Difference between revisions of "AMX-30 ACRA"

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== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French medium tank {{Battle-rating}}. It was introduced in [[Update 1.93 "Shark Attack"]].
+
The '''AMX-30 Anti-Char Rapide Autopropulsé (ACRA)''' is a unique modification of the [[AMX-30 (1972)|AMX-30B (Model 1972)]], which is the second variant of the [[AMX-30 (Family)|AMX-30 main battle tank family]]. The ACRA research and development program was initiated in France in 1961 and was designed as a supersonic anti-tank guided missile (ATGM) that could be deployed in any of the French Army's tanks. Due to the large associated expenses, state financing for the program was terminated by the last stage of testing the laser guiding system (which was the first of its kind in the world). GIAT, on the other hand, continued work at its own expense, hoping for future government orders. Engineers chose the AMX-30B (1972) as the missile's platform. Among the main turret equipment were a new smoothbore tank gun launcher, a sight, and an electronic guidance device. By 1974, field testing of the weapon platform was successful, but it was not accepted and placed into service. The key concern is the expensive cost of missile targeting technology, as well as the difficulties of using guided missiles in the absence of a tank gun. Instead, the HOT ATGM system, which was nearing completion at the time, was given priority.
  
In the 1960s, a proposal was made to mount a 142 mm gun system firing the ACRA (Anti-Char Rapide Autopropulsé), English: Anti-Tank Rapid Self-guided Missile. A single prototype was finished in 1967 with a unique cast turret built around the gun, but due to the unreasonably high cost of the missiles, the project was scrapped. However, in War Thunder, it is a formidable tank to play with play styles similar to the [[M60A2]].
+
Introduced in [[Update 1.93 "Shark Attack"]], the AMX-30 ACRA is a special tank that can fire barrel-launched ATGMs, a characteristic not often found in Western main battle tanks. It is incredibly difficult for the enemy to avoid getting hit by the ACRA ATGMs due to their fast flight speed. However, as the ACRA ATGM requires the player to provide continual guidance during flight, the enemy may have a longer time window to return fire. Furthermore, while the fast flight speed of the ACRA ATGMs makes playing on larger maps much easier, firing at close to mid-range targets may be challenging due to the difficulties of making corrections in mid-flight. Nonetheless, it is a unique vehicle for players to experience when playing the French Army ground forces.
  
 
== General info ==
 
== General info ==
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<!-- ''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.'' -->
  
The AMX-30 ACRA mount as we saw before a 142mm laser guided gun, capable of launching ACRA missile and High Explosive round. It can carry 36 rounds, 16 in the turret and 20 in the hull, next to the driver, so you have the possibility to get a higher survivability from hull shots by removing these 20 rounds. The gun reload is 15.6 seconds with a level 1 crew and can be upgraded to 12 seconds with a max crew.
+
The AMX-30 ACRA mounts a 142mm laser guided gun, capable of launching ACRA missiles and High Explosive rounds. It can carry 36 rounds, 16 in the turret and 20 in the hull, next to the driver, so you have the possibility to survive certain hull shots by carrying only 16 rounds. The gun reload is 15.6 seconds with a level 1 crew and can be upgraded to 12 seconds with a max crew.
  
The ACRA missile is pretty fast, making the tank very useful on large maps and sits at a battle rating where nothing will be able to resist the missile. Be careful when shooting at the sides of enemy tanks, the missiles function like a HEAT round and tends to be absorbed by the tracks if hit directly. Also like a HEAT round, don't try to shoot missiles through walls, fences, big bushes, or trees.
+
The ACRA missile is notably fast, making the tank very useful on large maps. Be careful when shooting at the sides of enemy tanks, as the missiles function like HEAT rounds and tend to be absorbed by tracks or side fuel tanks if hit directly. Also akin to HEAT rounds, the ATGMs will fuse on shrubbery or wall/fences, so it is advised to find an open area or use your 12.7mm MG to clear out any obstacles before firing.
  
