Difference between revisions of "BMD-4"

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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 gift rank {{Specs|rank}} Soviet light tank {{Battle-rating}}. It was introduced during [[Update "Red Skies"]] as a reward for the [[wt:en/news/7267-event-summer-landing-en|2021 Summer Landing event]]. In a simple comparison to the similar-performing vehicle, the [[BMP-3]], the {{PAGENAME}} has less armour, higher mobility and faster ATGM reload.
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The BMD-4 is a Russian airborne infantry fighting vehicle developed after the collapse of the Soviet Union as a new entrant in the long-running BMD series. It uses the hull of the BMD-3, a limited production vehicle with a new chassis superior to the vintage [[BTR-ZD|BMD-1 chassis]], and a new Bakcha-U turret with the same 100 mm + 30 mm cannon armament used by the full-size [[BMP-3]] IFV, giving it an exceptionally heavy armament for its weight and role. Accepted into Russian service in 2004, BMD-4 production was stopped after a short initial production run due to economic difficulties. Years later, the streamlined BMD-4M with increased BMP-3 part commonality reentered production and service.
 +
 
 +
The BMD-4 was introduced during [[Update "Red Skies"]] as a reward for the [[wt:en/news/7267-event-summer-landing-en|2021 Summer Landing event]]. In a simple comparison to its non-airborne relative with the same guns, the [[BMP-3]], the {{PAGENAME}} has less armour, higher mobility, and a faster ATGM reload. It is extremely speedy in both forward and reverse and can easily make it to lucrative flank or overwatch positions, splashing multiple targets with its tandem ATGMs or hosing them down with its autocannon, but suffers from incredibly light protection: while the BMP-3 can often shrug off autocannon fire from the front, the BMD-4's front armour is not even proof to heavy machine guns. As such, it's best reserved for fearsome ambush attacks against unaware or distracted enemies.
  
 
== General info ==
 
== General info ==
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==== Ammunition ====
 
==== Ammunition ====
 +
 
* '''30 mm HE:''' {{Annotation|HEF-I*|High-explosive fragmentation incendiary (self-destroying)}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I*|High-explosive fragmentation incendiary (self-destroying)}}{{-}}{{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}
 
* '''30 mm HE:''' {{Annotation|HEF-I*|High-explosive fragmentation incendiary (self-destroying)}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-I*|High-explosive fragmentation incendiary (self-destroying)}}{{-}}{{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}
 
* '''30 mm APT:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}
 
* '''30 mm APT:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEF-T*|High-explosive fragmentation tracer (self-destroying)}}
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While the gun is stabilized, it is not a very good idea to rush uphill at full speed until gun drives were upgraded as the gun has poor depression and kicks upwards when the tank drives uphill. Without upgrades, it will not put itself back on target in time, and the tank can't sustain even accidental hits unlike the BMP-3.
 
While the gun is stabilized, it is not a very good idea to rush uphill at full speed until gun drives were upgraded as the gun has poor depression and kicks upwards when the tank drives uphill. Without upgrades, it will not put itself back on target in time, and the tank can't sustain even accidental hits unlike the BMP-3.
  
Gun itself can bring two different ammunition types into battle, although the choice are limited to chemical energy shells. The ammunition choices are: Slow HE (3OF70) , super slow HE (3OF32) and Tandem HEAT ATGM (9M117M1). It is only possible to take 4 ATGMs. Overall, it is similar to the BMP-3.
+
Gun itself can bring two different ammunition types into battle, although the choices are limited to chemical energy shells. The ammunition choices are: Slow HE (3OF70) , super slow HE (3OF32) and Tandem HEAT ATGM (9M117M1). It is only possible to take 4 ATGMs. Overall, it is similar to the BMP-3.
  
HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or to play in AB mode. Unlike with the BMP-3, it is also necessary to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are also very small and will often squeeze in-between ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the target. Overall, they can be used to harass other tanks out of cover (including ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is very awkward and slower than with the BMP-3).
+
HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or to play in AB mode. Just like the BMP-3, it is also need to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are also very small and will often squeeze in-between ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the target. Overall, they can be used to harass other tanks out of cover (including ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is very awkward and slower than with the BMP-3).
  
 
The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trick shots of any kind and require direct launch. Tandem missiles usually do not even require user to aim any more than in the enemy tanks direction. Missiles also have huge area of the blast wave, but BMD-4 cannot just destroy all of the surrounding cover as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.
 
