Difference between revisions of "Khrizantema-S"
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<!-- ''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.'' --> | ||
− | The {{PAGENAME}} is very lightly armoured and only have 2 crewmembers, 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. | + | The {{PAGENAME}} is very lightly armoured and only have 2 crewmembers, 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 big shell at its rank will hull break it on direct hit to the hull, unless slowed down by some internal module. The tank is also very unlikely to survive hellfire missiles or rocket rain. | Due to armour thickness, almost any big shell at its rank will hull break it on direct hit to the hull, unless slowed down by some internal module. The tank is also very unlikely to survive hellfire missiles or rocket rain. | ||
− | 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 it's weapon system it can also use ESS, creating smoke wall behind and around itself. | + | 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 it's weapon system it can also use ESS, creating 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, and, unlike with the most of other hulldown ATGM tanks, HEAT can be landed on top of it in such a way, that it will destroy {{PAGENAME}} via hullbreak, allowing other ATGM tanks to defeat it, if their reaction and aim is better. It is worth noting that kinetic shells do not hull break tank on radar hit, and it automatically hides itself when being damaged, to increase chances of survival against unexperienced opponents. | 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, and, unlike with the most of other hulldown ATGM tanks, HEAT can be landed on top of it in such a way, that it will destroy {{PAGENAME}} via hullbreak, allowing other ATGM tanks to defeat it, if their reaction and aim is better. It is worth noting that kinetic shells do not hull break tank on radar hit, and it automatically hides itself when being damaged, to increase chances of survival against unexperienced opponents. | ||
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<!-- ''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.'' --> | ||
− | {{PAGENAME}} | + | The {{PAGENAME}}'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. |
− | |||
− | {{PAGENAME}} | + | The {{PAGENAME}}'s climbing ability is mediocre, but it should be able to climb any hills when spaded. |
− | |||
− | {{PAGENAME}} | + | The {{PAGENAME}} can swim with greatly reduced movement speed. |
− | |||
{{tankMobility}} | {{tankMobility}} | ||
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{{main|9M123}} | {{main|9M123}} | ||
− | {{PAGENAME}} | + | The {{PAGENAME}} 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. | 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. | + | 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. | 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. | ||
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{{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.|!}} | {{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.|!}} | ||
− | 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 | + | 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. They 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. | ||
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{{Notice| {{PAGENAME}} 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, even if user cannot see them. Keep both of these facts in mind, when using it |!}} | {{Notice| {{PAGENAME}} 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, even if user cannot see them. Keep both of these facts in mind, when using it |!}} | ||
− | The {{PAGENAME}} 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 generally can only lock on targets within a 20° arc from the front of itself. | + | The {{PAGENAME}} 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 generally can only lock on targets within a 20° arc from the front of itself. |
Radar is usually following targeting reticle and only scans in chosen direction, however, once locked, it can automatically turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as it didn't go behind {{PAGENAME}}. | Radar is usually following targeting reticle and only scans in chosen direction, however, once locked, it can automatically turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as it didn't go behind {{PAGENAME}}. | ||
− | 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 reticle, 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. | + | 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 reticle, 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 {{PAGENAME}} an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km. | 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 {{PAGENAME}} an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km. | ||
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* Technically can fire and guide both missiles at once, one via radar, one via laser, an effect hard to replicate with any other tank short of [[BMP-2M]] | * Technically can fire and guide both missiles at once, one via radar, one via laser, an effect hard to replicate with any other tank short of [[BMP-2M]] | ||
* Can swim and snipe in water, rare for amphibious tanks | * Can swim and 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 | + | * Radar guided missiles can shut down any slow helicopter on their own if operator can keep the lock |
* Has thermal optics for commander and gunner | * Has thermal optics for commander and gunner | ||
− | * Great mobility and acceleration | + | * Great mobility and acceleration |
− | * Heavily sloped frontal | + | * Heavily sloped frontal armour |
'''Cons''' | '''Cons''' | ||
− | * | + | * Armour easily penetrated by any gun |
* Launcher & radar is easy to get hit when hull down | * Launcher & radar is easy to get hit when hull down | ||
* 9M123 ATGM is inferior to [[ADATS]] and SAM, making it inferior in duels | * 9M123 ATGM is inferior to [[ADATS]] and SAM, making it inferior in duels |
Revision as of 09:48, 13 January 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 crewmembers, 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 big shell at its rank will hull break it on direct hit to the hull, unless slowed down by some internal module. The tank is also very unlikely to survive hellfire missiles or rocket rain.
