Difference between revisions of "VCC-80/60"

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== 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}}''' is a rank {{Specs|rank}} Italian light tank {{Battle-rating}}. It was introduced in [[Update "Winged Lions"]].
+
The VCC-80/60 is a further development of the VCC-80 prototype which eventually lead to what is known as the VCC-80 Dardo. This prototype was made as the Italian army wanted a mix of 25 mm and 60 mm calibre IFVs at their disposal. The VCC-80/60 is armed with the Italian made OTO 60 mm HVG, which was derived from the joint development of the 60 mm cannon made together with Israel's IMI before the program went separate ways.
 +
 
 +
Introduced in [[Update "Winged Lions"]], the VCC-80/60 can be quite effective as it has access to an autoloader, it is able to fire APFSDS, OTO HE, and also OTO HE-VT rounds. It is not very armoured but its turret can at times block certain enemy rounds which is a huge plus for an IFV of this type. Mobility-wise it's average, although you might see yourself lag behind your team mates when you haven't unlocked the engine modification. You can be very effective against aircraft thanks to the OTO HE-VT shell, especially against helicopters hovering a couple of kilometres from the battlefield. The VCC-80/60 has access to thermals and night vision devices, both of which will be useful in night battles or just for being able to spot enemies more effectively.
  
 
== General info ==
 
== General info ==
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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
The VCC-80/60's armour is easily penetrated by any shell at its BR. The engine and transmission will rarely stop KE munitions from penetrating from the front and the turret can be penetrated by any APFSDS. The turret cheeks have a decent amount of protection against CE munitions but will not stop ATGMs.  
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The VCC-80/60's armour is easily penetrated by any shell at its BR. The engine and transmission will rarely stop KE munitions from penetrating from the front and the turret can be penetrated by any APFSDS. The turret cheeks have a decent amount of protection against CE munitions but will not stop ATGMs.
  
 
'''Armour type:'''
 
'''Armour type:'''
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{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="5" | [[Cannone da 60/70 (60 mm)|60 mm Cannone da 60/70]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
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! colspan="5" | [[Cannone da 60/70 (60 mm)|60 mm Cannone da 60/70]] || colspan="5" | Turret rotation speed (°/s) || Reloading rate (seconds)
 
|-
 
|-
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Upgraded !! Full !! Expert !! Aced
! Stock !! Full !! Expert !! Aced
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!Autoloader
 
|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 32 || rowspan="2" | -6°/+40° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 32.7 || 45.2 || 54.9 || 60.7 || 64.6 || rowspan="2" | 2.00 || rowspan="2" | 2.00 || rowspan="2" | 2.00 || rowspan="2" | 2.00
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| rowspan="2" | 32 || rowspan="2" | -6°/+40° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 32.7 || 45.2 || 54.9 || 60.7 || 64.6 || rowspan="2" | 2.00  
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
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==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
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{{:Cannone da 60/70 (60 mm)/Ammunition|M300, OTO HE, OTO HE-VT}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| M300 || APFSDS || 249 || 246 || 240 || 231 || 222 || 213
 
|-
 
| OTO HE || HE || 11 || 11 || 11 || 11 || 11 || 11
 
|-
 
| OTO HE-VT || HE-VT* || 11 || 11 || 11 || 11 || 11 || 11
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| M300 || APFSDS || 1,620 || 0.87 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| OTO HE || HE || 1,000 || 3.07 || 0 || 0.1 || 765 || 79° || 80° || 81°
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="12" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! rowspan="2" | Arming distance<br>(m)
 
! rowspan="2" | Trigger radius<br>(m)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| OTO HE-VT || HE-VT* || 1,000 || 3.07 || 0 || 0.1 || 765 || 500 || 8 || 79° || 80° || 81°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
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[[File:Ammoracks_VCC-80-60.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
<!-- '''Last updated:''' -->
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<!-- '''Last updated: 2.15.0.19''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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! 1st<br>rack empty
 
