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M60A2: The Starship of the United States

As the M60 was coming into service, development started to create an ATGM armament for the tank to put it into service by 1965, which would lead to the 152mm gun/launcher system being mounted on a uniquely designed turret (Type B) on top of the M60 hull; however, the US Army's dream of a simple transition into the weapon system was trashed when complications with the system arose, especially in regards to the sensitive ammunition. While a limited production run was allowed with the tank designated as the M60A2, continued trouble with the tank led to the M60A2's phasing out, with only 526 units produced.

With the various types of tanks and stronger ammunition present at the BR of this tank, survival is drastically lowered, as the M60A2 possesses the same M60 hull, having barely any protections against rounds like HEAT-FS, APDS, APFSFS, and ATGMs; on top of that, the M60A2 has a long reload time, limiting it to certain engagements and further exposing its drawbacks.

Despite the complications, this vehicle benefits from the application of a laser rangefinder (which accurately scans and adjusts the gun based on the range the target is at), suitable mobility, smoke grenades, swift turret traversal, and the unique turret design that keeps the crew members relatively safe from harm.

Pros:Cons:
Decent mobility, can reverse with minimal easeEngine block is large, marking it a target to cripple; also slow in acceleration
Access to Laser RangefinderPoor zoom magnification
Access to MGM-51 ShillelaghGun-launched ATGM has dip and boasts 19s reload; can only hold 7 of these
Possession of large explosive mass chemical roundsBoth HE and HEAT have poor flight performance in comparison to HEATFS or HE-FS

Mobility

The M60A2 has decent mobility, with the forward speed being reliable and the reverse speed being tolerable. This enables the M60A2 to drive up to support points and sniping zones with relative ease, but hinders the ability to quickly retract and recover from combat-hot zones.

Speed:ForwardReverse

48km/h-8km/h

Armor and Survivability

The M60A2 has the same hull as the M60, retaining the familiar hull sloping at the front that can bounce shells off when hull-down. However, the hull is weak against the types of ammunition sported from enemy vehicles that M60A2 players will encounter, particularly APDS, APFSDS, and HEAT-based rounds, and can all penetrate the hull with relative ease if they get an opportunity to shoot the bottom of the hull front, and could hit the ammunition that rests inside.

Image credited to: COMRADE_REAPER

The turret, on the other hand, is also rather mediocre in protection, with the vast majority of high-penetration rounds fired, particularly APDS, APFSDS, and HEAT-based ammunition,  to downright eliminate the vehicle. Strong chemical rounds fired from SPGs like the Pzh 2000 and VIDAR can overpressure the vehicle from any direct hit into the turret with their high explosive masses of 9 kg.

Despite its weaknesses and flaws, the unique turret design has a few pluses: besides APDS, APFSDS and stronger chemical rounds, conventional AP rounds like AP and/or APHE can bounce off either side of the front of the turret, where both the gunner and loader reside, but only AP rounds with 190mm or less; any round above 200mm will go through. Another plus is the resiliency of the turret, since it can take a ton of damage from penetrating rounds before succumbing to loss of crewmembers or a high-mass explosive round.

Armor:FrontSideRear
Turret220mm124mm40mm
Hull108mm77mm50mm

Firepower and Ammunition

The M60A2 boasts the 152mm M162 gun/launcher. Similar to the 152mm gun/launcher M81 of the M551 Sheridan, the M60A2 possesses chemical rounds that can overpressure tanks with HE, and penetrate steel armor with HEAT and the MGM-51 Shillelagh missile it owns. But just like the M551, it also has a long reload for each ammo type, especially for the ATGM. This complication forces players to play the long game with patience and time.

