Difference between revisions of "GAZ-AAA (DShK)"

From War Thunder Wiki
Jump to: navigation, search
(Survivability and armour: Completed section)
m (Minor updates)
 
(9 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{About
 
{{About
|about= Soviet SPAA vehicle '''{{PAGENAME}}'''
+
|about= Soviet SPAA '''{{PAGENAME}}'''
 
|usage= the version equipped with 7.62 mm Maxim's
 
|usage= the version equipped with 7.62 mm Maxim's
 
|link= GAZ-AAA (4M)
 
|link= GAZ-AAA (4M)
Line 6: Line 6:
 
{{Specs-Card
 
{{Specs-Card
 
|code=ussr_gaz_dshk
 
|code=ussr_gaz_dshk
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
The '''{{Specs|name}}''' (a [[DShK (12.7 mm)|12.7 mm DShK gun]] mounted on a GAZ-AAA truck) is a rank {{Specs|rank}} Soviet SPAA {{Battle-rating}}. It was introduced in [[Update 1.63 "Desert Hunters"]].
+
The '''GAZ-AAA (DShK)''' is the second variant of the GAZ-AAA-based self-propelled anti-aircraft gun family. In contrast to the first variant, the [[GAZ-AAA (4M)]], the main armament is a 12.7 mm DShK heavy machine gun. This slightly increases its firepower against aircraft and lightly armoured vehicles.
  
The big brother to the [[GAZ-AAA (4M)]], it presents a crude set-up of a [[DShK (12.7 mm)|12.7 mm DShK]] mount to a 6x4 GAZ-AAA truck chassis. This soviet improvisation continues with the Soviet SPAA trend of attaching anti-aircraft weaponry to trucks, [[ZiS-43|half-tracks]], and [[BTR-152A|cars]] in the game.
+
Introduced in [[Update 1.63 "Desert Hunters"]], the GAZ-AAA (DShK) retains the same unprotected but agile platform as its predecessor. However, the change in armament allows it to do more damage per shot against aircraft opponents while also killing lightly armoured vehicles, which are common at its rank. While the GAZ-AAA (DShK) can penetrate some enemy ground targets, it is not advised to rush into battle due to the vehicle's lack of protection and mediocre penetration. The vehicle is better suited for surprise ambushes and hit-and-run tactics.
 
 
Although the '''{{Specs|name}}''' continues to use the same unarmoured but nimble platform that it's predecessor, the change in armament allows it to do more damage per shot against aircraft opponents as well as having a change at killing lightly armoured vehicles that are common at such BR. However the change in armament also represents a decrease volume of fire as well as an increase in reload and a smaller magazine, all of which makes it all the harder to hit enemy planes as well as requiring more rigorous aiming when it comes to attacking lightly armoured vehicles. While the '''{{Specs|name}}''' can penetrate targets, it still is not recommended to rush into battles due to the lack of protection of the vehicle and the mediocre penetration. The vehicle is better suited for ambushing unexpected targets and hit and run tactics. One must note however that unlike the [[GAZ-AAA (4M)]], the '''{{Specs|name}}''' cannot fully traverse its gun due to the ammo box located next to the driver's cabin.
 
  
 
== General info ==
 
== General info ==
Line 51: Line 49:
 
