Difference between revisions of "Leopard 2A6 (Sweden)"

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(Pros and cons)
(Filled in the armour table including the armor types.)
 
(9 intermediate revisions by 3 users not shown)
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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
The Leopard 2A6 retains the same excellent armour than its predecessor, the hull remains well protected and the turret cheeks are just as impenetrable. Add-on hull armour boosts the ability to protect against HEAT-FS and early APFSDS rounds. The wedges on the front of the turret are able to be blown off if a round with enough energy hits it. This isn't an issue since the armour underneath has ~710 mm of KE protection. The gunner's optic is also moved into the roof to eliminate the weak spot which was easily penetrated by any tank.
+
The Leopard 2A6 has excellent armour, the hull is well protected and the turret cheeks are just as impenetrable. Add-on hull armour boosts the ability to protect against HEATFS and early APFSDS rounds. The wedges on the front of the turret are able to be blown off if a round with enough energy hits it. This isn't an issue since the armour underneath has ~710 mm of KE protection. The gunner's optic is also moved into the roof to eliminate the weak spot which was easily penetrated by any tank.
  
Be aware of High Explosive rounds and ATGMs though. If these land on your commander's cupola, the fragments can knock out 3/4 crew members inside the turret. A hit to the lower part of the V shaped turret cheeks with an ATGM will most likely send fragments into your hull, penetrate and either detonate your ammo or incapacitate several crew members. Don't get hit by an ATGM-
+
Be aware of high-explosive rounds and ATGMs though. If these land on your commander's cupola, the fragments can knock out 3/4 crew members inside the turret. A hit to the lower part of the V-shaped turret cheeks with an ATGM will most likely send fragments into your hull, penetrate and either detonate your ammo or incapacitate several crew members. Don't get hit by an ATGM.
  
The frontal hull can be penetrated by all APFSDS rounds and ATGM warheads at its Battle Rating - if possible, hiding it by hulldowning properly is recommended. 
+
The frontal hull can be penetrated by all APFSDS rounds and ATGM warheads at its BR: if possible, hiding it by hulldowning properly is recommended.  
  
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
+
'''Armour type:'''
 +
 
 +
* Rolled homogenous armour (hull roof, underbody, turret roof, turret rear, commander copola, driver hatch, gunner and commander optics, turret basket, turret underside, radiator covering mesh)
 +
* High hardness rolled armour (hull front, turret front, turret side, side skirts)
 +
* Cast homogenous armour (inner mantlet shroud)
 +
* Structural steel (mudguards, mesh turret basket)
 +
* External composite armor with NERA elements (gun mantlet, mantlet shroud)
 +
* Composite screens (forward part of hull sides, forward part of turret sides, turret front, add-on armor on hull sides and turret)
 +
* Tracks (upper glacis) <!-- The types of armour present on the vehicle and their general locations -->
 
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
* Cast homogeneous armour (Turret, Transmission area) -->
 
* Cast homogeneous armour (Turret, Transmission area) -->
Line 31: Line 39:
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || ___ mm || ___ mm ''Top'' <br> ___ mm ''Bottom'' || ___ mm || ___ - ___ mm
+
| Hull || 35 mm (53-82°) ''Upper glacis''
 +
40 mm (50-51°) ''Lower glacis''
 +
| 10 mm (5°) ''Upper hull''
 +
35 mm (0°) ''Lower forward hull''
 +
 
 +
20 mm (0°) ''Lower rear hull''
 +
 
 +
110** mm (0°) ''Lower forward hull add-on''
 +
 
 +
50** mm (0°) Upper forward hull add-on
 +
 
 +
12mm (0°) Side skirts
 +
| 20 mm (12-50°) ''All rear'' || 20 mm (0-8°) ''Hull roof incl. engine deck''
 
|-
 
|-
| Turret || ___ - ___ mm ''Turret front'' <br> ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm
+
| Turret || 80** mm (57-59°) ''Right cheek add-on''
|-
+
80** mm (55-58°) ''Left cheek add-on''  
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm
+
 
 +
80** mm (63°) ''Upper mantlet add-on''  
 +
 
 +
250 mm (0°) Inner ma''ntlet shroud''
 +
 
 +
400** mm (1°) ''Mantlet armour external composite''
 +
 
 +
650** mm (9°) ''Mantlet shroud external composite''
 +
 
 +
35 mm (0°)  ''Cheeks''
 +
| 80** mm (20-22°) ''Right add-on''
 +
80** mm (22°) ''Left add-on''
 +
 
