https://wiki.warthunder.com/api.php?action=feedcontributions&user=U97136324&feedformat=atomWar Thunder Wiki - User contributions [en]2024-03-28T19:48:20ZUser contributionsMediaWiki 1.30.0https://wiki.warthunder.com/index.php?title=He_111_H-6&diff=46948He 111 H-62020-03-23T11:21:39Z<p>U97136324: /* In-game description */</p>
<hr />
<div>{{Specs-Card|code=he-111h-6}}<br />
{{About<br />
| about = German bomber '''{{PAGENAME}}'''<br />
| usage = other uses<br />
| link = He 111 (Family)<br />
}}<br />
<br />
== Description ==<br />
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''--><br />
<br />
[[File:GarageImage_He111H6.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German bomber {{Battle-rating}}. This bomber has been in the game since the start of the Open Beta Test prior to Update 1.29.<br />
<br />
A medium bomber which is surprisingly versatile as it can carry over 30 small bombs or up to 2 x 1,000 kg and a 250 kg, which are capable of destroying a base. It can also carry a Fritz X guided bomb. This plane rips easily and should not be used to dive bomb as previous German bombers have. Its gunners are underpowered and should not be trusted to defend against fighters. It is best to avoid contact with fighters, while fast firing, the guns are very inaccurate.<br />
<br />
== General info ==<br />
=== Flight Performance ===<br />
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''--><br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="8" | Characteristics<br />
|-<br />
! colspan="8" | ''Stock''<br />
|-<br />
! colspan="2" | Max Speed<br>(km/h at 5,700 m)<br />
! rowspan="2" | Max altitude<br>(meters)<br />
! colspan="2" | Turn time<br>(seconds)<br />
! colspan="2" | Rate of climb<br>(meters/second)<br />
! rowspan="2" |Take-off run<br>(meters)<br />
|-<br />
! AB<br />
! RB<br />
! AB<br />
! RB<br />
! AB<br />
! RB<br />
|-<br />
| 410 || 398 || 8,500 || 32.2 || 33.7 || 0.2 || 1.4 || 510<br />
|-<br />
! colspan="8" | ''Upgraded''<br />
|-<br />
! colspan="2" | Max Speed<br>(km/h at 5,700 m)<br />
! rowspan="2" |Max altitude (meters)<br />
! colspan="2" | Turn time (seconds)<br />
! colspan="2" | Rate of climb<br>(meters/second)<br />
! rowspan="2" |Take-off run (meters)<br />
|-<br />
! AB<br />
! RB<br />
! AB<br />
! RB<br />
! AB<br />
! RB<br />
|-<br />
| 456 || 430 || 8,500 || 30.8 || 32.0 || 9.6 || 4.0 || 510<br />
|-<br />
|}<br />
<br />
====Details====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="5" | Features<br />
|-<br />
! Combat flap<br />
! Take-off flap<br />
! Landing flap<br />
! Air brakes<br />
! Arrestor gear<br />
|-<br />
| ✓ || ✓ || ✓ || X || X <!-- ✓ --><br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="5" | Limits<br />
|-<br />
! rowspan="2" | Wing-break speed<br>(km/h)<br />
! rowspan="2" | Gear limit<br>(km/h)<br />
! rowspan="2" | Combat flap<br> (km/h)<br />
! colspan="2" | Max Static G<br />
|-<br />
! +<br />
! -<br />
|-<br />
| 480 || 350 || 420 || ~2 || ~1<br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="4" | Optimal velocities<br />
|-<br />
! Ailerons<br>(km/h)<br />
! Rudder<br>(km/h)<br />
! Elevators<br>(km/h)<br />
! Radiator<br>(km/h)<br />
|-<br />
| < 310 || < 300 || < 270 || > 190<br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="3" | Compressor (RB/SB)<br />
|-<br />
! colspan="3" | Setting 1<br />
|-<br />
! Optimal altitude<br />
! 100% Engine power<br />
! WEP Engine power<br />
|-<br />
| 5,600 m || 2,120 hp || 2,497 hp <br />
|-<br />
<!--! colspan="3" | Setting 2<br />
|-<br />
! Optimal altitude<br />
! 100% Engine power<br />
! WEP Engine power<br />
|-<br />
| ?,??? m || ?,??? hp || ?,??? hp <br />
|-<br />
! colspan="3" | Setting 3<br />
|-<br />
! Optimal altitude<br />
! 100% Engine power<br />
! WEP Engine power<br />
|-<br />
| ?,??? m || ?,??? hp || ?,??? hp <br />
|- --><br />
|}<br />
<br />
=== Survivability and armour ===<br />
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''--><br />
<br />
* 5 mm Steel plate under nose gunner<br />
* 10 mm Steel plate behind the pilot<br />
* 8 mm Steel plate in front of the dorsal gunner<br />
* 6 mm Steel plate under ventral gunner<br />
* 8-8.5 mm Steel plates around beam gunner<br />
<br />
== Armaments ==<br />
<!--=== Offensive armament ===<br />
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''--><br />
<br />
=== Suspended armament ===<br />
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''--><br />
{{main|:Category:Suspended armaments|l1=Suspended armaments}}<br />
<br />
The '''''{{PAGENAME}}''''' can carry the following ordinance:<br />
<br />
* 32 x 50 kg SC50JA bombs (1,600 kg total)<br />
* 8 x 250 kg SC250JA bombs (2,000 kg total)<br />
* 2 x 1000 kg SC1000L2 bombs (2,000 kg total)<br />
* 2 x 1000 kg SC1000L2 bombs + 250 kg SC250JA bomb (2,250 kg total)<br />
* 2 x 936 kg F5W torpedoes (1,872 kg total)<br />
* 1 x 1400 kg PC 1400 X (Fritz X) bomb (1,400 kg total)<br />
<br />
=== Defensive armament ===<br />
<!--''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available remove this subsection.''--><br />
{{main|MG 15 (7.92 mm)|MG 17 (7.92 mm)}}<br />
<br />
The '''''{{PAGENAME}}''''' can defend itself with:<br />
<br />
* 1 x 7.92 mm MG 15 machine gun, nose turret (1,000 rpg)<br />
* 1 x 7.92 mm MG 15 machine gun, dorsal turret (1,000 rpg)<br />
* 1 x 7.92 mm MG 15 machine gun, ventral turret (1,000 rpg)<br />
* 1 x 7.92 mm MG 15 machine gun, left beam turret (1,000 rpg)<br />
* 1 x 7.92 mm MG 15 machine gun, right beam turret (1,000 rpg)<br />
* 1 x 7.92 mm MG 17 machine gun, tail turret (1,000 rpg)<br />
<br />
== Usage in the battles ==<br />
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a 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. Examine 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 second of the He 111 series in the German aviation tree, the He 111 H-6 compares to its predecessor, the He 111 H-3, with new Jumo 211F engines which gives a substantial improvement in horsepower. Another improvement is in defensive armament in ammo load and positions. The overall aircraft now holds a total 6,375 rounds of available rounds for all seven machine guns, with the majority of the machine guns holding more rounds per load. Defensive gun arcs are improved with the addition of a tail turret to ward off trailing enemies.<br />
<br />
Using the 1,400 kg Fritz X bomb could allow for the deliverance of a single heavy payload onto a target with precision, with the cost of only allowing the He 111 H-6 to carry only one bomb for this purpose.<br />
<br />
