Difference between revisions of "T-64A (1971)"
Inceptor57 (talk | contribs) (12FEB update - Fixed 3BM9 values) |
(General updates - considering newer vehicles (this page was still accounting for the MBT-70/KPZ/Chieftain being 'top tier')) (Tag: Visual edit) |
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[[File:GarageImage_T-64A(1971).jpg|420px|thumb|left]] | [[File:GarageImage_T-64A(1971).jpg|420px|thumb|left]] | ||
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− | The '''T-64A (1971)''' is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in [[Update 1.71 "New E.R.A"]]. The T- | + | The '''T-64A (1971)''' is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in [[Update 1.71 "New E.R.A"]]. The T-64A should primarily be played defensively, utilising terrain for cover and pushing carefully. It has good firepower, but mediocre armour, average mobility and a near non-existent reverse speed.. The T-64A can be played as a sniper with one of the highest velocity rounds in game at 1800 m/s. Brawling should be avoided, as many of the vehicles it will face will easily penetrate it's hull armour. Most vehicles it will face have better mobility, so it's important to be aware of flankers. |
The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks. | The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks. | ||
− | Compared to all other Soviet medium tanks prior, the T-64A suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. | + | Compared to all other Soviet medium tanks prior, the T-64A's suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. This is at least partial reasoning for the prominent 'flaps' seen on each side of the vehicle - these help protect the sides against HEAT ammunition, causing a harmless explosion before the rounds reach the actual side armour. |
Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes. | Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes. | ||
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''If necessary use a visual template to indicate the most secure and weak zones of the armour.''--> | ''If necessary use a visual template to indicate the most secure and weak zones of the armour.''--> | ||
'''Armour type:''' | '''Armour type:''' | ||
+ | |||
* Spaced armour (Hull front, Turret front) | * Spaced armour (Hull front, Turret front) | ||
* Cast homogeneous armour | * Cast homogeneous armour | ||
* Rolled homogeneous armour (Turret) | * Rolled homogeneous armour (Turret) | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 42: | Line 44: | ||
|} | |} | ||
'''Notes:''' | '''Notes:''' | ||
+ | |||
* Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick. | * Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick. | ||
* The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull. | * The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull. | ||
Line 52: | Line 55: | ||
* Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA. | * Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA. | ||
− | The T-64A has | + | The T-64A has composite armour over most of its upper front glacis and turret, although it has some obvious weak points - it has no LFP composite armour, the driver's port is not reinforced and there are some small sections of the turret that are easily penetrable. Unfortunately, though, many vehicles the T-64A will encounter have ammunition that can easily overmatch the UFP composite and often will simply punch straight through - it's best to avoid exposing the hull at all. HEAT ammunition is finicky as T-64A was built around protection specifications against shaped charges, the composite armour is 450 mm effective when against HEAT warheads and there are side flaps on the side hull to prevent even the chance of hitting the T-64A weaker side armour on the first try, although these side flaps are one-time use only so prolonged combat may have sheared these off already. Try to avoid aiming for the turret as it is the most protected area of the tank with a good portion covered by composite, leading to the need of massive amount of penetration to consider the turret a viable target, like the HOT missiles. |
− | In a situation | + | In a situation where the T-64A decides to hull-down and present as little of the front plate as possible, the best option is to attempt to disable the vehicle's gun - the mantlet is destroyed easily and combined with the sub-par reverse speed, this may provide enough time to push forward or around the vehicle and get a clear shot on the hull. Where possible, try to land the shot centre-mass below the turret which often causes an ammunition detonation. |
