Difference between revisions of "BTR-152A"

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{{About
+
{{Specs-Card|code=ussr_btr_152a}}
| about = Soviet SPAA '''{{PAGENAME}}'''
 
| usage = the other version
 
| link = BTR-152D
 
}}
 
{{Specs-Card
 
|code=ussr_btr_152a
 
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 
}}
 
  
 
== Description ==
 
== Description ==
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
+
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
The '''BTR-152A''' is the first variant of the BTR-152-based self-propelled anti-aircraft gun family. Two 14.5 mm KPVT heavy machine guns are mounted in a turret on a BTR-152 and are manually operated by a single soldier. The turret is installed inside the troop compartment and is manually reloaded by other soldiers. The BTR-152 is a Soviet armoured personnel carrier (APC) with six wheels based on the chassis and drive train of a ZIS-151 utility truck. Beginning in 1950, it saw service with several Warsaw Pact member states and served as the mainstay of Soviet motor rifle battalions until the 1960s.
+
[[File:GarageImage_BTR-152A.jpg|420px|thumb|left]]
 +
{{break}}
 +
The '''{{specs|name}}''' is a Rank {{specs|rank}} Soviet Self-Propelled Anti-Aircraft gun {{Battle-rating|1}}. It was introduced in [[Update 1.71 "New E.R.A"]]. As with any APC, it features light armour on a spacey vehicle, a good crew count, a decent gun and good mobility. Since there is no infantry to fight, the BTR is used as an AA in-game.
  
Introduced in [[Update 1.71 "New E.R.A."]], the BTR-152A offers strong anti-air capability during battles. Despite being armed with only two 14.5 mm KPVT heavy machine guns, they can cause significant damage to enemy aircraft. Some lightly armoured ground vehicles can also be destroyed or damaged by players. Overall, this is a strong and mobile anti-air platform that can protect teammates on the ground from enemy air strikes.
+
The BTR-152 is an APC (Armored Personnel Carrier) on a six-wheeled, open-topped truck chassis, meaning unlike the Soviet truck-mounted AA vehicles, it can survive low-caliber MG fire from ground vehicles. However, anything above 30 caliber doesn't have much trouble taking this vehicle down. It features a top-mounted twin [[KPVT (14.5 mm)|KPVT]] gun mount with good traverse and elevation rate. Something to note is the presence of the two spare loaders in the back. Inexperienced players, or those who don't know the structure of the BTR-152A, tend to repeatedly shoot the cab of the truck, leaving these two crewmembers relatively unharmed.
 +
 
 +
'''Armour'''<br>
 +
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as MG fire, most indirect artillery shrapnel, low-caliber HE shells and even some medium-range HMG fire. These light plates have some chances not to detonate incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to '''just hit the gaz''' and avoid any incoming shots/artillery fire.
 +
 
 +
'''Mobility'''<br>
 +
Here is an interesting feature that can provide any wise commander with a few kills : BTR-152A's speed. This light APC can carry itself over road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of any ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZIS truck counterparts would ditch. This truck's center of mass is quite low, allowing it to turn at high speeds without rolling.
 +
 
 +
'''Firepower'''<br>
 +
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
{{Specs-Tank-Armour}}
+
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpfull for survival in combat?''
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
 
 
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as machine-gun fire, most indirect artillery shrapnel, low-calibre HE shells and even some medium-range heavy machine gunfire. These light plates have some chances not detonating incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to '''just hit the gas''' and avoid any incoming shots/artillery fire.
 
  
 +
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
'''Armour type:'''
 
'''Armour type:'''
  
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! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || 13 mm (34-64°) ''Grille'' <br> 13 mm (41°) ''Windshield'' <br> 6 mm (84°) ''Hood'' || 10 mm (0-22°) ''Main hull''<br> 6 mm (0-38°) ''Wheel wells'' || 8 mm (0°) || N/A
+
| Hull || 13 mm (34-64°) ''Grille'' <br> 13 mm (41°) ''Windshield'' <br> 6 mm (84°) ''Hood'' || 10 mm (0-22°) ''Main hull''<br> 6 mm (0-38°) ''Above wheels'' || 8 mm (0°) || N/A
 
|-
 
|-
 
| Turret || 6 mm (15°) ''Magazine'' <br> 10 mm (0°) ''Gun rack'' || N/A || 6 mm (0°) || N/A
 
| Turret || 6 mm (15°) ''Magazine'' <br> 10 mm (0°) ''Gun rack'' || N/A || 6 mm (0°) || N/A
Line 40: Line 41:
  
