Difference between revisions of "M48 Super"

From War Thunder Wiki
Jump to: navigation, search
(Survivability and armour: Copied MG3 paragraph from Radkampfwagen 90)
(Edits)
Line 12: Line 12:
 
{{Specs-Tank-Armour}}
 
{{Specs-Tank-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.'' -->
 
<!-- ''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.'' -->
 +
 +
'''Armour type:'''
 +
* Cast homogeneous armour (hull, turret)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 24: Line 27:
 
|-
 
|-
 
|}
 
|}
'''Turret''' - Your mantlet caps at 480mm against HEAT and just 209mm against APDSFS, nothing to brag about. You are resistant to autocannons and older HEAT rounds, but that's about it.
 
  
'''Hull''' - Being based on the M48 Patton hull from the 60s, your hull is able to stop only autocannon fire and only from the front arc, as side shots WILL get through.
+
'''Turret''' - Your mantlet caps at 480 mm against HEAT and just 209 mm against APFSDS, nothing to brag about. You are resistant to autocannons and older HEAT rounds, but that's about it.
  
Avoiding getting shot is vital to your survival. Sadly, blocky ineffective armor coupled with a tall profile makes this task difficult, if not impossible to achieve. Adopting hull down tactics is a must; on the bright side, your gun can depress to -9° and you can perform well in hilly terrain.
+
'''Hull''' - Being based on the M48 Patton hull from the 60s, your hull is able to stop only autocannon fire and only from the front arc, as side shots will get through.
  
'''Armor type:'''
+
Avoiding getting shot is vital to your survival. Sadly, blocky ineffective armour coupled with a tall profile makes this task difficult, if not impossible to achieve. Adopting hull down tactics is a must; on the bright side, your gun can depress to -9° and you can perform well in hilly terrain.
 
 
* Cast homogeneous armor on hull
 
* Cast homogeneous armor on turret coupled with add-on blocks of composite armor
 
  
 
=== Mobility ===
 
=== Mobility ===
Line 39: Line 38:
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
{{tankMobility|abMinHp=1,550|rbMinHp=884}}M48 Supers mobility is average at best. Do not expect to rush favorable positions as most of the light tanks and wheeled combat vehicles will be there first.
+
{{tankMobility|abMinHp=1,550|rbMinHp=884}}
 +
 
 +
M48 Super's mobility is average at best. Do not expect to rush favourable positions as most of the light tanks and wheeled combat vehicles will be there first.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
{{Specs-Economy}}Your focus should be on firepower upgrades. After parts and FPE, go for the DM23 round, as most tanks at this rank have either composite armor, ERA or in the worst case scenario both, making your stock HEAT round '''very''' ineffective. 
+
{{Specs-Economy}}
 +
 
 +
Your focus should be on firepower upgrades. After parts and FPE, go for the DM23 round, as most tanks at this rank have either composite armour, ERA or in the worst case scenario both, making your stock HEAT round '''very''' ineffective.
  
 
After that focus on getting thermals, those help you tremendously with finding targets and it is impossible to fight at night without them.
 
After that focus on getting thermals, those help you tremendously with finding targets and it is impossible to fight at night without them.
Line 71: Line 74:
 
|}
 
|}
  
M48 Super mounts late-generation fully stabilised L7 cannon, which is pretty standard at this rank. It also has access to standard ammunition selection, though one thing to note is that it has the option to equip lethal DM33 rounds, which are the third best NATO rounds available for 105mm guns (after M800 and DM63).
+
M48 Super mounts a late-generation fully stabilised L7 cannon, which is pretty standard at this rank. It also has access to standard ammunition selection, though one thing to note is that it has the option to equip lethal DM33 rounds, which are the third best NATO rounds available for 105 mm guns (after M800 and DM63).
  
 
==== Ammunition ====
 
==== Ammunition ====
 +
* '''DM12 HEAT-FS''' - Your starting round. HEAT round does not lose penetration with distance travelled. Unlike sabots, it has one downside: given that it is a chemical round, its fuse is highly sensitive in regards to its practical application in battle. With the emergence of composite and reactive armour, it quickly becomes obsolete in the anti-tank role. Requires careful aiming to properly damage newer tanks, though it can hold its own while fighting older tanks, lighter vehicles and low flying helicopters.
 +
* '''DM502 HESH''' - This round was always plagued by a plethora of problems. Low velocity, low penetration, inconsistent mechanics and sensitive fuse make this round gimmicky at best. That being said, with the overpressure mechanic, this round can be used in CQB against light vehicles with devastating effect.
 +
* '''DM23 APFSDS''' - Available as a tier I modification, this round allows you to engage modern tanks more reliably, since it performs better against composite and reactive armour. Penetration is relatively below average when compared to rounds available to your contemporaries, so use it as a stop gap solution until a better round becomes available.
 +
* '''DM33 APFSDS''' - Best round available to your tank and third best NATO round available for 105 mm cannons. It allows you to engage most enemies at your BR at any range reliably. With careful aiming, even higher BR vehicles are not safe. Be of note that this round can easily over penetrate light vehicles such as BMP-2 or SPAAGs, so aiming at vital components is preferred in order to create shrapnel necessary to destroy them.
 +
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
! colspan="8" | Penetration statistics
Line 79: Line 87:
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Type of<br>warhead
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
Line 115: Line 123:
 
