Difference between revisions of "FV4005"

From War Thunder Wiki
Jump to: navigation, search
(Modules: Corrected table format)
(Well, went out of my way to test this one as well, it also has hull break now. Just "amazing" how this is balanced. (yes, i am not salty at all that type 75 sph is better than this in every way possible))
Line 14: Line 14:
  
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
The FV4005 Stage II has essentially negligible armour, the turret providing 14mm of protection from any given angle. Due to this and the vehicle's crew being largely based in the turret, the 4005 is extremely vulnerable to even .50 calibre machine guns. The only redeeming trait in regards to survivability is that the crew may survive some side-on attacks due to the sheer size of the gun breech. Regardless, an FV4005 player should not rely on surviving anything bar the lightest of machine gun fire.
+
The FV4005 Stage II has essentially negligible armour, due to the gigantic turret providing onl 14mm of protection from any given angle. Due to this and the vehicle's crew being largely based in the turret, the FV4005 is extremely vulnerable to even .50 calibre machine guns, and any big calibre explosives or kinetic shells can and will hull break it.  
 +
 
 +
The only redeeming trait in regards to survivability is that the crew may survive some side-on attacks due to the sheer size of the gun breech. Regardless, an FV4005 player should not rely on surviving anything bar the lightest of machine gun fire.
  
 
'''Armour type:'''
 
'''Armour type:'''
Line 188: Line 190:
 
Weak spots depend on the mode you play in. As an example, for most Soviet Union tanks, the frontal weak spot is the left side of the hull (for you - right side). It's also possible to target the back of their turrets in Realistic battle. However, if you fire at back of the turret of IS-2 in arcade mode, it may '''still''' survive with just 1 crew member (driver with very high "vitality" level), go into "last stand" mode, turn it's turret and fire back at you. As such, try to aim at places, from which spalling can definitely hit every last crew member.
 
Weak spots depend on the mode you play in. As an example, for most Soviet Union tanks, the frontal weak spot is the left side of the hull (for you - right side). It's also possible to target the back of their turrets in Realistic battle. However, if you fire at back of the turret of IS-2 in arcade mode, it may '''still''' survive with just 1 crew member (driver with very high "vitality" level), go into "last stand" mode, turn it's turret and fire back at you. As such, try to aim at places, from which spalling can definitely hit every last crew member.
  
likewise, in arcade mode, it's not enough to just eliminate crew in your turret, and your driver is hidden in the decently armoured hull. However, if your gun breech got damaged, there is a chance, that the shell in it will also be destroyed, and you won't be able to avenge yourself.
+
likewise, in arcade mode, it's not enough to just eliminate crew in your turret, and your driver is hidden in the decently armoured hull. However, if your FV4005 got attacked by explosives from 105+ mm gun, it will likely hull break. In case if enemy hit the gun breech and it got damaged, there is a chance, that the shell in it will also be destroyed, and you won't be able to avenge yourself even if the tank will manage to repair before follow up shot or before enemy got close enough to use MG or autocannon.
  
Going into sniper duels without preparations, like rangefinding and adjusting the gun beforehand, with this tank is ill-advised, as any sniper tank needs significantly less time to aim at you, due to fact that your turret cannot turn freely, your enormous profile and different ammunition type. They also can destroy you in 1 hit as well, by hitting your ammo.
+
Going into sniper duels without preparations, like rangefinding and adjusting the gun beforehand, with this tank is ill-advised, as any sniper tank needs significantly less time to aim at you, due to fact that your turret cannot turn freely, your enormous profile, and faster flying ammunition types. They also can destroy you in 1 hit as well, by hitting your ammo, or even by causing the turret to hull break without engaging it directly, particularly noticeable with ATGM tanks like [[type 60 ATM]].
  
