Difference between revisions of "Concept 3"

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{{Specs-Card
 
{{Specs-Card
 
|code=uk_concept3_ngac
 
|code=uk_concept3_ngac
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== 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}} British light tank {{Battle-rating}}. It was introduced in [[Update "Red Skies"]].
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In 1976, the South African Armoured Corps issued a new project for a "New Generation Armoured Car", intended to replace the 4x4 [[Eland 90 Mk.7|Eland 90]] in service as they were struggling to provide adequate support for the heavier [[Ratel (Family)|Ratel]] IFVs in tank warfare. Three 8x8 prototypes were designed, based on the Ratel (Concept 1), Eland (Concept 2), and Alvis Saracen APC ('''Concept 3'''), each fitted with a 77 mm high-velocity gun from retired South African [[Comet I]]s. However, after mobility trials in 1979, none of the prototypes were considered suitable and the project stalled. New requirements were issued in 1980, and further prototypes were developed, based roughly on the Concept 2, which eventually formed the basis of the [[Rooikat (Family)|Rooikat]].
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Introduced in [[Update "Red Skies"]], the Concept 3 is a well-rounded light tank with an excellent gun, a decent reload speed, and adequate ammunition. Though larger and heavier than the preceding SARCs, the Concept 3 is by no means a slouch, offering good mobility and adequate acceleration on paved surfaces, though it may struggle more when operating off road. Make good use of terrain to keep the lightly armoured hull protected, and use the vehicle's excellent reverse speed to reposition or retreat at a moment's notice. While the gun is powerful for the rank, the turret traverses slowly in both planes; combined with the extreme rocking of the hull when firing or moving, it can be difficult to achieve a suitable firing solution quickly.
  
 
== General info ==
 
== General info ==
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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
''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:''' <!-- The types of armour present on the vehicle and their general locations -->
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Like the American [[M18 GMC|M18 Hellcat]], the Concept 3 only has 12.7 mm (0.5 in) of armour in most areas, with some areas being only 6.5 mm. As a result, anything at this BR can penetrate this vehicle's armour. Compounding issues, the Concept 3 has ammunition scattered all throughout its body. Shots hitting the front part of the hull are prone to cause ammunition explosion: any shell hitting the front hull of the Concept 3 will almost certainly be fatal. The crew members are generally spread out, avoiding knock-outs by a single shot. While incoming fire from the sides is somewhat prone to overpenetration, this cannot be depended upon. Try to avoid being shot at in the first place. While the armour can protect the crew from heavy machine gun fire from the front and some aircraft strafing with MGs, anything larger in calibre (20 mm and above) will easily destroy this light tank.
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
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* Cast homogeneous armour (Turret, Transmission area) -->
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However it is worth noting the geometry of the Concept 3 when presented from the front. While thin, the armour can ricochet rounds with far more consistency than one might expect, offering angles of around 65-80 degrees across the frontal profile. While a light armour is certainly a disadvantage against armoured vehicles, it is also a potential advantage as some APHE shells may not detonate when they penetrate the light tank. Artillery strikes can easily damage or destroy the vehicle; always move when your area is highlighted for artillery strikes by the enemy. The Concept 3 lacks a smoke grenade launcher, which would increase its survivability.
 +
 
 +
'''Armour type:'''
 +
 
 +
* Rolled homogeneous armour (hull, turret, cupola)
 +
* Wheel (tires)
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || ___ mm || ___ mm ''Top'' <br> ___ mm ''Bottom'' || ___ mm || ___ - ___ mm
+
| Hull || 12.7 mm (70°) ''Upper glacis'' <br> 25.4 mm (31°) ''Lower glacis'' || 12.7 mm (25°) ''Top'' <br> 12.7 mm ''Bottom'' || 12.7 mm ''Rear armour'' <br> 5 mm ''Engine grille'' || 12.7 mm
 
|-
 
|-
| Turret || ___ - ___ mm ''Turret front'' <br> ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm
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| Turret || 12.7 mm (19°) ''Turret front'' <br> 25.4 mm (7-69°) ''Gun mantlet'' || 12.7 mm (18-19°) || 12.7 mm (21°) || 12.7 mm (10°) ''Front'' <br> 6.35 mm ''Rear''
 
|-
 
|-
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm
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| Cupola || 25.4 mm || 25.4 mm || 25.4 mm || 12.7 mm
 
|-
 
|-
 
|}
 
|}
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
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'''Notes:'''
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
+
 
 +
* Wheels and torsion bars are 10 mm thick.
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* Belly armour is 6.35 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.''
 