 +
35 mm (0°) ''Forward''
 +
 
 +
15 mm (0°) ''Rear''
 +
| 25 mm (0°) ''Rear''
 +
20 mm (10°) ''Basket''
 +
 
 +
20 mm (70°) ''Turret underside''
 +
 
 +
5mm (8°) ''External mesh basket''
 +
| 35 - 40 mm (80-89°) ''Forehead Armour''
 +
14 mm (68-82°) ''Forward sides''
 +
 
 +
20 mm (89°) ''Rear turret''
 +
 
 +
20 mm (83°) ''Basket''
 
|-
 
|-
 
|}
 
|}
 +
<nowiki>**</nowiki> Composite screens
 +
 +
= '''Notes:''' =
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
+
* Upper hull and Lower rear hull overlap (10 + 20 mm thick).
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
+
* Upper mantlet add-on and mantlet armour overlap (30 + 400 mm thick).
 +
* Holes in the engine deck are covered by 10 mm of mesh.
  
 
=== Mobility ===
 
=== Mobility ===
Line 57: Line 108:
 
<!-- ''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|Rh120 L/55 (120 mm)}}
 
{{main|Rh120 L/55 (120 mm)}}
 
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
Line 75: Line 125:
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:Rh120 L/55 (120 mm)/Ammunition|DM12A1, DM33, DM53}}
! 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
 
|-
 
| DM12A1 || HEATFS || 480 || 480 || 480 || 480 || 480 || 480
 
|-
 
| DM33 || APFSDS || 496 || 494 || 486 || 476 || 466 || 456
 
|-
 
| DM53 || APFSDS || 652 || 650 || 640 || 628 || 616 || 604
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive mass<br>(TNT equivalent) (kg)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| DM12A1 || HEATFS || 1,190 || 13.5 || 0.05 || 0.1 || 2.15 || 65° || 72° || 77°
 
|-
 
| DM33 || APFSDS || 1,690 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| DM53 || APFSDS || 1,750 || 5 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
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The Leopard 2A6 retains almost the same mobility and exactly the same armour as Leopard 2A5. It does have a better gun with a better round. Yet, its playstyle remains the same.
 
The Leopard 2A6 retains almost the same mobility and exactly the same armour as Leopard 2A5. It does have a better gun with a better round. Yet, its playstyle remains the same.
  
; Hull-Down Long Distance Combat
+
=== Hull-Down Long Distance Combat ===
  
* The Leopard 2A6's turret is one of the hardest in the game to penetrate. But, it shares the same weak spot as any other vehicle at its BR - the mantlet area. It can also be destroyed by a well-aimed shot with an ATGM.
+
The Leopard 2A6's turret is one of the hardest in the game to penetrate. But, it shares the same weak spot as any other vehicle at its BR - the mantlet area. It can also be destroyed by a well-aimed shot with an ATGM. To eliminate the risk of getting penetrated in the gun mantlet, the use of commander's thermals which are at the roof are recommended for scouting the area without exposing the turret itself at all. Make sure to always enable Commander's fire control, so the turret itself rotates with the sight. When you spot a target, you can use the laser rangefinder whilst still being in commander's view, then switch to gunner's sight, quickly peek, eliminate the target and quickly reverse back behind cover. Your turret will be exposed for only around 2 seconds, giving your target very slim chances to retaliate. Stay still only when taking a shot at the target, never any longer, since the longer you stay exposed, the higher the risk that your gun, along with some crew members is going to get taken out. This strategy makes you more or less immortal. You can fight and win against multiple opponents at a distance. CAS and flankers can still defeat you though. Watch your flanks.
* To eliminate the risk of getting penetrated in the gun mantlet, the use of commander's thermals which are at the roof are recommended for scouting the area without exposing the turret itself at all. Make sure to always enable Commander's fire control, so the turret itself rotates with the sight. When you spot a target, you can use the laser rangefinder whilst still being in commander's view, then switch to gunner's sight, quickly peek, eliminate the target and quickly reverse back behind cover. Your turret will be exposed for only around 2 seconds, giving your target very slim chances to retaliate.
 
