Difference between revisions of "Chieftain Marksman"

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(Edits)
(the belt buff kinda nerfed this tank it feels like. Pushed some text to relevant categories and removed some doubles or even triples. Also tried to formalize text up to the rules.)
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The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.79 "Project X"]].
 
The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.79 "Project X"]].
  
The Marksman looks like Chieftain tank hull with a giant boxy turret in the middle of it. The turret has a radar on the back of it and clearly visible handles with cannons on its front. The front has a distinctive double slope. There is no other such turret in-game and so it is very easy to identify.
+
The Marksman looks like Chieftain tank hull with a giant boxy turret in the middle of it. The turret has a radar on the back of it and clearly visible handles with cannons on its front. The front has a distinctive double slope. There is no other such turret in-game and so it is very easy to identify. Technically, from behind the turret's shape may looks a bit like the [[Gepard]], but it's gigantic in comparison.
 
 
Like the [[Falcon]], the Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however, it is much slower so it does its job from about kilometre away, or further if possible.
 
  
 +
Like with the [[Falcon]], the Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however, it is much slower, so it does its job from about kilometre away or further, if possible.
 +
[[File:Helisnipe marksman.jpg|thumb|You can snipe ATGM helicopters. However, do not waste ammo on agile support helicopters that move around a lot, even radar cannot predict their dodges from this far away.]]
 
Radar allows it to have an aiming reticle against incoming planes in RB. The reticle works the same way as in AB, however, it doesn't say how far away the plane is.
 
Radar allows it to have an aiming reticle against incoming planes in RB. The reticle works the same way as in AB, however, it doesn't say how far away the plane is.
  
Since [[Update 1.87 "Locked On"]], radar also allows you to lock your turret to follow a specific target (the one closest to your targeting reticle) and to see a "true" targeting reticle, which will guarantee a hit up to 3km range and, on some occasions even further, even if you don't have any modifications, unless the enemy aircraft changes course. It is ''very important'' to change the keybinding of the radar lock key (default "alt + F"), as radar won't reliably lock on to targets, due to "mouse pointer" mode from "alt" button.
+
Since [[Update 1.87 "Locked On"]], radar also allows you to lock your turret to follow a specific target and to see a "true" targeting reticle, which will guarantee a hit up to 3km range and, on some occasions even further, even if you don't have any modifications, unless the enemy aircraft changes course. It is ''very important'' to change the keybinding of the radar lock key (default "alt + F"), as radar won't reliably lock on to targets, due to "mouse pointer" mode from "alt" button.
 
 
If you want to use radar to specifically try and "find" a target that is too far away for you to see, you can try to stop radar dish by using "change radar search mode" (not bound by default) and specifically look towards the direction you expect them to come from (the enemy airfield, for example). If your turret happens to detect them, they will appear on your radar screen, and you can target them. However, the use of this option is severely limited due to the fact that planes rarely move in a straight line, so even if you try to snipe them from 4 km range, it will likely result in a miss, so the default search mode is generally better.
 
 
 
[[File:Helisnipe marksman.jpg|thumb|You can snipe ATGM helicopters now. However, do not waste ammo on helicopters that move around a lot, even radar cannot predict their dodges from this far away.]]
 
 
 
The playstyle is much less aggressive than the [[Falcon]]; however, the APDS belt is no joke, as every shell in it can penetrate about 100 mm of armour up to 500 m and up to 60 mm at 2,000 m at 30°. As such, weaker side armour on most rank 5+ vehicles of all nations can be threatened by the Marksman from almost any range, and it only brings much more pain to light vehicles from afar. Only [[:Category:USSR ground vehicles|Soviet tanks]] have decent enough armour on nearly all vehicles to negate its firepower in optimal weapon range.
 
 
 
It may feel like the guns are similar to the [[Falcon]]'s when you fire them but due to them being 35 mm you can tear off plane wings even in one hit, and you can hit them even with stock gun easily from 1.8 km range without wasting too much ammo. Guns have a convergence of about 1.5 km (more or less, depending on "adjustments of fire" upgrade), which makes them better for leading targets, but also wasting some ammunition in process, and making vehicle weak at closer ranges.
 
 
 
Guns still overheat in 10 seconds and can put the Marksman out of fighting capability for half a minute. Luckily, it's hardly necessary to go trigger happy with the Marksman's accuracy and you can change belts to instantly unjam the cannons.
 
  
 
== General info ==
 
== General info ==
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<!-- ''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.'' -->
 
[[File:Chieftain marksman hullbreak.jpg|420px|thumb|right|Even a glancing hit to a turret of powerful enough shell will annihilate SPAA immediately.]]
 
