Difference between pages "T95" and "Ikv 103"

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{{Specs-Card|code=us_t95}}
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{{Specs-Card|code=sw_ikv_103}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
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<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
[[File:GarageImage_T95GMC.jpg|420px|thumb|left]]
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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
{{break}}
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{{Break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.49 "Weapons of Victory"]].
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.97 "Viking Fury"]].
 
 
The T95 is good at providing support and dragging enemy fire. As of [[Update 1.59 "Flaming Arrows"]], the T95 shares the HE-filled APCBC T13 shells, researchable at tier 1 modifications, giving it an incredible punch that puts it on par with the [[Jagdtiger]]. It is very well known for its amazing frontal armour, hard to penetrate for the majority of guns at its rank. Experienced enemy players are aware of the T95's downsides: one hit weak spots, poor top speed, long reload and they will subsequently use it against the ''mighty Doom Turtle''.
 
 
 
The T95 is a very heavy and slow TD, the main purpose of which is to hold and defend a tactical position or to lead a forward push, thereby giving allied vehicles the the chance to strike at the enemy, most likely distracted by the defying task of taking down the immensely armoured T95.<br />
 
Even with its great frontal armour, a few enemies can still destroy the T95 frontally by using HEAT ammo (e.g. [[M103|M103]]: 380 mm and [[SU-122-54]]: 400mm pen), or for any other tank starting with [[:Category:Third_rank_ground_vehicles|rank 3]] by hitting the two obvious weak spots.
 
 
 
To hide the weak spots, one should try to find a spot where the cupolas are at well hidden from the enemy, either by finding a favourable slope or a high place, thus angling the vehicle to a point where only the front armour plates are in the sights of the enemy. Staying out of range (+600 m) to deny easy hits, alternatively, is a simple yet still quite effective tactic. Whenever an object such as a pillar presents itself in a combat area, the T95 driver should cleverly place the driver's cupola behind it — as with any other vehicle, proper use of the terrain is of utmost importance.
 
 
 
Despite its bad top speed, the T95 has amazing traverse speed, making it quite hard for an enemy (even light tank) to flank. This is further enhanced with good lower side armour and well angled top side armour. The sides are around 210 mm total with spaced armour in the tracks, any shot that hits it using HE-filled rounds will often explode before penetration inside occurs.
 
 
 
Though the T95 is a walking shield (aside from the two weak spots), the tank is very situational due to its slow speed. It has advantages in smaller maps with narrow corridors, such as city-based maps, while it struggles in larger maps with hilly terrain due to its poor climbing ability.
 
 
 
Using the explosive-filled T13 shell (APCBC), the T95 can dispatch almost any tank it can penetrate in one go, given that the necessary conditions of detonation are present, i.e. the penetration of 20mm of armour and the total of 1.2m travelled — a lucky [[ASU-85]] could endure a hit from the side without the customary fate of disastrous explosion, but these rare moments shouldn't be expected by anyone versing the T95. Anyways, the 12.7mm machine gun does a fine job at disposing of such lightly armoured targets when the necessity arises.
 
 
 
The .50 calibre machine gun is mounted on the commander's cupola and manned by the very same, this heavy machine gun allows for decent anti-air fire arcs. Fire arcs are ~300° with a small dead spot to the rear and ~80° upwards, or rather for how much the camera allows for. If used freely and without constraint, the ammo will drain quickly. Some moderation is advised, given the lack of a co-axial MG for clearing bushes and fences. Clearing obstacles is the secondary armaments primary usage. Mostly due to the cannons low mounting height. Even small fences can obstruct the sight.
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and 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?''
+
<!-- ''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 armour of the Ikv 103 is between 18.5 mm to 5 mm of thickness. This armour shouldn't be considered as survivable since every round you face will most likely penetrate and destroy most of what's left inside the tank. The thin side-armour has the occasional ability to result in overpenetration, but any frontal attack usually has enough force to activate most shell fuses. The tank is also incredibly weak against chemical rounds and aerial attacks due to the hull break featured on the vehicle. It is heavily recommended to avoid any form of damage since even artillery fire has the possibility of guaranteed destruction. Due to this low survivability, taking the maximum amount of ammunition isn't something to frown upon. Thanks to the short length of the round, as well as compact storage, ammunition explosions are quite rare.
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
'''Armour type:'''
 
*Rolled homogeneous armour
 
*Cast homogeneous armour
 
{| class="wikitable"
 
|-
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
| Hull basic || 305 mm (0-29°) ''Front'' <br> 133.35 mm (60°) ''Lower Glacis'' || 152 mm bottom<br />63.5mm top|| 50.8 mm || 38.1 mm
 
|-
 
| Additional armour || 292.1 mm ''Mantlet''<br />76.2 mm ''Cupolas''<br />76.2 mm ''track guard''<br />|| 76.2 - 101.6 mm ''lower track guard''<br />63.5 mm ''upper outer track guard''<br />25.4 mm ''upper inner track guard (drawer)''<br />|| N/A || 38.1mm ''radiator cover''<br />
 
|}
 
*Engine-crew-compartment wall is 25.4mm
 
*Plenty of attached ''rolled homogeneous'' accessory with 25.4mm
 
*25.4mm of belly armour at quite a big height off the ground. Therefore safe from 122mm cannons using HE between the tracks.
 
*20mm of ''structural steel'' for suspension and rollers. The track section is riddled with them
 
  
 
=== Mobility ===
 
=== Mobility ===
 
<!-- ''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.'' -->
  
{{tankMobility|abMinHp= 710|rbMinHp= 442|<!--AoAweight=(optional) -->}}
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{{tankMobility|abMinHp=190|rbMinHp=133}}
 +
 
 +
The Ikv 103 sports a good engine with a fairly high RPM giving it a lot of torque for climbing a lot of obstacles and average terrain. Although the top speed never exceeds 50 km/h, the Ikv 103 cruises comfortably around 40-45 km/h on a straight line and 25-35 km/h on uneven terrain, depending on the driving level and modules unlocked, no matter the surface below it. The vehicle finds no issue traversing snowy and sandy terrain thanks to the low weight and good track surface, but struggles in deep waters due to the low chassis it sports. The reverse rate of the Ikv 103 is also quite good at 11 km/h. Even if this speed can't hold a candle to the regular speed the 103 has, the reverse rate is still enough to safely peek over hills and reverse back into cover before getting fired upon.
  
