Difference between revisions of "T-64B"

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{{Specs-Card|code=ussr_t_64_b_1984}}
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{{About
 +
| about = Soviet medium tank '''{{PAGENAME}}'''
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| usage = other versions
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| link = T-64 (Family)
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}}
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{{Specs-Card
 +
|code=ussr_t_64_b_1984
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|GarageImage T-64BV.jpg|ArtImage_{{PAGENAME}}.png|ArtImage2_{{PAGENAME}}.png}}
 +
}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
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<!-- ''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.'' -->
[[File:GarageImage_T-64B.jpg|420px|thumb|left]]
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The '''T-64B''' is the third variant of the [[T-64 (Family)|T-64 main battle tank family]]. It has many improvements over its predecessor, including a redesigned armour layout, a better 1A33 fire control system, a new 9K112-1 "Kobra" ATGM system, an improved 125 mm 2A46-2 tank gun, a 2E26M two-plane fully automatic stabilisation system, and a new 6ETs40 autoloader. T-64B variants were fitted with stronger upper hull glacis armour beginning in 1985, and older T-64B variants were upgraded with a 16 mm armour plate.
{{break}}
 
The '''{{specs|name}}''' is a Rank {{specs|rank}} Soviet medium tank {{Battle-rating|1}}. It was introduced in [[Update 1.77 "Advancing Storm"]]. In [[Update 1.79 "Project X"]], the vehicle gained the modification to equip "Kontakt-1" ERA blocks, transforming the variant into a '''T-64BV'''.
 
  
The T-64 "Bravo" is a fearsome opponent on the battlefield that improves on the infamy of its older brother, the T-64 "Alpha". Its triple-layer composite armour is capable of shrugging off hits from most of the other top rank cannons and its decent mobility allows it to traverse the battlefield fairly swiftly. The 125mm 2A46M-1 "Sprut" cannon comes with ammunition perfectly capable of perforating almost all forms of armour on the battlefield, regardless of operating range. The low profile of the Bravo allows it to avoid detection and utilize forms of cover that other tanks cannot hide behind. One of the most notable feature to identify a T-64B is a lack of a feature. The side panels seen on the T-64A is not available on the T-64B so it is a very effective way to identify the "Bravo" from the "Alpha" on the battlefield. The T-64B also has a lot of equipment at the back such as a snorkel and boxes, giving it a rather nice look and in some cases, protection from low pen chemical munitions. The addition of the 12.7mm NSVT machine gun is also another notable feature compared to the T-64A. Other differences visually is the the T-64B has a much larger turret compared to the T-64A.
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Introduced in [[Update 1.77 "Advancing Storm"]], the T-64B is a formidable opponent on the battlefield. Its triple-layer composite hull armour can withstand most enemy hits; however, its lacklustre engine power can be disappointing. The tank has access to a vast arsenal of ammunition that is more than capable of dealing with any type of enemy on the battlefield. The tank's low profile allows players to avoid detection and utilize forms of cover that other tanks cannot. Additionally, players have access to a "Kontakt-1" explosive reactive armour (ERA) upgrade, which significantly alters the tank's appearance. The ERA is shaped like a "pike" or triangular prism. The appearance of the hull will also change, as it will be covered in ERA and the distinctive triangle at the front will be removed. An extra armour plate will be added to the lower plate.
 
 
With the "Kontakt-1" ERA upgrade, the tank's appearance drastically changes. The ERA is fitted in a "pike" or triangular prism shape. The hull is also different as its covered with ERA and thee distinctive triangle at the front is gone. There is also an extra armour plate on the lower plate.  
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== 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?''
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{{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.'' -->
 +
'''Armour type:'''
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
'''Armour type:'''
 
 
* Composite armour (Hull front, Turret front)
 
* Composite armour (Hull front, Turret front)
 
* Cast homogeneous armour (Turret)
 
* Cast homogeneous armour (Turret)
 
* Rolled homogeneous armour (Hull, Turret roof)
 
* Rolled homogeneous armour (Hull, Turret roof)
 
* Armour radiation material (Roof)
 
* Armour radiation material (Roof)
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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| Turret || 50-330 mm (0-80°) || 65-140* mm (12-29°) || 65 + 30 mm (0-65°) || 45-140 + 30 mm
 
| Turret || 50-330 mm (0-80°) || 65-140* mm (12-29°) || 65 + 30 mm (0-65°) || 45-140 + 30 mm
 
|-
 
|-
! Armour !! Sides !! Roof
+
| Cupola || 45 mm || 45 mm || 45 mm || 40 + 30 mm
 
|-
 
|-
| Cupola || 45 mm || 40 + 30 mm
+
|}
 +
{| class="wikitable"
 
|-
 
|-
! Composite armour* !! Front !! Sides !! Rear !! Roof
+
! Composite armour* !! Front (Slope angle) !! Sides
 
|-
 
|-
| Hull || 403 mm ''Kinetic'' <br> 476 mm ''Chemical'' || N/A || N/A || N/A
+
| Hull || 403 mm ''Kinetic'' <br> 476 mm ''Chemical'' || N/A
 
|-
 
|-
| Turret || ''Angles +0-0°:''<br>440 mm ''Kinetic'' <br> 500 mm ''Chemical''<br> ''Angles +30-30°:''<br> 400 mm ''Kinetic'' <br> 450 mm ''Chemical'' || 200 mm ''Kinetic'' <br> 220 mm ''Chemical'' || N/A || N/A
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| Turret || ''Angles +0-0°:''<br>440 mm ''Kinetic'' <br> 500 mm ''Chemical''<br> ''Angles +30-30°:''<br> 400 mm ''Kinetic'' <br> 450 mm ''Chemical'' || 200 mm ''Kinetic'' <br> 220 mm ''Chemical''
 
|-
 
|-
 
|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
 +
 
* Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
 
* Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
 
* Belly armour is 20 mm thick.
 
* Belly armour is 20 mm thick.
Line 50: Line 57:
 
* Turret side composite armour configuration is 90 mm CHA + 80 mm Ultra porcelain + 60 mm CHA.
 
* Turret side composite armour configuration is 90 mm CHA + 80 mm Ultra porcelain + 60 mm CHA.
  
