Difference between revisions of "Concept 3"

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(Edits)
(It's more about the gun refusing to get back on the track, IE gun traverse simply being too slow in RB to compensate.)
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{{main|OQF Mk.II (77 mm)}}
 
{{main|OQF Mk.II (77 mm)}}
  
The main gun's recoil is quite strong, coupled with the bouncy suspension, leads to significantly "rocking" after firing, especially from the sides. This makes firing on the move very difficult to the point of impossible. Thus, one should always wait until the gun has settled, or try one's luck.
+
Due to highly mobile playstyle, one might try to fight on the move or to attack by driving uphill to suddenly shoot enemies. Unfortunately, the gun is not stabilized and the gun vertical traverse speed is extremely slow, which leads to the significant uncontrollable "rocking" of the gun, inevitably pushing it down into the ground. This makes fighting on the move in RB/SB very difficult to the point of impossible. Thus, one should always wait until the gun has settled, or drive over completely flat terrain and slow down before firing to try one's luck.
 +
 
 +
In AB, the rocking can be countered by maxing out "targeting" and "leadership", gaining at least "expert" crew qualification and getting all of the tank modifications. The gun will still shake a bit and fail when the car is moving over hills, but the gunner will try his best to stop this.
 +
 
 +
The gun also has a very powerful recoil, which slows the car down and can throw it around if fired broadside. It's generally not fatal, but it can be extremely annoying when firing to the side off slopes, because it will move the car and ruin the aim by pushing the car above the gun depression threshold.
 +
 
 +
Due to the low weight of the car, enemy can ram Concept 3 to prevent it from firing. Melee combat with tanks is possible, but going literally into their face is not recommended.
  
 
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* Solid shot ammunition only, accurate fire is needed to disable vehicles
 
* Solid shot ammunition only, accurate fire is needed to disable vehicles
* Suspension is quite bouncy, making shots difficult
+
* Suspension is quite bouncy and the gun vertical traverse speed is poor, making shots difficult
 
* Turning is slow when stock
 
* Turning is slow when stock
 
* Suffers in soft terrain, sometimes speed will drop massively upon the slightest obstacle
 
* Suffers in soft terrain, sometimes speed will drop massively upon the slightest obstacle

Revision as of 13:48, 28 July 2022

Rank 7 USA
F-5C Pack
uk_concept3_ngac.png
GarageImage Concept 3.jpg
Concept 3
AB RB SB
4.3 4.3 4.3
Class:
Research:18 000 Specs-Card-Exp.png
Purchase:47 000 Specs-Card-Lion.png
Show in game

Description

The Concept 3, New Generation Armoured Car is a rank III British light tank with a battle rating of 4.3 (AB/RB/SB). It was introduced in Update "Red Skies". The Concept 3 is the prototype of the Rooikat family. The Concept 3 introduces players to the playstyle, tactics, and pros and cons of the production Rooikats to come as it is itself a Rooikat.

General info

Survivability and armour

Armourfront / side / back
Hull25 / 12 / 12
Turret25 / 12 / 12
Crew4 people
Visibility96 %

Like the American M18 Hellcat, the Concept 3 only has 12.7 mm (0.5 in) of armour in most areas, with some areas being only 6.5 mm. As a result, anything at this BR can penetrate this vehicle's armour. Compounding issues, the Concept 3 has ammunition storage scattered all throughout its body. In other words: while incoming fire from the sides is somewhat prone to overpenetration, this cannot be depended upon. Try to avoid being shot at in the first place.

Armour type:

  • Rolled homogeneous armour (hull, turret, cupola)
  • Wheel (tires)
Armour Front (Slope angle) Sides Rear Roof
Hull 12.7 mm (70°) Upper glacis
25.4 mm (31°) Lower glacis
12.7 mm (25°) Top
12.7 mm Bottom
12.7 mm Rear armour
5 mm Engine grille
12.7 mm
Turret 12.7 mm (19°) Turret front
25.4 mm (7-69°) Gun mantlet
12.7 mm (18-19°) 12.7 mm (21°) 12.7 mm (10°) Front
6.35 mm Rear
Cupola 25.4 mm 25.4 mm 25.4 mm 12.7 mm

Notes:

  • Wheels and torsion bars are 10 mm thick.
  • Belly armour is 6.35 mm thick.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB92 / 92 km/h
RB and SB83 / 83 km/h
Number of gears7 forward
7 back
Weight14.5 t
Engine power
AB399 hp
RB and SB209 hp
Power-to-weight ratio
AB27.5 hp/t
RB and SB14.4 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 92 92 14.5 324 399 22.34 27.52
Realistic 83 83 185 209 12.76 14.41

