T-64A (1971)

From WarThunder-Wiki
Jump to: navigation, search


Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The T-64A (1971) in the garage.

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 main purpose, usage and tactics recommendations

General play style

The T-64 can be played in all roles. It has good firepower, armour and mobility(except reverse speed). You can play as a sniper with you having the fastest round in game (1800 m/s). It can be a brawler with its good armour and excellent reload speed(7.1s). You can flank with the good mobility but the Kpz/MBT-70 does that before you so only flank if you can.

Vehicle characteristics

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 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. That is when the set of protections come into the T-64A for this side armour, the "flaps" on the side hull. This do not seem like very much on an armour standpoint, their purpose is to protect the tank against HEAT warheads from tank shells and even anti-tank missiles, detonating the sensitive shells far enough that the resulting penetrative material does not reach the armour.

Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkelling 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.

Tactics

The most important thing about positioning the T-64A is to protect the lower front plate. There is no composite armour there so the need to protect this area against other Rank V-VI vehicles is a must. When positioning, also take into consideration the poor reverse speed of the T-64A. Have a good escape plan because once spotted, the enemies will try to outmanoeuvre the T-64A, and once they've managed to get to the sides, consider the lifespan of the T-64A limited.

Thankfully, the T-64A is quite versatile in its selection of tactics. It can be taken in an offensive role with its heavy armour and lead the attack on positions. During the movement, try to angle the tank roughly 15-20 degrees to use the side flaps effectively, especially when the enemy uses HEAT ammunition in the form of anti-tank missiles, though enemy tank HEAT and HESH shells would also be nullified like this. The T-64A can also be used defensively against the enemy opponents, letting them drive right into the sights of the 125 mm gun. With the enemy tanks like the MBT-70 and KPz-70, their high speed would encourage them to manoeuvre around the battlefield swiftly, which could have them recklessly charged into a prepared gun position and be shot up.

Specific enemies worth noting

  • 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.
  • Chieftain Mk.10 - If hull down, shoot for cannon breach or gun barrel.

Counter-tactics

The T-64A has the advantage of composite armour over most of its front glacis and turret, but this does not cover all sections! There is no composite on the lower front plate for example, so rounds able to go through ~200 mm should be able to get through there. On the other hand, if in possession of a tank with APFSDS ammunition that could penetrate more than 320 mm, than it is possible to slice through the front plate composite armour as well. 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 when the T-64A decides to hull-down and present as little of the front plate as possible, and in a tank unable to consider the turret the main target, there's little else to do but flank around and hit through the weaker side armour. Move in first and disable the gun, forcing the T-64A to repair the damaged gun barrel/breach. In this time, move around the T-64A as fast as possible. If caught unaware, the T-64A would have a harder time to withdraw as it has a rather poor reverse speed. Get around and plant a shell right into the center of the tank's side, which would certainly ignite one of the many ammunition stored in the autoloader carousel.

Pros and cons

Pros:

  • Decent speed going forward.
  • Great overall armour, turret boasts the thickest armour in the game at around 650-760 mm of effective armour.
  • Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. With a bit of practice, anything that is visible is easy to hit.
  • Engine smoke generating system, covers friendly tanks behind the vehicle.
  • Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off).
  • Decent reload; 7.1s no matter what because of the auto-loader system.
  • Very good HE shell.
  • Very low profile compared to the MBT/Kpz 70, much harder to spot and hit.
  • Fastest round in game (1800 m/s), easy to aim.
  • Stock APFSDS shell.
  • Tier 4 Upgraded APFSDS shell with 440mm of penetration, will go through almost anything in the game
  • Access to four very effective ammunition types.
  • Nearly impossible to destroy when hull-down and in a good firing position.

Cons:

  • Slow horizontal turret traverse.
  • Ammo racks all around the tank interior
  • Very slow reverse (-4 Kph).
  • Weak lower glacis, easily penetrated by high penetrating ammunition.
  • If the tank gets penetrated from the front, the shell will most likely end up hitting an ammo-rack.
  • HEAT-FS shell costs 1600 SL.
  • Bad gun depression (-6°).
  • Lack of anti-air top mounted gun.
  • High repair cost (6k-7k).
  • Angling the tank causes the weak side armour to be exposed.
  • Hull armour flaps are easily penetrated by kinetic munitions when angled.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armaments

1 x 125 mm 2A26 cannon (37 rounds)
1 x 7.62 mm PKT machine gun (2,000 rounds)

