Difference between revisions of "M56"
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The '''M82 APCBC''' are probably the first shells you'll unlock to shoot with and will provide some relief if you've grown tired of the APCR's low post-pen damage. Like any other APHE, they possess good penetration at close to mid range with exceptional post-penetration damage for dealing with moderately armored targets like many of the medium tanks you'll encounter at your battle rating. As soon as you unlock these, start carrying these as your standard round against most tanks while carrying a few of the above APCR for heavier foes, at least until you unlock the HEAT-FS round. | The '''M82 APCBC''' are probably the first shells you'll unlock to shoot with and will provide some relief if you've grown tired of the APCR's low post-pen damage. Like any other APHE, they possess good penetration at close to mid range with exceptional post-penetration damage for dealing with moderately armored targets like many of the medium tanks you'll encounter at your battle rating. As soon as you unlock these, start carrying these as your standard round against most tanks while carrying a few of the above APCR for heavier foes, at least until you unlock the HEAT-FS round. | ||
− | The '''M431 HEAT-FS''' should be '''the''' round you'd want to rely on to take care of most armored foes you come across. Combining the best muzzle velocity, the greatest penetration, especially at long range, and decent post-penetration damage makes this the superior round to use in any mid-to-long range engagement. At close range or in ambush situations, with this shell being your loaded round, you will likely cripple any target you may encounter. It may then be best to switch to APCBC or HESH (depending on the vehicle type) as a follow up to finish off the surviving target, unless the target still presents itself to be very armored from your angle of fire (like the [[Maus]] or most heavies from the front). Especially so if you're conscious about your ammo bill after the battle as HEAT-FS are not the cheapest option. | + | The '''M431 HEAT-FS''' should be '''the''' round you'd want to rely on to take care of most armored foes you come across. Combining the best muzzle velocity, the greatest penetration, especially at long range, and decent post-penetration damage makes this the superior round to use in any mid-to-long range engagement. At close range or in ambush situations, with this shell being your loaded round, you will most likely cripple any target you may encounter. It may then be best to switch to APCBC or HESH (depending on the vehicle type) as a follow up to finish off the surviving target, unless the target still presents itself to be very armored from your angle of fire (like the [[Maus]] or most heavies from the front). Especially so if you're conscious about your ammo bill after the battle as HEAT-FS are not the cheapest option. |
− | The '''T142E3 HESH''' are an advanced high-explosive round that's capable of penetrating thick armor, especially so against highly-sloped armor. If you know your target possesses not a single plate of armor greater than 100mm, then these are the rounds to use to wreck them at any range, as these are equally effective against a valid target, including many medium tanks, any light tank, and | + | The '''T142E3 HESH''' are an advanced high-explosive round that's capable of penetrating thick armor, especially so against highly-sloped armor. If you know your target possesses not a single plate of armor greater than 100mm, then these are the rounds to use to wreck them at any range, as these are equally effective against a valid target, including many medium tanks, any light tank and SPAA, and even some heavy tanks that rely on angles rather then raw thickness like an [[IS-3]] or [[AMX-50 Surbaisse]]. Just be sure to aim away from the tracks and suspension, as these modules can easily absorb any damage caused by HESH. |
The '''M71 HE''' are just like your typical medium-caliber HE round, good against unarmored targets like exposed crew members, hull-breakable vehicles, and air targets (should you be able to hit them), but not very useful outside of that. Though this is a free round with slightly better velocity (making it easier to use at long range), favor HESH instead when you can as it carries nearly as much of a payload and has increased versatility against more targets. | The '''M71 HE''' are just like your typical medium-caliber HE round, good against unarmored targets like exposed crew members, hull-breakable vehicles, and air targets (should you be able to hit them), but not very useful outside of that. Though this is a free round with slightly better velocity (making it easier to use at long range), favor HESH instead when you can as it carries nearly as much of a payload and has increased versatility against more targets. | ||
− | Overall, with all shells unlocked where you'll be employing mid to close range tactics, the typical recommended ammo composition can look something like this: 12 HEAT-FS, 4 APCBC, 5 HESH. For long-range engagements where you'll be playing more of a sniper role, it's best to forgo the APCBC | + | One last ammo type to mention are the '''M313 Smoke''' shells. While not particularly useful for the role the M56 typically fills, they can still have good effect in long-range conflicts where a smoke to the face of an experienced enemy sniper can buy you or your allies time to bypass them in favor of a retreat or advancement towards the objective. |
+ | |||
+ | Overall, with all shells unlocked where you'll be employing mid to close range tactics, the typical recommended ammo composition can look something like this: 12 HEAT-FS, 4 APCBC, 5 HESH. For long-range engagements where you'll be playing more of a sniper role, it's best to forgo the APCBC in favor of bringing as much HEAT-FS as you can while throwing in a couple of smokes, though the smokes are optional. With this the recommended ammo composition for long-range engagements will look more like this: 20 HEAT-FS, 7 HESH, 2 Smokes. | ||
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Revision as of 16:59, 30 May 2019
Contents
Description
The M56 Scorpion is a Rank IV American tank destroyer with a battle rating of 6.3 (AB) 6.7 (RB/SB). It was introduced in Update 1.63 "Desert Hunters".
