Difference between revisions of "BMD-4"

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(Main armament)
(Base text.I dunno if they will or will not nerf the ludicrous 5 sec reload or atgm loadout, but it's still there. Also i understand that overpressure area of effect may not sound important, but if you fire that at forest, you need 2 shots, not 20 with tht)
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== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Soviet light tank {{Battle-rating}}. It was introduced during [[Update "Red Skies"]] as a reward for the [[wt:en/news/7267-event-summer-landing-en|2021 Summer Landing event]].
+
The '''{{Specs|name}}''' is a gift rank {{Specs|rank}} Soviet light tank {{Battle-rating}}. It was introduced during [[Update "Red Skies"]] as a reward for the [[wt:en/news/7267-event-summer-landing-en|2021 Summer Landing event]]. On technical level, can be viewed as a [[BMP-3]], but with less armour and faster ATGM reload.
  
 
== General info ==
 
== General info ==
Line 12: Line 12:
 
{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
''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.''
+
 
 +
BMD-4 is very poorly armoured. Front has okay-ish armour thickness, but upper front plate of the hull is more vulnerable than the turret or the lower front plate and allow for penetrations with 12.7 mm MG, even from afar. Autocannons are very likely to just shred this tank instantly, but how soon this happends depends on enemy attention span, autocannon rate of fire and where an enemy aims first.
 +
 
 +
Researching movement modules adds some of them to the front of the tank, which reduces likelihood of taking overpressure damage from ATGM and increases chances of blocking autocannon rounds when they hit the hull.
 +
 
 +
Roof is vulnerable to even HEAT overpressure and turret hits with chemical shells are very dangerous for this tank. It is easy to strafe BMD-4 from the sky for the same reason.
 +
 
 +
There are 3 crew members, both of the turret crew members can fire all weapons, so it is not enough to take out the gunner to stop BMD-4 and it will not just explode upon being hit like [[Shturm-S]], so at the very least it can avenge itself after being hit.
  
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
Line 38: Line 45:
  
 
{{tankMobility|abMinHp=697|rbMinHp=398}}
 
{{tankMobility|abMinHp=697|rbMinHp=398}}
 +
 +
BMD-4 somewhat resembles [[BMP-2]] in terms of mobility, but can drive equally fast in either direction and accelerates much faster.
 +
 +
It also can swim, like all the other Soviet light tanks.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 47: Line 58:
 
{{Specs-Tank-Weapon|2}}
 
{{Specs-Tank-Weapon|2}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
 +
 +
BMD-4 has two main weapons - the 30 mm and 100 mm. Currently, unlike with [[BMP-3]], the autocannon counts as the main weapon and 100 mm is fired with "additional weapon" button. The aim assist and scope is, therefore, displayed for 30 mm. While this is fine if BMD-4 user only carries ATGM, the only way to swap scope or aim assist towards 100 mm to aim HE is to switch main weapon to "secondary weapon". This, unfortunately, breaks the weapon layout, and 30 mm becomes unusable until the control scheme is reset. Either way, the 30 mm counts as a "primary" weapon as of writing of this text.
 +
 
{{main|2A72 (30 mm)}}
 
{{main|2A72 (30 mm)}}
 +
 +
The 30 mm fires the same shells as the [[BMP-2]] autocannon does and is identical to the one on [[BMP-3]]. There is only one fire rate option for the cannon this time around - slow. Despite low fire rate, it still fires faster than the one on the [[Warrior]] and if user fires first it can neutralize many light tanks at close to medium range before BMD-4 disintegrates from their retaliatory fire.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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<!-- ''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.'' -->
 