 
===Modules===
 
===Modules===
Line 237: Line 239:
 
'''Cons:'''
 
'''Cons:'''
  
* Huge turret with only 14 mm of armor all around. Can be shredded by .50 cal machine guns and auto cannons.  
+
* Huge turret with only 14 mm of armor all around. Can be shredded by .50 cal machine guns and auto cannons, can be hull broken.  
 
* Lots of ammo lining the entire turret which can be detonated with little effort.
 
* Lots of ammo lining the entire turret which can be detonated with little effort.
 
* 4 of the 5 crew are in turret. An APHE penetration or high calibre HE shells hit will likely one-shot the tank.
 
* 4 of the 5 crew are in turret. An APHE penetration or high calibre HE shells hit will likely one-shot the tank.

Revision as of 06:36, 12 October 2020

uk_fv4005.png
FV4005
AB RB SB
6.3 6.3 6.7
Research:46 000 Specs-Card-Exp.png
Purchase:155 000 Specs-Card-Lion.png
Show in game

Description

GarageImage FV4005.jpg


The FV4005 Stage II is a Rank IV British tank destroyer with a battle rating of 6.3 (AB/RB) and 6.7 (SB). It was introduced in Update 1.67 "Assault".

The FV4005 holds the distinction of being the single largest cannon available in War Thunder Ground Forces at 183mm, as well as having the longest reload with a stock time of 43.3 seconds. It can only fire HESH (High Explosive Squash Head) and has a limited turret rotation of +/- 45°.

General info

Survivability and armour

The FV4005 Stage II has essentially negligible armour, due to the gigantic turret providing onl 14mm of protection from any given angle. Due to this and the vehicle's crew being largely based in the turret, the FV4005 is extremely vulnerable to even .50 calibre machine guns, and any big calibre explosives or kinetic shells can and will hull break it.

The only redeeming trait in regards to survivability is that the crew may survive some side-on attacks due to the sheer size of the gun breech. Regardless, an FV4005 player should not rely on surviving anything bar the lightest of machine gun fire.

Armour type:

  • Rolled homogeneous armour
  • Cast homogeneous armour (Gun mantlet)
Armour Front Sides Rear Roof
Hull 76.2 mm (61°) Front glacis
76.2 mm (44°) Lower glacis
50.8 (12°) + 6 mm 38 mm (6°) Top
38 mm (13°) Bottom
38 mm
29 mm Engine deck
Turret 14 mm (10°) Turret front
14 mm (12-61°) Gun mantlet
14 mm (0-8°) 14 mm (1°) 14 mm

Notes:

  • Tracks and suspension wheels are both 20 mm thick.
  • Spaced armour plates are placed on the side of the Centurion chassis, giving an additional 6 mm of side armour.
  • The rear has a steel rack providing an additional 15 mm of protection.

Crew

  • Commander
  • Gunner
  • Loader x2
  • Driver

Total: 5 crew members

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 31 11 50 923 1,240 18.46 24.8
Realistic 28 10 575 650 11.5 13

The FV4005 doesn't represent anything special in terms of mobility; the vehicle utilises a Centurion hull and retains most of the same characteristics, including the somewhat sub-par reverse speed. Hull traverse times are reasonable, but not exceptional, and maximum forwards speed is a limited 28 km/h in RB/SB.

Due to the vehicle's limited mobility, players should play conservatively, avoiding flanking routes and any areas where there is no immediate escape route available. The Tracks upgrade is particularly valuable on the FV4005, as due to its limited turret traverse distance the improved hull traverse will on occasion be a saving grace.