* Stay still only when taking a shot at the target, never any longer, since the longer you stay exposed, the higher the risk that your gun, along with some crew members is going to get taken out.
 
* This strategy makes you more or less immortal. You can fight and win against multiple opponents at a distance. CAS and flankers can still defeat you though. Watch your flanks.
 
  
; Close-Quarters Combat
+
=== Close-Quarters Combat ===
  
* Use 3rd person view in close quarters, always. This gives you a much better situational awareness than 10 degrees of FoV in gunner's sight. Night battles are an exception, you can use commander's thermals at medium ranges, which have a better FoV than the gunner's sight. Rotate your camera around all the time.
+
Use 3rd person view in close quarters, always. This gives you a much better situational awareness than 10 degrees of FoV in gunner's sight. Night battles are an exception, you can use commander's thermals at medium ranges, which have a better FoV than the gunner's sight. Rotate your camera around all the time. Have your headphones on and watch out for engine sounds. They can give you a heads up against an enemy coming close that you don't see yet. In close quarters, any vehicle at your BR can penetrate you and so can you. Don't rush around mindlessly and pay attention to your surroundings. Sticking around your teammates can improve your lifespan. Since you can get penetrated easily from the front, you always have to shoot first to win. You need to be especially careful against Swedish Leopards and all Russian T-series tanks at your BR, since you have to aim for their weak spots more precisely than they need to aim at yours. If they manage to shoot you anywhere in the hull or the mantlet area, you have a problem. Meanwhile, you have to aim at the driver's hatch of T-series or the mantlet from the front and in the case of Strv 122s, only the mantlet is a reliable way of disabling them from the front. Never, ever peek around a corner if the enemy behind it is aiming at the corner. Your chances of shooting first are slim to none and you will most likely die. If uneven terrain such as a hill separates you and there is an enemy vehicle that is aware of you and aiming at you, you can peek first, provided you do it properly - don't use gunner's sight. Use 3rd person view and aim with the center of the outer crosshair circle directly at their mantlet area. Then, peek as fast as you can and as soon as you see the inner crosshair circle connect with what you are aiming at, take the shot immediately. When you learn to do this quickly enough, you will always win in this situation against any vehicle you face. If an enemy vehicle is rushing at you and going to peek around a corner, let them. You can easily shoot faster than they do.
* Have your headphones on and watch out for engine sounds. They can give you a heads up against an enemy coming close that you don't see yet.
 
* In close quarters, any vehicle at your BR can penetrate you and so can you. Don't rush around mindlessly and pay attention to your surroundings.
 
* Sticking around your teammates can improve your lifespan.
 
* Since you can get penetrated easily from the front, ou always have to shoot first to win. You need to be especially careful against Swedish Leopards and all Russian T-series tanks at your BR, since you have to aim for their weak spots more precisely than they need to aim at yours. If they manage to shoot you anywhere in the hull or the mantlet area, you have a problem. Meanwhile, you have to aim at the driver's hatch of T-series or the mantlet from the front and in the case of Strv 122s, only the mantlet is a reliable way of disabling them from the front.
 
* Never, ever peek around a corner if the enemy behind it is aiming at the corner. Your chances of shooting first are slim to none and you will most likely die.
 
* If uneven terrain such as a hill separates you and there is an enemy vehicle that is aware of you and aiming at you, you can peek first, provided you do it properly - don't use gunner's sight. Use 3rd person view and aim with the center of the outer crosshair circle directly at their mantlet area. Then, peek as fast as you can and as soon as you see the inner crosshair circle connect with what you are aiming at, take the shot immediately. When you learn to do this quickly enough, you will always win in this situation against any vehicle you face.
 
