Staghound AA

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Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Staghound AA
uk_t17e2.png
GarageImage Staghound AA.jpg
Staghound AA
AB RB SB
2.3 2.0 2.0
Class:
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The Armoured Car, Staghound AA (T17E2) is a rank I British Self-Propelled Anti-Aircraft (SPAA) Gun with a battle rating of 2.3 (AB) and 2.0 (RB/SB). It was introduced in Update 1.55 "Royal Armour" along with the initial British ground tree. A very mobile self-propelled anti-tank gun with a dual-mounted .50 cal machine gun, it also has armour rivaling some of the Rank I vehicle and can withstand a majority of the small shells, warranting its high battle rating.

The T17E2 has two obvious characteristics. It has wheels, giving it excellent speed and mobility, especially on hard surfaces like rock or roads. The wheels also mean that it struggles in mud, sand or snow. Then, there are the guns, the T17E2 is armed with a seemingly light armament of two 12.7 mm (.50 cal) machine guns. Compared to other SPAA of the rank, the armament are light. German and Japanese SPAA are armed with highly potent 20mm auto cannons, which inflict far more damage to aircraft and vehicles alike. Instead, the T17E2 relies on its longevity and high rate of fire.

General info

Survivability and armour

The Staghound AA's armour protection is moderate for an SPAA. The frontal hull glacis is a sloped 22mm plate which, when angling, can deflect quite some shells. Most reserve tanks' 37mm guns will not be able to penetrate this, which makes the Staghound seem greatly protected considering that it is only a wheeled SPAA. However the driver's port will not be able to resist most shots as it is only 15mm, and poorly angled. The turret is made of 31mm plates all-round, which makes it immune to vehicles with weak penetration when they are shooting from far away, for example H.35. This thickness is also enough to stop most aircraft weapons, such as the commonly used 7.92mm MG17 and the 12.7mm M2HB.

However, do note that when facing higher BR vehicles with more powerful guns (eg. Chi-Ha Kai, M3A1, Pz.IV C, etc) this armour will not hold up anymore, so it is better to stay in cover if tanks are around. The crew count is low, at only 3. Luckily there is a gap between the driving compartment and the fighting compartment. The post-penetration survivability depends on the shell: if it is an early tank's low caliber shell or a solid AP round, then a penetration might take out only one or no crew. If it is explosive, then you will not be so lucky. Quite some times the shell enters the hull at an angle, perfectly lining up the driver/machine gunner with the turret gunner, taking out those 2 crew and destroying the Staghound. The turret is also prone to penetrations and strafing runs as it is open topped. The gun shield has a crack that lets the gunner aim but unfortunately exposes him to enemy fire at the same time. Overall the Staghound AA has quite some thick armour for a low tier wheeled SPAA, but should still be played carefully.

Armourfront / side / back
Hull22 / 19 / 9
Turret32 / 32 / 32
Crew3 people
Visibility84 %

Armour type:

  • Rolled homogeneous armour
Armour Front Sides Rear Roof
Hull 22 mm (47°) Front glacis
22 mm (43°) Lower glacis
15 mm (32°) Driver's port
19 mm (8-12°) 9 mm (2-53°) 12.7 mm
Turret 31.7 mm (2-42°) 31.7 mm (0-1°) 31.7 mm (2°) N/A
  • Wheels are 10 mm thick.
  • Belly armour is 12.7 mm thick.

