Difference between revisions of "Object 906"
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;Combat tactics | ;Combat tactics | ||
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− | Another unusual tactic is to attract enemy players' | + | Another unusual tactic is to attract enemy players' focus to the 906's location. Use the amphibious capability and other great mobility features to put the 906 in a tricky position to reach for a non-floating/non-flying enemy (often down a cliff, beside/in the water) in such a way that some players will fall into the trap of trying to reach the 906 through methods that expose their sides to allies or falling into the water. This tactic is very situational and is not a method that should be prioritized over any other tactics. It may not win battles, but it could destroy a few enemies, reducing the number of enemies threatening the overall allied team. |
;Tank Assault | ;Tank Assault |
Revision as of 07:47, 9 September 2022
Contents
Description
The Object 906 is a rank V Soviet light tank with a battle rating of 7.7 (AB) and 8.0 (RB/SB). It was introduced in Update 1.65 "Way of the Samurai". Combining a similar gun to the ASU-85 on a turreted device and mobility from the PT-76B, Object 906 is a perfect flanker.
General info
Survivability and armour
Armour type:
- Alloy ABT-101 (Hull)
- Rolled homogeneous armour (Turret)
- Cast homogeneous armour (Gun mantlet)
Armour | Front (Slope angle) | Sides | Rear | Roof |
---|---|---|---|---|
Hull | 20 mm (77-79°) Front glacis 30 mm (54-69°) Lower glacis 20 mm (41-43°) Driver's port |
30 mm Top 25 mm Bottom |
20 mm Top 12 mm (40-67°) Bottom |
12 mm |
Turret | 15 mm (4-50°) Turret front 25 mm (0-80°) Gun mantlet |
15 mm (41-49°) Front 8 mm (22-39°) Rear |
8 mm (19°) 8 mm (64-83°) Turret underside |
8 mm |
Notes:
- Suspension wheels are 10 mm thick while tracks are 15 mm thick.
- Belly armour and hull underside above the tracks are 8 mm thick.
Mobility
Game Mode | Max Speed (km/h) | Weight (tons) | Engine power (horsepower) | Power-to-weight ratio (hp/ton) | |||
---|---|---|---|---|---|---|---|
Forward | Reverse | Stock | Upgraded | Stock | Upgraded | ||
Arcade | 83 | 83 | 14.8 | 465 | 572 | 31.42 | 38.65 |
Realistic | 74 | 74 | 265 | 300 | 17.91 | 20.27 |
Modifications and economy
Armaments
Main armament
85 mm D-58 | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 40 | -5°/+20° | ±180° | Two-plane | 19.0 | 26.4 | 32.0 | 35.4 | 37.7 | 4.30 | 4.30 | 4.30 | 4.30 |
Realistic | 11.9 | 14.0 | 17.0 | 18.8 | 20.0 |
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 | ||
BR-372 | APCBC | 245 | 242 | 230 | 216 | 202 | 190 |
3BK7 | HEATFS | 300 | 300 | 300 | 300 | 300 | 300 |
OF-372 | HE | 11 | 11 | 11 | 11 | 11 | 11 |
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% | |||||||
BR-372 | APCBC | 1,040 | 9.3 | 1.2 | 14 | 77 | 48° | 63° | 71° |
3BK7 | HEATFS | 925 | 7.22 | 0.05 | 0.1 | 1,440 | 65° | 72° | 77° |
OF-372 | HE | 1,010 | 9.66 | 0 | 0.1 | 740 | 79° | 80° | 81° |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
5th rack empty |
6th rack empty |
Visual discrepancy |
---|---|---|---|---|---|---|---|
40 | 36 (+4) | 33 (+7) | 28 (+12) | 22 (+18) | 16 (+24) | 1 (+39) | No |
Notes:
- Shells are modeled individually and disappear after having been shot or loaded.
- Rack 6* (autoloader magazine) is a first stage ammo rack. It totals 15 shells.
- This rack gets filled first when loading up the tank and is also emptied first.
- As the Object 906 is equipped with an autoloader, manual reloading of the gun is not possible.
