Difference between revisions of "Merkava Mk.2B (USA)"
Jareel_Skaj (talk | contribs) (→Ammo racks: Added) |
(Edits) |
||
Line 17: | Line 17: | ||
== General info == | == General info == | ||
=== Survivability and armour === | === Survivability and armour === | ||
− | <!--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.--> | + | <!-- ''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.'' --> |
− | The frontal armour on the Merkava 2B is great and is comparable or better than tanks of similar battle rating, the frontal turret especially. If somebody is hoping to have a shot penetrate through the turret when they are facing a Merkava frontally, there is a very good chance they are out of luck and it will not go through. | + | The frontal armour on the Merkava Mk.2B is great and is comparable or better than tanks of similar battle rating, the frontal turret especially. If somebody is hoping to have a shot penetrate through the turret when they are facing a Merkava frontally, there is a very good chance they are out of luck and it will not go through. |
This does not mean that the Merkava is frontally invincible, however. The lower front plates are weak; even if they are stronger than the upper ones in pure armour thickness, the effective one is way lower. However, the lower front plate is the weakness of most tanks anyways, so this is to be expected. Also, there are some parts of the front armour that are weak, such as the turret gun mantlet and the area around it, as well as the uppermost part of the frontal upper plate, but being hit there, especially from long distance, is going to be all in the enemy's luck, so worrying about those spots is not necessary all the time. | This does not mean that the Merkava is frontally invincible, however. The lower front plates are weak; even if they are stronger than the upper ones in pure armour thickness, the effective one is way lower. However, the lower front plate is the weakness of most tanks anyways, so this is to be expected. Also, there are some parts of the front armour that are weak, such as the turret gun mantlet and the area around it, as well as the uppermost part of the frontal upper plate, but being hit there, especially from long distance, is going to be all in the enemy's luck, so worrying about those spots is not necessary all the time. | ||
Line 30: | Line 30: | ||
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --> | <!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --> | ||
− | {{tankMobility|abMinHp= | + | {{tankMobility|abMinHp=1,492|rbMinHp=852}} |
== Armaments == | == Armaments == | ||
Line 37: | Line 37: | ||
{{main|Sharir (105 mm)}} | {{main|Sharir (105 mm)}} | ||
− | {| class="wikitable" style="text-align:center" width=" | + | {| class="wikitable" style="text-align:center" width="100%" |
|- | |- | ||
! colspan="5" | [[Sharir (105 mm)|105 mm Sharir]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds) | ! colspan="5" | [[Sharir (105 mm)|105 mm Sharir]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds) | ||
Line 46: | Line 46: | ||
|- | |- | ||
! ''Arcade'' | ! ''Arcade'' | ||
− | | rowspan="2" | 62 || rowspan="2" | -8°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 38.08 || 52.71 || 64 || 70.78 || 75.29 || rowspan="2" | 8.71 || rowspan="2" | 7. | + | | rowspan="2" | 62 || rowspan="2" | -8°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 38.08 || 52.71 || 64.00 || 70.78 || 75.29 || rowspan="2" | 8.71 || rowspan="2" | 7.70 || rowspan="2" | 7.10 || rowspan="2" | 6.70 |
|- | |- | ||
! ''Realistic'' | ! ''Realistic'' | ||
− | | 23. | + | | 23.80 || 28.00 || 34.00 || 37.60 || 40.00 |
|- | |- | ||
|} | |} | ||
==== Ammunition ==== | ==== Ammunition ==== | ||
− | {| class="wikitable sortable" style="text-align:center" width=" | + | {| class="wikitable sortable" style="text-align:center" width="100%" |
! colspan="8" | Penetration statistics | ! colspan="8" | Penetration statistics | ||
|- | |- | ||
Line 71: | Line 71: | ||
|} | |} | ||
{| class="wikitable sortable" style="text-align:center" width="100%" | {| class="wikitable sortable" style="text-align:center" width="100%" | ||
− | ! colspan=" | + | ! colspan="10" | Shell details |
|- | |- | ||
! rowspan="2" data-sort-type="text" | Ammunition | ! rowspan="2" data-sort-type="text" | Ammunition | ||
