Difference between revisions of "Bkan 1C"

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    unit_class:t="sw_bkan_1c"
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{{Specs-Card
    closed_waypoints:b=no
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|code=sw_bkan_1c
    isShipSpline:b=no
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
    shipTurnRadius:r=100
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}}
    weapons:t="sw_bkan_1c_default"
 
    bullets0:t="155mm_M107_HE"
 
    bullets1:t="155mm_M107_HE_PF"
 
    bullets2:t="155mm_M107_HE_PF_ammo_pack"
 
    bullets3:t=""
 
    bulletsCount0:i=0
 
    bulletsCount1:i=0
 
    bulletsCount2:i=0
 
    bulletsCount3:i=0
 
    crewSkillK:r=0
 
    applyAllMods:b=yes
 
  
    MAX = 14
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== 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.'' -->
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The '''bandkanon (bkan) 1C''' (''Bofors VK 155 S 62'') was a Self-Propelled Artillery Gun (SPAG) based on the [[Strv 103 (Family)|S-tank]] chassis, initially developed by Bofors from 1960 to 1965 as part of a longer Swedish Army project to develop a modern autoloading 155 mm-equipped SPAG. The initial bkan 1 version was delivered to the Swedish Army from 1965 to 1969 and used the strv 103A's underpowered powerpack, subsequently receiving the suffix A. In 1988, it was decided to upgrade the powerpack of the existing bkan 1A vehicles to the stronger strv 103C powerpack, redesignating them bkan 1C. However, only the piston engine was upgraded to C-standard in the end. The bkan 1 remained in service from 1967 to 2003, with a total of 26 units built over the years.
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Introduced in [[Update "Winged Lions"]], the Bkan 1C mounts a massive 155 mm cannon firing powerful HE and HE-VT shells. It has an extremely quick reload of 3.2s, but is otherwise extremely sluggish, has only -2 degrees of gun depression, thin armour, and only 14 rounds. The turret does not have full traverse, which means that the tank is not capable of looking backwards with its cannon without moving the chassis. The 155 mm shells are more than capable of destroying medium to light targets; however, heavier targets like the Ferdinand and the Maus can be much more difficult to destroy and require good shot placement. It is recommended to aim for the tops of tanks or their commander's cupola.
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== General info ==
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=== Survivability and 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.'' -->
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The inside of this vehicle is effectively split into 5 areas: engine, left tower, right tower, the gun, and the autoloader. The side armour and overall survivability is negligible and enemies should only be engaged frontally if at all possible.
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The engine compartment can deflect heavy MG fire, but autocannons fired straight at the LFP will probably penetrate the armour and immobilize the SPG. It is separated from the rest of the tank and is likely to block overpressure damage, as well as to stop APHE from reaching the fuel. The driver is also shielded with additional 5 mm RHA plates, so it is rare to lose him to a random shot. It is also rather rare for the enemies to focus on the engine when attacking frontally, as the giant gun is very distracting, but engine hits should be avoided, at least if the gun cannot attack the entirety of the enemy squad, as a lucky hit there can set everything on fire and stop ongoing repairs. If the source of the fires is indeed the engine, then it is possible to unload the entire autoloader onto the enemy before the fire even reaches the back crew due to the RHA plates in the way but, eventually, it must be dealt with.
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The towers on the sides of the back house two crew members each, the right tower also houses vertical gun drives. It is very important to keep the left tower hidden, as the gunner resides there, and neither of the towers can block HMG fire even at medium ranges, as they are completely flat. It is also possible to destroy the entire tank by hitting the bottom of the tower with extremely powerful APHE, or sufficiently strong HE/HESH, but the further the BR goes, the less tanks will be able to deal any significant damage with their default preloaded ammunition.
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[[File:Autoloader safety Bkan 1C.jpg|300px|thumb|right|While the practice of pulling the gun up while traveling is not common in WT tanking unlike with the real life, it is very useful for the {{PAGENAME}}, as it allows to hide the autoloader. Use "look around" button to lock the gun and to look around while driving.]]
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The gun is covered by a net and can only traverse along the hull. The net remains green even with the camouflages of different colour, which makes it quite visible. It is very rare to have the gun itself taken out, unless intentionally targeted, whether it's because the decoy took a hit instead, or because the enemy aimed at the gun breech instead. Because the gun looks incredibly intimidating, most people fire straight in the middle of the SPG and take out no crew and only damage the gun breech or the vertical drives (which can be repaired back almost immediately). When the gun breech is damaged, the gun is effectively out, as even after the field repair the gun will constantly jam and do nothing, so do not bother with it and do a manual repair, in which case at about 50% of breech repair progress it will stop failing to fire. For this reason, it is not recommended directly fighting SPAA or autocannon light tanks, because they are scared of this weapon more than anything else and can disable it even by accident.
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The autoloader is hidden on the top behind the gun. Unfortunately, it is placed very high and is generally exposed when fighting head-on. While it's extremely angled and will deflect stray shots, and the intentionally aimed ones are often absorbed by either the gun or the towers, it is not rare for some tanks to just fire at the autoloader and to actually hit it. Sometimes, if the SPG tries to rush through the fire without turning towards the enemy, an enemy APHE might not bounce off the chassis and instead overpenetrate the first armour layer and activate upon exiting the compartment, then sufficiently powerful explosion will detonate the autoloader, which is why any enemy should be faced head-on and any angles should be cut, if possible. If the gun breech was destroyed, the gun should be immediately pulled up to hide the autoloader behind the non-critical compartments, whether the SPG is retreating or doing a manual repair. (Refer to the picture for an example)
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Due to the compartment separation, a hull-down {{PAGENAME}} can bully APDS-equipped tanks by only exposing the right side and the gun, as they won't ever be able to deal any real damage unless they load HE/HESH or somehow land a hit on the autoloader. It's also possible to use negative inclination (by facing downhill) against such tanks to resist heavy machine guns, since they do not use APHE and aim for the crew or the autoloader, so the fuel explosion is unlikely and the SPG does not become any more exposed than it already is.
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When the autoloader is completely empty, it can work as a shield for the Bkan 1C. When completely pulled down to the ground (the gun is pulled up to the sky), the autoloader can stop any APHE or HE shells (even a direct hit from the [[G6]] won't penetrate) and might shatter small APDS rounds aimed at the SPG's hull. While it doesn't protect the entirety of the towers or the chassis bottom, the makeshift shield allows to use Bkan 1C as a point capture tank or a taunt device to some extent by driving backwards, as people generally think that the driver tries to escape, then shoot the autoloader, making them an easy target for others.
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'''Armour type:'''
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* Rolled homogeneous armour
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{| class="wikitable"
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|-
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! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
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|-
 +