  
{{tankMobility}}
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The Concept 3 represents the crystallization of the set of traits that define the South African tech line. It is able to comfortable reach 70+ km/h when stock on paved roads and a respectable 40-50 km/h across rough terrain with the common exceptions of boggy, sandy, or snow-covered ground. It will get the player where they wish to go swiftly; however, owing to its 8 wheel design, it does offer a much more sluggish turning radius than its predecessors in the SARC family, or its contemporary in the SPAA line, the Ystervark. Take care to begin turning earlier than than previous vehicles to avoid crashing into a street corner or odd boulder. Mobility is poor in soft terrain (sand, mud, snow), and top speeds are difficult to achieve; it is recommended to use roads or hard terrain as much as possible during matches.
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 +
It is very fast in both forward and reverse, allowing players to take advantage of strategic spots early in the game while also making quick retreats if things do not go their way. The suspension is superb even stock, allowing the Concept 3 to maintain good speed across rough ground and steady the chassis swiftly upon halting; crucial to bringing its armament to bear upon its target or a surprise encounter.
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 +
{{tankMobility|abMinHp=324|rbMinHp=185}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
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 +
At its battle rating, the threat of coming up against such formidable tanks such as the Tiger H1, IS-1, and the M4A3E2 Jumbo means that after the necessary acquiring of the parts and FPE kits, players are advised to prioritise the unlocking of the Shot Mk.8. While the stock Mk.6 can be sufficient in examples such as engaging the frontal plate of a Tiger H1, the extra penetration is more reliable insurance, particularly when engaging Soviet tanks.
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Further on it is advised to acquire the Horizontal turret drive as stock the traversal of the turret is poor, from there it is entirely up to player's choice if they wish to improve the turret's elevation and accuracy or focus on the mobility aspect of the Concept 3 first.
  
 
== Armaments ==
 
== Armaments ==
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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.'' -->
 
{{main|OQF Mk.II (77 mm)}}
 
{{main|OQF Mk.II (77 mm)}}
''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.''
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 +
Due to highly mobile playstyle, one might try to fight on the move or to attack by driving uphill to suddenly shoot enemies. Unfortunately, the gun is not stabilized and the gun elevation speed is extremely slow, which leads to significant uncontrollable "rocking" of the gun, inevitably pushing it down into the ground. This makes fighting on the move in RB/SB very difficult to the point of impossible. Thus, one should always wait until the gun has settled, or drive over completely flat terrain and slow down before firing to try one's luck.
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 +
In AB, the rocking can be countered by maxing out "targeting" and "leadership", gaining at least "expert" crew qualification and getting all of the tank modifications. The gun will still shake a bit and fail when the car is moving over hills, but the gunner will try his best to stop this.
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 +
The excellent gun depression of -10 degrees allows players to utilise mountainous terrain at their advantage. The gun also has a very powerful recoil, which slows the car down and can throw it around if fired broadside. It's generally not fatal, but it can be extremely annoying when firing to the side off slopes, because it will move the car and ruin the aim by pushing the car above the gun depression threshold. When firing with the turrets turned to the sides, the gun sights shake horribly; it can take a long time for the guns to stabilise again.  
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 +
Due to the low weight of the car, any enemy can ram the Concept 3 to prevent it from firing. Melee combat with tanks is possible, but going literally into their face is not recommended.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 60 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | N/A || __._ || __._ || __._ || __._ || __._ || rowspan="2" | _.__ || rowspan="2" | _.__ || rowspan="2" | _.__ || rowspan="2" | _.__
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| rowspan="2" | 60 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | N/A || 14.3 || 19.8 || 24.0 || 26.5 || 28.2 || rowspan="2" | 7.67 || rowspan="2" | 6.78 || rowspan="2" | 6.25 || rowspan="2" | 5.90
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| __._ || __._ || __._ || __._ || __._
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| 8.9 || 10.5 || 12.8 || 14.1 || 15.0
 
|-
 
|-
 
|}
 
|}
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
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While lacking the APDS rounds of the [[Comet I]], the Concept 3's rounds are pretty impressive for its BR, capable of penetrating the thickest of armour, including the dreaded [[KV-1 (ZiS-5)]]. The post penetration damage won't be as good as an APHE round, but it is quite acceptable.
! colspan="8" | Penetration statistics
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|-
+
{{:OQF Mk.II (77 mm)/Ammunition|Shot Mk.6, Shell Mk.1, Shot Mk.4, Shot Mk.8}}
! 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
 
