Difference between revisions of "BMP-2M"
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== General info == | == General info == | ||
− | === Survivability and | + | === Survivability and armour === |
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− | The vehicle's playstyle is relatively similar to the [[BMP-2]]'s. The fast turret traverse speed, wide field of view, and thermals for the optics combined with a fast-firing 2A42 autocannon and four 9M133 ATGMs makes it an excellent close range combat IFV and good front line scout at open fields. | + | The vehicle's playstyle is relatively similar to the [[BMP-2]]'s. The fast turret traverse speed, wide field of view, and thermals for the optics combined with a fast-firing 2A42 autocannon and four 9M133 ATGMs makes it an excellent close range combat IFV and good front line scout at open fields. Armour on this vehicle can only protect the crew from 7.62 mm fire at all angles and sometimes 12.7 mm or even 20 mm when being shot from the front. The BMP-2M is prone to hull-break, but sometimes AP rounds such as APFSDS can penetrate the vehicle without significant damage due to its large empty space inside. The hull-break mechanics will mean that even a poorly placed shot may immediately destroy the vehicle. Overall, survivability is poor, and the BMP-2M should use its manoeuvrability to flank opponents and strike before the enemy can locate you and return fire. |
=== Mobility === | === Mobility === | ||
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== Usage in battles == | == Usage in battles == | ||
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but 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).'' --> | ||
− | During the stock grind, the vehicle is best played as a scout/SPAA platform, as the stock ammo with the exception of the ATGMs is poor. Once it is spaded, the vehicle is basically a complete lineup in itself, as it can play the part of a light tank, with excellent | + | During the stock grind, the vehicle is best played as a scout/SPAA platform, as the stock ammo with the exception of the ATGMs is poor. Once it is spaded, the vehicle is basically a complete lineup in itself, as it can play the part of a light tank, with excellent manoeuvrability, the ability to scout and repair, and the fast-firing autocannon to flank and destroy light to medium armoured targets, and mark the heavily armoured targets for allies or eliminate them with ATGMs. If played cautiously, it can also be played as a true IFV, supporting MBTs in CQB. However, when playing like this, it is a SUPPORT vehicle, and should not engage in frontal brawls with MBTs, as it will quickly be destroyed. It can be played at long range, using its scouting ability and ATGMs to know out targets at long range. Once the laser rangefinder is unlocked, one can use APDS rounds at range as it can easily pen the side and roofs of most enemies it will face, and the high volume of rounds will quickly disable if not destroy the target. This vehicle can also be played as an SPAA, with its fast firing 30 mm autocannon and proximity fuse ATGMs. |
=== Modules === | === Modules === | ||
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* Roof-mounted grenade launcher can clear obstacles that typically machine guns can not | * Roof-mounted grenade launcher can clear obstacles that typically machine guns can not | ||
* Relatively easy stock grind | * Relatively easy stock grind | ||
− | * Can be played as a light tank, | + | * Can be played as a light tank, long range tank, CQB support vehicle, or SPAA |
'''Cons:''' | '''Cons:''' | ||
* Missiles mounted on the turret has a chance to explode from shrapnel if too close to any form of explosion | * Missiles mounted on the turret has a chance to explode from shrapnel if too close to any form of explosion | ||
− | * Chassis can only protect the crew from 7.62 mm and with limited 12.7 mm or bigger | + | * Chassis can only protect the crew from 7.62 mm and with limited 12.7 mm or bigger calibre ammunition protection from the front |
− | * No neutral steering, the slow reverse speed maxes out at 10 | + | * No neutral steering, the slow reverse speed maxes out at 10 kilometres per hour |
* While driving, thermal optics vision to the left of the chassis at 30 to 50 degrees are obscured from the engine exhaust gas | * While driving, thermal optics vision to the left of the chassis at 30 to 50 degrees are obscured from the engine exhaust gas | ||
* Grenade launcher has only 6 mm of pen and generally can't destroy opponents, instead being used against obstacles and clearing ERA at close range, sometimes damaging tracks or exposed ammo racks (eg ATGMs) at very close range | * Grenade launcher has only 6 mm of pen and generally can't destroy opponents, instead being used against obstacles and clearing ERA at close range, sometimes damaging tracks or exposed ammo racks (eg ATGMs) at very close range | ||
* ATGMs require discipline to use, as the urge to fire all four of them on contact is near irresistible. While firing all four ATGM ensures that the target tank is absolutely annihilated, it is a waste of ammunition if operator does not re-direct remaining missiles away from already destroyed tank towards next target | * ATGMs require discipline to use, as the urge to fire all four of them on contact is near irresistible. While firing all four ATGM ensures that the target tank is absolutely annihilated, it is a waste of ammunition if operator does not re-direct remaining missiles away from already destroyed tank towards next target | ||
− | |||
== History == | == History == |
Revision as of 18:41, 5 December 2020
Contents
This page is about the squadron Soviet light tank BMP-2M. For other uses, see BMP (Disambiguation). |
Description
The BMP-2M is a squadron rank VII Soviet infantry fighting vehicle (light tank)
with a battle rating of 10.3 (AB/RB/SB). It was introduced during Update "Starfighters".