The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trick shots of any kind and require direct launch. Tandem missiles usually do not even require user to aim any more than in the enemy tanks direction. Missiles also have huge area of the blast wave, but BMD-4 cannot just destroy all of the surrounding cover as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.
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In terms of what types of ammunition to bring in, two types of combination can be made between the standard HE shells and the ATGM, as {{PAGENAME}} can only bring two selected ammo into battle:
 
In terms of what types of ammunition to bring in, two types of combination can be made between the standard HE shells and the ATGM, as {{PAGENAME}} can only bring two selected ammo into battle:
 +
 
* ATGM + HE = the player can default to ATGM to react to armoured threats in a pinch, but switch over to HE shells to bombard the enemy from a distance if they are behind cover or in other similar situations. The HE shells can also be used to fight light tanks at close range, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so the faster 3OF70 HE shell might be a better choice sometimes.
 
* ATGM + HE = the player can default to ATGM to react to armoured threats in a pinch, but switch over to HE shells to bombard the enemy from a distance if they are behind cover or in other similar situations. The HE shells can also be used to fight light tanks at close range, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so the faster 3OF70 HE shell might be a better choice sometimes.
 
* HE + HE = Not recommended, as neither of the 100 mm HE shells could deal with most medium tanks directly. Enemies in general will show no mercy to a BMD-4 since they will always assume the BMD-4 is carrying a ATGM, so its best to respond to this threat with an ATGM rather than HE shells.
 
* HE + HE = Not recommended, as neither of the 100 mm HE shells could deal with most medium tanks directly. Enemies in general will show no mercy to a BMD-4 since they will always assume the BMD-4 is carrying a ATGM, so its best to respond to this threat with an ATGM rather than HE shells.
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{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="4" | [[2A70 (100 mm)|100 mm 2A70]] || colspan="4" | Reloading rate (seconds)
+
! colspan="4" | [[2A70 (100 mm)|100 mm 2A70]] || Reloading rate (seconds)
 
|-
 
|-
 
! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Capacity !! Vertical !! Horizontal !! Stabilizer
! Stock !! Full !! Expert !! Aced
+
!Autoloader
 
|-
 
|-
| 38 || -6°/+60° || ±180° || Two-plane || 5.00 || 5.00 || 5.00 || 5.00
+
| 38 || -6°/+60° || ±180° || Two-plane || 5.00  
 
|-
 
|-
 
|}
 
|}
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{{Specs-Tank-Weapon|3}}
 
{{Specs-Tank-Weapon|3}}
 
<!-- ''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|PKT (7.62 mm)}}
+
{{main|PKTM (7.62 mm)}}
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | [[PKT (7.62 mm)|7.62 mm PKT]]
+
! colspan="5" | [[PKTM (7.62 mm)|7.62 mm PKTM]]
 
|-
 
|-
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Coaxial || 2,000 (250) || 700 || N/A || N/A
+
| Coaxial || 2,000 (250) || 700 || - || -
 
|-
 
|-
 
|}
 
|}
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<!-- ''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).'' -->
  
;Arcade mode<nowiki>:</nowiki>
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'''Ground AB''':
  
 
There are two main ways to use BMD-4 efficiently, both involve using its high movement speed.
 
There are two main ways to use BMD-4 efficiently, both involve using its high movement speed.
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Second way is to deliberately give up working on a capture point and instead to do a deep flank around enemy team and unload BMD-4s entire arsenal onto enemy snipers. This works because BMD-4 moves insanely fast for a Soviet light tank and has ATGM which reloads almost as fast as the gun on the [[Object 906]], while being absolutely lethal regardless of the enemy tank armour level. If the range between your firing position and an enemy is more than 400 m, it is also possible to continue annoying them by launching 3OF32 at them over cover (swap main weapon towards 100 mm to acquire proper aim assist on the HE).
 
