FV-102 Striker

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The FV-102 Striker in a garage.

The FV-102 Striker is a Rank VI British tank destroyer with a battle rating of 8.3. It was introduced in Update 1.71 "New E.R.A.".

The main purpose, usage and tactics recommendations

General play style

The striker is a direct upgrade to Swingfire, which is better than it's predecessor at almost every way, even though it has its own problems. Just as the Swingfire, it's purpose is to blast enemy out of cover by firing at them indirectly with easily controllable missiles, but it has some trouble at attacking long range, as BAe Swingfire missiles are slower than normal ones.

It has much better fire rate and bigger room for error than it's predecessor, due to having 5 launchers at once and being more mobile, so it's push preventing powers are godlike, however, it has problems with firing downwards in front of itself.

Vehicle characteristics

Much like Swingfire it's a box with sloped front, however, it has a smaller profile than the Swingfire. It still has little to no armour and there are fewer points where you can get shot without consequences. Still, the slope makes it difficult to destroy you with weaker machineguns, so you should face your enemy push direction, not just to make aiming easier, but to reduce the chances of being instantly destroyed. If you have good enough cover it's not important.

The first thing you can notice about striker is a giant missile panel on it's back. Being hit there lights you on fire and you look like Christmas fireworks and you also cannot fire back anymore, so you really shouldn't allow anyone to fire at you there. In case if you spent all of your ammo it's the safest place to be shot at from behind, as it can even completely absorb artillery shots or fire from BMP-1 cannon, which normally hull breaks or destroys much better protected Warrior. It covers your actual ammo racks from planes, so as long as they can't fire inside of your vehicle you should be fine. Also, since launcher is now closer to the front of your hull, you cannot fire in 10m in front of yourself, so try to destroy your opponents before they got out of control.

On it's mid-left there is a commander cupola, which has a machine gun on it. Not much to be said about it, at 8,3 it barely does anything, so you use the machine gun to remove fences, since hitting anything as striker slows you down considerably. Fighting planes with this MG are redundant, it's easier to just fire ATGM at them and hope they care enough to disengage, but you can do that in RB, just to do minor damage.

Slightly to the right, there is ATGM camera. Because of how it's placed you cannot fire down well, the inclination of 20°+ to enemy ground increases the difficulty of firing down, as well as you have a major problem firing at people, that is on another side of the same hill. You also cannot fire at long range without exposing yourself or risking a complete miss. All of this is a downgrade from Swingfire. Accuracy problem can be somewhat compensated by extreme mouse manipulations in Third person view, as long as you can make leading shots. However, it's better at controlling missiles, as long as you stand on a semi-flat surface or have direct sight of the enemy. It's also better at aiming shots behind you and at correcting missed shots.

You really should take in consideration, that missiles start out to be slow and start increasing their speed with each second, becoming less controllable and taking crazy turns when trying to guide on target, so if you want to do something weird, it's better to do in close range from third person view or in open fields. They still drop down on launch and take super sharp turns on new targets, so keep attention at where your missile is going, unless you want it to hit the ground or overshoot. If there is nothing around your target missiles will hit whatever you point sniper scope at, coming back even from 1km away, if still intact. In fact, it's usually so accurate, you can even drop them below train carriages if someone uses them as cover. You still can only control missile that you launched last.

BAe Swingfire does not care about cover.

It may look like striker is supposed to reload 5 missiles at once after it shot them all, but it's actually reloading them one by one at a certain rate, depending on crew skill. The ammo pool is shared. This leads it to be overpowered in AB, as it's ammo there is literally infinite, since tubes generally reload while you guide your shots and full ammo rearm time after spending all missiles is just 15 seconds, and most of them are already ready to fire again. However, you still cannot just spam missiles, as it still takes at least 8 to 12 seconds to reload one launcher. In RB it's less great, since you only have 10 shots, and being shot at missile racks explodes your ammo, leaving you with even less. In short: Practice your aim in AB, but don't go in RB, if you cannot control your missile spam habits, as you will have to go to the control point to rearm almost immediately.