General info
Survivability and armour
The vehicle's playstyle is relatively similar to the BMP-2's. The fast turret traverse speed, wide field of view, and thermals for the optics combined with a fast-firing 2A42 autocannon and four 9M133 ATGMs makes it an excellent close range combat IFV and good front line scout at open fields. Armour on this vehicle can only protect the crew from 7.62 mm fire at all angles and sometimes 12.7 mm or even 20 mm when being shot from the front. The BMP-2M is prone to hull-break, but sometimes AP rounds such as APFSDS can penetrate the vehicle without significant damage due to its large empty space inside. The hull-break mechanics will mean that even a poorly placed shot may immediately destroy the vehicle. Overall, survivability is poor, and the BMP-2M should use its manoeuvrability to flank opponents and strike before the enemy can locate you and return fire.
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 | 73 | 12 | 14.5 | 465 | 763 | 32.07 | 52.62 |
Realistic | 66 | 11 | 265 | 400 | 18.28 | 27.59 |
With 60 extra horsepower, the BMP-2M has excellent mobility compared to the BMP-2. The acceleration of the BMP-2M in off road conditions is excellent, and it is able to keep up with top tier MBTs like the T-80U, M1A2 Abrams and Leopard 2A5. The reverse speed however is still 10 kilometers per hour and it still has no neutral steering. Its amphibious capabilities can be useful to cross deep water sections to reach places normally unreachable for other vehicles.
Armaments
Main armament
As this tank has a similar playstyle to its 8.3 counterpart, the BMP-2, the main armament of the Shipunov 2A42 30 mm Autocannon is a very versatile weapon, considering it's vertical guidance, traverse speed, and large selection of ammo belts.
It is not recommended to engage in long-term combat without ATGMs using only the autocannon with any tank heavier than a light tank or an Anti Tank Missile Carrier unless using the APDS ammo selection. If not using APDS, for heavier tanks it is recommended to cripple it by shooting its tracks and the main armament.
30 mm 2A42 | Turret rotation speed (°/s) | Reloading rate (seconds) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity (Belt) | Fire rate | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 500 (340) | 550 | -4°/+74° | ±180° | Two-plane | 57.1 | __.__ | __.__ | __.__ | __.__ | 1.3 | _.__ | _.__ | _.__ |
Realistic | 35.7 | __.__ | __.__ | __.__ | __.__ |
Ammunition
- Default: AP-T · HEF-I
- 30 mm HE: HEF-I · AP-T · HEF-I · HEF-T
- 30 mm APT: AP-T · AP-T · AP-T · HEF-T
- 30 mm APDS: APDS · APDS · APDS · APDS · HEF-T
Penetration statistics | |||||||
---|---|---|---|---|---|---|---|
Belt | Penetration @ 0° Angle of Attack (mm) | ||||||
10 m | 100 m | 500 m | 1,000 m | 1,500 m | 2,000 m | ||
Default | 65 | 62 | 50 | 38 | 29 | 22 | |
30 mm HE | 65 | 62 | 50 | 38 | 29 | 22 | |
30 mm APT | 65 | 62 | 50 | 38 | 29 | 22 | |
30 mm APDS | 82 | 81 | 79 | 75 | 72 | 69 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
5th rack empty |
6th rack empty |
Visual discrepancy |
---|---|---|---|---|---|---|---|
__ | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ |
Additional armament
Unlike the BMP-2 which only has one ATGM launcher and takes some time to reload, the ATGMs on the BMP-2M are arranged in 4 slots, 2 on either side of the tank. If all 4 are expended, an extra 4 will be able to reload if chosen in the battle start up.