<!-- ''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.'' -->
 
{{main|2A70 (100 mm)}}
 
{{main|2A70 (100 mm)}}
 +
 +
The 100 mm of this tank is near identical to the one on [[BMP-3]], however, its autoloader can load ATGMs as well, removing the 28 second reload penalty which makes the BMP-3 unsuitable for skirmish, at a cost of 1 second of reload time overall.
 +
 +
While the gun is stabilized, it is not a very good idea to rush uphill at full speed until gun drives were upgraded, as the gun has poor depression and kicks upwards when the tank drives uphill. Without upgrades it will not put itself back on target in time, and the tank can't sustain even accidental hits unlike BMP-3.
 +
 +
Gun itself can load two ammunition types at once.
 +
 +
The ammunition types are: Slow HE, super slow HE, Normal ATGM and Tandem ATGM. It is only possible to take 4 ATGM of each type (with total of 8). Overall, it is same as with the BMP-3.
 +
 +
HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or play in AB mode. Unlike with BMP-3 it is also necessary to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are very small and will often squeeze inbetween ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the tank. Overall, they can be used to weed out other tanks out of cover (including other ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is far more awkward than with the BMP-3).
 +
 +
ATGMs are the 9M117 and 9M117M1.
 +
 +
The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trickshots of any kind. Even default missile is powerful enough to annihilate ERA-covered tanks if it manages to hit the cracks between ERA platings, tandem modification usually does not even require user to aim any more than in the enemy tanks direction. Both missiles have huge area of the blast wave, like [[IT-1]], but BMD-4 cannot just destroy all of the surrounding cover, as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.
 +
 +
Ammo distribution combinations:
 +
 +
ATGM+ATGM = tank runs out of ammo fast, but can dominate in close range combat until it does. BMD-4 can get away with this loadout unlike BMP-3, because it does not have a reload penalty.
 +
 +
Best ATGM + HE = tank can fight at close range with ATGM and autocannon. If there is a problem, user can swap to 100 mm and bombard enemy campers with HE. HE can also be used to fight light tanks, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so faster HE might be a better choice.
 +
 +
HE+HE = Not recommended, as 100 MM HE cannot deal with most of medium tanks directly, and they definitely will storm BMD-4 thinking it is disrespecting them and trying to style on them with HE. They will also show no mercy, as most BMD-4 are likely carry at least one ATGM pack, so they will shoot to kill.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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'''Pros:'''
 
'''Pros:'''
  
* Moves quite fast even when stock
+
* Moves quite fast even when stock, can drive fast in either direction unlike BMPs
 
* Autoloader with a 5-second reload for ATGMs (fastest ATGM reload, reloads faster than most conventional tanks as well)
 
* Autoloader with a 5-second reload for ATGMs (fastest ATGM reload, reloads faster than most conventional tanks as well)
 
* Can fire on the move without restrictions
 
* Can fire on the move without restrictions
 +
* ATGMs start at near maximum speed, do very high damage on direct hit and have a high blast and overpressure radius
 
* Can carry up to 8 (4 x 9M117 + 4 x 9M117M1) ATGMs
 
* Can carry up to 8 (4 x 9M117 + 4 x 9M117M1) ATGMs
 
* Commander can still fire weapons even if the gunner was shot
 
* Commander can still fire weapons even if the gunner was shot
Line 214: Line 253:
 
* Also has an autocannon which can be fired along with the main weapon
 
* Also has an autocannon which can be fired along with the main weapon
 
* Can act as a scout and also has thermal scope, smoke grenades and ESS, which can be used to scout or fight
 
* Can act as a scout and also has thermal scope, smoke grenades and ESS, which can be used to scout or fight
 +
* Can swim
  
 
'''Cons:'''
 
'''Cons:'''

Revision as of 13:52, 27 August 2021

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
BMD-4
ussr_bmd_4.png
GarageImage BMD-4.jpg
BMD-4
AB RB SB
9.0 9.3 9.3
Class:
Show in game

Description

The BMD-4 is a gift rank VI Soviet light tank with a battle rating of 9.0 (AB) and 9.3 (RB/SB). It was introduced during Update "Red Skies" as a reward for the 2021 Summer Landing event. On technical level, can be viewed as a BMP-3, but with less armour and faster ATGM reload.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull40 / 30 / 20
Turret40 / 20 / 20
Crew3 people
Visibility78 %

BMD-4 is very poorly armoured. Front has okay-ish armour thickness, but upper front plate of the hull is more vulnerable than the turret or the lower front plate and allow for penetrations with 12.7 mm MG, even from afar. Autocannons are very likely to just shred this tank instantly, but how soon this happends depends on enemy attention span, autocannon rate of fire and where an enemy aims first.

Researching movement modules adds some of them to the front of the tank, which reduces likelihood of taking overpressure damage from ATGM and increases chances of blocking autocannon rounds when they hit the hull.

Roof is vulnerable to even HEAT overpressure and turret hits with chemical shells are very dangerous for this tank. It is easy to strafe BMD-4 from the sky for the same reason.