The mobility of striker is better than of Swingfire's, so it can actually get to capture points along with your team's push, so you can manage to intercept and destroy enemy team and rearm there. If you travel by asphalt roads with all the upgrades, you can temporarily reach a maximum speed of 87 km/h. This is possible because Striker is much lighter than the Swingfire. Unfortunately, the lighter hull is easier for the enemy to push around, temporarily disabling your weapon and potentially ramming you into a wall. You really want to take mobility upgrades as soon as possible, because:

Brakes you really need in town, as stopping one moment too late push you out of cover and you are suddenly at mercy of medium tanks, who really hate your guts. Better brakes also help you at hill battles, especially when you got flanked and need to do something about it. Also, since "supersonic" update you cannot fire on move, so better brakes = less time taken before you can actually fire.

With team help and enough upgrades you can use this spot on 38th parallel to suffocate any push onto capture point before they even get there.

Maximum inclination upgrades allow you to climb hills and mountain rocks better, and also stay on them. You may have issues with controlling missiles when not staying on flat terrain, but getting a good sight on choke point is still a major benefit, as attacking position when it's raining missiles is scary, even if they don't really destroy anyone. And if you are good enough at angling missiles despite this problem, they are all doomed regardless of their numbers.

You are slower than light tanks, so unless your scouts are willing to take a hit for you, you can't really take cap point solo, or get there first, so that's out of the question. But getting better acceleration from modifications and keeping map situation in mind still can make a difference, because, despite "supersonic" removing your ability to fire on move, you can still fire a missile and follow it, as you guide it on the enemy. That way, you can fire it to give the enemy something to think about and go to your next cover. Even if that is not enough to deter them, you can just fire more from where you got stopped.

Tactics

Moving around: Find building, teammate, hill, or rock that is as tall as the hull of Striker, then find the enemy and destroy them using ATGM. Use MG only for destroying fences and against planes. In other words "Be sneaky and shoot at range".

Driving out in the open will not end well for you, unless the enemy has someone else to shoot. You can drive around in enemy sight, but make sure that they are afraid of you or at least can't fire at you before you saw it coming and shot them first. You can use the opposite side of cover your enemy is using, as long as you can fire at them from above and you aren't opened for flank shots. At that point, it doesn't matter if they know where you are.

Use your teammates as a shield and destroy your enemy when they think they are safe behind their cover.

Combat and teamwork: Striker excels at holding choke points and indirect horizontal missile fighting, so just give the enemy something to think about by firing 1-2 missiles at their corner, then use their confusion and fear to get closer and adjust your aim, then actually blow them up. If they will try something as stupid as rushing you without smokes, show no mercy and fire all launchers, until they are crippled or destroyed.

Having scout vehicle with you to actually mark enemy through walls and smokes is best. Having someone to draw attention from you, like chieftain mk3+ is even better, as nobody normally prioritizes you, especially if you hide behind teammates. Make sure it was their last mistake.

When choosing choke point, you should aim for next criteria, if you want to make a difference:

  • Can you help at holding control point from here? Can you destroy the enemy before they can run away?
  • Is it fortified to a point it's impossible to take you out without heavy losses or air support?
  • Can you control more than one direction from here?
  • (In RB) Can you rearm fast there?
Mozdok choke point. Note that you can control entire front-line and can decimate anyone on B point. There is nothing enemy team can do about it, but attempt to flank you through direction you also see and control. You also can just use smoke screen and escape to B, in case if they flanked you or called air support, or you simply need to rearm.
  • If you don't have modifications or prefer something more fortified, you can always choose unorthodox covers like this C choke point on Tunisia. It's hard to see it coming, you can fire upon anyone trying to drive around C point, Artillery almost never fires on rocks, you can hide from planes using mountains near to you, and there is only 2 entrances to your hideout, which are hard to even get to. However, like with all good positions for Striker, you need your team to protect your right flank, as you can get shot if enemy team controls B area or use river entrance to flank you, and you failed to notice it in time.
  • Alternatively, you can attack capture point itself and use buildings as a shield. Use your missiles mobility to attack everywhere and push the enemy back. This kind of attack is very risky and reaction based and tables can quickly turn. Immediately seek a hiding place as the enemy can pinpoint artillery on your location.


Typical day of Striker driver.

