Difference between revisions of "Concept 3"

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(A full rework of the pro and cons section of this vehicle as previous pro and cons do not highlight some key disadvantage of this vehicle.)
(Moved to proper section. Pros & Cons are a summary)
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} British light tank {{Battle-rating}}. It was introduced in [[Update "Red Skies"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British light tank {{Battle-rating}}. It was introduced in [[Update "Red Skies"]].
  
The Concept 3 is a direct ancestor in development to the well-known Rooikat family of vehicles. Though it lacks the level of agility those vehicles can attain, the Concept 3 is by no means a slouch. Offering a fast and punchy contender to follow up from the SARC vehicles players will have experienced prior, boasting the same firepower not seen until later British medium tanks but on a nimble albeit fragile chassis.
+
The Concept 3 is a well-rounded light tank with an excellent gun for its tier, a decent reload speed, and adequate ammunition. It is a direct ancestor in development to the well-known Rooikat family of vehicles. Though it lacks the level of agility those vehicles can attain, the Concept 3 is by no means a slouch. Offering a fast and punchy contender to follow up from the SARC vehicles players will have experienced prior, boasting the same firepower not seen until later British medium tanks but on a nimble albeit fragile chassis.
  
 
== General info ==
 
== General info ==
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<!-- ''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.'' -->
  
Like the American [[M18 GMC|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 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.
+
Like the American [[M18 GMC|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 scattered all throughout its body. Shots hitting the front part of the hull are prone to cause ammunition explosion: any shell hitting the front hull of the Concept 3 will almost certainly be fatal. The crew members are generally spread out, avoiding knock-outs by a single shot. 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. While the armour can protect the crew from heavy machine gun fire from the front and some aircraft strafing with MGs, anything larger in calibre (20 mm and above) will easily destroy this light tank.  
  
However it is worth noting the geometry of the Concept 3 when presented from the front. While thin, the armour can ricochet rounds with far more consistency than one might expect, offering angles of around 65-80 degrees across the frontal profile.
+
However it is worth noting the geometry of the Concept 3 when presented from the front. While thin, the armour can ricochet rounds with far more consistency than one might expect, offering angles of around 65-80 degrees across the frontal profile. While a light armour is certainly a disadvantage against armoured vehicles, it is also a potential advantage as some APHE shells may not detonate when they penetrate the light tank. Artillery strikes can easily damage or destroy the vehicle; always move when your area is highlighted for artillery strikes by the enemy. The Concept 3 lacks a smoke grenade launcher, which would increase its survivability.
  
 
'''Armour type:'''
 
'''Armour type:'''
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{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
The Concept 3 represents the crystallization of the set of traits that define the South African tech line. It is able to comfortable reach 70+ km/h when stock on paved roads and a respectable 40-50 km/h across rough terrain with the common exceptions of boggy, sandy, or snow-covered ground. It will get the player where they wish to go swiftly; however, owing to its 8 wheel design, it does offer a much more sluggish turning radius than its predecessors in the SARC family, or its contemporary in the SPAA line, the Ystervark. Take care to begin turning earlier than than previous vehicles to avoid crashing into a street corner or odd boulder.
 
  
The suspension is superb even stock, allowing the Concept 3 to maintain good speed across rough ground and steady the chassis swiftly upon halting; crucial to bringing its armament to bear upon its target or a surprise encounter.
+
The Concept 3 represents the crystallization of the set of traits that define the South African tech line. It is able to comfortable reach 70+ km/h when stock on paved roads and a respectable 40-50 km/h across rough terrain with the common exceptions of boggy, sandy, or snow-covered ground. It will get the player where they wish to go swiftly; however, owing to its 8 wheel design, it does offer a much more sluggish turning radius than its predecessors in the SARC family, or its contemporary in the SPAA line, the Ystervark. Take care to begin turning earlier than than previous vehicles to avoid crashing into a street corner or odd boulder. Mobility is poor in soft terrain (sand, mud, snow), and top speeds are difficult to achieve; it is recommended to use roads or hard terrain as much as possible during matches.
 +
 
 +
It is very fast in both forward and reverse, allowing players to take advantage of strategic spots early in the game while also making quick retreats if things do not go their way. The suspension is superb even stock, allowing the Concept 3 to maintain good speed across rough ground and steady the chassis swiftly upon halting; crucial to bringing its armament to bear upon its target or a surprise encounter.
  