Line 91: | Line 91: | ||
|- | |- | ||
|} | |} | ||
− | + | {| class="wikitable" style="text-align:center" | |
− | {| class="wikitable | ||
! colspan="7" | Smoke shell characteristics | ! colspan="7" | Smoke shell characteristics | ||
|- | |- | ||
Line 176: | Line 175: | ||
== Usage in battles == | == Usage in 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 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).'' --> | <!-- ''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).'' --> | ||
− | + | The Merkava shines in two primary roles - as an urban fighter and a long to medium-range sniper, which is not different to its real-world counterparts. When sniping, its excellent stabilization provides a significant advantage when peaking out of the cover for quick shots, and a small turret gives enemy a very little time to spot and aim at the tank. Added laser rangefinder in Realistic modes further decreases exposure time needed to get the shot. In urban environments, the engine and well-dispersed crew allows the tank to survive most direct hits, while 8.1 s reload time (compared to an analogue average 8.7 s) allows it to take the second shot before most of its competitors, and thanks to the advanced stabilization - it will be an accurate shot. What should be avoided though, is getting flanked, as the side-protection is negligible, making mobile warfare on more open maps extremely risky. | |
=== Modules === | === Modules === | ||
Line 218: | Line 217: | ||
|- | |- | ||
|} | |} | ||
+ | |||
For Merkava it's even more important to research Parts and FPE, as the principle of its protection is to allow damage to happen, but without being lethal to the crew. Second important upgrade in tier II would be either NVD (if you play [[Realistic Battles]]) or Adjustment of Fire (for the [[Arcade Battles]]). Tier III requires you to research 3 modifications, necessary one is the Crew Replenishment. The other two depend very much on a play-style you prefer, but in either way M416 smoke shell can be freely ignored and researched as the final modification for the tank. For Tier IV the M111 shell is a good choice if you plan on playing in the BRs higher than {{#unit:us_merkava_mk_2b_late|BR}}. Laser Rangefinder would be an improvement for a more sniping play-style in the [[Simulator Battles|SB]] and RB. For more mobility-based gameplay Engine should be the first module researched at this tier, as it offers by far the best increase in horsepower per RP spent. | For Merkava it's even more important to research Parts and FPE, as the principle of its protection is to allow damage to happen, but without being lethal to the crew. Second important upgrade in tier II would be either NVD (if you play [[Realistic Battles]]) or Adjustment of Fire (for the [[Arcade Battles]]). Tier III requires you to research 3 modifications, necessary one is the Crew Replenishment. The other two depend very much on a play-style you prefer, but in either way M416 smoke shell can be freely ignored and researched as the final modification for the tank. For Tier IV the M111 shell is a good choice if you plan on playing in the BRs higher than {{#unit:us_merkava_mk_2b_late|BR}}. Laser Rangefinder would be an improvement for a more sniping play-style in the [[Simulator Battles|SB]] and RB. For more mobility-based gameplay Engine should be the first module researched at this tier, as it offers by far the best increase in horsepower per RP spent. | ||
=== Pros and cons === | === Pros and cons === | ||
<!-- ''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 categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | <!-- ''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 categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | ||
+ | |||
'''Pros:''' | '''Pros:''' | ||
− | * Multi-layered spaced | + | * Multi-layered spaced armour provides a good protection against HESH, early HEAT and some ATGMs |
* Has access to a thermal sight | * Has access to a thermal sight | ||
* Good mobility once spaded. Can take the capture zones with lighter vehicles. | * Good mobility once spaded. Can take the capture zones with lighter vehicles. | ||
Line 238: | Line 239: | ||
* Selecting machine gun allows to use only one of the 7.62 mm guns at a time | * Selecting machine gun allows to use only one of the 7.62 mm guns at a time | ||
