Difference between revisions of "Sd.Kfz. 6/2"

From War Thunder Wiki
Jump to: navigation, search
(Edits)
m (I added a few pros and cons to the page.)
Line 149: Line 149:
 
To use this machine to its fullest capabilities it is recommended to stay from areas of heavy combat, as you can be taken out very easily, especially by machine gun fire and HE shells. You should always stay behind friendly troops, but don't stay at spawn as it is most likely the first place enemy planes will go to drop bombs.
 
To use this machine to its fullest capabilities it is recommended to stay from areas of heavy combat, as you can be taken out very easily, especially by machine gun fire and HE shells. You should always stay behind friendly troops, but don't stay at spawn as it is most likely the first place enemy planes will go to drop bombs.
  
If you want to fight with the tanks, you'll definitely need to research APHE-only belts. However, the APHE's lacklustre penetration means this option is extremely limited and highly discouraged for a Sd.Kfz. 6/2 user. This is a tactic that should only be used as a last-stand measure against a flanking enemy that is unaware of the Sd.Kfz. 6/2's position. Avoid any open terrain, watch the battlefield situation carefully and wait, or use your speed to get out of any unfavourable battle condition. When the suitable target is spotted and in-range, it is a good idea is to reverse around the corner turned sideways, with your gun aiming at the expected enemy direction. This manoeuvre exposes only half of your turret and makes it possible to very quickly hide again behind the corner when needed. Your driver, engine and more than half of the vehicle remain hidden the whole time, meaning the chances of hull-break by kinetic shell would be reduced, but chemical shells would still finish off the tank upon contact. This kind of positioning also significantly shortening the exposure time and lowering the chance of being immobilised. When targeting tanks, aim at side armour of the hull and/or turret, or just hit any weak spots. Make sure the enemy is close by, generally less than 400 meters, as the aim dispersion and massive recoil of the gun can cause the shells to spray everywhere, a bad idea if wanting to take out the enemy as quick and precise as possible.
+
If you want to fight with the tanks, you'll definitely need to research APHE-only belts. However, the APHE's lacklustre penetration means this option is extremely limited and highly discouraged for a Sd.Kfz. 6/2 user. This is a tactic that should only be used as a last-stand measure against a flanking enemy that is unaware of the Sd.Kfz. 6/2's position. Avoid any open terrain, watch the battlefield situation carefully and wait, or use your speed to get out of any unfavourable battle condition. When the suitable target is spotted and in-range, it is a good idea is to reverse around the corner turned sideways, with your gun aiming at the expected enemy direction. This manoeuvre exposes only half of your turret and makes it possible to very quickly hide again behind the corner when needed. Your driver, engine and more than half of the vehicle remain hidden the whole time, meaning the chances of hull-break by kinetic shell would be reduced, but chemical shells would still finish off the tank upon contact. This kind of positioning also significantly shortening the exposure time and lowering the chance of being immobilised. When targeting tanks, aim at side armour of the hull and/or turret, or just hit any weak spots. Make sure the enemy is close by, generally less than 400 meters, as the aim dispersion and massive recoil of the gun can cause the shells to spray everywhere, a bad idea if wanting to take out the enemy as quick and precise as possible. Because of the driving compartment is in front of the gun means that when an enemy is straight ahead you have to manoeuvre so then your gun can fire at the target. Another con for this SPAA is the traverse of the 37mm gun which is quite slow for an SPAA and can be a major downfall to this vehicle.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 207: Line 207:
  
 
;Skins
 
;Skins
 +
 
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&vehicleType=tank&vehicleClass=spaa&vehicle=germ_sdkfz_6_2_flak36 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&vehicleType=tank&vehicleClass=spaa&vehicle=germ_sdkfz_6_2_flak36 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
Line 218: Line 219:
  
 
;Other vehicles of similar configuration and role
 
;Other vehicles of similar configuration and role
 +
 
* [[ZiS-43]]
 
* [[ZiS-43]]
 
* [[CCKW 353 AA]]
 
* [[CCKW 353 AA]]
Line 224: Line 226:
 
== External links ==
 
== External links ==
 
''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.''

Revision as of 22:09, 6 September 2021

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Sd.Kfz. 6/2
germ_sdkfz_6_2_flak36.png
GarageImage Sd.Kfz.62.jpg
Sd.Kfz. 6/2
AB RB SB
2.3 1.7 1.7
Class:
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The 3.7-cm Flak 36 auf Selbstfahrlafette Sd.Kfz. 6/2 is a rank I German self-propelled anti-aircraft gun with a battle rating of 2.3 (AB) and 1.7 (RB/SB). It was introduced during the Closed Beta Test for Ground Forces before Update 1.41.

