Difference between revisions of "Warrior"

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{{Specs-Card|code=uk_fv510_isv}}
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{{Specs-Card
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|code=uk_fv510_isv
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|GarageImage_{{PAGENAME}}_AddArmour.jpg|ArtImage_{{PAGENAME}}.png|ArtImage2_{{PAGENAME}}.jpg}}
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}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
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<!-- ''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.'' -->
[[File:GarageImage_Warrior.jpg|420px|thumb|left]]
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The '''{{Specs|name}}''' (or just the '''{{specs|pseudonym}}''') is a rank {{Specs|rank}} British light tank {{Battle-rating}}. It was introduced in [[Update 1.81 "The Valkyries"]].
{{break}}
 
The '''{{specs|name}}''' (or just the '''{{specs|pseudonym}}''') is a Rank {{specs|rank}} British light tank {{Battle-rating}}. It was introduced in [[Update 1.81 "The Valkyries"]].
 
  
Warrior is basically a big box with a round turret, which has a little gun in middle, "ears" (ATGM cameras), and the ATGM launcher itself on the right side. Front of the hull is sloped to decrease small firearms damage. IFV hull is huge compared to even medium tanks of some factions (about double the size of [[T-62]]) and looks even bigger when carrying additional armour.
+
The Warrior's shape is comprised of a large box and a small turret, which houses a 30mm L21A1 autocannon and a 7.62 mm L94A1 machine gun. On the outside, there are 2 ATGM cameras and the ATGM launcher itself. The front of the hull is sloped to increase armour protection without sacrificing weight. The hull is quite large, considerably taller than even some nation's main battle tanks. This should be taken into account when adjusting to its play style.
  
On its right front, there are exhaust ports, which are a weak spot in armour structure and may prevent gunner from firing precisely in Realistic Battles due to smoke and heat coming out of them, though usually, it's not a big problem.
+
If the vehicle has add-on armour, it's easily identified for its riveted plates on sides of the vehicle. Usually, after being shot with a high velocity round, they break off. Plates do not protect the rear of the vehicle.
  
If the vehicle has Add-on armour, it's easily identified for its riveted plates on sides of the vehicle. Usually, after being shot with a high velocity round, they break off. Plates do not protect the rear of the vehicle.  
+
The Warrior is mostly played as an aggressive ATGM tank or ambush scout tank, though it can fulfill any role that doesn't involve it being under heavy fire due to its limited armour protection.
  
Practically, the Warrior is the only proper light tank the British faction has. It's mostly played as an aggressive ATGM tank or ambush scout tank, though it can fulfil any role that doesn't involve it being constantly shot at.  
+
It's best described as a combination of [[Crusader AA Mk I]] and [[M113A1 (TOW)|M113A1]], with benefits of both and downsides of neither. Armour is relatively poor, but can be upgraded via a modification to partially protect from certain hazards such as some autocannons and low-calibre HEAT shells. The weapon combo is potent enough to destroy even modern MBTs, and with add-on armour, the Warrior can bully even heavy tanks in close range, though the turret is still very vulnerable.
  
It's best described as a hybrid between a slowed down SPAA and assault ATGM launcher, while armour is either nonexistent or installed via a modification to partially protect from hazards that normally annihilate light tanks. The weapon combo is potent enough to destroy even modern MBT's, and with add-on armour, the Warrior can bully even heavy tanks in close range, though the turret is still very vulnerable.
+
The Warrior can be played defensively (mostly around hills and mountains), or aggressively (on flat terrains and in towns), given that there is enough cover for the Warrior. In realistic battles, Warrior can also hide relatively well and use either of its weapons to punish unsuspecting enemies, or just scout them.
 
 
The Warrior can be played defensively (mostly around hills and mountains), or aggressively (on flat terrains and in towns), given that there is enough cover for the Warrior. In realistic battles, Warrior can also hide relatively well and use either of its weapons to punish unsuspecting people, or just scout them.
 
  
 
This vehicle is very easy to play while still in stock mode, as it has most essentials available at stock or unlocked early on, however, every upgrade only makes it even stronger.
 
This vehicle is very easy to play while still in stock mode, as it has most essentials available at stock or unlocked early on, however, every upgrade only makes it even stronger.
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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and 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?
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{{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.'' -->
  
If necessary use a visual template to indicate the most secure and weak zones of the armour. -->[[File:Weakspot warrior.jpg|thumb|304x304px|This box outside of warrior can sometimes block APHE from leaving the vehicle. On top of that, chemical rounds can also hit it, or construction below it and cause the hull to break.]]
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'''Armour type:'''
Warrior is well protected against heavy machine guns, however, it's a turret, engine ventilation, hull's back and even sides have weak spots, which can be penetrated by 12.7 mm and 14.5 mm HMG, if shot correctly. Frontal armour can sustain light automatic cannon fire. Anything of higher calibre has a high chance of destroying the light tank immediately at close range.
 
  
The Warrior can be hull-broken by any chemical shells of 105 mm calibre and kinetic shells of 120 mm calibre. Due to its huge and boxy profile, it often gets accidentally hit by ATGM's that were meant for other tanks nearby. Also, if artillery hit its hull or turret directly, it will instantly blow up entire tank.
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* Aluminum Alloy 7039 - Hull
 +
* Rolled homogeneous armour - Turret
  
It's important to remember, that hull itself is somewhat resistant to hull break, but the suspension, ventilation or track hit can instantly destroy the tank if done by '''any''' chemical explosives of '''any''' calibre. Heavy Explosives (HE) of high enough caliber instantly hull break the tank regardless of hit surface, destroying tank even if shockwave barely reaches any part of the tank.
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{| class="wikitable"
 
+
|-
Vehicles defences with and without add-on armour vary greatly:
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
+
|-
Coaxial autocannons and low calibre SPAA penetrate turret and hull sides without add-on armour instantly. With add-on armour hull generally can sustain an attack for 1 to 5 seconds, depending on the angle of attack.
+
| Hull || 38.4 mm (69-70°) ''Upper Glacis'' <br> 44.4 mm (41°) ''Lower Glacis'' || 28.5 mm ''Top'' <br> 44.4 mm ''Bottom'' || 44.4 mm ''Hull Rear'' <br> 38.1 mm ''Door'' || 28.5 mm ''Roof'' <br> 10 mm ''Radiator Vents''
 
+
|-
Due to armour being thick enough to protect from HMG, it will trigger fuse on any cannon shell in the game, unless it hits engine ventilation (which is extremely unlikely and bad on its own). As such, popular misconception of not using add-on armour to "increase the chance of over-penetration and move faster" should not be taken as a single truth. In fact, single APDSFS or APHE can annihilate Warrior easily by just scratching it, if it enters the vehicle at a bad angle.
+
| Turret || 25.4 mm ''Turret front'' <br>25.4 mm +25.4 mm ''Gun mantlet'' || 25.4 - 12.7 mm (Front to rear) || 12.7 mm || 12.7 mm
 +
|-
 +
|}
 +
'''Notes:'''
  
Overall, add-on panels defend the sides and half of the front of the hull, with the frontal plate covering the driver. These panels protect from chemical ammunition and add a bit of an edge against kinetic ammunition. The side panels also hide obvious weak spots on the Warrior's hull (hatches), forcing an enemy to fire randomly. Side armour plates can block HESH and some weaker forms of chemical ammunition with about 130-160 mm of penetration power, the frontal plate can save from about 220 mm of chemical penetration power, saving the light tank from hull break. Unfortunately, since composite armour panel placement is not solid, sometimes shrapnel can penetrate stitches between them and destroy tracks, resulting in hull break.
+
* Suspension and Tracks - 10 mm
 +
* Fenders and Storage Boxes - 4 mm
  
As such, with Add-on armour, the Warrior can survive almost any machine gun fire, misplaced autocannon fire, close artillery miss, low-caliber SPAA fire, some chemical shells and the other things, that normally cause hull break or annihilate light tanks, so the Warrior can play much more boldly and harass enemy if they are alone.  
+
'''Overview:'''
 +
[[File:Weakspot warrior.jpg|thumb|300px|While this construction outside of {{PAGENAME}} can sometimes stop HESH coming from behind, it will also often doom the tank by allowing chemical shells coming from the side to damage unprotected parts of the hull, triggering overpressure damage.]]
 +
The {{PAGENAME}} has a huge profile, and its armour is mostly made of aluminium alloys, which compromises its protection against medium tanks. While at the first glance the hull may seem uniform, and technically thick enough to survive hits of kinetic shells up to 120 mm and chemical shells of up to 105 mm, it has a lot of weak points, which trigger overpressure damage. For that reason, if artillery hit its hull or turret directly, the {{PAGENAME}} will not survive. Direct hit of explosive shells to the middle of the tank on any side, ATGM optics (commander sight) or turret hit in general is likely to instantly destroy the tank.
  
In case of frontal panel somehow saving the vehicle from a frontal shot, but failed to completely nullify the attack, the Warrior will be very likely set on fire and have the engine broke, which may mean an impending knock-out if unable to retaliate, so keep that in mind. Keeping low ammo amount (about 30 out of 104 magazines) increases the chance of survival against HEAT shells after hull break prevention.
+
When considering smaller weapons, the {{PAGENAME}} is well protected against heavy machine guns. The frontal ventilation is a glaring weak spot, but internal RHA screens will prevent any HMG fire from hitting the crew. However, its turret, side engine ventilation, hull's back and even sides themselves have weak spots, which can be penetrated by 12.7 mm and 14.5 mm heavy machine guns. At some angles, the gunner optics (left "ear") can also be penetrated by 14.5 mm to take out the gunner.
  
If 120 mm HE hits the frontal NERA plate, an explosion can still reach the turret and blast it off the tank, resulting in hull break. Avoid being hit by it at all costs.
+
The hull frontal armour is sloped and can sustain light automatic cannon fire at best, allowing it to fight [[BMP-2]] or SPAA armed with 23 mm guns head-on in some scenarios, as long as they do not know where to fire. It is preferable to fight them from great distance or while employing high ground to increase their attack angle as close to 60 degrees as possible, rendering their main weapons useless. The engine and screens to the right of the driver add a sort of spaced armour effect by absorbing penetrating shells. This works well in addition to the add on armour, as it means that half the front is protected by the engine and the other half by composite armour.
  
The front-right side '''does not''' have complete armour protection because it's expected, that engine compartment takes the hit for the vehicle. In-game, it cannot prevent hull break, caused by explosives even touching the track, so '''try to face the enemy with the left side, if possible'''. Engine deck can prevent hull break from HEAT and, sometimes, HESH.
+
'''Add-on Armour:'''
 +
[[File:WarriorArmour ProtectionAnalysis HESH.jpg|x170px|thumb|right|Protection analysis view: frontal panel gives a 45% chance for the Warrior to not take any damage from frontal HESH shot by just being there. Side armour does the same thing for the entirety of the sides but is significantly weaker.]]
 +
The add-on panels defend the sides of the hull, with a piece of composite on the frontal plate covering the driver. These panels are geared towards protection against Chemical munitions and add surprisingly little armour against kinetic rounds.
  