One thing that will be noticed upon equipping the Fritz X is the change in the bombing sights. Instead of a simple cross-hair for the bombing, two additional markings will be present in both cross-hairs of third-person view and the bombsight. Through the third-person view, the typically dotted cross-hair have a smaller vertical-dashed circle inside the cross-hair. Through the bomb-sight, it has transformed into a simple white cross-hair interrupting lines on all axis. These two additions indicate the borders that the Fritz X bomb can be guided into, indicating that the target only needs to be inside these inner boundaries to be able to attack the target.<br />
<br />
Delivering the Fritz X is just like any other bomb release, fly over the target, align the cross-hair, and then drop the payload. However, unlike regular bombing, the player does not need to strictly have the target kept in the centre of the cross-hair to have the chance of hitting the target. Once the target is led to be inside the inner boundaries of the cross-hair increments, the bomb can be released and further guided into the target.<br />
<br />
To guide the Fritz X after release, the default keys to control the guidance are [ALT] + W,S,A,D. To indicate this function is working, a white text on the bottom left of the corner should pop up reading "Vertical/Horizontal Guidance" following the percentage that the sight is deviating from the centre. With these controls, keep the cross-hair right onto the target as the bomb drops, which will eventually fall right into the target which is marked.<br />
<br />
Contrary to some beliefs, the release of the Fritz X does not leave the plane completely vulnerable as the player has to focus on guiding the bomb. One could leave the bombsight, manoeuvre the plane however they like, then return to the bombsight that is still locked onto the original release location and continue guiding the bomb onto the target. Guidance can even be done while in third-person view, pilot view, and even gunner view, with varying degrees of success in being able to track the bomb towards the target. As such, there is a level of freedom the player still has when flying the He 111 H-6 after dropping the Fritz X to before its detonation onto the target, use these moments to quickly create some breather room for fine adjustments of the bomb on its way down.<br />
<br />
====Counter-tactics====<br />
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. They will most likely BnZ, etc.)--><br />
The He 111 H-6 is a particularly large plane with weak defensive armaments consisting of only 7.92 mm machine guns. However, the machine guns cover decent arcs on the front and rear, plus have huge ammo reserves to be able to walk tracers into fighters that are not flying evasively. The best way to take one of these bombers down is to aim for the large elliptical wings that make up most of the surface area. Breaking one of these wings off with cannon fire will do quick work. Another way is to target the engines as the He 111 only has two and the loss of one will ensure it can't get very far for a fighter to line up an attack to finish it off.<br />
<br />
===Manual Engine Control===<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | MEC elements<br />
|-<br />
! rowspan="2" |Mixer<br />
! rowspan="2" |Pitch<br />
! colspan="3" |Radiator<br />
! rowspan="2" |Supercharger<br />
! rowspan="2" |Turbocharger<br />
|-<br />
! Oil<br />
! Water<br />
! Type <br />
|-<br />
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable<br />
|-<br />
|}<br />
<br />
===Modules===<br />
{| class="wikitable"<br />
! Tier<br />
! Flight performance<br />
! Survivability<br />
! Weaponry<br />
|-<br />
| I<br />
| Fuselage Repair, Radiator<br />
| <br />
| Turret 7 mm, PVC 1006B<br />
|-<br />
| II<br />
| Compressor<br />
| Airframe<br />
| ETC PVC I<br />
|-<br />
| III<br />
| Wing Repair, Engine<br />
| <br />
| New 7 mm MGs (Turret), ETC PVC II<br />
|-<br />
| IV<br />
| Engine Injection<br />
| Cover<br />
| FX 1400<br />
|-<br />
|}<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 the bulleted list. Do not 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 />
* Has the most versatile payload of all He 111 models, with a nice total payload of 2,250 kg with 2 x SC1000L2s and 1 x SC250JA bombs<br />
* Quite easy to fly<br />
* Very good turn rate for a bomber<br />
* Resilient to small calibre machine gun fire<br />
* Decent defensive armament, and with trained gunners can prevent enemy fighters from ripping it apart<br />
* Can equip the "Fritz X" manually guided bomb<br />
* Team effort with a group of He 111 H-6s can destroy a lot of moving naval targets such as destroyers and carriers<br />
<br />
'''Cons:'''<br />
<br />
* Defensive armament is practically useless against tougher foes<br />
* Tail control is easily damaged<br />
* Incredibly low climb rate when stock (RB)<br />
* Cockpit is a weak spot<br />
* Enemy 20 mm cannon rounds will rip it to shreds<br />
* Some payload options will be mounted externally, which slows the bomber down<br />
* Torpedo plane camouflage requires you to destroy 200 enemy ships<br />
* Easy target for SPAA players when flying low<br />
<br />
== History ==<br />
''Describe the history of the creation and combat usage of the aircraft 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 "/ historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''<br />
<br />
=== History ===<br />
The He 111 A-6 took part in the bombing of Britain, however its weaknesses were shown during the battle of Britain where many bombers were shot down, being too slow to outfly AA fire and British fighters. <br />
<br />
=== In-game description ===<br />
"The Heinkel He 111 was a German monoplane medium bomber (also torpedo bomber and attack bomber). The Hе 111 H-6 quickly became one of the most widely used variants of the Heinkel bomber. It saw action on all European fronts. Popular with aircrews, easy to fly and with excellent maneuverability, the bomber was widely used in a large number of roles.<br />
<br />
In early 1942, the Luftwaffe planned to replace the He 111 with the new He 177 A heavy bomber and the Ju 288 medium bomber, but a large number of problems with the new designs meant that the He 111 remained in production despite becoming increasingly obsolete. The aircraft was easy to mass-produce, required comparatively little expense and was easy to maintain. It remained quite adequate on the Eastern Front, where anti-bomber opposition was relatively weak, even though the Heinkel’s short range did not allow it to reach strategic targets deep in the Soviet rear."<br />
<br />
== Media ==<br />
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''<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 />
* ''reference to the series of the aircraft;''<br />
* ''links to approximate analogues of other nations and research trees.''--><br />
<br />
;Aircraft of comparable role, configuration and era<br />
