Difference between revisions of "Class 3 (P)"

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=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{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.'' -->[[File:Class 3 inner spall shields.png|thumb|350x350px|As seen here, the frontal plate has double spall shields divided by a 200mm air spacing.]]
Due to the massive size of the Class 3, it is able to withstand high caliber ammunitions due to the poor armor as it will not create enough spalling when penetrating. The crew spacing as well as the interior spacing makes it one of the hardest wheeled vehicles to kill in the game with only kinetic energy (KE) penetrators (APDS, APDSFS, etc etc). Center of mass shots from the front with KE shells will often take the driver and the engine liting it on fire, but due to the turret crew being elevated, they are most likely to survive, meaning the turret is operational ready to engage any enemy threats. Chemical penetrators (CE) are a tricky topic when it comes to the frontal armor. Depending on the ammunition used an the impact angle, the Class 3 will be able to withstand the impact or not. CE rounds are most likely to penetrate and be partially or fully stopped thanks to the inner spall shields at an perpendicular angle but will kill driver and disable or damage engine as well as igniting the ammo rack. For this same reason it is recommended to only carry ~26-28 rounds in the vehicle as it will empty most of the hull ammo racks but still keep the ready racks full in the turret. The armor is not to be relied on unless there are specific enemies (T-54's for example) as most of them will always penetrate your hull. The Class 3 is immune to autocannon fire from the front and turret sides compared to the rest of wheeled light armored vehicles in which 20mm and 30mm autocannons often penetrate and kill crew and inner components.
+
[[File:Class 3 inner turrer spall shields.png|thumb|As seen here, the turret mantlet, front and sides all have double spall shields separated by an 80mm air spacing]]
 +
Due to the massive size of the Class 3, it is able to withstand high caliber ammunitions due to the poor armor as it will not create enough spalling when penetrating. The crew spacing as well as the interior spacing makes it one of the hardest wheeled vehicles to kill in the game with only kinetic energy (KE) penetrators (APDS, APDSFS, etc etc). Center of mass shots from the front with KE shells will often take the driver and the engine liting it on fire, but due to the turret crew being elevated, they are most likely to survive, meaning the turret is operational ready to engage any enemy threats. Chemical penetrators (CE) are a tricky topic when it comes to the frontal armor. Depending on the ammunition used an the impact angle, the Class 3 will be able to withstand the impact or not. CE rounds are most likely to penetrate and be partially or fully stopped thanks to the inner spall shields at an perpendicular angle but will kill driver and disable or damage engine as well as igniting the ammo rack, this changes when ATGM's take a play in engagements. They will often create much more spalling than tank fired HEAT rounds as the caliber is higher (meaning a greater explosive mass) and will hullbreak you if hit from the sides or if the ATGM spall goes all the way from the front to the back while penetrating the sides. For this same reason it is recommended to only carry ~24-26 rounds in the vehicle as it will empty most of the hull ammo racks but still keep the ready racks full in the turret. The armor is not to be relied on unless there are specific enemies (T-54's for example) as most of them will always penetrate your hull. The Class 3 is immune to autocannon fire from the front and hull upper half sides and turret sides due to the spaced armor. This is an advantage compared to the rest of wheeled light armored vehicles in which 20mm and 30mm autocannons often penetrate and kill crew and inner components.
 +
 
 +
Having spall shields bring multiple benefits agaisnt both CE and KE.
 +
 
 +
''When KE:''
 +
 
 +
The air gap between plates not only reduce and scatter the shrapnel in a flatter surface so that the penetrating remains are less but they also reduce the speed and penetration of small caliber fire (bellow 40mm), meaning they will not penetrate the second plate (bellow 30mm) or will reduce the ammount of shrapnel generated (above 30mm). They also prematurely detonate APCBC shells and reduce the shrapnel generated. Due to this, all APCBC and APHE fuzes will be activated which can be lethal in calibers higher than 76mm even with the spall shields depending on where the round hits at.
 +
 
 +
''When CE:''
 +
 
 +
All the vehicle is suceptible to hull break if hit in the correct ways, but often players will fire at center of mass in which hull break is almost nullified. When a round is fired at the center of mass frontally, the double plate armor will not only reduce the shrapnel but it is able to fully stop it, specially if said threat has a relative low explosive mass despite the armor penetration (PG-9 for example found on the [[BMP-1 (Family)|BMP-1]]). When fired at the turret it may vary as it totally depends on the firing angle. A perpendicular hit to the turret will be lethal but an angled hit will often deviate the shrapnel which may damage or destroy modules but will keep the vehicle operational. Due to its huge height, the enemies that fire at turret will have a more angled hit, meaning that most of the shrapnel will be launched towards the roof and not to the crew compartment, this can take one or two crew members depending on the hit.
  