! 1st<br>rack empty
 
! 2nd<br>rack empty
 
! 2nd<br>rack empty
! 3rd<br>rack empty
 
! 4th<br>rack empty
 
! 5th<br>rack empty
 
! 6th<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''32''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''32''' || 17&nbsp;''(+15)'' || 1&nbsp;''(+31)'' || No
 
|-
 
|-
 
|}
 
|}
 +
'''Notes''':
 +
 +
* Shells are modeled individually and disappear after having been shot or loaded.
 +
* Rack 2 is a first stage ammo rack. It totals 16 shells and gets filled first when loading up the tank.
 +
* This rack is also emptied early: the rack depletion order at full capacity is 1 - 2.
 +
* If you pack 17&nbsp;''(+53)'' shells, it will the turret empty of ammo.
 +
* Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready rack.
  
 
=== Machine guns ===
 
=== Machine guns ===
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Coaxial || 800 (200) || 1,200 || N/A || N/A
+
| Coaxial || 800 (200) || 801 || N/A || N/A
 
|-
 
|-
 
|}
 
|}
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== 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 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).'' -->
 
<!-- ''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).'' -->
Try not to play this tank as a first spawn, as its APFSDS round is quite bad and will struggle to kill many tanks. Instead, this tank fares much better as a second or third spawn, when it can destroy weaker tanks of the enemy and eliminate helicopters and aircraft with its laser rangefinder and proximity fused shells. The fast speed when spaded is good for capping points in late game. The most dangerous enemies you will face will be enemy MBTs, as the M300 APFSDS shell struggles to frontally penetrate them or even one shot them from the side.  
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When playing the VCC-80/60, some of its playstyles for it include using it as either a support or as a flanker. You should attempt to always have a good line of sight where you can take enemies off guard to maximise the effectiveness of your main calibre armament. One example being that the VCC-80/60 at times can be used effectively in urban combat, usually if a player was to pick a hidden spot to set up, when the enemy goes past hopefully without seeing you, you will be able to hit them in the side with your main 60 mm cannon. This vehicle at the start of a match can prove to be a very effective first spawn in the hands of an experienced player, as the enemy team might not expect such a vehicle to cause them troubles early during a match. To maximise the effectiveness of this vehicle, you must learn what it excells at, and what its not so good at.
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While stock, your main way to be effective is to scout enemy players and take them out when they are near you. Do not bother to engage from long ranges unless you are 100% sure that the vehicle you are going to engage will be damaged from your shot. Once you research the important modifications for this vehicle (Thermals, Engine, OTO HT-VT) then you may begin to play more solo and without having to rely on your teammates too much. Such modifications allow the VCC-80/60 to really be a devastating support vehicle that at times the enemy team won't have a proper counter to adequately deal with.
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 +
In terms of its main weapon, the VCC-80/60 has access to a 60 mm OTO High Velocity Medium Support automatic cannon, (HVMS for short). This cannon is the exact same one featured on the premium event vehicle known as the [[AUBL/74 HVG]], only difference being the turret and loading systems being vastly different from each other. Unlike the AUBL/74 HVG, the VCC-80/60 features a automatic loading system which allows the vehicle to get a fire rate of 1 round every 2 seconds. Paired with a 60 mm APFSDS round will at times lead to devastating results for the enemy team. The most dangerous enemies you will face will be enemy MBTs.
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 +
One of the downsides of this vehicle also is its M300 APFSDS round, sadly the round does not have much spalling therefore to make the most of it you quite literally have to hit enemies exactly in their weak spots. This is a problem for many reasons, the big one being that it is forcing you to play in a non-confrontational manner, going head on against the majority of Soviet tanks you'll face will not end well for you. You will have to learn every tanks weak spot that you can encounter if you wish to remain on the same footing as the enemy team. You can however aim for the classic weak spots every tank has which will always show positive results: the engine compartment, the cannon and breech, and lastly the tracks. You might not get enough time to finish them off yourself, but you will still help in rendering them disabled, giving you a higher chance to take them out yourself or get a nearby teammate to do it for you.
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 +
Another downside of the vehicle is due to the VCC-80/60's poor survivability. As mentioned previously, it is best advised that you stick far away from enemies and try pick them off with your main cannon if you believe you can take them out. Surprisingly, unlike the other Dardo and VCC-80/30, this vehicle actually has a somewhat protected turret, its cheeks can at times stop some HEAT and autocannon fire, something which many IFVs and support vehicles that you'll encounter can't exactly boast of. Generally speaking though, just act as if the vehicle can be shot and penetrated or destroyed from anywhere by any round. The VCC-80/60 sadly doesn't carry a lot of ammunition for your weapon systems so pick your targets and evaluate what place is the best to take out your enemy whilst not consuming too much of your ammunition.
 +
 