Mobility

The mobility of the Staghound AA is quite decent for a SPAA vehicle. Its weight is quite high for a wheeled vehicle. At 12 tons with a power-to-weight ratio of ~16, it will suffer from extremely low accelration and lacklustre top speed in bad terrain like mud, snow and sand. But on hard surface it can often reach around ~50 km/h. The better the road is, the faster it will get, so pick the routes with the best terrain like concrete roads or hard grass plain to maximise your speed. When stock though it will need quite some time to pick up speed. Its reverse speed of -15 km/h is also adequately fast to back you up from a dangerous corner, which can very much save your life from time to time. However it is still not fast enough comparing to vehicles with reverse gearbox, like the Sd.Kfz.234 series, so do not count too much on your -15 km/h and don't over extend beyond cover when the situation ahead is unknown. 
Speedforward / back
AB96 / 16 km/h
RB and SB88 / 15 km/h
Number of gears10 forward
2 back
Weight12.0 t
Engine power
AB370 hp
RB and SB194 hp
Power-to-weight ratio
AB30.8 hp/t
RB and SB16.2 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 96 16 12 276 370 23 30.83
Realistic 88 15 172 194 14.33 16.17

Modifications and economy

Repair costBasic → Reference
AB334 → 433 Sl icon.png
RB292 → 378 Sl icon.png
SB416 → 539 Sl icon.png
Total cost of modifications5 950 Rp icon.png
4 480 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces75 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
20 / 30 / 30 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new wheels.png
Tires
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mods new car suspension.png
Suspension
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods new tank break.png
Brake System
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods new tank filter.png
Filters
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
130 Ge icon.png
Mods new tank engine.png
Engine
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
130 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods tank ammo.png
12mm_usa_M2HB_API_ammo_pack
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
300 Rp icon.png
Cost:
230 Sl icon.png
60 Ge icon.png
Mods tank ammo.png
12mm_usa_M2HB_AP_ammo_pack
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mod arrow 0.png
Mods aa cannon.png
Adjustment of Fire
Research:
270 Rp icon.png
Cost:
200 Sl icon.png
55 Ge icon.png
Mods tank ammo.png
12mm_usa_M2HB_APIT_ammo_pack
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
370 Rp icon.png
Cost:
280 Sl icon.png
75 Ge icon.png
Mods art support.png
Artillery Support
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
130 Ge icon.png

Armaments

Main armament

2 x 12.7 mm M2HB machine gun
Ammunition2 800 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-10° / 75°
Main article: M2HB (12.7 mm)

The Staghound AA is armed with a twin 12.7mm M2 heavy MG at the gunner's sides. The M2 Browning MG is well known for its great penetration and damage as a machine gun, and it is evident on the Staghound: it can frontally penetrate almost all light tanks (eg. BT-7, M22, Sd.Kfz.234), and the sides of some medium tanks (eg. T-28, Chi-Ha Kai, Pz.IV C, etc) at close range, while dealing great damage to the crew. Usually 1-2 bullets are enough to knock out one crew. The firerate of almost 600 rounds/min ensures that it can spray bullets around the target and quickly knock out remaining crews. This weapon system is also great at destroying modules such as MG, optics, tracks and gun barrles, though these small targets mean that you have to tilt the reticle to the side due to your far-apart gun placement. 

With two 12.7 mm machine guns, the T17E2 shares the same anti-aircraft armament as the early USA's SPAAs (M13 MGMC and M16 MGMC). Against planes the dual M2 generally will not score critical hits instantly like other SPAAs with autocannons. These machine guns require you to accurately track the plane and land as much hits as possible to deal significant damage. With tracers, one can use the turret's fast traverse rate to "trace" the rounds towards the target and stay on them to cause enough damage to destroy planes. Low tier biplane fighters like He 51 will usually be destroyed with approximately 10-20 rounds, while more robust attackers and bombers can require way more. It is not too hard though, since each gun is fed with a 200 round ammo box, allowing the Staghound AA to spray and pray to some extent. With good trigger control, 200 rounds will be enough to get some planes' attention and down them before reloading. The M20 API-T is great at setting engines and fuel tanks on fire. 