Another good point with the gun is that you don't need to stop the tank to fire. However, the missile is guided with a laser mounted with the gun, which is not stabilized. This means your missiles will bounce up and down as you guide them if you are moving. This also means you cannot fire over obstacles like you can with wire guided missiles, as the laser needs constant line-of-sight to the back of the missile.
+
Another strength of having a barrel-launched ATGM is that you don't need to stop the tank to fire. However, as the missile is guided with a laser mounted with the gun, which is not stabilized, this in practice is rarely an advantage as you have to be still to accurately guide the missile in. This also means you cannot fire over obstacles like you can with wire guided missiles, as the laser needs a constant line-of-sight to the rear of the missile.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:ACRA (142 mm)/Ammunition|MP ACRA, MUC}}
! 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
 
|-
 
| MP ACRA || ATGM || 700 || 700 || 700 || 700 || 700 || 700
 
|-
 
| MUC || HE || 36 || 36 || 36 || 36 || 36 || 36
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| MP ACRA || ATGM || 500 || 25 || 0.05 || 0.1 || 3,280 || 80° || 82° || 90°
 
|-
 
| MUC || HE || 700 || 23 || 0 || 0.1 || 3,580 || 79° || 80° || 81°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
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! 1st<br>rack empty
 
! 1st<br>rack empty
 
! 2nd<br>rack empty
 
! 2nd<br>rack empty
! 3rd<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''36''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''36''' || 20&nbsp;''(+16)'' || 1&nbsp;''(+35)'' || No
 
|-
 
|-
 
|}
 
|}
  
<!--==== Optics and night vision ====
 
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | {{PAGENAME}} [[Optics]]
 
|-
 
! rowspan="3" |Type of optic
 
! 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
 
| X6.8 - X8 || 800 x 600 || 8.0 || High || Not Fitted || Image intensifier unlocked by "NVD" modification (tier 4)
 
|-
 
! Commander's View
 
| X6 || 800 x 600 || 8.0 || High || Not Fitted || Image intensifier unlocked by "NVD" modification (tier 4)
 
|-
 
! Driver's View
 
| X1 || 800 x 600 || 5.0 || High || Not Fitted || Image intensifier unlocked by "NVD" modification (tier 4)
 
|-
 
|}-->
 
 
=== Machine guns ===
 
=== Machine guns ===
 
{{Specs-Tank-Weapon|2}}
 
{{Specs-Tank-Weapon|2}}
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Coaxial || 700 (200) || 577 || -10°/+20° || N/A
+
| Coaxial || 800 (200) || 577 || -10°/+20° || N/A
 
|-
 
|-
 
|}
 
|}
 
The M2HB coaxial heavy machine gun is a good anti-aircraft asset, it will shred any low-flying aircraft thanks to the extra 20 degrees of elevation.
 
The M2HB coaxial heavy machine gun is a good anti-aircraft asset, it will shred any low-flying aircraft thanks to the extra 20 degrees of elevation.
The only drawback is that the MG is coaxial, meaning the turret must rotate to track the targets. The .50 cal can also deal with armoured cars and SPAA vehicles when they're up close.
+
The only drawback is that the MG is coaxial, meaning the turret must rotate to track the targets. The .50 cal can also deal with armoured cars and SPAA vehicles when they're up close. The MG also has some use in knocking down fences and shrubs to clear out a path for the ACRA missile in urban environments.
  
 
{| 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 || 2,050 (100) || 900 || -10°/+45° || ±120°
+
| Pintle || 2,100 (100) || 900 || -10°/+45° || ±120°
 
|-
 
|-
 
|}
 
|}
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== Usage in battles ==
 
== Usage in battles ==
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
+
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 +
 
 +
The AMX-30 ACRA is a very unique vehicle. As a vehicle that relies entirely on its ATGM for engaging enemy vehicles, the ACRA is more akin to something like the German [[RakJPz 2 (HOT)]] than it is to something like the AMX-30 series it's based on due to one single factor: its lack of a stabilizer.
 +
 
