Difference between revisions of "Strela-10M2"

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m (Added a missing space)
(Nobody mentions this tank's extremely obnoxious stealth field ability, so i will. No, this is not salt, people literally claim 14 aircraft kills spawning with this thing from the start and then nuking people.)
 
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The interesting part of the 9A35M2 is its relatively uncluttered interior that can make hasty enemy shots ineffective. Two of the three crew members sit in the very front of the hull (commander and driver), with the third (gunner) towards the rear underneath the launcher assembly. The engine sits in the middle of the vehicle, with the rear section holding a few spare missiles. Therefore, when enemy fire strikes the middle of the vehicle (which many players instinctively aim for), it will often knock out the gunner and/or the turret assembly but leave the front two crew members, and sometimes even the engine, unscathed, allowing the 9A35M2 to get away.
 
The interesting part of the 9A35M2 is its relatively uncluttered interior that can make hasty enemy shots ineffective. Two of the three crew members sit in the very front of the hull (commander and driver), with the third (gunner) towards the rear underneath the launcher assembly. The engine sits in the middle of the vehicle, with the rear section holding a few spare missiles. Therefore, when enemy fire strikes the middle of the vehicle (which many players instinctively aim for), it will often knock out the gunner and/or the turret assembly but leave the front two crew members, and sometimes even the engine, unscathed, allowing the 9A35M2 to get away.
 +
 +
In arcade mode, normally every aircraft is able to see SPAA from the get go due to their high "visibility", but in the case of this tank, the visibility % is so low, that as long as helicopters and bombers didn't spawn within 2.5 km range of it, they are likely to not even see the SPAA marker. This creates an unprecedented ability of being always able to fire first and leave opponents with 10 seconds or less to trace the smoke trail and fire back before they themselves just die (which is hardly avoidable due to the weapon of the tank), a situation which only a handful of players can deal with, even if they prepare beforehand (by seeing this SPAA on leaderboard tab and trying to predict where it is for example). This doesn't make the SPAA immortal by any means, as angry players can keep shovering SPAA position with bombs and rockets until one of them finally hits, so moving away from fire is still required.
  
 
'''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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{{main|9M37M}}
 
{{main|9M37M}}
  
The 9M37M missile is a worthy analogue to the Stinger-type missiles found on Western IR SAM vehicles such as the [[Ozelot]], [[Type 93]], and [[LAV-AD]]. It has both Infrared homing and contrast-seeking guidance methods, which make it very formidable in all-aspect engagements. Furthermore, it has a brilliant overload of 20G, almost double any contemporary ground-based IR SAM system. Against highly manoeuvrable targets, these missiles are far easier to score hits with.
+
The 9M37M missile is a superior analogue to the Stinger-type missiles found on Western IR SAM vehicles such as the [[Ozelot]], [[Type 93]], and [[LAV-AD]]. It has both Infrared homing and contrast-seeking guidance methods, which make it very formidable in all-aspect engagements, so long as the sky is clear.  
 +
 
 +
Furthermore, it has a brilliant overload of 20G, almost double any contemporary ground-based IR SAM system. Against highly manoeuvrable targets, these missiles are far easier to score hits with.
  
 
There are no missile upgrades available, the stock missile is the top missile. The proximity fuse and warhead weight are both sufficient for destroying or crippling any aerial target it connects with.
 
There are no missile upgrades available, the stock missile is the top missile. The proximity fuse and warhead weight are both sufficient for destroying or crippling any aerial target it connects with.
Line 141: Line 145:
 
The contrast-seeking mode of 9M37M allows the {{PAGENAME}} to successfully lock any helicopter from 4 to 5 km. Sometimes, even a scout UAV is no exception. This mode also has high resistance against flares and HIRSS. The 9M37M has good mobility and endurance, but the field of vision of its seeker is a bit limited. Some players will aim the further place of the target to save the energy of the missile. However, such a method is more likely to cause the missing target instead in this case. Although the {{PAGENAME}} can scout the enemy, it cannot also fight the ground threats. Avoid getting close to the frontline, and help the allies find the enemies if possible.
 