[[File:WarriorArmour ProtectionAnalysis HESH.jpg|x170px|thumb|right|Protection analysis might get all weird with protection and damage values, but essentially frontal panel gives a 45% chance for the Warrior to not be destroyed from frontal HESH shot by just being there. Side armour does the same thing for the entirety of the sides but is weaker. Any shells of 120 mm calibre will likely obliterate Warrior from sides unless it was a grazing shot.]]
+
The side armour plates conceal weak spots on the {{PAGENAME}} hull and are effective against chemical rounds. In general, they prevent HMG bullets from getting into tank and stop overpressure damage from being hit by HESH and HEAT (including ATGM), efficiency against HE varies depending on the hit spot, but it generally helps against weak rockets. Angling can be an effective tactic with these panels installed, and it will also help the tank to survive some 30 mm kinetic rounds, as long as the screen is not destroyed (which usually doesn't take long). After being hit once by a big shell, these panels generally break off the tank and no longer protect it.
  
The side plates are not invulnerable, and so, after being hit too hard, they will break off, much like explosive reaction armour. The protection quality of these armour plates is most notable when compared to facing the BMP-2 (when it gets destroyed immediately) and the Begleitpanzer (when it actually saves the vehicle from grazing shots and only then falls off).
+
The composite in front of the driver is much stronger and is capable of stopping weak HEAT rounds with about 400 mm of penetration, and will also add enough kinetic protection to stop most direct 20 mm autocannon round hits. It will not save the tank from direct 120 mm HE hit, as the explosion will reach tank's turret and likely annihilate vehicle via pressure damage.
  
Any AP based shot, like APHE, will go through composite lists unless it was a grazing shot. Because of this, it's advised to avoid directly attacking SPAA with 30mm guns, and other IFV, as those can destroy the Warrior even without special APDS ammo, and have guns with a much higher rate of fire.
+
These images show a Warrior surviving an ATGM fired from an IT-1 due to the additional armour:
  
Here is '''the''' most unlikely and ridiculous example of add-on armour saving the Warrior's life. IT-1 ATGM has about 500 penetration power, which should destroy side armour of warrior at any angle, and even frontal plate with ease, however:
+
<gallery mode="packed" heights="100px">
 
 
<gallery>
 
 
WarriorArmour ProtectionAnalysis MagicPixel.jpg
 
WarriorArmour ProtectionAnalysis MagicPixel.jpg
 
WarriorArmour IT-1Missile (1 of 3).jpg
 
WarriorArmour IT-1Missile (1 of 3).jpg
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</gallery>
 
</gallery>
  
Since this particular edge of Armour plates is invulnerable, ATGM destroyed the entirety of Warrior Armour, but Warrior survived. As could be seen here, armour on warrior is '''extremely random'''. The sharper the angle of attack, the bigger the chance of miraculous survival.
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=== Mobility ===
 +
{{Specs-Tank-Mobility}}
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
=== Mobility ===
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{{tankMobility|abMinHp=852|rbMinHp=486|AoAweight=1}}
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability as well as the maximum speed forward and backwards.''-->
 
  
Mobility is adequate on vehicle's BR, it can move forward and backwards equally fast, but don't expect it to be climbing mountains like with the Vickers MBT in Arcade Battles. It will just slide down if the surface is too steep.
+
Mobility is adequate on vehicle's BR, it can move forward and backwards equally fast, but don't expect it to be climbing mountains like with the powerful [[Vickers MBT]] in Arcade Battles. It will just slide down if the surface is too steep.
  
In Arcade Battles, it's generally driving at 46-54 km/h offroad in either direction without engine upgrades, regardless of additional armour. With mobility upgrades it may drive up to 60 km/h, but not very often. Speed of 81-83 km/h can be reached if the Warrior drove off the hill and keep driving forward, or on completely flat terrains, like roads in the American desert, though sometimes it just doesn't work again at the same spot.  
+
In Arcade Battles, it's generally driving at 46-54 km/h offroad in either direction without engine upgrades, regardless of additional armour. With mobility upgrades it may drive up to 60 km/h, but not very often. Speed of 81-83 km/h can be reached if the {{PAGENAME}} drove off the hill and keep driving forward, or on completely flat terrains, like roads in the American desert, though sometimes it just doesn't work again at the same spot.
  
 
Due to its sheer size, it almost never gives in to ramming attempts, though it cannot move enemy heavy tanks either and shouldn't fight them on a narrow street.
 
Due to its sheer size, it almost never gives in to ramming attempts, though it cannot move enemy heavy tanks either and shouldn't fight them on a narrow street.
  
Accidentally hitting something on max speed, especially explosive decorations, launches the Warrior up to 5 meters in the air, which is very entertaining, but almost never fazes the enemy.
+
Accidentally hitting something on max speed, especially explosive decorations, launches the Warrior up to 5 m in the air, which is very entertaining, but almost never fazes the enemy.
  
{| class="wikitable" style="text-align:center"
+
* Adding armour does not decrease {{PAGENAME}}'s hp/ton significantly, and it only reduces maximum climb angle by 2 degrees, so it should be used when unlocked without worries of mobility penalty.
|-
+
* Despite having enough horsepower, this vehicle can not climb mountains.
! colspan="4" | Mobility characteristic
 
|-
 
! Weight (tons)
 
! colspan="1" | Add-on Armour<br>weight (tons)
 
! colspan="2" | Max speed (km/h)
 
|-
 
| rowspan="2" | 22.5 || colspan="1" rowspan="2" | 1.0 || colspan="2" | 83 (AB)
 
|-
 
| colspan="2" |75 (RB/SB)
 
|-
 
! colspan="4" | Engine power (horsepower)
 
|-
 
! colspan="1" | Mode
 
!Stock
 
! colspan="2" |Upgraded
 
|-
 
|''Arcade''
 
|852
 
| colspan="2" |1049
 
|-
 
|''Realistic/Simulator''
 
|486
 
| colspan="2" |550
 
|-
 
! colspan="4" | Power-to-weight ratio (hp/ton)
 
|-
 
! colspan="1" | Mode
 
!Stock
 
!Upgraded
 
!Upgraded w/<br>add-on armour
 
|-
 
|''Arcade''
 
|37.87
 
|46.62
 
|44.63
 
|-
 
|''Realistic/Simulator''
 
|21.60
 
|24.44
 
|23.40
 
|-
 
|}
 
  
* Adding armour does not decrease Warrior's hp/ton significantly, and it only reduces maximum climb angle by 2 degrees, so it should be used when unlocked without worries of mobility penalty.
+
=== Modifications and economy ===
* Despite having enough horsepower, cannot climb mountains.
+
{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
 
+
{{Specs-Tank-Armaments}}
First of all, one needs to understand that both of the weapons on the Warrior are useful.
 
 
 
 
=== Main armament ===
 
=== Main armament ===
<!--''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.''-->
+
{{Specs-Tank-Weapon|3}}
 
+
<!-- ''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.'' -->
The gun is very slow firing, but with APDS belt it can penetrate the sides of most medium tanks and SPGs. Basically, it's effective against medium tanks, but lacklustre against fast vehicles that have spaced armour. It can be used to hurt crew from over 1 km distance, but it's not very good at damaging enemy ammo racks, so it's best used to destroy engines, tracks and crew unless it's easier to hit.
+
{{main|L21A1 (30 mm)}}
 
 
Proper heavy tanks are normally not fazed by its fire at all, but for them there is the powerful MILAN launcher, which can penetrate them even from the front with its 580 mm penetration power, leaving them completely disabled.
 
 
 
In a perfect world, even in the worst situation, the Warrior can still use its 30 mm gun to de-track charging enemy tank and instantly destroy it with side shot or ATGM, but it's not very likely that the Warrior will live that long.
 
 
 
Also, in a worst-case scenario, the 30 mm autocannon can be used to try and shoot down planes with it, but it will require skill with slow-firing SPAA (like the Crusader AA MK I), and any plane coming down at a high angle can't be engaged.
 
 
 
Not convinced? The main gun can still remove any trees and solid fences at any range, which is normally a nightmare for any other British ATGM vehicle.
 
  
{{main|L21A1 (30 mm)}}
+
The 30 mm L21A1 RARDEN cannon is an effective autocannon, although its rate of fire is sub-par. Unlike other autocannons, it requires to aim first and fire later, but it does have enough punch to scare majority of sniper tanks at close range.  While cannon is not technically stabilized, Warrior gunners can manage to fire with some accuracy on the move if they are skilled, enough to make it virtually stabilised in AB.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="6" | [[L21A1 (30 mm)|30 mm L21A1]]
+
! colspan="6" | [[L21A1 (30 mm)|30 mm L21A1]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="2" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer
! rowspan="1" | Fire rate <br> (shots/minute)
+
! Stock !! Upgraded !! Full !! Expert !! Aced
! rowspan="1" | Vertical <br> guidance
+
! Stock !! Full !! Expert !! Aced
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
 
|-
 
|-
| colspan="2" | 222 (6) || 81 || -10°/+45° || ±180° || N/A
+
! ''Arcade''
 +
| rowspan="2" | 222 (6) || rowspan="2" | 80 || rowspan="2" | -10°/+45° || rowspan="2" | ±180° || rowspan="2" | N/A || 57.1 || 79.1 || 96.0 || 106.2 || 112.9 || rowspan="2" | 1.30 || rowspan="2" | 1.15 || rowspan="2" | 1.06 || rowspan="2" | 1.00
 
|-
 
|-
! colspan="6" | Turret rotation speed (°/s)
+
! ''Realistic''
|-
+
| 35.7 || 42.0 || 51.0 || 56.4 || 60.0
! style="width:4em" |Mode
 
! style="width:4em" |Stock
 
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
| ''Arcade'' || 57.1 ||79.06||96.0||106.16||112.94
 
|-
 
| ''Realistic'' || 35.7 ||42.0||51.0||56.4||60.0
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
| 1.30 ||1.15||1.06||1.0
 
 
|-
 
|-
 
|}
 
|}
  
===== Ammunition =====
+
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:L21A1 (30 mm)/Ammunition|30x170 APHE-I, 30x170 HE-I-T, 30x170 APDS-T}}
! colspan="8" | Penetration statistics
+
 
 +
The 30 mm APHE is slightly more useful at the BR of the Warrior, as it will face much more rank VI lightly armoured cars and tanks, with occasional SPAA roaming on the field. APHE shells have no tracers and are invisible even on thermal camera, which makes it somewhat difficult for opponents to understand where their tank is being attacked from. Aiming is made easier by the laser rangefinder, so sniping with APHE is now a valid option in RB, although most medium tanks are unlikely to be penetrated. In terms of the damage, if APHE manages to land in the middle of enemy tank crew compartment, the tank will undoubtedly explode due to a high shrapnel amount, but some knowledge of weakspots will be required.
 +
 
 +
The HE-I-T is an anti-air shell, which can tear a wing off the plane, assuming it hits. It isn't good for anything else, but could in theory be used as a rangefinder shell in combination with APHE belt until the actual rangefinder or APDS-T were unlocked. Outside of Warrior BR, it could be used to destroy open topped ATGM carriers, such as Khrizantema, or SAM tanks with no armour around missiles.
 +
 