|-
 
|-
 
|}
 
|}
Available rounds:
 
 
* '''DM12 HEAT-FS''' - Your starting round. HEAT round does not lose penetration with distance travelled. Unlike sabots, it has one downside: given that it is a chemical round, its fuse is highly sensitive in regards to its practical application in battle. With the emergence of composite and reactive armor, it quickly became obsolete in anti-tank role (both in Warthunder and in reality). Requires careful aiming to properly damage newer tanks, though it can hold its own while fighting older tanks, lighter vehicles and low flying helicopters.
 
* '''DM502 HESH''' - This round was always plagued by a plethora of problems. Low velocity, low penetration, inconsistent mechanics and sensitive fuse make this round gimmicky at best. That being said, with the new overpressure mechanic, this round can be used in CQB against light vehicles with devastating effect.
 
* '''DM23 APFSDS''' - Available as a tier I upgrade, this round allows you to engage modern tanks more reliably, since it performs better against composite and reactive armor. Penetration is relatively below average when compared to rounds available to your contemporaries, so use it as a stop gap solution until a better round becomes available.
 
* '''DM33 APFSDS''' - Best round available to your tank and third best NATO round available for 105mm cannons. It allows you to engage most enemies at your BR at any range reliably. With careful aiming, even higher BR vehicles are not safe. Be of note that this round can easily over penetrate light vehicles such as BMP-2 or SPAAGs, so aiming at vital components is prefered in order to create shrapnel necessary to destroy them.
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
Line 148: Line 150:
 
{{Specs-Tank-Weapon|3}}
 
{{Specs-Tank-Weapon|3}}
 
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
{{main|MG3A1 (7.62 mm)}}The coaxially mounted 7.62 mm MG3A1 is, in most situations, not useful. While being able to "blind" opponents by shooting at their optics, as with any MG, and able to easily dispatch of vehicles with exposed crew that have uptiered themselves, such as the [[M56]], 2 factors really hold this MG back from being truly useful. These are:
+
{{main|MG3A1 (7.62 mm)}}
 +
 
 +
The coaxially mounted 7.62 mm MG3A1 is, in most situations, not useful. While being able to "blind" opponents by shooting at their optics, as with any MG, and able to easily dispatch of vehicles with exposed crew that have uptiered themselves, such as the [[M56]], 2 factors really hold this MG back from being truly useful. These are:
  
 
* The MG is mounted coaxially, limiting its traverse and AA capabilities (especially against helicopters)
 
* The MG is mounted coaxially, limiting its traverse and AA capabilities (especially against helicopters)
Line 154: Line 158:
  
 
Against some of the bigger and meaner helicopters such as Ka-50, it is simply better to not fire at all in order to stay hidden and not draw attention to yourself.
 
Against some of the bigger and meaner helicopters such as Ka-50, it is simply better to not fire at all in order to stay hidden and not draw attention to yourself.
 +
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
Line 160: Line 165:
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Pintle || 2,000 (1,000) || 1,200 || __° || __°
+
| Pintle || 2,000 (1,000) || 1,200 || -10°/+75° || ±45°
 
|-
 
|-
 
| Coaxial || 2,750 (1,000) || 1,200 || N/A || N/A
 
| Coaxial || 2,750 (1,000) || 1,200 || N/A || N/A
Line 168: Line 173:
 
== 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).'' -->
While M48 Super can be played as a regular main battle tank, it works best as a sniper or support tank. 
+
While M48 Super can be played as a regular main battle tank, it works best as a sniper or support tank.
  
 
As a sniper, thermals, DM33 round and laser rangefinder allow you to quickly and effectively engage enemy tanks at any range. Using uneven terrain and going hull down, entrenched M48 Super can shut down large portions of maps for the enemy team.
 
As a sniper, thermals, DM33 round and laser rangefinder allow you to quickly and effectively engage enemy tanks at any range. Using uneven terrain and going hull down, entrenched M48 Super can shut down large portions of maps for the enemy team.
  
