Difference between revisions of "BMD-4"

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m (phrasing fix. Also i don't know if this should be in notes, but i thought it might be interesting. If to go by logic "this is not a place for bugs", you can rephrase it into "even if you only take 1 belt you will be given 2 regardless".)
(I don't have enough patience to play this tank properly, so further text must be written by somebody else (even though ZT3A2 is kinda similar i manage to do better in it, i suppose because BMD-4 is bad at landing vertical shots without HE))
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The 30 mm fires the same shells as the [[BMP-2]] autocannon does and is identical to the one on [[BMP-3]]. There is only one fire rate option for the cannon this time around - slow. Despite low fire rate, it still fires faster than the one on the [[Warrior]] and if user fires first it can neutralize many light tanks at close to medium range before BMD-4 disintegrates from their retaliatory fire.
 
The 30 mm fires the same shells as the [[BMP-2]] autocannon does and is identical to the one on [[BMP-3]]. There is only one fire rate option for the cannon this time around - slow. Despite low fire rate, it still fires faster than the one on the [[Warrior]] and if user fires first it can neutralize many light tanks at close to medium range before BMD-4 disintegrates from their retaliatory fire.
 +
 +
'''Bug note''': If you take 30F32 HE shell, and only load one of your autocannon belts, the game will give you a second 30 mm belt anyway and its icon will be replaced with a 100 mm shells icon. This is only a visual bug, it will not deal the damage listed in the card. The belt seems to be equal to a default one.
  
 
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Gun itself can load two ammunition types at once.  
 
Gun itself can load two ammunition types at once.  
  
The ammunition types are: Slow HE, super slow HE, Normal ATGM and Tandem ATGM. It is only possible to take 4 ATGM of each type (with total of 8). Overall, it is same as with the BMP-3.
+
The ammunition types are: Slow HE (3OF70) , super slow HE (3OF32), Normal HEAT ATGM (9M117) and Tandem HEAT ATGM (9M117M1). It is only possible to take 4 ATGM of each type (with total of 8). Overall, it is same as with the BMP-3.
  
HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or play in AB mode. Unlike with BMP-3 it is also necessary to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are very small and will often squeeze inbetween ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the tank. Overall, they can be used to weed out other tanks out of cover (including other ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is far more awkward than with the BMP-3).
+
HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or play in AB mode. Unlike with BMP-3 it is also necessary to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are very small and will often squeeze inbetween ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the tank. Overall, they can be used to weed out other tanks out of cover (including ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is far more awkward and slower than with the BMP-3).
  
'''Bug note''': If you take 30F32 HE shell, and only load one of your autocannon belts, the game will give you a second 30 mm belt anyway and its icon will be replaced with a 100 mm shells icon. This is only a visual bug, it will not deal the damage listed in the card.
+
The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trickshots of any kind and require direct launch. Even default missile is powerful enough to annihilate ERA-covered tanks if it manages to hit the cracks between ERA platings, tandem modification usually does not even require user to aim any more than in the enemy tanks direction. Both missiles have huge area of the blast wave, like [[IT-1]], but BMD-4 cannot just destroy all of the surrounding cover, as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.
  
ATGMs are the 9M117 and 9M117M1.  
+
Gun rearm on a capture point is about 7 seconds, which means that tank can indefinitely spam ATGM at incoming enemies if its user can hold the line. Make sure to choose ATGM as the top ammunition in ammo distribution UI, as otherwise HE will be rearmed first.
  
The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trickshots of any kind. Even default missile is powerful enough to annihilate ERA-covered tanks if it manages to hit the cracks between ERA platings, tandem modification usually does not even require user to aim any more than in the enemy tanks direction. Both missiles have huge area of the blast wave, like [[IT-1]], but BMD-4 cannot just destroy all of the surrounding cover, as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.
+
Weapons are not rearmed outside of a capture point in AB, even if it only uses ATGMs, so the tank cannot be used as a standoff sniper in AB for long, but is rather to be sacrificed in a deep flank.
  