 +
APDS-T belt is capable of penetrating the front armour of most light vehicles and some medium tanks, and the sides of almost any tank that the Warrior will face. The sub-par rate of fire and low post-penetration effects mean that gunners will need to pick out individual crew members or modules in each well-placed shot. Direct hit on ammo rack may or may not be lethal depending on how much armour shell had to penetrate beforehand. The shell velocity in the RARDEN APDS belt and laser rangefinder allows the Warrior to lay down effective fire on light enemy targets up to about 2 km (at any range in AB), although it will be difficult to hit moving targets past about 1.5 km. The APDS belt has tracers, so it will be visible to everyone.
 +
 
 +
==== [[Ammo racks]] ====
 +
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
<!-- '''Last updated:''' -->
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! Full<br>ammo
! rowspan="2" class="unsortable" | Type of <br /> warhead
+
! 1st<br>rack empty
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0°/60°'''
+
! 2nd<br>rack empty
 +
! Visual<br>discrepancy
 
|-
 
|-
! 10m
+
| '''37''' || 30&nbsp;''(+7)'' || 1&nbsp;''(+36)'' || No
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| Default || AP-I/HEI-T* || 52/26 || 50/25 || 39/20 || 29/14 || 21/11 ||16/8
 
|-
 
| 30x170 APDS-T || APDS || 110/42 || 101/39 || 95/36 || 69/26 || 52/20 || 41/16
 
 
|-
 
|-
 
|}
 
|}
 +
{{Clear}}
  
===== Belt types =====
+
=== Additional armament ===
{| class="wikitable"
+
{{Specs-Tank-Weapon|2}}
| '''Belts''' || '''Shell composition''' || '''Combat usage'''
+
{{Specs-Tank-Weapon|1}}
|-
+
<!-- ''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on about how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.'' -->
| align="left" |'''''Default''''' || align="left" | AP-I, HEI-T
+
{{main|MILAN|MILAN 2}}
(Armor Piercing Incendiary), (High-explosive incendiary-tracer) shells
 
| align="left" | This belt can be used against other light tanks and certain lightly armoured medium tanks. However, it also includes anti-air round (HEI-T), which does increase damage to air targets but is useless against tanks at rank 5. The low rate of fire of Warrior doesn't compliment this dual belt.
 
|-
 
| align="left" |30x170 APDS-T|| align="left" | APDS<br>(Armor piercing discarding sabot) shells || align="left" | This belt can be used against sides of most medium tanks of rank 5 and 6, and even some heavy tanks can be damaged by it. Performance of this belt deteriorates '''much''' slower than of AP-I belt, but it does less damage the more armour it had to penetrate, resulting in an inability to set off enemy ammo racks in 1 hit if it was behind any good armour. If used against planes, it can damage or rip off wings, or snipe out the pilot.
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
+
The Warrior carries MILAN missiles as a secondary weapon, although these function more as the primary armament due to the tank based gameplay in Warthunder.
{| class="wikitable sortable" style="text-align:center"
 
|-
 
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|| '''XX''' || XX&nbsp;''(+XX)'' || XX&nbsp;''(+XX)'' || XX&nbsp;''(+XX)'' || XX&nbsp;''(+XX)'' || style="text-align:center" |
 
|-
 
|}
 
  
Turret empty: 62&nbsp;''(+3)'' <br> Front empty: 33&nbsp;''(+32)''
+
[[File:Warrior sneak attack on tank.JPG|220px|thumb|right|Warrior managed to launch MILAN 2 straight at the enemy tank, instantly destroying it.]]
 +
The MILAN 1 has 500 mm of RHA penetration. It is 103 mm in diameter.
  
 +
The MILAN launcher can be upgraded to the MILAN 2, which has 730 mm of RHA penetration. The MILAN 2 is 115 mm in diameter. The flight performance is essentially the same, but it's starting speed is higher.
  
=== Additional armament ===
+
The missile is launched via commander's optics (the ones on top of the turret), if commander optics get destroyed, the Warrior cannot launch ATGM anymore. They can only be repaired via "manual repair".
<!--''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''-->
 
  
Warrior carries MILAN missiles as a secondary weapon.
+
The missile can be guided either by the gunner scope (located inside cannon itself in AB/RB) or commander scope (by activating "commander fire control" via a hotkey), or even through controlling the launcher itself directly. Use of the commander scope or ATGM itself is preferable, as it exposes much less of the tank and confuses some people which expect you to drive out completely like other IFVs. Do note, that commander scope is only usable if the commander is still alive.
[[File:Warrior sneak attack on tank.JPG|220px|thumb|right|Warrior managed to launch MILAN 2 straight at the enemy tank, instantly destroying it.]]
 
The MILAN missile itself is launched at absurdly high speed in contrast to Swingfire missiles while retaining good control. This makes it very hard to dodge up to 700 m range, but harder to turn it into enemy cover, especially horizontally. However, it can be launched above small obstacles and flat hills, if the enemy is far away enough.
 
  
It can be used in general melee range, but cannot be fired point-blank (10 m or so), and if not careful it can overshoot (look at launcher itself in Third-person view to avoid this). It cannot be used for super-long range attack, as it's maximum range is just 2 km.
+
To control the ATGM pole directly, player must press "Select special weapon or ATGM" hotkey or multi-function menu key. This will move the sniper scope to the ATGM, but also disable turret controls and the main gun. This sight has no NVD of any kind. The pole can turn 30 degrees to the sides of the turret. Since the turret cannot be moved in this aiming mode, sudden corrections would have to be made with the hull, which might affect the missile trajectory in bad ways. This specific IFV can still sort-of control the turret by swapping to the "commander scope", which will prompt him to immediately turn the turret exactly where the ATGM launcher was aiming at, allowing to quickly regain ability to aim. To properly regain controls of everything, use of "reset weapon selection" is recommended over any other option.
  
MILAN launcher can be upgraded to the MILAN 2, which has an absolutely insane 730 mm of armour penetration. Needless to say, it simply disintegrates or cripples the target tank that doesn't have chemical armour, unless the missile somehow hits the enemy gun barrel.  
+
{{Notice|Even when you directly use the launcher, the LOS of a missile is still calculated off the commander scope. The game is extremely lenient about it and launcher can be used to expose much less of a tank, or to snipe through tall obstacles that simply make seeing anything impossible, but are not actually "blocking" the target physically (like broken church windows). What you can't do is snipe with it when the commander is completely blind and blocked off. Maximum feasible attack range with just the launcher exposed is about 350 m.}}
  
The Warrior also cannot be flanked, unlike normal ATGM launcher, since its weapons are turret based.  
+
If the commander scope cannot see the missile directly, the tank will lose control over it, so any indirect attacks should be aimed quickly after sending the missile as high as possible. Choosing the commander scope also allows to attack with missiles a bit like Swingfire - if binoculars are able to see the target on low ground, then it most likely can be hit by a curved missile, even if the scope cannot be directly aimed at it.
  
{| class="wikitable" style="text-align:center"
+
The MILAN can be used at close ranges, but cannot be fired point-blank (10 m or so), and if not careful it can overshoot (look at launcher itself in Third-person view to avoid this). The missile only has 2 km of range so it is not particularly useful against enemies at very long range, or more often against helicopters who are hovering far away from the battlefield.
|-
 
! colspan="7" | 103 mm MILAN ATGM
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
!Flight speed <br> on launch (m/s)
 
! rowspan="1" | Max Flight <br> speed (m/s)
 
! rowspan="1" | Range (m)
 
|-
 
| colspan="3" | 8 || N/A
 
|~160|| 200 || 2,000
 
|-
 
! colspan="7" | 115 mm MILAN 2 ATGM
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
!Flight speed <br> on launch (m/s)
 
! rowspan="1" | Max Flight <br> speed (m/s)
 
! rowspan="1" | Range (m)
 
|-
 
| colspan="3" | 8 || N/A
 
|~200|| 200 || 2,000
 
|-
 
|}
 
  
* Despite being launched at their max speed, they are still very manoeuvrable, so they still can be curved behind some hills at targets ~500 meters away, and generally targets up to 800 meters can't dodge it.
+
For targets far away, it is recommended to use the laser rangefinder before launching the missile, in order not to waste a missile on a target beyond the 2 km range.
  
===== Ammunition =====
+
{| class="wikitable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! colspan="7" | 103 mm [[MILAN]] ATGM
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
 
|-
 
|-
! 10m
+
! Capacity
! 100m
+
! Vertical<br>guidance
! 500m
+
! Flight speed<br>on launch (m/s)
! 1000m
+
! Max Flight<br>speed (m/s)
! 1500m
+
! Range (m)
! 2000m
 
 
|-
 
|-
| MILAN || ATGM || 580 || 580 || 580 || 580 || 580 || 580
+
| 8 || ±5° || ~160 || 200 || 2,000
 
|-
 
|-
| MILAN 2 || ATGM || 730 || 730 || 730 || 730 || 730 || 730
+
! colspan="7" | 115 mm [[MILAN 2]] ATGM
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| MILAN || ATGM || 200 || 6.6 || 0.0 || 0.1 || 1,400 || +0° || 80° || 82° || 90°
 
|-
 
| MILAN || ATGM || 200 || 7.0 || 0.0 || 0.1 || 1,800 || +0° || 80° || 82° || 90°
 
|-
 
|}
 
 
 
===== [[Ammo racks|Ammo racks]] =====
 
{| class="wikitable sortable" style="text-align:center"
 
 
|-
 
|-
! class="wikitable unsortable" |Full<br /> ammo
+
! Capacity
! class="wikitable unsortable" |1st<br /> rack empty
+
! Vertical<br>guidance
! class="wikitable unsortable" |2nd<br />  rack empty
+
! Flight speed<br>on launch (m/s)
! class="wikitable unsortable" |3rd<br />  rack empty
+
! Max Flight<br>speed (m/s)
! class="wikitable unsortable" |Visual<br /> discrepancy
+
! Range (m)
 
|-
 
|-
|| '''8''' || XX&nbsp;''(+XX)'' || XX&nbsp;''(+XX)'' || XX&nbsp;''(+XX)'' || style="text-align:center" |  
+
| 8 || ±5° || ~200 || 200 || 2,000
 
|-
 
|-
 
|}
 
|}
  
==== Optics and night vision ====
+
* Despite being launched at their max speed, they are still very manoeuvrable, so they still can be curved behind some hills at targets ~500 m away, and generally targets up to 800 m can't dodge it.
 
 
<!--
 
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.
 