| Hull || ___ mm || ___ mm ''Top'' <br> ___ mm ''Bottom'' || 15 mm || 10 - 15 mm
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|-
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| Turret || 20 mm ''Turret front'' <br> ___ mm ''Gun mantlet'' || ___ - ___ mm || 20 mm || 15 - 20 mm
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|-
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| Cupola || ___ mm || ___ mm || ___ mm || ___ mm
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|-
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|}
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'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
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<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
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=== Mobility ===
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{{Specs-Tank-Mobility}}
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
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{{tankMobility|abMinHp=852|rbMinHp=531}}
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The Bandkanon is slow, there is no way around it. Even at its best it is only as fast as a heavy tank and generally drives forward at 20 km/h on demand, then accelerates towards its maximum speed of around 30 km/h. Despite the reverse gear having similar top speed to the forward gears, the SPG will accelerate with it two to three times slower.
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The tank has neutral steering, but it's too slow to be relied on in the heat of battle. However, when the spaded {{PAGENAME}} reaches forward gear 5 it can spin around at ludicrous speeds and can effectively do 360 spins towards any tank that is attacking it. Unfortunately, it won't work if the SPG is stuck in the mud, and in RB it is generally only possible on clean flat surfaces (like any roads). For that reason, having maxed out "tank driving" crew skill is almost required to operate the {{PAGENAME}}.
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=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 
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== Armaments ==
 +
{{Specs-Tank-Armaments}}
 +
=== Main armament ===
 +
{{Specs-Tank-Weapon|1}}
 +
<!-- ''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|kan m/60 (155 mm)}}
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The {{PAGENAME}} can be effectively classified as an artillery tank, as it can only use a HE shell. Its gun has an insane 3.2-second automatic autoloader, which allows it to casually miss a shot only for the enemy tank to roll out into yet another HE aimed straight at the weak spot. No other heavy weapon reloads this fast. This also means that the only crew members truly important for the SPG are the driver and the gunner, as the reload time will always stay the same.
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The gun is very accurate even when stock and will only miss near-impossible shots, but has terrible optics. The gun is not stabilized, but with the maxed out targeting it's difficult to even notice, unless driving over terribly uneven terrain. This is highly contrasted with the [[Ikv 91]] which has all of the aiming devices in the world and great optics, but sometimes manages to miss regardless.
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The resupply time on a capture point is ~7 seconds. It's important to note that the gun's recoil is strong enough to break the manual repair and the resupply process on flat ground. This means, unfortunately, that it cannot just endlessly bombard an enemy team while reloading like some other tanks and can be eventually drained of all its ammunition, as it only has 14 shots. The only ways to counteract the recoil is to either angle the hull down on a slope or to support its back with something (for example, a building).
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Horizontally, the gun can only aim in front of the hull and won't go past the headlights (on the hull edges). For this reason it is necessary to face the enemy at all times, aside from the autoloader safety concerns.
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Vertically, the gun will easily go up as high as 40 degrees, which is usually enough, whether when attacking high ground, moving down, or shelling an enemy team from a capture point on another end of the map. It, however, will refuse to aim down more than 2 degrees and any fights against low ground or over uneven terrain should be avoided.
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Even if it's certain that the gun can indeed fire down from the chosen uneven position, avoid moving as to not accidentally lock the gun just a degree too high above the target. Avoid panicking, as the gun can and will reload faster than 99% of the enemies will be able to move out, unless they all do this simultaneously.
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The sgr m/60 HE shell has a muzzle velocity of a default APHE that most tanks use, which means that it is easier to aim than a regular HE shell, but also that if enemies can be aimed at, they can also aim at the {{PAGENAME}}, so retaliatory fire is inevitable.
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The only way to avoid a counter is to annihilate enemy tanks faster than they can fire, which heavy HE can do. However, HE can only deal with tanks via overpressure damage and will not simply instantly destroy heavy tanks if the blast wave won't hit their bottom (by attacking the track from underneath the tank itself), suspension, roof, or other weak spots. Some tanks are also built to deny such ammunition and should be avoided as much as possible.
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The HE-VT shell has very limited uses due to the muzzle velocity and ammunition load concerns, as well as the minimum range of 300 m for fuse activation, but the fuse only reacts to actual vehicles it passes and generally ignores terrain, and as such can be launched directly over rocky terrain. It will usually explode next to the middle of a tank, whether it flies above or passes the sides, which allows it to save the {{PAGENAME}} from light tanks when they are attacking from the low ground or over cover, as even an inaccurate proximity HE detonation can often destroy them. For the same reason it can be used to bombard SPAA or other lightly armoured SPGs when they are hiding behind a hill with various degree of effectiveness. In extreme cases, it can be used to get rid of a strafing aircraft, as the proximity fuse will make hitting it slightly easier (but will fail as soon as they fire anything besides cannons). Against medium (especially Soviet) and heavy tanks, as well as the tanks with the turret on the very back, the shell is far less valuable, as it has a rather unpredictable behaviour - if fired directly at the tank, it usually works as a normal HE shell, but it may also randomly detonate before it reaches the tank when fired at the turret roof.
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{| class="wikitable" style="text-align:center" width="100%"
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|-
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! colspan="5" | [[kan m/60 (155 mm)|155 mm kan m/60]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
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|-
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
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! Stock !! Upgraded !! Full !! Expert !! Aced
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! Stock !! Full !! Expert !! Aced
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|-
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! ''Arcade''
 +
| rowspan="2" | 14 || rowspan="2" | -2°/+38° || rowspan="2" | ±10° || rowspan="2" | N/A || 8.8 || 12.2 || 14.8 || 16.4 || 17.4 || rowspan="2" | 3.20 || rowspan="2" | 3.20 || rowspan="2" | 3.20 || rowspan="2" | 3.20
 +
|-
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! ''Realistic''
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| 5.9 || 7.0 || 8.5 || 9.4 || 10.0
 +
|-
 +
|}
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 +
==== Ammunition ====
 +
{{:kan m/60 (155 mm)/Ammunition|sgr m/60, zonar m/65}}
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==== [[Ammo racks]] ====
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<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
 +
<!-- '''Last updated:''' -->
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{| class="wikitable" style="text-align:center"
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|-
