Difference between revisions of "AUBL/74"

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(Pros and cons)
(Combat usage added)
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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).'' -->
 
<!-- ''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).'' -->
  
AUBL/74 is strongest in a scout and support role playing from visual or hard cover. The HEAT shell can penetrate almost any enemy but the post-penetration damage is quite weak meaning most shots on spread out crews are only disabling shots. With the vehicle's slower than average reload speed, an enemy with a high crew agility and expert qualification can get their gunner back and shoot before you reload, so it is best to aim for ammunition or take out the enemy's barrel or breech. The greater than average speed allows you to get a good over-watch position early leaving you able to scout the enemy easily and take pot shots if the opportunity arises. Playing this vehicle like an [[M18 GMC|M18]] Hellcat or any other fast vehicles with good post-penetration is ill-advised as you won't often be able to kill flanked enemies in one shot, leaving you open to fire.
+
The AUBL/74 is most effective in a scout-support role from cover or when flanking. This could perhaps be the best way of engagements as the extremely weak armour of the AUBL will not be enough to resist almost any frontal engagements. If the frontal engagements are a necessity, the HEAT shell can penetrate most enemies at the rank, but the post-penetration damage is unreliable. Most shots should be spread out to the crew members like the gunner. With the AUBL's slower than average reload speed, an enemy with high crew agility and expert qualification can get their gunner back and shoot before the reload, so the '''turret or ammo racks are often the best areas to eliminate enemy tanks'''.
 +
 
 +
Peaking and firing in shoot and scoot is also suggested, as the small numbers of crew members on the AUBL won't usually resist a shell on the turret - firing before being seeing is one of the ways of engaging threats; with a hint of luck, one shot will be enough.
 +
 
 +
{{Notice|Practicing with the shortstop key and the 'sight lock' on options can increase the accuracy when performing vital quick shots, as the AUBL/74 lacks any stabilization}}
 +
 
 +
'''Flanking '''
 +
 
 +
The greater than average speed allows this agile tank to reach a reliable over-watch position early in the match. Also making it possible to scout enemies and take 'pot-shots' if the opportunity arises. '''The flanking approach will be mainly directed towards spotting and opportunistic medium-ranged ambushes''', whilst sniping is the last choice and the one requiring most of the skills - because the rather small calibre HEAT rounds and the ballistics might not perform as desired in large distances and could just reveal the location to enemies. 
 +
 
 +
Therefore, playing this vehicle like an [[M18 GMC|M18]] Hellcat or any other fast vehicles with shells as the APCBC is ill-advised, because often it won't be able to kill flanked enemies in one reliable shot, leaving the light tank open to retaliation fire. Albeit, the HEAT shell is not completely adverse, it can be a great light tank hunter and will effortlessly trigger a hull break. These fast light vehicles, anti-air or APCs are typically encountered during flanking manoeuvres. 
 +
 
 +
The amphibious ability increases drastically the possibilities of ambushes and locations that can be exploited by this light tank, on maps like [[Kuban (Ground Forces)|Kuban]], [[Eastern Europe (Ground Forces)|Eastern Europe]] or [[Tunisia]]. Is important to '''note the inferior performance on rough terrains''', this should be taken into account when deciding to spawn in a snowy map like [[Frozen Pass (Ground Forces)|Frozen pass]] for example. As one of the best advantages of the AUBL, the speed, will be hampered. Switching the vehicle into a more sluggish support light tank than an energetic flanker. Paved roads and urban maps like [[Maginot Line (Ground Forces)|Maginot line]], on the other hand, bring a lot of possibilities to this light tank but could lead to unwanted frontal engagements. Players should contemplate all this when operating the AUBL.
 +
 
 +
Another issue related to flanking is the engine deck. It will limit the gun's depression when looking from behind the AUBL, so is''' better to avoid pushing into situations where the enemy might attack from behind '''- or avoid infiltrating behind enemy lines.
 +
 