 +
While French vehicles lacking a stabilizer around the 8.X BR bracket is nothing new, the problem with the ACRA is that as the missile it fires dips significantly, flies fairly quickly and also has a lengthy reload, each and every shot fired has to count. When trying to fire on the move, chances are that your missile will hit the ground either immediately after launch as the missile dips into the ground, it hits the ground as your turret's sideways motion sends it spiraling towards the ground or it misses entirely due to both you and your target being on the move. This, unfortunately, limits the ACRA to a much more passive playstyle, much akin to the RakJPz 2 (HOT) mentioned earlier; both share a fairly lengthy reload, cannot fire on the move and lack any substantial armor to stop contemporary shells.
 +
 
 +
Not everything is doom and gloom for the ACRA, however, as in the long range fire support role the ACRA is a respectable long range sniper. With an ATGM that flies near double the speed of contemporary ATGMs around this BR, at range the missile can be an effective tool against enemies, especially moving ones. The [[AMX-10RC]] may outdo the vehicle in pure long range sniping as it has a Laser Rangefinder, Thermals and an effective APFSDS round, but against moving enemies the ability to compensate for enemy movement is fairly invaluable and the high speed of the missile limits any enemy reactionary movement to under 3-4 seconds.
 +
 
 +
Your turret also helps in this regard, as you don't have to constantly turn the vehicle itself around to engage enemies in a different direction. The mobility of the AMX-30 hull is also still there, letting you get around the map adequately. Firing on the move or near elevated ground, however, as mentioned earlier can be a problem to keep in mind. This is due to the missile's larger-than-normal dip after firing, which requires some hefty separation between the launcher and the ground to ensure the missile hits the enemy and not a patch of dirt in front of you. Overall, if used as a long range fire support vehicle, the ACRA can deliver some impressive results, even though the vehicle itself may not be the spearhead of an armored assault.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Mobility is equal to most medium tanks of other factions
+
* Good mobility
* Fast flight speed of the ACRA ATGM, it is next to impossible to just dodge it for an opponent
+
* Fast flight speed of the ACRA ATGM, almost twice as fast as contemporary ATGMs of its BR
 
* Can fire ATGMs on the move
 
* Can fire ATGMs on the move
 
* ATGM has high penetration for the BR
 
* ATGM has high penetration for the BR
 +
* Turreted nature allows for more versatile usage of terrain
  
 
'''Cons:'''
 
'''Cons:'''
  
* Does not have heavy frontal armour nor adequate side hull armour, so most medium tanks will penetrate it in single shot and it will not scare away light tanks
+
* Armor is inadequate for stopping contemporary shells
* Gun scope is not stabilized, the ATGM's flight can be effected by the vehicles movement
+
* Gun scope is not stabilized; it is near impossible to accurately guide the missile on the move on any uneven terrain
* Tank has to keep itself exposed while guiding the ATGM, giving the enemy a larger window to return fire
+
* Tank has to keep itself exposed while guiding the ATGM, giving the enemy a longer window to return fire
* Speed of ATGM can make corrections at mid range difficult
+
* High speed of the ACRA ATGM can make corrections at mid-range difficult
* Reload is around twice as long as most tanks of this battle rating, so it is recommended to retreat into cover for the duration of your reload after firing
+
* Reload is around twice as long as most tanks of this battle rating, meaning mistakes are significantly more punishing
 +
* HEAT warhead may deal inconsistent damage
 +
* Turret creates a taller profile compared to other ATGM vehicles
  
 
== History ==
 
== History ==

Latest revision as of 05:09, 5 November 2024

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
This page is about the French medium tank AMX-30 ACRA. For other versions, see AMX-30 (Family).
AMX-30 ACRA
fr_amx_30_acra.png
GarageImage AMX-30 ACRA.jpg
AMX-30 ACRA
AB RB SB
8.3 8.3 8.3
Class:
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game

Description

The AMX-30 Anti-Char Rapide Autopropulsé (ACRA) is a unique modification of the AMX-30B (Model 1972), which is the second variant of the AMX-30 main battle tank family. The ACRA research and development program was initiated in France in 1961 and was designed as a supersonic anti-tank guided missile (ATGM) that could be deployed in any of the French Army's tanks. Due to the large associated expenses, state financing for the program was terminated by the last stage of testing the laser guiding system (which was the first of its kind in the world). GIAT, on the other hand, continued work at its own expense, hoping for future government orders. Engineers chose the AMX-30B (1972) as the missile's platform. Among the main turret equipment were a new smoothbore tank gun launcher, a sight, and an electronic guidance device. By 1974, field testing of the weapon platform was successful, but it was not accepted and placed into service. The key concern is the expensive cost of missile targeting technology, as well as the difficulties of using guided missiles in the absence of a tank gun. Instead, the HOT ATGM system, which was nearing completion at the time, was given priority.

