Difference between revisions of "AMX-30 (1972)"

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The '''{{Specs|name}}''' is a Rank {{Specs|rank}} French medium tank {{Battle-rating}}. It was introduced in [[Update 1.75 "La Résistance"]].
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} French medium tank {{Battle-rating}}. This medium tank was introduced in [[Update 1.75 "La Résistance"]].
  
The [[AMX-30]] was first issued in August 1966, with the first 5 units being assigned to 501''e Régiment de Chars de Combat'' (Combat Tank Regiment). The AMX-30 is the first tank to use France's very own 105mm gun, the [[CN-105-F1 (105 mm)|CN-105-F1]] designed in tandem with the Obus G spin stabilized High Explosive Anti-Tank round; a [[Browning M2HB (12.7 mm)|12.7mm M2HB]] heavy machine gun for a co-axial, and a [[AAN-F1 (7.62 mm)|7.62 mm]] machine gun on the cupola. At the time, it weighed a light 36 tons (metric) compared to the [[Leopard I|Leopard's]] 40 tons, but overall has a lower hp/ton ratio due to usage of a weaker engine. The AMX-30 mod. 1972 saw the replacement of the [[Browning M2HB (12.7 mm)|M2HB]] co-axial machine gun with a [[M693 (20 mm)|20mm M693 autocannon]] with the ability to elevate from -8° to 40° (20° higher than the main gun) in order to target light armoured Vehicles and helicopters
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The [[AMX-30]] was first issued in August 1966, with the first 5 units being assigned to 501''e Régiment de Chars de Combat'' (Combat Tank Regiment). The AMX-30 is the first tank to use France's very own 105mm gun, the [[CN-105-F1 (105 mm)|CN-105-F1]] designed in tandem with the Obus G spin stabilized High Explosive Anti-Tank round; a [[Browning M2HB (12.7 mm)|12.7mm M2HB]] heavy machine gun for a co-axial, and a [[AAN-F1 (7.62 mm)|7.62 mm]] machine gun on the cupola. At the time, it weighed a light 36 tons (metric) compared to the [[Leopard I|Leopard's]] 40 tons, but overall has a lower hp/ton ratio due to the usage of a weaker engine. The AMX-30 mod. 1972 saw the replacement of the [[Browning M2HB (12.7 mm)|M2HB]] co-axial machine gun with a [[M693 (20 mm)|20mm M693 autocannon]] with the ability to elevate from -8° to 40° (20° higher than the main gun) in order to target light armoured Vehicles and helicopters
  
As previously mentioned, the 105mm gun on the AMX-30 is France's own, and designed with a particular shell in mind, the OCC 105 "Obus G". This shell works by having the HEAT warhead mounted on bearings to and outer shell by bearings, thus keeping the accuracy of a normal rotating HEAT shell with the penetrative power of non-rotating HEAT Fin Stabilized shell, supposedly making the shot more accurate at longer ranges. This shell and the revision from a .50 cal to a 20mm autocannon suggest this tank was modernized for long range combat in a highly mobile package which could be a reflection of the French's army exceptions, possibly that fighting over the fields of France .
+
As previously mentioned, the 105mm gun on the AMX-30 is France's own, and designed with a particular shell in mind, the OCC 105 "Obus G". This shell works by having the HEAT warhead mounted on bearings to an outer shell by bearings, thus keeping the accuracy of a normal rotating HEAT shell with the penetrative power of non-rotating HEAT Fin Stabilized shell, supposedly making the shot more accurate at longer ranges. This shell and the revision from a .50 cal to a 20mm autocannon suggest this tank was modernized for long-range combat in a highly mobile package which could be a reflection of the French's army exceptions, possibly that fighting over the fields of France.
  
 
== General info ==
 
== General info ==
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The lower front plate is 79 mm thick at 39° (which is not a lot at 7.3) while the upper front plate is (again) 79mm, this time at 68°. In other words, the hull will not defend the AMX-30 against anything heavier than an auto-cannon, although it could bounce some AP and APHE rounds when using the 8° of gun depression to its fullest, though to be safer, don't expose the front of the hull.
 
The lower front plate is 79 mm thick at 39° (which is not a lot at 7.3) while the upper front plate is (again) 79mm, this time at 68°. In other words, the hull will not defend the AMX-30 against anything heavier than an auto-cannon, although it could bounce some AP and APHE rounds when using the 8° of gun depression to its fullest, though to be safer, don't expose the front of the hull.
  