 
=== Mobility ===
 
=== Mobility ===
{{Specs-Tank-Mobility}}
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<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
+
{| class="wikitable" style="text-align:center"
 
+
|-
{{tankMobility|abMinHp=156|rbMinHp=97}}
+
! colspan="3" | Mobility characteristic
 
+
|-
An interesting feature that can provide any wise commander with a few hits is the BTR-152A's speed. This light APC can carry itself over the road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80 km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of an ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZiS truck counterparts would ditch. This truck's centre of mass is quite low, allowing it to turn at high speeds without rolling.
+
! Weight (tons)
 
+
! colspan="1" | Add-on Armor<br>weight (tons)
=== Modifications and economy ===
+
! colspan="1" | Max speed (km/h)
{{Specs-Economy}}
+
|-
 +
| rowspan="2" | 8.6 || colspan="1" rowspan="2" | N/A || colspan="1" | 90 (AB)
 +
|-
 +
|83 (RB/SB)
 +
|-
 +
! colspan="3" | Engine power (horsepower)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|156
 +
|173
 +
|-
 +
|''Realistic/Simulator''
 +
|97
 +
|103
 +
|-
 +
! colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|18.13
 +
|20.12
 +
|-
 +
|''Realistic/Simulator''
 +
|11.28
 +
|11.98
 +
|-
 +
|}
  
 
== Armaments ==
 
== Armaments ==
{{Specs-Tank-Armaments}}
+
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibilty of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
=== Main armament ===
 
{{Specs-Tank-Weapon|1}}
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
 
{{main|KPVT (14.5 mm)}}
 
{{main|KPVT (14.5 mm)}}
  
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.
+
{| class="wikitable" style="text-align:center"
 
+
|-
{| class="wikitable" style="text-align:center" width="100%"
+
! colspan="6" | [[KPVT (14.5 mm)|14.5 mm KPVT]]
 +
|-
 +
! colspan="2" rowspan="1" style="width:5em" |Capacity (Belt capacity each)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="2" | 1,200 (150) || 600 || -5°/+89° || ±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'' || 27.4 || 37.9 || __.__ || __.__ || __.__
 
|-
 
|-
! colspan="6" | [[KPVT (14.5 mm)|14.5 mm KPVT]] (x2) || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
+
| ''Realistic'' || 27.4 || 32.2 || __.__ || __.__ || __.__
 
|-
 
|-
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer
+
! colspan="4" | Reloading rate (seconds)
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Full !! Expert !! Aced
 
 
|-
 
|-
! ''Arcade''
+
! colspan="1" style="width:4em" |Stock
| rowspan="2" | 1,200 (150) || rowspan="2" | 600 || rowspan="2" | -5°/+89° || rowspan="2" | ±180° || rowspan="2" | N/A || 40.51 || 56.07 || 68.08 || 75.29 || 80.09 || rowspan="2" | 10.40 || rowspan="2" | 9.20 || rowspan="2" | 8.48 || rowspan="2" | 8.00
+
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
! ''Realistic''
+
| 10.4 || __.__ || __.__ || __.__
| 27.37 || 32.20 || 39.10 || 43.24 || 46.00
 
 
|-
 
|-
 
|}
 
|}
  
==== Ammunition ====
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=== Belt statistics ===
 +
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 +
|-
 +
! style="width:4em" |10m
 +
! style="width:4em" |100m
 +
! style="width:4em" |500m
 +
! style="width:4em" |1000m
 +
! style="width:4em" |1500m
 +
! style="width:4em" |2000m
 +
|-
 +
| Universal || 31 || 27 || 22 || 17 || 15 || 13
 +
|-
 +
| API-T || 45 || 42 || 29 || 21 || 19 || 17
 +
|-
 +
| IAI || 27 || 26 || 19 || 16 || 14 || 12
 +
|}
  
