Difference between revisions of "Ostwind II"

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(Added text to Survivability and armour; added text to Mobility; added text to Usage in battle; added Pros and Cons; and filled a few tables with few missing datas; Added a picture for the ammo racks of Ostwind II)
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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} German self-propelled anti-aircraft gun {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]], replacing the [[Flakpanzer 341]] in the German tech tree..
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} German self-propelled anti-aircraft gun {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]], replacing the [[Flakpanzer 341]] in the German tech tree.
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The {{PAGENAME}} 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.
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The {{PAGENAME}} has sufficient penetrating power to destroy [[M18 GMC|M18]]s 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 and is vulnerable to enemy aircraft fire and the .50 calibre machine guns on vehicles such as the [[M2HB (12.7 mm)|M2HB]] vehicle.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
The frontal hull armour (''80mm'') is quite well protected against small caliber weapons and [[M2HB (12.7 mm)|.50 caliber BMG]]<nowiki/>s, the sides (''30mm'') and rear (''20mm'') then again not.
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<!--''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.''-->
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The frontal hull armour (''80 mm'') is quite well protected against small-calibre weapons and [[M2HB (12.7 mm)|.50 caliber BMG]]s, the sides (''30 mm'') and rear (''20 mm'') then again not.
  
 
The turret is open at the top and has a rectangular recess in the right, frontal turret armour, because of the optics.
 
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 (25mm) is very weakly armoured, as well as the hull roof (10-12mm).
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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 5, it usually survives a first attack from enemy aircrafts (because of the driver and the machine gunner(/radio operator) in the hull), as well as a shot into the turret.
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Since the vehicle has a crew of five, it usually survives the first attack from enemy aircraft (because of the driver and the machine gunner(/radio operator) in the hull), as well as a shot into the turret.
  
 
=== Mobility ===
 
=== Mobility ===
The vehicle has a not great average speed, which means that the 39 km/h will be rare on the battlefield, and turning on the spot does not work well either (no neutral steering).
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<!--''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forward and backwards.''-->
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The vehicle 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 (-7km/h) is extremely insufficient presenting an easy target if having to back out of a tight situation.
  
The reverse gear (-7km/h) is also insufficient.
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
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== Usage in battles ==
 
== Usage in battles ==
RB: You should use the Ostwind II towards the end of a battle or only when there are many enemy planes in the air.
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<!--''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 instead 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).''-->
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;Realistic Battles
  
At the front line you have nothing to look for, because there you are easy prey for enemy tanks.
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The {{PAGENAME}} should be held in reserve 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 {{PAGENAME}} 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 aren't many enemies left alive, you can place yourself in an allied capture-point to defend it from enemy light tanks and also to be more central in the battlefield to make it difficult for enemy planes to fly over.
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If your own team is about to lose or it gets very exciting towards the end and there are no 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.
  
 
=== Modules ===
 
=== Modules ===
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=== Pros and cons ===
 
=== Pros and cons ===
It's an average SPAAG that definitely has nothing to look for on the front line.
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<!--''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using certain definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
 
 
Its great advantage is that it has a double cannon and is therefore even more dangerous for enemy aircrafts.
 
 
 
The Ostwind II has sufficient penetrating power to destroy [[M18 GMC]]<nowiki/>s or other light armoured vehicles, but should rather concentrate on enemy aircraft, since the turret is open from above and weakly armoured so enemy aircrafts and [[M2HB (12.7 mm)|.50 cal. (BMG)]] are dangerous.
 
  
 
'''Pros:'''
 
'''Pros:'''
  
* 2x 3,7cm FlaK 44
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* 2 x 3.7 cm FlaK 44 cannons
* don't need to reload until it has no more ammunition
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* Does not need to reload until it is completely out of ammunition
* enough penetration to destroy enemy light amoured vehicles
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* Enough penetration to destroy enemy light armoured vehicles
 
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Built on Panzer IV chassis and sits on br. 5.7 with it
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* Built on Panzer IV chassis and is a contemporary of it
* Pretty slow average speed
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* Quite slow average speed
* Inadequate penetration for many enemy vehicles
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* Inadequate penetration against many enemy vehicles (best against aircraft)
 
 
*
 
  
 
== History ==
 
== History ==

Revision as of 00:45, 11 October 2019

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
germ_flakpanzer_iv_ostwind_2.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

GarageImage Ostwind II.jpg


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 and is vulnerable to enemy aircraft fire and the .50 calibre machine guns on vehicles such as the M2HB vehicle.

General info

Survivability and 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) then again not.

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 five, it usually survives the first attack from enemy aircraft (because of the driver and the machine gunner(/radio operator) in the hull), as well as a shot into the turret.

Mobility

The vehicle 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 (-7km/h) is extremely insufficient presenting an easy target if having to back out of a tight situation.

Mobility characteristic
Weight (tons) Add-on armour
weight (tons)
Max speed (km/h)
25.0 N/A 42 (AB)
39 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 426  ???
Realistic/Simulator 265 300
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 17.04  ??.??
Realistic/Simulator 10.6 12.0

Armaments

Main armament

Main article: FlaK 44 (37 mm)
37 mm FlaK 44
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
1,000 -10°/+87° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
Arcade 30.8  ??.??  ??.??  ??.??  ??.??
Realistic 20.8  ??.??  ??.??  ??.?? 35.00
Reloading rate (seconds)
Stock Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
 ??.??  ??.??  ??.?? 0.2

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 90° (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M.Gr.18 FI-T 4 4 4 4 4 4
PzGr APHE 46 43 31 21 14 9
Sprgr. 18 FI-T 3 3 3 3 3 3
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Normalisation at 30°
from horizontal
Ricochet
0% 50% 100%
M.Gr.18 FI-T 914 0.55 0.3 0.1 108  ?.?°  ??°  ??°  ??°
PzGr APHE 770 0.69 1.2 9.0 22.1 -1.0° 47° 60° 65°
Sprgr. 18 FI-T 820 0.62 0.3 0.1 49.3  ?.?°  ??°  ??°  ??°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
1,000 75 (+50) 55 (+70) 25 (+100) 5 (+120) 0 (+125)  ??

Optics

Ostwind II Optics
Default magnification Maximum magnification
Main Gun optics X2.1 X3.7
Comparable optics  ???

Machine guns

Main article: MG 34 (7.92 mm)
7.92 mm MG 34
mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
1,800 (150) 900 N/A N/A

Usage in battles

Realistic Battles

The Ostwind II should be held in reserve 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 no 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.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Sprgr. 18 Horizontal Drive
II Suspension Brake System FPE PzGr Adjustment of Fire
III Filters Crew Replenishment M.Gr.18 Elevation Mechanism
IV Transmission Engine Artillery Support

Pros and cons

Pros:

  • 2 x 3.7 cm FlaK 44 cannons
  • Does not need to reload until it is completely out of ammunition
  • Enough penetration to destroy enemy light armoured vehicles

Cons:

  • Built on Panzer IV chassis and is a contemporary of it
  • Quite slow average speed
  • Inadequate penetration against many enemy vehicles (best against aircraft)

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

Excellent additions to the article would be video guides, screenshots from the game, and photos.

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