Though one of the lightest tank destroyer in-game, its 90 mm gun gives it a very powerful punch, including a HEATFS round that can penetrate 320 mm of armour.
General info
Survivability and armour
Fitting the definition of a glass cannon, the M56 has virtually no armor to speak of, as the majority of the tank composes of structural steel that isn't meant to protect and has a weak armor modifier (x0.45 KE), which renders it near useless in protecting internal components of any caliber, with exceptions to high-angle impacts from rifle-caliber rounds. Same applies to the only armor plate found on the entire tank, the gun shield, as the 5mm thick plate with 12mm bullet-proof glass will only be able to stop rifle-caliber bullets from mid to long range.
The crew consists of only 3 members, a driver on the port side of the gun breach, the gunner on the starboard side of the gun breach, and the commander sitting rather casually behind the driver. If the tank is noticed and takes fire, expect the commander to be the first one down, since he is the most exposed of the three, sitting far away and above the gun shield. Overall, survivability is very low and it's advised to take precautions to not take any fire from the opposition, making use of terrain and mobility when things get heated.
Armour type:
- Structural steel
- Rolled homogeneous armour (Gun shield)
- Bulletproof glass
Armour | Front | Sides | Rear | Roof |
---|---|---|---|---|
Hull | 15 mm (59-79°) Front glacis 15 + 10 mm (29-65°) Lower glacis 10 mm Engine cover |
15 mm | 15 mm (1-70°) | 10 mm |
Gun Shield | 5 mm (17°) Shield 12 mm (17°) Bulletproof Glass |
N/A | N/A | N/A |
Notes:
- Wheel armour value is 1 mm thick, sprocket and idler wheel are 20 mm thick, and tracks are 15 mm thick.
Mobility
Where the M56 lacks in armor, it easily makes it up in mobility. It's light weight and decently powered engine gives it a great power-to-weight ratio that lets it propel to its top speed easily, even when stock. You'll want to use this to gain access to favorable positions at the beginning of each match. When your position is compromised, seek a retreat using it's excellent reverse speed of 20 km/h and plan ahead your next route.
Mobility characteristic | ||
---|---|---|
Weight (tons) | Add-on Armor weight (tons) |
Max speed (km/h) |
7.0 | N/A | 49 (AB) |
45 (RB/SB) | ||
Engine power (horsepower) | ||
Mode | Stock | Upgraded |
Arcade | 284 | 350 |
Realistic/Simulator | 177 | 200 |
Power-to-weight ratio (hp/ton) | ||
Mode | Stock | Upgraded |
Arcade | 40.57 | 50.00 |
Realistic/Simulator | 25.28 | 28.57 |
Armament
90 mm M54 | |||||
---|---|---|---|---|---|
Capacity | Vertical guidance |
Horizontal guidance | |||
29 | -10°/+15° | -30°/+15° | |||
Turret rotation speed (°/s) | |||||
Mode | Stock | Upgraded | Prior + Full crew | Prior + Expert qualif. | Prior + Ace qualif. |
Arcade | 3.57 | 4.90 | 6.00 | 6.60 | 7.10 |
Realistic | 3.57 | 4.20 | 5.10 | 5.60 | 6.00 |
Reloading rate (seconds) | |||||
Stock | Prior + Full crew | Prior + Expert qualif. | Prior + Ace qualif. | ||
9.75 | 8.63 | 7.95 | 7.50 |
Ammunition
The M54 cannon has 5 great flavors of destruction to choose from, APCR rounds, APCBC rounds, HEAT-FS rounds, HESH shells, and HE shells.