* If an enemy vehicle is rushing at you and going to peek around a corner, let them. You can easily shoot faster than they do.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->'''Pros:'''
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''
 
  
'''Pros:'''
+
* Incredibly powerful gun with the DM53 high penetrating kinetic round (650 mm of penetration at 100 m)
 
+
* Impenetrable turret cheeks, the add-on wedge armour makes the turret cheeks immune from every shell in the game (average of 850 mm against APFSDS and 1,450 mm against HEAT), combined with a small mantlet weak spot, this tank has one of the toughest turrets in the game
* '''Incredibly powerful gun with the DM53 high penetrating kinetic round (650 mm of penetration at 100 m)'''
+
* Commander's camera with 2nd generation thermal imager - binoculars on steroids
* '''Impenetrable turret cheeks, the add-on wedge armour makes the turret cheeks immune from every shell in the game (average of 850 mm against APFSDS and 1,450 mm against HEAT), combined with a small mantlet weak spot, this tank has one of the toughest turrets in the game'''
+
* Good armour on the UFP (430 mm against APFSDS), immune to older shells; though all vehicles at its BR except some SPAAs can reliably penetrate it without an issue
* '''Commander's camera with 2nd generation thermal imager - binoculars on steroids.'''
+
* Extremely good gun handling for an MBT: 40°/s both turret rotation speed and gun elevation speed (with Ace crew) and -9°/+20° of vertical guidance
* '''Good armour on the UFP (430 mm against APFSDS), immune to older shells; though all vehicles at its BR except some SPAAs can reliably penetrate it without an issue'''
+
* Side turret covered by add-on armour can bounce early APFSDS shells and newer ones too if you get lucky
* '''Extremely good gun handling for an MBT: 40°/s both turret rotation speed and gun elevation speed (with Ace crew) and -9°/+20° of vertical guidance'''
+
* Gunner optics are now mounted on top of the turret, removing the annoying weak spot present on the Leopard 2A4
* '''Side turret covered by add-on armour can bounce early APFSDS shells and newer ones too if you get lucky'''
+
* Cannon barrel and cannon breech can absorb impact rounds which may otherwise penetrate the turret and injure crew members
* '''Gunner optics are now mounted on top of the turret, removing the annoying weak spot present on the Leopard 2A4'''
 
* '''Cannon barrel and cannon breech can absorb impact rounds which may otherwise penetrate the turret and injure crew members'''
 
 
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* '''Lower glacis can still be penetrated by most shells, ~250 mm of KE protection against APFSDS, similar to most MBTs. Late Abrams variants are an exception with ~400 mm'''
+
* Lower glacis can still be penetrated by most shells, ~250 mm of KE protection against APFSDS, similar to most MBTs. Late Abrams variants are an exception with ~400 mm
* '''16 shells in the ready-rack may be insufficient when playing in Arcade Battles, you have to aim for weak points and be prepared to fall back and wait for a minute for the rack to replenish'''
+
* 16 shells in the ready-rack may be insufficient when playing in Arcade Battles, you have to aim for weak points and be prepared to fall back and wait for a minute for the rack to replenish
* '''Huge hull ammo-rack if more than 16 shells are carried consequently making the tank vulnerable to HE shells and presenting an annoying weak spot in the hull. You can carry 21 or 27 rounds, they will be stored only in the lower plate. More than that is not recommended for close-quarters. It is both dangerous and unnecessary (no way you can spend 27 rounds in a city engagement)'''
+
* Huge hull ammo-rack if more than 16 shells are carried consequently making the tank vulnerable to HE shells and presenting an annoying weak spot in the hull. You can carry 21 or 27 rounds, they will be stored only in the lower plate. More than that is not recommended for close-quarters. It is both dangerous and unnecessary (no way you can spend 27 rounds in a city engagement)
* '''A penetrating shot on the left side of the hull will most likely knock out the driver, gunner and commander, thus destroying the tank'''
+
* A penetrating shot on the left side of the hull will most likely knock out the driver, gunner and commander, thus destroying the tank
* '''A penetrating shell on the right side of the hull will most likely hit the ammo-rack, destroying the tank (if you carry more than 16 rounds) '''
+
* A penetrating shell on the right side of the hull will most likely hit the ammo-rack, destroying the tank (if you carry more than 16 rounds)  
* '''The wedges can be shot off with several hits, though the turret cheeks alone provide 710 mm against KE'''
+
* The wedges can be shot off with several hits, though the turret cheeks alone provide 710 mm against KE
* '''Despite all the added armour, the turret ring and the mantlet are both easily penetrated, and the enemy will most likely aim at these two spots to disable or destroy the tank'''
+
* Despite all the added armour, the turret ring and the mantlet are both easily penetrated, and the enemy will most likely aim at these two spots to disable or destroy the tank
 
 
*
 
  
 
