Difference between revisions of "Striker"

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{{Specs-Card|code=uk_fv102_striker}}
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{{Specs-Card
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|code=uk_fv102_striker
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}}
 
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.71 "New E.R.A."]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.71 "New E.R.A."]].
[[File:Striker VerticalAttack BehindCover.jpg|x140px|thumb|right|Striker attacks enemy in their cover.]]
 
The Striker is a direct upgrade to the [[Swingfire|Swingfire]] and is better than its predecessor in almost every way, even though it has its own problems. Just as the Swingfire, the Striker's purpose is to blast the enemy out of cover by firing at them indirectly with easily controllable missiles, but it has some trouble at attacking long-range, as BAe Swingfire missiles are slower than normal ones.
 
  
Striker has a much better fire rate and bigger room for error compared to its predecessor, due to having five launchers at once, better cameras with ability to guide missiles even behind it and being more mobile, so its push-preventing powers are godlike, however, its sniper camera placement is far from ideal - it creates problems with firing downwards in front of the tank and use of the long-range scope requires exposing the vehicle to return fire, unlike with the Swingfire. Due to this, it takes a bit more dedication from its user, to use vehicle well.
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The Striker is basically a direct upgrade to the [[Swingfire]] and is better than its predecessor in some ways, even though it has its own problems. Just like the Swingfire, the Striker's purpose is to blast the enemy out of cover by firing at them indirectly whenever possible, but it has some trouble at attacking long-range, as BAe Swingfire missiles are slower than the rest.
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Striker has a much better fire rate and a bigger room for error compared to its predecessor, due to having five launchers at once, thermal imaging and great mobility, so its push-preventing powers can be godlike in skilled hands.
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Nevertheless, its guidance camera placement is far from ideal - it creates aiming problems when firing and controlling the ATGMs over uneven ground or from behind cover, requiring user to directly aim with the scope to make corrections, which involves also exposing the vehicle to the enemy kinetic shells - unlike with the Swingfire's raised camera podium.
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Due to this main disadvantage, it takes a lot more dedication and patience from its users to command the vehicle expertly.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
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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.'' -->
 
<!-- ''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.'' -->
  
Much like the Swingfire, Striker is a box with sloped front, however, it has a smaller profile than the Swingfire and has more armour on the front. It still has a little amount of armour on other sides and there are fewer points where the Striker can get shot without consequences. Still, the sloped frontal armour makes it difficult to be destroyed with machine guns and even stock 30 mm autocannons, so the Striker should face the enemy's push direction, not just to make aiming easier, but to reduce the chances of being instantly destroyed, especially by light tanks. If the Striker is in a good enough cover, it's not important. Having high ground might help to negate even upgraded autocannons due to ricochets and transmission protecting the bottom of the vehicle to some extent.
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'''Armour'''
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Much like the Swingfire, Striker is a box with sloped front, however, it has a smaller profile than the Swingfire and has more armour on the front. It has a little amount of armour on other sides and there are fewer points where the Striker can get shot without consequences. Still, the sloped frontal armour makes it difficult to be destroyed with heavy machine guns and may protect from stock 20 mm autocannons, so the Striker should face the enemy's push direction, not just to fire, but to reduce the chances of being instantly destroyed, especially by light tanks flanking. Having high ground or a reliable sloped position might help to repel autocannons due to ricochets, but such situations should be avoided at all cost, as many SPAA tanks can randomly penetrate the transmission anyway.
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There is also a commander cupola which supports slightly stronger optics and supports a machine gun on it. The cupola has less armour than the hull and it's possible to lose both gunner and commander by being hit there, easily destroying the vehicle in RB.
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'''Ammo rack and Launcher'''
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[[File:Striker on fire.JPG|x200px|thumb|right|Striker always burns in extreme over the top ways, which fills the enemy with joy. In reality, is not as bad as it looks and in some cases fire may go on for about half a minute.]]
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The first thing to notice about the {{PAGENAME}} is a giant missile panel on its back. It has 5 slots, which have missiles loaded in them. If the launcher got penetrated and damaged, it will likely explode the entire rack and torch the vehicle, like a firework; also losing any ATGMs in the rack if the carrier somehow survived the explosion. It's also possible to fire autocannons or even heavy machine guns at the tubes and damage the missiles stored inside of them to set the {{PAGENAME}} on fire.
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The {{PAGENAME}}'s racks are a tall target and its guiding devices are located way below its weapon system and on level with its hull. While the hull itself is mostly hidden from enemy fire, it is practically impossible to fire at long range without exposing the weapon and commander cupola or using third-person view, making it an easy target for HE and patient APFSDS users. In some cases, HEAT can also ricochet off the launcher and damage the hull, resulting in crew knockout.
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Hence, players must try not to get hit in the missile launch area. In case the {{PAGENAME}} gets shot at an empty tube, there is a chance the entire rack won't break in one hit and the vehicle will still be able to fire while having the option to repair it back to 100%. The rack can be fixed much quicker than generally expected from tank weapons, only taking about 3-5 seconds for minor repairs, so it is possible to do even during intense close range combat. In case all of the ATGMs are spent, the launcher and the rear are actually the safest places to be hit as fuel is stored there and will now be empty space.
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The missile launcher itself can sometimes absorb artillery shots, helicopter ATGM or fire from the [[BMP-1]] cannon, protecting the Striker hull, but only if shell did not have opportunity to hit the hull. The missile rack also covers the reserve ammo rack from planes strafing from the sky, so as long as they can't fire inside of the vehicle, the {{PAGENAME}} should be fine.
  
[[File:Striker on fire.JPG|x200px|thumb|right|Striker always burns in extreme, in over the top ways, which fills the enemy with joy. In reality, this is not as bad as it looks and in some cases fire may go on for about half a minute.]]
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'''General survivability'''
  
The first thing to notice about the Striker is a giant missile panel on its back. It has 5 slots, which have missiles loaded in them, and so if launcher got penetrated and damaged slot had missile loaded in it, it explodes the entire rack and lights the vehicle on fire, the missile area is to light up like a firework, and will be unable to fire back. As such, try not to get hit in the missile launch area. In case the Striker gets shot at an empty tube, there is a chance the entire rack won't break in one hit and the vehicle will still be able to fire while having the option to repair it back to 100%. In case all of the ammo is spent, the launcher and rear are actually the safest places to be hit as only ammo and fuel is stored there and will otherwise be open space. Missile launcher itself can even completely absorb artillery shots, helicopter ATGM or fire from the [[BMP-1]] cannon, protecting the Striker hull. The missile rack also covers the reserve ammo rack from planes strafing from the sky, so as long as they can't fire inside of the vehicle, the Striker should be fine. Also, since the launcher is now closer to the front of the hull, the Striker cannot fire in 10 m dead zone in front, so try to destroy the opponents before the missiles go out of control.
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For increased survivability, it is recommended to use a proper camouflage painting scheme for the environment of the battle. Having bushes and leaves also helps greatly when disguising the Striker.
  
On its mid-left, there is a commander cupola which has a machine gun and supports secondary ATGM camera on it. Cupola has less armour than the hull and it's possible to lose both gunner and commander by being hit there, destroying the vehicle in RB. Despite that, most players tend to aim for much more imposing weapons or supposedly weak hull instead. If you can see an enemy tank in your sniper scope, this means they can see the tank's commander cupola and attack it.
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For dire situations, the {{PAGENAME}} is also equipped with two groups of smoke launchers. The smoke launchers are aerosol-type as with all rank VI tanks and cover a 270-degree zone in front of the Striker within 2 seconds. It is recommended to use the second group of launchers only after gaining some distance from the first smoke and pursuers. Secondary smoke can also be used to extend the smoke wall and puzzle opponents trying to find the {{PAGENAME}} amidst it, while it has rapidly left the scene, or to protect allies.
  
The Striker is susceptible to the hull-break mechanics if hit directly to the hull by artillery, a chemical shell of calibre 105 mm (basically, any NATO medium tank with HEAT-FS or HESH) or kinetic shell of 120 mm (basically any Soviet tank and heavy tanks in general). If a track is hit by HE or HEAT, the tank has a high chance of receiving an instant hull break regardless of shell caliber. Transmission can prevent hull-break, but chances of enemy firing at the bottom of the Striker are low. As such, it is risky to stand in artillery rains, engage tanks directly, and be hit in the cupola. In fact, engaging 9.0+ tanks around destructible cover is now even more risky, as for example on the [[American Desert|American Desert]] map, APDSFS rounds can penetrate houses and still hull-break the tank. As such, try to memorize all tanks that use the dangerous rounds and use solid, unpenetrable cover against them.
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Avoid letting enemy vehicles to get into ramming range, even more so in Arcade battles, as it can quickly render the {{PAGENAME}} completely useless due to its inability to retaliate while moving. If close range combat is inevitable, use the tank's good reverse speed and smoke screens to retreat or prepare for combat before this happens.
  
However, the missile launcher does not enact hull break, instead, the launcher is rendered completely broken. It is also worth noting that in Arcade Battles, the launcher sometimes does not "auto-repair" after such hit and so it must be manually repaired to be brought back to action. The issue is worsened by the fact, that malfunctioning launcher does not stop reload sequence and tank can get set on fire on a follow-up shot. This can be very confusing in Realistic Battles, and increase the chances of the enemy destroying your ammo rack. So if your missile launcher constantly "misfires" and your interface replenishes your missiles back instead of firing, and you do not see field repair timer on your screen, you would need to do a manual repair.
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'''Overpressure mechanics'''
  
It is also worth noting, that players sometimes treat this vehicle like a car, and, as long as the vehicle doesn't use camouflage which makes it look dangerous (like Sicilian) and use tame ones instead (like basic desert), the enemy often fire coaxial weapons at first, doing no damage. It's recommended to avoid using wrong camouflage palette in Realistic Battle mode, and to avoid enemy snipers like [[Leopard (Family)|Leopards]] in general, as they generally won't even bother firing coaxial weapon at anyone, and they treat Striker as a high-priority target, often trying to snipe it even from across the map.
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The {{PAGENAME}} is susceptible to the overpressure mechanics - if shockwaves made by a chemical shell of calibre 105 mm (Almost any NATO medium tank armed with HEATFS qualifies) hit the roof, cameras, or the side of this tank, the entirety of the crew is likely to be instantly knocked out. Since the commander optics count as a weak spot for HEAT overpressure damage, it is possible to destroy Striker in ATGM duel by hitting it anywhere.
  
For dire situations Striker is also equipped with two groups of smoke launchers. The Launchers are aerosol type as with all rank VI tanks and cover 270 degree zone in front of the Striker in 2 seconds. It is recommended to use second group of launchers only after gaining some distance between the tank and pursuers, as it allows for narrow escapes. Secondary smoke can also be used to extend the smoke wall and puzzle opponents trying to find Striker on the other side of it, while it actually escapes in the opposite direction.
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It is possible to take HEAT shots frontally with the launcher, but it can quickly backfire, should enemy shot land at a bad angle. HE shells in general instantly obliterate {{PAGENAME}}, unless hit the launcher from the back. HESH is less dangerous than HE, but it will likely destroy the crew even without overpressure damage, if explosion reaches the roof. Artillery strike may fail to destroy the tank if it landed somewhere in front of it, but any close side shot has a chance of instantly decimating the crew.
  
Avoid letting enemy vehicles to get into ramming range, as it can render Striker useless, due to low weight and inability to fire missiles on move. If it's going to happen anyway, at least ram enemy back with its front, so your allies have more time to rescue you, at least until enemy tank reloads.
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Missile launcher is also often rendered completely broken if hit by such shells. It is worth noting that in Arcade Battles the launcher does not "auto-repair" after such hits and, even if it does, it still malfunctions, so it must be manually repaired. The issue is worsened by the fact that malfunctioning launcher does not stop reload sequence and the tank can get set on fire on a follow-up shot, preventing repairs and requiring the operator to make a full retreat.
  
 
'''Armour type:'''
 
'''Armour type:'''
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| Hull || 25 mm (69°) || 12.7 mm || 12.7 mm || 12.7 mm
 
| Hull || 25 mm (69°) || 12.7 mm || 12.7 mm || 12.7 mm
 
|-
 
|-
|Missile launcher|| 50 mm (55°) ||50 mm|| 50 mm (55°) || 0-10 mm
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| Missile launcher|| 50 mm (55°) || 50 mm || 50 mm (55°) || 0-10 mm
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! Armour !! Sides !! Roof
 
 
|-
 
|-
| Cupola || 25 mm || 12.7 mm
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| Cupola || 25 mm || 25 mm || 25 mm || 12.7 mm
 
|}
 
|}
  
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* Suspension wheels and tracks are 15 mm thick
 
* Suspension wheels and tracks are 15 mm thick
* Belly and hull undersides over the tracks are 12.7mm thick
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* Belly and hull undersides over the tracks are 12.7 mm thick
* Outdoor ammo rack is 50 mm thick everywhere, except hinges that are 10 mm thick.
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* Outdoor ammo rack is 50 mm thick everywhere, except hinges that are 10 mm thick
* The strafing plane can fire inside of the launcher, but at such attack angle, it's easier to just fire at ammo racks and crew inside of Striker instead. It is also technically possible to fire HE inside of the launcher tubes, setting missile inside of it and Striker on fire, but the weapon will not break.
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* It possible to fire HE inside of the launcher tubes, setting missile inside of it and Striker on fire, but the missile rack will not break
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* A strafing plane can fire inside of the launcher or just fire at the ammo racks and crew inside of Striker instead
  
 
=== Mobility ===
 
=== Mobility ===
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{{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.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
[[File:Striker_Korea38thParallel InclintationUpgraded.jpg|x150px|thumb|right|With team help and enough upgrades, the {{PAGENAME}} can use this spot on 38th parallel to suffocate any push onto capture point before they even get there.]]
 
  
 
{{tankMobility|abMinHp=270|rbMinHp=168}}
 
{{tankMobility|abMinHp=270|rbMinHp=168}}
  
The mobility of the {{PAGENAME}} is much better than that of the [[Swingfire]], so it can actually get to capture points along with the team's push, so the {{PAGENAME}} can assist in intercepting and destroy enemy team while rearming at the point. If fully upgraded and travelling on sealed roads, the {{PAGENAME}} can reach a peak speed of 87/80 km/h (AB/RB). It can drive as fast in any direction, so the only issue is turning around. This is possible because {{PAGENAME}} is much lighter than the Swingfire. Unfortunately, the lighter hull is easier for the enemy to push around, temporarily disabling the weapon and potentially ramming the {{PAGENAME}} into a wall.
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The mobility of the Striker is much better than that of the [[Swingfire]], so it can actually get to capture points along with the team's push, or it can assist in guarding the point and destroying the enemy team while rearming at a capture point.
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If fully upgraded and travelling on pavement roads, the {{PAGENAME}} can reach a peak speed of 87/80 km/h (AB/RB). It can drive as fast in any direction, so the only issue is properly turning around in the spot. This is possible because the {{PAGENAME}} is much lighter than the Swingfire, unfortunately, the lighter hull makes it even easier for the enemy to ram it, temporarily disabling the weapon and potentially throwing it over to a side, effectively making it as good as dead.
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Since drive direction is irrelevant for Striker, it's possible to always turn the chassis in a way that allows the tank to guide missiles (to keep enemies on its right) without hampering the mobility.
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One of weaknesses of {{PAGENAME}} is its suspension, because the tank will often not just fail to side climb road borders, but actually break tracks over them. Even upgraded tank is weak to this and should be driven carefully in towns. It is also very difficult, if not impossible, to climb objects in order to compensate other the {{PAGENAME}}'s flaws.
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It is important to have a high level of "driving" in crew skills. The non-aced driver will get confused if you try to drive forward or backwards and turn at the same time, especially at gear 1. Until your crew is fully trained, use neutral steering first, only then start moving, or get to gear 4-5 and then turn around. It's also worth noting that even if your driver is maxed out, at ~50 km/h you can only turn a little bit before you start losing your speed, so try to keep moving in a certain direction if trying to reach maximum speed.
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Even under ideal circumstances the {{PAGENAME}} is slower than most light tanks (speeds above 100 km per hour), so unless a group of fast allies are rushing a point with the {{PAGENAME}}, there's no expectation to capture points solo, or to get there first. On certain maps with lots of turning involved, {{PAGENAME}} can outpace wheeled tanks and arrive on a capture point at the same time or slightly before them. It also moves faster than some of them in river banks, with 20 km/h being its limit.
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Improving acceleration with modifications and maintaining map awareness do play a part despite the inability to ''fire'' on move. Besides, the {{PAGENAME}} can still desperately fire a missile and begin moving again while guiding the missile towards an enemy. Using this last resort method allows missiles to be fired while maintaining the best possible 'combat mobility'.
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=== Modifications and economy ===
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{{Specs-Economy}}
  
It is important to have a high level of "driving" in crew skills. The non-aced driver will get confused if you'll try to drive forward or backwards and turn at the same time, especially at gear 1. Until your crew is fully trained, use neutral steering first, only then start moving, or get to gear 4-5 and then turn around. It's also worth noting, that even if your driver is maxed out, at ~50 km/h you can only turn a little bit before you start losing your speed, so try to keep moving in a certain direction, if you try to reach maximum speed.
 
