Difference between revisions of "Khrizantema-S"

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(Edits)
(It seems every top ATGM tank was nerfed or it's just that AB is very punishing for normal ATGM tanks, i personally find it impossible to use with them without using some kind of exploit. launcher swap mechanic op. Also, the armour gap is hysterically bad.)
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The {{PAGENAME}} is very lightly armoured and only have 2 crew members, so it will barely survive any attack stronger than 7.62 mm MG to the hull. It, however, has some RHA plates on front, which are also angled closer towards 80°, making it capable of deflecting heavy machine gun fire and, at times, autocannon fire, or even non-APFSDS shells.
 
The {{PAGENAME}} is very lightly armoured and only have 2 crew members, so it will barely survive any attack stronger than 7.62 mm MG to the hull. It, however, has some RHA plates on front, which are also angled closer towards 80°, making it capable of deflecting heavy machine gun fire and, at times, autocannon fire, or even non-APFSDS shells.
  
Due to armour thickness, almost any large-calibre HE shell at its rank will knock out by overpressure the vehicle even wit an indirect hit. The tank is also very unlikely to survive hellfire missiles or rocket salvo.
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Unlike with [[Shturm-S]], which has a "virtual plate" of 5 mm RHA covering the launcher hole at all the times, Khrizantema-S has a huge gaping hole in the middle of the roof with no protection at all. Due to this and overall bad armour thickness, any HE shell will knock out the vehicle even with an indirect hit. This means that even HE-I anti-air belts on planes are not a joke, but a legitimate lethal threat, hellfire missiles or rocket salvos will also disintegrate the tank.
  
 
Due to this, it requires hulldown or hills just to be able to fight, and it should avoid direct fights and artillery fire at all costs. To retreat from battle or to exploit its weapon system it can also use ESS, creating a smoke wall behind and around itself.
 
Due to this, it requires hulldown or hills just to be able to fight, and it should avoid direct fights and artillery fire at all costs. To retreat from battle or to exploit its weapon system it can also use ESS, creating a smoke wall behind and around itself.
  
The weakness of armour is further prolonged by fact, that even in hulldown its launcher and radar are still exposed and can be hit with HE, HESH or HEAT. Like with the most of other hulldown ATGM tanks, HE shells can be landed on top of it in such a way that it will destroy {{PAGENAME}} via overpressure, allowing other ATGM tanks to defeat it, if their reaction and aim is better.
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The weakness of armour is further prolonged by fact, that even in hulldown its launcher and radar are still exposed and can be hit with HE, HESH or HEAT. This means, that HE shells can be landed on top of it in such a way that it will destroy {{PAGENAME}} via overpressure, allowing other ATGM tanks to defeat it, if their reaction and aim is better.
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There is no way to force the carrier to put the launcher down and close the hatch, so the tank is virtually exposed at all the times unlike with the Shturm-S. This is very unfortunate, as the hull is actually very short and could be hidden in the same manner as the predecessor otherwise.
  
 
'''Armour type:'''
 
'''Armour type:'''
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{{tankMobility|abMinHp=710|rbMinHp=442}}
 
{{tankMobility|abMinHp=710|rbMinHp=442}}
  
The {{PAGENAME}}'s acceleration and mobility is somewhat closer to track-using light tanks due to it's low weight, but it has rather limited maximum speed, when compared to top rank VI or VII vehicles. In RB, it's offroad forward speed is generally around 45 km/h. It's reverse speed is also limited, but will allow it to back out of a fight with about 15 km/h on demand. The {{PAGENAME}}'s climbing ability is mediocre, but it should be able to climb any hills when spaded. The {{PAGENAME}} can swim with greatly reduced movement speed.
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The {{PAGENAME}}'s acceleration and mobility is somewhat closer to track-using light tanks due to it's low weight, but it has rather limited maximum speed, when compared to top rank VI or VII vehicles.  
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In RB, it's offroad forward speed is generally around 45 km/h. It's reverse speed is also limited, but will allow it to back out of a fight with about 15 km/h on demand. In AB, the acceleration is higher, so it is not impossible to reach 70 km/h with upgrades, but it will not outpace most medium tanks of the rank.
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The {{PAGENAME}}'s climbing ability is mediocre, but it should be able to climb any hills when spaded. Overall, it's similar to Shturm-S.
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The {{PAGENAME}} can swim with greatly reduced movement speed.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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Sniper optics and laser pointer are located on the very front-right of the hull, separately from the launchers. It must see tank's target for semi-automatic aim (mouse aim) to work.
 