[[File:Chieftain marksman hullbreak.jpg|420px|thumb|right|Even a glancing hit to a turret of powerful enough shell will annihilate SPAA immediately.]]
The Chieftain chassis is fairly well protected against frontal attacks by light vehicles. The turret protection, however, is not great - it will stop most heavy machine-gun fire at close range, but anything of high calibre could cause a hull break. Overall, tank feels almost like the [[FV4005]] with slightly more armour on turret.
+
The Chieftain chassis is fairly well protected against frontal attacks by light vehicles. The turret protection, however, is not great - it will stop most heavy machine-gun fire at close range, but any chemical shell of high calibre could cause overpressure damage and just implode it in a single hit. Overall, tank feels almost like the [[FV4005]] with slightly more armour on turret.
  
 
Do not show the lower front plate to the enemy's tanks, as it's considerably weaker. Despite having better armour for hull, the Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to making the most of the armour it have, even though most opponents will only fire at its turret.
 
Do not show the lower front plate to the enemy's tanks, as it's considerably weaker. Despite having better armour for hull, the Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to making the most of the armour it have, even though most opponents will only fire at its turret.
  
Generally, if turret doesn't break in a single hit, the crew is taken out in such order: Firstly the enemy does a precise shot at the bottom-left (vehicle's right) of the turret to take out the gunner, then fires at the opposite to take out tank commander. It's also easy to destroy {{PAGENAME}} turret with chemical rounds. Turret may tank 20 mm autocannon shots, but only at about 1.2 km range, which is an acceptable duel range for the Marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3 km away.
+
Generally, if turret doesn't break in a single hit, the crew is taken out in such order: Firstly the enemy does a precise shot at the bottom-left (vehicle's right) of the turret to take out the gunner, then fires at the opposite to take out tank commander. Turret may tank 20 mm autocannon shots, but only at about 1.2 km range, which is an acceptable duel range for the Marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3 km away.
  
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
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Marksman has an extremely fast turning turret, so any incoming plane or light vehicle can be targeted fast.
 
Marksman has an extremely fast turning turret, so any incoming plane or light vehicle can be targeted fast.
  
Guns converge at about 1.2 km range without "Adjustment of Fire" modification and about 1.8 km with it. This makes firing at close range enemy vehicles very impractical, due to low ammunition count. However, it's very convenient for firing at moving targets, including light tanks and jets, as the two separate autocannons increase the probability of a hit.
+
Guns converge at about 1.2 km range without "Adjustment of Fire" modification and about 1.8 km with it. This makes firing at close range enemy vehicles very impractical, due to half of already low ammunition count being wasted. However, it's very convenient for firing at moving targets, including light tanks and jets, as the two separate autocannons increase the probability of a hit. It may feel like the guns are similar to the [[Falcon]]'s when fired, but due to them being 35 mm, shells will tear off plane wings even in one hit, and it's easy to hit them even with stock gun from 1.8 km range without wasting too much ammo due to radar assistance. Lightly armoured vehicles get destroyed in about 30 shots at worst.
  
The guns can disable both tracks of the enemy vehicle at once at 300 m distance if facing the enemy's front. This allows you to escape and ask teammates to finish off the threat.
+
The guns can disable both tracks of the enemy vehicle at once at 300 m distance if facing the enemy's front. This allows Marksman to escape and ask teammates to finish off the threat.
  
Since the guns are 35 mm, they also deal more damage than 30 mm of the previous generation SPAA, use the explosive ammo to destroy planes in about 1 to 2 hits, lightly armoured vehicles get destroyed in about 30 shots at worst.
+
Due to the belt limitations, the optimal playstyle is much less aggressive than the [[Falcon]]; however, the APDS belt is no joke, as every shell in it can penetrate about 100 mm of armour up to 500 m and up to 60 mm at 2,000 m at 30°. As such, weaker side armour on most rank V+ vehicles of all nations can be threatened by the Marksman from almost any range, and it only brings much more pain to light vehicles from afar. Only [[:Category:USSR ground vehicles|Soviet tanks]] have decent enough armour on nearly all vehicles to negate its firepower in optimal weapon range.
 +
 
 +
Guns still overheat in about 10 seconds and can put the Marksman out of fighting capability for half a minute. Avoid spray-and-pray tactics and let the cannons cool down at least for a bit between volleys.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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==== Ammunition ====
 
==== Ammunition ====
Ammunition belts are split into 2: the main belt and secondary belt.
+
There are two Ammunition belts, which are also split into 2 (one for each gun): the main belt and secondary belt.
  
