KB ZIS BTR-152A

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The BTR-152A in the garage.

The KB ZIS BTR-152A is a Rank II Soviet Self-Propelled Anti-Aircraft gun with a battle rating of 3.0. It was introduced in Update 1.71 "New E.R.A". As with any APC, it features light armour on a spacey vehicle, a good crew count, a decent gun and good mobility. Since there is no infantry to fight, the BTR is used as an AA in-game.

The main purpose, usage and tactics recommendations

General play style

As an AA Vehicle this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250lbs-1000lbs from the Allied aircraft or the 500 kgs from the Germans. If downtiered, it should do alright against most tanks as it has quite good pen, but if uptiered, you need to get on the sides or rear of most tanks.

Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.

Vehicle characteristics

The BTR-152 is an APC (Armored Personnel Carrier) on a six-wheeled, open-topped truck chassis, meaning unlike the Soviet truck-mounted AA vehicles, it can survive low-caliber MG fire from ground vehicles. However, anything above 30 caliber doesn't have much trouble taking this vehicle down. It features a top-mounted twin KPVT gun mount with good traverse and elevation rate. Something to note is the presence of the two spare loaders in the back. Inexperienced players, or those who don't know the structure of the BTR-152A, tend to repeatedly shoot the cab of the truck, leaving these two crewmembers relatively unharmed.

Armour
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as MG fire, most indirect artillery shrapnel, low-caliber HE shells and even some medium-range HMG fire. These light plates have some chances not to detonate incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to just hit the gaz and avoid any incoming shots/artillery fire.

Mobility
Here is an interesting feature that can provide any wise commander with a few kills : BTR-152A's speed. This light APC can carry itself over road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of any ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZIS truck counterparts would ditch. This truck's center of mass is quite low, allowing it to turn at high speeds without rolling.

Firepower
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.

Tactics

This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.

Frontline AA
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).

Flanker
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking maneuvers and return to the safety of the team.

Specific enemies worth noting

In general, avoid facing autocannons, tanks with HMGs, large HE shells or strong side armour. Here are some of them you are very likely to encounter at BR 3.0.

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USA
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Germany
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USSR
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Britain
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Japan
Dangerous guns:
M4A3 (105) Sherman
M10 tank destroyer
M8 Scott
M4A1 Sherman
M4 Sherman
!T34 Calliope!
M15 CGMC
Dangerous guns:
Sturmpanzer II
Flakpanzer I
Flakpanzer 38(t) Gepard
Sd.Kfz. 6/2
!Wirbelwind!
Panzerwerfer 42
Thick sides:
T-34 1940
T-34 1941
T-34 1942
T-34E STZ
T-28E
KV-1 L-11
SMK

Dangerous guns:
72-K GAZ MM
BTR-152A
94-KM ZIS-12
Thick sides:
Matilda II
Churchill Mk I
3 inch Gun Carrier
Churchill Mk III

Dangerous guns:
Armored Car Mk II AA
Crusader AA Mk.II
Sherman II
Dangerous guns:
Ho-Ro
Type 94
Ta-Se
So-Ki

Counter-tactics

A smart and easy way to deal with this AA is to call an artillery strike on its position. This way, it forces the driver to move and expose its truck since no one wants an artillery shell inside their truck. This forced march creates lots of ways to destroy the BTR: it could just be destroyed by artillery, one of your allies may see it reposition and take it out, or a plane can strafe it while it is focusing on finding a way out of danger instead of watching the skies. Make sure to engage enemies from an angle where the KPVT cannot penetrate, never show your sides, and you should get away with an easy kill.

Pros and cons

Pros:

  • Good rate of fire (effective AA).
  • All ammo loads contains AP shells with at least 25 mm of penetration.
  • Elevation of 89° and 360° rotating turret means no AA blind spot.
  • Small turret and high mounted guns makes hull-down position extremely effective.
  • Can fire a whole 10s before weapons jams due to heat.
  • Huge magazines, reloading is rare.
  • Huge ammo load means it is not likely to go dry.
  • Decent damage.
  • Can cross small trenches.
  • Fast turret traverse and elevation.
  • Small ammo racks.

Cons:

  • AP rounds loose a lot of penetration between 100 and 500 m.
  • Bad depression angle of -5°.
  • Relatively high vehicle.
  • Long reload time.
  • If firing continuously, can only fire half of its mag before having to unjam weapons.
  • Open-topped, fears strafing planes and artilery.
  • Vulnerable to HMG and autocannons.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armaments