 
Ammo distribution combinations:
 
Ammo distribution combinations:
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ATGM+ATGM = tank runs out of ammo fast, but can dominate in close range combat until it does. BMD-4 can get away with this loadout unlike BMP-3, because it does not have a reload penalty.
 
ATGM+ATGM = tank runs out of ammo fast, but can dominate in close range combat until it does. BMD-4 can get away with this loadout unlike BMP-3, because it does not have a reload penalty.
  
Best ATGM + HE = tank can fight at close range with ATGM and autocannon. If there is a problem, user can swap to 100 mm and bombard enemy campers with HE. HE can also be used to fight light tanks, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so faster HE might be a better choice.
+
Best ATGM + HE = tank can fight at close or medium range with ATGM and autocannon. If there is a problem, user can swap to 100 mm and bombard enemy campers with HE. HE can also be used to fight light tanks at close range, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so faster HE might be a better choice sometimes.
 
 
HE+HE = Not recommended, as 100 MM HE cannot deal with most of medium tanks directly, and they definitely will storm BMD-4 thinking it is disrespecting them and trying to style on them with HE. They will also show no mercy, as most BMD-4 are likely carry at least one ATGM pack, so they will shoot to kill.
 
 
 
  
 +
HE+HE = Not recommended, as 100 MM HE cannot deal with most of medium tanks directly, and they definitely will storm BMD-4 thinking it is disrespecting them and trying to style on them with HE. Enemies in general will show no mercy, as most BMD-4 are likely carry at least one ATGM pack, so they will shoot to kill, therefore having ATGM is better.
  
 
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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).''
 +
 +
;Arcade mode:
 +
 +
There are two main ways to use BMD-4 efficiently, both involve abusing its high movement speed.
 +
 +
First way is to attack into a capture point by using ATGM loadout. BMD-4 cannot sustain frontal damage and can only take one kinetic hit or even none before exploding, so it is necessary to either have high reaction time, good crew and surprise, or arrive there first and take cover or hide behind a corner.
 +
 +
There is also an option of attacking not the capture point itself, but to rush past it and to attack the first encounter group, preferably from a side. If you manage to pounce on them before they are expecting you to flank them, it is possible to take out 3 tanks before backline tanks notice that something is wrong and destroy BMD-4.
 +
 +
The reason why rushing in such a fragile tank is even a viable option, is because that way BMD-4 can quickly rearm after destroying enemies and continue its conquest elsewhere.
 +
 +
Second way is to deliberately give up working on a capture point and instead to do a deep flank around enemy team and unload BMD-4s entire arsenal onto enemy snipers. This works because BMD-4 moves insanely fast for a Soviet light tank and has ATGM which reloads almost as fast as the gun on the [[Object 906]], while being absolutely lethal regardless of the enemy tank armour level. If the range between your camping spot and an enemy is more than 400 m, it is also possible to continue annoying them by launching 3OF32 at them over cover (swap main weapon towards 100 mm to aquire proper aim assist on the HE).
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Cons:'''
 
'''Cons:'''
  
* Low armour protection, hull can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
+
* Low armour protection, hull upper front plate can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
 
* Only 3 crew members
 
* Only 3 crew members
 
* Extremely awkward sight controls for HE - to even access it, user must swap main weapon to "secondary weapon" which disables the autocannon and MG completely
 
* Extremely awkward sight controls for HE - to even access it, user must swap main weapon to "secondary weapon" which disables the autocannon and MG completely
 +
* While missiles high launch speed is good for sudden encounters and ambushes, it is near impossible to land a vertical shot with them, and HE needs quite some range to get on target, so if someone does area denial strategy at close range, BMD-4 can't do anything about it
 +
* In AB, ATGM cannot be rearmed outside of a capture point, as BMD-4 counts as a normal tank
  
 
== History ==
 
== History ==

Revision as of 17:13, 28 August 2021

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
BMD-4
ussr_bmd_4.png
GarageImage BMD-4.jpg
BMD-4
AB RB SB
9.0 9.3 9.3
Class:
Show in game

