https://wiki.warthunder.com/api.php?action=feedcontributions&user=U18003840&feedformat=atomWar Thunder Wiki - User contributions [en]2024-03-28T16:15:32ZUser contributionsMediaWiki 1.30.0https://wiki.warthunder.com/index.php?title=Category:Game_modes&diff=47427Category:Game modes2020-03-27T23:59:30Z<p>U18003840: /* Singleplayer */</p>
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<div>{{DISPLAYTITLE:Game modes}}<br />
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[[File:GameModes Banner TripleWindow.jpg|x250px|frameless]] <br />
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__TOC__<br />
== Multiplayer ==<br />
=== [[Arcade Battles|Arcade Battles]] ===<br />
'''Aviation:'''<br /><br />
In '''arcade''' mode, the game draws two teams of players (up to 32 people) with planes of different nations with similar battle ratings]. It is possible to see aircraft of the same type on opposing teams. Damage models, flight models, and physics are greatly simplified (e.g. in very high-speed dives, planes do not have their wings ripped off and are still controllable), but retain some realism (e.g. bombers are not as maneuverable as fighters), and ammunition reloads after a certain period of time without players returning to an airfield. Multiple views are available; third person view, cockpit view, gunner view (if the aircraft has a gunner) and virtual cockpit view (if the aircraft does not have a cockpit model the virtual cockpit will be used). Arcade mode games are played in either "Ground Strike" mode - where in order to win you must destroy all enemy ground units, shoot down all enemy aircraft or destroy the enemy bombing points and airfield- or "Domination" mode, which consists of seizing enemy airfields by landing your aircraft on them, causing the opposing team to slowly lose 'tickets'; the team whose tickets reach zero first or lose all of their aircraft loses. Also, to help simplify aiming, a 'leading marker' appears when an enemy plane is in range. This shows where the enemy plane will be by the time your shots reach it if the plane continues its current trajectory.<br /><br />
<br />
'''Air Assault:'''<br /><br />
In Air assault mode the same rules as in arcade apply to flight and damage models and in-flight rearming. What is different is that this mode is for either random or premade team of 8 and requires at least some teamwork. There is also an unlimited number of respawns at 50% AB Silver Lion cost. The main objective is to defend your team's base from growing waves(15 presently) of enemy AI-controlled bombers, fighters, and howitzers. The bomber’s gunners are active but most of the fighters and howitzers do not pose a direct threat to the player.<br />
<br /><br />
<br />
'''Ground Forces:'''<br /><br />
In Arcade Ground Forces - tank handling is simplified (Tanks move faster, and turn faster than they would do in reality), spotted enemy vehicles are displayed on the minimap and have visible nametags on them when aimed at. There is also an "Aim assistant" - crosshair indicating where should your shot land if fired under current elevation, together with an indication of whether your shell should be able to penetrate the target, or not.<br /><br />
Teams are composed with no regard to nationality, the only factor is the vehicle's [[battle ratings|BattleRating]]. Lastly, when your vehicle is knocked out, you can respawn with a different vehicle(from your lineup), up to 3 spawns total (+ 1 reserve tank).<br />
----<br />
<br />
=== [[Realistic Battles|Realistic Battles]] ===<br />
'''Aviation:'''<br /><br />
Realistic mode (alias '''[[Realistic Battles|RB]]''') is designed for more experienced players. More realistic damage models, flight models, and physics makes gameplay less forgiving, and aircraft fly much more similar to their historical counterparts, with their strengths and weaknesses more apparent than in arcade mode. Also, once all ammunition and ordnance are expended players will have to return to their airfield to reload, and there is no 'leading marker' to assist with aiming. In this mode, unlike the arcade game, teams feature aircraft from specific nations, making gameplay more accurately reflect historical encounters such as the Battle of Stalingrad, fought between the USSR and Germany, or the Battle of Midway, fought between the Japanese Empire and the US. These historical scenarios will all have different objectives similar to the battles they represent, such as destroying a German tank advance at Kursk or repelling a Japanese attack at Pearl Harbor.<br /><br /><br />
<br />
'''Ground Forces:'''<br /><br />
In Ground Forces, characteristics of the realistic mode are similar to that of the Aviation Realistic mode - Tank behauvior is more realistic. Tanks feel overall much more "heavy" - they accelerate slower, lose much more speed in turns, do not slide so much and handle much more "jerky" as real tanks do. Traversing the turret, and aiming the gun at the target also takes much more time, some crew skills become very obvious (inexperienced gunner first rotates the turret, and only then slowly adjusts the gun elevation, experienced gunner can do both tasks at the same time). Then, when your tank is hit, and needs a field repair, doing it takes much longer than it does in Arcade battles (often up to 2 minutes). <br /><br />
Battles themselves change as well - only certain maps are played, and they are usually larger than the original. Teams are additionally sorted by nations, e.g. USSR vs Germany in Berlin map (although occasionally mixed nation battles, like USA+Germany vs USSR, are still possible).<br /><br />
<br />
