Difference between revisions of "FIAT 6614"

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m (This doesn't make sense, this vehicle isn't amphibious, this means it can't shoot while it is drowning. so i can just add this to most vehicles!)
 
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* The belly is 8 mm thick.
 
* The belly is 8 mm thick.
  
The {{PAGENAME}} has almost no armour, like other vehicles in the Italian tree, and with that very low survivability. Anything that hits a side shot will knock out at least one crew member, while a frontal or rear shot will incapacitate a minimum of 3 crew, enough to take the player back to the hangar.
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The {{PAGENAME}} has almost no armour, like other vehicles in the Italian tree, and with that very low survivability. Anything that hits a glancing side shot will likely knock out at least one crew member, while a frontal or rear shot will incapacitate a minimum of 3 crew, enough to take the player back to the hangar. It goes without saying, that the entire car is vulnerable to overpressure damage.
  
The average effective thickness changes depending on where the {{PAGENAME}} is shot from. At the front, it ranges from 15-20 mm thick, although the front-facing window of the driver's hatch does only give 9 mm of armour between a machine gun round and the driver. While a 7.62 mm round will only penetrate at close range, a 12.7 mm heavy machine gun round will only fail to penetrate that window at over a kilometre away. Considering the car's most valuable advantage is its ability to get to good positions fast, an incapacitated driver will ruin the {{PAGENAME}}'s chances in the match.
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The average effective thickness changes depending on where the {{PAGENAME}} is shot from. At the front, it ranges from 15-20 mm thick, although the front-facing window of the driver's hatch does only give 9 mm of armour between a machine gun round and the driver. While a 7.62 mm round will not penetrate even at point blank range, a 12.7 mm heavy machine gun round will only fail to penetrate that window at over a kilometre away. Considering the car's most valuable advantage is its ability to get to good positions fast, an incapacitated driver will ruin the {{PAGENAME}}'s chances in rushing down an enemy tank. At about 800 m away the HMG cannot damage car crew at most other frontal spots.
  
The side's obvious weak spots are the grills near the front that are only 5 mm thick. Considering that the vehicle has a hexagon-shaped cross-section if sliced from left to right, the upper plate of the slanted side offers 9 mm of protection after the grill and 10-12 mm around and in front of the grill. The lower side plate gives a whole new world of armour with a minimum thickness of 10 mm everywhere, which means at least the 7.62 mm machine guns can't penetrate the car through there. The doors have the same thickness as the rest of the sides.
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The side's obvious weak spots are the grills near the front that are only 5 mm thick. Considering that the vehicle has a hexagon-shaped cross-section if sliced from left to right, the upper plate of the slanted side offers 9 mm of protection after the grill and 10-12 mm around and in front of the grill. Overall, the sides can be penetrated by 7.62 mm MG from 100 m range, particularly by tall tanks.
  
On the back, there's one slanted plate that is 8 mm at the top which increases to 14 mm at the bottom. Again, like the sides, the door doesn't have a different thickness. Also, the gun is very easy to disable as it has a maximum effective thickness of 88 mm, which all tanks at this BR will be able to penetrate and disable in one shot.
+
The back armour, just like the sides, can only block 7.62 mm at above 100 m range. the door doesn't have a different thickness. There is nothing besides ammunition in the back, so it can be used to bait shots when most of ammunition was spent.
  
This tank is still very vulnerable to strafing aircraft. Bombs and rockets also deal heavy damage if the {{PAGENAME}} is standing in their destruction radius.
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The car has very low profile, allowing it to hide behind even smallest terrain waves or rocks that can't protect any other tank. The gun is placed on top of the car, allowing it to never really take damage from enemy tanks until they decide to use overpressure damage.
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Even when entrenched, this car is still very vulnerable to strafing aircraft and artillery. Bombs and rockets can easily obliterate {{PAGENAME}} if it is standing in their destruction radius.
  
 
=== Mobility ===
 
=== Mobility ===
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{{tankMobility|abMinHp=248|rbMinHp=142}}
 
{{tankMobility|abMinHp=248|rbMinHp=142}}
  
The {{PAGENAME}}'s mobility is very good. The fastest speeds it can reach will depend on the terrain: on a track like the ones on Sinai, the {{PAGENAME}} can easily reach 60 or 70 km/h, and driving on an actual road or going downhill it will reach the 80s or 90s; but on a grassy field, it may only reach up to 45 km/h. Due to the {{PAGENAME}} being a wheeled car, going through sand, snow or a small uphill will trickle away its speed. The wheeled construction means the FIAT also cannot neutral steer, but it does have a small turning circle (tank-sized) and it can turn in this circle at 23 km/h.
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The {{PAGENAME}}'s mobility and maximum speed is difficult to match, particularly on flat ground and roads, though it still struggles when driving uphill, much like the AUBL. Due to the {{PAGENAME}} being a wheeled car, going through small uphill will trickle away its speed and it will not be able to escape being stuck in a hole without a head start. The wheeled construction means the FIAT also cannot neutral steer, so every position it takes must be thought out and planned, but it does have a relatively small turning circle, so it is feasible to turn around while standing behind an average sized rock. As a compensation, it can accelerate extremely quickly on any road, regardless of the terrain around it.
  