 +
One of its upsides comes with the researchable round known as the OTO HT-VT, with this modification unlocked the vehicles offensive capabilities against aircraft greatly improve. It is surprisingly quite effective, and many enemy players are not likely to expect a ground vehicle of your nature to be able to pose a threat to them. Try a use this to the utmost of your advantage, when an aircraft or helicopter get a bit too close to the battlefield, don't hesitate to potshot it. With the VCC-80/60's 2 second reload, it does become a sort of pesudo anti-aircraft vehicle. For helicopters which are hovering a bit outside of the general battlefield, it's recommended that you range them to adjust the trajectory of the round, if all goes well you should see positive results. That said, don't just focus on aircraft, It's also useful to know that if you are playing in your support role, the VCC-80/60's scouting ability will be extremely useful for both you and your team.
 +
 
 +
Other neat additions that will greatly aid you is the VCC-80/60 thermal imaging device made by Kollsman. Although only available for the gunner, it is a great asset that you'll be able to use once unlocked to easily pick out and spot enemies. In terms of defence systems, it has access to smoke dischargers, which at times can prove to be very useful by countering helicopter guided munitions. In terms of mobility, when spaded the vehicle is good for capturing points in the late phase of the game. Another system the vehicle has is a laser warning receiver which will alert you when either an enemy ground/air vehicle is looking at you. This also should apply for all game modes, be aware that in Arcade battles the enemies are able to see your weak spots when they aim at you, so keep that in mind if you decide to go hull-down as an experienced player might just go for a different module, such as your cannon barrel or breech, and finish you off slowly.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* High rate of fire, thanks to its autoloader: 1 round every 2 seconds
 
* High rate of fire, thanks to its autoloader: 1 round every 2 seconds
* Thermals for gunner
+
* Gen 1 thermals for gunner
 
* Commander sight
 
* Commander sight
 
* Effective turret armour, can withstand some KE munitions and small-calibre autocannon fire
 
* Effective turret armour, can withstand some KE munitions and small-calibre autocannon fire
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* Crew placement is inadequate, crew members can get taken out if shot in the middle of the turret
 
* Crew placement is inadequate, crew members can get taken out if shot in the middle of the turret
 
* Poor mobility when stock
 
* Poor mobility when stock
* APFSDS round does not penetrate much, you will need to know every opponents weak spots to make the best out out of each round
+
* APFSDS round does not penetrate much, you will need to know every opponents weak spots to make the best out of each round
  
 
== History ==
 
== History ==
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One of these cases would be the VCC-80/60, a one-off prototype which would utilize a very special weapon system known as the OTO T60A. The OTO T60A was a further development of the joint Italian-Israeli collaboration of the 60 mm High Velocity Medium Support (HVMS) weapon system. In short, both countries had disagreements which led to them going separate ways when developing the cannon.
 
One of these cases would be the VCC-80/60, a one-off prototype which would utilize a very special weapon system known as the OTO T60A. The OTO T60A was a further development of the joint Italian-Israeli collaboration of the 60 mm High Velocity Medium Support (HVMS) weapon system. In short, both countries had disagreements which led to them going separate ways when developing the cannon.
 