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! Full<br>ammo
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! 1st<br>rack empty
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! Visual<br>discrepancy
 +
|-
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| '''14''' || 1&nbsp;''(+13)'' || No
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|-
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|}
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== Usage in battles ==
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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).'' -->
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'''Arcade mode'''
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In general, even a stock {{PAGENAME}} can fight on a frontline and obliterate tanks from 500 m to 1,500 m alike, but until the "parts" are researched, it is best to stick with allies or a capture point as much as possible despite low maximum speed. This is due to enemies instinctively (or by aim assist) spam firing into the gun breech, which will leave the SPG useless until it is repaired.
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The stock {{PAGENAME}} is rather sluggish and you probably should park in such a way that allows it to back off. The main way to fight is to present the right side to the enemy and try to explode them before they manage anything. That way, they will fire at the commander tower and technically waste a shot (with maybe disabling the turret drive, which can be repaired back almost instantly), or fire at the gun and only damage the gun breech, so you can promptly run away and/or repair (do not forget to immediately pull the gun up when doing so to avoid being shot into autoloader and destroyed). If the enemy fires HE/HESH shells, you were simply out of luck to begin with.
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[[File:Bkan works as a bait.jpg|thumb|right|If completely out of ammo, consider being a bait. If you hide the gunner and the driver well, Bkan can survive up to 30 shots from 5 tanks at once depending on the quality of angling technique, cover or even plain luck.]]
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Eventually, you want to end up on a capture point to reload. Try to plan your ammunition spending if you aren't being ambushed at literally every step, so that you can have at least 4 shells to clear a capture point. Do not get too enthusiastic with shelling a random [[Leopard 1]] across the map - even though it makes its job infinitely more frustrating and risky, it's not worth being obliterated by an enemy on or around a cap due to a lack of ammunition.
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Try to avoid being flanked, but if that's impossible, or you see via "radio communication" that someone is very eager to flank and obliterate you specifically, drive forward until you hit the gear 5, then let go of the accelerator and turn. Initially the move will be rather sloppy, but when the {{PAGENAME}} is spaded and the crew driving skill is maxed out this trick will allow it to spin 90 degrees near instantaneously and to continue spinning for almost 300 degrees on flat terrain, allowing you to potentially obliterate several tanks in a 360-no-scope manner.
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The gun is bad when fighting over hills due to poor gun depression, unlike early Sweden tanks, so it's better to attack from low ground, go into a city or to just start counter-sniping from long range (preferably with a capture point nearby and with accuracy upgrades, but can be done even from the spawn if you can tolerate the poor optics quality). The hills still can protect the autoloader when the gun is pulled up, at the cost of stealth.
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While the gun can literally liquefy any tank by just randomly firing at it, try to retain patience and upon the first miss try to aim better while the gun reloads, if not for your own safety, then to conserve ammunition. Avoid fighting over cluttered streets or forests, unless firing straight from the capture point to waste less ammunition, as the {{PAGENAME}} does not have an MG to clean the shell flight path. Do not attack kinetic shell-armed tanks over a cluttered street if you aren't sure you can annihilate them within 2-3 shots, even if they do not see you. Even the densest tanker will notice that something explodes next to them when it happens for the 5th time.
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When fighting heavy tanks, you can try to pretend that you are weak and bait them into chasing you, then attack their bottom by attacking the tracks, as it's the easiest, and sometimes safest, way to destroy them. If that's impossible just attack their roof (by hitting the commander cupola, for example). Area denial also works well against ATGM light tanks, such as [[BMP-1]], because being attacked by an ATGM means almost certain death to the {{PAGENAME}} due to how its armour works.
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When it is necessary to attack into ATGM tanks, consider relying on HE-VT and remember of its limitations - it might be okay to check on suspected ATGM carriers by baiting them from a kilometre away, then shooting down the missile, reloading and shelling the opponent into submission, but it is not okay to rush into an IFV nest at ranges below 300 m, as the shells will not be able to compensate for poor quick aim, and the scout tanks probably already know you are there, so you will not have the time to aim better.
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Do remember that a lot of German players on rank IV love to whip out their obsolete toys just to trash an opponent that bested them and SPGs like [[8,8 cm Flak 37 Sfl.]] or [[15cm sIG 33 B Sfl]] are insanely dangerous, both due to being nearly indestructible by normal means (leaving you to be the only one to be able to deal with them in one shot in an average team) and due to being able to fire lethal APHE or HE shots at angles at which the {{PAGENAME}} cannot fire back directly (due to the increased muzzle velocity of its HE). Use HE-VT to destroy them as soon as possible if you have one.
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'''Notable enemies'''
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The [[Jagdpanther]] will sustain HE shells with its front glacis and it's very difficult to hit its roof because HE-VT almost always detonates too early. At close range, its bottom armour can be attacked with normal HE shells by hitting the tracks from underneath it. Avoid attacking into the high ground or hull-down position if it is there, you won't win.
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Many American rank V medium/heavy tanks receive upgraded roof armour, which is often able to withstand HE shells unless hit straight into the commander cupola or inner sides of the tracks, and all American tanks have 12.7 mm HMG on top of them (and almost all US commanders use them immediately upon seeing any tank), which is effectively a death sentence if they can see the gunner tower. [[T32E1]] is a heavy tank with extra steps against HE shells; [[T29]] can survive a lot of roof-shot attempts despite being technically vulnerable; [[M48A1]] (which is also used by other nations and is often seen when playing against Germany) is only really vulnerable to cupola shots or from the sides.
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=== Pros and cons ===
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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".'' -->
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'''Pros:'''
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* 3.2-second autoloader on a 155 mm weapon. There is no other big weapon reloading faster than this currently in the game
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** Can easily range find by main cannon, firing, checking where it lands and shooting again
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* It is difficult to take this SPG out with a single shot with kinetic shells from the front unless the ammo rack is detonated
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** Crew is somewhat spread out, meaning single APDS and APFSDS shots are unlikely to hit all of them
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* HE shells have higher muzzle velocity than the ones of the competition, making them easier to aim
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* Can carry HE-VT shells, which, combined with the fire rate, make it extremely lethal at BR 8+ (rank VI for other nations), where the light tanks are abundant
 +
 