<!-- ''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.'' -->
  
{{tankMobility|abMinHp=81|rbMinHp=50}}
+
{{tankMobility|abMinHp=71|rbMinHp=44}}
  
The mobility of the GAZ-AAA (DShK) is mediocre at best. Similar to the preceding GAZ-AAA (4M), the GAZ-AAA (DShK) does reach an impressive ~40 km/h on hard surfaces (eg. grass, dirt, concrete, etc), and is quite agile in turning. The acceleration on these surfaces is average. These pros, however, are outweighted by cons such as the poor brakes. It takes around a whopping 4 seconds to reach a complete stop which is a disadvantage in cramped conditions like urban environments, causing it to drive over desired cover or to bump into walls/teammates. It also has very poor reverse speed of only -5 km/h, putting the player at great risk when needing to retreat back to safety. Due to the low engine power, it is hard or impossible to crush obstacles like stone fences or light poles which further limits its mobility in an urban battlefield. Finally, just like most other wheeled vehicles, it shares the poor mobility on soft terrain like mud and sand, especially when accelerating, making itself an easy target for strafing aircraft.
+
The mobility of the GAZ-AAA (DShK) is mediocre at best. Similar to the preceding GAZ-AAA (4M), the GAZ-AAA (DShK) does reach an impressive ~40 km/h on hard surfaces (e.g. grass, dirt, concrete, etc), and is quite agile in turning. The acceleration on these surfaces is average. These pros, however, are outweighed by cons such as the poor brakes. It takes around a whopping 4 seconds to reach a complete stop which is a disadvantage in cramped conditions like urban environments, causing it to drive over desired cover or to bump into walls/teammates. It also has very poor reverse speed of only -5 km/h, putting the player at great risk when needing to retreat back to safety. Due to the low engine power, it is hard or impossible to crush obstacles like stone fences or light poles which further limits its mobility in an urban battlefield. Finally, just like most other wheeled vehicles, it shares the poor mobility on soft terrain like mud and sand, especially when accelerating, making itself an easy target for strafing aircraft.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 83: Line 81:
 
==== Ammunition ====
 
==== Ammunition ====
  
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|IAI|Immediate-action incendiary}} - The belt consists of 3 different type of ammunition. {{Annotation|AP-I|Armour-piercing incendiary}} ammunition is useful to put enemy planes on fire. {{Annotation|T|Tracer}} helps lead your shots while the {{Annotation|IAI|Immediate-action incendiary}} can be useful against less armored aircrafts. That said, the lack of {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} found on other belts, limits it's effectiveness against ground targets, reducing it to mostly vehicles with exposed crew.
+
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|IAI|Immediate-action incendiary}} - The belt consists of 3 different type of ammunition. {{Annotation|AP-I|Armour-piercing incendiary}} ammunition is useful to put enemy planes on fire. {{Annotation|T|Tracer}} helps lead your shots while the {{Annotation|IAI|Immediate-action incendiary}} can be useful against less armoured aircraft. The lack of {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} found on other belts, limits its effectiveness against ground targets, reducing it to mostly vehicles with exposed crew.
* '''API:''' {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}} - Unlike the default belt, the API belt consists of 2 types of bullets. {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} can penetrate most opponents frontally due to how unarmored vehicles are at such Battle Rating. {{Annotation|API-T|Armour-piercing incendiary tracer}} on the other hand, sacrifices penetration in favor of having an incendiary and a tracer component. This can prove to be very useful when engaging enemy aircrafts as it can easily set them on fire. The belt's composition of 50% {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} and 50% {{Annotation|API-T|Armour-piercing incendiary tracer}} allows the vehicle to engage air vehicles as effectively as ground ones.
+
* '''API:''' {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}} - Unlike the default belt, the API belt consists of 2 types of bullets. {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} can penetrate most opponents frontally due to how unarmoured vehicles are at such Battle Rating. {{Annotation|API-T|Armour-piercing incendiary tracer}} on the other hand, sacrifices penetration in favor of having an incendiary and a tracer component. This can prove to be very useful when engaging enemy aircraft as it can easily set them on fire. The belt's composition of 50% {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} and 50% {{Annotation|API-T|Armour-piercing incendiary tracer}} allows the vehicle to engage air vehicles as effectively as ground ones.
 
* '''AP:''' {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}} - While the AP belt shares the same bullet types as the API and API-T belts, the bullet ratio of 2/3 {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} and 1/3 {{Annotation|API-T|Armour-piercing incendiary tracer}} is better suited to engage ground vehicles. That said the belt's {{Annotation|API-T|Armour-piercing incendiary tracer}} gives it enough flexibility to engage air targets.
 