Description

The BMD-4 is a gift rank VI Soviet light tank with a battle rating of 9.0 (AB) and 9.3 (RB/SB). It was introduced during Update "Red Skies" as a reward for the 2021 Summer Landing event. On technical level, can be viewed as a BMP-3, but with less armour and faster ATGM reload.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull40 / 30 / 20
Turret40 / 20 / 20
Crew3 people
Visibility78 %

BMD-4 is very poorly armoured. Front has okay-ish armour thickness, but upper front plate of the hull is more vulnerable than the turret or the lower front plate and allow for penetrations with 12.7 mm MG, even from afar. Autocannons are very likely to just shred this tank instantly, but how soon this happends depends on enemy attention span, autocannon rate of fire and where an enemy aims first.

Researching movement modules adds some of them to the front of the tank, which reduces likelihood of taking overpressure damage from ATGM and increases chances of blocking autocannon rounds when they hit the hull.

Roof is vulnerable to even HEAT overpressure and turret hits with chemical shells are very dangerous for this tank. It is easy to strafe BMD-4 from the sky for the same reason.

There are 3 crew members, both of the turret crew members can fire all weapons, so it is not enough to take out the gunner to stop BMD-4 and it will not just explode upon being hit like Shturm-S, so at the very least it can avenge itself after being hit.

Armour type:

Armour Front (Slope angle) Sides Rear Roof
Hull 32 mm 20 mm Top
20 mm Bottom
10 mm 10 - 12 mm
Turret 40 mm Turret front
40 mm Gun mantlet
20 - 40 mm 20 mm 10 - 12 mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Amphibious
The design allows you to swim and control movement in the water
 
Controlled suspension
It is possible to adjust the ground clearance or more complex suspension positions
Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB78 / 78 km/h
RB and SB70 / 70 km/h
Number of gears5 forward
5 back
Weight13.6 t
Engine power
AB859 hp
RB and SB450 hp
Power-to-weight ratio
AB63.2 hp/t
RB and SB33.1 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 78 78 13.6 697 859 51.25 63.16
Realistic 70 70 398 450 29.26 33.09

BMD-4 somewhat resembles BMP-2 in terms of mobility, but can drive equally fast in either direction and accelerates much faster.

It also can swim, like all the other Soviet light tanks.

Modifications and economy

Repair costBasic → Reference
AB3 064 → 5 481 Sl icon.png
RB3 200 → 5 724 Sl icon.png
SB3 706 → 6 630 Sl icon.png
Total cost of modifications186 300 Rp icon.png
307 000 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
130 / 170 / 220 % 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
310 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank break.png
Brake System
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank filter.png
Filters
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 600 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods thermal sight.png
NVD
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
310 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods airstrike.png
Airstrike
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
350 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
9 800 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods art support.png
Artillery Support
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods scouting.png
Improved optics
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
30mm_2a42_APDS_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
440 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

30 mm 2A72 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition500 rounds
Belt capacity250 rounds
Reload1.0 s
Fire rate330 shots/min
Vertical guidance-6° / 60°

BMD-4 has two main weapons - the 30 mm and 100 mm. Currently, unlike with BMP-3, the autocannon counts as the main weapon and 100 mm is fired with "additional weapon" button. The aim assist and scope is, therefore, displayed for 30 mm. While this is fine if BMD-4 user only carries ATGM, the only way to swap scope or aim assist towards 100 mm to aim HE is to switch main weapon to "secondary weapon". This, unfortunately, breaks the weapon layout, and 30 mm becomes unusable until the control scheme is reset. Either way, the 30 mm counts as a "primary" weapon as of writing of this text.

Main article: 2A72 (30 mm)

The 30 mm fires the same shells as the BMP-2 autocannon does and is identical to the one on BMP-3. There is only one fire rate option for the cannon this time around - slow. Despite low fire rate, it still fires faster than the one on the Warrior and if user fires first it can neutralize many light tanks at close to medium range before BMD-4 disintegrates from their retaliatory fire.