<br />
* Tupolev [[SB 2M (Family)|SB]]<br />
* Martin [[Martin 167-A3|167]] Maryland<br />
* Mitsubishi [[Ki-21-Ia|Ki-21]]<br />
* Martin [[B-10B|B-10]]<br />
* Martin [[Martin 139WC|139WC]]<br />
* Fiat [[BR.20 DR|BR.20]]<br />
<br />
== Sources ==<br />
''Paste links to sources and external resources, such as:''<br />
<br />
* ''topic on the official game forum;''<br />
* ''page on aircraft encyclopedia;''<br />
* ''other literature.''<br />
<br />
{{AirManufacturer Heinkel}}<br />
{{Germany bombers}}</div>U97136324https://wiki.warthunder.com/index.php?title=He_162_A-2&diff=46943He 162 A-22020-03-23T10:07:42Z<p>U97136324: /* External links */</p>
<hr />
<div>{{Specs-Card|code=he-162a-2}}<br />
{{About<br />
| about = German jet fighter '''{{PAGENAME}}'''<br />
| usage = other version<br />
| link = He 162 A-1<br />
}}<br />
<br />
== Description ==<br />
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''--><br />
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left|The '''{{PAGENAME}}''' in the garage]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German jet fighter {{Battle-rating}}. This jet fighter has been in the game since the start of the Open Beta Test prior to Update 1.29.<br />
<br />
== General info ==<br />
=== Flight Performance ===<br />
''Describe how the aircraft behaves in the air. Maximum speed, manoeuvrability, speed and allowable loads - these are the most important characteristics of the vehicle.''<br />
<br />
[[File:Cockpit He162.jpg|x150px|right|thumb|none|Cockpit of the He 162]]<br />
{| class="wikitable" style="text-align:center"<br />
! rowspan="2" | Characteristics<br />
! colspan="2" | Max Speed<br>(km/h at 6,000 m)<br />
! rowspan="2" | Max altitude<br>(metres)<br />
! colspan="2" | Turn time<br>(seconds)<br />
! colspan="2" | Rate of climb<br>(metres/second)<br />
! rowspan="2" | Take-off run<br>(metres)<br />
|-<br />
! AB !! RB !! AB !! RB !! AB !! RB<br />
|-<br />
! Stock<br />
| 800 || 775 || rowspan="2" | {{Specs|ceiling}} || 31.4 || 32.3 || 19.1 || 18.1 || rowspan="2" | 750<br />
|-<br />
! Upgraded<br />
| 875 || 840 || 28.8 || 30.0 || 28.2 || 23.4<br />
|-<br />
|}<br />
<br />
====Details====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | Features<br />
|-<br />
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute<br />
|-<br />
| ✓ || ✓ || ✓ || X || X || X <!-- ✓ --><br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | Limits<br />
|-<br />
! rowspan="2" | Wings (km/h)<br />
! rowspan="2" | Gear (km/h)<br />
! colspan="3" | Flaps (km/h)<br />
! colspan="2" | Max Static G<br />
|-<br />
! Combat !! Take-off !! Landing !! + !! -<br />
|-<br />
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 700 || 700 || 500 || ~12 || ~7<br />
|-<br />
|}<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="4" | Optimal velocities (km/h)<br />
|-<br />
! Ailerons !! Rudder !! Elevators !! Radiator<br />
|-<br />
| < 500 || < 500 || < 580 || N/A<br />
|-<br />
|}<br />
<br />
==== Engine performance ====<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="3" | Engine<br />
! colspan="4" | Aircraft mass<br />
|-<br />
! colspan="2" | Engine name || Number<br />
! colspan="2" | Empty mass || colspan="2" | Wing loading (full fuel)<br />
|-<br />
| colspan="2" | BMW 003 || 1<br />
| colspan="2" | 1,877 kg || colspan="2" | 205 kg/m<sup>2</sup><br />
|-<br />
! colspan="3" | Engine characteristics<br />
! colspan="3" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br />Weight<br />
|-<br />
! Weight (each) || colspan="2" | Type<br />
! 7m fuel || 20m fuel || 23m fuel<br />
|-<br />
| 673 kg || colspan="2" | Axial-flow turbojet<br />
| 2,044 kg || 2,313 kg || 2,375 kg || 2,495 kg<br />
|-<br />
! colspan="3" | {{Annotation|Maximum engine thrust @ 0 m (RB / SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed & altitude.}}<br />
! colspan="4" | Thrust to weight ratio @ 0 m (108%)<br />
|-<br />
! Condition || 100% || 108%<br />
! 7m fuel || 20m fuel || 23m fuel || MTOW<br />
|-<br />
| ''Stationary'' || 801 kgf || 910 kgf<br />
| 0.46 || 0.39 || 0.38 || 0.36<br />
|-<br />
| ''Optimal'' || 801 kgf<br />(0 km/h) || 910 kgf<br />(0 km/h)<br />
| 0.46 || 0.39 || 0.38 || 0.36<br />
|-<br />
|}<br />
<br />
=== Survivability and armour ===<br />
<!-- Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems. --><br />
<br />
* 15 mm steel - bulkhead behind cockpit<br />
* Engine exposed on top of the fuselage<br />
* Fuel tanks in fuselage and wings below the engine<br />
<br />
== Armaments ==<br />
=== Offensive armament ===<br />
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''--><br />
{{main|MG 151/20 (20 mm)}}<br />
<br />
The '''''{{PAGENAME}}''''' is armed with:<br />
<br />
* 2 x 20 mm MG 151 cannon, chin-mounted (120 rpg = 240 total)<br />
<br />
The twin MG 151s have the least stopping power out of all the early Tier 5 jets. However, when compared to the 30 mm Mk. 108's found on other German jets, its cannons have acceptable muzzle velocity, though this will remain a problem. The ammo count is less than enough considering the speeds at which jet combat takes place.<br />
== Usage in battles ==<br />
''Describe the tactics of playing in an aircraft, the features of using vehicles in a 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. Examine 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 />
===Manual Engine Control===<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="7" | MEC elements<br />
|-<br />
! rowspan="2" |Mixer<br />
! rowspan="2" |Pitch<br />
! colspan="3" |Radiator<br />
! rowspan="2" |Supercharger<br />
! rowspan="2" |Turbocharger<br />
|-<br />
! Oil<br />
! Water<br />
! Type <br />
|-<br />
| Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable<br> Automatic || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable<br />
|-<br />
|}<br />
<br />
===Modules===<br />
"Offensive 20mm", "Compressor", "Wings repair" then "Engine" in that and no other order! Why? The stock Mg151 belts are bad as they lack the very powerful HE ''Minengeschosse''. Compressor and Engine are no brainers. Everything that improves acceleration is a must for early jets. Wings repair is superior to new cannons, the stock Mg151 does not overheat and accuracy is acceptable in short bursts. <br />
{| class="wikitable"<br />
! colspan="1" | Tier<br />
! colspan="2" | Flight performance<br />
! colspan="1" | Survivability<br />
! colspan="2" | Weaponry<br />
|-<br />
| I<br />
| Fuselage Repair<br />
| Radiator<br />
| <br />
| <br />
|-<br />
| II<br />
| <br />
| Compressor<br />
| Airframe<br />
| <br />
|-<br />
| III<br />
| Wings Repair<br />
| Engine<br />
| <br />
| <br />
|-<br />
| IV<br />
| <br />
| Engine Injection<br />
| Cover<br />
| <br />
|-<br />