Sniper optics and laser pointer are located on the very front-right of the hull, separately from the launchers. It must see tank's target for semi-automatic aim (mouse aim) to work.
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Since the launcher is very fragile, it is important to avoid being hit until "Parts" are researched, as if the handle or the launcher are critically hit, the field repair will fail to completely fix them and Khrizantema-S will become useless until it finds a light tank, squadmate or friendly capture point. This can be debilitating to a point it's easier to just J-out of the tank rather than try to recover.
  
 
Handle can aim in about 160 degree sector in front of the tank, but has problems with pointing down and too high up, which makes sniper aim to be more useful in some kind of open, flat territory, where tank can fire at targets directly. If it must be used in some kind of cluttered street, it's best to approach targets carefully while being mindful of the fact, that launcher is located behind sniper scope and not just above it, to avoid misfiring and hitting tank's own cover.
 
Handle can aim in about 160 degree sector in front of the tank, but has problems with pointing down and too high up, which makes sniper aim to be more useful in some kind of open, flat territory, where tank can fire at targets directly. If it must be used in some kind of cluttered street, it's best to approach targets carefully while being mindful of the fact, that launcher is located behind sniper scope and not just above it, to avoid misfiring and hitting tank's own cover.
  
 
Similar issues follow radar aim as well, due to radar's limited vertical traverse, but it can guide missiles at angles far beyond capability of laser pointer.
 
Similar issues follow radar aim as well, due to radar's limited vertical traverse, but it can guide missiles at angles far beyond capability of laser pointer.
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Much like with Shturm-S, it is possible to swap main weapon to the launcher itself and back to the scope by swapping between "primary weapon" and "machine gun". Unlike with Shturm-S, it is possible to guide the first missile with the launcher in RB, which can be a very rude, but effective move. This also allows the tank to survive in AB, as using radar in AB agressively is way too dangerous, and therefore using the launcher as a makeshift turret is the only viable, albeit weird, choice.
  
 
Both missiles can be controlled at the same time, either both by laser, or the first by radar and then the second by laser.
 
Both missiles can be controlled at the same time, either both by laser, or the first by radar and then the second by laser.
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Missiles themselves seem to have high level of horizontal mobility, but significantly lower vertical mobility - they can take sharp turns into sides, but they will refuse to drop down at the last moment, so it is better to keep then on level with intended target, unless they are guided by radar, in which case you have no control over them and they generally go for the turret neck or the centre of the target. Radar has far better control over how missiles move, but it is still ill-advised to launch them way too high, as they will just slam into the ground. They, however, will likely catch any slow flying helicopter, that does not immediately perform a drop straight down to the ground (which is very bad for RB helicopters and may result in unintended crash by itself).
 
Missiles themselves seem to have high level of horizontal mobility, but significantly lower vertical mobility - they can take sharp turns into sides, but they will refuse to drop down at the last moment, so it is better to keep then on level with intended target, unless they are guided by radar, in which case you have no control over them and they generally go for the turret neck or the centre of the target. Radar has far better control over how missiles move, but it is still ill-advised to launch them way too high, as they will just slam into the ground. They, however, will likely catch any slow flying helicopter, that does not immediately perform a drop straight down to the ground (which is very bad for RB helicopters and may result in unintended crash by itself).
  
Missiles can fly up to 6 km away before running out of fuel. It makes them useful against both ground and air, but it may fail to reach overly cautious rank VII helicopters, due to them being able to fire from 8 km away.
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Since the missiles are too bad at vertical maneuvers even in AB, it's near impossible to use them there for trick shots and for the same pseudo-hulldown tactics generally employed by Shturm-S.
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Missiles can fly up to 6 km away before running out of fuel. It makes them useful against both ground and air, but it may fail to reach overly cautious rank VII helicopters, due to them being able to fire from 8 km away. They are not very good at catching planes which are evading direct shots.
  
 
9M123 is an extremely powerful tandem missile, which can potentially penetrate any NERA currently in the game on direct hit and will definitely penetrate any ERA due to it's power alone and tandem technology used to specifically breach ERA. Unlike with the missiles of [[Shturm-S]], it is extremely unlikely that the target will survive, unless it was a glancing hit.
 