 
{{tankMobility|abMinHp=324|rbMinHp=185}}
 
{{tankMobility|abMinHp=324|rbMinHp=185}}
Line 68: Line 69:
 
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.
 
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.
+
The excellent gun depression of -10 degrees allows players to utilise mountainous terrain at their advantage. 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. When firing with the turrets turned to the sides, the gun sights shake horribly; it can take a long time for the guns to stabilise again.  
  
 
Due to the low weight of the car, any enemy can ram the Concept 3 to prevent it from firing. Melee combat with tanks is possible, but going literally into their face is not recommended.
 
Due to the low weight of the car, any enemy can ram the Concept 3 to prevent it from firing. Melee combat with tanks is possible, but going literally into their face is not recommended.
Line 137: Line 138:
  
 
The Concept 3 has little in the way of armour to rely upon, only being able to resist rifle calibre rounds where a flat strike is concerned. The vast majority of munitions fired at the Concept 3 will penetrate its armour, with some parts of the armour still thick enough to activate the fuse of an APHE round. Avoiding being struck is always the most favourable scenario for any vehicle. However the Concept 3 can in some instances show surprising resilience in the harshly angled geometry of its frontal profile which boasts the aforementioned extreme angles of around 65-80 degrees. Many rounds such as the BR-350SP round utilised by the T-34 family have a ricochet chance of 100% at 71 degrees of angle. Meaning that a savvy Concept 3 player can use the respectable gun depression of 10 degrees to increase these angles and be a more tricky contender for an inexperienced opponent.
 
The Concept 3 has little in the way of armour to rely upon, only being able to resist rifle calibre rounds where a flat strike is concerned. The vast majority of munitions fired at the Concept 3 will penetrate its armour, with some parts of the armour still thick enough to activate the fuse of an APHE round. Avoiding being struck is always the most favourable scenario for any vehicle. However the Concept 3 can in some instances show surprising resilience in the harshly angled geometry of its frontal profile which boasts the aforementioned extreme angles of around 65-80 degrees. Many rounds such as the BR-350SP round utilised by the T-34 family have a ricochet chance of 100% at 71 degrees of angle. Meaning that a savvy Concept 3 player can use the respectable gun depression of 10 degrees to increase these angles and be a more tricky contender for an inexperienced opponent.
 +
 +
The ammunition performance is noticeably inferior to that of the Ordnance QF 17-pounder found on the Sherman Firefly; some shots may not penetrate the enemy as intended, necessitating extra caution when fighting Panthers and Tigers at full uptier.
 +
 +
The turret does not turn quickly enough, and this, combined with the bouncy suspension, slow gun elevation speed, and lack of a primary stabiliser found in the American 76 mm gun M1, makes street brawling relatively dangerous; paying attention to potential enemy engine sounds is highly recommended.
  
 
In conclusion, the Concept 3 can be reliably played the same way as the previous SARC vehicles albeit with a punchy gun and a little trickery in the armour department with ricochet.
 
In conclusion, the Concept 3 can be reliably played the same way as the previous SARC vehicles albeit with a punchy gun and a little trickery in the armour department with ricochet.
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'''Pros:'''
 
'''Pros:'''
  
* A well-rounded light tank with an excellent gun for its tier, a decent reload speed, and adequate ammunition.
+
* Excellent gun for its tier, good penetration and decent reload
* Very fast in both forward and reverse, allowing players to take advantage of strategic spots early in the game while also making quick retreats if things do not go their way.
+
* Fast with good acceleration when spaded
* While light armour is a potential "disadvantage," it is also a "advantage"; some APHE do not detonate when they penetrate the light tank.
+
* Reverse speed is as good as forward speed, allowing for quick getaways
* The armour can protect the crew from HMG from the front as well as some aircraft strafing with MGs.
+
* Above average muzzle velocity
* Crews are generally spread out, with the ability to take 2-3 shots at a time.
 