To fight the T-64B:
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=== Mobility ===
* Disable the gun. Gun mantle is very weak against top tier shells so it will be destroyed. Even if a shell can penetrate the composite armour, make sure the T-64B can not hit you back as it will penetrate most tanks currently in the game.
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{{Specs-Tank-Mobility}}
* The drivers port does not contain composite armour. Rounds with 200 mm of penetration can penetrate effectively, almost guaranteed kill. However at long ranges this is a very small target so try and hit the T-64B's gun.
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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.'' -->
* Lower plate is a very big weak spot as there is no composite armour there. Any top tier shell will penetrate at close to medium range. However at long ranges the lower plate is a very small target so try and disable the T-64B's gun.
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* However if you are using the AMX-40 or Type-90 with APFSDS you don't really need to aim. A centre of mass shot will destroy a T-64B and T-64BV almost every time.
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{{tankMobility|abMinHp=1,085|rbMinHp=619|AoAweight=1.1|weight=41.2}}
* Fighting the T-64BV (T-64B with "Kontakt-1" ERA) is a different situation. With the ERA, protection against chemical is 850mm and above meaning it can stop the HOT missile and DM12 HEAT-FS. If you have an auto-cannon fire at the ERA to destroy it. Once it is gone you the value will drop to 500mm against chemical rounds. In some cases, a if a projectile with lots of explosive hits the breach or the ERA on turret, some shrapnel will deflect downwards into the ammunition, destroying the tank even though the projectile was stopped. However, the provides minimal protection against kinetic rounds
 
  
=== Mobility ===
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=== Modifications and economy ===
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
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{{Specs-Economy}}
{| class="wikitable" style="text-align:center"
 
|-
 
!colspan="3" | Mobility characteristic
 
|-
 
! Weight (tons)
 
!colspan="1" | Add-on Armour<br>weight (tons)
 
!colspan="1" | Max speed (km/h)
 
|-
 
|rowspan="2" | 39.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 67 (AB)
 
|-
 
|60 (RB/SB)
 
|-
 
!colspan="3" | Engine power (horsepower)
 
|-
 
!colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|1,085
 
|_,___
 
|-
 
|''Realistic/Simulator''
 
|619
 
|700
 
|-
 
!colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
!colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|27.82
 
|__.__
 
|-
 
|''Realistic/Simulator''
 
|15.87
 
|17.95
 
|-
 
|}
 
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
=== Main armament ===
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
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{{Specs-Tank-Weapon|1}}
 +
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
{{main|2A46M-1 (125 mm)}}
 
{{main|2A46M-1 (125 mm)}}
  
{| class="wikitable" style="text-align:center"
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{| class="wikitable" style="text-align:center" width="100%"
|-
 
! colspan="6" | [[2A46M-1 (125 mm)|125 mm 2A46M-1]]
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
 
|-
 
|-
| colspan="3" | 36 || -6°/+14° || ±180° || Two-plane
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! colspan="5" | [[2A46M-1 (125 mm)|125 mm 2A46M-1]] || colspan="5" | Turret rotation speed (°/s) || Reloading rate (seconds)
 
|-
 
|-
! colspan="6" | Turret rotation speed (°/s)
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Autoloader
 
|-
 
|-
! style="width:4em" |Mode
+
! ''Arcade''
! style="width:4em" |Stock
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| rowspan="2" | 36 || rowspan="2" | -6°/+14° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 22.85 || 31.62 || 38.40 || 42.47 || 45.18 || rowspan="2" | 7.10
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
 
|-
 
|-
| ''Arcade'' || 22.8 || __.__ || __.__ || __.__ || __.__
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! ''Realistic''
|-
+
| 14.28 || 16.80 || 20.40 || 22.56 || 24.00
| ''Realistic'' || 14.28 || 16.80 || 20.4 || 22.60 || 24.00
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
| 7.10 || 7.10 || 7.10 || 7.10
 
 
|-
 
|-
 
|}
 
|}
  
===== Ammunition =====
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==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
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{{:2A46M-1 (125 mm)/Ammunition|3BK18M, 3OF26, 3BM22, 9M112, 3BM42}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| 3BM15 || APFSDS || 440 || 430 || 420 || 410 || 405 || 400
 
|-
 
| 3BM22 || APFSDS || 475 || 470 || 465 || 455 || 442 || 430
 
|-
 
| 3BK18M || HEATFS || 550 || 550 || 550 || 550 || 550 || 550
 
|-
 
| 3OF26 || HE || 47 || 47 || 47 || 47 || 47 || 47
 
|-
 
| 9M112 || ATGM || 650 || 650 || 650 || 650 || 650 || 650
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| 3BM15 || APFSDS || 1,780 || 3.88 || N/A || N/A || N/A || ° || 76° || 77° || 78°
 
|-
 
| 3BM22 || APFSDS || 1,760 || 4.83 || N/A || N/A || N/A || ° || 76° || 77° || 78°
 
|-
 
| 3BK18M || HEATFS || 905 || 19 || 0.0 || 0.1 || 2,790 || ° || 65° || 72° || 75°
 
|-
 
| 3OF26 || HE || 850 || 23 || 0.1 || 0.5 || 5,780 || +0° || 79° || 80° || 81°
 
|-
 
| 9M112 || ATGM || 400 || 27.5 || 0.0 || 0.01 || 3,600 || +0° || 80° || 82° || 90°
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
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==== [[Ammo racks]] ====
{| class="wikitable sortable" style="text-align:center"
+
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
<!-- '''Last updated:''' -->
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! class="wikitable unsortable" |Full<br /> ammo
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! Full<br>ammo
! class="wikitable unsortable" |1st<br /> rack empty
+
! Ammo<br>part
! class="wikitable unsortable" |2nd<br /> rack empty
+
! 1st<br>rack empty
! class="wikitable unsortable" |3rd<br /> rack empty
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! 2nd<br>rack empty
! class="wikitable unsortable" |Visual<br /> discrepancy
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! 3rd<br>rack empty*
 +
! 4th<br>rack empty*
 +
! Visual<br>discrepancy
 
|-
 
|-
|| '''36''' || 35&nbsp;''(+1)'' || 28&nbsp;''(+8)'' || 1&nbsp;''(+35)'' || no
+
| '''36''' || ''Projectiles''<br />''Propellants'' || 36&nbsp;''(+0)''<br />36&nbsp;''(+0)'' || 34&nbsp;''(+2)''<br />29&nbsp;''(+7)'' || 29&nbsp;''(+7)''<br />1&nbsp;''(+35)'' || 1&nbsp;''(+35)''<br />N/A || No
 
|-
 
|-
 
|}
 
|}
 +
'''Notes''':
  