9M123 is an extremely powerful tandem missile, which can potentially penetrate any NERA currently in the game on direct hit and will definitely penetrate any ERA due to it's power alone and tandem technology used to specifically breach ERA. Unlike with the missiles of [[Shturm-S]], it is extremely unlikely that the target will survive, unless it was a glancing hit.
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{{Notice| {{PAGENAME}} radar can not only lock onto aerial targets but also search for and lock onto ground targets, and it can also lock onto targets behind smoke and trees, and in the dark, even if user cannot see them. Keep both of these facts in mind, when using it |!}}
 
{{Notice| {{PAGENAME}} radar can not only lock onto aerial targets but also search for and lock onto ground targets, and it can also lock onto targets behind smoke and trees, and in the dark, even if user cannot see them. Keep both of these facts in mind, when using it |!}}
  
The {{PAGENAME}} is equipped with a single search and tracking radar, mounted to the left of missile launchers. The radar system is incapable of scanning while tracking, and can only lock on targets within a 20° arc from the front of itself.
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The {{PAGENAME}} is equipped with a single search and tracking radar, mounted to the left of missile launchers. The radar system is incapable of scanning while tracking, and can only lock on targets within a 20° arc in direction the aiming device is pointed at. This means, that if user switches "primary weapon" towards the launcher itself, the radar will continue scanning in the same direction, while the user aims elsewhere, which could be used defensively in very niche scenarios.
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Radar is following the targeting device and only scans in chosen direction, however, once locked, it can turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as user didn't move the laser pointer away further than 20°.
  
Radar is following the targeting reticule and only scans in chosen direction, however, once locked, it can turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as user didn't move reticule away further than 20°.
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Vertically radar also has rather limited angles at which it can lock and track, but exact angles are difficult to measure. It also seems to rely more on hull position rather than aiming device when aiming at the sky. For that reason, it is better not to rely on search mode whatsoever and try to lock onto targets manually (by pressing lock-on button in sniper mode while aiming at the target) to see if tank needs to be moved, or it's just radar being picky.
  
Vertically radar also has rather limited angles at which it can lock and track, but exact angles are difficult to measure. It also seems to rely more on hull position, rather than aiming reticule, when aiming at the sky. For that reason, it is better not to rely on search mode whatsoever and try to lock onto targets manually (by pressing lock-on button in sniper mode while aiming at the target) to see if tank needs to be moved, or it's just radar being picky.
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Radar will generally refuse to lock if the target is behind a tree or something solid, which means you will not waste a shot by just relying on it. It, however, will often fail to lock on to just a turret of a tank (which could be hit resulting in target destruction), so radar suggestions are not absolute and manual aim is not to be discarded.
  
Sometimes it also can lock on and track hostile tank at very long ranges, while aiming at them almost through the ground, allowing missiles to be launched over hills with minimal tank exposure and giving the {{PAGENAME}} an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km.
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Sometimes radar also can lock on and track hostile tank at very long ranges, while aiming at them almost through the ground, allowing missiles to be launched over hills with minimal tank exposure and giving the {{PAGENAME}} an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km.
  
 
It is also possible to check if enemy tank is dead or alive by locking onto it. Dead tanks generally do not pose any interest for the radar. (Probably unintended feature)
 
It is also possible to check if enemy tank is dead or alive by locking onto it. Dead tanks generally do not pose any interest for the radar. (Probably unintended feature)
  
Radar is hidden within vehicle whenever it is powered down or seriously damaged. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose in RB.  
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Radar is hidden within vehicle whenever it is powered down or seriously damaged. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose in RB. It is possible to damage the radar even if it's hidden for some reason.
  
It is definitely necessary to turn it off in AB, as it is easy to lock onto "selected" tank from sniper scope within radar scan radius even if it's offline, and the radar will only pop out for a fraction of a second if the lock was unsuccessful, instead of being a liability.
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It is definitely necessary to turn it off in AB, as it is easy to lock onto "selected" tank from sniper scope within radar scan radius even if it's offline, and the radar will only pop out for a fraction of a second if the lock was unsuccessful, instead of being a liability. The exception to this is when there are smoke screens popped all around, so it is necessary to continuously scan the smoke in order to stay safe.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
 