* '''Universal:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|IAI|Immediate-action incendiary}} - This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.
+
===Belt types===
* '''API-T:''' {{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I(c)|Armour-piercing incendiary (cermet core)}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|IAI|Immediate-action incendiary}} - Once unlocked, this is the best belt for dealing with both ground and air targets. 1/4 of its bullets can rip through some side armour (close range) at this BR. Another 1/4 of this belt is specifically purposed against planes. The last 1/2 is general-purpose API-T, ''okay'' but not ''good'' against either tanks and planes.
+
{| class="wikitable"
* '''IAI:''' {{Annotation|IAI|Immediate-action incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}} - Specific belt for hunting planes, 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.
+
| '''Belts''' || '''Shell composition''' || '''Combat usage'''
 +
|-
 +
| align="left" |'''''Universal ''''' || align="left" | AP-I, API-T, IAI || align="left" | This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.
 +
|-
 +
| align="left" |'''''API-T''''' || align="left" | API-T, AP-I(c), IAI|| align="left" | Once unlocked, this is the best belt for dealing with both ground and air target. 1/3 of its bullets can rip trough some side armour (close range) at this BR. Another 1/3 of this belt is specifically purposed against planes. The last 1/3 is general-purpose API-T, ''okay'' but not ''good'' against both tanks and planes  
 +
|-
 +
| align="left" |'''''IAI''''' || align="left" | IAI, API-T || align="left" | Specific belt for hunting planes 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.
 +
|}
  
{{:KPVT (14.5 mm)/Ammunition|AP-I, API-T, IAI, AP-I(c)}}
+
=== [[Ammo racks|Ammo racks]] ===
 
+
[[File:Ammoracks BTR-152A.jpg|right|thumbnail|x250px|Ammo racks of the BTR-152A.]]
==== [[Ammo racks]] ====
+
{| class="wikitable sortable" style="text-align:center"
[[File:Ammoracks_{{PAGENAME}}.jpg|right|thumb|x200px|[[Ammo racks]] of the {{PAGENAME}}]]
 
<!-- '''Last updated:''' -->
 
{| class="wikitable" style="text-align:center"
 
 
|-
 
|-
! Full<br>ammo
+
! class="wikitable unsortable" |Full<br /> ammo
! 1st<br>rack empty
+
! class="wikitable unsortable" |1st<br /> rack empty
! 2nd<br>rack empty
+
! class="wikitable unsortable" |2nd<br /> rack empty
! Visual<br>discrepancy
+
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|-
| '''8''' clips || 4&nbsp;''(+4)'' || 4&nbsp;''(+4)'' || No
+
|| '''1,200''' || 600&nbsp;''(+600)'' || 0&nbsp;''(+1,200)'' || style="text-align:left" | no
 
|-
 
|-
 
|}
 
|}
  
== Usage in battles ==
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== 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 instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
+
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but 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).''-->
 
+
As an AA Vehicle this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250lbs-1000lbs from the Allied aircraft or the 500 kgs from the Germans. If downtiered, it should do alright against most tanks as it has quite good pen, but if uptiered, you need to get on the sides or rear of most tanks.
As an AA vehicle, this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250 lbs - 1,000 lbs from the Allied aircraft or the 500 kg from the Germans. If down-tiered, it should do alright against most tanks as it has quite good penetration, but if up-tiered, you need to get on the sides or rear of most tanks.
 
  
 
Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.
 
Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.
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This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.
 
This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.
  
'''Frontline AA'''
+
'''Frontline AA'''<br>
 
 
 
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).
 
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).
  
 
'''Flanker'''<br>
 
'''Flanker'''<br>
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use the road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking manoeuvres and return to the safety of the team.
+
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking maneuvers and return to the safety of the team.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "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:'''
  
* Fast rate of fire, effective anti-aircraft capacity
+
* Good rate of fire (effective AA).
* Vertical elevation and fully-rotating turret mean very little to none anti-aircraft blind spot
+
* All ammo loads contains AP shells with at least 25 mm of penetration.
* Small turret and high mounted guns make hull-down position extremely effective
+
* Elevation of 89° and 360° rotating turret means no AA blind spot.
* Can fire a whole 10 seconds before weapons jams due to heat
+
* Small turret and high mounted guns makes hull-down position extremely effective.
* Huge 150-round magazines allow continuous fire
+
* Can fire a whole 10s before weapons jams due to heat.
* Fast turret traverse and elevation
+
* Huge magazines, reloading is rare.
 +
* Huge ammo load means it is not likely to go dry.
 +
* Decent damage.
 +
* Can cross small trenches.
 +
* Fast turret traverse and elevation.
 +
* Small ammo racks.
 