Surviving counterattack: Your actions will draw attention, so you will be bombarded by artillery almost constantly. Standing under artillery fire is a bad idea, but at some point, you'll have to deal with it and just stand your ground to death. It may not destroy you if it didn't land right on top of your hull, so focus at stopping whatever called it on you, as enemy tanks probably will come after you soon enough. If you are focused by just Artillery, keep in mind that it has fewer chances of hitting you on mountain rocks and other unorthodox types of cover, especially if you are close to several covers at once, however, it's harder to protect yourself against vehicles on unstable steep surfaces and without direct sight.

If someone is rushing your position keep your head cool, turn as much as you can to the direction of assault and first disable everyone's gunner, turning while you guide missiles. Weak machine guns have problems with disabling your weapon system from the front, so main weapons and heavy tanks are a priority. Once everyone is pacified, destroy them. Don't attempt an escape, unless you want to use some convenient temporary cover, there is no way you will outrun a bunch of tanks with cannons without fighting them back first.

  • Last stand failure: Operator failed to destroy at least one of enemy tanks with 6 shots because he panicked, then tried to run to cover, exposing its side to one of the opponents, and is ultimately destroyed by a third opponent, because striker cannot fire ATGM while moving, only guide them. Moral: If you got caught in open - fight till the bitter end.
  • Last stand success: Despite being severely damaged, striker managed to hide all vital points in between damaged cistern and wooden logs, minimizing chances of being obliterated by massive artillery barrage, being shot to the hull, or rammed to death, and proceeded to fire at incoming enemy in cold blood, despite being alone in literal hell. Moral: even if entire enemy team fires onto your position, as long as you keep your head straight, you will survive or destroy most of them before perishing.

Overcoming dead zones and other weaknesses of a vehicle: Since Striker is unable to fire in sniper mode without exposing itself, you will have to attack most of your enemies indirectly, regardless of range. This may seem extremely harsh at longer ranges, however, when your turret loses direct sight on Semi-auto missile and your target at the same time, your missiles are then controlled by movements of your turret (therefore, directly guided by your mouse, not by your targeting reticle.). Since BAe Swingfire missiles are very slow and mobile, you can direct them wherever you want, negating sniper aim disadvantage by some extent. Regaining control over missile will send it into a crazy spiral and/or towards the targeting reticle, so try to avoid it, unless you suddenly got rushed by somebody.

Mostly you will use this kind of attack in third person view, as sniper mode restricts your vision way too much, and missiles are way too sensitive for it, even at 800 m range.

This allows you to attack the enemy from extremely advantageous angles. First, position yourself in such a way, that you can launch missiles using semi-auto mode in general direction of enemy outside of your line of control (behind terrain, high ground, or building). When choosing the place, make sure, that your vehicle is also stable, as even moving it a bit will make missiles take unexpected turns. When missile goes out of your turret's sight, direct it into enemy's weak spots by moving your mouse. That way, you can hold off entire army's of tanks and attack fortified positions without ever being critically hit, or even seen while being in the middle of the enemy ground.

press for detailed settings.

This way of firing adds another problem - you still have dead zones (because of launcher's placement and turret's camera's inability to look down) and now you also have blind spots, because you barely can see what you fire at (due to how camera works and the angle of missile's launch), and "directing" missile still moves your camera, usually into the ground, making you unable to see. To overcome this and become even stronger, you must activate "relative camera control" in your "control-tank-view in battle - Ground (y/x axis)". For specific settings and control explanations relate to the screenshot.

Basically, you are temporarily detaching your camera from your reticle by a certain degree. You must be extremely careful when using this option because it makes you specifically designed for close or ultra long range combat or battles at certain altitudes, and you must keep reset and apply buttons on hand, in case anything unexpected happens. In case everything went wrong, you still can use sniper mode, as it's unaffected by camera modifiers and will still guide missiles straight into the crosshairs.

Examples of using missile control specifics and camera adjustments together. Note how reticle is initially aimed in most of these fights. This kind of performance is rarely ever expected, and sometimes is impossible otherwise. In less extreme situations it simply helps to see. (Picture refresh rate is ~8 seconds.)