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
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; Arcade mode
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Like Shturm-S, Khrizantema-S is an extremely flawed tank and it is already outclassed by almost everything at its own BR. It also mostly lost its anti-air ability, relying on the sheer speed of the missiles to hit aircraft and, sometimes, its radar. The radar is also more of a liability in AB than of help due to it being a targer for explosives in a mode where every cannon mounted tank has aim prediction and assistance. However, Khrizantema still has ATGMs with highest raw damage in the game, which means that almost any tank hit by it directly will vaporize from existance immediately. Unfortunately, the missiles also have poor vertical maneuverability, so it's impossible to imitate vertical ATGM and hulldown like with the Shturm-S.
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Whether to even spawn this ATGM carrier or not, should be discerned with a few questions:
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* Does the enemy team have an excessive amount of [[Dardo]] or [[M3A3 Bradley]]?
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* Are there good horizontal hulldown spots on this map that you can use?
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* Can you be easily hit to the hull in that hulldown spot (whether by ATGM or aim assisted HESH/HEAT)?
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* Can you make it to the hulldown spot before you get sniped?
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* Is your team being steamrolled so hard that an enemy team can afford an endless air support?
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* Is it necessary to rush something down to win, at least right now?
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* Is the air support planes in this round? If so, are you good with hitting them without any help?
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If any of these questions are a concern to you, it is probably better to spawn a different tank. In some situations, Shturm-S even might be better due to its anti-air capability and lesser vulnerability to HEAT.
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[[File:Khrizantema-S urban hulldown AB.jpg|thumb|right|Much like M901, AB Khrizantema should use flat ground and hulldown to defend a position. Unlike M901, Khrizantema is not limited to standoff sniping.]]
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It is possible, that the second question puzzled you, as there are almost none sniping spots in this game, which could be normally used by Khrizantema-S in AB without an immediate threat of being hit by HEAT (leading to an instant explosion due to a hole in the roof). Do not worry, as by using the launcher aiming trick, it is possible to imitate the [[M901]], which is effective.
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At the very start of the match, turn your radar off and switch towards the launcher by pressing "select primary weapon". After this, drive straight towards your guarding post. You want to hold the line until the very last missile with minimal movement. The line might be a building block (which you will destroy to allow for direct shots), the line might be the front, which you can observe from behind an unusually big rock, it could even be a plateau, as it might even allow you to use the radar. But, whatever you choose, the launcher must be able to aim straight at the enemy tank, so you are limited to only flat ground. Ideally, you want to be standing right next to your cover, as otherwise enemy might hit the hull by flinging shells or even ATGM over terrain.
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After taking the position and cleaning it up for direct missile launching, wait for the enemies to appear. It won't take long, since many players around rank VII have many fast tanks. After seeing one, enter sniper scope, hold aim assist button, adjust aim, then fire. If the tank in question is a some sort of an ATGM light tank, immediately double tap them from the third person view, even if you are generally sure of your aim, as to avoid being shot back into the launcher. Both missiles can be guided at the same time, so the second shot is not entirely wasted and can be redirected into the next tank.
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[[File:Khrizantema-S desert hulldown AB.jpg|thumb|right|Zone other ATGM tanks and snipers out, punish any assault onto a capture point, use the radar to finish off tanks behind smoke screens, as they can't see you anyway]]
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Holding aim assist after aiming in sniper seat is necessary to prevent the missile going after the sniper scope into your tank after aiming at the enemy tank. Even though the launcher is going to turn away, the missiles still follow your aiming reticule. Because of this, if your right mouse button is not very steady and tends to lose the lock-on grip, bind an additional keyboard key, for it is necesssary.
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If possible, plan a retreat route for yourself, as it is often impossible to stop rank VII tankers from advancing. Many of them either have enough speed and game knowledge to understand that they have to annihilate you and will go full throttle towards you while you reload, or, paradoxically, arrived at the rank VII via paying for premium tanks and have literally no understanding of the game and will go full throttle towards you simply because they can. However, if you have a plan B and can retreat behind the next cover, you can avoid being destroyed during the reload and deny enemy access to the area for far longer.
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If enemy is using smoke grenades, pull the radar out and scan the screen, then lock onto them and fire one missile at the locked target. Scanning and locking on can also be done manually from the sniper seat without activating the radar, but you will have to be more precise about it, and you cant let yourself to be distracted by anything else.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Launcher can be hard to aim manually
 
* Launcher can be hard to aim manually
 
* Missiles have poor vertical manoeuvrability
 
* Missiles have poor vertical manoeuvrability
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* Has to follow a specific set of rules to be useful in AB, thus can be very situational
  
 
== History ==
 
== History ==

Revision as of 18:35, 2 September 2021

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
Khrizantema-S
ussr_9p157.png
GarageImage Khrizantema-S.jpg
Khrizantema-S
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

The 9P157-2 Khrizantema-S is a rank VII Soviet tank destroyer with a battle rating of 9.7 (AB/RB/SB). It was introduced in Update "Starfighters".