The 3.7-cm Flak 36 auf Selbstfahrlafette Sd.Kfz 6/2 with its 3.7 cm cannon can easily dispatch any aircraft given the circumstances. However, its gun (with APHE ammo) can also make it a very good improvised anti-tank vehicle if push comes to shove against an enemy tank.

Because it is based on a simple truck, it has no armour anywhere and even machine guns can knock out the driver inside, and crew manning the turret is completely exposed. However, it can be surprisingly durable at times, mostly because of inexperienced players attacking it with AP/APCR ammo, and often targeting all the wrong places, like the Engine, Driver sitting inside, or edges of the turret armour. However, these attacks are a hit-or-miss as the hull-break mechanics mean that even a passing through AP round has the potential of utterly destroying the vehicle. The chances are worse if the enemy decides to sling over a chemical round for the explosion to do its deed. The mobility however is comparable to somewhere between a light and medium tank, and the chassis produces a favorable cross-country performance, so use this to get out of an area if spotted or being pursued.

Being an SPAA, this vehicle is designed to shoot down aeroplanes. It was originally designed to follow alongside convoys, so to be used with other vehicles of the type. Its gun has a relatively low rate of fire for an SPAA, however, its shells pack quite the punch. Being a 37mm cannon, should it get a good hit, it will likely down the plane. It also gets access to AP belts, which can be used against tanks. It can penetrate any medium or light tank of its rank (from the side/rear usually), but will flat out be out of luck against heavier opponents like the KV-1. However, hunting tanks are not its job which is why it is not the best at that.

General info

Survivability and armour

Armourfront / side / back
Hull0 / 0 / 0
Turret7 / 0 / 0
Crew4 people
Visibility107 %

Armour type:

  • Structural Steel
  • Rolled homogeneous armour (Gun shield)
Armour Front Sides Rear Roof
Hull 3 mm (3-9°) Grille
3 mm (83-84°) Front hood
3 mm 3 mm 3 mm
Gun Shield 7 mm (25-33°) 10 mm N/A N/A

Notes:

  • There is simply no armour anywhere, as it is basically a simple truck with AA gun mounted on its back
  • Only "armour" is on the front of the turret, which can protect from some light machine gun fire and shrapnel from nearby explosions

Mobility

Speedforward / back
AB55 / 10 km/h
RB and SB50 / 9 km/h
Number of gears6 forward
1 back
Weight10.4 t
Engine power
AB248 hp
RB and SB130 hp
Power-to-weight ratio
AB23.8 hp/t
RB and SB12.5 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 55 10 10.4 163 248 15.67 23.85
Realistic 50 9 102 130 9.81 12.5

Modifications and economy

Repair costBasic → Reference
AB337 → 433 Sl icon.png
RB274 → 352 Sl icon.png
SB391 → 503 Sl icon.png
Total cost of modifications5 950 Rp icon.png
4 480 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces75 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
20 / 30 / 30 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods new tank break.png
Brake System
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods new tank filter.png
Filters
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
130 Ge icon.png
Mods new tank engine.png
Engine
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
130 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods tank ammo.png
37mm_ger_flak36_HE_ammo_pack
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mods tank ammo.png
37mm_ger_flak36_AP_ammo_pack
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mod arrow 0.png
Mods aa cannon.png
Adjustment of Fire
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods tank ammo.png
37mm_ger_mgr_HE_ammo_pack
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods art support.png
Artillery Support
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
130 Ge icon.png

Armaments

Main armament

37 mm FlaK36 cannon
Ammunition318 rounds
Belt capacity6 rounds
Reloadbasic crew → aces
0.5 → 0.4 s
Fire rate160 shots/min
Vertical guidance-8° / 85°
Main article: FlaK36 (37 mm)
37 mm FlaK36 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 318 (6) 160 -8°/+85° ±180° N/A 30.82 42.66 51.80 57.28 60.94 0.49 0.43 0.40 0.38
Realistic 20.83 24.50 29.75 32.90 35.00

Ammunition

  • Default: APHE · FI-T - This belt can fulfill both roles (anti-aircraft and anti-tank) only at the cost of a halved rate of fire (especially for the anti-tank role) until dedicated belts are available.
  • Sprgr. 18: FI-T - This belt is adapted to the anti-air role as it contains only incendiary rounds. It will deal next to no damage to ground vehicles.
  • PzGr: APHE - This belts deals decent damage against lightly armoured vehicles and planes but is best used against tanks. When targeting ground vehicles, focus on weak spots like the sides or the rear.
  • M.Gr.18: FI-T - This belt excels in the anti-air role: with an increased muzzle velocity and a bigger explosive filler, it deals heavier damage to airplanes than the "Sprgr. 18" belt. It will deal next to no damage to ground vehicles.