 
== Armaments ==
 
== Armaments ==
[[File:T95 firing.jpg|thumbnail|right|In the ruins of the Berlin map this T95 wears the "Destruction" decal, unlockable for defeating 700 enemy tanks with US ground forces.]]
 
 
=== Main armament ===
 
=== 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 flexibilty 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: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. 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.''-->
+
<!-- ''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: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. 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.'' -->
{{main|T5E1 (105 mm)}}
+
{{main|kan Ikv (105 mm)}}
 +
 
 +
The Ikv 103 is outfitted with a 105 mm cannon firing heavy shells with a reload of 10-13 seconds depending on crew qualifications. This cannon is unusually short for its calibre, firing heavy shells with low-velocity. Although the early psgr m/49 lacks significant penetration and post-penetration damage, the later slpsgr m/65 HEAT-FS round packs up to 400 mm of penetration, easily penetrating anything it sees with devastating results. This later shell features a higher velocity than the previous round, as well as more explosive filler making the post-penetration much deadlier than before. The gun is aimed manually without the help of electrical equipment, resulting in a slow traverse rate. At maximum, the gun traverses at 8° per second, resulting in many deaths at closer ranges. This makes the gun most effective at medium ranges, where the traverse is ideal, and the shell velocity isn't crucial. It should be noted that the incredible gun depression allows the Ikv 103 to fire from extreme angles allowing it to safely engage targets without the risk of overexposing the tank, something which becomes incredibly useful to increase the vehicles survivability.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="100%"
|-
 
! colspan="6" | [[T5E1 (105 mm)|105 mm T5E1]]
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
|-
 
| colspan="3" | 62 || -5°/+19.5° || -10°/+11° || N/A
 
|-
 
! colspan="6" | Turret rotation speed (°/s)
 
|-
 
! style="width:4em" |Mode
 
! style="width:4em" |Stock
 
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
| ''Arcade'' || 5.95 || 8.20 || 10.00 || 11.10 || 11.80
 
 
|-
 
|-
| ''Realistic'' || 5.95 || 7.00 || 8.50 || 9.40 || 10.00
+
! colspan="5" | [[kan Ikv (105 mm)|105 mm kan Ikv]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="4" | Reloading rate (seconds)
+
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 
|-
 
|-
! colspan="1" style="width:4em" |Stock
+
! ''Arcade''
! colspan="1" style="width:4em" |Prior + Full crew
+
| rowspan="2" | 24 || rowspan="2" | -16°/+20° || rowspan="2" | ±10° || rowspan="2" | N/A || __.__ || __.__ || __.__ || __.__ || __.__ || rowspan="2" | _.__ || rowspan="2" | _.__ || rowspan="2" | _.__ || rowspan="2" | _.__
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
 
|-
 
|-
| 20.02 || 17.71 || 16.32 || 15.40
+
! ''Realistic''
 +
| __.__ || __.__ || __.__ || __.__ || __.__
 
|-
 
|-
 
|}
 
|}
  
===== Ammunition =====
+
==== Ammunition ====
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
! colspan="8" | Penetration statistics
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! rowspan="2" class="unsortable" | Type of <br /> warhead
+
! rowspan="2" | Type of<br>warhead
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
+
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
|-
! 10m
+
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
 
|-
 
|-
| T32 || APCBC || 258 || 248 || 218 || 190 || 178 || 155
+
| psgr m/49 || HEAT || 240 || 240 || 240 || 240 || 240 || 240
 
|-
 
|-
| T13 || APCBC || 219 || 217 || 207 || 193 || 181 || 171
+
| sgr m/34 LT || HE || 23 || 23 || 23 || 23 || 23 || 23
 
|-
 
|-
| T29E3 || APCR || 315 || 310 || 285 || 251 || 223 || 196
+
| slpsgr m/65 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
|-
 
| T30E1 || HE || 20 || 20 || 20 || 20 || 20 || 20
 
 
|-
 
|-
 
|}
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="11" | Shell details
+
! colspan="10" | Shell details
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
! rowspan="2" class="unsortable" | Type of <br /> warhead
+
! rowspan="2" | Type of<br>warhead
! rowspan="2" |Velocity <br /> in m/s
+
! rowspan="2" | Velocity<br>(m/s)
! rowspan="2" |Projectile<br />Mass in kg
+
! rowspan="2" | Projectile<br>Mass (kg)
! rowspan="2" | ''Fuse delay''
+
! rowspan="2" | Fuse delay<br>(m)
''in m:''
+
! rowspan="2" | Fuse sensitivity<br>(mm)
! rowspan="2" | ''Fuse sensitivity''
+
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
''in mm:''
+
! colspan="3" | Ricochet
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
 
|-
 
|-
! 0%
+
! 0% !! 50% !! 100%
! 50%
 
! 100%
 
 
|-
 
|-
| T32 || APCBC || 975 || 18 || N/A || N/A || N/A || +4° || 48° || 63° || 71°
+
| psgr m/49 || HEAT || 418 || 10.25 || N/A || 0.1 || 1,610 || 62° || 69° || 73°
 
|-
 
|-
| T13 || APCBC || 899 || 19 || 1.2 || 20 || 177.38 || +4° || 48° || 63° || 71°
+
| sgr m/34 LT || HE || 400 || 11.67 || 0.1 || 0.1 || 1,820 || 79° || 80° || 81°
 
|-
 
|-
| T29E3 || APCR || 1128 || 11 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
+
| slpsgr m/65 || HEATFS || 530 || 10.50 || N/A || 0.1 || 1,270 || 65° || 72° || 77°
 
|-
 
|-
| T30E1 || HE || 945 || 15 || 0.1 || 0.5 || 1,550 || +0° || 79° || 80° || 81°
+
|}
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="7" | Smoke shell characteristics
 +
|-
 +
! Ammunition
 +
! Velocity<br>(m/s)
 +
! Projectile<br>Mass (kg)
 +
! Screen radius<br>(m)
 +
! Screen deploy time<br>(s)
 +
! Screen hold time<br>(s)
 +
! Explosive Mass<br>(TNT equivalent) (g)
 +
|-
 +
| rökgr m/49 || 359 || 14.7 || 20 || 5 || 25 || 50
 
|-
 
|-
 
|}
 
|}
  
=====Shell types=====
+
==== [[Ammo racks]] ====
'''T32 ''APBC'''''<br />
+
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
The stock shell and previously the only one ever needed, unless engaging in combat over 1,000 m distance. It features decent normalization and good penetration even at ~60°, unlike the T29E3 APCR. Only downfall is the 50% ricochet chance against ~60° angled armour plates, like the frontal plate of the [[T-54 (1947)|T-54s]], which the shell would otherwise easily penetrate up to 1,000 m range([[T-54 (1949)|mod. 1949]] & [[T-54 (1951)|mod. 1951]]).<br />
+
{| class="wikitable" style="text-align:center"
Post-penetration effects are meagre. No HE filler, therefore only spalling and direct impact cause damage. For ammo racks, the detonation chance is roughly 5-10%. A bit better for starting fires, though. Therefore focus on crew members and vital modules.
 