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
'''Armour type:''' <!-- 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) -->
 +
* Rolled Homogeneous Armor
 +
* High Hardness Rolled Armor
  
 +
'''''Super structure armor'''''
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 32: Line 46:
 
|}
 
|}
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
+
'''''Inner spall shields'''''
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear
 +
|-
 +
| Hull || 200 mm air
 +
38 mm second lower frontal plate (20°)
 +
| 10 mm air
 +
30 mm upper half plate 
 +
| 5 mm
 +
|-
 +
| Turret || 84 mm turret front first plate
 +
80 mm air  38 mm turret front second plate<br>80 mm ''Gun mantlet''
 +
| 30 mm turret side first plate
 +
120 mm air 16 mm turret side second plate
 +
| N/A
 +
|}'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
 
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
 
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
 +
* Suspension is 10 mm thick
 +
* Wheels are 10 mm thick
  
 
=== Mobility ===
 
=== Mobility ===
 
{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''
+
Despite the tremendous size and mass, the Class 3 is almost as fast as the [[Radkampfwagen 90|Radkampfwagen]]. The 8 wheels give it an almost perfect cross-country capability with exception of mud, snow and deep sand. Acceleration wise, it takes time to make the Class 3 move if on a non urban enviorment or at an angle due to the mass. It has traction on the 8 wheels, meaning it is able to move even if only a pairs of wheels are touching the ground. As expected, due to the lenght, the turn radious is huge and it requires a big surface to be abe to make a 180° turn. Besides the lenght and height, the Class 3 is tremendously fast for a vehicle its size, specially if it is on urban enviorment. It is able to reach speeds of 80 km/h even on dirt. This not only makes the Class 3 a fearful tough to crack behemoth but also a flanking and "Hit N' Run" behemoth. Thanks to the stabilizer, the Class 3 is able to fire at enemy targets while on top speed, this requires practice but a handled commander will be able to achieve so.
  
 
{{tankMobility|abMinHp=1,116|rbMinHp=695}}
 
{{tankMobility|abMinHp=1,116|rbMinHp=695}}
Line 47: Line 79:
 
== Armaments ==
 
== Armaments ==
 
{{Specs-Tank-Armaments}}
 
{{Specs-Tank-Armaments}}
 +
The Class 3 has a GT-3 105mm rifled bore main gun, it shares the same ballistics as the L7A3 the [[Leopard 1 (Family)|Leopard]] family share with the exact same ammunition. Thus, there should be no hard enough threat to kill, specially if DM33 is being used with its potent 408mm of penetration.
 +
 
=== Main armament ===
 
=== Main armament ===
 
{{Specs-Tank-Weapon|1}}
 
{{Specs-Tank-Weapon|1}}

Revision as of 23:01, 6 January 2021

Class 3 (P)
germ_th_800_bismark.png
GarageImage Class 3 (P).jpg
Class 3 (P)
AB RB SB
9.0 9.0 9.0
Class:
Show in game

Description

The TH800 is a gift rank VI German tank destroyer with a battle rating of 9.0 (AB/RB/SB). It was introduced during Update "Hot Tracks" as a reward for the 2020 Operation W.I.N.T.E.R. event.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull67 / 20 / 20
Turret122 / 50 / 20
Crew4 people
Visibility136 %
As seen here, the frontal plate has double spall shields divided by a 200mm air spacing.
File:Class 3 inner turrer spall shields.png
As seen here, the turret mantlet, front and sides all have double spall shields separated by an 80mm air spacing

