Difference between pages "LS 3" and "ST-A2"

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{{Specs-Card|code=germ_ls_class}}
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{{Specs-Card|code=jp_st_a2}}
 
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{{About
 +
| about = Japanese medium tank '''{{PAGENAME}}'''
 +
| usage = other variants
 +
| link = Type 61 (Family)
 +
}}
 
== Description ==
 
== Description ==
<!--''In the first part of the description, cover the history of the ship’s creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot. If a beginner player has a hard time remembering vehicles by name, a picture will help them understand which ship is being discussed.''-->
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<!-- ''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.'' -->
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''{{Specs|name}}''' is a reserve rank {{Specs|rank}} German destroyer {{Battle-rating}}. It was introduced in [[Update 1.79 "Project X"]] as part of the fleet closed beta test.
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The '''{{Specs|name}}''' is a Rank {{Specs|rank}} Japanese medium tank {{Battle-rating}}. It was introduced along with the initial Japanese Ground Forces tree in [[Update 1.65 "Way of the Samurai"]].
 +
 
 +
It is a sidegrade to [[ST-A1]], which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Tips for preserving survivability should be saved for the "Use in battle" section.''
+
<!--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.-->
 +
 
 +
Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.  
 +
 
 +
For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.
 +
 
 +
Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, '''gunner's head''' is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.
 +
 
 +
For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.
  
''If necessary, use a graphic template to show the most well-protected or most vulnerable points in the armour.''
+
Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''
+
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 +
 
 +
{{tankMobility|abMinHp= 775|rbMinHp= 442}}
 +
 
 +
The mobility of the {{PAGENAME}} is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .
 +
 
 +
== Armaments ==
 +
=== Main armament ===
 +
<!--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|M3A1 (90 mm)}}
  
== Armament ==
+
The gun and the ammunition themselves are the same as the ones on ST-A1.
=== Primary armament ===
 
<!--''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>.''
 
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''-->
 
{{main|MG 151/15 (15 mm)}}
 
  
* One 15 mm MG 151/15 cannon (1200 rounds)
+
As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.
The 15 mm MG 151/15 can be deadly in proper hands. It has an insane fire rate of 750 rates per minute, which means it can take small boats and aircrafts in its BR in seconds. However, this cannon overheats easily, so never keep firing for too long. Like the AN/M2 MG, this gun has large belt capacity and long reloading time.
 
  
=== Torpedo armament ===
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Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.
<!--''Many ships are armed with torpedo launchers, and for some vessels such as boats, torpedoes are an extremely important means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc.''
 
''If there is no torpedo armament, remove this section.''-->
 
{{main|LT 1A/1}}
 
  
* Two 450 mm LT 1A/1 torpedoes
+
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="6" | [[M3A1 (90 mm)|90 mm M3A1]]
 +
|-
 +
! colspan="3" rowspan="1" style="width:5em" |Capacity
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="3" | 40 || -10°/+13° || ±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'' || 22.85 || 31.62 || 38.40 || 42.47 || 45.18
 +
|-
 +
| ''Realistic'' || 14.28 || 16.8 || 20.40 || 22.56 || 24.0
 +
|-
 +
! 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.
 +
|-
 +
| 9.75 || 8.63 || 7.95 || 7.5
 +
|-
 +
|}
 +
 
 +
 
 +
===== 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''''' '''@ 0°'''
 +
|-
 +
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 +
|-
 +
| M318 shot || AP ||174||171||159||149||133||122
 +
|-
 +
| M71 shell || HE || 13 || 13 || 13 || 13 || 13 || 13
 +
|-
 +
| M82 shot || APCBC ||182||180|| 168 || 153 || 140 || 128
 +
|-
 +
| M304 shot || APCR || 264 || 260 || 245 || 226 || 210 || 191
 +
|-
 +
| M332 shot || APCR || 271 || 270 || 245 || 217 || 192 || 170
 +
|-
 +
| M348 shell || HEATFS || 305 || 305 || 305 || 305 || 305 || 305
 +
|-
 +
|}
 +
{| 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%
 +
|-
 +
| M318 shot || AP || 853 || 11 || N/A || N/A || N/A || +4° ||47°|| 60° || 65°
 +
|-
 +
| M71 shell || HE || 823 || 11 || 0.1 || 0.5 || 925 || +0° || 79° || 80° || 81°
 +
|-
 +
| M82 shot || APCBC || 853 || 11 || 1.2 || 14 || 137.2 || +4° || 48° || 63° || 71°
 +
|-
 +
| M304 shot || APCR || 1021 || 7.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| M332 shot || APCR || 1178 || 5.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| M348 shell || HEATFS || 853 || 6.5 || 0.0 || 0.1 || 926.17 || +0° || 65° || 72° || 75°
 +
|-
 +
|}
 +
{| 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):''
 +
|-
 +
| M313 || 821 || 11 || 13 || 5 || 20 || 50
 +
|-
 +
|}
 +
 