 
It is important for the {{PAGENAME}} to take mobility upgrades as soon as possible, because:
 
It is important for the {{PAGENAME}} to take mobility upgrades as soon as possible, because:
  
Brakes are very important in towns, as stopping one moment too late can push the {{PAGENAME}} out of cover and now the vehicle is exposed at the mercy of medium tanks, who would most likely '''really''' hate missile launchers, or are just more than happy for an easy target. Better brakes also help in hill battles, especially when the {{PAGENAME}} gets flanked and need to do something about it. Also, since the [[Update 1.85 "Supersonic"|"Supersonic" update]], the {{PAGENAME}} can no longer fire on the move, so better brakes = less time is taken before the {{PAGENAME}} can actually fire.
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Brakes are very important in towns, as stopping one moment too late can push the {{PAGENAME}} out of cover and exposed at the mercy of medium tanks. Better brakes also help in hilly maps, especially when the {{PAGENAME}} gets flanked and needs to retaliate. The {{PAGENAME}} cannot fire on the move, so better brakes means less time taken before the {{PAGENAME}} can fire.
  
Maximum inclination and suspension upgrades allow the {{PAGENAME}} to climb hills and mountain rocks better, and also stay on them. The {{PAGENAME}} may have issues with controlling missiles when not staying on flat terrain, but getting a good sight on choke points is still a major benefit, as attacking position when it's raining missiles is scary, even if they don't really destroy anyone. And if accurate enough at angling missiles despite this problem, they are all doomed regardless of their numbers.
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Maximum inclination and suspension upgrades allow the {{PAGENAME}} to climb hills and mountain rocks better, and stay on them without slipping too much. The {{PAGENAME}} will likely have issues with controlling missiles when not staying on flat terrain, but spots with a good sight on chokepoints allow to plan ahead of the enemy and will save the tank before close range combat even begins.
  
The {{PAGENAME}} is slower than many light tanks, so unless the scouts are willing to take a hit for the {{PAGENAME}}, there's no expectation to take cap points solo, or get there first. Improving acceleration with modifications and maintaining map awareness do play a part because despite the "Supersonic" update removing the ability to ''fire'' on move, the {{PAGENAME}} can still fire a missile and begin moving again while guiding the missile towards an enemy. Using this method allows missiles to be fired while maintaining the best possible 'combat mobility'.
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Thermal imaging devices also help with target acquisition on large maps, but their resolution is not excellent; it limits the ability to distinguish tanks at long distances (2.5+ km).
  
 
== Armaments ==
 
== Armaments ==
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{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
=== Main armament ===
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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.'' -->
 
<!-- ''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|BAe Swingfire}}
 
{{main|BAe Swingfire}}
  
Slightly to the right of commander cupola, there is a main ATGM camera, the optics. Because of how the camera is placed, the Striker cannot depress the camera to fire downwards as easily as the Swingfire, which may at times result in the Striker being harder to find suitable hull-down positions for; unsuitable positions may partially reveal the vehicle or result in 'blind spots' where the optics simply do not have the ability to aim. Some of these issues, however, can be compensated for using third person view to manually guide shots at close to medium ranges. This is possible due to commander cupola housing secondary aiming device, which can turn around freely, giving the tank more control space.
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Slightly to the right of commander cupola, there is the main ATGM camera optic. The missiles will never ever go beyond angles at which this camera can look. Because of how the camera is placed, the Striker cannot fire to the left past the cupola or depress the camera to fire downwards as easily as the Swingfire, which may at times result in the Striker being unable to find suitable hull-down positions; even suitable positions will often partially reveal the vehicle or result in 'blind spots' where the optics simply do not have the ability to aim.
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The missiles are controlled by the cable and the camera cannot guide multiple missiles even though the launcher has 5 missiles readily available without any internal reload. Rapid fire without waiting for the missile to at least get on target is not recommended.
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When firing the missiles at medium ranges, it's important to keep in mind the same 'swing' in the missile as the Swingfire - since when they're fired at an upwards angle, the missile will later correct its trajectory downwards and fly wherever the sniper scope was pointed, regardless of Line Of Sight. Due to this, some of the depression and camera placing issues can be compensated by artillery style indirect fire and by manually picked launch angles at close to medium ranges.
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By simply pointing the circle directly on enemy tank in third person view (or, in some cases, pointing the sniper scope directly at the target position behind an obstacle), firing, and patiently waiting until missile leaves LOS of the carrier, Striker operator can launch missiles effectively anywhere within 45 degrees in front of the hull. It doesn't matter if the target is behind a wall and is not visible, as long as the missile does not hit the ground during the launch itself and sniper scope can actually be pointed at it (through the obstacle), because the missile will just continue going forward. This means, that the Striker does not have to even reveal itself at all as long as the cover allows for this method of attack. As a side effect, until LOS to the missile is restored it will remain uncontrollable and will just fly where it was told to and slowly descend, so enemy should not be able to find good cover, and preferrably should not be able to leave, or attack will become pointless. Additionally, dead tanks produce perfect cover against "blind" Swingfire, so even a good trap spot can become unusable after a certain amount of people fall for it, especially if enemy is capable of pushing dead tanks and understands what is going on.
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Sometimes the missiles glitch and instead of going towards designated location they suddenly spike upwards at about 95 m mark upon losing control. The reason for this is not known and it often persists through the entire session, but it is more likely to happen if carrier's current cover is extremely tall, or the ingame ping is unstable. In such cases Striker can only utilise indirect fire at close quarters, essentially working as a siege tank or a tiebreaker.
  
On the other hand, the Striker's missiles represent a significant improvement in maneuverability; both increasing their effectiveness at close ranges (where previously the Swingfire was almost incapable of firing) and improving longer-range tracking of moving targets. When firing these at medium ranges, it's important to keep in mind the 'swing' in the missile - since they're fired at an upwards angle, the missile will correct its trajectory downwards and if it corrects itself by a significant margin, might initially over-correct. The more missile speeds up, the higher is the likelyhood of overshooting on sharp turn. Where necessary, smooth the missile's trajectory by gently guiding it from its initial firing angle to ensure it doesn't hit any raised obstacles on the way to its target.
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If direct combat is unavoidable, reverse gearbox and stabiliser allows the Striker to respond to enemy waves coming from one side by presenting it's right side and attacking while driving along the cover to avoid enemy shots at the same time, but it will only work at medium to long ranges as the missiles start to fly in less than optimal ways when their carrier is not stationary (despite having a stabilizer) and may hit the ground.
  
Since missiles are launched upwards, the semi-automatic guidance system expects targets to be at least 100 metres away, so if the enemy is closer than that it's suggested to aim at the ground near to them (or even in between of you and them, if they are too close), not at the vehicles themselves, or the missiles will overshoot.
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In one on one combat at close range the launcher can overwhelm most tanks by firing at them every few seconds. The advantage decreases with more and more tanks entering the fight. The launcher has a hard dead zone of 50 m over even terrain and soft dead zone of around 70 m, therefore it is necessary to pay attention not only to hills themselves, but rocks and backward inclines next to them. if the enemy is closer than 70 m, it's suggested to aim not at the tanks themselves, but rather at the ground between {{PAGENAME}} and them, or to angle the hull downwards on a slope beforehand (so that target is "above" the carrier), as otherwise the missiles will be unable to correct themselves in time. 40 m shot on even elevation is only possible if the missile is fired sideways and even then the hit is not guaranteed.
  
Examples of "cover busting" and dead zone duels (point cursor at the image to get an explanation):
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Detailed examples of {{PAGENAME}} attacking what is generally considered a difficult target and still doing well:
<gallery mode="packed-hover" heights="200px">
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<gallery mode="packed-overlay" heights="200">
Striker_cover_busting.jpg|One of your general duties as Striker is removing hull-down opponents out of their cover. Easy vertical shots like this should be the main aim of your practice at the beginning. Simply drive up to them and destroy them. The better you get at this, the fewer opponents will dare to stand near to you. Later on, you will learn to do that at long range as well.
+
File:Striker 50 m shot.jpg| If enemy is too close, aim in between of the carrier and the target. Works even if there is a giant wall between the two.
Striker_close_range_shot.jpg|After a while you will meet opponents who simply do not fear you, or attack you directly out of desperation. It's much better to destroy your opponents indirectly, however, you should be ready to immediately counterattack in any situation. As seen in this picture, Striker managed to immediately counterattack XM-1, and even destroyed Warrior, while at it. The key at close range duels is aiming in between yourself and opponent, then correcting the shot.
+
File:Striker 450 m indirect shot.jpg| There is no need to expose the carrier at medium range - stay out of sight and fire at any sniper that doesn't pay attention, move closer when it's safe.
Striker tricky shot.jpg|After a while, you will have to learn, how to attack enemy indirectly, by launching a missile in one direction and dragging them into another. This is necessary to attack people, who think they can hide from Striker. Play it like any vehicle in RB - look around using the camera, spot enemy, launch missile forward and drag it at their location. With a bit of practice, you will be able to hit the enemy behind rocks and walls. Then, you will learn to attack even through small gaps in between bridge beams, holes in the house's rooftops, ETC.
+
File:Striker 250 m indirect shot.jpg| Missiles lose control when Striker is hidden, but as long as you park properly, the only thing that matters is that you have cover and the enemy doesn't.
 
</gallery>
 
</gallery>
  
While it might appear that the Striker will reload all five missiles simultaneously after the rack is emptied, it actually reloads one at a time, allowing for 'continuous' fire. Do note, that reload process is split into 2 parts : "autoloader" loading a missile, which takes about 4.5 seconds and can be prevented by launching a missile, and missile activation which takes 0.65 to 0.5 seconds. The autoloader reload cannot be sped up, so try to remember about it and let autoloader load next missile before firing again, if under enemy siege.
+
The missiles will generally turn well on launch within the default 45 degree launch zone. Outside that zone, they will require about 150 m or more before they can get on target. The more the missile speeds up, the higher is the likelihood of overshooting in a sharp turn. Where necessary, turn the carrier around to ensure that the Swingfire doesn't hit any obstacles on the way to its target.
 +
 
 +
'''Reloading the Swingfires'''
 +
 
 +
While it might appear that the Striker will reload all five missiles simultaneously after the rack is emptied, it actually reloads one at a time.
 +
 
 +
Do note, that the reload process is split into 2 parts: "autoloader" loading a missile, which takes about 4.5 seconds (5.8 if including the wait before it starts) and can be prevented by launching a missile, and missile activation which takes 0.65 to 0.5 seconds. The ammo rack reload can be made slightly faster by maxing out "reloading" crew skill, but not to a strategically significant degree, so try to remember about it and let autoloader load the next missile before firing again if possible.
  
This can lead to an advantage in Arcade battles, as the ammo can be portrayed as limitless since tubes generally reload while guiding the missiles to the target. However, full ammo rearm outside of capture point after spending all missiles in AB takes about 50 seconds, and missiles cannot be used too recklessly as it still takes at least 5 seconds to reload one launcher. While rearming, launchers still "reload", which means you can fire at will after rearm sequence is finished.
+
This can lead to an advantage in Arcade battles, as the ammo can be portrayed as limitless since tubes generally reload while guiding the missiles to the target. However, full ammo rearm outside of capture point after spending all missiles in AB takes about 50 seconds, and the missiles cannot be used too recklessly as even for ace crew it still takes about 4.8 seconds after firing to reload one launcher.
  
If you are rearming inside of capture point and have less than 5 missiles, then they get "reloaded" immediately, however, though rearm itself is not interrupted by Striker firing, it is longer than reload and takes about 8 to 10 seconds. Rearming inside of capture points in AB can also grant more than 1 missile if you start to rearm before using the last missile. This rearms entire ammo pool immediately, but having steady aim is still required, as it is also generally unsafe to do, as capture points rarely provide any cover by themselves. Retreating away or imposing "threatening presence" next to capture point is generally a much more viable tactic, unless trying to take a last stand against entire enemy squad.
+
While rearming, launchers also instantly reload, which means you can fire at will after rearm sequence is finished. If you are rearming inside of a capture point and have less than 5 missiles, then they get "reloaded" immediately, however, though rearm itself is not interrupted by the Striker firing, it is longer than reload and takes about 7 seconds.  
  
In Realistic Battles, this advantage is less important since the Striker only has 10 shots, and if hit by a missile in the rack, it will explode all of the ammo in the launcher, leaving the Striker with even less. It also rearms only one missile per cycle on capture points in RB.
+
Rearming inside of capture points in AB can also grant more than 1 missile if you start to rearm before using the last missile. This rearms entire ammo pool immediately, but having a steady aim is still required, as it is also generally unsafe to do, as capture points rarely provide any cover by themselves. It's technically possible to endlessly rearm the entire magazine and fire endless hurricanes of ATGMs if only 5 missiles were taken in the ammo distribution UI, but the {{PAGENAME}} is then confined to guarding the capture point it arrives to, and it will only work if the point was captured by allies, which is not guaranteed.
  
When unlocking MK2 missiles, keep in mind that while they give you an edge over heavy tanks, you can only have 30 of them per battle. Should you waste all of them, the Striker becomes useless. This is especially important in AB, because Strikers can get used to literally unlimited ammo pool and suddenly find themselves unable to fire and rearm - if you plan to live forever or going to stall enemy team rather than go and specifically hunt tanks, then you might resort to just using MK1 instead.
+
In Realistic Battles, this advantage is less important since the Striker only has 10 shots, and if a missile in the rack is hit, it will explode all of the ammo in the launcher, leaving the Striker with even less. It also rearms only one missile per cycle on capture points in RB.
  
In short: Learn to be careful with your missiles; if you're not confident, practice the Striker's aim in AB and abstain from RB or don't use MK2 missiles until able to control the missiles properly, having a wasteful attitude to missiles and missing shots will force a constant rearming period at a control point.
+
When unlocking Mk.2 missiles, keep in mind that while they give you a penetration edge over heavy tanks, you can only have 30 of them per battle. Should you waste all of them, the Striker becomes almost completely useless. This is more relevant in AB, because Strikers can get used to a literally unlimited ammo pool and suddenly find themselves unable to fire and rearm - if you plan to live forever or going to menace and halt the enemy team rather than go tank hunting, then you might resort to just using Mk.1 instead.
 +
 
 +
In short: Learn to be careful with your missiles and be mindful of your surroundings; if you're not confident, practice the Striker's aim in AB and abstain from RB or don't use Mk.2 missiles until able to control the missiles properly - having a wasteful attitude to missiles or missing shots will force a constant rearming period at a capture zone.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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* Turret, in the case of Striker, is represented by cameras (optics). The faster they move, the more responsive missiles become.
 
* Turret, in the case of Striker, is represented by cameras (optics). The faster they move, the more responsive missiles become.
* Launcher has a dead zone of 10 m in front of the vehicle. If Striker is not standing on flat terrain, then the dead-zone is extended further below vehicle (generally up to 50 m).
+
* Launcher has a dead zone of about 50 m in front of the vehicle. If Striker is angled upwards, then the dead-zone is extended further below vehicle due to the camera depression angles.
* Automatic guidance system has a soft dead-zone of about 100 m, which results in an inability to hit the enemy if the reticle is simply pointed at them. Point reticle into the ground near an enemy to hit or use indirect attack technique.
+
* Automatic guidance system has a soft dead-zone of about 70 m and missile tends to initially go above designated target, which results in an inability to hit the enemy if the reticle is simply pointed at them. Point reticle into the ground close to an enemy to hit or use indirect attack technique.
* Reloading only happens for one tube at a time. If the weapon is broken, then reloading is stopped to prevent potential ignition on follow-up shots. If out of ammo, the reload will still happen so when fully rearmed, all racks are ready to fire again.
+
* Reloading only happens for one tube at a time. If the weapon is broken, then reloading is stopped to prevent potential ignition on follow-up shots. If out of ammo, when fully rearmed all racks are also reloaded and ready to fire again.
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:BAe Swingfire/Ammunition|BAe Swingfire (Striker), BAe Swingfire Mk.2}}
! 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
 
|-
 
| BAe Swingfire || ATGM || 535 || 535 || 535 || 535 || 535 || 535
 
|-
 
| BAe Swingfire Mk.2 || ATGM || 700 || 700 || 700 || 700 || 700 || 700
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Range<br>(m)
 
! 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%
 
|-
 
| BAe Swingfire || ATGM || 250 || 4,000 || 37.0 || 0 || 0.1 || 3,470 || 80° || 82° || 90°
 
|-
 
| BAe Swingfire Mk.2 || ATGM || 250 || 4,000 || 37.0 || 0 || 0.1 || 3,470 || 80° || 82° || 90°
 
|-
 
|}
 
  
 
* Missiles are launched upwards with initial velocity of about 89 m/s
 
* Missiles are launched upwards with initial velocity of about 89 m/s
* Mk.1 model of the missiles, that are used on Striker, is different from ones used in the [[Swingfire|Swingfire]], despite having the same name. It has better maximum velocity being 250 m/s. It also has a better turn rate, though it still has some drag, when forced to take sharp turns at high speed
+
* The Mk.1 and Mk.2 BAe Swingfire missiles are not different from each other in any way but penetration, which allows Mk.2 to penetrate heavy tanks at extreme angles and destroy ERA shields more efficiently. The price is, however, is that you can only have 30 of Mk.2 missiles per battle (though it's difficult to spend them all in RB).
* The Mk.1 and Mk.2 BAe Swingfire missiles are not different from each other in any way but penetration, which allows Mk.2 to penetrate heavy tanks at extreme angles and destroy ERA shields more efficiently. The price is, however, is that you can only have 30 of Mk.2 missiles per battle.
 
