Difference between revisions of "Shturm-S"

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<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
  
Vehicle is using ATGM launchers by using a special handle on it's rear. Once launcher is fired, handle simply discards them and picks up new one from inside of the tank. Handle is put down if vehicle speeds up too much - if you need to drive around, use cruise control "combat" which goes forward at a speed of about 10 km/h.
+
Vehicle is using ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.
  
Vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing current one, because once handle started picking launcher up, it can't change payload choice or put it back.
+
Vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one, because once the handle starts picking the next launcher up, it can't change payload choice or put it back.
  
When rearming, only the main type of ATGM is rearmed (the one on top-left of "ammo distribution" UI), so choose carefully. Rearm is rather slow with about 35 seconds for one missile.
+
When rearming, only the main type of ATGM is rearmed (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.
  
 
The list of available ATGM in order of acquirement:
 
The list of available ATGM in order of acquirement:
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Tandem HEAT - ATGM with double payload. 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 armour.  
 
Tandem HEAT - ATGM with double payload. 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 armour.  
In-game missile seems to work this way: If missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.
 
  
HE - ATGM, but with HE payload. Can penetrate about 53 mm of armour. Almost useless against medium and heavy tanks, especially in up-tier, but hull breaks or destroys light tanks, SPAA and can fatally damage other ATGM carriers.  
+
In-game, the tandem missile seems to work this way: If missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.
  
Proximity HE - ATGM specifically designed to destroy planes and helicopters. Has 300 m proximity detonator, which helps with hitting aircrafts despite not having radar or any other targeting devices. Certain support helicopters can survive the explosion. Whether Proximity HE can hull break light tanks or not is unknown.  
+
HE - A guided missile with a HE payload. Can penetrate about 53 mm of armour. Almost useless against medium and heavy tanks, especially in up-tier, but hull breaks or destroys light tanks, SPAA and can fatally damages other ATGM carriers.
 +
 
 +
Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a 300 m proximity detonator, which helps with hitting aircraft despite not having radar or any other targeting devices. Certain support helicopters can survive the explosion. Whether Proximity HE can hull break light tanks or not is currently unknown.  
  
 
== Usage in battles ==
 
== Usage in battles ==
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'''Cons:'''
 
'''Cons:'''
 
* Poor defence
 
* Poor defence
* Easy prey from the air, unless equipped with proximity HE ATGM (the last one to unlock)
+
* Easy prey from the air, unless equipped with proximity HE ATGM (the last one available for unlock)
 
* Cannot change missile type mid-reload
 
* Cannot change missile type mid-reload
* Rearm is rather slow
+
* Rearming is rather slow
  
 
== History ==
 
== History ==

Revision as of 14:37, 6 June 2019

Rank VII | Premium | Golden Eagles
Challenger DS Pack
Shturm-S
ussr_9p149.png
Shturm-S
Research:160 000 Specs-Card-Exp.png
Purchase:450 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Shturm-S.jpg


The 9P149 Shturm-S is a rank VI Russian medium tank with a battle rating of 8.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?

If necessary use a visual template to indicate the most secure and weak zones of the armour.

Mobility

Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.

Armaments

Main armament

Vehicle is using ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.

Vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one, because once the handle starts picking the next launcher up, it can't change payload choice or put it back.

When rearming, only the main type of ATGM is rearmed (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.

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 without much issue, but tanks with heavy NERA or ERA amount can resist it and suffer less than fatal damage.

Tandem HEAT - ATGM with double payload. 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 armour.

In-game, the tandem missile seems to work this way: If missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.

HE - A guided missile with a HE payload. Can penetrate about 53 mm of armour. Almost useless against medium and heavy tanks, especially in up-tier, but hull breaks or destroys light tanks, SPAA and can fatally damages other ATGM carriers.

Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a 300 m proximity detonator, which helps with hitting aircraft despite not having radar or any other targeting devices. Certain support helicopters can survive the explosion. Whether Proximity HE can hull break light tanks or not is currently unknown.

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).

Pros and cons

Pros:

  • Access to "Shturm” and "Ataka” ATGMs with a total of four different variants of missiles
  • Can fight while driving at about 10 km/h (cruise control)
  • Very low profile
  • Swims! (capable of travelling across water)

Cons:

  • Poor defence
  • Easy prey from the air, unless equipped with proximity HE ATGM (the last one available for unlock)
  • Cannot change missile type mid-reload
  • Rearming is rather slow

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

Excellent additions to the article would be video guides, screenshots from the game, and photos.

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 medium tanks
T-28  T-28 (1938) · T-28 · T-28E
T-34-76  T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E
T-34-57  T-34-57 · T-34-57 (1943)
T-34-85  T-34-85 (D-5T) · T-34-85 · T-34-85E
T-34-100  T-34-100
T-44  T-44 · T-44-100 · T-44-122
T-54  T-54 (1947) · T-54 (1949) · T-54 (1951)
T-55  TO-55 · T-55A · T-55AM-1 · T-55AMD-1
T-62  T-62 · T-62M-1
T-64  Object 435 · T-64A (1971) · T-64B
T-72  T-72A · T-72AV (TURMS-T) · T-72B · T-72B (1989) · T-72B3 · T-72M2 Moderna
T-80  T-80B · T-80U · T-80UD · T-80UK · T-80UM2 · Т-80U-Е1 · T-80BVM · Object 292
T-90  Т-90А · T-90M
Trophies/Lend-Lease 
Germany  ▂T-III · ▂T-V
Great Britain  ▂МК-IX "Valentine"
USA  ▂M3 Medium · ▂M4A2