Difference between revisions of "Object 120"

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== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} Soviet tank destroyer {{Battle-rating}}. It was introduced late in [[Update 1.71 "New E.R.A."]].
+
In the 1960s, Soviet concern over the effectiveness of the [[T-54/55 (Family)|T-54/55]] and [[T-10M|T-10]] tanks against the newest enemy tanks caused them to put more research into tank armament and shells for better firepower. Object 120 was one such result, considered one of the most powerful self-propelled gun (SPG) with the usage of a 152 mm cannon capable of firing APFSDS and HEAT-FS. While promising, recent development in smoothbore guns and infantry-portable missiles showed that they were able to keep up with the 152 mm cannon's penetration capabilities, and so the Object 120 dedicated SPG was not adopted.
 +
 
 +
The Object 120 is a very prolific tank destroyer since its introduction in [[Update 1.71 "New E.R.A."]]. With the extremely long gun hanging past the hull front, players will very quickly get the impression that the Object 120's firepower has no equal at its place, and enemies will learn to fear that long gun. Despite that, enemies will not fear as much of the Object 120's construction, as the thin armour all-around mean even the smallest autocannon from a tank or aircraft has the potential to wreck the Object 120. In short, the Object 120 embodies the ultimate "glass cannon" form factor in the game, a tank destroyer with a very long and lethal gun, but with very little capability to take the same punishment in return.
  
 
== General info ==
 
== General info ==
Line 50: Line 52:
 
<!-- ''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|M-69 (152 mm)}}
 
{{main|M-69 (152 mm)}}
 +
 +
The Object 120 performs best in all game modes as a sniper/support. This means finding a good spot overlooking the battle with some cover, and taking out enemies from long range. The Object 120's long 152 mm gun and its powerful shells are well suited for this purpose.
 +
 +
The Object 120 can be used at a close-range battle, but it will not be able to perform as effectively due to its relatively long 10-second reload time and a lack of gun stabilizer. These two lacking features mean that the Object 120 cannot react to new threats quickly, especially when it tries to take the battle offensively. It is thus better to fight at range, where the Object's advantages can be used to the fullest.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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The Object 120 is armed with three types of shells. The first is an APFSDS round that is capable of going through almost all the armour of most vehicles it can face. It also has an extremely low shell drop, giving almost flat ballistics, which makes it one of the best kinetic rounds at its battle rating. The second round is a HEATFS shell, which has a high penetration and holds a huge amount of explosive. It is slower and has a more standard shell drop. The HEATFS is a high-penetrating chemical round against thick conventional armour. The third is an HE shell with a huge amount of explosive. It is effective to destroy lightly armoured vehicles with overpressure.
 
The Object 120 is armed with three types of shells. The first is an APFSDS round that is capable of going through almost all the armour of most vehicles it can face. It also has an extremely low shell drop, giving almost flat ballistics, which makes it one of the best kinetic rounds at its battle rating. The second round is a HEATFS shell, which has a high penetration and holds a huge amount of explosive. It is slower and has a more standard shell drop. The HEATFS is a high-penetrating chemical round against thick conventional armour. The third is an HE shell with a huge amount of explosive. It is effective to destroy lightly armoured vehicles with overpressure.
  
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:M-69 (152 mm)/Ammunition|152 mm HEAT-FS, 152 mm HE, 152 mm APDS-FS}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| 152 mm HEAT-FS || HEATFS || 480 || 480 || 480 || 480 || 480 || 480
 
|-
 
| 152 mm HE || HE || 49 || 49 || 49 || 49 || 49 || 49
 
|-
 
| 152 mm APDS-FS || APFSDS || 405 || 400 || 385 || 370 || 355 || 340
 
|-
 
|}
 
{| 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%
 
|-
 
| 152 mm HEAT-FS || HEATFS || 1,000 || 35 || 0.05 || 0.1 || 5,850 || 65° || 72° || 77°
 
|-
 
| 152 mm HE || HE || 960 || 43.5 || 0 || 0.1 || 5,900 || 79° || 80° || 81°
 
|-
 
| 152 mm APDS-FS || APFSDS || 1,710 || 8 || N/A || N/A || N/A || 76° || 77° || 80°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
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* The visual discrepancy concerns the projectile rack: only 16 shells are modeled but it contains 22 shells.
 