Due to the massive size of the Class 3, it is able to withstand high caliber ammunitions due to the poor armor as it will not create enough spalling when penetrating. The crew spacing as well as the interior spacing makes it one of the hardest wheeled vehicles to kill in the game with only kinetic energy (KE) penetrators (APDS, APDSFS, etc etc). Center of mass shots from the front with KE shells will often take the driver and the engine liting it on fire, but due to the turret crew being elevated, they are most likely to survive, meaning the turret is operational ready to engage any enemy threats. Chemical penetrators (CE) are a tricky topic when it comes to the frontal armor. Depending on the ammunition used an the impact angle, the Class 3 will be able to withstand the impact or not. CE rounds are most likely to penetrate and be partially or fully stopped thanks to the inner spall shields at an perpendicular angle but will kill driver and disable or damage engine as well as igniting the ammo rack, this changes when ATGM's take a play in engagements. They will often create much more spalling than tank fired HEAT rounds as the caliber is higher (meaning a greater explosive mass) and will hullbreak you if hit from the sides or if the ATGM spall goes all the way from the front to the back while penetrating the sides. For this same reason it is recommended to only carry ~24-26 rounds in the vehicle as it will empty most of the hull ammo racks but still keep the ready racks full in the turret. The armor is not to be relied on unless there are specific enemies (T-54's for example) as most of them will always penetrate your hull. The Class 3 is immune to autocannon fire from the front and hull upper half sides and turret sides due to the spaced armor. This is an advantage compared to the rest of wheeled light armored vehicles in which 20mm and 30mm autocannons often penetrate and kill crew and inner components.

Having spall shields bring multiple benefits agaisnt both CE and KE.

When KE:

The air gap between plates not only reduce and scatter the shrapnel in a flatter surface so that the penetrating remains are less but they also reduce the speed and penetration of small caliber fire (bellow 40mm), meaning they will not penetrate the second plate (bellow 30mm) or will reduce the ammount of shrapnel generated (above 30mm). They also prematurely detonate APCBC shells and reduce the shrapnel generated. Due to this, all APCBC and APHE fuzes will be activated which can be lethal in calibers higher than 76mm even with the spall shields depending on where the round hits at.

When CE:

All the vehicle is suceptible to hull break if hit in the correct ways, but often players will fire at center of mass in which hull break is almost nullified. When a round is fired at the center of mass frontally, the double plate armor will not only reduce the shrapnel but it is able to fully stop it, specially if said threat has a relative low explosive mass despite the armor penetration (PG-9 for example found on the BMP-1). When fired at the turret it may vary as it totally depends on the firing angle. A perpendicular hit to the turret will be lethal but an angled hit will often deviate the shrapnel which may damage or destroy modules but will keep the vehicle operational. Due to its huge height, the enemies that fire at turret will have a more angled hit, meaning that most of the shrapnel will be launched towards the roof and not to the crew compartment, this can take one or two crew members depending on the hit.

Armour type:

  • Rolled Homogeneous Armor
  • High Hardness Rolled Armor

Super structure armor

Armour Front (Slope angle) Sides Rear Roof
Hull 30 mm glacis (76°)

29 mm lower frontal plate (20°)

20 mm Top
20 mm Bottom
20 mm 10 mm
Turret 38 mm Turret front
80 mm Gun mantlet
16 mm 20 mm 10 mm
Cupola 10 mm 10 mm 10 mm 10 mm

Inner spall shields

Armour Front (Slope angle) Sides Rear
Hull 200 mm air

38 mm second lower frontal plate (20°)

10 mm air

30 mm upper half plate

5 mm
Turret 84 mm turret front first plate

80 mm air 38 mm turret front second plate
80 mm Gun mantlet

30 mm turret side first plate

120 mm air 16 mm turret side second plate

N/A
Notes:
  • Suspension is 10 mm thick
  • Wheels are 10 mm thick

Mobility

Speedforward / back
AB96 / 39 km/h
RB and SB86 / 35 km/h
Number of gears5 forward
2 back
Weight41.0 t
Engine power
AB1 500 hp
RB and SB786 hp
Power-to-weight ratio
AB36.6 hp/t
RB and SB19.2 hp/t

Despite the tremendous size and mass, the Class 3 is almost as fast as the Radkampfwagen. The 8 wheels give it an almost perfect cross-country capability with exception of mud, snow and deep sand. Acceleration wise, it takes time to make the Class 3 move if on a non urban enviorment or at an angle due to the mass. It has traction on the 8 wheels, meaning it is able to move even if only a pairs of wheels are touching the ground. As expected, due to the lenght, the turn radious is huge and it requires a big surface to be abe to make a 180° turn. Besides the lenght and height, the Class 3 is tremendously fast for a vehicle its size, specially if it is on urban enviorment. It is able to reach speeds of 80 km/h even on dirt. This not only makes the Class 3 a fearful tough to crack behemoth but also a flanking and "Hit N' Run" behemoth. Thanks to the stabilizer, the Class 3 is able to fire at enemy targets while on top speed, this requires practice but a handled commander will be able to achieve so.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 96 39 41 1,116 1,500 27.22 36.59
Realistic 86 35 695 786 16.95 19.17