 
 
'''T29E3 ''APCR'''''<br />
 
+50 mm penetration on all ranges looks good on paper, but a further check reveals a great disadvantage. With greater armour angles the penetration quickly drops, even past the stock APBC shot! And as angled plates become very common in era IV, this shell can just be ignored. Exemption is on ranges '''exceeding 1,000 m.''' Pack extra for expected long-range sniper duels.<br />
 
Additionally, the post-penetration effects are small and angle normalization does not happen upon impact. Direct hits on ammo racks have a small chance to cause an explosion like the APBC. Focus fire on crewmen and important modules!
 
 
 
'''T30E1 ''HE'''''<br />
 
Despite the calibre the HE is worse than similar calibres found on [[Tiger II (10.5 cm Kw.K)|King Tiger's]] [[KwK L/68 (105 mm)|105 mm]] and [[D-10S (100 mm)|D-10 cannon]], even less than on [[M3A1 (90 mm)|90 mm cannons]] on the [[M46|Patton]]'s. Damage against common [[:Category:Anti-aircraft_vehicles|SPAA]] is therefore unsatisfactory and the roof mounted [[Browning M2 (12.7 mm)|M2HB Browning]] heavy machine gun is the better weapon of choice.
 
 
 
'''T13 ''APCBC'''''<br />
 
This should be the go-to ammunition with the T95, at any range. While it sacrifices some penetration (about 40mm at many ranges when compared to the T32 APBC), it has a HE filler. This allows this shell to one-shot almost anything it penetrates. It has massive post-penetration damage, and this is why the sacrifice of raw penetration is worth it. Despite the lower penetration, with proper aiming, the T13 shot can penetrate any tank it sees. When fighting King Tigers, simply aim for the turret faces (right side preferably) and lower glacis. When fighting T-44s and T-55s, aim for the turret faces, to the left and right of the gun, or the cupola if close enough to consistently hit. When fighting another heavy TD like the Jadgtiger, simply aim for the lower glacis, while it will rarely be a one-shot like this, it will immobilize him, and allow the leisure of finishing it off at an opportune time. Tanks like the IS-3 and T-10 are one of the greatest challenges for this shot, as their pike fronts are usually strong enough to bounce it if they are facing the T95. To defeat them aim for the area right at the top of the pike and below the gun, though this can be challenging. The cupola is again a valid target for pike front soviet heavies if close enough. To destroy an IS-6 frontally, aim for turret front, cupolas, or right under the gun where the shot can bounce down into the hull. While on paper, this shot lacks the penetration to penetrate the front of the Maus turret, it can actually penetrate it due to the armour penalty that the Maus has, which makes its armour weaker. Most other tanks can simply be shot centre of mass.
 
 
 
===== [[Ammo racks|Ammo racks]] =====
 
[[File:Ammoracks_T28GMC.png|right|thumbnail|Ammo racks of the T28.|300px]]
 
{| class="wikitable sortable" style="text-align:center"
 
 
|-
 
|-
! class="wikitable unsortable" |Full<br />ammo
+
! Full<br>ammo
! class="wikitable unsortable" |Ammo<br/>Part
+
! 1st<br>rack empty
! class="wikitable unsortable" |1st<br />rack empty
+
! 2nd<br>rack empty
! class="wikitable unsortable" |2nd<br />rack empty
+
! 3rd<br>rack empty
! class="wikitable unsortable" |3rd<br />rack empty
+
! 4th<br>rack empty
! class="wikitable unsortable" |4th<br />rack empty
+
! 5th<br>rack empty
! class="wikitable unsortable" |5th<br />rack empty
+
! 6th<br>rack empty
! class="wikitable unsortable" |6th<br />rack empty
+
! Visual<br>discrepancy
! class="wikitable unsortable" |7th<br />rack empty
 
! class="wikitable unsortable" |8th<br />rack empty
 
! class="wikitable unsortable" |9th<br />rack empty
 
! class="wikitable unsortable" |10th<br />rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
 
|-
 
|-
| '''62''' || style="text-align:right" | ''Projectiles''<br />''Propellants'' || 57&nbsp;''(+5)''<br />52&nbsp;''(+10)'' || 47&nbsp;''(+15)''<br />41&nbsp;''(+21)'' || 42&nbsp;''(+20)''<br />36&nbsp;''(+26)'' || 37&nbsp;''(+25)''<br />31&nbsp;''(+31)'' || 31&nbsp;''(+31)''<br />25&nbsp;''(+37)'' || 25&nbsp;''(+37)''<br />19&nbsp;''(+43)'' || 19&nbsp;''(+43)''<br />13&nbsp;''(+49)'' || 13&nbsp;''(+49)''<br />7&nbsp;''(+55)'' || 7&nbsp;''(+55)''<br />1&nbsp;''(+61)'' || 1&nbsp;''(+61)''<br />&nbsp; || style="text-align:center" |Yes: Rack 2 holds 10 instead of 11 shells<br />Right upper rear rack (x) currently never depletes
+
| '''24''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
 
|-
 
|-
 
|}
 
|}
  
20 rounds are enough for [[:Category:Game_modes|AB]]
+
== 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).'' -->
 +
The Ikv 103 is a nimble vehicle with a small silhouette compared to its peers. The lightweight and powerful gun set it apart from other vehicles at the battle rating. The general playstyle can be compared to the Jpz 4-5 found in the German tech tree. This playstyle is a more aggressive spin on tank destroying than usual, where the vehicle has to make use of positioning rather than frontal survivability. The Ikv 103 can't use common sniping locations very effectively since any form of enemy retaliation will destroy the vehicle completely. Instead, the 103 needs to drive full speed to various locations where enemies are unlikely to expect danger. Although this playstyle requires a lot of map knowledge, the reward is quite high for a successful flank, thanks to the devastating cannon the Ikv 103 carries. Thanks to the light vehicle weight and strong engine, the Ikv 103 is also able to climb a lot of obstacles, something that helps a lot when fighting on bad terrain. However, maps that lack terrain entirely cripple the 103's performance quite significantly, since the tank cannot hide, resulting in a lot of face-to-face engagements, which the Ikv 103 almost always lose.
  