 +
=====Optics=====
 +
<!--
 +
''Explain how the optic's status can affect the tank's gameplay in any unique or meaningful way. A comparison to rival tanks of the rank is welcome.''
 +
 
 +
''If you are having problems with it, refer to the [[Optics|optics gallery]] page for examples.''-->
 +
 
 +
{| class="wikitable" style="text-align:center" width="50%"
 +
! colspan="3" | {{PAGENAME}} [[Optics]]
 +
|-
 +
! Which ones
 +
! Default magnification
 +
! Maximum magnification
 +
|-
 +
! Main Gun optics
 +
| x8 || x16 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with an "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
 +
|-
 +
! Comparable optics
 +
| colspan="2;" style="text-align:center;" | [[JPz 4-5]]
 +
|-
 +
|}
 +
 
 +
ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.
 +
 
 +
=== Machine guns ===
 +
<!--Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.-->
 +
{{main|M1919A4 (7.62 mm)}}
 +
 
 +
The 12.7 mm M2HB machine gun was removed, so ST-A2 only has [[M1919A4 (7.62 mm)|7.62 mm M1919A4]] in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.
 +
 
 +
On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.
 +
 
 +
{| class="wikitable"
 +
! colspan="7" |[[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
 +
|-
 +
! colspan="7" |''Coaxial mount''
 +
|-
 +
! colspan="4" rowspan="1" |Capacity (Belt capacity)
 +
! rowspan="1" |Fire rate
 +
 
 +
(shots/minute)
 +
! rowspan="1" |Vertical
 +
 
 +
guidance
 +
! rowspan="1" |Horizontal
 +
 
 +
guidance
 +
|-
 +
| colspan="4" |4,500 (250)
 +
|500
 +
|N/A
 +
|N/A
 +
|}
  
 
== Usage in battles ==
 
== Usage in battles ==
<!--''Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don’t get try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various 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 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).-->
The LS3 is one of the better reserve vessels, with a fairly flexible main armament, providing a 360-degree firing arc without any elevation limitations owing to its elevated position. While it only possesses a single gun, it is capable of hitting well above its weight class when used correctly. Because of its small size and similarly small crew complement, it is recommended to not engage in direct confrontations against large surface combatants, especially at range. Its single autocannon is difficult to land hits at moving targets at range, and its small size makes medium calibre AA guns incredibly deadly against the LS 3. Vessels like the 80 ft Nasty and later R-boats are to be avoided due to the presence of a large autocannon.  
+
 
 +
As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the [[Chi-Ha]]. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.
 +
 
 +
But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the [[Chi-Ha]], this time in the form of M348 HEAT-FS researchable as tier IV modification.
 +
 
 +
Other than the similarities to the [[Chi-Ha]], the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the [[ST-A1]], which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the [[ST-A1]], the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.
 +
===Gameplay===
 +
 
 +
The plan is simple and similar to the [[Chi-Ha]] & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.  
  
What it lacks in the protection area it makes up in mobility. The LS 3 is second to only the G-5 in terms of speed. This in tandem with its incredibly tight turning circle and slim profile, makes the LS 3 very well suited for flanking capture points. Use its speed to sneak in to capture points and rush at vessels that may be occupying it. Its high top speed also makes it useful to rush cap points at the beginning of a match. That being said, be careful not to overextend, or you will find yourself overwhelmed very quickly. Instead, use its superior speed to be the first to reach a capture point, and hide behind an island, selectively engaging enemies that come into the line of sight or attempt to contest the point.
+
The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.
  
