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9P157-2 Khrizantema-S
General characteristics
2 peopleCrew
71 %Visibility
front / side / backArmour
13 / 13 / 6Hull
0 / 0 / 0Turret
18 tWeight
954 hp500 hpEngine power
53 hp/t27.8 hp/tPower-to-weight ratio
77 km/h forward
23 km/h back
70 km/h forward
21 km/h back
9M123 ATGMMain weapon
16 roundsAmmunition
15 sReload
2 roundsBelt capacity
60 shots/minFire rate
-5° / 15°Vertical guidance
-85° / 85°Horizontal guidance
up to 5 km/hFire on the move
390000 Rp icon.pngResearch
1020000 Sl icon.pngPurchase
Sl icon.png6200 / 8636/3300 / 4596/2470 / 3440Repair
290000 Sl icon.pngCrew training
1020000 Sl icon.pngExperts
2100 Ge icon.pngAces
232 % Rp icon.pngReward for battle
170 % Sl icon.png150 % Sl icon.png100 % Sl icon.png


GarageImage Khrizantema-S.jpg

The 9P157-2 Khrizantema-S is a rank VII Soviet tank destroyer with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update "Starfighters".

General info

Survivability and armour

The Khrizantema-S is very lightly armoured and only have 2 crewmembers, so it will barely survive any attack stronger than 7.62 mm MG to the hull. It, however, has some RHA plates on front, which are also angled closer towards 80°, making it capable of deflecting heavy machine gun fire and, at times, autocannon fire, or even non-apfsds shells.

Due to armour thickness, almost any big shell at its rank will hull break it on direct hit to the hull, unless slowed down by some internal module. The tank is also very unlikely to survive hellfire missiles or rocket rain.

Due to this, it requires hulldown or hills just to be able to fight, and it should avoid direct fights and artillery fire at all costs. To retreat from battle or to exploit it's weapon system it can also use ESS, creating smoke wall behind and around itself.

The weakness of armour is further prolonged by fact, that even in hulldown its launcher and radar are still exposed and can be hit with HE, HESH or HEAT, and, unlike with the most of other hulldown ATGM tanks, HEAT can be landed on top of it in such a way, that it will destroy Khrizantema-S via hullbreak, allowing other ATGM tanks to defeat it, if their reaction and aim is better. It is worth noting that kinetic shells do not hull break tank on radar hit, and it automatically hides itself when being damaged, to increase chances of survival against unexperienced opponents.

When Khrizantema-S is travelling faster than 5 km/h, both its launcher and radar are hidden away, which reduces probability of being hit on move, at a cost of time spent to get launchers out and being unable to quickly fire them out when it matters, which may result in a loss against light tanks.

Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm



Khrizantema-S acceleration and mobility is somewhat closer to track-using light tanks due to it's low weight, but it has rather limited maximum speed, when compared to top rank VI or VII vehicles. In RB, it's offroad forward speed is generally around 45 km/h. It's reverse speed is also limited, but will allow it to back out of a fight with about 15 km/h on demand.

Khrizantema-S climbing ability is mediocre, but it should be able to climb any hills when spaded.

Khrizantema-S can swim with greatly reduced movement speed.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 77 23 18 _,___ 954 __.__ 53
Realistic 70 21 _,___ 500 __.__ 27.78


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 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: {{main|Name of the weapon}}. 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 article: 9M123

Khrizantema-S has an ATGM handle similarly to Shturm-S. It reloads two of the missile launchers at once, and only reloads them after both were used. Since it's completely automated, it will always take tank 15 seconds to reload.

Sniper optics and laser pointer are located on the very front-right of the hull, separately from the launchers. It must see tank's target for semi-automatic aim (mouse aim) to work.

Handle can aim in about 160 degree sector in front of the tank, but has problems with pointing down and too high up, which makes sniper aim to be more useful in some kind of open, flat territory, where tank can fire at targets directly. If it must be used in some kind of cluttered street, it's best to approach targets carefully while being mindful of the fact, that launcher is located behind sniper scope and not just above it, to avoid misfiring and hitting tank's own cover.

Similar issues follow radar aim as well, due to radar's limited vertical traverse, but it can guide missiles at angles far beyond capability of laser pointer.

Msg-important.png Missiles can be slaved to radar, therefore first missile launched while radar is locked on will fly straight for it and ignore user's input. It will do so even if Khrizantema-S hull is furiously shaking while swimming and manual shot seems impossible to make.

Missiles themselves seem to have high level of horizontal mobility, but significantly lower vertical mobility - they can take sharp turns into sides, but they will refuse to drop down at the last moment, so it is better to keep then on level with intended target, unless they are guided by radar, in which case you have no contol over them and they generally go for the turret neck or the centre of the target. They will likely catch any slow flying helicopter, that does not immediately perform a drop straight down to the ground (which is very bad for RB helicopters and may result in unintended crash by itself).

Missiles can fly up to 6 km away before running out of fuel. It makes them useful against both ground and air, but it may fail to reach overly cautious rank VII helicopters, due to them being able to fire from 8 km away.

9M123 is an extremely powerful tandem missile, which can potentially penetrate any NERA currently in the game on direct hit and will definitely penetrate any ERA due to it's power alone and tandem technology used to specifically breach ERA.

9M123F is the same carrier missile, but it is loaded with HE instead. HE missiles have less shrapnelling range than HE shells seen in conventional tanks and are generally used to harass other light vehicles, which sometimes cannot be simply destroyed with HEAT payload.

