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

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(Filled : Description, General Information, Armament, pros&cons with knowledge obtained from : wikipedia, memory, personal experience)
(Major edits - Removed 1st person references, Added standardized intro, Restored page tables for specifications, Moved small history section to appropriate location, plus other formatting fixes)
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== Description ==
 
== Description ==
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) with the first units being equiped with 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 7.62as seen on the AMX-30 in game. At the time it weighed a light 36 tons (metric) compared to the leopard's 40 tons, but due to its Hispano-Suiza 110 multi-fuel, and some problems to its transmission, it could only achieve 18.9 hp/ton to the leopard's 19.6 hp/ton
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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 +
{{break}}
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The '''{{Specs|name}}''' is a Rank {{Specs|rank}} French medium tank {{Battle-rating|1}}. It was introduced in [[Update 1.75 "La Résistance"]].
  
the AMX-30B 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 Armored Vehicles and Helicopters
+
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
  
as previously mentioned, the 105mm gun on the AMX-30 is france's own, and designed with a particular shell in mind, rather than the leopard's which is a licensed British L7 gun, which makes the Leopard's gun NATO compatible, thus making logistics easier. That is because the OCC 105 "Obus G" 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, thus making the shot more accurate at longer ranges
+
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 .
 
 
that and the revision from a .50cal 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 ==
 
=== Survivability and armour ===
 
=== 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, i can comfortably say that the AMX-30 was not built to get shot at by main battle tanks, or tanks for that matter.
+
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.
  
<u>'''Hull Armor :'''</u>
+
<u>'''Hull armour :'''</u>
  
the lower front plate is 79mm thick at 39° (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 you 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.
  
...or the side/rear of the hull with 30mm side and rear protection with 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 AA vehicles if they are at an angle compared to you.
+
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.
  
<u>'''Turret Armor:'''</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 gun ring since its too small a target), the rest of mostly 60mm thick appart from a 50mm autocannon mantelet and a 35mm plate for the view port the top and bottom of the mantelet is 30mm thick, but its at 78°, meaning it might be the toughest part yet, particularly since shot traps from the bottom of the mantelet don't seem common
+
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.
  
the 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. though if you  play using the tank's mobility and peeking ridges. The cupola is 60mm and rather big, so be weary of APHE shells because if they penetrate there you might lose the turret crew if not the entire tank, (though i have yet to have this happen to me).  
+
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.
  
in my opinion the most likely target on the turret (maybe even the whole tank) is the turret top and "forehead", the armor plate directly above the mantelet 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 being that sitting at the rear of the turret is the ready rack, which will most likely detonate if hit.
  
going over the turret side swiftly, much like the hull it isn't whell armored, you can bounce over the turret rear but don't expect it to happen, 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 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.
  
 
'''<u>Modules and crew placement:</u>'''
 
'''<u>Modules and crew placement:</u>'''
  
a particularity in the AMX-30's survivability is the placement of modules and crew, for instance, on the leopard, shooting the left side of the upper front plate of the hull would kill the driver, gunner, and commander, thus completely neutralizing the tank and requiring a replacement crew to be deployed, and shooting the right side would detonate the ammo rack which is 90% of the leopard's ammo capacity
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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
  
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 ; and as for the right side, the only crewman behind the driver is the loader.
+
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.
  
in other words, whereas it would take one shot to disable or kill a leopard 1 through the hull, it may take more than one to kill 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
  
final note will be on the Smoke shells and smoke grenades available on the AMX-30 : use without moderation ! if you have been targeted and multiple enemies are pointing/firing upon you, use 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.
 +
 
 +
'''Armour type:'''
 +
* Cast homogeneous armour
 +
* Rolled homogeneous armour (Hull roof, Hull sides)
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 79 mm (57-68°), 50 mm (52-76°) ''Front glacis'' <br> 79 mm (0-57°), 30 mm (75°) ''Lower glacis'' || 35-57 mm (0-35) <br> 30 mm ''Bottom'' <br> 25 mm (70°) ''Belly'' || 30 mm (10°) ''Top'' <br> 30 mm ''Center'' <br> 25 mm (70°) ''Bottom'' || 15 mm <br> 8 mm ''Engine grille''
 +
|-
 +
| Turret || 30-150 mm (0-79°) ''Gun mantlet'' <br> 30 mm (61-75°) ''Turret front top'' || 41.5 mm (19-47°)  || 30 mm (1-64°) <br> 20 mm (54-64°) ''Turret underside'' || 20 mm
 +
|-
 +
! Armour !! Sides !! Roof
 +
|-
 +
| Cupola || 80 mm || 20 mm
 +
|}
  
 
=== Mobility ===
 
=== Mobility ===
The Mobility of the AMX-30 is great is almost every respect, it has slightly lower acceleration than a leopard or STB-1 but it till 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. my only gripe is spinning the hull when the tank as stopped, as it is a bit slow and can get you in some trouble if you have to react fast.  
+
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).
  