Last important differences are visual - there is no coloured crosshair to tell you where will your shot go, after being fired, or whether it can penetrate your target. Enemy vehicles are also not displayed on the minimap, and have no name tags on them - instead, only a red coloured circle is briefly displayed on the minimap, when nearby ally spots a vehicle, approximately showing you the position of "some unknown enemy".<br />
<br />
----<br />
=== [[Simulator Battles|Simulator Battles]] ===<br />
'''[[Simulator Battles|SB]]''' mode is based on the most realistic simulation settings; only the first-person view in the cockpit or gunner views are available, and flight physics are at their most realistic settings, reflecting the real-world attributes of aircraft to a fairly accurate level. The gameplay of simulator mode is similar to that of realistic battles - two teams of different nations are fighting each other for dominance in the sky and on the ground to achieve their objectives, but the realism of the game at this level is even higher. Simulator settings also require players to play with a joystick, gamepad or 'mousejoy' as opposed to mouse-aim available in other modes, lead indicators are not present and players must return to airfields to rearm and repair their aircraft.<br />
----<br />
<br />
=== [[Enduring_Confrontation|Enduring Confrontation]]===<br />
Enduring Confrontation (also known as “EC”) is a separate game mode for aircraft in War Thunder. Unlike in traditional random battles, this mode allows you to join a battle at any time. You also have unlimited respawns, subject to certain rules. In EC, the emphasis is on the players’ ability to influence the situation on the battlefield.<br />
<br />
Battles in EC occur as Events, so you can find this mode in the “Events and Tournaments” section underneath the “To Battle” button. EC is the primary game mode for aircraft in Simulator Battles, and a simplified version of it in Arcade Battles is the only separate game mode for helicopters. To join a battle in Enduring Confrontation, you can either wait in the general queue as you would in random battles, or call up a list of active rooms (ongoing battles) sorted by country and rank and, if there are available spots on a team, join your preferred side in that room. You can call up a list of rooms by pressing the button of the same name.<br />
----<br />
=== Events ===<br />
==== Historic missions ====<br />
Events mode is often available in realistic and simulator battle settings, allowing players to partake in battles recreated as accurately as possible using historical sets of aircraft, rather than using the regular matchmaking system of battle ratings. This allows for a more challenging experience for players wishing to play less advanced nations, whilst still providing balanced gameplay through different numbers of players on each team - the more technologically advanced team will often have several less aircraft than the disadvantaged team, whilst the opposition will retain numerical superiority. Occasionally, special community events will be held with arcade mode settings.<br />
<br />
Examples:<br />
<br />
* '''''Flight of the swallows'''''<br />
<br />
:German team has sole access to the [[Me_262_A-1a|Me 262 ''Schwalbe'']] jet fighter and must bring down a bomber formation of [[B-17G-60-VE|B-17G Flying Fortresses]]. All while they are under attack by their escorts, the legendary [[P-51D-5|P-51D ''Mustang'']]. "''In 1944, on the threshold of the battle of the Bulge, the US was concerned about the increasing numbers of jet-propelled aircraft in German hands. In order to put an end to this threat, an armada of B-17’s were tasked with bombing the airfields that the “swallows” were based at.''"<br />
<br />
* '''''Operation Uranus'''''<br />
<br />
:German forces are trying to break through the encircled city of Stalingrad.<br />
<br />
*'''''Operation "Chastise"'''''<br />
<br />
:Night time escort mission. [[Lancaster B Mk III|Lancaster]] formation must break through German air defense on their way to an industrial night raid. [[:Category:Britain_aircraft|RAF]] equivalent to 'Guardian Angels' event. "''On the 5th of March, 1943, the Battle of Ruhr was begun; a campaign of strategic bombing that took place during the Second World War. This campaign was planned as an assault on the German industrial area of Ruhr, and both British and American forces took part.''"<br />
<br />
*'''''Guardian Angels'''''<br />
<br />
:[[:Category:USA_aircraft|USAAF]] equivalent to 'Guardian Angels' event, but in the daytime and B-17s"''Schweinfurt was the location of most of the ball-bearing production in Germany at the onset of World War II, it was eventually devastated following a series of Allied strategic bombing raids. It was hoped that the destruction of the factories located in the city would cripple the production of new tanks and aircraft.''"<br />
<br />
==== Squadron battles ====<br />
For Arcade and matched by Eras, this mode lets teams of 8 players per side duel each other for air supremacy. [[Matchmaker]] will only put squadron members of the same clan into the teams, so have 8 fellow pilots ready! Maximum opponent dispersion is one era e.g. [[:Category:Third_rank_aircraft|era III]] vs [[:Category:Fourth_rank_aircraft|era IV]] is possible, but not [[:Category:Second_rank_aircraft|era II]] vs [[:Category:Fourth_rank_aircraft|era IV]].<br />
<br />
For Realistic a different setup is in use known as Tactical Battles with fixed line-ups and a team count of 7v7. Unlike common tank RB matches, all markers are enabled.<br />
<br />
Due low attendance this event is limited to the following times:<br />
<br />
*17:00 -> 23:00 (West coast US time)<br />