When reversing the {{PAGENAME}} has good acceleration as well, reaching -10 km/h after about 3 seconds and will get to -20 by the fourth second.
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In case there is nowhere else to run, the car can swim in water, but only at 5 km/h and without ability to fire any weapons.
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In RB, the fastest speeds it can reach will depend on the terrain: on flat off-road track like the ones on Sinai, the {{PAGENAME}} can easily reach 60 or 70 km/h and going downhill or forward for a long time it will reach the 80s or 90s; but on a hilly terrain or bad terrain, it may only reach up to 45 km/h. On a road, it will eventually reach 100 km/h regardless of its surroundings. It can drive in circles at 23 km/h. When reversing the {{PAGENAME}} has good acceleration, reaching -10 km/h after about 3 seconds and will get to -20 by the fourth second.
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In AB, there is nothing within its rank that can drive even relatively as fast. When spaded, it will easily gain 80 km/h on flat ground and accelerate into 100 km/h even without a road. The reverse is -22 km/h on demand. Even its relative R3 T106 FA (that is technically faster) can't outspeed it, as FIAT is also extremely stable and isn't prone to drifting as much, making it unlikely to randomly flip or lose speed.
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The absurd speed is as much of a weapon for FIAT, as it is a defence, as it allows the car to capture a point AND take over a defensive position before enemies even have a chance to approach it. In most daring situations, FIAT can literally cross 2/3 of the map before enemy could even leave the spawn, effectively trapping them, so learning how to drive the car without too much speed loss is vital.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
{{main|Cannone da 106 s.r.M40A1 (106 mm)}}
 
{{main|Cannone da 106 s.r.M40A1 (106 mm)}}
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The main weapon is the recoilless rifle, very commonly seen on 6.7 BR SPGs. The main difference between this car and the rest of the tanks using it is that it is mounted on the very roof, practically separately from the hull. The cannon is a small target, making it extremely difficult to destroy the car even in AB. The gun is somewhat easy to disable as it has a maximum effective thickness of 88 mm, but usually enemies try to hit the car itself first.
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The cannon is mounted on the right side, so sometimes it is incompatible with cover (rocks may have lower portions on the left, hill may be angled weirdly, etc), so sometimes the car has to be turned over to fire over cover. This is very important to keep in mind when choosing a position, as sometimes turning around is not an option after the enemy arrives. The vertical aiming angles of the cannon are also somewhat restrictive - if the car is angled too much up or down, it won't be able to aim the enemy.
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The turn rate of the cannon is rather slow and sometimes enemies flanking the car will be able to rush it down before it can turn. Making an escape plan and or remembering which way the car can be spinned around safely (without exposing the hull to everyone else) to help redirect the weapon onto offending tank is recommended.
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Much like all recoilles rifles, the cannon can fire either HEAT or HESH shells. HEAT will easily penetrate any heavy tank and deal serious damage in a line, while HESH deals overpressure damage through about 30 mm RHA, and even if that wasn't triggered the shell will do extremely high damage as long as it hits relatively weak armour plates directly. Generally, HEAT is the main ammunition of such cannons, as it is important to stop enemy tank before it can respond, but due to the uniquly safe position of the gun, HESH is recommended to use against the majority of tanks instead, particularly in AB, where aim assist negates unpredictable nature of HESH to an acceptable level.
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While the cannon has acceptable accuracy even stock, it never hurts to unlock modifications to be able to land precise shots, particularly with HESH shells.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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{{main|M80 (12.7 mm)}}
 
{{main|M80 (12.7 mm)}}
  
The M80 is a spotting machine gun attached to the M40A1 recoilless rifle. The low velocity of its projectiles and limited capacity make it ineffective against enemy ground vehicles, only being able to effectively damage exposed crew members. However, the ballistics of the weapon are aligned with the gun's ballistics, meaning that it can be used to range a target, rather than using the rangefinding skill.
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The M80 is a rangefinder machine gun attached to the M40A1 recoilless rifle. It doesn't really do any damage, only being able to effectively damage exposed crew members and flimsiest of fences. However, the ballistics of the weapon are aligned with the gun's ballistics, meaning that it can be used to range a target, rather than using the rangefinding skill. This comes with additional bonus of seeing what exactly will the shell hit.
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
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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).'' -->
  