The contrast-seeking mode of 9M37M allows the {{PAGENAME}} to successfully lock any helicopter from 4 to 5 km. Sometimes, even a scout UAV is no exception. This mode also has high resistance against flares and HIRSS. The 9M37M has good mobility and endurance, but the field of vision of its seeker is a bit limited. Some players will aim the further place of the target to save the energy of the missile. However, such a method is more likely to cause the missing target instead in this case. Although the {{PAGENAME}} can scout the enemy, it cannot also fight the ground threats. Avoid getting close to the frontline, and help the allies find the enemies if possible.
  
In arcade mode it is best to spawn in mid to late game and stay in your spawn as you won't need to worry about replenishing your missiles at a cap point as you can do so right from your spawn. You also usually don't have to worry about spotting aircraft in arcade mode as they are usually marked for you and you usually have time to get a lock and launch before enemy aircraft decide to engage you. If you see an aircraft launch a rocket or drop a bomb just drive in a straight line perpendicular to the flight path of the enemy aircraft and unless the enemy has a large bomb you should survive with minimal damage (just make sure to also launch a missile at them). If you are facing helicopters do the same if they have rockets but if they have ATGMs then prioritize killing the target rather than dodging the missile as if you kill them the missile will usually not hit you as the helicopter will no longer be able to laser guide the missile. It's still best to move a little bit just in case the missile is still heading to your last known position. Due to your ability to engage multiple targets simultaneously and the close proximity that aircraft and helicopters spawn in arcade mode the {{PAGENAME}} is one of the best AA vehicles in arcade mode.
+
In arcade mode it is best to spawn in mid to late game (or, at least, as a second vehicle) and stay in your spawn as you won't need to worry about replenishing your missiles at a cap point as you can do so right from your spawn. Additionally, it is far less likely for enemy aircraft to see you if you stay far away from their spawn points (Usually, it's really far away from your spawn, though it could be right behind you on some maps). You also usually don't have to worry about spotting aircraft in arcade mode as they are usually marked for you and most of the times you can get a lock and launch before enemy aircraft is able to even notice you, let alone decide to engage you. If you see an aircraft launch a rocket or drop a bomb just drive in a straight line perpendicular to the flight path of the enemy aircraft and unless the enemy has a large bomb you should survive with minimal damage (just make sure to also launch a missile at them). If you are facing helicopters do the same if they have rockets but if they have ATGMs then prioritize killing the target rather than dodging the missile as if you kill them the missile will usually not hit you as the helicopter will no longer be able to laser guide the missile. It's still best to move a little bit just in case the missile is still heading to your last known position. Due to your ability to engage multiple targets simultaneously and the close proximity that aircraft and helicopters spawn in arcade mode, they have almost no chance of surviving your attacks, and due to the low visibility stat they are extremely unlikely to destroy the {{PAGENAME}} back, which makes it one of the best, if not actually THE best of AA vehicles in arcade mode.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 149: Line 153:
  
 
* The missiles have a high overload factor
 
* The missiles have a high overload factor
 +
* (AB) literally invisible to aircraft past about 2.5-3 km range
 
* Due to contrast-locking, the range is on par with Stingers
 
* Due to contrast-locking, the range is on par with Stingers
 
* Except for the launcher assembly, the rest of the vehicle is very low to the ground which allows it to easily hide behind rocks, bushes, or buildings
 
* Except for the launcher assembly, the rest of the vehicle is very low to the ground which allows it to easily hide behind rocks, bushes, or buildings
Line 159: Line 164:
 
* No search radar. Detecting targets relies on manual spotting
 
* No search radar. Detecting targets relies on manual spotting
 
* Engine suffers on inclines. Hills are not your friend
 
* Engine suffers on inclines. Hills are not your friend
 +
* Short firing range in front-aspect when contrast mode cannot be used
  
 
== History ==
 
== History ==

Latest revision as of 13:01, 21 April 2024

RANK 5 FRANCE
Somua SM PACK
Strela-10M2
ussr_9a35_m2.png
GarageImage Strela-10M2.jpg
Strela-10M2
AB RB SB
10.7 10.3 10.3
Class:
Research:300 000 Specs-Card-Exp.png
Purchase:830 000 Specs-Card-Lion.png
Show in game

Description

The 9A35M2 "Strela-10M2" (Lit. Arrow; NATO codename: SA-13 Gopher) is one of the missile systems that composed the extensive air-defence layers of Soviet and Warsaw Pact ground forces. As the direct upgrade of the previous 9K31 Strela-1 systems, the Strela-10M2 systems were developed as a stop-gap before the new ZPRK 2S6 system could be developed by the 1970s; however, the system was not very reliable against jets of its era during field tests and was delayed to mid-1970s for deployment. The systems, which could be said as the close layer of the air-defense network for the army corps, are still being used by many ex-Soviet republics with upgrades introduced to the missile seeker for better counter-ECCM capabilities.