General info

Survivability and armour

ESS
Creation of a smoke screen in the direction of movement of the vehicle
Self-entrenching equipment
Creation of ramparts and trenches in soft ground
Armourfront / side / back
Hull60 / 43 / 43
Turret0 / 0 / 0
Crew2 people
Visibility71 %

The Khrizantema-S is very lightly armoured and only have 2 crew members, so it will barely survive any attack stronger than 7.62 mm MG to the hull. It, however, has some RHA plates on front, which are also angled closer towards 80°, making it capable of deflecting heavy machine gun fire and, at times, autocannon fire, or even non-APFSDS shells.

Unlike with Shturm-S, which has a "virtual plate" of 5 mm RHA covering the launcher hole at all the times, Khrizantema-S has a huge gaping hole in the middle of the roof with no protection at all. Due to this and overall bad armour thickness, any HE shell will knock out the vehicle even with an indirect hit. This means that even HE-I anti-air belts on planes are not a joke, but a legitimate lethal threat, hellfire missiles or rocket salvos will also disintegrate the tank.

Due to this, it requires hulldown or hills just to be able to fight, and it should avoid direct fights and artillery fire at all costs. To retreat from battle or to exploit its weapon system it can also use ESS, creating a smoke wall behind and around itself.

The weakness of armour is further prolonged by fact, that even in hulldown its launcher and radar are still exposed and can be hit with HE, HESH or HEAT. This means, that HE shells can be landed on top of it in such a way that it will destroy Khrizantema-S via overpressure, allowing other ATGM tanks to defeat it, if their reaction and aim is better.

There is no way to force the carrier to put the launcher down and close the hatch, so the tank is virtually exposed at all the times unlike with the Shturm-S. This is very unfortunate, as the hull is actually very short and could be hidden in the same manner as the predecessor otherwise.

Armour type:

  • Alloy ABT-102 (hull)
  • High hardness rolled armour (appliqué armour)
Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

  • Suspension wheels are 15 mm thick and tracks are 20 mm thick.
  • Belly armour is 10 mm thick.

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB77 / 23 km/h
RB and SB71 / 21 km/h
Number of gears8 forward
4 back
Weight18.0 t
Engine power
AB954 hp
RB and SB500 hp
Power-to-weight ratio
AB53.0 hp/t
RB and SB27.8 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 77 23 18 710 954 39.44 53
Realistic 71 21 442 500 24.56 27.78

The Khrizantema-S's acceleration and mobility is somewhat closer to track-using light tanks due to it's low weight, but it has rather limited maximum speed, when compared to top rank VI or VII vehicles.

In RB, it's offroad forward speed is generally around 45 km/h. It's reverse speed is also limited, but will allow it to back out of a fight with about 15 km/h on demand. In AB, the acceleration is higher, so it is not impossible to reach 70 km/h with upgrades, but it will not outpace most medium tanks of the rank.

The Khrizantema-S's climbing ability is mediocre, but it should be able to climb any hills when spaded. Overall, it's similar to Shturm-S.

The Khrizantema-S can swim with greatly reduced movement speed.

Modifications and economy

Repair costBasic → Reference
AB4 415 → 6 362 Sl icon.png
RB4 899 → 7 059 Sl icon.png
SB6 253 → 9 010 Sl icon.png
Total cost of modifications208 400 Rp icon.png
352 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training200 000 Sl icon.png
Experts710 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 210 / 250 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods new tank break.png
Brake System
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods new tank filter.png
Filters
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods new tank engine.png
Engine
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 500 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 900 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
340 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods tank ammo.png
152mm_9M123F_ATGM_ammo_pack
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
370 Ge icon.png
Mods dozer blade.png
Dozer Blade
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png
Mods thermal sight.png
NVD
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
400 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

9M123 ATGM
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition16 rounds
First-order13 rounds
Belt capacity2 rounds
Reload15.0 s
Fire rate60 shots/min
Vertical guidance-5° / 15°
Horizontal guidance-85° / 85°
Fire on the moveup to 5 km/h
Main article: 9M123

The Khrizantema-S has an ATGM handle similarly to Shturm-S. It reloads two of the missile launchers at once, and only reloads them after both were used. Since it's completely automated, it will always take tank 15 seconds to reload.