* '''AP:''' {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}} - While the AP belt shares the same bullet types as the API and API-T belts, the bullet ratio of 2/3 {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} and 1/3 {{Annotation|API-T|Armour-piercing incendiary tracer}} is better suited to engage ground vehicles. That said the belt's {{Annotation|API-T|Armour-piercing incendiary tracer}} gives it enough flexibility to engage air targets.
* '''API-T:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} - The API-T belt on the other hand, while sharing the same bullet types as the API and AP belts, has an inversed bullet than that of AP: 2/3 {{Annotation|API-T|Armour-piercing incendiary tracer}} and 1/3 {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}<nowiki>. While such belt composition is better suited to engage air vehicles, the inclusion of {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)} allows the player to easily defend themselves against enemy tanks.</nowiki>
+
* '''API-T:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} - The API-T belt on the other hand, while sharing the same bullet types as the API and AP belts, has an inverted bullet than that of AP: 2/3 {{Annotation|API-T|Armour-piercing incendiary tracer}} and 1/3 {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} - While such belt composition is better suited to engage air vehicles, the inclusion of {{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}} allows the player to easily defend themselves against enemy tanks.
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:DShK (12.7 mm)/Ammunition|AP-I, T, IAI, API-T, AP-I(c)}}
! colspan="7" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Belt
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| Default || 21 || 20 || 15 || 9 || 6 || 5
 
|-
 
| API || 29 || 27 || 25 || 20 || 11 || 8
 
|-
 
| AP || 29 || 27 || 25 || 20 || 11 || 8
 
|-
 
| API-T || 29 || 27 || 25 || 20 || 11 || 8
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
Line 126: Line 108:
 
Potentially the most challenging SPAA to use in the game, due to the machine gun's low rate of fire making it relatively ineffective against aircraft, however, it can work in part as a basic tank destroyer and support vehicle.
 
Potentially the most challenging SPAA to use in the game, due to the machine gun's low rate of fire making it relatively ineffective against aircraft, however, it can work in part as a basic tank destroyer and support vehicle.
  
For anti-air duties, the GAZ-AAA (DShK) is harder to use than the previous SPAA despite having a more powerful gun. The 12.7 mm MG traverses very slowly for an SPAA, has a limited elevation angle and cannot aim backwards. These limitations severely impact the anti-air capability since the player have to constantly adjust the hull position just to get the gun on target. The best way to use this SPAA is to lure enemy planes into head-ons since little to no lead is required, compensating your low fire density and fire rate. First find yourself a solid cover, hide the driving compartment behind it and expose only the gunner. As an enemy plane nears, fire single shots towards it to draw its attention. If it starts to dive on you, open fire immediately, aim slightly up between the top of its fuselage and the tip of the vertical stabiliser. If the gunner is not knocked out, unload the entire box of ammo to the target. As you reload it might just be turning back for another pass, try crippling it more with another box of bullets. A few hits from the DShK should badly damage a fighter (eg. [[He 112 (Family)|He 112]]) around this BR, however a bomber/attacker (eg. [[Do 17 Z-7|Do 17 Z]], [[Ju 87 (Family)|Ju 87]]) is generally more durable and can take more hits. If you see or hear a bomb falling from the plane, immediately hide behind cover, as even the smallest fragment can easily kill your poorly protected crew, or damage your tires or your engine.
+
For anti-air duties, the GAZ-AAA (DShK) is harder to use than the previous SPAA despite having a more powerful gun. The 12.7 mm MG traverses very slowly for an SPAA, has a limited elevation angle and cannot aim backwards. These limitations severely impact the anti-air capability since the player have to constantly adjust the hull position just to get the gun on target. The best way to use this SPAA is to lure enemy planes into head-ons since little to no lead is required, compensating your low fire density and fire rate. First find yourself a solid cover, hide the driving compartment behind it and expose only the gunner. As an enemy plane nears, fire single shots towards it to draw its attention. If it starts to dive on you, open fire immediately, aim slightly up between the top of its fuselage and the tip of the vertical stabiliser. If the gunner is not knocked out, unload the entire box of ammo to the target. As you reload it might just be turning back for another pass, try crippling it more with another box of bullets. A few hits from the DShK should badly damage a fighter (e.g. [[He 112 (Family)|He 112]]) around this BR, however a bomber/attacker (e.g. [[Do 17 Z-7|Do 17 Z]], [[Ju 87 (Family)|Ju 87]]) is generally more durable and can take more hits. If you see or hear a bomb falling from the plane, immediately hide behind cover, as even the smallest fragment can easily kill your poorly protected crew, or damage your tires or your engine.
  