Ground RB/SB/AB
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;Overall
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The FIAT is a light tank destroyer with extremely potent anti-tank grenades that are almost guaranteed to slice through any armoured foe. Putting it on a frontline is a risk, as its armour is not going to stop anything heavier than 7.62 mm machine gun fire, so striking from the shadows or taking over a fortified position are the best options. One of the main upsides is that you don't have an actual gunner who exposes themselves to fire, meaning all you have to do is find a great position and remain hull-down. Getting to said position is fairly easy if you are on a map with easily accessible roads. The FIAT 6614 will manage to reach its top speed and overtake most of the vehicles at its battle rating, use your speed to your absolute advantage.
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Another great feature that the FIAT 6614 has access to is the scouting mechanic. Scouting will allow you to earn even more points, whilst also providing great intel for your teammates to take advantage of. Due to the excellent penetration of the both HEAT and HESH rounds, this tank destroyer is best played pointing and shooting at the target, not minding weak spots, especially due to the overpressure damage mechanic.
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 +
;RB/SB
 +
 
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With the FIAT 6614, to maximize your effectiveness on the battlefield, you need to be in places were regular enemies won't suspect vehicles to be shot at from. Although some tanks will be able to survive one or two shots, generally speaking you should make quick work of anyone you encounter. If you get spotted, you should quickly disengage and move to a new spot where enemies will again not suspect you shooting from, to disengage you can use smoke grenades to cover your retreat for a short while. Always remember to stay at a safe distance, as previously mentioned you won't be able to withstand much, if anything. You'll be at the mercy of artillery strikes and enemy aircraft. It's recommended to take cover inside a building or behind a natural obstacle that will protect you from such threats.
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 +
;AB
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In Arcade Battles, enemies can easily find out where you are located with the nametag or through minimap during air raid and are able to quickly find out where your weak spots are. This means nothing to you though, as the entire car is a weakspot, and you are not going to let them hit the hull, if you can help it. It's also good to know, that the majority of players do not carry additional HE/HESH just in case random FIAT decides to ruin their day, so you are generally safe unless attacked by an artillery tank or an equal.
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At first, it is better to focus on taking over the most beneficial position you can think of near capture points. A small ground incline, that hides the hull, but allows the turret to aim directly at enemy tanks is perfectly fine, so long as enemy cannot rush you without exposing their hull and being shot by your team. The ground doesn't have to be perfectly flat, but you need to pay attention to how low you can aim in any given spot. If you can find a solid rock with a convenient opening, or even a dead tank - that's even better. Position can be somewhat open (to allow you to scout freely and earn bomber points), or closed-up (to let you run away from artillery tanks or inevitable security breach). Here are some examples of parking literally infront of enemy with or without reprecussions:
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<gallery mode="packed-hover" heights="150px">
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FIAT hiding in a bomb hole.jpg|Very bad position that nonetheless allows to prevent enemy rushers from capturing B altogether
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FIAT parking on a rock on a capture point.jpg|Very nice position that allows to protect capture point from multiple directions
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FIAT uses terrain elevation to camp infront of the enemy.jpg|So long as all you can see is enemy tank turret, they probably can't hit your hull, anywhere is fine
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FIAT uses shallow hill to protect a point.jpg|Practically unbeatable hill position that will only slightly mess with FIAT's ability to aim
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</gallery>
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With aim assist, you will easily obliterate pretty much any tank that is trying to slowly approach you. If enemy is uncertain or is genuinely spooked by your existance, exploit the pause in their movements and overpressure them by firing into their cupolas or other weak spots. Should they turn their turret away from you, immediately punish them by sending them back to spawn. If you get uptiered and see some really mean heavy tanks in enemy lineup, take more HEAT. If you see a high amount of American tanks, take more HEAT anyway, as HESH is not nearly as reliable against their heavy tanks in direct combat.
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Once you get better at point defence, explore more options to become an absolute menace to the enemy team. While it is true that once one enemy seen you in AB, at least two more will notice that, it doesn't matter as long as they are busy and aren't some kind of god gamer to be able to incercept you with a single flick. You can, therefore, use less than perfect cover to grab some easy tanks for bomber points, then carpet bomb the rest of their team. Try to check maps in more detail to find where rushing past capture points to attack incoming tanks would work, occupy absolutely unhinged hiding spots, leave enemy no option but to go around you and punish them for even trying, as long as you believe it to be more beneficial than protecting a capture point directly:
  