The M332 APCR are your basic rounds that you'll utilize when you first play your tank. Like any other APCR, with knowledge of the opposition's internal components like gunner/driver locations and ammo racks, it's very useful against heavy foes with low-angle slopes in their armor profile, but is very lacking in the post-penetration damage department. Though they are free to use, players may find the lack of post-penetration damage unfavorable, especially for a glass cannon who can't risk staying exposed for very long trying to pick apart an armored foe.
The M82 APCBC are probably the first shells you'll unlock to shoot with and will provide some relief if you've grown tired of the APCR's low post-pen damage. Like any other APHE, they possess good penetration at close to mid range with exceptional post-penetration damage for dealing with moderately armored targets like many of the medium tanks you'll encounter at your battle rating. As soon as you unlock these, start carrying these as your standard round against most tanks while carrying a few of the above APCR for heavier foes, at least until you unlock the HEAT-FS round.
The M431 HEAT-FS should be the round you'd want to rely on to take care of most armored foes you come across. Combining the best muzzle velocity, the greatest penetration, especially at long range, and decent post-penetration damage makes this the superior round to use in any mid-to-long range engagement. At close range or in ambush situations, with this shell being your loaded round, you will most likely cripple any target you may encounter. It may then be best to switch to APCBC or HESH (depending on the vehicle type) as a follow up to finish off the surviving target, unless the target still presents itself to be very armored from your angle of fire (like the Maus or most heavies from the front). Especially so if you're conscious about your ammo bill after the battle as HEAT-FS are not the cheapest option.
The T142E3 HESH are an advanced high-explosive round that's capable of penetrating thick armor, especially so against highly-sloped armor. If you know your target possesses not a single plate of armor greater than 100mm, then these are the rounds to use to wreck them at any range, as these are equally effective against a valid target, including many medium tanks, any light tank and SPAA, and even some heavy tanks that rely on angles rather then raw thickness like an IS-3 or AMX-50 Surbaisse. Just be sure to aim away from the tracks and suspension, as these modules can easily absorb any damage caused by HESH.
The M71 HE are just like your typical medium-caliber HE round, good against unarmored targets like exposed crew members, hull-breakable vehicles, and air targets (should you be able to hit them), but not very useful outside of that. Though this is a free round with slightly better velocity (making it easier to use at long range), favor HESH instead when you can as it carries nearly as much of a payload and has increased versatility against more targets.
One last ammo type to mention are the M313 Smoke shells. While not particularly useful for the role the M56 typically fills, they can still have good effect in long-range conflicts where a smoke to the face of an experienced enemy sniper can buy you or your allies time to bypass them in favor of a retreat or advancement towards the objective.
Overall, with all shells unlocked where you'll be employing mid to close range tactics, the typical recommended ammo composition can look something like this: 12 HEAT-FS, 4 APCBC, 5 HESH. For long-range engagements where you'll be playing more of a sniper role, it's best to forgo the APCBC in favor of bringing as much HEAT-FS as you can while throwing in a couple of smokes, though the smokes are optional. With this the recommended ammo composition for long-range engagements will look more like this: 20 HEAT-FS, 7 HESH, 2 Smokes.