30 rounds are enough for [[:Category:Game_modes|RB]]/[[:Category:Game_modes|SB]]
+
=== Modules ===
 
+
{| class="wikitable"
=== Machine guns ===
+
! Tier
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
+
! colspan="2" | Mobility
{{main|Browning M2 (12.7 mm)}}
+
! Protection
 
+
! colspan="2" | Firepower
{| class="wikitable" style="text-align:center"
 
 
|-
 
|-
! colspan="7" | [[Browning M2 (12.7 mm)|12.7 mm M2HB]]
+
| I
 +
| Tracks
 +
|
 +
| Parts
 +
| Horizontal Drive
 +
|
 
|-
 
|-
! colspan="7" | ''Pintle mount''
+
| II
 +
| Suspension
 +
| Brake System
 +
| FPE
 +
| Adjustment of Fire
 +
|
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
| III
! rowspan="1" | Fire rate <br> (shots/minute)
+
| Filters
! rowspan="1" | Vertical <br> guidance
+
|
! rowspan="1" | Horizontal <br> guidance
+
| Crew Replenishment
 +
| Elevation Mechanism
 +
| rökgr m/49
 
|-
 
|-
| colspan="4" | 1,000 (200) || 577 || -10°/+70° || ±140°
+
| IV
 +
| Transmission
 +
| Engine
 +
|
 +
| slpsgr m/65
 +
|
 
|-
 
|-
 
|}
 
|}
  
== Usage in the battles ==
+
=== Pros and cons ===
<!--''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 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).''-->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
With this in mind let us talk about the need for speed:
 
  
The Doom Turtle is slow. Very slow. To be exact the slowest vehicle in-game, if we exclude a [[F-86F-2|F-86F]] without the engines running.
+
'''Pros:'''
  
For tactics, we must rather think of strategy: It may only reach one specific point through an entire match, so make sure the T95 is actually needed at that point or all that will be spent is digital gasoline.
+
* Excellent HEAT round for its rank, able to penetrate the upper glacis plate of the Tiger II
 +
* Above average mobility, able to secure crucial positions or even flank the enemy
 +
* Neutral steering
 +
* Able to hull-break light vehicles
 +
* Small silhouette
 +
* Incredible gun depression
  
Study the map and look for choke points, places of fierce narrow fielded conflict. Points were fighting will always take place.
+
'''Cons:'''
 
 
There are two main playstyles: '''Support''' and '''CHARGE!!!'''. Playstyle does not really change with the game modes, they can be universally used.
 
 
 
=====Support=====
 
The biggest problem of the Doom Turtle are the weak spots, undermining the trade off speed for armour. However, if the T95 stays beyond decent accuracy (+500m), or gain height advantage and use gun depression, then the weak spots are no longer accessible. Do not mistake this with a sniper role! The average range should be 400m to 800m. Stay with the team, the T95 is their shield. Be a classic ''tank'' in RPG sense. If the situation is about to grind down and come to hold, change to the '''CHARGE!!!''' strategy (see below).
 
  
The main task is to provide fire assistance since the cannon is not made to take out tanks and features a long reload, disabling enemy tanks with engine hits is the priority. Further, draw the enemies attention to the T95. Force foes into sniper duels. Every shot at the T95 is one away from an ally. To enhance this sit in an exposed position and attack enemies with the machine gun. Make them shoot at the T95. Once using the T13 shell, the disabling shots the T32 made will turn into nasty shots with post-penetration damages.
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* Poor armour, sides able to be penetrated by heavy machine guns, and even rifle-calibre bullets behind the tracks
 
+
* Has hull-break
Good places to go for are where the heavy tanks would rush to fight with their armour. Or spots medium tanks use but do not hide in the cover, leave it open for the allied medium tanks. Their support is essential to enhance the T95 own's slow firing rate. Playing driving cover/pillbox is also something to consider under these circumstances.
+
* No MG to destroy light fences that can fuse your HEAT shells
 
+
* Slow gun traverse, makes aiming in CQB or moving target harder
=====Charge=====
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* Vehicle reverses slightly when firing, forcing you to reacquire range of target after every shot
[[File:T95 - putting up pressure.jpg|thumbnail|'''CHARGE!!!'''<br />Although going this close is ill-advised, as for enemy tanks can have better reverse speeds than the T95 can drive forwards. Not to mention the cupola weak spots becomes an easy target.<br />'' However!'' The T95 is putting pressure on and places the opponent under stress. Psychological effects should not be underestimated. In this case, the [[Tiger II (10.5 cm Kw.K)|Kingtiger 105]] got stuck on the rubble pile and is further blocking his allied [[IS-4M]] the sight. Reversing now allows for a free shot into the Tigers transmission, locking him in place.]]
 
The following tactic goes against anything one would expect with the above and described the tank's issues. While it sounds easy, there must be put a lot of thought into it to succeed.
 
 
 
Press and hold "W" and click "Mouse button 1" once in a while. It, in theory, will get the T95 heavily damaged or even destroyed, but in practice, a 86 tonnes vehicle is determined to steamroll everything in its path . . . and everyone gets scared, panicked even. An example can be seen in the screenshot on the right
 
 
 
But which place to charge through like the Light Brigade? The goal of this attack is to push the team out of camping positions and draw selected enemy's fire onto the T95. Long narrow sections with decent cover left and right is good places. Other places would be on the edge of the map and come in from an angle, limiting the foes attack front to only <100°. Having on to worry about only one side armour section allows for good angling opportunities. On Poland, the northern town's part in domination is a good example of this. The northern side is usually clear and south are only has got a few spots where fire can hit the side, make sure to turn south at those spots to further improve the south facing side armour via armour angling.<br />
 
Next step ones close enough is to capture the control point and/or keep advancing into the enemy to dig them out.<br />
 
Now, once the position is secured, the strategy can be changed to a Support role (see above), or go sneaky and hide around a corner.
 