|-
 
| Shot Mk.6 || AP || 137 || 134 || 123 || 111 || 100 || 91
 
|-
 
| Shell Mk.1 || HE || 9 || 9 || 9 || 9 || 9 || 9
 
|-
 
| Shot Mk.4 || APC || 137 || 134 || 123 || 111 || 100 || 91
 
|-
 
| Shot Mk.8 || APCBC || 152 || 149 || 137 || 124 || 112 || 101
 
|-
 
|}
 
{| 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%
 
|-
 
| Shot Mk.6 || AP || 754 || 7.71 || N/A || N/A || N/A || 47° || 60° || 65°
 
|-
 
| Shell Mk.1 || HE || 754 || 6.98 || 0 || 0.1 || 580 || 79° || 80° || 81°
 
|-
 
| Shot Mk.4 || APC || 754 || 7.71 || N/A || N/A || N/A || 48° || 63° || 71°
 
|-
 
| Shot Mk.8 || APCBC || 754 || 7.71 || N/A || N/A || N/A || 48° || 63° || 71°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
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[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
<!-- '''Last updated:''' -->
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<!-- '''Last updated: 2.23.0.58''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''60''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''60''' || 41&nbsp;''(+19)'' || 37&nbsp;''(+23)'' || 33&nbsp;''(+27)'' || 28&nbsp;''(+32)'' || 21&nbsp;''(+39)'' || 1&nbsp;''(+59)'' || No
 
|-
 
|-
 
|}
 
|}
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'''Notes''':
 +
 +
* Shells are modeled individually and disappear after having been shot or loaded.
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* Upper turret empty: 33&nbsp;''(+27)'' shells.
 +
* Lower turret empty: 21&nbsp;''(+39)'' shells.
  
 
=== Machine guns ===
 
=== Machine guns ===
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<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 
{{main|Browning MG4 (7.62 mm)}}
 
{{main|Browning MG4 (7.62 mm)}}
''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''
 
  
 
{| 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
 
|-
 
|-
| || ___ (___) || ___ || __° || __°
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| Coaxial || 2,500 (250) || 500 || N/A || N/A
 
|-
 
|-
 
|}
 
|}
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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).'' -->
''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).''
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The Concept 3 will be the first iteration of the iconic 8 wheeled light vehicles that return often along the South African tech line. This vehicle is extremely large for a scout vehicle, eclipsing the Panzer IV in height and length. Concealing the Concept 3 will prove to be a difficult challenge for the player, usually finding themselves relying heavily upon its mobility to compete.
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As with most if not all of the South African vehicles, the Concept 3 boasts an excellent level of mobility. A viable tactic for the Concept 3 can be to advance swiftly to a good position and provide scouting support, taking shots of opportunity when they present themselves. The player is advised to prioritize positions that allow an easy avenue of escape to ensure the potent mobility of the Concept 3 is not rendered useless, especially the superb reverse speed of this vehicle.
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The Concept 3 has little in the way of armour to rely upon, only being able to resist rifle calibre rounds where a flat strike is concerned. The vast majority of munitions fired at the Concept 3 will penetrate its armour, with some parts of the armour still thick enough to activate the fuse of an APHE round. Avoiding being struck is always the most favourable scenario for any vehicle. However the Concept 3 can in some instances show surprising resilience in the harshly angled geometry of its frontal profile which boasts the aforementioned extreme angles of around 65-80 degrees. Many rounds such as the BR-350SP round utilised by the T-34 family have a ricochet chance of 100% at 71 degrees of angle. Meaning that a savvy Concept 3 player can use the respectable gun depression of 10 degrees to increase these angles and be a more tricky contender for an inexperienced opponent.
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The ammunition performance is noticeably inferior to that of the Ordnance QF 17-pounder found on the Sherman Firefly; some shots may not penetrate the enemy as intended, necessitating extra caution when fighting Panthers and Tigers at full uptier.
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The turret does not turn quickly enough, and this, combined with the bouncy suspension, slow gun elevation speed, and lack of a primary stabiliser found in the American 76 mm gun M1, makes street brawling relatively dangerous; paying attention to potential enemy engine sounds is highly recommended.
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In conclusion, the Concept 3 can be reliably played the same way as the previous SARC vehicles albeit with a punchy gun and a little trickery in the armour department with ricochet.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->'''Pros:'''
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<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
* '''Excellent gun for it's tier'''
+
'''Pros:'''
* '''Fast with good acceleration when spaded'''
 