== History ==
 
== History ==
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== 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.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=sw_leopard_2a6nl Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==

Latest revision as of 21:57, 31 August 2024

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
This page is about the medium tank Leopard 2A6 (Sweden). For other versions, see Leopard 2 (Family).
▄Leopard 2A6
sw_leopard_2a6nl.png
GarageImage Leopard 2A6 (Sweden).jpg
▄Leopard 2A6
AB RB SB
12.0 12.0 12.0
Class:
Research:400 000 Specs-Card-Exp.png
Purchase:1 080 000 Specs-Card-Lion.png
Show in game

Description

The ▄Leopard 2A6 is a rank VIII Swedish medium tank with a battle rating of 12.0 (AB/RB/SB). It was introduced in Update "Fire and Ice".

General info

Survivability and armour

Composite armour
Balanced protection against all types of ammunition
Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull80 / 30 / 20
Turret75 / 80 / 20
Crew4 people
Visibility87 %

The Leopard 2A6 has excellent armour, the hull is well protected and the turret cheeks are just as impenetrable. Add-on hull armour boosts the ability to protect against HEATFS and early APFSDS rounds. The wedges on the front of the turret are able to be blown off if a round with enough energy hits it. This isn't an issue since the armour underneath has ~710 mm of KE protection. The gunner's optic is also moved into the roof to eliminate the weak spot which was easily penetrated by any tank.

Be aware of high-explosive rounds and ATGMs though. If these land on your commander's cupola, the fragments can knock out 3/4 crew members inside the turret. A hit to the lower part of the V-shaped turret cheeks with an ATGM will most likely send fragments into your hull, penetrate and either detonate your ammo or incapacitate several crew members. Don't get hit by an ATGM.

The frontal hull can be penetrated by all APFSDS rounds and ATGM warheads at its BR: if possible, hiding it by hulldowning properly is recommended.

Armour type:

  • Rolled homogenous armour (hull roof, underbody, turret roof, turret rear, commander copola, driver hatch, gunner and commander optics, turret basket, turret underside, radiator covering mesh)
  • High hardness rolled armour (hull front, turret front, turret side, side skirts)
  • Cast homogenous armour (inner mantlet shroud)
  • Structural steel (mudguards, mesh turret basket)
  • External composite armor with NERA elements (gun mantlet, mantlet shroud)
  • Composite screens (forward part of hull sides, forward part of turret sides, turret front, add-on armor on hull sides and turret)
  • Tracks (upper glacis)
Armour Front (Slope angle) Sides Rear Roof
Hull 35 mm (53-82°) Upper glacis

40 mm (50-51°) Lower glacis

10 mm (5°) Upper hull

35 mm (0°) Lower forward hull

20 mm (0°) Lower rear hull

110** mm (0°) Lower forward hull add-on

50** mm (0°) Upper forward hull add-on

12mm (0°) Side skirts

20 mm (12-50°) All rear 20 mm (0-8°) Hull roof incl. engine deck
Turret 80** mm (57-59°) Right cheek add-on

80** mm (55-58°) Left cheek add-on

80** mm (63°) Upper mantlet add-on

250 mm (0°) Inner mantlet shroud

400** mm (1°) Mantlet armour external composite

650** mm (9°) Mantlet shroud external composite

35 mm (0°) Cheeks

80** mm (20-22°) Right add-on

80** mm (22°) Left add-on

35 mm (0°) Forward

15 mm (0°) Rear

25 mm (0°) Rear

20 mm (10°) Basket

20 mm (70°) Turret underside

5mm (8°) External mesh basket

35 - 40 mm (80-89°) Forehead Armour

14 mm (68-82°) Forward sides

20 mm (89°) Rear turret

20 mm (83°) Basket

** Composite screens

Notes:

  • Upper hull and Lower rear hull overlap (10 + 20 mm thick).
  • Upper mantlet add-on and mantlet armour overlap (30 + 400 mm thick).
  • Holes in the engine deck are covered by 10 mm of mesh.