The side/rear of the hull are also lackluster, with 30mm side and rear protection and the the only "strong point" being the sponsons with 35mm, expect most rounds larger than heavy machine guns to pass through. The sponsons themselves have only a 57mm plate covering the front, not to mention it is angled up and to the side, it could potentially be a weakspot for anti-aircraft vehicles if they are at an angle compared to you.
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The side/rear of the hull are also lacklustre, with 30mm side and rear protection and then the only "strong point" being the sponsons with 35mm, expect most rounds larger than heavy machine guns to pass through. The sponsons themselves have only a 57mm plate covering the front, not to mention it is angled up and to the side, it could potentially be a weak spot for anti-aircraft vehicles if they are at an angle compared to you.
  
 
<u>'''Turret armour:'''</u>
 
<u>'''Turret armour:'''</u>
  
Much like the Hull, the turret isn't really meant to protect against much. The turret is 80mm thick around the gun (not counting the 150 mm gun ring since it's too small a target). The rest are mostly 60mm thick apart from a 50mm autocannon mantlet and a 35mm plate for the view port. The top and bottom of the mantlet is 30mm thick, but it's at 78°, meaning it might be the toughest part yet, particularly since shot traps from the bottom of the mantlet don't seem common.
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Much like the Hull, the turret isn't really meant to protect against much. The turret is 80mm thick around the gun (not counting the 150 mm gun ring since it's too small a target). The rest are mostly 60mm thick apart from a 50mm autocannon mantlet and a 35mm plate for the viewport. The top and bottom of the mantlet are 30mm thick, but it's at 78°, meaning it might be the toughest part yet, particularly since shot traps from the bottom of the mantlet don't seem common.
  
 
The turret cheeks maybe only 41.5mm thick, but from the front, the angle makes the shot risky, though be aware it is still a potential target. If the tank is played using its mobility and peeking over ridges, the cupola is 60mm and rather big, so be wary of APHE shells because if they penetrate there, you might lose the turret crew if not the entire tank.
 
The turret cheeks maybe only 41.5mm thick, but from the front, the angle makes the shot risky, though be aware it is still a potential target. If the tank is played using its mobility and peeking over ridges, the cupola is 60mm and rather big, so be wary of APHE shells because if they penetrate there, you might lose the turret crew if not the entire tank.
  
The most likely target on the turret (maybe even the whole tank) is the turret top and "forehead", the armour plate directly above the mantlet is 30mm thick with an angle of 71°, it might bounce ''some'' shells, but most APDS and HEAT will still go through. The problem being that sitting at the rear of the turret is the ready rack, which will most likely detonate if hit.
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The most likely target on the turret (maybe even the whole tank) is the turret top and "forehead", the armour plate directly above the mantlet is 30mm thick with an angle of 71°, it might bounce ''some'' shells, but most APDS and HEAT will still go through. The problem is that sitting at the rear of the turret is the ready rack, which will most likely detonate if hit.
  
The turret side armour has nothing much speaking for it that the front armour has, as much like the hull, it isn't well armored. Ricochets and bounces off this sector is quite rare and should be unexpected. Just make sure to keep your head on a swivel and have that turret hidden or pointing at your foe.
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The turret side armour has nothing much speaking for it that the front armour has, as much like the hull, it isn't well armoured. Ricochets and bounces off this sector are quite rare and should be unexpected. Just make sure to keep your head on a swivel and have that turret hidden or pointing at your foe.
  
 
'''<u>Modules and crew placement:</u>'''
 
'''<u>Modules and crew placement:</u>'''
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A particularity in the AMX-30's survivability is the placement of modules and crew. On the Leopard, shooting the left side of the upper front plate of the hull would knock out the driver, gunner, and commander all at once, thus completely neutralizing the tank and requiring a replacement crew to be deployed, and shooting the right side would detonate the ammo rack which holds 90% of the Leopard's ammo capacity
 
A particularity in the AMX-30's survivability is the placement of modules and crew. On the Leopard, shooting the left side of the upper front plate of the hull would knock out the driver, gunner, and commander all at once, thus completely neutralizing the tank and requiring a replacement crew to be deployed, and shooting the right side would detonate the ammo rack which holds 90% of the Leopard's ammo capacity
  
This problem doesn't happen as much on an AMX-30 however, because of the tank's fuel tank being in front and beside the ammo rack, shots to the left side of the hull might not detonate the ammo rack there and (if you lucky) might not even hit the gunner. As for the right side, the only crewman behind the driver is the loader.
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This problem doesn't happen as much on an AMX-30 however, because of the tank's fuel tank being in front and beside the ammo rack, shots to the left side of the hull might not detonate the ammo rack there and (if you are lucky) might not even hit the gunner. As for the right side, the only crewman behind the driver is the loader.
  
 
In other words, whereas it would take one shot to disable or destroy a Leopard 1 through the hull, it may take more than one to defeat an AMX-30 this way.
 
In other words, whereas it would take one shot to disable or destroy a Leopard 1 through the hull, it may take more than one to defeat an AMX-30 this way.
  