There are 3 crew members, both of the turret crew members can fire all weapons, so it is not enough to take out the gunner to stop BMD-4 and it will not just explode upon being hit like Shturm-S, so at the very least it can avenge itself after being hit.

Armour type:

Armour Front (Slope angle) Sides Rear Roof
Hull 32 mm 20 mm Top
20 mm Bottom
10 mm 10 - 12 mm
Turret 40 mm Turret front
40 mm Gun mantlet
20 - 40 mm 20 mm 10 - 12 mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Amphibious
The design allows you to swim and control movement in the water
 
Controlled suspension
It is possible to adjust the ground clearance or more complex suspension positions
Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB78 / 78 km/h
RB and SB70 / 70 km/h
Number of gears5 forward
5 back
Weight13.6 t
Engine power
AB859 hp
RB and SB450 hp
Power-to-weight ratio
AB63.2 hp/t
RB and SB33.1 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 78 78 13.6 697 859 51.25 63.16
Realistic 70 70 398 450 29.26 33.09

BMD-4 somewhat resembles BMP-2 in terms of mobility, but can drive equally fast in either direction and accelerates much faster.

It also can swim, like all the other Soviet light tanks.

Modifications and economy

Repair costBasic → Reference
AB3 064 → 5 481 Sl icon.png
RB3 200 → 5 724 Sl icon.png
SB3 706 → 6 630 Sl icon.png
Total cost of modifications186 300 Rp icon.png
307 000 Sl icon.png
Talisman cost2 700 Ge icon.png
Crew training175 000 Sl icon.png
Experts620 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 010 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 170 / 220 % Sl icon.png
226 / 226 / 226 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank break.png
Brake System
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank filter.png
Filters
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 600 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods thermal sight.png
NVD
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods airstrike.png
Airstrike
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods art support.png
Artillery Support
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods scouting.png
Improved optics
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
30mm_2a42_APDS_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

30 mm 2A72 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition500 rounds
Belt capacity250 rounds
Reload1.0 s
Fire rate330 shots/min
Vertical guidance-6° / 60°

BMD-4 has two main weapons - the 30 mm and 100 mm. Currently, unlike with BMP-3, the autocannon counts as the main weapon and 100 mm is fired with "additional weapon" button. The aim assist and scope is, therefore, displayed for 30 mm. While this is fine if BMD-4 user only carries ATGM, the only way to swap scope or aim assist towards 100 mm to aim HE is to switch main weapon to "secondary weapon". This, unfortunately, breaks the weapon layout, and 30 mm becomes unusable until the control scheme is reset. Either way, the 30 mm counts as a "primary" weapon as of writing of this text.

Main article: 2A72 (30 mm)

The 30 mm fires the same shells as the BMP-2 autocannon does and is identical to the one on BMP-3. There is only one fire rate option for the cannon this time around - slow. Despite low fire rate, it still fires faster than the one on the Warrior and if user fires first it can neutralize many light tanks at close to medium range before BMD-4 disintegrates from their retaliatory fire.

30 mm 2A72 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 500 (250) 330 -6°/+60° ±180° Two-plane __._ __._ __._ __._ __._ __.__ __.__ __.__ __.__
Realistic __._ __._ __._ __._ __._

Ammunition

  • 30 mm HE: HEF-I* · AP-T · HEF-I* · HEF-T*
  • 30 mm APT: AP-T · AP-T · AP-T · HEF-T*
  • 30 mm APDS: APDS · APDS · APDS · APDS · HEF-T*
Penetration statistics
Belt Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
30 mm HE 65 63 54 44 36 30
30 mm APT 65 63 54 44 36 30
30 mm APDS 82 81 79 75 72 69

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
2 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Additional armament

100 mm 2A70 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition38 rounds
Reload5.0 s
Main article: 2A70 (100 mm)

The 100 mm of this tank is near identical to the one on BMP-3, however, its autoloader can load ATGMs as well, removing the 28 second reload penalty which makes the BMP-3 unsuitable for skirmish, at a cost of 1 second of reload time overall.

While the gun is stabilized, it is not a very good idea to rush uphill at full speed until gun drives were upgraded, as the gun has poor depression and kicks upwards when the tank drives uphill. Without upgrades it will not put itself back on target in time, and the tank can't sustain even accidental hits unlike BMP-3.