*20:00 -> 02:00 (East coast & Peru & Columbia & Ecuador & Cuba & Jamaica time)<br />
*22:00 -> 04:00 (East Brazilian & Argentinian & Greenland time)<br />
*'''01:00 -> 07:00 GMT (British, Irish & Portuguese time)'''<br />
*02:00 -> 08:00 (Central European time)<br />
*03:00 -> 09:00 (East European & Near East & South Africa time)<br />
*09:00 -> 15:00 (Manila & Perth time)<br />
<br />
Often enough, no available opposition caused teams of players to wait almost indefinitely, or the matchmaker to go haywire and put jet versus piston aircraft. [https://forum.warthunder.com/index.php?/topic/226192-squadron-battles-availability/ Official forum announcement] detailing these changes.<br><br />
A Question and answer session script can be found on the War Thunder forum: [http://forum.warthunder.com/index.php?/topic/227286-qa-session-about-squadron-battles/ Q&A session about Squadron Battles]<br />
<br />
==== Racing ====<br />
Players use the plane at his disposal to fly through a marked course to get to the finish line first. The matchmaker only takes eras into account. Rockets, bombs and [[:Category:Ammunition|guns]] are disabled.<br />
<br />
In the '''[http://warthunder.com/en/news/2623-formula-war-thunder-the-first-stage-en "Formula War Thunder"]''' time is of the essence. Players are sorted via the [[ELO]] system and the best racers win in-game prizes.<br />
==== Floats ====<br />
All [[:Category:First_rank_aircraft|era I]] [[:Category:Hydroplanes|boat- and hydro-planes]] of War Thunder gather in this mode to try and conquer capture zones on the water.<br />
==== Rapid fire! ====<br />
Lightly armoured [[:Category:Anti-aircraft_vehicles|anti-air vehicles]] duels each other here without the interference of their bigger brothers. For balancing reasons Era V & the Kugelblitz are not participating.<br />
==== PvE ====<br />
Exclusive for the Victory Day a special mission was available for play in War Thunder's event browser. "Victory Hour" was a scripted Berlin map wherein a four men tank platoon (the players) were on to repel a German counterattack and then press forwards to capture the Reichstag. In style it was similar to the singleplayer missions available for aviation, albeit earning more [[:Category:Currency_and_research_points|Silver Lions and Research Points]] and having the earlier in [[March_to_Victory!|"March to Victory!"]] introduced spawn point system for special vehicles (here: [[IS-2 (1944)|IS-2 mod.44]]).<br />
==== War in Mid Air ====<br />
In this event, teams are split between attackers and defenders. The task of the attacking ‘aircraft’ team is to destroy the armoured vehicles that are positioned inside the city and subsequently the anti-air units as well.<br><br />
The task of the defending anti-aircraft vehicles is to stop the attack from happening and hold the city. Tickets for the attacking team will reduce up to the point when all the city ground vehicles have been destroyed. If the aviation team succeeds in its task, the ticket bleed stops and the task will switch to destroying the remaining anti-air vehicles.<br />
===='100' Team Deathmatch====<br />
The '100' event features in both Air and Ground Force battles and is currently exclusive to [[Arcade Battles|Arcade mode]]. In Air Battles, the event is played on the [[Khalkhin_Gol|Khalkhin Gol]] map, in Ground Battles the [[Poland (Ground Forces)|Poland]] map is used.<br />
Teams battle it out to be the first team to reach 100 destroyed enemies vehicles and win. The event has unlimited respawns.<br />
<br />
----<br />
<br />
=== [[April Fool's Day|April Fools (1st April) Events]]===<br />
Every year on the 1st April, War Thunder has held special one time only events. From Giant Japanese Snails and Flying Ponies to Russian Mechs and Inflatable tanks, players could be faced with absolutely anything on this day!<br />
<br />
Past Events:<br />
<br />
* 2012 - Star Thunder<br />
* 2013 - "Pony Beta"<br />
* 2014 - Daikaidzu "Gaijilla" GD11a<br />
* 2015 - [[March_to_Victory!|ST-1 Alpha Test (March to Victory!)]] & [[Unrealistic_Battles|"Unrealistic Battles"]]<br />
* 2016 - [[Sailing fleet in War Thunder!|Sailing fleet in War Thunder!]]<br />
* 2017 - [[Rank IX|Rank IX]]<br />
<br />
<br />
Wiki April Fools:<br />
<br />
* [[T-65_Fighter|T-65 Starfighter – "X-Wing"]]<br />
* [[Ninjas_attack_Australia|Ninjas attack on Australia]]<br />
<br />
----<br />
<br />
=== [[World_War|World War Mode]] ===<br />
A game mode involving battles on a global map. Conflict will occur in the format of "operations", which include dozens of individual battles. <br />
The game mode differs significantly for the commander, officers and ordinary members of a squadron. Commanders and officers are able to choose which operations their squadrons will participate in, move forces in real time on the operational map and initiate battles. <br />
<br />
In the World War game, RB game mode will be used with the marker mechanics of the AB.<br />
<br />
== Singleplayer ==<br />
<br />
=== [[Single Missions]] ===<br />
Each mission unlocked by fulfilling criteria similar to achievements. Short missions usually with a gameplay twist and a short narrative.<br />
=== [[Dynamic Campaign]] ===<br />
Via selecting settings a historic campaign can be played were vehicles and missions are given by the game. After each sortie, the available missions change and the previous mission's impacts the military campaign on the strategic map.<br />
=== [[Historical Campaign]] ===<br />
Available only after purchasing in the store. Currently, the Pacific Campaign for the US or Japan is playable.<br />
=== [[User Missions]] ===<br />
Community created sorties. Visit [http://live.warthunder.com/feed/missions/ live.warthunder].<br />