The downside of course is that you have 22 rounds of ammunition in a ready rack that will constantly fill itself, which means that 40% of your munitions is sitting behind the gunner and commander, making shots at the turret the enemy's priority
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The downside, of course, is that you have 22 rounds of ammunition in a ready rack that will constantly fill itself, which means that 40% of your munitions is sitting behind the gunner and commander, making shots at the turret the enemy's priority
  
 
A final note will be on the smoke shells and smoke grenades available on the AMX-30: use these without moderation! If targeted and multiple enemies are pointing/firing upon you, use the smoke grenades and relocate; if an enemy is keeping you pinned, try to catch him off guard and throw a smoke shell in his face then proceed.
 
A final note will be on the smoke shells and smoke grenades available on the AMX-30: use these without moderation! If targeted and multiple enemies are pointing/firing upon you, use the smoke grenades and relocate; if an enemy is keeping you pinned, try to catch him off guard and throw a smoke shell in his face then proceed.
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=== Mobility ===
 
=== Mobility ===
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability as well as the maximum speed forward and backward.''-->
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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.''-->
 
The mobility of the AMX-30 is great in almost every respect. It has slightly lower acceleration than a Leopard or [[STB-1]], but it still gets the job done about as well. It doesn't struggle much off road, but do remind yourself that the gun is not stabilized. Firing on the move might hit occasionally and might scare them off, but shooting straight means stopping, something you should '''never''' do when targeted by enemy tanks.  
 
The mobility of the AMX-30 is great in almost every respect. It has slightly lower acceleration than a Leopard or [[STB-1]], but it still gets the job done about as well. It doesn't struggle much off road, but do remind yourself that the gun is not stabilized. Firing on the move might hit occasionally and might scare them off, but shooting straight means stopping, something you should '''never''' do when targeted by enemy tanks.  
  
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The main concern is that HEAT shells, particularly modern ones, are <u>sensitive to impact</u>, they might fly through some foliage and some fences, but it is best to <u>destroy the destructible terrain first</u> before firing (where the 20mm comes in handy, more on that later), though you must remember that on maps like [[Sinai|Sinai]] where houses can be shot through without being shot down, you are at a disadvantage because if you are seen, enemies with AP shells of any sort can and will be able to shoot through the building and hit you, while chemical shells (including HE, HEAT, and HEAT-FS) can't.
 
The main concern is that HEAT shells, particularly modern ones, are <u>sensitive to impact</u>, they might fly through some foliage and some fences, but it is best to <u>destroy the destructible terrain first</u> before firing (where the 20mm comes in handy, more on that later), though you must remember that on maps like [[Sinai|Sinai]] where houses can be shot through without being shot down, you are at a disadvantage because if you are seen, enemies with AP shells of any sort can and will be able to shoot through the building and hit you, while chemical shells (including HE, HEAT, and HEAT-FS) can't.
  
But do not underestimate the power of its HEAT shell, it still is quite deadly, harder to bounce, and it keeps penetration over range, not to mention you get similar performance to a Leopard's HEAT-FS from stock and thus without the associated price. All in all, firepower-wise, the tank is not bad.
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But do not underestimate the power of its HEAT shell, it still is quite deadly, harder to bounce, and it keeps penetration over a range, not to mention you get similar performance to a Leopard's HEAT-FS from stock and thus without the associated price. All in all, firepower-wise, the tank is not bad.
  
 
The shrapnel of the round in post-penetration damage might not be as plentiful as APHE rounds, but with a <u>reload speed of 8.7 seconds stock</u>, provided you aim for crew and modules, you can spit out about 7 <u>HEAT shells penetrating anything from 200mm at 60° to 400mm at 90°</u> every minute. Once fully upgraded, you go from 8.7 seconds reload for about 7 shots per minute to 6.7 seconds reload for about 9 shots a minute. It isn't the best out there, but <u>it does fire fast</u>.
 
The shrapnel of the round in post-penetration damage might not be as plentiful as APHE rounds, but with a <u>reload speed of 8.7 seconds stock</u>, provided you aim for crew and modules, you can spit out about 7 <u>HEAT shells penetrating anything from 200mm at 60° to 400mm at 90°</u> every minute. Once fully upgraded, you go from 8.7 seconds reload for about 7 shots per minute to 6.7 seconds reload for about 9 shots a minute. It isn't the best out there, but <u>it does fire fast</u>.
  
A word of warning before talking of the gun's flexibility though, knowing your enemy's tank is crucial, but most importantly you must know and <u>remember the location of: A) the gunner</u>, in order to prevent him from firing, and <u>B) the ammo racks</u>, in order to one shot the enemy, should you catch him off guard or incapacitate his gunner.
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A word of warning before talking of the gun's flexibility though, knowing your enemy's tank is crucial, but most importantly you must know and <u>remember the location of A) the gunner</u>, in order to prevent him from firing, and <u>B) the ammo racks</u>, in order to one shot the enemy, should you catch him off guard or incapacitate his gunner.
  