+
[[File:VCC-80-60 History I.png|thumb|During tests]]
Outside of Italy, many different turret variants would come out, such as the OTO T60M which would be manually loaded and tested unto a Fiat 6616 vehicle, and then the OTO T60A which would be autoloaded and installed on various different vehicles such as the OTO Melara AV-90, B1 Centauro, and of course, the VCC-80. The T60A would come in different versions however the one installed on the VCC-80/60 would be a special version which would mount a special armour kit at the front of the turret, this would surprisingly protect the crew quite a bit from KE munitions and low level auto-cannon fire. However the turret was not invincible, advanced APFSDS used on MBTs of the time would easily be able to penetrate the vehicle, same goes for the hull which was even less protected than the turret. It is important to note that this vehicle variant was primarily advertised to be a troop support vehicle, and was not designed to fight tanks 1-on-1, instead the idea was to keep it close to infantry where it could adequately provide support while also being able to be a platform which could repel any enemy helicopter attacks thanks to its special munitions. The 60 mm cannon could use proxy, HE and APFSDS rounds, which as previously mentioned would be autoloaded, specifically it could fire 1 round every 2 seconds. The vehicle sadly did not generate interest with the Italian Army, which instead opted for the variant armed with a 25 mm. It is unknown what happened to the 60 mm variant, however it is good to note that Poland at one point showed interest and decided to utilize the same weapon system for a vehicle called the 'BWP 2000'.
+
Outside of Italy, many different turret variants would come out, such as the OTO T60M which would be manually loaded and tested unto a Fiat 6616 vehicle, and then the OTO T60A which would be autoloaded and installed on various different vehicles such as the OTO Melara AV-90, B1 Centauro, and of course, the VCC-80. The T60A would come in different versions however the one installed on the VCC-80/60 would be a special version which would mount a special armour kit at the front of the turret, this would surprisingly protect the crew quite a bit from KE munitions and low level autocannon fire. However the turret was not invincible, advanced APFSDS used on MBTs of the time would easily be able to penetrate the vehicle, same goes for the hull which was even less protected than the turret. This vehicle variant was primarily advertised to be a troop support vehicle, and was not designed to fight tanks 1-on-1, instead the idea was to keep it close to infantry where it could adequately provide support while also being able to be a platform which could repel any enemy helicopter attacks thanks to its special munitions. The 60 mm cannon could use proxy, HE and APFSDS rounds, which as previously mentioned would be autoloaded, specifically it could fire 1 round every 2 seconds. The vehicle sadly did not generate interest with the Italian Army, which instead opted for the variant armed with a 25 mm. It is unknown what happened to the 60 mm variant, however it is good to note that Poland at one point showed interest and decided to utilize the same weapon system for a vehicle called the 'BWP 2000'.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 +
;Skins
 +
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* [https://live.warthunder.com/feed/camouflages/?vehicle=it_vcc_80_hitfist_60 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 +
;Images
 +
<gallery mode="packed-hover" heights="200">
 +
File:VCC-80-60 media I.png
 +
File:VCC-80-60 media II.png
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File:VCC-80-60 media III.png
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</gallery>
  
 
;Videos
 
;Videos

Latest revision as of 02:33, 17 April 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the Italian light tank VCC-80/60. For other versions, see VCC-80 Dardo (Family).
it_vcc_80_hitfist_60.png
GarageImage VCC-80-60.jpg
VCC-80/60
AB RB SB
9.3 9.3 9.3
Class:
Research:160 000 Specs-Card-Exp.png
Purchase:450 000 Specs-Card-Lion.png
Show in game

Description

The VCC-80/60 is a further development of the VCC-80 prototype which eventually lead to what is known as the VCC-80 Dardo. This prototype was made as the Italian army wanted a mix of 25 mm and 60 mm calibre IFVs at their disposal. The VCC-80/60 is armed with the Italian made OTO 60 mm HVG, which was derived from the joint development of the 60 mm cannon made together with Israel's IMI before the program went separate ways.