* Less likely to be destroyed by ramming compared to the GAZ trucks
 
* Less likely to be destroyed by ramming compared to the GAZ trucks
  
 
'''Cons:'''
 
'''Cons:'''
  
* Inadequate penetration against armoured ground vehicles like [[Cromwell (Family)|Cromwell]], [[M4A4 (France)|M4A4]]
+
* AP rounds loose a lot of penetration between 100 and 500 m.
* Long reload time between belts
+
*
* Continuously fire only goes through half a magazine before weapons jam
+
* Relatively high vehicle.
* Atrocious performance in deep snow and sand
+
* Long reload time.
* Weak protection, vulnerable to HMG, autocannons, strafing planes and artillery
+
* If firing continuously, can only fire half of its mag before having to unjam weapons.
* Only -5 degrees of gun depression coupled with the high turret placement can make aiming at close targets difficult
+
* Open-topped, fears strafing planes and artilery.
 +
* Vulnerable to HMG and autocannons.
  
 
== History ==
 
== History ==
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
+
''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 <code>main</code> template. Be sure to include links to sources at the end of the article.''
 
 
The BTR (Russian: Бронетранспортер/Bronetransporter or "armoured transport") was a modified design according to the ZiS-151 truck. It features a 6x6 chassis with an additional 5 tons of sloped armour. The mobility and speed were inferior to the original ZiS-151 truck, but it relied on more protection, which was vital than speed. By 1960, the model had been significantly improved in terms of characteristics.
 
 
 
The BTR-152 became the main Soviet armoured personnel carrier (APC) which was then replaced by the 8x8 model BTR-60 later on. The BTR-152A was the SPAAG variant with a double ZPTU-2 or quadruple ZPTU-4 KPVT 14.5 mm heavy machine guns set up.
 
 
 
In terms of aesthetics, the vehicle was influenced by US and German half-tracks, while utilising regular tires instead of tracks. The engine was at the front and the radiator was protected with armoured shutters. There were 10 fire points with pistol ports allowing protection for the crew.
 
 
 
Despite being 70 years old as of March 2020, BTR-152s still see service worldwide. Most are in use by Syria at around 600 in service, followed by North Korea with 300. The BTR-152A is likely also still in service as well. One of its most notable uses was by the Ethiopian Army during the Ogaden War (1977-1978).
 
  
 
== Media ==
 
== Media ==
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
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''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
 
 
;Skins
 
  
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_btr_152a Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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== Read also ==
  
;Images
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* [https://warthunder.com/en/news/4901-development-btr-152a-ztpu-2-skeet-shooter-en [Devblog<nowiki>]</nowiki> BTR-152A (ZTPU-2): Skeet Shooter]
<gallery mode="packed" heights="200px">
 
File:BTR-152 (ZPTU-4) at Kubinka pic1.jpg|BTR-152 at Kubinka museum
 
File:CrewSpots BTR-152A.jpeg|X-ray view showing the positions of crew members
 
</gallery>
 
  
== See also ==
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== Sources ==
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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''Paste links to sources and external resources, such as:''
* ''reference to the series of the aircraft;''
 
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;Related development
 
* [[BTR-152D]] - Same chassis but with 4 x [[KPVT (14.5 mm)|14.5 mm KPVT]] instead of 2
 
 
== External links ==
 
<!-- ''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''other literature.'' -->
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* ''other literature.''
 