Mobility

Speedforward / back
AB76 / 35 km/h
RB and SB69 / 31 km/h
Number of gears8 forward
4 back
Weight59.9 t
Engine power
AB2 862 hp
RB and SB1 500 hp
Power-to-weight ratio
AB47.8 hp/t
RB and SB25.0 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 76 35 59.9 2,032 2,862 33.92 47.78
Realistic 69 31 1,327 1,500 22.15 25.04

Modifications and economy

Repair costBasic → Reference
AB4 665 → 6 941 Sl icon.png
RB4 530 → 6 740 Sl icon.png
SB5 737 → 8 536 Sl icon.png
Total cost of modifications277 100 Rp icon.png
467 000 Sl icon.png
Talisman cost3 100 Ge icon.png
Crew training310 000 Sl icon.png
Experts1 080 000 Sl icon.png
Aces2 200 Ge icon.png
Research Aces1 280 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 190 / 210 % Sl icon.png
250 / 250 / 250 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods new tank break.png
Brake System
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods new tank filter.png
Filters
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
310 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods new tank engine.png
Engine
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
6 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
5 100 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods tank reinforcement sw.png
Crew Replenishment
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
310 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
310 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
310 Ge icon.png
Mods thermal sight.png
NVD
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
310 Ge icon.png
Mods art support.png
Artillery Support
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods tank ammo.png
120mm_DM_APDS_FS_ammo_pack
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
420 Ge icon.png

Armaments

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

Main armament

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition42 rounds
First-order15 rounds
Reloadbasic crew → aces
7.8 → 6.0 s
Vertical guidance-9° / 20°
Main article: Rh120 L/55 (120 mm)
120 mm Rh120 L/55 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 42 -9°/+20° ±180° Two-plane 38.1 52.7 64.0 70.8 75.3 7.80 6.90 6.36 6.00
Realistic 23.8 28.0 34.0 37.6 40.0

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
DM12A1 HEATFS 480 480 480 480 480 480
DM33 APFSDS 496 494 486 476 466 456
DM53 APFSDS 652 650 640 628 616 604
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
DM12A1 HEATFS 1,190 13.5 0.05 0.1 2.15 65° 72° 77°
DM33 APFSDS 1,690 4.3 - - - 78° 80° 81°
DM53 APFSDS 1,750 5 - - - 78° 80° 81°

Ammo racks

Ammo racks of the Leopard 2A6
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
42 16 (+26) (+41) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Rack 2 is a first stage ammo rack. It totals 15 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is: 2 - 1.
  • Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready rack.

Machine guns

Ammunition4 400 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 200 shots/min
Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 001 shots/min
7.62 mm FN MAG 60-40
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,000 (200) 600 -10°/+75° ±180°
7.62 mm MG3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 4,400 (200) 1,200 N/A N/A

Usage in battles

The Leopard 2A6 retains almost the same mobility and exactly the same armour as Leopard 2A5. It does have a better gun with a better round. Yet, its playstyle remains the same.

Hull-Down Long Distance Combat

The Leopard 2A6's turret is one of the hardest in the game to penetrate. But, it shares the same weak spot as any other vehicle at its BR - the mantlet area. It can also be destroyed by a well-aimed shot with an ATGM. To eliminate the risk of getting penetrated in the gun mantlet, the use of commander's thermals which are at the roof are recommended for scouting the area without exposing the turret itself at all. Make sure to always enable Commander's fire control, so the turret itself rotates with the sight. When you spot a target, you can use the laser rangefinder whilst still being in commander's view, then switch to gunner's sight, quickly peek, eliminate the target and quickly reverse back behind cover. Your turret will be exposed for only around 2 seconds, giving your target very slim chances to retaliate. Stay still only when taking a shot at the target, never any longer, since the longer you stay exposed, the higher the risk that your gun, along with some crew members is going to get taken out. This strategy makes you more or less immortal. You can fight and win against multiple opponents at a distance. CAS and flankers can still defeat you though. Watch your flanks.

