Difference between revisions of "IS-7"

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(Not premium, removed template)
(Fighting the IS-7: applied screen from .ru wiki, so people at least have a chance of damaging it on accident. Added tips for 7.0, though i don't have textbook example of these strats on my replays, so i used 8.3 with 7.7 SPAA. Check if gif works pls.)
Line 23: Line 23:
 
''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.''-->
 
'''Armour type:'''
 
'''Armour type:'''
 +
 
* Cast homogeneous armour (Turret)
 
* Cast homogeneous armour (Turret)
 
* Rolled homogeneous armour (Hull)
 
* Rolled homogeneous armour (Hull)
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 39: Line 41:
 
|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
 +
 
* Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick.
 
* Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick.
  
Line 45: Line 48:
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
!colspan="3" | Mobility characteristic
+
! colspan="3" | Mobility characteristic
 
|-
 
|-
 
! Weight (tons)
 
! Weight (tons)
!colspan="1" | Add-on Armour<br>weight (tons)
+
! colspan="1" | Add-on Armour<br>weight (tons)
!colspan="1" | Max speed (km/h)
+
! colspan="1" | Max speed (km/h)
 
|-
 
|-
|rowspan="2" | 68.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 63 (AB)  
+
| rowspan="2" | 68.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 63 (AB)  
 
|-
 
|-
 
|60 (RB/SB)
 
|60 (RB/SB)
 
|-
 
|-
!colspan="3" | Engine power (horsepower)
+
! colspan="3" | Engine power (horsepower)
 
|-
 
|-
!colspan="1" | Mode
+
! colspan="1" | Mode
 
!Stock
 
!Stock
 
!Upgraded
 
!Upgraded
Line 69: Line 72:
 
|1,050
 
|1,050
 
|-
 
|-
!colspan="3" | Power-to-weight ratio (hp/ton)
+
! colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
|-
!colspan="1" | Mode
+
! colspan="1" | Mode
 
!Stock
 
!Stock
 
!Upgraded
 
!Upgraded
Line 255: Line 258:
  
 
===Fighting the IS-7===
 
===Fighting the IS-7===
It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trapshots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3.
+
[[File:IS7 mantlet weakspot.jpg|thumb|If you don't have any powerful chemical warhead, or just got suddenly attacked by IS7 point-blank, the highlighted weakspot on bottom of the turret your only real hope, since you won't have time to look for any others. APDS or other strong shells with power of ~280 mm should be able to breach the 250mm thick mantlet bottom even if it's a bit angled, potentially destroying horizontal and vertical turret drives as well as cannon breach. After that you should rush IS-7 down and destroy it ASAP, as it shouldn't be able to use it's gun and turret anymore.]]
 +
'''General tactic''':
 +
 
 +
It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trapshots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3. Powerful ATGM's can easily breach hull armour and potentially take out 3 crew members, or explode excessive ammo near to tank's front.
 +
 
 +
'''With 7.* vehicles''':
 +
 
 +
IS-7 can easily destroy your entire team with little to no effort, so if you see one, you should '''immideately''' start planning your attack or escape route. Firstly, if you can't just attack it with your entire squad, you want it to be alone. Secondly, start predicting where it's going to go, so you can get advantage of first attack. Some urban enviroment with enough cover to sneak up on it and enough space to drive around it is perfect. After that, use your tools of choice:
 +
 