Introduced in Update "Winged Lions", the VCC-80/60 can be quite effective as it has access to an autoloader, it is able to fire APFSDS, OTO HE, and also OTO HE-VT rounds. It is not very armoured but its turret can at times block certain enemy rounds which is a huge plus for an IFV of this type. Mobility-wise it's average, although you might see yourself lag behind your team mates when you haven't unlocked the engine modification. You can be very effective against aircraft thanks to the OTO HE-VT shell, especially against helicopters hovering a couple of kilometres from the battlefield. The VCC-80/60 has access to thermals and night vision devices, both of which will be useful in night battles or just for being able to spot enemies more effectively.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull72 / 52 / 38
Turret40 / 40 / 40
Crew3 people
Visibility88 %

The VCC-80/60's armour is easily penetrated by any shell at its BR. The engine and transmission will rarely stop KE munitions from penetrating from the front and the turret can be penetrated by any APFSDS. The turret cheeks have a decent amount of protection against CE munitions but will not stop ATGMs.

Armour type:

  • Aluminum Alloy 5083 (hull front, rear, and roof, hull sides - bottom)
  • Aluminum Alloy 7039 (hull sides - top, turret)
  • Rolled homogeneous armour (turret underside, vents)
  • Composite Screen (gun mantlet)
  • Rubber-fabric (side skirts)
Armour Front (Slope angle) Sides Rear Roof
Hull 8 + 25 mm (78°) Upper Glacis
22 + 50 mm (38°) Lower Glacis
25 + 50 mm (33°) Top
32-52 + 2 mm Bottom
38 mm (30°) 25 mm
Turret 60 mm (17°) Turret front
25 mm Gun mantlet
40 mm (8°) 40 mm 25 mm

Notes:

  • Suspension wheels and torsion bars are 10 mm thick, while tracks are 15 mm thick.
  • Belly armour is 25 mm thick.
  • A 6 mm internal plate inside the tank acts as spaced armour for spalling debris
Composite screens Front (Slope angle) Sides
Turret Turret Front:
100 mm Kinetic
Up to 450 mm Chemical
Turret Side:
25 mm Kinetic
Up to 200 mm Chemical

Mobility

Speedforward / back
AB78 / 36 km/h
RB and SB70 / 32 km/h
Number of gears8 forward
4 back
Weight25.2 t
Engine power
AB992 hp
RB and SB520 hp
Power-to-weight ratio
AB39.4 hp/t
RB and SB20.6 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 78 36 25.2 806 992 31.98 39.37
Realistic 70 32 460 520 18.25 20.63

Modifications and economy

Repair costBasic → Reference
AB3 190 → 5 340 Sl icon.png
RB3 167 → 5 301 Sl icon.png
SB3 879 → 6 493 Sl icon.png
Total cost of modifications131 100 Rp icon.png
226 200 Sl icon.png
Talisman cost2 400 Ge icon.png
Crew training130 000 Sl icon.png
Experts450 000 Sl icon.png
Aces2 000 Ge icon.png
Research Aces890 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 160 / 200 % Sl icon.png
214 / 214 / 214 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
490 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
5 300 Rp icon.png
Cost:
8 400 Sl icon.png
280 Ge icon.png
Mods new tank break.png
Brake System
Research:
5 300 Rp icon.png
Cost:
8 400 Sl icon.png
280 Ge icon.png
Mods new tank filter.png
Filters
Research:
5 900 Rp icon.png
Cost:
9 300 Sl icon.png
310 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
480 Ge icon.png
Mods new tank engine.png
Engine
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
480 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 800 Rp icon.png
Cost:
15 000 Sl icon.png
490 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 600 Rp icon.png
Cost:
8 400 Sl icon.png
280 Ge icon.png
Mods tank reinforcement it.png
Crew Replenishment
Research:
5 900 Rp icon.png
Cost:
9 300 Sl icon.png
310 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
480 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
490 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
5 300 Rp icon.png
Cost:
8 400 Sl icon.png
280 Ge icon.png
Mods airstrike.png
Airstrike
Research:
5 300 Rp icon.png
Cost:
8 400 Sl icon.png
280 Ge icon.png
Mods thermal sight.png
NVD
Research:
5 300 Rp icon.png
Cost:
8 400 Sl icon.png
280 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
5 900 Rp icon.png
Cost:
9 300 Sl icon.png
310 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
5 900 Rp icon.png
Cost:
9 300 Sl icon.png
310 Ge icon.png
Mods tank ammo.png
60mm_it_OTO_HE_VT_ammo_pack
Research:
5 900 Rp icon.png
Cost:
9 300 Sl icon.png
310 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
5 900 Rp icon.png
Cost:
9 300 Sl icon.png
310 Ge icon.png
Mods art support.png
Artillery Support
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
480 Ge icon.png
Mods scouting.png
Improved optics
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
480 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

