Difference between revisions of "Shturm-S"
Colok76286 (talk | contribs) (Edits) |
bangerland (talk | contribs) (→Main armament: i am far from HE-VT yet, but i have to write some details down already, as otherwise i'll forget. I will have to later drop a text wall with pictures for tactics section, since nerfs force this tank to employ really edgy tactics in AB.) |
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− | + | Shturm-s uses ATGM launchers by picking them up with a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank. | |
− | The vehicle | + | The handle is put down if the vehicle speeds up too much (faster than 19 km/h), but if it was reloading while the tank was moving, it will pull the launcher out at the end of the reload, whether you want it or not. When launcher is pulled out, it is always pointing forward. |
− | When rearming on a capture point, | + | DO NOT hold "fire" button while reloading, because launcher has a tendency to malfunction if you don't wait fot at least 0.2 sec after the reload was finished. This "malfunction" causes the missile to simply disappear. |
+ | |||
+ | Each missile type has great manoeuvreability, but the launch sequience is greatly complicated by the fact, that launcher (located in the very back of the tank) is offset from the actual guiding camera (located on the front-right of the tank), and missiles are launched at high speeds, causing them to often miss at close range. Since the launcher is pointing forward when pulled out, firing too early might also cause the missile to miss, depending on how much it needs to turn and compensate to get on course. Aim assist of arcade mode also has a tendency to aim lower than it should because of this, so it should not be relied on. | ||
+ | |||
+ | The vehicle can carry up to 12 of missiles. It is necessary to choose next ATGM type before firing the current one because Shturm-S can't change payload choice after firing and can't put the wrong launcher back. | ||
+ | |||
+ | When rearming on a capture point, the main type of ATGM is replenished first (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming on a cap is rather slow with about 15 seconds for one missile, full rearm outside of cap in AB is about 35 seconds. | ||
The list of available ATGM in order of acquirement: | The list of available ATGM in order of acquirement: | ||
− | HEAT - Default ATGM, which has about 550 mm penetration. Can deal with anything of BR 8.3-9.3, but does only punctual damage like HEAT-FS. Tanks with heavy NERA or ERA amount will resist it and suffer less than fatal damage or no damage | + | HEAT - Default ATGM, which has about 550 mm penetration. Launched at atleast 230 m/s with high acceleration. Can deal with anything of BR 8.3-9.3, but does only punctual damage like HEAT-FS. Tanks with heavy NERA or ERA amount will resist it and suffer less than fatal damage or no damage. |
− | |||
− | |||
− | + | Tandem HEAT - ATGM with a double payload. Launched at atleast 230 m/s with high acceleration. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of composite armour at a flat angle. Tandem warhead ignores ERA and penetration should be calculated as if it was not present, unless you hit the target at an extreme angle, launching the actual projectile into yet another ERA layer. | |
− | HE - A guided missile with a HE payload. Can penetrate about 55 mm of armour. Can be used to cause overpressure damage, similarly to HE shells | + | HE - A guided missile with a HE payload. Launched at about 130 m/s with poor acceleration. Can penetrate about 55 mm of armour, making it on par with the second strongest HE shells in terms of pure damage. Can be used to cause overpressure damage by hitting tracks or tank's roof, similarly to HE shells, but has negligeble area of effect and is weak against ERA plating. Due to its low launch speed it is suitable for close range combat, particularly in AB. Outside of tanks own BR, can be used as a utility ammo to destroy NERA tanks, which tandem HEAT might not be able to even scratch. |
Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a proximity detonator, which activates after missile flies about 300 m away from carrier, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. Missile has enough fuel to fly for about 7 km away. Whether Proximity HE can cause overpressure damage or not is currently unknown. | Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a proximity detonator, which activates after missile flies about 300 m away from carrier, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. Missile has enough fuel to fly for about 7 km away. Whether Proximity HE can cause overpressure damage or not is currently unknown. |
Revision as of 19:50, 12 August 2021
Contents
Description
The 9P149 Shturm-S is a rank VI Soviet tank destroyer with a battle rating of 8.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".
General info
Survivability and armour
Armour type:
- Rolled homogeneous armour
Armour | Front | Sides | Rear | Roof |
---|---|---|---|---|
Hull | 14 mm (54°) Front Plate 7 mm (80°) Upper glacis 14+5 mm (38°) Lower glacis |
7 mm (23°) Top 7 mm Bottom |
15 mm Middle 7 mm Top/Bottom |
7 mm |
Cupola | 7 mm (30°) | 7 mm (30°) | 7 mm (30°) | 7 mm |
Notes:
- Suspension wheels are 10 mm thick while tracks are 15 mm thick.
Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank 1 anti-air. From the side, within 200 m the crew compartment can be penetrated by 7.62 mm. There are very few areas on this tank that can be hit by a cannon round and survive. Given that this vehicle only has 2 crew and it is susceptible to overpressure damage with paper-thin armour, generally, avoid everything. Put a solid piece of dirt between you and the enemy and only shoot if the kill is guaranteed. You are protected from .50 calibre from the front so if need be aim your front to an enemy who still has his heavy mg working. Artillery is especially lethal to this tank, so much so that the vehicle might as well be without armour.
Mobility
Game Mode | Max Speed (km/h) | Weight (tons) | Engine power (horsepower) | Power-to-weight ratio (hp/ton) | |||
---|---|---|---|---|---|---|---|
Forward | Reverse | Stock | Upgraded | Stock | Upgraded | ||
Arcade | 67 | 12 | 11.8 | 341 | 458 | 28.9 | 38.81 |
Realistic | 62 | 11 | 212 | 240 | 17.97 | 20.34 |
The mobility is best described as nippy but not fast. Compared to Russian tanks of its BR, the Shturm-S is faster but compared to other nations it is slower. The mobility hindrance in higher BRs is much more noticeable for the Shturm-S, being 50% slower than MBTs such as the M1A1. The rear gear only goes up to -10 km/h. The Shturm-S lacks neutral steering meaning that turning around can take some time.
Modifications and economy
Armaments
Main armament
9M114 Shturm ATGM | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 12 | -5°/+15° | ±85° | N/A | 22.0 | 30.4 | 37.0 | 40.9 | 43.5 | 13.0 | 13.0 | 13.0 | 13.0 |
Realistic | 14.9 | 17.6 | 21.3 | 23.5 | 25.0 |
Shturm-s uses ATGM launchers by picking them up with a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank.
The handle is put down if the vehicle speeds up too much (faster than 19 km/h), but if it was reloading while the tank was moving, it will pull the launcher out at the end of the reload, whether you want it or not. When launcher is pulled out, it is always pointing forward.
DO NOT hold "fire" button while reloading, because launcher has a tendency to malfunction if you don't wait fot at least 0.2 sec after the reload was finished. This "malfunction" causes the missile to simply disappear.
Each missile type has great manoeuvreability, but the launch sequience is greatly complicated by the fact, that launcher (located in the very back of the tank) is offset from the actual guiding camera (located on the front-right of the tank), and missiles are launched at high speeds, causing them to often miss at close range. Since the launcher is pointing forward when pulled out, firing too early might also cause the missile to miss, depending on how much it needs to turn and compensate to get on course. Aim assist of arcade mode also has a tendency to aim lower than it should because of this, so it should not be relied on.
The vehicle can carry up to 12 of missiles. It is necessary to choose next ATGM type before firing the current one because Shturm-S can't change payload choice after firing and can't put the wrong launcher back.
When rearming on a capture point, the main type of ATGM is replenished first (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming on a cap is rather slow with about 15 seconds for one missile, full rearm outside of cap in AB is about 35 seconds.
The list of available ATGM in order of acquirement:
HEAT - Default ATGM, which has about 550 mm penetration. Launched at atleast 230 m/s with high acceleration. Can deal with anything of BR 8.3-9.3, but does only punctual damage like HEAT-FS. Tanks with heavy NERA or ERA amount will resist it and suffer less than fatal damage or no damage.
Tandem HEAT - ATGM with a double payload. Launched at atleast 230 m/s with high acceleration. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of composite armour at a flat angle. Tandem warhead ignores ERA and penetration should be calculated as if it was not present, unless you hit the target at an extreme angle, launching the actual projectile into yet another ERA layer.
HE - A guided missile with a HE payload. Launched at about 130 m/s with poor acceleration. Can penetrate about 55 mm of armour, making it on par with the second strongest HE shells in terms of pure damage. Can be used to cause overpressure damage by hitting tracks or tank's roof, similarly to HE shells, but has negligeble area of effect and is weak against ERA plating. Due to its low launch speed it is suitable for close range combat, particularly in AB. Outside of tanks own BR, can be used as a utility ammo to destroy NERA tanks, which tandem HEAT might not be able to even scratch.
Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a proximity detonator, which activates after missile flies about 300 m away from carrier, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. Missile has enough fuel to fly for about 7 km away. Whether Proximity HE can cause overpressure damage or not is currently unknown.