The FIAT is a light tank destroyer with extremely potent anti-tank grenades that are almost guaranteed to slice through any armoured foe. Never put yourself on the front lines as your armour is not up to the task against anything heavier than .30 calibre machine gun fire, so striking from the shadows is the best option. One of the main upsides is that you don't have an actual gunner who exposes themselves to fire, meaning all you have to do is find a great position and remain hull-down. Getting to said position is fairly easy if you are on a map with easily accessible roads. The FIAT 6614 will manage to reach its top speed and overtake most of the vehicles at its battle rating, use your speed to your absolute advantage, with the FIAT 6614, to maximize your effectiveness on the battlefield, you need to be in places were regular enemies won't suspect vehicles to be shot at from. Another great feature that the FIAT 6614 has access to is the scouting mechanic. Scouting will allow you to earn even more points, whilst also providing great intel for your teammates to take advantage of. Due to the excellent penetration of the both HEAT and HESH rounds, this tank destroyer is best played pointing and shooting at the target, not minding weak spots, especially due to the overpressure damage mechanic. Although some tanks will be able to survive one or two shots, generally speaking you should make quick work of anyone you encounter. If you get spotted, you should quickly disengage and move to a new spot where enemies will again not suspect you shooting from, to disengage you can use smoke grenades to cover your retreat for a short while. Always remember to stay at a safe distance, as previously mentioned you won't be able to withstand much, if anything. You'll be at the mercy of artillery strikes and enemy aircraft. It's recommended to take cover inside a building or behind a natural obstacle that will protect you from such threats. Also keep in mind that in Arcade Battles, enemies can easily find out where you are located with the nametag and are able to quickly find out where your weak spots are.
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<gallery mode="packed-hover" heights="150px">
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FIAT attacks enemy spawn while camping A point.jpg|Nobody expects an invincible portable turret right infront of their own sniper nest. Sometimes a genuinely game ending move.
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FIAT rushes mountain top next to enemy spawn.jpg|Some deep flanking spots make FIAT borderline invincible, and you CAN rush to them.  
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FIAT attacks enemy tank through a window.jpg|FIAT is also short enough to sometimes fire UNDER things.
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</gallery>
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* 106 mm HESH can knock out most enemy vehicles with a single shot, except some heavy tanks
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* Absurdly fast on-road, unmatched speed in AB, reasonably stable at high speed
* 106 mm HEATFS is capable of frontally penetrating all tanks at its BR
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* The gun mounting allows car to hide the entire hull behind cover while still having the gun above cover, making it virtually immune to all but overpressure damage
* 360-degree turret traverse
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** Small target, easy to hide
* Fast on-road
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* Unlike other Italian alternatives, it has perfectly accurate gun with lethal shells
* Small target, easy to hide
+
** 106 mm HESH can knock out most enemy vehicles with a single shot, except some heavy tanks
* The gun mounting allows you to hide the entire hull behind cover while still having the gun above cover, allowing you to engage enemies with nothing but the gun exposed
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** 106 mm HEATFS is capable of frontally penetrating all contemporary tanks
 +
* 360-degree turret traverse unlike other recoilless rifle tanks
 
* Is amphibious
 
* Is amphibious
  
 
'''Cons:'''
 
'''Cons:'''
  
* Very thin armour, vulnerable to machine gun fire, artillery and strafing by aircraft
+
* Very thin armour, vulnerable to overpressure, even light machine gun fire within 100 m range, artillery and strafing by aircraft in general
* Bad off-road speed
+
* Bad off-road speed when driving uphill, particularly noticeable in RB/SB
 +
* Turret rotation speed is slow enough for enemy to flank and spank if not spotted beforehand
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* Cannot fire the recoilless rifle or the spotting rifle while swimming, leaving it defenceless in water
 +
* Rather restrictive vertical aiming angles
  
 
== History ==
 
== History ==

Latest revision as of 03:00, 5 February 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
FIAT 6614
it_fiat_6614_106sr.png
GarageImage FIAT 6614.jpg
FIAT 6614
AB RB SB
6.7 6.7 6.7
Class:
Research:35 000 Specs-Card-Exp.png
Purchase:210 000 Specs-Card-Lion.png
Show in game

Description

The FIAT 6614 was a APC created by Fiat and OTO Melara. In the post-war period, Italy needed light vehicles that could be deployed quickly and give support to the troops at the front. The FIAT 6614 met all the requirements for this, and was chosen for both military and para-military roles. The prototype was built in 1972, after which it underwent several modifications. FIAT was in charge of the engine and locomotive components, while OTO MELARA was in charge of the armament and hull. The FIAT 6614 had the IVECO 8062.24 diesel engine that allowed the vehicle to reach 100 km/h, and the hull allowed it to carry between 3 to 10 soldiers. One of the prototypes produced would use the 106 mm cannon M40A1 recoilless rifle; it was presented to the Italian army but was never adopted for the simple reason that the army already had better vehicles equipped with the 106 mm in service, and moreover the 106 mm cannon was becoming increasingly obsolete.