 
* [[wt:en/news/4901-development-btr-152a-ztpu-2-skeet-shooter-en|[Devblog] BTR-152A (ZTPU-2): Skeet Shooter]]
 
* [https://community.apan.org/wg/tradoc-g2/ace-threats-integration/m/documents/213747 <nowiki>[APAN Communities]</nowiki> BTR Handbook - The Universal APC]
 
  
 
{{USSR anti-aircraft vehicles}}
 
{{USSR anti-aircraft vehicles}}
[[Category:Wheeled ground vehicles]]
 

Revision as of 14:22, 18 April 2019

Rank VII | Premium | Golden Eagles
Challenger DS Pack
ussr_btr_152a.png
BTR-152A
AB RB SB
3.0 2.7 2.7
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

GarageImage BTR-152A.jpg


The KB ZIS BTR-152A is a Rank II Soviet Self-Propelled Anti-Aircraft gun with a battle rating of 3.0 (AB) and 2.7 (RB/SB). It was introduced in Update 1.71 "New E.R.A". As with any APC, it features light armour on a spacey vehicle, a good crew count, a decent gun and good mobility. Since there is no infantry to fight, the BTR is used as an AA in-game.

The BTR-152 is an APC (Armored Personnel Carrier) on a six-wheeled, open-topped truck chassis, meaning unlike the Soviet truck-mounted AA vehicles, it can survive low-caliber MG fire from ground vehicles. However, anything above 30 caliber doesn't have much trouble taking this vehicle down. It features a top-mounted twin KPVT gun mount with good traverse and elevation rate. Something to note is the presence of the two spare loaders in the back. Inexperienced players, or those who don't know the structure of the BTR-152A, tend to repeatedly shoot the cab of the truck, leaving these two crewmembers relatively unharmed.

Armour
While armour is nothing impressive for any BR, it is in no way rubbish or useless since it protects the crew from most light ground menaces such as MG fire, most indirect artillery shrapnel, low-caliber HE shells and even some medium-range HMG fire. These light plates have some chances not to detonate incoming APHE rounds, virtually turning them into pure AP shells. To maximize this effect, one should never face tanks upfront. It is recommended to always show side armour if fired at, as from the side, modules are quite spaced out. Avoid autocannons at all costs since any of them can shred this APC in no time from almost any angle. Anyways, in most scenarios, it is better recommended to just hit the gaz and avoid any incoming shots/artillery fire.

Mobility
Here is an interesting feature that can provide any wise commander with a few kills : BTR-152A's speed. This light APC can carry itself over road at breakneck speeds, provided it can ride a paved road. In good circumstances, it can reach over 80km/h and keep its good speed even while turning, due to its wheeled chassis. Offroad mobility is not bad, meaning it can easily follow medium and light tanks on any terrain, making for an effective flanker. Backwards, speed tops at -20 km/h, which is enough to get out of any ugly situation if needed. With its large wheels, this truck can cross some small trenches and rivers, where its GAZ and ZIS truck counterparts would ditch. This truck's center of mass is quite low, allowing it to turn at high speeds without rolling.

Firepower
This is where this truck shines over its predecessor and followers: it has a higher rate of fire and more ammunition while retaining a good armour penetration and having a fully rotating turret (where the 72-K trucks are unable fire directly in front). Each ammo loadout can effectively engage tanks' sides with relative ease (at close range) and easily shred even heavy planes. The guns can fire for 10 seconds before overheating, or ~150 bullets, half of their magazine.

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull 13 mm (34-64°) Grille
13 mm (41°) Windshield
6 mm (84°) Hood
10 mm (0-22°) Main hull
6 mm (0-38°) Above wheels
8 mm (0°) N/A
Turret 6 mm (15°) Magazine
10 mm (0°) Gun rack
N/A 6 mm (0°) N/A

Notes:

  • Wheels are 2 mm thick.