60 mm cannone da 60/70 cannon
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
Ammunition32 rounds
First-order16 rounds
Reload2.0 s
Vertical guidance-6° / 40°
60 mm Cannone da 60/70 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Autoloader
Arcade 32 -6°/+40° ±180° Two-plane 32.7 45.2 54.9 60.7 64.6 2.00
Realistic 20.4 24.0 29.2 32.2 34.3

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
M300 APFSDS 249 246 240 231 222 213
OTO HE HE 17 17 15 13 11 11
OTO HE-VT HE-VT* 17 17 15 13 11 11
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
M300 APFSDS 1,620 0.87 - - - 78° 80° 81°
OTO HE HE 1,000 3.07 0.4 0.1 765 79° 80° 81°
Proximity-fused shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
OTO HE-VT HE-VT* 1,000 3.07 0.1 0.1 500 8 765 79° 80° 81°

Ammo racks

Ammo racks of the VCC-80/60
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
32 17 (+15) (+31) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Rack 2 is a first stage ammo rack. It totals 16 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is 1 - 2.
  • If you pack 17 (+53) shells, it will the turret empty of ammo.
  • Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready rack.

Machine guns

Ammunition800 rounds
Belt capacity200 rounds
Reload8.0 s
Fire rate801 shots/min
7.62 mm Beretta MG42/59
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 800 (200) 801 N/A N/A

Usage in battles

When playing the VCC-80/60, some of its playstyles for it include using it as either a support or as a flanker. You should attempt to always have a good line of sight where you can take enemies off guard to maximise the effectiveness of your main calibre armament. One example being that the VCC-80/60 at times can be used effectively in urban combat, usually if a player was to pick a hidden spot to set up, when the enemy goes past hopefully without seeing you, you will be able to hit them in the side with your main 60 mm cannon. This vehicle at the start of a match can prove to be a very effective first spawn in the hands of an experienced player, as the enemy team might not expect such a vehicle to cause them troubles early during a match. To maximise the effectiveness of this vehicle, you must learn what it excells at, and what its not so good at.

While stock, your main way to be effective is to scout enemy players and take them out when they are near you. Do not bother to engage from long ranges unless you are 100% sure that the vehicle you are going to engage will be damaged from your shot. Once you research the important modifications for this vehicle (Thermals, Engine, OTO HT-VT) then you may begin to play more solo and without having to rely on your teammates too much. Such modifications allow the VCC-80/60 to really be a devastating support vehicle that at times the enemy team won't have a proper counter to adequately deal with.

In terms of its main weapon, the VCC-80/60 has access to a 60 mm OTO High Velocity Medium Support automatic cannon, (HVMS for short). This cannon is the exact same one featured on the premium event vehicle known as the AUBL/74 HVG, only difference being the turret and loading systems being vastly different from each other. Unlike the AUBL/74 HVG, the VCC-80/60 features a automatic loading system which allows the vehicle to get a fire rate of 1 round every 2 seconds. Paired with a 60 mm APFSDS round will at times lead to devastating results for the enemy team. The most dangerous enemies you will face will be enemy MBTs.