Second way is to deliberately give up working on a capture point and instead to do a deep flank around enemy team and unload BMD-4s entire arsenal onto enemy snipers. This works because BMD-4 moves insanely fast for a Soviet light tank and has ATGM which reloads almost as fast as the gun on the [[Object 906]], while being absolutely lethal regardless of the enemy tank armour level. If the range between your firing position and an enemy is more than 400 m, it is also possible to continue annoying them by launching 3OF32 at them over cover (swap main weapon towards 100 mm to acquire proper aim assist on the HE).
 +
 +
'''Ground RB'''
 +
 +
The BMD-4 is quite similar to the BMP-3 in terms of armament, but its ATGM autoloader and lightweight chassis lend it to more aggressive playstyles. 33 hp/ton and 70 km/h top speed in forward and reverse allow it to outrun almost any other tracked vehicle and it is not uncommon to be nearly halfway across the map by the time other vehicles have left their spawn zones. The best situation is to launch a surprise attack against enemies who are distracted by teammates and looking in other directions. Powerful, rapid-fire ATGMs and good optics allow the BMD-4 to clean up multiple targets before they understand what is happening and the BMD-4 can reverse out of trouble just as fast as it came the moment it attracts any attention. The reliable 30 mm autocannon is an effective supplement for side shots and light targets and should not be disregarded, especially as self protection when the ATGM is reloading. Knocking out a MBT's tracks, damaging its barrel, and destroying pintle-mounted HMGs will allow the BMD-4 to take its time with a follow up shot.
 +
 +
Avoid incoming fire at all costs. This is common advice for IFVs but even more so for the BMD-4, whose armour is not even completely immune to rifle-caliber machine guns. Just about any vehicle with an autocannon or HEAT rounds can knock out the BMD-4 instantly. This makes it less suitable for defensive roles than the BMP-3, whose decent frontal armour allows it to more comfortably engage targets aware of its presence.
 +
 +
Another factor to note is that the BMD-4 only carries four ATGMs total, compared to the capacity of eight for the BMP-3, and these can be depleted in potentially no time at all. Make every shot count, as the BMD-4 is much less formidable without its 9M117M1s, and head back to a capture point to reload before engaging in heated combat again.
 +
 +
Like the BMP-3, the BMD-4 can also be used as an ad-hoc mortar vehicle by using its HE shells for long-range indirect fire with the assistance of the scout UAV. When controlling the UAV, use the squad marker or drone target designation UI features to point at a static target of interest, then switch back to controlling the BMD-4 to line up the crosshairs with the bearing of the marker. Obtain an estimate of the distance by studying the game map or comparing the target position relative to the objective markers, then fire off a few HE rounds (typically 3OF70 due to its higher muzzle velocity and explosive yield) and return to the drone view to observe the impacts; make corrections for the next salvo as needed. Use cases where this method could be worth the effort include taking down SPAA vehicles hiding in the enemy spawn and light tanks/ATGM carriers that are entrenched in tricky positions. It may also be cathartic to rain shells on contested or occupied objective points because most of the distance is already known. The BMP-3 is slightly more effective for bombardment because its autoloader can reload HE shells in just 4 seconds compared to the BMD-4's 5 seconds, but the BMD could use its enhanced mobility to sneak into better or closer positions.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Moves quite fast even when stock, can drive fast in either direction unlike BMPs
+
* Moves quite fast even when stock, can drive equally fast in either direction unlike BMPs
* Autoloader with a 5-second reload for ATGMs (fastest ATGM reload, reloads faster than most conventional tanks as well)
+
* Autoloader with a speedy 5 second ATGM reload, faster than most conventional tank cannons as well
* Can fire on the move without restrictions
+
* ATGMs are quick, powerful, and can be fired on the move
* ATGMs start at near maximum speed, do very high damage on direct hit and have a wide blast and overpressure area
+
* HE rounds can overpressure turret roofs or be used to bombard static targets with indirect fire
* Commander can still fire weapons even if the gunner was shot
+
* Commander has CITV with thermal optics, can still fire weapons even if the gunner was shot
* Also can fire HE at enemy tank roofs by using laser rangefinder or AB aim assist
+
* Amphibious, safe if not particularly fast travel over waterways
* Also has an autocannon which can be fired along with the main weapon
 
* Can act as a scout and also has thermal scope, smoke grenades and ESS, which can be used to scout or fight
 
* Is amphibious, allowing safe travels over waterways
 
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Low armour protection, hull upper front plate can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
 
* Low armour protection, hull upper front plate can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
 +
* Autoloader HE reload is slightly slower than BMP-3
 
* Only 3 crew members
 
* Only 3 crew members
* Extremely awkward sight controls for HE - to even access it, user must swap main weapon to "secondary weapon" which disables the autocannon and MG completely
 