Introduced along with the Italian ground tech tree in Update 1.85 "Supersonic", the FIAT 6614 is a good light tank; thanks to its top speed of 100 km/h, you can easily flank the enemy or find good positions for a surprise attack, while the 106 mm recoilless rifle can penetrate any target with HEAT, or use the large explosive mass of the HESH shell. With its amphibious capabilities, you can also utilise rivers or lakes to outflank the enemy.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull8 / 8 / 8
Turret0 / 0 / 0
Crew4 people
Visibility62 %

Armour type:

  • Rolled homogeneous armour (hull)
  • Gun steel (gun barrel, MG)
  • Wheel (tires)
Armour Front (Slope angle) Sides Rear Roof
Hull 8 mm (30-46°) Driver viewport
8 mm (70-81°) Upper Glacis
8 mm (52°) Lower Glacis
8 mm (21-45°) Top
5 mm (12-20°) Radiator vents
8 mm (25-33°) Bottom
8 mm Wheelwells
8 mm (17°) Upper plate
8 mm (43°) Lower plate
8 mm (9-20°) Front Glacis
8 mm Crew compartment
Gun mount 8 mm
Cupola 8 mm

Notes:

  • All windows are 8 mm thick.
  • The tires are 10 mm thick.
  • The belly is 8 mm thick.

The FIAT 6614 has almost no armour, like other vehicles in the Italian tree, and with that very low survivability. Anything that hits a glancing side shot will likely knock out at least one crew member, while a frontal or rear shot will incapacitate a minimum of 3 crew, enough to take the player back to the hangar. It goes without saying, that the entire car is vulnerable to overpressure damage.

The average effective thickness changes depending on where the FIAT 6614 is shot from. At the front, it ranges from 15-20 mm thick, although the front-facing window of the driver's hatch does only give 9 mm of armour between a machine gun round and the driver. While a 7.62 mm round will not penetrate even at point blank range, a 12.7 mm heavy machine gun round will only fail to penetrate that window at over a kilometre away. Considering the car's most valuable advantage is its ability to get to good positions fast, an incapacitated driver will ruin the FIAT 6614's chances in rushing down an enemy tank. At about 800 m away the HMG cannot damage car crew at most other frontal spots.

The side's obvious weak spots are the grills near the front that are only 5 mm thick. Considering that the vehicle has a hexagon-shaped cross-section if sliced from left to right, the upper plate of the slanted side offers 9 mm of protection after the grill and 10-12 mm around and in front of the grill. Overall, the sides can be penetrated by 7.62 mm MG from 100 m range, particularly by tall tanks.

The back armour, just like the sides, can only block 7.62 mm at above 100 m range. the door doesn't have a different thickness. There is nothing besides ammunition in the back, so it can be used to bait shots when most of ammunition was spent.

The car has very low profile, allowing it to hide behind even smallest terrain waves or rocks that can't protect any other tank. The gun is placed on top of the car, allowing it to never really take damage from enemy tanks until they decide to use overpressure damage.

Even when entrenched, this car is still very vulnerable to strafing aircraft and artillery. Bombs and rockets can easily obliterate FIAT 6614 if it is standing in their destruction radius.

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB112 / 22 km/h
RB and SB100 / 20 km/h
Number of gears10 forward
2 back
Weight8.7 t
Engine power
AB305 hp
RB and SB160 hp
Power-to-weight ratio
AB35.1 hp/t
RB and SB18.4 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 112 22 8.7 248 305 28.51 35.06
Realistic 100 20 142 160 16.32 18.39

The FIAT 6614's mobility and maximum speed is difficult to match, particularly on flat ground and roads, though it still struggles when driving uphill, much like the AUBL. Due to the FIAT 6614 being a wheeled car, going through small uphill will trickle away its speed and it will not be able to escape being stuck in a hole without a head start. The wheeled construction means the FIAT also cannot neutral steer, so every position it takes must be thought out and planned, but it does have a relatively small turning circle, so it is feasible to turn around while standing behind an average sized rock. As a compensation, it can accelerate extremely quickly on any road, regardless of the terrain around it.

In case there is nowhere else to run, the car can swim in water, but only at 5 km/h and without ability to fire any weapons.

In RB, the fastest speeds it can reach will depend on the terrain: on flat off-road track like the ones on Sinai, the FIAT 6614 can easily reach 60 or 70 km/h and going downhill or forward for a long time it will reach the 80s or 90s; but on a hilly terrain or bad terrain, it may only reach up to 45 km/h. On a road, it will eventually reach 100 km/h regardless of its surroundings. It can drive in circles at 23 km/h. When reversing the FIAT 6614 has good acceleration, reaching -10 km/h after about 3 seconds and will get to -20 by the fourth second.