It is strongly recommended to keybind "Fire from secondary guns" to something different to "Fire from the main calibre gun", or the ATGMs will fire each time you fire normally, therefore expending all four quickly. |
9M133 missile | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity (Belt) | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 8 (4) | -5°/+10° | N/A | N/A | 57.1 | __.__ | __.__ | __.__ | __.__ | _.__ | _.__ | _.__ | _.__ |
Realistic | 35.7 | __.__ | __.__ | __.__ | __.__ |
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 | ||
9M133 | ATGM (tandem) | 1,200 | 1,200 | 1,200 | 1,200 | 1,200 | 1,200 |
9M133FM-3 | ATGM-HE | 61 | 61 | 61 | 61 | 61 | 61 |
Shell details | |||||||||
---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity (m/s) |
Projectile Mass (kg) |
Fuse delay (m) |
Fuse sensitivity (mm) |
Explosive Mass (TNT equivalent) (g) |
Ricochet | ||
0% | 50% | 100% | |||||||
9M133 | ATGM (tandem) | 300 | 26.00 | 0.2 | 0.01 | 6,160 | 80° | 82° | 90° |
9M133FM-3 | ATGM-HE | 300 | 26.00 | 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 |
---|---|---|---|---|---|---|---|
__ | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ |
Additional armament
30 mm AG-30 | Turret rotation speed (°/s) | Reloading rate (seconds) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity (Belt) | Fire rate | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 300 (300) | 400 | N/A | N/A | N/A | 57.1 | __.__ | __.__ | __.__ | __.__ | _.__ | _.__ | _.__ | _.__ |
Realistic | 35.7 | __.__ | __.__ | __.__ | __.__ |
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 | ||
VOG-30 | VOG* | 6 | 6 | 6 | 6 | 6 | 6 |
Shell details | |||||||||
---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity (m/s) |
Projectile Mass (kg) |
Fuse delay (m) |
Fuse sensitivity (mm) |
Explosive Mass (TNT equivalent) (g) |
Ricochet | ||
0% | 50% | 100% | |||||||
VOG-30 | VOG* | 185 | 0.35 | 0.0 | 0.1 | 284.9 | 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 |
---|---|---|---|---|---|---|---|
1 | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ (+__) | __ |
Machine guns
7.62 mm PKT | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Coaxial | 2,000 (250) | 700 | N/A | N/A |
Usage in battles
During the stock grind, the vehicle is best played as a scout/SPAA platform, as the stock ammo with the exception of the ATGMs is poor. Once it is spaded, the vehicle is basically a complete lineup in itself, as it can play the part of a light tank, with excellent manoeuvrability, the ability to scout and repair, and the fast-firing autocannon to flank and destroy light to medium armoured targets, and mark the heavily armoured targets for allies or eliminate them with ATGMs. If played cautiously, it can also be played as a true IFV, supporting MBTs in CQB. However, when playing like this, it is a SUPPORT vehicle, and should not engage in frontal brawls with MBTs, as it will quickly be destroyed. It can be played at long range, using its scouting ability and ATGMs to know out targets at long range. Once the laser rangefinder is unlocked, one can use APDS rounds at range as it can easily pen the side and roofs of most enemies it will face, and the high volume of rounds will quickly disable if not destroy the target. This vehicle can also be played as an SPAA, with its fast firing 30 mm autocannon and proximity fuse ATGMs.