* While missiles high launch speed is good for sudden encounters and ambushes, it is near impossible to land a vertical shot with them, and HE needs quite some range to get on target, so if someone does area denial strategy at close range, BMD-4 can't do anything about it
 
 
* In AB, ATGM cannot be rearmed outside of a capture point, as BMD-4 counts as a normal tank
 
* In AB, ATGM cannot be rearmed outside of a capture point, as BMD-4 counts as a normal tank
  
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;Skins
 
;Skins
 +
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_bmd_4 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_bmd_4 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  

Latest revision as of 03:34, 26 August 2024

Rank 7 USA
F-5C Pack
BMD-4
ussr_bmd_4.png
GarageImage BMD-4.jpg
BMD-4
AB RB SB
9.0 9.3 9.3
Class:
Show in game
MARKET

Description

The BMD-4 is a Russian airborne infantry fighting vehicle developed after the collapse of the Soviet Union as a new entrant in the long-running BMD series. It uses the hull of the BMD-3, a limited production vehicle with a new chassis superior to the vintage BMD-1 chassis, and a new Bakcha-U turret with the same 100 mm + 30 mm cannon armament used by the full-size BMP-3 IFV, giving it an exceptionally heavy armament for its weight and role. Accepted into Russian service in 2004, BMD-4 production was stopped after a short initial production run due to economic difficulties. Years later, the streamlined BMD-4M with increased BMP-3 part commonality reentered production and service.

The BMD-4 was introduced during Update "Red Skies" as a reward for the 2021 Summer Landing event. In a simple comparison to its non-airborne relative with the same guns, the BMP-3, the BMD-4 has less armour, higher mobility, and a faster ATGM reload. It is extremely speedy in both forward and reverse and can easily make it to lucrative flank or overwatch positions, splashing multiple targets with its tandem ATGMs or hosing them down with its autocannon, but suffers from incredibly light protection: while the BMP-3 can often shrug off autocannon fire from the front, the BMD-4's front armour is not even proof to heavy machine guns. As such, it's best reserved for fearsome ambush attacks against unaware or distracted enemies.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull40 / 30 / 20
Turret40 / 20 / 20
Crew3 people
Visibility78 %

The BMD-4 is very poorly armoured. The front has an adequate armour thickness, but the upper front plate of the hull is more vulnerable than the turret or the lower front plate and allow for penetrations with 12.7 mm MG, even from afar. Autocannons are very likely to just shred this tank instantly, but how soon this happens depends on enemy attention span, autocannon rate of fire and where an enemy aims first.

Researching mobility modules adds some of them to the front of the tank, which reduces likelihood of taking overpressure damage from ATGMs and increases chances of blocking autocannon rounds when they hit the hull.

The roof is vulnerable to even HEAT overpressure and turret hits with chemical shells are very dangerous for this tank. It is easy for planes to strafe the BMD-4 from above for the same reason.

There are 3 crew members, both turret crew members can fire all weapons, so it is not enough to take out the gunner to stop BMD-4 and it will not just explode upon being hit like Shturm-S, so at the very least it can return fire after being hit.

Armour type:

  • Alloy ABT-102 (hull, turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 20 mm (62°) Upper glacis
40 mm (35°) Lower glacis - Top
23 mm (64°) Lower glacis - Bottom
40 mm Top - Front
20 mm Top - Centre
10 mm Top - Rear
20 mm Bottom
20 mm (46°) Bottom - Belly junction
10 mm 10 - 12 mm
Turret 40 mm (30-44°) Turret front
40 mm (cylindrical) Gun mantlet
20 mm 20 mm 10-12 mm

Notes:

  • Suspension wheels and torsion bars are 10 mm thick while tracks are 15 mm thick.
  • Belly armour is 12 mm thick.

Mobility

Amphibious
The design allows you to swim and control movement in the water
 
Controlled suspension
It is possible to adjust the ground clearance or more complex suspension positions
Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB78 / 78 km/h
RB and SB70 / 70 km/h
Number of gears5 forward
5 back
Weight13.6 t
Engine power
AB859 hp
RB and SB450 hp
Power-to-weight ratio
AB63.2 hp/t
RB and SB33.1 hp/t

The BMD-4 somewhat resembles BMP-2 in terms of mobility, but can drive equally fast in either direction and accelerates much faster.

