Difference between pages "F-86A-5" and "ST-A2"

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(Main armament)
 
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{{Specs-Card|code=f-86a-5}}
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{{Specs-Card|code=jp_st_a2}}
 
+
{{About
 +
| about = Japanese medium tank '''{{PAGENAME}}'''
 +
| usage = other variants
 +
| link = Type 61 (Family)
 +
}}
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''-->
+
<!-- ''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 '''F-86A-5 Sabre''' is a Rank V American jet fighter with a battle rating of 8.0 (AB) and 9.0 (RB/SB). It was in the game since the start of the Open Beta Test prior to Update 1.29.
+
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.
  
The F-86A-5 has the weakest engine of all Sabre variants, and generally the engine is weak compared to other top tier jets (F-86F, CL-13, MiG-17, MiG-15bis etc); thus the slow acceleration, lower top speed than all other Sabres and the low rate of climb for a top tier jet. However, it is the best-turning Sabre in the game and the one with the fastest roll rate. But do not turn at any cost unless it's an emergency! The F-86A-5 bleeds speeds in vertical and horizontal turns very quickly and struggles to regain the energy it had unless there are no enemies in the area to deal with. Remember this: a slow Sabre is a dead Sabre! Despite all of that, it is still faster than the MiG-15, MiG-15bis and many other enemies in top speed.
 
 
== General info ==
 
== General info ==
=== Flight Performance ===
+
=== Survivability and armour ===
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
+
<!--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.
 +
 
 +
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 ===
 +
<!-- ''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)}}
 +
 
 +
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.
 +
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="8" | Characteristics
+
! 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="8" | ''Stock''
+
! colspan="6" | Turret rotation speed (°/s)
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 0 m - sea level)
+
! style="width:4em" |Mode
! rowspan="2" | Max altitude<br>(meters)
+
! style="width:4em" |Stock
! colspan="2" | Turn time<br>(seconds)
+
! style="width:4em" |Upgraded
! colspan="2" | Rate of climb<br>(meters/second)
+
! style="width:4em" |Prior + Full crew
! rowspan="2" |Take-off run<br>(meters)
+
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
! AB
+
| ''Arcade'' || 22.85 || 31.62 || 38.40 || 42.47 || 45.18
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 1,081 || 1,071 || 14,000 || 25.4 || 25.9 || 30.8 || ??.? || 700
+
| ''Realistic'' || 14.28 || 16.8 || 20.40 || 22.56 || 24.0
 
|-
 
|-
! colspan="8" | ''Upgraded''
+
! colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 0 m - sea level)
+
! colspan="1" style="width:4em" |Stock
! rowspan="2" |Max altitude (meters)
+
! colspan="1" style="width:4em" |Prior + Full crew
! colspan="2" | Turn time (seconds)
+
! colspan="1" style="width:4em" |Prior + Expert qualif.
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="1" style="width:4em" |Prior + Ace qualif.
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
+
| 9.75 || 8.63 || 7.95 || 7.5
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 1,105 || 1,093 || 14,000 || 22.7 || 24.0 || 46.2 || 38.1 || 700
 
 
|}
 
|}
  
====Details====
+
 
{| class="wikitable" style="text-align:center"
+
===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 
|-
 
|-
! colspan="5" | Features
+
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0°'''
 
|-
 
|-
! Combat flap
+
! 10m
! Take-off flap
+
! 100m
! Landing flap
+
! 500m
! Air brakes
+
! 1000m
! Arrestor gear
+
! 1500m
 +
! 2000m
 
|-
 
|-
| || || || || X    <!-- ✓ -->
+
| M318 shot || AP ||174||171||159||149||133||122
 
|-
 
|-
|}
+
| M71 shell || HE || 13 || 13 || 13 || 13 || 13 || 13
 
+
|-
{| class="wikitable" style="text-align:center"
+
| M82 shot || APCBC ||182||180|| 168 || 153 || 140 || 128
 
|-
 
|-
! colspan="5" | Limits
+
| M304 shot || APCR || 264 || 260 || 245 || 226 || 210 || 191
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
| M332 shot || APCR || 271 || 270 || 245 || 217 || 192 || 170
! rowspan="2" | Gear limit<br>(km/h)
 
! rowspan="2" | Combat flap<br> (km/h)
 
! colspan="2" | Max Static G
 
 
|-
 
|-
! +
+
| M348 shell || HEATFS || 305 || 305 || 305 || 305 || 305 || 305
! -
 
 
|-
 
|-
| 1,118 || 350 || 620 || ~13 || ~8
+
|}
 +
{| 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
{| class="wikitable" style="text-align:center"
+
! 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:''
 
|-
 
|-
! colspan="4" | Optimal velocities
+
! 0%
 +
! 50%
 +
! 100%
 
|-
 
|-
! Ailerons<br>(km/h)
+
| M318 shot || AP || 853 || 11 || N/A || N/A || N/A || +4° ||47°|| 60° || 65°
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
| < 850 || < 600 || < 680 || > 250
+
| 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°
 
