Difference between revisions of "Chieftain Marksman"

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(Attempted to wire text with table section. I wish i had a good way to calculate rearm time, but i simply can't do this in middle of battle. Also, is there any way to colour the table in vis. mode? And should i repeat some info mentioned in "description"?)
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The Marksman looks like Chieftain tank hull with giant boxy turret in middle of it. The turret has a radar on the back of it and clearly visible handles with cannons on its front. The front has distinctive double slope. There is no other such turret in game and so it is very easy to identify.
 
The Marksman looks like Chieftain tank hull with giant boxy turret in middle of it. The turret has a radar on the back of it and clearly visible handles with cannons on its front. The front has distinctive double slope. There is no other such turret in game and so it is very easy to identify.
  
The Chieftain chassis make this SPAA invulnerable to hull breaks and protects it fairly well against frontal attacks by light vehicles. The turret protection is not great, but it will stop most heavy machine gun fire. It's almost like the FV4005 with slightly more armour on turret. Do not show the lower front plate to the enemy's tanks, as it's considerably weaker.
+
Like Falcon, Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however it's much slower so it's doing its job from about kilometer away, or further, if possible.  
  
Despite having better armour for hull, Marksman is extremely slow, so keep the enemy away from this vehicle.
+
Radar allows it to have aiming reticle against closing in planes in RB. Reticle works the same way as in AB, however it doesn't say how far is the plane.
  
Guns converge at about 1.2 km range without "Adjustments of Fire" modification and about 1.8 km with it. This makes firing at close range enemy vehicles very impractical, due to low ammunition count. However, it's very convenient for firing at moving targets, including light tanks and jets, as if two autocannons increase the probability of a hit. Also the guns can disable both tracks of enemy vehicle at 300 m distance, if facing enemy's front. Since the guns are 35 mm, they also deal more damage, use the explosive ammo to destroy planes in fewer hits, lightly armoured vehicles get destroyed in about 30 shots at worst.
+
The play style is much less aggressive than Falcon; however, the APDS belt is no joke, as '''every''' shell in it can penetrate about 100 mm of armour up to 500 meters and up to 60 mm at 2000 meters at 30°. As such, weaker side armour on most rank 5+ vehicles, of all nations can be threatened by the Marksman from almost any range, and it only brings much more pain to light vehicles from afar.Only soviets have decent enough armour on nearly all vehicles to negate it's firepower in optimal weapon range.
  
Ammunition belts are split into 2: main one and secondary one. The Marksman can take 460 shells for main belt and 40 for secondary, which is barely enough for 1 engagement. This may be insulting, but it's necessary for survival. Unlike Falcon, when ammo for the main belt runs out, this could be reloaded at capture point while the secondary belt of pure anti-air or anti-armor rounds that could be used as self-defense. Also, there won't be a need to reload a new belt once the ammo restock is complete, so the Marksman is ready to fight quicker. The other thing with ammunition belts is that APDS belt is now purely APDS. This makes decision about secondary belt being fully anti-tank or fully anti-air ever more annoying.  
+
It may feel like guns are similiar to falcon when you fire them but due to them being 35mm you can tear off plane wings even in one hit, and you can hit them even with stock gun easily from 1.8 km range without wasting too much ammo. Guns have convergence of about 1.5km (more or less, depending on "adjustments of fire" upgrade), which makes them better for leading targets, but also wasting some ammunition in process, and making vehicle weak at closer ranges.  
  
Guns still overheat in 10 seconds and can put the Marksman out of fighting capability for half a minute. Luckily, it's hardly necessary to go trigger happy with marksman's accuracy.
+
Guns still overheat in 10 seconds and can put the Marksman out of fighting capability for half a minute. Luckily, it's hardly necessary to go trigger happy with marksman's accuracy and with marksman you can instantly change belts to unjam the cannons.  
 
 
Radar allows to have aiming reticle against closing in planes in RB. Reticle works the same way as in AB, however it doesn't say how far is the plane.
 