|}<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 the 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 />
* Top speed in comparison to propeller planes of the same rank<br />
* Good acceleration for an early jet<br />
* Great bomber hunter<br />
* Matched with propeller planes so often<br />
* Good climb rate for an early jet, climbs even better than American jets of the same rank<br />
* Excellent dive rate, can catch up even the MiG-9 and F-84B-26 in shallow dive<br />
* Hard-hitting armament of two 20 mm MG 151/20 cannons that fires Minengeschoß shells<br />
* Does not have WEP, however throttle can push past 100% (up to 108% throttle)<br />
* Very good visibility<br />
* Good energy retention<br />
* Small wing surface area means difficult target when turning<br />
* Loses no energy in rudder turns<br />
* Can use its 108% throttle almost indefinitely above 6,000 m<br />
* Great roll rate<br />
* Affordable repair cost<br />
<br />
'''Cons:'''<br />
<br />
* Lackluster top speed in comparison to most of early jets which makes it a cannon fodder for them<br />
* Outgunned and out-turned by later jets when up-tiered<br />
* Suitable only for energy fighting, avoid dogfights at all costs<br />
* Poor performance when stock<br />
* Ammo runs out quickly<br />
* Higher speed acceleration (above 800 kph) is significantly lower<br />
* Lose whole energy during elevator turns<br />
* Turn radius which is average isn't making any advantage for this plane towards other jets<br />
* Engine prone to take damage<br />
* Damage of fuselage and wings decreases performance significantly<br />
* 20mm MG 151/20 cannon muzzle velocity could be better<br />
* Extended usage of the throttle over 100% burns up the jet engine (deteriorates quality of use until its own destruction)<br />
* Difficult take off, struggles on some airfields<br />
* Good energy retention + high speed + absence of airbrakes = hard landing<br />
* Low roll stability<br />
* Engine mounted on top, vertical manoeuvre techniques need to account for the pitching-down moment of the engine thrust<br />
* Engine easily overheats below 2,000 m<br />
<br />
== History ==<br />
<!-- Describe the history of the creation and combat usage of the aircraft 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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article. --><br />
Initially, this Heinkel fighter was designated He 500, but by October, in order to fool enemy intelligence services, the RLM redesignated the plane He 162; the number being previously assigned to a Messerschmitt fast bomber prototype that competed with the Ju 88. At the same time, the fighter was named the Salamander, which initially was the codename for the very same fast bomber design. The official name at the start of introduction was ''Volksjäger'' to emphasize the usage as ''every man's fighter'' similar to ''Volkswagen'' aka VW.<br />
<br />
Overall 170 to 320 aircraft were produced, most of them A-2 variants. The previous A-1 were first fitted with Mk108, but these shocked the airframe too hard and were changed into the less recoil-heavy Mg151/20. An interesting feature is the dorsal mounted engine. It serves two purposes; first: Easier maintenance like with Me 262s underwing gondolas and second - and most importantly: The high installation greatly reduced foreign object damage - or FOD. Unpaved runways were common on all sides in WW2 and rocks and other debris were often sucked into the intake -- the main cause of engine failures in early jets.<br />
<br />
Albeit named the Volksjäger, the jet was a dangerous vehicle for beginners. Short flight time and a high stall speed compared to the gliders most recruits trained on caused a high after-combat crash rate, especially on landing approaches. Pilots often failed to attain the recommended landing speed of 250 kph (100 more than the Bf109) due either inexperience or lack of fuel. The high landing speed was the cause of even more deadly problems.<br />
<br />
In the air, however, the aircraft was praised even by its foes. Allied pilots loved to take the captured He 162s into the air, praising its smooth flight and good controllability. The only downside was the weak rudder and weak in the literal meaning. RAF pilot, Flt Lt. R. A. Marks, despite being instructed not to use heavy rudder on high speed, performed a low-altitude, high-speed barrel roll during a demonstration. A fin and rudder assembly ripped out of its socket, the sudden loss of control and insufficient height resulted in a fatal crash.<br />
<br />
Like the Me 262 Schwalbe, the Volksjäger proved to be too little too late.<br />
<br />
=== In-game description ===<br />
Initially, this Heinkel fighter was designated He 500, but by October, in order to fool enemy intelligence services, the RLM redesignated the plane He 162; the number being previously assigned to a Messerschmitt fast bomber prototype that competed with the Ju 88. At the same time, the fighter was named the Salamander, which initially was the codename for the entire program.<br />
<br />
== Media ==<br />
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''<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 aircraft;''<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 />
<br />
* https://warthunder.fandom.com/wiki/He-162_A-2<nowiki/>(war thunder fandom)<br />
* https://en.wikipedia.org/wiki/Heinkel_He_162<nowiki/>(wikipedia) <br />
<br />
{{AirManufacturer Heinkel}}<br />
{{Germany jet aircrafts}}</div>U97136324https://wiki.warthunder.com/index.php?title=M901&diff=45757M9012020-03-13T10:14:26Z<p>U97136324: /* External links */</p>
<hr />
<div>{{Specs-Card|code=us_m901_itv}}<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_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a squadron rank {{Specs|rank}} American tank destroyer {{Battle-rating}}. It was introduced during [[Update 1.89 "Imperial Navy"]]. Based on the M113 chassis, this vehicle is equipped with the BGM-71C I-TOW ATGM missile launcher.<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? If necessary use a visual template to indicate the most secure and weak zones of the armour.--><br />
<br />
[[File:M901 X-ray.png|thumb|x250px|right|Interior layout of the {{PAGENAME}} showing the location of ammo racks, crew and critical components.]]<br />
<br />
The {{PAGENAME}} is based off the M113. It may look like a lightly armoured vehicle, but it features 44 mm of alloy 7039 on the sides and 38mm on the front. The front is angled to make frontal armour effective thickness to match the flat sides. Overall, This counts as about 21 mm of RHA. However, there is a hatch on front which is much about 40% thinner and make this effort rather fruitless, which is compensated by engine block being there to block some shots.<br />
<br />