2 x 14.5 mm KPVT machine gun
  • Ammunition Capacity: 1,200 rounds (2 x 150 rounds/magazine)
  • Gun Depression: -5°
  • Gun Elevation: 89°
  • Turret Rotation Speed: 27.4°/s (Stock), 37.9°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 10.4s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
2 x 14.5 mm KPVT machine gun
  • Ammunition Capacity: 1,200 rounds (2 x 150 rounds/magazine)
  • Gun Depression: -5°
  • Gun Elevation: 89°
  • Turret Rotation Speed: 27.4°/s (Stock), 32.2°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 10.4s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
2 x 14.5 mm KPVT machine gun
  • Ammunition Capacity: 1,200 rounds (2 x 150 rounds/magazine)
  • Gun Depression: -5°
  • Gun Elevation: 89°
  • Turret Rotation Speed: 27.4°/s (Stock), 32.2°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 10.4s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
Ammunition
Ammunition Belt Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
Universal AP-I,API-T,IAI 31 27 22 17 15 13
API-T API-T,AP-I(c),IAI 45 42 29 21 19 17
IAI IAI,API-T 27 26 19 16 14 12

Belt types

Belts Shell composition Combat usage
Universal AP-I,API-T,IAI This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.
API-T API-T,AP-I(c),IAI Once unlocked, this is the best belt for dealing with both ground and air target. 1/3 of its bullets can rip trough some side armour (close range) at this BR. Another 1/3 of this belt is specifically purposed against planes. The last 1/3 is general-purpose API-T, okay but not good against both tanks and planes
IAI IAI,API-T Specific belt for hunting planes 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.

Ammo racks

Ammo racks of the BTR-152A.
Full
ammo
1st
rack empty
2nd
rack empty
Recommendations Visual
discrepancy
1200 600 (600+) (1200+) Keep full no

Crew

  1. Driver
  2. Commander
  3. Gunner
  4. Loader 1
  5. Loader 2

Total: 5 Crew members

Crew placement in the BTR-152A

Armour

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull 13 mm (34-64°) Grille
13 mm (41°) Windshield
6 mm (84°) Hood
10 mm (0-22°) Main hull
6 mm (0-38°) Above wheels
8 mm (0°) N/A
Turret 6 mm (15°) Magazine
10 mm (0°) Gun rack
N/A 6 mm (0°) N/A

Notes:

  • Wheels are 2 mm thick.

Engine & mobility

Weight: 8.6 ton

Max Speed: 90 km/h
Stock

  • Engine Power: 156 hp @ 3000 rpm
  • Power-to-Weight Ratio: 18,13 hp/ton
  • Maximum Inclination: 9°

Upgraded

  • Engine Power: 173.4 hp @ 3000 rpm
  • Power-to-Weight Ratio: 20.16hp/ton
  • Maximum Inclination: 10°
Weight: 8.6 ton

Max Speed: 83 km/h
Stock

  • Engine Power: 97 hp @ 3000 rpm
  • Power-to-Weight Ratio: 11.28 hp/ton
  • Maximum Inclination: 10°

Upgraded

  • Engine Power: 103.2 hp @ 3000 rpm
  • Power-to-Weight Ratio: 12 hp/ton
  • Maximum Inclination: 10°
Weight: 8.6 ton

Max Speed: 83 km/h
Stock

  • Engine Power: 97 hp @ 3000 rpm
  • Power-to-Weight Ratio: 11.28 hp/ton
  • Maximum Inclination: 10°

Upgraded

  • Engine Power: 103.2 hp @ 3000 rpm
  • Power-to-Weight Ratio: 12 hp/ton
  • Maximum Inclination: 10°

Modules and improvements

Reccomended modifications (in priority order)

  • Parts
  • Horizontal drive
  • FPE
  • API-T

Then, choose what suits you best.

History of creation and combat usage

Screenshots and fan art

[1]

Additional information (links)

[Devblog] BTR-152A (ZTPU-2): Skeet Shooter
[Étoile Rouge, BTR-152]

References


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ussr_btr_152a.png

Icon-country-sov.png KB ZIS BTR-152A
Nation USSR
Type SPAA
Rank 2
Battle Rating
3.0
3.0
3.0

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
8,600 kg
18,960 lb
Number of Crew 5
Hull armour thickness
13/10/8/0 mm
0.51/0.39/0.31/0.00 inches
Statistics
Engine power (stock)
156 hp
97 hp
97 hp
Engine power (upgraded)
___ hp
110 hp
110 hp
HP/ton ratio (stock)
18.14
18.43
11.28
11.46
11.28
11.46
HP/ton ratio (Upgraded)
__.__
__.__
12.79
13.00
12.79
13.00
Max speed
90 km/h
56 mph
83 km/h
52 mph
83 km/h
52 mph
Main Weapon
2 x 14.5 mm KPVT Heavy machine gun
Ammo stowage 1,200 rounds
Vertical guidance -5°/89°
Economy
Required RP 11,000 RP
Vehicle cost 38,000 SL
Crew training cost 11,000 SL
Max repair cost*
980 SL
490 SL
1,010 SL
Free repair time (Stock)
2h 48m
3h 09m
3h 48m
Free repair time (Upgraded)
56m
1h 03m
1h 16m
Warning: this sidebar is a WIP and can be incorrect. Last updated 1.77.1.21.