=== [[Mission Editor]] ===<br />
Available in the lower left corner of the test flight window once the vehicle in question is bought. Allows for creating missions with set parameters and style like Dynamic Campaign.<br />
=== [[Test Flight|Test drive/flight]] ===<br />
For testing various configurations of the vehicle.<br />
<br />
[[Category:Game mechanics]]</div>U18003840https://wiki.warthunder.com/index.php?title=Type_75_MLRS&diff=47424Type 75 MLRS2020-03-27T23:36:32Z<p>U18003840: /* General info */</p>
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<div>{{Specs-Card|code=jp_type_75_mlrs}}<br />
<br />
== Description ==<br />
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''--><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.83 "Masters of the Sea"]]. <br />
<br />
== General info ==<br />
=== Survivability and armour ===<br />
''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''<br />
<br />
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''<br />
<br />
=== Mobility ===<br />
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --><br />
<br />
{{tankMobility|abMinHp= 426|rbMinHp= 265}}<br />
<br />
== Armaments ==<br />
=== Main armament ===<br />
{{main|Type 75 (130 mm)}}<br />
<br />
''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: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. 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.''<br />
<br />
=== Machine guns ===<br />
{{main|M2HB (12.7 mm)}}<br />
<br />
''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''<br />
<br />
== Usage in battles ==<br />
''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 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).''<br />
<br />
=== Pros and cons ===<br />
<!--Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".--><br />
<br />
'''Pros:'''<br />
<br />
*Very mobile when driving on flat terrain<br />
*While rockets it possesses aren't the strongest ammunition possible, they can be continuously fired until the ammo rack is empty, and if any of them hit anywhere next to opponent tank armour weak spots, they are very likely to one-shot the entire compartment<br />
<br />
'''Cons:'''<br />
<br />
*Default sights are not helpful for accurately firing rockets; requires user to install a user-made scope that provides firing solutions<br />
*While rockets are protected by "turret" carcass to some extent and will likely just break on kinetic ammo hit, a direct hit of chemical warhead will likely detonate them, destroying the tank. <br />
*It is possible for rockets to hit obstacles next to the tank and destroy it on accident<br />
*Turret depression does not exist on this tank, fighting on uneven terrain without setup or long range will result in almost guaranteed defeat<br />
<br />
== History ==<br />
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''--><br />
In the mid-60s, the Japanese Military Administration made the decision to boost their Self-Defense Forces’ power with a mobile MLRS on a tracked chassis. As a base, it was suggested that the promising tracked armoured personnel carrier, that was at the time being developed by the Mitsubishi company, be used. The military vehicle was subsequently put into service under the designation Type 73 APC and became a base for a whole series of assault and support vehicles of the Japanese army. In order to equip their army with a modern multiple rocket launcher system, the Japanese used an APC as a base to develop the brand new Type 75 MLRS, as well as two other support vehicles – a mobile weather station and a command vehicle – to ensure the launcher’s combat readiness. The Type 75 was put into service in 1975 and built up serially to 1985 inclusive. The vehicle fired at its opponents using its 130 mm rockets located on 30 launching tubes inside a rotating pod (the horizontal guidance angle was 50 degrees). The Type 75 had a three-man crew and could reach a speed of 50 km/h.<br />
<br />
''-From [https://warthunder.com/en/news/5837-development-type-75-multiple-rocket-launcher-explosive-hailstorm-en Devblog]''<br />
<br />
== Media ==<br />
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.--><br />
{{Youtube-gallery|fvSdDRBazww|'''The Shooting Range #121''' - ''War Machines'' section at 00:35 discusses the Type 75 MLRS.}}<br />
<br />
== See also ==<br />
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
<br />
* ''reference to the series of the vehicles;''<br />
* ''links to approximate analogues of other nations and research trees.''<br />
<br />
== External links ==<br />
<!--''Paste links to sources and external resources, such as:''<br />
* ''topic on the official game forum;''<br />
* ''encyclopedia page on tank;''<br />
* ''other literature.''--><br />
<br />
* [https://warthunder.com/en/news/5837-development-type-75-multiple-rocket-launcher-explosive-hailstorm-en [Devblog<nowiki>]</nowiki> Type 75 Multiple Rocket Launcher: Explosive Hailstorm]<br />
<br />
{{Japan tank destroyers}}<br />
{{Japan premium ground vehicles}}</div>U18003840https://wiki.warthunder.com/index.php?title=User_talk:U18003840&diff=47276User talk:U180038402020-03-26T18:50:48Z<p>U18003840: Created blank page</p>
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<div></div>U18003840https://wiki.warthunder.com/index.php?title=Strv_81_(RB_52)_(Great_Britain)&diff=38036Strv 81 (RB 52) (Great Britain)2019-11-29T18:45:24Z<p>U18003840: </p>
<hr />
<div>{{Specs-Card<br />
|store = 5272<br />
}}<br />
<br />
== Description ==<br />
<!--In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.--><br />