 +
''Smoke and cannon'': To make this tactic easier, it's best to ask your scout ally (usually light tank) to "Scout" it constantly if they can. Use smoke shells to completely blind IS-7 and get as close to it as possible. Avoid being hit by numerous machine guns, as it will try to use it to detect you or destroy your scout buddy. Do not drive in straight line after shooting smoke shells. After getting close, it's adviceable to drop even more smokes (the hull mounted ones or the engine exhaust system works perfect, as you don't really have a lot of time), just to make sure that his teammates wont be able to stop you, then try to find out it's rear and set it's engine on fire. After that, keep circling around it, setting it on fire and keeping smoke screen up, or find it's turret's back and destroy the tank with a single well placed shot.
 +
[[File:IS7 takedown.gif|thumb|520x520px|As an example of all the attack methods, we will use this 8.3 battle rating fight. Firsly, IS7 got antagonized by another IS7 and M70A1 (AOS) which counts as '''overkill''' and '''heavy numbers'''. '''SPAA''' used this opening to flank it and break it's tracks. Since it's lightly armoured, APHE didn't detonate. IS-7 didn't expect such trickery and didn't even bother to fire it's HMG. Being outnumbered 3 to 1, it '''drops''' '''smokes''', which was a mistake, since it only helps IS-7s enemies to get even closer, while SPAA returns to distract it and damage every MG it has, now in range, where it can circle around it safely. By the time that smoke disappeared, IS-7 got damaged by SPAA's teammates, and it finishes the tank off by unloading APDS magazine into back of the turret point-blank.]]
 +
''Overkill'': If you are a proud owner of FV4005, Type 60 ATM, Sturmpanzer 2, M50 ontos, FV 4004 Conway, BMP-1 (AB), and some other vehicles with weapons that have extreme overkill potential (usually at the cost of all the mobility and/or all armour), this is your time to shine.Aim for the weakspots, or simply fire at left side of the hull (for you it's on the right, if tank is in front of you), depending on your weapon type. If IS-7 has full ammo loadout, it will most definitely explode. In type 60 ATM's case you can even drop ATGM right on top of it's roof or swing it into the side of turret. Since it's not completely round, unlike most soviet designs, it has lesser bounce chance.
 +
 
 +
''Strength in numbers'': Send someone to bait and stall IS-7, while rest are going to flank or simply rush it down. Despite being nearly invulnerable from front, it may easily explode, when multiple tanks fire at it's '''sides''' at less than 30° angle. Ideally, you want to send something like T95 or another extremely armored tank as a bait (or even another IS-7 in AB), so foe can't simply destroy it without putting an effort, but if there is none such tanks, sacrifices must be made. Unless...
 +
 
 +
''Combat SPAA'': This may sound absurd, but IS-7 can easily be doomed by SPAA. SPAA can easily use some cover to attack it's further track with cannons, making moving IS-7 topple over, then destroy second track, to immobilize it. Even if IS-7 fires back at it, APHE is going to overpenetrate, if it's armour is less than 15mm. After that someone can be called in to make a clean side shot (about of 170mm penetartion required for sides). In case if SPAA is combat-capable and has APDS shells with 110 mm of penetration, it can try to get behind the turret, while breaking every MG with autocannons, to execute it personally. If IS-7 is aware of your intentions and keeps tracking SPAA with turret, just set vehicle on fire by damaging the engine, foe will have to extinguish the fire eventually, or face consequences.
  
 
=== 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. Do not 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".''-->
 
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not 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".''-->
 
'''Pros:'''
 
'''Pros:'''
 +
 
* 130mm BR-482B APCBC rounds does a lot of internal damage when it penetrates
 
* 130mm BR-482B APCBC rounds does a lot of internal damage when it penetrates
 
* The only Soviet heavy tank to have a 5-man crew, increasing its survivability
 
* The only Soviet heavy tank to have a 5-man crew, increasing its survivability
Line 270: Line 289:
 
* Good reverse speed and can accelerate backwards rather quickly
 
* Good reverse speed and can accelerate backwards rather quickly
 
* Good acceleration for its weight
 
* Good acceleration for its weight
 +
 
'''Cons:'''
 
'''Cons:'''
 +
 
* Rather low amount of ammunition it can carry for its main gun
 
* Rather low amount of ammunition it can carry for its main gun
 
* Terrible gun depression and elevation (only -3° depression and 15° elevation)
 
* Terrible gun depression and elevation (only -3° depression and 15° elevation)
Line 289: Line 310:
 
== Read also ==
 
== Read 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.''
 +
 
''ETC.''
 
''ETC.''
  