It is possible to control the suspension on the BMD-4, but only a bit. Suspension controls allow to slightly tilt the BMD-4 forward or backwards or lower/raise the hull a bit. Tilting is mostly important for RB, where it helps the tank to gain more gun depression on a hill, but can also be used in AB to either hide the UFP or to prevent the gun from bouncing too high up while charging.

It also can swim, like other Soviet light tanks.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 78 78 13.6 697 859 51.25 63.16
Realistic 70 70 398 450 29.26 33.09

Modifications and economy

Repair costBasic → Reference
AB3 064 → 5 481 Sl icon.png
RB3 200 → 5 724 Sl icon.png
SB3 706 → 6 630 Sl icon.png
Total cost of modifications186 300 Rp icon.png
307 000 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 tank traks.png
Tracks
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank break.png
Brake System
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank filter.png
Filters
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 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:
2 600 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods engine smoke screen system.png
ESS
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 thermal sight.png
NVD
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods airstrike.png
Airstrike
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 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 scouting.png
Improved optics
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
30mm_2a42_APDS_ammo_pack
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
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

30 mm 2A72 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition500 rounds
Belt capacity250 rounds
Reload1.0 s
Fire rate330 shots/min
Vertical guidance-6° / 60°
Main article: 2A72 (30 mm)

The 30 mm fires the same shells as the BMP-2 autocannon does and is identical to the one on the BMP-3. There is only one rate of fire option for the cannon - which is relatively slow at 300 rounds per minute. Despite the low fire rate, it still fires faster than the one on the Warrior and if the player fires first, it can neutralize many light tanks at close to medium range before the BMD-4 is knocked out from their retaliatory fire.

The autocannon counts as the main weapon and 100 mm is fired with the "additional weapon" keybind. The aim assist and scope is, therefore, displayed for the 30 mm gun. While this is fine if the BMD-4 user uses an ATGM, but the only way to swap scope to acquire aim assist for the 100 mm gun to land precise hits with HE shells is to switch from the main weapon view to the secondary weapon view . This, unfortunately, breaks the weapon layout, and the 30 mm becomes unusable until the control scheme is reset.

30 mm 2A72 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 500 (250) 330 -6°/+60° ±180° Two-plane 57.1 79.1 96.0 106.2 112.9 1.30 1.15 1.06 1.00
Realistic 35.7 42.0 51.0 56.4 60.0

Ammunition

  • 30 mm HE: HEF-I* · AP-T · HEF-I* · HEF-T*
  • 30 mm APT: AP-T · AP-T · AP-T · HEF-T*
  • 30 mm APDS: APDS · APDS · APDS · APDS · HEF-T*

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEF-T* 9 8 7 5 4 3
HEF-I* 8 7 6 5 4 3
AP-T 65 63 53 44 36 29
APDS 82 81 79 75 72 69
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-T* 960 0.39 0.1 0.1 17.86 79° 80° 81°
HEF-I* 960 0.39 0.1 0.1 75.46 79° 80° 81°
AP-T 970 0.4 - - - 47° 60° 65°
APDS 1,120 0.3 - - - 75° 78° 80°

Ammo racks

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

Additional armament

100 mm 2A70 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition38 rounds
Reload5.0 s
Main article: 2A70 (100 mm)

The 100 mm of this tank is near identical to the one on the BMP-3. However, its autoloader can load ATGMs as well, removing the 28-second reload penalty which makes the BMP-3 unsuitable for skirmish, at a cost of 1 second of reload time overall.

While the gun is stabilized, it is not a very good idea to rush uphill at full speed until gun drives were upgraded as the gun has poor depression and kicks upwards when the tank drives uphill. Without upgrades, it will not put itself back on target in time, and the tank can't sustain even accidental hits unlike the BMP-3.

Gun itself can bring two different ammunition types into battle, although the choices are limited to chemical energy shells. The ammunition choices are: Slow HE (3OF70) , super slow HE (3OF32) and Tandem HEAT ATGM (9M117M1). It is only possible to take 4 ATGMs. Overall, it is similar to the BMP-3.

HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or to play in AB mode. Just like the BMP-3, it is also need to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are also very small and will often squeeze in-between ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the target. Overall, they can be used to harass other tanks out of cover (including ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is very awkward and slower than with the BMP-3).