 
For anti-tank duties, the key will be to stick to your team and take out the crew of an enemy tank and then let the dedicated tanks finish them off with their harder-hitting rounds. It is best to use the API or AP belts since they contain the highest percentage of armour-piercing cermet core bullets. The 29 mm penetration of these bullets at point blank range is enough to pierce through the front/sides of common tanks such as [[Pz.II (Disambiguation)|Pz.II]], [[Pz.IV C]], [[LVT(A)(1)|LVT(A)]], etc. Note that you cannot spray bullets, because one magazine only holds 50 rounds which is not a lot, so aim carefully and shoot 1-3 round bursts for taking out crew members. Just remember this only works on all but the most lightly armoured targets, such as other SPAA, early German tanks and the side of some American tanks, this works best when your vehicle is down-tiered and not the other way around.
 
For anti-tank duties, the key will be to stick to your team and take out the crew of an enemy tank and then let the dedicated tanks finish them off with their harder-hitting rounds. It is best to use the API or AP belts since they contain the highest percentage of armour-piercing cermet core bullets. The 29 mm penetration of these bullets at point blank range is enough to pierce through the front/sides of common tanks such as [[Pz.II (Disambiguation)|Pz.II]], [[Pz.IV C]], [[LVT(A)(1)|LVT(A)]], etc. Note that you cannot spray bullets, because one magazine only holds 50 rounds which is not a lot, so aim carefully and shoot 1-3 round bursts for taking out crew members. Just remember this only works on all but the most lightly armoured targets, such as other SPAA, early German tanks and the side of some American tanks, this works best when your vehicle is down-tiered and not the other way around.
Line 132: Line 114:
 
;Enemies worth noting
 
;Enemies worth noting
  
* [[Ju 87 B-2|Ju 87 B2]]: this early Stuka is able to carry some very threatening bombs of up to 500kg. With the bombs it can easily destroy a GAZ-AAA (DShK) even if the bomb lands far away, due to the very thin armour protection of the SPAA. Its 2 x 7.92mm MG, although weak, are still more than enough to knock out the completely exposed and not protected gunner, making the GAZ defenceless. It is best to target the Stuka's nose, where the engine and cooling systems are located. With an overheating/damaged engine, a Stuka will experience significantly worse flight performance which makes it easy for you or a friendly plane to destroy it.
+
* [[Ju 87 B-2|Ju 87 B2]]: this early Stuka is able to carry some very threatening bombs of up to 500kg. With the bombs it can easily destroy a GAZ-AAA (DShK) even if the bomb lands far away, due to the very thin armour protection of the SPAA. Its 2 x 7.92 mm MG, although weak, are still more than enough to knock out the completely exposed and not protected gunner, making the GAZ defenceless. It is best to target the Stuka's nose, where the engine and cooling systems are located. With an overheating/damaged engine, a Stuka will experience significantly worse flight performance which makes it easy for you or a friendly plane to destroy it.
 
* [[M13 MGMC]]: this SPAA can wipe out the GAZ within a second as it has a pair of fast-firing and heavy-punching .50 cals. Fortunately your DShK is also able to penetrate through its armour with ease. In an encounter with an M13, try your best to get your shots off first. Aim for its gun mount and disable its ability to fire, then go for the driver compartment to destroy it.
 
* [[M13 MGMC]]: this SPAA can wipe out the GAZ within a second as it has a pair of fast-firing and heavy-punching .50 cals. Fortunately your DShK is also able to penetrate through its armour with ease. In an encounter with an M13, try your best to get your shots off first. Aim for its gun mount and disable its ability to fire, then go for the driver compartment to destroy it.
  