 +
'''Support '''
 +
 
 +
The Italians and allies could always be backed up and updated with the enemies' location thanks to the AUBL/74's scouting capacities. This is twice as valuable if the player also brings an multi-purpose aircraft in the line up to provide air support. '''Players that couple the airstrike and scouting abilities of this apparent modest light tank can considerably influence battles.'''
 +
 
 +
The smoke shells can be equipped depending on the methods of the player and will be good enough to hinder enemy positions and obscure the allied team's advance - at least for a short while. 
 +
 
 +
Despite the apparent passive approach, the support role also supposes to remain with the brawling tanks in the frontline while performing repairs and having a chance to assist in the point captures. The speedy turret rotation does help in this close-support usage, as the confrontations require good reflexes and rapid responses; not omitting the importance of a tactical retreat with the good reverse and smoke charges and keeping a plan for the next move, as with most wheeled vehicles, it won't be able to turn on the spot. 
 +
 
 +
'''Overall the whole vehicle performance in Realistic battles is hugely affected by the map and the tactic approach to it'''. Because of the only high-explosive shells available for the AUBL/74, the players might choose to perform close-support or flanking. If flanking in a tree-abundant map, keep in mind the sensibility of the HEAT fuze - even the smallest of the bushes can detonate the warhead and jeopardise the entire vehicle. And if fighting in a rural muddy or snowy environment, all speed advantage and flanking potential is lost against the regular tracked vehicles. 
 +
 
 +
'''Arcade Battles'''
 +
 
 +
In arcade battles, the usage becomes more uncomplicated. There's no limit to the speed in any map and the brawling style can be forgivingly applied. Thought, the aircraft machine gun and cannon fire remain a concern. As well as the loss of the element of surprise when attacking other tanks that most of the time will be stronger in either armour or crew size - Playing along with teammates and moving in and out of combat is one key to survival.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 181: Line 209:
 
* 90 mm HEATFS comes stock - HESH and smoke shells are unlockable later
 
* 90 mm HEATFS comes stock - HESH and smoke shells are unlockable later
 
* Rather good traverse and elevation rates allowing for quick reaction to incoming enemies
 
* Rather good traverse and elevation rates allowing for quick reaction to incoming enemies
* Fast on-road mobility
+
* Fast on-road mobility with a decent reverse speed
 
* Recoil is not too strong, making aiming the follow-up shot much easier than other light tanks
 
* Recoil is not too strong, making aiming the follow-up shot much easier than other light tanks
* Good multi-purpose tank: scouting, ambushing, flanking, plus can repair friendly units
+
* Multi-purpose tank: scouting, ambushing, flanking, smoke shells, convenient night vision plus can repair friendly units
 
* Can swim!
 
* Can swim!
  
 
'''Cons:'''
 
'''Cons:'''
  
* Light armour is vulnerable to .50 calibre and aircraft cannons
+
* Light armour is vulnerable to .50 calibre and aircraft cannons from most angles
 
* Bad off-road speed can barely break 25 km/h; wheeled configuration struggles on soft terrain like sand and snow 
 
* Bad off-road speed can barely break 25 km/h; wheeled configuration struggles on soft terrain like sand and snow 
* Lightweight; prone to ramming and shockwaves, a bomb going off nearby can flip the vehicle entirely
+
* Lightweight and tall profile; prone to ramming and shockwaves, a bomb going off nearby can flip the vehicle entirely
 +
* No stabilization; the vehicle must stop to fire accurately
  
 
== History ==
 
== History ==

Revision as of 12:09, 7 March 2021

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
AUBL/74
it_fiat_6616_cockerill.png
GarageImage AUBL 74.jpg
AUBL/74
AB RB SB
6.3 6.7 6.7
Class:
Research:71 000 Specs-Card-Exp.png
Purchase:210 000 Specs-Card-Lion.png
Show in game