 +
 
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'''Cons:'''
 +
 
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* Only 14 rounds
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* Ammo rack is exposed and quite prominent even from the front
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* Gun recoil strong enough to stop manual repair and resupply on a capture point, unless suppressed
 +
* Very poor gun depression, limiting its use as a close-range support
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* Poor gunsight zoom of X4
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* Armour will not sustain autocannon fire, can be vulnerable to HMG at close to medium range, vulnerable to chemical rounds
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* No turret, which is a downside for a tank forced to fight at a close to medium range, and is very vulnerable when its tracks are destroyed
 +
* Many enemy tanks within natural BR range are built to survive HE attacks
 +
* sgr m/60 (PF) shells lack smart proximity fuse and can explode near the ground.
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== History ==
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<!-- ''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).'' -->
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=== [[wt:en/news/7462-development-bandkanon-1c-the-nordic-doomsday-weapon-en|Devblog]] ===
 +
In the late 1950's, Swedish engineers began work on a new self-propelled artillery unit, taking design choices proven from the previous Kranvagn experimental project and combining them with the modified chassis of the Strv 103A. The result of this undertaking was the Bandkanon 1, whose first prototype underwent testing in the early 1960's.
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By 1963, serial production of the vehicle began with an initial order of 26 vehicles. Upon entering service, the Bandkanon 1 managed to set a world record for fire rate thanks to its autoloading mechanism. In fact, when firing at maximum range, the vehicle was capable of emptying its whole magazine before the first round fired even impacted, thus setting a world record for fire rate.
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The 26 Bandkanon 1s were commissioned into service with artillery divisions in Norrland and remained in service there up until 2003 before being retired from active service.
 +
 
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== Media ==
 +
<!-- ''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=sw_bkan_1c Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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;Videos
 +
{{Youtube-gallery|W5H0nKBkniA|'''The Shooting Range #289''' - ''Metal Beasts'' section at 00:27 discusses the {{PAGENAME}}.}}
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== See also ==
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<!-- ''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;''
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* ''links to approximate analogues of other nations and research trees.'' -->
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* [[2S3M]]
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* [[Type 75 SPH]]
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== External links ==
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<!-- ''Paste links to sources and external resources, such as:''
 +
* ''topic on the official game forum;''
 +
* ''other literature.'' -->
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 +
* [[wt:en/news/7462-development-bandkanon-1c-the-nordic-doomsday-weapon-en|[Devblog] Bandkanon 1C: The Nordic Doomsday Weapon]]
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 +
{{TankManufacturer AB Bofors}}
 +
{{Sweden tank destroyers}}