Sniper optics and laser pointer are located on the very front-right of the hull, separately from the launchers. It must see tank's target for semi-automatic aim (mouse aim) to work.

Since the launcher is very fragile, it is important to avoid being hit until "Parts" are researched, as if the handle or the launcher are critically hit, the field repair will fail to completely fix them and Khrizantema-S will become useless until it finds a light tank, squadmate or friendly capture point. This can be debilitating to a point it's easier to just J-out of the tank rather than try to recover.

Handle can aim in about 160 degree sector in front of the tank, but has problems with pointing down and too high up, which makes sniper aim to be more useful in some kind of open, flat territory, where tank can fire at targets directly. If it must be used in some kind of cluttered street, it's best to approach targets carefully while being mindful of the fact, that launcher is located behind sniper scope and not just above it, to avoid misfiring and hitting tank's own cover.

Similar issues follow radar aim as well, due to radar's limited vertical traverse, but it can guide missiles at angles far beyond capability of laser pointer.

Much like with Shturm-S, it is possible to swap main weapon to the launcher itself and back to the scope by swapping between "primary weapon" and "machine gun". Unlike with Shturm-S, it is possible to guide the first missile with the launcher in RB, which can be a very rude, but effective move. This also allows the tank to survive in AB, as using radar in AB agressively is way too dangerous, and therefore using the launcher as a makeshift turret is the only viable, albeit weird, choice.

Both missiles can be controlled at the same time, either both by laser, or the first by radar and then the second by laser.

Msg-important.png Missiles can be slaved to radar, therefore first missile launched while radar is locked on will fly straight for it and ignore user's input. It will do so even if the Khrizantema-S's hull is furiously shaking while swimming and manual shot seems impossible to make. If you let the first missile reach its target before firing again, the next missile will also be guided by a radar.

Missiles themselves seem to have high level of horizontal mobility, but significantly lower vertical mobility - they can take sharp turns into sides, but they will refuse to drop down at the last moment, so it is better to keep then on level with intended target, unless they are guided by radar, in which case you have no control over them and they generally go for the turret neck or the centre of the target. Radar has far better control over how missiles move, but it is still ill-advised to launch them way too high, as they will just slam into the ground. They, however, will likely catch any slow flying helicopter, that does not immediately perform a drop straight down to the ground (which is very bad for RB helicopters and may result in unintended crash by itself).

Since the missiles are too bad at vertical maneuvers even in AB, it's near impossible to use them there for trick shots and for the same pseudo-hulldown tactics generally employed by Shturm-S.

Missiles can fly up to 6 km away before running out of fuel. It makes them useful against both ground and air, but it may fail to reach overly cautious rank VII helicopters, due to them being able to fire from 8 km away. They are not very good at catching planes which are evading direct shots.

9M123 is an extremely powerful tandem missile, which can potentially penetrate any NERA currently in the game on direct hit and will definitely penetrate any ERA due to it's power alone and tandem technology used to specifically breach ERA. Unlike with the missiles of Shturm-S, it is extremely unlikely that the target will survive, unless it was a glancing hit.

9M123F is the same carrier missile, but it is loaded with HE instead. In terms of penetration, they are equal to the strongest HE shells in the game. These are generally used to harass other light vehicles, which sometimes cannot be simply destroyed with HEAT payload, but, due to their high raw power, they sometimes can be launched at a main battle tank to destroy them if their turret is way too thick even for the incredibly powerful default missile or their commanders are being way too paranoid to hit directly with HEAT.

9M123 missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 16 (2) -5°/+15° ±85° N/A 35.2 48.8 59.2 65.5 69.7 15.00 15.00 15.00 15.00
Realistic 23.8 28.0 34.0 37.6 40.0

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
9M123 ATGM (tandem) 1,200 1,200 1,200 1,200 1,200 1,200
9M123F ATGM-HE 61 61 61 61 61 61
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%
9M123 ATGM (tandem) 550 6,000 46 0.4 0.01 6,160 80° 82° 90°
9M123F ATGM-HE 550 6,000 46 0.2 0.01 9,240 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
Visual
discrepancy
8 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Radars

Msg-important.png Khrizantema-S radar can not only lock onto aerial targets but also search for and lock onto ground targets, and it can also lock onto targets behind smoke and trees, and in the dark, even if user cannot see them. Keep both of these facts in mind, when using it

The Khrizantema-S is equipped with a single search and tracking radar, mounted to the left of missile launchers. The radar system is incapable of scanning while tracking, and can only lock on targets within a 20° arc in direction the aiming device is pointed at. This means, that if user switches "primary weapon" towards the launcher itself, the radar will continue scanning in the same direction, while the user aims elsewhere, which could be used defensively in very niche scenarios.