12.7 mm M2HB (x2) Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 2,800 (200) 577 -10°/+75° ±180° N/A 37.87 52.41 63.64 70.38 74.87 10.40 9.20 8.48 8.00
Realistic 25.59 30.10 36.55 40.42 43.00

Ammunition

  • Common: API-T · I · AP · API-T - These rounds work well until the others are researched.
  • API: API-T · AP-I · API-T - These are absolutely devastating in the AA role with slightly less performance against enemy tanks than AP.
  • AP: AP · AP · API-T - These are best against enemy tanks at close range and do good damage to planes.
  • APIT: API-T - Better than API in all regards but not as good against tanks as AP, this is the belt of choice in almost all situations. Since every bullet is a tracer, it makes destroying aircraft much easier and detectability is not greatly increased over AP-I, however is increased a bit over AP.
Penetration statistics
Belt Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Common 31 30 26 22 18 15
API 30 29 24 20 16 13
AP 31 30 26 22 18 15
APIT 30 29 24 20 16 13
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%
12 mm M2 AP 929 0.04 N/A N/A N/A 47° 56° 65°
12 mm M1 I 944 0.02 0.02 0.3 N/A 47° 56° 65°
12 mm M20 API-T 929 0.04 N/A N/A N/A 47° 56° 65°
12 mm M8 AP-I 929 0.04 N/A N/A N/A 47° 56° 65°

Ammo racks

Ammo racks of the Staghound AA
Full
ammo
1st
rack empty
Visual
discrepancy
14 (+10) No

Optics

Staghound AA Optics
Which ones Default magnification Maximum magnification
Main Gun optics x2.1 x3.7
Comparable optics M13 MGMC

Usage in battles

The T17E2 main role is anti aircraft. It is recommended to use tracer belts in order to be accurate yet deadly when engaging an enemy plane. It should be noted the T17E2 lacks capabilities to destroy enemy armour as most of them will be able to withstand your 12.7mm machine guns. Do not engage with enemy armour unless they are lightly armoured (with armour less than 20 mm of thickness) or open vehicles (other anti aircraft, russian SPGs, etc). Due to being a wheeled vehicle, the T17E2 has enough speed to capture enemy points and retreat. Use this tactic when there are no air engagements, go capture enemy points and avoid enemy contact unless you are in immediate danger or see an open vehicle, use your speed and low profile to your advantage. Bushes (both map prop and tank decoration) are your friends in combat as they will camouflage you and reduce your tank silhouette. Be aware of your turret as, since it is open top, enemy planes will be able to kill your gunner in a strafe. Be aware that enemy tanks machine guns will be able to fire between the turret shield and kill your gunner (where the optics are at).

Anti-air duty:

Since the Staghound AA has plenty of ammo, the player will be able to "spray and pray", shooting prolonged bursts at an aircraft and hoping for some hits. This is only safe when the Staghound is in or near firendly territory, since long bursts of MG fire will usually draw enemy tanks' attention if you are near enemy territory. Or, the player can choose to be more accurate and shoot less. First find a hard cover taller than you and stay next to it. This way the target plane will not likely to hit you. When you see an enemy plane, fire off some short bursts (lasting ~1 second)towards it to draw its attention (tracer rounds work the best here). Quite a percentage of pilots in Ground RB tend to go for SPAA kills, so there is a chance that the plane will actually go after you. If it does, keep firing short bursts to "guide" it to you. Once its wingspan occupies around 1/5 of your reticle, shart shooting long bursts or keep firing until it dies. Aim slightly above the plane's rudder tip to compensate for the bullet drop, as well as slightly drawing circles when you fire to increase the bullet spread so they are more likely to hit. In a head on like this, most planes will not survive undamaged. If they are not dead, you can still pour bullets at it as it zooms away. However if it lands hits around or on you, it might be a good idea to move into cover and wait for another chance to attack, since you don't have a lot of crew to spare. Other than head-ons, the Staghound AA is also good at killing nearby planes, as the large ammo box allows for long bursts to get the correct lead and deal some damage. 