The Marksman can take 460 shells for the main belt and 40 for secondary, which is barely enough for one engagement. This may be insulting, but it's necessary for survival. Unlike the [[Falcon]], when ammo for the main belt runs out, this could be reloaded at a capture point while the second belt of pure anti-air or anti-armour rounds can be used as self-defence.
+
The Marksman can take 460 shells for the main belts and 40 for secondary, which is barely enough for one engagement. This may be insulting, but it's necessary for survival. Unlike with the [[Falcon]], when ammo for the main belt runs out, the second belt of pure anti-air or anti-armour rounds can be used as self-defence during restock on a capture point. Also, there won't be a need wait for the reload once the ammo restocks is complete, as the Marksman is ready to fight nearly instantly.
  
Also, there won't be a need to reload a new belt once the ammo restocks is complete, so the Marksman is ready to fight quicker.
+
Note that the DM23 APDS belt can only be a secondary belt. There is also a difference in effective range between normal belt and APDS belt. For some reason, AP-I shells can only fly up to 3km away and even radar will refuse to help aiming them past that range. This does not happen with APDS, allowing to snipe even as far as 5 km, at which range even radar itself is barely capable of keeping up the lock on.
  
Note that the DM23 APDS belt can only be a secondary belt. This makes the decision about the secondary belt being fully anti-tank or fully anti-air ever more annoying and affecting your playstyle.
+
Rearming of the belts takes 20 seconds, but it can only do two belts at once (regardless of the belt type). The implication is, if any one cannon overheated and the belts are no longer homogenous, you can get both belt types for that one gun at once, but the tank will be stuck using just one cannon from then on.
 
 
There is also a difference in effective range between normal belt and APDS belt. For some reason, AP-I shells can only fly up to 3km away and even radar will refuse to help aiming them past that range. This does not happen with APDS, allowing to snipe even as far as 5 km, at which range even radar itself is barely capable of keeping up the lock on.
 
 
 
You can only reload one belt at once. Your secondary belt rearms in about 5 seconds, while your main belt rearms for about 45 seconds. Thus, your playstyle is majorly dictated by how far from the capture point you are.
 
  
 
* '''Default:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}
 
* '''Default:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|HEI-T*|High-explosive incendiary tracer (self-destroying)}}
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|-
 
|-
 
! Driver's View
 
! Driver's View
| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with tier ? upgrade
+
| X1 / 3PV || 800X600 || _ || high || Not Fitted || Only useable with tier 2 upgrade
 
|-
 
|-
 
|}
 
|}
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===Radars===
 
===Radars===
 
{{main|Marconi S 400}}
 
{{main|Marconi S 400}}
The Chieftain Marksman is equipped with a [[Marconi S 400]] search and tracking radar, mounted on top of the turret, at the rear. The radar system lacks track while scan but can track targets in a full 360° area around the turret (instead of just to the front of the turret). The tank often spawns with radar off, it is folded when powered down.
+
The Chieftain Marksman is equipped with a [[Marconi S 400]] search and tracking radar, mounted on top of the turret, at the rear. The radar system lacks track while scan but can track targets in a full 360° area around the turret (instead of just to the front of the turret).
 +
 
 +
If you want to use radar to specifically try and "find" a target that is too far away to see, or do not want to alert the entire enemy air force of your existance, you can try to stop radar dish by using "change radar search mode" (not bound by default) and specifically look towards the direction aircrafts are expected to come from (the enemy airfield, for example). If the radar happens to detect them, they will appear on the radar screen, and you can lock onto them. However, the use of this option is severely limited due to the fact that planes rarely move in a straight line, so even if you try to snipe them from 4 km range, it will likely result in a miss, so the default search mode is generally better.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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* '''Maus''': It's invulnerable. Best not to show up in parts of that map it controls.
 
* '''Maus''': It's invulnerable. Best not to show up in parts of that map it controls.
 
* '''Centauro''': This is the epitome of all tanks Marksman wants to shoot at - it is mobile, can reach and flank your position in a minute and has scouting as well. Fortunately, it also has the armour of a light tank, so if you see it out of cover, drop your lock on and fire at it, before it hides away.
 