  
Try to explain how optics affect your gameplay on a tank. A comparsion to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''
+
==== Ammunition ====
-->
+
{{:MILAN/Ammunition|MILAN}}
 +
{{:MILAN 2/Ammunition|MILAN 2}}
  
 +
==== [[Ammo racks]] ====
 +
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
<!-- '''Last updated:''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
! colspan="7" | {{PAGENAME}} [[Optics]]
 
|-
 
! rowspan="3" |Type of optic
 
! rowspan="3" |Magnification
 
! colspan="5" |[[Night Vision Devices]]
 
 
|-
 
|-
! colspan="3" |Image Intensifier
+
! Full<br>ammo
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}
+
! 1st<br>rack empty
! rowspan="2" |Notes
+
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! Visual<br>discrepancy
 
|-
 
|-
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}
+
| '''8''' || 5&nbsp;''(+3)'' || 1&nbsp;''(+7)'' || 0&nbsp;''(+8)'' || No
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}
 
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
 
|-
 
! Gunner's Sight
 
| X~7 - X8 || N/A || N/A || N/A || 500x300 || Only useable with tier 4 upgrade
 
|-
 
! Commander's View
 
| X6 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with tier 4 upgrade
 
|-
 
! Driver's View
 
| X1 || 800X600 || ? || high || Not Fitted || Only useable with tier 4 upgrade
 
 
|-
 
|-
 
|}
 
|}
 +
{{Clear}}
 +
=== Machine guns ===
 +
{{Specs-Tank-Weapon|4}}
 +
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 +
{{main|L94A1 (7.62 mm)}}
  
*Zoom level estimated using optics gallery. Maximum zoom specified in X-ray. Comparable with [[TAM]] and many other light tanks.
+
The machine gun is kind of useless for Warrior, but it can still destroy weak fences, which normally slows any tank down if they hit them, and it makes much less noise than the main gun. During direct fight against other ATGM tanks with no cover present it can be used to try and shoot down enemy missiles.
 
 
The zoom is fixed to be only slightly higher than commander binoculars, which makes the use of it less important.
 
 
 
If commander optics (the ones on top of the turret) get destroyed, warrior cannot launch ATGM anymore. They can only be repaired via "manual repair".
 
  
After researching the NVD upgrade, a thermal scope of a gunner can be used to find enemy tanks, or to see if anything can block your ATGM on a way to the target. Be aware, as long as you press "go forward" the smoke and heat from exhaust on your right will prevent you from seeing anything throught thermal scope, so let go of the gas, when trying to look right.
+
For enemy marking purposes in RB, Scouting should be used instead, as it doesn't reveal the vehicle.
  
=== Machine guns ===
+
{| class="wikitable" style="text-align:center" width="50%"
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
 
The machine gun is kind of useless for Warrior, but it can still destroy weak fences, which normally slows any tank down if they hit them, and it makes much less noise than the main gun. For enemy marking purposes, Scouting should be used instead, as it doesn't reveal the vehicle.
 
 
 
{{main|L94A1 (7.62 mm)}}
 
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="7" | [[L94A1 (7.62 mm)|7.62 mm L94A1]]
 
 
|-
 
|-
! colspan="7" | ''Coaxial mount''
+
! colspan="5" | [[L94A1 (7.62 mm)|7.62 mm L94A1]]
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
 
|-
 
|-
| colspan="4" | 2,000 (2,00) || 600 || N/A || N/A
+
| Coaxial || 2,000 (2,000) || 600 || N/A || N/A
 
|-
 
|-
 
|}
 
|}
  
 
== Usage in battles ==
 
== Usage in battles ==
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but 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).'' -->
  
 
Generally, Warrior needs to quickly get into the medium range of the expected enemy, then figure out its strategy for the current battle. While moving towards an objective, Warrior should keep a low profile and scout every enemy it can notice.
 
Generally, Warrior needs to quickly get into the medium range of the expected enemy, then figure out its strategy for the current battle. While moving towards an objective, Warrior should keep a low profile and scout every enemy it can notice.
  
After looking around, Warrior either takes some hills or well-protected hull-down position near to capture point to utilize ATGMs and scouting ability for medium-range attacks and team support, or takes an aggressive approach and goes for stealthy flanks and close-range combat. It's not rare to see Warrior try and destroy heavy tanks, which just don't expect the light tank to go at them.
+
After looking around, Warrior either takes some hills or well-protected hull-down position near to capture point to utilize ATGMs, laser rangefinder and scouting ability for medium-range attacks and team support, or takes an aggressive approach and goes for stealthy flanks and close-range combat. It's not rare to see Warrior try and destroy heavy tanks, which just don't expect the light tank to go at them.
  
 
If forced, Warrior can always use a smokescreen to disrupt enemy plans of taking it down, either baiting them to waste time looking for it, or using smokescreen, MILAN-2, scouting and add-on armour together to attack the enemy from the fog with little fear of being punished for it. For some reason enemy does not often reply to ATGM shots but instantly fires back at cannon fire, so use cannon sparingly during this.
 
If forced, Warrior can always use a smokescreen to disrupt enemy plans of taking it down, either baiting them to waste time looking for it, or using smokescreen, MILAN-2, scouting and add-on armour together to attack the enemy from the fog with little fear of being punished for it. For some reason enemy does not often reply to ATGM shots but instantly fires back at cannon fire, so use cannon sparingly during this.
+
 
[[File:Warrior shadow strike.jpg|thumb|Example of using smokes and armour '''offensively''' in arcade battle. Not only enemy is blinded and can't hold the line, allowing the team to rush in, but even if they fire towards the Warrior's general direction, they will likely load HESH and fire at the hull, hitting the add-on armour and doing no damage. MILAN-2, on the other hand, is almost unblockable and does fatal damage, and the player can clearly see the direction they are in due to '''scouting'''. A skilled Warrior can take out up to 2 tanks per 1 smoke deploy like that. Works on any range from 30m to 800m.]]
+
[[File:Warrior shadow strike.jpg|thumb|Example of using smokes and armour offensively in arcade battle. Not only enemy is blinded and can't hold the line, allowing the team to rush in, but even if they fire towards the Warrior's general direction, they will likely load HESH or HEAT and fire at the hull, hitting the add-on armour and doing no or less than fatal damage. MILAN-2, on the other hand, is almost unblockable and can obliterate many tanks in one hit, and the player can clearly see the position of enemy tanks due to scouting. A skilled Warrior can take out up to two tanks per one smoke deploy like that. Works on any range from 30 m to 800 m.]]
 
In any mode, but especially in AB, mark the enemy with the "scout" ability, so they can be found whenever smoke is deployed. This must be done for two main reasons:
 
In any mode, but especially in AB, mark the enemy with the "scout" ability, so they can be found whenever smoke is deployed. This must be done for two main reasons:
  
 
# Since the MILAN ATGM can instantly destroy or cripple anything, even seeing just the name of enemy and type of tank through smoke is good enough for the Warrior to have a chance for a hit. In realistic battles, it's less reliable, but the Warrior can still see where the enemy is. For light tanks, the 30 mm autocannon can work just fine (just don't do that against BMP; unless it already spotted and scouted the Warrior, it's not worth it).
 
# Since the MILAN ATGM can instantly destroy or cripple anything, even seeing just the name of enemy and type of tank through smoke is good enough for the Warrior to have a chance for a hit. In realistic battles, it's less reliable, but the Warrior can still see where the enemy is. For light tanks, the 30 mm autocannon can work just fine (just don't do that against BMP; unless it already spotted and scouted the Warrior, it's not worth it).
# In Arcade Battles, If the "intelligence" reward is obtained for marking enemy that was or is invisible to teammates and then got destroyed, the player will get artillery support point and airstrike point. If the '''squadmates''' destroys the marked target, the player will get airstrike point regardless as a squad assist.  
+
# In Arcade Battles, If the "intelligence" reward is obtained for marking enemy that was or is invisible to teammates and then got destroyed, the player will get artillery support point and airstrike point. If the squadmates destroys the marked target, the player will get airstrike point regardless as a squad assist.
  
Due to this, in 9.0 arcade battle warrior can call in ATGM helicopters on '''very first minute''' of a fight, simply by marking 2 enemy vehicles and destroying someone with an almost undodgeable and unblockable missile, while the enemy cannot even request gunships to protect themselves from it. ATGM helicopter than can destroy 6 to 10 enemy tanks, '''significantly''' weakening the enemy team. As the game goes on, Warrior can join multiple air battles in a row as second attack helicopter or bomber, because it's a scout vehicle.
+
Due to this, even in 9.0 arcade battle, the Warrior can call in ATGM helicopters on very first minute of a fight, simply by marking 2 enemy vehicles and destroying someone with an almost undodgeable and unblockable missile, while the enemy cannot even request gunships to protect themselves from it. ATGM helicopter than can destroy 6 to 10 enemy tanks, significantly weakening the enemy team. As the game goes on, Warrior can join multiple air battles in a row as second attack helicopter or bomber, because it's a scout vehicle.
  
 
Since MILAN has relatively good controls and there is 8 missiles total, the Warrior can try and fire it above hills and guide it down on people, much like Swingfire and Striker. It's harder to aim at the enemy without a straight visual firing line, but if it hits anywhere important, they could be knocked out anyway. Since the Warrior is considered a scout vehicle, mark them and ping them on the map, even if a shot lands a hit.
 
Since MILAN has relatively good controls and there is 8 missiles total, the Warrior can try and fire it above hills and guide it down on people, much like Swingfire and Striker. It's harder to aim at the enemy without a straight visual firing line, but if it hits anywhere important, they could be knocked out anyway. Since the Warrior is considered a scout vehicle, mark them and ping them on the map, even if a shot lands a hit.
  
In Arcade Battles (AB), it's best to fire the missile at tank's gunner, so in case if it didn't destroy the tank on its own, the Warrior can just circle around the enemy and use the main gun to destroy the engine, then proceed to incapacitate the crew. In Realistic battles (RB) even taking out cannon barrel or breach might be enough, as repairs in that mode take much more time, and field repair doesn't even guarantee, that gun won't just jam itself again or fire in a completely different direction.
+
If the map is urban in nature, keep in mind the ability to use the ATGM launcher directly. There are a lot of buildings that can be fired through, some windows are merely a suggestion, and some trash piles and containers are so giant that they protect you fully, but cannot protect your enemies from your ATGM launcher. Even if the cover is too tall even for Warrior's tracker and you lose ATGM control ability as your commander is completely blind, the missile will still go relatively straight for 200-300 m, so you can casually slap away any unwanted guests before they can even do anything to you. Remember, this is both a light tank and a tank destroyer, you need to think like both if you want to truly shine in such environment. Refer to the pictures to understand your advantage better:
  
As with all light tanks play style, be very wary of people that have any kind of explosive ammo, as the Warrior has the Hull Break mechanism on it and can be easily engaged. With Add-on armour, the Warrior can fight them directly, but the vehicle's turret, front and back are still a giant weak spot.
+
<gallery mode="packed-hover" heights="150px">
 +
Warrior looking at church window gunner sight.jpg|Gunner sight cannot even aim through the window. That's how most tanks are.
 +
Warrior looking at church window commander sight.jpg|Commander sight can aim through the window, but in RB it's quite impossible due to the glass being in the way. The glass doesn't actually exist, so it won't block the LOS.
 +
Warrior looking at church window ATGM sight.jpg|ATGM sight can aim through the window, and will prevent the user from hitting a wall. Very neat.
 +
</gallery>
  
Usually, MBT's will carry AP ammo as their first shot, which may just over-penetrate and maybe do almost nothing. So if there is an absolute must directly attack someone, attack them, SPGs or other non-Soviet light tanks.  
+
In Arcade Battles (AB), it's best to fire the missile at tank's gunner, so in case if it didn't destroy the tank on its own, the Warrior can just circle around the enemy and use the main gun to destroy the engine, then proceed to incapacitate the crew. In Realistic battles (RB) even taking out cannon barrel or breech might be enough, as repairs in that mode take much more time, and field repair doesn't even guarantee, that gun won't just jam itself again or fire in a completely different direction.
  