 
* ATGM can overpenetrate fuel tanks, which are often used to protect ammo racks. However it can also overpenetrate certain parts of tanks and leave them without doing any damage - be cautious and try to do direct hits exactly where it hurts
 
* ATGM can overpenetrate fuel tanks, which are often used to protect ammo racks. However it can also overpenetrate certain parts of tanks and leave them without doing any damage - be cautious and try to do direct hits exactly where it hurts
 +
* The missiles can cause overpressure damage, but only if hit enemy tank in a weak spot with less than 15 mm RHA
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
+
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
<!-- '''Last updated: 2.3.0.76''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''10''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || No
+
| '''10''' || 5&nbsp;''(+5)'' || 7&nbsp;''(+3)'' || 0&nbsp;''(+10)'' || No
 
|-
 
|-
 
|}
 
|}
 +
'''Notes''':
  
==== Optics and night vision ====
+
* Missiles are modeled individually and disappear after having been shot or loaded.
{| class="wikitable" style="text-align:center"
+
* Rack 3 is a first stage ammo rack. It totals 5 shells and gets filled first when loading up the tank.
! colspan="7" | {{PAGENAME}} [[Optics]]
+
* This rack is also emptied early: the rack depletion order at full capacity is: 3 - 1 - 2.
|-
+
* Simply not firing will move missiles from racks 1 and 2 into rack 3. Firing will interrupt the restocking of the ready racks.
! rowspan="3" |Type of optic
+
* Missiles are fired from right to left when looking from behind
! rowspan="3" |Magnification
 
! colspan="5" |[[Night Vision Devices]]
 
|-
 
! colspan="3" |Image Intensifier
 
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}
 
! rowspan="2" |Notes
 
|-
 
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}
 
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}
 
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
 
|-
 
! Gunner's Sight
 
| X4 - X8 || N/A || N/A || N/A || 500x300 || Only useable with tier 4 upgrade
 
|-
 
! Commander's View
 
| X6 || 800X600 || ? || high || Not Fitted || Only useable with tier 4 upgrade
 
|-
 
! Driver's View
 
| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with tier 4 upgrade
 
|-
 
|}
 
 
 
The zoom capability on this tank is not the most powerful available, but it is rarely necessary to have stronger magnification due to how the ATGM can destroy tanks by just hitting them in certain area.
 
 
 
Night vision on this vehicle is mostly used in realistic or simulator battles, typically as a means of detecting enemy tanks and checking whether they can or cannot be attacked directly via sniper scope, even if target is hard to see.
 
 
 
It is important to always remember that the unlockable thermal scope can be used even during the day to check if there are hostile sniper tanks in the vicinity before moving around and it's the primary use of it for the tank. Unfortunately, the thermal scope can only be used on gunner sight, which is located below the commander cupola. Using it for the quick "scan" it must be performed fast, just in the case hostile snipers have the same idea as you and are already aiming at your tank.
 
 
 
If the enemy silhouette is not clearly seen in thermal scope and is blocked out by other objects, then it is likely that ATGM will hit something on the way to the target. The first thing to do is to turn off the thermal scope to properly gauge how far the obstacle is and then swing ATGM around it focusing on the visible tank part. If it's too dark or you prefer to guide missiles with the thermal scope on, do note that in some cases in "white-hot" mode ATGM light can actually blind the user (causing excessive light bloom), so try different viewing modes to find one which suits you the best.
 
  
 
=== Machine guns ===
 
=== Machine guns ===
 +
{{Specs-Tank-Weapon|2}}
 
<!-- ''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.'' -->
 
<!-- ''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|L37A1 (7.62 mm)}}
 
{{main|L37A1 (7.62 mm)}}
  
Not much to be said about machine gun, as it barely does anything, so use the machine gun to remove fences, since hitting anything with the Striker slows it down considerably. Fighting planes with this machine gun is redundant, it's easier to just fire ATGM at them and hope they care enough to disengage, but it can be done in RB just to do minor damage.
+
Not much to be said about the machine gun as it barely does anything against highly armoured targets. So use the machine gun to remove fences since hitting anything with the Striker slows it down considerably. Fighting planes with this machine gun is not suggested, it's easier to just fire ATGM at them and hope they care enough to disengage, but it can be optionally done in RB in an attempt to damage some critical component on the aircraft or rotatory wing. - With a hint of luck, is possible to hit the pilot or damage the vehicle enough to make it crash.
 +
 
 +
{{Notice|Light helicopters like the Alouette (Family) are really vulnerable to the high rate of fire of the L37A1, wait for them!}}
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Pintle || 2,500 (100) || 650 || -/+25° || ±45°
+
| Pintle || 2,500 (100) || 650 || -10°/+50° || ±180°
 
|-
 
|-
 
|}
 
|}
Line 235: Line 230:
 
== 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).'' -->
 +
The Striker should be seen as an extremely mobile support platform. It can pose serious intimidation to any enemy thanks to the powerful Swingfire missiles, however, is equally vulnerable against most enemy tanks or planes. It can be very effective when used as a siege tank, up close and personal, rather than a sniper, but not every map allows such a playstyle, especially in RB.
 +
 +
[[File:Striker found a tank with Thermal scope.jpg|260x260px|thumb|right|While "black hot" thermal mode is painful for eyes, it makes tanks stand out even more. It also makes ATGM block out less vision, which is important, as it is already hard to hit tanks hiding in bushes.]]
 +
'''Moving around'''
 +
 +
Find buildings, teammates, hills, or rocks that are as tall as the hull of Striker, then proceed to snipe with the ATGMs - Use the machine gun only for destroying fences and against planes. In other words "Be sneaky and shoot at the range".
  
;Combat tactics
+
In realistic battles, if you have the Thermal vision modification installed, you can use your thermal scope to "scan" the surroundings for hostile snipers and "bush campers", the advantage of this system is that it is possible to even use it during the day. Driving out in the open will not end well for the Striker unless the enemy has someone else to shoot. Use the smokescreen to cover the Striker (or allies) from enemy snipers while they opening fire on someone else.
<!--Specific methods of play in different situations, label the methods with pros and cons (if possible) based on vehicle's performances (i.e. Using the M22 Locust and getting close to the target so gun depression cannot reach it.)-->
 
  
[[File:Striker found a tank with Thermal scope.jpg|x160px|thumb|right|While "black hot" thermal mode is very painful for eyes, it makes even tanks with their engine off stand out even more. It also makes ATGM block out less of your vision, which is important, as it is already hard to hit tanks hiding in bushes.]]
+
In ''extreme'' situations, the Striker can be put into risk in a flanking tactic by driving straight to cover inside of enemy territory (preferably at the start of the match in RB), hoping that nobody expects missiles suddenly launching within "their" part of the map and ruining their plans.
  
''Moving around'': Find building, teammate, hill, or rock that is as tall as the hull of Striker, then find the enemy and destroy them using the ATGM. Use the machine gun only for destroying fences and against planes. In other words "Be sneaky and shoot at the range". In realistic battles, if you have night vision modification installed, you can use your Thermal scope to "scan" your surroundings for hostile snipers and "bush campers". This is possible even during the day.
+
It is possible to make fast emergency stop by crashing into obstacles or other tanks when necessary. Make sure to not crash with just one track, since it will break it, especially if driving above 40 km/h.
  
Driving out in the open will not end well for the Striker unless the enemy has someone else to shoot. The Striker can drive around in enemy sight, but make sure that they are afraid and in cover, or at least can't fire at the Striker first before the Striker sends a missile their way. Use smokes to cover the Striker from enemy snipers while opening fire on someone else. The Striker can use the opposite side of the cover that the enemy is using, as long as the missiles can fire at them from above and the Striker isn't opened for flank shots. At that point, it doesn't matter if they know where the Striker is.
+
'''Combat tactics'''
 +
 
 +
There are several examples of this Flanking/Ambushing tactic, for example:
  
 
[[File:Striker Map VietnamRushC.JPG|x200px|thumb|right|Trade one for eight.]]
 
[[File:Striker Map VietnamRushC.JPG|x200px|thumb|right|Trade one for eight.]]
 +
As the right-side team on the "[[Vietnam Hills|Vietnam]]" map, the Striker cannot hope to take hold of the C capture point, as the left-side team has an indefensible advantage over that capture point. Even the idea of it is so unthinkable, that almost nobody checks the river near to town (and even if they do, using both smoke launchers can give enough breathing space to get past them), so the Striker can dash to the river entrance of C capture point, which is exactly the size of the Striker and is also heavily fortified from every direction, to destroy the entire enemy team right there, as it tries to leave C.
  
In ''extreme'' situations, the Striker can be sacrificed by driving straight to cover inside of enemy territory (preferably at the start of the match), hoping that nobody expects missile launcher of all things to drive right into "their" part of the map and ruin their plans. There are several examples of this tactic:
+
Not only the chances of success are quite high, but the heavily aggravated enemy team will probably come straight at the Striker's position leaving them prey of Striker's teammates sniping in the back.
  
[[File:Striker Map AmericanDesertRush.JPG|x200px|thumb|left|The tables have turned.]]
+
[[File:Striker VerticalAttack BehindCover.jpg|x140px|thumb|right|Striker fires from above]]
 +
Note that rush and flank tactics are not feasible without a spaded vehicle, as it's significantly harder to hit a Striker when it is driving at 50-87 km/h, compared to 30-60. A weaker suspension may stop the Striker from moving altogether after hitting any bumps on a road, weaker tracks tend to break easier, and so on.
  
As the right-side team on the "Vietnam" map, the Striker cannot hope to take hold of C capture point, as the left-side team has an absurd advantage over that capture point. Even the idea of it is so unthinkable, that nobody even checks the river near to town (and even if they do, using both smoke launchers can give enough breathing space to get past them), so the Striker can dash to the river entrance of C cap point, which is exactly the size of Striker and is heavily fortified from every direction, and attempt to destroy entire enemy team right there, as it tries to leave C. Not only the chance of success is quite high, as heavily insulted enemy team will probably come straight at the Striker's position, but even if this fail, teammates can snipe remaining opponents with little to no effort as they converge onto the Striker's position here.
+
Remember, it is not needed to go that far into enemy lines to ambush the enemy team; use your imagination and teamwork to do more damage. Retreating away or imposing a "threatening presence" next to capture point is generally a much more viable tactic, unless trying to take a last stand against the entire enemy squad. Where any regular player sees a wall, and might only think of getting around it or trying to blindly fire over it, an expert seeks opportunity in everything around them.
  
As the south-side team in "American Desert", A point only variant, it is possible to use the road to reach max speed and then fall off the cliff straight into the cover below, then immediately proceed to fire at the completely confused enemy team. There is a high chance of being shot mid-air or breaking the tracks due to fall damage, however, sometimes this idea is just crazy enough to work, and if they fail to stop the Striker in time, the entire enemy team is at the Striker's missile's mercy. At this point, the Striker should take out as many of them as possible, preferably pushing them back to their spawn point or even destroying them all.
+
<gallery mode="packed-overlay" heights="200">
 +
File:Striker firing over a rigde setup bad.jpg| Striker stands on flat ground, cannot see enemies and cannot really hit anything due to dead zone limitations
 +
File:Striker firing over a ridge setup good.jpg| Striker positioned and angled itself downward on a sloped rock, has a clean direct firing arc on enemy entrance and is able to see its targets, can choose firing angle thus able to defend itself in close range if disturbed.
 +
</gallery>
  
Note that this rush tactic is not feasible without spaded vehicle, as it's significantly harder to hit a Striker when it is driving at 50-87 km/h, compared to 30-60, weaker suspension may stop the Striker from moving altogether after hitting any bumps on a road, weaker tracks tend to break easier, and so on. You should also remember, that you don't have to always go that far to make an effective ambush. Use your imagination and teamwork to do more damage.
 
 
{{break}}
 
{{break}}
  
[[File:Striker HorizontalAttack BehindCover.jpg|x150px|thumb|right|Use teammates as a cover (don't block their escape path though!) and destroy the enemy when they think they are safe behind their cover.]]
+
'''Teamwork'''
  
''Combat and teamwork'': Striker excels at holding chokepoints and indirect horizontal missile fighting, so just give the enemy something to think about by firing 1-2 missiles at the corner of their cover, then use their confusion and fear to get closer and adjust missile aim, then actually blow them up. If they try something as stupid as rushing without smokes, show no mercy and fire all launchers, until they are crippled or destroyed.
+
Striker excels at holding chokepoints, so just give the enemy something to think about by firing 1-2 missiles at the corner of their cover, then use their confusion or doubt to get closer and think of a way to launch missiles straight into them, as they are now potentially defenceless, then blow them up.
  
Having a scout vehicle working with the team to actually mark the enemy through walls and smokes is best. Having someone to draw attention from the Striker, like a [[Chieftain (Family)|Chieftain]] tank, is even better, as nobody normally prioritizes the innocuous Striker, especially if next to a bunch of scarier, tanky teammates. Avoid using them as a shield at 9.3 and especially 10.0, as APDSFS, which can go through multiple tanks while doing damage, is used there very often, if not always.
+
If they try something as rushing without a smokescreen, show no mercy and fire all launchers at will, until they are disabled or destroyed.
  
In case the situation is such that the Striker must hurriedly capture the point or protect allies '''immediately''', the Striker can dash in and use any suitable combat cover as brakes by crashing into it, then immediately fire on the enemy. Make sure to '''not''' crash with just one track, since it will break it, especially if driving above 40km/h.
+
Having a scouting light tank working with the team to actually mark the enemy through walls and smokes is great, as you don't need to guess where your opponents are and can just fire at them by using sniper mode. Having someone to draw attention from the Striker, like a [[Chieftain (Family)|Chieftain]] tank, is even better, as nobody normally prioritizes the bland Striker, especially if next to a bunch of scarier, fearsome teammates. Avoid using them as a shield at 9.3+, as APFSDS which can go through multiple tanks is used there very often; if not always.
  
In case the opponent is not in visual range, either because of how far they are, or there are simply too many of them for precise targeting, in '''arcade mode''' the Striker still can select/target the specific opponent and hold the right mouse button, or simply hold right mouse button (by default controls) as the mouse aiming is dragged near them, to activate automatic aim. This allows the Striker to semi-precisely fire missiles on the faraway enemy without manual aiming nor the gunner's scope to make a quick hull shot. This does not really help against foes that are in the automatic guidance dead zone (100 m or out of camera sight) or have cover against the missile path. It also does not help against foes which move, unless the sniper scope is manually aimed at them. You don't have such option in realistic and simulator battle, however, in RB it's '''much''' safer to use sniper scope anyway since opponents do not automatically spot you across the map there, unless they use thermal scope.
+
In case the situation is such that the Striker must protect itself or allies against a tank rush, the carrier can be crashed into something with its back to negate the dead zone almost entirely. If there are no suitable objects, use a hill or retreat far enough for missiles to hit before targets can get into ramming range.
  
When choosing a choke point, aim for certain criteria to be flexible if trying to make a difference:
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When choosing a sniping point, aim for certain criteria to be flexible if trying to make a difference:
  
 
* Can this help at holding control point from here? Can the Striker destroy the enemy before they can run away?
 
* Can this help at holding control point from here? Can the Striker destroy the enemy before they can run away?
* Is it fortified to a point it's impossible to take out the Striker without heavy losses or air support?
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* Is it fortified to a point it's impossible to take out the Striker without heavy enemy losses or air support? Can it fire without exposing itself to avoid being hit by normal explosives?
* Can the Striker control more than one direction from here? If not, is this the '''only''' really important capture point on the map?
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* Can the Striker control more than one direction from here? If not, is this the only really important capture point on the map?
 
* (In RB) Can the Striker rearm fast there?
 
* (In RB) Can the Striker rearm fast there?
 
* (In AB) Is retreat possible, or enemy snipers will lock down the position completely soon after your arrival?
 