Only First Stage:28-20
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* The {{PAGENAME}} main ammo rack consists of a mechanized carousel at the bottom of the turret. Such ammo stowage carries 28 propellants and projectiles.
 +
* The 4th projectile rack is the carousel at the bottom of the turret; it serves as first-stage ammo stowage.
 +
* The 3th propellant rack is the carousel at the bottom of the turret; it serves as first-stage ammo stowage.
  
 
=== Machine guns ===
 
=== Machine guns ===
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
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{{Specs-Tank-Weapon|2}}
 +
{{Specs-Tank-Weapon|3}}
 +
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 
{{main|NSVT (12.7 mm)|PKT (7.62 mm)}}
 
{{main|NSVT (12.7 mm)|PKT (7.62 mm)}}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="7" | [[NSVT (12.7 mm)|12.7 mm NSVT]]
+
! colspan="5" | [[NSVT (12.7 mm)|12.7 mm NSVT]]
 
|-
 
|-
! colspan="7" | ''Pintle mount''
+
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
| Pintle || 300 (150) || 700 || -/+70° || ±180°
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 300 (150) || 700 || -10°/+60° || ±180°
 
 
|-
 
|-
 
|}
 
|}
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="7" | [[PKT (7.62 mm)|7.62 mm PKT]]
+
! colspan="5" | [[PKT (7.62 mm)|7.62 mm PKT]]
 
|-
 
|-
! colspan="7" | ''Coaxial mount''
+
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
| Coaxial || 1,250 (250) || 700 || N/A || N/A
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 1,250 (250) || 700 || N/A || N/A
 
 
|-
 
|-
 
|}
 
|}
  
 
== Usage in battles ==
 
== 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 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).''-->
+
<!-- ''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).'' -->
You should play the T-64B as a sniper or at least a support tank. The armour on the T-64B may be the best in the game in terms of kinetic and even more with the T-64BV for chemical but with the introduction of the Type 90 and AMX-40, the armour is neglected. The DM23 can in some situation can defeat the armour on the Bravo at close range. The gun is very good with a wide range of ammunition choices even with the stock shell making sniping very easy. The kinetic rounds also have some of the best velocity in-game which makes hitting moving targets easier. Also use the low profile of the tank to hide in the surrounding.  However, you should not brawl or flank in the T-64B. It can be done but it is not recommended. As mentioned the armour in neglected by the newer tanks from patch 1.79 "Project X" however if you are facing just America and Britain you can brawl with you armour. But this depends on the type of map and your preferred play style. You can flank but the other vehicles are so much faster you can find yourself getting flanked while flanking. The mobility by itself is very good, especially for Soviet tanks. However the T-64B is one of the least mobile vehicle at top-tier and the reverse speed of -4km/h is unbearable in some situation. Due to the horrible reverse speed, sniping might be difficult on some maps as you cannot fire-retreat-reload-fire-repeat. Other tanks are much faster than it, have neutral steering, decent reverse speed, better turret rotation and gun handling. The ERA upgrade slows the tank down even more due to extra weight. That being said, on larger maps like Kursk or Maginot Line, you can rely on distance to help you so the tank might bounce some shots,
+
The T-64B performs optimally as a sniper or support tank, utilising the low profile and long-range weapon performance. While the armour of the T-64B was good for its time, many later vehicles can fairly reliably penetrate the UFP, even through the composite armour. The gun performs well, with a good variety of ammunition, an autoloader for reliable reload times (even when a crew member is knocked, or putting out fires) and extremely high round velocity for long-range ease of use.
  
'''T-64BV'''  
+
The T-64B can be used as a brawling tank but positioning is key - wherever possible, the LFP should not be exposed, and due to the abysmally low reverse speed, there's usually no escape from a sticky situation. Play carefully in close quarters environments, letting targets move into your gunsights rather than vice versa.
  
Same rules apply as tanks are identical except the ERA. The ERA("Kontakt-1") provides around 370mm of chemical protection meaning that altogether the total along with 500mm base armour is 870mm protection against chemical. This protection will protect you from all chemical rounds currently in the game. However, once the ERA is hit, it is gone meaning you are left with the base armour. The ERA will not make you invincible as the tank is still weak against kinetic rounds. It will help you in first engagements but you should not rely heavily on the ERA.    
+
Keep in mind that the vehicle is relatively slow, so you'll often be one of the last into battle. This gives you an opportunity to exploit known intel - where your teammates have been shot/destroyed from, primarily - which can be used to position, ready for pushing enemy tanks.
  
Anything  can be a threat to the T-64B due to it's poor mobility and poor suitability.
+
'''T-64BV'''
  
M1 Abrams-if you have the 3BM22 APFSDS unlocked shoot to the left turret cheek to disable commander and gunner.
+
One of the later upgrades available to the T-64B is the "additional protection" upgrade, which covers the frontal hull and turret with "Kontakt-1" ERA. This adds a huge amount of protection to the vehicle specifically against chemical rounds. While it's uncommon to see top rank MBTs use HEAT rounds, it can prove useful when facing IFVs/ATGM carriers, or in many cases, helicopters with ATGMs. The weight increase is often well worth the benefits of the BV upgrade.
  
Type 90: Unless you do not have the ERA modification, the stock round will pen you at any range. However with the JM33, the Type-90 can pen he T-64B and BV at any range.
+
'''Top-rank Adversaries'''
''How to deal with it''-if the hull is presentable, aim for the right side(when looking at the tank frontally) to kill the driver and gunner, knocking out the tank as it has only 3 crew members. If hull down, the 3BM22 can pen turret cheeks at close range so aim for the right side(when looking at the tank frontally) to disable gunner however at long range, disable the gun if possible.
 