- Once the autoloader magazine has been depleted, you can't shoot until the loader has restocked the autoloader with at least 1 shell.
- The restocking time is much longer than the normal reload time of the gun. Take this into account when playing.
- Simply not firing when the gun is loaded will move ammo from racks 1 to 5 into rack 7* then 6*. Firing will interrupt the restocking of the ready racks.
- Pack 16 (+24) shells to keep the hull empty of ammo.
Machine guns
7.62 mm SGMT | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Coaxial | 2,000 (250) | 600 | N/A | N/A |
Usage in battles
As with every other light tank, this vehicle should be handled with caution on the battlefield since any enemy the 906 encounters can penetrate it. Use its awesome mobility and good, stabilized gun to provide a nasty surprise to the enemy from unexpected spots. Whether by river, lake, ocean, the 906 can navigate through all bodies of water within the limit of the battlefield. This tank is best used as a flanker, shooting on the move, reloading in the dark, popping up behind another hill to take another moving shot, this is a ninja tank.
- Combat tactics
Flanker
Never fight an enemy head-on since the 906 will have to aim for the enemy's weak spots before firing while they don't have to worry about the same precision. Surprise is the 906's greatest advantage. Use the Object 906's great speed to take strange, curvy, distant paths to snipe the enemy from the rear/side early in the game. Do not forget to change cover often (every 2-3 shots) since those enemies can respawn and go straight towards the original firing position with its front armour towards it, resulting in much more difficult shots. In this case, use the 906's speed to fall back behind much more armoured allies and look at the map to see where allies may need help/where an enemy has been holding out for long.
When flanking, unlike many other tanks: show the side armour. Since the armour cannot block any shot at this BR, speed is the Object 906's best option, just evade the shots and slow down solely to shoot at the enemy. In the occurrence, the tank gets hit, keep in mind that this lengthy vehicle makes APDS and HEAT rounds ineffective since they often pass straight through, such shot from the front could incapacitate all three crew members. Taking shots from the sides "isolates" each module for non-HE shells in such a way that they will only incapacitate one part of the tank at the time: the driver, the gunner or the engine. If the engine or driver gets shot, the inertia will often drag the 906 out of sights from the enemy. If the gunner gets shot, the 906 can still move behind cover to hide, the lack of gunner would then prevent the player from exposing the tank in an area the enemy knows is there. Just like a ninja, after taking a shot: hide, repair, reevaluate the situation, then move out to cause more havoc from unsuspecting locations.
If an aircraft is aware of your presence search cover or hide in a treeline, Do not give away your exact location to the aircraft by firing at it. Putting bushes on top of your tank is a good idea.
Rush
One may be tempted to charge and capture the point for the team at the beginning of a game. In such a case, a cooperative team is necessary since the 906 cannot hold the point all by its lonesome. When capturing the point, turn the engine deck towards the enemy. This tactic can actually save the 906 from hasty shots to the hull without hindering the gun arc, though this will cause engine fires which can lead to a burning end if not handled quickly. In this case, take a shot at the now vulnerable foe and then use the FPE item to extinguish the fire. If the point gets swarmed by enemies, fall back and wait for allies to regroup for a counter-attack.
Decoy
Another unusual tactic is to attract enemy players' focus to the 906's location. Use the amphibious capability and other great mobility features to put the 906 in a tricky position to reach for a non-floating/non-flying enemy (often down a cliff, beside/in the water) in such a way that some players will fall into the trap of trying to reach the 906 through methods that expose their sides to allies or falling into the water. This tactic is very situational and is not a method that should be prioritized over any other tactics. It may not win battles, but it could destroy a few enemies, reducing the number of enemies threatening the overall allied team.
- Tank Assault
The Object 906 is a very capable tank in Tank Assault gamemode, largely due to its very fast reload rate, and extremely low cost (almost 4 times cheaper than MBTs / medium tanks). Since the AIs in Tank Assault don't try to angle their armour or present their front, their sides are very often exposed, which allows the Object 906 to quickly rack up kills. You should aim to take a position where you are covered from most sides except the direction where you are shooting, but you shouldn't worry about dying, at all.