Armaments

Main armament

The FV4005 Stage II sports the largest cannon available in War Thunder Ground Forces, the 183mm QF L4A1, with the longest base reload time of any vehicle at 43.3 seconds. The L4A1 is restricted to the use of HESH only, due to the weapon originally being envisaged as an anti-emplacement howitzer. Despite this, HESH can be used to great effect against almost any possible target, provided shots are placed well - ideally on angled side armour (while ensuring the armour isn't angled enough to bounce). Despite the size and weight of the round, it has reasonable ballistics at 716 m/s velocity.
183 mm QF L4A1
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
12 -7°/+15° ±45° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 15.9 21.94 26.64 29.46 31.34
Realistic 10.7 12.6 15.3 16.92 18.00
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
43.3 34.38 31.69 29.9
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0° Angle of Attack
10m 100m 500m 1000m 1500m 2000m
Shell L1 HESH 228 228 228 228 228 228

Important note: HESH round performance improves, within reason, when targets are angled. This is due to the 'squash head' the rounds are tipped by - on larger angles the head will 'squash' further and result in more internal damage. However, the improvements with angling are limited once the rounds reach their ricochet angles - past 73° of angling the rounds have a chance to bounce. As such it's best to limit rounds to less than 70° where possible.

Shell details
Ammunition Type of
warhead
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%
Shell L1 HESH 716 72 0.4 2.0 28,900 +0° 73° 77° 80°

Important note: This particular HESH shell has a slow fuse, which does not react to literally every obstacle it hits, unlike with the normal HEAT, HE or HESH, sometimes allowing FV4005 to fire through some foliage, flimsy fences and the likes. While it does not look very useful at first, it can be especially beneficial in Arcade mode or in some specific sniper setup, as AB players are often extremely uncomfortable with firing without aim assist confirmation, which is easily prevented by obstacles such as a weak metal fence built around a capture point, while you can learn the gun ballistics and train yourself to fire by using distance indicators and tank profile (use "select" hotkey, which is by default set to mouse wheel, to see hostile tank overall size and position) instead, to surprise them and thus avoid return fire.

Ammo racks

Full
ammo
Ammo
type
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
12 Projectiles
Propellants
(+5)
11 (+1)
(+11)
(+3)
N/A
(+5)
N/A
(+7)
N/A
(+9)
N/A
(+11)
No
Ammo racks of the FV4005

Notes:

  • The FV4005 has extremely limited ammunition, with a maximum of 12 rounds. Despite this, it's no mean feat to run out of ammo due to the extended reload time.
  • Projectiles and propellant bags are modeled individually and disappear as soon as they're loaded/fired.
  • Projectiles racks empty from back to front.

Machine guns

Main article: L3A1 (7.62 mm)

The FV4005's coaxial machine gun is of limited value; it should be used to clear small obstacles or if possible crew members in open-top vehicles. It can be used as a ranging machine gun while keeping in mind that the main weapon's ballistics do not follow the machine gun's trajectory exactly as the MG has a slightly higher round velocity.

7.62 mm L3A1
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
3,600 (250) 500 N/A N/A

Usage in battles

The main in-game use of this tank is the elimination of hull-down tanks (similar to T30), super-armoured heavy tanks in general (similar to IS-7), well-armoured SPG's (similar to Ho-Ri) and the likes of them. Meanwhile, you still can help your team by hiding around and eliminating reckless rushers in 1 hit, when they aren't looking.

Your main goal in between your hunts is to survive and stay hidden, as you only have enough armour to stop 7.64 mm machineguns, and your reloading time is exceptionally long, especially if you lose either of the loaders. Contrary to popular belief, if you aim poorly with FV4005 it does not one-shot anything out of existence anyway. You should first get out of your cover (or wait for the enemy to get into your firing lines), then take aim at the enemy, and only then fire. HESH shell will do the rest for you if your aim and weak spot suggestion was correct.

Weak spots depend on the mode you play in. As an example, for most Soviet Union tanks, the frontal weak spot is the left side of the hull (for you - right side). It's also possible to target the back of their turrets in Realistic battle. However, if you fire at back of the turret of IS-2 in arcade mode, it may still survive with just 1 crew member (driver with very high "vitality" level), go into "last stand" mode, turn it's turret and fire back at you. As such, try to aim at places, from which spalling can definitely hit every last crew member.

likewise, in arcade mode, it's not enough to just eliminate crew in your turret, and your driver is hidden in the decently armoured hull. However, if your FV4005 got attacked by explosives from 105+ mm gun, it will likely hull break. In case if enemy hit the gun breech and it got damaged, there is a chance, that the shell in it will also be destroyed, and you won't be able to avenge yourself even if the tank will manage to repair before follow up shot or before enemy got close enough to use MG or autocannon.