Line 149: Line 131:
 
* Vehicle armament consists of only a single 600 RPM machine gun
 
* Vehicle armament consists of only a single 600 RPM machine gun
 
* Limited magazine of 50 rounds means the armament has to reload frequently
 
* Limited magazine of 50 rounds means the armament has to reload frequently
* Russian 12.7 AP is still notably inferior to the American equivalent
 
 
* Gunner can't swivel around 360 degrees horizontally
 
* Gunner can't swivel around 360 degrees horizontally
 
* Limited vertical traverse
 
* Limited vertical traverse
 
* Will struggle to eliminate passing aircraft due to a low volume of fire
 
* Will struggle to eliminate passing aircraft due to a low volume of fire
* Arguably worse as an SPAA than the GAZ-AAA (4M)
 
 
* No armour, can easily be destroyed even by .30 cal machine guns
 
* No armour, can easily be destroyed even by .30 cal machine guns
 
* Subject to overpressure damage from HE shells
 
* Subject to overpressure damage from HE shells
Line 172: Line 152:
  
 
;Skins
 
;Skins
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=ussr&vehicleType=tank&vehicleClass=spaa&vehicle=ussr_gaz_dshk Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
+
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_gaz_dshk Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Images
 
;Images
<gallery mode="packed-hover" heights="150">
+
<gallery mode="packed-hover" heights="150">
 
Image:DShK GAZ AAA in winter camo.jpg|<small>The {{PAGENAME}} in winter camouflage<ref>http://www.wio.ru/galgrnd/flak/spflak.htm</ref></small>
 
Image:DShK GAZ AAA in winter camo.jpg|<small>The {{PAGENAME}} in winter camouflage<ref>http://www.wio.ru/galgrnd/flak/spflak.htm</ref></small>
 
</gallery>
 
</gallery>
  
 
;Videos
 
;Videos
{{Youtube-gallery|xcCWpVBf6Fk|'''The Second most sophisticated Weapon System In Game''' - ''PhlyDaily''|s4hs_Wcttuk|''' DShK GAZ AAA Tank Review''' - ''NUSensei''}}
+
{{Youtube-gallery|xcCWpVBf6Fk|'''The Second most sophisticated Weapon System In Game''' - ''PhlyDaily''}}
  
 
== See also ==
 
== See also ==
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''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;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
Line 195: Line 177:
  
 
=== References ===
 
=== References ===
<references/>
+
<references />
  
 +
{{TankManufacturer GAZ}}
 
{{USSR anti-aircraft vehicles}}
 
{{USSR anti-aircraft vehicles}}
 
[[Category:Wheeled ground vehicles]]
 
[[Category:Wheeled ground vehicles]]

Latest revision as of 16:06, 20 November 2023

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
This page is about the Soviet SPAA GAZ-AAA (DShK). For the version equipped with 7.62 mm Maxim's, see GAZ-AAA (4M).
GAZ-AAA (DShK)
ussr_gaz_dshk.png
GarageImage GAZ-AAA (DShK).jpg
ArtImage GAZ-AAA (DShK).png
GAZ-AAA (DShK)
AB RB SB
1.0 1.0 1.0
Class:
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

The GAZ-AAA (DShK) is the second variant of the GAZ-AAA-based self-propelled anti-aircraft gun family. In contrast to the first variant, the GAZ-AAA (4M), the main armament is a 12.7 mm DShK heavy machine gun. This slightly increases its firepower against aircraft and lightly armoured vehicles.

Introduced in Update 1.63 "Desert Hunters", the GAZ-AAA (DShK) retains the same unprotected but agile platform as its predecessor. However, the change in armament allows it to do more damage per shot against aircraft opponents while also killing lightly armoured vehicles, which are common at its rank. While the GAZ-AAA (DShK) can penetrate some enemy ground targets, it is not advised to rush into battle due to the vehicle's lack of protection and mediocre penetration. The vehicle is better suited for surprise ambushes and hit-and-run tactics.

General info

Survivability and armour

Armourfront / side / back
Hull0 / 0 / 0
Turret0 / 0 / 0
Crew3 people
Visibility75 %

This vehicle lacks any form of armour. Any light machine gun can penetrate the vehicle and knock out the crew (the gunner is completely exposed). Artillery strikes, bombs and rockets can cause critical damage even if they land far away from the vehicle.

The only benefit of being so light is that enemies using APHE rounds will often overpenetrate and not detonate. However, it is very easy to destroy this vehicle with high-explosive shells through the overpressure mechanic (and at this BR, many guns are equipped with such shells).

Armour type:

  • Structural steel (truck chassis, driver's cabin, engine hood)
  • Wood (truck bed floor)
  • Wheel (tires)
Armour Front (Slope angle) Sides Rear Roof
Driver's cabin 1 mm 1 mm 1 mm 15 + 1 mm
Truck bed 15 mm

Notes:

  • The truck bed floor is 15 mm thick.