* (In AB) Is retreat possible, or enemy snipers will lock down the position completely soon after your arrival?
  
''Gallery of examples:''<br>
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<br>
<gallery mode="packed-hover" heights="200px">
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<gallery mode="packed-hover" heights="200">
Striker ChokePoint Mozdok.jpg|A Mozdok choke point. Note that the Striker can control entire front-line and can decimate anyone on B point. There is nothing enemy team can do about it, but attempt to flank the Striker through the directions also in the Striker's firing lines. The Striker can also pop smoke and escape to B, in case if they flanked the position, called air support, or the Striker simply need to rearm.
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File:Striker ChokePoint Mozdok.jpg|A Mozdok defensive point. Note that the Striker can observe the popular sniping point and can decimate anyone on B point. There is not much enemy team can do about it, but attempt to flank the Striker, which will be obvious. The Striker can also pop smoke and escape to B, in case it is flanked, air support incoming, or in the need to rearm.
</gallery>
 
<gallery mode="packed-hover" heights="200px">
 
Striker ChokePoint Tunisia (Safe).jpg|If without modifications or prefer something more fortified, choose unorthodox covers like the C choke point on Tunisia. It's hard to see it coming, the Striker can fire upon anyone trying to drive around C point, Artillery almost never fires on rocks, there are covers from planes with the mountains nearby, and there are only 2 entrances to this hideout, which are hard to even get to. However, like with all good positions for Striker, the team has to protect the right flank, as the Striker can get shot if the enemy team controls the B area or use river entrance to flank.
 
Striker ChokePoint Tunisia (Risky).jpg|Alternatively, the Striker can attack capture point itself and use buildings as a shield (like this bridge). Use the missile's mobility to attack everywhere and push the enemy back. This kind of attack is very risky and reaction-based and tables can quickly turn. Immediately seek a hiding place as the enemy can pinpoint artillery onto the Striker's location.
 
Direct intercept striker mozdok.jpg|If you know that some capture point is important, but you can't possibly get there first, you can use your speed to rush and intercept enemy from best firing angle you know. Most likely this spot will have horrible cover for your weapon, so watch out for snipers. Simply crash into nearest cover and proceed to fire onto the enemy. Anything, that restricts enemy mobility, should be noted when choosing a position.
 
Direct assault Striker Fulda.jpg|Because BMP checked out the castle's surroundings with its improved optics, Striker could safely drive into capture point and score the first strike. Standing straight on capture point is generally unsafe, but there are exceptions. In this case, even if the position is somehow compromised, Striker still has full ammo and can break out to its iconic hiding spot on top of the castle, where it's '''almost''' invincible.
 
Fulda castle Striker failure.jpg|'''Never forget''', that War Thunder is a '''team based game''', and even if you fortify yourself in '''best possible sniper position in entire game''', that only you can use, there is '''always''' a possibility of being attacked and destroyed by light and medium tank combo, if nobody watches your back. Do not lower your guard, when you are alone.
 
Eastern europe direct assault by Striker.jpg|For those, who trust their teammates, even slight ground elevation and random tank hull can be used to stop the enemy assault. The enemy can fire at the commander's cupola, but due to elevation and basic cover it's very hard to do, and proper display of Striker's overwhelming firepower will stall the enemy team. Use manual repair and curve missiles everywhere, so the enemy has no chance of capturing the point directly.
 
 
</gallery>
 
</gallery>
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'''Positioning'''
  
[[File:Striker perfect cover.jpg|x200px|thumb|right|An example of hiding behind buildings in town. As long as your aim is true, there is no way the enemy team takes over B.]]
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Sometimes, a well-chosen cover can be a difference between complete defeat and victory. A direct attack on B capture point on [[American Desert]] sounds completely desperate for a normal ATGM carrier. However, one can use ATGM to damage buildings to create a perfect firing position for themselves. Remember, buildings that didn't collapse entirely after being hit by ATGM generally cannot be shot through by AP shells anymore.
Sometimes, a well chosen cover can be a difference between complete defeat and victory. Direct attack on B capture point on [[American Desert]] sounds completely desperate for a normal ATGM carrier. However, one can use ATGM to damage buildings in order to create a perfect firing position for themselves. Remember, buildings that didn't collapse entirely after being hit by ATGM generally cannot be shot through by AP shells anymore.
 
  
In the case of American Desert, the ruins are often high enough to protect even missile launcher entirely, if used properly. Automatic guidance system can often aim through ruins and any tank behind them can be aimed at directly, including tanks behind other houses, as almost every cover around you is often completely destructible or does not protect well against repeated ATGM attacks from top. Even to reach the Striker at some positions, enemy has to go through 1 to 3 alleyways while being under heavy missile barrage. If necessary, in Arcade Battles '''an entire city block''' can be leveled down over time in order to increase Striker's control zone.
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In the case of American Desert, the ruins are often high enough to protect even the missile launcher entirely.
  
However, do not get too overconfident, as it is still possible to snipe the Striker through street openings, and so the positioning and map awareness is the key - building walls are often viewable through little alleyways, even from across the map. Due to this, sometimes standing in the open spot is actually safer than standing next to a wall, even if it feels more natural.
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The Striker can often aim through ruins and any tank behind them can be aimed at directly, including tanks behind other houses, as almost every cover around you is often completely destructible or does not protect well against repeated ATGM attacks from the top. Even to reach the Striker at some positions, the enemy has to go through 1 to 3 alleyways while being under heavy missile barrage. If necessary, in Arcade Battles an entire city block can be levelled down over time to increase Striker's control zone, as ammunition limit is not a pressing issue there.
[[File:Striker LastStandStrike.jpg|x150px|thumb|right|Typical day of Striker driver.]]
 
  
'''Surviving counterattack''': The Striker's actions will draw attention, so expect to be bombarded by artillery almost constantly. Standing under artillery fire is a bad idea, but at some point it will be required to tough it out, hoping the blasts or shrapnel won't end the Striker. If possible, you should to get to the edge of bombardment area and then focus at stopping whatever called the artillery, as enemy tanks probably will come after the bombarded area soon enough. If just focused on the artillery, keep in mind that it has fewer chances of hitting the Striker on mountain rocks and other unorthodox types of cover, especially if close to several covers at once. However, it's harder to be protected against vehicles on unstable steep surfaces and without direct sight.
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However, do not get too impudent, as it is still possible to snipe the Striker through street openings, and it is very difficult to fight once enemy tanks get into 50 m zone around it, so the positioning and map awareness is the key.
  
If someone is rushing towards the Striker's position, keep calm and turn as much attention as possible to the direction of assault. First disable everyone's gunner, turning your front towards them, while guiding missiles. Weak machine guns have problems with disabling the Striker's weapon system from the front, and your priority is tanks with 120 mm guns, so medium french, Soviet, Japanese and any heavy tanks are a priority. Once everyone is pacified, destroy them. Don't attempt an escape, unless, in need of some convenient temporary cover, there is no way the Striker will outrun a bunch of tanks with cannons without fighting them back first.
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'''Surviving counterattacks'''
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[[File:Striker LastStandStrike.jpg|220x220px|thumb|right|Typical day of Striker driver in Arcade battles.]]The Striker's noisy actions will draw attention, so expect to be bombarded by artillery almost constantly. Standing under artillery fire is a bad idea, but at some point it will be required to tough it out, hoping the blasts or shrapnel won't end the Striker and then focus at stopping whatever called the artillery, as enemy tanks probably will come after the bombarded area. Keep in mind that it has fewer chances of hitting the Striker on mountain rocks and other unorthodox types of cover, especially if close to several covers at once.
  
In case the enemy breaks the Striker's weapon, remember that Neutral steering turn on flat terrain (at 0km/h) '''does not''' prevent field repair of weapons, so simply keep turning towards enemy and hope for the best. In case you got high ground, you may resist even [[BMP-2]]'s and similar autocannon fire, regardless of the rate of fire, and they rely on it too much sometimes, giving you or your teammates just enough time to destroy them before they decided to launch ATGM at you. In case if you are pinned down in your cover by multiple tanks, while your cover only protects your hull, but not weapons, you can simply keep turning your hull around to make them miss you, or turn your back towards them to not let them hit your commander cupola or to use HE, in case if they actually decide to try and hull break you.
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If someone is rushing towards the Striker's position, keep calm and turn as much attention as possible to the direction of assault. Remember about the launcher dead zone and retreat to position that allows to fire back at the incoming tanks. Machine guns have problems disabling the Striker's weapon system from the front, so you should first aim at the tanks which are likely to have APHE or carry ATGM.  
  
In case only the hull can be hidden, the enemies got the weapon constantly in-field repair mode, and there is no other way out, force it into manual repairs, allowing the Striker to fire back in a desperate situation. Unlike field repair, the manual repair is not prevented by continuous attacks on the launcher, sometimes restoring the launcher to 100% right after the enemy hit. Granted, not every enemy will just stand and fire at the launcher for 14-34 seconds, and manual repair prevents you from turning around, however, that knowledge can help in expediting the enemy's destruction. The manual repair can be prevented by hitting the missiles in the rack and setting the vehicle on fire, which is likely to happen since finishing repairs causes reloading to resume, and by pushing your vehicle around, so start firing immediately.
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In case the enemy breaks the Striker's weapon, remember that neutral steering turn on flat terrain does not prevent field repair of weapons, so simply keep turning towards enemy and hope for the best when under suppressing fire.  
  
Even when enemy destroyed Striker, you still have indirect control over missile for a few seconds. Ignore the "you were destroyed" screen and keep guiding it into them, or don't move the mouse, if you are sure it's onto them, or it will flinch.
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Even when an enemy destroyed Striker, you still have indirect control over the missile for a few seconds. Ignore the "you were destroyed" screen and keep guiding it into them, or don't move the mouse, if you are sure it's onto them, or it will flinch.
  
<gallery mode="packed-hover" heights="200px">
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<gallery mode="packed-overlay" heights="200">
Striker LastStand (Fail).jpg|'''Last stand failure''': Operator failed to destroy even one of the enemy tanks with 6 shots because he panicked. After that, he tried to run to cover, exposing vehicle's side to one of the opponents and is ultimately destroyed by a third opponent, because striker cannot fire ATGM while moving, only guide them. Moral: If caught in open - fight till the bitter end.
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File:Striker LastStand (Success).jpg|Despite being severely damaged, Striker managed to hide all vital points in between damaged cistern and wooden logs. Moral: even if the entire enemy team fires onto the position, as long as the player remains calm, the Striker can survive.
Striker LastStand (Success).jpg|'''Last stand success''': Despite being severely damaged, striker managed to hide all vital points in between damaged cistern and wooden logs, minimizing chances of being obliterated by massive artillery barrage, being shot to the hull, or rammed to smithereens, and proceeded to fire at incoming enemy in cold blood, despite being alone in literal hell. Moral: even if the entire enemy team fires onto the position, as long as the player remains calm, the Striker can survive or destroy most of them before perishing.
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</gallery>
</gallery>[[File:Machine gun shows ATGM direction striker.jpg|thumb|240x240px|Screenshot of "ace" MG scope. The missile does not go for turret reticle, but instead for machine gun crosshairs. Thus, you can launch missile behind cover and just point it at the enemy. Scope '''is not''' precise when firing into machine gun dead-zones, but is precise, when firing into cover like this. If firing at <100 m it shows where missiles will '''actually''' drop.]]
 
''Overcoming dead zones and other weaknesses of a vehicle:''
 
<!--This section is more about the technical and non-standard approach to tactical problems this vehicle has. It is very likely they were not intended by developers.-->
 
Since Striker is unable to fire in sniper mode without exposing itself, most enemies will have to be attacked indirectly regardless of range. This may seem extremely harsh at longer ranges, however, when the turret loses direct sight on the target, but not the missile, the missiles are then controlled by movements of the turret (therefore, directly guided by the mouse, not by the targeting reticle.). While the window of opportunity is very small, BAe Swingfire missiles are very slow and mobile, they can be directed wherever necessary, as long as your camera can see it, negating sniper aim disadvantage by some extent. Regaining full control over missile will send it into a crazy spiral and/or towards the targeting reticle, so try to avoid it, unless the Striker's position is suddenly compromised.
 
  
Mostly this kind of attack is done in third-person view, as using sniper mode is way too dangerous. Sniper mode is used to aim over objects or terrain by sending missile into the sky and then very quickly aiming at the enemy tank behind a hill with your crosshairs. Success relies purely on user's ability to aim at targets they can barely see. The minimum of 800 m range is also preferable to ensure that missile will arrive at the enemy, so it works best on plains or in AB.
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'''Overcoming dead zones and other weaknesses of a vehicle:'''
  
There is also weird glitch: When you have maxed out targeting AND aced crew, you start to see where your machine gun is pointed, by blinking crosshair. It's '''extremely''' '''''annoying''''', but for some reason, it shows the true direction your missiles are going to, as long as the target is not in your dead zone. This immensely helps at close ranges and indirect duels at close range.
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Since Striker is unable to fight at long range without exposing itself, most enemies will have to be attacked indirectly regardless of range. Mostly this kind of attack is done in third-person view, as using sniper mode may cause tunnel vision. Sniper mode still can be used to aim over objects or terrain by sending missile into the sky and then very quickly aiming at the enemy tank behind a hill with your crosshairs when missile gets close to them (as to minimize exposure to enemy fire), or by just pointing it at the enemy location if you are sure of it (for example, when enemy is scouted near the carrier at about 100 m range).
  
All of this allows the Striker to attack the enemy from extremely advantageous angles, however there is a limit to what one can do. For example, this way of firing allows Striker to attack enemy behind steep hills, but adds another problem - there are still dead zones (because of launcher's placement and turret's camera's inability to look down) and also blind spots, because it is hard to see what the missiles are heading towards (due to how camera works and the angle of missile's launch), and "directing" missile still moves the camera, usually into the ground, obscuring direct vision. To overcome this and become even stronger, activate "relative camera control" in the "control-tank-view in battle - Ground (y/x axis)". For specific settings and control explanations relate to the screenshot to the right.
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[[File:CameraAdjustments ATGM (Striker).gif|330x330px|thumb|.Gif picture with exxagarated examples - click on it to see more. Note how reticle is initially aimed in most of these fights - normally operator would be unable to see anything. This kind of performance is rarely ever expected, and is absolutely impossible otherwise. It will still take a lot of work or ammunition to land these kinds of shots if you want to avoid exposing the carrier at all costs.]]
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By memorizing launch angles and setups the Striker can attack the enemy from extremely advantageous angles, while use of third person view pointer will ensure that missile goes exactly at the enemy and not somewhere else. However, there is a limit to what one can do. For example, indirect fire allows Striker to attack enemy behind steep hills, but adds another problem - there are still dead zones, because missiles can crash during launch and gunner camera is unable to look down. When trying to push third person aim to its limits to compensate for this, you will also find out that it becomes difficult to see due to sight obstructions. To overcome this and become even stronger, activate "relative camera control" in the "control-tank-view in battle - Ground (y/x axis)".
  
[[File:CameraAdjustment_Settings_for_ATGM.jpg|x120px|thumb|right|Press for detailed settings.]]
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For specific settings and control explanations relate to the [[Media:CameraAdjustment_Settings_for_ATGM.jpg|screenshot]] in media section below.
  
Basically, this will temporarily detach the camera from the reticle by a certain degree. Be extremely careful when using this option because it makes the Striker specifically designed for close or ultra-long-range combat or battles at certain altitudes, and the camera must have a reset and apply button on hand, in case anything unexpected happens. In case '''everything''' goes wrong, the Striker still can use sniper mode, as it's unaffected by camera modifiers and will still guide missiles straight into the crosshairs.
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Basically, this will temporarily detach the camera from the centre reticle by a certain degree as mouse viewing does. Be extremely careful when using this option because it makes the Striker specifically designed for close or ultra-long-range combat or battles at certain heights, and the camera must have a quick reset button in case anything unexpected happens. In case everything goes wrong, the Striker still can swap to use sniper mode, as it's unaffected by camera modifiers and will still guide missiles straight into the crosshairs.
  
[[File:CameraAdjustments ATGM (Striker).gif|x480px|thumb|left|Examples of using missile control specifics and camera adjustments together. Note how reticle is initially aimed in most of these fights. This kind of performance is rarely ever expected, and is absolutely impossible otherwise. It will still take a lot of work or ammunition to land these shots, if you want to avoid exposing the tank at all costs. (Picture refresh rate is ~8 seconds. If it doesn't change - click on it.)]]
 