Introduced in Update "Apex Predators" as the Soviet's first SAM battery in-game, although the 9A35M2 launcher vehicle doesn't have divisional search vehicles (for example; MT-LBU with 9S80 search radar) nor command vehicles to search aerial targets; but hiding the vehicle and seek for opportunities to take down enemy jets or helicopters that gets too close is achievable. Be sure not to rush to the front as the vehicle has nothing but a PKM light machine gun to harass enemies or gun down exposed crews on very rare occasions.

General info

Survivability and armour

ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull14 / 7 / 7
Turret7 / 7 / 7
Crew3 people
Visibility65 %

The survivability of the 9A35M2 is lacking, which is to be expected of a small SPAA vehicle. However, it is not without some quirks that can sometimes keep a player alive.

The thickest armour on the vehicle is only 14 mm, the rest is 7 mm. This is barely enough to protect the crew from stray low-calibre MG fire and more distant shrapnel, and will not provide any protection against higher-calibre MGs, rocket and bomb explosions, or even the odd HE shell.

The interesting part of the 9A35M2 is its relatively uncluttered interior that can make hasty enemy shots ineffective. Two of the three crew members sit in the very front of the hull (commander and driver), with the third (gunner) towards the rear underneath the launcher assembly. The engine sits in the middle of the vehicle, with the rear section holding a few spare missiles. Therefore, when enemy fire strikes the middle of the vehicle (which many players instinctively aim for), it will often knock out the gunner and/or the turret assembly but leave the front two crew members, and sometimes even the engine, unscathed, allowing the 9A35M2 to get away.

In arcade mode, normally every aircraft is able to see SPAA from the get go due to their high "visibility", but in the case of this tank, the visibility % is so low, that as long as helicopters and bombers didn't spawn within 2.5 km range of it, they are likely to not even see the SPAA marker. This creates an unprecedented ability of being always able to fire first and leave opponents with 10 seconds or less to trace the smoke trail and fire back before they themselves just die (which is hardly avoidable due to the weapon of the tank), a situation which only a handful of players can deal with, even if they prepare beforehand (by seeing this SPAA on leaderboard tab and trying to predict where it is for example). This doesn't make the SPAA immortal by any means, as angry players can keep shovering SPAA position with bombs and rockets until one of them finally hits, so moving away from fire is still required.

Armour type:

  • Rolled homogeneous armour (hull, turret, underbody)
  • Armored Glass (gunner window)
Armour Front (Slope angle) Sides Rear Roof
Hull 14 mm (54°) Top
7 mm (80°) Upper glacis
14 + 5 mm (37-67°) Lower glacis
7 + 7 mm (23°) Top
7 mm Bottom
7 mm (5°) 7 mm
5 mm Engine vents
Turret 7 mm Turret front
30 mm (45°) Gunner window
7 mm 7 mm 7 mm

Notes:

  • Suspension wheels are 10 mm thick, and tracks are 15 mm thick.
  • The underbody is 7 mm thick, and a tiny attached track of 15 mm thick is placed on the roof.
  • There is a 7 mm internal RHA screen separating the engine from the other compartments.

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB67 / 12 km/h
RB and SB62 / 11 km/h
Number of gears11 forward
2 back
Weight12.3 t
Engine power
AB458 hp
RB and SB240 hp
Power-to-weight ratio
AB37.2 hp/t
RB and SB19.5 hp/t

The 9A35M2 Strela-10M2's mobility is solidly average. The engine can propel the little vehicle at a decent speed but takes a while to do so, and is not happy when climbing hills. A not-often-used but still valuable feature is the 9A35M2's amphibious capability, allowing it to reach a few places and take some shorter routes that other vehicles cannot. In all, while the 9A35M2 will not win many races against other vehicles, it is still fast enough to do its job well.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 67 12 12.3 341 458 27.72 37.24
Realistic 62 11 212 240 17.24 19.51