Radar is following the targeting device and only scans in chosen direction, however, once locked, it can turn up to 85° degrees in either direction in front of the tank, continuing tracking its target as long as user didn't move the laser pointer away further than 20°.

Vertically radar also has rather limited angles at which it can lock and track, but exact angles are difficult to measure. It also seems to rely more on hull position rather than aiming device when aiming at the sky. For that reason, it is better not to rely on search mode whatsoever and try to lock onto targets manually (by pressing lock-on button in sniper mode while aiming at the target) to see if tank needs to be moved, or it's just radar being picky.

Radar will generally refuse to lock if the target is behind a tree or something solid, which means you will not waste a shot by just relying on it. It, however, will often fail to lock on to just a turret of a tank (which could be hit resulting in target destruction), so radar suggestions are not absolute and manual aim is not to be discarded.

Sometimes radar also can lock on and track hostile tank at very long ranges, while aiming at them almost through the ground, allowing missiles to be launched over hills with minimal tank exposure and giving the Khrizantema-S an unexpected advantage, particularly noticeable at longer ranges of over 1.8 km.

It is also possible to check if enemy tank is dead or alive by locking onto it. Dead tanks generally do not pose any interest for the radar. (Probably unintended feature)

Radar is hidden within vehicle whenever it is powered down or seriously damaged. Since radar is a valid target for explosives, sometimes it is worth turning it off on purpose in RB. It is possible to damage the radar even if it's hidden for some reason.

It is definitely necessary to turn it off in AB, as it is easy to lock onto "selected" tank from sniper scope within radar scan radius even if it's offline, and the radar will only pop out for a fraction of a second if the lock was unsuccessful, instead of being a liability. The exception to this is when there are smoke screens popped all around, so it is necessary to continuously scan the smoke in order to stay safe.

 ??? - Target Detection Radar
Maximum
Detection
Range
Minimum
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
Minimum
relative speed
8000? m N/A ±20°? +40°? / -20°? N/A
 ??? - Target Tracking Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
target speed
8000? m N/A ±85° _°/_° N/A

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 instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).

Arcade mode

Like Shturm-S, Khrizantema-S is an extremely flawed tank and it is already outclassed by almost everything at its own BR. It also mostly lost its anti-air ability, relying on the sheer speed of the missiles to hit aircraft and, sometimes, its radar. The radar is also more of a liability in AB than of help due to it being a targer for explosives in a mode where every cannon mounted tank has aim prediction and assistance. However, Khrizantema still has ATGMs with highest raw damage in the game, which means that almost any tank hit by it directly will vaporize from existance immediately. Unfortunately, the missiles also have poor vertical maneuverability, so it's impossible to imitate vertical ATGM and hulldown like with the Shturm-S.

Whether to even spawn this ATGM carrier or not, should be discerned with a few questions:

  • Does the enemy team have an excessive amount of Dardo or M3A3 Bradley?
  • Are there good horizontal hulldown spots on this map that you can use?
  • Can you be easily hit to the hull in that hulldown spot (whether by ATGM or aim assisted HESH/HEAT)?
  • Can you make it to the hulldown spot before you get sniped?
  • Is your team being steamrolled so hard that an enemy team can afford an endless air support?
  • Is it necessary to rush something down to win, at least right now?
  • Is the air support planes in this round? If so, are you good with hitting them without any help?

If any of these questions are a concern to you, it is probably better to spawn a different tank. In some situations, Shturm-S even might be better due to its anti-air capability and lesser vulnerability to HEAT.

Much like M901, AB Khrizantema should use flat ground and hulldown to defend a position. Unlike M901, Khrizantema is not limited to standoff sniping.