As a support, stabilised gun coupled with DM33 round can work wonders in CQC. Go with your allies with better armor, let them take shot, and as soon as you see enemy tank fire, lunge forward and send the enemy back to the garage. Your tall profile, which is otherwise handicap, can allow you to fire over friendly tanks without obstruction.
+
As a support, stabilised gun coupled with DM33 round can work wonders in CQC. Go with your allies with better armour, let them take shot, and as soon as you see enemy tank fire, lunge forward and send the enemy back to the garage. Your tall profile, which is otherwise handicap, can allow you to fire over friendly tanks without obstruction.
  
 
If you are forced to brawl, it is mandatory to make the first shot.
 
If you are forced to brawl, it is mandatory to make the first shot.
Line 178: Line 183:
 
=== Pros and cons ===
 
=== Pros and cons ===
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 +
 
'''Pros:'''
 
'''Pros:'''
  
Line 189: Line 195:
 
'''Cons:'''
 
'''Cons:'''
  
* All the add on armor on the turret is ineffective against APFSDS rounds and ATGMs
+
* All the add on armour on the turret is ineffective against APFSDS rounds and ATGMs
 
* It has a high chance of getting ammo detonation due to ammo layout inside the tank
 
* It has a high chance of getting ammo detonation due to ammo layout inside the tank
 
* Penetrating shots will always take out the gun breech and at least two crews
 
* Penetrating shots will always take out the gun breech and at least two crews

Revision as of 17:18, 6 June 2021

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
M48 Super
germ_mkpz_super_m48.png
GarageImage M48 Super.jpg
M48 Super
AB RB SB
9.3 9.3 9.3
Class:
Research:110 000 Specs-Card-Exp.png
Purchase:620 000 Specs-Card-Lion.png
Show in game

Description

The Kampfpanzer M48 Super is a rank VI German medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update "Starfighters". Private venture of Krauss-Maffei Wegmann company aimed to bring obsolete M48 Patton tanks to modern standards, this tank is the ultimate evolution of M48 tanks in German tech tree.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull110 / 76 / 35
Turret130 / 76 / 51
Crew4 people
Visibility117 %

Armour type:

  • Cast homogeneous armour (hull, turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 200 mm 76 mm Top
38 mm Bottom
35 mm 57 - 12.7 mm
Turret 400 - 210 mm Turret front
200 mm Gun mantlet
120 - 100 mm 75 - 50 mm 69 - 25 mm
Cupola 70 mm 70 mm 70 mm 70 mm

Turret - Your mantlet caps at 480 mm against HEAT and just 209 mm against APFSDS, nothing to brag about. You are resistant to autocannons and older HEAT rounds, but that's about it.

Hull - Being based on the M48 Patton hull from the 60s, your hull is able to stop only autocannon fire and only from the front arc, as side shots will get through.

Avoiding getting shot is vital to your survival. Sadly, blocky ineffective armour coupled with a tall profile makes this task difficult, if not impossible to achieve. Adopting hull down tactics is a must; on the bright side, your gun can depress to -9° and you can perform well in hilly terrain.

Mobility

Speedforward / back
AB63 / 27 km/h
RB and SB57 / 25 km/h
Number of gears8 forward
4 back
Weight53.0 t
Engine power
AB1 908 hp
RB and SB1 000 hp
Power-to-weight ratio
AB36.0 hp/t
RB and SB18.9 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 63 27 53 1,550 1,908 29.25 36
Realistic 57 25 884 1,000 16.68 18.87

M48 Super's mobility is average at best. Do not expect to rush favourable positions as most of the light tanks and wheeled combat vehicles will be there first.

Modifications and economy

Repair costBasic → Reference
AB4 185 → 6 227 Sl icon.png
RB4 270 → 6 353 Sl icon.png
SB5 457 → 8 120 Sl icon.png
Total cost of modifications183 800 Rp icon.png
303 000 Sl icon.png
Talisman cost2 700 Ge icon.png
Crew training175 000 Sl icon.png
Experts620 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 010 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 200 / 240 % Sl icon.png
226 / 226 / 226 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
400 Ge icon.png
Mods new tank break.png
Brake System
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
400 Ge icon.png
Mods new tank filter.png
Filters
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
470 Ge icon.png
Mods new tank engine.png
Engine
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
470 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 300 Rp icon.png
Cost:
17 000 Sl icon.png
400 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods tank ammo.png
105mm_usa_HESH_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods tank ammo.png
105mm_NATO_APDS_FS_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
400 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods thermal sight.png
NVD
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods art support.png
Artillery Support
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
470 Ge icon.png
Mods tank ammo.png
105mm_DM33_APDS_FS_ammo_pack
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
470 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
470 Ge icon.png

Your focus should be on firepower upgrades. After parts and FPE, go for the DM23 round, as most tanks at this rank have either composite armour, ERA or in the worst case scenario both, making your stock HEAT round very ineffective.