Ammo name:Ammo Type:Penetration Value:Info:
M409A1HEAT480mmThe HEAT round is the stock round, along with the HE round that new players of the M60A2 will possess. It'll penetrate any side of the target vehicle regardless of angle, but accounts for ricochets similarly to HEAT-FS and typical AP rounds. Useful for overpressure against light targets and effective at penetration against medium and heavy targets.
M657A2HE38mmUnlike the HEAT round, which can effectively penetrate anything, the HE round can only overpressure targets, with said targets being lightly armored vehicles and medium tanks. For medium vehicles and certain heavy vehicles, it is advised to aim for the commander cupola, the bottom of the tank, and gaps really close to the turret ring and hull roof.
MGM-51 ShillelaghATGM (Beam-Riding)431mmThis ATGM, unlike the BGM-71 TOW, is not wire-guided, but rather a beam rider. The MGM-51 Shillelagh, unlike the conventional HEAT and HE rounds on this vehicle, not only takes longer to reload but also has a dip when firing. In order to get around the dipping, make sure that the vehicle isn't close to any hills and elevate the main gun appropriately so that the missile can fly without hitting the ground. Once fired, the missile will follow where the crosshair is pointing, thanks to SACLOS guidance, but leaves the M60A2 vulnerable to enemy targets, so players must be wary of their surroundings before firing. Players can also fire the MGM-51 on the move.

In addition to the weaponry and ammunition provided, the M60A2 comes with smoke grenades that allow players to pull out of combat and reposition or repair safely.

It's important to note that the chemical rounds it possesses have a sensitive fuse, detonating on bushes and thin obstructions when fired at an enemy in vegetation.

Playstyle:

The M60A2's limitation to only chemical rounds and possession of a laser rangefinder and the MGM-51 Shillelagh guided missile allows for two playstyles to be played:

Sniper: With 10° of gun depression, access to a laser rangefinder, and possession of the infamous MGM-51 along with the HEAT round it possesses, the role of sniper comes easily to players suited to long-distance engagements. The HEAT round allows players to effectively penetrate decently armored to heavily armored vehicles at a distance, as well as overpressuring lightly armored vehicles and SPAA; however, it requires the LSR and aiming ahead of moving targets to land the shot.

Image credited to: Metronoonm

Support: Thanks to its decent armor, mobility, and two-plane stabilizer, the M60A2 can assist other vehicles in taking down lightly armored vehicles to heavily armored ones. Paired with the laser rangefinder and the chemical rounds (particularly the HEAT round) it possesses, it can overpressure or cripple enemies enough for allied vehicles to finish them off. Do keep in mind that your armor is only enough to keep most rounds from penetrating, where more modern rounds like HEAT-FS, APDS, and APFSDS can penetrate and kill the crew, and high mass HE rounds will overpressure your tank.

Enemies worth noting:

The M60A2, like the M60A1, may have decent armor and armament, but like any and every tank, it can be destroyed:

ZTZ59D1: This Chinese MBT possesses both HEAT-FS and APFSDS, both of which can instantly destroy the M60A2 with 1 to 2 shots. To top things off, the ZTZ59D1 has ERA, which defeats any chemical round but blows off once said chemical round hits that area. To combat this tank, make sure to aim at the unprotected spots of the UFP, where ERA is not present, using HEAT or the MGM-51, or simply flank the vehicle and take it out from the side.

PzH 2000: The PzH 2000, a rather Doofenshmirtz name for the SPG, is nothing like any of Doofenshmirtz's failed inventions, as this successful SPG boasts a powerful HE round paired with a laser rangefinder, autoloader, and a two-plane stabilizer, making M60A2 players rage as their tank gets destroyed by this vehicle. It possesses smoke grenades, allowing it to escape trouble should it be damaged badly. Luckily, like any other SPG, it's vulnerable to chemical rounds, such as the ones on the M60A2. Keep in mind that the PzH 2000 can take a HEAT round or two before crumbling, so it's better to use the HE round, though careful placement is also needed due to its configurations and crew placement.

Image credit: MavePL

T-10M: This Soviet heavy, the last heavy tank of the USSR before the transition to MBTs, possesses impressive frontal armor that defeats HEAT rounds, a two-plane stabilizer to fire on the move, and HEAT-FS to penetrate the M60A2 with relative ease. Due to the nature of its armor, the best places to fire at it using the HEAT and ATGM are at the driver's port and at the spot where the gunner sight is, though a few shots are needed to finish it off due to its rather thick armor; firing at the LFP or flanking with HEAT, or launching a HE round at the commander's cupola or the hull belly works as well.


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