Modifications and economy

Repair costBasic → Reference
AB3 513 → 5 462 Sl icon.png
RB3 680 → 5 722 Sl icon.png
SB4 262 → 6 627 Sl icon.png
Total cost of modifications186 200 Rp icon.png
304 000 Sl icon.png
Talisman cost2 700 Ge icon.png
Crew training175 000 Sl icon.png
Experts620 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 010 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 170 / 220 % Sl icon.png
226 / 226 / 226 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods new car suspension.png
Suspension
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank break.png
Brake System
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank filter.png
Filters
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 200 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank ammo.png
105mm_usa_HESH_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank ammo.png
105mm_NATO_APDS_FS_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods airstrike.png
Airstrike
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods scouting.png
Improved optics
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
480 Ge icon.png
Mods art support.png
Artillery Support
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
105mm_DM33_APDS_FS_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder

The Class 3 has a GT-3 105mm rifled bore main gun, it shares the same ballistics as the L7A3 the Leopard family share with the exact same ammunition. Thus, there should be no hard enough threat to kill, specially if DM33 is being used with its potent 408mm of penetration.

Main armament

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition54 rounds
First-order15 rounds
Reloadbasic crew → aces
8.7 → 6.7 s
Vertical guidance-8° / 15°
Main article: GT-3 (105 mm)
105 mm GT-3 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 54 -8°/+15° ±180° Two-plane __._ __._ __._ __._ __._ _.__ _.__ _.__ _.__
Realistic __._ __._ __._ __._ __._

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
DM12 HEATFS 400 400 400 400 400 400
DM502 HESH 127 127 127 127 127 127
DM23 APFSDS 337 335 330 322 314 306
DM33 APFSDS 408 405 398 389 379 370
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%
DM12 HEATFS 1,173 10.5 0.05 0.1 1,270 65° 72° 77°
DM502 HESH 732 14.85 0.05 0.1 4,310 73° 77° 80°
DM23 APFSDS 1,455 3.79 N/A N/A N/A 78° 80° 81°
DM33 APFSDS 1,455 3.79 N/A N/A N/A 78° 80° 81°

Ammo racks

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

Machine guns

Ammunition3 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
Ammunition2 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
7.62 mm Browning MG4
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (250) 500 N/A N/A
Pintle 2,000 (250) 500 -8°/+20° ±120°

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).

Pros and cons

Pros:

  • Fast

Cons:

  • Prone to hull-breaking
  • Huge size

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).

Devblog

Class 3 was the third and heaviest wheeled combat vehicle prototype to compete for the South African Army. When developing a heavy version of a wheeled tank, the designers were not limited by limits of weight or dimensions, therefore, in terms of weight, firepower and level of security, the Class 3 is a true wheeled tank. The competition commission opted for a lighter prototype, which later became the Rooikat 76 tank destroyer. The Class 3 prototype was exhibited at the Bloemfontein War Museum with a different turret.

Media

See also

External links


Germany tank destroyers
Pz. I Derivatives  Panzerjäger I
Pz. II Derivatives  15cm sIG 33 B Sfl
Pz. 38(t) Derivatives  Marder III · Marder III H · Jagdpanzer 38(t)
Pz. III Derivatives  StuG III A · StuG III F · StuG III G · StuH 42 G
Pz. IV Derivatives  Jagdpanzer IV · Panzer IV/70(A) · Panzer IV/70(V) · Dicker Max · Nashorn · Brummbär · VFW
Pz. V Derivatives  Jagdpanther G1 · Bfw. Jagdpanther G1
Pz. VI Derivatives  Sturer Emil · Elefant · Ferdinand · 38 cm Sturmmörser · Jagdtiger
Wheeled/Half-track  8,8 cm Flak 37 Sfl. · Sd.Kfz.251/9 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · Sd.Kfz.234/3 · Sd.Kfz.234/4 · 15 cm Pz.W.42
ATGM Carrier  RakJPz 2 · RakJPz 2 (HOT) · Wiesel 1A2
Other  Waffenträger · M109G · JPz 4-5 · Raketenautomat · VT1-2