Latest revision as of 09:30, 8 September 2024

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
sw_bkan_1c.png
GarageImage Bkan 1C.jpg
ArtImage Bkan 1C.png
Bkan 1C
AB RB SB
7.0 6.7 6.7
Research:71 000 Specs-Card-Exp.png
Purchase:210 000 Specs-Card-Lion.png
Show in game

Description

The bandkanon (bkan) 1C (Bofors VK 155 S 62) was a Self-Propelled Artillery Gun (SPAG) based on the S-tank chassis, initially developed by Bofors from 1960 to 1965 as part of a longer Swedish Army project to develop a modern autoloading 155 mm-equipped SPAG. The initial bkan 1 version was delivered to the Swedish Army from 1965 to 1969 and used the strv 103A's underpowered powerpack, subsequently receiving the suffix A. In 1988, it was decided to upgrade the powerpack of the existing bkan 1A vehicles to the stronger strv 103C powerpack, redesignating them bkan 1C. However, only the piston engine was upgraded to C-standard in the end. The bkan 1 remained in service from 1967 to 2003, with a total of 26 units built over the years.

Introduced in Update "Winged Lions", the Bkan 1C mounts a massive 155 mm cannon firing powerful HE and HE-VT shells. It has an extremely quick reload of 3.2s, but is otherwise extremely sluggish, has only -2 degrees of gun depression, thin armour, and only 14 rounds. The turret does not have full traverse, which means that the tank is not capable of looking backwards with its cannon without moving the chassis. The 155 mm shells are more than capable of destroying medium to light targets; however, heavier targets like the Ferdinand and the Maus can be much more difficult to destroy and require good shot placement. It is recommended to aim for the tops of tanks or their commander's cupola.

General info

Survivability and armour

Armourfront / side / back
Hull15 / 15 / 15
Turret20 / 20 / 20
Crew5 people
Visibility115 %

The inside of this vehicle is effectively split into 5 areas: engine, left tower, right tower, the gun, and the autoloader. The side armour and overall survivability is negligible and enemies should only be engaged frontally if at all possible.

The engine compartment can deflect heavy MG fire, but autocannons fired straight at the LFP will probably penetrate the armour and immobilize the SPG. It is separated from the rest of the tank and is likely to block overpressure damage, as well as to stop APHE from reaching the fuel. The driver is also shielded with additional 5 mm RHA plates, so it is rare to lose him to a random shot. It is also rather rare for the enemies to focus on the engine when attacking frontally, as the giant gun is very distracting, but engine hits should be avoided, at least if the gun cannot attack the entirety of the enemy squad, as a lucky hit there can set everything on fire and stop ongoing repairs. If the source of the fires is indeed the engine, then it is possible to unload the entire autoloader onto the enemy before the fire even reaches the back crew due to the RHA plates in the way but, eventually, it must be dealt with.

The towers on the sides of the back house two crew members each, the right tower also houses vertical gun drives. It is very important to keep the left tower hidden, as the gunner resides there, and neither of the towers can block HMG fire even at medium ranges, as they are completely flat. It is also possible to destroy the entire tank by hitting the bottom of the tower with extremely powerful APHE, or sufficiently strong HE/HESH, but the further the BR goes, the less tanks will be able to deal any significant damage with their default preloaded ammunition.

While the practice of pulling the gun up while traveling is not common in WT tanking unlike with the real life, it is very useful for the Bkan 1C, as it allows to hide the autoloader. Use "look around" button to lock the gun and to look around while driving.

The gun is covered by a net and can only traverse along the hull. The net remains green even with the camouflages of different colour, which makes it quite visible. It is very rare to have the gun itself taken out, unless intentionally targeted, whether it's because the decoy took a hit instead, or because the enemy aimed at the gun breech instead. Because the gun looks incredibly intimidating, most people fire straight in the middle of the SPG and take out no crew and only damage the gun breech or the vertical drives (which can be repaired back almost immediately). When the gun breech is damaged, the gun is effectively out, as even after the field repair the gun will constantly jam and do nothing, so do not bother with it and do a manual repair, in which case at about 50% of breech repair progress it will stop failing to fire. For this reason, it is not recommended directly fighting SPAA or autocannon light tanks, because they are scared of this weapon more than anything else and can disable it even by accident.

The autoloader is hidden on the top behind the gun. Unfortunately, it is placed very high and is generally exposed when fighting head-on. While it's extremely angled and will deflect stray shots, and the intentionally aimed ones are often absorbed by either the gun or the towers, it is not rare for some tanks to just fire at the autoloader and to actually hit it. Sometimes, if the SPG tries to rush through the fire without turning towards the enemy, an enemy APHE might not bounce off the chassis and instead overpenetrate the first armour layer and activate upon exiting the compartment, then sufficiently powerful explosion will detonate the autoloader, which is why any enemy should be faced head-on and any angles should be cut, if possible. If the gun breech was destroyed, the gun should be immediately pulled up to hide the autoloader behind the non-critical compartments, whether the SPG is retreating or doing a manual repair. (Refer to the picture for an example)

Due to the compartment separation, a hull-down Bkan 1C can bully APDS-equipped tanks by only exposing the right side and the gun, as they won't ever be able to deal any real damage unless they load HE/HESH or somehow land a hit on the autoloader. It's also possible to use negative inclination (by facing downhill) against such tanks to resist heavy machine guns, since they do not use APHE and aim for the crew or the autoloader, so the fuel explosion is unlikely and the SPG does not become any more exposed than it already is.