reminder, 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).
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{| class="wikitable" style="text-align:center"
 +
|-
 +
!colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
!colspan="1" | Add-on Armor<br>weight (tons)
 +
!colspan="1" | Max speed (km/h)
 +
|-
 +
|rowspan="2" | 36.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 72 (AB)
 +
|-
 +
|65 (RB/SB)
 +
|-
 +
!colspan="3" | Engine power (horsepower)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|1,116
 +
|____
 +
|-
 +
|''Realistic/Simulator''
 +
|637
 +
|720
 +
|-
 +
!colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|31.00
 +
|__.__
 +
|-
 +
|''Realistic/Simulator''
 +
|17.69
 +
|20.00
 +
|-
 +
|}
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== Main armament ===
the main armament on the AMX-30 (1972) is [[wikipedia:105_mm_Modèle_F1|CN-105-F1]]<nowiki/>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 reduces the penetrative power of said shell. it is for all intents and purposes, a slightly different HEAT-FS shell though is supposed to be more accurate at longer ranges. in game the accuracy boost is debatable though i will say that misses do happen and sometimes at crucial points, it is not the main concern
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{{main|CN-105-F1 (105 mm)}}
 +
The main armament on the AMX-30 (1972) is the [[CN-105-F1 (105 mm)|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 <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 Sinaï 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 HE shells (including HEAT and HEAT-FS) can't.
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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.
  
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, its not bad.
+
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.
  
the shrapnel of the round might not be as plentiful as APHE rounds but with a <u>reload speed of 8.7 seconds stock</u>* (* : and by stock i mean, if you never bothered upgrading your loader's reload speed) 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. and 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 isnt the best out there, but <u>it does fire fast</u>
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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 kill 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" <u>module unlocked</u> at <u>50°/s</u> and 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 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).
  
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 depress 9 and 10° respectively but do remember it is still better than the Vickers' 7° and the T-54s' 4° of depression so <u>don't be too afraid of peeking</u> small hills and ridges, just <u>be quick to pop up and back down</u> when necessary.
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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 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.
  
As for ammo loadouts, i suggest 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 is all i 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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{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="6" | [[CN-105-F1 (105 mm)|105 mm CN-105-F1]]
 +
|-
 +
! colspan="3" rowspan="1" style="width:5em" |Capacity
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="3" | 50 || -8°/+20° || ±180° || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 28.6 || __.__ || __.__ || __.__ || __.__
 +
|-
 +
| ''Realistic'' || 17.9 || 22.1 || 25.7 || 28.4 || 30.0
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 8.7 || 7.7 || 7.1 || 6.7
 +
|-
 +
|}
  
the smoke rounds, depending on your play-style you might not need often, but when you do, i assure you that 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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===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''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
 +
|-  
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! rowspan="2" |Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! rowspan="2" | ''Fuse delay''
 +
''in m:''
 +
! rowspan="2" | ''Fuse sensitivity''
 +
''in mm:''
 +
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 +
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 +
! colspan="3" | ''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°
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center"
 +
! colspan="7" | Smoke characteristic
 +
|-
 +
! Ammunition
 +
! Velocity <br /> in m/s
 +
! Projectile<br />Mass in kg
 +
! ''Screen radius <br /> in m''
 +
! ''Screen time <br /> in s''
 +
! ''Screen hold time <br /> in s:''
 +
! ''Explosive Mass in g<br /> (TNT equivalent):''
 +
|-
 +
| OFPH 105 F1 || 700 || 11 || 20 || 5 || 25 || 50
 +
|-
 +
|}
  
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 i would find for it is a target that is too far to hit effectively with the 20mm but where a HEAT shell might over penetrate or be overkill.
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===== [[Ammo racks|Ammo racks]] =====
 +
[[File:Ammoracks_AMX-30.png|right|thumbnail|x250px|Ammo racks of the AMX-30 (identical to AMX-30 (1972).]]
 +
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! class="wikitable unsortable" |Full<br /> ammo
 +
! class="wikitable unsortable" |1st<br />  rack empty
 +
! class="wikitable unsortable" |2nd<br />  rack empty
 +
! class="wikitable unsortable" |3rd<br />  rack empty
 +
! class="wikitable unsortable" |4th<br />  rack empty
 +
! class="wikitable unsortable" |5th<br />  rack empty
 +
! class="wikitable unsortable" |6th<br />  rack empty
 +
! class="wikitable unsortable" |Visual<br /> discrepancy
 +
|-
 +
|| '''50''' || XX&nbsp;''(X+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || style="text-align:left" | no
 +
|-
 +
|}
  
=== Additional armament ===
+
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.
if it isn't obvious by now, the secondary on the AMX-30 is not a machine gun but an auto-cannon, it fires in a belt of 1 High Explosive Fragmentation (HEF) round followed by one Armor Piercing round (AP) with both of these rounds being incendiary tracer rounds (I-T) in other words, it alternates between explosive rounds that are great from helicopters, planes and exposed crew, whilst burning and tracing the round ; and an armor piercing round for light armored 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 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.
  
in almost every other circumstance firing the 20mm is preferably though some times more than others, because this secondary is useful at 4 things in particular :
+
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.
  
