Difference between revisions of "Sd.Kfz.251/9"
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{{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.'' --> | ||
− | + | Like all APCs the '''{{Specs|name}}'''armour is not enough to protect against any kind of enemy heavy fire. Since it's armour was designed to be effective against small arms fire even 50.cal ammunition common in tanks like the Sherman and the M3 Lee would be able to penetrate it and cause damage to internal modules and crewmembers. | |
'''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 --> | ||
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<!-- ''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 vehicle's mobility will take you wherever you need to go. Use it to be able to quickly reach and prepare a sniper/ambush position. Be careful when making sharp turns at maximum speed as the vehicle has a chance of tipping over. | The vehicle's mobility will take you wherever you need to go. Use it to be able to quickly reach and prepare a sniper/ambush position. Be careful when making sharp turns at maximum speed as the vehicle has a chance of tipping over. | ||
+ | |||
+ | Like all wheeled vehicles the '''{{Specs|name}}'''has better mobility than tanks when traversing trough paved roads, it has indeed tracks in the rear and those help to increase off-road mobility, but it will still be faster than most tanks in paved roads/ground. | ||
{{tankMobility|abMinHp=142|rbMinHp=88}} | {{tankMobility|abMinHp=142|rbMinHp=88}} | ||
=== Modifications and economy === | === Modifications and economy === | ||
+ | First, it is important obtaining early modules like improved FPE, improved parts and Crew replenishment, then, improving the tracks and the suspension as well as the breaks is very important to compensate the lack of mobility in harsh terrain. | ||
+ | |||
+ | Recommended modifications (Not in order) | ||
+ | |||
+ | * All protection modifications | ||
+ | * Tracks, suspension, brakes and transmission | ||
+ | * Elevation mechanism and horizontal drive | ||
{{Specs-Economy}} | {{Specs-Economy}} | ||
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* Potent gun with a fast reload that allows for versatile engagement of enemies | * Potent gun with a fast reload that allows for versatile engagement of enemies | ||
* Gun depression makes hull-down positions possible | * Gun depression makes hull-down positions possible | ||
+ | * Smoke shells available, useful for covering allied movements, specially good thanks to a low reload time | ||
'''Cons:''' | '''Cons:''' | ||
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* Open-topped, vulnerable to HE rounds, artillery strikes and strafing aircraft | * Open-topped, vulnerable to HE rounds, artillery strikes and strafing aircraft | ||
* A single shot can knock out the driver, gunner and loader at once, leaving you vulnerable | * A single shot can knock out the driver, gunner and loader at once, leaving you vulnerable | ||
+ | * Weak mobility in harsh terrain compared to tanks because of it's design without full tracks | ||
+ | * Relatively poor shell velocity for it's main gun | ||
== History == | == History == |
Revision as of 23:37, 29 October 2023
This page is about the German tank destroyer Sd.Kfz.251/9. For other versions, see Sd.Kfz.251 (Family). |
Contents
Description
The m.Schütz.Pz.Wg. (Sd.Kfz.251/9) is a rank I German tank destroyer with a battle rating of 1.3 (AB/RB/SB). It was introduced in Update "Fire and Ice".
General info
Survivability and armour
Like all APCs the m.Schütz.Pz.Wg. (Sd.Kfz.251/9)armour is not enough to protect against any kind of enemy heavy fire. Since it's armour was designed to be effective against small arms fire even 50.cal ammunition common in tanks like the Sherman and the M3 Lee would be able to penetrate it and cause damage to internal modules and crewmembers.