There is also a trick related to the Warrior - if baiting an enemy that is looking towards the Warrior, pull the Warrior's rear end out of cover first. Since the rear has very little critical components outside of the MILAN missile stowage, usually being shot there doesn't do anything too drastic for the overall tank health. After being fired at, drive out of cover and fire back at them. This trick probably won't work twice, indicating you should make the most out of the opportunity you have at hand. Nobody likes to be shot with ATGMs and the second shot coming will most certainly be HE of some kind. This tactic may backfire if your IFV gets shot with APHE, or APDSFS will enter the vehicle at a bad angle, but those types of ammunition have the potential of instantly destroying Warrior regardless of the entry point.
+
As with all light tanks playstyle, be very wary of people that have any kind of explosive ammo, as the Warrior has relatively low amount of armour on it and can be easily destroyed by overpressure damage. With Add-on armour, the Warrior can fight and take some hits, but the vehicle's turret, front and back are still a giant weak spot.
  
Finally, the Warrior can also repair any allies, so if in cover and not busy - do help them.
+
Usually, MBTs will carry AP ammo as their first shot, which may just over-penetrate and maybe do almost nothing. So if there is an absolute must directly attack someone, attack them, SPGs or other non-Soviet light tanks.
 +
 
 +
There is also a trick related to the Warrior - if baiting an enemy that is looking towards the Warrior, pull the Warrior's rear end out of cover first. Since the rear has very little critical components outside of the MILAN missile stowage, usually being shot there doesn't do anything too drastic for the overall tank health. After being fired at, drive out of cover and fire back at them. You also can pull out the front-right side of the hull instead, if you can afford sacrificing the driver and just want to bait the enemy shot for teammates. This trick probably won't work twice, indicating you should make the most out of the opportunity you have at hand. Nobody likes to be shot with ATGMs and the second shot coming will most certainly be HE of some kind. This tactic may backfire if your IFV gets shot with APHE, or APFSDS will enter the vehicle at a bad angle, but those types of ammunition have the potential of instantly destroying the Warrior regardless of the entry point.
 +
 
 +
Finally, the Warrior can also repair any allies faster, so if in cover and not busy - do help them.
  
 
====Specific enemies worth noting====
 
====Specific enemies worth noting====
 
<!--Some concerning vehicles to worry about if playing this tank and how to fight them in an encounter. (i.e. Tiger II - shoot the turret cheeks)-->
 
<!--Some concerning vehicles to worry about if playing this tank and how to fight them in an encounter. (i.e. Tiger II - shoot the turret cheeks)-->
Any Soviet light tanks: Destroy it with ATGM, use scout ability to see when they are trying to leave their cover, use gun adjustment to never miss, generally never play around with them. BMP-1 will just hull break the Warrior, BMP-2 will just turn on full auto mode and unload half of its magazine into its target, even if it misses its ATGM, just to get rid of a threat and even add-on armour won't save the Warrior at that point. Oddly enough, the infamous Object 906 is probably the least dangerous of them, but it will still destroy the Warrior with proper shot placements. If the Warrior is spaded in modifications, just call artillery strike on them.
+
Any Soviet light tanks: Destroy it with ATGM, use scout ability to see when they are trying to leave their cover, use laser rangefinder to never miss, generally never play around with them. BMP-1 might accidentally hit tank's weak spot and destroy it's entire crew, BMP-2 will just turn on full auto mode on main gun and unload half of its magazine into its target, even if it misses its ATGM, just to get rid of a threat and even add-on armour won't save the Warrior at that point. Oddly enough, the infamous Object 906 is probably the least dangerous of them, but it will still destroy the Warrior with proper shot placements. If the Warrior is spaded in modifications, just call artillery strike on them.
  
IS-7: Do not '''ever''' engage this thing frontally without MILAN 2 and add-on armour. It is also extremely risky to attack it on a narrow street. Fire at the right (their left) side, to disable its turret. The main goal in engaging this tank is to disable its engine with the 30 mm gun and then blow it up by destroying its ammo in back of a turret or just blowing it up by firing ATGM in the middle of it or into ammo rack, if there is a spare ATGM (the IS-7, as a threat to any BR below 8.0, should be prioritized with every missile in the Warrior's capacity). Even the many machine guns on the IS-7 can shred the Warrior apart.
+
IS-7: Do not ever engage this thing frontally without MILAN 2 and add-on armour. It is also extremely risky to attack it on a narrow street. Fire at the right (their left) side, to disable its turret. The main goal in engaging this tank is to disable its engine with the 30 mm gun and then blow it up by destroying its ammo in back of a turret or just blowing it up by firing ATGM in the middle of it or into ammo rack, if there is a spare ATGM (the IS-7, as a threat to any BR below 8.0, should be prioritized with every missile in the Warrior's capacity). Even the many machine guns on the IS-7 can shred the Warrior apart.
  
Any tank with heavy machine guns: If possessing the add-on armour modification, simply avoid turning the rear towards them, otherwise the weak rear armour would be easily penetrated. Weaker machine guns of around 7.62 mm calibre can't penetrate the Warrior armour at all, and even 14,5 mm will have some problems penetrating the front of the hull and protected sides, so just destroy them by returning cannon fire and avoiding being hit in the turret. They'll never see it coming.
+
Any tank with heavy machine guns: If possessing the add-on armour modification, simply avoid turning the rear towards them, otherwise the weak rear armour would be easily penetrated. Weaker machine guns of around 7.62 mm calibre can't penetrate the Warrior armour at all, and even 14,5 mm will have extreme problems penetrating the front of the hull and protected sides, so just destroy them by returning cannon fire and avoiding being hit in the turret. They'll never see it coming.
  
 
====Counter-tactics====
 
====Counter-tactics====
 
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. Just flank)-->
 
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. Just flank)-->
Just fire at its turret, preferably with explosives or high fire rate guns.  
+
Just fire at its turret, preferably with explosives or autocannons with a high rate of fire.
  
If it tries to spook away a threat by being ominous and peeking over hills, disable its ATGM camera (on "ears") with concentrated fire if a direct hit to the crew and modules is not possible. Keep in mind that must damage whole IFV really hard for ATGM repairs to take long (otherwise it may take less than rearm time, which is not good). If the missile is already homing towards a vehicle with no way to break visual, try to get outside of direct missile control range (which will make missile spiral crazily and possibly missing by a centimetre) or face it with the gun barrel in hopes that it would absorb the damage and not cripple any critical modules.
+
If it acts spooky by being ominous and peeking over hills, you are already in danger. Disable its ATGM camera (on "ears") with concentrated fire if a direct hit to the crew and modules is not possible. If hit by explosives, it might cause overpressure damage and destroy the tank outright. Keep in mind that your attacks must damage the entire IFV really hard for ATGM repairs to take long (otherwise it may take less than a few seconds, which is not good).
 +
 
 +
If the missile is already homing towards a vehicle with no way to avoid it, in RB/SB try to get outside of direct missile control range by not letting the light tank to aim at you directly (which will make missile spiral crazily and possibly missing by a centimetre) or face it with the gun barrel and fire all machine guns in hopes that it would get shot mid-air or get absorbed by the gun and not damage or destroy any critical modules.
  
 
Never fire pure AP rounds to the back of this tank, since unless it hits one of the missile ammo racks there, it will just do nothing to it.
 
Never fire pure AP rounds to the back of this tank, since unless it hits one of the missile ammo racks there, it will just do nothing to it.
  
If the Warrior has the add-on armour package, '''do not''' underestimate it and use anything possible when engaging it, not just HMG. Warrior repairs and reloads fast enough to disable its adversaries, if it must, just set it on fire is not going to stop it. Low calibre machine guns are useless against hull from front, despite it having incomplete add-on armour protection.
+
If the Warrior has the add-on armour package, do not underestimate it and use anything possible when engaging it, not just HMG. Warrior repairs and reloads fast enough to disable its adversaries, if it must, "just set it on fire" mindset is not going to stop it. Machine guns are nearly useless against hull from front, despite it having incomplete add-on armour protection, use them to disable ATGM controls or missiles themselves.
  
In case Warrior destroyed your primary weapon, but you still have 12.7 mm machinegun, you can fire at its ventilation to destroy it. It's very well hidden on the right-front side of the IFV (left for you, if facing it) behind a small grey shield, making it nearly unnoticeable. Firing at ventilation from the side is also possible, but it will do less than fatal damage.
+
In case Warrior destroyed your primary weapon, but doesn't have a composite screen and you still have 12.7 mm machine gun, you can fire at its side ventilation to destroy it. It is on the right side of the IFV (left for you, if facing it). The add-on armour greatly complicates this, as it will block any direct shots at it, leaving you with only its rear as an option.
  
The Warrior can be destroyed by a fighter jet. However, do not just strafe it directly, as it actually can fire back and may have armour. It's best to attack it from the top.
+
The Warrior can be destroyed by a fighter jet. However, do not just strafe it directly, as it actually can fire back and may have enough armour to block stray shots. It's best to attack it from the top.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize 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 - they have a substitution in the form of softer "inadequate", "effective".''-->
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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".'' -->
 +
 
 
'''Pros:'''
 
'''Pros:'''
  
* Extremely powerful ATGM with 8 missiles
+
* Equipped with 8 extremely powerful MILAN ATGMs
* Can stop pushes if manages to get to good cover
+
* Can stop pushes if manages to get to good cover (scouting, laser rangefinder, artillery, ATGMs, good mobility and smoke, can fire missiles over anything without even exposing much more than the launcher itself)
* Can survive a direct hit by a miracle and even brawl with MBT's if armour mod is installed
+
* Can survive poorly aimed shots and even brawl with MBTs if armour mod is installed
* The only British light tank beyond rank 1
+
* Has gunner thermal (2nd generation) vision and commander/driver night vision
* Has gunner thermal vision and commander / driver night vision
+
* Exceptionally mobile both forward and backwards. True fresh airs for British tankers!
 +
* Favourable levels of gun depression vertically and horizontally
 +
* Turret rotation speed ideal for brawling, especially when dealing with several targets in rapid succession.
  