Since every FI-T bullet contains a tracer, it helps aiming at aircraft but detectability is also greatly increased.

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 49 46 33 22 14 10
Sprgr. 18 3 3 3 3 3 3
PzGr 49 46 33 22 14 10
M.Gr.18 4 4 4 4 4 4
Belt details
Belt Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Sprgr. 18 FI-T 820 0.62 0.3 0.1 49.3 79° 80° 81°
PzGr APHE 770 0.69 1.2 9 22.1 47° 60° 65°
M.Gr.18 FI-T 914 0.55 0 0.1 108 47° 56° 65°

Ammo racks

Ammo racks of the Sd.Kfz. 6/2
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
53 50 (+3) 46 (+7) 43 (+10) 39 (+14)
5th
rack empty
6th
rack empty
7th
rack empty
8th
rack empty
Visual
discrepancy
36 (+17) 29 (+24) 18 (+35) (+53) Yes

There are 15 ammunition boxes strung about the bed of the truck. Two under the loader, three sitting on the tailgate, and the rest under the benches behind the driver. Most tankers won't bother trying to ammo rack you thanks to your exposed crew members, so bring as much as you want. However, near misses from aircraft and tanks alike could set off a box since they are kind of everywhere if you do take a full load, so follow alternate recommendation if one has concerns for this.

Notes:

  • Take a full loadout (53 clips of 6 rounds) if the battle might last.
  • Alternately, pack only 36 clips in order to keep all ammo boxes under the bed bench for shorter battles like AB.

Usage in battles

To use this machine to its fullest capabilities it is recommended to stay from areas of heavy combat, as you can be taken out very easily, especially by machine gun fire and HE shells. You should always stay behind friendly troops, but don't stay at spawn as it is most likely the first place enemy planes will go to drop bombs.

If you want to fight with the tanks, you'll definitely need to research APHE-only belts. However, the APHE's lacklustre penetration means this option is extremely limited and highly discouraged for a Sd.Kfz. 6/2 user. This is a tactic that should only be used as a last-stand measure against a flanking enemy that is unaware of the Sd.Kfz. 6/2's position. Avoid any open terrain, watch the battlefield situation carefully and wait, or use your speed to get out of any unfavourable battle condition. When the suitable target is spotted and in-range, it is a good idea is to reverse around the corner turned sideways, with your gun aiming at the expected enemy direction. This manoeuvre exposes only half of your turret and makes it possible to very quickly hide again behind the corner when needed. Your driver, engine and more than half of the vehicle remain hidden the whole time, meaning the chances of hull-break by kinetic shell would be reduced, but chemical shells would still finish off the tank upon contact. This kind of positioning also significantly shortening the exposure time and lowering the chance of being immobilised. When targeting tanks, aim at side armour of the hull and/or turret, or just hit any weak spots. Make sure the enemy is close by, generally less than 400 meters, as the aim dispersion and massive recoil of the gun can cause the shells to spray everywhere, a bad idea if wanting to take out the enemy as quick and precise as possible. Because of the driving compartment is in front of the gun means that when an enemy is straight ahead you have to manoeuvre so then your gun can fire at the target. Another con for this SPAA is the traverse of the 37mm gun which is quite slow for an SPAA and can be a major downfall to this vehicle.

Pros and cons

Pros:

  • 37 mm capable of dealing heavy damage to planes upon contact
  • Deadly against light tanks and light-skinned tank destroyers
  • Decently fast (50 km/h top speed)
  • Insane reloading rate
  • Losing 1 or 2 crew members have no noticeable effect on vehicle performance (Apart from temporal immobilisation for example)
  • Having no armour is also an advantage - AP/APCR Rounds that most players use often just harmlessly pass through the vehicle without doing any damage
  • Difficult to destroy in one shot unless using pure HE rounds as APHE rounds will often just pass through without detonation
  • Some players don't recognize this vehicle as any kind of threat, and carelessly show their sides that just might be able to be penetrated with the 37 mm AP
  • Friendly tanks around you often have higher priority for all enemies, meaning you can often escape from combat unharmed, or surprise unsuspecting enemies

Cons:

  • Slow rate of fire can make shooting down faster planes difficult
  • No armour - single HE shell from anything will usually knock out the vehicle
  • Very vulnerable to Artillery calls; even being 20 m away from it does not prevent the crew from being injured, or even incapacitated
  • Gun goes up when it is traversing over the driver, preventing you from firing ahead of your vehicle
  • Entire crew vulnerable to being strafed by planes and tank machine gun fire
  • Ammo can run out if not careful
  • Gun recoil is ridiculous, making continuous fire useless against any decently armoured target
  • Knocked out easily if rammed by an aeroplane (no longer an issue in AB)
  • Hull break can happen from with a well-placed shot
  • AP shell has less penetration than predecessors' 20 mm APCR