After that focus on getting thermals, those help you tremendously with finding targets and it is impossible to fight at night without them.

Lastly, go for DM33 and laser rangefinder. Those make you a competent sniper and level your fighting chance against most opponents.

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

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition46 rounds
First-order20 rounds
Reloadbasic crew → aces
8.7 → 6.7 s
Vertical guidance-9° / 19°
Main article: L7A3 (105 mm)
105 mm L7A3 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 46 -9°/+19° ±180° Two-plane 22.8 31.6 38.4 42.5 45.2 8.71 7.70 7.10 6.70
Realistic 14.3 16.8 20.4 22.6 24.0

M48 Super mounts a late-generation fully stabilised L7 cannon, which is pretty standard at this rank. It also has access to standard ammunition selection, though one thing to note is that it has the option to equip lethal DM33 rounds, which are the third best NATO rounds available for 105 mm guns (after M800 and DM63).

Ammunition

  • DM12 HEAT-FS - Your starting round. HEAT round does not lose penetration with distance travelled. Unlike sabots, it has one downside: given that it is a chemical round, its fuse is highly sensitive in regards to its practical application in battle. With the emergence of composite and reactive armour, it quickly becomes obsolete in the anti-tank role. Requires careful aiming to properly damage newer tanks, though it can hold its own while fighting older tanks, lighter vehicles and low flying helicopters.
  • DM502 HESH - This round was always plagued by a plethora of problems. Low velocity, low penetration, inconsistent mechanics and sensitive fuse make this round gimmicky at best. That being said, with the overpressure mechanic, this round can be used in CQB against light vehicles with devastating effect.
  • DM23 APFSDS - Available as a tier I modification, this round allows you to engage modern tanks more reliably, since it performs better against composite and reactive armour. Penetration is relatively below average when compared to rounds available to your contemporaries, so use it as a stop gap solution until a better round becomes available.
  • DM33 APFSDS - Best round available to your tank and third best NATO round available for 105 mm cannons. It allows you to engage most enemies at your BR at any range reliably. With careful aiming, even higher BR vehicles are not safe. Be of note that this round can easily over penetrate light vehicles such as BMP-2 or SPAAGs, so aiming at vital components is preferred in order to create shrapnel necessary to destroy them.
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
DM12 HEATFS 400 400 400 400 400 400
DM502 HESH 127 127 127 127 127 127
DM23 APFSDS 337 335 330 322 314 306
DM33 APFSDS 408 405 398 389 379 370
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%
DM12 HEATFS 1,173 10.5 0.05 0.1 1,270 65° 72° 77°
DM502 HESH 732 14.85 0.05 0.1 4,310 73° 77° 80°
DM23 APFSDS 1,455 3.79 N/A N/A N/A 78° 80° 81°
DM33 APFSDS 1,455 3.79 N/A N/A N/A 78° 80° 81°

Ammo racks

Ammo racks of the M48 Super
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
46 43 (+3) 29 (+17) 21 (+25) 16 (+30) (+45) No

Notes:

  • Racks 4 and 5 are first stage ammo racks.
  • The ammunition model depletes every two rounds after most shots but this depends on how much ammo is left.

Machine guns

Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 200 shots/min
Ammunition2 800 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 200 shots/min
Main article: MG3A1 (7.62 mm)

The coaxially mounted 7.62 mm MG3A1 is, in most situations, not useful. While being able to "blind" opponents by shooting at their optics, as with any MG, and able to easily dispatch of vehicles with exposed crew that have uptiered themselves, such as the M56, 2 factors really hold this MG back from being truly useful. These are:

  • The MG is mounted coaxially, limiting its traverse and AA capabilities (especially against helicopters)
  • This MG has very low penetration, as almost any thin armoured plate can withstand its fire

Against some of the bigger and meaner helicopters such as Ka-50, it is simply better to not fire at all in order to stay hidden and not draw attention to yourself.

7.62 mm MG3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,000 (1,000) 1,200 -10°/+75° ±45°
Coaxial 2,750 (1,000) 1,200 N/A N/A

Usage in battles

While M48 Super can be played as a regular main battle tank, it works best as a sniper or support tank.

As a sniper, thermals, DM33 round and laser rangefinder allow you to quickly and effectively engage enemy tanks at any range. Using uneven terrain and going hull down, entrenched M48 Super can shut down large portions of maps for the enemy team.

