Difference between revisions of "Spike ER"

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* {{Specs-Link|a_129_d}}
 
* {{Specs-Link|a_129_d}}
 
* {{Specs-Link|tiger_had_block2_france}}
 
* {{Specs-Link|tiger_had_block2_france}}
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* {{Specs-Link|ah_60_iaf}}
  
 
== General info ==
 
== General info ==
''Tell us about the tactical and technical characteristics of the missile.''
+
<!-- ''Tell us about the tactical and technical characteristics of the missile.'' -->
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="2" | Missile characteristics
 +
|-
 +
| '''Mass''' || 34 kg
 +
|-
 +
| '''Guidance''' || IR
 +
|-
 +
| '''Lock range''' || 20 km
 +
|-
 +
| '''Launch range''' || 8 km
 +
|-
 +
| '''Maximum speed''' || 180 m/s
 +
|-
 +
| '''Missile guidance time''' || 60 secs
 +
|-
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| '''Firing range''' || 8 km
 +
|-
 +
| '''Explosive mass''' || 3.31 kg TNTe
 +
|-
 +
| '''Armour penetration''' || 1,000 mm
 +
|}
  
 
=== Effective damage ===
 
=== Effective damage ===
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''
+
<!-- ''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)'' -->
 +
The Spike ER has a lacklustre warhead compared to its contemporaries. Other ATGMs such as the [[AGM-114K Hellfire II]] have nearly three times as much explosive mass (9.43 kg TNTe) and has more penetration, although the Spike ER's penetration is overall adequate due to its tandem warhead. A single missile may be enough to overpressure or knock out an enemy light vehicle or anti-aircraft vehicle, but against MBTs more than two may sometimes be required.
  
 
=== Comparison with analogues ===
 
=== Comparison with analogues ===
''Give a comparative description of missiles that have firepower equal to this weapon.''
+
<!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' -->
 +
 
 +
* [[9K127 Vikhr]] - The Vikhrs has a longer firing range (10 km vs 8 km) and has a proximity fuse against air targets, making it more versatile. The Spike ER however can be fired without maintaining constant lock all the way, letting the carrier vehicle maneuver to a safer position.
 +
* [[AGM-114B Hellfire]], [[AGM-114K Hellfire II]] - Both Hellfires and the Spike ERs share the same maximum firing range of 8 km. Hellfires have roughly three times the explosive mass with slightly better penetration, but the Spike ERs can be F&Fed letting the player engage multiple enemies at once if desired.
 +
* [[PARS 3 LR]] - The closest contemporary to the Spike ERs, and for a long time the only Fire-and-Forget helicopter-mounted munition in the game. Both share similar ranges, with the PARS having a 1 km shorter range at 7 km. However, the PARS 3 LRs fly considerably faster than Spike ERs (Roughly 300 m/s vs 180 m/s) and the launch platform of the PARS 3 LRs (the [[EC-665 Tiger UHT]]) with its above-rotor gun optics are more well suited for quick 'pop-up' attacks on enemy targets. Explosive mass and penetration are near identical.
 +
* [[AKD-10]] - The Chinese equivalent to the AGM-114 Hellfire family, these ATGMs have a longer firing range (10 km) and fly faster than the Spikes. However, they also loft like Hellfires and as a result end up taking a fair while to arrive, meaning the player cannot engage multiple vehicles at once which sets the Spike ERs apart.
  
 
== Usage in battles ==
 
== Usage in battles ==
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''
+
<!-- ''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)'' -->
 +
Spike ERs are a fairly slow, moderately ranged fire-and-forget (F&F) capable anti-tank missiles. Due to their slow speed, enemy targets may either break line-of-sight or simply die in combat before the missiles reach their final destinations. Follow these tips to to maximize enemies knocked out if you are struggling with the missiles:
 +
 
 +
1. Try to fire at enemy AA vehicles first.
 +
 
 +
This is very obvious advice at this tier, but it is imperative to follow when playing vehicles with Spike ERs as their primary armament. Your ATGMs, while sneaky due to their IR guidance not alerting enemies with LWS systems, are ultimately very slow, and the element of surprise is vital to their successful usage. Enemy anti-aircraft vehicles usually stay in their spawn, and will tend to prefer more open areas for better firing angles - but this also means that you can simply pop up over the horizon, shoot a quick Spike ER or two at the anti-air vehicles from a safe distance, and then reposition to a different place for even greater effect. While the platforms the Spike ERs are on are no Eurocopter UHT, this kind of playstyle will at least guarantee that you won't be missiled instantly after taking off without any target prioritization in your head.
 +
As an added bonus, targeting enemy AA capable vehicles first ([[Tor-M1]]s, [[Pantsir-S1]]s, [[XM1069]]s but also vehicles like the [[Begleitpanzer 57]] and [[2S38]]) will enhance your own team's rotary and fixed wing strike capabilities, helping both you and your team stay alive longer and do more damage to the enemy.
 +
 