  
Leopard 2A4: One of the most common tanks to face. Same thing as the Type-90, unless you have ERA upgrade, the stock shell will pen you at any range. The DM23 APFSDS can pen the T-64B and BV but that is at close range or if the Leo2A4 is shooting down into the hull, neglecting the angle.  ''How to deal with it-''if the hull is presentable, shoot a bit left of the centre of the tank(when looking at the tank frontally). The shrapnel will kill 3/4 crew members or detonate ammo rack if there is ammo there. If you can only see turret aim for the optics to knock out gunner.
+
* [[M1 Abrams (Family)|M1 Abrams]]: The Abrams series of vehicles are significantly faster than the T-64B, and will almost always get into position before you're able to. The best way to combat them is to catch them while they're pushing. Be careful with shot placement, however, because of the nature of the Abrams vehicles it's often very hard to guarantee a single-shot vehicle knockout - if necessary, disable the vehicle's gunner/weapon first. When you have a clear shot on the back of an Abrams' turret, try to place it through the ammunition and the blast door: this often results in ammo detonation and the vehicle's destruction.
  
Without the "Kontakt-1" ERA modification, DM12 HEAT-FS (650mm pen) can easily kill the T-64B at any range. Also be mindful that the JM33 and OFL 120 G1 can pen you at any range regardless of the upgrade modification.  
+
* [[Leopard 2K]]: The Leopard 2K has negligible armour and can often be destroyed with a well placed shot almost anywhere - beware the highly angled surfaces, however, which will bounce shots you may not expect it to. Watch out for the Leopard's mobility, though - it can flank quickly and the L/44 120mm can be deadly.
 +
 
 +
* [[Leopard 2A4]]: The Leopard 2A4 is similar vehicles to face and it is reasonably mobile, especially compared to the T-64. The best option is to try to get a side shot - but if this isn't possible, try for a round through the upper plate or shooting the side of turret where the commander and gunner are inside.
 +
 
 +
* [[Challenger Mk.2]]/[[Challenger Mk.3|Mk.3]]: These vehicles can be extremely hard to destroy when they're in a hull-down position - their turret cheeks are extremely well protected and the mantlet is small and hard to place a round through. If you're forced to engage one at long range, it's best to try your best to land a shot in the mantlet or the lower half of the turret cheeks, which are slightly weaker. When a Challenger is exposed, however, simply place a shell through the massive LFP and reap the rewards.
 +
 
 +
* [[Ariete (P)]]: The Ariete is reasonably easy to destroy - it has a reasonably vulnerable hull, although the turret can be slightly harder to deal with. Still avoid being a target, because due to the compact nature of the T-64 and spread out ammunition, if an Ariete penetrates you, there's a pretty good chance you're a goner.
 +
 
 +
'''How to fight the T-64B'''
 +
 
 +
Disable its gun: the gun mantlet is very weak against top tier shells so it will be destroyed. Even if a shell can penetrate the composite armour, make sure the T-64B can not hit you back as it will penetrate most vehicles it can face. The driver port does not contain composite armour. Rounds with 200 mm of penetration can penetrate effectively, almost guaranteeing a kill. However at long ranges this is a very small target so try and hit the T-64B's gun. The lower plate is a very big weak spot as there is no composite armour there. Any top tier shell will penetrate at close to medium range. However at long ranges the lower plate is a very small target so try and disable the T-64B's gun. Vehicles such as the Type-90 or Ariete C1 are capable of punching straight through the hull composite armour.
 +
 
 +
Fighting the T-64BV (T-64B with "Kontakt-1" ERA) is a different situation. With the ERA, protection against chemical is 850 mm and above meaning it can stop the HOT missile and DM12 HEAT-FS. If you have an autocannon fire at the ERA to destroy it. Once it is gone you the value will drop to 500 mm against chemical rounds. In some cases, a if a projectile with lots of explosive hits the breech or the ERA on turret, some shrapnel will deflect downwards into the ammunition, destroying the tank even though the projectile was stopped. However, the provides minimal protection against kinetic rounds.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize 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 - they have a substitution in the form of softer "inadequate", "effective".''-->
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<!-- ''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:'''
*Stock-friendly grind. Very good stock APFSDS shell.
+
 
*Ability to mount the Kontakt-1 Explosive Reactive Armour package which enhances first-hit protection against chemical munitions.
+
* Stock-friendly grind, with decent stock HEAT shell and potent HE shell
*Upgraded armour allows it to shrug off hits from other top rank cannons.
+
* Upgraded hull armour allows it to shrug off hits from many top-rank cannons
*Lower profile compared to other MBTs, allows the user to utilize cover and tactics that other players cannot use.
+
* Lower profile compared to other MBTs, allows the user to utilize cover and tactics that other players cannot use
*Upgraded 125mm cannon inherited from the previous model.
+
* Ability to mount the Kontakt-1 Explosive Reactive Armour package which enhances first-hit protection against chemical munitions
*Upgraded loadout of ammunition allows it to engage at any distance or playstyle that the user prefers.
+
* Very strong turret armour combined with a bad but usable -6° gun depression can allow it to hull down relatively well in some instances
*9M112 "Kobra" ATGM capable of penetrating 650mm of armour. Also fastest ATGM in the game.
+
* Upgraded 125 mm cannon inherited from the previous model
*Replaces the "oil barrel" smoke grenades with two sets of four-barelled 81mm smoke grenade launchers.
+
* The high muzzle velocity on the T-64B's APFSDS rounds make it an excellent sniper
*Compared to other MBTs the T-64B has one of the best accuracy at long ranges. This is due to the fast muzzle velocity, making the T-64B an excellent sniper.
+
* More diverse ammunition choices gives it a great deal of flexibility and allows it to engage at any distance and adapt to different situations and playstyle
*3BM22 APFSDS is one of the highest penetrating kinetic shells in the game at 470mm at 100m. Very easy to deal with Western tanks, even at long range.
+
* 9M112 "Kobra" ATGM capable of penetrating 650 mm of armour
 +
* Replaces the "oil barrel" smoke grenades with two sets of four-barrelled smoke grenade launchers
 +
* Good optics allow for more accurate shots at long range
 +
 
