Difference between revisions of "Ostwind II"

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If your own team is about to lose or it gets very exciting towards the end and there are not many enemies left alive, you can place your {{PAGENAME}} inside an allied capture-point to defend it from enemy light tanks. Due to the location, it is more central to the battlefield and presents a difficult challenge for enemy aircraft to attempt to fly over.
 
If your own team is about to lose or it gets very exciting towards the end and there are not many enemies left alive, you can place your {{PAGENAME}} inside an allied capture-point to defend it from enemy light tanks. Due to the location, it is more central to the battlefield and presents a difficult challenge for enemy aircraft to attempt to fly over.
  
It should also be kept in mind that if impenetrable heavily armoured enemies are encountered and you are left with no other option but to engage them, firing in a sustained manner at their cannon barrel is a semi-viable idea. This is because it is entirely possible that it will result in a damaged cannon barrel for the enemy and a chance to escape for you. Furthermore, you can target the tank tracks as well to leave the enemy both harmless and immobile which may possibly get you a kill assist if a teammate with enough firepower is nearby.
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It should also be kept in mind that if impenetrable heavily armoured enemies are encountered and you are left with no other option but to engage them, firing in a sustained manner at their cannon barrel is a semi-viable idea. This is because it is entirely possible that it will result in a damaged cannon barrel for the enemy and a chance to escape for you. Furthermore, you can target the tank tracks as well to leave the enemy both harmless and immobile which may possibly get you a kill assist if a teammate with enough firepower is nearby. Any tank with top mounted machine guns will be sure to ruin the day, as most within the Ostwind's BR range will have plenty of penetrating power to hit anyone inside your turret. Avoidance of most American and Russian armor is highly recommended due to their exterior armaments.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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;Skins
 
;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_flakpanzer_IV_Ostwind_2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_flakpanzer_IV_Ostwind_2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  

Revision as of 23:35, 14 July 2022

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
germ_flakpanzer_iv_ostwind_2.png
GarageImage Ostwind II.jpg
ArtImage Ostwind II.png
Ostwind II
AB RB SB
5.7 5.3 5.3
Class:
Research:46 000 Specs-Card-Exp.png
Purchase:155 000 Specs-Card-Lion.png
Show in game

Description

The Flakpanzer IV Ostwind II is a rank IV German self-propelled anti-aircraft gun with a battle rating of 5.7 (AB) and 5.3 (RB/SB). It was introduced in Update 1.91 "Night Vision", replacing the Flakpanzer 341 in the German tech tree.

The Ostwind II is an average SPAAG which definitely has nothing to look for on the front line, however, there is a great advantage with its double cannon which becomes extremely dangerous for enemy aircraft which fly within range.

The Ostwind II has sufficient penetrating power to destroy M18s or other light armoured vehicles, however, one should rather concentrate on enemy aircraft. The reasoning behind this is because the turret is open from above and weakly armoured on the sides, so is vulnerable to enemy aircraft fire and vehicles that carry .50 calibre machine guns.

General info

Survivability and armour

Armourfront / side / back
Hull30 / 30 / 20
Turret25 / 25 / 25
Crew6 people
Visibility121 %
Ostwind II armour

The frontal hull armour (80 mm) is quite well protected against small-calibre weapons and .50 caliber BMGs, the sides (30 mm) and rear (20 mm) are not as well protected.

The turret is open at the top and has a rectangular recess in the right, frontal turret armour, because of the optics.

In addition, the steel of the turret (25 mm) is very weakly armoured, as well as the hull roof (10-12 mm).

Since the vehicle has a crew of six, with the driver and the machine gunner/radio operator in the hull, it usually survives the first attack from enemy aircraft as well as a shot into the turret.

Mobility

Speedforward / back
AB43 / 8 km/h
RB and SB39 / 8 km/h
Number of gears6 forward
1 back
Weight25.0 t
Engine power
AB572 hp
RB and SB300 hp
Power-to-weight ratio
AB22.9 hp/t
RB and SB12.0 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 43 8 25 426 572 17.04 22.88
Realistic 39 8 265 300 10.6 12

The Ostwind II does not have that great average speed, which means that the 39 km/h will be rare on the battlefield. Forget about trying to turn on the spot as this vehicle does not have neutral steering. Even worse is attempting to use the reverse gear (-7 km/h) which is extremely insufficient presenting an easy target if having to back out of a tight situation.

