AML-90 (Israel)
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.
Armour type:
- Rolled homogeneous armour (hull, turret)
- Structural steel (mudguards, storage boxes)
- Wheel (tires)
Armour | Front (Slope angle) | Sides | Rear | Roof |
---|---|---|---|---|
Hull | 10 mm (51°) Upper glacis
10 mm (17°) Upper glacis |
10 mm (4°) Front half
10 mm (6°) Rear half |
10 mm Upper plate
10 mm (46°) Upper glacis 10 mm (20°) Lower glacis |
10 mm (40°) Front glacis
10 mm (44°) Rear glacis |
Turret | 12 mm (30°) Turret front
12 mm (8°) Gun mantlet |
10 mm (17-21°)
10 mm Viewports |
10 mm (16°) | 10 mm (16°) Front part
10 mm Rear part 8 mm Gunner hatch |
Cupola | 8 mm (spherical) |
Notes:
- Wheels are 10 mm thick and a spare wheel covers the left side of the hull.
- Storage boxes and mudguards are 5 mm thick.
- The belly is 8 mm thick.
- The gun barrel is 20 mm thick.
The AML-90 lacks protection against heavy machine gun fire and is susceptible to damage by light machine gun fire. The crew is located in a rather small compartment, making the armoured car prompt to being knocked out by a single shot from almost any direction. It is also vulnerable to overpressure, meaning chemical energy ammunition will take out your vehicle regardless of where they impact. A kinetic energy ammunition can damage your AML through the projectile itself or the spalling generated but the inflicted damages are lesser and has a higher chance to knock out the crew members or critical modules than to destroy the vehicle. It should be noted that the thin armour has a chance to not activate fused shells like APHE, APCBC, etc, although it will trigger HEAT, HEATFS, HE and ATGM.
Contents
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 | Expression error: Unexpected * operator. | 139 | Expression error: Unexpected round operator. | __.__ | |||
Realistic | 80 | Expression error: Unexpected round operator. | __.__ |
Modifications and economy
Armaments
Main armament
90 mm DEFA F1 | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 20 | -8°/+15° | ±180° | N/A | 23.8 | 32.9 | 40.0 | 44.2 | 47.1 | 8.71 | 7.71 | 7.10 | 6.70 |
Realistic | 14.9 | 17.5 | 21.3 | 23.5 | 25.0 |
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 | ||
OCC 60-62 | HEATFS | 320 | 320 | 320 | 320 | 320 | 320 |
OE 90 F1 | HE | 13 | 13 | 13 | 13 | 13 | 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% | |||||||
OCC 60-62 | HEATFS | 750 | 8.95 | 0.05 | 0.1 | 877.7 | 65° | 72° | 77° |
OE 90 F1 | HE | 640 | 10.45 | 0 | 0.1 | 945 | 79° | 80° | 81° |
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) |
OFUM PH90-F2 | 640 | 10.2 | 13 | 5 | 20 | 50 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty |
4th rack empty |
Visual discrepancy |
---|---|---|---|---|---|
20 | 17 (+3) | 11 (+9) | 6 (+14) | 1 (+19) | No |
Notes:
- Shells are modeled individually and disappear after having been shot or loaded.
- Racks 3 and 4 are first stage ammo racks. They total 10 shells and get filled first when loading up the tank.
- These racks are also emptied early: the rack depletion order at full capacity is: 3 - 4 - 1 - 2.
- Simply not firing when the gun is loaded will move ammunition from rack 1 then 2 into ready rack 4 then 3. Firing will interrupt the restocking of the ready racks.
Machine guns
7.62 mm A-A-F1N | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Pintle | 800 (100) | 900 | -10°/+40° | ±120° |
Coaxial | 2,200 (100) | 900 | N/A | N/A |
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).
Pros and cons
Pros:
- Is very short and narrow, can effectively hide itself and squeeze in-between tanks while fighting in a city
- High speed on road (~50-80 km/h), faster than tracked light tanks like M41A1, can sometimes rush through enemy fire while taking superficial damage
- 90 mm HEATFS is lethal thanks to its high penetration. Can go through almost all common tanks like Leopard 1 or T-44, although it will sometimes fail to do damage to tanks like T32E1
- -18 km/h reverse speed can pull it out of a dangerous situation rather quickly
- Smoke grenades can conceal the vehicle when needed
- Stable hull, driving at maximum speed on flat terrain does not affect accuracy too much
Cons:
- Cannon itself isn't stabilised in any way, needs significant amount of time to aim after driving over a hill or any slope (particularly with the low "targeting" crew skill)
- Must be used without expert crew against elite crews of other nations, making it instantly inferior to the same tank of other nations at first
- Armour is so poor that even German 7.92 mm can penetrate it at close range, laughably easy to destroy with HMG even over long range, especially from the side
- HEATFS has limited post-penetration damage especially against spacious tanks like M60
- HEATFS of AML-90 is slightly slower than general tank ammunition and thus its trajectory is quite curved, long range shots require practice
- Wheeled design and low mass makes it extremely sluggish when turning or driving through obstacles
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
- Skins
See also
- Related development
External links
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
Panhard | |
---|---|
Armoured Cars | AML-90 |
AMD.35 | AMD.35 · AMD.35 (SA35) |
E.B.R. | E.B.R. (1951) · E.B.R. (1954) · E.B.R. (1963) |
Export | AML-90 |
Israel light tanks | |
---|---|
Tracked | AMX-13 · Namer 30 |
Wheeled | AML-90 |