 
'''Cons:'''
 
'''Cons:'''
*Bad gun depression.
+
 
*Horrible reverse speed (-4km/h).
+
* Horrible reverse speed
*HEAT-FS shell requires skill against its contemporaries' armour, simply pointing and firing it will not guarantee a penetration.
+
* Bad gun depression compared to its adversaries
*If the tank gets penetrated from the front, the shell will most likely end up hitting an ammo-rack due to the autoloader arrangement.
+
* Gun elevation/depression speed is very slow compared to other MBTs (2.4 degrees per second)
*Angling the tank causes the weak side armour to be exposed.
+
* HEAT-FS shell requires skill against its contemporaries' armour, simply pointing and firing it will not guarantee a penetration
*Maximum of five 9M112 "Kobra" ATGMs allowed in tank.
+
* High risk of ammunition detonation thanks to the vertical nature of the autoloader
*Gun elevation/depression speed is very slow compared to other MBT's (2.5 degrees per second).
+
* The hull armour is not good enough to reliably stop APFSDS shells from the most higher-tier tanks.
*Armour is easily pierced by the AMX-40, Type 90 and Leopard 2A4.
+
* Angling the tank causes the weak side armour to be exposed and let APFSDS to tear through the ammo carousel
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''-->
+
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
===Development===
+
The T-64B is a third-generation main battle tank developed in the Soviet Union in the early 1960s. It was designed to replace the [[T-54/55 (Family)|T-54/55]] and [[T-62 (Family)|T-62]] tanks with a more modern and effective design. The development of the T-64B began in 1963, with the first prototype completed in 1965. The tank entered service in 1976.
The '''T-64B''' or ''Object 447'' was an improvement to the currently existing T-64A and T-72A. The T-64B model was now fitted with a better laser range finder along with improved fire control systems. In addition, it had the 2A46M-1 cannon (aka the D-81TM gun) with a 2E26M stabilizer, 6ETs40 autoloader, 1A33 FCS (fire control system) comprising a ballistic calculator, and a sight with laser telemetry and cross-wind sensor. The ATGMs were eight 9M112 “Kobra” (radio-guided, NATO “AT-8 Songster”). The turret armour had a new design consisting of ceramic balls designed to absorb or reduce chemical munitions. However the T-64B still had the unreliable and complicated 5TDF engine. Designers added a more powerful engine which led to the T-72B and T-80 series.  
 
  
===Combat usage===
+
The T-64B was a significant improvement over its predecessors. It was faster and more manoeuvrable, with a more powerful engine that gave it a top speed of 70 km/h on the road. The tank was armed with a 125 mm smoothbore gun that was capable of firing a variety of ammunition, including APFSDS, HEAT, HE, and the new 9M112 "Kobra" radio-guided ATGM.
Although there is no hard evidence, some sources saw the T-64B saw action in Afghanistan in the 80's. This could have been for testing but there are no official records. Russia had 4,000 T-64Bs, but 2,000 were put out of service in 2000 and used for scrap. The T-64B and BV-1 model is currently used by The Democratic Republic of Congo. 50 were purchased from Ukraine in 2014. The T-64B saw heavy action in the 2014 Ukraine Civil War and Invasion of Crimea. 17 confirmed T-64B's were destroyed, including the "Bulat" model. Ukraine is now upgrading there there fleet of T-64B's to a more modernized version called the T-64BM "Bulat"
+
 
 +
The T-64B was also equipped with advanced fire control systems, including a laser rangefinder, an electronic ballistic computer, and an automatic target tracker. These systems allowed the tank to engage targets accurately and quickly, even while on the move. The tank also had a composite armour system that was lighter but more effective than the armour used on previous Soviet tanks.
 +
 
 +
The T-64B was produced in large numbers, with estimates ranging from 5,000 to 7,000 tanks built. The tank was eventually replaced by the T-72, T-80, and T-90 tanks in the Soviet and Russian armies, but it remains in service with several other countries, including Ukraine and Uzbekistan.
 +
 
 +
=== [[wt:en/news/5351-development-t-64b-when-good-is-not-good-enough-en|Devblog]] ===
 +
 
 +
Development work on the T-64B started in the early 1970s, with Soviet engineers conducting research on firepower improvements for the T-64. Specifically, they wanted to give the T-64 the ability to fire ATGMs through its main gun via a complex guidance system. This attempt succeeded and resulted in the construction of the Object 447A.
 +
 
 +
Beside the ability to fire "Kobra" ATGMs, the Object 447 also received a new gun stabilizer, a modernized autoloader and improved electronics. However, as the ATGM capability came at a high production cost, the decision was made to produce two separate versions of the improved T-64, one with and one without the ATGM capability. The two new tanks would be designated T-64B and T-64B1 respectively. The resulting high cost of the T-64B led to the fact that far more T-64B1s were manufactured due to their lower complexity and production cost. Throughout the years, T-64s were continuously being modernized and improved upon, incorporating many new features that would extend their capabilities and service life. It's safe to say that the later modifications of the T-64 and its prototypes laid the foundation for new Soviet tanks to make their appearance, such as the T-72 and T-80. In fact, most of the improvements featured on these younger Soviet MBTs were initially tested on the T-64 chassis.
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
[[File:T-64B Snow.JPG|x250px|thumb|none|The T-64B (1984) in War Thunder with Winter Camoflage]]
+
 
[[File:GarageImage T-64BV.jpg|x250px|thumb|none|The T-64BV with the "Kontakt-1" ERA in the garage.]]
+
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_t_64_b_1984 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Images
 +
<gallery mode="packed" heights="200px">
 +
File:T-64B Snow.JPG|250px|thumb|none|The T-64B in War Thunder with Winter Camouflage
 +
</gallery>
 +
 
 +
;Videos
 +
{{Youtube-gallery|P6SfZC-n-U4|'''T-64B vs M1 Abrams''' - ''War Thunder Official Channel''|9VBAWLdfLcw|'''The Shooting Range #90''' - ''Metal Beasts'' section at 00:26 discusses the T-64B.}}
  