One of the downsides of this vehicle also is its M300 APFSDS round, sadly the round does not have much spalling therefore to make the most of it you quite literally have to hit enemies exactly in their weak spots. This is a problem for many reasons, the big one being that it is forcing you to play in a non-confrontational manner, going head on against the majority of Soviet tanks you'll face will not end well for you. You will have to learn every tanks weak spot that you can encounter if you wish to remain on the same footing as the enemy team. You can however aim for the classic weak spots every tank has which will always show positive results: the engine compartment, the cannon and breech, and lastly the tracks. You might not get enough time to finish them off yourself, but you will still help in rendering them disabled, giving you a higher chance to take them out yourself or get a nearby teammate to do it for you.

Another downside of the vehicle is due to the VCC-80/60's poor survivability. As mentioned previously, it is best advised that you stick far away from enemies and try pick them off with your main cannon if you believe you can take them out. Surprisingly, unlike the other Dardo and VCC-80/30, this vehicle actually has a somewhat protected turret, its cheeks can at times stop some HEAT and autocannon fire, something which many IFVs and support vehicles that you'll encounter can't exactly boast of. Generally speaking though, just act as if the vehicle can be shot and penetrated or destroyed from anywhere by any round. The VCC-80/60 sadly doesn't carry a lot of ammunition for your weapon systems so pick your targets and evaluate what place is the best to take out your enemy whilst not consuming too much of your ammunition.

One of its upsides comes with the researchable round known as the OTO HT-VT, with this modification unlocked the vehicles offensive capabilities against aircraft greatly improve. It is surprisingly quite effective, and many enemy players are not likely to expect a ground vehicle of your nature to be able to pose a threat to them. Try a use this to the utmost of your advantage, when an aircraft or helicopter get a bit too close to the battlefield, don't hesitate to potshot it. With the VCC-80/60's 2 second reload, it does become a sort of pesudo anti-aircraft vehicle. For helicopters which are hovering a bit outside of the general battlefield, it's recommended that you range them to adjust the trajectory of the round, if all goes well you should see positive results. That said, don't just focus on aircraft, It's also useful to know that if you are playing in your support role, the VCC-80/60's scouting ability will be extremely useful for both you and your team.

Other neat additions that will greatly aid you is the VCC-80/60 thermal imaging device made by Kollsman. Although only available for the gunner, it is a great asset that you'll be able to use once unlocked to easily pick out and spot enemies. In terms of defence systems, it has access to smoke dischargers, which at times can prove to be very useful by countering helicopter guided munitions. In terms of mobility, when spaded the vehicle is good for capturing points in the late phase of the game. Another system the vehicle has is a laser warning receiver which will alert you when either an enemy ground/air vehicle is looking at you. This also should apply for all game modes, be aware that in Arcade battles the enemies are able to see your weak spots when they aim at you, so keep that in mind if you decide to go hull-down as an experienced player might just go for a different module, such as your cannon barrel or breech, and finish you off slowly.

Pros and cons

Pros:

  • High rate of fire, thanks to its autoloader: 1 round every 2 seconds
  • Gen 1 thermals for gunner
  • Commander sight
  • Effective turret armour, can withstand some KE munitions and small-calibre autocannon fire
  • Proximity fuse rounds, good for dealing with enemy aircraft

Cons:

  • The hull isn't very well protected, unless hull-down you will not withstand much
  • Crew placement is inadequate, crew members can get taken out if shot in the middle of the turret
  • Poor mobility when stock
  • APFSDS round does not penetrate much, you will need to know every opponents weak spots to make the best out of each round

History

During the late stages of the Cold War, OTO Melara, assisted by IVECO, had been designing a set of new multi-role armoured fighting vehicles in the hopes that enough interest would be generated to get the vehicles picked up either by the Italian Army or by possible foreign customers. Multiple different types of unique designs, with vastly different sets of armaments would arise during that era. These vehicles would however not generate much success in or indeed outside of Italy, but eventually during the '80s OTO Melara would finally come out with a design which would finally be picked up by the Italian army.