 
== Sources ==
 
== Sources ==
 
''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;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{USSR heavy tanks}}
 
{{USSR heavy tanks}}

Revision as of 22:53, 6 February 2019

RANK 5 FRANCE
Somua SM PACK
IS-7
ussr_is_7.png
IS-7
AB RB SB
8.3 8.3 8.3
Class:
Show in game

Description

GarageImage IS-7.jpg


The IS-7 is a gift Rank VI Soviet heavy tank with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update 1.79 "Project X" as the main reward of Operation S.U.M.M.E.R. 2018.

The IS-7 is the culmination of decades of heavy tank development by the USSR, combining distinctive features of previous iterations of the IS series with more modern technology like an assisted loader. The IS-7 is the ultimate 'super heavy tank', rivaling the Maus and E-100 in pure survivability, with a massive 130mm naval gun. Nigh impenetrable from the front, even with all but the highest penetration HEAT rounds and ATGMs, this behemoth is more than capable of standing its ground at 8.0 when played correctly.

The IS-7 looks quite similar to the IS-3 and T-10M, however due to the assisted loader and much heavier armour, the turret is significantly longer. It has machine guns strewn all over the hull and turret, and a distinctive gun with a perforated cylinder type muzzle brake. Its’ top mounted 14.5mm KPVT machine gun is on an extremely tall spindle mount.

As with previous IS tanks, the IS-7 should be played at close to medium ranges, as the monstrous short-range power of the gun falls off with range. Unlike previous models, the IS-7 has far fewer issues with flankers, as the majority of its side armour is leagues ahead of what the earlier machines had. The frontal armour is impossible for almost any kinetic round to penetrate, and with very few weak spots it can be frustrating to deal with. The weapon has a great assisted loader, allowing the 130mm rounds to be loaded in as little as 10 seconds. This newly upsized C-70 cannon (exclusive to the IS-7) only has APCBC and HE rounds, but with 35mm additional penetration on the BR-482B over the top-tier ammunition from the previous D-25T gun (taking it to a total of 265mm at 10 meters), an experienced IS driver will be able to deal with the vast majority of enemy vehicles they come up against.

In addition to the formidable armour, the IS-7 has no less than 8 machine guns, a powerful deterrent for any light vehicles that may stray into the path of this machine. To top this off, the IS-7 has a significantly more powerful engine than previous models, with over 1300 horsepower relieving the acceleration and maneuverability issues encountered prior without costing at all in reverse speed or top forward speed. IS-7 drivers should not be deterred by any terrain, as the wide tracks and powerful engine will make quick work of any surface.

The IS-7 should be played as a breakthrough tank, pushing forward to enable team members in lighter vehicles and secure objectives. Beware, however, that it’s not entirely invulnerable and experienced opponents may take advantage of the few small weak points the vehicle has. In addition, some high-calibre HESH rounds (such as the FV4005 and Conway will have no trouble disabling your vehicle almost regardless of where they land. Always be aware of what you may encounter!

General info

Survivability and armour

Armour type:

  • Cast homogeneous armour (Turret)
  • Rolled homogeneous armour (Hull)
Armour Front (Slope angle) Sides Rear Roof
Hull 150 mm 150 mm Top
100 mm Bottom
60 mm 5 - 40 mm
Turret 101 - 235 mm Turret front
250 mm Gun mantlet
139 - 202 mm 63 - 179 mm 30 - 99 mm
Armour Sides Roof
Cupola 30 mm 30 mm

Notes:

  • Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick.

Mobility

Mobility characteristic
Weight (tons) Add-on Armour
weight (tons)
Max speed (km/h)
68.0 N/A 63 (AB)
60 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 1,356 1,669
Realistic/Simulator 929 1,050
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 19.94 24.54
Realistic/Simulator 13.66 15.44

Armaments

Main armament

Main article: C-70 (130 mm)
130 mm C-70
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
30 -3°/+15° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 16.2 __.__ __.__ __.__ __.__
Realistic 11.9 __.__ __.__ __.__ __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
10.00 __.__ __.__ __.__
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
BR-482B APCBC 265 260 250 240 225 210
OF-482M HE 31 31 31 31 31 31
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
BR-482B APCBC 900 33 1.2 15 195.5 ° 48° 63° 71°
OF-482M HE 900 34 N/A N/A 2,650 +0° 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
30 XX (X+)  (+)  (+)  (+)  (+)  (+) no