=== Mobility === | === Mobility === | ||
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{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|- | |- | ||
− | !colspan="3" | Mobility characteristic | + | ! colspan="3" | Mobility characteristic |
|- | |- | ||
! Weight (tons) | ! Weight (tons) | ||
− | !colspan="1" | Add-on Armor<br>weight (tons) | + | ! colspan="1" | Add-on Armor<br>weight (tons) |
− | !colspan="1" | Max speed (km/h) | + | ! colspan="1" | Max speed (km/h) |
|- | |- | ||
− | |rowspan="2" | 38.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 67 (AB) | + | | rowspan="2" | 38.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 67 (AB) |
|- | |- | ||
|61 (RB/SB) | |61 (RB/SB) | ||
|- | |- | ||
− | !colspan="3" | Engine power (horsepower) | + | ! colspan="3" | Engine power (horsepower) |
|- | |- | ||
− | !colspan="1" | Mode | + | ! colspan="1" | Mode |
!Stock | !Stock | ||
!Upgraded | !Upgraded | ||
Line 84: | Line 87: | ||
|700 | |700 | ||
|- | |- | ||
− | !colspan="3" | Power-to-weight ratio (hp/ton) | + | ! colspan="3" | Power-to-weight ratio (hp/ton) |
|- | |- | ||
− | !colspan="1" | Mode | + | ! colspan="1" | Mode |
!Stock | !Stock | ||
!Upgraded | !Upgraded | ||
Line 205: | Line 208: | ||
|- | |- | ||
! class="wikitable unsortable" |Full<br /> ammo | ! class="wikitable unsortable" |Full<br /> ammo | ||
− | ! class="wikitable unsortable" |Ammo<br/>Part | + | ! class="wikitable unsortable" |Ammo<br />Part |
! class="wikitable unsortable" |1st<br /> rack empty | ! class="wikitable unsortable" |1st<br /> rack empty | ||
! class="wikitable unsortable" |2nd<br /> rack empty | ! class="wikitable unsortable" |2nd<br /> rack empty | ||
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== Usage in the battles == | == Usage in the battles == | ||
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--> | <!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''--> | ||
− | + | It's key to keep the weaknesses of the T-64A in mind for the best performance of the vehicle. The 125mm gun is extremely powerful and will comfortably perform even against newer and better protected opponents, but in almost every other aspect the vehicle is lacking. Where possible, avoid exposing the hull at all - the easiest way to do so is to use a small deffolade or terrain deformity. Sit back, be patient and allow the enemy to expose their weak spots. Most vehicles are faster than the T-64A, so expect hostile tanks to find their way to objectives significantly faster than you will. | |
− | + | Finally, remember that your reverse speed is abysmal - whenever possible avoid situations that will force you to reverse - and if you do have to move back, where possible try to traverse the entire hull and move back with the full speed of your forwards gears. | |
When facing common enemy tanks: | When facing common enemy tanks: | ||
+ | |||
* [[MBT-70]]/[[KPz-70]] - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner. | * [[MBT-70]]/[[KPz-70]] - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner. | ||
* [[Chieftain Mk 10]] - If hull down, shoot for cannon breach or gun barrel. | * [[Chieftain Mk 10]] - If hull down, shoot for cannon breach or gun barrel. | ||
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<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''--> | <!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''--> | ||
'''Pros:''' | '''Pros:''' | ||
− | * | + | |
− | * | + | * Acceptable speed going forward. |
− | * Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. | + | * Turret cheeks are often surprisingly well protected. |
+ | * Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. Well placed shots can do a lot of damage. | ||
* Engine [[Smoke screen|smoke generating system]], covers friendly tanks behind the vehicle. | * Engine [[Smoke screen|smoke generating system]], covers friendly tanks behind the vehicle. | ||
* Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off). | * Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off). | ||
* Decent reload; 7.1s no matter what because of the auto-loader system. | * Decent reload; 7.1s no matter what because of the auto-loader system. | ||
− | * | + | * Good HE shell, can be a little finnicky. |
− | * Very low profile compared to | + | * Very low profile compared to its contemporaries, much harder to spot and hit. |
