Difference between revisions of "Vickers Mk.3"

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{{About
 +
| about = British medium tank '''{{PAGENAME}}'''
 +
| usage = other versions
 +
| link = Vickers MBT (Family)
 +
}}
 
{{Specs-Card
 
{{Specs-Card
 
|code=uk_vickers_mbt_mk_3
 
|code=uk_vickers_mbt_mk_3
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' The text within these arrows are not to be deleted -->
 
<!-- ''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 text within these arrows are not to be deleted -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British medium tank {{Battle-rating}}. It was introduced in [[Update "Direct Hit"]].
+
The '''{{Specs|name}}''' was a British main battle tank, developed from the previous [[Vickers Mk.1|Vickers MBT Mk.1]] and Mk.2. It was the last tank made by Vickers that saw export sales. The main difference between the Vickers Mk.1 and Mk.3 is the turret, where the Mk.3 featured a cast turret front welded to an armoured body, as well as a cast mantlet offering better protection compared to the flat one found on Mk.1. The Mk.3 also had increased depression from -7° at Mk.1 to -10° for Mk.3. For increased accuracy, a laser range finder from the [[Chieftain (Family)|Chieftain]] was added, as the 12.7 mm ranging machine gun was deemed inadequate for the ranges the tank was supposed to engage targets from. The ammo stowage of the Mk-3 was also bigger compared to the Mk.1, with space for additional six rounds for a total of 50. In 1977, Kenya was the first country to order the Vickers Mk.3, with 76 tanks and 7 armoured recovery vehicles based on the Vickers chassis. Between 1981 and 1990, Nigeria ordered another 136 tanks and 12 ARV together with 26 bridge laying tanks. The last customer to order the Vickers Mk.3 was Tanzania, with 4 ARV delivered in 1989. All countries that ordered the tank still have it in service to this day.
 +
 
 +
The Vickers Mk.3 was introduced in [[Update "Direct Hit"]]. Unlike its predecessor, the [[Vickers Mk.1]], the Mk.3 offers better ballistic protection in the turret, as well as better gun depression allowing for easier hull-down positioning. Unlike the Mk.1, the Mk.3 gains access to the M456 HEATFS shell, offering 400 mm CE penetration at all ranges against targets where APDS would shatter or not penetrate. The Mk.3 also offers slightly better mobility due to the 720 hp engine compared to the 608 hp engine found in the Mk.1 while the weight increased only by 600 kg. The Mk.3 also offers higher magnification optics compared to the Mk.1 although with fixed 10.0x zoom.
  
 
== General info ==
 
== General info ==
Line 12: Line 19:
 
{{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.'' The text within these arrows are not to be deleted -->
 
<!-- ''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 text within these arrows are not to be deleted -->
''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 hull armour is weak and cannot be relied upon at this battle rating, while the turret can bounce some poorly shot shells due to its sharp angles towards its side. Getting to a hull down position and utilizing the tank's ability to retreat when a shot is fired or received is necessary to prevent getting shot and damaged. The turret houses 3 of the 4 crew members, meaning that a good shot (unless protected by the gun breech) will knock out all 3 crew members and send this vehicle back to the hangar.
  
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
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{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' The text within these arrows are not to be deleted -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' The text within these arrows are not to be deleted -->
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''
 
  
 
{{tankMobility|abMinHp=1,116|rbMinHp=637}}
 
{{tankMobility|abMinHp=1,116|rbMinHp=637}}
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==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:Royal Ordnance L7A1 (105 mm)/Ammunition|M728, Shell L35, M456}}
! 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
 
|-
 
| M728 || APDS || 260 || 258 || 250 || 240 || 231 || 222
 
|-
 
| Shell L35 || HESH || 127 || 127 || 127 || 127 || 127 || 127
 
|-
 
| M456 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
 
|-
 
|}
 
{| 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%
 
|-
 
| M728 || APDS || 1,426 || 4.65 || N/A || N/A || N/A || 75° || 78° || 80°
 
|-
 
| Shell L35 || HESH || 730 || 11.4 || 0.05 || 0.1 || 3,150 || 73° || 77° || 80°
 
|-
 
| M456 || HEATFS || 1,173 || 10.5 || 0.05 || 0.1 || 1,270 || 65° || 72° || 77°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
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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).'' The text within these arrows are not to be deleted -->
 
<!-- ''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).'' The text within these arrows are not to be deleted -->
''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).''
+
 
 +
There are multiple ways to play this tank. The most common way is utilising your good acceleration and speed to get into key sniping points on the map. Here the use of your laser rangefinder can help you snipe up to 2 km effectively. For this role, APDS is recommended due to its higher velocity than the HEATFS shell and yet still have decent penetration. Use your first shot to make the enemy tank immobile and then finish them off as it is highly unlikely they shall be able to locate you at a distance, find the proper range (unless they they happen to also have laser rangefinders which is more likely in a uptier battle) and then shoot you. To snipe, it is also advised to go hull-down and use the 10* of gun depression to reduce the amount of area exposed to enemy fire. Although not comparable to other tanks at its BR, the reverse speed of 11 km/h is still decent to get out of sticky situations.
 +
 