When the autoloader is completely empty, it can work as a shield for the Bkan 1C. When completely pulled down to the ground (the gun is pulled up to the sky), the autoloader can stop any APHE or HE shells (even a direct hit from the G6 won't penetrate) and might shatter small APDS rounds aimed at the SPG's hull. While it doesn't protect the entirety of the towers or the chassis bottom, the makeshift shield allows to use Bkan 1C as a point capture tank or a taunt device to some extent by driving backwards, as people generally think that the driver tries to escape, then shoot the autoloader, making them an easy target for others.

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
15 mm 10 - 15 mm
Turret 20 mm Turret front
___ mm Gun mantlet
___ - ___ mm 20 mm 15 - 20 mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB33 / 33 km/h
RB and SB31 / 31 km/h
Number of gears6 forward
6 back
Weight53.0 t
Engine power
AB1 145 hp
RB and SB600 hp
Power-to-weight ratio
AB21.6 hp/t
RB and SB11.3 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 33 33 53 852 1,145 16.08 21.6
Realistic 31 31 531 600 10.02 11.32

The Bandkanon is slow, there is no way around it. Even at its best it is only as fast as a heavy tank and generally drives forward at 20 km/h on demand, then accelerates towards its maximum speed of around 30 km/h. Despite the reverse gear having similar top speed to the forward gears, the SPG will accelerate with it two to three times slower.

The tank has neutral steering, but it's too slow to be relied on in the heat of battle. However, when the spaded Bkan 1C reaches forward gear 5 it can spin around at ludicrous speeds and can effectively do 360 spins towards any tank that is attacking it. Unfortunately, it won't work if the SPG is stuck in the mud, and in RB it is generally only possible on clean flat surfaces (like any roads). For that reason, having maxed out "tank driving" crew skill is almost required to operate the Bkan 1C.

Modifications and economy

Repair costBasic → Reference
AB4 257 → 5 265 Sl icon.png
RB4 630 → 5 727 Sl icon.png
SB6 626 → 8 196 Sl icon.png
Total cost of modifications61 500 Rp icon.png
102 800 Sl icon.png
Talisman cost1 800 Ge icon.png
Crew training61 000 Sl icon.png
Experts210 000 Sl icon.png
Aces890 Ge icon.png
Research Aces570 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 200 / 250 % Sl icon.png
178 / 178 / 178 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
4 100 Rp icon.png
Cost:
6 800 Sl icon.png
170 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
145 Ge icon.png
Mods new tank break.png
Brake System
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
145 Ge icon.png
Mods new tank filter.png
Filters
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
160 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
10 000 Rp icon.png
Cost:
17 000 Sl icon.png
420 Ge icon.png
Mods new tank engine.png
Engine
Research:
10 000 Rp icon.png
Cost:
17 000 Sl icon.png
420 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 100 Rp icon.png
Cost:
6 800 Sl icon.png
170 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
145 Ge icon.png
Mods tank reinforcement sw.png
Crew Replenishment
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
160 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
4 100 Rp icon.png
Cost:
6 800 Sl icon.png
170 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
3 500 Rp icon.png
Cost:
5 800 Sl icon.png
145 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
160 Ge icon.png
Mods tank ammo.png
155mm_M107_HE_PF_ammo_pack
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
160 Ge icon.png

Armaments

Main armament

155 mm kan m/60 cannon
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition14 rounds
Reload3.2 s
Vertical guidance-3° / 40°
Horizontal guidance-15° / 15°
Main article: kan m/60 (155 mm)

The Bkan 1C can be effectively classified as an artillery tank, as it can only use a HE shell. Its gun has an insane 3.2-second automatic autoloader, which allows it to casually miss a shot only for the enemy tank to roll out into yet another HE aimed straight at the weak spot. No other heavy weapon reloads this fast. This also means that the only crew members truly important for the SPG are the driver and the gunner, as the reload time will always stay the same.

The gun is very accurate even when stock and will only miss near-impossible shots, but has terrible optics. The gun is not stabilized, but with the maxed out targeting it's difficult to even notice, unless driving over terribly uneven terrain. This is highly contrasted with the Ikv 91 which has all of the aiming devices in the world and great optics, but sometimes manages to miss regardless.

The resupply time on a capture point is ~7 seconds. It's important to note that the gun's recoil is strong enough to break the manual repair and the resupply process on flat ground. This means, unfortunately, that it cannot just endlessly bombard an enemy team while reloading like some other tanks and can be eventually drained of all its ammunition, as it only has 14 shots. The only ways to counteract the recoil is to either angle the hull down on a slope or to support its back with something (for example, a building).

Horizontally, the gun can only aim in front of the hull and won't go past the headlights (on the hull edges). For this reason it is necessary to face the enemy at all times, aside from the autoloader safety concerns.

