Difference between revisions of "FlaRakPz 1"

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(Ammunition: Updated)
Line 123: Line 123:
 
;Arcade Battles
 
;Arcade Battles
  
The {{PAGENAME}} does not have any additional armaments to attack other vehicles or protect itself, limiting its offensive ability towards even slightly-armoured targets. Due to this, moving any distance from the spawn point will result in death due to the thin armour and increased visibility, due to vehicle markers, making the {{PAGENAME}} an easy target. Both the Roland 1 and Roland 3 SAMs have a maximum speed of 900 m/s, with payloads of 3.3 kg and 4.45 kg of Composition B respectably, more than enough to deal with the only aircraft type (helicopters) it will encounter in this game mode. Moving alongside allies or waiting in or near spawn areas - where the {{PAGENAME}} has the best view of the sky - will be rewarding as when engaging medium to heavily armoured units, the explosive mass of the missiles will be most useful in destroying or disabling targets, requiring knowledge of vulnerable spots on enemy vehicles to deliver a finishing blow. Due to the large explosive mass of both missiles, it can destroy light targets with overpressure.
+
The {{PAGENAME}} does not have any additional armaments to attack other vehicles or protect itself, limiting its offensive ability towards even slightly-armoured targets. Due to this, moving any distance from the spawn point will result in death due to the thin armour and increased visibility, due to vehicle markers, making the {{PAGENAME}} an easy target. Both the Roland 2 and Roland 3 SAMs have a maximum speed of 900 m/s, with payloads of 3.3 kg and 4.45 kg of Composition B respectably, more than enough to deal with the only aircraft type (helicopters) it will encounter in this game mode. Moving alongside allies or waiting in or near spawn areas - where the {{PAGENAME}} has the best view of the sky - will be rewarding as when engaging medium to heavily armoured units, the explosive mass of the missiles will be most useful in destroying or disabling targets, requiring knowledge of vulnerable spots on enemy vehicles to deliver a finishing blow. Due to the large explosive mass of both missiles, it can destroy light targets with overpressure.
  
 
;Realistic Battles
 
;Realistic Battles
Line 129: Line 129:
 
In Realistic Battles, the vehicle's primary purpose is as an anti-aircraft weapon. There is no weapons on the {{PAGENAME}} that can serve as meaningful anti-armour tools (although the Roland 3's 54 mm of penetration can allow creative players to penetrate through light-armour or tank roofs) and the armour may as well be nonexistent. The vehicle is quite mobile however, and so the mobility should be used alongside the {{PAGENAME}}'s excellent radars by getting into optimal positions to search and engage targets.
 
In Realistic Battles, the vehicle's primary purpose is as an anti-aircraft weapon. There is no weapons on the {{PAGENAME}} that can serve as meaningful anti-armour tools (although the Roland 3's 54 mm of penetration can allow creative players to penetrate through light-armour or tank roofs) and the armour may as well be nonexistent. The vehicle is quite mobile however, and so the mobility should be used alongside the {{PAGENAME}}'s excellent radars by getting into optimal positions to search and engage targets.
  
The {{PAGENAME}}'s battlefield performance is greatly assisted by its SAG MPDR-16 search radar. Able to search targets up to 16 kilometers away in a 360 degree angle, the {{PAGENAME}} can serve as a really good warning indicator to alert teammates of any incoming airborne threats. Accompanying the search radar is the Thomson-CSF Domino 30 tracking radar that allows the {{PAGENAME}} player to begin locking onto targets from 12 kilometers away, which can allow a lot of breathing room for players to first locate the aerial target, track it, then engage once it approaches the Roland missile's firing range (6.3 km on the Roland 1 and 8 km on the Roland 3).
+
The {{PAGENAME}}'s battlefield performance is greatly assisted by its SAG MPDR-16 search radar. Able to search targets up to 16 kilometers away in a 360 degree angle, the {{PAGENAME}} can serve as a really good warning indicator to alert teammates of any incoming airborne threats. Accompanying the search radar is the Thomson-CSF Domino 30 tracking radar that allows the {{PAGENAME}} player to begin locking onto targets from 12 kilometers away, which can allow a lot of breathing room for players to first locate the aerial target, track it, then engage once it approaches the Roland missile's firing range (6.3 km on the Roland 2 and 8 km on the Roland 3).
  
