidewinder  AIM-9B · AIM-9C · AIM-9D · AIM-9E · AIM-9G · AIM-9H · AIM-9J · AIM-9L · AIM-9M · AIM-9P
AGM  AGM-22 · APKWS II (M151) · APKWS II (M282) · BGM-71D TOW-2
Bullpup  AGM-12B Bullpup · AGM-12C Bullpup
Hellfire  AGM-114B Hellfire · AGM-114K Hellfire II
Maverick  AGM-65A · AGM-65B · AGM-65D · AGM-65E2 · AGM-65G · AGM-65L
ATGM  LOSAT/MGM-166A
TOW  BGM-71 · BGM-71A · BGM-71B · BGM-71C
SAM  FIM-92 Stinger · MIM-72 · MIM146
Naval SAM  RIM-24A
Germany 
AAM  AIM-9B FGW.2 Sidewinder · AIM-9L/I Sidewinder · Flz Lwf 63 · Flz Lwf 63/80
AGM  9M14M Malyutka · Flz Lwf LB 82 · HOT-1 · HOT-2 TOW · HOT-3 · PARS 3 LR
AShM  AS.34 Kormoran
ATGM  HOT-K3S · Spike-LR II
SAM  Roland
Naval SAM  Strela-2M
USSR 
AAM  9M39 Igla · R-3R · R-3S · R-13M1 · R-23R · R-23T · R-24R · R-24T · R-27ER(1) · R-27ET(1) · R-27R(1) · R-27T(1) · R-60 · R-60M · R-60MK · R-73(E) · R-77
AGM  9K127 Vikhr · 9M17M Falanga · 9M120 Ataka · 9M120-1 Ataka
  Kh-23M · Kh-25 · Kh-25ML · Kh-29L · Kh-29T · Kh-29TE · Kh-29TD · Kh-66 · S-25L · S-25LD
ATGM  3M7 · 9M14 · 9M113 Konkurs · 9M114 Shturm · 9M123 Khrizantema · 9M133 · 9M133FM3 · 9M133M-2
SAM  95Ya6 · 9M311 · 9M311-1M · 9M331 · 9M37M
Naval SAM  Volna-M
Britain 
AAM  Fireflash · Firestreak · Red Top · Skyflash · Skyflash SuperTEMP · SRAAM · R-Darter
AGM  AGM-65E · AS.12 · ZT-6 Mokopa
AShM  AJ.168
ATGM  BAe Swingfire · MILAN · MILAN 2 · ZT3
SAM  Starstreak
Japan 
AAM  AAM-3 · AAM-4
AGM  Ki-148 I-Go Model 1B
ATGM  Type 64 MAT · Type 79 Jyu-MAT
SAM  Type 81 SAM-1C · Type 91
China 
AAM  PL-2 · PL-5B · PL-5C · PL-5EII · PL-7 · PL-8 · PL-12 · SD-10(A) · TY-90
AGM  AKD-9 · AKD-10 · Fire Snake 90A · HJ-8A · HJ-8C · HJ-8E · HJ-8H
ATGM  302 · HJ-73 · HJ-73E · HJ-9 · QN201DD · QN502CDD
SAM  HN-6
Italy 
AAM  Aspide-1A · MAA-1 Piranha
AGM  AGM-65H · CIRIT · L-UMTAS · Spike ER
ATGM  Spike-LR II
Naval AShM  Nettuno
SAM  Mistral SATCP
France 
AAM  AA-20 Nord · Matra R511 · Matra R530 · Matra R530E · Matra Super 530D · Matra Super 530F · Matra R550 Magic 1 · Matra R550 Magic 2 · Mistral · MICA-EM
AGM  9M14-2 Malyutka-2 · AS-20 Nord · AS-30 Nord · AS-30L Nord · HOT-1 · HOT-2 TOW · HOT-3 · Spike ER
ATGM  HOT · SS.11
SAM  Roland · VT1
Sweden 
AAM  RB24 · RB24J · RB71 · RB 74 · RB 74(M) · RB 99
AGM  Rb05A · RB 53 Bantam · RB 55B Heli TOW · RB 55C Heli TOW · RB 75 · RB 75T
ATGM  Rbs 55 · Rbs 56
SAM  Rbs 70
Israel 
AAM  Shafrir · Shafrir 2 · Python 3 · Derby
ATGM  Spike-LR II
  AAM = Air-to-Air Missile   AGM = Air-to-Ground Missile   AShM = Anti-Ship Missile   ATGM = Anti-Tank Guided Missile (Ground mounts)   SAM = Surface-to-Air Missile