Difference between revisions of "M113A1 (TOW)"

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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}} Italian tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]].
  
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<!-- ''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.'' -->
  
 
+
'''Armour type:'''
'''Armour type:'''  
 
 
* Aluminium alloy 5083 (hull, cupola)
 
* Aluminium alloy 5083 (hull, cupola)
 
* Structural steel (missile launcher, side skirts)
 
* Structural steel (missile launcher, side skirts)
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The M1113A1 is meant to be a stand-off vehicle, which is due to its role on the battlefield, it is not built to be on the front line. The aluminium alloy armour will not stand up to much and as is will barely stop 12 mm machine gun fire when angled or far away. Anything of higher calibre is almost guaranteed to penetrate.
 
The M1113A1 is meant to be a stand-off vehicle, which is due to its role on the battlefield, it is not built to be on the front line. The aluminium alloy armour will not stand up to much and as is will barely stop 12 mm machine gun fire when angled or far away. Anything of higher calibre is almost guaranteed to penetrate.
  
The gunner is exposed outside of the vehicle when directing the launcher and can be hit. Be aware, as the launcher's base and sometimes even the rangefinder, located next to the launcher, can trigger APHE fuse and cause it to explode in front of the gunner's face, then the shrapnel flies back and shreds the virtually nonexistent roof armour, taking out everyone in the middle of the vehicle. Also, since the gunner stands within the opened roof hatch, if a chemical warhead hits rangefinder, then payload can enter vehicle through it and take out loader as well.  
+
The gunner is exposed outside of the vehicle when directing the launcher and can be hit. Be aware, as the launcher's base and sometimes even the rangefinder, located next to the launcher, can trigger APHE fuse and cause it to explode in front of the gunner's face, then the shrapnel flies back and shreds the virtually nonexistent roof armour, taking out everyone in the middle of the vehicle. Also, since the gunner stands within the opened roof hatch, if a chemical warhead hits rangefinder, then payload can enter vehicle through it and take out loader as well.
  
Since the vehicle's armour is very thin, it sometimes does not detonate shells so armour-ripping shells causes less than fatal damage. However, only '''very''' high calibre shells with fuses of about 20-22 mm won't detonate, which are very rare at BR 8.3 battles, as almost everyone use 15 mm fuses at this point. The main key here is to avoid being hit at all, as if your tank will be angled during attack, the fuses would detonate anyway.  
+
Since the vehicle's armour is very thin, it sometimes does not detonate shells so armour-ripping shells causes less than fatal damage. However, only '''very''' high calibre shells with fuses of about 20-22 mm won't detonate, which are very rare at BR 8.3 battles, as almost everyone use 15 mm fuses at this point. The main key here is to avoid being hit at all, as if your tank will be angled during attack, the fuses would detonate anyway.
  
 
Vehicle also seems to not have hull break, as example, when an ATGM hits the side of the vehicle in arcade mode, it will only set it on fire. The mentioned shield on front can stop HESH from doing any damage at all, but it's not very reliable.
 
Vehicle also seems to not have hull break, as example, when an ATGM hits the side of the vehicle in arcade mode, it will only set it on fire. The mentioned shield on front can stop HESH from doing any damage at all, but it's not very reliable.
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{{main|M2HB (12.7 mm)}}
 
{{main|M2HB (12.7 mm)}}
  
The single 12.7 mm machine gun can be effective when fighting against open-topped vehicles or to cause some confusion/distraction to the enemy vehicles as the M113A1 reloads.  
+
The single 12.7 mm machine gun can be effective when fighting against open-topped vehicles or to cause some confusion/distraction to the enemy vehicles as the M113A1 reloads.
  
 
At this battle rating, this vehicle is limited to keeping helicopters from getting too comfy, since they too have thin to no armour, the rest of aircrafts should be left to the designated anti-air vehicles. As a last resort, the ATGM can be used.
 