 
{{Break}}
 
{{Break}}
 
 
;Specific enemies worth noting
 
;Specific enemies worth noting
<!--Some concerning vehicles to worry about if playing this tank and how to fight them in an encounter. (i.e. Tiger II - shoot the turret cheeks)-->
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* Other ATGM launchers: Don't fight them directly at close range, it will be foolish. Instead, bait enemy closer to your cover, then just destroy them by firing over it. Another way is to set them on fire by any means necessary at a distance and let them burn just to be safe. Be triple careful with [[IT-1]], as even a close miss of their missile can obliterate {{PAGENAME}}. Avoid being spotted by ATGM tanks with vertical attack missiles like the [[CM-25]] - you may parry their missile with yours, but its unlikely and they don't need to go through any special procedures to fire into your cover.
  
'''Other ATGM launchers''': Don't fight them directly at close range, it will be foolish. Instead, bait enemy closer to cover, then just destroy them by firing over it. Another way is to just set them on fire and let them burn, there is nothing they can possibly do about it themselves.
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* Light tanks and SPAA: As fun as it may be to trigger them by firing all over their cover, they still can destroy the Striker easily and have enough speed and mobility to actually do that. Let them ignore the Striker and do their business, though keep an eye on them. If they try something sneaky - destroy them. If it's possible to hit them in a weak spot within the first two shots to trigger overpressure damage - do it.
  
'''Light tanks and SPAA''': As fun as it may be to trigger them by firing all over their cover, they still can destroy the Striker easily and have enough speed and mobility to actually do that. Let them ignore the Striker and do their business, though keep an eye on them. If they try something sneaky - destroy them. If it's possible to hit them within the first two shots to trigger hull break - do it.
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* Soviet tanks: Aim for the hull, as it usually destroys or immobilizes them. Aiming for right (their left) side is taking out the gunner and is generally better for self-defense, however a direct hit on left side (their right) will likely overpenetrate fuel tanks and ignite their ammo rack. They are also more dangerous than German ones, so prioritize them over others.
  
'''Soviet tanks''': Aim for the hull, as it usually destroys or immobilizes them. Aiming for right (their left) side is taking out the gunner and is generally better for self-defense, however a direct hit on left side (their right) will likely overpenetrate fuel tanks and ignite their ammo rack. They are also more dangerous than German ones, so prioritize them over others.
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* MBTs with autocannon coaxial (mainly French): They can penetrate your commander cupola and sides with their coaxial weapon from any angle at 100 m, so letting them close means certain death. While retreating, try to not expose cupola or sides without also exposing the front of the hull, so they have something to fire at and don't get any better ideas. Spending your ammo fast makes side shots less lethal since coaxial autocannons seem to not have explosive filler, and if they don't hit your crew or ammo directly, the damage is minimal.
  
'''MBTs with autocannon coaxial (mainly French)''': They can penetrate your commander cupola and sides with their coaxial weapon from any angle at 100 m, so try to not expose them, without exposing the front of the hull, so they have something to fire at and don't get any better ideas. Spending your ammo fast makes side shots less lethal since coaxial autocannons seem to not have explosive filler, and if they don't hit your crew or ammo directly, the damage is minimal.
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* Helicopters: In case the Striker provokes half of the enemy team and didn't succumb to artillery, they will probably send one of these flying birds directly at the Striker's location. If they have ATGM, immediately hide behind some tall cover and fire back with a missile. If they are too far away, there is not much the Striker can do and if actually targeted should try to empty their launcher and turtle up using launcher as a shield to protect the fragile hull from ATGM. Rockets can destroy the Striker as well if the pilot manages to carpet-bomb the position, so helicopters should be prioritized as a target and a threat.
  
'''Helicopters''': In case the Striker provokes half of the enemy team and didn't succumb to artillery, they will probably send one of these flying birds directly at the Striker's location. If they have ATGM, '''immediately''' hide behind some tall cover and fire back with a missile. If they are too far away, there is not much the Striker can do and if actually targeted should try to empty their launcher and turtle up using launcher as a shield to protect the fragile hull from ATGM. Rockets can destroy the Striker as well if the pilot manages to carpet-bomb the position, so helicopters should be prioritized as a target and a threat.
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* Strike aircraft: While bombers generally approach their targets directly, can be shot down with ATGM, and their bombs generally make enough noise to notice them and dodge, attackers at 8.3+ are extremely fast, manoeuvrable and can suddenly carpet-bomb your vehicle with rockets more than once. Do not show them the sides of the Striker, and try to not let them fire rockets precisely from the top, by hiding in smokes.
  
'''Attack planes''': While bombers generally approach their targets directly, can be shot down with ATGM, and their bombs generally make enough noise to notice them and dodge, attackers at 8.3+ are extremely fast, manoeuvrable and can suddenly carpet-bomb your vehicle with rockets '''more than once'''. Do not show them the sides of the Striker, and try to not let them fire rockets precisely from the top, by hiding in smokes.
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* Top-tier tanks: While the Swingfire Mk.2 can damage top-tier tanks, it is unwise to fight ERA-covered tanks with the {{PAGENAME}} if you do not have a plan. Always treat them as if they only take real damage on second hit. Avoid being hit by them, as they generally can knock out the {{PAGENAME}} with a single shot.
 
 
'''9.7-10.7 tanks''': If you took the Striker to endgame battle, make sure you never get hit. One hit, even by default ammo, can break the missile launcher almost 100% of the times. Avoid being sniped at all costs, as even a glancing hit to commander cupola might explode entire vehicle. Also avoid driving next to your teammates, since almost everyone uses APDSFS at that point, and those shells can penetrate straight through teammates and hit you. Take notes on which tanks have ERA and NERA armour. For example, around 10.0 [[M1 Abrams]] and [[IPM1]] have so much NERA that attacking them with missiles from the front is extremely hard and time-consuming (Though their hull sides are still weak), and the [[Challenger Mk.3]] has enough ERA to survive 2 critical hits. But in Realistic battles, these two classes of tanks are your allies, and rest of nations generally have NERA only in the turret, while some factions have not even nearly enough to stop direct hit, so even limited ammo is not that much of an issue. Because of that, you can often indirectly attack enemy hull to destroy most opponents 1-2 hits, you still can break one track and finish them off with quick follow-up side shot, as they topple over, you can even try to hit their turret or engines from top to set them on fire. When going to 10.7 , consider that while MK.2 missiles aren't tandem, like in case of [[Shturm-S]], they prove effective enough to destroy [[T-80U]], which on practice cannot be destroyed completely with MK.1 . It's also worth noting, that many players try to skip 8.0-9.0 really fast and either don't know what to do with you or just don't understand what NERA does, so they may be extremely startled or scared and avoid attacking you directly after you destroyed or heavily damaged their party.
 
  
 
;Counter-tactics
 
;Counter-tactics
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. Just flank)-->
 
  
Don't attack the enemy's position without artillery support and smoke screens. If Striker is using a single fortified position and can't move, an option is to fire smoke shells at it to not only protect oneself but blind it all together. (just make sure they don't have friendly scout vehicles around, otherwise, there is a chance they will be able to guide missiles towards a covered position.)
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The {{PAGENAME}} can be extremely dangerous if it is entrenched in a suitable firing position. If you know for sure that it is ready to unload onto you the moment you leave the cover (or even already thinks of firing into your cover), use artillery strike on it and deploy smokes before going in, otherwise you will just be annihilated by a missile salvo. One of the signs that it is ready to desperately fight back is that the carrier is being angled down and launchers are pointed at you, rather than upwards.
  
[[File:Striker used as shield by enemy.jpg|200px|thumb|right|Enemy used buildings to sneak behind Striker, who couldn't see him, broke its track and weapon, and pushes it around as a shield, denying repairs. ]]
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It has problems firing at the opposite side of the same hill if it's too steep. This will not help destroy a Striker, but at least the location is somewhat safe until they found a proper firing angle. It can fire over cover in 45 degree sector in front of it. It is incapable of fast-firing to the left at all and has issues with firing behind itself. It is preferable to stay closer than 500 m in case if Striker decides to turn and counterattack with the right side, as otherwise the Swingfires definitely will have no issue with turning around and hitting you.
If it only exposes its missile racks, fire at it, preferably with explosives (HE might outright hull break it), APDSFS, or 30 mm autocannons with at least 80 mm of penetration. Usually, the tubes on your right (their left) fire first and are already empty, so initially aim for the left (their right) to set them on fire. After breaking weapons, destroy the hull. The front of Striker may be surprisingly resistant to machine gun fire, however, if in possession of high calibre machine guns, move around Striker and penetrate its back or sides with them. If you have autocannons as a coaxial weapon (which are ~23 mm and insufficient to damage launchers), attempt to damage commander's cupola, which has much worse protection.  
 
  
7.62 calibre machine gun does nothing to it even point-blank, so do not use those on it. Fire them at its missiles instead.
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The Striker must stop before firing and has a dead zone, so if surprising one while it fights someone else - destroy it before it hit the brakes, or at least make them panic and try to push the vehicle around, ultimately dragging them into a wall. One can even use disabled Striker as a shield against their own teammates, as it can't really do anything about it.
  
If attacks didn't set Striker on fire, it will be about 9 seconds before the Striker repaired the launcher back. Firing at launcher again will reset the "field repair" timer, so take some time after a successive hit. Try firing at different tubes, if need be, it may set the vehicle on fire if actual ammo is hit. Pushing vehicle around also resets the repair timer.
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[[File:Striker used as shield by enemy.jpg|200px|thumb|right|Enemy used buildings to sneak behind Striker, who couldn't see him, broke its track and weapon, and pushes it around as a shield, denying repairs. ]]
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In case if you absolutely have to attack it directly, you can at least try to destroy its ATGM with MG suppressive fire, because it can't really control missiles without the line of sight. If it has the LOS on you, a good enough bullet screen will take at least 4 x 7.62 mm MG at once, there are no guarantees it will work, and, if it has high ground, it still can launch them at such angle, that you will be unable to do anything.
  
It has problems firing at the opposite side of the same hill if it's too steep. It will not help destroy a Striker, but at least the location is somewhat safe until they found a proper firing angle.
+
It's best to attack from many directions at the same time, preferably from behind or the left. Even better if the operator didn't see it coming. Sniping and terrain-based flank are working better in arcade battle, since there they only have vision in front of their driver and in direction they point camera at, but at great range, while sneak attacks from any direction are more reliable in realistic battle, though they themselves are much harder to notice in time. Use of thermal scope is recommended in order to find it or its missiles. If you just have numbers on your side, and your team is more or less cooperative, even the Striker can be overwhelmed. A coordinated simultaneous push of 6 tanks can destroy even the best Striker users, albeit at a high cost. If you must attack entrenched invisible Striker, do not scoff away from idea of using dead tanks as a portable shield. Do not attack it one by one - that is exactly what they want, as it gives them time to reload in between shots.
  
In case if you '''absolutely''' have to attack it directly, you can at least try to stop its ATGM with MG suppressive fire, but a good enough bullet screen will take at least 4 7.62 mm MG at once, there are no guarantees it will work, and, if it has high ground, it still can launch them at such angle, that you will be unable to do anything.
+
If it only exposes its missile racks, fire at it, preferably with explosives (HE or ATGM might destroy it outright, HESH and HEAT might hit a weak spot and cause overpressure damage), APFSDS, or 30 mm autocannons with at least 80 mm of penetration. It's also possible to fire into the tubes with all kinds of weapons to damage the missiles directly. Usually, the tubes on your left (their right) fire first and are already empty, so initially aim for the right (their left) to set them on fire. After setting the weapons on fire, destroy the hull. Keep attacking missile launcher if unable to hit the hull or commander cupola to prevent it from properly reloading and to force it to retreat.
  
It's best to attack from many directions at the same time, preferably from behind. Even better if the operator didn't see it coming. Sniping and terrain-based flank are working better in arcade battle, since there they only have vision in front of their driver and in direction they point camera at, but at great range, while sneak attacks from any direction are more reliable in realistic battle, though they themselves are '''much''' harder to notice in time. Use of thermal scope is recommended in order to find it or its missiles. If you just have numbers on your side, and your team is more or less cooperative, even the Striker can be overwhelmed. A coordinated simultaneous push of 6 tanks can destroy it, albeit at a high cost. Do not attack it one by one - that is exactly what they want, as it gives them time to reload in between shots.
+
The front of Striker may be surprisingly resistant to machine gun fire, however, if in possession of high calibre machine guns, move around Striker and penetrate its back or sides with them. If you have autocannons as a coaxial weapon (which are ~23 mm and insufficient to damage launchers), attempt to damage commander's cupola, which has much worse protection. 7.62 mm machine gun does nothing to it even point-blank, so do not use those on it. Fire it at its missiles instead.
  
Don't forget that it can fire from any sort of cover. Aside from already mentioned steep hills, its firing potential is only limited by the operator's skill, as Striker is better at leading missiles behind itself than any other tank.
+
If attacks didn't set Striker on fire, but broke it's weapons, it will be at least 4 seconds of manual "full repair" before the Striker repaired the launcher properly. Firing at launchers again will reset the "field repair" timer, which takes about 9 seconds and is generally used when Striker is forced to spin around by machine gun fire, so sometimes time can be taken after a successive hit. However, remember, that Striker normally doesn't suffer critical damage when hit in a missile launcher and it may still be able to fire if hit wasn't strong enough. Regardless, its crew will be able to complete repairs extremely fast if not prevented by fires, allowing the launcher to fire even under seemingly impossible conditions. Always fire at different tubes, as it may set the vehicle on fire if actual ammo is hit and prevent it from retaliating at all.  
  
Keep missile launcher destroyed if unable to hit its commander cupola reliably before it fires the missiles. However, remember, that it '''does not''' have hull-break on a missile launcher. The only real way to destroy it is to attack the hull somehow or to set it on fire.
+
[[File:Striker_BlindZone_Exploited.jpg|x200px|thumb|right|This is why striker must always fire at Soviet tank's hulls: T-54 used terrain to get into melee range with the Striker. Despite being hit several times in turret, it managed to push striker into a wall, then smoked the entire area to make teammates unable to save him. The Striker cannot save itself anymore.]]
  
The SPAA's with absurdly high fire rate, like [[M163|Vulcan]] and [[ZSU-23-4|Shilka]] can fire at Striker's transmission or sides and destroy vehicle without even aiming. Problem is, it's unlikely that Striker will just let them drive up to itself, and these SPAA cannot defend themselves against other tanks at all, so chances of this ever happening are very slim.
+
The SPAAs with absurdly high fire rate, like [[M163|Vulcan]] and [[ZSU-23-4|Shilka]] can fire at Striker and destroy vehicle without even aiming. Problem is, it's unlikely that Striker will just let them drive up to itself, and these SPAA cannot defend themselves against other tanks at all, so chances of them ever fighting are very low.
 
 
[[File:Striker_BlindZone_Exploited.jpg|x200px|thumb|right|This is why one must always fire at Soviet tank's hulls: T-54 used terrain to get into melee range with the Striker. Despite being hit several times in turret, it managed to push striker into a wall, then smoked the entire area to make teammates unable to save him. Because of T-54 low profile and mountains around the battle, Striker cannot fire back.]]
 
 
 
Since "Supersonic" update it must stop before firing, so if surprising one - destroy it before it hit the brakes, make them panic and try to push the vehicle around, ultimately dragging them into a wall. If the vehicle profile is low enough, a blind spot could be created and force the Striker to attempt a miracle shot, which is inaccurate and will not work, unless there is enough room for a missile to turn around. This provides an opportunity to take a free direct shot at the crew compartment. One can even use disabled Striker as a shield against their own teammates.
 