Bug note: If you take 30F32 HE shell, and only load one of your autocannon belts, the game will give you a second 30 mm belt anyway and its icon will be replaced with a 100 mm shells icon. This is only a visual bug, it will not deal the damage listed in the card. The belt seems to be equal to a default one.

30 mm 2A72 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 (250) 330 -6°/+60° ±180° Two-plane __._ __._ __._ __._ __._ __.__ __.__ __.__ __.__
Realistic __._ __._ __._ __._ __._

Ammunition

  • 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
30 mm HE 65 63 54 44 36 30
30 mm APT 65 63 54 44 36 30
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
2 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Additional armament

100 mm 2A70 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition38 rounds
Reload5.0 s
Main article: 2A70 (100 mm)

The 100 mm of this tank is near identical to the one on BMP-3, however, its autoloader can load ATGMs as well, removing the 28 second reload penalty which makes the BMP-3 unsuitable for skirmish, at a cost of 1 second of reload time overall.

While the gun is stabilized, it is not a very good idea to rush uphill at full speed until gun drives were upgraded, as the gun has poor depression and kicks upwards when the tank drives uphill. Without upgrades it will not put itself back on target in time, and the tank can't sustain even accidental hits unlike BMP-3.

Gun itself can load two ammunition types at once.

The ammunition types are: Slow HE (3OF70) , super slow HE (3OF32), Normal HEAT ATGM (9M117) and Tandem HEAT ATGM (9M117M1). It is only possible to take 4 ATGM of each type (with total of 8). Overall, it is same as with the BMP-3.

HE shells are mostly designed to be fired in a mortar fashion and for comfortable use it is necessary to install laser rangefinder or play in AB mode. Unlike with BMP-3 it is also necessary to swap primary weapon to "secondary weapon" to be able to aim HE precisely. The projectiles fall very slowly, but they are very small and will often squeeze inbetween ERA bricks and hit the enemy tank roof, causing overpressure damage and destroying the tank. Overall, they can be used to weed out other tanks out of cover (including ATGM carriers) or fired along with the autocannon to blow up light tanks in general melee range (although it is far more awkward and slower than with the BMP-3).

The missiles are launched at near maximum speed from the get go, which makes them ones of the deadliest at the rank (as many missiles at the BR start at around 250 m/s at best), but also make them mostly unsuitable for trickshots of any kind and require direct launch. Even default missile is powerful enough to annihilate ERA-covered tanks if it manages to hit the cracks between ERA platings, tandem modification usually does not even require user to aim any more than in the enemy tanks direction. Both missiles have huge area of the blast wave, like IT-1, but BMD-4 cannot just destroy all of the surrounding cover, as it itself is fragile and needs it to survive, so some restraint should be kept, at least until you are sure that it's possible to get away with such behaviour.

Gun rearm on a capture point is about 7 seconds, which means that tank can indefinitely spam ATGM at incoming enemies if its user can hold the line. Make sure to choose ATGM as the top ammunition in ammo distribution UI, as otherwise HE will be rearmed first.

Weapons are not rearmed outside of a capture point in AB, even if it only uses ATGMs, so the tank cannot be used as a standoff sniper in AB for long, but is rather to be sacrificed in a deep flank.

Ammo distribution combinations:

ATGM+ATGM = tank runs out of ammo fast, but can dominate in close range combat until it does. BMD-4 can get away with this loadout unlike BMP-3, because it does not have a reload penalty.

Best ATGM + HE = tank can fight at close or medium range with ATGM and autocannon. If there is a problem, user can swap to 100 mm and bombard enemy campers with HE. HE can also be used to fight light tanks at close range, even if the BMD-4 runs out of ATGM. Slower HE can fire vertically at ranges as close as 400 m, but may fail to penetrate medium tanks and it is easier to see for moving targets, so faster HE might be a better choice sometimes.