As for the gun handling, its quite exceptional. The <u>turret rotation</u> is okay <u>stock at 36°/s</u> and is fast once you get the "horizontal turret drive" module unlocked at <u>50°/s</u>. The turret elevation isn't slow either, meaning that acquiring, tracking, and changing targets is relatively easy on this tank, you can even track some propeller driven aircraft (more on that later).
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As for gun handling, it's quite exceptional. The <u>turret rotation</u> is okay <u>stock at 36°/s</u> and is fast once you get the "horizontal turret drive" module unlocked at <u>50°/s</u>. The turret elevation isn't slow either, meaning that acquiring, tracking, and changing targets is relatively easy on this tank, you can even track some propeller driven aircraft (more on that later).
  
 
The elevation angles aren't too bad, though could be better considering the high roof and aforementioned "forehead" of the turret, the <u>gun only goes 8° down when fully depressed</u>, it is worse than tanks like the Leopard and Centurions that can depress 9° and 10° respectively, but do remember it is still better than the Vickers' 7° and the T-54's 4° of depression so <u>don't be too afraid of peeking</u> over small hills and ridges, just <u>be quick to pop up and back down</u> when necessary.
 
The elevation angles aren't too bad, though could be better considering the high roof and aforementioned "forehead" of the turret, the <u>gun only goes 8° down when fully depressed</u>, it is worse than tanks like the Leopard and Centurions that can depress 9° and 10° respectively, but do remember it is still better than the Vickers' 7° and the T-54's 4° of depression so <u>don't be too afraid of peeking</u> over small hills and ridges, just <u>be quick to pop up and back down</u> when necessary.
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|}
 
|}
  
For ammo loadouts, it is suggested to bring 20-25 rounds of HEAT, 3-6 rounds of Smoke, and no HE rounds. That is because despite of the 50 rounds capacity, in a normal game you won't fire that many HEAT rounds, thus 20 shells for the more ammo conserving folk or 25 rounds for the more trigger happy is recommend. You may take more if you really need to, but you can get away with just that many if you make a stop by a capture zone to replenish.
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For ammo loadouts, it is suggested to bring 20-25 rounds of HEAT, 3-6 rounds of Smoke, and no HE rounds. That is because despite the 50 rounds capacity, in a normal game you won't fire that many HEAT rounds, thus 20 shells for the more ammo conserving folk or 25 rounds for the more trigger happy recommend. You may take more if you really need to, but you can get away with just that many if you make a stop by a capture zone to replenish.
  
The smoke rounds, depending on your play-style, you might not need often, but when you do, they are life saving as they can allow you to lay a smoke screen right in front of you or your team when you're out of smoke grenades (or if you've yet to unlock them yet) and they can blind snipers allowing you and your team to move up.
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The smoke rounds, depending on your play-style, you might not need often, but when you do, they are life-saving as they can allow you to lay a smoke screen right in front of you or your team when you're out of smoke grenades (or if you've yet to unlock them yet) and they can blind snipers allowing you and your team to move up.
  
The HE shells are very situational, since the 20mm is almost always a better alternative. You don't need it to hull break light vehicles since the HEAT shell already does that, the only use would be for a target that is too far to hit effectively with the 20mm, but where a HEAT shell might be unnecessary.
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The HE shells are very situational since the 20 mm is almost always a better alternative. You don't need it to hull break light vehicles since the HEAT shell already does that, the only use would be for a target that is too far to hit effectively with the 20mm, but where a HEAT shell might be unnecessary.
  
 
=== Additional armament ===
 
=== Additional armament ===
 
<!--''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''-->
 
<!--''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''-->
 
{{main|M693 (20 mm)}}
 
{{main|M693 (20 mm)}}
The secondary on the AMX-30 is not a machine gun, but an auto-cannon. It fires a belt with a composition of of 1 High Explosive Fragmentation (HEF) round, followed by one Armour Piercing round (AP) with both of these rounds being incendiary tracer rounds (I-T). Alternating between explosive rounds that are great from helicopters, planes and exposed crew, whilst burning and tracing the round; and an armour piercing round for light armored targets, whilst burning and tracing the round.
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The secondary on the AMX-30 is not a machine gun, but an auto-cannon. It fires a belt with a composition of 1 High Explosive Fragmentation (HEF) round, followed by one Armour Piercing round (AP) with both of these rounds being incendiary tracer rounds (I-T). Alternating between explosive rounds that are great from helicopters, planes and exposed crew, whilst burning and tracing the round, and an armour piercing round for lightly armoured targets, whilst burning and tracing the round.
  