Machine guns

14.5 mm KPVT
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
200 (50) 600 -5°/+85° ±180°
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
200 (50) 600 N/A N/A
7.62 mm RP-46
Coaxial mount (x2)
Capacity (Belt capacity each) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
800 (400) 600 N/A N/A
Fixed front mount (x2)
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
800 (400) 600 N/A N/A
Fixed rear mount (x2)
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
800 (400) 600 N/A N/A

Usage in the battles

The IS-7, similarly to the rest of the IS line, should be played as a breakthrough tank, taking advantage of the its extreme durability, and avoiding long-range engagements where its shells simply lose effectiveness. With upwards of 450mm of effective armour in places, there’s no need to shy away from taking on almost any opponent.

The IS-7's extremely thick and well-sloped armor means that the player can comfortably engage multiple threats at once without fear of being penetrated through the sides of his/her turret turret. With heightened awareness and a good sense of targeting priority, a well-rounded IS-7 player can swiftly clear out entire enemy squads with ease.

The IS-7 is capable of destroying almost any machine on the battlefield, and should have no qualms about combatting anything on the right terms. However, it’s best to be wary of tanks with ATGMs, high-penetration HEAT, large-calibre HESH and anything with APFSDS, as they are able to disable you, often through your frontal plate.

Fighting the IS-7

If you don't have any powerful chemical warhead, or just got suddenly attacked by IS7 point-blank, the highlighted weakspot on bottom of the turret your only real hope, since you won't have time to look for any others. APDS or other strong shells with power of ~280 mm should be able to breach the 250mm thick mantlet bottom even if it's a bit angled, potentially destroying horizontal and vertical turret drives as well as cannon breach. After that you should rush IS-7 down and destroy it ASAP, as it shouldn't be able to use it's gun and turret anymore.

General tactic:

It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trapshots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3. Powerful ATGM's can easily breach hull armour and potentially take out 3 crew members, or explode excessive ammo near to tank's front.

With 7.* vehicles:

IS-7 can easily destroy your entire team with little to no effort, so if you see one, you should immideately start planning your attack or escape route. Firstly, if you can't just attack it with your entire squad, you want it to be alone. Secondly, start predicting where it's going to go, so you can get advantage of first attack. Some urban enviroment with enough cover to sneak up on it and enough space to drive around it is perfect. After that, use your tools of choice:

Smoke and cannon: To make this tactic easier, it's best to ask your scout ally (usually light tank) to "Scout" it constantly if they can. Use smoke shells to completely blind IS-7 and get as close to it as possible. Avoid being hit by numerous machine guns, as it will try to use it to detect you or destroy your scout buddy. Do not drive in straight line after shooting smoke shells. After getting close, it's adviceable to drop even more smokes (the hull mounted ones or the engine exhaust system works perfect, as you don't really have a lot of time), just to make sure that his teammates wont be able to stop you, then try to find out it's rear and set it's engine on fire. After that, keep circling around it, setting it on fire and keeping smoke screen up, or find it's turret's back and destroy the tank with a single well placed shot.

As an example of all the attack methods, we will use this 8.3 battle rating fight. Firsly, IS7 got antagonized by another IS7 and M70A1 (AOS) which counts as overkill and heavy numbers. SPAA used this opening to flank it and break it's tracks. Since it's lightly armoured, APHE didn't detonate. IS-7 didn't expect such trickery and didn't even bother to fire it's HMG. Being outnumbered 3 to 1, it drops smokes, which was a mistake, since it only helps IS-7s enemies to get even closer, while SPAA returns to distract it and damage every MG it has, now in range, where it can circle around it safely. By the time that smoke disappeared, IS-7 got damaged by SPAA's teammates, and it finishes the tank off by unloading APDS magazine into back of the turret point-blank.