Vertically, the gun will easily go up as high as 40 degrees, which is usually enough, whether when attacking high ground, moving down, or shelling an enemy team from a capture point on another end of the map. It, however, will refuse to aim down more than 2 degrees and any fights against low ground or over uneven terrain should be avoided.

Even if it's certain that the gun can indeed fire down from the chosen uneven position, avoid moving as to not accidentally lock the gun just a degree too high above the target. Avoid panicking, as the gun can and will reload faster than 99% of the enemies will be able to move out, unless they all do this simultaneously.

The sgr m/60 HE shell has a muzzle velocity of a default APHE that most tanks use, which means that it is easier to aim than a regular HE shell, but also that if enemies can be aimed at, they can also aim at the Bkan 1C, so retaliatory fire is inevitable.

The only way to avoid a counter is to annihilate enemy tanks faster than they can fire, which heavy HE can do. However, HE can only deal with tanks via overpressure damage and will not simply instantly destroy heavy tanks if the blast wave won't hit their bottom (by attacking the track from underneath the tank itself), suspension, roof, or other weak spots. Some tanks are also built to deny such ammunition and should be avoided as much as possible.

The HE-VT shell has very limited uses due to the muzzle velocity and ammunition load concerns, as well as the minimum range of 300 m for fuse activation, but the fuse only reacts to actual vehicles it passes and generally ignores terrain, and as such can be launched directly over rocky terrain. It will usually explode next to the middle of a tank, whether it flies above or passes the sides, which allows it to save the Bkan 1C from light tanks when they are attacking from the low ground or over cover, as even an inaccurate proximity HE detonation can often destroy them. For the same reason it can be used to bombard SPAA or other lightly armoured SPGs when they are hiding behind a hill with various degree of effectiveness. In extreme cases, it can be used to get rid of a strafing aircraft, as the proximity fuse will make hitting it slightly easier (but will fail as soon as they fire anything besides cannons). Against medium (especially Soviet) and heavy tanks, as well as the tanks with the turret on the very back, the shell is far less valuable, as it has a rather unpredictable behaviour - if fired directly at the tank, it usually works as a normal HE shell, but it may also randomly detonate before it reaches the tank when fired at the turret roof.

155 mm kan m/60 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 14 -2°/+38° ±10° N/A 8.8 12.2 14.8 16.4 17.4 3.20 3.20 3.20 3.20
Realistic 5.9 7.0 8.5 9.4 10.0

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
sgr m/60 HE 58 58 58 58 58 58
sgr m/60 (PF) HE-VT 58 58 58 58 58 58
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
sgr m/60 HE 850 48 0.3 0.1 - - 7.5 79° 80° 81°
sgr m/60 (PF) HE-VT 850 48 0.3 0.1 300 3 7.5 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
Visual
discrepancy
14 (+13) No

Usage in battles

Arcade mode

In general, even a stock Bkan 1C can fight on a frontline and obliterate tanks from 500 m to 1,500 m alike, but until the "parts" are researched, it is best to stick with allies or a capture point as much as possible despite low maximum speed. This is due to enemies instinctively (or by aim assist) spam firing into the gun breech, which will leave the SPG useless until it is repaired.

The stock Bkan 1C is rather sluggish and you probably should park in such a way that allows it to back off. The main way to fight is to present the right side to the enemy and try to explode them before they manage anything. That way, they will fire at the commander tower and technically waste a shot (with maybe disabling the turret drive, which can be repaired back almost instantly), or fire at the gun and only damage the gun breech, so you can promptly run away and/or repair (do not forget to immediately pull the gun up when doing so to avoid being shot into autoloader and destroyed). If the enemy fires HE/HESH shells, you were simply out of luck to begin with.

If completely out of ammo, consider being a bait. If you hide the gunner and the driver well, Bkan can survive up to 30 shots from 5 tanks at once depending on the quality of angling technique, cover or even plain luck.

Eventually, you want to end up on a capture point to reload. Try to plan your ammunition spending if you aren't being ambushed at literally every step, so that you can have at least 4 shells to clear a capture point. Do not get too enthusiastic with shelling a random Leopard 1 across the map - even though it makes its job infinitely more frustrating and risky, it's not worth being obliterated by an enemy on or around a cap due to a lack of ammunition.

Try to avoid being flanked, but if that's impossible, or you see via "radio communication" that someone is very eager to flank and obliterate you specifically, drive forward until you hit the gear 5, then let go of the accelerator and turn. Initially the move will be rather sloppy, but when the Bkan 1C is spaded and the crew driving skill is maxed out this trick will allow it to spin 90 degrees near instantaneously and to continue spinning for almost 300 degrees on flat terrain, allowing you to potentially obliterate several tanks in a 360-no-scope manner.

The gun is bad when fighting over hills due to poor gun depression, unlike early Sweden tanks, so it's better to attack from low ground, go into a city or to just start counter-sniping from long range (preferably with a capture point nearby and with accuracy upgrades, but can be done even from the spawn if you can tolerate the poor optics quality). The hills still can protect the autoloader when the gun is pulled up, at the cost of stealth.

While the gun can literally liquefy any tank by just randomly firing at it, try to retain patience and upon the first miss try to aim better while the gun reloads, if not for your own safety, then to conserve ammunition. Avoid fighting over cluttered streets or forests, unless firing straight from the capture point to waste less ammunition, as the Bkan 1C does not have an MG to clean the shell flight path. Do not attack kinetic shell-armed tanks over a cluttered street if you aren't sure you can annihilate them within 2-3 shots, even if they do not see you. Even the densest tanker will notice that something explodes next to them when it happens for the 5th time.