 
{| class="wikitable" style="text-align:center"
 
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
| M332 shot || APCR || 1178 || 5.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 
|-
 
|-
! colspan="3" | Setting 1
+
| M348 shell || HEATFS || 853 || 6.5 || 0.0 || 0.1 || 926.17 || +0° || 65° || 72° || 75°
 
|-
 
|-
! Optimal altitude
+
|}
! 100% Engine power
+
{| class="wikitable sortable" style="text-align:center"
! WEP Engine power
+
! colspan="7" | Smoke characteristic
 
|-
 
|-
| ?,??? m || ??? hp || ?,??? hp
+
! 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):''
 
|-
 
|-
<!--! colspan="3" | Setting 2
+
| M313 || 821 || 11 || 13 || 5 || 20 || 50
 
|-
 
|-
! Optimal altitude
+
|}
! 100% Engine power
+
 
! WEP Engine power
+
=====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]]
 
|-
 
|-
| ?,??? m || ?,??? hp || ?,??? hp
+
! Which ones
 +
! Default magnification
 +
! Maximum magnification
 
|-
 
|-
! colspan="3" | Setting 3
+
! 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.-->
 
|-
 
|-
! Optimal altitude
+
! Comparable optics
! 100% Engine power
+
| colspan="2;" style="text-align:center;" | [[JPz 4-5]]
! WEP Engine power
 
 
|-
 
|-
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
 
|}
 
|}
  
=== Survivability and armour ===
+
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.
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''-->
+
 
* 38 mm Bulletproof glass - Front Windshield
+
=== Machine guns ===
* 6.35 mm Steel - Nose armor x 2
+
<!--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.-->
* 20 mm Steel - Pilot's headrest
+
{{main|M1919A4 (7.62 mm)}}
* 12.7 mm Steel - Back of pilot's seat
+
 
 +
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
  
== Armaments ==
+
guidance
=== Offensive armament ===
+
|-
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
+
| colspan="4" |4,500 (250)
{{main|Browning M3 (12.7 mm)}}
+
|500
 +
|N/A
 +
|N/A
 +
|}
  
The '''''{{PAGENAME}}''''' is armed with:
+
== Usage in battles ==
 +
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
  
* 6 x 12.7 mm Browning M3 machine guns, nose-mounted (300 rpg = 1,800 total)
+
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.
  
=== Suspended armament ===
+
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.
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
 
{{main|Bombs|Rockets}}
 
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
+
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===
  
* Without payload
+
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.  
* 16 x 127 mm HVAR rockets
 
* 2 x 1,000 lb AN-M65A1 Fin M129 bombs (2,000 lb total)
 
<!--
 
=== Defensive armament ===
 
''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available remove this subsection.''
 
-->
 
== Usage in the battles ==
 
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a 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. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
[[File:ArtworkImage_F86mig.jpg|thumb|300px|right|The view of an F-86 Sabre from the cockpit of a [[MiG-15]]]]
 
The F-86A-5 should be played as a strict Boom & Zoom plane due to the fact that simple turns make it bleed a lot of speed. Gain some speed after takeoff (750 - 800 kph or 466 - 497 mph) then zoom up to 3,000 mm/9843 ft then turn to the center after you're done zoom side-climbing. Next, you pick your targets. Dive, engage, zoom up smoothly (to not lose a lot of speed) then rinse and repeat. If there are multiple enemies above you, don't engage and keep flying straight. If there is one enemy above you in the vicinity, you can engage, but don't pull up hard or you will lose a lot of speed in the process! Do it smoothly. If you are generally low on speed and you can escape from enemies, keep flying straight until you're fast, zoom up then loop around and keep flying straight at the altitude you went up to then resume the strict Boom & Zoom procedure.
 
  
The F-86A-5 is not an air superiority fighter, it's more of a support plane despite being a Sabre. Tactics explained in "General play style".
+
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.
  
All top tier jets are a threat. All of them have better performance overall especially in acceleration, climb rate and energy retention.
+
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.
  