* '''Reverse speed is as good as forward speed, allowing for quick getaways'''
 
  
*
+
* Excellent gun for its tier, good penetration and decent reload
 +
* Fast with good acceleration when spaded
 +
* Reverse speed is as good as forward speed, allowing for quick getaways
 +
* Above average muzzle velocity
  
 
'''Cons:'''
 
'''Cons:'''
  
* '''Suspension is quite bouncy, making quick reaction shots difficult'''
+
* Solid shot ammunition only, accurate fire is needed to disable vehicles
* '''Turning is slow when stock'''
+
* Suspension is quite bouncy and the gun elevation speed is slow, making shots difficult
* '''Suffers in soft terrain, sometimes speed will drop massively even if terrain seems fine'''
+
* Turning is slow when stock
 
+
* Suffers in soft terrain, sometimes speed will drop massively upon the slightest obstacle
*
+
* Negligible armour, vulnerable to artillery overpressure
 +
* Subpar accuracy at range when stock
 +
* Lacks a smoke grenade launcher
  
 
== History ==
 
== 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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
The Concept 3 was based on the British FV603 Alvis Saracen Armoured Personnel Carrier. It was designed to fulfil a new South African requirement for a "New Generation Armoured Car". The project started in 1976 and ended in 1979. 3 Testbeds were made, Concept 3 being one of them. The Concept 3 differed from the Alvis Saracen APCs - it had an 8-wheel configuration, giving it superior off-road characteristics and superior performance. The Concept 3 was fitted with a [[OQF Mk.II (77 mm)|77mm OQF Mk.II]], identical to the one found on the [[Comet I|A34 Comet I]] which, wile underwhelming for the time was merely intended as a testbed and was later swapped for a [[Royal Ordnance L7A1 (105 mm)|105 mm Royal Ordnance L7]] which was a licence built version of the same gun found on the British [[Centurion Mk 10]]. The L7 variant was known as the "Bismarck". The vehicle was built by South African company Sandock-Austral (later merged into BAE Systems), the same company credited with creating and producing the Ratel family ([[Ratel 20]] / [[Ratel 90|90]]) and the [[Eland 90 Mk.7]]. Several tests were conducted over the years at Potchefstroom, South Africa. The Concept 3 series was nicknamed the "Cheetah" and the vehicle was officially designated "Concept 3, Class 2B" and was built to slightly different medium specifications, raising the original weight of the vehicle from a modest 17 tonnes to a rather considerable weight of up to 23 tonnes.
+
The Concept 3 was based on the British FV603 Alvis Saracen Armoured Personnel Carrier. It was designed to fulfil a new South African requirement for a "New Generation Armoured Car". The project started in 1976 and ended in 1979. 3 testbed vehicles were made, Concept 3 being one of them. The Concept 3 differed from the Alvis Saracen APCs - it had an 8-wheel configuration, giving it superior off-road characteristics and superior performance. The Concept 3 was fitted with a [[OQF Mk.II (77 mm)|77mm OQF Mk.II]], identical to the one found on the [[Comet I|A34 Comet I]] which, while underwhelming for the time was merely a placeholder and was later swapped for a [[Royal Ordnance L7A1 (105 mm)|105 mm Royal Ordnance L7]] which was a licence built version of the same gun found on the British [[Centurion Mk 10]]. The L7 variant was known as the "Bismarck". The vehicle was built by South African company Sandock-Austral (later merged into BAE Systems), the same company credited with creating and producing the Ratel family ([[Ratel 20]] / [[Ratel 90|90]]) and the [[Eland 90 Mk.7]]. Several tests were conducted over the years at Potchefstroom, South Africa. The Concept 3 series was nicknamed the "Cheetah" and the vehicle was officially designated "Concept 3, Class 2B" and was built to slightly different medium specifications, raising the original weight of the vehicle from a modest 17 tonnes to a rather considerable weight of up to 23 tonnes.
  