When fighting heavy tanks, you can try to pretend that you are weak and bait them into chasing you, then attack their bottom by attacking the tracks, as it's the easiest, and sometimes safest, way to destroy them. If that's impossible just attack their roof (by hitting the commander cupola, for example). Area denial also works well against ATGM light tanks, such as BMP-1, because being attacked by an ATGM means almost certain death to the Bkan 1C due to how its armour works.

When it is necessary to attack into ATGM tanks, consider relying on HE-VT and remember of its limitations - it might be okay to check on suspected ATGM carriers by baiting them from a kilometre away, then shooting down the missile, reloading and shelling the opponent into submission, but it is not okay to rush into an IFV nest at ranges below 300 m, as the shells will not be able to compensate for poor quick aim, and the scout tanks probably already know you are there, so you will not have the time to aim better.

Do remember that a lot of German players on rank IV love to whip out their obsolete toys just to trash an opponent that bested them and SPGs like 8,8 cm Flak 37 Sfl. or 15cm sIG 33 B Sfl are insanely dangerous, both due to being nearly indestructible by normal means (leaving you to be the only one to be able to deal with them in one shot in an average team) and due to being able to fire lethal APHE or HE shots at angles at which the Bkan 1C cannot fire back directly (due to the increased muzzle velocity of its HE). Use HE-VT to destroy them as soon as possible if you have one.

Notable enemies

The Jagdpanther will sustain HE shells with its front glacis and it's very difficult to hit its roof because HE-VT almost always detonates too early. At close range, its bottom armour can be attacked with normal HE shells by hitting the tracks from underneath it. Avoid attacking into the high ground or hull-down position if it is there, you won't win.

Many American rank V medium/heavy tanks receive upgraded roof armour, which is often able to withstand HE shells unless hit straight into the commander cupola or inner sides of the tracks, and all American tanks have 12.7 mm HMG on top of them (and almost all US commanders use them immediately upon seeing any tank), which is effectively a death sentence if they can see the gunner tower. T32E1 is a heavy tank with extra steps against HE shells; T29 can survive a lot of roof-shot attempts despite being technically vulnerable; M48A1 (which is also used by other nations and is often seen when playing against Germany) is only really vulnerable to cupola shots or from the sides.

Pros and cons

Pros:

  • 3.2-second autoloader on a 155 mm weapon. There is no other big weapon reloading faster than this currently in the game
    • Can easily range find by main cannon, firing, checking where it lands and shooting again
  • It is difficult to take this SPG out with a single shot with kinetic shells from the front unless the ammo rack is detonated
    • Crew is somewhat spread out, meaning single APDS and APFSDS shots are unlikely to hit all of them
  • HE shells have higher muzzle velocity than the ones of the competition, making them easier to aim
  • Can carry HE-VT shells, which, combined with the fire rate, make it extremely lethal at BR 8+ (rank VI for other nations), where the light tanks are abundant


Cons:

  • Only 14 rounds
  • Ammo rack is exposed and quite prominent even from the front
  • Gun recoil strong enough to stop manual repair and resupply on a capture point, unless suppressed
  • Very poor gun depression, limiting its use as a close-range support
  • Poor gunsight zoom of X4
  • Armour will not sustain autocannon fire, can be vulnerable to HMG at close to medium range, vulnerable to chemical rounds
  • No turret, which is a downside for a tank forced to fight at a close to medium range, and is very vulnerable when its tracks are destroyed
  • Many enemy tanks within natural BR range are built to survive HE attacks
  • sgr m/60 (PF) shells lack smart proximity fuse and can explode near the ground.

History

Devblog

In the late 1950's, Swedish engineers began work on a new self-propelled artillery unit, taking design choices proven from the previous Kranvagn experimental project and combining them with the modified chassis of the Strv 103A. The result of this undertaking was the Bandkanon 1, whose first prototype underwent testing in the early 1960's.

By 1963, serial production of the vehicle began with an initial order of 26 vehicles. Upon entering service, the Bandkanon 1 managed to set a world record for fire rate thanks to its autoloading mechanism. In fact, when firing at maximum range, the vehicle was capable of emptying its whole magazine before the first round fired even impacted, thus setting a world record for fire rate.

The 26 Bandkanon 1s were commissioned into service with artillery divisions in Norrland and remained in service there up until 2003 before being retired from active service.

Media

Skins
Videos

See also

External links


AB Bofors
MBTs 
Strv 103  Strv 103-0 · Strv 103A · Strv 103С
Tank Destroyers  SAV 20.12.48 · Bkan 1C
SPAA  Lvkv 42
Radar  VEAK 40
SAM  ASRAD-R*
See Also  BAE Systems AB
  *Saab Bofors Dynamics

Sweden tank destroyers
Strv m/41 derivatives  Spj fm/43-44 · Sav m/43 (1944) · Sav m/43 (1946) · Pvkv II · Pvkv III
Ikv 72/103  Ikv 72 · Ikv 103
Pvkv m/43  Pvkv m/43 (1946) · Pvkv m/43 (1963)
ATGM  UDES 33 · Pbv 302 (BILL) · Pvrbv 551
Other  SAV 20.12.48 · Bkan 1C
Norway  VIDAR