Overall, head-on this is only enough to stop 12.7 mm calibre machine gun fire from 600m away and if angled correctly able to stop some low caliber SPAA's from penetrating the hull and '''any''' APHE of its rank will detonate upon hitting it. Keep in mind, that SPAA have high fire rate and you must park it at least 600 m away and at an angle, or they will still manage some partial penetrations. The 30-35 mm SPAA and light tanks will penetrate this tank indefinitely at almost any range. <br />
<br />
The top is also quite strong with 38 mm of alloy, which is equial about 18 mm RHA, which means hull might be able to sustain some inaccurate fighter strafe, but most of their 30 mm cannons or top-down attacks will still ruin the tank. If small Bombs or rockets miss, they might fail to penetrate, but armour will not save M901 when receiving a direct hit.<br />
<br />
The crew, however, has excellent survivability when the vehicle is placed in a hull-down position. Two crew members, the loader and the commander, are located in the back part of the hull and there are no other critical components located there, so there is little reason to target them first. In the middle of the tank is the gunner operating the tower. Since the I-tow missile is launched from a launcher mounted on top of a tower, it is next to impossible to hit the tower base when hulldown and so the gunner is not exposed to direct fire. The driver is located at the front of the vehicle and is next to the engine block, which might block the shot. <br />
<br />
Behind the engine block is the ammunition storage, if hit from the front with SPAA rounds or some types of conventional rounds, the engine block will eat up (absorb and protect the rest of the vehicle) most of the shots, however, if shot from the side or from the front with HEAT, pure AP, APDS and APDSFS rounds, this usually ends in disaster as it will go through the engine and cause an ammunition explosion or destroy a majority of the crew, one-shotting the vehicle.<br />
<br />
When played from a hull-down position with only the launcher exposed, this vehicle is practically immune to damage, however, crossing open areas may result in taking a hit, thus losing an engine, a crew member or resulting in an ammo-rack explosion.<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= 301|rbMinHp= 188|<!--AoAweight=(optional) -->}}<br />
<br />
The mobility of the {{PAGENAME}} is okay. The power-to-weight ratio is 17.45 HP/ton. The top speed for the {{PAGENAME}} is 64 km/h, though there are not many circumstances you will reach these speeds. Offroad, the {{PAGENAME}} will reach 20 km/h quite fast due to its high power-to-weight ratio and will reach its top speed of 38 km/h. In reverse it will easily reach -14 km/h, allowing you to get out of a bad situation.<br />
<br />
This vehicle does not have neutral traverse, but still does turn quite fast. <br />
<br />
However, the {{PAGENAME}} suffers in traversing hills with high angles such as getting up the west side of point "C" on the El Alamein map. This does limit the ability of this vehicle to get to good positions without being spotted and fired upon.<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. Advise about how to use them and how to fill the ammunition storage.''--><br />
{{main|BGM-71C I-TOW}}<br />
<br />
The main weapon on the {{PAGENAME}} is the BGM-71C I-TOW ATGM. It has up to 630 mm of penetration at 0 degrees at any distance since it carries a HEAT warhead. The post penetration of this missile is not amazing and in some circumstances, a follow-up missile may be needed. The missile is a second-generation ATGM so it is mouse controlled. It travels at a speed of 296m/s. Due to the fuze sensitivity being 0.01mm, any bush, fence or object in the way will trigger the missile into detonation and the lack of a machine gun will mean that these obstacles will become quite a nuisance. <br />
<br />
The turret can angle down 30 degrees, which means it can fire down from almost any mountain or fire horizontally even when standing on a steep cliff. It also does not have failsafes and can fire at tanks which are trying to ram your carrier directly, which allows you to make them instantly regret their decision. However, remember, your hull cannot sustain explosive damage and chain reaction will definitely annihilate your tank as well, so '''immediately''' move away from exploding tank before its too late. <br />
<br />
The vehicle is trying to put launcher on the pad whenever it is moving, however it is still possible to fire for a few moments before it started doing this. In case if someone is ramming your tank, try to push them back to reduce your speed as much as possible. <br />
<br />
{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | BGM-71C I-TO mm BGM-71C I-TO<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" | 10(2 preloaded in launcher) || -30°/+35° || ±180° || N/A<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'' || 51 || __.__ ||51|| __.__ || __.__<br />
|-<br />
| ''Realistic'' || 31.5 || __.__ || 31.5 || __.__ || __.__<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 />
|13|| 13 || __.__ || __.__<br />
|-<br />
|}<br />
<br />
==== Optics and night vision ====<br />
<br />
<!--<br />
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.<br />
<br />
Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''<br />
--><br />
{| class="wikitable" style="text-align:center"<br />
! colspan="7" | {{PAGENAME}} [[Optics]]<br />
|-<br />
! rowspan="3" |Type of optic<br />
! rowspan="3" |Magnification<br />
! colspan="5" |[[Night Vision Devices]]<br />
|-<br />
! colspan="3" |Image Intensifier<br />
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}<br />
! rowspan="2" |Notes<br />
|-<br />
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}<br />
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}<br />
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}<br />
|-<br />
! Gunner's Sight<br />
| X3 - X13 || N/A || N/A || N/A || 500x300 || Only useable with tier 3 upgrade<br />
|-<br />
! Commander's View<br />
| X6 || 1600X1200 || ? || high || Not Fitted || Only useable with tier 3 upgrade<br />
|-<br />
! Driver's View<br />
| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with tier 3 upgrade<br />
|-<br />
|}<br />
<br />
*Zoom level listed in X-ray. Zoom level is comparable to other ATGM tanks of the rank, like [[Swingfire]], but it has superior lenses and more zoom variety.<br />
<br />
Optics are located inside of the turret located on top of the tower, and it moves along with it when tank rearms. Using binoculars (commander sight) to keep watch over enemy tanks during reload is recommended.<br />
<br />