Despite a troubled development cycle, the VCC-80 Dardo would enter service and would continue to serve inside of the Italian army even till this day. Although the base version which is being used is comprised of the OTO TC-25 turret armed with a 25 mm Oerlikon-Buhrle cannon and TOW ATGMs, OTO Melara would heavily experiment on the previous versions known as the VCC-80.

The general configuration of the VCC-80 is conventional, being similar to other contemporary infantry fighting vehicles. What sets it apart is the design, being very well self-proportioned and well executed. The hull as well as the turret of the VCC-80 is welded from plates of aluminium alloys (5083 and 7020 type). These vehicles would be extremely useful in gaining valuable know-how, and allowed OTO Melara to see what worked and what didn't.

One of these cases would be the VCC-80/60, a one-off prototype which would utilize a very special weapon system known as the OTO T60A. The OTO T60A was a further development of the joint Italian-Israeli collaboration of the 60 mm High Velocity Medium Support (HVMS) weapon system. In short, both countries had disagreements which led to them going separate ways when developing the cannon.

During tests

Outside of Italy, many different turret variants would come out, such as the OTO T60M which would be manually loaded and tested unto a Fiat 6616 vehicle, and then the OTO T60A which would be autoloaded and installed on various different vehicles such as the OTO Melara AV-90, B1 Centauro, and of course, the VCC-80. The T60A would come in different versions however the one installed on the VCC-80/60 would be a special version which would mount a special armour kit at the front of the turret, this would surprisingly protect the crew quite a bit from KE munitions and low level autocannon fire. However the turret was not invincible, advanced APFSDS used on MBTs of the time would easily be able to penetrate the vehicle, same goes for the hull which was even less protected than the turret. This vehicle variant was primarily advertised to be a troop support vehicle, and was not designed to fight tanks 1-on-1, instead the idea was to keep it close to infantry where it could adequately provide support while also being able to be a platform which could repel any enemy helicopter attacks thanks to its special munitions. The 60 mm cannon could use proxy, HE and APFSDS rounds, which as previously mentioned would be autoloaded, specifically it could fire 1 round every 2 seconds. The vehicle sadly did not generate interest with the Italian Army, which instead opted for the variant armed with a 25 mm. It is unknown what happened to the 60 mm variant, however it is good to note that Poland at one point showed interest and decided to utilize the same weapon system for a vehicle called the 'BWP 2000'.

Media

Skins
Images
Videos

See also

External links


OTO Melara
Light Tanks/IFVs 
Centauro  Centauro I 105 · Centauro I 105 R · Centauro I 120 · VRCC
Dardo  Dardo · VCC-80/30 · VCC-80/60
Other  C13 T90 · R3 T106 FA
MBTs 
OF-40  OF-40 · OF-40 Mk.2A · OF-40 (MTCA)
Ariete  Ariete (P) · Ariete · Ariete PSO · Ariete AMV
Other  M47 (105/55)
Tank Destroyers  M113A1 (TOW)
SPAA  R3 T20 FA-HS · SIDAM 25 · SIDAM 25 (Mistral) · OTOMATIC
Patrol Boats 
Sparviero-class  Sparviero*
See Also  OTO
  *Built by OTO Melara in La Spezia under the Alinavi S.p.A. consortium

Italy light tanks
  Italy
L6/40  L6/40 · L6/40 (31 Rgt.)
M11/39  M11/39
Autoblindo  AB 41 · AB 43
Fiat 6614/6616  FIAT 6614 · AUBL/74 · AUBL/74 HVG
R3 Capraia  R3 T106 FA
Centauro  Centauro I 105 · Centauro I 105 R · Centauro I 120 · Centauro RGO · VRCC
Freccia  VBC (PT2) · Freccia
Dardo  Dardo · VCC-80/60 · VCC-80/30
Other  C13 T90
USA  ▄M3A3 · ▄M24 · ▄M18
  Hungary
WWII  Csaba · Toldi IIA
Post  ◔BTR-80A · KF41