Difference between pages "T-64A (1971)" and "Shturm-S"

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{{Specs-Card|code=ussr_t_64a_1971}}
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{{Specs-Card|code=ussr_9p149}}
  
 
== 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.''-->
+
<!--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_T-64A(1971).jpg|420px|thumb|left]]
+
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''T-64A (1971)''' is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in [[Update 1.71 "New E.R.A"]]. The T-64A should primarily be played defensively, utilising terrain for cover and pushing carefully. It has good firepower, but mediocre armour, average mobility and a near non-existent reverse speed.. The T-64A can be played as a sniper with one of the highest velocity rounds in game at 1800 m/s. Brawling should be avoided, as many of the vehicles it will face will easily penetrate it's hull armour. Most vehicles it will face have better mobility, so it's important to be aware of flankers.
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Russian medium tank {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
 
 
The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks.
 
 
 
Compared to all other Soviet medium tanks prior, the T-64A's suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. This is at least partial reasoning for the prominent 'flaps' seen on each side of the vehicle - these help protect the sides against HEAT ammunition, causing a harmless explosion before the rounds reach the actual side armour.
 
 
 
Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes.
 
  
 
== 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 helpfull for survival in combat?''
 
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
 
'''Armour type:'''
 
'''Armour type:'''
  
* Spaced armour (Hull front, Turret front)
+
* Rolled homogeneous armour
* Cast homogeneous armour
 
* Rolled homogeneous armour (Turret)
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
!Armour
 +
!Front
 +
!Sides
 +
!Rear
 +
!Roof
 
|-
 
|-
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
+
|Hull
|-
+
|14 mm (54°) ''Front Plate''
| Hull || 80* mm (68°) ''Front glacis'' <br> 80 mm (61°) ''Lower glacis'' || 85 mm ''Front'' <br> 70 mm ''Rear'' <br. 20 mm (33°) ''Bottom'' || 20 mm (8-55°) ''Top'' <br> 45 mm ''Center'' <br> 20 mm (18-58°) ''Bottom'' || 30 mm ''Front'' <br> 20 mm ''Engine deck''
+
7 mm (80°) ''Upper glacis''
|-
+
 
| Turret || 50-330 mm (0-80°) || 65-180* mm (2-49°) || 65 mm (2-72°) || 40-140 mm
+
14+5 mm (38°) ''Lower glacis''
 +
|7 mm (23°) ''Top''
 +
7 mm ''Bottom''
 +
|15 mm ''Middle''
 +
7 mm ''Top/Bottom''
 +
|7 mm
 
|-
 
|-
! Armour !! Sides !! Roof
+
|Turret
 +
|N/A
 +
|N/A
 +
|N/A
 +
|N/A
 
|-
 
|-
| Cupola || 100 mm || 40 mm
+
!Armour
|-
+
!Sides
! Composite armour* !! Front !! Sides !! Rear !! Roof
+
!Roof
|-
 
| Hull || 320 mm ''Kinetic'' <br> 450 mm ''Chemical'' || N/A || N/A || N/A
 
|-
 
| Turret || 400 mm ''Kinetic'' <br> 450 mm ''Chemical'' || 400 mm ''Kinetic'' <br> 450 mm ''Chemical'' || N/A || N/A
 
 
|-
 
|-
 +
|Cupola
 +
|7 mm (30°)
 +
|7 mm
 
|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
  
* Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
+
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.
* The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull.
 
* Belly armour is 20 mm thick.
 
* A 5 mm RHA plate separates the engine from the crew compartment
 
* A log providing 100 mm thickness in wood.
 
* The snorkel tube on the turret rear provide 4 mm of structural steel.
 
* Hull roof armour at front and turret base is rated to be 30 mm effective against HE
 
* Hull spaced armour configuration is 80 mm RHA + 105 mm Textolite + 20 mm RHA.
 
* Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA.
 