 
'''Cons:'''
 
'''Cons:'''
  
* Can be destroyed by other light tanks easily, especially if situation awareness is not maintained
+
* Can be destroyed easily, especially if situation awareness is not maintained; a big visible target when unable to use commander scope
* Any properly landed turret shot will destroy the vehicle, with nearly no way to survive if it was a HE shell
+
* Any properly landed turret shot will destroy the vehicle, little chance to survive if it was a HE shell
* Many will be disheartened by the main gun's performance, especially in a duel with other light tanks
+
* Add-on armour heavily depends on enemy being inaccurate and each side panel will only save the tank once
* Add-on armour does less than one may expect from it, it's not clear when the Warrior survived a hit by sheer luck or because of armour plates.
+
* Engine exhaust placement (front right corner of tank) obscure gunners thermal vision when looking between approximately 45° and 80° to the right.
* Engine exhaust placement (front right corner of tank) means that hot exhaust fumes obscure gunners thermal vision when looking between approximately 45° and 80° to the right.
+
* No stabilization for the turret greatly affects firing capacities. Disheartening performance on duels
 +
* Very weak stock belt
 +
* Although it can fire over anything by using ATGM launcher directly, it will lose control of the missile if commander scope cannot see it, sometimes limiting safe attack range to 200-300 m. The launcher also has no NVD or thermal sight
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an 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></nowiki></code>, as well as adding them at the end of the article.''-->
+
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
The FV510 infantry fighting vehicle was developed as part of a program to create a modern IFV for the British army at the end of the ’70s. The vehicle went into series production in 1986. The vehicle was equipped with 30 mm gun, fed by magazines of three shells each. This gun was designed to destroy lightly armoured vehicles with maximum accuracy. For the Desert Storm operation, the Warriors were equipped with Chobham passive armour – add-on armour plates that significantly improved the IFV’s defence in battle, allowing it to survive a hit from an RPG-7 grenade and shrapnel from high-calibre HE rounds. A little later, in 1990, the military decided to equip the Warrior with anti-tank weaponry – a 30 mm gun for these targets was clearly not enough. The roof of the turret was equipped with a launcher for the MILAN ATGM. The commander used a hatch to fire the ATGM, and it was reloaded through the upper hatch of the armoured vehicle’s infantry compartment. The FV510 Warrior is still in service with the British army and is the main IFV of the United Kingdom.
+
The FV510 infantry fighting vehicle was developed as part of a program to create a modern IFV for the British army at the end of the '70s. The vehicle went into series production in 1986. The vehicle was equipped with 30 mm gun, fed by magazines of three shells each. This gun was designed to destroy lightly armoured vehicles with maximum accuracy. For the Desert Storm operation, the Warriors were equipped with Chobham passive armour – add-on armour plates that significantly improved the IFV's defence in battle, allowing it to survive a hit from an RPG-7 grenade and shrapnel from high-calibre HE rounds. A little later, in 1990, the military decided to equip the Warrior with anti-tank weaponry – a 30 mm gun for these targets was clearly not enough. The roof of the turret was equipped with a launcher for the MILAN ATGM. The commander used a hatch to fire the ATGM, and it was reloaded through the upper hatch of the armoured vehicle's infantry compartment. The FV510 Warrior is still in service with the British army and is the main IFV of the United Kingdom.
  
''- From [https://warthunder.com/en/news/5753-development-fv510-warrior-built-for-the-future-en Devblog]''
+
''- From [[wt:en/news/5753-development-fv510-warrior-built-for-the-future-en|Devblog]]''
  
 
== Media ==
 
== Media ==
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
{{Youtube-gallery|pTSojlOp7bI|Confusion and destruction tactics with the Warrior.|18Nl66ImFU4|PhyDaily - Warrior gameplay in Realistic Battle}}
+
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_fv510_isv Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Videos
 +
{{Youtube-gallery|y_BcBzYVOeU|'''The Shooting Range #116''' - ''Metal Beasts'' section at 00:35 discusses the Warrior.|2h5kFyznXKU|'''Best IFVs''' discusses the {{PAGENAME}} at 2:15 - ''War Thunder Official Channel''|18Nl66ImFU4|'''British IFV - WARRIOR Suffocating Meta (War Thunder Tanks Gameplay)''' - ''PhlyDaily''|JkgAzKSNIME|'''{{PAGENAME}} Tank Review''' - ''Napalmratte''}}
  
 
== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!--''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;''
 
* ''reference to the series of the vehicles;''
* ''links to approximate analogues of other nations and research trees.''
+
* ''links to approximate analogues of other nations and research trees.''-->
 +
 
 +
Similar tanks:
 +
 
 +
* [[M113 (Family)|M113]] - Most of the ATGM tanks based on this chassis look and work similarly to the Warrior, but they do not double as a light tank
 +
* [[PUMA]] - Extremely similar tank with maximum emphasis put on defences
  
 
== External links ==
 
== External links ==
<!--''Paste links to sources and external resources, such as:''
+
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on tank;''
+
* ''other literature.'' -->
* ''other literature.''-->
 
  
* [https://warthunder.com/en/news/5753-development-fv510-warrior-built-for-the-future-en [Devblog<nowiki>]</nowiki> FV510 Warrior: Built for the future!]
+
* [[wt:en/news/5753-development-fv510-warrior-built-for-the-future-en|[Devblog] FV510 Warrior: Built for the future!]]
  
 
{{Britain light tanks}}
 
{{Britain light tanks}}
 +
[[Category:ATGM vehicles]]

Latest revision as of 18:56, 15 May 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
Warrior
uk_fv510_isv.png
GarageImage Warrior.jpg
GarageImage Warrior AddArmour.jpg
ArtImage Warrior.png
ArtImage2 Warrior.jpg
Warrior
AB RB SB
8.3 8.3 8.3
Class:
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game

Description

The Combat Vehicle, Personnel, Tracked, 30mm Gun, Warrior FV510 (or just the Warrior) is a rank VI British light tank with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update 1.81 "The Valkyries".

The Warrior's shape is comprised of a large box and a small turret, which houses a 30mm L21A1 autocannon and a 7.62 mm L94A1 machine gun. On the outside, there are 2 ATGM cameras and the ATGM launcher itself. The front of the hull is sloped to increase armour protection without sacrificing weight. The hull is quite large, considerably taller than even some nation's main battle tanks. This should be taken into account when adjusting to its play style.

If the vehicle has add-on armour, it's easily identified for its riveted plates on sides of the vehicle. Usually, after being shot with a high velocity round, they break off. Plates do not protect the rear of the vehicle.

The Warrior is mostly played as an aggressive ATGM tank or ambush scout tank, though it can fulfill any role that doesn't involve it being under heavy fire due to its limited armour protection.

It's best described as a combination of Crusader AA Mk I and M113A1, with benefits of both and downsides of neither. Armour is relatively poor, but can be upgraded via a modification to partially protect from certain hazards such as some autocannons and low-calibre HEAT shells. The weapon combo is potent enough to destroy even modern MBTs, and with add-on armour, the Warrior can bully even heavy tanks in close range, though the turret is still very vulnerable.

The Warrior can be played defensively (mostly around hills and mountains), or aggressively (on flat terrains and in towns), given that there is enough cover for the Warrior. In realistic battles, Warrior can also hide relatively well and use either of its weapons to punish unsuspecting enemies, or just scout them.

This vehicle is very easy to play while still in stock mode, as it has most essentials available at stock or unlocked early on, however, every upgrade only makes it even stronger.

General info

Survivability and armour

Composite armour
Balanced protection against all types of ammunition
Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull44 / 44 / 44
Turret25 / 25 / 13
Crew3 people
Visibility70 %

Armour type:

  • Aluminum Alloy 7039 - Hull
  • Rolled homogeneous armour - Turret
Armour Front (Slope angle) Sides Rear Roof
Hull 38.4 mm (69-70°) Upper Glacis
44.4 mm (41°) Lower Glacis
28.5 mm Top
44.4 mm Bottom
44.4 mm Hull Rear
38.1 mm Door
28.5 mm Roof
10 mm Radiator Vents
Turret 25.4 mm Turret front
25.4 mm +25.4 mm Gun mantlet
25.4 - 12.7 mm (Front to rear) 12.7 mm 12.7 mm

Notes:

  • Suspension and Tracks - 10 mm
  • Fenders and Storage Boxes - 4 mm

Overview:

While this construction outside of Warrior can sometimes stop HESH coming from behind, it will also often doom the tank by allowing chemical shells coming from the side to damage unprotected parts of the hull, triggering overpressure damage.

The Warrior has a huge profile, and its armour is mostly made of aluminium alloys, which compromises its protection against medium tanks. While at the first glance the hull may seem uniform, and technically thick enough to survive hits of kinetic shells up to 120 mm and chemical shells of up to 105 mm, it has a lot of weak points, which trigger overpressure damage. For that reason, if artillery hit its hull or turret directly, the Warrior will not survive. Direct hit of explosive shells to the middle of the tank on any side, ATGM optics (commander sight) or turret hit in general is likely to instantly destroy the tank.

When considering smaller weapons, the Warrior is well protected against heavy machine guns. The frontal ventilation is a glaring weak spot, but internal RHA screens will prevent any HMG fire from hitting the crew. However, its turret, side engine ventilation, hull's back and even sides themselves have weak spots, which can be penetrated by 12.7 mm and 14.5 mm heavy machine guns. At some angles, the gunner optics (left "ear") can also be penetrated by 14.5 mm to take out the gunner.

The hull frontal armour is sloped and can sustain light automatic cannon fire at best, allowing it to fight BMP-2 or SPAA armed with 23 mm guns head-on in some scenarios, as long as they do not know where to fire. It is preferable to fight them from great distance or while employing high ground to increase their attack angle as close to 60 degrees as possible, rendering their main weapons useless. The engine and screens to the right of the driver add a sort of spaced armour effect by absorbing penetrating shells. This works well in addition to the add on armour, as it means that half the front is protected by the engine and the other half by composite armour.

Add-on Armour:

Protection analysis view: frontal panel gives a 45% chance for the Warrior to not take any damage from frontal HESH shot by just being there. Side armour does the same thing for the entirety of the sides but is significantly weaker.

The add-on panels defend the sides of the hull, with a piece of composite on the frontal plate covering the driver. These panels are geared towards protection against Chemical munitions and add surprisingly little armour against kinetic rounds.

The side armour plates conceal weak spots on the Warrior hull and are effective against chemical rounds. In general, they prevent HMG bullets from getting into tank and stop overpressure damage from being hit by HESH and HEAT (including ATGM), efficiency against HE varies depending on the hit spot, but it generally helps against weak rockets. Angling can be an effective tactic with these panels installed, and it will also help the tank to survive some 30 mm kinetic rounds, as long as the screen is not destroyed (which usually doesn't take long). After being hit once by a big shell, these panels generally break off the tank and no longer protect it.

The composite in front of the driver is much stronger and is capable of stopping weak HEAT rounds with about 400 mm of penetration, and will also add enough kinetic protection to stop most direct 20 mm autocannon round hits. It will not save the tank from direct 120 mm HE hit, as the explosion will reach tank's turret and likely annihilate vehicle via pressure damage.

These images show a Warrior surviving an ATGM fired from an IT-1 due to the additional armour:

Mobility

Speedforward / back
AB89 / 89 km/h
RB and SB80 / 80 km/h
Number of gears9 forward
4 back
Weight25.9 t
Engine power
AB1 049 hp
RB and SB550 hp
Power-to-weight ratio
AB40.5 hp/t
RB and SB21.2 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock AoA Stock Upgraded Stock Upgraded
Arcade 89 89 24.9 1 852 1,049 34.22 40.5
Realistic 80 80 486 550 19.52 21.24

Mobility is adequate on vehicle's BR, it can move forward and backwards equally fast, but don't expect it to be climbing mountains like with the powerful Vickers MBT in Arcade Battles. It will just slide down if the surface is too steep.