* Excellent gun depression of -10 degrees, allowing players to utilise mountainous terrain.
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* When firing with the turrets turned to the sides, the gun sights shake horribly; it can take a long time for the guns to stabilise again.
+
* Solid shot ammunition only, accurate fire is needed to disable vehicles
* The ammunition performance is noticeably inferior to that of the Ordnance QF 17-pounder found on the Sherman Firefly; some shots may not penetrate the enemy as intended, necessitating extra caution when fighting Panthers and Tigers at full uptier.
+
* Suspension is quite bouncy and the gun elevation speed is slow, making shots difficult
* The turret does not turn quickly enough, and this, combined with the bouncy suspension, slow gun elevation speed, and lack of a primary stabiliser found in the American 76 mm gun M1, makes street brawling relatively dangerous; switching on sounds and paying attention to potential enemy engine sounds are highly recommended.
+
* Turning is slow when stock
* While the armour can protect the crew from HMGs and some aircraft strafing with MGs, anything larger in calibre will easily destroy this light tank.
+
* Suffers in soft terrain, sometimes speed will drop massively upon the slightest obstacle
* Poor top armour protection for aircraft armed with calibres of 20 mm and above.
+
* Negligible armour, vulnerable to artillery overpressure
* Mobility is poor in soft terrain (e.g., mud), and top speeds are difficult to achieve; it is recommended to use roads or hard terrain as much as possible during matches.
+
* Subpar accuracy at range when stock
* Shots hitting the front portion of the hull from any shell are extremely vulnerable to ammunition explosion; any shells hitting the front will almost certainly be fatal.
+
* Lacks a smoke grenade launcher
* Artillery strikes can easily damage or destroy the vehicle; always move when your area is highlighted for artillery strikes by the enemy.
 
* It lacks a smoke grenade launcher, which is common in other tanks.
 
  
 
== History ==
 
== History ==

Revision as of 18:55, 19 March 2023

RANK 5 FRANCE
Somua SM PACK
uk_concept3_ngac.png
GarageImage Concept 3.jpg
ArtImage Concept 3.png
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 a well-rounded light tank with an excellent gun for its tier, a decent reload speed, and adequate ammunition. It is a direct ancestor in development to the well-known Rooikat family of vehicles. Though it lacks the level of agility those vehicles can attain, the Concept 3 is by no means a slouch. Offering a fast and punchy contender to follow up from the SARC vehicles players will have experienced prior, boasting the same firepower not seen until later British medium tanks but on a nimble albeit fragile chassis.

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 scattered all throughout its body. Shots hitting the front part of the hull are prone to cause ammunition explosion: any shell hitting the front hull of the Concept 3 will almost certainly be fatal. The crew members are generally spread out, avoiding knock-outs by a single shot. 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. While the armour can protect the crew from heavy machine gun fire from the front and some aircraft strafing with MGs, anything larger in calibre (20 mm and above) will easily destroy this light tank.

However it is worth noting the geometry of the Concept 3 when presented from the front. While thin, the armour can ricochet rounds with far more consistency than one might expect, offering angles of around 65-80 degrees across the frontal profile. While a light armour is certainly a disadvantage against armoured vehicles, it is also a potential advantage as some APHE shells may not detonate when they penetrate the light tank. Artillery strikes can easily damage or destroy the vehicle; always move when your area is highlighted for artillery strikes by the enemy. The Concept 3 lacks a smoke grenade launcher, which would increase its survivability.

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

The Concept 3 represents the crystallization of the set of traits that define the South African tech line. It is able to comfortable reach 70+ km/h when stock on paved roads and a respectable 40-50 km/h across rough terrain with the common exceptions of boggy, sandy, or snow-covered ground. It will get the player where they wish to go swiftly; however, owing to its 8 wheel design, it does offer a much more sluggish turning radius than its predecessors in the SARC family, or its contemporary in the SPAA line, the Ystervark. Take care to begin turning earlier than than previous vehicles to avoid crashing into a street corner or odd boulder. Mobility is poor in soft terrain (sand, mud, snow), and top speeds are difficult to achieve; it is recommended to use roads or hard terrain as much as possible during matches.