For those who may have an {{PAGENAME}} on their tail, if you're in an emergency (a situation where nothing that was explained works), resort to defensive flying. The defensive flying capabilities of the A-5 Sabre are very high and extremely good due to its roll rate. Most of the time, top tier jet pilots will Boom & Zoom you which can be a problem for you, however, if they decide to stick around and dogfight you, you will have the advantage.
+
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===
 
===Modules===
 
{| class="wikitable"
 
{| class="wikitable"
!colspan = "1"| Tier
+
!Tier
!colspan = "2"| Flight performance
+
! colspan="2" |Mobility
!colspan = "1"| Survivability
+
!Protection
!colspan = "2"| Weaponry
+
! colspan="3" |Firepower
 
|-
 
|-
| I
+
|I
| Fuselage Repair
+
|Tracks||
| Compressor
+
|Parts
|  
+
|M82 shot
| Offensive 12 mm
+
|Horizontal Drive
|  
+
|
 
|-
 
|-
| II
+
|II
| New Boosters
+
|Suspension||Brake System
|  
+
|FPE
| Airframe
+
|M304 shot
|  
+
|Adjustment of Fire
| FRC mk.2
+
|
 
|-
 
|-
| III
+
|III
| Wings Repair
+
|Filters||
| Engine
+
|Crew Replenishment
|  
+
|M332 shot
| New 12 mm MGs
+
|Elevation Mechanism
|  
+
|
 
|-
 
|-
| IV
+
|IV
| G-Suit
+
|Transmission||Engine
|  
+
|
| Cover
+
|M348 shell
|  
+
|Artillery Support
| FLBC mk.1
+
|M313
 
|-
 
|-
 
|}
 
|}
 
 
=== 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 the 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. 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:'''
* Very fast roll rate
+
 
* Leading edge slats which improve low speed maneuverability
+
*Overall better sniper qualities than ST-A1 (but they only really matter in RB)
* Nose mounted weaponry
+
*Can defend itself against other tanks in case of a rear flank, unlike ST-A1
* Good zooming ability
+
*Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
* Good diving ability
+
*Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
* Best turning Sabre
+
*Harder to destroy by poorly aimed shot in down-tier
* 12.7 mm M3 Browning .50 cals are very effective weapons
 
  
 
'''Cons:'''
 
'''Cons:'''
* Poor sustained climb rate
+
 
* Slow acceleration for a top rank jet
+
*Worse against light tanks than predecessor due to lack of 12.7 mm MG
* Loses a lot of speed in turns
+
*Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
* Slow compared to it's enemies
+
*Raised turret still cannot use certain hull down spots, but raises tank's profile
* Very hard to get guns on target in horizontal due to weak rudder control
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*Hull weak spot is even more relevant now
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the aircraft 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.''-->
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''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).''
The F-86 is considered one of the best fighter jets of the Korean War. It is the most-produced Western fighter, with almost 10,000 aircraft produced by the US, Australia, Canada (as the re-engined CL-13), Italy, and Japan.
 
  
The F-86 was developed by North American Aviation, the creator of the venerable P-51 Mustang. The XP-86 prototype was created to meet the USAF requirement for a high-altitude escort fighter. It was derived from the Navy's FJ-1 Fury, a transitional fighter jet that borrowed the wings, tail surfaces and canopy from the P-51D. The XP-86 was under threat of cancellation because the XP-80 and XP-84 had similar performance characteristics and were farther ahead in development. However, North American designers made a radical change to the design and replaced the straight wing with a swept wing, which was shown by seized German research to greatly reduce drag and increase performance at high speed. The resulting performance boost was so significant that the swept-wing prototype of the XP-86 was supposedly able break the sound barrier in a dive a few days before Chuck Yeager made his official attempt.
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== Media ==
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''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
The F-86A-5 is the first operational variant of the F-86. It is powered by the General Electric J47 engine and includes slats on the leading edge of the wing derived from the Messerschmitt Me 262 to increase low-speed performance. It is armed with six M3 .50 (12.7 mm) electrically boosted machine guns firing at 1,200 rounds per minute. It can carry eight 5" rockets, 2,000 lb of bombs, or a pair of external fuel tanks that can be jettisoned in-flight to increase performance in combat. While most of the F-86As had a Mark 18 manual ranging-computing gun sight, the last 24 F-86A-5-NAs were equipped with the A-1CM gun sight, which used radar to automatically compute a target's range. This later became standard on the F-86E.
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== See also ==
 +
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
== Media ==
+
* ''reference to the series of the vehicles;''
''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 aircraft;''
 
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
<!--''ETC.''-->
 
  
== Sources ==
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== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
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* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on aircraft encyclopedia;''
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* ''encyclopedia page on the tank;''
 
* ''other literature.''
 
* ''other literature.''
  
{{USA jet aircrafts}}
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{{Japan medium tanks}}

Revision as of 00:15, 4 June 2020

Rank VI USSR | Premium | Golden Eagles
Su-25K 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