 
One issue with the above mentioned attack strategy is when encountering an aircraft with a radar-warning receiver (RWR). The {{PAGENAME}}'s searching and tracking function will trigger their RWR, leading them to know a radar-equipped SPAA is present and will perform evasive manoeuvre such as using the terrain to mask itself. To prevent this, the {{PAGENAME}}'s search radar can be configured to use the Infrared Search and Track (IRST) feature, which tracks the enemy by its heat instead of by radar. This benefits by not notifying the enemy that a radar has got it locked, but the IRST feature may produce less accurate tracking than radar.
 
One issue with the above mentioned attack strategy is when encountering an aircraft with a radar-warning receiver (RWR). The {{PAGENAME}}'s searching and tracking function will trigger their RWR, leading them to know a radar-equipped SPAA is present and will perform evasive manoeuvre such as using the terrain to mask itself. To prevent this, the {{PAGENAME}}'s search radar can be configured to use the Infrared Search and Track (IRST) feature, which tracks the enemy by its heat instead of by radar. This benefits by not notifying the enemy that a radar has got it locked, but the IRST feature may produce less accurate tracking than radar.
  
Once the {{PAGENAME}} has gotten an aerial target locked on by radar or IRST, fire a Roland 1/3 missile once the enemy aircraft has gotten into range. The missile is controlled by "semi-automatic command to line of sight" (SACLOS) which only requires the player to place the crosshair onto target and the missile will head towards the crosshair's center. Pointing directly at an aerial target will only be simple if attacking a hovering helicopter of a jet heading right towards the {{PAGENAME}}, however most of the time when fighting fast-moving jets, the player-controlled crosshair may be able to track the aircraft faster than the missile. This will require the player to lead ahead of the aircraft with the crosshair, keeping an eye on the trailing missile to make sure its tracer is hovering right on top of the aircraft so that once it reaches the aircraft's range, it will detonate and take out or cripple the aircraft.
+
Once the {{PAGENAME}} has gotten an aerial target locked on by radar or IRST, fire a Roland 2/3 missile once the enemy aircraft has gotten into range. The missile is controlled by "semi-automatic command to line of sight" (SACLOS) which only requires the player to place the crosshair onto target and the missile will head towards the crosshair's center. Pointing directly at an aerial target will only be simple if attacking a hovering helicopter of a jet heading right towards the {{PAGENAME}}, however most of the time when fighting fast-moving jets, the player-controlled crosshair may be able to track the aircraft faster than the missile. This will require the player to lead ahead of the aircraft with the crosshair, keeping an eye on the trailing missile to make sure its tracer is hovering right on top of the aircraft so that once it reaches the aircraft's range, it will detonate and take out or cripple the aircraft.
  
 
Note that the Roland missiles can be fired from the {{PAGENAME}} without a radar lock in case of emergencies, however this may require players to work a little harder to keep the {{PAGENAME}}'s turret continually pointing towards the enemy aircraft as the search/track radar does give some assistance in keeping the locked enemy in front of the {{PAGENAME}} turret. That said, the advantage of the {{PAGENAME}}'s ability to fire without a lock means that the enemy aircraft's countermeasures like flares or chaff will not affect the Roland missile flight, keeping the probability of a hit narrowed down to the player's skill and the enemy aircraft's ability to evade.
 
Note that the Roland missiles can be fired from the {{PAGENAME}} without a radar lock in case of emergencies, however this may require players to work a little harder to keep the {{PAGENAME}}'s turret continually pointing towards the enemy aircraft as the search/track radar does give some assistance in keeping the locked enemy in front of the {{PAGENAME}} turret. That said, the advantage of the {{PAGENAME}}'s ability to fire without a lock means that the enemy aircraft's countermeasures like flares or chaff will not affect the Roland missile flight, keeping the probability of a hit narrowed down to the player's skill and the enemy aircraft's ability to evade.
Line 143: Line 143:
  
 
* Has Roland 3 missiles as a tier 2 modification, increasing the vehicle's offensive range to 8.5 km
 