Mobility

Speedforward / back
AB71 / 10 km/h
RB and SB65 / 9 km/h
Number of gears8 forward
1 back
Weight3.0 t
Engine power
AB95 hp
RB and SB50 hp
Power-to-weight ratio
AB31.7 hp/t
RB and SB16.7 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 71 10 3 71 95 23.67 31.67
Realistic 65 9 44 50 14.67 16.67

The mobility of the GAZ-AAA (DShK) is mediocre at best. Similar to the preceding GAZ-AAA (4M), the GAZ-AAA (DShK) does reach an impressive ~40 km/h on hard surfaces (e.g. grass, dirt, concrete, etc), and is quite agile in turning. The acceleration on these surfaces is average. These pros, however, are outweighed by cons such as the poor brakes. It takes around a whopping 4 seconds to reach a complete stop which is a disadvantage in cramped conditions like urban environments, causing it to drive over desired cover or to bump into walls/teammates. It also has very poor reverse speed of only -5 km/h, putting the player at great risk when needing to retreat back to safety. Due to the low engine power, it is hard or impossible to crush obstacles like stone fences or light poles which further limits its mobility in an urban battlefield. Finally, just like most other wheeled vehicles, it shares the poor mobility on soft terrain like mud and sand, especially when accelerating, making itself an easy target for strafing aircraft.

Modifications and economy

Repair costBasic → Reference
AB198 → 256 Sl icon.png
RB179 → 232 Sl icon.png
SB261 → 338 Sl icon.png
Total cost of modifications4 440 Rp icon.png
2 690 Sl icon.png
Talisman cost300 Ge icon.png
Crew training600 Sl icon.png
Experts2 100 Sl icon.png
Aces45 Ge icon.png
Research Aces110 000 Rp icon.png
Reward for battleAB / RB / SB
20 / 20 / 20 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
50 Ge icon.png
Mods new car suspension.png
Suspension
Research:
200 Rp icon.png
Cost:
120 Sl icon.png
45 Ge icon.png
Mods new tank break.png
Brake System
Research:
200 Rp icon.png
Cost:
120 Sl icon.png
45 Ge icon.png
Mods new tank filter.png
Filters
Research:
280 Rp icon.png
Cost:
170 Sl icon.png
65 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
480 Rp icon.png
Cost:
290 Sl icon.png
115 Ge icon.png
Mods new tank engine.png
Engine
Research:
480 Rp icon.png
Cost:
290 Sl icon.png
115 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
50 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
200 Rp icon.png
Cost:
120 Sl icon.png
45 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
280 Rp icon.png
Cost:
170 Sl icon.png
65 Ge icon.png
Mods tank ammo.png
12mm_ussr_dshk_API_ammo_pack
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
50 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
220 Rp icon.png
Cost:
135 Sl icon.png
50 Ge icon.png
Mods tank ammo.png
12mm_ussr_dshk_AP_ammo_pack
Research:
200 Rp icon.png
Cost:
120 Sl icon.png
45 Ge icon.png
Mod arrow 0.png
Mods aa cannon.png
Adjustment of Fire
Research:
200 Rp icon.png
Cost:
120 Sl icon.png
45 Ge icon.png
Mods tank ammo.png
12mm_ussr_dshk_APIT_ammo_pack
Research:
280 Rp icon.png
Cost:
170 Sl icon.png
65 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
280 Rp icon.png
Cost:
170 Sl icon.png
65 Ge icon.png
Mods art support.png
Artillery Support
Research:
480 Rp icon.png
Cost:
290 Sl icon.png
115 Ge icon.png

Armaments

Main armament

12.7 mm DShK machine gun
Ammunition1 000 rounds
Belt capacity50 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate600 shots/min
Vertical guidance-4° / 45°
Horizontal guidance-110° / 110°
Main article: DShK (12.7 mm)
12.7 mm DShK Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 1,000 (50) 600 -4°/+45° ±110° N/A 30.8 42.7 51.8 57.3 60.9 10.40 9.20 8.48 8.00
Realistic 20.8 24.5 29.8 32.9 35.0