At this battle rating, this vehicle is limited to keeping helicopters from getting too comfy, since they too have thin to no armour, the rest of aircrafts should be left to the designated anti-air vehicles. As a last resort, the ATGM can be used.
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* [[M60A1 RISE (P)]], [[M60A3 TTS]]: these tanks are covered with ERA which are pretty much designed to counter chemical warheads like your TOW missiles. When the M113's TOW missile hits them, their ERA always detonate, leaving the tanks themselves unharmed, so it is not recommended to shoot them when their ERA are still present. If they are quite far away, you can choose to break their gun barrels or tracks to make them defenceless or immobile. If they are close enough, you can use your 12.7 mm MG to destroy their ERA first. Do not spray, fire in quick bursts and focus on a few ERA, as the bullets seem to spread out a lot in a continuous fire which will decrease the damage to the ERA you want to destroy. The MG is rather effective at destroying these modules. Once those ERA are gone use the TOW to hit the uncovered areas. The most straightforward method is to just fire a missile at them, destroying a bunch of ERA and fire another one at the uncovered area. However this method will give them more than 10 seconds of reaction time so make sure that you are well concealed and will not get spotted before the next missile.
 
* [[M60A1 RISE (P)]], [[M60A3 TTS]]: these tanks are covered with ERA which are pretty much designed to counter chemical warheads like your TOW missiles. When the M113's TOW missile hits them, their ERA always detonate, leaving the tanks themselves unharmed, so it is not recommended to shoot them when their ERA are still present. If they are quite far away, you can choose to break their gun barrels or tracks to make them defenceless or immobile. If they are close enough, you can use your 12.7 mm MG to destroy their ERA first. Do not spray, fire in quick bursts and focus on a few ERA, as the bullets seem to spread out a lot in a continuous fire which will decrease the damage to the ERA you want to destroy. The MG is rather effective at destroying these modules. Once those ERA are gone use the TOW to hit the uncovered areas. The most straightforward method is to just fire a missile at them, destroying a bunch of ERA and fire another one at the uncovered area. However this method will give them more than 10 seconds of reaction time so make sure that you are well concealed and will not get spotted before the next missile.
 
* [[M901]]: this is a similar vehicle based on the M113 hull, with an interesting and unique TOW launcher. The launcher has 360 degrees horizontal rotation and 30 degrees gun depression meaning it adapts terrains better than the M113A1 (TOW). Furthermore, its gunner is not exposed which increases its fighting capacity, so you must deal with the M901 carefully. In a battle, your M113A1 (TOW) and the M901 might be at similar spots which is kind of a sniper vs sniper scenario. Do not get hit by it, as your gunner/launcher will detonate its missile and the shrapnel will splash down, knocking out all the crew or causing a hull break. Try to fire first or hide until his attention shifts.
 
* [[M901]]: this is a similar vehicle based on the M113 hull, with an interesting and unique TOW launcher. The launcher has 360 degrees horizontal rotation and 30 degrees gun depression meaning it adapts terrains better than the M113A1 (TOW). Furthermore, its gunner is not exposed which increases its fighting capacity, so you must deal with the M901 carefully. In a battle, your M113A1 (TOW) and the M901 might be at similar spots which is kind of a sniper vs sniper scenario. Do not get hit by it, as your gunner/launcher will detonate its missile and the shrapnel will splash down, knocking out all the crew or causing a hull break. Try to fire first or hide until his attention shifts.
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="2" | Mobility
 
! Protection
 
! colspan="2" | Firepower
 
|-
 
| I
 
| Tracks
 
|
 
| Parts
 
| Horizontal Drive
 
| I-TOW
 
|-
 
| II
 
| Suspension
 
| Brake System
 
| FPE
 
|
 
|
 
|-
 
| III
 
| Filters
 
|
 
| Crew Replenishment
 
| Elevation Mechanism
 
|
 
|-
 
| IV
 
| Transmission
 
| Engine
 
|
 
| NVD
 
|
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 237: Line 196:
  
 
;Images
 
;Images
<div><ul>  
+
<div><ul>
 
<li style="display: inline-block;"> [[File:M113A1 (TOW).png|thumb|none|300px|]] </li>
 
<li style="display: inline-block;"> [[File:M113A1 (TOW).png|thumb|none|300px|]] </li>
 
<li style="display: inline-block;"> [[File:M113A1 (TOW) - Front View.png|thumb|none|300px|]] </li>
 
<li style="display: inline-block;"> [[File:M113A1 (TOW) - Front View.png|thumb|none|300px|]] </li>

Revision as of 14:46, 28 December 2020

Rank VII | Premium | Golden Eagles
Challenger DS Pack
M113A1 (TOW)
it_m113a1_tow.png
GarageImage M113A1 (TOW).jpg
M113A1 (TOW)
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game

Description

The OTO Melara VTC M113A1 TOW is a rank VI Italian tank destroyer with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic".