* Has Roland 3 missiles as a tier 2 modification, increasing the vehicle's offensive range to 8.5 km
* Roland 1 and Roland 3 missiles are reactive and manoeuvrable
+
* Roland 2 and Roland 3 missiles are reactive and manoeuvrable
 
* Active radar system with a scan range of 15 km
 
* Active radar system with a scan range of 15 km
 
* Slightly higher-than-average max speed (70 km/h)
 
* Slightly higher-than-average max speed (70 km/h)

Revision as of 13:35, 15 September 2022

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
FlaRakPz 1
germ_flarakpz_1.png
GarageImage FlaRakPz 1.jpg
ArtImage FlaRakPz 1.png
FlaRakPz 1
AB RB SB
10.0 10.3 10.3
Class:
Research:300 000 Specs-Card-Exp.png
Purchase:830 000 Specs-Card-Lion.png
Show in game

Description

The FlaRakPz 1 Roland 2 is a rank VII German self-propelled anti-aircraft vehicle with a battle rating of 10.0 (AB) and 10.3 (RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull32 / 15 / 11
Turret15 / 15 / 15
Crew3 people
Visibility-1154 %

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.

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

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB82 / 82 km/h
RB and SB75 / 75 km/h
Number of gears8 forward
8 back
Weight32.5 t
Engine power
AB1 145 hp
RB and SB600 hp
Power-to-weight ratio
AB35.2 hp/t
RB and SB18.5 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 82 82 32.5 852 1,145 26.22 35.23
Realistic 75 75 531 600 16.34 18.46

The FlaRakPz 1 is powered by a MTU MB 833 Ea-500 that produces 441 kW (600 hp) at 2,200 RPM.

Modifications and economy

Repair costBasic → Reference
AB4 682 → 6 723 Sl icon.png
RB4 739 → 6 805 Sl icon.png
SB5 428 → 7 794 Sl icon.png
Total cost of modifications242 000 Rp icon.png
409 000 Sl icon.png
Talisman cost2 900 Ge icon.png
Crew training240 000 Sl icon.png
Experts830 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 140 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 200 / 240 % Sl icon.png
238 / 238 / 238 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
440 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
290 Ge icon.png
Mods new tank break.png
Brake System
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
290 Ge icon.png
Mods new tank filter.png
Filters
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
390 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
410 Ge icon.png
Mods new tank engine.png
Engine
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
410 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
5 400 Rp icon.png
Cost:
28 000 Sl icon.png
440 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 600 Rp icon.png
Cost:
19 000 Sl icon.png
290 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
390 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
163mm_roland_3_aam_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
290 Ge icon.png
Mods airstrike.png
Airstrike
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
290 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
390 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
16 000 Rp icon.png
Cost:
25 000 Sl icon.png
390 Ge icon.png
Mods art support.png
Artillery Support
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
410 Ge icon.png
Mods tank rangefinder.png
Rangefinder
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
410 Ge icon.png
Mods scouting.png
Improved optics
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
410 Ge icon.png

Armaments

Main armament

Roland SAM
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition10 rounds
Belt capacity2 rounds
Reload5.0 s
Fire rate145 shots/min
Vertical guidance-10° / 80°
Fire on the moveup to 5 km/h
Main article: Roland
Roland SAM (x2) Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 10 (2) -10°/+80° ±180° N/A 74.9 103.6 125.8 139.1 148.0 5.00 5.00 5.00 5.00
Realistic 50.6 59.5 72.3 79.9 85.0

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
Roland 2 SAM 39 39 39 39 39 39
Roland 3 SAM 54 54 54 54 54 54
Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Roland 2 SAM 500 6,300 65 0 0.1 4,590 79° 80° 81°
Roland 3 SAM 575 8,000 77 0 0.1 6,810 79° 80° 81°

Ammo racks

Ammo racks of the XM975 (identical).
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
5 (+1) (+2) (+3) (+4) No

Usage in battles

Arcade Battles

The FlaRakPz 1 does not have any additional armaments to attack other vehicles or protect itself, limiting its offensive ability towards even slightly-armoured targets. Due to this, moving any distance from the spawn point will result in death due to the thin armour and increased visibility, due to vehicle markers, making the FlaRakPz 1 an easy target. Both the Roland 2 and Roland 3 SAMs have a maximum speed of 900 m/s, with payloads of 3.3 kg and 4.45 kg of Composition B respectably, more than enough to deal with the only aircraft type (helicopters) it will encounter in this game mode. Moving alongside allies or waiting in or near spawn areas - where the FlaRakPz 1 has the best view of the sky - will be rewarding as when engaging medium to heavily armoured units, the explosive mass of the missiles will be most useful in destroying or disabling targets, requiring knowledge of vulnerable spots on enemy vehicles to deliver a finishing blow. Due to the large explosive mass of both missiles, it can destroy light targets with overpressure.