Modifications and economy

Repair costBasic → Reference
AB2 948 → 3 794 Sl icon.png
RB2 314 → 2 978 Sl icon.png
SB3 511 → 4 518 Sl icon.png
Total cost of modifications40 200 Rp icon.png
77 800 Sl icon.png
Talisman cost1 400 Ge icon.png
Crew training45 000 Sl icon.png
Experts155 000 Sl icon.png
Aces630 Ge icon.png
Research Aces440 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 140 / 200 % Sl icon.png
160 / 160 / 160 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
130 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
115 Ge icon.png
Mods new tank break.png
Brake System
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
115 Ge icon.png
Mods new tank filter.png
Filters
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
165 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
290 Ge icon.png
Mods new tank engine.png
Engine
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
290 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
130 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
115 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
165 Ge icon.png
Mods tank ammo.png
37mm_ger_flak36_HE_ammo_pack
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
130 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
130 Ge icon.png
Mods tank ammo.png
37mm_ger_flak36_AP_ammo_pack
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
115 Ge icon.png
Mod arrow 0.png
Mods aa cannon.png
Adjustment of Fire
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
115 Ge icon.png
Mods tank ammo.png
37mm_ger_mgr_HE_ammo_pack
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
165 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
2 500 Rp icon.png
Cost:
4 800 Sl icon.png
165 Ge icon.png
Mods art support.png
Artillery Support
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
290 Ge icon.png

Armaments

Main armament

2 x 37 mm FlaK44 cannon
Ammunition992 rounds
Belt capacity8 rounds
Reloadbasic crew → aces
0.3 → 0.2 s
Fire rate250 shots/min
Vertical guidance-10° / 87°
Main article: FlaK44 (37 mm)
37 mm FlaK44 (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 992 (8) 250 -10°/+87° ±180° N/A 30.82 42.66 51.80 57.28 60.94 0.31 0.27 0.25 0.24
Realistic 20.83 24.50 29.75 32.90 35.00

Ammunition

  • Default: APHE · FI-T
  • Sprgr. 18: FI-T
  • PzGr: APHE
  • M.Gr.18: FI-T
Penetration statistics
Belt Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Default 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 Ostwind II
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
124 92 (+32) 62 (+62) 30 (+94) (+118) (+122) (+124) Yes

Machine guns

Ammunition1 800 rounds
Belt capacity150 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Main article: MG34 (7.92 mm)
7.92 mm MG34
Mount Capacity (Belt) Fire rate Vertical Horizontal
Hull 1,800 (150) 900 -5°/+7° ±10°

Usage in battles

Realistic Battles

The Ostwind II should be held in reserve, for towards the end of the game when there tends to be a significant amount of enemy aircraft flying. It is best to avoid the front lines or beating feet toward the enemy tanks as the Ostwind II tends to be an easy target for a majority of the other tanks in the game.

If your own team is about to lose or it gets very exciting towards the end and there are not many enemies left alive, you can place your Ostwind II inside an allied capture-point to defend it from enemy light tanks. Due to the location, it is more central to the battlefield and presents a difficult challenge for enemy aircraft to attempt to fly over.

It should also be kept in mind that if impenetrable heavily armoured enemies are encountered and you are left with no other option but to engage them, firing in a sustained manner at their cannon barrel is a semi-viable idea. This is because it is entirely possible that it will result in a damaged cannon barrel for the enemy and a chance to escape for you. Furthermore, you can target the tank tracks as well to leave the enemy both harmless and immobile which may possibly get you a kill assist if a teammate with enough firepower is nearby. Any tank with top mounted machine guns will be sure to ruin the day, as most within the Ostwind's BR range will have plenty of penetrating power to hit anyone inside your turret. Avoidance of most American and Russian armor is highly recommended due to their exterior armaments.

Pros and cons

Pros:

  • 2 x 3.7 cm FlaK 44 cannons with a high rate of fire
  • M. Gr. 18 rounds have a high muzzle velocity and explosive mass
  • Does not need to reload until it is completely out of ammunition
  • Enough penetration to destroy enemy light armoured vehicles

Cons:

  • Poorer-than-average mobility and top speed (Panzer IV chassis)
  • Slower turret rotation compared to earlier German SPAAs
  • Open-topped design makes it vulnerable to rockets, artillery strikes, and aircraft machine gun/cannon fire

History

The Ostwind II was a development of the Ostwind. First conceived as early as October 1943, the Ostwind II saw the single 3.7 cm FlaK 43 replaced by a twinned 3.7 cm FlaK Zwilling 44 built by the Gustloff-Werke in Suhl. One single prototype was delivered to the Panzerflak-Ersatz und Ausbildungsabteilung Ohrsdurf/Thühringen in January of 1945 for evaluation purposes, but due to the rapid events of the war it was never taken into production.

Media

Skins
Videos

See also

  • Ostwind - Predecessor with a single 37 mm FlaK 43 autocannon.
  • Flakpanzer 341 - Gift vehicle that the Ostwind II substituted in the main tech tree.

External links


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