 +
2. Missile management
 +
 
 +
This part may differ based on personal experience; this is only meant to serve as a general guide on missile effectiveness. If you find your Spike ERs lacking the damage to consistently knock out enemy MBTs, you may want to consider firing pairs off at enemy MBTs for a more consistent result. Due to F&F missiles going for the centre of mass on enemy vehicles albeit with a small deviation, this may either end up not working out for you or may net you far more tanks destroyed, depending on both luck and your tactics with these missiles. It is recommended to try out the missiles for yourself while also taking note of what targets you're shooting at regularly and how well they fare against your missiles if possible. Spacing out the missiles may also help if you find yourself in the camp of firing off pairs, as it can give the enemy tank's crew time to move up into the front only for the second missile to then knock them out of the fight.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''
+
<!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' -->
  
 
'''Pros:'''
 
'''Pros:'''
*
+
 
 +
* Fire-and-forget capability
 +
* Moderate range
 +
* Lofting means the missile goes on a top-down trajectory, aiming for roof armor and reducing the angle of impact on the UFP
 +
* Tandem warhead
  
 
'''Cons:'''
 
'''Cons:'''
*
+
 
 +
* Slow missile speed (only 180 m/s compared to contemporaries at 330 to even 610 m/s)
 +
* Range is shorter than some contemporaries ([[9K127 Vikhr]], [[AKD-10]]) at 8 km compared to 10 km
 +
* TNT payload is half to one third the size of contemporaries (3.3 kg vs 5.1 kg for the Vikhr and 9.4 kg for the Hellfire II), resulting in relatively poor spalling
 +
* Automatic guidance always aims for centre mass, sometimes causing successive missile hits to do minimal or no damage
 +
* Lofting trajectory makes it unsuitable for air-to-air use, and creates a missile deadzone if a target is too close
  
 
== History ==
 
== History ==
Line 36: Line 83:
  
 
== 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 article about the variant of the weapon;''
 
* ''reference to the article about the variant of the weapon;''
* ''references to approximate analogues by other nations and research trees.''
+
* ''references to approximate analogues by other nations and research trees.'' -->
 +
 
 +
;Related development
 +
* [[Spike LR II]] - Spike missile on ground vehicles
 +
 
 +
;Other missiles of similar configuration and role
 +
* [[L-UMTAS]] - Similar range and firing speed, although has a larger warhead
 +
* [[PARS 3 LR]] - Another fire-and-forget ATGM system on helicopters
 +
* [[QN502CDD]] - Ground-based F&F ATGM
  
 
== 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;''
 
* ''other literature.''
 
* ''other literature.''

Latest revision as of 08:14, 27 October 2024

Description

Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.

Vehicles equipped with this weapon

General info

Missile characteristics
Mass 34 kg
Guidance IR
Lock range 20 km
Launch range 8 km
Maximum speed 180 m/s
Missile guidance time 60 secs
Firing range 8 km
Explosive mass 3.31 kg TNTe
Armour penetration 1,000 mm

Effective damage

The Spike ER has a lacklustre warhead compared to its contemporaries. Other ATGMs such as the AGM-114K Hellfire II have nearly three times as much explosive mass (9.43 kg TNTe) and has more penetration, although the Spike ER's penetration is overall adequate due to its tandem warhead. A single missile may be enough to overpressure or knock out an enemy light vehicle or anti-aircraft vehicle, but against MBTs more than two may sometimes be required.