* Is not protected by the composite armour, therefore prone to the advanced HEATFS rounds | * Is not protected by the composite armour, therefore prone to the advanced HEATFS rounds | ||
− | * Almost no dedicated protection against kinetic rounds ( | + | * Almost no dedicated protection against kinetic rounds (primarily APFSDS) which are quite common at the battle rating |
* Shot to the center mass by any kinetic round is potentially lethal | * Shot to the center mass by any kinetic round is potentially lethal | ||
* Engine will protect the crew against certain munitions but will still often catch fire and burning out after exhausting FPE is a common thing | * Engine will protect the crew against certain munitions but will still often catch fire and burning out after exhausting FPE is a common thing | ||
Line 269: | Line 270: | ||
== Media == | == Media == | ||
− | <!--Excellent additions to the article would be video guides, screenshots from the game, and photos.--> | + | <!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --> |
− | <gallery> | + | <gallery mode="nolines" widths="300px"> |
File:GarageImage Merkava Mk 2B (USA) Operation FROST.jpeg|{{PAGENAME}} in the Operation F.R.O.S.T. garage | File:GarageImage Merkava Mk 2B (USA) Operation FROST.jpeg|{{PAGENAME}} in the Operation F.R.O.S.T. garage | ||
</gallery> | </gallery> | ||
Line 276: | Line 277: | ||
== See also == | == See also == | ||
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:'' | ''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;'' | * ''reference to the series of the vehicles;'' | ||
* ''links to approximate analogues of other nations and research trees.'' | * ''links to approximate analogues of other nations and research trees.'' | ||
Line 282: | Line 282: | ||
== External links == | == External links == | ||
''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;'' | ||
* ''encyclopedia page on the tank;'' | * ''encyclopedia page on the tank;'' |
Revision as of 09:28, 10 May 2020
Contents
This page is about the American medium tank Merkava Mk.2B (USA). For other version, see Merkava Mk.1 (USA). |
Description
The ▃Merkava Siman 2 Bet is a gift rank VI American medium tank
with a battle rating of 9.3 (AB/RB/SB). It was introduced during Update 1.95 "Northern Wind" as a reward for Operation F.R.O.S.T.
General info
Survivability and armour
The frontal armour on the Merkava Mk.2B is great and is comparable or better than tanks of similar battle rating, the frontal turret especially. If somebody is hoping to have a shot penetrate through the turret when they are facing a Merkava frontally, there is a very good chance they are out of luck and it will not go through.
This does not mean that the Merkava is frontally invincible, however. The lower front plates are weak; even if they are stronger than the upper ones in pure armour thickness, the effective one is way lower. However, the lower front plate is the weakness of most tanks anyways, so this is to be expected. Also, there are some parts of the front armour that are weak, such as the turret gun mantlet and the area around it, as well as the uppermost part of the frontal upper plate, but being hit there, especially from long distance, is going to be all in the enemy's luck, so worrying about those spots is not necessary all the time.
Where this tank shines though is how it fixes the lower frontal plate issue. This vehicle's secret ace is its position of the engine. It is in front of the tank, covering most of the frontal lower plate and a decent part of the upper one as well. Thus, any hit there will certainly stop the shell coming at it, especially against HESH, HEAT, and sometimes HEAT-FS shells as well. It will also stop most of the shrapnel, protecting the crew even further. However, this also means increased risk of fires and being immobilized, so having the Parts and FPE module will be important to be able to quickly repair the tank and put out fires.
Stick to facing the front armour towards the enemies. The side and rear armour are thin to the point of non-existence, and the rear of the tank has all the ammunition, so anyone able to aim there will get a clean way of a one-shot. That, or they will knock out most, if not all, of the crew, which is still a one-shot.