In AB, there is nothing within its rank that can drive even relatively as fast. When spaded, it will easily gain 80 km/h on flat ground and accelerate into 100 km/h even without a road. The reverse is -22 km/h on demand. Even its relative R3 T106 FA (that is technically faster) can't outspeed it, as FIAT is also extremely stable and isn't prone to drifting as much, making it unlikely to randomly flip or lose speed.

The absurd speed is as much of a weapon for FIAT, as it is a defence, as it allows the car to capture a point AND take over a defensive position before enemies even have a chance to approach it. In most daring situations, FIAT can literally cross 2/3 of the map before enemy could even leave the spawn, effectively trapping them, so learning how to drive the car without too much speed loss is vital.

Modifications and economy

Repair costBasic → Reference
AB2 673 → 3 881 Sl icon.png
RB3 248 → 4 716 Sl icon.png
SB4 359 → 6 329 Sl icon.png
Total cost of modifications61 600 Rp icon.png
102 400 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
120 / 150 / 200 % Sl icon.png
178 / 178 / 178 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
4 100 Rp icon.png
Cost:
6 800 Sl icon.png
210 Ge icon.png
Mods new car suspension.png
Suspension
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
145 Ge icon.png
Mods new tank break.png
Brake System
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
145 Ge icon.png
Mods new tank filter.png
Filters
Research:
5 100 Rp icon.png
Cost:
8 500 Sl icon.png
260 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods new tank engine.png
Engine
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 100 Rp icon.png
Cost:
6 800 Sl icon.png
210 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
145 Ge icon.png
Mods tank reinforcement it.png
Crew Replenishment
Research:
5 100 Rp icon.png
Cost:
8 500 Sl icon.png
260 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
4 100 Rp icon.png
Cost:
6 800 Sl icon.png
210 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
145 Ge icon.png
Mods airstrike.png
Airstrike
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
145 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
5 100 Rp icon.png
Cost:
8 500 Sl icon.png
260 Ge icon.png
Mods art support.png
Artillery Support
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods scouting.png
Improved optics
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png

Armaments

Main armament

Ammunition17 rounds
Reloadbasic crew → aces
13.0 → 10.0 s
Vertical guidance-17° / 65°
Horizontal guidance-360° / 360°

The main weapon is the recoilless rifle, very commonly seen on 6.7 BR SPGs. The main difference between this car and the rest of the tanks using it is that it is mounted on the very roof, practically separately from the hull. The cannon is a small target, making it extremely difficult to destroy the car even in AB. The gun is somewhat easy to disable as it has a maximum effective thickness of 88 mm, but usually enemies try to hit the car itself first.

The cannon is mounted on the right side, so sometimes it is incompatible with cover (rocks may have lower portions on the left, hill may be angled weirdly, etc), so sometimes the car has to be turned over to fire over cover. This is very important to keep in mind when choosing a position, as sometimes turning around is not an option after the enemy arrives. The vertical aiming angles of the cannon are also somewhat restrictive - if the car is angled too much up or down, it won't be able to aim the enemy.

The turn rate of the cannon is rather slow and sometimes enemies flanking the car will be able to rush it down before it can turn. Making an escape plan and or remembering which way the car can be spinned around safely (without exposing the hull to everyone else) to help redirect the weapon onto offending tank is recommended.

Much like all recoilles rifles, the cannon can fire either HEAT or HESH shells. HEAT will easily penetrate any heavy tank and deal serious damage in a line, while HESH deals overpressure damage through about 30 mm RHA, and even if that wasn't triggered the shell will do extremely high damage as long as it hits relatively weak armour plates directly. Generally, HEAT is the main ammunition of such cannons, as it is important to stop enemy tank before it can respond, but due to the uniquly safe position of the gun, HESH is recommended to use against the majority of tanks instead, particularly in AB, where aim assist negates unpredictable nature of HESH to an acceptable level.

While the cannon has acceptable accuracy even stock, it never hurts to unlock modifications to be able to land precise shots, particularly with HESH shells.

106 mm Cannone da 106 s.r.M40A1 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 17 -10°/+12° ±360° N/A 9.5 13.2 16.0 17.7 18.8 13.00 11.50 10.60 10.00
Realistic 6.0 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
M344A1 HEAT 433 433 433 433 433 433
M361A1 HESH 152 152 152 152 152 152
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%
M344A1 HEAT 503 7.96 0 0.01 1.65 65° 72° 77°
M361A1 HESH 498 7.95 0.1 4 5.04 73° 77° 80°

Ammo racks

Ammo racks of the FIAT 6614
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
17 11 (+6) (+8) (+10) (+14) (+16) No

Notes:

  • Rounds are modeled individually and disappear after having been shot or loaded.
  • Full ammo load should be brought for the cannon because running out of shells is very common in this vehicle.