[[File:GarageImage_Strv 81 (Rb.52).jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' (Full name: '''Stridsvagn 81 (Rb.52)''') is a gift rank {{Specs|rank}} British medium tank {{Battle-rating}}. It was introduced in [[Update 1.59 "Flaming Arrows"]]. A Swedish import of the British [[Centurion Mk 3]], it features an add-on of three SS.11 anti-tank missile on the turret. It uses the MCLOS guidance system (SACLOS in arcade mode), which means that the missiles must be manually guided by the tank movement keys to their target.<br />
<br />
== General info ==<br />
=== Survivability and armour ===<br />
<!--Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?<br />
<br />
If necessary use a visual template to indicate the most secure and weak zones of the armour.--><br />
'''Armour type:'''<br />
<br />
* Rolled homogeneous armour (Hull, Turret roof)<br />
* Cast homogeneous armour (Turret)<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! Armour !! Front !! Sides !! Rear !! Roof<br />
|-<br />
| Hull || 76.2 mm (58°) ''Front glacis'' <br> 76.2 mm (47-48°) ''Lower glacis'' || 50.8 (12°) + 6 mm || 38 mm (8-12°) || 29 mm <br> 8-14 mm ''Engine deck''<br />
|-<br />
| Turret || 152 mm (6-27°) ''Turret front'' <br> 152 mm ''Gun mantlet'' || 89 mm (5-12°) || 89 mm (1-18°) || 50.8 mm ''Border of turret'' <br /> 29 mm ''Center of turret''<br />
|-<br />
! Armour !! Front !! Rear !! Roof <br />
|-<br />
| Cupola || 152 mm || 90 mm || 29 mm<br />
|-<br />
|}<br />
'''Notes:'''<br />
<br />
*Suspension wheels and tracks are both 20 mm thick.<br />
*The steel boxes around the turret and hull give a 4 mm additional protection, though this seems to be a negligible addition.<br />
*ATGM attached outside the turret act as ammo racks and can be detonated<br />
*Spaced armour plates are placed on the side of the Centurion, giving an additional 6 mm of side armour.<br />
<br />
=== Mobility ===<br />
<!--Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.--><br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="3" | Mobility characteristic<br />
|-<br />
! Weight (tons)<br />
! colspan="1" | Add-on Armour<br>weight (tons)<br />
! colspan="1" | Max speed (km/h)<br />
|-<br />
| rowspan="2" | 50.8 || colspan="1" rowspan="2" | N/A || colspan="1" | 39 (AB) <br />
|-<br />
|35 (RB/SB)<br />
|-<br />
! colspan="3" | Engine power (horsepower)<br />
|-<br />
! colspan="1" | Mode<br />
!Stock<br />
!Upgraded<br />
|-<br />
|''Arcade''<br />
|1,007<br />
|1,240<br />
|-<br />
|''Realistic/Simulator''<br />
|575<br />
|650<br />
|-<br />
! colspan="3" | Power-to-weight ratio (hp/ton)<br />
|-<br />
! colspan="1" | Mode<br />
!Stock<br />
!Upgraded<br />
|-<br />
|''Arcade''<br />
|19.82<br />
|24.41<br />
|-<br />
|''Realistic/Simulator''<br />
|11.32<br />
|12.79<br />
|-<br />
|}<br />
<br />
== Armaments ==<br />
=== Main armament ===<br />
<!--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: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. 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.--><br />
{{main|Ordnance QF 20-pounder Mk.I (84 mm)}}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | [[Ordnance QF 20-pounder Mk.I (84 mm)|84 mm OQF 20-pounder Mk.I]]<br />
|-<br />
! colspan="3" rowspan="1" style="width:5em" |Capacity<br />
! rowspan="1" | Vertical <br> guidance<br />
! rowspan="1" | Horizontal <br> guidance<br />
! rowspan="1" | Stabilizer<br />
|-<br />
| colspan="3" | 65 || -10°/+20° || ±180° || Two-plane<br />
|-<br />
! colspan="6" | Turret rotation speed (°/s)<br />
|-<br />
! style="width:4em" |Mode<br />
! style="width:4em" |Stock<br />
! style="width:4em" |Upgraded<br />
! style="width:4em" |Prior + Full crew<br />
! style="width:4em" |Prior + Expert qualif.<br />
! style="width:4em" |Prior + Ace qualif.<br />
|-<br />
| ''Arcade'' || 10.7 || 14.8 || __.__ || __.__ || __.__<br />
|-<br />
| ''Realistic'' || 10.7 || 12.6 || __.__ || __.__ || __.__<br />
|-<br />
! colspan="4" | Reloading rate (seconds)<br />
|-<br />
! colspan="1" style="width:4em" |Stock<br />
! colspan="1" style="width:4em" |Prior + Full crew<br />
! colspan="1" style="width:4em" |Prior + Expert qualif.<br />
! colspan="1" style="width:4em" |Prior + Ace qualif.<br />
|-<br />
| 8.1 || __.__ || __.__ || __.__<br />
|-<br />
|}<br />
<br />
===== Ammunition =====<br />
{| class="wikitable sortable" style="text-align:center" width="100%"<br />
! colspan="8" | Penetration statistics<br />
|-<br />
! rowspan="2" data-sort-type="text" | Ammunition<br />
! rowspan="2" class="unsortable" | Type of <br /> warhead<br />
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''<br />
|-<br />
! 10m<br />
! 100m<br />
! 500m<br />
! 1000m<br />
! 1500m<br />
! 2000m<br />
|-<br />
| 8,4 cm Slpprj || APCBC || 231 || 229 || 216 || 200 || 186 || 173 <br />
|-<br />
| 8,4 cm Slsgr m/53 || HE || 15 || 15 || 15 || 15 || 15 || 15 <br />
|-<br />
| 8,4 cm Slpprj m/54 || APDS || 285 || 283 || 262 || 239 || 218 || 198 <br />
|-<br />
|}<br />
{| class="wikitable sortable" style="text-align:center" width="100%"<br />
! colspan="11" | Shell details<br />
|-<br />
! rowspan="2" data-sort-type="text" | Ammunition<br />
! rowspan="2" class="unsortable" | Type of <br /> warhead<br />
! rowspan="2" |Velocity <br /> in m/s<br />
! rowspan="2" |Projectile<br />Mass in kg<br />
! rowspan="2" | ''Fuse delay''<br />
''in m:''<br />
! rowspan="2" | ''Fuse sensitivity''<br />
''in mm:''<br />
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''<br />
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''<br />
! colspan="3" | ''Ricochet:''<br />
|-<br />
! 0%<br />
! 50%<br />
! 100%<br />
|-<br />
| 8,4 cm Slpprj || APCBC || 1,000 || 9.1 || N/A || N/A || N/A || +4° || 48° || 63° || 71° <br />
|-<br />