The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trick shots of any kind and require direct launch. Tandem missiles usually do not even require user to aim any more than in the enemy tanks direction. Missiles also have huge area of the blast wave, but BMD-4 cannot just destroy all of the surrounding cover as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.

Ammunition rearm for 100 mm on a capture point takes about 6 seconds, which means that this tank can almost indefinitely spam ATGM at incoming enemies if its user can hold the line. Make sure to choose ATGM as the top ammunition in ammo distribution UI, as otherwise HE will be rearmed first.

Weapons are not rearmed outside of the capture point in AB, even if it only uses ATGMs, so the tank cannot be used as a standoff sniper in AB for long, but is rather to be sacrificed in a deep flank.

In terms of what types of ammunition to bring in, two types of combination can be made between the standard HE shells and the ATGM, as BMD-4 can only bring two selected ammo into battle:

  • ATGM + HE = the player can default to ATGM to react to armoured threats in a pinch, but switch over to HE shells to bombard the enemy from a distance if they are behind cover or in other similar situations. The HE shells can also be used to fight light tanks at close range, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so the faster 3OF70 HE shell might be a better choice sometimes.
  • HE + HE = Not recommended, as neither of the 100 mm HE shells could deal with most medium tanks directly. Enemies in general will show no mercy to a BMD-4 since they will always assume the BMD-4 is carrying a ATGM, so its best to respond to this threat with an ATGM rather than HE shells.
100 mm 2A70 Reloading rate (seconds)
Capacity Vertical Horizontal Stabilizer Autoloader
38 -6°/+60° ±180° Two-plane 5.00

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
3OF32 HE 31 31 31 31 31 31
3OF70 HE 36 36 36 36 36 36
9M117M1 ATGM (tandem) 750 750 750 750 750 750
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%
3OF32 HE 250 15.6 0.2 0.1 2.6 79° 80° 81°
3OF70 HE 355 13.41 0.2 0.1 3.54 79° 80° 81°
Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
9M117M1 ATGM (tandem) 370 5,500 18.8 0.4 0.01 4.77 80° 82° 90°

Ammo racks

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

Machine guns

7.62 mm PKTM machine gun (coaxial)
Ammunition2 000 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate700 shots/min
Main article: PKTM (7.62 mm)
7.62 mm PKTM
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (250) 700 - -

Usage in battles

Ground AB:

There are two main ways to use BMD-4 efficiently, both involve using its high movement speed.

First way is to attack into a capture point by using ATGM based loadout. BMD-4 cannot sustain frontal damage and can only take one hit before exploding. It is necessary to have high reaction time, good crew and the element of surprise. Try to arrive at the fighting location first and take cover at a suitable fighting position. If you want to do something extra, it is possible to tinker with suspension to lower BMD-4 hull even more to hide as much of the hull as possible.

There is also an option of attacking not the capture point itself, but to rush past it and to attack the first encounter group, preferably from a side. If you manage to pounce on them, it is possible to take out three tanks before other enemy tanks notice that something is wrong and destroy the BMD-4.

The reason why rushing in such a fragile tank is even a viable option is because that way BMD-4 can quickly rearm after fighting and either attack by spamming ATGMs from the cap or continue its conquest elsewhere.

Second way is to deliberately give up working on a capture point and instead to do a deep flank around enemy team and unload BMD-4s entire arsenal onto enemy snipers. This works because BMD-4 moves insanely fast for a Soviet light tank and has ATGM which reloads almost as fast as the gun on the Object 906, while being absolutely lethal regardless of the enemy tank armour level. If the range between your firing position and an enemy is more than 400 m, it is also possible to continue annoying them by launching 3OF32 at them over cover (swap main weapon towards 100 mm to acquire proper aim assist on the HE).

Ground RB

The BMD-4 is quite similar to the BMP-3 in terms of armament, but its ATGM autoloader and lightweight chassis lend it to more aggressive playstyles. 33 hp/ton and 70 km/h top speed in forward and reverse allow it to outrun almost any other tracked vehicle and it is not uncommon to be nearly halfway across the map by the time other vehicles have left their spawn zones. The best situation is to launch a surprise attack against enemies who are distracted by teammates and looking in other directions. Powerful, rapid-fire ATGMs and good optics allow the BMD-4 to clean up multiple targets before they understand what is happening and the BMD-4 can reverse out of trouble just as fast as it came the moment it attracts any attention. The reliable 30 mm autocannon is an effective supplement for side shots and light targets and should not be disregarded, especially as self protection when the ATGM is reloading. Knocking out a MBT's tracks, damaging its barrel, and destroying pintle-mounted HMGs will allow the BMD-4 to take its time with a follow up shot.