Trigger discipline is absolutely necessary when sailing the LS 3, as the gun can overheat to offset its high ammo capacity. Avoid firing in more than 2-second bursts when engaging at the effective range, and be sure to watch the gun heat when engaging at close range. In the event of an overheat, you will have to load the gun again, costing time which is crucial in the knife fights this vessel is best suited for. To maximize the chance of a kill in a single burst, be sure to rake up and down the entire length of an enemy vessel if it shows its broadside. This is advisable in any PT boat, but especially to the LS 3 due to the gun overheating. Use universal belts for the high explosive rounds.
+
Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.
  
To take advantage of the vessel’s short beam, engage head-on when possible, and tack to port and starboard erratically to throw off aim. This also helps with aiming as you no longer have to worry about having to compensate for the movement of your own vessel. Avoid firing while broadside, as this, unnecessarily exposes the entire side of the vessel and your crew, and the lack of additional guns makes such a manoeuvre pointless.
+
After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.
  
=== Pros and cons ===
+
With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the 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 - they have a substitution in the form of softer "inadequate", "effective".''-->
+
===Modules===
 +
{| class="wikitable"
 +
!Tier
 +
! colspan="2" |Mobility
 +
!Protection
 +
! colspan="3" |Firepower
 +
|-
 +
|I
 +
|Tracks||
 +
|Parts
 +
|M82 shot
 +
|Horizontal Drive
 +
|
 +
|-
 +
|II
 +
|Suspension||Brake System
 +
|FPE
 +
|M304 shot
 +
|Adjustment of Fire
 +
|
 +
|-
 +
|III
 +
|Filters||
 +
|Crew Replenishment
 +
|M332 shot
 +
|Elevation Mechanism
 +
|
 +
|-
 +
|IV
 +
|Transmission||Engine
 +
|
 +
|M348 shell
 +
|Artillery Support
 +
|M313
 +
|-
 +
|}
 +
=== 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. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they can be substituted with softer forms such as "inadequate" and "effective".-->
  
 
'''Pros:'''
 
'''Pros:'''
  
* Decently powerful MG 151 cannon
+
*Overall better sniper qualities than ST-A1 (but they only really matter in RB)
* High top speed can make it difficult to lead and destroy
+
*Can defend itself against other tanks in case of a rear flank, unlike ST-A1
* Very good manoeuvrability, can change direction quickly
+
*Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
* High ammo capacity, able to outlast contemporaries in a firefight with good trigger discipline
+
*Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
* Relatively high rate of fire
+
*Harder to destroy by poorly aimed shot in down-tier
  
 
'''Cons:'''
 
'''Cons:'''
  
* Gun is capable of overheating, limits the usefulness of high ammo capacity
+
*Worse against light tanks than predecessor due to lack of 12.7 mm MG
* Very fragile, incredibly vulnerable to 37 mm and 40 mm fire
+
*Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
* Elevated gun position makes it vulnerable to damage
+
*Raised turret still cannot use certain hull down spots, but raises tank's profile
* Single gun eliminates almost all offensive capability if disabled
+
*Hull weak spot is even more relevant now
* Long reload time
 
* Low ammo count overall; limited to two magazines
 
  
 
== History ==
 
== History ==
''Describe the history of the creation and combat usage of the ship in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <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></nowiki></code>, as well as adding them at the end of the article.''
+
''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 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></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
 
== See also ==
 
== See also ==
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''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 ship;''
+
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
  
Line 78: Line 300:
  
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on ship;''
+
* ''encyclopedia page on the tank;''
 
* ''other literature.''
 
* ''other literature.''
  
{{Germany boats}}
+
{{Japan medium tanks}}

Revision as of 00:15, 4 June 2020

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
ST-A2
jp_st_a2.png
ST-A2
AB RB SB
6.3 6.3 6.3
Class:
Research:31 000 Specs-Card-Exp.png
Purchase:200 000 Specs-Card-Lion.png
Show in game
This page is about the Japanese medium tank ST-A2. For other variants, see Type 61 (Family).

Description

GarageImage ST-A2.jpg


The ST-A2 is a Rank IV Japanese medium tank with a battle rating of 6.3 (AB/RB/SB). It was introduced along with the initial Japanese Ground Forces tree in Update 1.65 "Way of the Samurai".