Introduced in Update 1.93 "Shark Attack", the AMX-30 ACRA is a special tank that can fire barrel-launched ATGMs, a characteristic not often found in Western main battle tanks. It is incredibly difficult for the enemy to avoid getting hit by the ACRA ATGMs due to their fast flight speed. However, as the ACRA ATGM requires the player to provide continual guidance during flight, the enemy may have a longer time window to return fire. Furthermore, while the fast flight speed of the ACRA ATGMs makes playing on larger maps much easier, firing at close to mid-range targets may be challenging due to the difficulties of making corrections in mid-flight. Nonetheless, it is a unique vehicle for players to experience when playing the French Army ground forces.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull76 / 30 / 30
Turret60 / 41 / 30
Crew4 people
Visibility88 %

Armour type:

  • Cast homogeneous armour (front glacis, turret, cupola)
  • Rolled homogeneous armour (hull sides, rear & roof)
Armour Front (Slope angle) Sides Rear Roof
Hull 50 mm (76-79°) Upper glacis - Top
79 mm (68°) Upper glacis - Bottom
79 mm (45°) Lower glacis - Top
30 mm (75°) Lower glacis - Bottom
57 mm (35°) Hull over the tracks
35 mm Top - Front
57 mm (35°) Top - Hull widening
35 mm (35°) Top - Centre
35 mm Top - Rear
30 mm Bottom
25 mm (70°) Belly
30 mm (10°) Upper plate
30 mm Hull over the tracks
30 mm Lower plate
25 mm (70°) Belly
79 mm (22°) Front glacis - Front
50 mm (11-14°) Front glacis - Rear
15 mm Rear
8 mm Radiator vents
Turret 57-79 + 60 mm (19°) Gun mantlet
60 mm (19-24°) Turret front
30 mm (cylindrical) Telemeter
41.5 mm (19-47°)
30 mm Telemeter
41.5 mm Cupola well
30 mm (spherical)
20 mm (54-64°) Turret underside
30 mm (2-20°) Gun mantlet
20 mm (2-21°) Turret
Cupola 60 mm (cylindrical) 60 mm Outer ring
20 mm Centre

Notes:

  • Suspension wheels are 15 mm thick while tracks are 20 mm thick.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB73 / 73 km/h
RB and SB66 / 66 km/h
Number of gears5 forward
5 back
Weight38.0 t
Engine power
AB1 374 hp
RB and SB720 hp
Power-to-weight ratio
AB36.2 hp/t
RB and SB18.9 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 73 73 38 1,085 1,374 28.55 36.16
Realistic 66 66 619 720 16.29 18.95

The gun is mounted on the well-proven AMX-30 chassis, providing adequate mobility slightly slower than the Leopard 1.

Modifications and economy

Repair costBasic → Reference
AB4 477 → 6 178 Sl icon.png
RB4 952 → 6 833 Sl icon.png
SB6 792 → 9 372 Sl icon.png
Total cost of modifications110 200 Rp icon.png
195 000 Sl icon.png
Talisman cost2 300 Ge icon.png
Crew training110 000 Sl icon.png
Experts380 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces830 000 Rp icon.png
Reward for battleAB / RB / SB
140 / 200 / 250 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods new tank break.png
Brake System
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods new tank filter.png
Filters
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
240 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
310 Ge icon.png
Mods new tank engine.png
Engine
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
310 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 400 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 000 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods tank reinforcement fr.png
Crew Replenishment
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
240 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
250 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
240 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
240 Ge icon.png
Mods art support.png
Artillery Support
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
310 Ge icon.png
Mods tank rangefinder.png
Rangefinder
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
310 Ge icon.png

Armaments

Main armament

Ammunition36 rounds
First-order16 rounds
Reloadbasic crew → aces
15.6 → 12.0 s
Vertical guidance-8° / 20°

The AMX-30 ACRA mounts a 142mm laser guided gun, capable of launching ACRA missiles and High Explosive rounds. It can carry 36 rounds, 16 in the turret and 20 in the hull, next to the driver, so you have the possibility to survive certain hull shots by carrying only 16 rounds. The gun reload is 15.6 seconds with a level 1 crew and can be upgraded to 12 seconds with a max crew.