Penetration statistics | |||||||
---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Penetration in mm @ 90° | |||||
10m | 100m | 500m | 1000m | 1500m | 2000m | ||
M332 shot | APCR | 271 | 270 | 245 | 217 | 192 | 170 |
M82 shot | APCBC | 170 | 169 | 164 | 151 | 138 | 127 |
M431 shell | HEATFS | 320 | 320 | 320 | 320 | 320 | 320 |
M71 shell | HE | 13 | 13 | 13 | 13 | 13 | 13 |
T142E3 | HESH | 102 | 102 | 102 | 102 | 102 | 102 |
Shell details | |||||||||
---|---|---|---|---|---|---|---|---|---|
Ammunition | Velocity in m/s |
Projectile Mass in kg |
Fuse delay
in m: |
Fuse sensitivity
in mm: |
Explosive Mass in g (TNT equivalent): |
Normalization At 30° from horizontal: |
Ricochet: | ||
0% | 50% | 100% | |||||||
M332 shot | 1178 | 5.6 | N/A | N/A | N/A | +1.5° | 66° | 70° | 72° |
M82 shot | 853 | 11 | 1.2 | 20 | 137.2 | +4° | 48° | 63° | 71° |
M431 shell | 1216 | 5.8 | 0.0 | 0.1 | 712.64 | +0° | 65° | 72° | 75° |
M71 shell | 823 | 11 | 0.1 | 0.5 | 925 | +0° | 79° | 80° | 81° |
T142E3 | 792 | 11 | 0.4 | 0.1 | 792 | +0° | 73° | 77° | 80° |
Smoke characteristic | ||||||
---|---|---|---|---|---|---|
Ammunition | Velocity in m/s |
Projectile Mass in kg |
Screen radius in m |
Screen time in s |
Screen hold time in s: |
Explosive Mass in g (TNT equivalent): |
M313 | 821 | 11 | 13 | 5 | 20 | 50 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
Visual discrepancy |
---|---|---|---|---|
29 | 20 (+9) | 11 (+18) | 1 (+28) | No |
Notes:
- Recommended ammo load is 20. Carry full load of 29 rounds for large open maps like Kursk, Fulda Gap and Maginot Line.
Usage in the battles
The M56 Scorpion is a fast, light tank destroyer with very little armor to speak of.
A rapid volley from an enemy machine gun will knockout the three crew members with ease, if not carefully concealed. Its 90 mm M54 cannon is very able to disable enemy tanks at Rank IV. It is able to perform various destruction missions utilising various tactics. An M56 Scorpion is a dedicated airborne tank destroyer with airborne vehicle-based performance. The scorpion has a very stable and fast rate of acceleration on any terrain with a top speed of up to 28 MPH (45 km/h). With its high speed, it is very tempting to charge towards the capture point. When in a situation where a single enemy tank is present, unprotected, uncovered and separated from the opposing team. A rampaging Scorpion will be able to close in, then blow it up to kingdom come. However, caution must be undertaken throughout.
Be wary that any tank, even if only armed with a machine gun, is capable of knocking out the M56 due to the exposed crew. One particular enemy to keep an eye for is the ASU-85. It's a complete soviet equivalent of the Scorpion. Its stock BR-372 APCBC-HE is hopeless against a Scorpion since it will always overpenetrate it & be unable to explode inside its engine or gun breech. Meanwhile the M82 APCBC-HE has the opposite effect against it, as the ASU-85 has 45 mm armour just like the T-34-85, which was a big mistake. Even with inferior penetration, an M82 still has 1.5x more explosive warhead. Given enough penetration, it will always be able to cause it to explode frontally without much effort. Take a grain of salt when firing at the ASU-85 from its flank, since the M82 will also overpenetrate away. Loading the M71 HE is much better, since the explosion will spam the ASU-85's interior all over the place. Or if already loaded with M82 & an ASU-85 is approaching while showing its flank, aim for the engine to prevent it from recovering & escaping. Then blast it away.
Game modes
While the Arcade Battle environment is not favorable due to the marker system easily spotting the M56, it can still perform in flank and surprise attacks if employed properly. It still can snipe from far away & make score against some targets when the M431 HEATFS is unlocked. Be aware that many light tanks can hunt it down if caught in firing range, particularly the M41A1 Bulldog and T92.
The battle environment is more favorable in Realistic and Simulator Battles. It can completely perform full flanking manoeuvres even when stock, it can also snipe from far-distance without getting spotted easily. Using both tactics will guarantee a complete concealment from the enemy, while being able to launch M82 APCBC-HE at them with just a couple of shots. Closing in to the enemy is only viable if the enemy number has been completely depleted and/or are unable to insert reinforcements to cover their team.
Closing in, the Scorpion can out manoeuvre and outflank most, if not all enemy vehicles at its BR. When it is unable to flank due to tight enemy formation across the map, sniping is the best option.
It is recommended to Load: M431 HEATFS or M82 if the enemy armour is insufficient to withstand such rounds. I.e. T-34-100). The reload time can help it to outgun any opposition, to withstand its sustained rate of fire. Especially if it is equipped with an Ace crew, which can reload around of 7 seconds. Also, try to use an ambush tactic. It can annihilate a whole team if used by a skilled player.