Overkill: If you are a proud owner of FV4005, Type 60 ATM, Sturmpanzer 2, M50 ontos, FV 4004 Conway, BMP-1 (AB), and some other vehicles with weapons that have extreme overkill potential (usually at the cost of all the mobility and/or all armour), this is your time to shine.Aim for the weakspots, or simply fire at left side of the hull (for you it's on the right, if tank is in front of you), depending on your weapon type. If IS-7 has full ammo loadout, it will most definitely explode. In type 60 ATM's case you can even drop ATGM right on top of it's roof or swing it into the side of turret. Since it's not completely round, unlike most soviet designs, it has lesser bounce chance.

Strength in numbers: Send someone to bait and stall IS-7, while rest are going to flank or simply rush it down. Despite being nearly invulnerable from front, it may easily explode, when multiple tanks fire at it's sides at less than 30° angle. Ideally, you want to send something like T95 or another extremely armored tank as a bait (or even another IS-7 in AB), so foe can't simply destroy it without putting an effort, but if there is none such tanks, sacrifices must be made. Unless...

Combat SPAA: This may sound absurd, but IS-7 can easily be doomed by SPAA. SPAA can easily use some cover to attack it's further track with cannons, making moving IS-7 topple over, then destroy second track, to immobilize it. Even if IS-7 fires back at it, APHE is going to overpenetrate, if it's armour is less than 15mm. After that someone can be called in to make a clean side shot (about of 170mm penetartion required for sides). In case if SPAA is combat-capable and has APDS shells with 110 mm of penetration, it can try to get behind the turret, while breaking every MG with autocannons, to execute it personally. If IS-7 is aware of your intentions and keeps tracking SPAA with turret, just set vehicle on fire by damaging the engine, foe will have to extinguish the fire eventually, or face consequences.

Pros and cons

Pros:

  • 130mm BR-482B APCBC rounds does a lot of internal damage when it penetrates
  • The only Soviet heavy tank to have a 5-man crew, increasing its survivability
  • Has an assisted loader (which loads a shell every 10 seconds)
  • Decent turret rotation (16.47° per second with a stock crew, 23.53° per second with a fully upgraded aced crew)
  • A lot of machine guns; total of two 14.5mm KPVT's and six 7.62 mm RP-46's that are deadly against open top vehicles/ lightly armoured vehicles.
  • Anti-aircraft 14.5 mm HMG that can can rip apart any thin skinned vehicles (45mm of penetration at 10m)
  • Impressive armour display with heavily sloped turret, piked front hull, thick gun mantlet, spaced and sloped side armour
  • Can be very difficult to be destroyed by players who do not know where to shoot it
  • Good reverse speed and can accelerate backwards rather quickly
  • Good acceleration for its weight

Cons:

  • Rather low amount of ammunition it can carry for its main gun
  • Terrible gun depression and elevation (only -3° depression and 15° elevation)
  • Shots to the back of the turret will set off the ammo rack as that is where the first rack of shells that is loaded to the gun is
  • The front turret optic is a reasonably easy to penetrate spot from the front, needing ~170mm penetration
  • Vulnerable, as with all late heavy tanks, to chemical rounds and ATGMs
  • 20mm of armour over the engine deck and only 5mm of armour plating over the engine ventilation, meaning planes can often cause engine damage and fires.
  • Anti-air HMG has very slow traverse speed
  • It takes a rather long time to replenish shells in the autoloader, and having an autoloader means it must reload a shell into the mechanism first before reloading the gun
  • Not a lot of ammo for the machine guns, some of the machine guns cannot even reload once they've expended their first ammo belt

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 "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the main template. Be sure to include links to sources at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read 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.

ETC.

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


USSR heavy tanks
KV-1  KV-1 (L-11) · KV-1 (ZiS-5) · KV-1E · KV-1S
KV-2  KV-2 (1939) · KV-2 (1940) · KV-2 (ZiS-6)
Other KVs  KV-85 · KV-122 · KV-220
IS-1/2  IS-1 · IS-2 · IS-2 (1944) · IS-2 No.321 · IS-2 "Revenge" · Object 248
Other IS tanks  IS-3 · IS-4M · IS-6 · IS-7
T-10  T-10A · T-10M
Multi-turreted  T-35 · SMK
Other  Object 279
Lend-Lease  ▂MK-II "Matilda"