Ammunition

  • Default: AP-I · T · IAI - The belt consists of 3 different type of ammunition. AP-I ammunition is useful to put enemy planes on fire. T helps lead your shots while the IAI can be useful against less armoured aircraft. The lack of AP-I(c) found on other belts, limits its effectiveness against ground targets, reducing it to mostly vehicles with exposed crew.
  • API: AP-I(c) · API-T · AP-I(c) · API-T - Unlike the default belt, the API belt consists of 2 types of bullets. AP-I(c) can penetrate most opponents frontally due to how unarmoured vehicles are at such Battle Rating. API-T on the other hand, sacrifices penetration in favor of having an incendiary and a tracer component. This can prove to be very useful when engaging enemy aircraft as it can easily set them on fire. The belt's composition of 50% AP-I(c) and 50% API-T allows the vehicle to engage air vehicles as effectively as ground ones.
  • AP: AP-I(c) · AP-I(c) · API-T - While the AP belt shares the same bullet types as the API and API-T belts, the bullet ratio of 2/3 AP-I(c) and 1/3 API-T is better suited to engage ground vehicles. That said the belt's API-T gives it enough flexibility to engage air targets.
  • API-T: API-T · API-T · AP-I(c) - The API-T belt on the other hand, while sharing the same bullet types as the API and AP belts, has an inverted bullet than that of AP: 2/3 API-T and 1/3 AP-I(c) - While such belt composition is better suited to engage air vehicles, the inclusion of AP-I(c) allows the player to easily defend themselves against enemy tanks.

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
AP-I 29 27 20 14 9 6
T 10 8 7 6 0 0
IAI 3 3 3 3 2 2
API-T 29 27 20 13 9 6
AP-I(c) 34 32 24 17 12 8
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
AP-I 820 0.05 - - - 47° 56° 65°
T 865 0.04 - - - 47° 56° 65°
IAI 860 0.04 0 0.25 3.23 47° 56° 65°
API-T 865 0.05 - - - 47° 56° 65°
AP-I(c) 850 0.05 - - - 47° 56° 65°

Ammo racks

Ammo racks of the GAZ-AAA (DShK)
Full
ammo
1st
rack empty
Visual
discrepancy
20 (+19) No

Usage in battles

Combat tactics

Potentially the most challenging SPAA to use in the game, due to the machine gun's low rate of fire making it relatively ineffective against aircraft, however, it can work in part as a basic tank destroyer and support vehicle.

For anti-air duties, the GAZ-AAA (DShK) is harder to use than the previous SPAA despite having a more powerful gun. The 12.7 mm MG traverses very slowly for an SPAA, has a limited elevation angle and cannot aim backwards. These limitations severely impact the anti-air capability since the player have to constantly adjust the hull position just to get the gun on target. The best way to use this SPAA is to lure enemy planes into head-ons since little to no lead is required, compensating your low fire density and fire rate. First find yourself a solid cover, hide the driving compartment behind it and expose only the gunner. As an enemy plane nears, fire single shots towards it to draw its attention. If it starts to dive on you, open fire immediately, aim slightly up between the top of its fuselage and the tip of the vertical stabiliser. If the gunner is not knocked out, unload the entire box of ammo to the target. As you reload it might just be turning back for another pass, try crippling it more with another box of bullets. A few hits from the DShK should badly damage a fighter (e.g. He 112) around this BR, however a bomber/attacker (e.g. Do 17 Z, Ju 87) is generally more durable and can take more hits. If you see or hear a bomb falling from the plane, immediately hide behind cover, as even the smallest fragment can easily kill your poorly protected crew, or damage your tires or your engine.

For anti-tank duties, the key will be to stick to your team and take out the crew of an enemy tank and then let the dedicated tanks finish them off with their harder-hitting rounds. It is best to use the API or AP belts since they contain the highest percentage of armour-piercing cermet core bullets. The 29 mm penetration of these bullets at point blank range is enough to pierce through the front/sides of common tanks such as Pz.II, Pz.IV C, LVT(A), etc. Note that you cannot spray bullets, because one magazine only holds 50 rounds which is not a lot, so aim carefully and shoot 1-3 round bursts for taking out crew members. Just remember this only works on all but the most lightly armoured targets, such as other SPAA, early German tanks and the side of some American tanks, this works best when your vehicle is down-tiered and not the other way around.