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="2" | Mobility
 
! Protection
 
! Firepower
 
|-
 
| I
 
| Tracks
 
|
 
| Parts
 
|
 
|-
 
| II
 
| Suspension
 
| Brake System
 
| FPE
 
| BAe Swingfire Mk.2
 
|-
 
| III
 
| Filters
 
|
 
| Crew Replenishment
 
| Smoke grenade
 
|-
 
| IV
 
| Transmission
 
| Engine
 
|
 
| NVD
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 411: Line 364:
 
'''Pros:'''
 
'''Pros:'''
  
* Can drive in any direction fast, even on stock modules, sometimes matching track based light tank speed when spaded, allowing it to get to the critical map spots just in time, or to retreat faster than most alternatives
+
* Reasonable mobility in all directions once fully upgraded, thanks to the reverse gearbox
* Has five ATGMs in the rack, meaning that the {{PAGENAME}} can make five fast shots without reloading and it often manages to reload before next shot when fighting at medium range, meaning that it is almost always ready to fight off entire enemy squads, unlike most tanks
+
* 5 powerful ATGMs ready for quick succession firing when necessary
* Can fire in and out of covers like artillery, but is more precise and every shot can be fatal, if given enough practice. Can also turn and guide missiles behind itself, unlike [[Swingfire]] and most of other turretless tanks, making it unexpectedly dangerous in any position
+
* When defending a capture zone, ammunition is constantly reloaded; allowing to fire ATGMs almost indefinitely, unlike ATGM carriers which require manual reload or have longer rearms, like [[Shturm-S]] or [[ZT3A2]]
* Receives next to infinite amount of Mk.1 ammunition on capture points, because it can quickly rearm. infinite Mk.1 ammo in AB overall, assuming its user manages to hold the line; allowing Striker to hold off almost any kind of siege indefinitely, unlike ATGM tanks with longer rearms, like [[Shturm-S]]
+
* Double hull mounted smokescreens provide adequate visual protection; specially during retreats
* Has two hull mounted smokescreens unlike most of early rank VI tanks and they are unlocked earlier. They are also aerosol, which means that the smoke will set in just two seconds, giving the {{PAGENAME}} additional advantage over any rank V tanks
+
* Can be used as artillery, but such playstyle requires a lot of practice and not every map allows it
* No hull break on the missile launcher, allowing the tank to stall for time better than some heavy tanks, even though it's vulnerable to HE
+
* Often underestimated, unseen or left unattended, giving the Striker a chance to repair and strike back; all because of the small and vulnerable size
* Enemy often underestimate {{PAGENAME}}s frontal armour and neutral steering and sometimes try to destroy it with less powerful coaxial weapons at first, giving it time to repair and/or fire back
+
* Availability of thermal imaging; packed with the great optics allows for a proper target acquisition
 +
* Frontal armour can actually withstand HMG and even some 20 mm cannons; modules placing also improve frontal protection
 +
* Technically fastest ATGM reload, tied with the [[BMD-4]], but can't reload while attacking, unless on a friendly capture point
  
 
'''Cons:'''
 
'''Cons:'''
  
* Side armour is lacking and can be easily penetrated by heavy machine guns of 12.7 mm calibre and any weapon larger than a 12.7 mm machine gun can snipe it from afar
+
* Highly vulnerable to autocannons, ATGM, air attacks, artillery, ramming, and HE/HESH shells
* {{PAGENAME}}s weapons are a tall target and its guiding devices are located way below its weapon system and on level with its hull. While the hull itself is mostly hidden from enemy fire, it is practically impossible to fire at long range without exposing the weapon and commander cupola or using third-person view, making it an easy target for HE and patient APFSDS users, somewhat similarly to [[Khrizantema-S]]
+
* Optics location is a worse aiming set up when compared to [[Swingfire]] ; the top and ammo racks of the Striker must be exposed to correct the ATGMs trajectory; Optics can be targeted with any explosives to instantly destroy the Striker
* Due to all this, despite {{PAGENAME}} being extremely dangerous at all times it is one of the only ATGM tanks which can be easily neutralized by breaking their missile rack at a critical moment, because destroying the rack of {{PAGENAME}} disables '''all five''' launchers and renders it helpless. Setting any loaded missile on fire also destroys all of them, forcing it to also reload or even rearm after repair
+
* Has a hard dead zone of 50 m in AB and further in RB, can be difficult to guide missiles at ranges below 70 m due to a guidance dead zone
* Reload is very quick, but the tank can only reload launchers when not firing via "autoloader rearm" and only one by one, meaning that there is a way to overwhelm it in close quarters
+
* ATGM rack is impossible to lower; an impact to the ATGM rack can leave the Striker with no active ammo left
* Low ammo capacity with 10 ATGMs in RB, and in AB it still needs to rearm for a while after 10 shots, requiring user to be mindful of their tactic, aim and overall map situation
+
* Modest ATGMs count can be quickly depleted without trigger discipline; in Arcade battles automatic rearm is available anywhere, but more ATGMs per tank are also often required
* While Mk.2 missiles allow {{PAGENAME}} to directly fight ERA and NERA equipped tanks of 9.0+, and maybe even to defeat rank VII tanks, it can only have 30 of them per battle and most of such targets require at least two Mk.2 shots to take them out, severely limiting the amount of tanks it can destroy per battle with them
+
* Although Swingfire can be launched over full cover without any further input, it often crashes on launch if cover is too tall or wide.
* Vulnerable to ramming in direct combat due to its low weight, rendering it unable to protect itself against very agressive tankers, as it is unable to fire on move.
+
* Despite a quick reload, the ATGMs are loaded into the rack one by one; making the Striker vulnerable to multiple enemies after depletion of the rack
* Using {{PAGENAME}} too well draws attention and may cause massive attacks of all kinds on its position, including endless artillery barrages, which can one-shot it on a good hit
+
* Swingfire ATGMs are noisy and will give away the Striker's position in close quarters even when it is perfectly hidden
  
 
== History ==
 
== History ==
The FV102 Striker was an anti-tank wire-guided missile carrier which belonged to the CVR(T) family, developed for the British Army during the Cold War. The striker had five missile launcher boxes and carriers a total of 10 Swingfire missiles (including 5 in the launchers and 5 reloads). It weighted around 8.3t (8300kg) and was powered by the Cummings BTA 5.9-litre diesel engine which could output 190 hp. Its top speed was 81km/h(50mph) forwards and backwards.
+
<!-- ''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).'' -->
 +
The FV102 Striker was an anti-tank wire-guided missile carrier which belonged to the CVR(T) family, developed for the British Army during the Cold War. The Striker had five missile launcher boxes and carried a total of 10 Swingfire missiles (5 in the launchers and 5 reloads). It weighed around 8.3t and was powered by the Cummings BTA 5.9-litre diesel engine which could output 190 hp. Its top speed was 81 km/h (50 mph) forwards and backwards.
  
'''<big>DEVELOPMENT</big>'''
+
=== Development ===
  
The striker was first developed in 1975 for the British Army. The chassis was produced in the West Midlands, England and other components were sourced from other suppliers. The Fairey Engineering manufactured the missiles and so did the British Aircraft Corporation, the missiles were launched by the launcher at the back and had a range of 4000m, the commander could correct the trajectory if it was necessary. However, it had to be reloaded manually from the outside. It was also equipped with a [[L37A1 (7.62 mm)|L37A1]] (7.62mm) machine gun (2500 rounds). It was first powered by the Jaguar 4.2-liter petrol engine (standard car engine) and later replaced by the Cummings BTA 5.9-litre diesel engine. It consisted of 3 crew, the gunner who sat on the right side, commander and driver who sat on the left side (The driver sat next to the engine). The front armour was 25mm thick while the side and back were 12mm thick.
+
The Striker was first developed in 1975 for the British Army. The chassis was produced in the West Midlands, England. Other components were sourced from other suppliers, Fairey Engineering manufactured the missiles and so did the British Aircraft Corporation. The missiles were released by the launcher at the back on the Striker and had a range of 4,000 m, the commander could correct the trajectory if it was necessary. However, it had to be reloaded manually from the outside. It was also equipped with a 7.62 mm [[L37A1 (7.62 mm)|L37A1]] machine gun (2,500 rounds).
  
'''<big>SERVICE HISTORY</big>'''
+
It was first powered by the Jaguar 4.2-litre petrol engine (standard car engine) and later replaced by the Cummings BTA 5.9-litre diesel engine. It consisted of 3 crew, the gunner who sat on the right side, commander and driver who sat on the left side (the driver sat next to the engine). The front armour was 25 mm thick while the side and back were 12 mm thick.
  
The Striker first entered service in 1976 with the Royal Artillery of the BAOR but was later transferred to the Royal Armoured Corps. It saw combat in 1991 during the operation Desert Storm and Enduring Freedom in 2003 where it managed to destroy an Iraqi T-55. The FV102 Striker ended service in 2005 with the introduction of the Javelin missile which replaced the Swingfire missile.
+
=== Service ===
 +
 
 +
The Striker first entered service in 1976 with the Royal Artillery of the BAOR but was later transferred to the Royal Armoured Corps. It saw combat in 1991 during Operation Desert Storm and Enduring Freedom in 2003 where it managed to destroy an Iraqi T-55.
 +
 
 +
The FV102 Striker ended service in 2005 with the introduction of the Javelin missile which replaced the Swingfire missile.
  
 
== 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.'' -->
{{Youtube-gallery|LK6uZAkE9MQ|Peacock's motivational video - Pre-supersonic}}
+
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_fv102_striker Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Images
 +
Some screenshots of Striker medium range positions:
 +
<gallery mode="packed-hover" heights="200">
 +
Striker perfect cover.jpg|An example of hiding behind buildings in town. As long as your aim is true, there is no way the enemy team takes over B.
 +
Striker ChokePoint Tunisia (Risky).jpg|Alternatively, the Striker can attack capture point itself and use buildings as a shield (like this bridge). Use the missile's mobility to attack everywhere and push the enemy back. This kind of attack is very risky and reaction-based and tables can quickly turn. Immediately seek a hiding place as the enemy can pinpoint artillery onto the Striker's location.
 +
Direct intercept striker mozdok.jpg|If you know that some capture point is important, but you can't possibly get there first, you can use your speed to rush and intercept enemy from best firing angle you know. Most likely this spot will have horrible cover for your weapon, so watch out for snipers. Simply crash into nearest cover and proceed to fire onto the enemy. Anything, that restricts enemy mobility, should be noted when choosing a position.
 +
</gallery><gallery mode="packed-hover" heights="200px">
 +
Fulda castle Striker failure.jpg|Never forget that it is a team-based game, and even if you fortify yourself in best possible sniper position in entire game, that only you can use, there is always a possibility of being attacked and destroyed by light and medium tank combo, if nobody watches your back. Do not lower your guard, when you are alone.
 +
CameraAdjustment_Settings_for_ATGM.jpg|Press for detailed settings of the view in battle.
 +
</gallery>
 +
 
 +
;Videos
 +
{{Youtube-gallery|YBRQWKUGaZs|'''Guided Missile Memes - British Striker''' - ''PhlyDaily''|Nd7GKky4qrw|'''Striker ATGM - Awful But Funny''' - ''Napalmratte''}}
  
 
== 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;''
 +
* ''links to approximate analogues of other nations and research trees.'' -->
  
* ''reference to the series of the vehicles;''
+
 
* ''links to approximate analogues of other nations and research trees.''
+
;Other vehicles of similar configuration and role
 +
*[[Type 60 ATM]]
 +
*[[UDES 33]]
 +
*[[CM25]]
 +
*[[Pvrbv 551]]
 +
*[[RakJPz 2 (HOT)]]
 +
*[[M901]]
 +
*[[Shturm-S]]
  
 
== 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 the tank;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
 
* [[wt:en/news/4963-development-fv102-striker-five-missile-death-punch-en|[Devblog] FV102 Striker: Five Missile Death Punch]]
 
* [[wt:en/news/4963-development-fv102-striker-five-missile-death-punch-en|[Devblog] FV102 Striker: Five Missile Death Punch]]
 +
* [https://live.warthunder.com/post/834317/en/ Custom-made sight for Swingfire/Striker by the user ''Schindibee'' at WT: Live]
  
 
{{Britain tank destroyers}}
 
{{Britain tank destroyers}}

Revision as of 17:00, 28 June 2024

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
uk_fv102_striker.png
GarageImage Striker.jpg
Striker
Research:160 000 Specs-Card-Exp.png
Purchase:450 000 Specs-Card-Lion.png
Show in game

Description

The FV102 Striker is a rank VI British tank destroyer with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update 1.71 "New E.R.A.".

The Striker is basically a direct upgrade to the Swingfire and is better than its predecessor in some ways, even though it has its own problems. Just like the Swingfire, the Striker's purpose is to blast the enemy out of cover by firing at them indirectly whenever possible, but it has some trouble at attacking long-range, as BAe Swingfire missiles are slower than the rest.

Striker has a much better fire rate and a bigger room for error compared to its predecessor, due to having five launchers at once, thermal imaging and great mobility, so its push-preventing powers can be godlike in skilled hands.

Nevertheless, its guidance camera placement is far from ideal - it creates aiming problems when firing and controlling the ATGMs over uneven ground or from behind cover, requiring user to directly aim with the scope to make corrections, which involves also exposing the vehicle to the enemy kinetic shells - unlike with the Swingfire's raised camera podium.

Due to this main disadvantage, it takes a lot more dedication and patience from its users to command the vehicle expertly.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull25 / 13 / 13
Turret0 / 0 / 0
Crew3 people
Visibility100 %

Armour

Much like the Swingfire, Striker is a box with sloped front, however, it has a smaller profile than the Swingfire and has more armour on the front. It has a little amount of armour on other sides and there are fewer points where the Striker can get shot without consequences. Still, the sloped frontal armour makes it difficult to be destroyed with heavy machine guns and may protect from stock 20 mm autocannons, so the Striker should face the enemy's push direction, not just to fire, but to reduce the chances of being instantly destroyed, especially by light tanks flanking. Having high ground or a reliable sloped position might help to repel autocannons due to ricochets, but such situations should be avoided at all cost, as many SPAA tanks can randomly penetrate the transmission anyway.

There is also a commander cupola which supports slightly stronger optics and supports a machine gun on it. The cupola has less armour than the hull and it's possible to lose both gunner and commander by being hit there, easily destroying the vehicle in RB.

Ammo rack and Launcher

Striker always burns in extreme over the top ways, which fills the enemy with joy. In reality, is not as bad as it looks and in some cases fire may go on for about half a minute.

The first thing to notice about the Striker is a giant missile panel on its back. It has 5 slots, which have missiles loaded in them. If the launcher got penetrated and damaged, it will likely explode the entire rack and torch the vehicle, like a firework; also losing any ATGMs in the rack if the carrier somehow survived the explosion. It's also possible to fire autocannons or even heavy machine guns at the tubes and damage the missiles stored inside of them to set the Striker on fire.

The Striker's racks are a tall target and its guiding devices are located way below its weapon system and on level with its hull. While the hull itself is mostly hidden from enemy fire, it is practically impossible to fire at long range without exposing the weapon and commander cupola or using third-person view, making it an easy target for HE and patient APFSDS users. In some cases, HEAT can also ricochet off the launcher and damage the hull, resulting in crew knockout.

Hence, players must try not to get hit in the missile launch area. In case the Striker gets shot at an empty tube, there is a chance the entire rack won't break in one hit and the vehicle will still be able to fire while having the option to repair it back to 100%. The rack can be fixed much quicker than generally expected from tank weapons, only taking about 3-5 seconds for minor repairs, so it is possible to do even during intense close range combat. In case all of the ATGMs are spent, the launcher and the rear are actually the safest places to be hit as fuel is stored there and will now be empty space.

The missile launcher itself can sometimes absorb artillery shots, helicopter ATGM or fire from the BMP-1 cannon, protecting the Striker hull, but only if shell did not have opportunity to hit the hull. The missile rack also covers the reserve ammo rack from planes strafing from the sky, so as long as they can't fire inside of the vehicle, the Striker should be fine.

General survivability

For increased survivability, it is recommended to use a proper camouflage painting scheme for the environment of the battle. Having bushes and leaves also helps greatly when disguising the Striker.

For dire situations, the Striker is also equipped with two groups of smoke launchers. The smoke launchers are aerosol-type as with all rank VI tanks and cover a 270-degree zone in front of the Striker within 2 seconds. It is recommended to use the second group of launchers only after gaining some distance from the first smoke and pursuers. Secondary smoke can also be used to extend the smoke wall and puzzle opponents trying to find the Striker amidst it, while it has rapidly left the scene, or to protect allies.

Avoid letting enemy vehicles to get into ramming range, even more so in Arcade battles, as it can quickly render the Striker completely useless due to its inability to retaliate while moving. If close range combat is inevitable, use the tank's good reverse speed and smoke screens to retreat or prepare for combat before this happens.

Overpressure mechanics

The Striker is susceptible to the overpressure mechanics - if shockwaves made by a chemical shell of calibre 105 mm (Almost any NATO medium tank armed with HEATFS qualifies) hit the roof, cameras, or the side of this tank, the entirety of the crew is likely to be instantly knocked out. Since the commander optics count as a weak spot for HEAT overpressure damage, it is possible to destroy Striker in ATGM duel by hitting it anywhere.

It is possible to take HEAT shots frontally with the launcher, but it can quickly backfire, should enemy shot land at a bad angle. HE shells in general instantly obliterate Striker, unless hit the launcher from the back. HESH is less dangerous than HE, but it will likely destroy the crew even without overpressure damage, if explosion reaches the roof. Artillery strike may fail to destroy the tank if it landed somewhere in front of it, but any close side shot has a chance of instantly decimating the crew.

Missile launcher is also often rendered completely broken if hit by such shells. It is worth noting that in Arcade Battles the launcher does not "auto-repair" after such hits and, even if it does, it still malfunctions, so it must be manually repaired. The issue is worsened by the fact that malfunctioning launcher does not stop reload sequence and the tank can get set on fire on a follow-up shot, preventing repairs and requiring the operator to make a full retreat.