Mobility

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
8.6 N/A 90 (AB)
83 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 156 173
Realistic/Simulator 97 103
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 18.13 20.12
Realistic/Simulator 11.28 11.98

Armaments

Main article: KPVT (14.5 mm)
14.5 mm KPVT
Capacity (Belt capacity each) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
Stabilizer
1,200 (150) 600 -5°/+89° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 27.4 37.9 __.__ __.__ __.__
Realistic 27.4 32.2 __.__ __.__ __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
10.4 __.__ __.__ __.__

Belt statistics

Ammunition Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
Universal 31 27 22 17 15 13
API-T 45 42 29 21 19 17
IAI 27 26 19 16 14 12

Belt types

Belts Shell composition Combat usage
Universal AP-I, API-T, IAI This is the default belt in usage up until unlocking the API-T belt. It can effectively engage both tanks and planes but is not as good against tanks as the API-T belt.
API-T API-T, AP-I(c), IAI Once unlocked, this is the best belt for dealing with both ground and air target. 1/3 of its bullets can rip trough some side armour (close range) at this BR. Another 1/3 of this belt is specifically purposed against planes. The last 1/3 is general-purpose API-T, okay but not good against both tanks and planes
IAI IAI, API-T Specific belt for hunting planes 1/2 of this belt is IAI ammo, which has no penetration but sets fires to planes quite easily. In emergency situations, can be used against tanks.

Ammo racks

Ammo racks of the BTR-152A.
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
1,200 600 (+600) (+1,200) no

Usage in the battles

As an AA Vehicle this thing is deadly to CAS that gets close. The MGs have good RPM and a good spread which is important in AA. As long as you lead correctly this vehicle can be used to shield you from 250lbs-1000lbs from the Allied aircraft or the 500 kgs from the Germans. If downtiered, it should do alright against most tanks as it has quite good pen, but if uptiered, you need to get on the sides or rear of most tanks.

Stick close to the middle of the pack, but not too close to anyone to avoid becoming too obvious a target for tanks or aircraft. It is a good idea to stay close to the front lines, to help protect against aircraft and spot enemy tanks. It does have somewhat poor ammo capacity, so one might benefit from staying on a point to reload while swatting planes out of the sky.

This vehicle can easily be used as a frontline AA and skilled players can even flank with such a truck.

Frontline AA
Stick to allies and watch the skies. Team play is key with this SPAA since it cannot effectively destroy most ground targets from the front; it will often have to rely on ally firepower. When the battle gets hot, do not hesitate to hit the gas and reach cover while keeping an eye on the sky. Watch out for fighters since they will try to strafe this juicy open-topped target. Loading the API-T belt is recommended, as it can engage both tanks and planes (both of them can appear in sight at any moment).

Flanker
Be sneaky. Any tank can end this truck (or at least critically damage it) at any range. Use road to maximize mobility and strike quickly. Take out tanks by their sides, empty your magazines and retreat to cover, and make sure to not stay in the same spot for too long. If the enemy knows your presence (turret turned towards you), abort flanking maneuvers and return to the safety of the team.

Pros and cons

Pros:

  • Good rate of fire (effective AA).
  • All ammo loads contains AP shells with at least 25 mm of penetration.
  • Elevation of 89° and 360° rotating turret means no AA blind spot.
  • Small turret and high mounted guns makes hull-down position extremely effective.
  • Can fire a whole 10s before weapons jams due to heat.
  • Huge magazines, reloading is rare.
  • Huge ammo load means it is not likely to go dry.
  • Decent damage.
  • Can cross small trenches.
  • Fast turret traverse and elevation.
  • Small ammo racks.
  • Less likely to be destroyed by ramming compared to the GAZ trucks

Cons:

  • AP rounds loose a lot of penetration between 100 and 500 m.
  • Relatively high vehicle.
  • Long reload time.
  • If firing continuously, can only fire half of its mag before having to unjam weapons.
  • Open-topped, fears strafing planes and artilery.
  • Vulnerable to HMG and autocannons.

History

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Media

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

Read also

Sources

Paste links to sources and external resources, such as:

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


USSR anti-aircraft vehicles
GAZ-AAA  GAZ-AAA (4M) · GAZ-AAA (DShK)
BTR-152  BTR-152A · BTR-152D
Wheeled/Half-tracked  GAZ-MM (72-K) · ZiS-12 (94-KM) · ZiS-43
Radar SPAAG  ZSU-23-4 · ZSU-37-2
SAM  ZSU-23-4M4 · Strela-10M2 · 2S6 · Pantsir-S1
Other  ZUT-37 · ZSU-37 · BTR-ZD · ZSU-57-2
Czechoslovakia  M53/59
North Vietnam  ▂Phòng không T-34