Description

The FIAT AUBL/74 is a rank IV Italian light tank with a battle rating of 6.3 (AB) and 6.7 (RB/SB). It was introduced in Update 1.85 "Supersonic". It features good mobility and a low pressure Cockerill Mk. III 90 mm gun.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull8 / 8 / 8
Turret15 / 8 / 8
Crew3 people
Visibility69 %

Armour Type:

  • Rolled homogeneous armour (hull, turret)
  • Cast homogeneous armour (gun mantlet)
  • Wheel (tires)
Armour Front (Slope angle) Sides Rear Roof
Hull 8 mm (74°) Upper Glacis
8 mm (29-36°) Driver viewport glacis
8 mm (44°) Lower Glacis
8 mm (36-46°) Top
5 mm (39°) Engine vents
8 mm (22-30°) Bottom
8 mm Wheelwells
8 mm (11°) Upper plate
8 mm (44°) Lower glacis
8 mm (16°) Front glacis
8 mm (spherical) Driver hatch
8 mm
Centre
8 mm (4°) Rear
Turret 15 mm (24°) Turret front
8 mm (13°) Turret Cheeks
15 mm (8-50°) Gun Mantlet
8 mm (33°)
15 mm (cylindrical) Cupola well
8 mm (68-72°) Turret underside
8 mm (11°) 8 mm (85°) Front
8 mm Centre & Rear
Cupola 15 mm (cylindrical) 8 mm

Notes:

  • The tires are 10 mm thick and the suspension rods are 1 mm thick.
  • The side engine grilles are only 5 mm thick, so make sure to protect those weak points.
  • There is an engine grille on the roof which is also only 5 mm thick. A weak point planes might look to take advantage of.
  • This vehicle unfortunately hull breaks quite easily.
  • A tightly spaced crew of three makes it easily taken out by machine guns and autocannons.

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB112 / 22 km/h
RB and SB100 / 20 km/h
Number of gears10 forward
2 back
Weight8.2 t
Engine power
AB305 hp
RB and SB160 hp
Power-to-weight ratio
AB37.2 hp/t
RB and SB19.5 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 112 22 8.2 248 305 30.24 37.2
Realistic 100 20 142 160 17.32 19.51

Modifications and economy

Repair costBasic → Reference
AB2 666 → 3 871 Sl icon.png
RB3 248 → 4 716 Sl icon.png
SB4 359 → 6 329 Sl icon.png
Total cost of modifications61 600 Rp icon.png
102 500 Sl icon.png
Talisman cost1 800 Ge icon.png
Crew training61 000 Sl icon.png
Experts210 000 Sl icon.png
Aces890 Ge icon.png
Research Aces570 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 150 / 200 % Sl icon.png
178 / 178 / 178 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
3 100 Rp icon.png
Cost:
5 200 Sl icon.png
180 Ge icon.png
Mods new car suspension.png
Suspension
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
160 Ge icon.png
Mods new tank break.png
Brake System
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
160 Ge icon.png
Mods new tank filter.png
Filters
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
220 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
230 Ge icon.png
Mods new tank engine.png
Engine
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
230 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 100 Rp icon.png
Cost:
5 200 Sl icon.png
180 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
160 Ge icon.png
Mods tank reinforcement it.png
Crew Replenishment
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
220 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
230 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
3 100 Rp icon.png
Cost:
5 200 Sl icon.png
180 Ge icon.png
Mods tank ammo.png
90mm_cockerill_HESH_ammo_pack
Research:
3 100 Rp icon.png
Cost:
5 200 Sl icon.png
180 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
160 Ge icon.png
Mods airstrike.png
Airstrike
Research:
2 800 Rp icon.png
Cost:
4 700 Sl icon.png
160 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
220 Ge icon.png
Mods tank ammo.png
90mm_cockerill_Smoke_ammo_pack
Research:
3 800 Rp icon.png
Cost:
6 300 Sl icon.png
220 Ge icon.png
Mods art support.png
Artillery Support
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
230 Ge icon.png
Mods scouting.png
Improved optics
Research:
4 000 Rp icon.png
Cost:
6 600 Sl icon.png
230 Ge icon.png