 
 
Main difference to support is the change of module targets: Gun breech and gunner are to priorities, as this close up the T95's weak spots are very easy to hit. Further keep spamming the machine gun, to cloud the foe's sight and make them focus on the T95, helping the allies (who hopefully followed) to take them out.
 
 
 
[[File:T95 EasternEurope.jpg|thumbnail|left|Although a '''''stationary''''' tank destroyer, this does not mean to remain immobile! Keep changing position after some shots and be aware of the surroundings — otherwise, the T95 turns into one of those craters.]]
 
 
 
Sitting at an uneasy spot with 7.0 in AB and 6.7 in RB/SB, facing off Rank 5 vehicles and a variety of WW2 vehicles. All vehicles can penetrate the upper side armour and the weak spots. Therefore all medium vehicles are dangerous and their engines should be disabled ASAP.<br />
 
Foes able to frontally penetrate the T95 are labelled red.<br />
 
As only solid shot ammo is available, specific modules must be a target. Generally: Medium tanks - Engine; Heavy tanks - Cannon breech, crew; TDs - Crew compartment, gunner;
 
* Tank destroyers/<span style="color:red">&#9760;[[SU-122-54]]</span>: Except for the Jagdtiger all TDs should be shot at their gunner position to disable at least two crewmen.
 
*[[IS-3]]: Pike is difficult to get through. Try to disable the cannon, or wait for him to angle the tank wrong to shoot through the pike. Otherwise, with only 4 crewmen keep disabling them one by one.
 
*<span style="color:red">&#9760;[[T-10M]]</span>: Same as IS-3.
 
*[[IS-4M]]: The drives hatch is hard to get through with the tiny hole behind the additional armour. More favourable is the lower plate. The same as for the IS-3 applies.
 
*T-54s & <span style="color:red">&#9760;[[T-54 (1951)|mod.51]]</span>: All can be penetrated through the turret front (left and right of gun mantlet) from closer than 500m. Except for the [[T-54 (1947)|mod.47]], the glacis plate may also be targeted, if it is straight pointed at the T95. Target either the engine or the ammorack+fuel tank at the front (chance to set if off is slim though).
 
*[[T-44]]: Turret can be very trolly, but is the best way to avoid return fire. Engine and crew are again good targets.
 
*[[Tiger II (H)|Kingtiger]]: Right turret cheek to disable the gunner, alternatively the lower glacis to get the transmission.
 
*[[Maus|Maus]]: Given its height, the T95's weak spot is very easy to hit. Disable the gunner via a shot in the right turret cheek. If closer than 1000m, retreat before he can man the cannon again.
 
*[[Jagdtiger|Jagdtiger]]: A tough nut, plus 250mm of raw and sloped armour disables APBC and APCR shells. Thankfully the lower plate is a good place to shoot. Make sure to hit at a good flat angle, as the APBC likes to bounce.
 
*<span style="color:red">&#9760;[[Leopard I|Leopard]]</span>: Shoot anywhere at the front, but do so quickly, as a good player can shoot and very quickly destroy the T95. Yet, due to the low armour thickness, the shrapnel damage inflicted is great and may even one shot it.
 
*<span style="color:red">&#9760;[[M103|M103]]</span>: Try to shoot into the turret trap (lower gun mantlet) or the turrets cheeks. Try to disable the cannon, breech and crew men.
 
*[[Panther_F|Panthers]]/[[M26|Pershing]]/[[M46|M46]]: Entire front is penetrable. Shooting the upper glacis and into the engine through the fighting compartment will deal decent damage.
 
*<span style="color:red">&#9760;[[M47|M47]]</span>: Don't shoot the upper glacis, more preferably the turret. Engine and gun breech are good targets to start with
 
*<span style="color:red">&#9760;[[M60|M60]]</span>: Lots of sloped armour. Frontally, the commander's hatch can be hit quite easily, but this fight should be avoided at all costs. Basically an up-armoured Leopard.
 
 
 
=== Pros and cons ===
 
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
[[File:T95 vs KingTiger Comparison.jpg|thumbnail|right|T95 and [[Tiger II (H)|Kingtiger]] height comparison.<br />The T95 is as tall as the Tiger's chassis and with similar hull length. The Kingtiger is one of the taller vehicles.]]
 
'''Pros:'''
 
* Very thick raw frontal armour, almost impossible to penetrate
 
* Can charge through a capture point when properly supported
 
* Incredibly good at a defensive position, very hard to dislodge when properly positioned
 
* Can shield allies with its sheer size and thick armour
 
* Frontal armour can resist even APDS shots from early MBTs
 
* Surprisingly good traverse speed
 
* Can pivot in place
 
* Can absorb a lot of damage, very good for drawing enemy fire
 
* Multiple layers of side armour, and the outer most is sloped
 
* .50 cal machine gun has a very good traverse angle
 
* Low profile
 
* High armour penetrating cannon
 
* Destructive APCBC-HE shells, the same as the T29
 
* Thickest ''raw frontal'' armour value in-game
 
* Top armour can resist most aircraft weapons
 
* The T95 is notoriously hard to destroy
 
* Very low risk of fire
 
* Very cheap repair cost in RB
 
* Contrary to the popular belief, shooting at the commander's cupola doesn't guarantee a knock-out, most APHE shells has a fuse delay and the commander's cupola is small, so most AP shells will just pass through without detonating
 
'''Cons:'''
 
* Only 4 crew member despite being a large vehicle
 
* Slowest tank in the game, slower than the Tortoise and the Maus, coupled with a very slow reverse speed
 
* Long reload time
 
* Very expensive repair cost in AB, but it's negligible as the T95 will not be destroyed that often
 
* The T95 will become completely obsolete in certain maps
 
* Unable to deal a lot of damage
 
* Takes a lot of time to get into the action zone
 
* The T95 requires a lot of team play, it will not be effective if not supported by teammates
 
* Difficult stock grind before the Parts and T13 shot are researched
 
* Vulnerable to aerial bombs
 
* Big roof area makes it an excellent target for artillery and aircraft rockets
 
* Has 4 sets of tracks but if one is disabled, the entire vehicle is immobilized
 
* Large gun, can be damaged easily
 
* Smart players will just completely ignore the T95
 
* Cupolas are obvious weak points but will become obsolete once the commander is knocked out
 
* Commander is the most vulnerable crew in the tank
 
* Frontal armour can be penetrated  by ATGMs
 
* Side armour might be thick but is still penetrable by most tanks at close range, and sides are littered with ammo, so a penetrated shot to the side is mostly lethal
 
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
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<!-- ''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: <nowiki>https://wiki.warthunder.com/(Vehicle-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>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
===Development===
 
Years before the invasion of Normandy, there were men among the Allied planners worrying about the heavily-defended fortification lines such as the Siegfried Line blocking the path from France to Germany. One of the proposed methods was to develop extremely heavily armoured vehicles capable of destroying any fortification it comes across and any resistance the German had. Britain and America both worked on this project in order to develop these super-heavy tanks.
 