Armour type:
Armour | Front (Slope angle) | Sides | Rear |
---|---|---|---|
Hull | 14.5 mm (20°) Engine compartment 14.5 mm (30°) Driver Cabin 8 mm (41°) Lower glacis |
8 mm (41°) Top - Engine 8 mm (35°) Top - Crew compartment 8 mm (19°) Bottom - Engine 8 mm (34°) Bottom - Crew compartment 8 mm + 8 mm (34°) Storage bins 8 mm Bottom - Undercarriage |
8 mm (31°) 5.5 mm (42°) Lower glacis |
Gun shield | 14.5 mm (40°) + 14.5 mm (15°) Gun shield - centre 14.5 mm (34°) Gun shield - sides 14.5 mm (16°) + 14.5 mm (15°) Gun mantlet |
10 mm |
Notes:
Mobility
The vehicle's mobility will take you wherever you need to go. Use it to be able to quickly reach and prepare a sniper/ambush position. Be careful when making sharp turns at maximum speed as the vehicle has a chance of tipping over.
Like all wheeled vehicles the m.Schütz.Pz.Wg. (Sd.Kfz.251/9)has better mobility than tanks when traversing trough paved roads, it has indeed tracks in the rear and those help to increase off-road mobility, but it will still be faster than most tanks in paved roads/ground.
Game Mode | Max Speed (km/h) | Weight (tons) | Engine power (horsepower) | Power-to-weight ratio (hp/ton) | |||
---|---|---|---|---|---|---|---|
Forward | Reverse | Stock | Upgraded | Stock | Upgraded | ||
Arcade | 57 | 12 | 8 | 142 | 191 | 17.75 | 23.88 |
Realistic | 53 | 11 | 88 | 100 | 11 | 12.5 |
Modifications and economy
First, it is important obtaining early modules like improved FPE, improved parts and Crew replenishment, then, improving the tracks and the suspension as well as the breaks is very important to compensate the lack of mobility in harsh terrain.
Recommended modifications (Not in order)
- All protection modifications
- Tracks, suspension, brakes and transmission
- Elevation mechanism and horizontal drive
Armaments
Main armament
The main gun of the Sd.Kfz.251/9 is the same howitzer that you will find on all Pz.IVs found before the F2 model. It gets access to the more capable Hl.Gr 38C round, which is very potent at its low BR, and comes in handy against heavily-armoured vehicles (e.g. B1 bis, 2C bis, etc.). The stock APCBC round has a potent explosive filler and a decent penetration for its BR, but do try to have a handful of HEAT rounds ready in case they are needed. One upside of the (relatively) large calibre of this BR is that you have access to a capable HE round, which will overpressurize lightly-armoured and open-topped vehicles, a useful thing in case SPAAGs shows up.
75 mm K51 L/24 | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 38 | -10°/+16° | ±14° | - | 12.3 | 17.0 | 20.7 | 22.9 | 24.4 | 4.29 | 3.80 | 3.50 | 3.30 |
Realistic | 8.3 | 9.8 | 11.9 | 13.2 | 14.0 |
Ammunition
The available ammunition offers a wide range of shells to engage all types of targets:
- K.Gr.rot Pz.: APCBC; a slow shell with explosive filler mass that will knock out any tank with a single shot but has an average penetration power.
- Hl.Gr 38B: HEAT; a shaped charge with good penetration and without penetration loss over distance. Only penetrates flat vertical surfaces but the post-penetration damage is very effective on open and lightly armoured vehicles.
- Hl.Gr 38C: HEAT; a shaped charge with increased penetration over the previous shell. Very useful against heavily armoured targets.
- Sprgr. 34: HE; useful for destroying open and lightly armoured vehicles.
- K.Gr.Rot Nb.: Smoke; useful to blind enemy vehicles that are too remote for you to disable so that you can progress towards objectives.