Anti-tank duty:

The twin M2 Browning MG on the Staghound is only capable of gunning down lightly armoured vehicles, which are quite likely to appear on low BR battlefields. Targets like those (eg. other SPAAs, tank destroyers, light tanks, or even some medium tanks) are your primary prey. Against SPAAs, tank destroyers, and most light tanks, you should have no problem destroying them, just fire at them before they spot/shoot you. Against better armoured tanks like T-28E, your MG become less useful due to their limited penetration of only 31mm. If the enemy tank does not notice you or is reloading or disarmed, you can break their tracks and/or gun barrels for your teammates to finish them, so you can get assists. You can also try targeting their turret ring, side, copula, or rear armour if possible. 

Pros and cons

Pros:

  • Twin .50 calibre machine guns are good against both aircraft and lightly-armoured ground targets
  • High rate of fire
  • Good mobility
  • Fast turret rotation, good for hitting fast moving targets
  • Fast on roads
  • More efficient than tracked vehicles when turning, due to it having all wheel drive
  • Very effective against aircraft

Cons:

  • Wheeled vehicles are slower than tracked vehicles in the water
  • Cannot pivot turn like a tank, drives like a truck
  • Has difficulty against heavily-armoured tanks
  • Armour is only effective protecting against low calibre machine gun rounds

History

Development

The T17E2 started as an armoured car requested by US Army Ordnance in July 1941. The request asked for a medium armoured car for combat services. Two companies, Ford Motor Company and Chevrolet, submitted designs to this request, Ford's was an all driven 6x6 wheeled vehicle and Chevrolet's was an all driven 4x4 wheeled vehicle. These two were called T17 and T17E1 respectively, both were powered by two Hercules JXD engines in order to standardize on parts. These two vehicles were to use a turret developed by Rock Island Arsenal with a 37 mm cannon and machine guns, this would house a crew of five. Despite their development, the United States interest on the design waned and were never adopted fully by their armed forces, instead taking in the lighter M8 Greyhound car and using the T17 until the M8 production could be started. Had it been adopted, it would've been designated the M6.

British Adoption

During the T17's development, the British Purchasing Commission was also looking for a medium armoured car that could be used in the current campaign in North Africa. British requirements were a bit different than the American's and asked for the turret of the car to house at least two people and with a radio in the turret rather than in the hull. The British soon adopted the car and named it the "Deerhound", with production starting in October 1942. The T17E1 was also adopted as the "Staghound" and the British requested a production of 300 for testing, after which they then ordered another 1,500 for use. Production for the T17E1 also started on October 1942. When the US Army standardized their armoured cars to the M8 Greyhounds, the British vouched for the T17E1 production to continue for their use, to which the T17 was cancelled in early 1943 and only T17E1 were brought in by Lend-Lease. About 4,000 T17E1 "Staghounds" were produced in total for British use.

T17E2

While the armoured car variants of the T17 served as a light reconnaissance force and armoured car regiments, some were converted into self-propelled anti-aircraft guns. The T17E1 was modified with a new turret developed by Frazer-Nash that equipped two .50 caliber M2 Browning machine guns, this modified vehicle was given the name T17E2. The turret was open-topped, had an electric-hydraulic traverse system, and reduced the number of crew on the T17E2 to three: the commander, gunner, and driver. About 789 Staghounds were converted into the T17E2, also named the "Staghound AA", in the period of October 1943 and April 1944.

Media

Skins
Images
Videos

See also

  • AC Mk II AA: The succeeding vehicle in the British SPAA branch, featuring 20 mm autocannons.
  • BTR-152A: A Soviet SPAA which also features dual-mounted machine guns atop an armoured car.

External links


Britain anti-aircraft vehicles
Crusader AA  Crusader AA Mk I · Crusader AA Mk II
Wheeled  Staghound AA · AEC AA
Radar SPAAG  Chieftain Marksman
Missile SPAA  Stormer AD · Stormer HVM
Other  Light AA Mk I · Falcon
Canada  Skink · ADATS (M113)
South Africa  Ystervark · Bosvark · ZA-35