Difference between revisions of "AGS"
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− | Use the AGS's excellent mobility to get to key points or flank the enemy and try to get into hull-down areas, when attacking enemies keep in mind that you don't have that much armour and your low crew count will get you easily knocked out by a single shot. If you prefer flanking, hit the enemy with a side shot and move around them; if they have a pintle-mounted MG or autocannon, use side scraping so you don't get penetrated. If you get spotted, you have smoke grenades at your disposal: use them and pull back to allied tanks | + | This tank is a flanker, first and foremost. Your gun is worse than the average in effectiveness, you only win fights if your enemy fails entirely, and you need weak spot hits to kill enemies frontally. Your best advantage is your turret, if you can find positions where the enemy can only hit your barrel, you become unkillable to APFSDS consistently, and enemies have to swap to high explosive ammunition or bring in close air support to remove you. Use the AGS's excellent mobility to get to key points or flank the enemy and try to get into hull-down areas, when attacking enemies keep in mind that you don't have that much armour and your low crew count will get you easily knocked out by a single shot. If you prefer flanking (in this vehicle you need to), hit the enemy with a side shot and move around them; if they have a pintle-mounted MG or autocannon, use side scraping so you don't get penetrated. If you get spotted, you have smoke grenades at your disposal: use them and pull back to allied tanks; if you must take an engagement, push an enemy moving towards your left, using your forward engine and transmission to potentially take hits for you, while also moving your driver out of harms way. You must also be greatly careful about ammo expenditure, if you are caught in a fight and spend your entire autoloader, you have to wait a substantially long time to get ammo back; you cannot reload if the autoloader is empty, and as such, if you empty it, you cannot fight back at all, and it is best then to disengage and bide time until your ammo is replenished. |
=== Pros and cons === | === Pros and cons === | ||
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* Unmanned turret grants a better survivability when hull-down | * Unmanned turret grants a better survivability when hull-down | ||
* Effective mobility | * Effective mobility | ||
− | |||
* Decent gun depression | * Decent gun depression | ||
* Laser rangefinder | * Laser rangefinder | ||
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* Little to no armour, with frontal weak spots | * Little to no armour, with frontal weak spots | ||
+ | * Gun is passable for the battle rating, needs to hit weak spots on most medium tanks it faces frontally, and can easily net poor damage results. | ||
* Low-calibre machine guns are of little use | * Low-calibre machine guns are of little use | ||
* Limited gun elevation | * Limited gun elevation |
Revision as of 01:18, 1 September 2023
Contents
Description
The TCM AGS is a gift rank VII American light tank with a battle rating of 11.3 (AB/RB/SB). It was introduced during Update "Winged Lions" as a reward for the 2021 Operation W.I.N.T.E.R. event.
General info
Survivability and 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.
Armour type:
Armour | Front (Slope angle) | Sides | Rear | Roof |
---|---|---|---|---|
Hull | ___ mm | ___ mm Top ___ mm Bottom |
___ mm | ___ - ___ mm |
Turret | ___ - ___ mm Turret front ___ mm Gun mantlet |
___ - ___ mm | ___ - ___ mm | ___ - ___ mm |
Cupola | ___ mm | ___ mm | ___ mm | ___ mm |
Notes:
Mobility
Game Mode | Max Speed (km/h) | Weight (tons) | Engine power (horsepower) | Power-to-weight ratio (hp/ton) | |||
---|---|---|---|---|---|---|---|
Forward | Reverse | Stock | Upgraded | Stock | Upgraded | ||
Arcade | 81 | 17 | 19.1 | 930 | 1,145 | 48.69 | 59.95 |
Realistic | 73 | 16 | 531 | 600 | 27.8 | 31.41 |
Modifications and economy
Armaments
Main armament
105 mm M68A1 | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 30 | -10°/+16° | ±180° | Two-plane | 38.1 | 52.7 | 64.0 | 70.8 | 75.3 | 5.00 | 5.00 | 5.00 | 5.00 |
Realistic | 23.8 | 28.0 | 34.0 | 37.6 | 40.0 |
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 | ||
M456A2 | HEATFS | 400 | 400 | 400 | 400 | 400 | 400 |
M393A2 | HESH | 127 | 127 | 127 | 127 | 127 | 127 |
M774 | APFSDS | 372 | 370 | 365 | 358 | 351 | 343 |
M735 | APFSDS | 292 | 291 | 284 | 275 | 266 | 257 |
Shell details | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity (m/s) |
Projectile mass (kg) |
Fuse delay (m) |
Fuse sensitivity (mm) |
Explosive mass (TNT equivalent) (kg) |
Ricochet | |||||
0% | 50% | 100% | ||||||||||
M456A2 | HEATFS | 1,174 | 10.5 | 0.05 | 0.1 | 1.27 | 65° | 72° | 77° | |||
M393A2 | HESH | 732 | 11.2 | 0.1 | 4 | 4.31 | 73° | 77° | 80° | |||
M774 | APFSDS | 1,509 | 3.4 | - | - | - | 78° | 80° | 81° | |||
M735 | APFSDS | 1,501 | 3.72 | - | - | - | 78° | 80° | 81° |
Smoke shell characteristics | ||||||
---|---|---|---|---|---|---|
Ammunition | Velocity (m/s) |
Projectile mass (kg) |
Screen radius (m) |
Screen deploy time (s) |
Screen hold time (s) |
Explosive mass (TNT equivalent) (g) |
M416 | 732 | 11.6 | 16 | 5 | 25 | 50 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
Visual discrepancy |
---|---|---|---|
30 | 9 (+21) | 1 (+29) | No |
Notes:
- Shells are modeled individually and disappear after having been shot or loaded.