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 it's weapon system it can also use ESS, creating 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, and, unlike with the most of other hulldown ATGM tanks, HEAT can be landed on top of it in such a way, that it will destroy Khrizantema-S via hullbreak, allowing other ATGM tanks to defeat it, if their reaction and aim is better. It is worth noting that kinetic shells do not hull break tank on radar hit, and it automatically hides itself when being damaged, to increase chances of survival against unexperienced opponents.
When Khrizantema-S is travelling faster than 5 km/h, both its launcher and radar are hidden away, which reduces probability of being hit on move, at a cost of time spent to get launchers out and being unable to quickly fire them out when it matters, which may result in a loss against light tanks.
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:
Mobility
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.
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 | _,___ | 954 | __.__ | 53 |
Realistic | 71 | 21 | _,___ | 500 | __.__ | 27.78 |
Modifications and economy
Armaments
Main armament
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.
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.
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 Khrizantema-S hull is furiously shaking while swimming and manual shot seems impossible to make. |
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. They 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.
9M123F is the same carrier missile, but it is loaded with HE instead. HE missiles have less shrapnelling range than HE shells seen in conventional tanks and are generally used to harass other light vehicles, which sometimes cannot be simply destroyed with HEAT payload.
9M123 missile | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 16 | -5°/+15° | ±85° | N/A | __.__ | __.__ | __.__ | __.__ | __.__ | _.__ | _.__ | _.__ | _.__ |
Realistic | 14.9 | __.__ | __.__ | __.__ | __.__ |
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) |
Projectile Mass (kg) |
Fuse delay (m) |
Fuse sensitivity (mm) |
Explosive Mass (TNT equivalent) (g) |
Ricochet | ||
0% | 50% | 100% | |||||||
9M123 | ATGM (tandem) | 550 | 46.0 | 0.2 | 0.01 | 6,160 | 80° | 82° | 90° |
9M123F | ATGM-HE | ___ | _.__ | __ | _._ | ___ | __° | __° | __° |
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 | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ |
Optics and night vision
Khrizantema-S Optics | ||||||
---|---|---|---|---|---|---|
Type of optic | Magnification | Night Vision Devices | ||||
Image Intensifier | Thermal Imager Resolution |
Notes | ||||
Resolution | Light Mult | Noise Level | ||||
Gunner's Sight | ? | N/A | N/A | N/A | 800X600? | Only useable with tier 4 upgrade |
Commander's View | X6 | N/A | N/A | N/A | 800X600? | Only useable with tier 4 upgrade |
Driver's View | X1 / 3PV | 800X600? | ? | High | Not fitted | Only useable with tier 4 upgrade |
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, 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 generally can only lock on targets within a 20° arc from the front of itself.
Radar is usually following targeting reticle and only scans in chosen direction, however, once locked, it can automatically turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as it didn't go behind Khrizantema-S.
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 reticle, 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, seriously damaged, or when tank is travelling. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose.
??? - 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 1200 mm penetration
- Radar can also lock onto tanks, through smokes, trees, etc.
- Technically can fire and guide both missiles at once, one via radar, one via laser, an effect hard to replicate with any other tank short of BMP-2M
- Can swim and 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 commander and gunner
- Great mobility and acceleration
- Heavily sloped frontal armour
Cons
- Armour easily penetrated by any gun
- Launcher & radar is easy to get hit when hull down
- 9M123 ATGM is inferior to ADATS and SAM, making it inferior in duels
- Launcher can be hard to aim manually
History
Describe the history of the creation and combat usage of the vehicle 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 vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-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 />
. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===
, also if applicable).
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
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