Specific enemies worth noting

Other ATGM launchers: Don't fight them directly at close range, it will be your end. Instead, bait enemy closer to cover, then just destroy them by firing over it. You can even just set them on fire and let them burn, there is nothing they can possibly do about it themselves.

Light tanks and SPAA: As fun as it may be to trigger them by firing all over their cover, they still can destroy you easily and have enough speed and mobility to actually do that. Let them ignore you and do your business while keeping an eye on them. If they try something sneaky in your direction - destroy them. If you can hit them within first two shots to trigger hull break - do it.

Soviet tanks: Aim for the hull, as it usually destroys or immobilizes them. Aiming for right (their left) side is better for self-defence. They are also more dangerous than German ones, so prioritize them over others.

Helicopters: In case you provoked half of the enemy team and didn't die to artillery, they will probably send one directly at you. If they have ATGM, you should immediately run behind some tall cover and fire back with your own. If they are too far away for you, there is not much you can do. Rockets can destroy you as well if the pilot manages to carpet-bomb your position, so you might want to destroy helicopters in general.

Counter-Tactics

Don't attack the enemy's position without artillery support and smoke screens.

If it exposes it's missile racks, fire at it with explosives or autocannons. After breaking it, destroy the hull. Front of Striker may be surprisingly resistant to Machine gun fire, however, if you got high calibre machine guns, you can just move around Striker and penetrate it's back or sides with them.

If attacks didn't set Striker on fire, you will have about 9 seconds before it repaired the launcher back. Firing at launcher again will reset the "field repair" timer, so you can take your time. Try firing at different tubes, if you have to, it may set the vehicle on fire, if actual ammo is hit.

It has problems firing at the opposite side of the same hill if it's too steep. It will not help you to destroy it, but you will be somewhat safe.

It's best to attack from many directions at the same time, preferably from behind. Even better if the operator didn't see it coming. Sniping and terrain based flank are working better in arcade battle, while sneak attacks are more reliable in realistic battle.

Don't forget that it can fire from any sort of cover. Aside from already mentioned steep hills, it's firing potential is only limited by operator's skill, as Striker is better at leading missiles behind it.

Destroy it's weapons if you cannot take out its gunner reliably before it shoots you with missiles. A cornered enemy is the most dangerous one. However, remember, that it does not have hullbreak. The only real way to destroy it is to attack the hull or set it on fire.

Since "Supersonic" update it must stop before firing, so if you managed to surprise one - destroy it before it hit the brakes, make them panic and try to push vehicle around, ultimately dragging them into a wall. If your vehicle profile is low enough, you may create a blind zone that way, forcing striker to attempt a miracle shot, which is inaccurate and will not work, unless there is enough room for a missile to turn around. For you, that's an opportunity to take a free direct shot at crew compartment.

This is why you always fire at Soviet tank's hulls: T-54 used terrain to get into melee range with the Striker. Despite being hit several times in turret, it managed to push striker into a wall, then smoked entire area to make teammates unable to save him. Because of T54 low profile and mountains around the battle, Striker cannot fire back.

Pros and cons

Pros:

  • Fast, even on stock modules
  • 5 ATGMs in rack means 5 shots without reloading
  • Smoke screen is not a liability for this vehicle and is unlocked earlier
  • Infinite ammo in AB
  • Can fire in covers like artillery, but more precise

Cons:

  • No armour whatsoever, can be easily destroyed by heavy machine guns with 12.7mm and any weapon larger than a 12.7mm machine gun
  • It is a large target and it's not easy to find cover, that protects your weapon well
  • Practically impossible to fire at long range without exposing yourself or using third person view
  • Low ammo capacity with 10 ATGMs in RB
  • Using it too well draws attention and may cause massive attacks of all kinds on your position

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armaments

1 x BAe Swingfire ATGM (10 rounds)
1 x 7.62mm L37A1 machine gun (2500 rounds)