* The visual discrepancy concerns the projectile rack: only 16 shells are modeled but it contains 22 shells.
 
* Shells are modeled individually and disappear after having been shot or loaded.
 
* Shells are modeled individually and disappear after having been shot or loaded.
 +
* It's best to carry the maximum number of rounds, since you will quickly be out of munition otherwise.
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
  
The Object 120 is a Tank Destroyer armed with a 152 mm M-69 and a auto-loader of 10 second, and is capable of penetrating any tank thanks to its APFSDS that it has access to very early at this BR. This tank shines in long range combat, where other tanks might need some time, trial and error to land a good shot. The Object 120 simply has a "point and shoot" gimmick.
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The Object 120 is armed with a 152 mm M-69 and an autoloader with a 10-second reload time. It is capable of penetrating any tank thanks to its APFSDS it has access to very early at this BR. This tank shines in long range combat, where other tanks might need some time, trial and error to land a good shot. The Object 120 can be described as "point and shoot".
  
 
'''Long range maps'''
 
'''Long range maps'''
  
At long ranges the Object 120 is the most deadliest sniper, being able to snipe everyone from any distances. When spawned in head into the most longest and open positions where you usually wouldn't be able to be useful to fight tanks at, and find a suitable position where you can overlook the enemy spawnpoints or captured points. Make use of any things that can hide you after you have shot, like a buildings, hills, trees, rocks, bushes, etc. And just wait for the enemies to drive by and shoot them, After shooting hide away to make it difficult for the enemies to find you. You can keep this up mostly for 2-5 eliminations, because by then the enemies will realize where you are and will be going to neutralize you for being such a threat. It's smart to start moving away to a new position but beware of advancing tanks and planes that are coming for revenge.
+
At long ranges, the Object 120 is the most dangerous sniper, being able to knock out everyone from any distance. Once spawned, head into the open terrain positions where you usually wouldn't be able to be useful to fight tanks, and find a suitable position where you can overlook the enemy passages or captured points. Make use of any obstacle that can hide your tank after you've shot, like a building, hills, trees, rocks, bushes, etc. Wait for the enemies to drive by and shoot at them. It's smart to start moving away to a new position but beware of advancing tanks and planes that are looking specifically for you.
  
 
'''Medium range maps'''
 
'''Medium range maps'''
  
At medium ranges the Object 120 is best used as a support tank, shooting from behind the friendly lines to the enemies that are attacking you're teammates and flanking them. Be sure to use cover because you can easily be eliminated if not careful when the enemies flank or shoot you.
+
At medium ranges, the Object 120 is best used as a support tank, shooting from behind the friendly lines to the enemies that are attacking your teammates and flanking them. Be sure to use cover because you can easily be eliminated if not careful when the enemies flank or shoot you.
  
 
'''Short range maps'''
 
'''Short range maps'''
  
At short ranges the object 120 is pretty difficult to be used, but the way you still can use the tank is as a camper. Awaiting for enemies to drive by or peek from around the corners to surprise them with a 152 mm APFSDS. It's also useful when peeking, to peek backwards. this will allow you to retract from your peeking position fast due to being able to drive forward, but will make you come to peek slower but faster to shoot back: because the turret is positioned at the back of the hull.
+
At short ranges, the object 120 is pretty difficult to be used, but the way you still can use the tank is as a camper. Awaiting for enemies to drive by or peek from around the corners to surprise them with a 152 mm APFSDS. It's also useful when peeking, to peek backwards. this will allow you to retract from your peeking position fast due to being able to drive forward, but will make you come to peek slower but faster to shoot back: because the turret is positioned at the back of the hull.
  
 
'''Additional tips and suggestions'''
 
'''Additional tips and suggestions'''
  
* it's best to carry max ammunition rounds, you will be quickly out of munition. Its also smart to leave 1 or 2 shells in case you encounter a enemy as you are going for a resupply.
+
Aim for ammunition racks and the enemy crew positions as your APFSDS does not have any explosive filler. You will have to learn the internal layout of enemy tanks.
* When firing with the APFSDS there are 2 ways to do the most damage to a tank frontally: firstly is to aim between the turret and the hull, this will mostly 1 shot the tank if it has 3 of its 4 crews in the turret and disable all of its offensive armaments. secondly you can aim for the lower plate of the hull, this will take care of its driver and can also take care of the whole crew if the tank is short, additionally ammunition can be located in the lower part of the hull. These are common aiming spots in Top-Tier so its good to get used to this.
 