 
 
The T-64A has composite armour over most of its upper front glacis and turret, although it has some obvious weak points - it has no LFP composite armour, the driver's port is not reinforced and there are some small sections of the turret that are easily penetrable. Unfortunately, though, many vehicles the T-64A will encounter have ammunition that can easily overmatch the UFP composite and often will simply punch straight through - it's best to avoid exposing the hull at all. HEAT ammunition is finicky as T-64A was built around protection specifications against shaped charges, the composite armour is 450 mm effective when against HEAT warheads and there are side flaps on the side hull to prevent even the chance of hitting the T-64A weaker side armour on the first try, although these side flaps are one-time use only so prolonged combat may have sheared these off already. Try to avoid aiming for the turret as it is the most protected area of the tank with a good portion covered by composite, leading to the need of massive amount of penetration to consider the turret a viable target, like the HOT missiles.
 
  
In a situation where the T-64A decides to hull-down and present as little of the front plate as possible, the best option is to attempt to disable the vehicle's gun - the mantlet is destroyed easily and combined with the sub-par reverse speed, this may provide enough time to push forward or around the vehicle and get a clear shot on the hull. Where possible, try to land the shot centre-mass below the turret which often causes an ammunition detonation.
+
Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank 1 anti-air. From the side, within 200 m the crew compartment can be penetrated by 7.62 mm. There are very few areas on this tank that can be hit by a cannon round and survive. Given that this vehicle only has 2 crew and is susceptible to hull break with paper-thin armour, generally, avoid everything. Put a solid piece of dirt between you and the enemy and only shoot if the kill is guaranteed. You are protected from .50 calibre from the front so if need be aim your front to an enemy who still has his heavy mg working. Artillery is especially lethal to this tank, so much so that the vehicle might as well be without armour.
  
 
=== 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= 1085|rbMinHp= 619}}
+
{{tankMobility|abMinHp= 341|rbMinHp= 212}}
 +
 
 +
The mobility is best described as nippy but not fast. Compared to Russian tanks of its BR, the {{PAGENAME}} is faster but compared to other nations it is slower. The mobility hindrance in higher BRs is much more noticeable for the {{PAGENAME}}, being 50% slower than mbts such as the M1A1. The rear gear only goes up to -10 km/h meaning battle mode can be maintained in reverse. The {{PAGENAME}} lacks neutral steering meaning that turning around can take some time.
  
 
== Armaments ==
 
== Armaments ==
 
=== 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|2A26 (125 mm)}}
 
  
{| class="wikitable" style="text-align:center"
+
Vehicles use ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.
|-
 
! colspan="6" | [[2A26 (125 mm)|125 mm 2A26]]
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
|-
 
| colspan="3" | 37 || -6°/+14° || ±180° || Two-plane
 
|-
 
! 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'' || 19.00 || _.__ || _.__ || _.__ || _.__
 
|-
 
| ''Realistic'' || 11.90 || _.__ || _.__ || _.__ || _.__
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
| 7.10 || 7.10 || 7.10 || 7.10
 
|-
 
|}
 
  
===== Ammunition =====
+
The vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one because once the handle starts picking the next launcher up, it can't change payload choice or put it back.
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| 3BM9 || APFSDS || 321 || 317 || 303 || 285 || 268 || 249
 
|-
 
| 3BM15 || APFSDS || 440 || 430 || 420 || 410 || 405 || 400
 
|-
 
| 3BM12 || APFSDS || 383 || 378 || 367 || 351 || 339 || 327
 
|-
 
| 3BK12M || HEATFS || 440 || 440 || 440 || 440 || 440 || 440
 
|-
 
| 3OF19 || HE || 35 || 35 || 35 || 35 || 35 || 35
 
|-
 
| 3OF26 || HE || 47 || 47 || 47 || 47 || 47 || 47
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| 3BM9 || APFSDS || 1,800 || 3.6 || N/A || N/A || N/A || ° || 72° || 73° || 75°
 