− | * | + | * One of the fastest rounds in game (1800 m/s), easy to aim. |
− | * Stock APFSDS shell. | + | * Stock APFSDS shell with reasonable effectiveness. |
* Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game | * Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game | ||
− | * | + | * Can be very hard to destroy in hull-down positions. |
− | + | ||
'''Cons:''' | '''Cons:''' | ||
+ | |||
* Slow horizontal turret traverse. | * Slow horizontal turret traverse. | ||
− | * | + | * Any penetrating side shot is very likely to detonate ammunition. |
− | * | + | * Abysmally slow reverse (-4 Kph). |
− | * Weak lower glacis, | + | * Weak lower glacis, can be penetrated by almost any round it encounters. |
− | * | + | * Frontal penetration can easily disable 2 of the 3-man crew, leading to a crew knockout. |
− | * | + | * Sub-par gun depression (-6°). |
− | + | * No anti-air capability. | |
− | * | ||
− | |||
* Angling the tank causes the weak side armour to be exposed. | * Angling the tank causes the weak side armour to be exposed. | ||
* Hull armour flaps are easily penetrated by kinetic munitions when angled. | * Hull armour flaps are easily penetrated by kinetic munitions when angled. | ||
Line 289: | Line 293: | ||
* ''links to approximate analogues of other nations and research trees.'' | * ''links to approximate analogues of other nations and research trees.'' | ||
''ETC.''--> | ''ETC.''--> | ||
− | [https://warthunder.com/en/news/4906-development-t-64a-the-pioneer-of-a-new-era-en [Devblog<nowiki>]</nowiki> T-64A - The Pioneer of a New Era]<br/> | + | [https://warthunder.com/en/news/4906-development-t-64a-the-pioneer-of-a-new-era-en [Devblog<nowiki>]</nowiki> T-64A - The Pioneer of a New Era]<br /> |
== Sources == | == Sources == | ||
''Paste links to sources and external resources, such as:'' | ''Paste links to sources and external resources, such as:'' | ||
+ | |||
* ''topic on the official game forum;'' | * ''topic on the official game forum;'' | ||
* ''other literature.'' | * ''other literature.'' | ||
{{USSR medium tanks}} | {{USSR medium tanks}} |
Revision as of 02:23, 16 September 2019
Contents
Description
The T-64A (1971) is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update 1.71 "New E.R.A". The T-64A should primarily be played defensively, utilising terrain for cover and pushing carefully. It has good firepower, but mediocre armour, average mobility and a near non-existent reverse speed.. The T-64A can be played as a sniper with one of the highest velocity rounds in game at 1800 m/s. Brawling should be avoided, as many of the vehicles it will face will easily penetrate it's hull armour. Most vehicles it will face have better mobility, so it's important to be aware of flankers.
The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks.
Compared to all other Soviet medium tanks prior, the T-64A's suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. This is at least partial reasoning for the prominent 'flaps' seen on each side of the vehicle - these help protect the sides against HEAT ammunition, causing a harmless explosion before the rounds reach the actual side armour.
Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes.
General info
Survivability and armour
Armour type:
- Spaced armour (Hull front, Turret front)
- Cast homogeneous armour
- Rolled homogeneous armour (Turret)
Armour | Front (Slope angle) | Sides | Rear | Roof |
---|---|---|---|---|
Hull | 80* mm (68°) Front glacis 80 mm (61°) Lower glacis |
85 mm Front 70 mm Rear <br. 20 mm (33°) Bottom |
20 mm (8-55°) Top 45 mm Center 20 mm (18-58°) Bottom |
30 mm Front 20 mm Engine deck |
Turret | 50-330 mm (0-80°) | 65-180* mm (2-49°) | 65 mm (2-72°) | 40-140 mm |
Armour | Sides | Roof | ||
Cupola | 100 mm | 40 mm | ||
Composite armour* | Front | Sides | Rear | Roof |
Hull | 320 mm Kinetic 450 mm Chemical |
N/A | N/A | N/A |
Turret | 400 mm Kinetic 450 mm Chemical |
400 mm Kinetic 450 mm Chemical |
N/A | N/A |
Notes:
- Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
- The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull.
- Belly armour is 20 mm thick.
- A 5 mm RHA plate separates the engine from the crew compartment
- A log providing 100 mm thickness in wood.
- The snorkel tube on the turret rear provide 4 mm of structural steel.
- Hull roof armour at front and turret base is rated to be 30 mm effective against HE
- Hull spaced armour configuration is 80 mm RHA + 105 mm Textolite + 20 mm RHA.
- Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA.