Armaments

Main armament

Ammunition28 rounds
First-order12 rounds
Reloadbasic crew → aces
8.7 → 6.7 s
Vertical guidance-9° / 27°
90 mm Cockerill Mk.3 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 32 -9°/+27° ±180° N/A 28.6 39.5 48.0 53.1 56.5 7.80 6.90 6.36 6.00
Realistic 17.9 21.0 25.5 28.2 30.0

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
M620A1 HEATFS 250 250 250 250 250 250
M625A1 HESH 102 102 102 102 102 102
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%
M620A1 HEATFS 890 4.10 0.0 0.1 890.4 65° 72° 77°
M625A1 HESH 800 4.50 0.4 0.1 1,200 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)
M618A1 714 5.3 20 5 25 50

Ammo racks

Ammo racks of the AUBL/74
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
32 13 (+19) (+31) No

Notes:

  • Shells are modelled individually and disappear after having been shot or loaded.
  • Rack 2 is a first stage ammo rack. It totals 12 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is: 2 - 1.
  • Simply not firing when the gun is loaded will move ammo from racks 1 into rack 2. Firing will interrupt the restocking of the ready racks.


Machine guns

Ammunition800 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate801 shots/min
7.62 mm Beretta MG42/59
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 800 (200) 1,200 N/A N/A

Usage in battles

The AUBL/74 is most effective in a scout-support role from cover or when flanking. This could perhaps be the best way of engagements as the extremely weak armour of the AUBL will not be enough to resist almost any frontal engagements. If the frontal engagements are a necessity, the HEAT shell can penetrate most enemies at the rank, but the post-penetration damage is unreliable. Most shots should be spread out to the crew members like the gunner. With the AUBL's slower than average reload speed, an enemy with high crew agility and expert qualification can get their gunner back and shoot before the reload, so the turret or ammo racks are often the best areas to eliminate enemy tanks.

Peaking and firing in shoot and scoot is also suggested, as the small numbers of crew members on the AUBL won't usually resist a shell on the turret - firing before being seeing is one of the ways of engaging threats; with a hint of luck, one shot will be enough.

Msg-info.png Practicing with the shortstop key and the 'sight lock' on options can increase the accuracy when performing vital quick shots, as the AUBL/74 lacks any stabilization

Flanking 

The greater than average speed allows this agile tank to reach a reliable over-watch position early in the match. Also making it possible to scout enemies and take 'pot-shots' if the opportunity arises. The flanking approach will be mainly directed towards spotting and opportunistic medium-ranged ambushes, whilst sniping is the last choice and the one requiring most of the skills - because the rather small calibre HEAT rounds and the ballistics might not perform as desired in large distances and could just reveal the location to enemies. 

Therefore, playing this vehicle like an M18 Hellcat or any other fast vehicles with shells as the APCBC is ill-advised, because often it won't be able to kill flanked enemies in one reliable shot, leaving the light tank open to retaliation fire. Albeit, the HEAT shell is not completely adverse, it can be a great light tank hunter and will effortlessly trigger a hull break. These fast light vehicles, anti-air or APCs are typically encountered during flanking manoeuvres. 

The amphibious ability increases drastically the possibilities of ambushes and locations that can be exploited by this light tank, on maps like Kuban, Eastern Europe or Tunisia. Is important to note the inferior performance on rough terrains, this should be taken into account when deciding to spawn in a snowy map like Frozen pass for example. As one of the best advantages of the AUBL, the speed, will be hampered. Switching the vehicle into a more sluggish support light tank than an energetic flanker. Paved roads and urban maps like Maginot line, on the other hand, bring a lot of possibilities to this light tank but could lead to unwanted frontal engagements. Players should contemplate all this when operating the AUBL.

Another issue related to flanking is the engine deck. It will limit the gun's depression when looking from behind the AUBL, so is better to avoid pushing into situations where the enemy might attack from behind - or avoid infiltrating behind enemy lines.