 
 
Like Falcon, Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however it's much slower so it's doing its job from about kilometer away, or further, if possible.
 
  
 
== General info ==
 
== General info ==
Line 28: Line 24:
 
<!--''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 helpfull for survival in combat?''
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
+
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->The Chieftain chassis make this SPAA invulnerable to hull breaks and protects it fairly well against frontal attacks by light vehicles. The turret protection is not great, but it will stop most heavy machine gun fire at close range. It's almost like the FV4005 with slightly more armour on turret.
Aim at bottom-left (their right) of turret to take out the gunner, shooting at the opposite end of this will take out commander, then aim in middle of lower frontal plate to disable the driver, or simply flank the vehicle and do the same. It has an extremely fast turning turret, so the gunner should be taken out as fast as possible.
+
 
 +
Do not show the lower front plate to the enemy's tanks, as it's considerably weaker. Despite having better armour for hull, Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to get all out of armour you have.  
  
The play style is much less aggressive than Falcon; however, the APDS belt is no joke, as '''every''' shell in it can penetrate about 100 mm of armour up to 500 meters. As such, weaker side armour on medium tanks could be threatened by the Marksman, and it only brings much more pain to light vehicles from afar.
+
Vehicle can be taken out by attacking the turret: Firstly enemy does precise shot at bottom-left (vehicle's right) of turret to take out the gunner, then fires at the opposite to take out tank commander, then aim in the middle of lower frontal plate to disable the driver, or simply flank the vehicle and do the same. Your turret may tank 20mm auto cannon shots, but only at about 1.2 km range, which is an acceptable duel range for marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3km away.
  
 
=== Mobility ===
 
=== Mobility ===
''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 maneuverability as well as the maximum speed forward and backward. -->
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="3" |Mobility characteristic
 +
|-
 +
!Weight (tons)
 +
! colspan="1" |Add-on Armor
 +
weight (tons)
 +
! colspan="1" |Max speed (km/h)
 +
|-
 +
| rowspan="2" |55.0|| colspan="1" rowspan="2" |N/A|| colspan="1" |44 (AB)
 +
|-
 +
|41 (RB/SB)
 +
|-
 +
! colspan="3" |Engine power (horsepower)
 +
|-
 +
! colspan="1" |Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|937
 +
|___
 +
|-
 +
|''Realistic/Simulator''
 +
|548
 +
|___
 +
|-
 +
! colspan="3" |Power-to-weight ratio (hp/ton)
 +
|-
 +
! colspan="1" |Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|17.03
 +
|__.__
 +
|-
 +
|''Realistic/Simulator''
 +
|9.96
 +
|__.__
 +
|}The speed of Marksman is very low. It barely can turn around and you can't use speed against enemy, due to poor hp/ton ratio.
 +
 
 +
If you keep moving forward without changing direction, you might eventually reach 40km/h on flat terrain.
  
 
== Armaments ==
 
== Armaments ==
Line 67: Line 108:
 
|-
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
! colspan="4" | Reloading rate (seconds)
 +
| colspan="2" |Rearm rate (seconds)
 
|-
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Stock
Line 72: Line 114:
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|Main belt
 +
|Secondary belt
 
|-
 
|-
 
| 1.3 || __.__ || __.__ || __.__
 
| 1.3 || __.__ || __.__ || __.__
 +
|~45.0
 +
|~5.0
 +
|-
 +
|}
 +
 +
<!-- Rearm rate have been taken from AB. May be different in RB.  -->Marksman has an extremely fast turning turret, so any incoming plane or light vehicle can be targeted fast.
 +
 +
Guns converge at about 1.2 km range without "Adjustments of Fire" modification and about 1.8 km with it. This makes firing at close range enemy vehicles very impractical, due to low ammunition count. However, it's very convenient for firing at moving targets, including light tanks and jets, as if two separate autocannons increase the probability of a hit.
 +
 +
The guns can disable both tracks of enemy vehicle at once at 300 m distance, if facing enemy's front. This allows you to escape and ask teammate to finish off the threat.
 +
 +
Since the guns are 35 mm, they also deal more damage than 30 mm of previous generation SPAA, use the explosive ammo to destroy planes in about 1 to 2 hits, lightly armoured vehicles get destroyed in about 30 shots at worst.
 +
 +
'''Belt types:'''
 +
{| class="wikitable"
 +
! colspan="9" |Penetration statistics
 