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 | 60 | 26 | 63 | 1,492 | 1,717 | 23.68 | 27.25 |
Realistic | 54 | 24 | 852 | 900 | 13.52 | 14.29 |
Armaments
Main armament
105 mm Sharir | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 62 | -8°/+20° | ±180° | Two-plane | 38.08 | 52.71 | 64.00 | 70.78 | 75.29 | 8.71 | 7.70 | 7.10 | 6.70 |
Realistic | 23.80 | 28.00 | 34.00 | 37.60 | 40.00 |
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 | ||
M111 | APFSDS | 337 | 335 | 330 | 322 | 314 | 306 |
M152 | HEATFS | 400 | 400 | 400 | 400 | 400 | 400 |
M156 | HESH | 127 | 127 | 127 | 127 | 127 | 127 |
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% | |||||||
M111 | APFSDS | 1,455 | 3.79 | N/A | N/A | N/A | 78° | 80° | 81° |
M152 | HEATFS | 1,173 | 10.5 | N/A | 0.1 | 1,270 | 65° | 72° | 77° |
M156 | HESH | 732 | 14.85 | 0.4 | 0.1 | 4,310 | 73° | 77° | 80° |
Smoke shell characteristics | ||||||
---|---|---|---|---|---|---|
Ammunition | Velocity (m/s) |
Projectile Mass (kg) |
Screen radius (m) |
Screen deploy time (s) |
Screen hold time (s) |
Explosive Mass (TNT equivalent) (g) |
M416 | 730 | 11.4 | 20 | 5 | 25 | 50 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
Visual discrepancy |
---|---|---|---|---|---|
62 | 54 (+8) | 48 (+14) | 25 (+37) | 1 (+61) | No |
Machine guns
12.7 mm M2HB | ||||
---|---|---|---|---|
Mount | Capacity (Belt capacity) |
Rate of fire (shots/minute) |
Vertical guidance |
Horizontal guidance |
Coaxial | 900 (200) | 576 | N/A | N/A |
7.62 mm FN MAG 60-40 | ||||
---|---|---|---|---|
Mount | Capacity (Belt capacity) |
Rate of fire (shots/minute) |
Vertical guidance |
Horizontal guidance |
Coaxial | 5,950 (200) | 600 | N/A | N/A |
Commander's cupola | 1,750 (200) | 600 | -10°/+50° | ±120° |
Loader's cupola | 1,750 (200) | 600 | -10°/+50° | ±120° |
Usage in battles
The Merkava shines in two primary roles - as an urban fighter and a long to medium-range sniper, which is not different to its real-world counterparts. When sniping, its excellent stabilization provides a significant advantage when peaking out of the cover for quick shots, and a small turret gives enemy a very little time to spot and aim at the tank. Added laser rangefinder in Realistic modes further decreases exposure time needed to get the shot. In urban environments, the engine and well-dispersed crew allows the tank to survive most direct hits, while 8.1 s reload time (compared to an analogue average 8.7 s) allows it to take the second shot before most of its competitors, and thanks to the advanced stabilization - it will be an accurate shot. What should be avoided though, is getting flanked, as the side-protection is negligible, making mobile warfare on more open maps extremely risky.
Modules
Tier | Mobility | Protection | Firepower | |||
---|---|---|---|---|---|---|
I | Tracks | Parts | Horizontal Drive | M156 | ||
II | Suspension | Brake System | FPE | Adjustment of Fire | NVD | |
III | Filters | Crew Replenishment | Elevation Mechanism | M416 | Smoke grenade | |
IV | Transmission | Engine | Artillery Support | M111 | Laser rangefinder |
For Merkava it's even more important to research Parts and FPE, as the principle of its protection is to allow damage to happen, but without being lethal to the crew. Second important upgrade in tier II would be either NVD (if you play Realistic Battles) or Adjustment of Fire (for the Arcade Battles). Tier III requires you to research 3 modifications, necessary one is the Crew Replenishment. The other two depend very much on a play-style you prefer, but in either way M416 smoke shell can be freely ignored and researched as the final modification for the tank. For Tier IV the M111 shell is a good choice if you plan on playing in the BRs higher than 9.3. Laser Rangefinder would be an improvement for a more sniping play-style in the SB and RB. For more mobility-based gameplay Engine should be the first module researched at this tier, as it offers by far the best increase in horsepower per RP spent.
Pros and cons
Pros:
- Multi-layered spaced armour provides a good protection against HESH, early HEAT and some ATGMs
- Has access to a thermal sight
- Good mobility once spaded. Can take the capture zones with lighter vehicles.
- Good gun with effective choices of ammo, with stock HEAT-FS round working very well overall and a potent APFSDS shell that is superior to the XM-1's M735 round
- Engine in the front gives some extra protection to the crew.