Going into sniper duels without preparations, like rangefinding and adjusting the gun beforehand, with this tank is ill-advised, as any sniper tank needs significantly less time to aim at you, due to fact that your turret cannot turn freely, your enormous profile, and faster flying ammunition types. They also can destroy you in 1 hit as well, by hitting your ammo, or even by causing the turret to hull break without engaging it directly, particularly noticeable with ATGM tanks like type 60 ATM.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine

Pros and cons

Pros:

  • Armed with the gigantic 183 mm cannon. This is the biggest gun mounted on any tank in the game.
  • 183 mm HESH will cause the spalling of enemy armour that is 254 mm thick or less. Devastating to even the most heavily armored tanks.
  • Has the hull of a centurion. So the upper plate is actually strong.
  • Large gun breech can potentially protect some of the turret crew from incoming fire and shrapnel.
  • The co-axial machine gun has a very similar trajectory to the 183 mm gun, making it ideal for ranging.

Cons:

  • Huge turret with only 14 mm of armor all around. Can be shredded by .50 cal machine guns and auto cannons, can be hull broken.
  • Lots of ammo lining the entire turret which can be detonated with little effort.
  • 4 of the 5 crew are in turret. An APHE penetration or high calibre HE shells hit will likely one-shot the tank.
  • HESH is inherently unreliable, a hit to a wrong spot on certain enemy tank chassis or armour may do no damage at all despite shell's potential, while a close miss might annihilate enemy tank regardless
  • Carries only 12 shells.
  • Due to the thin turret armor and sheer size of the tank, is a prime target for AA guns and all aircraft at the BR.

History

Work started on a 180 mm self-propelled gun in 1950 by Nuffield Mechanizations & Aero. Designated the FV215B, the plan was to mount the gun onto the Conqueror hull.[1] It was intended for the three trial vehicles to be built from the span of 1951-1955. The project was cancelled in early 1957 with no prototypes produced.[2]

During the development phase of the FV215B, another project was done on the Centurion.[2] Labeled the FV4005, it was an attempt to mount the 180 mm on the Centurion hull. The design phase is distinctive in two parts, Stage I and II. Stage I had the gun mounted on an open-topped hull. The gun had a concentric recoil system and an auto-loader. Stage II had the gun encased in a lightly armoured, splinter-proof turret with a conventional recoil system and manual loading.[3][4]

In December 1952, the 180 mm gun was increased into a 183 mm gun mounting. Though a single prototype was made for testing, the project never passed basic feasibility. In August 1957, the project was abandoned as well.[3][4] The lone prototype is currently stationed outside at Bovington Tank Museum.

Media

Skins
Videos

See also

  • Conway - A vehicle built under a similar principle of a large gun on a Centurion chassis.

External links

References

Citations

  1. Ware 2012a, p. 79
  2. 2.0 2.1 Ware 2012a, p. 80
  3. 3.0 3.1 Ware 2012a, p. 78
  4. 4.0 4.1 Ware 2012b, p. 109

Bibliography

  • Ware Pat. Images of War: British Tanks: 1945 to the Present Day Great Britain: Pen & Sword Military, 2012a
  • Ware Pat. Images of War Special: The Centurion Tank Great Britain: Pen & Sword Military, 2012b


Britain tank destroyers
Infantry tank derivatives  Archer · Gun Carrier (3-in)
Light tank derivatives  Alecto I
M10 Achilles  Achilles · Achilles (65 Rg.)
Centurion derivatives  FV4005 · Conway
ATGM  Swingfire · Striker
Other  Tortoise · ▄M109A1
Canada  QF 3.7 Ram
South Africa  G6 · ZT3A2