| 8,4 cm Slsgr m/53 || HE || 600 || 7.5 || 0.4 || 0.5 || 1,130 || +0° || 79° || 80° || 81°<br />
|-<br />
| 8,4 cm Slpprj m/54 || APDS || 1,400 || 3.2 || N/A || N/A || N/A || +1.5° || 75° || 78° || 80° <br />
|-<br />
|}<br />
{| class="wikitable sortable" style="text-align:center"<br />
! colspan="7" | Smoke characteristic<br />
|-<br />
! Ammunition<br />
! Velocity <br /> in m/s<br />
! Projectile<br />Mass in kg<br />
! ''Screen radius <br /> in m''<br />
! ''Screen time <br /> in s''<br />
! ''Screen hold time <br /> in s:''<br />
! ''Explosive Mass in g<br /> (TNT equivalent):''<br />
|-<br />
| 8,4 cm Rökgr m/53 || 250 || 9.3 || 13 || 5 || 20 || 50 <br />
|-<br />
|}<br />
<br />
===== [[Ammo racks|Ammo racks]] =====<br />
[[File:Ammoracks Strv 81 (Rb.52).png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the Strv 81.]]<br />
{| class="wikitable sortable" style="text-align:center"<br />
|-<br />
! class="wikitable unsortable" |Full<br /> ammo<br />
! class="wikitable unsortable" |1st<br /> rack empty<br />
! class="wikitable unsortable" |2nd<br /> rack empty<br />
! class="wikitable unsortable" |3rd<br /> rack empty<br />
! class="wikitable unsortable" |4th<br /> rack empty<br />
! class="wikitable unsortable" |Visual<br /> discrepancy<br />
|-<br />
|| '''65''' || 62&nbsp;''(+3)'' || 33&nbsp;''(+32)'' || 17&nbsp;''(+48)'' || 1&nbsp;''(+64)'' || style="text-align:center" | No <br />
|-<br />
|}<br />
<br />
Turret empty: 62&nbsp;''(+3)'' <br> Front empty: 33&nbsp;''(+32)''<br />
<br />
=== Additional armament ===<br />
<!--Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on about how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.--><br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | 164 mm Robot-52 (SS11) ATGM<br />
|-<br />
! colspan="3" rowspan="1" style="width:5em" |Capacity<br />
! rowspan="1" | Vertical <br> guidance<br />
! rowspan="1" | Flight <br> speed (m/s)<br />
! rowspan="1" | Range (m)<br />
|-<br />
| colspan="3" | 3 || N/A || 150 || 6,500<br />
|-<br />
|}<br />
<br />
===== Ammunition =====<br />
{| class="wikitable sortable" style="text-align:center" width="100%"<br />
! colspan="8" | Penetration statistics<br />
|-<br />
! rowspan="2" data-sort-type="text" | Ammunition<br />
! rowspan="2" class="unsortable" | Type of <br /> warhead<br />
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''<br />
|-<br />
! 10m<br />
! 100m<br />
! 500m<br />
! 1000m<br />
! 1500m<br />
! 2000m<br />
|-<br />
| Rb.52 || ATGM || 600 || 600 || 600 || 600 || 600 || 600 <br />
|-<br />
|}<br />
{| class="wikitable sortable" style="text-align:center" width="100%"<br />
! colspan="11" | Shell details<br />
|-<br />
! rowspan="2" data-sort-type="text" | Ammunition<br />
! rowspan="2" class="unsortable" | Type of <br /> warhead<br />
! rowspan="2" |Velocity <br /> in m/s<br />
! rowspan="2" |Projectile<br />Mass in kg<br />
! rowspan="2" | ''Fuse delay''<br />
''in m:''<br />
! rowspan="2" | ''Fuse sensitivity''<br />
''in mm:''<br />
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''<br />
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''<br />
! colspan="3" | ''Ricochet:''<br />
|-<br />
! 0%<br />
! 50%<br />
! 100%<br />
|-<br />
| Rb.52 || ATGM || 150 || 30 || 0.0 || 0.1 || 4,550 || +0° || 65° || 70° || 75° <br />
|-<br />
|}<br />
<br />
===== [[Ammo racks|Ammo racks]] =====<br />
{| class="wikitable sortable" style="text-align:center"<br />
|-<br />
! class="wikitable unsortable" |Full<br /> ammo<br />
! class="wikitable unsortable" |1st<br /> rack empty<br />
! class="wikitable unsortable" |2nd<br /> rack empty<br />
! class="wikitable unsortable" |3rd<br /> rack empty<br />
! class="wikitable unsortable" |Visual<br /> discrepancy<br />
|-<br />
|| '''3''' || 2&nbsp;''(+1)'' || 1&nbsp;''(+2)'' || 0&nbsp;''(+3)'' || style="text-align:center" | No <br />
|-<br />
|}<br />
<br />
=== Machine guns ===<br />
<!--Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.--><br />
{{main|BESA (7.92 mm)}}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | [[BESA (7.92 mm)|7.92 mm BESA]]<br />
|-<br />
! colspan="7" | ''Coaxial mount''<br />
|-<br />
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)<br />
! rowspan="1" | Fire rate <br> (shots/minute)<br />
! rowspan="1" | Vertical <br> guidance<br />
! rowspan="1" | Horizontal <br> guidance<br />
|-<br />
| colspan="4" | 3,600 (225) || 600 || N/A || N/A<br />
|-<br />
|}<br />
<br />
== Usage in battles ==<br />
<!--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).--><br />
The Stridsvagn 81 is essentially the Centurion Mk.3. It is an effective medium tank if played to its strengths.<br />
<br />
If one wants to keep it simple, just use the powerful gun to snipe from distance.<br />
<br />
More advanced tankers can utilize the not too impressive max speed (35kmph/22mph) to move with this medium tank into the flanks of enemy tanks (close to the border of a map) and search for positions like hills and ridges where one can make use of the amazing -10° gun depression to hide the vulnerable lower plate of this tank. Once in position, one should use the binoculars to scout for enemies without exposing the turret. If an enemy tank is spotted that could be a potential threat, pop out a little bit and start to take out the enemies gunner/cannon barrel/cannon breech to prevent him from returning fire. Now utilize the quick reload to take out one crew member after the other to finish off the opponent. If an enemy is spotted who is exposing their side or even the rear while not aiming towards the Strv 81, shoot the engine first to immobilize and possibly even ignite the enemy tank, preventing him to take cover. The next shots should again disable the gun of the enemy, now finish the prey by shooting all crew members or, if feeling lucky, shoot an ammo rack.<br />