  
The American solution was a vehicle that would be called the '''T28 Heavy Tank''' and work began on such vehicle in September 1943. The initial vehicle concept called for a casemate design with a [[T5E1_(105_mm)|105mm T5 gun]], which was evaluated to be "extremely effective at reducing heavy fortifications". The only other armament on the vehicle would be a .50 cal machine gun for use by the commander. The armour on the design was 203 mm at first, but in January 1945 the head of Ordnance worried about the effect of German APCR ammunition, and so the already significant armour was upped to an astounding 305mm thick frontal armour, at the increase of weight to 95 tons. The vehicle's electric drive was a carryover from the [[M6A1|M6]] and T23 tank, with the engine the same from the [[M26|M26 Pershing]] (which was the same as the [[M4A3 (76) W|M4A3 Sherman]]). The heavyweight with the underpowered engine allowed the T28 to reach a whopping 8 miles per hour speed. To carry this design, the vehicle had four sets of tracks, two on each side, 328mm wide each in order to lower ground pressure. For transport, the extra set of tracks on the sides can be removed to make the vehicle thinner (4.55m to 3.15m) for easier transport, but raising ground pressure (0.82kg/cm<sup>2</sup> to 1.14kg/cm<sup>2</sup>) and reducing armour since the detached track sets comes with 102 mm skirt armour.<ref name="EstesHeavyTanks">Estes Kenneth W. ''Super-heavy Tanks of World War II'' Great Britain: Osprey Publishing Ltd., 2014</ref>
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The [[Ikv 72|Infanterikanonvagn 72]] was a project started in 1949 by Sweden for an assault gun. The intended role of this vehicle was to support the infantry in the attack, replacing towed artillery guns. The design was to be small, and of light weight, around 6 tons. This was to reduce costs so a larger amount could be produced. The first prototype from Landsverk, completed in 1950, was armed only with three machine guns. This was insufficient, and it was re-armed with a 75 mm cannon, the same gun from the [[Strv m/42 EH|Strv m/42]]. It was a small, lightly armoured vehicle, with a casemate superstructure housing the 75 mm gun. It had a crew of 4, and it was open topped. Starting in 1956, the Ikv 72 was upgraded to the Ikv 102 standard. This upgrade added an armoured roof for the crew compartment and a 105 mm gun replaced the 75 mm gun. The Ikv 102, in turn, was upgraded to the Ikv 103 standard. The Ikv 103 featured an improved engine, the Volvo B42 engine. The air intake was moved to grills on the rear of the vehicle, instead of through the crew compartment.
  
The T28 heavy tank continued with the development and in March 1944, the U.S. Army gave it the name and also placed an order for five pilot models for testings. In March 1945, Ordnance then renamed the T28 into the '''[[T95|105 mm Gun Motor Carriage T95]]''' due to the lack of turret for a "tank" and any regular secondary armaments. Then, in June 1946, the vehicle was renamed again to the '''[[T29|Super Heavy Tank T28]]''' due to the United States construction of self-propelled guns being lightly armoured, in order to distinguish it as a radically different design than simply a "tank destroyer". Today, the T95 and T28 naming are both used to title this vehicle.<ref name="EstesHeavyTanks"/>
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=== [[wt:en/news/6600-development-ikv-103-heat-mortar-en|Devblog]] ===
 +
In 1949, the procurement division of the Swedish army placed an order for the development of a light assault self-propelled gun to substitute the [[Sav m/43 (1946)|Sav m/43]] SPG. Three companies took on the work: AB Landsverk took on the development of the platform, Volvo was responsible for the powertrain, and Bofors for the armament. In fact, three versions of the vehicle for different purposes were planned at first: one with a 75 mm cannon, a machine-gun-equipped modification, and also a special one that was intended for the deployment of specific weaponry, such as flamethrowers and rocket launchers. Thus, a light (merely eight tonnes in all), tracked infantry-support vehicle was produced, with an open cabin and bulletproof armour.
  
[[File:T28 Front Quarter.jpg|thumbnail|right|Front three-quarter view of the T28 at the Patton Museum. T28 Super Heavy Tank - no longer on exhibit as it has been prepared to move to Fort Benning GA.]]
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In 1952, a cannon-equipped version, under the designation the Ikv 72 (short for "infanterikanonvagn", meaning "cannon-equipped infantry-support vehicle" in Swedish), was put into service. A little later, the SPG's were re-equipped with 105 mm howitzers and the cabin was retrofitted with a roof, which could protect the crew from bullets and shrapnel. This modification received the designation Ikv 102. Meanwhile, the Swedish army ordered another series of the vehicle with an upgraded chassis to allow installation of a new air-cooled engine, while the gun and the armour remained the same as the Ikv 102's. This new version was designated Ikv 103. The Ikv 102 and 103 SPGs remained in use by the Swedish army until the mid-1970s, when they were replaced with the [[Ikv 91]] SPG.
  