Modifications and economy

Repair costBasic → Reference
AB5 499 → 7 720 Sl icon.png
RB4 648 → 6 525 Sl icon.png
SB5 554 → 7 797 Sl icon.png
Total cost of modifications241 900 Rp icon.png
408 000 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 / 210 / 250 % 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
390 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
320 Ge icon.png
Mods new tank break.png
Brake System
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
320 Ge icon.png
Mods new tank filter.png
Filters
Research:
22 000 Rp icon.png
Cost:
34 000 Sl icon.png
470 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods new tank engine.png
Engine
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
5 400 Rp icon.png
Cost:
28 000 Sl icon.png
390 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
4 500 Rp icon.png
Cost:
23 000 Sl icon.png
320 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
22 000 Rp icon.png
Cost:
34 000 Sl icon.png
470 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
390 Ge icon.png
Mods airstrike.png
Airstrike
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
320 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
22 000 Rp icon.png
Cost:
34 000 Sl icon.png
470 Ge icon.png
Mods art support.png
Artillery Support
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png
Mods scouting.png
Improved optics
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
360 Ge icon.png

Armaments

Main armament

AAM 9M37M
Ammunition8 rounds
First-order4 rounds
Belt capacity4 rounds
Reloadbasic crew → aces
19.5 → 15.0 s
Fire rate60 shots/min
Vertical guidance-5° / 80°
Main article: 9M37M

The 9M37M missile is a superior analogue to the Stinger-type missiles found on Western IR SAM vehicles such as the Ozelot, Type 93, and LAV-AD. It has both Infrared homing and contrast-seeking guidance methods, which make it very formidable in all-aspect engagements, so long as the sky is clear.

Furthermore, it has a brilliant overload of 20G, almost double any contemporary ground-based IR SAM system. Against highly manoeuvrable targets, these missiles are far easier to score hits with.

There are no missile upgrades available, the stock missile is the top missile. The proximity fuse and warhead weight are both sufficient for destroying or crippling any aerial target it connects with.

9M37M missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 8 (4) -5°/+80° ±180° N/A 88.1 121.9 148.0 163.7 174.1 19.50 17.25 15.90 15.00
Realistic 59.5 70.0 85.0 94.0 100.0

Ammunition

Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
9M37M SAM 700 5,000 39.2 1 0.1 0 4 1.69 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
2 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

7.62 mm PKMB machine gun
Ammunition1 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate700 shots/min
Main article: PKMB (7.62 mm)

The 7.62 mm MG on the 9A35M2 is pretty much an afterthought, given that open-top vehicles are exceedingly rare at this BR. However, it is very handy to have around for clearing small fences or obstacles in front of the vehicle, something other IR SAM vehicles like the Type 93 and Ozelot cannot do. It is not recommended to use this as an offensive weapon against air targets given its limited firing arcs and the fact that the 9A35M2 already has very nice missiles for that exact purpose.

7.62 mm PKMB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 1,000 (250) 700 -5°/+20° ±60°

Radar

The 9A35M2 Strela-10M2 uses a single tracking radar with the absence of a search radar. Because the 9M37M is not a SACLOS or beam-riding missile, you won't have a chance to use the tracking radar most time. It will come in handy when you notice an enemy aircraft from far away yet it hasn't entered your effective firing range.

9S86 - Target Tracking Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
target speed
10,000 m __ m ±__ -__°/+__° __ m/s (__ km/h)

Usage in battles

As a powerful SPAA, the 9A35M2 Strela-10M2 has a very irritating weakness. Due to the lack of supporting vehicles of common Soviet AA batteries especially radar vehicles, players will have to rely on crew voices, the sound of rotor/jet or visual acquisition of enemy aircraft. As such, the best way to use the Strela-10M2 is as a short-range surprise weapon against enemy aircraft and helicopters. The missiles cannot reach as far as many of the radar missile-equipped SPAA vehicles you will often be playing alongside, but they have very good overload and do not give the enemy a radar warning. Engaging aircraft that are busy with other targets or just starting to exit the battlefield is the best way to engage, as distracted enemies are less likely to see the missile and dump flares.

The contrast-seeking mode of 9M37M allows the Strela-10M2 to successfully lock any helicopter from 4 to 5 km. Sometimes, even a scout UAV is no exception. This mode also has high resistance against flares and HIRSS. The 9M37M has good mobility and endurance, but the field of vision of its seeker is a bit limited. Some players will aim the further place of the target to save the energy of the missile. However, such a method is more likely to cause the missing target instead in this case. Although the Strela-10M2 can scout the enemy, it cannot also fight the ground threats. Avoid getting close to the frontline, and help the allies find the enemies if possible.