Machine guns

Ammunition120 rounds
Belt capacity10 rounds
Reloadbasic crew → aces
3.2 → 2.5 s
Fire rate300 shots/min
Main article: M80 (12.7 mm)

The M80 is a rangefinder machine gun attached to the M40A1 recoilless rifle. It doesn't really do any damage, only being able to effectively damage exposed crew members and flimsiest of fences. However, the ballistics of the weapon are aligned with the gun's ballistics, meaning that it can be used to range a target, rather than using the rangefinding skill. This comes with additional bonus of seeing what exactly will the shell hit.

12.7 mm M80
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 120 (5) 300 N/A N/A

Usage in battles

Overall

The FIAT is a light tank destroyer with extremely potent anti-tank grenades that are almost guaranteed to slice through any armoured foe. Putting it on a frontline is a risk, as its armour is not going to stop anything heavier than 7.62 mm machine gun fire, so striking from the shadows or taking over a fortified position are the best options. One of the main upsides is that you don't have an actual gunner who exposes themselves to fire, meaning all you have to do is find a great position and remain hull-down. Getting to said position is fairly easy if you are on a map with easily accessible roads. The FIAT 6614 will manage to reach its top speed and overtake most of the vehicles at its battle rating, use your speed to your absolute advantage.

Another great feature that the FIAT 6614 has access to is the scouting mechanic. Scouting will allow you to earn even more points, whilst also providing great intel for your teammates to take advantage of. Due to the excellent penetration of the both HEAT and HESH rounds, this tank destroyer is best played pointing and shooting at the target, not minding weak spots, especially due to the overpressure damage mechanic.

RB/SB

With the FIAT 6614, to maximize your effectiveness on the battlefield, you need to be in places were regular enemies won't suspect vehicles to be shot at from. Although some tanks will be able to survive one or two shots, generally speaking you should make quick work of anyone you encounter. If you get spotted, you should quickly disengage and move to a new spot where enemies will again not suspect you shooting from, to disengage you can use smoke grenades to cover your retreat for a short while. Always remember to stay at a safe distance, as previously mentioned you won't be able to withstand much, if anything. You'll be at the mercy of artillery strikes and enemy aircraft. It's recommended to take cover inside a building or behind a natural obstacle that will protect you from such threats.

AB

In Arcade Battles, enemies can easily find out where you are located with the nametag or through minimap during air raid and are able to quickly find out where your weak spots are. This means nothing to you though, as the entire car is a weakspot, and you are not going to let them hit the hull, if you can help it. It's also good to know, that the majority of players do not carry additional HE/HESH just in case random FIAT decides to ruin their day, so you are generally safe unless attacked by an artillery tank or an equal.

At first, it is better to focus on taking over the most beneficial position you can think of near capture points. A small ground incline, that hides the hull, but allows the turret to aim directly at enemy tanks is perfectly fine, so long as enemy cannot rush you without exposing their hull and being shot by your team. The ground doesn't have to be perfectly flat, but you need to pay attention to how low you can aim in any given spot. If you can find a solid rock with a convenient opening, or even a dead tank - that's even better. Position can be somewhat open (to allow you to scout freely and earn bomber points), or closed-up (to let you run away from artillery tanks or inevitable security breach). Here are some examples of parking literally infront of enemy with or without reprecussions:

With aim assist, you will easily obliterate pretty much any tank that is trying to slowly approach you. If enemy is uncertain or is genuinely spooked by your existance, exploit the pause in their movements and overpressure them by firing into their cupolas or other weak spots. Should they turn their turret away from you, immediately punish them by sending them back to spawn. If you get uptiered and see some really mean heavy tanks in enemy lineup, take more HEAT. If you see a high amount of American tanks, take more HEAT anyway, as HESH is not nearly as reliable against their heavy tanks in direct combat.

Once you get better at point defence, explore more options to become an absolute menace to the enemy team. While it is true that once one enemy seen you in AB, at least two more will notice that, it doesn't matter as long as they are busy and aren't some kind of god gamer to be able to incercept you with a single flick. You can, therefore, use less than perfect cover to grab some easy tanks for bomber points, then carpet bomb the rest of their team. Try to check maps in more detail to find where rushing past capture points to attack incoming tanks would work, occupy absolutely unhinged hiding spots, leave enemy no option but to go around you and punish them for even trying, as long as you believe it to be more beneficial than protecting a capture point directly:

Pros and cons

Pros:

  • Absurdly fast on-road, unmatched speed in AB, reasonably stable at high speed
  • The gun mounting allows car to hide the entire hull behind cover while still having the gun above cover, making it virtually immune to all but overpressure damage
    • Small target, easy to hide
  • Unlike other Italian alternatives, it has perfectly accurate gun with lethal shells
    • 106 mm HESH can knock out most enemy vehicles with a single shot, except some heavy tanks
    • 106 mm HEATFS is capable of frontally penetrating all contemporary tanks
  • 360-degree turret traverse unlike other recoilless rifle tanks
  • Is amphibious

Cons:

  • Very thin armour, vulnerable to overpressure, even light machine gun fire within 100 m range, artillery and strafing by aircraft in general
  • Bad off-road speed when driving uphill, particularly noticeable in RB/SB
  • Turret rotation speed is slow enough for enemy to flank and spank if not spotted beforehand
  • Cannot fire the recoilless rifle or the spotting rifle while swimming, leaving it defenceless in water
  • Rather restrictive vertical aiming angles

History

The Fiat 6614 was an APC joint venture between Fiat and OTO Melara. Post-war Italy had realized the need of having light vehicles that could easily be deployed at long distances to further support the front-line troops, without actually being in the front-line. The Fiat 6614 was specifically made to fill in the requirements of the many military and para-military organizations, where some form of mobile armoured protection is required for personnel. The first prototype was made in 1972, which underwent many changes, both aesthetic and armament-wise. An example would be such as the Fiat 6614 having access to a dual .50 cal turret, which would be ultimately removed after testing. Fiat would be in charge of the engine and the automotive components while OTO Melara was in charge of the hull and weapon system. The Fiat 6614 would be outfitted with an IVECO 8062.24 diesel engine, this allowed the Fiat 6614 to reach speeds of 100 km/h. It had a max crew of 3, but being a APC, could carry up to 10 soldiers at once. One of its staple abilities was the fact that it could be amphibious (propulsion once in the water was provided by the road wheels), which further allowed it to push itself into it being a multi-role vehicle. There was plenty of optional equipment available for the Fiat 6614, such as: recovery winch, night vision equipment, smoke grenade discharges and also an air conditioning system. Armament-wise, due to its weight, it couldn't really support heavy loads (primarily also why the Fiat 6616 was made), this didn't stop it from having a few armaments installed, one of the more obscure variants being one with a FIROS-6 rocket launcher. It's good to note that it was also marketed as a mortar carrier, medi-vac ambulance and also a reconnaissance vehicle.

This FIAT 6614 is a further development prototype for anti heavy armoured target purposes by mounting a 106 mm M40A1 recoilless rifle forward of the commander's position on the turret roof. It was only a one-off, as far as we know of, which members of the Italian military would use to evaluate its effectiveness on the field. Ultimately it wasn't picked up due to other vehicles in the Italian army being much better candidates, and also due to the M40A1 recoilless rifle getting more and more obsolete. It was able to fire M40A1 standard munitions, such as HEAT and HESH, and the rounds would be stored near the backside of the vehicle.

In terms of service, the Italian Fiat 6614 is still technically in service, inside of the 'Polizia di Stato' (State police), mainly used for riot control and during natural disasters where its amphibious abilities can come in handy. Other times it was used would be when the Italian Army deployed a number of Fiat 6614's to Bosnia and Somalia, for safekeeping. They had a huge success in the export market, one of the biggest successes being in the South Korean army. The Fiat 6614 would be license produced in South Korea, where it was widely used, although as of 2022 it's said they've completely gone out of service. The South Korean Fiat 6614 is known as the KM900, while locally introduced variants, known as the KM901 can include an armoured ambulance, mortar carriers, and command vehicles. Other countries still using it to this day include Libya, Somalia, Tunisia, Argentina, Venezuela, and Peru. Fiat 6616 also known as 'Autoblinda 1974' (AUBL/74) is a further development model of the Fiat 6614, after OTO Melara and Fiat engineers started experimenting on up-arming the Fiat 6614.

Media

Skins
Videos

See also

Other vehicles equipped with a recoilless rifle
Other vehicles equipped with a similar chassis

External links


Italy light tanks
  Italy
L6/40  L6/40 · L6/40 (31 Rgt.)
M11/39  M11/39
Autoblindo  AB 41 · AB 43
Fiat 6614/6616  FIAT 6614 · AUBL/74 · AUBL/74 HVG
R3 Capraia  R3 T106 FA
Centauro  Centauro I 105 · Centauro I 105 R · Centauro I 120 · Centauro RGO · VRCC
Freccia  VBC (PT2) · Freccia
Dardo  Dardo · VCC-80/60 · VCC-80/30
Other  C13 T90
USA  ▄M3A3 · ▄M24 · ▄M18
  Hungary
WWII  Csaba · Toldi IIA
Post  ◔BTR-80A · KF41