The T-64A has composite armour over most of its upper front glacis and turret, although it has some obvious weak points - it has no LFP composite armour, the driver's port is not reinforced and there are some small sections of the turret that are easily penetrable. Unfortunately, though, many vehicles the T-64A will encounter have ammunition that can easily overmatch the UFP composite and often will simply punch straight through - it's best to avoid exposing the hull at all. HEAT ammunition is finicky as T-64A was built around protection specifications against shaped charges, the composite armour is 450 mm effective when against HEAT warheads and there are side flaps on the side hull to prevent even the chance of hitting the T-64A weaker side armour on the first try, although these side flaps are one-time use only so prolonged combat may have sheared these off already. Try to avoid aiming for the turret as it is the most protected area of the tank with a good portion covered by composite, leading to the need of massive amount of penetration to consider the turret a viable target, like the HOT missiles.
In a situation where the T-64A decides to hull-down and present as little of the front plate as possible, the best option is to attempt to disable the vehicle's gun - the mantlet is destroyed easily and combined with the sub-par reverse speed, this may provide enough time to push forward or around the vehicle and get a clear shot on the hull. Where possible, try to land the shot centre-mass below the turret which often causes an ammunition detonation.
Mobility
Mobility characteristic | ||
---|---|---|
Weight (tons) | Add-on Armor weight (tons) |
Max speed (km/h) |
38.0 | N/A | 67 (AB) |
61 (RB/SB) | ||
Engine power (horsepower) | ||
Mode | Stock | Upgraded |
Arcade | 1,085 | ____ |
Realistic/Simulator | 619 | 700 |
Power-to-weight ratio (hp/ton) | ||
Mode | Stock | Upgraded |
Arcade | 28.55 | __.__ |
Realistic/Simulator | 16.29 | 18.42 |
Armaments
Main armament
125 mm 2A26 | |||||
---|---|---|---|---|---|
Capacity | Vertical guidance |
Horizontal guidance |
Stabilizer | ||
37 | -6°/+14° | ±180° | Two-plane | ||
Turret rotation speed (°/s) | |||||
Mode | Stock | Upgraded | Prior + Full crew | Prior + Expert qualif. | Prior + Ace qualif. |
Arcade | 19.00 | _.__ | _.__ | _.__ | _.__ |
Realistic | 11.90 | _.__ | _.__ | _.__ | _.__ |
Reloading rate (seconds) | |||||
Stock | Prior + Full crew | Prior + Expert qualif. | Prior + Ace qualif. | ||
7.10 | 7.10 | 7.10 | 7.10 |
Ammunition
Penetration statistics | |||||||
---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Penetration in mm @ 90° | |||||
10m | 100m | 500m | 1000m | 1500m | 2000m | ||
3BM9 | APFSDS | 321 | 317 | 303 | 285 | 268 | 249 |
3BM15 | APFSDS | 440 | 430 | 420 | 410 | 405 | 400 |
3BM12 | APFSDS | 383 | 378 | 367 | 351 | 339 | 327 |
3BK12M | HEATFS | 440 | 440 | 440 | 440 | 440 | 440 |
3OF19 | HE | 35 | 35 | 35 | 35 | 35 | 35 |
3OF26 | HE | 47 | 47 | 47 | 47 | 47 | 47 |
Shell details | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity in m/s |
Projectile Mass in kg |
Fuse delay
in m: |
Fuse sensitivity
in mm: |
Explosive Mass in g (TNT equivalent): |
Normalization At 30° from horizontal: |
Ricochet: | ||
0% | 50% | 100% | ||||||||
3BM9 | APFSDS | 1,800 | 3.6 | N/A | N/A | N/A | ° | 72° | 73° | 75° |
3BM15 | APFSDS | 1,780 | 3.9 | N/A | N/A | N/A | ° | 76° | 77° | 78° |
3BM12 | APFSDS | 1,800 | 3.6 | N/A | N/A | N/A | ° | 76° | 77° | 78° |
3BK12M | HEATFS | 905 | 19 | 0.0 | 0.1 | 2,790 | +0° | 65° | 72° | 75° |
3OF19 | HE | 850 | 23 | 0.1 | 0.5 | 3,150 | +0° | 79° | 80° | 81° |
3OF26 | HE | 850 | 23 | 0.1 | 0.5 | 5,780 | +0° | 79° | 80° | 81° |
Ammo racks
Full ammo |
Ammo Part |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
5th rack empty |
6th rack empty |
Visual discrepancy |
---|---|---|---|---|---|---|---|---|
37 | Projectiles Propellants |
XX (X+) | (+) | (+) | (+) | (+) | (+) | No |
Take about 20 - 28 shells.