The Concept series ultimately deviated from the original vision of the Armoured Personnel Carrier which was ultimately fulfilled by the excellent Ratel family which could hold up to 9 extra infantrymen whereas the Concept vehicles could do no such thing. Therefore the South African National Defence Force ultimately cancelled the order for the Concepts, which were promptly cancelled.
+
When all is said and done, the Concept series deviated from the original vision of the Armoured Personnel Carrier, morphing into a light Armoured Fighting Vehicle or reconnaissance car. The original intended role of Armoured Personnel Carrier was ultimately fulfilled by the excellent Ratel family which doubled as an effective Infantry Fighting Vehicle. Therefore the South African National Defence Force ultimately cancelled the order for the Concepts, and immediate further development of the Concept programme was promptly terminated.
  
 
However, the legacy of the Concept cannot be asserted enough: the basic design of the Concept and in particular its chassis would later become that of the Rooikat family ([[Rooikat 105]] / [[Rooikat MTTD|MTTD]] / [[Rooikat Mk.1D|Mk.1D]] / [[ZA-35]]) which are still used to this day. The Concept, while often forgotten, disregarded and dishonoured is perhaps one of the most - if not the most - influential military vehicle design in South African history.
 
However, the legacy of the Concept cannot be asserted enough: the basic design of the Concept and in particular its chassis would later become that of the Rooikat family ([[Rooikat 105]] / [[Rooikat MTTD|MTTD]] / [[Rooikat Mk.1D|Mk.1D]] / [[ZA-35]]) which are still used to this day. The Concept, while often forgotten, disregarded and dishonoured is perhaps one of the most - if not the most - influential military vehicle design in South African history.
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== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
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''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
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 +
;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_concept3_ngac Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Videos
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{{Youtube-gallery|GSSJKUqU3WE|'''The Shooting Range #260''' - ''Metal Beasts'' section at 00:28 discusses the {{PAGENAME}}.}}
  
 
== See also ==
 
== See also ==
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* ''reference to the series of the vehicles;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the vehicles;''
+
;Related developement
* ''links to approximate analogues of other nations and research trees.''
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* [[Rooikat Mk.1D]]
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* [[Rooikat 105]]
  
 
== External links ==
 
== External links ==
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{{Britain light tanks}}
 
{{Britain light tanks}}
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[[Category:Wheeled ground vehicles]]

Latest revision as of 06:58, 3 November 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
uk_concept3_ngac.png
GarageImage Concept 3.jpg
ArtImage Concept 3.png
Concept 3
AB RB SB
4.3 4.3 4.3
Class:
Research:18 000 Specs-Card-Exp.png
Purchase:47 000 Specs-Card-Lion.png
Show in game

Description

In 1976, the South African Armoured Corps issued a new project for a "New Generation Armoured Car", intended to replace the 4x4 Eland 90 in service as they were struggling to provide adequate support for the heavier Ratel IFVs in tank warfare. Three 8x8 prototypes were designed, based on the Ratel (Concept 1), Eland (Concept 2), and Alvis Saracen APC (Concept 3), each fitted with a 77 mm high-velocity gun from retired South African Comet Is. However, after mobility trials in 1979, none of the prototypes were considered suitable and the project stalled. New requirements were issued in 1980, and further prototypes were developed, based roughly on the Concept 2, which eventually formed the basis of the Rooikat.

Introduced in Update "Red Skies", the Concept 3 is a well-rounded light tank with an excellent gun, a decent reload speed, and adequate ammunition. Though larger and heavier than the preceding SARCs, the Concept 3 is by no means a slouch, offering good mobility and adequate acceleration on paved surfaces, though it may struggle more when operating off road. Make good use of terrain to keep the lightly armoured hull protected, and use the vehicle's excellent reverse speed to reposition or retreat at a moment's notice. While the gun is powerful for the rank, the turret traverses slowly in both planes; combined with the extreme rocking of the hull when firing or moving, it can be difficult to achieve a suitable firing solution quickly.

General info

Survivability and armour

Armourfront / side / back
Hull25 / 12 / 12
Turret25 / 12 / 12
Crew4 people
Visibility96 %

Like the American M18 Hellcat, the Concept 3 only has 12.7 mm (0.5 in) of armour in most areas, with some areas being only 6.5 mm. As a result, anything at this BR can penetrate this vehicle's armour. Compounding issues, the Concept 3 has ammunition scattered all throughout its body. Shots hitting the front part of the hull are prone to cause ammunition explosion: any shell hitting the front hull of the Concept 3 will almost certainly be fatal. The crew members are generally spread out, avoiding knock-outs by a single shot. While incoming fire from the sides is somewhat prone to overpenetration, this cannot be depended upon. Try to avoid being shot at in the first place. While the armour can protect the crew from heavy machine gun fire from the front and some aircraft strafing with MGs, anything larger in calibre (20 mm and above) will easily destroy this light tank.