 
The only times where you would not be firing your 20mm gun is either: 1) there are no targets, 2) it would give your sniping position or your flanking attack away, 3) you are too far away to hit/damage anything, 4) you are trying to cool the weapon down (yes it can overheat) 5) you're reloading/un-jamming it.
 
The only times where you would not be firing your 20mm gun is either: 1) there are no targets, 2) it would give your sniping position or your flanking attack away, 3) you are too far away to hit/damage anything, 4) you are trying to cool the weapon down (yes it can overheat) 5) you're reloading/un-jamming it.
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# destroying light vehicles, exposed crew and even other tanks should you have the side or rear of the target to shoot at
 
# destroying light vehicles, exposed crew and even other tanks should you have the side or rear of the target to shoot at
 
# shooting down planes, as they are preparing or exiting an attack run
 
# shooting down planes, as they are preparing or exiting an attack run
# and lastly, destroying the exposed modules (canons, guns, tracks, ERA blocks) of an any tank if you can't destroy it outright
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# and lastly, destroying the exposed modules (canons, guns, tracks, ERA blocks) of any tank if you can't destroy it outright
  
 
There is only one belt to use, so make use of the HE-AP combination in the belt. The autocannon gets one thousand rounds to use, which means 500 rounds of crew-injuring HE and 500 rounds of tank damaging AP, with a fire rate not too slow nor too fast that allows for sustained suppressive fire.
 
There is only one belt to use, so make use of the HE-AP combination in the belt. The autocannon gets one thousand rounds to use, which means 500 rounds of crew-injuring HE and 500 rounds of tank damaging AP, with a fire rate not too slow nor too fast that allows for sustained suppressive fire.
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=== Machine guns ===
 
=== Machine guns ===
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
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<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
 
{{main|AAN-F1 (7.62 mm)}}
 
{{main|AAN-F1 (7.62 mm)}}
Considering the fact that the 20mm co-axial is not only powerful enough, but flexible enough to shoot down planes with, the AAN-F1 machine gun just seems like an outlier in terms of providing firepower. It could be useful to attack exposed crew members, but this is very rare with the type of enemy vehicles seen in matches. The best use of this machine gun would probably to annoy the enemy, or draw their attention without using the valuable 20 mm autocannon shells.
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Considering the fact that the 20 mm co-axial is not only powerful enough but flexible enough to shoot down planes with, the AAN-F1 machine gun just seems like an outlier in terms of providing firepower. It could be useful to attack exposed crew members, but this is very rare with the type of enemy vehicles seen in matches. The best use of this machine gun would probably to annoy the enemy, or draw their attention without using the valuable 20 mm autocannon shells.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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* Tank is relatively fast and mobile
 
* Tank is relatively fast and mobile
 
* Turret rotation and elevation is fast
 
* Turret rotation and elevation is fast
* 20mm auto-cannon is good against light tanks, planes, and obstacles
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* 20 mm auto-cannon is good against light tanks, planes, and obstacles
 
* HEAT shells have good penetration
 
* HEAT shells have good penetration
 
* Has access to smoke shells and smoke grenades
 
* Has access to smoke shells and smoke grenades
 
* Gunner and driver are not aligned means tank is harder to disable in one shot
 
* Gunner and driver are not aligned means tank is harder to disable in one shot
* Hull ammo rack surrounded by fuel tank
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* Hull ammo rack surrounded by a fuel tank
* Has a good Rangefinder as a modification, making long range engagements easier
+
* Has a good rangefinder as a modification, making long-range engagements easier
  
 
'''Cons:'''
 
'''Cons:'''

Latest revision as of 15:00, 15 May 2019

AMX-30 (1972)
fr_amx_30_1972.png
AB
RB
SB
General characteristics
Brief
Detailed
7.7/7.7/7.7BR
4 peopleCrew
Mobility
36.0 tWeight
5 forward
2 back
Gear box
Armament
105 mm CN-105-F1 cannonWeapon 1
47 roundsAmmunition
-8° / 20°Vertical guidance
20 mm M693 automatic cannonWeapon 2
1 000 roundsAmmunition
500 roundsBelt capacity
740 shots/minFire rate
0° / 20°Vertical guidance
2 050 roundsAmmunition
100 roundsBelt capacity
900 shots/minFire rate
Economy
170 000 Rp icon.pngResearch
440 000 Sl icon.pngPurchase
Sl icon.png17 000 / 25 618/8 600 / 12 960/3 400 / 5 123Repair
130 000 Sl icon.pngCrew training
440 000 Sl icon.pngExperts
1 400 Ge icon.pngAces
x 2.08 Rp icon.pngReward for battle
This page is about the medium tank AMX-30 (1972). For other uses, see AMX-30 (Family).

Description

GarageImage AMX-30 (1972).jpg


The AMX-30 (1972) is a rank V French medium tank with a battle rating of 7.7 (AB/RB/SB). This medium tank was introduced in Update 1.75 "La Résistance".