<br />
The best choice to pierce enemy tanks is obviously the Shot Mk.3 (APDS) although it is quite expensive in terms of Silver Lions. The Shot Mk. 1 (APCBC) works in most situation as well but lacks penetration compared to the Mk. 3 APDS shot. The amazing penetration characteristics of this APDS shot enables this gun to pierce front plates of all Panther models (apart from the Panther II) to ranges up to 2000m. T-44s and Panther IIs front plates can be penetrated to ranges up to almost 1000m. Keep in mind though that the front plate of the T-44 is angled at 60°, so it bounces even this powerful APDS shot quite often. Even the front plate of the mighty Tiger II is not able to stop this APDS shot if not angled and the range is shorter than 100m. However, aside from the gun, the Strv 81 has access to three potent [[Anti-tank guided missiles|anti-tank guided missiles]].<br />
<br />
In a head to head situation with an enemy tank approaching try to angle the Strv 81 not more than 5° degrees to either side since the side armour is quite weak (50.8mm), try to hide the lower front plate which is a massive weak spot, while reloading turn the turret 10° to the right to maximize chances of bouncing shots (right side of the turret front has some extra armour) and keeping the gunner alive.<br />
<br />
'''''How to use an [[Anti-tank guided missiles|ATGM]]'''''<br><br />
The addition of the ATGM means the Strv 81 has the potential to act as a long-range support vehicle from the rear lines or the flanks. Prop up the Centurion in a well fortified and safe location and use it as a base of fire and launch missiles onto the enemies' front or sides. With the high amount of penetration available on the SS.11 missiles, even a glancing hit can do massive damage to the hit enemy tank.<br />
<br />
The SS.11 missiles attached to the right side of the Strv 81 turret provide up to 600 mm of penetration upon impact, making all but the most deflected shots potent to any targets. Three are available for immediate usage and are guided by a MCLOS system. The missile have a trajectory of going up for a distance before leveling, creating a "dead zone" of up to 200 meters that the missile cannot adequately engage in.<br />
<br />
In arcade mode, the missile guidance system is relatively uncomplicated in aiming. Simply aim the crosshair onto the desired target and the missile will adjust to fit into the crosshair. The guidance system is sensitive as such it is not recommended to rapidly swing the crosshair around during the missile trajectory to keep it stable and on track. Once depleted, the missile will gradually reload to refill the launch racks.<br />
<br />
In realistic and simulator mode, the missile is guided by the tank movement keys of [W], [A], [S], and [D]. [W] and [S] moves the missile vertically while [A] and [D] moves the missile horizontally. The guidance system will not activate until the missile clears its dead zone. The system is sensitive as such it is not recommended to rapidly tap the keys for movement else the missile moves out of the scope and away from the controls. Once depleted, the missile will not automatically reload and must be driven onto a captured control point for reloads.<br />
<br />
=== Pros and cons ===<br />
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".--><br />
'''Pros:'''<br />
<br />
* Powerful and high penetrating gun<br />
* Very quick reload time<br />
* Wide gun depression and elevation<br />
* Neutral steering<br />
* Good reverse speed<br />
* Great RP and SL grinder<br />
* Has three ATGM missiles<br />
<br />
'''Cons:'''<br />
<br />
* Mediocre speed and acceleration<br />
* Ammo rack in the front (will be empty if 33 rounds are loaded)<br />
* Small internal compartment (only 4 crew members), easy to one shot<br />
* APDS shot causes only punctual damage (aim carefully)<br />
* No explosive filler on any AP shells<br />
* Weak side armour<br />
* ATGMs are first generation - requires the use of WASD keys to operate it (In RB and SB game modes)<br />
* ATGMs can explode if hit and destroy the turret<br />
<br />
== History ==<br />
<!--Describe the history of the creation and combat usage of the ground 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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).--><br />
===Development===<br />
The tank's concept was made in 1943 when the Directorate of Tank Design, under Sir Claude Gibb, was asked to produce a new heavy cruiser tank for the General Staff under the designation ''A41'', which was to become the standard of a British "Universal Tank" to replace the separated "infantry" and "cruiser" tanks currently used. As World War II progressed and the Germans unveiled their heavier tanks with an [[KwK 36 (88 mm)|88 mm cannon]] like the [[Tiger H1|Tiger]], War Office made a revision to their design requirements to counter this threat. The requirements now include an increased durability and reliability, with the ability to protect itself against the 88 mm gun and mines, an agility similar to the [[Comet I|Comet tank]] and with good reverse speed, all while staying under a 40 ton weight.<br />
<br />