Gunner thermal scope can be used to spot tanks or judge if missile can reach hostile tanks without hitting obstacles.<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 />
<br />
;Hull down<br />
<br />
In a battle, this vehicle is best played hull-down, preferably behind a rock so that rounds won't dip and hit the main chassis, if this is not possible, try to find a ridge to hide behind or a depression in the terrain. Since your launcher is the only thing exposed, expect for your launcher to get hit and receive a 10-second repair. (Note for stock vehicles, you will still be able to fire). Some players will be smarter and will shoot HESH rounds at you, the splash damage will be enough to either hull-break or knock out the rest Since you only have 12 missiles (2 in the launcher, 10 stowed away) you will have to be patient and skilled at using this missile. If in the right hands, it is incredibly strong and can hold an important spot and single handily deny the enemy any chance of taking an area. This will reward you a large number of targets destroyed as well as gaining a large number of points from people shooting at you launcher. <br />
<br />
However, there is a couple of issues. The launcher can only be deployed when stationary and has a deployment time before you are able to train the gun sights on the target and open fire. The reload also requires the launcher to traverse to the rear of the vehicle and further lengthening the reload. one way to combat this is to have the rear end of the vehicle to the target, therefore reducing the time taken to traverse the launcher back to the firing position. <br />
<br />
;SPAA duty<br />
<br />
Apart from shooting at tanks, the ATGM can also be used on helicopters as there is no drop on ATGMs. If playing hull down, it might also be quite hard for helicopters to spot you, therefore making it a potent weapon against an enemy helicopter. Planes will be harder to hit as they will be moving at a faster speed. <br />
<br />
'''Urban combat'''<br />
<br />
The M901 does not fare too well in urban combat - due to the speed of the ATGM it is quite hard to readjust the missile direction in case of a miss and having to stop to fire the ATGM will result in an unpleasant experience. However, if you are forced to take this vehicle out in an urban environment, the best strategy will be to follow your teammates, hide behind cover and wait for your teammates to bait the enemy out. <br />
<br />
===Modules===<br />
{| class="wikitable"<br />
! Tier<br />
! colspan="2" |Mobility<br />
! Protection<br />
! Firepower<br />
|-<br />
| I<br />
| Tracks||<br />
| Parts<br />
| <br />
|-<br />
| II<br />
| Suspension||Brake System<br />
| FPE<br />
| <br />
|-<br />
| III<br />
| Filters||<br />
| Crew Replenishment<br />
|NVD<br />
|-<br />
| IV<br />
| Transmission||Engine<br />
| <br />
| Smoke grenade<br />
|-<br />
|}<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 certain definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".--><br />
<br />
'''Pros:'''<br />
<br />
* Use pairs of I-TOW, designed for fast long-range attacks<br />
* Of all horizontal ATGM launchers currently in the game, has best launcher depression<br />
* If forced to participate in close quarters combat, can fire even point blank, although it may end up destroying itself in process<br />
* Tower is very tall, making it hard to exploit APHE and HESH to destroy the tank instantly when hull-down<br />
* Superior to [[M113A1 (TOW)|export Italian version]] in almost every way possible<br />
* Has night vision and thermal sights<br />
<br />
'''Cons:'''<br />
<br />
* Hits to the tower base can annihilate the tank, so it needs taller hull-down spots, than other carriers<br />
* While carrier is travelling, the launcher is put onto a pad on the back, and it takes about 3 to 5 seconds for it to deploy back, which means, any surprise attack on the tank will likely succeed with minimal resistance<br />
* Only reloads after second launched ATGM '''hit''' something, can't be ordered to reload just one missile or to cut off the leading early<br />
* Sniper scope is located in the launcher, so during reloading it moves together with the launcher, forcing the operator to keep watch on target with binoculars<br />
* Sometimes, just a bit short of firepower to penetrate tanks with heavy ERA or NERA plating in one hit (although in RB most of such tanks are your allies)<br />
* Repairs for the launcher can become quite frustrating and lose some opportunities to hit an enemy target<br />
<br />
== History ==<br />
''It entered service with the United States Army in 1977 and 1,500 of these were made''. It is still in service today. <br />
<br />
== Media ==<br />
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''<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 />
* ''reference to the series of the vehicles;''<br />
* ''links to approximate analogues of other nations and research trees.''--><br />
<br />
Other vehicles based off the M113 platform:<br />
<br />
* [[M113A1 (TOW)]]<br />
* [[M163]]<br />
* [[SIDAM 25]]<br />
<br />
== External links ==<br />
''Paste links to sources and external resources, such as:''<br />
<br />
* https://www.militaryfactory.com/armor/detail.asp?armor_id=106<br />
<br />
{{USA tank destroyers}}<br />
{{USA squadron vehicles}}<br />
<br />
[[Category:ATGM vehicles]]</div>U97136324https://wiki.warthunder.com/index.php?title=M901&diff=45756M9012020-03-13T10:12:54Z<p>U97136324: /* History */</p>
<hr />
<div>{{Specs-Card|code=us_m901_itv}}<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_{{PAGENAME}}.jpg|420px|thumb|left]]<br />
{{break}}<br />
The '''{{Specs|name}}''' is a squadron rank {{Specs|rank}} American tank destroyer {{Battle-rating}}. It was introduced during [[Update 1.89 "Imperial Navy"]]. Based on the M113 chassis, this vehicle is equipped with the BGM-71C I-TOW ATGM missile launcher.<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? If necessary use a visual template to indicate the most secure and weak zones of the armour.--><br />
<br />
[[File:M901 X-ray.png|thumb|x250px|right|Interior layout of the {{PAGENAME}} showing the location of ammo racks, crew and critical components.]]<br />
<br />
The {{PAGENAME}} is based off the M113. It may look like a lightly armoured vehicle, but it features 44 mm of alloy 7039 on the sides and 38mm on the front. The front is angled to make frontal armour effective thickness to match the flat sides. Overall, This counts as about 21 mm of RHA. However, there is a hatch on front which is much about 40% thinner and make this effort rather fruitless, which is compensated by engine block being there to block some shots.<br />
<br />