Generally, your role should be taken as the set-up/clean-up tank. You will often track or set enemies on fire, which makes them easy to pick-off for your team, or your armour-piercing shell with high explosives will cleanly knock out the tank with a single shot. With that shell, you can also clear out any stationary AIs, even if they are at a slight angle. Remember that top-tier vehicle (Abrams, Challengers etc.) have almost no lower side armour, and you can often penetrate and kill those tanks from the side at angles up to (almost) 60°.
- Notable enemies
Any tank is a threat that should be avoided, flanked, and destroyed. However, some tanks are impervious to these tactics:
The Maus has thick flanks at nearly 200 mm that can absorb any shots if angled properly. Do not shoot at it since it will only bring this behemoth to turn itself against the 906 (in this case, just withdraw from its firing arc). Still, it can be defeated in a manner like mammoth hunting: wait until the target gets isolated and encircle it, then shoot it on the sides, in the rear of the hull and always try to be out of its line of sight.
T95 (otherwise known as "Doom turtle") should not be engaged. Its good all-around bouncy armour will defeat most shots even from the Object 906 will take on the move. To defeat it, take some height at its flank and aim carefully, otherwise, it will just drag its attention. This worthy opponent has a very fast hull turning rate, turning it into an impervious wall even towards any adversary, including the 906 if it notices it. Engage only if necessary.
With the Tortoise, the same caution is advised but it is way easier to flank since its side armour is flat.
Be cautious while aiming at IS-3, IS-4M and T-10M since their sides can bounce the 85 mm shots.
Pros and cons
Pros:
- Tank has the fastest gun reload in the rank, tied with JaPz.K_A2
- Has an autoloader, meaning that
- A high "Weapon Reload" skill on its crew isn't needed
- The gun will be reloaded while extinguishing a fire
- Injured crew won't slow its reload rate
- Very hard-hitting 85 mm, even for Rank V matches
- Comes with an APHE as a standard shot - easily capable of knocking out tanks from the side
- The unlockable HEATFS shell lets the 906 comfortably fight heavier tanks
- Two-plane stabilized gun allows to fire on the move and while braking on almost any terrain
- Amphibious capability lets you move around maps with bodies of water more easily - rivers can also be easily crossed
- Very fast reverse speed, about -45 km/h, with fast acceleration towards -70 km/h
- Has neutral steering
Cons:
- Virtually no armour
- Only 3 crewmen limits the survivability
- Turret bustle is protected by only 8 mm, heavy machine guns can easily penetrate and detonate the ammunition in the autoloader
- Overall, turret front is vulnerable to HMG at short distances
- Prone to destruction by overpressure
- Stock experience is horrible
- Mobility and accuracy are bad until relevant upgrades are researched and bought
- Awful gun depression of -5°
- Two-plane stabilizer becomes ineffective at speeds above 35-40 km/ph, especially on rough terrain
- When firing from the water, can accidentally sink itself
History
The success of the PT-76 amphibious tank prompted the development of a successor with improved characteristics on the battlefield. The PT-76 chassis was taken up by the Stalingrad Tractor Factory in 1962 to be improved.[1] The vehicle was given the project name Object 906. Two were produced and tested between 1962-1963, each armed with an 85 mm cannon and also implemented the newer technology such as gun stabilization, autoloader, and a welded aluminium armour for weight-saving.[2] The design proved reliable with a 300 hp engine and could reach a top speed of 75 km/h. Had it been adopted, the Object 906 would've been given the name PT-85, but the vehicle design never left the prototype stages and consequently never adopted. A single prototype still exists in Kubinka Tank Museum.
The Object 906 should not be confused by another project of the same name and purpose to upgrade the PT-76, though this one had a 90 mm D-62 gun and never left the drawing boards[1]. There was also a separate PT-85 that also had a PT-76 chassis with an 85 mm gun, though this model had a cast turret.
Media
- Skins
- Videos
See also
- Related development
- Other vehicles of similar configuration and role
External links
References
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 |