General info

Survivability and armour

Armourfront / side / back
Hull38 / 44 / 38
Turret0 / 0 / 0
Crew5 people
Visibility68 %

Armour type:

  • Aluminium alloy 5083 (hull, cupola)
  • Structural steel (missile launcher, side skirts)
Armour Front (Slope angle) Sides Rear Roof
Hull 38 mm (45°) Upper glacis
29 mm (40°) Engine access panel
38 mm (25°) Lower glacis
44 mm Top
32 mm Bottom
38 mm (10°) 38 mm
5 mm Engine vents
Driver cupola 25 mm (cylindrical) 38 mm
Commander cupola 38 mm (cylindrical) 38 mm
Try to hide as best as you can, or not only the gunner will suffer consequences, but the entirety of the crew as well.

Notes:

  • Suspension wheels and torsion bars are 10 mm thick while tracks are 15 mm thick.
  • The missile launcher is a 30-50 mm thick pylon (structural steel).
  • The belly armour is 29 mm thick.
  • Side skirts are 4 mm thick.

The vehicle profile is a basic rectangle with a slightly sloped front which increases protection from machine gun fire. Front has a hatch, which works as HESH screen. The main areas of the vehicle to target when attacking is the missile launcher, machine gun to disable its attack capability or a main vehicle shot.

The M1113A1 is meant to be a stand-off vehicle, which is due to its role on the battlefield, it is not built to be on the front line. The aluminium alloy armour will not stand up to much and as is will barely stop 12 mm machine gun fire when angled or far away. Anything of higher calibre is almost guaranteed to penetrate.

The gunner is exposed outside of the vehicle when directing the launcher and can be hit. Be aware, as the launcher's base and sometimes even the rangefinder, located next to the launcher, can trigger APHE fuse and cause it to explode in front of the gunner's face, then the shrapnel flies back and shreds the virtually nonexistent roof armour, taking out everyone in the middle of the vehicle. Also, since the gunner stands within the opened roof hatch, if a chemical warhead hits rangefinder, then payload can enter vehicle through it and take out loader as well.

Since the vehicle's armour is very thin, it sometimes does not detonate shells so armour-ripping shells causes less than fatal damage. However, only very high calibre shells with fuses of about 20-22 mm won't detonate, which are very rare at BR 8.3 battles, as almost everyone use 15 mm fuses at this point. The main key here is to avoid being hit at all, as if your tank will be angled during attack, the fuses would detonate anyway.

Vehicle also seems to not have hull break, as example, when an ATGM hits the side of the vehicle in arcade mode, it will only set it on fire. The mentioned shield on front can stop HESH from doing any damage at all, but it's not very reliable.

All in all, it's best to just get out of the way of other tanks and sneak around; this is a vehicle of strategy, not brute force.

Mobility

Speedforward / back
AB70 / 17 km/h
RB and SB65 / 15 km/h
Number of gears6 forward
2 back
Weight11.2 t
Engine power
AB410 hp
RB and SB215 hp
Power-to-weight ratio
AB36.6 hp/t
RB and SB19.2 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 70 17 11.2 305 410 27.23 36.61
Realistic 65 15 190 215 16.96 19.2

While game stats state the top speed of the M113A1 (TOW) is about 64-71 km/h, in reality it seems to manage around 30-40 km/h, which compared to other vehicles in its rank is rather slow. The turn rate of the vehicle also isn't that amazing, which can be a problem in an ambush or an immediate change of direction is needed.