However it is worth noting the geometry of the Concept 3 when presented from the front. While thin, the armour can ricochet rounds with far more consistency than one might expect, offering angles of around 65-80 degrees across the frontal profile. While a light armour is certainly a disadvantage against armoured vehicles, it is also a potential advantage as some APHE shells may not detonate when they penetrate the light tank. Artillery strikes can easily damage or destroy the vehicle; always move when your area is highlighted for artillery strikes by the enemy. The Concept 3 lacks a smoke grenade launcher, which would increase its survivability.

Armour type:

  • Rolled homogeneous armour (hull, turret, cupola)
  • Wheel (tires)
Armour Front (Slope angle) Sides Rear Roof
Hull 12.7 mm (70°) Upper glacis
25.4 mm (31°) Lower glacis
12.7 mm (25°) Top
12.7 mm Bottom
12.7 mm Rear armour
5 mm Engine grille
12.7 mm
Turret 12.7 mm (19°) Turret front
25.4 mm (7-69°) Gun mantlet
12.7 mm (18-19°) 12.7 mm (21°) 12.7 mm (10°) Front
6.35 mm Rear
Cupola 25.4 mm 25.4 mm 25.4 mm 12.7 mm

Notes:

  • Wheels and torsion bars are 10 mm thick.
  • Belly armour is 6.35 mm thick.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB92 / 92 km/h
RB and SB83 / 83 km/h
Number of gears7 forward
7 back
Weight14.5 t
Engine power
AB399 hp
RB and SB209 hp
Power-to-weight ratio
AB27.5 hp/t
RB and SB14.4 hp/t

The Concept 3 represents the crystallization of the set of traits that define the South African tech line. It is able to comfortable reach 70+ km/h when stock on paved roads and a respectable 40-50 km/h across rough terrain with the common exceptions of boggy, sandy, or snow-covered ground. It will get the player where they wish to go swiftly; however, owing to its 8 wheel design, it does offer a much more sluggish turning radius than its predecessors in the SARC family, or its contemporary in the SPAA line, the Ystervark. Take care to begin turning earlier than than previous vehicles to avoid crashing into a street corner or odd boulder. Mobility is poor in soft terrain (sand, mud, snow), and top speeds are difficult to achieve; it is recommended to use roads or hard terrain as much as possible during matches.

It is very fast in both forward and reverse, allowing players to take advantage of strategic spots early in the game while also making quick retreats if things do not go their way. The suspension is superb even stock, allowing the Concept 3 to maintain good speed across rough ground and steady the chassis swiftly upon halting; crucial to bringing its armament to bear upon its target or a surprise encounter.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 92 92 14.5 324 399 22.34 27.52
Realistic 83 83 185 209 12.76 14.41

Modifications and economy

Repair costBasic → Reference
AB776 → 1 068 Sl icon.png
RB954 → 1 313 Sl icon.png
SB1 188 → 1 635 Sl icon.png
Total cost of modifications19 500 Rp icon.png
31 800 Sl icon.png
Talisman cost980 Ge icon.png
Crew training13 000 Sl icon.png
Experts47 000 Sl icon.png
Aces330 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
60 / 80 / 110 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mods new car suspension.png
Suspension
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods new tank break.png
Brake System
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods new tank filter.png
Filters
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
2 100 Rp icon.png
Cost:
3 400 Sl icon.png
220 Ge icon.png
Mods new tank engine.png
Engine
Research:
2 100 Rp icon.png
Cost:
3 400 Sl icon.png
220 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods tank ammo.png
76mm_britain_17pdr_APC_ammo_pack
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
105 Ge icon.png
Mods tank ammo.png
76mm_britain_17pdr_APCBC_ammo_pack
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods airstrike.png
Airstrike
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
80 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods scouting.png
Improved optics
Research:
1 200 Rp icon.png
Cost:
2 000 Sl icon.png
130 Ge icon.png
Mods art support.png
Artillery Support
Research:
2 100 Rp icon.png
Cost:
3 400 Sl icon.png
220 Ge icon.png

At its battle rating, the threat of coming up against such formidable tanks such as the Tiger H1, IS-1, and the M4A3E2 Jumbo means that after the necessary acquiring of the parts and FPE kits, players are advised to prioritise the unlocking of the Shot Mk.8. While the stock Mk.6 can be sufficient in examples such as engaging the frontal plate of a Tiger H1, the extra penetration is more reliable insurance, particularly when engaging Soviet tanks.