In Arcade Battles, it's generally driving at 46-54 km/h offroad in either direction without engine upgrades, regardless of additional armour. With mobility upgrades it may drive up to 60 km/h, but not very often. Speed of 81-83 km/h can be reached if the Warrior drove off the hill and keep driving forward, or on completely flat terrains, like roads in the American desert, though sometimes it just doesn't work again at the same spot.

Due to its sheer size, it almost never gives in to ramming attempts, though it cannot move enemy heavy tanks either and shouldn't fight them on a narrow street.

Accidentally hitting something on max speed, especially explosive decorations, launches the Warrior up to 5 m in the air, which is very entertaining, but almost never fazes the enemy.

  • Adding armour does not decrease Warrior's hp/ton significantly, and it only reduces maximum climb angle by 2 degrees, so it should be used when unlocked without worries of mobility penalty.
  • Despite having enough horsepower, this vehicle can not climb mountains.

Modifications and economy

Repair costBasic → Reference
AB2 662 → 4 951 Sl icon.png
RB3 016 → 5 609 Sl icon.png
SB3 683 → 6 850 Sl icon.png
Total cost of modifications113 200 Rp icon.png
194 600 Sl icon.png
Talisman cost2 300 Ge icon.png
Crew training110 000 Sl icon.png
Experts380 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces830 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 160 / 200 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
260 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
4 500 Rp icon.png
Cost:
7 200 Sl icon.png
195 Ge icon.png
Mods new tank break.png
Brake System
Research:
4 500 Rp icon.png
Cost:
7 200 Sl icon.png
195 Ge icon.png
Mods new tank filter.png
Filters
Research:
5 000 Rp icon.png
Cost:
8 000 Sl icon.png
220 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
350 Ge icon.png
Mods new tank engine.png
Engine
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
350 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
1 800 Rp icon.png
Cost:
9 600 Sl icon.png
260 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 400 Rp icon.png
Cost:
7 200 Sl icon.png
195 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
5 000 Rp icon.png
Cost:
8 000 Sl icon.png
220 Ge icon.png
Mods tank additional armor.png
Additional Protection Package
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
350 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
260 Ge icon.png
Mods thermal sight.png
NVD
Research:
6 000 Rp icon.png
Cost:
9 600 Sl icon.png
260 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
4 500 Rp icon.png
Cost:
7 200 Sl icon.png
195 Ge icon.png
Mods airstrike.png
Airstrike
Research:
4 500 Rp icon.png
Cost:
7 200 Sl icon.png
195 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
4 500 Rp icon.png
Cost:
7 200 Sl icon.png
195 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
5 000 Rp icon.png
Cost:
8 000 Sl icon.png
220 Ge icon.png
Mods tank ammo.png
MILAN 2
Research:
5 000 Rp icon.png
Cost:
8 000 Sl icon.png
220 Ge icon.png
Mods tank ammo.png
30mm_hs_831_APDS_ammo_pack
Research:
5 000 Rp icon.png
Cost:
8 000 Sl icon.png
220 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
5 000 Rp icon.png
Cost:
8 000 Sl icon.png
220 Ge icon.png
Mods art support.png
Artillery Support
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
350 Ge icon.png
Mods scouting.png
Improved optics
Research:
7 900 Rp icon.png
Cost:
13 000 Sl icon.png
350 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night
Setup 1:30 mm L21A1 automatic cannon
7.62 mm L94A1 machine gun
MILAN ATGM
Setup 2:30 mm L21A1 automatic cannon
7.62 mm L94A1 machine gun
MILAN 2 ATGM

Main armament

Ammunition225 rounds
Belt capacity3 rounds
Reloadbasic crew → aces
1.0 → 0.8 s
Fire rate81 shots/min
Vertical guidance-10° / 45°
Main article: L21A1 (30 mm)

The 30 mm L21A1 RARDEN cannon is an effective autocannon, although its rate of fire is sub-par. Unlike other autocannons, it requires to aim first and fire later, but it does have enough punch to scare majority of sniper tanks at close range. While cannon is not technically stabilized, Warrior gunners can manage to fire with some accuracy on the move if they are skilled, enough to make it virtually stabilised in AB.

30 mm L21A1 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 222 (6) 80 -10°/+45° ±180° N/A 57.1 79.1 96.0 106.2 112.9 1.30 1.15 1.06 1.00
Realistic 35.7 42.0 51.0 56.4 60.0

Ammunition

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
30x170 APHE-I SAP-I 53 50 39 29 21 16
30x170 HE-I-T HEI-T* 9 8 7 5 4 4
30x170 APDS-T APDS 110 101 95 69 52 41
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
30x170 APHE-I SAP-I 1,080 0.36 1.2 9 30.6 47° 56° 65°
30x170 HE-I-T HEI-T* 1,080 0.36 0.1 0.1 85 79° 80° 81°
30x170 APDS-T APDS 1,175 0.3 - - - 75° 78° 80°

The 30 mm APHE is slightly more useful at the BR of the Warrior, as it will face much more rank VI lightly armoured cars and tanks, with occasional SPAA roaming on the field. APHE shells have no tracers and are invisible even on thermal camera, which makes it somewhat difficult for opponents to understand where their tank is being attacked from. Aiming is made easier by the laser rangefinder, so sniping with APHE is now a valid option in RB, although most medium tanks are unlikely to be penetrated. In terms of the damage, if APHE manages to land in the middle of enemy tank crew compartment, the tank will undoubtedly explode due to a high shrapnel amount, but some knowledge of weakspots will be required.

The HE-I-T is an anti-air shell, which can tear a wing off the plane, assuming it hits. It isn't good for anything else, but could in theory be used as a rangefinder shell in combination with APHE belt until the actual rangefinder or APDS-T were unlocked. Outside of Warrior BR, it could be used to destroy open topped ATGM carriers, such as Khrizantema, or SAM tanks with no armour around missiles.

APDS-T belt is capable of penetrating the front armour of most light vehicles and some medium tanks, and the sides of almost any tank that the Warrior will face. The sub-par rate of fire and low post-penetration effects mean that gunners will need to pick out individual crew members or modules in each well-placed shot. Direct hit on ammo rack may or may not be lethal depending on how much armour shell had to penetrate beforehand. The shell velocity in the RARDEN APDS belt and laser rangefinder allows the Warrior to lay down effective fire on light enemy targets up to about 2 km (at any range in AB), although it will be difficult to hit moving targets past about 1.5 km. The APDS belt has tracers, so it will be visible to everyone.

Ammo racks

Ammo racks of the Warrior
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
37 30 (+7) (+36) No

Additional armament

Ammunition8 rounds
Vertical guidance-5° / 20°
Horizontal guidance-30° / 30°
Flight speed200 m/s
Range2 000 m
Fire on the moveup to 5 km/h
Ammunition8 rounds
Vertical guidance-5° / 20°
Horizontal guidance-30° / 30°
Flight speed185 m/s
Range2 000 m
Fire on the moveup to 5 km/h
Main articles: MILAN, MILAN 2

The Warrior carries MILAN missiles as a secondary weapon, although these function more as the primary armament due to the tank based gameplay in Warthunder.

Warrior managed to launch MILAN 2 straight at the enemy tank, instantly destroying it.

The MILAN 1 has 500 mm of RHA penetration. It is 103 mm in diameter.

The MILAN launcher can be upgraded to the MILAN 2, which has 730 mm of RHA penetration. The MILAN 2 is 115 mm in diameter. The flight performance is essentially the same, but it's starting speed is higher.

The missile is launched via commander's optics (the ones on top of the turret), if commander optics get destroyed, the Warrior cannot launch ATGM anymore. They can only be repaired via "manual repair".

The missile can be guided either by the gunner scope (located inside cannon itself in AB/RB) or commander scope (by activating "commander fire control" via a hotkey), or even through controlling the launcher itself directly. Use of the commander scope or ATGM itself is preferable, as it exposes much less of the tank and confuses some people which expect you to drive out completely like other IFVs. Do note, that commander scope is only usable if the commander is still alive.

To control the ATGM pole directly, player must press "Select special weapon or ATGM" hotkey or multi-function menu key. This will move the sniper scope to the ATGM, but also disable turret controls and the main gun. This sight has no NVD of any kind. The pole can turn 30 degrees to the sides of the turret. Since the turret cannot be moved in this aiming mode, sudden corrections would have to be made with the hull, which might affect the missile trajectory in bad ways. This specific IFV can still sort-of control the turret by swapping to the "commander scope", which will prompt him to immediately turn the turret exactly where the ATGM launcher was aiming at, allowing to quickly regain ability to aim. To properly regain controls of everything, use of "reset weapon selection" is recommended over any other option.

Msg-info.png Even when you directly use the launcher, the LOS of a missile is still calculated off the commander scope. The game is extremely lenient about it and launcher can be used to expose much less of a tank, or to snipe through tall obstacles that simply make seeing anything impossible, but are not actually "blocking" the target physically (like broken church windows). What you can't do is snipe with it when the commander is completely blind and blocked off. Maximum feasible attack range with just the launcher exposed is about 350 m.

If the commander scope cannot see the missile directly, the tank will lose control over it, so any indirect attacks should be aimed quickly after sending the missile as high as possible. Choosing the commander scope also allows to attack with missiles a bit like Swingfire - if binoculars are able to see the target on low ground, then it most likely can be hit by a curved missile, even if the scope cannot be directly aimed at it.

The MILAN can be used at close ranges, but cannot be fired point-blank (10 m or so), and if not careful it can overshoot (look at launcher itself in Third-person view to avoid this). The missile only has 2 km of range so it is not particularly useful against enemies at very long range, or more often against helicopters who are hovering far away from the battlefield.

For targets far away, it is recommended to use the laser rangefinder before launching the missile, in order not to waste a missile on a target beyond the 2 km range.

103 mm MILAN ATGM
Capacity Vertical
guidance
Flight speed
on launch (m/s)
Max Flight
speed (m/s)
Range (m)
8 ±5° ~160 200 2,000
115 mm MILAN 2 ATGM
Capacity Vertical
guidance
Flight speed
on launch (m/s)
Max Flight
speed (m/s)
Range (m)
8 ±5° ~200 200 2,000
  • Despite being launched at their max speed, they are still very manoeuvrable, so they still can be curved behind some hills at targets ~500 m away, and generally targets up to 800 m can't dodge it.

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
MILAN ATGM 530 530 530 530 530 530
Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
MILAN ATGM 200 2,000 6.7 0.05 0.1 1.83 80° 82° 90°

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
MILAN 2 ATGM 730 730 730 730 730 730
Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
MILAN 2 ATGM 185 2,000 7 0.05 0.1 2.36 80° 82° 90°

Ammo racks

Ammo racks of the Warrior
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
8 (+3) (+7) (+8) No

Machine guns

Ammunition2 200 rounds
Belt capacity2 000 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate600 shots/min
Main article: L94A1 (7.62 mm)

The machine gun is kind of useless for Warrior, but it can still destroy weak fences, which normally slows any tank down if they hit them, and it makes much less noise than the main gun. During direct fight against other ATGM tanks with no cover present it can be used to try and shoot down enemy missiles.

For enemy marking purposes in RB, Scouting should be used instead, as it doesn't reveal the vehicle.