9M123 missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 16 -5°/+15° ±85° N/A __.__ __.__ __.__ __.__ __.__ _.__ _.__ _.__ _.__
Realistic 14.9 __.__ __.__ __.__ __.__


Penetration statistics
Ammunition Type of
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
9M123 ATGM (tandem) 1,200 1,200 1,200 1,200 1,200 1,200
9M123F ATGM-HE 61 61 61 61 61 61
Shell details
Ammunition Type of
Mass (kg)
Fuse delay
Fuse sensitivity
Explosive Mass
(TNT equivalent) (g)
0% 50% 100%
9M123 ATGM (tandem) 550 46.0 0.2 0.01 6,160 80° 82° 90°
9M123F ATGM-HE ___ _.__ __ _._ ___ __° __° __°

Ammo racks

rack empty
rack empty
rack empty
rack empty
rack empty
rack empty
8 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Optics and night vision

Khrizantema-S Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution Light Mult Noise Level
Gunner's Sight  ? N/A N/A N/A 800X600? Only useable with tier 4 upgrade
Commander's View X6 N/A N/A N/A 800X600? Only useable with tier 4 upgrade
Driver's View X1 / 3PV 800X600?  ? High Not fitted Only useable with tier 4 upgrade


Msg-important.png Khrizantema-S radar can not only lock onto aerial targets but also search for and lock onto ground targets, and it can also lock onto targets behind smoke and trees, even if user cannot see them. Keep both of these facts in mind, when using it

The Khrizantema-S is equipped with a single search and tracking radar, mounted to the left of missile launchers. The radar system is incapable of scanning while tracking, and generally can only lock on targets within a 20° arc from the front of itself.

Radar is usually following targeting reticle and only scans in chosen direction, however, once locked, it can automatically turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as it didn't go behind Khrizantema-S.

Vertically radar also has rather limited angles at which it can lock and track, but exact angles are difficult to measure. It also seems to rely more on hull position, rather than aiming reticle, when aiming at the sky. For that reason, it is better not to rely on search mode whatsoever and try to lock onto targets manually (by pressing lock-on button in sniper mode while aiming at the target) to see if tank needs to be moved, or it's just radar being picky.

Sometimes it also can lock on and track hostile tank at very long ranges, while aiming at them almost through the ground, allowing missiles to be launched over hills with minimal tank exposure and giving the Khrizantema-S an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km.

It is also possible to check if enemy tank is dead or alive by locking onto it. Dead tanks generally do not pose any interest for the radar. (Probably unintended feature)

Radar is hidden within vehicle whenever it is powered down, seriously damaged, or when tank is travelling. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose.

 ??? - Target Detection Radar
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
relative speed
8000? m N/A? ±20°? +40°? / -20°? N/A
 ??? - Target Tracking Radar
Azimuth Tracking
Elevation Tracking
target speed
8000? m N/A? ±85°  ?°/?° N/A

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).


Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Laser rangefinder
III Filters Crew Replenishment Elevation Mechanism 9M123F
IV Transmission Engine ESS NVD

Pros and cons


  • Has hardest hitting ATGM ingame at the moment, with an astounding 1200 mm of penetration and also has HE version of it as an option
  • Can slave missile to the radar, which can also lock onto tanks. It also can lock through smokes, trees, etc., which is unique at rank VI and even rank VII at the moment
  • Technically can fire and guide both missiles at once, one via radar, one via laser, an effect which is extremely hard to replicate with any other tank short of BMP-2M
  • Can swim and precisely snipe off water, which is not something every swimming tank can do
  • Radar guided missiles can shut down any slow flying helicopter on their own, assuming operator can keep radar locked onto target. Simply falling to the side and firing a bunch of flares is not going to throw them off the target
  • Has thermal optics for commander and both gunner and commander optics are tier 2 (better than early rank VI tech)
  • Great mobility and acceleration of chassis, when comparing it to tanks with similar weapon loadout, though it is not very fast overall, when compared to tanks of higher BR
  • Frontal armor, despite being lightly armored, is heavily sloped, meaning it will deflect some small arms fire (including, rarely, autocannons), it can even rarely bounce some tank shells of rank VI, which can give necessary second to fire back, before enemy realized what they are dealing with


  • The armor can be easily penetrated on all sides by any gun it meet (short of some SPAA autocannons), even heavy machine guns can penetrate some areas of the side
  • On top of weak armour, Khrizantema-S's launcher is easier to hit than one of Shturm-S and it also has radar, which is even easier to hit with explosives, further compromising its hull-down potential. Due to this, Khrizantema-S should avoid dueling with other tanks directly, particularly ATGM tanks, as even Stormer HVM may have decent chances of instantly hull-breaking Khrizantema-S by unloading half of its missile rack into general direction of the Khrizantema-S's radar
  • 9M123 ATGM has decent speed and will outclass any early rank VI missiles, but it is inferior to ADATS and SAM, so in direct duel it may lose to them just because penetration numbers are nearly irrelevant in light tank combat
  • Launcher was reported to be hard to aim manually


Describe the history of the creation and combat usage of the 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: and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).


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 tank destroyers
Light  SU-5-1 · ZiS-30 · SU-57 · SU-57B · SU-76M · SU-76M (5th Gv.Kav.Corps) · YaG-10 (29-K) · SU-85A · Khrizantema-S
Medium  SU-122 · SU-85 · SU-85M · SU-100 · SU-100P · SU-122P · SU-122-54 · IT-1 · Shturm-S
Heavy  SU-100Y · ISU-122 · ISU-122S · SU-152 · ISU-152 · Object 268 · Object 120
Rocket  BM-8-24 · BM-13N
Airborne  ASU-57 · ASU-85