* most important one, aim for ammunition spots and the enemy crew as you're APFSDS does not have any filler. So you will have to learn where everything is precisely of the enemy tank.
 
  
 
'''Enemies worth noting:'''
 
'''Enemies worth noting:'''

Latest revision as of 10:21, 15 July 2023

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
Object 120
ussr_object_120.png
GarageImage Object 120.jpg
Object 120
Show in game
STORE

Description

In the 1960s, Soviet concern over the effectiveness of the T-54/55 and T-10 tanks against the newest enemy tanks caused them to put more research into tank armament and shells for better firepower. Object 120 was one such result, considered one of the most powerful self-propelled gun (SPG) with the usage of a 152 mm cannon capable of firing APFSDS and HEAT-FS. While promising, recent development in smoothbore guns and infantry-portable missiles showed that they were able to keep up with the 152 mm cannon's penetration capabilities, and so the Object 120 dedicated SPG was not adopted.

The Object 120 is a very prolific tank destroyer since its introduction in Update 1.71 "New E.R.A.". With the extremely long gun hanging past the hull front, players will very quickly get the impression that the Object 120's firepower has no equal at its place, and enemies will learn to fear that long gun. Despite that, enemies will not fear as much of the Object 120's construction, as the thin armour all-around mean even the smallest autocannon from a tank or aircraft has the potential to wreck the Object 120. In short, the Object 120 embodies the ultimate "glass cannon" form factor in the game, a tank destroyer with a very long and lethal gun, but with very little capability to take the same punishment in return.

General info

Survivability and armour

Armourfront / side / back
Hull30 / 15 / 10
Turret30 / 15 / 10
Crew4 people
Visibility109 %

Armour type:

  • Rolled homogeneous armour (hull, turret bustle)
  • Cast homogeneous armour (turret front, gun mantlet)
Armour Front (Slope angle) Sides Rear Roof
Hull 30 mm (31-86°) Front glacis
30 mm (17-50°) Lower glacis
15 mm 10 mm (15-80°) Top
10 mm (5°) Bottom
30 mm (86°) Front
10 mm Rear
Turret 30 mm (1-68°) Turret front
30 mm (0-58°) Gun mantlet
15-30 mm (0-51°) 15 mm (14-21°) 30 mm Front
10 mm Rear
Cupola 15 mm (cylindrical) 15 mm

Notes:

  • Suspension wheels are 20 mm thick while tracks are 15 mm thick.
  • Belly armour is 10 mm thick.
  • Barrel ring around the gun is 100 mm thick.
  • Structural steel boxes on hull sides provide 4 mm of protection.

Mobility

Speedforward / back
AB70 / 17 km/h
RB and SB64 / 16 km/h
Number of gears5 forward
2 back
Weight26.8 t
Engine power
AB916 hp
RB and SB480 hp
Power-to-weight ratio
AB34.2 hp/t
RB and SB17.9 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 70 17 26.8 682 916 25.45 34.18
Realistic 64 16 425 480 15.86 17.91

Modifications and economy

Repair cost
AB3 284 Sl icon.png
RB1 922 Sl icon.png
SB4 785 Sl icon.png
Crew training10 000 Sl icon.png
Experts620 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces1 710 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 160 / 210 / 250 % Sl icon.png
Talisman.png 2 × 214 / 214 / 214 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Mods new tank suspension.png
Suspension
Mods new tank break.png
Brake System
Mods new tank filter.png
Filters
Mods new tank transmission.png
Transmission
Mods new tank engine.png
Engine
Mods tank tool kit.png
Improved Parts
Mods extinguisher.png
Improved FPE
Mods tank reinforcement ussr.png
Crew Replenishment
Mods new tank horizontal aiming.png
Horizontal Drive
Mods tank ammo.png
152mm_M69_APDS_FS_ammo_pack
Mods tank cannon.png
Adjustment of Fire
Mods new tank vertical aiming.png
Elevation Mechanism

Armaments

Main armament

Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition22 rounds
First-order10 rounds
Reload10.0 s
Vertical guidance-5° / 15°
Main article: M-69 (152 mm)

The Object 120 performs best in all game modes as a sniper/support. This means finding a good spot overlooking the battle with some cover, and taking out enemies from long range. The Object 120's long 152 mm gun and its powerful shells are well suited for this purpose.