===Procurement and deployment===
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== Media ==
The five pilot models requested by the U.S. Army had Ordnance look for a manufacturer to produce these vehicles. The war effort had made many prominent manufacturers busy with pre-existing orders. The Pacific Car and Foundry Company were then contracted to produce the design, with production starting in March 1945. The complete tank design was finished by August 1945, by this time the war had already ended in Europe three months ago. Efforts continued on the tank until the surrender of Japan in September, ending World War II. The post-war cutbacks led to the request for five tanks lowered to just two. The first T28 prototypes appeared in Aberdeen Proving Grounds on 21 December 1945, with the second arriving on 10 January 1946. These two prototype tanks went through evaluations at Aberdeen and Yuma Proving Grounds, mostly for engineering tests to check the durability of the components used. The second prototype model caught an engine fire in Yuma and had to be scrapped. The T28 project finally ended in October 1947 when development for such heavy vehicles stopped. Records on the sole T28 prototype ended afterwards, many assumed the vehicle was destroyed or scrapped.<ref name="EstesHeavyTanks"/>
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
{{Youtube-gallery|YdRN17QiW1M|"400mm PEN HEAT" - "PhlyDaily"}}
  
In 1974, the sole remaining T28/T95 prototype was found in the fields behind Fort Belvoir, Virginia by a wanderer, rumoured to be a farmer out hunting or a lieutenant conducting inventory inspection. To this day, no one is certain how the T28 tank was left abandoned in the fields or what happened during the years in absence. It was moved to the Fort Knox, Kentucky to be displayed in the Patton Museum of Cavalry and Armor. Today, its resting place is in the National Armor and Cavalry Museum in Fort Benning, Georgia.<ref name="EstesHeavyTanks"/>
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== 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.''
  
===Legacy===
+
== External links ==
In the end, the super heavy tanks designs made by the Americans (T28) and the British ([[Tortoise|Tortoise]]) only proved that such needs for tanks were unnecessary. The Siegfried Line and other such fortifications were taken out by use of the standard issued medium tanks such as the [[M4|M4 Shermans]], proving that affordable, mass-produced vehicles could dominate the modern battlefield. The super heavy tanks were also a strain on battle operations, as one of the most pressing questions during the development of the super-heavy tanks were on just how to get the tanks across the ocean to Europe and supply them with the fuel and ammo. The only positive note that these heavy tanks provided was that it showed the true extent of American and British industrial capabilities, being able to produce these massive monsters.
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<!-- ''Paste links to sources and external resources, such as:''
 
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* ''topic on the official game forum;''
=== In-game description ===
+
* ''encyclopedia page on the tank;''
A heavy assault tank developed on the basis of research conducted by the armament department. It was designed to break through well-fortified positions. Two models were built and underwent testing between 1945 and 1947. A new 105mm gun was attached to the base, allowing the tank to fight against fortifications. However, the project was eventually determined to be unrealistic.
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* ''other literature.'' -->
  
== Media ==
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* [[wt:en/news/6600-development-ikv-103-heat-mortar-en|[Devblog] Ikv 103: HEAT mortar]]
===Camouflages & Skins===
 
*[http://live.warthunder.com/feed/camouflages/?q=%23t95 '''Skins''' and '''camouflages''' for the T-95 from live.warthunder.com.]
 
**[http://live.warthunder.com/post/177508/  '''"Fictional dark olive US-Army skin - ´En Garde´"''' by ''JoKeR_BvB09'']
 
**[http://live.warthunder.com/post/175409/ '''"Girls und Panzer Saunders High"''' by ''CmdNomad'']
 
**[http://live.warthunder.com/post/218442/ '''"GDI T95 as HEAVY METAL"''' by ''Kopin11'']
 
  
===Videos===
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=== Bibliography ===
{{Youtube-gallery|tt_oGX4_ORg|Gameplay footage:<br />"'''T-95 V Normandy - (1080p)'''"<br />by DodgerRoger|3NLhMpMywKE|Overview & introduction:<br />"'''T95 Tank Review'''"<br />by ''CornyBros''|7AZJOj38heg|Comedy:<br />"'''T95 vs Jagdtiger'''"(Sort of)<br />by ''Fabulous shepArd''}}
 
  
==References==
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** GlobalSecurity.org. (n.d.). Infanterikanonvagn 72 / 102 / 103. GlobalSecurity.org. https://www.globalsecurity.org/military/world/europe/ikv-72.htm
<references />
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** Infanterikanonvagn 72. (2020, May 14). In ''Wikipedia''. https://en.wikipedia.org/w/index.php?title=Infanterikanonvagn_72&oldid=956568359
 
 
== Read also ==
 
*[http://forum.warthunder.com/index.php?/topic/243508-tales-of-the-doom-turtle-%E2%80%93-the-blog/ WT Forum T95 Blog: "''Astonishing and amazing 'Tales of the Doom turtle!' &ndash; The blog''"]
 
*[https://warthunder.com/en/devblog/current/767/ [Devblog<nowiki>]</nowiki> T28 and T95]<br/>
 
 
 
== Sources ==
 
''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
  
{{USA tank destroyers}}
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{{Sweden tank destroyers}}

Revision as of 09:58, 29 July 2020

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
sw_ikv_103.png
Ikv 103
AB RB SB
4.0 4.0 4.0
Research:17 000 Specs-Card-Exp.png
Purchase:105 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Ikv 103.jpg


The Infanterikanonvagn 103 is a rank III Swedish tank destroyer with a battle rating of 4.0 (AB/RB/SB). It was introduced in Update 1.97 "Viking Fury".

General info

Survivability and armour

The armour of the Ikv 103 is between 18.5 mm to 5 mm of thickness. This armour shouldn't be considered as survivable since every round you face will most likely penetrate and destroy most of what's left inside the tank. The thin side-armour has the occasional ability to result in overpenetration, but any frontal attack usually has enough force to activate most shell fuses. The tank is also incredibly weak against chemical rounds and aerial attacks due to the hull break featured on the vehicle. It is heavily recommended to avoid any form of damage since even artillery fire has the possibility of guaranteed destruction. Due to this low survivability, taking the maximum amount of ammunition isn't something to frown upon. Thanks to the short length of the round, as well as compact storage, ammunition explosions are quite rare.

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 58 12 8.8 190 286 21.59 32.5
Realistic 53 12 133 150 15.11 17.05

The Ikv 103 sports a good engine with a fairly high RPM giving it a lot of torque for climbing a lot of obstacles and average terrain. Although the top speed never exceeds 50 km/h, the Ikv 103 cruises comfortably around 40-45 km/h on a straight line and 25-35 km/h on uneven terrain, depending on the driving level and modules unlocked, no matter the surface below it. The vehicle finds no issue traversing snowy and sandy terrain thanks to the low weight and good track surface, but struggles in deep waters due to the low chassis it sports. The reverse rate of the Ikv 103 is also quite good at 11 km/h. Even if this speed can't hold a candle to the regular speed the 103 has, the reverse rate is still enough to safely peek over hills and reverse back into cover before getting fired upon.