* '''Centauro''': This is the epitome of all tanks Marksman wants to shoot at - it is mobile, can reach and flank your position in a minute and has scouting as well. Fortunately, it also has the armour of a light tank, so if you see it out of cover, drop your lock on and fire at it, before it hides away.
* '''Helicopters''': While helicopters are slow and may look like an easy target, they can change direction of flight and throw off radar aim or try to drop altitude, avoiding shots from over two kilometres away, so keep checking where it is trying to turn or roll, instead of just firing at the radar aiming reticle. Also, due to Marksman cannon convergence, try to keep them away from you or spread shots horizontally, as it is not rare to only cut off weapon pylons off attack helicopter, but fail to actually disable its gunner/co-pilot, so if after critical hit on a helicopter or setting it on fire ATGM still flies directly at your SPAA, it is better to hide behind something. Rocket carpet bombing is also dangerous for Marksman due to turret being very big, so try to move out of the way of the main volley, if only a bit - a close miss of weak rockets should fail to penetrate chieftain hull. The radar will keep your aim true, so don't worry about accuracy during movement too much. After a certain point, helicopters acquire 8 km range ATGMs and outclass you entirely, which is when you have to swap to the next generation SPAA, especially in RB.
+
* '''Helicopters''': While helicopters are slow and may look like an easy target, they can change direction of flight and throw off radar aim or try to drop altitude, avoiding shots from over two kilometres away, so keep checking where it is trying to turn or roll, instead of just firing at the radar aiming reticle. Also, due to Marksman cannon convergence, try to keep them away from you or spread shots horizontally, as it is not rare to only cut off weapon pylons off attack helicopter, but fail to actually disable its gunner/co-pilot, so if after critical hit on a helicopter or setting it on fire ATGM still flies directly at your SPAA, it is better to hide behind something. Rocket carpet bombing is also dangerous for Marksman due to turret being very big, so try to move out of the way of the main volley, if only a bit - a close miss of weak rockets should fail to penetrate chieftain hull. If support helicopter is trying to be smart and fires from exactly 3.5 km away and then backs off to avoid being hit by your main ammunition, start moving back as well and sacrifice the APDS belt to obliterate it. The radar will keep your aim true, so don't worry about accuracy during movement too much. After a certain point, helicopters acquire 8 km range ATGMs and outclass you entirely, which is when you have to swap to the next generation SPAA, especially in RB.
  
 
[[File:Radar shot marksman.jpg|thumb|300px|Radar makes hitting passive pilots extremely easy, and in Realistic Battle you can take them down with just 1 hit of explosive ammo. Even if it doesn't look like a fatal hit, it can eventually force plane to crash. In arcade mode radar guidance ensures you won't need to spend your entire ammunition trying to take down one bomber or ATGM helicopter.]]
 
[[File:Radar shot marksman.jpg|thumb|300px|Radar makes hitting passive pilots extremely easy, and in Realistic Battle you can take them down with just 1 hit of explosive ammo. Even if it doesn't look like a fatal hit, it can eventually force plane to crash. In arcade mode radar guidance ensures you won't need to spend your entire ammunition trying to take down one bomber or ATGM helicopter.]]
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* Can fire effectively at longer ranges than [[Falcon]] and has radar guidance on top of that
 
* Can fire effectively at longer ranges than [[Falcon]] and has radar guidance on top of that
 
* Compared to [[Gepard]] and [[Type 87]] has relatively easy time shooting down planes even without use of a sniper scope
 
* Compared to [[Gepard]] and [[Type 87]] has relatively easy time shooting down planes even without use of a sniper scope
* Secondary belts allow for safer rearms compared to [[Falcon]] and [[M163|Vulcan]]
+
* Secondary belts and near-instant reload allows for safer rearms compared to [[Falcon]] and [[M163|Vulcan]]
 
* Has a stable radar system with full 360° target tracking - it rarely ever needs to be manually locked on
 
* Has a stable radar system with full 360° target tracking - it rarely ever needs to be manually locked on
 +
* Unlike the latter [[ZA-35]], can lock-on and fight through some trees, at a cost of triggering radar warning systems
  
 
'''Cons:'''
 
'''Cons:'''
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* Radar system lacks track while scan and has relatively poor range
 
* Radar system lacks track while scan and has relatively poor range
 
* Still does not have gunner night vision, although radar mostly compensates for that (can cause problems at pitch black maps of 9.0+)
 
* Still does not have gunner night vision, although radar mostly compensates for that (can cause problems at pitch black maps of 9.0+)
 +
* Main belt can only be radar-guided at up to 3 km range, ATGM sniper helicopters like [[Alouette (Family)]] can simply outrange it, unless APDS is unlocked
  
 
== History ==
 
== History ==

Revision as of 12:15, 14 July 2022

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the British SPAA Chieftain Marksman. For other versions, see Chieftain (Family).
Chieftain Marksman
uk_chieftain_marksman.png
GarageImage Chieftain Marksman.jpg
Chieftain Marksman
AB RB SB
8.3 8.3 8.3
Class:
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game

Description

The Marconi Electronic Systems Chieftain Mk.10 Marksman (shortened to Chieftain Marksman) is a rank VI British self-propelled anti-aircraft vehicle with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update 1.79 "Project X".

The Marksman looks like Chieftain tank hull with a giant boxy turret in the middle of it. The turret has a radar on the back of it and clearly visible handles with cannons on its front. The front has a distinctive double slope. There is no other such turret in-game and so it is very easy to identify. Technically, from behind the turret's shape may looks a bit like the Gepard, but it's gigantic in comparison.

