Difference between revisions of "LOSAT"
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=== Pros and cons === | === Pros and cons === | ||
+ | <!-- ''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 categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | ||
+ | |||
'''Pros:''' | '''Pros:''' | ||
− | * Extremely high penetration values at farther ranges | + | * MGM-166s are kinetic penetrators and not reliant on HEAT charges, which can make it avoid most ATGM ERAs |
+ | ** Extremely high penetration values at farther ranges | ||
* 12 missiles are highly effective and enough to deal with targets | * 12 missiles are highly effective and enough to deal with targets | ||
− | * | + | * Armour around the missile racks have over 150 mm of armour protection, making it resistant to most non-APFSDS autocannon fire |
− | |||
* Missiles can be too fast for IRCM systems to react | * Missiles can be too fast for IRCM systems to react | ||
'''Cons:''' | '''Cons:''' | ||
+ | * No vertical guidance at all | ||
* The MGM-166s instability can cause inaccuracy when hitting targets, especially when firing from angled surfaces | * The MGM-166s instability can cause inaccuracy when hitting targets, especially when firing from angled surfaces | ||
− | * Being in close-medium combat can be too short to effectively penetrate | + | * Being in close-medium combat can be too short to effectively generate enough velocity to penetrate armour |
* Missile drop when firing can cause impact into terrain/objects | * Missile drop when firing can cause impact into terrain/objects | ||
* Extremely long ammo replenish length (over a minute in Realistic battles, around 30 seconds in Arcade battles) | * Extremely long ammo replenish length (over a minute in Realistic battles, around 30 seconds in Arcade battles) | ||
− | |||
== History == | == History == |
Revision as of 21:18, 7 October 2023
Contents
Description
The LOSAT-CCVL is a gift rank VII American tank destroyer with a battle rating of 10.0 (AB/RB/SB). It was introduced during Update "Sons of Attila" as a reward for the 2023 Tokushu Heiki 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
Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.
Game Mode | Max Speed (km/h) | Weight (tons) | Engine power (horsepower) | Power-to-weight ratio (hp/ton) | |||
---|---|---|---|---|---|---|---|
Forward | Reverse | Stock | Upgraded | Stock | Upgraded | ||
Arcade | 75 | 16 | 19.5 | 817 | 1,097 | 41.9 | 56.26 |
Realistic | 69 | 15 | 509 | 575 | 26.1 | 29.49 |
Modifications and economy
Armaments
Main armament
LOSAT/MGM-166A missile | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity (Belt) | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 12 (12) | - | ±110° | - | __._ | __._ | __._ | __._ | __._ | _.__ | _.__ | _.__ | _.__ |
Realistic | __._ | __._ | __._ | __._ | __._ |
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 | ||
MGM-166 | ATGM | 70 | 150 | 443 | 775 | 729 | - |
Missile details | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity (m/s) |
Range (m) |
Projectile mass (kg) |
Fuse delay | Fuse sensitivity (mm) |
Explosive mass (TNT equivalent) (g) |
Ricochet | ||||
0% | 50% | 100% | ||||||||||
MGM-166 | ATGM | 1,520 | 5,000 | 78.92 | - | - | - | 78° | 80° | 81° |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
5th rack empty |
6th rack empty |
Visual discrepancy |
---|---|---|---|---|---|---|---|
1 | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ |
Machine guns
12.7 mm M2HB | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Pintle | 1,000 (200) | 575 | -5°/+10° | ±70° |
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:
- MGM-166s are kinetic penetrators and not reliant on HEAT charges, which can make it avoid most ATGM ERAs
- Extremely high penetration values at farther ranges
- 12 missiles are highly effective and enough to deal with targets
- Armour around the missile racks have over 150 mm of armour protection, making it resistant to most non-APFSDS autocannon fire
- Missiles can be too fast for IRCM systems to react
Cons:
- No vertical guidance at all
- The MGM-166s instability can cause inaccuracy when hitting targets, especially when firing from angled surfaces
- Being in close-medium combat can be too short to effectively generate enough velocity to penetrate armour
- Missile drop when firing can cause impact into terrain/objects
- Extremely long ammo replenish length (over a minute in Realistic battles, around 30 seconds in Arcade battles)
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
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
USA tank destroyers | |
---|---|
M10 | M10 GMC |
M36 | M36 GMC · M36B2 |
T95 | T28 · T95 |
M109 | M109A1 |
ATGM | LOSAT · M901 |
Wheeled | M3 GMC · T55E1 |
Other | M8 HMC · M50 · M56 |
China | ▃LVT(A)(4) (ZIS-2) |