Overall, head-on this is only enough to stop 12.7 mm calibre machine gun fire from 600m away and if angled correctly able to stop some low caliber SPAA's from penetrating the hull and '''any''' APHE of its rank will detonate upon hitting it. Keep in mind, that SPAA have high fire rate and you must park it at least 600 m away and at an angle, or they will still manage some partial penetrations. The 30-35 mm SPAA and light tanks will penetrate this tank indefinitely at almost any range. <br />
<br />
The top is also quite strong with 38 mm of alloy, which is equial about 18 mm RHA, which means hull might be able to sustain some inaccurate fighter strafe, but most of their 30 mm cannons or top-down attacks will still ruin the tank. If small Bombs or rockets miss, they might fail to penetrate, but armour will not save M901 when receiving a direct hit.<br />
<br />
The crew, however, has excellent survivability when the vehicle is placed in a hull-down position. Two crew members, the loader and the commander, are located in the back part of the hull and there are no other critical components located there, so there is little reason to target them first. In the middle of the tank is the gunner operating the tower. Since the I-tow missile is launched from a launcher mounted on top of a tower, it is next to impossible to hit the tower base when hulldown and so the gunner is not exposed to direct fire. The driver is located at the front of the vehicle and is next to the engine block, which might block the shot. <br />
<br />
Behind the engine block is the ammunition storage, if hit from the front with SPAA rounds or some types of conventional rounds, the engine block will eat up (absorb and protect the rest of the vehicle) most of the shots, however, if shot from the side or from the front with HEAT, pure AP, APDS and APDSFS rounds, this usually ends in disaster as it will go through the engine and cause an ammunition explosion or destroy a majority of the crew, one-shotting the vehicle.<br />
<br />
When played from a hull-down position with only the launcher exposed, this vehicle is practically immune to damage, however, crossing open areas may result in taking a hit, thus losing an engine, a crew member or resulting in an ammo-rack explosion.<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= 301|rbMinHp= 188|<!--AoAweight=(optional) -->}}<br />
<br />
The mobility of the {{PAGENAME}} is okay. The power-to-weight ratio is 17.45 HP/ton. The top speed for the {{PAGENAME}} is 64 km/h, though there are not many circumstances you will reach these speeds. Offroad, the {{PAGENAME}} will reach 20 km/h quite fast due to its high power-to-weight ratio and will reach its top speed of 38 km/h. In reverse it will easily reach -14 km/h, allowing you to get out of a bad situation.<br />
<br />
This vehicle does not have neutral traverse, but still does turn quite fast. <br />
<br />
However, the {{PAGENAME}} suffers in traversing hills with high angles such as getting up the west side of point "C" on the El Alamein map. This does limit the ability of this vehicle to get to good positions without being spotted and fired upon.<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. Advise about how to use them and how to fill the ammunition storage.''--><br />
{{main|BGM-71C I-TOW}}<br />
<br />
The main weapon on the {{PAGENAME}} is the BGM-71C I-TOW ATGM. It has up to 630 mm of penetration at 0 degrees at any distance since it carries a HEAT warhead. The post penetration of this missile is not amazing and in some circumstances, a follow-up missile may be needed. The missile is a second-generation ATGM so it is mouse controlled. It travels at a speed of 296m/s. Due to the fuze sensitivity being 0.01mm, any bush, fence or object in the way will trigger the missile into detonation and the lack of a machine gun will mean that these obstacles will become quite a nuisance. <br />
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The turret can angle down 30 degrees, which means it can fire down from almost any mountain or fire horizontally even when standing on a steep cliff. It also does not have failsafes and can fire at tanks which are trying to ram your carrier directly, which allows you to make them instantly regret their decision. However, remember, your hull cannot sustain explosive damage and chain reaction will definitely annihilate your tank as well, so '''immediately''' move away from exploding tank before its too late. <br />
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The vehicle is trying to put launcher on the pad whenever it is moving, however it is still possible to fire for a few moments before it started doing this. In case if someone is ramming your tank, try to push them back to reduce your speed as much as possible. <br />
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{| class="wikitable" style="text-align:center"<br />
|-<br />
! colspan="6" | BGM-71C I-TO mm BGM-71C I-TO<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" | 10(2 preloaded in launcher) || -30°/+35° || ±180° || N/A<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'' || 51 || __.__ ||51|| __.__ || __.__<br />
|-<br />
| ''Realistic'' || 31.5 || __.__ || 31.5 || __.__ || __.__<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 />
|13|| 13 || __.__ || __.__<br />
|-<br />
|}<br />
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==== Optics and night vision ====<br />
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<!--<br />
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.<br />
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Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''<br />
--><br />
{| class="wikitable" style="text-align:center"<br />
! colspan="7" | {{PAGENAME}} [[Optics]]<br />
|-<br />
! rowspan="3" |Type of optic<br />
! rowspan="3" |Magnification<br />
! colspan="5" |[[Night Vision Devices]]<br />
|-<br />
! colspan="3" |Image Intensifier<br />
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}<br />
! rowspan="2" |Notes<br />
|-<br />
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}<br />
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}<br />
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}<br />
|-<br />
! Gunner's Sight<br />
| X3 - X13 || N/A || N/A || N/A || 500x300 || Only useable with tier 3 upgrade<br />
|-<br />
! Commander's View<br />
| X6 || 1600X1200 || ? || high || Not Fitted || Only useable with tier 3 upgrade<br />
|-<br />
! Driver's View<br />
| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with tier 3 upgrade<br />
|-<br />
|}<br />
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*Zoom level listed in X-ray. Zoom level is comparable to other ATGM tanks of the rank, like [[Swingfire]], but it has superior lenses and more zoom variety.<br />