Modifications and economy

Repair costBasic → Reference
AB4 641 → 6 135 Sl icon.png
RB5 085 → 6 722 Sl icon.png
SB6 352 → 8 397 Sl icon.png
Total cost of modifications110 700 Rp icon.png
192 400 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
160 / 210 / 250 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
150 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
230 Ge icon.png
Mods new tank break.png
Brake System
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
230 Ge icon.png
Mods new tank filter.png
Filters
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
250 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
20 000 Rp icon.png
Cost:
32 000 Sl icon.png
500 Ge icon.png
Mods new tank engine.png
Engine
Research:
20 000 Rp icon.png
Cost:
32 000 Sl icon.png
500 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
1 800 Rp icon.png
Cost:
9 600 Sl icon.png
150 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 700 Rp icon.png
Cost:
14 000 Sl icon.png
230 Ge icon.png
Mods tank reinforcement it.png
Crew Replenishment
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
250 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
150 Ge icon.png
Mods tank ammo.png
I-TOW
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
150 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
250 Ge icon.png

Armaments

Setup 1:BGM-71B TOW ATGM
12.7 mm M2HB machine gun
Setup 2:BGM-71C I-TOW ATGM
12.7 mm M2HB machine gun

Main armament

Ammunition10 rounds
Reloadbasic crew → aces
13.0 → 10.0 s
Vertical guidance-20° / 25°
Horizontal guidance-45° / 45°
Flight speed299 m/s
Range3 000 m
Fire on the moveup to 5 km/h
Ammunition10 rounds
Reloadbasic crew → aces
13.0 → 10.0 s
Vertical guidance-20° / 25°
Horizontal guidance-45° / 45°
Flight speed296 m/s
Range3 750 m
Fire on the moveup to 5 km/h
Main articles: BGM-71B TOW, BGM-71C I-TOW
BGM-71B TOW or BGM-71C I-TOW missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 10 -20°/+25° ±45° N/A __._ __._ __._ __._ __._ _.__ _.__ _.__ _.__
Realistic __._ __._ __._ __._ __._

The M113A1 (TOW) is a specialized vehicle which has a TOW missile launcher mounted onto the top of the vehicle. Ten missiles are onboard and can be fired before it needs to reload or resupply.

Anti-tank guided missiles (ATGM) loaded in TOW launcher have two purposes: be extremely fast and attack at range across the battlefield, much like artillery cannons. As such, of all ATGMs at its battle rating, the M113A1 (TOW) is probably one of the fastest with both launch and a top speed of 300 m/s. Be aware, this vehicle can easily be beaten by hybrid tank ATGMs, however, they're typically found at battle rating 9.0, aside from US light tank M551 and Soviet medium tank T-55AM-1, which is also a premium vehicle.

When initially using the M113A1 (TOW), the standard ATGM is available for use, which is a TOW which when fired can travel for approximately 3 km and has a 430 mm of penetration at 0 degrees or 214 mm of penetration at 60 degrees.

The first-tier ammunition upgrade unleashes the "I-TOW" which provides 630 mm of penetration at 0 degrees and 314 mm of penetration at 60 degrees with a range of approximately 3.75 km. The drawback to using this missile is that it does slightly less damage in realistic battle mode.

The placement of weapon is high enough to fire over cover, however, advantages also at times spawn disadvantages and in this case, with the vehicle gunner standing tall outside of the vehicle, he has no protection and can easily be hit, despite the rest of vehicle being concealed.

The launcher has a rather limited arc of fire - 45 degrees in either direction, which isn't compensated by missile's characteristics like in case of Swingfire or armour like in case of IT-1. If you want to fire over cover best bet is to stand far away from the enemy and cover, or right in front of the cover, however, this still probably won't protect the gunner.

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
TOW 430 430 430 430 430 430 430
I-TOW 630 630 630 630 630 630 630
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
TOW ATGM 299 18.8 0.0 0.1 2,450 80 82° 90°
I-TOW ATGM 296 19.0 0.0 0.1 2,080 80 82° 90°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
10 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

Ammunition1 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-10° / 50°
Horizontal guidance-120° / 120°
Main article: M2HB (12.7 mm)

The single 12.7 mm machine gun can be effective when fighting against open-topped vehicles or to cause some confusion/distraction to the enemy vehicles as the M113A1 reloads.

At this battle rating, this vehicle is limited to keeping helicopters from getting too comfy, since they too have thin to no armour, the rest of aircrafts should be left to the designated anti-air vehicles. As a last resort, the ATGM can be used.

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).