The ACRA missile is notably fast, making the tank very useful on large maps. Be careful when shooting at the sides of enemy tanks, as the missiles function like HEAT rounds and tend to be absorbed by tracks or side fuel tanks if hit directly. Also akin to HEAT rounds, the ATGMs will fuse on shrubbery or wall/fences, so it is advised to find an open area or use your 12.7mm MG to clear out any obstacles before firing.

Another strength of having a barrel-launched ATGM is that you don't need to stop the tank to fire. However, as the missile is guided with a laser mounted with the gun, which is not stabilized, this in practice is rarely an advantage as you have to be still to accurately guide the missile in. This also means you cannot fire over obstacles like you can with wire guided missiles, as the laser needs a constant line-of-sight to the rear of the missile.

142 mm ACRA Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 36 -8°/+20° ±180° N/A 28.6 39.5 48.0 53.1 56.5 15.60 13.80 12.72 12.00
Realistic 17.9 21.0 25.5 28.2 30.0

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
MP ACRA ATGM 700 700 700 700 700 700
MUC HE 36 36 36 36 36 36
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%
MP ACRA ATGM 500 3,800 25 0.05 0.1 3.28 80° 82° 90°
MUC HE 700 - 23 0 0.1 3.58 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
36 20 (+16) (+35) No

Machine guns

Ammunition800 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-10° / 20°
Ammunition2 100 rounds
Belt capacity100 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 800 (200) 577 -10°/+20° N/A

The M2HB coaxial heavy machine gun is a good anti-aircraft asset, it will shred any low-flying aircraft thanks to the extra 20 degrees of elevation. The only drawback is that the MG is coaxial, meaning the turret must rotate to track the targets. The .50 cal can also deal with armoured cars and SPAA vehicles when they're up close. The MG also has some use in knocking down fences and shrubs to clear out a path for the ACRA missile in urban environments.

7.62 mm A-A-F1N
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,100 (100) 900 -10°/+45° ±120°

The small calibre of the A-A-F1N machine gun makes it largely ineffective against all armoured vehicles but the ones with an open compartment. It still can be used to ping targets as a rangefinding help or to mow down minor obstacles blocking your line of sight.

Usage in battles

The AMX-30 ACRA is a very unique vehicle. As a vehicle that relies entirely on its ATGM for engaging enemy vehicles, the ACRA is more akin to something like the German RakJPz 2 (HOT) than it is to something like the AMX-30 series it's based on due to one single factor: its lack of a stabilizer.

While French vehicles lacking a stabilizer around the 8.X BR bracket is nothing new, the problem with the ACRA is that as the missile it fires dips significantly, flies fairly quickly and also has a lengthy reload, each and every shot fired has to count. When trying to fire on the move, chances are that your missile will hit the ground either immediately after launch as the missile dips into the ground, it hits the ground as your turret's sideways motion sends it spiraling towards the ground or it misses entirely due to both you and your target being on the move. This, unfortunately, limits the ACRA to a much more passive playstyle, much akin to the RakJPz 2 (HOT) mentioned earlier; both share a fairly lengthy reload, cannot fire on the move and lack any substantial armor to stop contemporary shells.

Not everything is doom and gloom for the ACRA, however, as in the long range fire support role the ACRA is a respectable long range sniper. With an ATGM that flies near double the speed of contemporary ATGMs around this BR, at range the missile can be an effective tool against enemies, especially moving ones. The AMX-10RC may outdo the vehicle in pure long range sniping as it has a Laser Rangefinder, Thermals and an effective APFSDS round, but against moving enemies the ability to compensate for enemy movement is fairly invaluable and the high speed of the missile limits any enemy reactionary movement to under 3-4 seconds.