The AMX-30 was first issued in August 1966, with the first 5 units being assigned to 501e Régiment de Chars de Combat (Combat Tank Regiment). The AMX-30 is the first tank to use France's very own 105mm gun, the CN-105-F1 designed in tandem with the Obus G spin stabilized High Explosive Anti-Tank round; a 12.7mm M2HB heavy machine gun for a co-axial, and a 7.62 mm machine gun on the cupola. At the time, it weighed a light 36 tons (metric) compared to the Leopard's 40 tons, but overall has a lower hp/ton ratio due to the usage of a weaker engine. The AMX-30 mod. 1972 saw the replacement of the M2HB co-axial machine gun with a 20mm M693 autocannon with the ability to elevate from -8° to 40° (20° higher than the main gun) in order to target light armoured Vehicles and helicopters

As previously mentioned, the 105mm gun on the AMX-30 is France's own, and designed with a particular shell in mind, the OCC 105 "Obus G". This shell works by having the HEAT warhead mounted on bearings to an outer shell by bearings, thus keeping the accuracy of a normal rotating HEAT shell with the penetrative power of non-rotating HEAT Fin Stabilized shell, supposedly making the shot more accurate at longer ranges. This shell and the revision from a .50 cal to a 20mm autocannon suggest this tank was modernized for long-range combat in a highly mobile package which could be a reflection of the French's army exceptions, possibly that fighting over the fields of France.

General info

Survivability and armour

Being a derivative of the Euro-panzer project (like the Leopard) and that mobility and firepower were placed above almost all else, the AMX-30 was not built to get shot at by main battle tanks, or tanks for that matter.

Hull armour :

The lower front plate is 79 mm thick at 39° (which is not a lot at 7.3) while the upper front plate is (again) 79mm, this time at 68°. In other words, the hull will not defend the AMX-30 against anything heavier than an auto-cannon, although it could bounce some AP and APHE rounds when using the 8° of gun depression to its fullest, though to be safer, don't expose the front of the hull.

The side/rear of the hull are also lacklustre, with 30mm side and rear protection and then the only "strong point" being the sponsons with 35mm, expect most rounds larger than heavy machine guns to pass through. The sponsons themselves have only a 57mm plate covering the front, not to mention it is angled up and to the side, it could potentially be a weak spot for anti-aircraft vehicles if they are at an angle compared to you.

Turret armour:

Much like the Hull, the turret isn't really meant to protect against much. The turret is 80mm thick around the gun (not counting the 150 mm gun ring since it's too small a target). The rest are mostly 60mm thick apart from a 50mm autocannon mantlet and a 35mm plate for the viewport. The top and bottom of the mantlet are 30mm thick, but it's at 78°, meaning it might be the toughest part yet, particularly since shot traps from the bottom of the mantlet don't seem common.

The turret cheeks maybe only 41.5mm thick, but from the front, the angle makes the shot risky, though be aware it is still a potential target. If the tank is played using its mobility and peeking over ridges, the cupola is 60mm and rather big, so be wary of APHE shells because if they penetrate there, you might lose the turret crew if not the entire tank.

The most likely target on the turret (maybe even the whole tank) is the turret top and "forehead", the armour plate directly above the mantlet is 30mm thick with an angle of 71°, it might bounce some shells, but most APDS and HEAT will still go through. The problem is that sitting at the rear of the turret is the ready rack, which will most likely detonate if hit.

The turret side armour has nothing much speaking for it that the front armour has, as much like the hull, it isn't well armoured. Ricochets and bounces off this sector are quite rare and should be unexpected. Just make sure to keep your head on a swivel and have that turret hidden or pointing at your foe.

Modules and crew placement:

A particularity in the AMX-30's survivability is the placement of modules and crew. On the Leopard, shooting the left side of the upper front plate of the hull would knock out the driver, gunner, and commander all at once, thus completely neutralizing the tank and requiring a replacement crew to be deployed, and shooting the right side would detonate the ammo rack which holds 90% of the Leopard's ammo capacity

This problem doesn't happen as much on an AMX-30 however, because of the tank's fuel tank being in front and beside the ammo rack, shots to the left side of the hull might not detonate the ammo rack there and (if you are lucky) might not even hit the gunner. As for the right side, the only crewman behind the driver is the loader.

In other words, whereas it would take one shot to disable or destroy a Leopard 1 through the hull, it may take more than one to defeat an AMX-30 this way.

The downside, of course, is that you have 22 rounds of ammunition in a ready rack that will constantly fill itself, which means that 40% of your munitions is sitting behind the gunner and commander, making shots at the turret the enemy's priority

A final note will be on the smoke shells and smoke grenades available on the AMX-30: use these without moderation! If targeted and multiple enemies are pointing/firing upon you, use the smoke grenades and relocate; if an enemy is keeping you pinned, try to catch him off guard and throw a smoke shell in his face then proceed.