Modifications and economy

Repair costBasic → Reference
AB776 → 1 068 Sl icon.png
RB954 → 1 313 Sl icon.png
SB1 188 → 1 635 Sl icon.png
Total cost of modifications19 500 Rp icon.png
31 800 Sl icon.png
Talisman cost980 Ge icon.png
Crew training13 000 Sl icon.png
Experts47 000 Sl icon.png
Aces330 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
60 / 80 / 110 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mods new car suspension.png
Suspension
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods new tank break.png
Brake System
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods new tank filter.png
Filters
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
2 100 Rp icon.png
Cost:
3 400 Sl icon.png
220 Ge icon.png
Mods new tank engine.png
Engine
Research:
2 100 Rp icon.png
Cost:
3 400 Sl icon.png
220 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods tank ammo.png
76mm_britain_17pdr_APC_ammo_pack
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mods tank ammo.png
76mm_britain_17pdr_APCBC_ammo_pack
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods airstrike.png
Airstrike
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods scouting.png
Improved optics
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods art support.png
Artillery Support
Research:
2 100 Rp icon.png
Cost:
3 400 Sl icon.png
220 Ge icon.png

Armaments

Main armament

Ammunition60 rounds
Reloadbasic crew → aces
7.6 → 5.9 s
Vertical guidance-10° / 20°
Main article: OQF Mk.II (77 mm)

Due to highly mobile playstyle, one might try to fight on the move or to attack by driving uphill to suddenly shoot enemies. Unfortunately, the gun is not stabilized and the gun vertical traverse speed is extremely slow, which leads to the significant uncontrollable "rocking" of the gun, inevitably pushing it down into the ground. This makes fighting on the move in RB/SB very difficult to the point of impossible. Thus, one should always wait until the gun has settled, or drive over completely flat terrain and slow down before firing to try one's luck.

In AB, the rocking can be countered by maxing out "targeting" and "leadership", gaining at least "expert" crew qualification and getting all of the tank modifications. The gun will still shake a bit and fail when the car is moving over hills, but the gunner will try his best to stop this.

The gun also has a very powerful recoil, which slows the car down and can throw it around if fired broadside. It's generally not fatal, but it can be extremely annoying when firing to the side off slopes, because it will move the car and ruin the aim by pushing the car above the gun depression threshold.

Due to the low weight of the car, enemy can ram Concept 3 to prevent it from firing. Melee combat with tanks is possible, but going literally into their face is not recommended.

77 mm OQF Mk.II Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 60 -10°/+20° ±180° N/A 14.3 19.8 24.0 26.5 28.2 7.67 6.78 6.25 5.90
Realistic 8.9 10.5 12.8 14.1 15.0

Ammunition

While lacking the APDS rounds of the Comet I, the Concept 3's rounds are pretty impressive for its BR, capable of penetrating the thickest of armour, including the dreaded KV-1 (ZiS-5). The post penetration damage won't be as good as an APHE round, but it is quite acceptable.

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
Shot Mk.6 AP 137 134 123 111 100 91
Shell Mk.1 HE 9 9 9 9 9 9
Shot Mk.4 APC 137 134 123 111 100 91
Shot Mk.8 APCBC 152 149 137 124 112 101
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%
Shot Mk.6 AP 754 7.71 N/A N/A N/A 47° 60° 65°
Shell Mk.1 HE 754 6.98 0 0.1 580 79° 80° 81°
Shot Mk.4 APC 754 7.71 N/A N/A N/A 48° 63° 71°
Shot Mk.8 APCBC 754 7.71 N/A N/A N/A 48° 63° 71°

Ammo racks

Ammo racks of the Concept 3
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
60 41 (+19) 37 (+23) 33 (+27) 28 (+32) 21 (+39) (+59) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • If you pack 21 (+39) shells, it will keep the turret empty of ammo.

Machine guns

Ammunition2 500 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
7.62 mm Browning MG4
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,500 (250) 500 N/A N/A

Usage in battles

The Concept 3 will be the first Rooikat that a player unlocks, and tactics learnt from the Concept 3 would be used again in the production models of the Rooikat. One should consider its large size. This vehicle is extremely large for a scout vehicle, beating the size of a T-34 and a Sherman to some extent. Thus, concealing the Concept 3 is not an option as it will be visible from a mile away (both figuratively and literally). Thus, a Concept 3 driver must rely on its mobility.