The Object 120 can be used at a close-range battle, but it will not be able to perform as effectively due to its relatively long 10-second reload time and a lack of gun stabilizer. These two lacking features mean that the Object 120 cannot react to new threats quickly, especially when it tries to take the battle offensively. It is thus better to fight at range, where the Object's advantages can be used to the fullest.

152 mm M-69 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 22 -5°/+15° ±180° N/A 15.9 21.9 26.6 29.5 31.3 10.0 10.0 10.0 10.0
Realistic 10.7 12.6 15.3 16.9 18.0

Ammunition

The Object 120 is armed with three types of shells. The first is an APFSDS round that is capable of going through almost all the armour of most vehicles it can face. It also has an extremely low shell drop, giving almost flat ballistics, which makes it one of the best kinetic rounds at its battle rating. The second round is a HEATFS shell, which has a high penetration and holds a huge amount of explosive. It is slower and has a more standard shell drop. The HEATFS is a high-penetrating chemical round against thick conventional armour. The third is an HE shell with a huge amount of explosive. It is effective to destroy lightly armoured vehicles with overpressure.

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
152 mm HEAT-FS HEATFS 480 480 480 480 480 480
152 mm HE HE 49 49 49 49 49 49
152 mm APDS-FS APFSDS 405 400 385 370 355 340
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
152 mm HEAT-FS HEATFS 1,000 35 0.05 0.1 4.75 65° 72° 77°
152 mm HE HE 960 43.5 0 0.1 5.9 79° 80° 81°
152 mm APDS-FS APFSDS 1,710 8 - - - 76° 77° 80°

Ammo racks

Ammo racks of the Object 120
Full
ammo
Ammo
type
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
22 Projectiles
Propellants
(+21)
19 (+3)
N/A
(+18)
N/A
(+21)
Yes

Notes:

  • The Object 120 uses two-piece ammunition, composed of projectiles (yellow) and propellant bags (orange). Both have separate racks.
  • The visual discrepancy concerns the projectile rack: only 16 shells are modeled but it contains 22 shells.
  • Shells are modeled individually and disappear after having been shot or loaded.
  • It's best to carry the maximum number of rounds, since you will quickly be out of munition otherwise.

Usage in battles

The Object 120 is armed with a 152 mm M-69 and an autoloader with a 10-second reload time. It is capable of penetrating any tank thanks to its APFSDS it has access to very early at this BR. This tank shines in long range combat, where other tanks might need some time, trial and error to land a good shot. The Object 120 can be described as "point and shoot".

Long range maps

At long ranges, the Object 120 is the most dangerous sniper, being able to knock out everyone from any distance. Once spawned, head into the open terrain positions where you usually wouldn't be able to be useful to fight tanks, and find a suitable position where you can overlook the enemy passages or captured points. Make use of any obstacle that can hide your tank after you've shot, like a building, hills, trees, rocks, bushes, etc. Wait for the enemies to drive by and shoot at them. It's smart to start moving away to a new position but beware of advancing tanks and planes that are looking specifically for you.

Medium range maps

At medium ranges, the Object 120 is best used as a support tank, shooting from behind the friendly lines to the enemies that are attacking your teammates and flanking them. Be sure to use cover because you can easily be eliminated if not careful when the enemies flank or shoot you.

Short range maps

At short ranges, the object 120 is pretty difficult to be used, but the way you still can use the tank is as a camper. Awaiting for enemies to drive by or peek from around the corners to surprise them with a 152 mm APFSDS. It's also useful when peeking, to peek backwards. this will allow you to retract from your peeking position fast due to being able to drive forward, but will make you come to peek slower but faster to shoot back: because the turret is positioned at the back of the hull.

Additional tips and suggestions

Aim for ammunition racks and the enemy crew positions as your APFSDS does not have any explosive filler. You will have to learn the internal layout of enemy tanks.