Further on it is advised to acquire the Horizontal turret drive as stock the traversal of the turret is poor, from there it is entirely up to player's choice if they wish to improve the turret's elevation and accuracy or focus on the mobility aspect of the Concept 3 first.

Armaments

Main armament

Ammunition60 rounds
Reloadbasic crew → aces
7.6 → 5.9 s
Vertical guidance-10° / 20°
Main article: OQF Mk.II (77 mm)

Due to highly mobile playstyle, one might try to fight on the move or to attack by driving uphill to suddenly shoot enemies. Unfortunately, the gun is not stabilized and the gun elevation speed is extremely slow, which leads to significant uncontrollable "rocking" of the gun, inevitably pushing it down into the ground. This makes fighting on the move in RB/SB very difficult to the point of impossible. Thus, one should always wait until the gun has settled, or drive over completely flat terrain and slow down before firing to try one's luck.

In AB, the rocking can be countered by maxing out "targeting" and "leadership", gaining at least "expert" crew qualification and getting all of the tank modifications. The gun will still shake a bit and fail when the car is moving over hills, but the gunner will try his best to stop this.

The excellent gun depression of -10 degrees allows players to utilise mountainous terrain at their advantage. The gun also has a very powerful recoil, which slows the car down and can throw it around if fired broadside. It's generally not fatal, but it can be extremely annoying when firing to the side off slopes, because it will move the car and ruin the aim by pushing the car above the gun depression threshold. When firing with the turrets turned to the sides, the gun sights shake horribly; it can take a long time for the guns to stabilise again.

Due to the low weight of the car, any enemy can ram the Concept 3 to prevent it from firing. Melee combat with tanks is possible, but going literally into their face is not recommended.

77 mm OQF Mk.II Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 60 -10°/+20° ±180° N/A 14.3 19.8 24.0 26.5 28.2 7.67 6.78 6.25 5.90
Realistic 8.9 10.5 12.8 14.1 15.0

Ammunition

While lacking the APDS rounds of the Comet I, the Concept 3's rounds are pretty impressive for its BR, capable of penetrating the thickest of armour, including the dreaded KV-1 (ZiS-5). The post penetration damage won't be as good as an APHE round, but it is quite acceptable.

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
Shot Mk.6 AP 137 134 123 111 100 91
Shell Mk.1 HE 16 16 14 13 12 11
Shot Mk.4 APC 137 134 123 111 100 91
Shot Mk.8 APCBC 152 149 137 124 112 101
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%
Shot Mk.6 AP 754 7.71 - - - 47° 60° 65°
Shell Mk.1 HE 754 6.98 0 0.1 580 79° 80° 81°
Shot Mk.4 APC 754 7.71 - - - 48° 63° 71°
Shot Mk.8 APCBC 754 7.71 - - - 48° 63° 71°

Ammo racks

Ammo racks of the Concept 3
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
60 41 (+19) 37 (+23) 33 (+27) 28 (+32) 21 (+39) (+59) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Upper turret empty: 33 (+27) shells.
  • Lower turret empty: 21 (+39) shells.

Machine guns

Ammunition2 500 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 2,500 (250) 500 N/A N/A

Usage in battles

The Concept 3 will be the first iteration of the iconic 8 wheeled light vehicles that return often along the South African tech line. This vehicle is extremely large for a scout vehicle, eclipsing the Panzer IV in height and length. Concealing the Concept 3 will prove to be a difficult challenge for the player, usually finding themselves relying heavily upon its mobility to compete.

As with most if not all of the South African vehicles, the Concept 3 boasts an excellent level of mobility. A viable tactic for the Concept 3 can be to advance swiftly to a good position and provide scouting support, taking shots of opportunity when they present themselves. The player is advised to prioritize positions that allow an easy avenue of escape to ensure the potent mobility of the Concept 3 is not rendered useless, especially the superb reverse speed of this vehicle.

The Concept 3 has little in the way of armour to rely upon, only being able to resist rifle calibre rounds where a flat strike is concerned. The vast majority of munitions fired at the Concept 3 will penetrate its armour, with some parts of the armour still thick enough to activate the fuse of an APHE round. Avoiding being struck is always the most favourable scenario for any vehicle. However the Concept 3 can in some instances show surprising resilience in the harshly angled geometry of its frontal profile which boasts the aforementioned extreme angles of around 65-80 degrees. Many rounds such as the BR-350SP round utilised by the T-34 family have a ricochet chance of 100% at 71 degrees of angle. Meaning that a savvy Concept 3 player can use the respectable gun depression of 10 degrees to increase these angles and be a more tricky contender for an inexperienced opponent.