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Optics are located inside of the turret located on top of the tower, and it moves along with it when tank rearms. Using binoculars (commander sight) to keep watch over enemy tanks during reload is recommended.<br />
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Gunner thermal scope can be used to spot tanks or judge if missile can reach hostile tanks without hitting obstacles.<br />
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== 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 />
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;Hull down<br />
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In a battle, this vehicle is best played hull-down, preferably behind a rock so that rounds won't dip and hit the main chassis, if this is not possible, try to find a ridge to hide behind or a depression in the terrain. Since your launcher is the only thing exposed, expect for your launcher to get hit and receive a 10-second repair. (Note for stock vehicles, you will still be able to fire). Some players will be smarter and will shoot HESH rounds at you, the splash damage will be enough to either hull-break or knock out the rest Since you only have 12 missiles (2 in the launcher, 10 stowed away) you will have to be patient and skilled at using this missile. If in the right hands, it is incredibly strong and can hold an important spot and single handily deny the enemy any chance of taking an area. This will reward you a large number of targets destroyed as well as gaining a large number of points from people shooting at you launcher. <br />
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However, there is a couple of issues. The launcher can only be deployed when stationary and has a deployment time before you are able to train the gun sights on the target and open fire. The reload also requires the launcher to traverse to the rear of the vehicle and further lengthening the reload. one way to combat this is to have the rear end of the vehicle to the target, therefore reducing the time taken to traverse the launcher back to the firing position. <br />
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;SPAA duty<br />
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Apart from shooting at tanks, the ATGM can also be used on helicopters as there is no drop on ATGMs. If playing hull down, it might also be quite hard for helicopters to spot you, therefore making it a potent weapon against an enemy helicopter. Planes will be harder to hit as they will be moving at a faster speed. <br />
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'''Urban combat'''<br />
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The M901 does not fare too well in urban combat - due to the speed of the ATGM it is quite hard to readjust the missile direction in case of a miss and having to stop to fire the ATGM will result in an unpleasant experience. However, if you are forced to take this vehicle out in an urban environment, the best strategy will be to follow your teammates, hide behind cover and wait for your teammates to bait the enemy out. <br />
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===Modules===<br />
{| class="wikitable"<br />
! Tier<br />
! colspan="2" |Mobility<br />
! Protection<br />
! Firepower<br />
|-<br />
| I<br />
| Tracks||<br />
| Parts<br />
| <br />
|-<br />
| II<br />
| Suspension||Brake System<br />
| FPE<br />
| <br />
|-<br />
| III<br />
| Filters||<br />
| Crew Replenishment<br />
|NVD<br />
|-<br />
| IV<br />
| Transmission||Engine<br />
| <br />
| Smoke grenade<br />
|-<br />
|}<br />
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=== 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 certain definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".--><br />
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'''Pros:'''<br />
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* Use pairs of I-TOW, designed for fast long-range attacks<br />
* Of all horizontal ATGM launchers currently in the game, has best launcher depression<br />
* If forced to participate in close quarters combat, can fire even point blank, although it may end up destroying itself in process<br />
* Tower is very tall, making it hard to exploit APHE and HESH to destroy the tank instantly when hull-down<br />
* Superior to [[M113A1 (TOW)|export Italian version]] in almost every way possible<br />
* Has night vision and thermal sights<br />
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'''Cons:'''<br />
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* Hits to the tower base can annihilate the tank, so it needs taller hull-down spots, than other carriers<br />
* While carrier is travelling, the launcher is put onto a pad on the back, and it takes about 3 to 5 seconds for it to deploy back, which means, any surprise attack on the tank will likely succeed with minimal resistance<br />
* Only reloads after second launched ATGM '''hit''' something, can't be ordered to reload just one missile or to cut off the leading early<br />
* Sniper scope is located in the launcher, so during reloading it moves together with the launcher, forcing the operator to keep watch on target with binoculars<br />
* Sometimes, just a bit short of firepower to penetrate tanks with heavy ERA or NERA plating in one hit (although in RB most of such tanks are your allies)<br />
* Repairs for the launcher can become quite frustrating and lose some opportunities to hit an enemy target<br />
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== History ==<br />
''It entered service with the United States Army in 1977 and 1,500 of these were made''. It is still in service today. <br />
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== Media ==<br />
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''<br />
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== See also ==<br />
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''<br />
* ''reference to the series of the vehicles;''<br />
* ''links to approximate analogues of other nations and research trees.''--><br />
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Other vehicles based off the M113 platform:<br />
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* [[M113A1 (TOW)]]<br />
* [[M163]]<br />
* [[SIDAM 25]]<br />
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== External links ==<br />
''Paste links to sources and external resources, such as:''<br />
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* ''topic on the official game forum;''<br />
* ''encyclopedia page on the tank;''<br />
* ''other literature.''<br />
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{{USA tank destroyers}}<br />
{{USA squadron vehicles}}<br />
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[[Category:ATGM vehicles]]</div>U97136324