Comparison with analogues

  • 9K127 Vikhr - The Vikhrs has a longer firing range (10 km vs 8 km) and has a proximity fuse against air targets, making it more versatile. The Spike ER however can be fired without maintaining constant lock all the way, letting the carrier vehicle maneuver to a safer position.
  • AGM-114B Hellfire, AGM-114K Hellfire II - Both Hellfires and the Spike ERs share the same maximum firing range of 8 km. Hellfires have roughly three times the explosive mass with slightly better penetration, but the Spike ERs can be F&Fed letting the player engage multiple enemies at once if desired.
  • PARS 3 LR - The closest contemporary to the Spike ERs, and for a long time the only Fire-and-Forget helicopter-mounted munition in the game. Both share similar ranges, with the PARS having a 1 km shorter range at 7 km. However, the PARS 3 LRs fly considerably faster than Spike ERs (Roughly 300 m/s vs 180 m/s) and the launch platform of the PARS 3 LRs (the EC-665 Tiger UHT) with its above-rotor gun optics are more well suited for quick 'pop-up' attacks on enemy targets. Explosive mass and penetration are near identical.
  • AKD-10 - The Chinese equivalent to the AGM-114 Hellfire family, these ATGMs have a longer firing range (10 km) and fly faster than the Spikes. However, they also loft like Hellfires and as a result end up taking a fair while to arrive, meaning the player cannot engage multiple vehicles at once which sets the Spike ERs apart.

Usage in battles

Spike ERs are a fairly slow, moderately ranged fire-and-forget (F&F) capable anti-tank missiles. Due to their slow speed, enemy targets may either break line-of-sight or simply die in combat before the missiles reach their final destinations. Follow these tips to to maximize enemies knocked out if you are struggling with the missiles:

1. Try to fire at enemy AA vehicles first.

This is very obvious advice at this tier, but it is imperative to follow when playing vehicles with Spike ERs as their primary armament. Your ATGMs, while sneaky due to their IR guidance not alerting enemies with LWS systems, are ultimately very slow, and the element of surprise is vital to their successful usage. Enemy anti-aircraft vehicles usually stay in their spawn, and will tend to prefer more open areas for better firing angles - but this also means that you can simply pop up over the horizon, shoot a quick Spike ER or two at the anti-air vehicles from a safe distance, and then reposition to a different place for even greater effect. While the platforms the Spike ERs are on are no Eurocopter UHT, this kind of playstyle will at least guarantee that you won't be missiled instantly after taking off without any target prioritization in your head. As an added bonus, targeting enemy AA capable vehicles first (Tor-M1s, Pantsir-S1s, XM1069s but also vehicles like the Begleitpanzer 57 and 2S38) will enhance your own team's rotary and fixed wing strike capabilities, helping both you and your team stay alive longer and do more damage to the enemy.

2. Missile management

This part may differ based on personal experience; this is only meant to serve as a general guide on missile effectiveness. If you find your Spike ERs lacking the damage to consistently knock out enemy MBTs, you may want to consider firing pairs off at enemy MBTs for a more consistent result. Due to F&F missiles going for the centre of mass on enemy vehicles albeit with a small deviation, this may either end up not working out for you or may net you far more tanks destroyed, depending on both luck and your tactics with these missiles. It is recommended to try out the missiles for yourself while also taking note of what targets you're shooting at regularly and how well they fare against your missiles if possible. Spacing out the missiles may also help if you find yourself in the camp of firing off pairs, as it can give the enemy tank's crew time to move up into the front only for the second missile to then knock them out of the fight.

Pros and cons

Pros:

  • Fire-and-forget capability
  • Moderate range
  • Lofting means the missile goes on a top-down trajectory, aiming for roof armor and reducing the angle of impact on the UFP
  • Tandem warhead

Cons:

  • Slow missile speed (only 180 m/s compared to contemporaries at 330 to even 610 m/s)
  • Range is shorter than some contemporaries (9K127 Vikhr, AKD-10) at 8 km compared to 10 km
  • TNT payload is half to one third the size of contemporaries (3.3 kg vs 5.1 kg for the Vikhr and 9.4 kg for the Hellfire II), resulting in relatively poor spalling
  • Automatic guidance always aims for centre mass, sometimes causing successive missile hits to do minimal or no damage
  • Lofting trajectory makes it unsuitable for air-to-air use, and creates a missile deadzone if a target is too close

History

Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block "/History" (example: https://wiki.warthunder.com/(Weapon-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 />.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Related development
Other missiles of similar configuration and role
  • L-UMTAS - Similar range and firing speed, although has a larger warhead
  • PARS 3 LR - Another fire-and-forget ATGM system on helicopters
  • QN502CDD - Ground-based F&F ATGM

External links

Paste links to sources and external resources, such as:

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


Missiles
USA 
AAM  AIM-54A Phoenix · AIM-54C Phoenix · ATAS (AIM-92) · AIM-120A · AIM-120B · Fakour-90 · Sedjeel
Sparrow  AIM-7C · AIM-7D · AIM-7E · AIM-7E-2 · AIM-7F · AIM-7M
Sidewinder  AIM-9B · AIM-9C · AIM-9D · AIM-9E · AIM-9G · AIM-9H · AIM-9J · AIM-9L · AIM-9M · AIM-9P
AGM  AGM-22 · APKWS II (M151) · APKWS II (M282) · BGM-71D TOW-2
Bullpup  AGM-12B Bullpup · AGM-12C Bullpup
Hellfire  AGM-114B Hellfire · AGM-114K Hellfire II
Maverick  AGM-65A · AGM-65B · AGM-65D · AGM-65E2 · AGM-65G · AGM-65L
ATGM  LOSAT/MGM-166A
TOW  BGM-71 · BGM-71A · BGM-71B · BGM-71C
SAM  FIM-92 Stinger · MIM-72 · MIM146
Naval SAM  RIM-24A
Germany 
AAM  AIM-9B FGW.2 Sidewinder · AIM-9L/I Sidewinder · Flz Lwf 63 · Flz Lwf 63/80
AGM  9M14M Malyutka · Flz Lwf LB 82 · HOT-1 · HOT-2 TOW · HOT-3 · PARS 3 LR
AShM  AS.34 Kormoran
ATGM  HOT-K3S · Spike-LR II
SAM  Roland
Naval SAM  Strela-2M
USSR 
AAM  9M39 Igla · R-3R · R-3S · R-13M1 · R-23R · R-23T · R-24R · R-24T · R-27ER(1) · R-27ET(1) · R-27R(1) · R-27T(1) · R-60 · R-60M · R-60MK · R-73(E) · R-77
AGM  9K127 Vikhr · 9M17M Falanga · 9M120 Ataka · 9M120-1 Ataka
  Kh-23M · Kh-25 · Kh-25ML · Kh-29L · Kh-29T · Kh-29TE · Kh-29TD · Kh-66 · S-25L · S-25LD
ATGM  3M7 · 9M14 · 9M113 Konkurs · 9M114 Shturm · 9M123 Khrizantema · 9M133 · 9M133FM3 · 9M133M-2
SAM  95Ya6 · 9M311 · 9M311-1M · 9M331 · 9M37M
Naval SAM  Volna-M
Britain 
AAM  Fireflash · Firestreak · Red Top · Skyflash · Skyflash SuperTEMP · SRAAM · R-Darter
AGM  AGM-65E · AS.12 · ZT-6 Mokopa
AShM  AJ.168
ATGM  BAe Swingfire · MILAN · MILAN 2 · ZT3
SAM  Starstreak
Japan 
AAM  AAM-3 · AAM-4
AGM  Ki-148 I-Go Model 1B
ATGM  Type 64 MAT · Type 79 Jyu-MAT
SAM  Type 81 SAM-1C · Type 91
China 
AAM  PL-2 · PL-5B · PL-5C · PL-5EII · PL-7 · PL-8 · PL-12 · SD-10(A) · TY-90
AGM  AKD-9 · AKD-10 · Fire Snake 90A · HJ-8A · HJ-8C · HJ-8E · HJ-8H
ATGM  302 · HJ-73 · HJ-73E · HJ-9 · QN201DD · QN502CDD
SAM  HN-6
Italy 
AAM  Aspide-1A · MAA-1 Piranha
AGM  AGM-65H · CIRIT · L-UMTAS · Spike ER
ATGM  Spike-LR II
Naval AShM  Nettuno
SAM  Mistral SATCP
France 
AAM  AA-20 Nord · Matra R511 · Matra R530 · Matra R530E · Matra Super 530D · Matra Super 530F · Matra R550 Magic 1 · Matra R550 Magic 2 · Mistral · MICA-EM
AGM  9M14-2 Malyutka-2 · AS-20 Nord · AS-30 Nord · AS-30L Nord · HOT-1 · HOT-2 TOW · HOT-3 · Spike ER
ATGM  HOT · SS.11
SAM  Roland · VT1
Sweden 
AAM  RB24 · RB24J · RB71 · RB 74 · RB 74(M) · RB 99
AGM  Rb05A · RB 53 Bantam · RB 55B Heli TOW · RB 55C Heli TOW · RB 75 · RB 75T
ATGM  Rbs 55 · Rbs 56
SAM  Rbs 70
Israel 
AAM  Shafrir · Shafrir 2 · Python 3 · Derby
ATGM  Spike-LR II
  AAM = Air-to-Air Missile   AGM = Air-to-Ground Missile   AShM = Anti-Ship Missile   ATGM = Anti-Tank Guided Missile (Ground mounts)   SAM = Surface-to-Air Missile