Enemies worth noting:

  • Helicopters eg. AH-1, UH-1, etc: helicopters are always a great threat to you. Although at the start of the match they cannot equip ATGMs, they are still able to carry lots of deadly rockets, posing a great threat to the M113's weak hull. When an enemy helicopter is roaming nearby and showering the ground with rockets, the safest option is to stay in cover or be stationary, to make it harder for the helicopter to see you. Your only effective defensive weapon against them is the 12.7 mm MG (unless you are very skilled and can manually guide the ATGM to hit them). Only open fire when the helicopter is extremely near, for example within 400 m. Your MG can only damage light helicopters like the UH-1 but not armoured ones. Continuously spray bullets at it until it starts to turn towards you, and quickly retreat back into cover as any helicopter can easily destroy you with a few rockets.
  • M60A1 RISE (P), M60A3 TTS: these tanks are covered with ERA which are pretty much designed to counter chemical warheads like your TOW missiles. When the M113's TOW missile hits them, their ERA always detonate, leaving the tanks themselves unharmed, so it is not recommended to shoot them when their ERA are still present. If they are quite far away, you can choose to break their gun barrels or tracks to make them defenceless or immobile. If they are close enough, you can use your 12.7 mm MG to destroy their ERA first. Do not spray, fire in quick bursts and focus on a few ERA, as the bullets seem to spread out a lot in a continuous fire which will decrease the damage to the ERA you want to destroy. The MG is rather effective at destroying these modules. Once those ERA are gone use the TOW to hit the uncovered areas. The most straightforward method is to just fire a missile at them, destroying a bunch of ERA and fire another one at the uncovered area. However this method will give them more than 10 seconds of reaction time so make sure that you are well concealed and will not get spotted before the next missile.
  • M901: this is a similar vehicle based on the M113 hull, with an interesting and unique TOW launcher. The launcher has 360 degrees horizontal rotation and 30 degrees gun depression meaning it adapts terrains better than the M113A1 (TOW). Furthermore, its gunner is not exposed which increases its fighting capacity, so you must deal with the M901 carefully. In a battle, your M113A1 (TOW) and the M901 might be at similar spots which is kind of a sniper vs sniper scenario. Do not get hit by it, as your gunner/launcher will detonate its missile and the shrapnel will splash down, knocking out all the crew or causing a hull break. Try to fire first or hide until his attention shifts.

Pros and cons

Pros:

  • Amazing 20 degrees depression of the missile allows the M113 to adapt to any rough terrain with ease
  • Adequate mobility (64 km/h top speed) allows it to get to positions in time, not much slower than common MBTs like the T-54, M48, etc
  • Stock ATGM penetrates up to 430 mm and can score kills at a very long range, up to 3 km
  • Researchable I-TOW ATGM improves penetration to 630 mm, and range to 3.75 km
  • Heavy MG can take out lightly armoured vehicles (eg. WZ305) and low-flying planes/helicopters

Cons:

  • Fully exposed gunner is very vulnerable to everything, like MG fire, artillery strikes, and strafing planes
  • Weak armour protection reduces survivability, especially against rapid-firing SPAAs like the Gepard, M163, Chieftain Marksman, etc
  • While not so slow, it can still get out-ran by lots of opponents like the Leopard 1s, Centauros, etc.
  • Is a big and soft target for ground pounders, even for WW2 planes
  • Cannot fire ATGM on the move, which can prove fatal in a sudden close quarters encounter
  • Not so fast in a turn
  • Gun depression is very limited above the MG

History

Describe the history of the creation and combat usage of the ground 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>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === Encyclopedia Info ===, also if applicable).

Media

Skins
Images
  • M113A1 (TOW).png
  • M113A1 (TOW) - Front View.png
Videos

See also

Other vehicles based off the M113 platform:

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


Italy tank destroyers
  Italy
M41  75/18 M41 · 75/32 M41 · 90/53 M41M
M42  75/34 M42
M43  105/25 M43 · M43 "G.C.Leoncello" · 75/34 M43 · 75/46 M43
Wheeled  Lancia 3Ro (100/17) · AS 42/47 · Breda 90/53 · Breda 501
Other  L3/33 CC · 47/32 L40
Germany  ▄StuG III G
USA  M36B1 · ▄M109G · M113A1 (TOW)
  Hungary
Zrínyi  Zrinyi I · Zrinyi II
USSR  ◔2S1