 +
The Vickers Mk.3 can also be used in CQC and urban fighting maps as it has good mobility and turret traverse to be able to react to an enemy in different directions. The commander's machine gun on top of the turret can be used to mark targets for friendly players as well as be able to deter incoming planes or damage them.
 +
 
 +
A mixture of APDS and HEATFS shells are good as the APDS can reliably damage an enemy tank upon penetration due to its better post-penetration damage than the HEATFS shell. The HEATFS shell can be used in scenarios such as an uptier where the APDS shell may be too lacking for penetrating much better armoured tanks and MBTs
 +
 
 +
;Notable enemies and how to engage them:
 +
 
 +
* T-55: The UFP can be penetrated by the APDS shell. It is best to shoot the right side of this tanks when head-on as it will incapacitate the driver, gunner and commander, leading to the tank's destruction. Although the left side where the ammo and fuel is stored is still a viable option, it is inconsistent and may not cause the tank to get destroyed.
 +
* M48/M60: The UFP can bounce the APDS shell when at shot at irregular angles, it is recommended to use the HEATFS shell or attempt to hit its ammo by shooting the LFP with APDS
 +
* Leopard A1A1: Similar to all NATO tanks, the left side of the weak front hull can be shot and knock out 3 crew members, resulting in a death or aim for the lower hull side on the left to hit the ammo storage area.
 +
 
 +
;How to counter the Vickers Mk.3
 +
 
 +
* Aim for the left side of the hull in a head on to defeat the driver, gunner and commander.
 +
* Aim for the lower left side to detonate the frontal ammo storage.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' The text within these arrows are not to be deleted -->
 
<!-- ''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".'' The text within these arrows are not to be deleted -->
 +
 
'''Pros:'''
 
'''Pros:'''
  
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* Gun depression angle of -10°
 
* Gun depression angle of -10°
 
* Gunsight with 10x zoom
 
* Gunsight with 10x zoom
* Access to a HEAT-FS shell
+
* Access to a HEATFS shell
 
* Stock APDS shell retains good penetration at an angle
 
* Stock APDS shell retains good penetration at an angle
  
 
'''Cons:'''
 
'''Cons:'''
  
* Even with the turret upgrade, the armour of the Vickers Mk.3 is poor
+
* Poor and unreliable armour
 
* 10x zoom can be impractical while aiming at close targets
 
* 10x zoom can be impractical while aiming at close targets
 
* The large ammo rack in the front is still present
 
* The large ammo rack in the front is still present
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;Skins
 
;Skins
 +
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_vickers_mbt_mk_3 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_vickers_mbt_mk_3 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
Line 213: Line 201:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.'' -->
 
* ''other literature.'' -->
''Paste links to sources and external resources, such as:''
 
  
* ''topic on the official game forum;''
+
* [[wt:en/news/7293-development-vickers-mk-3-handy-upgrades-en|[Devblog] Vickers Mk.3: handy upgrades]]
* ''other literature.''
 
  
 +
{{Manufacturer Vickers-Armstrongs}}
 
{{Britain medium tanks}}
 
{{Britain medium tanks}}

Latest revision as of 08:22, 26 May 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the British medium tank Vickers Mk.3. For other versions, see Vickers MBT (Family).
uk_vickers_mbt_mk_3.png
GarageImage Vickers Mk.3.jpg
ArtImage Vickers Mk.3.png
Vickers Mk.3
AB RB SB
8.3 8.3 8.3
Class:
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game

Description

The Vickers Battle Tank Mk.3 was a British main battle tank, developed from the previous Vickers MBT Mk.1 and Mk.2. It was the last tank made by Vickers that saw export sales. The main difference between the Vickers Mk.1 and Mk.3 is the turret, where the Mk.3 featured a cast turret front welded to an armoured body, as well as a cast mantlet offering better protection compared to the flat one found on Mk.1. The Mk.3 also had increased depression from -7° at Mk.1 to -10° for Mk.3. For increased accuracy, a laser range finder from the Chieftain was added, as the 12.7 mm ranging machine gun was deemed inadequate for the ranges the tank was supposed to engage targets from. The ammo stowage of the Mk-3 was also bigger compared to the Mk.1, with space for additional six rounds for a total of 50. In 1977, Kenya was the first country to order the Vickers Mk.3, with 76 tanks and 7 armoured recovery vehicles based on the Vickers chassis. Between 1981 and 1990, Nigeria ordered another 136 tanks and 12 ARV together with 26 bridge laying tanks. The last customer to order the Vickers Mk.3 was Tanzania, with 4 ARV delivered in 1989. All countries that ordered the tank still have it in service to this day.