Armour type:

  • Aluminium Alloy AA7017
Armour Front (Slope angle) Sides Rear Roof
Hull 25 mm (69°) 12.7 mm 12.7 mm 12.7 mm
Missile launcher 50 mm (55°) 50 mm 50 mm (55°) 0-10 mm
Cupola 25 mm 25 mm 25 mm 12.7 mm

Notes:

  • Suspension wheels and tracks are 15 mm thick
  • Belly and hull undersides over the tracks are 12.7 mm thick
  • Outdoor ammo rack is 50 mm thick everywhere, except hinges that are 10 mm thick
  • It possible to fire HE inside of the launcher tubes, setting missile inside of it and Striker on fire, but the missile rack will not break
  • A strafing plane can fire inside of the launcher or just fire at the ammo racks and crew inside of Striker instead

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB87 / 87 km/h
RB and SB80 / 80 km/h
Number of gears7 forward
7 back
Weight8.3 t
Engine power
AB363 hp
RB and SB190 hp
Power-to-weight ratio
AB43.7 hp/t
RB and SB22.9 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 87 87 8.3 270 363 32.53 43.73
Realistic 80 80 168 190 20.24 22.89

The mobility of the Striker is much better than that of the Swingfire, so it can actually get to capture points along with the team's push, or it can assist in guarding the point and destroying the enemy team while rearming at a capture point.

If fully upgraded and travelling on pavement roads, the Striker can reach a peak speed of 87/80 km/h (AB/RB). It can drive as fast in any direction, so the only issue is properly turning around in the spot. This is possible because the Striker is much lighter than the Swingfire, unfortunately, the lighter hull makes it even easier for the enemy to ram it, temporarily disabling the weapon and potentially throwing it over to a side, effectively making it as good as dead.

Since drive direction is irrelevant for Striker, it's possible to always turn the chassis in a way that allows the tank to guide missiles (to keep enemies on its right) without hampering the mobility.

One of weaknesses of Striker is its suspension, because the tank will often not just fail to side climb road borders, but actually break tracks over them. Even upgraded tank is weak to this and should be driven carefully in towns. It is also very difficult, if not impossible, to climb objects in order to compensate other the Striker's flaws.

It is important to have a high level of "driving" in crew skills. The non-aced driver will get confused if you try to drive forward or backwards and turn at the same time, especially at gear 1. Until your crew is fully trained, use neutral steering first, only then start moving, or get to gear 4-5 and then turn around. It's also worth noting that even if your driver is maxed out, at ~50 km/h you can only turn a little bit before you start losing your speed, so try to keep moving in a certain direction if trying to reach maximum speed.

Even under ideal circumstances the Striker is slower than most light tanks (speeds above 100 km per hour), so unless a group of fast allies are rushing a point with the Striker, there's no expectation to capture points solo, or to get there first. On certain maps with lots of turning involved, Striker can outpace wheeled tanks and arrive on a capture point at the same time or slightly before them. It also moves faster than some of them in river banks, with 20 km/h being its limit.

Improving acceleration with modifications and maintaining map awareness do play a part despite the inability to fire on move. Besides, the Striker can still desperately fire a missile and begin moving again while guiding the missile towards an enemy. Using this last resort method allows missiles to be fired while maintaining the best possible 'combat mobility'.

Modifications and economy

Repair costBasic → Reference
AB4 702 → 6 136 Sl icon.png
RB5 152 → 6 723 Sl icon.png
SB6 436 → 8 398 Sl icon.png
Total cost of modifications125 600 Rp icon.png
225 000 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
160 / 210 / 250 % Sl icon.png
214 / 214 / 214 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods new tank break.png
Brake System
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods new tank filter.png
Filters
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
380 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
470 Ge icon.png
Mods new tank engine.png
Engine
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
470 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 200 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 400 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
380 Ge icon.png
Mods tank ammo.png
170mm_uk_swingfire_mk_2_ammo_pack
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
380 Ge icon.png
Mods thermal sight.png
NVD
Research:
15 000 Rp icon.png
Cost:
24 000 Sl icon.png
470 Ge icon.png

It is important for the Striker to take mobility upgrades as soon as possible, because:

Brakes are very important in towns, as stopping one moment too late can push the Striker out of cover and exposed at the mercy of medium tanks. Better brakes also help in hilly maps, especially when the Striker gets flanked and needs to retaliate. The Striker cannot fire on the move, so better brakes means less time taken before the Striker can fire.

Maximum inclination and suspension upgrades allow the Striker to climb hills and mountain rocks better, and stay on them without slipping too much. The Striker will likely have issues with controlling missiles when not staying on flat terrain, but spots with a good sight on chokepoints allow to plan ahead of the enemy and will save the tank before close range combat even begins.

Thermal imaging devices also help with target acquisition on large maps, but their resolution is not excellent; it limits the ability to distinguish tanks at long distances (2.5+ km).

Armaments

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

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition10 rounds
Belt capacity5 rounds
Reloadbasic crew → aces
13.0 → 10.0 s
Fire rate120 shots/min
Fire on the moveup to 5 km/h
Main article: BAe Swingfire

Slightly to the right of commander cupola, there is the main ATGM camera optic. The missiles will never ever go beyond angles at which this camera can look. Because of how the camera is placed, the Striker cannot fire to the left past the cupola or depress the camera to fire downwards as easily as the Swingfire, which may at times result in the Striker being unable to find suitable hull-down positions; even suitable positions will often partially reveal the vehicle or result in 'blind spots' where the optics simply do not have the ability to aim.

The missiles are controlled by the cable and the camera cannot guide multiple missiles even though the launcher has 5 missiles readily available without any internal reload. Rapid fire without waiting for the missile to at least get on target is not recommended.

When firing the missiles at medium ranges, it's important to keep in mind the same 'swing' in the missile as the Swingfire - since when they're fired at an upwards angle, the missile will later correct its trajectory downwards and fly wherever the sniper scope was pointed, regardless of Line Of Sight. Due to this, some of the depression and camera placing issues can be compensated by artillery style indirect fire and by manually picked launch angles at close to medium ranges.

By simply pointing the circle directly on enemy tank in third person view (or, in some cases, pointing the sniper scope directly at the target position behind an obstacle), firing, and patiently waiting until missile leaves LOS of the carrier, Striker operator can launch missiles effectively anywhere within 45 degrees in front of the hull. It doesn't matter if the target is behind a wall and is not visible, as long as the missile does not hit the ground during the launch itself and sniper scope can actually be pointed at it (through the obstacle), because the missile will just continue going forward. This means, that the Striker does not have to even reveal itself at all as long as the cover allows for this method of attack. As a side effect, until LOS to the missile is restored it will remain uncontrollable and will just fly where it was told to and slowly descend, so enemy should not be able to find good cover, and preferrably should not be able to leave, or attack will become pointless. Additionally, dead tanks produce perfect cover against "blind" Swingfire, so even a good trap spot can become unusable after a certain amount of people fall for it, especially if enemy is capable of pushing dead tanks and understands what is going on.

Sometimes the missiles glitch and instead of going towards designated location they suddenly spike upwards at about 95 m mark upon losing control. The reason for this is not known and it often persists through the entire session, but it is more likely to happen if carrier's current cover is extremely tall, or the ingame ping is unstable. In such cases Striker can only utilise indirect fire at close quarters, essentially working as a siege tank or a tiebreaker.

If direct combat is unavoidable, reverse gearbox and stabiliser allows the Striker to respond to enemy waves coming from one side by presenting it's right side and attacking while driving along the cover to avoid enemy shots at the same time, but it will only work at medium to long ranges as the missiles start to fly in less than optimal ways when their carrier is not stationary (despite having a stabilizer) and may hit the ground.

In one on one combat at close range the launcher can overwhelm most tanks by firing at them every few seconds. The advantage decreases with more and more tanks entering the fight. The launcher has a hard dead zone of 50 m over even terrain and soft dead zone of around 70 m, therefore it is necessary to pay attention not only to hills themselves, but rocks and backward inclines next to them. if the enemy is closer than 70 m, it's suggested to aim not at the tanks themselves, but rather at the ground between Striker and them, or to angle the hull downwards on a slope beforehand (so that target is "above" the carrier), as otherwise the missiles will be unable to correct themselves in time. 40 m shot on even elevation is only possible if the missile is fired sideways and even then the hit is not guaranteed.

Detailed examples of Striker attacking what is generally considered a difficult target and still doing well:

The missiles will generally turn well on launch within the default 45 degree launch zone. Outside that zone, they will require about 150 m or more before they can get on target. The more the missile speeds up, the higher is the likelihood of overshooting in a sharp turn. Where necessary, turn the carrier around to ensure that the Swingfire doesn't hit any obstacles on the way to its target.

Reloading the Swingfires

While it might appear that the Striker will reload all five missiles simultaneously after the rack is emptied, it actually reloads one at a time.

Do note, that the reload process is split into 2 parts: "autoloader" loading a missile, which takes about 4.5 seconds (5.8 if including the wait before it starts) and can be prevented by launching a missile, and missile activation which takes 0.65 to 0.5 seconds. The ammo rack reload can be made slightly faster by maxing out "reloading" crew skill, but not to a strategically significant degree, so try to remember about it and let autoloader load the next missile before firing again if possible.

This can lead to an advantage in Arcade battles, as the ammo can be portrayed as limitless since tubes generally reload while guiding the missiles to the target. However, full ammo rearm outside of capture point after spending all missiles in AB takes about 50 seconds, and the missiles cannot be used too recklessly as even for ace crew it still takes about 4.8 seconds after firing to reload one launcher.

While rearming, launchers also instantly reload, which means you can fire at will after rearm sequence is finished. If you are rearming inside of a capture point and have less than 5 missiles, then they get "reloaded" immediately, however, though rearm itself is not interrupted by the Striker firing, it is longer than reload and takes about 7 seconds.

Rearming inside of capture points in AB can also grant more than 1 missile if you start to rearm before using the last missile. This rearms entire ammo pool immediately, but having a steady aim is still required, as it is also generally unsafe to do, as capture points rarely provide any cover by themselves. It's technically possible to endlessly rearm the entire magazine and fire endless hurricanes of ATGMs if only 5 missiles were taken in the ammo distribution UI, but the Striker is then confined to guarding the capture point it arrives to, and it will only work if the point was captured by allies, which is not guaranteed.

In Realistic Battles, this advantage is less important since the Striker only has 10 shots, and if a missile in the rack is hit, it will explode all of the ammo in the launcher, leaving the Striker with even less. It also rearms only one missile per cycle on capture points in RB.

When unlocking Mk.2 missiles, keep in mind that while they give you a penetration edge over heavy tanks, you can only have 30 of them per battle. Should you waste all of them, the Striker becomes almost completely useless. This is more relevant in AB, because Strikers can get used to a literally unlimited ammo pool and suddenly find themselves unable to fire and rearm - if you plan to live forever or going to menace and halt the enemy team rather than go tank hunting, then you might resort to just using Mk.1 instead.

In short: Learn to be careful with your missiles and be mindful of your surroundings; if you're not confident, practice the Striker's aim in AB and abstain from RB or don't use Mk.2 missiles until able to control the missiles properly - having a wasteful attitude to missiles or missing shots will force a constant rearming period at a capture zone.

BAe Swingfire ATGM Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 10 N/A N/A Two-plane 18.65 18.65 22.64 25.04 26.64 0.65 0.57 0.53 0.50
Realistic 12.60 12.60 15.30 16.92 18.00

Notes:

  • Turret, in the case of Striker, is represented by cameras (optics). The faster they move, the more responsive missiles become.
  • Launcher has a dead zone of about 50 m in front of the vehicle. If Striker is angled upwards, then the dead-zone is extended further below vehicle due to the camera depression angles.
  • Automatic guidance system has a soft dead-zone of about 70 m and missile tends to initially go above designated target, which results in an inability to hit the enemy if the reticle is simply pointed at them. Point reticle into the ground close to an enemy to hit or use indirect attack technique.
  • Reloading only happens for one tube at a time. If the weapon is broken, then reloading is stopped to prevent potential ignition on follow-up shots. If out of ammo, when fully rearmed all racks are also reloaded and ready to fire again.

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
BAe Swingfire ATGM 535 535 535 535 535 535
BAe Swingfire Mk.2 ATGM 700 700 700 700 700 700
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%
BAe Swingfire ATGM 185 4,000 25 0.05 0.1 4.55 80° 82° 90°
BAe Swingfire Mk.2 ATGM 185 4,000 25 0.05 0.1 4.55 80° 82° 90°
  • Missiles are launched upwards with initial velocity of about 89 m/s
  • The Mk.1 and Mk.2 BAe Swingfire missiles are not different from each other in any way but penetration, which allows Mk.2 to penetrate heavy tanks at extreme angles and destroy ERA shields more efficiently. The price is, however, is that you can only have 30 of Mk.2 missiles per battle (though it's difficult to spend them all in RB).
  • ATGM can overpenetrate fuel tanks, which are often used to protect ammo racks. However it can also overpenetrate certain parts of tanks and leave them without doing any damage - be cautious and try to do direct hits exactly where it hurts
  • The missiles can cause overpressure damage, but only if hit enemy tank in a weak spot with less than 15 mm RHA

Ammo racks

Ammo racks of the Striker
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
10 (+5) (+3) (+10) No

Notes:

  • Missiles are modeled individually and disappear after having been shot or loaded.
  • Rack 3 is a first stage ammo rack. It totals 5 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is: 3 - 1 - 2.
  • Simply not firing will move missiles from racks 1 and 2 into rack 3. Firing will interrupt the restocking of the ready racks.
  • Missiles are fired from right to left when looking from behind

Machine guns

Ammunition2 500 rounds
Belt capacity100 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate650 shots/min
Main article: L37A1 (7.62 mm)

Not much to be said about the machine gun as it barely does anything against highly armoured targets. So use the machine gun to remove fences since hitting anything with the Striker slows it down considerably. Fighting planes with this machine gun is not suggested, it's easier to just fire ATGM at them and hope they care enough to disengage, but it can be optionally done in RB in an attempt to damage some critical component on the aircraft or rotatory wing. - With a hint of luck, is possible to hit the pilot or damage the vehicle enough to make it crash.

Msg-info.png Light helicopters like the Alouette (Family) are really vulnerable to the high rate of fire of the L37A1, wait for them!
7.62 mm L37A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,500 (100) 650 -10°/+50° ±180°

Usage in battles

The Striker should be seen as an extremely mobile support platform. It can pose serious intimidation to any enemy thanks to the powerful Swingfire missiles, however, is equally vulnerable against most enemy tanks or planes. It can be very effective when used as a siege tank, up close and personal, rather than a sniper, but not every map allows such a playstyle, especially in RB.

While "black hot" thermal mode is painful for eyes, it makes tanks stand out even more. It also makes ATGM block out less vision, which is important, as it is already hard to hit tanks hiding in bushes.

Moving around

Find buildings, teammates, hills, or rocks that are as tall as the hull of Striker, then proceed to snipe with the ATGMs - Use the machine gun only for destroying fences and against planes. In other words "Be sneaky and shoot at the range".

In realistic battles, if you have the Thermal vision modification installed, you can use your thermal scope to "scan" the surroundings for hostile snipers and "bush campers", the advantage of this system is that it is possible to even use it during the day. Driving out in the open will not end well for the Striker unless the enemy has someone else to shoot. Use the smokescreen to cover the Striker (or allies) from enemy snipers while they opening fire on someone else.

In extreme situations, the Striker can be put into risk in a flanking tactic by driving straight to cover inside of enemy territory (preferably at the start of the match in RB), hoping that nobody expects missiles suddenly launching within "their" part of the map and ruining their plans.

It is possible to make fast emergency stop by crashing into obstacles or other tanks when necessary. Make sure to not crash with just one track, since it will break it, especially if driving above 40 km/h.

Combat tactics

There are several examples of this Flanking/Ambushing tactic, for example:

Trade one for eight.

As the right-side team on the "Vietnam" map, the Striker cannot hope to take hold of the C capture point, as the left-side team has an indefensible advantage over that capture point. Even the idea of it is so unthinkable, that almost nobody checks the river near to town (and even if they do, using both smoke launchers can give enough breathing space to get past them), so the Striker can dash to the river entrance of C capture point, which is exactly the size of the Striker and is also heavily fortified from every direction, to destroy the entire enemy team right there, as it tries to leave C.

Not only the chances of success are quite high, but the heavily aggravated enemy team will probably come straight at the Striker's position leaving them prey of Striker's teammates sniping in the back.

Striker fires from above

Note that rush and flank tactics are not feasible without a spaded vehicle, as it's significantly harder to hit a Striker when it is driving at 50-87 km/h, compared to 30-60. A weaker suspension may stop the Striker from moving altogether after hitting any bumps on a road, weaker tracks tend to break easier, and so on.

Remember, it is not needed to go that far into enemy lines to ambush the enemy team; use your imagination and teamwork to do more damage. Retreating away or imposing a "threatening presence" next to capture point is generally a much more viable tactic, unless trying to take a last stand against the entire enemy squad. Where any regular player sees a wall, and might only think of getting around it or trying to blindly fire over it, an expert seeks opportunity in everything around them.