- Low silhouette, excellent for hull-down position
- Very good gun stabilization
- Three extra machine guns on the roof to deal with lightly armoured vehicles, helicopters and planes. (2 x 7.62 mm + 1 x 12.7 mm)
- Starts with stock smoke launcher, which improves when modifications are purchased
Cons:
- Not premium (modules must be researched)
- Stock HEATFS round will have difficulties dealing with vehicle with opponents composite armour
- Selecting machine gun allows to use only one of the 7.62 mm guns at a time
- Is not protected by the composite armour, therefore prone to the advanced HEATFS rounds
- Almost no dedicated protection against kinetic rounds (primarily APFSDS) which are quite common at the battle rating
- Shot to the center mass by any kinetic round is potentially lethal
- Engine will protect the crew against certain munitions but will still often catch fire and burning out after exhausting FPE is a common thing
- Driver has less protection than other crew members
- All the modules being at the front means that there is no crew protection for flankers from the rear
- Inferior optics of only 8x zoom compared to its competitors
- Ammo rack in the rear, shot from the back are often lethal
History
Merkava Mk.2 (מרכבה סימן 2) was introduced in 1983 adding a number of improvements over Mk.1 from the lessons learned during the Operation Peace for Galilee (1982's war in Lebanon) where Israel has lost an undisclosed number of Mk.1 tanks. Some of the upgrades over the earlier generation included:[1][2][3]
- added composite screens to the side of the turret,
- added hanging ball and chain protection at the rear of the turret (nicknamed Shulamit hairs (שערות שולמית), designed to counter RPGs)
- upgraded engine, fully automatic, 4-gear transmission and increased fuel storage (what resulted in improved mobility and increased operational range),
- left-side engine exhaust was removed, while the right-side exhaust was widened
- upgraded fire control systems (notably new ballistic computer that now adjusted for temperature, humidity, and atmospheric pressure, but also could calculate lead on mobile targets),
- location of the smoke grenade launchers was changed.
- baskets at the rear of the tank, where the infantry could store their backpacks
Upgrade Mk. 2B improved the fire control system, including the addition of the thermal sights.
Tanks took part in the number of Israeli conflicts during its career, notably 1985–2000 South Lebanon Conflict, 2006 Lebanon War and the 2008–09 Gaza War. Much like its predecessor, Mk.2 became famous for its crew protections. There's never been a crewmember killed inside of the tank and none of the wounded crewmembers ever suffered burns, comparing to 26% in the earlier Magach tanks.[4]
In October 2014 IDF's 7th Armored Brigade was the last to retire Merkava Mk.2, switching to Mk.4 instead.[5]
References
Media
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
Paste links to sources and external resources, such as:
- topic on the official game forum;
- encyclopedia page on the tank;
- other literature.
USA medium tanks | |
---|---|
M2 | M2 |
M3 | M3 Lee · ▃Grant I |
M4 | M4 · Calliope · M4A1 · M4A1 (76) W · M4A2 · M4A2 (76) W · M4A3 (105) · M4A3 (76) W · M4/T26 |
M26 Pershing | T20 · T25 · M26 · M26 T99 · M26E1 |
M46/47/48 Patton | M46 · M46 "Tiger" · M47 · M48A1 · T54E1 · T54E2 |
M60 | M60 · M60A1 (AOS) · M60A1 RISE (P) · M60A2 · M60A3 TTS · M728 CEV · 120S |
MBT-70 | MBT-70 · XM803 |
M1 Abrams | XM1 (Chrysler) · XM1 (GM) |
M1 Abrams · M1 KVT · IPM1 | |
M1A1 · M1A1 HC · M1A1 Click-Bait | |
M1A2 Abrams · M1A2 SEP · M1A2 SEP V2 | |
Other | T95E1 |
Australia | M1A1 AIM |
Canada | M4A5 |
Israel | ▃Magach 3 (ERA) · ▃Merkava Mk.1 · ▃Merkava Mk.2B · ▃Merkava Mk.3D |
Turkey | M60 AMBT |