History

The gun

The 3.7 cm FlaK cannon was an anti-aircraft gun capable of fully automatic fire at a rate of 150 rounds per minute and is able to fire onto Allied aircraft up to four kilometres away. Multiple variants were made for the FlaK cannon from the 3.7 cm FlaK 18/36/37/43. The FlaK 18 was the initial variant with a dual-axle mount. The Flak 36 was a simplified variant with a lighter single-axle mount, the FlaK 37 has a simplified sighting system, and the FlaK 42 was the variant made for the German Kriegsmarine for their surface ships and U-boats. Of the variants, the FlaK 36 and 37 were the most produced guns

The vehicle

The Sd.Kfz.6 was a half-track designed in 1934 for the purpose of towing the 10.5 cm leFH 18 howitzer or 11 men in the back of the half-track, which could be covered by a canvas structure to protect the crew from the elements of nature. The vehicle was powered by a Maybach HL 54TUKRM 6-cylinder engine with 115 hp. Along with its use as a tractor for the 10.5 leFH 18 howitzer and other artillery pieces, the vehicle was to be used to tow heavy equipment for engineer units. Production was carried out by both Büssing-NAG and Daimler-Benz corporations. About 750 units were made during its production life until 1942.

Anti-aircraft mount

As World War II progressed, the need for a mobile air defence capable of engaging low flying targets became urgent. German engineers attempted to fill this need by modifying vehicles to fit an anti-aircraft gun. The Sd.kfz.6 half-track was modified with a new superstructure on the back, removing the backseats where the passengers would be. The superstructure allows the installation of a traversable anti-aircraft gun. The gun of choice for the Sd.kfz.6 was the 3.7 cm FlaK 36, the conversion for the vehicle was designated the 3.7 cm Flak 36 auf Selbstfahrlafette Sd.Kfz.6/2.

The Sd.Kfz.6/2 has the FlaK cannon mounted on the back, however, there is no gun shield for the crew to provide small arms protection from the ground. Thus, the ground support role for the vehicle was not a recommended role and is more best against flying targets. However, a modification on the vehicle by the crew to give protection against small arms and shrapnel. Ammunition for the gun was towed on a separate trailer towed by the half-track.

Modifications on the Sd.Kfz.6 into the Sd.Kfz.6/2 was carried out from 1941 to 1943, whereof the 750 of the Sd.Kfz.6, 339 were converted into the anti-aircraft variant. As the war progressed, the Sd.Kfz.6/2 were supplemented with the more numerous Sd.Kfz.7 half-track.

In-game description

To fight against enemy aircraft, German designers developed a new AA gun based on the 5-ton Sd.Kfz. 6 produced by the company Bussing-NAG. The new AA vehicle had a 37 mm 3,7 cm FlaK 36 L/98 anti-aircraft gun with a 98-caliber long barrel placed on a rotating carriage. The vehicle carried 120 shells, towed by a Sonderanhanger Sd.Ah. 57 trailer. The anti-aircraft gun traveled with spare barrels. The 10.4 ton setup supported a crew of 5 to calculate the gun's trajectory.

The anti-aircraft gun's effective rate of fire was 120 rounds per minute. The gun could fire at targets up to an altitude of 4,800 meters. In stowed position, the sides of the towing vehicle were raised, and in combat situations they were reclined to facilitate a circular range of fire. The vehicle could reach a speed of 50 kph and had a maximum range of 317 km.

The AA vehicle was produced by the companies Bussing-Nag, Daimler Benz, Böhmisch-Mährischen Maschinenfabrik, and Praga from 1941 to 1943. A total of 339 were built. During production, the gun was fitted with a shield to protect those performing the calculations from bullets and shrapnel. Shield construction varied.

At least 200 Sd.Kfz. 6/2 anti-aircraft guns entered the service of the Luftwaffe, and the rest joined the Wehrmacht's anti-aircraft divisions. An anti-aircraft division consisted of 9 AA vehicles. This vehicle was used in combat on all fronts.

Media

Skins
Videos

See also

Other vehicles of similar configuration and role

External links

Paste links to sources and external resources, such as:

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


Germany anti-aircraft vehicles
Wheeled  Sd.Kfz.222
Half-track  Sd.Kfz.251/21 · Sd.Kfz. 6/2
Flakpanzer IV  Wirbelwind · Ostwind · Ostwind II · Kugelblitz · Zerstörer 45
Other Flakpanzers  Flakpanzer I · Flakpanzer 38 · Flakpanzer 341
Wiesel AWC  Wiesel 1A4 · Ozelot
Radar SPAAG  Gepard · Gepard 1A2
Missile SPAA  FlaRakPz 1 · FlaRakRad