Like with the Falcon, the Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however, it is much slower, so it does its job from about kilometre away or further, if possible.

You can snipe ATGM helicopters. However, do not waste ammo on agile support helicopters that move around a lot, even radar cannot predict their dodges from this far away.

Radar allows it to have an aiming reticle against incoming planes in RB. The reticle works the same way as in AB, however, it doesn't say how far away the plane is.

Since Update 1.87 "Locked On", radar also allows you to lock your turret to follow a specific target and to see a "true" targeting reticle, which will guarantee a hit up to 3km range and, on some occasions even further, even if you don't have any modifications, unless the enemy aircraft changes course. It is very important to change the keybinding of the radar lock key (default "alt + F"), as radar won't reliably lock on to targets, due to "mouse pointer" mode from "alt" button.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull86 / 38 / 25
Turret25 / 20 / 10
Crew3 people
Visibility89 %
Even a glancing hit to a turret of powerful enough shell will annihilate SPAA immediately.

The Chieftain chassis is fairly well protected against frontal attacks by light vehicles. The turret protection, however, is not great - it will stop most heavy machine-gun fire at close range, but any chemical shell of high calibre could cause overpressure damage and just implode it in a single hit. Overall, tank feels almost like the FV4005 with slightly more armour on turret.

Do not show the lower front plate to the enemy's tanks, as it's considerably weaker. Despite having better armour for hull, the Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to making the most of the armour it have, even though most opponents will only fire at its turret.

Generally, if turret doesn't break in a single hit, the crew is taken out in such order: Firstly the enemy does a precise shot at the bottom-left (vehicle's right) of the turret to take out the gunner, then fires at the opposite to take out tank commander. Turret may tank 20 mm autocannon shots, but only at about 1.2 km range, which is an acceptable duel range for the Marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3 km away.

Armour type:

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

Notes:

Mobility

Speedforward / back
AB53 / 13 km/h
RB and SB49 / 12 km/h
Number of gears6 forward
2 back
Weight55.0 t
Engine power
AB1 450 hp
RB and SB760 hp
Power-to-weight ratio
AB26.4 hp/t
RB and SB13.8 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 53 13 55 1,079 1,450 19.62 26.36
Realistic 49 12 672 760 12.22 13.82

Modifications and economy

Repair costBasic → Reference
AB4 795 → 6 617 Sl icon.png
RB4 102 → 5 660 Sl icon.png
SB5 159 → 7 119 Sl icon.png
Total cost of modifications113 000 Rp icon.png
193 000 Sl icon.png
Talisman cost2 300 Ge icon.png
Crew training110 000 Sl icon.png
Experts380 000 Sl icon.png
Aces1 400 Ge icon.png
Research Aces830 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 190 / 230 % Sl icon.png
208 / 208 / 208 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
4 800 Rp icon.png
Cost:
7 600 Sl icon.png
180 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
200 Ge icon.png
Mods new tank break.png
Brake System
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
200 Ge icon.png
Mods new tank filter.png
Filters
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
370 Ge icon.png
Mods new tank engine.png
Engine
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
370 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
1 400 Rp icon.png
Cost:
7 600 Sl icon.png
180 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 600 Rp icon.png
Cost:
8 600 Sl icon.png
200 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
4 800 Rp icon.png
Cost:
7 600 Sl icon.png
180 Ge icon.png
Mods tank ammo.png
35mm_kda_HE_ammo_pack
Research:
4 800 Rp icon.png
Cost:
7 600 Sl icon.png
180 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
4 800 Rp icon.png
Cost:
7 600 Sl icon.png
180 Ge icon.png
Mods tank ammo.png
35mm_kda_APHEI_ammo_pack
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
200 Ge icon.png
Mod arrow 1.png
Mods tank cannon.png
Adjustment of Fire
Research:
5 400 Rp icon.png
Cost:
8 600 Sl icon.png
200 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
7 500 Rp icon.png
Cost:
12 000 Sl icon.png
280 Ge icon.png
Mods tank ammo.png
35mm_kda_APDS_ammo_pack
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
370 Ge icon.png
Mods art support.png
Artillery Support
Research:
9 800 Rp icon.png
Cost:
16 000 Sl icon.png
370 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder

Main armament

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition500 rounds
Belt capacity230 rounds
Reloadbasic crew → aces
1.3 → 1.0 s
Fire rate550 shots/min
Vertical guidance-10° / 85°
Main article: Oerlikon KDA (35 mm)

Marksman has an extremely fast turning turret, so any incoming plane or light vehicle can be targeted fast.