- Rack 2 (autoloader magazine) is a first stage ammo rack. It totals 8 shells.
- This rack gets filled first when loading up the tank and is also emptied first.
- As the AGS is equipped with an autoloader, manual reloading of the gun is not possible.
- Once the autoloader magazine has been depleted, you can't shoot until the loader has restocked the autoloader with at least one shell.
- The restocking time is longer than the normal reload time of the gun. Take this into account when playing.
- Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready rack.
- The depletion order at full capacity is: 2 - 1.
Machine guns
7.62 mm M60D | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Pintle | 1,000 (100) | 651 | -10°/+20° | -6°/+180° |
7.62 mm M240 | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Coaxial | 3,000 (200) | 941 | N/A | N/A |
Usage in battles
This tank is a flanker, first and foremost. Your gun is worse than the average in effectiveness, you only win fights if your enemy fails entirely, and you need weak spot hits to kill enemies frontally. Your best advantage is your turret, if you can find positions where the enemy can only hit your barrel, you become unkillable to APFSDS consistently, and enemies have to swap to high explosive ammunition or bring in close air support to remove you. Use the AGS's excellent mobility to get to key points or flank the enemy and try to get into hull-down areas, when attacking enemies keep in mind that you don't have that much armour and your low crew count will get you easily knocked out by a single shot. If you prefer flanking (in this vehicle you need to), hit the enemy with a side shot and move around them; if they have a pintle-mounted MG or autocannon, use side scraping so you don't get penetrated. If you get spotted, you have smoke grenades at your disposal: use them and pull back to allied tanks; if you must take an engagement, push an enemy moving towards your left, using your forward engine and transmission to potentially take hits for you, while also moving your driver out of harms way. You must also be greatly careful about ammo expenditure, if you are caught in a fight and spend your entire autoloader, you have to wait a substantially long time to get ammo back; you cannot reload if the autoloader is empty, and as such, if you empty it, you cannot fight back at all, and it is best then to disengage and bide time until your ammo is replenished.
Pros and cons
Pros:
- Unmanned turret grants a better survivability when hull-down
- Effective mobility
- Decent gun depression
- Laser rangefinder
- 5 second reload is faster than most competing tanks
Cons:
- Little to no armour, with frontal weak spots
- Gun is passable for the battle rating, needs to hit weak spots on most medium tanks it faces frontally, and can easily net poor damage results.
- Low-calibre machine guns are of little use
- Limited gun elevation
- Its 1st generation thermal sights are vastly inferior to those of other encountered vehicles, such as the T-72AV (TURMS-T)
- Low zoom optics make some long-range engagements difficult, if not impossible
- Ammo rack is placed far into the back of the vehicle, being hit while on the move can prove accidentally fatal
- Gun only reloads from ready rack, if the ready rack is empty gun cannot reload until a shell is loaded into the ready rack, thus making extended engagements difficult
History
The Teledyne AGS was developed by Teledyne Continental motors in the 1980s and competed with the CCVL and the Stingray light tank to get the contract for the US Army's Armored Gun System program which was looking to replace the M551. The program was seeking to provide air-mobile infantry with a tank that was transportable by a C-130 Hercules cargo aircraft, and lasted from 1980-1992. Development of the tank began in 1982, and the first prototype chassis was built in December 1983, followed by the turret in 1984. The turret and chassis were first assembled together in April 1985 and were shown at the US Army Armor Conference at Ft. Knox. In 1992, the AGS program concluded with the CCVL, which was re-designated XM8, winning the contract. The Teledyne AGS continued to be marketed by Teledyne until 1996, however it had no buyers.
Media
- Skins
- Videos
See also
- Other vehicles with unmanned turret
External links
USA light tanks | |
---|---|
LVT | LVT(A)(1) · ○LVT(A)(1) · LVT(A)(4) |
M2 | M2A2 · M2A4 · M2A4 (1st Arm.Div.) |
M3/M5 Stuart | M3 Stuart · M3A1 Stuart · M3A1 (USMC) · M5A1 · M5A1 TD · ▃Stuart VI (5th CAD) |
M22 Locust | M22 |
M24 Chaffee | M24 · M24 (TL) |
M18 Hellcat | M18 GMC · M18 "Black Cat" · Super Hellcat |
M41 Walker Bulldog | M41A1 |
M551 Sheridan | M551 · M551(76) |
M3 Bradley | M3 Bradley · M3A3 Bradley |
Wheeled | M8 LAC · T18E2 · M1128 · M1128 Wolfpack |
Other | M8A1 GMC · T92 · T114 · HSTV-L · CCVL · XM8 · XM800T · AGS |