As with all Rooikats, the Concept 3 boasts extremely good mobility. So, the main tactic for the Concept 3 is to zoom fast to a good position, fire until you are satisfied or are under fire, before relocating to another location as quickly as possible. Rooikats are simply good at running. One should prioritize positions that allow an easy escape, such as near a large stack of rocks or a gentle hill. This is also helped by the Concept 3's decent depression angle of -10°. Use it! Apart from that, try to find positions where one can fire at the flanks of an enemy.

This extreme mobility and size comes at a very large cost. The Concept 3 has next to no armour, only being able to resist rifle calibre rounds. Everything else will penetrate it with ease, but some parts of the armour are still thick enough to activate an APHE's fuse. Thus, it is recommended to always ensure minimal risk of being shot at, let alone hit.

To sum it up: be mobile and fast, find good sniping spots, but never stay in one place. If one was to find themselves being shot at, quickly relocate or hide. As the name suggests, one must hunt like Een Afrikaan Rooikat, an African Caracal. Play it smart, play it fast.

Pros and cons

Pros:

  • Excellent gun for its tier, good penetration and decent reload
  • Fast with good acceleration when spaded
  • Reverse speed is as good as forward speed, allowing for quick getaways
  • Above average muzzle velocity

Cons:

  • Solid shot ammunition only, accurate fire is needed to disable vehicles
  • Suspension is quite bouncy and the gun vertical traverse speed is poor, making shots difficult
  • Turning is slow when stock
  • Suffers in soft terrain, sometimes speed will drop massively upon the slightest obstacle
  • Negligible armour, vulnerable to artillery overpressure
  • Sub-par accuracy at range when stock
  • Lacks a smoke grenade launcher

History

The Concept 3 was based on the British FV603 Alvis Saracen Armoured Personnel Carrier. It was designed to fulfil a new South African requirement for a "New Generation Armoured Car". The project started in 1976 and ended in 1979. 3 testbed vehicles were made, Concept 3 being one of them. The Concept 3 differed from the Alvis Saracen APCs - it had an 8-wheel configuration, giving it superior off-road characteristics and superior performance. The Concept 3 was fitted with a 77mm OQF Mk.II, identical to the one found on the A34 Comet I which, while underwhelming for the time was merely a placeholder and was later swapped for a 105 mm Royal Ordnance L7 which was a licence built version of the same gun found on the British Centurion Mk 10. The L7 variant was known as the "Bismarck". The vehicle was built by South African company Sandock-Austral (later merged into BAE Systems), the same company credited with creating and producing the Ratel family (Ratel 20 / 90) and the Eland 90 Mk.7. Several tests were conducted over the years at Potchefstroom, South Africa. The Concept 3 series was nicknamed the "Cheetah" and the vehicle was officially designated "Concept 3, Class 2B" and was built to slightly different medium specifications, raising the original weight of the vehicle from a modest 17 tonnes to a rather considerable weight of up to 23 tonnes.

When all is said and done, the Concept series deviated from the original vision of the Armoured Personnel Carrier, morphing into a light Armoured Fighting Vehicle or reconnaissance car. The original intended role of Armoured Personnel Carrier was ultimately fulfilled by the excellent Ratel family which doubled as an effective Infantry Fighting Vehicle. Therefore the South African National Defence Force ultimately cancelled the order for the Concepts, and immediate further development of the Concept programme was promptly terminated.

However, the legacy of the Concept cannot be asserted enough: the basic design of the Concept and in particular its chassis would later become that of the Rooikat family (Rooikat 105 / MTTD / Mk.1D / ZA-35) which are still used to this day. The Concept, while often forgotten, disregarded and dishonoured is perhaps one of the most - if not the most - influential military vehicle design in South African history.

Media

Skins
Videos

See also

Related developement

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Britain light tanks
A13  A13 Mk I · A13 Mk I (3rd R.T.R.) · A13 Mk II · A13 Mk II 1939
A15  Crusader II · Crusader "The Saint" · Crusader III
A17  Tetrarch I
IFV  Warrior · Desert Warrior (Kuwait)
Wheeled  Daimler Mk II · AEC Mk II · Fox · Vickers Mk.11
Other  VFM5
South Africa 
SARC  SARC MkIVa · SARC MkVI (2pdr) · SARC MkVI (6pdr)
Ratel  Ratel 90 · Ratel 20
Rooikat  Rooikat Mk.1D · Rooikat 105 · Rooikat MTTD
Other  Concept 3 · Eland 90 Mk.7
USA  Stuart I · Stuart III