Your turret also helps in this regard, as you don't have to constantly turn the vehicle itself around to engage enemies in a different direction. The mobility of the AMX-30 hull is also still there, letting you get around the map adequately. Firing on the move or near elevated ground, however, as mentioned earlier can be a problem to keep in mind. This is due to the missile's larger-than-normal dip after firing, which requires some hefty separation between the launcher and the ground to ensure the missile hits the enemy and not a patch of dirt in front of you. Overall, if used as a long range fire support vehicle, the ACRA can deliver some impressive results, even though the vehicle itself may not be the spearhead of an armored assault.

Pros and cons

Pros:

  • Good mobility
  • Fast flight speed of the ACRA ATGM, almost twice as fast as contemporary ATGMs of its BR
  • Can fire ATGMs on the move
  • ATGM has high penetration for the BR
  • Turreted nature allows for more versatile usage of terrain

Cons:

  • Armor is inadequate for stopping contemporary shells
  • Gun scope is not stabilized; it is near impossible to accurately guide the missile on the move on any uneven terrain
  • Tank has to keep itself exposed while guiding the ATGM, giving the enemy a longer window to return fire
  • High speed of the ACRA ATGM can make corrections at mid-range difficult
  • Reload is around twice as long as most tanks of this battle rating, meaning mistakes are significantly more punishing
  • HEAT warhead may deal inconsistent damage
  • Turret creates a taller profile compared to other ATGM vehicles

History

The sole AMX-30 ACRA prototype.

The AMX-30 ACRA was a prototype modification of the AMX-30 main battle tank developed in the late 1960s for the French army. Similar to the American M551 Sheridan, the prototypes were fitted with a 142 mm cannon to fire the prototype missile "Anti-Char Rapide Autopropulsé" (Self-Propelled Rapid Anti-Tank Missile), or ACRA in short. The vehicle was also fitted with an enlarged turret capable of fitting larger-calibre cannons of 120 mm. The prototypes were cancelled in 1972 due to rising development costs for the ACRA missile, which was later replaced by the HOT ATGM.

The AMX-30 was a highly successful French main battle tank (MBT) of the 1960s and 1970s with over 3,000 vehicles built in total. The AMX-30 family served as the main French MBT until the introduction of the Leclerc MBT in the 1990s; as well, a myriad of variants were created including anti-tank and anti-aircraft versions (such as the AMX-30R Roland missile battery). One of the most unique anti-tank variants was the AMX-30 ACRA, centred around the ACRA ATGM.

The ACRA, or Anti-Char Rapide Autopropulsé (Self-Propelled Rapid Anti-Tank Missile) was a prototype French anti-tank missile system designed to destroy enemy tanks. The missile was fired from a 142 mm smoothbore gun and accelerated to a speed of over 2520 km/h during flight. The weapon could be fitted with a 2 kg shaped charge warhead or a similar high-explosive warhead for use against personnel.

An AMX-30 was specially modified with an enlarged turret to fire the ACRA missile, along with a 142 mm smoothbore cannon that could also fire HE ammunition. The vehicle's enlarged turret could've also accommodated larger cannons such as a 120 mm cannon. Despite this, the weapon system had key limitations - primarily, the cost of the ACRA missile had skyrocketed to over 1 million francs per shot. As well, the missile could not be fired from helicopters, further limiting its effectiveness in battle. As a result, the ACRA missile system was cancelled in 1972, marking the demise of the AMX-30 ACRA. The role of the ACRA missile system would be fulfilled by the HOT, a more versatile ATGM fired from both ground vehicles and helicopters.

Media

Skins
Videos

See also

Other comparable gun/launcher tanks

External links


Ateliers de construction d'Issy-les-Moulineaux (AMX)
Light tanks 
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Export  AMX-13

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AMX-30  AMX-30 · AMX-30 (1972) · AMX-30B2 · AMX-30B2 BRENUS · AMX-30 ACRA · AMX-30 Super
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