|-
 
|-
 +
! rowspan="2" |Belt
 +
! rowspan="2" |Type of
 +
warhead
 +
! rowspan="2" |Able to use as main belt:
 +
! colspan="6" |'''Penetration''' '''''in mm''''' '''@ 90°'''
 +
|-
 +
!10m
 +
!100m
 +
!500m
 +
!1000m
 +
!1500m
 +
!2000m
 +
|-
 +
|Default
 +
|API-T, HEI-T
 +
|Yes
 +
|68
 +
|63
 +
|58
 +
|50
 +
|39
 +
|31
 +
|-
 +
|DM11A1
 +
|API-Tx3, HEI-T
 +
|___
 +
|68
 +
|63
 +
|58
 +
|50
 +
|39
 +
|31
 +
|-
 +
|DM-13
 +
|HEI-Tx3, HEI-T
 +
|___
 +
|68
 +
|63
 +
|58
 +
|50
 +
|39
 +
|31
 +
|-
 +
|DM-23
 +
|APDS
 +
|___
 +
|112
 +
|110
 +
|101
 +
|90
 +
|71
 +
|62
 
|}
 
|}
 +
'''Note''': HEI-T does no damage to armoured targets, but critically damages planes.
 +
 +
Ammunition belts are split into 2: main one and secondary one.
 +
 +
The Marksman can take 460 shells for main belt and 40 for secondary, which is barely enough for 1 engagement. This may be insulting, but it's necessary for survival. Unlike Falcon, when ammo for the main belt runs out, this could be reloaded at capture point while the secondary belt of pure anti-air or anti-armor rounds that could be used as self-defense. 
 +
 +
Also, there won't be a need to reload a new belt once the ammo restock is complete, so the Marksman is ready to fight quicker. The other thing with ammunition belts is that since APDS belt is now purely APDS. This makes decision about secondary belt being fully anti-tank or fully anti-air ever more annoying and affecting your playstyle.
 +
 +
You can only reload one belt at once. Your secondary belt rearms in about 5 seconds, while your main belt rearms for about 45 seconds.Thus, your playstyle is majorly dictated by how far from capture point you are.
  
 
===== [[Ammo racks|Ammo racks]] =====
 
===== [[Ammo racks|Ammo racks]] =====
Line 96: Line 217:
 
== Usage in the battles ==
 
== Usage in the battles ==
 
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
<!--''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).''-->
Follow the team's push and take some nice fortified position near to the capture point, destroying any scout vehicle that attempt to get close while looking for planes. Conducting both actions at once is crucial to not only deny the enemy a recon point, but also for self-preservation to keep the Marksman protected. Fighting at a distance will be best to minimize convergence distance to avoid wasting ammunition on the lead. Vertical traverse of cannons is almost instant, so that should not be a concern when shifting from a ground to air target.  
+
Follow the team's push and take some nice fortified position with sight on the capture point, destroying any scout vehicle that attempt to get close while looking for planes. Conducting both actions at once is crucial to not only deny the enemy a recon point, but also for self-preservation to keep the Marksman protected. Fighting at a distance will be best to minimize convergence distance to avoid wasting ammunition on the lead. Vertical traverse of cannons is almost instant, so that should not be a concern when shifting from a ground to air target.As main belt's ammo runs out, move closer to capture point for rearm. With this tactic, use secondary belt only for self defence on capture point, or if it's really necessary for teammate's survival.  
  