Enemies worth noting
  • Ju 87 B2: this early Stuka is able to carry some very threatening bombs of up to 500kg. With the bombs it can easily destroy a GAZ-AAA (DShK) even if the bomb lands far away, due to the very thin armour protection of the SPAA. Its 2 x 7.92 mm MG, although weak, are still more than enough to knock out the completely exposed and not protected gunner, making the GAZ defenceless. It is best to target the Stuka's nose, where the engine and cooling systems are located. With an overheating/damaged engine, a Stuka will experience significantly worse flight performance which makes it easy for you or a friendly plane to destroy it.
  • M13 MGMC: this SPAA can wipe out the GAZ within a second as it has a pair of fast-firing and heavy-punching .50 cals. Fortunately your DShK is also able to penetrate through its armour with ease. In an encounter with an M13, try your best to get your shots off first. Aim for its gun mount and disable its ability to fire, then go for the driver compartment to destroy it.

Pros and cons

Pros:

  • Weapon has increased penetration and damage output compared to the preceding GAZ-AAA (4M)
  • Quite fast on hard roads, topping at ~45 km/h
  • Small profile from all angle, hard to get spotted
  • Thin armour will not trigger most fused shells, causing over-penetration and thus little damage

Cons:

  • Vehicle armament consists of only a single 600 RPM machine gun
  • Limited magazine of 50 rounds means the armament has to reload frequently
  • Gunner can't swivel around 360 degrees horizontally
  • Limited vertical traverse
  • Will struggle to eliminate passing aircraft due to a low volume of fire
  • No armour, can easily be destroyed even by .30 cal machine guns
  • Subject to overpressure damage from HE shells

History

Around the late 1920s, the Soviet Union was undergoing a mechanization revolution and realized that no purpose-built motor vehicles were available for them to help move cargo and materiel back and forth. The result was the GAZ-AAA truck, which was a truck based on the Ford Model AAA 6 x 4 truck. These trucks entered production in 1932 and were used in multiple roles in the civilian world and in the military.

In the military, the GAZ trucks were used as tractors for gun systems, fuel tankers, radio systems, and even armoured cars. By 1931, an anti-aircraft version was created as well, in order to give the Soviet Union a mobile anti-aircraft system to work with. The design had one DShK heavy machine gun installed on a mount on the truck. This configuration was called the DShK GAZ-AAA and served as a low-altitude air defence system.

Old and reliable .50 cal proved to be good at harassing low flying planes, infantry, and German APCs, but it became apparent that a more powerful gun was needed.

DShK proved its worthiness on many occasions, but a new anti-aircraft system had to be devised for the role of a mobile anti-aircraft system. This led to the development of the GAZ-MM (72-K), which while still truck-mounted weaponry, had a noticeable increase in firepower with a 25 mm autocannon.

Media

Skins
Images
Videos

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

References


Gorky Automobile Plant (Го́рьковский автомоби́льный заво́д)
SPAA  GAZ-AAA (4M) · GAZ-AAA (DShK) · GAZ-MM (72-K)
  ZUT-37 · ZSU-37
Light Tank  T-60 · T-70 · T-80
Tank Destoyer  SU-76M · SU-76M (5th Gv.Kav.Corps) · SU-85A
  ZiS-30
Rocket  BM-8-24

USSR anti-aircraft vehicles
GAZ-AAA  GAZ-AAA (4M) · GAZ-AAA (DShK)
BTR-152  BTR-152A · BTR-152D
Wheeled/Half-tracked  GAZ-MM (72-K) · ZiS-12 (94-KM) · ZiS-43
Radar SPAAG  ZSU-23-4 · ZSU-37-2
SAM  ZSU-23-4M4 · Strela-10M2 · 2S6 · Pantsir-S1
Other  ZSU-23-4M2 · ZUT-37 · ZSU-37 · BTR-ZD · ZSU-57-2
Czechoslovakia  M53/59
North Vietnam  ▂Phòng không T-34