Armaments

Main armament

Main article: kan Ikv (105 mm)

The Ikv 103 is outfitted with a 105 mm cannon firing heavy shells with a reload of 10-13 seconds depending on crew qualifications. This cannon is unusually short for its calibre, firing heavy shells with low-velocity. Although the early psgr m/49 lacks significant penetration and post-penetration damage, the later slpsgr m/65 HEAT-FS round packs up to 400 mm of penetration, easily penetrating anything it sees with devastating results. This later shell features a higher velocity than the previous round, as well as more explosive filler making the post-penetration much deadlier than before. The gun is aimed manually without the help of electrical equipment, resulting in a slow traverse rate. At maximum, the gun traverses at 8° per second, resulting in many deaths at closer ranges. This makes the gun most effective at medium ranges, where the traverse is ideal, and the shell velocity isn't crucial. It should be noted that the incredible gun depression allows the Ikv 103 to fire from extreme angles allowing it to safely engage targets without the risk of overexposing the tank, something which becomes incredibly useful to increase the vehicles survivability.

105 mm kan Ikv Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 24 -16°/+20° ±10° N/A __.__ __.__ __.__ __.__ __.__ _.__ _.__ _.__ _.__
Realistic __.__ __.__ __.__ __.__ __.__

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
psgr m/49 HEAT 240 240 240 240 240 240
sgr m/34 LT HE 23 23 23 23 23 23
slpsgr m/65 HEATFS 400 400 400 400 400 400
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%
psgr m/49 HEAT 418 10.25 N/A 0.1 1,610 62° 69° 73°
sgr m/34 LT HE 400 11.67 0.1 0.1 1,820 79° 80° 81°
slpsgr m/65 HEATFS 530 10.50 N/A 0.1 1,270 65° 72° 77°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
rökgr m/49 359 14.7 20 5 25 50

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
24 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Usage in battles

The Ikv 103 is a nimble vehicle with a small silhouette compared to its peers. The lightweight and powerful gun set it apart from other vehicles at the battle rating. The general playstyle can be compared to the Jpz 4-5 found in the German tech tree. This playstyle is a more aggressive spin on tank destroying than usual, where the vehicle has to make use of positioning rather than frontal survivability. The Ikv 103 can't use common sniping locations very effectively since any form of enemy retaliation will destroy the vehicle completely. Instead, the 103 needs to drive full speed to various locations where enemies are unlikely to expect danger. Although this playstyle requires a lot of map knowledge, the reward is quite high for a successful flank, thanks to the devastating cannon the Ikv 103 carries. Thanks to the light vehicle weight and strong engine, the Ikv 103 is also able to climb a lot of obstacles, something that helps a lot when fighting on bad terrain. However, maps that lack terrain entirely cripple the 103's performance quite significantly, since the tank cannot hide, resulting in a lot of face-to-face engagements, which the Ikv 103 almost always lose.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism rökgr m/49
IV Transmission Engine slpsgr m/65

Pros and cons

Pros:

  • Excellent HEAT round for its rank, able to penetrate the upper glacis plate of the Tiger II
  • Above average mobility, able to secure crucial positions or even flank the enemy
  • Neutral steering
  • Able to hull-break light vehicles
  • Small silhouette
  • Incredible gun depression

Cons:

  • Poor armour, sides able to be penetrated by heavy machine guns, and even rifle-calibre bullets behind the tracks
  • Has hull-break
  • No MG to destroy light fences that can fuse your HEAT shells
  • Slow gun traverse, makes aiming in CQB or moving target harder
  • Vehicle reverses slightly when firing, forcing you to reacquire range of target after every shot

History

The Infanterikanonvagn 72 was a project started in 1949 by Sweden for an assault gun. The intended role of this vehicle was to support the infantry in the attack, replacing towed artillery guns. The design was to be small, and of light weight, around 6 tons. This was to reduce costs so a larger amount could be produced. The first prototype from Landsverk, completed in 1950, was armed only with three machine guns. This was insufficient, and it was re-armed with a 75 mm cannon, the same gun from the Strv m/42. It was a small, lightly armoured vehicle, with a casemate superstructure housing the 75 mm gun. It had a crew of 4, and it was open topped. Starting in 1956, the Ikv 72 was upgraded to the Ikv 102 standard. This upgrade added an armoured roof for the crew compartment and a 105 mm gun replaced the 75 mm gun. The Ikv 102, in turn, was upgraded to the Ikv 103 standard. The Ikv 103 featured an improved engine, the Volvo B42 engine. The air intake was moved to grills on the rear of the vehicle, instead of through the crew compartment.

Devblog

In 1949, the procurement division of the Swedish army placed an order for the development of a light assault self-propelled gun to substitute the Sav m/43 SPG. Three companies took on the work: AB Landsverk took on the development of the platform, Volvo was responsible for the powertrain, and Bofors for the armament. In fact, three versions of the vehicle for different purposes were planned at first: one with a 75 mm cannon, a machine-gun-equipped modification, and also a special one that was intended for the deployment of specific weaponry, such as flamethrowers and rocket launchers. Thus, a light (merely eight tonnes in all), tracked infantry-support vehicle was produced, with an open cabin and bulletproof armour.

In 1952, a cannon-equipped version, under the designation the Ikv 72 (short for "infanterikanonvagn", meaning "cannon-equipped infantry-support vehicle" in Swedish), was put into service. A little later, the SPG's were re-equipped with 105 mm howitzers and the cabin was retrofitted with a roof, which could protect the crew from bullets and shrapnel. This modification received the designation Ikv 102. Meanwhile, the Swedish army ordered another series of the vehicle with an upgraded chassis to allow installation of a new air-cooled engine, while the gun and the armour remained the same as the Ikv 102's. This new version was designated Ikv 103. The Ikv 102 and 103 SPGs remained in use by the Swedish army until the mid-1970s, when they were replaced with the Ikv 91 SPG.

Media

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

Bibliography


Sweden tank destroyers
Strv m/41 derivatives  Spj fm/43-44 · Sav m/43 (1944) · Sav m/43 (1946) · Pvkv II · Pvkv III
Ikv 72/103  Ikv 72 · Ikv 103
Pvkv m/43  Pvkv m/43 (1946) · Pvkv m/43 (1963)
ATGM  UDES 33 · Pbv 302 (BILL) · Pvrbv 551
Other  SAV 20.12.48 · Bkan 1C
Norway  VIDAR