Main armament

1 x BAe Swingfire ATGM
  • Ammunition Capacity: 10 Shells
  • Gun Depression: 0°
  • Gun Elevation: 0°
  • Turret Rotation Speed: 10.7°/s (Stock), __._°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 16.9s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
1 x BAe Swingfire ATGM
  • Ammunition Capacity: 10 Shells
  • Gun Depression: 0°
  • Gun Elevation: 0°
  • Turret Rotation Speed: 10.7°/s (Stock), __._°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 16.9s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
1 x BAe Swingfire ATGM
  • Ammunition Capacity: 10 Shells
  • Gun Depression: 0°
  • Gun Elevation: 0°
  • Turret Rotation Speed: 10.7°/s (Stock), __._°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 16.9s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
Ammunition
Ammunition Penetration in mm @ 90° Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay in m: Fuse sensitivity in mm: Explosive Mass in
TNT equivalent
in g:
Normalization At 30° from horizontal: Ricochet:
10m 100m 500m 1000m 1500m 2000m 0% 50% 100%
BAe Swingfire 500 500 500 500 500 500 ATGM 250 37 0 0.01 4550 10°
Ammo racks
Ammo racks of the FV-102 Striker.
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Recommendations Visual
discrepancy
10 n/a n/a n/a n/a n/a n/a Keep full no

Secondary armament

1 x 7.62 mm L37A1 machine gun

Crew

  • Commander
  • Loader
  • Driver

Total: 3 Crew members

Armour

Armor Type:

  • Aluminium Alloy AA7017
Armour Front (Slope angle) Sides Rear Roof
Hull 25 mm (69°) 12.7 mm 12.7 mm 12.7 mm
Turret 0 0 0 0 mm
Armour Sides Roof
Cupola 25 mm 12.7 mm

Notes:

  • Suspension wheels and tracks are 15 mm thick
  • Belly and hull undersides over the tracks are 12.7mm thick
  • Outdoor ammo rack is 50 mm thick everywhere, except hinges that are 10 mm thick

Engine & mobility

Weight: 8.3 ton

Max Speed: 87 km/h
Stock

  • Engine Power: 270 hp @ 4750 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: 24°

Upgraded

  • Engine Power: ___ hp @ ____ rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°
Weight: 8.3 ton

Max Speed: 80 km/h
Stock

  • Engine Power: 168 hp @ 4750 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°

Upgraded

  • Engine Power: ___ hp @ ____ rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: 26°
Weight: 8.3 ton

Max Speed: 80 km/h
Stock

  • Engine Power: 168 hp @ 4750 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: 26°

Upgraded

  • Engine Power: ___ hp @ ____ rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°

Modules and improvements

__MODIFICATIONS__

History of creation and combat usage

Screenshots and fan art

Skins and camouflages for the _____ from live.warthunder.com.

Additional information (links)

[Devblog] FV102 Striker: Five Missile Death Punch

References


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uk_fv102_striker.png

Icon-country-gbr.png FV-102 Striker
Nation Britain
Type Tank Destroyer
Rank 6
Battle Rating
8.3
8.3
8.3

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
8,300 kg
18,298 lb
Number of Crew 3
Hull armour thickness
25/12.7/12.7/12.7 mm
0.94/0.50/0.50/0.50 inches
Statistics
Engine power (stock)
270 hp
168 hp
168 hp
Engine power (upgraded)
___ hp
190 hp
190 hp
HP/ton ratio (stock)
32.53
33.05
20.24
20.57
20.24
20.57
HP/ton ratio (Upgraded)
__.__
__.__
22.89
23.26
22.89
23.26
Max speed
87 km/h
54 mph
80 km/h
50 mph
80 km/h
50 mph
Main Weapon
5 x 170 mm BAe Swingfire Anti-tank guided missiles launcher
Ammo stowage 10 rounds
Vertical guidance -0°/0°
Secondary Weapon
1 x 7.62 mm L37A1 Machine gun
Ammo stowage 2,500 rounds
Mount Pintle mount
Vertical guidance -5°/25°
Horizontal guidance -45°/45°
Economy
Required RP 380,000 RP
Vehicle cost 990,000 SL
Crew training cost 280,000 SL
Max repair cost*
1,410 SL
3,200 SL
4,300 SL
Free repair time (Stock)
4d 18h
9d
9d
Free repair time (Upgraded)
_d __h
_d __h
_d __h
Warning: this sidebar is a WIP, and can be incorrect. Last updated 1.77.2.165.