As a support, stabilised gun coupled with DM33 round can work wonders in CQC. Go with your allies with better armour, let them take shot, and as soon as you see enemy tank fire, lunge forward and send the enemy back to the garage. Your tall profile, which is otherwise handicap, can allow you to fire over friendly tanks without obstruction.

If you are forced to brawl, it is mandatory to make the first shot.

Pros and cons

Pros:

  • Improved in all aspects compared to M48A2-G-A2
  • Unlike the M48A2-G-A2 its gun has a two-plane stabilizer so it can fire on the move
  • Much better turret protection than the previous M48A2-G-A2 model
  • Has a new better transmission and engine so it can go around as fast as a Leopard tank
  • Has access to 1st gen thermal vision device for both gunner and commanders optics
  • Has access to 3rd best NATO 105mm round, DM33.

Cons:

  • All the add on armour on the turret is ineffective against APFSDS rounds and ATGMs
  • It has a high chance of getting ammo detonation due to ammo layout inside the tank
  • Penetrating shots will always take out the gun breech and at least two crews
  • It has a large profile compared to other tanks of the same rank
  • Has a large engine bulge at the back so it cant fire from its back at all

History

Development

The Super M48 was a private venture offered by Krauss-Maffei Wegmann in the 1990s as a potential upgrade for the M48 Patton that was in service with a number of nations at the time. A total of 5 demonstrator vehicles were built using the M48A2GA2 as their basis. Unfortunately for the Super M48, its creation coincided with the end of the Cold War, which resulted in a surplus of newer American and Soviet tanks which were preferred over an upgraded older tank such as the M48. As such, no nation chose to procure the Super M48 upgrade solution.

Design

The Super M48 maintained the general layout and basis of the M48A2GA2, with a crew of four. It weighed a total of 53 tonnes and was 6.87 metres long, 3.63 metres wide, and 2.9 metres tall.

The old engine of the M48A2GA2 was replaced by an MTU MB 837 Ea-500 V12 diesel engine producing 1,000 hp, much more powerful than the old engine. The transmission was also replaced by a Renk RK-304 transmission with four forward and four reverse gears. The suspension was nearly unmodified other than the five return rollers being reduced to only three. The new powerpack gave the Super M48 a top speed of 56 kilometres per hour.

The protection of the Super M48 was also improved by fitting a layer of composite material around the turret front and sides. This appliqué armour was modular and could be removed when not necessary or replaced when damaged. A spall liner was fitted to the interior of the vehicle. Four smoke grenade launchers were fitted to each side of the turret for a total of eight. Additionally, new sideskirts were fitted on the hull sides.

The main gun was the L7A3 105 mm rifled gun which could fire APFSDS, HESH, HEATFS, and HE. The secondary armament consisted of a coaxial 7.62 mm machine gun and a pintle-mounted 7.62 machine gun mounted on the commander's cupola. 46 rounds of 105 mm ammunition and 10,000 rounds of 7.62 mm ammunition were provided.

The tank's fire control system (FCS) was replaced by a MOLF 48 FCS built by Atlas Elektronik. It included a digital ballistic computer, a thermal sight for the gunner with an included laser rangefinder, and an optical rangefinder as a backup. The gun was fitted with a two-plane stabilization system and the gun and turret controls were replaced by an electro-hydraulic system.

Media

Skins
Videos

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


Germany medium tanks
Pz.III  Pz.III B · Pz.III E · Pz.III F · Pz.III J · Pz.III J1 · Pz.III J1 TD · Pz.III L · Pz.III M · Pz.III N
Pz.IV  Pz.IV C · Pz.IV E · Pz.IV F1 · Pz.IV F2 · Pz.IV G · Pz.IV H · Pz.IV J · Pz.Bef.Wg.IV J
Pz.V  VK 3002 (M) · Panther A · Panther D · Panther F · Panther G · Ersatz M10 · Panther II
M48 upgrades  M48A2 G A2 · M48 Super
Leopard 1  Leopard I · Leopard A1A1 · Leopard A1A1 (L/44) · Leopard 1A5 · C2A1 · Turm III
Leopard 2  PT-16/T14 mod. · Leopard 2K · Leopard 2AV
  Leopard 2A4 · Leopard 2 (PzBtl 123) · Leopard 2A4M · Leopard 2 PL · Leopard 2A5 · Leopard 2 PSO · Leopard 2A6 · Leopard 2A7V
Trophies  ▀M4 748 (a) · ▀T 34 747 (r)
Other  Nb.Fz. · KPz-70
USA  mKPz M47 G · M48A2 C
USSR  ◊T-72M1