7.62 mm L94A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (2,000) 600 N/A N/A

Usage in battles

Generally, Warrior needs to quickly get into the medium range of the expected enemy, then figure out its strategy for the current battle. While moving towards an objective, Warrior should keep a low profile and scout every enemy it can notice.

After looking around, Warrior either takes some hills or well-protected hull-down position near to capture point to utilize ATGMs, laser rangefinder and scouting ability for medium-range attacks and team support, or takes an aggressive approach and goes for stealthy flanks and close-range combat. It's not rare to see Warrior try and destroy heavy tanks, which just don't expect the light tank to go at them.

If forced, Warrior can always use a smokescreen to disrupt enemy plans of taking it down, either baiting them to waste time looking for it, or using smokescreen, MILAN-2, scouting and add-on armour together to attack the enemy from the fog with little fear of being punished for it. For some reason enemy does not often reply to ATGM shots but instantly fires back at cannon fire, so use cannon sparingly during this.

Example of using smokes and armour offensively in arcade battle. Not only enemy is blinded and can't hold the line, allowing the team to rush in, but even if they fire towards the Warrior's general direction, they will likely load HESH or HEAT and fire at the hull, hitting the add-on armour and doing no or less than fatal damage. MILAN-2, on the other hand, is almost unblockable and can obliterate many tanks in one hit, and the player can clearly see the position of enemy tanks due to scouting. A skilled Warrior can take out up to two tanks per one smoke deploy like that. Works on any range from 30 m to 800 m.

In any mode, but especially in AB, mark the enemy with the "scout" ability, so they can be found whenever smoke is deployed. This must be done for two main reasons:

  1. Since the MILAN ATGM can instantly destroy or cripple anything, even seeing just the name of enemy and type of tank through smoke is good enough for the Warrior to have a chance for a hit. In realistic battles, it's less reliable, but the Warrior can still see where the enemy is. For light tanks, the 30 mm autocannon can work just fine (just don't do that against BMP; unless it already spotted and scouted the Warrior, it's not worth it).
  2. In Arcade Battles, If the "intelligence" reward is obtained for marking enemy that was or is invisible to teammates and then got destroyed, the player will get artillery support point and airstrike point. If the squadmates destroys the marked target, the player will get airstrike point regardless as a squad assist.

Due to this, even in 9.0 arcade battle, the Warrior can call in ATGM helicopters on very first minute of a fight, simply by marking 2 enemy vehicles and destroying someone with an almost undodgeable and unblockable missile, while the enemy cannot even request gunships to protect themselves from it. ATGM helicopter than can destroy 6 to 10 enemy tanks, significantly weakening the enemy team. As the game goes on, Warrior can join multiple air battles in a row as second attack helicopter or bomber, because it's a scout vehicle.

Since MILAN has relatively good controls and there is 8 missiles total, the Warrior can try and fire it above hills and guide it down on people, much like Swingfire and Striker. It's harder to aim at the enemy without a straight visual firing line, but if it hits anywhere important, they could be knocked out anyway. Since the Warrior is considered a scout vehicle, mark them and ping them on the map, even if a shot lands a hit.

If the map is urban in nature, keep in mind the ability to use the ATGM launcher directly. There are a lot of buildings that can be fired through, some windows are merely a suggestion, and some trash piles and containers are so giant that they protect you fully, but cannot protect your enemies from your ATGM launcher. Even if the cover is too tall even for Warrior's tracker and you lose ATGM control ability as your commander is completely blind, the missile will still go relatively straight for 200-300 m, so you can casually slap away any unwanted guests before they can even do anything to you. Remember, this is both a light tank and a tank destroyer, you need to think like both if you want to truly shine in such environment. Refer to the pictures to understand your advantage better:

In Arcade Battles (AB), it's best to fire the missile at tank's gunner, so in case if it didn't destroy the tank on its own, the Warrior can just circle around the enemy and use the main gun to destroy the engine, then proceed to incapacitate the crew. In Realistic battles (RB) even taking out cannon barrel or breech might be enough, as repairs in that mode take much more time, and field repair doesn't even guarantee, that gun won't just jam itself again or fire in a completely different direction.

As with all light tanks playstyle, be very wary of people that have any kind of explosive ammo, as the Warrior has relatively low amount of armour on it and can be easily destroyed by overpressure damage. With Add-on armour, the Warrior can fight and take some hits, but the vehicle's turret, front and back are still a giant weak spot.

Usually, MBTs will carry AP ammo as their first shot, which may just over-penetrate and maybe do almost nothing. So if there is an absolute must directly attack someone, attack them, SPGs or other non-Soviet light tanks.

There is also a trick related to the Warrior - if baiting an enemy that is looking towards the Warrior, pull the Warrior's rear end out of cover first. Since the rear has very little critical components outside of the MILAN missile stowage, usually being shot there doesn't do anything too drastic for the overall tank health. After being fired at, drive out of cover and fire back at them. You also can pull out the front-right side of the hull instead, if you can afford sacrificing the driver and just want to bait the enemy shot for teammates. This trick probably won't work twice, indicating you should make the most out of the opportunity you have at hand. Nobody likes to be shot with ATGMs and the second shot coming will most certainly be HE of some kind. This tactic may backfire if your IFV gets shot with APHE, or APFSDS will enter the vehicle at a bad angle, but those types of ammunition have the potential of instantly destroying the Warrior regardless of the entry point.

Finally, the Warrior can also repair any allies faster, so if in cover and not busy - do help them.

Specific enemies worth noting

Any Soviet light tanks: Destroy it with ATGM, use scout ability to see when they are trying to leave their cover, use laser rangefinder to never miss, generally never play around with them. BMP-1 might accidentally hit tank's weak spot and destroy it's entire crew, BMP-2 will just turn on full auto mode on main gun and unload half of its magazine into its target, even if it misses its ATGM, just to get rid of a threat and even add-on armour won't save the Warrior at that point. Oddly enough, the infamous Object 906 is probably the least dangerous of them, but it will still destroy the Warrior with proper shot placements. If the Warrior is spaded in modifications, just call artillery strike on them.

IS-7: Do not ever engage this thing frontally without MILAN 2 and add-on armour. It is also extremely risky to attack it on a narrow street. Fire at the right (their left) side, to disable its turret. The main goal in engaging this tank is to disable its engine with the 30 mm gun and then blow it up by destroying its ammo in back of a turret or just blowing it up by firing ATGM in the middle of it or into ammo rack, if there is a spare ATGM (the IS-7, as a threat to any BR below 8.0, should be prioritized with every missile in the Warrior's capacity). Even the many machine guns on the IS-7 can shred the Warrior apart.

Any tank with heavy machine guns: If possessing the add-on armour modification, simply avoid turning the rear towards them, otherwise the weak rear armour would be easily penetrated. Weaker machine guns of around 7.62 mm calibre can't penetrate the Warrior armour at all, and even 14,5 mm will have extreme problems penetrating the front of the hull and protected sides, so just destroy them by returning cannon fire and avoiding being hit in the turret. They'll never see it coming.

Counter-tactics

Just fire at its turret, preferably with explosives or autocannons with a high rate of fire.

If it acts spooky by being ominous and peeking over hills, you are already in danger. Disable its ATGM camera (on "ears") with concentrated fire if a direct hit to the crew and modules is not possible. If hit by explosives, it might cause overpressure damage and destroy the tank outright. Keep in mind that your attacks must damage the entire IFV really hard for ATGM repairs to take long (otherwise it may take less than a few seconds, which is not good).

If the missile is already homing towards a vehicle with no way to avoid it, in RB/SB try to get outside of direct missile control range by not letting the light tank to aim at you directly (which will make missile spiral crazily and possibly missing by a centimetre) or face it with the gun barrel and fire all machine guns in hopes that it would get shot mid-air or get absorbed by the gun and not damage or destroy any critical modules.

Never fire pure AP rounds to the back of this tank, since unless it hits one of the missile ammo racks there, it will just do nothing to it.

If the Warrior has the add-on armour package, do not underestimate it and use anything possible when engaging it, not just HMG. Warrior repairs and reloads fast enough to disable its adversaries, if it must, "just set it on fire" mindset is not going to stop it. Machine guns are nearly useless against hull from front, despite it having incomplete add-on armour protection, use them to disable ATGM controls or missiles themselves.

In case Warrior destroyed your primary weapon, but doesn't have a composite screen and you still have 12.7 mm machine gun, you can fire at its side ventilation to destroy it. It is on the right side of the IFV (left for you, if facing it). The add-on armour greatly complicates this, as it will block any direct shots at it, leaving you with only its rear as an option.

The Warrior can be destroyed by a fighter jet. However, do not just strafe it directly, as it actually can fire back and may have enough armour to block stray shots. It's best to attack it from the top.

Pros and cons

Pros:

  • Equipped with 8 extremely powerful MILAN ATGMs
  • Can stop pushes if manages to get to good cover (scouting, laser rangefinder, artillery, ATGMs, good mobility and smoke, can fire missiles over anything without even exposing much more than the launcher itself)
  • Can survive poorly aimed shots and even brawl with MBTs if armour mod is installed
  • Has gunner thermal (2nd generation) vision and commander/driver night vision
  • Exceptionally mobile both forward and backwards. True fresh airs for British tankers!
  • Favourable levels of gun depression vertically and horizontally
  • Turret rotation speed ideal for brawling, especially when dealing with several targets in rapid succession.

Cons:

  • Can be destroyed easily, especially if situation awareness is not maintained; a big visible target when unable to use commander scope
  • Any properly landed turret shot will destroy the vehicle, little chance to survive if it was a HE shell
  • Add-on armour heavily depends on enemy being inaccurate and each side panel will only save the tank once
  • Engine exhaust placement (front right corner of tank) obscure gunners thermal vision when looking between approximately 45° and 80° to the right.
  • No stabilization for the turret greatly affects firing capacities. Disheartening performance on duels
  • Very weak stock belt
  • Although it can fire over anything by using ATGM launcher directly, it will lose control of the missile if commander scope cannot see it, sometimes limiting safe attack range to 200-300 m. The launcher also has no NVD or thermal sight

History

The FV510 infantry fighting vehicle was developed as part of a program to create a modern IFV for the British army at the end of the '70s. The vehicle went into series production in 1986. The vehicle was equipped with 30 mm gun, fed by magazines of three shells each. This gun was designed to destroy lightly armoured vehicles with maximum accuracy. For the Desert Storm operation, the Warriors were equipped with Chobham passive armour – add-on armour plates that significantly improved the IFV's defence in battle, allowing it to survive a hit from an RPG-7 grenade and shrapnel from high-calibre HE rounds. A little later, in 1990, the military decided to equip the Warrior with anti-tank weaponry – a 30 mm gun for these targets was clearly not enough. The roof of the turret was equipped with a launcher for the MILAN ATGM. The commander used a hatch to fire the ATGM, and it was reloaded through the upper hatch of the armoured vehicle's infantry compartment. The FV510 Warrior is still in service with the British army and is the main IFV of the United Kingdom.

- From Devblog

Media

Skins
Videos

See also

Similar tanks:

  • M113 - Most of the ATGM tanks based on this chassis look and work similarly to the Warrior, but they do not double as a light tank
  • PUMA - Extremely similar tank with maximum emphasis put on defences

External links


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