Close-Quarters Combat

Use 3rd person view in close quarters, always. This gives you a much better situational awareness than 10 degrees of FoV in gunner's sight. Night battles are an exception, you can use commander's thermals at medium ranges, which have a better FoV than the gunner's sight. Rotate your camera around all the time. Have your headphones on and watch out for engine sounds. They can give you a heads up against an enemy coming close that you don't see yet. In close quarters, any vehicle at your BR can penetrate you and so can you. Don't rush around mindlessly and pay attention to your surroundings. Sticking around your teammates can improve your lifespan. Since you can get penetrated easily from the front, you always have to shoot first to win. You need to be especially careful against Swedish Leopards and all Russian T-series tanks at your BR, since you have to aim for their weak spots more precisely than they need to aim at yours. If they manage to shoot you anywhere in the hull or the mantlet area, you have a problem. Meanwhile, you have to aim at the driver's hatch of T-series or the mantlet from the front and in the case of Strv 122s, only the mantlet is a reliable way of disabling them from the front. Never, ever peek around a corner if the enemy behind it is aiming at the corner. Your chances of shooting first are slim to none and you will most likely die. If uneven terrain such as a hill separates you and there is an enemy vehicle that is aware of you and aiming at you, you can peek first, provided you do it properly - don't use gunner's sight. Use 3rd person view and aim with the center of the outer crosshair circle directly at their mantlet area. Then, peek as fast as you can and as soon as you see the inner crosshair circle connect with what you are aiming at, take the shot immediately. When you learn to do this quickly enough, you will always win in this situation against any vehicle you face. If an enemy vehicle is rushing at you and going to peek around a corner, let them. You can easily shoot faster than they do.

Pros and cons

Pros:

  • Incredibly powerful gun with the DM53 high penetrating kinetic round (650 mm of penetration at 100 m)
  • Impenetrable turret cheeks, the add-on wedge armour makes the turret cheeks immune from every shell in the game (average of 850 mm against APFSDS and 1,450 mm against HEAT), combined with a small mantlet weak spot, this tank has one of the toughest turrets in the game
  • Commander's camera with 2nd generation thermal imager - binoculars on steroids
  • Good armour on the UFP (430 mm against APFSDS), immune to older shells; though all vehicles at its BR except some SPAAs can reliably penetrate it without an issue
  • Extremely good gun handling for an MBT: 40°/s both turret rotation speed and gun elevation speed (with Ace crew) and -9°/+20° of vertical guidance
  • Side turret covered by add-on armour can bounce early APFSDS shells and newer ones too if you get lucky
  • Gunner optics are now mounted on top of the turret, removing the annoying weak spot present on the Leopard 2A4
  • Cannon barrel and cannon breech can absorb impact rounds which may otherwise penetrate the turret and injure crew members

Cons:

  • Lower glacis can still be penetrated by most shells, ~250 mm of KE protection against APFSDS, similar to most MBTs. Late Abrams variants are an exception with ~400 mm
  • 16 shells in the ready-rack may be insufficient when playing in Arcade Battles, you have to aim for weak points and be prepared to fall back and wait for a minute for the rack to replenish
  • Huge hull ammo-rack if more than 16 shells are carried consequently making the tank vulnerable to HE shells and presenting an annoying weak spot in the hull. You can carry 21 or 27 rounds, they will be stored only in the lower plate. More than that is not recommended for close-quarters. It is both dangerous and unnecessary (no way you can spend 27 rounds in a city engagement)
  • A penetrating shot on the left side of the hull will most likely knock out the driver, gunner and commander, thus destroying the tank
  • A penetrating shell on the right side of the hull will most likely hit the ammo-rack, destroying the tank (if you carry more than 16 rounds)
  • The wedges can be shot off with several hits, though the turret cheeks alone provide 710 mm against KE
  • Despite all the added armour, the turret ring and the mantlet are both easily penetrated, and the enemy will most likely aim at these two spots to disable or destroy the tank

History

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

Media

Skins

See also

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Sweden medium tanks
Strv m/42  Lago I · Strv m/42 EH · Ikv 73 · Strv m/42 DT · Pvkv IV
Centurion derivatives  Strv 81 · Strv 81 (RB 52) · Strv 101 · Strv 104 · Strv 105
Strv 103  Strv 103-0 · Strv 103A · Strv 103С
Strv 121/122  Strv 121 · Christian II · Strv 122A · Strv 122B PLSS · Strv 122B+
Other  Sherman III/IV · T 80 U
Finland 
WWII  ▄T-28 · ▄T-34 · ▄Pz.IV · ▄T-34-85
Post War  ▄Comet I · ▄Charioteer Mk VII · ▄T-54 · ▄T-55M · ▄T-72M1 · ▄Leopard 2A4 · ▄Leopard 2A6
Norway  Leopard 1A5NO2