Avoid incoming fire at all costs. This is common advice for IFVs but even more so for the BMD-4, whose armour is not even completely immune to rifle-caliber machine guns. Just about any vehicle with an autocannon or HEAT rounds can knock out the BMD-4 instantly. This makes it less suitable for defensive roles than the BMP-3, whose decent frontal armour allows it to more comfortably engage targets aware of its presence.

Another factor to note is that the BMD-4 only carries four ATGMs total, compared to the capacity of eight for the BMP-3, and these can be depleted in potentially no time at all. Make every shot count, as the BMD-4 is much less formidable without its 9M117M1s, and head back to a capture point to reload before engaging in heated combat again.

Like the BMP-3, the BMD-4 can also be used as an ad-hoc mortar vehicle by using its HE shells for long-range indirect fire with the assistance of the scout UAV. When controlling the UAV, use the squad marker or drone target designation UI features to point at a static target of interest, then switch back to controlling the BMD-4 to line up the crosshairs with the bearing of the marker. Obtain an estimate of the distance by studying the game map or comparing the target position relative to the objective markers, then fire off a few HE rounds (typically 3OF70 due to its higher muzzle velocity and explosive yield) and return to the drone view to observe the impacts; make corrections for the next salvo as needed. Use cases where this method could be worth the effort include taking down SPAA vehicles hiding in the enemy spawn and light tanks/ATGM carriers that are entrenched in tricky positions. It may also be cathartic to rain shells on contested or occupied objective points because most of the distance is already known. The BMP-3 is slightly more effective for bombardment because its autoloader can reload HE shells in just 4 seconds compared to the BMD-4's 5 seconds, but the BMD could use its enhanced mobility to sneak into better or closer positions.

Pros and cons

Pros:

  • Moves quite fast even when stock, can drive equally fast in either direction unlike BMPs
  • Autoloader with a speedy 5 second ATGM reload, faster than most conventional tank cannons as well
  • ATGMs are quick, powerful, and can be fired on the move
  • HE rounds can overpressure turret roofs or be used to bombard static targets with indirect fire
  • Commander has CITV with thermal optics, can still fire weapons even if the gunner was shot
  • Amphibious, safe if not particularly fast travel over waterways

Cons:

  • Low armour protection, hull upper front plate can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
  • Autoloader HE reload is slightly slower than BMP-3
  • Only 3 crew members
  • In AB, ATGM cannot be rearmed outside of a capture point, as BMD-4 counts as a normal tank

History

Devblog

A complex of research aimed at increasing the combat effectiveness of the Soviet airborne combat vehicle named "Bakhcha-U" was carried out in the Tula Instrument Design Bureau in the second half of the 90's. As a result of the research, the Volgograd Tractor Plant presented an experimental BMD-4 combat vehicle with the Bakhcha-U module, which was put into service on the last day of 2004. An experimental batch of 60 vehicles was delivered to the 137th Guard Paratrooper Regiment for testing. Compared to the BMD-3, the new vehicle significantly surpassed it in terms of combat effectiveness and technical characteristics.

Much attention was paid to the complex of anti-tank armament - a 100 mm cannon-launcher could use guided missiles, including missiles with a tandem warhead. During the tests of the pilot batch, the manufacturer went bankrupt and Kurganmashzavod continued work on the vehicle. During the modernization, an improved version of the IFV was created, which entered service with the Russian army under the name BMD-4M.

Media

Skins

See also

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;
  • links to approximate analogues of other nations and research trees.

External links


USSR light tanks
T-26  T-26 · T-26 (1st Gv.T.Br.) · T-26-4 · T-26E
BT  BT-5 · RBT-5 · BT-7 · BT-7 TD · BT-7M · BT-7A (F-32)
T-50  T-126 · T-50
T-70  T-70 · T-80
PT-76  PT-76B · PT-76-57 · Object 906
BMP  BMP-1 · BMP-2 · BMP-2M · BMP-3
BMD  BMD-4
2S25  2S25 · 2S25M
Wheeled  BA-11 · BTR-80A
Other  T-60 · Object 685 · 2S38
China  ▂Type 62