Gun itself can load two ammunition types at once.

The ammunition types are: Slow HE, super slow HE, Normal ATGM and Tandem ATGM. It is only possible to take 4 ATGM of each type (with total of 8). Overall, it is same as with the BMP-3.

HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or play in AB mode. Unlike with BMP-3 it is also necessary to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are very small and will often squeeze inbetween ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the tank. Overall, they can be used to weed out other tanks out of cover (including other ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is far more awkward than with the BMP-3).

ATGMs are the 9M117 and 9M117M1.

The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trickshots of any kind. Even default missile is powerful enough to annihilate ERA-covered tanks if it manages to hit the cracks between ERA platings, tandem modification usually does not even require user to aim any more than in the enemy tanks direction. Both missiles have huge area of the blast wave, like IT-1, but BMD-4 cannot just destroy all of the surrounding cover, as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.

Ammo distribution combinations:

ATGM+ATGM = tank runs out of ammo fast, but can dominate in close range combat until it does. BMD-4 can get away with this loadout unlike BMP-3, because it does not have a reload penalty.

Best ATGM + HE = tank can fight at close range with ATGM and autocannon. If there is a problem, user can swap to 100 mm and bombard enemy campers with HE. HE can also be used to fight light tanks, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so faster HE might be a better choice.

HE+HE = Not recommended, as 100 MM HE cannot deal with most of medium tanks directly, and they definitely will storm BMD-4 thinking it is disrespecting them and trying to style on them with HE. They will also show no mercy, as most BMD-4 are likely carry at least one ATGM pack, so they will shoot to kill.

100 mm 2A70 Reloading rate (seconds)
Capacity Vertical Horizontal Stabilizer Stock Full Expert Aced
38 -6°/+60° ±180° Two-plane 5.00 5.00 5.00 5.00

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
3OF32 HE 31 31 31 31 31 31
3OF70 HE 36 36 36 36 36 36
9M117 ATGM 600 600 600 600 600 600
9M117M1 ATGM (tandem) 750 750 750 750 750 750
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
3OF32 HE 250 15.6 0 0.1 2,600 79° 80° 81°
3OF70 HE 355 13.41 0 0.1 3,540 79° 80° 81°
9M117 ATGM 370 18.8 0.05 0.1 4,620 80° 82° 90°
9M117M1 ATGM (tandem) 370 18.8 0.4 0.1 4,620 80° 82° 90°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
38 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

7.62 mm PKTM machine gun (coaxial)
Ammunition2 000 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate700 shots/min
Main article: PKT (7.62 mm)
7.62 mm PKT
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (250) 700 N/A N/A

Usage in battles

Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).

Pros and cons

Pros:

  • Moves quite fast even when stock, can drive fast in either direction unlike BMPs
  • Autoloader with a 5-second reload for ATGMs (fastest ATGM reload, reloads faster than most conventional tanks as well)
  • Can fire on the move without restrictions
  • ATGMs start at near maximum speed, do very high damage on direct hit and have a high blast and overpressure radius
  • Can carry up to 8 (4 x 9M117 + 4 x 9M117M1) ATGMs
  • Commander can still fire weapons even if the gunner was shot
  • Also can fire HE at enemy tank roofs by using laser rangefinder or AB aim assist
  • Also has an autocannon which can be fired along with the main weapon
  • Can act as a scout and also has thermal scope, smoke grenades and ESS, which can be used to scout or fight
  • Can swim

Cons:

  • Low armour protection, hull can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
  • Only 3 crew members
  • Extremely awkward sight controls for HE - to even access it, user must swap main weapon to "secondary weapon" which disables the autocannon and MG completely

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: 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></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links


USSR light tanks
T-26  T-26 · T-26 (1st Gv.T.Br.) · T-26-4 · T-26E
BT  BT-5 · RBT-5 · BT-7 · BT-7 TD · BT-7M · BT-7A (F-32)
T-50  T-126 · T-50
T-70  T-70 · T-80
PT-76  PT-76B · PT-76-57 · Object 906
BMP  BMP-1 · BMP-2 · BMP-2M · BMP-3
BMD  BMD-4
2S25  2S25 · 2S25M
Wheeled  BA-11 · BTR-80A
Other  T-60 · Object 685 · 2S38
China  ▂Type 62