1) destroying fences, walls, trees, bushes, ... and any other destructible environment your HEAT shell would detonate upon before reaching your target
+
=== Additional armament ===
 +
{{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.
  
2) destroying light vehicles, exposed crew and even other tanks should you have the side or rear of the target to shoot at
+
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.
  
3) shooting down planes, as they are preparing or exiting an attack run
+
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 :
  
4) and lastly, destroying the exposed modules (canons, guns, tracks, ERA blocks) of an any tank if you can't kill it outright
+
# destroying fences, walls, trees, bushes, ... and any other destructible environment your HEAT shell would detonate upon before reaching your target
 +
# 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
 +
# and lastly, destroying the exposed modules (canons, guns, tracks, ERA blocks) of an any tank if you can't kill it outright
  
as for ammunition, you don't get a choice as to the belt, the HE-AP is the only one you get and you get one thousand rounds of it, 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, allowing 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.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="7" | [[M693 (20 mm)|20 mm M693]]
 +
|-
 +
! colspan="7" | ''Coaxial mount''
 +
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
|-
 +
| colspan="4" | 1,000 (500) || 740 || -0°/+20° || N/A
 +
|-
 +
|}
  
 
=== Machine guns ===
 
=== Machine guns ===
considering the fact that the 20mm co-axial is not only powerful enough but flexible enough to shoot down planes with, the only use i find for the 7.62 mm AAN-F1 machine gun is if you don't want to give yourself away by turning/firing the turret, it suppose it could be useful in realistic or simulator in order to attack exposed crew without wasting shells, but the only situations i use it in is to annoy the enemy when they know where i'm hiding and the only part of me exposed is the  cupola and the commander's machine gun.
+
{{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.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="7" | [[AAN-F1 (7.62 mm)|7.62 mm AAN-F1]]
 +
|-
 +
! colspan="7" | ''Pintle mount''
 +
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
|-
 +
| colspan="4" | 2,000 (100) || 900 || -10°/+45° || ±120°
 +
|-
 +
|}
  
 
== Usage in the battles ==
 
== Usage in the battles ==
Line 95: Line 293:
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
 
 
'''Pros:'''
 
'''Pros:'''
  
 
* 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-canon is good against : light tanks, planes and obstacles
+
* 20mm 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 --> hard 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
 
* Hull ammo rack surrounded by fuel tank
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Armor is bad
+
* Armour is unsatisfactory against enemy armaments
* only 8° of gun depression
+
* Only 8° of gun depression
* cannot depress the gun over the engine deck
+
* Cannot depress the gun over the engine deck
* HEAT can't go through obstacles
+
* HEAT shell can't go through obstacles
* rear turret ready-rack prone to getting shot, even from the front
+
* Ready-rack at turret rear is prone to getting shot, even from the front
* high cupola makes it easier to spot  
+
* High cupola design makes it easier to spot  
 
 
*
 
  
 
== History ==
 
== History ==
Line 139: Line 332:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
 +
 +
{{France medium tanks}}

Revision as of 17:24, 20 February 2019

AMX-30 (1972)
fr_amx_30_1972.png
AB
RB
SB
General characteristics
Brief
Detailed
7.7/7.7/7.7BR
4 peopleCrew
88 %Visibility
front / side / backArmour
79 / 35 / 30Hull
80 / 41 / 30Turret
Mobility
36.0 tWeight
1 374 hp720 hpEngine power
38 hp/t20 hp/tSurface density
72 km/h forward
25 km/h back
64 km/h forward
23 km/h back
Speed
Armament
105 mm CN-105-F1 cannonMain weapon
47 roundsAmmunition
6.7 / 8.7 sReload
-8° / 20°Vertical guidance
20 mm 20F2 automatic cannonCoaxial weapon
1 000 roundsAmmunition
10.0 / 13.0 sReload
500 roundsBelt capacity
740 shots/minFire rate
0° / 20°Vertical guidance
2 050 roundsAmmunition
8.0 / 10.4 sReload
100 roundsBelt capacity
900 shots/minFire rate
Economy
170 000 Rp icon.pngResearch
440 000 Sl icon.pngPurchase
Sl icon.png15 000 / 22 604/7 500 / 11 302/3 400 / 5 123Repair
130 000 Sl icon.pngCrew training
440 000 Sl icon.pngExperts
1 400 Ge icon.pngAces
× (208) % Rp icon.pngReward for battle
× 1.8 Sl icon.png× 1.5 Sl icon.png× 1.2 Sl icon.png

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). It 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 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 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 .

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 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.

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 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.

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.

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.

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 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 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 the gun handling, its 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 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.

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.

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 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.

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 an any tank if you can't kill 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 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.

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 the 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
  • 20mm 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 fuel tank

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 "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the main template. Be sure to include links to sources 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.

Read 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.

ETC.

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


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»