The Vickers Mk.3 was introduced in Update "Direct Hit". Unlike its predecessor, the Vickers Mk.1, the Mk.3 offers better ballistic protection in the turret, as well as better gun depression allowing for easier hull-down positioning. Unlike the Mk.1, the Mk.3 gains access to the M456 HEATFS shell, offering 400 mm CE penetration at all ranges against targets where APDS would shatter or not penetrate. The Mk.3 also offers slightly better mobility due to the 720 hp engine compared to the 608 hp engine found in the Mk.1 while the weight increased only by 600 kg. The Mk.3 also offers higher magnification optics compared to the Mk.1 although with fixed 10.0x zoom.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull80 / 30 / 20
Turret80 / 40 / 40
Crew4 people
Visibility88 %

The hull armour is weak and cannot be relied upon at this battle rating, while the turret can bounce some poorly shot shells due to its sharp angles towards its side. Getting to a hull down position and utilizing the tank's ability to retreat when a shot is fired or received is necessary to prevent getting shot and damaged. The turret houses 3 of the 4 crew members, meaning that a good shot (unless protected by the gun breech) will knock out all 3 crew members and send this vehicle back to the hangar.

Armour type:

Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Speedforward / back
AB56 / 13 km/h
RB and SB50 / 12 km/h
Number of gears6 forward
2 back
Weight38.7 t
Engine power
AB1 374 hp
RB and SB720 hp
Power-to-weight ratio
AB35.5 hp/t
RB and SB18.6 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 56 13 38.7 1,116 1,374 28.84 35.5
Realistic 50 12 637 720 16.46 18.6

Modifications and economy

Repair costBasic → Reference
AB4 477 → 6 178 Sl icon.png
RB4 952 → 6 833 Sl icon.png
SB6 792 → 9 372 Sl icon.png
Total cost of modifications110 500 Rp icon.png
196 000 Sl icon.png
Talisman cost2 300 Ge icon.png
Crew training110 000 Sl icon.png
Experts380 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces830 000 Rp icon.png
Reward for battleAB / RB / SB
140 / 200 / 250 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
270 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new tank break.png
Brake System
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new tank filter.png
Filters
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
250 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
260 Ge icon.png
Mods new tank engine.png
Engine
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
260 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 400 Rp icon.png
Cost:
13 000 Sl icon.png
270 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 000 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
250 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
260 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
270 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
250 Ge icon.png
Mods tank ammo.png
105mm_usa_HEAT_FS_ammo_pack
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
250 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
260 Ge icon.png
Mods art support.png
Artillery Support
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
260 Ge icon.png

Armaments

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

Main armament

105 mm Royal Ordnance L7A1 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition50 rounds
First-order9 rounds
Reloadbasic crew → aces
8.7 → 6.7 s
Vertical guidance-10° / 20°
105 mm Royal Ordnance L7A1 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 50 -10°/+20° ±180° Two-plane 26.4 36.5 44.3 49.0 52.1 8.71 7.70 7.10 6.70
Realistic 16.5 19.4 23.5 26.0 27.7

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
M728 APDS 265 263 252 240 228 216
Shell L35 HESH 127 127 127 127 127 127
M456 HEATFS 400 400 400 400 400 400
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%
M728 APDS 1,426 4.53 - - - 75° 78° 80°
Shell L35 HESH 720 11.4 0.1 4 3.15 73° 77° 80°
M456 HEATFS 1,174 10.5 0.05 0.1 1.27 65° 72° 77°

Ammo racks

Ammo racks of the Vickers Mk.3
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
50 39 (+11) 35 (+15) 10 (+40) (+49) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Racks 1 and 2 deplete from left to right.
  • Rack 4 is a first stage ammo rack. It totals 9 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is: 4 - 1 - 2 - 3.
  • Simply not firing when the gun is loaded will move ammo from racks 1-3 into rack 4. Firing will interrupt the restocking of the ready racks.

Additional armament

Ammunition1 000 rounds
Belt capacity3 rounds
Reloadbasic crew → aces
0.6 → 0.5 s
Fire rate300 shots/min
Main article: L21A1 (12.7 mm)
12.7 mm L21A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 1,000 (3) 300 N/A N/A

Machine guns

Ammunition3 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 001 shots/min
7.62 mm FN MAG 60-40
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,000 (200) 600 -10°/+50° ±120°
7.62 mm L3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (250) 500 N/A N/A

Usage in battles

There are multiple ways to play this tank. The most common way is utilising your good acceleration and speed to get into key sniping points on the map. Here the use of your laser rangefinder can help you snipe up to 2 km effectively. For this role, APDS is recommended due to its higher velocity than the HEATFS shell and yet still have decent penetration. Use your first shot to make the enemy tank immobile and then finish them off as it is highly unlikely they shall be able to locate you at a distance, find the proper range (unless they they happen to also have laser rangefinders which is more likely in a uptier battle) and then shoot you. To snipe, it is also advised to go hull-down and use the 10* of gun depression to reduce the amount of area exposed to enemy fire. Although not comparable to other tanks at its BR, the reverse speed of 11 km/h is still decent to get out of sticky situations.