|-
 
| 3BM15 || APFSDS || 1,780 || 3.9 || N/A || N/A || N/A || ° || 76° || 77° || 78°
 
|-
 
| 3BM12 || APFSDS || 1,800 || 3.6 || N/A || N/A || N/A || ° || 76° || 77° || 78°
 
|-
 
| 3BK12M || HEATFS || 905 || 19 || 0.0 || 0.1 || 2,790 || +0° || 65° || 72° || 75°
 
|-
 
| 3OF19 || HE || 850 || 23 || 0.1 || 0.5 || 3,150 || +0° || 79° || 80° || 81°
 
|-
 
| 3OF26 || HE || 850 || 23 || 0.1 || 0.5 || 5,780 || +0° || 79° || 80° || 81°
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
+
When rearming, only the main type of ATGM is rearmed (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.
{| class="wikitable sortable" style="text-align:center"
 
|-
 
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |Ammo<br />Part
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |5th<br />  rack empty
 
! class="wikitable unsortable" |6th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|| '''37''' || style="text-align:right" | ''Projectiles''<br />''Propellants'' || XX&nbsp;''(X+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || style="text-align:left" | No
 
|-
 
|}
 
  
Take about 20 - 28 shells.
+
The list of available ATGM in order of acquirement:
  
=== Machine guns ===
+
HEAT - Default ATGM, which has about 550 mm penetration. Can deal with anything of BR 8.3-9.3 without much issue, but tanks with heavy NERA or ERA amount can resist it and suffer less than fatal damage.
<!--''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.''-->
 
{{main|PKT (7.62 mm)}}
 
  
{| class="wikitable" style="text-align:center"
+
Tandem HEAT - ATGM with a double payload. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of armour.  
|-
 
! colspan="7" | [[PKT (7.62 mm)|7.62 mm PKT]]
 
|-
 
! colspan="7" | ''Coaxial mount''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 2,000 (250) || 700 || N/A || N/A
 
|-
 
|}
 
  
== Usage in the battles ==
+
In-game, the tandem missile seems to work this way: If a missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then the secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If a secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (the first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.
<!--''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).''-->
 
It's key to keep the weaknesses of the T-64A in mind for the best performance of the vehicle. The 125mm gun is extremely powerful and will comfortably perform even against newer and better protected opponents, but in almost every other aspect the vehicle is lacking. Where possible, avoid exposing the hull at all - the easiest way to do so is to use a small deffolade or terrain deformity. Sit back, be patient and allow the enemy to expose their weak spots. Most vehicles are faster than the T-64A, so expect hostile tanks to find their way to objectives significantly faster than you will.
 
  
Finally, remember that your reverse speed is abysmal - whenever possible avoid situations that will force you to reverse - and if you do have to move back, where possible try to traverse the entire hull and move back with the full speed of your forwards gears.
+
HE - A guided missile with a HE payload. Can penetrate about 55 mm of armour. Almost useless against medium and heavy tanks, especially in up-tier, but hull breaks or destroys light tanks, SPAA and can fatally damage other ATGM carriers. Although it has more penetration the projectile has less shrapnel to its conventional shell counterpart.  
  
When facing common enemy tanks:
+
Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a 300 m proximity detonator, which helps with hitting aircraft despite not having radar or any other targeting devices. Certain support helicopters can survive the explosion. Whether Proximity HE can hull break light tanks or not is currently unknown.
  