HE+HE = Not recommended, as 100 MM HE cannot deal with most of medium tanks directly, and they definitely will storm BMD-4 thinking it is disrespecting them and trying to style on them with HE. Enemies in general will show no mercy, as most BMD-4 are likely carry at least one ATGM pack, so they will shoot to kill, therefore having ATGM is better.

100 mm 2A70 Reloading rate (seconds)
Capacity Vertical Horizontal Stabilizer Stock Full Expert Aced
38 -6°/+60° ±180° Two-plane 5.00 5.00 5.00 5.00

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
3OF32 HE 31 31 31 31 31 31
3OF70 HE 36 36 36 36 36 36
9M117 ATGM 600 600 600 600 600 600
9M117M1 ATGM (tandem) 750 750 750 750 750 750
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%
3OF32 HE 250 15.6 0 0.1 2,600 79° 80° 81°
3OF70 HE 355 13.41 0 0.1 3,540 79° 80° 81°
9M117 ATGM 370 18.8 0.05 0.1 4,620 80° 82° 90°
9M117M1 ATGM (tandem) 370 18.8 0.4 0.1 4,620 80° 82° 90°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
38 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

7.62 mm PKTM machine gun (coaxial)
Ammunition2 000 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate700 shots/min
Main article: PKT (7.62 mm)
7.62 mm PKT
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (250) 700 N/A 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

There are two main ways to use BMD-4 efficiently, both involve abusing its high movement speed.

First way is to attack into a capture point by using ATGM loadout. BMD-4 cannot sustain frontal damage and can only take one kinetic hit or even none before exploding, so it is necessary to either have high reaction time, good crew and surprise, or arrive there first and take cover or hide behind a corner.

There is also an option of attacking not the capture point itself, but to rush past it and to attack the first encounter group, preferably from a side. If you manage to pounce on them before they are expecting you to flank them, it is possible to take out 3 tanks before backline tanks notice that something is wrong and destroy BMD-4.

The reason why rushing in such a fragile tank is even a viable option, is because that way BMD-4 can quickly rearm after destroying enemies and continue its conquest elsewhere.

Second way is to deliberately give up working on a capture point and instead to do a deep flank around enemy team and unload BMD-4s entire arsenal onto enemy snipers. This works because BMD-4 moves insanely fast for a Soviet light tank and has ATGM which reloads almost as fast as the gun on the Object 906, while being absolutely lethal regardless of the enemy tank armour level. If the range between your camping spot and an enemy is more than 400 m, it is also possible to continue annoying them by launching 3OF32 at them over cover (swap main weapon towards 100 mm to aquire proper aim assist on the HE).

Pros and cons

Pros:

  • Moves quite fast even when stock, can drive fast in either direction unlike BMPs
  • Autoloader with a 5-second reload for ATGMs (fastest ATGM reload, reloads faster than most conventional tanks as well)
  • Can fire on the move without restrictions
  • ATGMs start at near maximum speed, do very high damage on direct hit and have a wide blast and overpressure area
  • Can carry up to 8 (4 x 9M117 + 4 x 9M117M1) ATGMs
  • Commander can still fire weapons even if the gunner was shot
  • Also can fire HE at enemy tank roofs by using laser rangefinder or AB aim assist
  • Also has an autocannon which can be fired along with the main weapon
  • Can act as a scout and also has thermal scope, smoke grenades and ESS, which can be used to scout or fight
  • Can swim

Cons:

  • Low armour protection, hull upper front plate can be penetrated even by a 12.7 MG until movement modules are researched, which will protect BMD-4 from some frontal shots or even block overpressure
  • Only 3 crew members
  • Extremely awkward sight controls for HE - to even access it, user must swap main weapon to "secondary weapon" which disables the autocannon and MG completely
  • While missiles high launch speed is good for sudden encounters and ambushes, it is near impossible to land a vertical shot with them, and HE needs quite some range to get on target, so if someone does area denial strategy at close range, BMD-4 can't do anything about it
  • In AB, ATGM cannot be rearmed outside of a capture point, as BMD-4 counts as a normal tank

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

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 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