Support 

The Italians and allies could always be backed up and updated with the enemies' location thanks to the AUBL/74's scouting capacities. This is twice as valuable if the player also brings an multi-purpose aircraft in the line up to provide air support. Players that couple the airstrike and scouting abilities of this apparent modest light tank can considerably influence battles.

The smoke shells can be equipped depending on the methods of the player and will be good enough to hinder enemy positions and obscure the allied team's advance - at least for a short while. 

Despite the apparent passive approach, the support role also supposes to remain with the brawling tanks in the frontline while performing repairs and having a chance to assist in the point captures. The speedy turret rotation does help in this close-support usage, as the confrontations require good reflexes and rapid responses; not omitting the importance of a tactical retreat with the good reverse and smoke charges and keeping a plan for the next move, as with most wheeled vehicles, it won't be able to turn on the spot. 

Overall the whole vehicle performance in Realistic battles is hugely affected by the map and the tactic approach to it. Because of the only high-explosive shells available for the AUBL/74, the players might choose to perform close-support or flanking. If flanking in a tree-abundant map, keep in mind the sensibility of the HEAT fuze - even the smallest of the bushes can detonate the warhead and jeopardise the entire vehicle. And if fighting in a rural muddy or snowy environment, all speed advantage and flanking potential is lost against the regular tracked vehicles. 

Arcade Battles

In arcade battles, the usage becomes more uncomplicated. There's no limit to the speed in any map and the brawling style can be forgivingly applied. Thought, the aircraft machine gun and cannon fire remain a concern. As well as the loss of the element of surprise when attacking other tanks that most of the time will be stronger in either armour or crew size - Playing along with teammates and moving in and out of combat is one key to survival.

Pros and cons

Pros:

  • 90 mm HEATFS comes stock - HESH and smoke shells are unlockable later
  • Rather good traverse and elevation rates allowing for quick reaction to incoming enemies
  • Fast on-road mobility with a decent reverse speed
  • Recoil is not too strong, making aiming the follow-up shot much easier than other light tanks
  • Multi-purpose tank: scouting, ambushing, flanking, smoke shells, convenient night vision plus can repair friendly units
  • Can swim!

Cons:

  • Light armour is vulnerable to .50 calibre and aircraft cannons from most angles
  • Bad off-road speed can barely break 25 km/h; wheeled configuration struggles on soft terrain like sand and snow 
  • Lightweight and tall profile; prone to ramming and shockwaves, a bomb going off nearby can flip the vehicle entirely
  • No stabilization; the vehicle must stop to fire accurately

History

The AUBL/74 is built upon the FIAT 6616 chassis. Rather than equipping the standard 20mm, it could be equip with a 90mm or a 60mm HVG gun to fit the Italian army requirements. The project was a collaboration between FIAT and OTO Melara and saw extensive use for peace keeping operations.

Its engine, radiators, and transmission were separated behind a fireproof bulkhead to provide additional survivability to the crew. It also featured NBC filters and run-flat tires. Its most common variant was armed with a 20mm cannon with an optional 9M14 Malyutka ATGM.

Media

Skins
Videos

See also

Vehicles equipped with the same chassis
Other vehicles of similar configuration and role

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


Italy light tanks
  Italy
L6/40  L6/40 · L6/40 (31 Rgt.)
M11/39  M11/39
Autoblindo  AB 41 · AB 43
Fiat 6614/6616  FIAT 6614 · AUBL/74 · AUBL/74 HVG
R3 Capraia  R3 T106 FA
Centauro  Centauro I 105 · Centauro I 105 R · Centauro I 120 · Centauro RGO · VRCC
Freccia  VBC (PT2) · Freccia
Dardo  Dardo · VCC-80/60 · VCC-80/30
Other  C13 T90
USA  ▄M3A3 · ▄M24 · ▄M18
  Hungary
WWII  Csaba · Toldi IIA
Post  ◔BTR-80A · KF41