Responding to these requirements, the department developed a larger hulls by adapting the suspension on the Comet, lengthening with another road wheel and spacing between the wheels. The standard Christie suspension used on the previous cruiser tanks was replaced by the Horstmann suspension, which uses coil springs on two-wheel bogies on each side and is proven to be easier to maintain than the Christie suspension. The hull used a welded and sloped armour with a cast turret mounting the famous [[Ordnance QF 17-pounder (76 mm)|17-pounder cannon]]. The speed of the tank would be established by using the Rolls Meteor engine previously used on the Comet and [[Cromwell V|Cromwell]]. Despite these changes, the department concluded that the weight restriction would not allow the tank design to withstand the 88 mm rounds. The weight restriction was done so the tank would be able to be carried around in the Mk.I and Mk.II transport trailers, which had a 40-ton load. This restriction was rescinded to allow more freedom in the tank design, which showed potential to War Ministry. The heavier tank designs developed had armour equivalent to the heaviest infantry tanks like the [[Churchill Mk VII|Churchill tank]], yet with superior cross-country mobility due to improved suspension and engines.<br />
<br />
The tank was given the name '''Centurion''' and the first mock-ups of the design was made by AEC and was presented in May 1944. After that, 20 pilot models were ordered with a various armament combinations. Ten had a 17-pounder and a 20 mm Polsten gun (5 with a machine gun in turret rear, 5 with an escape door instead), five had a 17-pounder and a BESA machine gun and an escape door, five more with the 77 mm HV gun with a driver operated hull machine gun. The prototypes of the 40-ton design, the Mk.1, had a 76 mm armour on the front glacis, which was made very powerful with the heavy sloping design on the tank. Added with a 152 mm thick turret armour, the Centurion became a very protected tank design, yet it was also very agile, outperforming the Comet tank in tests. The next Centurion model, Mk.2, featured a much thicker 118 mm front glacis armour and a thicker side armour. Production began for the Centurion Mk.2 in November 1945 for 800 tanks from Leyland Motors, Royal Ordnance Factories, and Vickers. The Mk.2 was put into service in the 5th Royal Tank Regiment in December 1946.<br />
<br />
After the Centurion Mk.2 was put into service, Royal Ordnance developed the successor to the 17-pounder, the [[Ordnance QF 20-pounder Mk.I (84 mm)|84 mm 20-pounder]]. With this, the Centurion went through another upgrade to mount the 20-pounder. The 20 mm Polsten gun was removed and replaced by a BESA gun due to its questionable utility. The new upgrade, now the [[Centurion Mk 3]], also featured an automatic stabilization system that improved firing accuracy while on the move. The tank was first produced in 1948 and overtook the previous Mk.1 and Mk.2 in service. However, the 20-pounder also did not stay in service for long and were replaced by the more powerful [[L7A1 (105 mm)|105 mm L7 gun]] from Royal Ordnance Factories. All Centurions versions after Mark 5/2 used the L7 gun, including the [[Centurion Mk 10]], which also featured additional armour with the new gun.<br />
<br />
===Swedish import===<br />
Sweden, a neutral power during World War II, analyzed the progress of technology and concluded they needed a replacement tank for their armoured forces. The Swedish Armed Forces right after World War II in 1945 decided that the most suitable tank for the upcoming years of the Cold War was the Centurion tank. A request was sent for the purchase of the vehicles, but Britain affirmed that their needs must be met before any exports of the Centurion tank could be made. Not eager to wait long for their tanks, Sweden started development in 1951 to create their own tank, designated "Emil", as well as seek out the AMX-13 light tank from France. However the wait ended abruptly when Britain started to export the Centurion in 1952, and Sweden swooped up an order of 80 Centurion Mk 3 in 1952, with the first delivery arriving in April 1953. The Swedish designated the adopted Centurion Mk 3 tank as the '''Stridsvagn 81'''. In 1955, Sweden imported another batch of Centurion, 160 Mk 5 variants, and employed them in the same designation as well. In the 1960, Sweden bought another batch of [[Centurion Mk 10|Mk 10]] tanks that were accepted as the ''Stridsvagn 101''. During the years in service, the Strv 81 and 101 were upgraded with newer equipments, modules, and armaments, as well as changing the designation to signal the improvements. There were also tests such as the inclusion of '''SS.11''' missile on the turret side to improve the firepower of the Centurions.<br />
<br />
The Centurion Stridsvagn series served alongside the domestic Strv 103 design as the primary vehicle of the Swedish armoured forces. In 1990s, the Swedish military started to phase out the two tanks as they modernized their forces. After a series of tests between the Russian T-72, American M1 Abrams, and German Leopard 2, the Swedish military replaced their outdated armoured fleet with the Leopard 2, designated the ''Stridsvagn 121''.<br />
<br />
== Media ==<br />
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.--><br />
{{Youtube-gallery|IJ0jYa4sRTE|War Thunder Wiki: <br> Premium Vehicles Strv-81}}<br />
<br />
== See also ==<br />
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
<br />
* ''reference to the series of the vehicles;''<br />
* ''links to approximate analogues of other nations and research trees.''<br />
<br />
== External links ==<br />
<!--Paste links to sources and external resources, such as:<br />
* ''topic on the official game forum;''<br />
* ''encyclopedia page on the tank;''<br />
* ''other literature.''--><br />
<br />
* [[wt:en/news/3734-development-strv-81-the-missile-centurion-en/|[Devblog<nowiki>]</nowiki> Strv-81: The Missile Centurion]]<br />
<br />
{{Britain medium tanks}}<br />
{{Britain premium ground vehicles}}</div>U18003840