Guns converge at about 1.2 km range without "Adjustment of Fire" modification and about 1.8 km with it. This makes firing at close range enemy vehicles very impractical, due to half of already low ammunition count being wasted. However, it's very convenient for firing at moving targets, including light tanks and jets, as the two separate autocannons increase the probability of a hit. It may feel like the guns are similar to the Falcon's when fired, but due to them being 35 mm, shells will tear off plane wings even in one hit, and it's easy to hit them even with stock gun from 1.8 km range without wasting too much ammo due to radar assistance. Lightly armoured vehicles get destroyed in about 30 shots at worst.

The guns can disable both tracks of the enemy vehicle at once at 300 m distance if facing the enemy's front. This allows Marksman to escape and ask teammates to finish off the threat.

Due to the belt limitations, the optimal playstyle is much less aggressive than the Falcon; however, the APDS belt is no joke, as every shell in it can penetrate about 100 mm of armour up to 500 m and up to 60 mm at 2,000 m at 30°. As such, weaker side armour on most rank V+ vehicles of all nations can be threatened by the Marksman from almost any range, and it only brings much more pain to light vehicles from afar. Only Soviet tanks have decent enough armour on nearly all vehicles to negate its firepower in optimal weapon range.

Guns still overheat in about 10 seconds and can put the Marksman out of fighting capability for half a minute. Avoid spray-and-pray tactics and let the cannons cool down at least for a bit between volleys.

35 mm Oerlikon KDA (x2) 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 (230) 550 -10°/+85° ±180° Two-plane 79.3 109.7 133.2 147.3 156.7 1.30 1.15 1.06 1.00
Realistic 53.5 63.0 76.5 84.6 90.0

Ammunition

There are two Ammunition belts, which are also split into 2 (one for each gun): the main belt and secondary belt.

The Marksman can take 460 shells for the main belts and 40 for secondary, which is barely enough for one engagement. This may be insulting, but it's necessary for survival. Unlike with the Falcon, when ammo for the main belt runs out, the second belt of pure anti-air or anti-armour rounds can be used as self-defence during restock on a capture point. Also, there won't be a need wait for the reload once the ammo restocks is complete, as the Marksman is ready to fight nearly instantly.

Note that the DM23 APDS belt can only be a secondary belt. There is also a difference in effective range between normal belt and APDS belt. For some reason, AP-I shells can only fly up to 3km away and even radar will refuse to help aiming them past that range. This does not happen with APDS, allowing to snipe even as far as 5 km, at which range even radar itself is barely capable of keeping up the lock on.

Rearming of the belts takes 20 seconds, but it can only do two belts at once (regardless of the belt type). The implication is, if any one cannon overheated and the belts are no longer homogenous, you can get both belt types for that one gun at once, but the tank will be stuck using just one cannon from then on.

  • Default: API-T · HEI-T*
  • DM11A1: HEI-T* · HEI-T* · HEI-T* · API-T
  • DM13: API-T · API-T · API-T · HEI-T*
  • DM23: APDS · APDS · APDS · APDS

Note: Penetration statistics listed for the most powerful shell in the belt. HEI-T does no damage to armoured targets, but critically damages planes.

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 68 65 52 40 30 23
DM11A1 68 65 52 40 30 23
DM13 68 65 52 40 30 23
DM23 127 125 119 111 104 97

Ammo racks

Ammo racks of the Chieftain Marksman
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
3 __ (+__) __ (+__) __

Optics and night vision

Chieftain Marksman Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution
Notes
Resolution Light Mult Noise Level
Gunner's Sight X~7,5 - X~8 N/A N/A N/A Not Fitted
Commander's View X6 N/A N/A N/A Not Fitted
Driver's View X1 / 3PV 800X600 _ high Not Fitted Only useable with tier 2 upgrade
  • Zoom level estimated using optics gallery.

Use night vision to avoid hostile tanks or to fight them at close range at night. The image intensifier is not installed for gunner or commander, so be cautious when shifting between third person and other views during night.

While Chieftain Marksman gun convergence can allow its user to fire at targets in 3-rd person view and still hit a target, you have to use sniper scope to increase accuracy of radar aim, but keep sensor guidance errors in mind during this.

Rely mostly on your radar when firing at night, but do not forget to check, if lock-on is stable, as it may wobble around the target at times.

Radars

Main article: Marconi S 400

The Chieftain Marksman is equipped with a Marconi S 400 search and tracking radar, mounted on top of the turret, at the rear. The radar system lacks track while scan but can track targets in a full 360° area around the turret (instead of just to the front of the turret).