Pros and cons
Pros:
- Very small profile (68% visibility).
- Excellent mobility & maneuverability on all terrain (45 km/h top speed & acceleration, 20 km/h reverse speed).
- An airborne vehicle, very, very light (7 tons).
- 90 mm gun with ammunition selection from the M48A1 Patton.
- Heavy recoil fired from a hill will sometimes save the vehicle from enemy fire, explosive push.
- Very quick sustained reload time.
- 3 variety of very capable shells.
- APCR as stock shell; big penetration bonus from the start, also free.
- Destructive APCBC-HE; can bake a tank's interior through side shot.
- HEATFS can easily punch 320 mm of armour.
Cons:
- No armour.
- Completely exposed crew from 360°.
- Gets easily tipped over because of its weight.
- A shot through the bulletproof glass will knock-out 2 crews, then instantly disabled.
- Top speed is limited at 45 km/h. While boasting excellent acceleration, it will be outrun by other light vehicles on open field.
- Heavy recoil will make the vehicle jump back about 5 feet, forcing a realignment of the sight.
- High chance to catch fire when shot in the frontal hull.
- Hopeless if its engine is destroyed.
- APCR as stock shell; unable to cripple a tank even from flank with only a shot.
- HEATFS are expensive (640 SL, per round).
- Affected by the Hull Break mechanic (Large HE shells will destroy the M56 in 1 shot).
History
Development
During World War II, the constant problem for the US Airborne divisions is that their anti-tank power was very minimal in the front lines. Though there were attempts to improve their firepower with towed anti-tank guns or airborne tanks like the M22 Locust, the former proved too cumbersome and heavy while the latter proved too under-powered and weak. Thus, development began in April 1949 for a very lightly armoured vehicle to mount a hard-hitting gun with heavy emphasis on firepower, speed, and with as little weight as possible. This evolved into the development of a self-propelled 90 mm gun and the project was taken up by the Cadillac Motor Division of General Motors. The pilot vehicle developed were designated T101.[1]
The first models were completed in 1953 and were tested in 1955. It was approved for service in 1958 and designated as the M56 90mm self-propelled gun, or by its nickname "Scorpion" and its acronym SPAT (Self-Propelled Anti-Tank). It's main selling point was being light enough at only 7 tons to be lifted by helicopter or carried onto aircraft, allowing for parachute drops. As a rather specialized vehicle, it wasn't produced in large numbers, with only 150 units built from the Cadillac production line from 1953 to 1959.[1]
Usage
The M56 Scorpion was issued out to airborne and anti-tank units from 1958 to the early 1960s. As a defensive weapon, the M56 Scorpion was never meant to venture out to seek and destroy enemy tanks, but its lack of armour was still criticized by its crew, what with only a simple gun shield blocking the crew from getting shot by even small arms. The lightness of the vehicle was also bad for the extreme recoil of the 90 mm M54 gun, which would lift the entire vehicle off its front wheels.[1] An informal manual even recommends that when firing, the commander and loader should step off the vehicle to avoid being harmed by the lurching vehicle. The M56 Scorpion served America in combat during the Vietnam War in the 173rd Airborne Brigade, with 17 vehicles organized into three platoons. It served as a defensive role in most of American foreign bases until the advent of the anti-tank missile launchers such as the TOW, which proved more potent than the Scorpion, and was replaced in the late 1960s and early 70s.[1]
The M56 Scorpions were also given out in limited numbers, with Morocco given 87 vehicles and Spain obtaining 5 in the Military Aid Program. Morocco used the Scorpions in the Western Sahara War, being the only foreign user of the M56 Scorpions.
Survivors
At least 18 intact M56 Scorpions survive in the United States today, mainly in museums and in private collections.
Media
An excellent addition to the article will be video guides, as well as screenshots from the game and photos.
References
Read 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.
ETC.
Sources
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
USA tank destroyers | |
---|---|
M10 | M10 GMC |
M36 | M36 GMC · M36B2 |
T95 | T28 · T95 |
M109 | M109A1 |
ATGM | LOSAT · M901 |
Wheeled | M3 GMC · T55E1 |
Other | M8 HMC · M50 · M56 |
China | ▃LVT(A)(4) (ZIS-2) |