Teamwork

Striker excels at holding chokepoints, so just give the enemy something to think about by firing 1-2 missiles at the corner of their cover, then use their confusion or doubt to get closer and think of a way to launch missiles straight into them, as they are now potentially defenceless, then blow them up.

If they try something as rushing without a smokescreen, show no mercy and fire all launchers at will, until they are disabled or destroyed.

Having a scouting light tank working with the team to actually mark the enemy through walls and smokes is great, as you don't need to guess where your opponents are and can just fire at them by using sniper mode. Having someone to draw attention from the Striker, like a Chieftain tank, is even better, as nobody normally prioritizes the bland Striker, especially if next to a bunch of scarier, fearsome teammates. Avoid using them as a shield at 9.3+, as APFSDS which can go through multiple tanks is used there very often; if not always.

In case the situation is such that the Striker must protect itself or allies against a tank rush, the carrier can be crashed into something with its back to negate the dead zone almost entirely. If there are no suitable objects, use a hill or retreat far enough for missiles to hit before targets can get into ramming range.

When choosing a sniping point, aim for certain criteria to be flexible if trying to make a difference:

  • Can this help at holding control point from here? Can the Striker destroy the enemy before they can run away?
  • Is it fortified to a point it's impossible to take out the Striker without heavy enemy losses or air support? Can it fire without exposing itself to avoid being hit by normal explosives?
  • Can the Striker control more than one direction from here? If not, is this the only really important capture point on the map?
  • (In RB) Can the Striker rearm fast there?
  • (In AB) Is retreat possible, or enemy snipers will lock down the position completely soon after your arrival?


Positioning

Sometimes, a well-chosen cover can be a difference between complete defeat and victory. A direct attack on B capture point on American Desert sounds completely desperate for a normal ATGM carrier. However, one can use ATGM to damage buildings to create a perfect firing position for themselves. Remember, buildings that didn't collapse entirely after being hit by ATGM generally cannot be shot through by AP shells anymore.

In the case of American Desert, the ruins are often high enough to protect even the missile launcher entirely.

The Striker can often aim through ruins and any tank behind them can be aimed at directly, including tanks behind other houses, as almost every cover around you is often completely destructible or does not protect well against repeated ATGM attacks from the top. Even to reach the Striker at some positions, the enemy has to go through 1 to 3 alleyways while being under heavy missile barrage. If necessary, in Arcade Battles an entire city block can be levelled down over time to increase Striker's control zone, as ammunition limit is not a pressing issue there.

However, do not get too impudent, as it is still possible to snipe the Striker through street openings, and it is very difficult to fight once enemy tanks get into 50 m zone around it, so the positioning and map awareness is the key.

Surviving counterattacks

Typical day of Striker driver in Arcade battles.
The Striker's noisy actions will draw attention, so expect to be bombarded by artillery almost constantly. Standing under artillery fire is a bad idea, but at some point it will be required to tough it out, hoping the blasts or shrapnel won't end the Striker and then focus at stopping whatever called the artillery, as enemy tanks probably will come after the bombarded area. Keep in mind that it has fewer chances of hitting the Striker on mountain rocks and other unorthodox types of cover, especially if close to several covers at once.

If someone is rushing towards the Striker's position, keep calm and turn as much attention as possible to the direction of assault. Remember about the launcher dead zone and retreat to position that allows to fire back at the incoming tanks. Machine guns have problems disabling the Striker's weapon system from the front, so you should first aim at the tanks which are likely to have APHE or carry ATGM.

In case the enemy breaks the Striker's weapon, remember that neutral steering turn on flat terrain does not prevent field repair of weapons, so simply keep turning towards enemy and hope for the best when under suppressing fire.

Even when an enemy destroyed Striker, you still have indirect control over the missile for a few seconds. Ignore the "you were destroyed" screen and keep guiding it into them, or don't move the mouse, if you are sure it's onto them, or it will flinch.

Overcoming dead zones and other weaknesses of a vehicle:

Since Striker is unable to fight at long range without exposing itself, most enemies will have to be attacked indirectly regardless of range. Mostly this kind of attack is done in third-person view, as using sniper mode may cause tunnel vision. Sniper mode still can be used to aim over objects or terrain by sending missile into the sky and then very quickly aiming at the enemy tank behind a hill with your crosshairs when missile gets close to them (as to minimize exposure to enemy fire), or by just pointing it at the enemy location if you are sure of it (for example, when enemy is scouted near the carrier at about 100 m range).

.Gif picture with exxagarated examples - click on it to see more. Note how reticle is initially aimed in most of these fights - normally operator would be unable to see anything. This kind of performance is rarely ever expected, and is absolutely impossible otherwise. It will still take a lot of work or ammunition to land these kinds of shots if you want to avoid exposing the carrier at all costs.

By memorizing launch angles and setups the Striker can attack the enemy from extremely advantageous angles, while use of third person view pointer will ensure that missile goes exactly at the enemy and not somewhere else. However, there is a limit to what one can do. For example, indirect fire allows Striker to attack enemy behind steep hills, but adds another problem - there are still dead zones, because missiles can crash during launch and gunner camera is unable to look down. When trying to push third person aim to its limits to compensate for this, you will also find out that it becomes difficult to see due to sight obstructions. To overcome this and become even stronger, activate "relative camera control" in the "control-tank-view in battle - Ground (y/x axis)".

For specific settings and control explanations relate to the screenshot in media section below.

Basically, this will temporarily detach the camera from the centre reticle by a certain degree as mouse viewing does. Be extremely careful when using this option because it makes the Striker specifically designed for close or ultra-long-range combat or battles at certain heights, and the camera must have a quick reset button in case anything unexpected happens. In case everything goes wrong, the Striker still can swap to use sniper mode, as it's unaffected by camera modifiers and will still guide missiles straight into the crosshairs.


Specific enemies worth noting
  • Other ATGM launchers: Don't fight them directly at close range, it will be foolish. Instead, bait enemy closer to your cover, then just destroy them by firing over it. Another way is to set them on fire by any means necessary at a distance and let them burn just to be safe. Be triple careful with IT-1, as even a close miss of their missile can obliterate Striker. Avoid being spotted by ATGM tanks with vertical attack missiles like the CM-25 - you may parry their missile with yours, but its unlikely and they don't need to go through any special procedures to fire into your cover.
  • Light tanks and SPAA: As fun as it may be to trigger them by firing all over their cover, they still can destroy the Striker easily and have enough speed and mobility to actually do that. Let them ignore the Striker and do their business, though keep an eye on them. If they try something sneaky - destroy them. If it's possible to hit them in a weak spot within the first two shots to trigger overpressure damage - do it.
  • Soviet tanks: Aim for the hull, as it usually destroys or immobilizes them. Aiming for right (their left) side is taking out the gunner and is generally better for self-defense, however a direct hit on left side (their right) will likely overpenetrate fuel tanks and ignite their ammo rack. They are also more dangerous than German ones, so prioritize them over others.
  • MBTs with autocannon coaxial (mainly French): They can penetrate your commander cupola and sides with their coaxial weapon from any angle at 100 m, so letting them close means certain death. While retreating, try to not expose cupola or sides without also exposing the front of the hull, so they have something to fire at and don't get any better ideas. Spending your ammo fast makes side shots less lethal since coaxial autocannons seem to not have explosive filler, and if they don't hit your crew or ammo directly, the damage is minimal.
  • Helicopters: In case the Striker provokes half of the enemy team and didn't succumb to artillery, they will probably send one of these flying birds directly at the Striker's location. If they have ATGM, immediately hide behind some tall cover and fire back with a missile. If they are too far away, there is not much the Striker can do and if actually targeted should try to empty their launcher and turtle up using launcher as a shield to protect the fragile hull from ATGM. Rockets can destroy the Striker as well if the pilot manages to carpet-bomb the position, so helicopters should be prioritized as a target and a threat.
  • Strike aircraft: While bombers generally approach their targets directly, can be shot down with ATGM, and their bombs generally make enough noise to notice them and dodge, attackers at 8.3+ are extremely fast, manoeuvrable and can suddenly carpet-bomb your vehicle with rockets more than once. Do not show them the sides of the Striker, and try to not let them fire rockets precisely from the top, by hiding in smokes.
  • Top-tier tanks: While the Swingfire Mk.2 can damage top-tier tanks, it is unwise to fight ERA-covered tanks with the Striker if you do not have a plan. Always treat them as if they only take real damage on second hit. Avoid being hit by them, as they generally can knock out the Striker with a single shot.
Counter-tactics

The Striker can be extremely dangerous if it is entrenched in a suitable firing position. If you know for sure that it is ready to unload onto you the moment you leave the cover (or even already thinks of firing into your cover), use artillery strike on it and deploy smokes before going in, otherwise you will just be annihilated by a missile salvo. One of the signs that it is ready to desperately fight back is that the carrier is being angled down and launchers are pointed at you, rather than upwards.

It has problems firing at the opposite side of the same hill if it's too steep. This will not help destroy a Striker, but at least the location is somewhat safe until they found a proper firing angle. It can fire over cover in 45 degree sector in front of it. It is incapable of fast-firing to the left at all and has issues with firing behind itself. It is preferable to stay closer than 500 m in case if Striker decides to turn and counterattack with the right side, as otherwise the Swingfires definitely will have no issue with turning around and hitting you.

The Striker must stop before firing and has a dead zone, so if surprising one while it fights someone else - destroy it before it hit the brakes, or at least make them panic and try to push the vehicle around, ultimately dragging them into a wall. One can even use disabled Striker as a shield against their own teammates, as it can't really do anything about it.

Enemy used buildings to sneak behind Striker, who couldn't see him, broke its track and weapon, and pushes it around as a shield, denying repairs.

In case if you absolutely have to attack it directly, you can at least try to destroy its ATGM with MG suppressive fire, because it can't really control missiles without the line of sight. If it has the LOS on you, a good enough bullet screen will take at least 4 x 7.62 mm MG at once, there are no guarantees it will work, and, if it has high ground, it still can launch them at such angle, that you will be unable to do anything.

It's best to attack from many directions at the same time, preferably from behind or the left. Even better if the operator didn't see it coming. Sniping and terrain-based flank are working better in arcade battle, since there they only have vision in front of their driver and in direction they point camera at, but at great range, while sneak attacks from any direction are more reliable in realistic battle, though they themselves are much harder to notice in time. Use of thermal scope is recommended in order to find it or its missiles. If you just have numbers on your side, and your team is more or less cooperative, even the Striker can be overwhelmed. A coordinated simultaneous push of 6 tanks can destroy even the best Striker users, albeit at a high cost. If you must attack entrenched invisible Striker, do not scoff away from idea of using dead tanks as a portable shield. Do not attack it one by one - that is exactly what they want, as it gives them time to reload in between shots.

If it only exposes its missile racks, fire at it, preferably with explosives (HE or ATGM might destroy it outright, HESH and HEAT might hit a weak spot and cause overpressure damage), APFSDS, or 30 mm autocannons with at least 80 mm of penetration. It's also possible to fire into the tubes with all kinds of weapons to damage the missiles directly. Usually, the tubes on your left (their right) fire first and are already empty, so initially aim for the right (their left) to set them on fire. After setting the weapons on fire, destroy the hull. Keep attacking missile launcher if unable to hit the hull or commander cupola to prevent it from properly reloading and to force it to retreat.

The front of Striker may be surprisingly resistant to machine gun fire, however, if in possession of high calibre machine guns, move around Striker and penetrate its back or sides with them. If you have autocannons as a coaxial weapon (which are ~23 mm and insufficient to damage launchers), attempt to damage commander's cupola, which has much worse protection. 7.62 mm machine gun does nothing to it even point-blank, so do not use those on it. Fire it at its missiles instead.

If attacks didn't set Striker on fire, but broke it's weapons, it will be at least 4 seconds of manual "full repair" before the Striker repaired the launcher properly. Firing at launchers again will reset the "field repair" timer, which takes about 9 seconds and is generally used when Striker is forced to spin around by machine gun fire, so sometimes time can be taken after a successive hit. However, remember, that Striker normally doesn't suffer critical damage when hit in a missile launcher and it may still be able to fire if hit wasn't strong enough. Regardless, its crew will be able to complete repairs extremely fast if not prevented by fires, allowing the launcher to fire even under seemingly impossible conditions. Always fire at different tubes, as it may set the vehicle on fire if actual ammo is hit and prevent it from retaliating at all.

This is why striker must always fire at Soviet tank's hulls: T-54 used terrain to get into melee range with the Striker. Despite being hit several times in turret, it managed to push striker into a wall, then smoked the entire area to make teammates unable to save him. The Striker cannot save itself anymore.

The SPAAs with absurdly high fire rate, like Vulcan and Shilka can fire at Striker and destroy vehicle without even aiming. Problem is, it's unlikely that Striker will just let them drive up to itself, and these SPAA cannot defend themselves against other tanks at all, so chances of them ever fighting are very low.

Pros and cons

Pros:

  • Reasonable mobility in all directions once fully upgraded, thanks to the reverse gearbox
  • 5 powerful ATGMs ready for quick succession firing when necessary
  • When defending a capture zone, ammunition is constantly reloaded; allowing to fire ATGMs almost indefinitely, unlike ATGM carriers which require manual reload or have longer rearms, like Shturm-S or ZT3A2
  • Double hull mounted smokescreens provide adequate visual protection; specially during retreats
  • Can be used as artillery, but such playstyle requires a lot of practice and not every map allows it
  • Often underestimated, unseen or left unattended, giving the Striker a chance to repair and strike back; all because of the small and vulnerable size
  • Availability of thermal imaging; packed with the great optics allows for a proper target acquisition
  • Frontal armour can actually withstand HMG and even some 20 mm cannons; modules placing also improve frontal protection
  • Technically fastest ATGM reload, tied with the BMD-4, but can't reload while attacking, unless on a friendly capture point

Cons:

  • Highly vulnerable to autocannons, ATGM, air attacks, artillery, ramming, and HE/HESH shells
  • Optics location is a worse aiming set up when compared to Swingfire ; the top and ammo racks of the Striker must be exposed to correct the ATGMs trajectory; Optics can be targeted with any explosives to instantly destroy the Striker
  • Has a hard dead zone of 50 m in AB and further in RB, can be difficult to guide missiles at ranges below 70 m due to a guidance dead zone
  • ATGM rack is impossible to lower; an impact to the ATGM rack can leave the Striker with no active ammo left
  • Modest ATGMs count can be quickly depleted without trigger discipline; in Arcade battles automatic rearm is available anywhere, but more ATGMs per tank are also often required
  • Although Swingfire can be launched over full cover without any further input, it often crashes on launch if cover is too tall or wide.
  • Despite a quick reload, the ATGMs are loaded into the rack one by one; making the Striker vulnerable to multiple enemies after depletion of the rack
  • Swingfire ATGMs are noisy and will give away the Striker's position in close quarters even when it is perfectly hidden

History

The FV102 Striker was an anti-tank wire-guided missile carrier which belonged to the CVR(T) family, developed for the British Army during the Cold War. The Striker had five missile launcher boxes and carried a total of 10 Swingfire missiles (5 in the launchers and 5 reloads). It weighed around 8.3t and was powered by the Cummings BTA 5.9-litre diesel engine which could output 190 hp. Its top speed was 81 km/h (50 mph) forwards and backwards.

Development

The Striker was first developed in 1975 for the British Army. The chassis was produced in the West Midlands, England. Other components were sourced from other suppliers, Fairey Engineering manufactured the missiles and so did the British Aircraft Corporation. The missiles were released by the launcher at the back on the Striker and had a range of 4,000 m, the commander could correct the trajectory if it was necessary. However, it had to be reloaded manually from the outside. It was also equipped with a 7.62 mm L37A1 machine gun (2,500 rounds).

It was first powered by the Jaguar 4.2-litre petrol engine (standard car engine) and later replaced by the Cummings BTA 5.9-litre diesel engine. It consisted of 3 crew, the gunner who sat on the right side, commander and driver who sat on the left side (the driver sat next to the engine). The front armour was 25 mm thick while the side and back were 12 mm thick.

Service

The Striker first entered service in 1976 with the Royal Artillery of the BAOR but was later transferred to the Royal Armoured Corps. It saw combat in 1991 during Operation Desert Storm and Enduring Freedom in 2003 where it managed to destroy an Iraqi T-55.

The FV102 Striker ended service in 2005 with the introduction of the Javelin missile which replaced the Swingfire missile.

Media

Skins
Images

Some screenshots of Striker medium range positions:

Videos

See also

Other vehicles of similar configuration and role

External links


Britain tank destroyers
Infantry tank derivatives  Archer · Gun Carrier (3-in)
Light tank derivatives  Alecto I
M10 Achilles  Achilles · Achilles (65 Rg.)
Centurion derivatives  FV4005 · Conway
ATGM  Swingfire · Striker
Other  Tortoise · ▄M109A1
Canada  QF 3.7 Ram
South Africa  G6 · ZT3A2