The Vickers Mk.3 can also be used in CQC and urban fighting maps as it has good mobility and turret traverse to be able to react to an enemy in different directions. The commander's machine gun on top of the turret can be used to mark targets for friendly players as well as be able to deter incoming planes or damage them.

A mixture of APDS and HEATFS shells are good as the APDS can reliably damage an enemy tank upon penetration due to its better post-penetration damage than the HEATFS shell. The HEATFS shell can be used in scenarios such as an uptier where the APDS shell may be too lacking for penetrating much better armoured tanks and MBTs

Notable enemies and how to engage them
  • T-55: The UFP can be penetrated by the APDS shell. It is best to shoot the right side of this tanks when head-on as it will incapacitate the driver, gunner and commander, leading to the tank's destruction. Although the left side where the ammo and fuel is stored is still a viable option, it is inconsistent and may not cause the tank to get destroyed.
  • M48/M60: The UFP can bounce the APDS shell when at shot at irregular angles, it is recommended to use the HEATFS shell or attempt to hit its ammo by shooting the LFP with APDS
  • Leopard A1A1: Similar to all NATO tanks, the left side of the weak front hull can be shot and knock out 3 crew members, resulting in a death or aim for the lower hull side on the left to hit the ammo storage area.
How to counter the Vickers Mk.3
  • Aim for the left side of the hull in a head on to defeat the driver, gunner and commander.
  • Aim for the lower left side to detonate the frontal ammo storage.

Pros and cons

Pros:

  • Good mobility, including good reverse speed
  • Equipped with a laser rangefinder
  • Gun depression angle of -10°
  • Gunsight with 10x zoom
  • Access to a HEATFS shell
  • Stock APDS shell retains good penetration at an angle

Cons:

  • Poor and unreliable armour
  • 10x zoom can be impractical while aiming at close targets
  • The large ammo rack in the front is still present
  • Small-calibre machine guns don't offer much penetration and the rangefinding 12.7 mm MG fires only tracer bullets that have low penetration power

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links


Vickers-Armstrongs Limited
Ships 
Tribal-class  HMS Eskimo · HMCS Haida
Invincible-class  HMS Invincible*
Kongō-class  IJN Kongo**
Tanks 
Light Tanks  VFM5*** · Vickers Mk.11***
Light Tank Mk VI  Light AA Mk I
Light Tank Mk VII  Tetrarch I
Light Tank Mk VIII  Alecto I
Tank, Infantry, Valentine  Valentine I · Valentine IX · Valentine XI · Archer
Vickers MBT  Vickers Mk.1 · Vickers Mk.3 · Vickers Mk.7***
Heavy Tanks  Independent****
Export  ▂МК-IX "Valentine" · Vickers Mk.E****
See also  Vickers-Armstrongs Aircraft Limited
  *Previously Armstrong Whitworth
  **Built for Japan
  ***Vickers Defence Systems
  ****Previously Vickers Limited

Britain medium tanks
Valentine  Valentine I · Valentine IX · Valentine XI
Cromwell  Cromwell I · Cromwell V · Cromwell V (RP-3)
Cromwell derivatives  Challenger · Avenger · Comet I · Comet I "Iron Duke IV" · Charioteer Mk VII
Centurion  Centurion Mk 1 · Centurion Mk.2 · Centurion Mk 3 · Centurion Mk.5 AVRE · Centurion Mk 10 · Centurion Action X · FV4202
Vickers MBT  Vickers Mk.1 · Vickers Mk.3 · Vickers Mk.7
Chieftain  Chieftain Mk 3 · Chieftain Mk 5 · Chieftain Mk 10
Challenger 1  Challenger Mk.2 · Challenger Mk.3 · Challenger DS
Challenger 2  Challenger 2 · Challenger 2 (2F) · Challenger 2 TES · Challenger 2 OES · Challenger 2E · Challenger 2 Black Night
Challenger 3  Challenger 3 TD
Australia  A.C.I · A.C.IV · Centurion Mk.5/1
South Africa  Olifant Mk.1A · Olifant Mk.2 · TTD
India  Vijayanta · Bhishma TWMP
Israel  ▄Sho't Kal Dalet
Jordan  Khalid
Sweden  ▄Strv 81 (RB 52)
USA  Grant I · Sherman II · Sherman Firefly · Sherman IC "Trzyniec"