The ammunition performance is noticeably inferior to that of the Ordnance QF 17-pounder found on the Sherman Firefly; some shots may not penetrate the enemy as intended, necessitating extra caution when fighting Panthers and Tigers at full uptier.

The turret does not turn quickly enough, and this, combined with the bouncy suspension, slow gun elevation speed, and lack of a primary stabiliser found in the American 76 mm gun M1, makes street brawling relatively dangerous; paying attention to potential enemy engine sounds is highly recommended.

In conclusion, the Concept 3 can be reliably played the same way as the previous SARC vehicles albeit with a punchy gun and a little trickery in the armour department with ricochet.

Pros and cons

Pros:

  • Excellent gun for its tier, good penetration and decent reload
  • Fast with good acceleration when spaded
  • Reverse speed is as good as forward speed, allowing for quick getaways
  • Above average muzzle velocity

Cons:

  • Solid shot ammunition only, accurate fire is needed to disable vehicles
  • Suspension is quite bouncy and the gun elevation speed is slow, making shots difficult
  • Turning is slow when stock
  • Suffers in soft terrain, sometimes speed will drop massively upon the slightest obstacle
  • Negligible armour, vulnerable to artillery overpressure
  • Subpar accuracy at range when stock
  • Lacks a smoke grenade launcher

History

The Concept 3 was based on the British FV603 Alvis Saracen Armoured Personnel Carrier. It was designed to fulfil a new South African requirement for a "New Generation Armoured Car". The project started in 1976 and ended in 1979. 3 testbed vehicles were made, Concept 3 being one of them. The Concept 3 differed from the Alvis Saracen APCs - it had an 8-wheel configuration, giving it superior off-road characteristics and superior performance. The Concept 3 was fitted with a 77mm OQF Mk.II, identical to the one found on the A34 Comet I which, while underwhelming for the time was merely a placeholder and was later swapped for a 105 mm Royal Ordnance L7 which was a licence built version of the same gun found on the British Centurion Mk 10. The L7 variant was known as the "Bismarck". The vehicle was built by South African company Sandock-Austral (later merged into BAE Systems), the same company credited with creating and producing the Ratel family (Ratel 20 / 90) and the Eland 90 Mk.7. Several tests were conducted over the years at Potchefstroom, South Africa. The Concept 3 series was nicknamed the "Cheetah" and the vehicle was officially designated "Concept 3, Class 2B" and was built to slightly different medium specifications, raising the original weight of the vehicle from a modest 17 tonnes to a rather considerable weight of up to 23 tonnes.

When all is said and done, the Concept series deviated from the original vision of the Armoured Personnel Carrier, morphing into a light Armoured Fighting Vehicle or reconnaissance car. The original intended role of Armoured Personnel Carrier was ultimately fulfilled by the excellent Ratel family which doubled as an effective Infantry Fighting Vehicle. Therefore the South African National Defence Force ultimately cancelled the order for the Concepts, and immediate further development of the Concept programme was promptly terminated.

However, the legacy of the Concept cannot be asserted enough: the basic design of the Concept and in particular its chassis would later become that of the Rooikat family (Rooikat 105 / MTTD / Mk.1D / ZA-35) which are still used to this day. The Concept, while often forgotten, disregarded and dishonoured is perhaps one of the most - if not the most - influential military vehicle design in South African history.

Media

Skins
Videos

See also

Related developement

External links

Paste links to sources and external resources, such as:

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


Britain light tanks
A13  A13 Mk I · A13 Mk I (3rd R.T.R.) · A13 Mk II · A13 Mk II 1939
A15  Crusader II · Crusader "The Saint" · Crusader III
A17  Tetrarch I
IFV  Warrior · Desert Warrior (Kuwait)
Wheeled  Daimler Mk II · AEC Mk II · Fox · Vickers Mk.11
Other  VFM5
South Africa 
SARC  SARC MkIVa · SARC MkVI (2pdr) · SARC MkVI (6pdr)
Ratel  Ratel 90 · Ratel 20
Rooikat  Rooikat Mk.1D · Rooikat 105 · Rooikat MTTD
Other  Concept 3 · Eland 90 Mk.7
USA  Stuart I · Stuart III