If you want to use radar to specifically try and "find" a target that is too far away to see, or do not want to alert the entire enemy air force of your existance, you can try to stop radar dish by using "change radar search mode" (not bound by default) and specifically look towards the direction aircrafts are expected to come from (the enemy airfield, for example). If the radar happens to detect them, they will appear on the radar screen, and you can lock onto them. However, the use of this option is severely limited due to the fact that planes rarely move in a straight line, so even if you try to snipe them from 4 km range, it will likely result in a miss, so the default search mode is generally better.

Marconi S 400 - Target Detection Radar
Maximum
Detection
Range
Minimum
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
Minimum
relative speed
12,000 m 1,000 m 360° -10°/+90° 15 m/s (54 km/h)
Marconi S 400 - Target Tracking Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
relative speed
10,000 m 100 m 360° -10°/+87° 15 m/s (54 km/h)

Usage in battles

Follow the team's push and take some nice fortified position with sight on the capture point, destroying any scout vehicles that attempt to get close while looking for planes. Conducting both actions at once is crucial to not only deny the enemy a recon point but also for self-preservation to keep the Marksman protected. Fighting at a distance will be best to minimize convergence distance to avoid wasting ammunition on the lead. Vertical traverse of cannons is almost instant, so that should not be a concern when shifting from ground to air target. As the main belt's ammo runs out, move closer to the capture point to rearm. With this tactic, use the secondary belt only for self-defence on the capture point, or if it's really necessary for a teammate's survival.

Alternatively, you could go straight for capture point defence and unload secondary belts onto every passing plane, light tank, SPAA and poorly armoured MBT, then immediately rearm. Since your guns convergence is 1-2 km depending on upgrades, there is little chance that any vehicle which is travelling in a straight line can dodge your double cannon lead. However, don't expect to successfully push away medium tanks, if your belt isn't APDS, and it's very likely that the enemy's return fire will heavily damage or hull break you, as capture points rarely provide any cover, so move out and use your main belt, when forced to.

Using radar-assisted aim is advised since it's more accurate and can lead to hits at over 3 km range. To conserve ammo, however, do not just blindly follow it, especially in arcade, as arcade mode aircraft tend to dodge direct shots - do some short bursts around it. If you are standing on a frontline, remember that Marksman is very tall and it is not rare for some tankers to get annoyed by your presence and try to shoot the radar off the turret, even if the turret itself is almost entirely behind cover and attack achieves nothing else, so try to move somewhere remotely safe if you are expecting an air raid.

In arcade mode your combat ability is severely limited, due to many maps being 2 x 2 km wide at best, so on such maps you could try to train your crew with very high "keen vision", then try to camp enemy base entrances across the map, using the fact that your shells have little penetration falloff over distance and slight armour angling. This would require great map knowledge, though. As soon as enemy planes or attack helicopters appear, destroy them.

On big maps in arcade mode, keep in mind, that every sniper tank on enemy team might try to shoot in your direction, as soon as they are done destroying medium tanks, or if hostile light tank "scout" you. It is very hard to snipe planes from spawn on such maps, so try to secure some "trench line" in form of a hill, which you can use to follow your team even under sniper fire. Snipe lightly armoured tanks back, if they expose themselves. Having high "keen vision" greatly helps at this as well.

Some enemies to be concerned about:

  • Soviet tanks: Avoid them as much as possible. With the gun convergence and reduced movement speed, it will not be easy to defeat them in a duel, as their frontal armour is almost always impenetrable, even for APDS belt. Detrack them and communicate with teammates to finish them off. Sometimes their medium tank drivers are very arrogant and underestimate Marksman, due to how rarely it is spaded and do not immediately turn their frontal armour towards it, thinking that you cannot destroy them anyway - punish them by shredding their tank with APDS belt, or by firing AP belt into generally weak side-bottom part of their tank.
  • Maus: It's invulnerable. Best not to show up in parts of that map it controls.
  • Centauro: This is the epitome of all tanks Marksman wants to shoot at - it is mobile, can reach and flank your position in a minute and has scouting as well. Fortunately, it also has the armour of a light tank, so if you see it out of cover, drop your lock on and fire at it, before it hides away.
  • Helicopters: While helicopters are slow and may look like an easy target, they can change direction of flight and throw off radar aim or try to drop altitude, avoiding shots from over two kilometres away, so keep checking where it is trying to turn or roll, instead of just firing at the radar aiming reticle. Also, due to Marksman cannon convergence, try to keep them away from you or spread shots horizontally, as it is not rare to only cut off weapon pylons off attack helicopter, but fail to actually disable its gunner/co-pilot, so if after critical hit on a helicopter or setting it on fire ATGM still flies directly at your SPAA, it is better to hide behind something. Rocket carpet bombing is also dangerous for Marksman due to turret being very big, so try to move out of the way of the main volley, if only a bit - a close miss of weak rockets should fail to penetrate chieftain hull. If support helicopter is trying to be smart and fires from exactly 3.5 km away and then backs off to avoid being hit by your main ammunition, start moving back as well and sacrifice the APDS belt to obliterate it. The radar will keep your aim true, so don't worry about accuracy during movement too much. After a certain point, helicopters acquire 8 km range ATGMs and outclass you entirely, which is when you have to swap to the next generation SPAA, especially in RB.
Radar makes hitting passive pilots extremely easy, and in Realistic Battle you can take them down with just 1 hit of explosive ammo. Even if it doesn't look like a fatal hit, it can eventually force plane to crash. In arcade mode radar guidance ensures you won't need to spend your entire ammunition trying to take down one bomber or ATGM helicopter.