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 | ||
9M114 | ATGM | 560 | 560 | 560 | 560 | 560 | 560 |
9M120 | ATGM (tandem) | 800 | 800 | 800 | 800 | 800 | 800 |
9M120F-1 | ATGM-HE | 55 | 55 | 55 | 55 | 55 | 55 |
9M220O | ATGM-VT | 51 | 51 | 51 | 51 | 51 | 51 |
Shell details | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity (m/s) |
Range (m) |
Projectile Mass (kg) |
Fuse delay (m) |
Fuse sensitivity (mm) |
Explosive Mass (TNT equivalent) (g) |
Ricochet | ||
0% | 50% | 100% | ||||||||
9M114 | ATGM | 400 | 6,000 | 31.4 | 0 | 0.01 | 2,470 | 80° | 82° | 90° |
9M120 | ATGM (tandem) | 550 | 6,000 | 49.5 | 0.4 | 0.01 | 3,800 | 80° | 82° | 90° |
9M120F-1 | ATGM-HE | 550 | 6,000 | 49.5 | 0.4 | 0.01 | 6,930 | 79° | 80° | 81° |
9M220O | ATGM-VT | 550 | 7,000 | 49.5 | 0 | 0.01 | 6,160 | 79° | 80° | 81° |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
5th rack empty |
6th rack empty |
7th rack empty |
8th rack empty |
9th rack empty |
10th rack empty |
11th rack empty |
12th rack empty |
Visual discrepancy |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 12 (+0) | 11 (+1) | 10 (+2) | 9 (+3) | 8 (+4) | 7 (+5) | 6 (+6) | 5 (+7) | 4 (+8) | 3 (+9) | 2 (+10) | 1 (+11) | no |
Mechanized Ammo Rack capable of automatic loading.
Usage in battles
Overview & Strategies
The Shturm-S can be effective in battles if used correctly. Shturm-S commanders should make sure to use their advantages while playing to negate the weaknesses of the vehicle. For the Shturm-S, playing in a backline role behind cover at medium ranges is the best option. Players should use the thermal sights to spot enemies easily and ambush them while they are not looking. Use of cover is essential due to the total lack of armour on the Shturm, even a .50 cal machine gun can penetrate some points in the frontal armour. It is ill advised to push aggressively in the Shturm due to the ATGM launcher which will retract when moving. Additionally, engaging at long range may be difficult as the ATGMs can take some time to reach the target, meaning the target has plenty of time to move into cover. Using the Shturm at close range is suicidal. Luckily the ATGMs on the Shturm are quite satisfactory. The 9M120 ATGM has a tandem shaped warhead which negates ERA protection, and the 9M220O ATGM has a proximity fuse which can easily destroy helicopters. It is recommended to use these two ATGMs, taking mostly the 9M120 HEAT ATGM to destroy enemy armour, with a few of the 9M220O ATGM to deal with enemy helicopters.
Notable Enemies
There are many notable enemies for the Shturm, being that basically any vehicle in the game armed with anything bigger than a rifle-calibre machine gun is capable of killing it. However, some threats are greater than others. Shturm-S commanders should watch out for:
Autocannon armed vehicles. These will easily shred the Shturm in seconds and should be avoided.
Vehicles with substantial composite armour. Most vehicles at and below the tier of the Shturm-S do not have armour capable of stopping its top ATGM, but many top tier tanks (which the Shturm will face often) such as the M1A2 or Challenger 2 are able to easily stop its ATGM with their thick turret armour. Shturm-S commanders should learn the weak spots of enemy tanks.
Pros and cons
Pros:
- Access to "Shturm" and "Ataka" ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity-fused HE-frag
- Fast-flying, relatively easy to control missiles are great for longer ranges where regular tank shells and shot lose velocity and become hard to hit with
- Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall
- Capable of travelling across water, although relatively slowly and with poor control
Cons:
- Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range
- Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets
- Cannot change missile type mid-reload, nor after one is reloaded
- Rearming is rather slow, and leaves you vulnerable
- Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult
History
The MT-LB, also known as "Mnogotselevoy Tyagach Legky Bronirovanny" in Russian (which stands for "Multi-Purpose Towing Vehicle Light Armoured"), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation "Shturm" and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 "Shturm-S".
- From Devblog
Media
- Skins
- Videos
See also
Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:
- reference to the series of the vehicles;
- links to approximate analogues of other nations and research trees.
External links
USSR tank destroyers | |
---|---|
SU-76M | SU-76M · SU-76M (5th Gv.Kav.Corps) · SU-85A |
SU-57B | SU-57B · SU-76D |
T-34 Derivatives | SU-122 · SU-85 · SU-85M · SU-100 · SU-122P |
Heavy Tank Derivatives | SU-100Y · ISU-122 · ISU-122S · SU-152 · ISU-152 · Object 268 |
SU-100P and Derivatives | SU-100P · Object 120 |
Wheeled | YaG-10 (29-K) |
Airborne | ASU-57 · ASU-85 |
Rocket | BM-8-24 · BM-13N · BM-31-12 |
ATGM | IT-1 · Shturm-S · Object 775 · Khrizantema-S |
Artillery | 2S1 · 2S3M |
Other | SU-5-1 · ZiS-30 · SU-122-54 |
USA | SU-57 |