As ammo runs out, move closer to capture point for rearm. Only use secondary belt for self defence on capture point, or if it's really necessary for teammate's survival.
+
Alternatively, you could go straight for capture point defence and unload secondary belts onto every passing by plane, light tank, SPAA and poorly armoured MBT, then immideately rearm. Since your guns convergence is 1-2km depending on upgrades, there is little chance any vehicle which is travelling in straight line can dodge your double cannon lead. However, don't expect to successfully push away medium tanks, if your belt isn't APDS, and it's very likely that enemy's return fire will heavily damage you, as capture points rarely provide any cover, so move out and use main belt, when forced to.
 +
 
 +
In arcade mode your combat ability is severely limited, due to maps being 2x2 km wide at best, so you could try to train your crew with very high "keen vision", then try to camp enemy base entrances across the map, using the fact, that your shells have little penetration falloff from distance and slight armor angling. This would require great map knowledge, though.
  
 
Some enemies to be concerned about:
 
Some enemies to be concerned about:
 +
 
* Soviet tanks: Avoid them as much as possible. With the gun convergence and reduced movement speed, it will not be easy to defeat them in a duel. Detrack them and communicate to the teammates to finish them off.
 
* Soviet tanks: Avoid them as much as possible. With the gun convergence and reduced movement speed, it will not be easy to defeat them in a duel. Detrack them and communicate to the teammates to finish them off.
 
* Maus: It's invulnerable. Best to not show up in parts of map it controls.
 
* Maus: It's invulnerable. Best to not show up in parts of map it controls.
Line 107: Line 231:
 
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
'''Pros:'''
 
'''Pros:'''
 +
 
* Guns produce great effect upon shell contact on target, requiring only one or two hits to down a plane
 
* Guns produce great effect upon shell contact on target, requiring only one or two hits to down a plane
 
* Can fire effectively at longer ranges than Falcon and has radar guidance (for RB)  
 
* Can fire effectively at longer ranges than Falcon and has radar guidance (for RB)  
 
* Chieftain hull offers good protection
 
* Chieftain hull offers good protection
 
* Secondary belts allow for safer rearms
 
* Secondary belts allow for safer rearms
 +
 
'''Cons:'''
 
'''Cons:'''
 +
 
* Low mobility
 
* Low mobility
 
* APDS ammo is now put into separate belt, which may be inconvenient to use with low ammunition capacity
 
* APDS ammo is now put into separate belt, which may be inconvenient to use with low ammunition capacity
Line 127: Line 254:
 
== Read also ==
 
== Read 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 vehicles;''
 
* ''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.''
 +
 
''ETC.''
 
''ETC.''
  
 
== Sources ==
 
== Sources ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 +
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{Britain anti-aircraft vehicles}}
 
{{Britain anti-aircraft vehicles}}

Revision as of 21:06, 4 February 2019

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
Chieftain Marksman
uk_chieftain_marksman.png
Chieftain Marksman
AB RB SB
8.3 8.3 8.3
Class:
Research:135 000 Specs-Card-Exp.png
Purchase:380 000 Specs-Card-Lion.png
Show in game
Msg-info.png This page is about the self-propelled anti-aircraft vehicle Chieftain Marksman. For other uses, see Chieftain (Disambiguation)

Description

GarageImage Chieftain Marksman.jpg


The Marconi Electronic Systems Chieftain Mk.10 Marksman (shortened to Chieftain Marksman) is a Rank VI British self-propelled anti-aircraft vehicle with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update 1.79 "Project X".

The Marksman looks like Chieftain tank hull with giant boxy turret in middle of it. The turret has a radar on the back of it and clearly visible handles with cannons on its front. The front has distinctive double slope. There is no other such turret in game and so it is very easy to identify.

Like Falcon, Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however it's much slower so it's doing its job from about kilometer away, or further, if possible.

Radar allows it to have aiming reticle against closing in planes in RB. Reticle works the same way as in AB, however it doesn't say how far is the plane.