It is possible, that the second question puzzled you, as there are almost none sniping spots in this game, which could be normally used by Khrizantema-S in AB without an immediate threat of being hit by HEAT (leading to an instant explosion due to a hole in the roof). Do not worry, as by using the launcher aiming trick, it is possible to imitate the M901, which is effective.

At the very start of the match, turn your radar off and switch towards the launcher by pressing "select primary weapon". After this, drive straight towards your guarding post. You want to hold the line until the very last missile with minimal movement. The line might be a building block (which you will destroy to allow for direct shots), the line might be the front, which you can observe from behind an unusually big rock, it could even be a plateau, as it might even allow you to use the radar. But, whatever you choose, the launcher must be able to aim straight at the enemy tank, so you are limited to only flat ground. Ideally, you want to be standing right next to your cover, as otherwise enemy might hit the hull by flinging shells or even ATGM over terrain.

After taking the position and cleaning it up for direct missile launching, wait for the enemies to appear. It won't take long, since many players around rank VII have many fast tanks. After seeing one, enter sniper scope, hold aim assist button, adjust aim, then fire. If the tank in question is a some sort of an ATGM light tank, immediately double tap them from the third person view, even if you are generally sure of your aim, as to avoid being shot back into the launcher. Both missiles can be guided at the same time, so the second shot is not entirely wasted and can be redirected into the next tank.

Zone other ATGM tanks and snipers out, punish any assault onto a capture point, use the radar to finish off tanks behind smoke screens, as they can't see you anyway

Holding aim assist after aiming in sniper seat is necessary to prevent the missile going after the sniper scope into your tank after aiming at the enemy tank. Even though the launcher is going to turn away, the missiles still follow your aiming reticule. Because of this, if your right mouse button is not very steady and tends to lose the lock-on grip, bind an additional keyboard key, for it is necesssary.

If possible, plan a retreat route for yourself, as it is often impossible to stop rank VII tankers from advancing. Many of them either have enough speed and game knowledge to understand that they have to annihilate you and will go full throttle towards you while you reload, or, paradoxically, arrived at the rank VII via paying for premium tanks and have literally no understanding of the game and will go full throttle towards you simply because they can. However, if you have a plan B and can retreat behind the next cover, you can avoid being destroyed during the reload and deny enemy access to the area for far longer.

If enemy is using smoke grenades, pull the radar out and scan the screen, then lock onto them and fire one missile at the locked target. Scanning and locking on can also be done manually from the sniper seat without activating the radar, but you will have to be more precise about it, and you cant let yourself to be distracted by anything else.

Pros and cons

Pros:

  • Destructive ATGM with an astounding 1,200 mm penetration, can penetrate most NERA screens and will obliterate most tanks on direct hit
  • Radar can also lock onto tanks, through smokes, trees, etc.
  • Can fire and guide both missiles at once. It's also possible to attack two different targets at once, one via radar, one via laser
  • Can swim and accurately snipe in water, rare for amphibious tanks
  • Radar guided missiles can shut down any slow helicopter on their own if operator can keep the lock
  • Has thermal optics for gunner
  • Great mobility and acceleration
  • Heavily sloped frontal armour
  • The only ATGM tank to actually benefit from AB mechanics

Cons:

  • Armour is easily penetrated by any gun
  • Launcher and radar are easy to hit when hull down, allowing hostile tanks to explode the hull anyway
  • 9M123 ATGMs have inferior speed when compared to the missiles of ADATS and SAMs, making them inferior in missile duels
  • Launcher can be hard to aim manually
  • Missiles have poor vertical manoeuvrability
  • Has to follow a specific set of rules to be useful in AB, thus can be very situational

History

Devblog

In the eighties, the KB Mashinostroyeniya in Kolomna began work on an all-weather anti-tank missile system capable of efficiently detecting and destroying ground armoured vehicles, helicopters and other units at any time of day and any visibility level.

The system was chosen to be mounted on the BMP-3 chassis – a highly mobile, all-terrain platform that could even navigate water. That is how the 9P157-2 Khrizantema came to be – it became a unique unit capable of simultaneously following targets on two separate channels – on its radar system and through visual contact.

Moreover, the abovementioned radar can detect and take aim at targets at any time of day and visibility level (be it night, smoke or sandstorm).

The system's missiles are capable of penetrating tank ERA along with over another 1,000 mm of armour beneath it. The Khrizantema was put into service by the Russian army in 2004 and has since undergone modernisation several times. The missile system has also been exported abroad and deployed by other countries.

Media

Skins
Images

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