Pros and cons

Pros:

  • Guns produce a great effect upon shell contact on target, requiring only one or two hits to down a plane
  • Can fire effectively at longer ranges than Falcon and has radar guidance on top of that
  • Compared to Gepard and Type 87 has relatively easy time shooting down planes even without use of a sniper scope
  • Secondary belts and near-instant reload allows for safer rearms compared to Falcon and Vulcan
  • Has a stable radar system with full 360° target tracking - it rarely ever needs to be manually locked on
  • Unlike the latter ZA-35, can lock-on and fight through some trees, at a cost of triggering radar warning systems

Cons:

  • Low mobility - it can't outrun most of its opponents and moving around the map at its rank can be a challenge in itself
  • LFP is a weak spot even for some light tanks, turret is lightly armoured and is a big target for rockets and other explosives - keeping 1.3 km distance is crucial when fighting light tanks and other SPAA
  • Due to very tall profile it is an easy target, when compared to other SPAA of the rank. it is hard to never show it to medium tanks or SPG in order to avoid being hull broken
  • The cannon's convergence makes the Marksman weaker in close combat, as it can only hit targets with one gun at short range
  • Ammunition count is low, firing in 20-30 shot bursts is almost a must
  • APDS ammo is now put into a separate belt, which may be inconvenient to use with a low ammunition capacity
  • Slower rate of fire than other SPAA
  • Radar system lacks track while scan and has relatively poor range
  • Still does not have gunner night vision, although radar mostly compensates for that (can cause problems at pitch black maps of 9.0+)
  • Main belt can only be radar-guided at up to 3 km range, ATGM sniper helicopters like Alouette (Family) can simply outrange it, unless APDS is unlocked

History

With the development of more effective modern weapon systems, deployed from aircraft capable of flying at very high speeds and low altitudes, mobile ground troops were more susceptible to air attack than ever. The British Marconi Electronic Systems company came to the same conclusion during the early 1980s and began independently developing the Marksman project after realizing how little work was being done in the field of modern SPAA development. The concept of the Marksman project wasn't the development of an entirely new vehicle, but rather of a modern anti-air platform that could be fitted to a wide range of suitable military vehicles, even non-British ones. Naturally, the platform had to be capable of dealing with the most modern threats, such as high-speed attack aircraft and helicopters. In order to achieve this, Marconi engineers gave the Marksman a highly advanced radar detection and targeting system and paired it up with twin 35 mm Oerlikon KDA cannons in a similar fashion as found on the German Flakpanzer Gepard.

The testing of the first construction prototype was done on the chassis of the Chinese Type 59 tank. This decision was primarily made in an effort to optimize the platform for use on similar Chinese machines in order to attract potential customers using Chinese vehicles. In 1984, further tests were conducted, only this time around, using chassis of British vehicles such as the Centurion, Chieftain and Challenger 1. However, in order to further increase the number of vehicles that could potentially fit the Marksman platform, Marconi developed several adapters that allowed the platform to be fitted on hulls with a turret ring diameter smaller or in excess of 1,840 mm. However, as even newer, more capable aircraft weapon systems were developed during the 1980s which could easily destroy such SPAAs, the Marksman system became more or less obsolete before it was even deployed. Due to this, the primary expected customer - the British Armed Forces - didn't show any interest in adopting a conventional SPAA system, such as the Marksman. Only a limited number of Marksman systems was employed by the Finnish army on their ItPsv 90 SPAAs, which were retired from active service in 2010 and replaced with Leopard 2 Marksman conversions which are still in service today.

- From Devblog

Media

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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


Britain anti-aircraft vehicles
Crusader AA  Crusader AA Mk I · Crusader AA Mk II
Wheeled  Staghound AA · AEC AA
Radar SPAAG  Chieftain Marksman
Missile SPAA  Stormer AD · Stormer HVM
Other  Light AA Mk I · Falcon
Canada  Skink · ADATS (M113)
South Africa  Ystervark · Bosvark · ZA-35