Enemies worth noting:

  • Maus and E-100: Both these tanks are heavily-armoured and carry a very thick armour against kinetic projectiles. When angled, they are capable of withstanding your APFSDS and even your HEATFS rounds, going up against multiple of them at once can be very challenging when in their proximity. When these tanks are spotted and not angled, it's best to instantly shoot at the right side of the turret and take down the gunner, to ensure it can't shoot back, or by any chance make ammunition explode the tank. As a second shot, shoot at the middle of the frontal angled hull to take care of its driver so it can't escape. Most of the time, this will result in the tank being eliminated because of crew depletion. If not, shoot your third shot again at the right side of the turret to take care of the ammunition or the replaced gunner/loader. When it is angling, do not attempt to shoot at it, it can simply ricochet or shatter your shell. Instead, shoot at its guns to take them down, they are perfectly aligned next to each other so you can take care of both guns when the turret is angled. Follow up with a shot to the tracks to ensure it can't run away or angle. And lastly get into a position to shoot at its sides or front and easily take care of the tank that is now both immobile and unarmed. Never shoot at its gun mantlet, the shell will never penetrate it nor take care of the gun breech.

Pros and cons

Pros:

  • Very high velocity APFSDS round means "point and shoot" at typical War Thunder combat ranges, no need to account for projectile drop at range
  • Outstanding armour penetration by HEAT-FS and APFSDS rounds
  • Very good spalling effect from the kinetic energy spread and explosive mass from HEAT-FS round
  • Good mobility for the size of gun
  • Has neutral steering

Cons:

  • Weak armour: vulnerable to anything bigger than a heavy machine gun, and even those from some angles at short range
  • Poor depression for main armament
  • Low ammunition load
  • Poor optics for a tank destroyer with only 5x zoom
  • All projectiles carried in rear of turret behind thin armour makes ammunition explosions very likely from turret hits

History

The Object 120 "Taran" was a tank destroyer developed after the USSR's conclusion that AP rounds from the T-10 and T-55 could not pierce the newest American tank the M60. The Object 120 (also noted as being the SU-152 "Taran") surpassed foreign tank destroyers with firepower and mobility at the time. The name Taran comes from its cannon which became the reason it wasn't adopted. The 125 smoothbore and anti tank missiles are the reason why the Object 120 was not put into production.

Media

Skins
Images
Videos

See also

Vehicles equipped with the same chassis

External links


USSR tank destroyers
SU-76M  SU-76M · SU-76M (5th Gv.Kav.Corps) · SU-85A
SU-57B  SU-57B · SU-76D
T-34 Derivatives  SU-122 · SU-85 · SU-85M · SU-100 · SU-122P
Heavy Tank Derivatives  SU-100Y · ISU-122 · ISU-122S · SU-152 · ISU-152 · Object 268
SU-100P and Derivatives  SU-100P · Object 120
Wheeled  YaG-10 (29-K)
Airborne  ASU-57 · ASU-85
Rocket  BM-8-24 · BM-13N · BM-31-12
ATGM  IT-1 · Shturm-S · Object 775 · Khrizantema-S
Artillery  2S1 · 2S3M
Other  SU-5-1 · ZiS-30 · SU-122-54
USA  SU-57

USSR premium ground vehicles
Light tanks  BA-11 · RBT-5 · BT-7A (F-32) · T-26 (1st Gv.T.Br.) · T-26E · T-126 · PT-76-57 · 2S38
Medium tanks  T-34 (Prototype) · T-34 (1st Gv.T.Br.) · T-34E · T-34-57 (1943) · T-34-85E · T-34-100 · T-44-122 · TO-55 · T-55AM-1 · T-72AV (TURMS-T) · T-80UD · Т-80U-Е1
  ▂M3 Medium · ▂M4A2 · ▂T-III · ▂T-V · ▂МК-IX "Valentine"
Heavy tanks  SMK · T-35 · ▂MK-II "Matilda" · KV-1E · KV-2 (1940) · KV-2 (ZiS-6) · KV-122 · KV-220 · IS-2 "Revenge" · Object 248 · IS-6 · T-10A
Tank destroyers  BM-8-24 · BM-13N · BM-31-12
  SU-57 · SU-76D · SU-76M (5th Gv.Kav.Corps) · SU-85A · SU-100Y · SU-122P · Object 120
SPAA  ▂Phòng không T-34 · ZUT-37