* [[MBT-70]]/[[KPz-70]] - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner.
+
== Usage in battles ==
* [[Chieftain Mk 10]] - If hull down, shoot for cannon breach or gun barrel.
+
''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 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".''-->
+
<!--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".-->
 +
 
 
'''Pros:'''
 
'''Pros:'''
  
* Acceptable speed going forward.
+
* Access to "Shturm” and "Ataka” ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity fuzed HE-frag
* Turret cheeks are often surprisingly well protected.
+
* Fast-flying, relatively easy to control missiles are great for longer ranges where regular tank shells and shot lose velocity and become hard to hit with
* Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. Well placed shots can do a lot of damage.
+
* Can still launch missiles while driving at about 10 km/h (cruise control)
* Engine [[Smoke screen|smoke generating system]], covers friendly tanks behind the vehicle.
+
* Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall
* Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off).
+
* Swims! (capable of travelling across water, although relatively slowly and with poor control)
* Decent reload; 7.1s no matter what because of the auto-loader system.
 
* Good HE shell, can be a little finnicky.
 
* Very low profile compared to its contemporaries, much harder to spot and hit.
 
* One of the fastest rounds in game (1800 m/s), easy to aim.
 
* Stock APFSDS shell with reasonable effectiveness.
 
* Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game
 
* Can be very hard to destroy in hull-down positions.
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Slow horizontal turret traverse.
+
* Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range
* Any penetrating side shot is very likely to detonate ammunition.
+
* Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets
* Abysmally slow reverse (-4 Kph).
+
* Cannot change missile type mid-reload, nor after one is reloaded
* Weak lower glacis, can be penetrated by almost any round it encounters.
+
* Rearming is rather slow, and leaves you vulnerable
* Frontal penetration can easily disable 2 of the 3-man crew, leading to a crew knockout.
+
* Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult
* Sub-par gun depression (-6°).
 
* No anti-air capability.
 
* Angling the tank causes the weak side armour to be exposed.
 
* Hull armour flaps are easily penetrated by kinetic munitions when angled.
 
  
 
== 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.''-->
+
<!--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 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></nowiki></code>, as well as adding them at the end of the article. 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).-->
 +
The MT-LB, also known as "Mnogotselevoy Tyagach Legky Bronirovanny" in Russian (which stands for "Multi-Purpose Towing Vehicle Light Armoured"), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation "Shturm" and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 "Shturm-S".
 +
 
 +
''- From [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|Devblog]]''
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
''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:''
  
== Read also ==
 
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
 
 
* ''reference to the series of the vehicles;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
''ETC.''-->
 
[https://warthunder.com/en/news/4906-development-t-64a-the-pioneer-of-a-new-era-en [Devblog<nowiki>]</nowiki> T-64A - The Pioneer of a New Era]<br />
 
  
== Sources ==
+
== External links ==
''Paste links to sources and external resources, such as:''
+
<!--Paste links to sources and external resources, such as:
 +
* ''topic on the official game forum;''
 +
* ''encyclopedia page on the tank;''
 +
* ''other literature.''-->
  
* ''topic on the official game forum;''
+
* [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|[Devblog<nowiki>]</nowiki> 9P149 "Shturm-S": The Invisible Hunter]]
* ''other literature.''
 
  
 
{{USSR medium tanks}}
 
{{USSR medium tanks}}

Revision as of 16:55, 11 March 2020

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
Shturm-S
ussr_9p149.png
Shturm-S
Research:160 000 Specs-Card-Exp.png
Purchase:450 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Shturm-S.jpg


The 9P149 Shturm-S is a rank VI Russian medium tank with a battle rating of 8.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour
Armour Front Sides Rear Roof
Hull 14 mm (54°) Front Plate

7 mm (80°) Upper glacis

14+5 mm (38°) Lower glacis

7 mm (23°) Top

7 mm Bottom

15 mm Middle

7 mm Top/Bottom

7 mm
Turret N/A N/A N/A N/A
Armour Sides Roof
Cupola 7 mm (30°) 7 mm

Notes:

  • Suspension wheels are 10 mm thick while tracks are 15 mm thick.

Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank 1 anti-air. From the side, within 200 m the crew compartment can be penetrated by 7.62 mm. There are very few areas on this tank that can be hit by a cannon round and survive. Given that this vehicle only has 2 crew and is susceptible to hull break with paper-thin armour, generally, avoid everything. Put a solid piece of dirt between you and the enemy and only shoot if the kill is guaranteed. You are protected from .50 calibre from the front so if need be aim your front to an enemy who still has his heavy mg working. Artillery is especially lethal to this tank, so much so that the vehicle might as well be without armour.

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 67 12 11.8 341 458 28.9 38.81
Realistic 62 11 212 240 17.97 20.34

The mobility is best described as nippy but not fast. Compared to Russian tanks of its BR, the Shturm-S is faster but compared to other nations it is slower. The mobility hindrance in higher BRs is much more noticeable for the Shturm-S, being 50% slower than mbts such as the M1A1. The rear gear only goes up to -10 km/h meaning battle mode can be maintained in reverse. The Shturm-S lacks neutral steering meaning that turning around can take some time.

Armaments

Main armament

Vehicles use ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.

The vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one because once the handle starts picking the next launcher up, it can't change payload choice or put it back.

When rearming, only the main type of ATGM is rearmed (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.

The list of available ATGM in order of acquirement:

HEAT - Default ATGM, which has about 550 mm penetration. Can deal with anything of BR 8.3-9.3 without much issue, but tanks with heavy NERA or ERA amount can resist it and suffer less than fatal damage.

Tandem HEAT - ATGM with a double payload. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of armour.

In-game, the tandem missile seems to work this way: If a missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then the secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If a secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (the first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.

HE - A guided missile with a HE payload. Can penetrate about 55 mm of armour. Almost useless against medium and heavy tanks, especially in up-tier, but hull breaks or destroys light tanks, SPAA and can fatally damage other ATGM carriers. Although it has more penetration the projectile has less shrapnel to its conventional shell counterpart.

Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a 300 m proximity detonator, which helps with hitting aircraft despite not having radar or any other targeting devices. Certain support helicopters can survive the explosion. Whether Proximity HE can hull break light tanks or not is currently unknown.

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:

  • Access to "Shturm” and "Ataka” ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity fuzed HE-frag
  • Fast-flying, relatively easy to control missiles are great for longer ranges where regular tank shells and shot lose velocity and become hard to hit with
  • Can still launch missiles while driving at about 10 km/h (cruise control)
  • Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall
  • Swims! (capable of travelling across water, although relatively slowly and with poor control)

Cons:

  • Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range
  • Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets
  • Cannot change missile type mid-reload, nor after one is reloaded
  • Rearming is rather slow, and leaves you vulnerable
  • Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult

History

The MT-LB, also known as "Mnogotselevoy Tyagach Legky Bronirovanny" in Russian (which stands for "Multi-Purpose Towing Vehicle Light Armoured"), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation "Shturm" and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 "Shturm-S".

- From Devblog

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 medium tanks
T-28  T-28 (1938) · T-28 · T-28E
T-34-76  T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E
T-34-57  T-34-57 · T-34-57 (1943)
T-34-85  T-34-85 (D-5T) · T-34-85 · T-34-85E
T-34-100  T-34-100
T-44  T-44 · T-44-100 · T-44-122
T-54  T-54 (1947) · T-54 (1949) · T-54 (1951)
T-55  TO-55 · T-55A · T-55AM-1 · T-55AMD-1
T-62  T-62 · T-62M-1
T-64  Object 435 · T-64A (1971) · T-64B
T-72  T-72A · T-72AV (TURMS-T) · T-72B · T-72B (1989) · T-72B3 · T-72M2 Moderna
T-80  T-80B · T-80U · T-80UD · T-80UK · T-80UM2 · T-80BVM · Object 292
T-90  Т-90А · T-90M
Trophies/Lend-Lease 
Germany  ▂T-III · ▂T-V
Great Britain  ▂МК-IX "Valentine"
USA  ▂M3 Medium · ▂M4A2