 
== 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.''
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
+
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on tank;''-->
+
* ''other literature.'' -->
* [https://warthunder.com/en/news/5351-development-t-64b-when-good-is-not-good-enough-en [Devblog<nowiki>]</nowiki> T-64B: When Good Is Not Good Enough]
+
 
* [https://warthunder.com/en/news/5503-development-t-64bv-defence-reaction-en [Devblog<nowiki>]</nowiki> T-64BV: Defence Reaction]
+
* [[wt:en/news/5351-development-t-64b-when-good-is-not-good-enough-en|[Devblog] T-64B: When Good Is Not Good Enough]]
 +
* [[wt:en/news/5503-development-t-64bv-defence-reaction-en|[Devblog] T-64BV: Defence Reaction]]
  
 +
{{TankManufacturer Morozov}}
 
{{USSR medium tanks}}
 
{{USSR medium tanks}}
 +
 +
[[Category:ATGM vehicles]]

Latest revision as of 01:47, 17 April 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
This page is about the Soviet medium tank T-64B. For other versions, see T-64 (Family).
ussr_t_64_b_1984.png
GarageImage T-64B.jpg
GarageImage T-64BV.jpg
ArtImage T-64B.png
ArtImage2 T-64B.png
T-64B
AB RB SB
9.7 9.7 9.7
Class:
Research:110 000 Specs-Card-Exp.png
Purchase:620 000 Specs-Card-Lion.png
Show in game

Description

The T-64B is the third variant of the T-64 main battle tank family. It has many improvements over its predecessor, including a redesigned armour layout, a better 1A33 fire control system, a new 9K112-1 "Kobra" ATGM system, an improved 125 mm 2A46-2 tank gun, a 2E26M two-plane fully automatic stabilisation system, and a new 6ETs40 autoloader. T-64B variants were fitted with stronger upper hull glacis armour beginning in 1985, and older T-64B variants were upgraded with a 16 mm armour plate.

Introduced in Update 1.77 "Advancing Storm", the T-64B is a formidable opponent on the battlefield. Its triple-layer composite hull armour can withstand most enemy hits; however, its lacklustre engine power can be disappointing. The tank has access to a vast arsenal of ammunition that is more than capable of dealing with any type of enemy on the battlefield. The tank's low profile allows players to avoid detection and utilize forms of cover that other tanks cannot. Additionally, players have access to a "Kontakt-1" explosive reactive armour (ERA) upgrade, which significantly alters the tank's appearance. The ERA is shaped like a "pike" or triangular prism. The appearance of the hull will also change, as it will be covered in ERA and the distinctive triangle at the front will be removed. An extra armour plate will be added to the lower plate.

General info

Survivability and armour

ERA
Effective action against the cumulative ammunition
Composite armour
Balanced protection against all types of ammunition
Smoke grenades
Creation of a smoke screen in front of the vehicle
ESS
Creation of a smoke screen in the direction of movement of the vehicle
Self-entrenching equipment
Creation of ramparts and trenches in soft ground
Armourfront / side / back
Hull135 / 85 / 45
Turret140 / 110 / 65
Crew3 people
Visibility74 %

Armour type:

  • Composite armour (Hull front, Turret front)
  • Cast homogeneous armour (Turret)
  • Rolled homogeneous armour (Hull, Turret roof)
  • Armour radiation material (Roof)
Armour Front (Slope angle) Sides Rear Roof
Hull 60* mm (68°) Front glacis
80 mm (62°) Lower glacis
85 mm Front
70 mm Rear <br. 20 mm (33°) Bottom
20 mm (4-54°) Top
45 mm Center
20 mm (21-57°) Bottom
30 + 30 mm Front
20 mm Engine deck
Turret 50-330 mm (0-80°) 65-140* mm (12-29°) 65 + 30 mm (0-65°) 45-140 + 30 mm
Cupola 45 mm 45 mm 45 mm 40 + 30 mm
Composite armour* Front (Slope angle) Sides
Hull 403 mm Kinetic
476 mm Chemical
N/A
Turret Angles +0-0°:
440 mm Kinetic
500 mm Chemical
Angles +30-30°:
400 mm Kinetic
450 mm Chemical
200 mm Kinetic
220 mm Chemical

Notes:

  • Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
  • Belly armour is 20 mm thick.
  • A 5 mm RHA plate separates the engine from the crew compartment
  • A log providing 100 mm thickness in wood is mounted on the rear.
  • The snorkel tube on the turret rear provide 4 mm of structural steel.
  • Hull composite armour configuration is 60 mm RHA + 35 mm Textolite + 30 mm RHA + 35 mm Textolite + 45 mm RHA.
  • Turret composite armour configuration is 130-140 mm CHA + 150 mm Ultra porcelain + 100-110 mm CHA.
  • Turret side composite armour configuration is 90 mm CHA + 80 mm Ultra porcelain + 60 mm CHA.

Mobility

Speedforward / back
AB68 / 5 km/h
RB and SB61 / 5 km/h
Number of gears7 forward
1 back
Weight40.1 t
Engine power
AB1 336 hp
RB and SB700 hp
Power-to-weight ratio
AB33.3 hp/t
RB and SB17.5 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock AoA Stock Upgraded Stock Upgraded
Arcade 68 5 40.1 1.1 1,085 1,336 27.06 32.43
Realistic 61 5 619 700 15.44 16.99

Modifications and economy

Repair costBasic → Reference
AB3 891 → 6 462 Sl icon.png
RB3 756 → 6 238 Sl icon.png
SB4 587 → 7 619 Sl icon.png
Total cost of modifications186 200 Rp icon.png
304 000 Sl icon.png
Talisman cost2 700 Ge icon.png
Crew training175 000 Sl icon.png
Experts620 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 010 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 200 / 240 % Sl icon.png
226 / 226 / 226 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank break.png
Brake System
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank filter.png
Filters
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods dozer blade.png
Dozer Blade
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 200 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods tank additional armor.png
T-64BV
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank ammo.png
125mm_ussr_APDS_FS_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods tank ammo.png
125mm_ussr_ATGM_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods art support.png
Artillery Support
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
125mm_ussr_3BM42_APDS_FS_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder

Main armament

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition36 rounds
First-order28 rounds
Reload7.1 s
Vertical guidance-6° / 14°
Main article: 2A46M-1 (125 mm)
125 mm 2A46M-1 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Autoloader
Arcade 36 -6°/+14° ±180° Two-plane 22.85 31.62 38.40 42.47 45.18 7.10
Realistic 14.28 16.80 20.40 22.56 24.00

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
3BK18M HEATFS 550 550 550 550 550 550
3OF26 HE 42 42 42 42 42 42
3BM22 APFSDS 425 420 415 405 393 380
9M112 ATGM 650 650 650 650 650 650
3BM42 APFSDS 457 454 445 431 419 406
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%
3BK18M HEATFS 905 19 0.05 0.1 2.79 65° 72° 77°
3OF26 HE 850 23 0.3 0.1 5.24 79° 80° 81°
3BM22 APFSDS 1,760 4.83 - - - 76° 77° 80°
3BM42 APFSDS 1,700 4.85 - - - 78° 80° 81°
Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
9M112 ATGM 400 5,000 27.5 0.05 0.1 5.72 80° 82° 90°

Ammo racks

Ammo racks of the T-64B
Full
ammo
Ammo
part
1st
rack empty
2nd
rack empty
3rd
rack empty*
4th
rack empty*
Visual
discrepancy
36 Projectiles
Propellants
36 (+0)
36 (+0)
34 (+2)
29 (+7)
29 (+7)
(+35)
(+35)
N/A
No

Notes:

  • The T-64B main ammo rack consists of a mechanized carousel at the bottom of the turret. Such ammo stowage carries 28 propellants and projectiles.
  • The 4th projectile rack is the carousel at the bottom of the turret; it serves as first-stage ammo stowage.
  • The 3th propellant rack is the carousel at the bottom of the turret; it serves as first-stage ammo stowage.

Machine guns

Ammunition300 rounds
Belt capacity150 rounds
Reload5.0 s
Fire rate700 shots/min
Vertical guidance-5° / 70°
Horizontal guidance-95° / 95°
Ammunition1 250 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate700 shots/min
12.7 mm NSVT
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 300 (150) 700 -5°/+70° ±180°
7.62 mm PKT
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 1,250 (250) 700 N/A N/A

Usage in battles

The T-64B performs optimally as a sniper or support tank, utilising the low profile and long-range weapon performance. While the armour of the T-64B was good for its time, many later vehicles can fairly reliably penetrate the UFP, even through the composite armour. The gun performs well, with a good variety of ammunition, an autoloader for reliable reload times (even when a crew member is knocked, or putting out fires) and extremely high round velocity for long-range ease of use.

The T-64B can be used as a brawling tank but positioning is key - wherever possible, the LFP should not be exposed, and due to the abysmally low reverse speed, there's usually no escape from a sticky situation. Play carefully in close quarters environments, letting targets move into your gunsights rather than vice versa.

Keep in mind that the vehicle is relatively slow, so you'll often be one of the last into battle. This gives you an opportunity to exploit known intel - where your teammates have been shot/destroyed from, primarily - which can be used to position, ready for pushing enemy tanks.

T-64BV

One of the later upgrades available to the T-64B is the "additional protection" upgrade, which covers the frontal hull and turret with "Kontakt-1" ERA. This adds a huge amount of protection to the vehicle specifically against chemical rounds. While it's uncommon to see top rank MBTs use HEAT rounds, it can prove useful when facing IFVs/ATGM carriers, or in many cases, helicopters with ATGMs. The weight increase is often well worth the benefits of the BV upgrade.

Top-rank Adversaries

  • M1 Abrams: The Abrams series of vehicles are significantly faster than the T-64B, and will almost always get into position before you're able to. The best way to combat them is to catch them while they're pushing. Be careful with shot placement, however, because of the nature of the Abrams vehicles it's often very hard to guarantee a single-shot vehicle knockout - if necessary, disable the vehicle's gunner/weapon first. When you have a clear shot on the back of an Abrams' turret, try to place it through the ammunition and the blast door: this often results in ammo detonation and the vehicle's destruction.
  • Leopard 2K: The Leopard 2K has negligible armour and can often be destroyed with a well placed shot almost anywhere - beware the highly angled surfaces, however, which will bounce shots you may not expect it to. Watch out for the Leopard's mobility, though - it can flank quickly and the L/44 120mm can be deadly.
  • Leopard 2A4: The Leopard 2A4 is similar vehicles to face and it is reasonably mobile, especially compared to the T-64. The best option is to try to get a side shot - but if this isn't possible, try for a round through the upper plate or shooting the side of turret where the commander and gunner are inside.
  • Challenger Mk.2/Mk.3: These vehicles can be extremely hard to destroy when they're in a hull-down position - their turret cheeks are extremely well protected and the mantlet is small and hard to place a round through. If you're forced to engage one at long range, it's best to try your best to land a shot in the mantlet or the lower half of the turret cheeks, which are slightly weaker. When a Challenger is exposed, however, simply place a shell through the massive LFP and reap the rewards.
  • Ariete (P): The Ariete is reasonably easy to destroy - it has a reasonably vulnerable hull, although the turret can be slightly harder to deal with. Still avoid being a target, because due to the compact nature of the T-64 and spread out ammunition, if an Ariete penetrates you, there's a pretty good chance you're a goner.

How to fight the T-64B

Disable its gun: the gun mantlet is very weak against top tier shells so it will be destroyed. Even if a shell can penetrate the composite armour, make sure the T-64B can not hit you back as it will penetrate most vehicles it can face. The driver port does not contain composite armour. Rounds with 200 mm of penetration can penetrate effectively, almost guaranteeing a kill. However at long ranges this is a very small target so try and hit the T-64B's gun. The lower plate is a very big weak spot as there is no composite armour there. Any top tier shell will penetrate at close to medium range. However at long ranges the lower plate is a very small target so try and disable the T-64B's gun. Vehicles such as the Type-90 or Ariete C1 are capable of punching straight through the hull composite armour.