Armour type:

  • Cast homogeneous armour
  • Rolled homogeneous armour (Hull roof, Hull sides)
Armour Front (Slope angle) Sides Rear Roof
Hull 79 mm (57-68°), 50 mm (52-76°) Front glacis
79 mm (0-57°), 30 mm (75°) Lower glacis
35-57 mm (0-35)
30 mm Bottom
25 mm (70°) Belly
30 mm (10°) Top
30 mm Center
25 mm (70°) Bottom
15 mm
8 mm Engine grille
Turret 30-150 mm (0-79°) Gun mantlet
30 mm (61-75°) Turret front top
41.5 mm (19-47°) 30 mm (1-64°)
20 mm (54-64°) Turret underside
20 mm
Armour Sides Roof
Cupola 80 mm 20 mm

Mobility

The mobility of the AMX-30 is great in almost every respect. It has slightly lower acceleration than a Leopard or STB-1, but it still gets the job done about as well. It doesn't struggle much off road, but do remind yourself that the gun is not stabilized. Firing on the move might hit occasionally and might scare them off, but shooting straight means stopping, something you should never do when targeted by enemy tanks.

Reminder that the tank as -8° elevation to the front of the tank, and (like the Leopard) cannot depress over the back, so don't get flanked, ever (considering the mobility of this tank, if your outflanked, you either stayed still too long, took the unfortunate path, or didn't pay enough attention).

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
36.0 N/A 72 (AB)
65 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 1,116 ____
Realistic/Simulator 637 720
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 31.00 __.__
Realistic/Simulator 17.69 20.00

Armaments

Main armament

Main article: CN-105-F1 (105 mm)

The main armament on the AMX-30 (1972) is the CN-105-F1. This gun was specifically designed for the use of the tank's OCC-105 spin stabilized HEAT shell, which works by spinning an outer shell using the gun's rifling in order to provide aerodynamic stability while the inner shell (the actual warhead) is suspended by bearings in order to minimize rotation, which would reduce the penetrative power of said shell. It is for all intents and purposes a slightly different HEAT-FS shell.

The main concern is that HEAT shells, particularly modern ones, are sensitive to impact, they might fly through some foliage and some fences, but it is best to destroy the destructible terrain first before firing (where the 20mm comes in handy, more on that later), though you must remember that on maps like Sinai where houses can be shot through without being shot down, you are at a disadvantage because if you are seen, enemies with AP shells of any sort can and will be able to shoot through the building and hit you, while chemical shells (including HE, HEAT, and HEAT-FS) can't.

But do not underestimate the power of its HEAT shell, it still is quite deadly, harder to bounce, and it keeps penetration over a range, not to mention you get similar performance to a Leopard's HEAT-FS from stock and thus without the associated price. All in all, firepower-wise, the tank is not bad.

The shrapnel of the round in post-penetration damage might not be as plentiful as APHE rounds, but with a reload speed of 8.7 seconds stock, provided you aim for crew and modules, you can spit out about 7 HEAT shells penetrating anything from 200mm at 60° to 400mm at 90° every minute. Once fully upgraded, you go from 8.7 seconds reload for about 7 shots per minute to 6.7 seconds reload for about 9 shots a minute. It isn't the best out there, but it does fire fast.

A word of warning before talking of the gun's flexibility though, knowing your enemy's tank is crucial, but most importantly you must know and remember the location of A) the gunner, in order to prevent him from firing, and B) the ammo racks, in order to one shot the enemy, should you catch him off guard or incapacitate his gunner.

As for gun handling, it's quite exceptional. The turret rotation is okay stock at 36°/s and is fast once you get the "horizontal turret drive" module unlocked at 50°/s. The turret elevation isn't slow either, meaning that acquiring, tracking, and changing targets is relatively easy on this tank, you can even track some propeller driven aircraft (more on that later).

The elevation angles aren't too bad, though could be better considering the high roof and aforementioned "forehead" of the turret, the gun only goes 8° down when fully depressed, it is worse than tanks like the Leopard and Centurions that can depress 9° and 10° respectively, but do remember it is still better than the Vickers' 7° and the T-54's 4° of depression so don't be too afraid of peeking over small hills and ridges, just be quick to pop up and back down when necessary.