Realistic Battles

In Realistic Battles, the vehicle's primary purpose is as an anti-aircraft weapon. There is no weapons on the FlaRakPz 1 that can serve as meaningful anti-armour tools (although the Roland 3's 54 mm of penetration can allow creative players to penetrate through light-armour or tank roofs) and the armour may as well be nonexistent. The vehicle is quite mobile however, and so the mobility should be used alongside the FlaRakPz 1's excellent radars by getting into optimal positions to search and engage targets.

The FlaRakPz 1's battlefield performance is greatly assisted by its SAG MPDR-16 search radar. Able to search targets up to 16 kilometers away in a 360 degree angle, the FlaRakPz 1 can serve as a really good warning indicator to alert teammates of any incoming airborne threats. Accompanying the search radar is the Thomson-CSF Domino 30 tracking radar that allows the FlaRakPz 1 player to begin locking onto targets from 12 kilometers away, which can allow a lot of breathing room for players to first locate the aerial target, track it, then engage once it approaches the Roland missile's firing range (6.3 km on the Roland 2 and 8 km on the Roland 3).

One issue with the above mentioned attack strategy is when encountering an aircraft with a radar-warning receiver (RWR). The FlaRakPz 1's searching and tracking function will trigger their RWR, leading them to know a radar-equipped SPAA is present and will perform evasive manoeuvre such as using the terrain to mask itself. To prevent this, the FlaRakPz 1's search radar can be configured to use the Infrared Search and Track (IRST) feature, which tracks the enemy by its heat instead of by radar. This benefits by not notifying the enemy that a radar has got it locked, but the IRST feature may produce less accurate tracking than radar.

Once the FlaRakPz 1 has gotten an aerial target locked on by radar or IRST, fire a Roland 2/3 missile once the enemy aircraft has gotten into range. The missile is controlled by "semi-automatic command to line of sight" (SACLOS) which only requires the player to place the crosshair onto target and the missile will head towards the crosshair's center. Pointing directly at an aerial target will only be simple if attacking a hovering helicopter of a jet heading right towards the FlaRakPz 1, however most of the time when fighting fast-moving jets, the player-controlled crosshair may be able to track the aircraft faster than the missile. This will require the player to lead ahead of the aircraft with the crosshair, keeping an eye on the trailing missile to make sure its tracer is hovering right on top of the aircraft so that once it reaches the aircraft's range, it will detonate and take out or cripple the aircraft.

Note that the Roland missiles can be fired from the FlaRakPz 1 without a radar lock in case of emergencies, however this may require players to work a little harder to keep the FlaRakPz 1's turret continually pointing towards the enemy aircraft as the search/track radar does give some assistance in keeping the locked enemy in front of the FlaRakPz 1 turret. That said, the advantage of the FlaRakPz 1's ability to fire without a lock means that the enemy aircraft's countermeasures like flares or chaff will not affect the Roland missile flight, keeping the probability of a hit narrowed down to the player's skill and the enemy aircraft's ability to evade.

Pros and cons

Pros:

  • Has Roland 3 missiles as a tier 2 modification, increasing the vehicle's offensive range to 8.5 km
  • Roland 2 and Roland 3 missiles are reactive and manoeuvrable
  • Active radar system with a scan range of 15 km
  • Slightly higher-than-average max speed (70 km/h)
  • Autoloader with 5-second reload
  • Roland SAMs maintain their top speed up until their respective max range, and do not decelerate like other SAMs

Cons:

  • Significantly lower missile velocity compared to the ADATS (1,200 m/s) and Stormer HVM (1,400 m/s)
  • Only two missiles available before having to reload
  • Lack of additional armament for close-range or armoured targets

History

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

Media

Skins
Videos

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


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