Machine guns
7.62 mm PKT | ||||||
---|---|---|---|---|---|---|
Coaxial mount | ||||||
Capacity (Belt capacity) | Fire rate (shots/minute) |
Vertical guidance |
Horizontal guidance | |||
2,000 (250) | 700 | N/A | N/A |
Usage in the battles
It's key to keep the weaknesses of the T-64A in mind for the best performance of the vehicle. The 125mm gun is extremely powerful and will comfortably perform even against newer and better protected opponents, but in almost every other aspect the vehicle is lacking. Where possible, avoid exposing the hull at all - the easiest way to do so is to use a small deffolade or terrain deformity. Sit back, be patient and allow the enemy to expose their weak spots. Most vehicles are faster than the T-64A, so expect hostile tanks to find their way to objectives significantly faster than you will.
Finally, remember that your reverse speed is abysmal - whenever possible avoid situations that will force you to reverse - and if you do have to move back, where possible try to traverse the entire hull and move back with the full speed of your forwards gears.
When facing common enemy tanks:
- MBT-70/KPz-70 - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner.
- Chieftain Mk 10 - If hull down, shoot for cannon breach or gun barrel.
Pros and cons
Pros:
- Acceptable speed going forward.
- Turret cheeks are often surprisingly well protected.
- Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. Well placed shots can do a lot of damage.
- Engine smoke generating system, covers friendly tanks behind the vehicle.
- Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off).
- Decent reload; 7.1s no matter what because of the auto-loader system.
- Good HE shell, can be a little finnicky.
- Very low profile compared to its contemporaries, much harder to spot and hit.
- One of the fastest rounds in game (1800 m/s), easy to aim.
- Stock APFSDS shell with reasonable effectiveness.
- Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game
- Can be very hard to destroy in hull-down positions.
Cons:
- Slow horizontal turret traverse.
- Any penetrating side shot is very likely to detonate ammunition.
- Abysmally slow reverse (-4 Kph).
- Weak lower glacis, can be penetrated by almost any round it encounters.
- Frontal penetration can easily disable 2 of the 3-man crew, leading to a crew knockout.
- Sub-par gun depression (-6°).
- No anti-air capability.
- Angling the tank causes the weak side armour to be exposed.
- Hull armour flaps are easily penetrated by kinetic munitions when angled.
History
Media
An excellent addition to the article will be video guides, as well as screenshots from the game and photos.
Read also
[Devblog] T-64A - The Pioneer of a New Era
Sources
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
USSR medium tanks | |
---|---|
T-28 | T-28 (1938) · T-28 · T-28E |
T-34-76 | T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E |
T-34-57 | T-34-57 · T-34-57 (1943) |
T-34-85 | T-34-85 (D-5T) · T-34-85 · T-34-85E |
T-34-100 | T-34-100 |
T-44 | T-44 · T-44-100 · T-44-122 |
T-54 | T-54 (1947) · T-54 (1949) · T-54 (1951) |
T-55 | TO-55 · T-55A · T-55AM-1 · T-55AMD-1 |
T-62 | T-62 · T-62M-1 |
T-64 | Object 435 · T-64A (1971) · T-64B |
T-72 | T-72A · T-72AV (TURMS-T) · T-72B · T-72B (1989) · T-72B3 · T-72M2 Moderna |
T-80 | T-80B · T-80U · T-80UD · T-80UK · T-80UM2 · Т-80U-Е1 · T-80BVM · Object 292 |
T-90 | Т-90А · T-90M |
Trophies/Lend-Lease | |
Germany | ▂T-III · ▂T-V |
Great Britain | ▂МК-IX "Valentine" |
USA | ▂M3 Medium · ▂M4A2 |