105 mm CN-105-F1
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
50 -8°/+20° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 28.6 __.__ __.__ __.__ __.__
Realistic 17.9 22.1 25.7 28.4 30.0
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
8.7 7.7 7.1 6.7
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
OCC 105 F1 HEAT 400 400 400 400 400 400
OE 105 F1 Mle.60 HE 25 25 25 25 25 25
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
OCC 105 F1 HEAT 1,000 11 0.0 0.1 1,020 +0° 62° 69° 73°
OE 105 F1 Mle.60 HE 700 12 0.1 0.1 2,000 +0° 79° 80° 81°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
OFPH 105 F1 700 11 20 5 25 50
Ammo racks
Ammo racks of the AMX-30 (identical to AMX-30 (1972).
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
50 XX (X+)  (+)  (+)  (+)  (+)  (+) no

For ammo loadouts, it is suggested to bring 20-25 rounds of HEAT, 3-6 rounds of Smoke, and no HE rounds. That is because despite the 50 rounds capacity, in a normal game you won't fire that many HEAT rounds, thus 20 shells for the more ammo conserving folk or 25 rounds for the more trigger happy recommend. You may take more if you really need to, but you can get away with just that many if you make a stop by a capture zone to replenish.

The smoke rounds, depending on your play-style, you might not need often, but when you do, they are life-saving as they can allow you to lay a smoke screen right in front of you or your team when you're out of smoke grenades (or if you've yet to unlock them yet) and they can blind snipers allowing you and your team to move up.

The HE shells are very situational since the 20 mm is almost always a better alternative. You don't need it to hull break light vehicles since the HEAT shell already does that, the only use would be for a target that is too far to hit effectively with the 20mm, but where a HEAT shell might be unnecessary.

Additional armament

Main article: M693 (20 mm)

The secondary on the AMX-30 is not a machine gun, but an auto-cannon. It fires a belt with a composition of 1 High Explosive Fragmentation (HEF) round, followed by one Armour Piercing round (AP) with both of these rounds being incendiary tracer rounds (I-T). Alternating between explosive rounds that are great from helicopters, planes and exposed crew, whilst burning and tracing the round, and an armour piercing round for lightly armoured targets, whilst burning and tracing the round.

The only times where you would not be firing your 20mm gun is either: 1) there are no targets, 2) it would give your sniping position or your flanking attack away, 3) you are too far away to hit/damage anything, 4) you are trying to cool the weapon down (yes it can overheat) 5) you're reloading/un-jamming it.

In almost every other circumstance, firing the 20mm is preferably though some times more than others, because this secondary is useful at four things in particular :

  1. destroying fences, walls, trees, bushes, ... and any other destructible environment your HEAT shell would detonate upon before reaching your target
  2. destroying light vehicles, exposed crew and even other tanks should you have the side or rear of the target to shoot at
  3. shooting down planes, as they are preparing or exiting an attack run
  4. and lastly, destroying the exposed modules (canons, guns, tracks, ERA blocks) of any tank if you can't destroy it outright

There is only one belt to use, so make use of the HE-AP combination in the belt. The autocannon gets one thousand rounds to use, which means 500 rounds of crew-injuring HE and 500 rounds of tank damaging AP, with a fire rate not too slow nor too fast that allows for sustained suppressive fire.

20 mm M693
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
1,000 (500) 740 -0°/+20° N/A

Machine guns

Main article: AAN-F1 (7.62 mm)

Considering the fact that the 20 mm co-axial is not only powerful enough but flexible enough to shoot down planes with, the AAN-F1 machine gun just seems like an outlier in terms of providing firepower. It could be useful to attack exposed crew members, but this is very rare with the type of enemy vehicles seen in matches. The best use of this machine gun would probably to annoy the enemy, or draw their attention without using the valuable 20 mm autocannon shells.

7.62 mm AAN-F1
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
2,000 (100) 900 -10°/+45° ±120°

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 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:

  • Tank is relatively fast and mobile
  • Turret rotation and elevation is fast
  • 20 mm auto-cannon is good against light tanks, planes, and obstacles
  • HEAT shells have good penetration
  • Has access to smoke shells and smoke grenades
  • Gunner and driver are not aligned means tank is harder to disable in one shot
  • Hull ammo rack surrounded by a fuel tank
  • Has a good rangefinder as a modification, making long-range engagements easier

Cons:

  • Armour is unsatisfactory against enemy armaments
  • Only 8° of gun depression
  • Cannot depress the gun over the engine deck
  • HEAT shell can't go through obstacles
  • Ready-rack at turret rear is prone to getting shot, even from the front
  • High cupola design makes it easier to spot

History

Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an 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>, as well as adding them at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

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


France medium tanks
  S.35 · Lorraine 40t
AMX  AMX M4 · AMX-50
AMX-30  AMX-30 · AMX-30 (1972) · AMX-30B2 · AMX-30B2 BRENUS · AMX-40 · AMX-30 Super
Leclerc  Leclerc Serie 1
Based on M4  ▄M4A1 Sherman · Sherman M4A1 tourelle FL10 · M4A4 (SA50)
Foreign  Panther «Dauphine»