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 | ||
K.Gr.rot Pz. | APCBC | 52 | 51 | 45 | 39 | 34 | 30 |
Hl.Gr 38B | HEAT | 80 | 80 | 80 | 80 | 80 | 80 |
Hl.Gr 38C | HEAT | 115 | 115 | 115 | 115 | 115 | 115 |
Sprgr. 34 | HE | 10 | 10 | 10 | 10 | 10 | 10 |
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% | ||||||||||
K.Gr.rot Pz. | APCBC | 385 | 6.8 | 1.2 | 14 | 102.4 | 48° | 63° | 71° | |||
Hl.Gr 38B | HEAT | 450 | 4.57 | 0.05 | 0.1 | 872.1 | 62° | 69° | 73° | |||
Hl.Gr 38C | HEAT | 450 | 4.8 | 0.05 | 0.1 | 875.5 | 62° | 69° | 73° | |||
Sprgr. 34 | HE | 420 | 5.74 | 0.2 | 0.1 | 686 | 79° | 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) |
K.Gr.Rot Nb. | 423 | 6.2 | 9 | 5 | 20 | 50 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
Visual discrepancy |
---|---|---|---|
38 | 33 (+5) | 1 (+37) | No |
Note:
- Shells are modeled individually and disappear after having been shot or loaded.
Usage in battles
The Sd.Kfz.251/9 is a lightly armoured vehicle that can be penetrated by nearly anything, including heavy machine guns, and destroyed by overpressure. This means you want to avoid rushing points and areas of high traffic, and instead flank the enemy team with your decent mobility. The 75 mm gun on the 251/9 is excellent at its BR, coming with an APCBC shell with moderate penetration and an excellent HEAT shell with good explosive filler and 100 mm of penetration at all angles. However, sniping with this tank is not recommended, as its gun and shells have low muzzle velocity and high drop, making it difficult to hit your targets at range. A better way to use this tank is in an ambush role. If you can find a good spot that protects your sides and flanks from enemy tanks, you can surprise and quickly destroy almost enemy tank that come your way with your excellent reload speed and HEAT shells. It also has excellent depression, allowing you to engage enemy targets over ridges and give you more combat flexibility.
The biggest threats to this tank are aircraft and flankers. It is an open-topped vehicle, leaving it vulnerable to strafing and bombing from enemy aircraft. Because it lacks a turret, the 251/9 also struggles against flanking manoeuvres and is doomed if an enemy tanker flanks and gets a good firing profile on the side of your tank. To counteract this, stick with teammates and/or relocate after a few shots, to prevent players whose tanks you destroyed from coming back and revenge-bombing you. It may also be beneficial to pair with a friendly SPAA, as they can help provide some measure of defence against CAS.
Pros and cons
Pros:
- Highly mobile for the BR, will get to one's destination quickly.
- Potent gun with a fast reload that allows for versatile engagement of enemies
- Gun depression makes hull-down positions possible
- Smoke shells available, useful for covering allied movements, specially good thanks to a low reload time
Cons:
- Open-topped, vulnerable to HE rounds, artillery strikes and strafing aircraft
- A single shot can knock out the driver, gunner and loader at once, leaving you vulnerable
- Weak mobility in harsh terrain compared to tanks because of it's design without full tracks
- Relatively poor shell velocity for it's main gun
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
- Skins
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.
Germany tank destroyers | |
---|---|
Pz. I Derivatives | Panzerjäger I |
Pz. II Derivatives | 15cm sIG 33 B Sfl |
Pz. 38(t) Derivatives | Marder III · Marder III H · Jagdpanzer 38(t) |
Pz. III Derivatives | StuG III A · StuG III F · StuG III G · StuH 42 G |
Pz. IV Derivatives | Jagdpanzer IV · Panzer IV/70(A) · Panzer IV/70(V) · Dicker Max · Nashorn · Brummbär · VFW |
Pz. V Derivatives | Jagdpanther G1 · Bfw. Jagdpanther G1 |
Pz. VI Derivatives | Sturer Emil · Elefant · Ferdinand · 38 cm Sturmmörser · Jagdtiger |
Wheeled/Half-track | 8,8 cm Flak 37 Sfl. · Sd.Kfz.251/9 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · Sd.Kfz.234/3 · Sd.Kfz.234/4 · 15 cm Pz.W.42 |
ATGM Carrier | RakJPz 2 · RakJPz 2 (HOT) · Wiesel 1A2 |
Other | Waffenträger · M109G · JPz 4-5 · Raketenautomat · VT1-2 |