Fighting the T-64BV (T-64B with "Kontakt-1" ERA) is a different situation. With the ERA, protection against chemical is 850 mm and above meaning it can stop the HOT missile and DM12 HEAT-FS. If you have an autocannon fire at the ERA to destroy it. Once it is gone you the value will drop to 500 mm against chemical rounds. In some cases, a if a projectile with lots of explosive hits the breech or the ERA on turret, some shrapnel will deflect downwards into the ammunition, destroying the tank even though the projectile was stopped. However, the provides minimal protection against kinetic rounds.

Pros and cons

Pros:

  • Stock-friendly grind, with decent stock HEAT shell and potent HE shell
  • Upgraded hull armour allows it to shrug off hits from many top-rank cannons
  • Lower profile compared to other MBTs, allows the user to utilize cover and tactics that other players cannot use
  • Ability to mount the Kontakt-1 Explosive Reactive Armour package which enhances first-hit protection against chemical munitions
  • Very strong turret armour combined with a bad but usable -6° gun depression can allow it to hull down relatively well in some instances
  • Upgraded 125 mm cannon inherited from the previous model
  • The high muzzle velocity on the T-64B's APFSDS rounds make it an excellent sniper
  • More diverse ammunition choices gives it a great deal of flexibility and allows it to engage at any distance and adapt to different situations and playstyle
  • 9M112 "Kobra" ATGM capable of penetrating 650 mm of armour
  • Replaces the "oil barrel" smoke grenades with two sets of four-barrelled smoke grenade launchers
  • Good optics allow for more accurate shots at long range

Cons:

  • Horrible reverse speed
  • Bad gun depression compared to its adversaries
  • Gun elevation/depression speed is very slow compared to other MBTs (2.4 degrees per second)
  • HEAT-FS shell requires skill against its contemporaries' armour, simply pointing and firing it will not guarantee a penetration
  • High risk of ammunition detonation thanks to the vertical nature of the autoloader
  • The hull armour is not good enough to reliably stop APFSDS shells from the most higher-tier tanks.
  • Angling the tank causes the weak side armour to be exposed and let APFSDS to tear through the ammo carousel

History

The T-64B is a third-generation main battle tank developed in the Soviet Union in the early 1960s. It was designed to replace the T-54/55 and T-62 tanks with a more modern and effective design. The development of the T-64B began in 1963, with the first prototype completed in 1965. The tank entered service in 1976.

The T-64B was a significant improvement over its predecessors. It was faster and more manoeuvrable, with a more powerful engine that gave it a top speed of 70 km/h on the road. The tank was armed with a 125 mm smoothbore gun that was capable of firing a variety of ammunition, including APFSDS, HEAT, HE, and the new 9M112 "Kobra" radio-guided ATGM.

The T-64B was also equipped with advanced fire control systems, including a laser rangefinder, an electronic ballistic computer, and an automatic target tracker. These systems allowed the tank to engage targets accurately and quickly, even while on the move. The tank also had a composite armour system that was lighter but more effective than the armour used on previous Soviet tanks.

The T-64B was produced in large numbers, with estimates ranging from 5,000 to 7,000 tanks built. The tank was eventually replaced by the T-72, T-80, and T-90 tanks in the Soviet and Russian armies, but it remains in service with several other countries, including Ukraine and Uzbekistan.

Devblog

Development work on the T-64B started in the early 1970s, with Soviet engineers conducting research on firepower improvements for the T-64. Specifically, they wanted to give the T-64 the ability to fire ATGMs through its main gun via a complex guidance system. This attempt succeeded and resulted in the construction of the Object 447A.

Beside the ability to fire "Kobra" ATGMs, the Object 447 also received a new gun stabilizer, a modernized autoloader and improved electronics. However, as the ATGM capability came at a high production cost, the decision was made to produce two separate versions of the improved T-64, one with and one without the ATGM capability. The two new tanks would be designated T-64B and T-64B1 respectively. The resulting high cost of the T-64B led to the fact that far more T-64B1s were manufactured due to their lower complexity and production cost. Throughout the years, T-64s were continuously being modernized and improved upon, incorporating many new features that would extend their capabilities and service life. It's safe to say that the later modifications of the T-64 and its prototypes laid the foundation for new Soviet tanks to make their appearance, such as the T-72 and T-80. In fact, most of the improvements featured on these younger Soviet MBTs were initially tested on the T-64 chassis.

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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


Kharkov Design Bureau for Mechanical Engineering named after A. A. Morozov
Light Tanks 
BT-5  BT-5 · RBT-5
BT-7  BT-7 · BT-7M · BT-7A (F-32)
Medium Tanks 
T-34-76  T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E
T-34-57  T-34-57 · T-34-57 (1943)
T-34-85  T-34-85 (D-5T) · T-34-85 · T-34-85E
T-34-100  T-34-100
T-44  T-44 · T-44-100 · T-44-122
Main Battle Tanks 
T-54  T-54 (1947) · T-54 (1949) · T-54 (1951)
T-64  T-64A (1971) · T-64B
Export/Captured 
T-34  ▀T 34 747 (r) · ▄T-34 · ▄T-34-85 · ␗T-34 (1943) · ␗Т-34-85 (S-53)
T-54  ▄T-54
See Also  Uralmashzavod · Uralvagonzavod

USSR medium tanks
T-28  T-28 (1938) · T-28 · T-28E
T-34-76  T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E
T-34-57  T-34-57 · T-34-57 (1943)
T-34-85  T-34-85 (D-5T) · T-34-85 · T-34-85E
T-34-100  T-34-100
T-44  T-44 · T-44-100 · T-44-122
T-54  T-54 (1947) · T-54 (1949) · T-54 (1951)
T-55  TO-55 · T-55A · T-55AM-1 · T-55AMD-1
T-62  T-62 · T-62M-1
T-64  Object 435 · T-64A (1971) · T-64B
T-72  T-72A · T-72AV (TURMS-T) · T-72B · T-72B (1989) · T-72B3 · T-72M2 Moderna
T-80  T-80B · T-80U · T-80UD · T-80UK · T-80UM2 · Т-80U-Е1 · T-80BVM · Object 292
T-90  Т-90А · T-90M
Trophies/Lend-Lease 
Germany  ▂T-III · ▂T-V
Great Britain  ▂МК-IX "Valentine"
USA  ▂M3 Medium · ▂M4A2