It is very fast in both forward and reverse, allowing players to take advantage of strategic spots early in the game while also making quick retreats if things do not go their way. The suspension is superb even stock, allowing the Concept 3 to maintain good speed across rough ground and steady the chassis swiftly upon halting; crucial to bringing its armament to bear upon its target or a surprise encounter.

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

At its battle rating, the threat of coming up against such formidable tanks such as the Tiger H1, IS-1, and the M4A3E2 Jumbo means that after the necessary acquiring of the parts and FPE kits, players are advised to prioritise the unlocking of the Shot Mk.8. While the stock Mk.6 can be sufficient in examples such as engaging the frontal plate of a Tiger H1, the extra penetration is more reliable insurance, particularly when engaging Soviet tanks.

Further on it is advised to acquire the Horizontal turret drive as stock the traversal of the turret is poor, from there it is entirely up to player's choice if they wish to improve the turret's elevation and accuracy or focus on the mobility aspect of the Concept 3 first.

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 elevation speed is extremely slow, which leads to 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 excellent gun depression of -10 degrees allows players to utilise mountainous terrain at their advantage. 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. When firing with the turrets turned to the sides, the gun sights shake horribly; it can take a long time for the guns to stabilise again.

Due to the low weight of the car, any enemy can ram the 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 16 16 14 13 12 11
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 - - - 47° 60° 65°
Shell Mk.1 HE 754 6.98 0 0.1 580 79° 80° 81°
Shot Mk.4 APC 754 7.71 - - - 48° 63° 71°
Shot Mk.8 APCBC 754 7.71 - - - 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 iteration of the iconic 8 wheeled light vehicles that return often along the South African tech line. This vehicle is extremely large for a scout vehicle, eclipsing the Panzer IV in height and length. Concealing the Concept 3 will prove to be a difficult challenge for the player, usually finding themselves relying heavily upon its mobility to compete.

As with most if not all of the South African vehicles, the Concept 3 boasts an excellent level of mobility. A viable tactic for the Concept 3 can be to advance swiftly to a good position and provide scouting support, taking shots of opportunity when they present themselves. The player is advised to prioritize positions that allow an easy avenue of escape to ensure the potent mobility of the Concept 3 is not rendered useless, especially the superb reverse speed of this vehicle.

The Concept 3 has little in the way of armour to rely upon, only being able to resist rifle calibre rounds where a flat strike is concerned. The vast majority of munitions fired at the Concept 3 will penetrate its armour, with some parts of the armour still thick enough to activate the fuse of an APHE round. Avoiding being struck is always the most favourable scenario for any vehicle. However the Concept 3 can in some instances show surprising resilience in the harshly angled geometry of its frontal profile which boasts the aforementioned extreme angles of around 65-80 degrees. Many rounds such as the BR-350SP round utilised by the T-34 family have a ricochet chance of 100% at 71 degrees of angle. Meaning that a savvy Concept 3 player can use the respectable gun depression of 10 degrees to increase these angles and be a more tricky contender for an inexperienced opponent.

The ammunition performance is noticeably inferior to that of the Ordnance QF 17-pounder found on the Sherman Firefly; some shots may not penetrate the enemy as intended, necessitating extra caution when fighting Panthers and Tigers at full uptier.

The turret does not turn quickly enough, and this, combined with the bouncy suspension, slow gun elevation speed, and lack of a primary stabiliser found in the American 76 mm gun M1, makes street brawling relatively dangerous; paying attention to potential enemy engine sounds is highly recommended.

In conclusion, the Concept 3 can be reliably played the same way as the previous SARC vehicles albeit with a punchy gun and a little trickery in the armour department with ricochet.

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 elevation speed is slow, 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
  • Subpar 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.

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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