It is a sidegrade to ST-A1, which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.

General info

Survivability and armour

Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.

For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.

Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, gunner's head is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.

For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.

Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 50 20 34.2 775 954 22.66 27.89
Realistic 45 18 442 500 12.92 14.62

The mobility of the ST-A2 is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .

Armaments

Main armament

Main article: M3A1 (90 mm)

The gun and the ammunition themselves are the same as the ones on ST-A1.

As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.

Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.

90 mm M3A1
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
40 -10°/+13° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 22.85 31.62 38.40 42.47 45.18
Realistic 14.28 16.8 20.40 22.56 24.0
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
9.75 8.63 7.95 7.5


Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0°
10m 100m 500m 1000m 1500m 2000m
M318 shot AP 174 171 159 149 133 122
M71 shell HE 13 13 13 13 13 13
M82 shot APCBC 182 180 168 153 140 128
M304 shot APCR 264 260 245 226 210 191
M332 shot APCR 271 270 245 217 192 170
M348 shell HEATFS 305 305 305 305 305 305
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%
M318 shot AP 853 11 N/A N/A N/A +4° 47° 60° 65°
M71 shell HE 823 11 0.1 0.5 925 +0° 79° 80° 81°
M82 shot APCBC 853 11 1.2 14 137.2 +4° 48° 63° 71°
M304 shot APCR 1021 7.6 N/A N/A N/A +1.5° 66° 70° 72°
M332 shot APCR 1178 5.6 N/A N/A N/A +1.5° 66° 70° 72°
M348 shell HEATFS 853 6.5 0.0 0.1 926.17 +0° 65° 72° 75°
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):
M313 821 11 13 5 20 50
Optics
ST-A2 Optics
Which ones Default magnification Maximum magnification
Main Gun optics x8 x16
Comparable optics JPz 4-5

ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.

Machine guns

Main article: M1919A4 (7.62 mm)

The 12.7 mm M2HB machine gun was removed, so ST-A2 only has 7.62 mm M1919A4 in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.

On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.

7.62 mm M1919A4
Coaxial mount
Capacity (Belt capacity) Fire rate

(shots/minute)

Vertical

guidance

Horizontal

guidance

4,500 (250) 500 N/A N/A

Usage in battles

As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the Chi-Ha. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.

But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the Chi-Ha, this time in the form of M348 HEAT-FS researchable as tier IV modification.

Other than the similarities to the Chi-Ha, the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the ST-A1, which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the ST-A1, the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.

Gameplay

The plan is simple and similar to the Chi-Ha & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.

The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.

Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.

After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.

With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.

Modules

Tier Mobility Protection Firepower
I Tracks Parts M82 shot Horizontal Drive
II Suspension Brake System FPE M304 shot Adjustment of Fire
III Filters Crew Replenishment M332 shot Elevation Mechanism
IV Transmission Engine M348 shell Artillery Support M313

Pros and cons

Pros:

  • Overall better sniper qualities than ST-A1 (but they only really matter in RB)
  • Can defend itself against other tanks in case of a rear flank, unlike ST-A1
  • Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
  • Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
  • Harder to destroy by poorly aimed shot in down-tier

Cons:

  • Worse against light tanks than predecessor due to lack of 12.7 mm MG
  • Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
  • Raised turret still cannot use certain hull down spots, but raises tank's profile
  • Hull weak spot is even more relevant now

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 the article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under === Encyclopedia Info ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


Japan medium tanks
Type 97  Chi-Ha · Chi-Ha Kai · Chi-Ha Kai TD · Chi-Ha Short Gun
Type 1  Chi-He · Chi-He (5th Regiment) · Ho-I
Type 3  Chi-Nu · Chi-Nu II
Type 4  Chi-To · Chi-To Late
Type 5  Chi-Ri II
Type 61 MBT  ST-A1* · ST-A2* · ST-A3* · Type 61
Type 74 MBT  ST-B2* · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90 MBT  Type 90 · Type 90 (B) · Type 90B "Fuji"
Type 10 MBT  TKX (P)* · TKX* · Type 10
Other  Ka-Chi
USA  ▅M4A3 (76) W · ▅M47
  *Prototype