The play style is much less aggressive than Falcon; however, the APDS belt is no joke, as every shell in it can penetrate about 100 mm of armour up to 500 meters and up to 60 mm at 2000 meters at 30°. As such, weaker side armour on most rank 5+ vehicles, of all nations can be threatened by the Marksman from almost any range, and it only brings much more pain to light vehicles from afar.Only soviets have decent enough armour on nearly all vehicles to negate it's firepower in optimal weapon range.

It may feel like guns are similiar to falcon when you fire them but due to them being 35mm you can tear off plane wings even in one hit, and you can hit them even with stock gun easily from 1.8 km range without wasting too much ammo. Guns have convergence of about 1.5km (more or less, depending on "adjustments of fire" upgrade), which makes them better for leading targets, but also wasting some ammunition in process, and making vehicle weak at closer ranges.

Guns still overheat in 10 seconds and can put the Marksman out of fighting capability for half a minute. Luckily, it's hardly necessary to go trigger happy with marksman's accuracy and with marksman you can instantly change belts to unjam the cannons.

General info

Survivability and armour

The Chieftain chassis make this SPAA invulnerable to hull breaks and protects it fairly well against frontal attacks by light vehicles. The turret protection is not great, but it will stop most heavy machine gun fire at close range. It's almost like the FV4005 with slightly more armour on turret.

Do not show the lower front plate to the enemy's tanks, as it's considerably weaker. Despite having better armour for hull, Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to get all out of armour you have.

Vehicle can be taken out by attacking the turret: Firstly enemy does precise shot at bottom-left (vehicle's right) of turret to take out the gunner, then fires at the opposite to take out tank commander, then aim in the middle of lower frontal plate to disable the driver, or simply flank the vehicle and do the same. Your turret may tank 20mm auto cannon shots, but only at about 1.2 km range, which is an acceptable duel range for marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3km away.

Mobility

Mobility characteristic
Weight (tons) Add-on Armor

weight (tons)

Max speed (km/h)
55.0 N/A 44 (AB)
41 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 937 ___
Realistic/Simulator 548 ___
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 17.03 __.__
Realistic/Simulator 9.96 __.__
The speed of Marksman is very low. It barely can turn around and you can't use speed against enemy, due to poor hp/ton ratio.

If you keep moving forward without changing direction, you might eventually reach 40km/h on flat terrain.

Armaments

Main armament

Main article: Oerlikon KDA (35 mm)
35 mm Oerlikon KDA (x2)
Capacity (Belt capacity each) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
Stabilizer
500 (230) 550 -10°/+80° ±180° Two-plane
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 79.3 __.__ __.__ __.__ __.__
Realistic 53.5 __.__ __.__ __.__ __.__
Reloading rate (seconds) Rearm rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif. Main belt Secondary belt
1.3 __.__ __.__ __.__ ~45.0 ~5.0

Marksman has an extremely fast turning turret, so any incoming plane or light vehicle can be targeted fast.

Guns converge at about 1.2 km range without "Adjustments of Fire" modification and about 1.8 km with it. This makes firing at close range enemy vehicles very impractical, due to low ammunition count. However, it's very convenient for firing at moving targets, including light tanks and jets, as if two separate autocannons increase the probability of a hit.

The guns can disable both tracks of enemy vehicle at once at 300 m distance, if facing enemy's front. This allows you to escape and ask teammate to finish off the threat.

Since the guns are 35 mm, they also deal more damage than 30 mm of previous generation SPAA, use the explosive ammo to destroy planes in about 1 to 2 hits, lightly armoured vehicles get destroyed in about 30 shots at worst.

Belt types:

Penetration statistics
Belt Type of

warhead

Able to use as main belt: Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
Default API-T, HEI-T Yes 68 63 58 50 39 31
DM11A1 API-Tx3, HEI-T ___ 68 63 58 50 39 31
DM-13 HEI-Tx3, HEI-T ___ 68 63 58 50 39 31
DM-23 APDS ___ 112 110 101 90 71 62

Note: HEI-T does no damage to armoured targets, but critically damages planes.