Main armament

1 x 125 mm 2A26 cannon
  • Ammunition Capacity: 37 Shells
  • Gun Depression: -6°
  • Gun Elevation: 14°
  • Turret Rotation Speed: 11.9°/s (Stock), __._°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 7.1s (Stock), 7.1s (Full Crew), 7.1s (Prior + Expert Qualif.), 7.1s (Prior + Ace Qualif.)
1 x 125 mm 2A26 cannon
  • Ammunition Capacity: 37 Shells
  • Gun Depression: -6°
  • Gun Elevation: 14°
  • Turret Rotation Speed: 11.9°/s (Stock), __._°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 7.1s (Stock), 7.1s (Full Crew), 7.1s (Prior + Expert Qualif.), 7.1s (Prior + Ace Qualif.)
1 x 125 mm 2A26 cannon
  • Ammunition Capacity: 37 Shells
  • Gun Depression: -6°
  • Gun Elevation: 14°
  • Turret Rotation Speed: 11.9°/s (Stock), __._°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 7.1s (Stock), 7.1s (Full Crew), 7.1s (Prior + Expert Qualif.), 7.1s (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%
3BM9 310 307 298 285 274 263 APFSDS 1,800 3.6 N/A N/A N/A ° 72° 73° 75°
3BM15 440 430 420 410 405 400 APFSDS 1,780 3.9 N/A N/A N/A ° 76° 77° 78°
3BM12 383 378 367 351 339 327 APFSDS 1,800 3.6 N/A N/A N/A ° 76° 77° 78°
3BK12M 440 440 440 440 440 440 HEATFS 905 19 0.0 0.1 2,790 +0° 65° 72° 75°
3OF19 35 35 35 35 35 35 HE 850 23 0.1 0.5 3,150 +0° 79° 80° 81°
3OF26 47 47 47 47 47 47 HE 850 23 0.1 0.5 5,780 +0° 79° 80° 81°
Ammo racks
Full
ammo
Ammo
Part
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Recommendations Comments Visual
discrepancy
37 Projectiles
Propellants
XX (X+)  (+)  (+)  (+)  (+)  (+) Take about 20 - 28 shells. Your main shell should be APFSDS no

Secondary armament

1 x 7.62 mm PKT machine gun (coaxial)

Crew

  • Commander
  • Gunner
  • Driver

Total: 3 Crew members

Armour

Armour type:

  • Spaced armour (Hull front, Turret front)
  • Cast homogeneous armour
  • Rolled homogeneous armour (Turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 80* mm (68°) Front glacis
80 mm (61°) Lower glacis
85 mm Front
70 mm Rear <br. 20 mm (33°) Bottom
20 mm (8-55°) Top
45 mm Center
20 mm (18-58°) Bottom
30 mm Front
20 mm Engine deck
Turret 50-330 mm (0-80°) 65-180* mm (2-49°) 65 mm (2-72°) 40-140 mm
Armour Sides Roof
Cupola 100 mm 40 mm
Composite armour* Front Sides Rear Roof
Hull 320 mm Kinetic
450 mm Chemical
N/A N/A N/A
Turret 400 mm Kinetic
450 mm Chemical
400 mm Kinetic
450 mm Chemical
N/A N/A

Notes:

  • Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 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.

Engine & mobility

Weight: 38.0 ton

Max Speed: 67 km/h
Stock

  • Engine Power: 1085 hp @ 2800 rpm
  • Power-to-Weight Ratio: 28.55 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: ___ hp @ 2800 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°
Weight: 38.0 ton

Max Speed: 61 km/h
Stock

  • Engine Power: 619 hp @ 2800 rpm
  • Power-to-Weight Ratio: 16.29 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: ___ hp @ 2800 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°
Weight: 38.0 ton

Max Speed: 61 km/h
Stock

  • Engine Power: 619 hp @ 2800 rpm
  • Power-to-Weight Ratio: 16.29 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: ___ hp @ 2800 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°

Modules and improvements

Tier Mobility Protection Firepower
I Tracks Parts Horizontal drive, 3BK12M, 3OF26
II Suspension, Brake system FPE Adjustment of fire, 3BM12
III Filters Crew replenishment Elevation mechanism
IV Transmission, Engine ESS Artillery support, 3BM15, Rangefinder

Recommendations:
Get repair and FPE then try to get the upgraded APFSDS

History of creation and combat usage

Screenshots and fan art

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

Additional information (links)

[Devblog] T-64A - The Pioneer of a New Era

References


Sidebar

[expand] [collapse] Soviet Tanks [collapse] [expand]

Light Tanks
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   
Medium Tanks
   Rank 1   
   Rank 3   
   Rank 4   
   Rank 6   
  • T-64A
Heavy Tanks
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   
Tank Destroyers
   Rank 1   
   Rank 2   
   Rank 5   
   Rank 6   
SPAAs
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   
Premium & Gift Vehicles
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   


Arcade ☑ Realistic ☐
Simulator ☐

Arcade ☐ Realistic ☑
Simulator ☐

Arcade ☐ Realistic ☐
Simulator ☑

ussr_t_64a_1971.png

Icon-country-sov.png T-64A (1971)
Nation USSR
Type Medium tank
Rank 6
Battle Rating
9.3
9.3
9.3

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
38,000 kg
83,776 lb
Number of Crew 4
Hull armour thickness
80/85/45/20 mm
3.15/3.35/1.77/0.79 inches
Statistics
Engine power (stock)
1,085 hp
619 hp
619 hp
Engine power (upgraded)
___ hp
700 hp
700 hp
HP/ton ratio (stock)
28.55
29.01
16.29
16.55
16.29
16.55
HP/ton ratio (Upgraded)
__.__
__.__
18.42
18.72
18.42
18.72
Max speed
67 km/h
42 mph
61 km/h
38 mph
61 km/h
38 mph
Main Weapon
1 x 125 mm 2A26 Cannon
Ammo stowage 37 rounds
Vertical guidance -6°/14°
Secondary Weapon
1 x 7.62 mm PKT Machine gun
Ammo stowage 2,000 rounds
Mount Coaxial
Economy
Required RP 390,000 RP
Vehicle cost 1,010,000 SL
Crew training cost 290,000 SL
Max repair cost*
5,210 SL
6,500 SL
6,200 SL
Free repair time (Stock)
7d
13d
12d
Free repair time (Upgraded)
_d __h
_d __h
_d __h
Warning: this sidebar is a WIP, and can be incorrect. Last updated 1.77.1.21.