In arcade mode it is best to spawn in mid to late game (or, at least, as a second vehicle) and stay in your spawn as you won't need to worry about replenishing your missiles at a cap point as you can do so right from your spawn. Additionally, it is far less likely for enemy aircraft to see you if you stay far away from their spawn points (Usually, it's really far away from your spawn, though it could be right behind you on some maps). You also usually don't have to worry about spotting aircraft in arcade mode as they are usually marked for you and most of the times you can get a lock and launch before enemy aircraft is able to even notice you, let alone decide to engage you. If you see an aircraft launch a rocket or drop a bomb just drive in a straight line perpendicular to the flight path of the enemy aircraft and unless the enemy has a large bomb you should survive with minimal damage (just make sure to also launch a missile at them). If you are facing helicopters do the same if they have rockets but if they have ATGMs then prioritize killing the target rather than dodging the missile as if you kill them the missile will usually not hit you as the helicopter will no longer be able to laser guide the missile. It's still best to move a little bit just in case the missile is still heading to your last known position. Due to your ability to engage multiple targets simultaneously and the close proximity that aircraft and helicopters spawn in arcade mode, they have almost no chance of surviving your attacks, and due to the low visibility stat they are extremely unlikely to destroy the Strela-10M2 back, which makes it one of the best, if not actually THE best of AA vehicles in arcade mode.

Pros and cons

Pros:

  • The missiles have a high overload factor
  • (AB) literally invisible to aircraft past about 2.5-3 km range
  • Due to contrast-locking, the range is on par with Stingers
  • Except for the launcher assembly, the rest of the vehicle is very low to the ground which allows it to easily hide behind rocks, bushes, or buildings
  • Amphibious, can reach a few places other vehicles cannot
  • In arcade mode you can replenish your missiles without being on a cap zone
  • More survivable than it seems due to crew placement and empty space in the rear of the vehicle

Cons:

  • No search radar. Detecting targets relies on manual spotting
  • Engine suffers on inclines. Hills are not your friend
  • Short firing range in front-aspect when contrast mode cannot be used

History

The ZRK 9A35M2 'Strela-10M2' was built to be the successor of the 9K31 'Strela-1' built on the BRDM-2 wheeled chassis, and can use the older missile from that platform if needed. Development of the new vehicle began on July 24th, 1969, with the decision being made to continue developing a new IR SAM system despite the 9K22 'Tunguska' also being developed at the same time, economical reasons often being cited as the main deciding factor to continue with both. The faster reaction time of the Strela missile system, as well as its immunity to radar jamming, were also highly desired by the Soviet Army's anti-aircraft forces.

Unlike the previous Strela system, being mounted on a lightly armoured amphibious car, the new vehicle would be mounted on the newer and more mobile MT-LB, an infantry transport vehicle from the late 1950s. This would provide far more room for equipment and extra ammunition, among other things.

The 9M37 missile went through testing from 1973 to 1974, but disappointing results forced a delay while the kinks were ironed out. Designers of the Strela system used this time to introduce improved equipment onto the MT-LB base vehicle, such as more modern radios and provisioning for easier connection to the Soviet integrated air defence system in use at the time.

The vehicle was first introduced in 1976 and has been in service ever since. Combat usage first occurred in 1988 during the Angolan Civil War, with the first large-scale use of the system being Operation Desert Storm, during which it is believed 27 coalition aircraft were hit by Iraqi missiles, with 14 of those being lost.

Media

Skins

See also

Similar Vehicles

Western counterparts

External links


USSR anti-aircraft vehicles
GAZ-AAA  GAZ-AAA (4M) · GAZ-AAA (DShK)
BTR-152  BTR-152A · BTR-152D
Wheeled/Half-tracked  GAZ-MM (72-K) · ZiS-12 (94-KM) · ZiS-43
Radar SPAAG  ZSU-23-4 · ZSU-37-2
SAM  ZSU-23-4M4 · Strela-10M2 · 2S6 · Pantsir-S1
Other  ZSU-23-4M2 · ZUT-37 · ZSU-37 · BTR-ZD · ZSU-57-2
Czechoslovakia  M53/59
North Vietnam  ▂Phòng không T-34