Ammunition belts are split into 2: main one and secondary one.

The Marksman can take 460 shells for main belt and 40 for secondary, which is barely enough for 1 engagement. This may be insulting, but it's necessary for survival. Unlike Falcon, when ammo for the main belt runs out, this could be reloaded at capture point while the secondary belt of pure anti-air or anti-armor rounds that could be used as self-defense.

Also, there won't be a need to reload a new belt once the ammo restock is complete, so the Marksman is ready to fight quicker. The other thing with ammunition belts is that since APDS belt is now purely APDS. This makes decision about secondary belt being fully anti-tank or fully anti-air ever more annoying and affecting your playstyle.

You can only reload one belt at once. Your secondary belt rearms in about 5 seconds, while your main belt rearms for about 45 seconds.Thus, your playstyle is majorly dictated by how far from capture point you are.

Ammo racks
Ammo racks of the Chieftain Marksman
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
XX XX (X+)  (+)  (+)  (+)  (+)  (+) no

Usage in the battles

Follow the team's push and take some nice fortified position with sight on the capture point, destroying any scout vehicle that attempt to get close while looking for planes. Conducting both actions at once is crucial to not only deny the enemy a recon point, but also for self-preservation to keep the Marksman protected. Fighting at a distance will be best to minimize convergence distance to avoid wasting ammunition on the lead. Vertical traverse of cannons is almost instant, so that should not be a concern when shifting from a ground to air target.As main belt's ammo runs out, move closer to capture point for rearm. With this tactic, use secondary belt only for self defence on capture point, or if it's really necessary for teammate's survival.

Alternatively, you could go straight for capture point defence and unload secondary belts onto every passing by plane, light tank, SPAA and poorly armoured MBT, then immideately rearm. Since your guns convergence is 1-2km depending on upgrades, there is little chance any vehicle which is travelling in straight line can dodge your double cannon lead. However, don't expect to successfully push away medium tanks, if your belt isn't APDS, and it's very likely that enemy's return fire will heavily damage you, as capture points rarely provide any cover, so move out and use main belt, when forced to.

In arcade mode your combat ability is severely limited, due to maps being 2x2 km wide at best, so you could try to train your crew with very high "keen vision", then try to camp enemy base entrances across the map, using the fact, that your shells have little penetration falloff from distance and slight armor angling. This would require great map knowledge, though.

Some enemies to be concerned about:

  • Soviet tanks: Avoid them as much as possible. With the gun convergence and reduced movement speed, it will not be easy to defeat them in a duel. Detrack them and communicate to the teammates to finish them off.
  • Maus: It's invulnerable. Best to not show up in parts of map it controls.

Pros and cons

Pros:

  • Guns produce great effect upon shell contact on target, requiring only one or two hits to down a plane
  • Can fire effectively at longer ranges than Falcon and has radar guidance (for RB)
  • Chieftain hull offers good protection
  • Secondary belts allow for safer rearms

Cons:

  • Low mobility
  • APDS ammo is now put into separate belt, which may be inconvenient to use with low ammunition capacity
  • Slower rate of fire than other SPAA
  • LFP is a weak spot
  • Turret is lightly armoured and a big target
  • Cannons convergence makes the Marksman weaker in close combat

History

Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the main template. Be sure to include links to sources at the end of the article.

Media

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

Read also

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

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

ETC.

Sources

Paste links to sources and external resources, such as:

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


Britain anti-aircraft vehicles
Crusader AA  Crusader AA Mk I · Crusader AA Mk II
Wheeled  Staghound AA · AEC AA
Radar SPAAG  Chieftain Marksman
Missile SPAA  Stormer HVM
Other  Light AA Mk I · Falcon
Canada  Skink
South Africa  Ystervark · Bosvark · ZA-35