Modules
Tier | Mobility | Protection | Firepower | |||
---|---|---|---|---|---|---|
I | Tracks | Parts | Airstrike | Horizontal Drive | 30 mm APT | |
II | Suspension | Brake System | FPE | NVD | Adjustment of Fire | 9M133FM-3 |
III | Filters | Laser rangefinder | Crew Replenishment | Elevation Mechanism | 30 mm APDS | |
IV | Transmission | Engine | ESS | Smoke grenade | Artillery Support | Improved optics |
Pros and cons
Pros:
- 2A42 autocannon can punch through any vehicle at its battle rating from the back, side and sometimes front
- Fast turret traverse speed, 35, 42, and 60 degrees per second at stock and full modifications respectively
- High-resolution thermal optics, wide field of view and 2.5 to 12 times zoom for gun sight, suitable for combat at any range
- 1,200 mm penetration power for the standard 9M133 missile, highest in the game; can fire and guide all four missiles simultaneously while on the move
- Can equip 9M133FM-3 HE missile with proximity fuses, useful for SPAA purposes
- Amphibious ability can be useful for crossing the water to areas hard-to-reach for other vehicles
- Very cheap repair cost means easy Silver Lions profit from combat
- Roof-mounted grenade launcher can clear obstacles that typically machine guns can not
- Relatively easy stock grind
- Can be played as a light tank, long range tank, CQB support vehicle, or SPAA
Cons:
- Missiles mounted on the turret has a chance to explode from shrapnel if too close to any form of explosion
- Chassis can only protect the crew from 7.62 mm and with limited 12.7 mm or bigger calibre ammunition protection from the front
- No neutral steering, the slow reverse speed maxes out at 10 kilometres per hour
- While driving, thermal optics vision to the left of the chassis at 30 to 50 degrees are obscured from the engine exhaust gas
- Grenade launcher has only 6 mm of pen and generally can't destroy opponents, instead being used against obstacles and clearing ERA at close range, sometimes damaging tracks or exposed ammo racks (eg ATGMs) at very close range
- ATGMs require discipline to use, as the urge to fire all four of them on contact is near irresistible. While firing all four ATGM ensures that the target tank is absolutely annihilated, it is a waste of ammunition if operator does not re-direct remaining missiles away from already destroyed tank towards next target
History
Devblog
In the early 2000’s, aside from the development of the new BMP-3, the Russian military had been looking into modernization of the widespread BMP-2 combat vehicles to face the challenges of the time. Amongst other projects proposed to the Russian Ministry of Defense under this program, an idea was raised to install the Berezhok combat complex on the BMP-2 chassis. Berezhok was a combat module created on the basis of the BMP-2 turret, but significantly increasing the overall fire potential of the vehicle. The main changes that Berezhok brought were the modern fire control system, the new highly capable Kornet ATGM, and the 30mm automatic grenade launcher on the top of the turret. The BMP-2M with the Berezhok module was produced for export to the Algerian army, and also purchased by the Russian Ministry of Internal Affairs.
Media
- Skins
- Images
- 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 light tanks | |
---|---|
T-26 | T-26 · T-26 (1st Gv.T.Br.) · T-26-4 · T-26E |
BT | BT-5 · RBT-5 · BT-7 · BT-7 TD · BT-7M · BT-7A (F-32) |
T-50 | T-126 · T-50 |
T-70 | T-70 · T-80 |
PT-76 | PT-76B · PT-76-57 · Object 906 |
BMP | BMP-1 · BMP-2 · BMP-2M · BMP-3 |
BMD | BMD-4 |
2S25 | 2S25 · 2S25M |
Wheeled | BA-11 · BTR-80A |
Other | T-60 · Object 685 · 2S38 |
China | ▂Type 62 |
USSR squadron ground vehicles | |
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