Difference between revisions of "Chieftain Marksman"

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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}}
 
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The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a Rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating|1}}. It was introduced in [[Update 1.79 "Project X"]].  
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The '''{{Specs|name}}''' (shortened to '''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating|1}}. 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.
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The Marksman looks like Chieftain tank hull with a giant boxy turret in the 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 a distinctive double slope. There is no other such turret in-game and so it is very easy to identify.
  
Like the [[Falcon]], the Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however it is much slower so it does its job from about kilometer away, or further if possible.  
+
Like the [[Falcon]], the Marksman's role is hiding around the battlefield, shooting at planes and punishing unsuspecting ground opponents, however, it is much slower so it does its job from about kilometre away, or further if possible.  
  
Radar allows it to have an aiming reticle against incoming planes in RB. The reticle works the same way as in AB, however it doesn't say how far away the plane is.  
+
Radar allows it to have an aiming reticle against incoming planes in RB. The reticle works the same way as in AB, however, it doesn't say how far away the plane is.  
  
 
Since [[Update 1.87 "Locked On"]], radar also allows you to lock your turret to follow a specific target (the one closest to your targeting reticle) and to see a "true" targeting reticle, which will guarantee a hit up to 3km range and, on some occasions even further, even if you don't have any modifications, unless the enemy aircraft changes course. It is ''very important'' to change the keybinding of the radar lock key (default "alt + f"), as radar won't reliably lock on to targets, due to "mouse pointer" mode from "alt" button.
 
Since [[Update 1.87 "Locked On"]], radar also allows you to lock your turret to follow a specific target (the one closest to your targeting reticle) and to see a "true" targeting reticle, which will guarantee a hit up to 3km range and, on some occasions even further, even if you don't have any modifications, unless the enemy aircraft changes course. It is ''very important'' to change the keybinding of the radar lock key (default "alt + f"), as radar won't reliably lock on to targets, due to "mouse pointer" mode from "alt" button.
 +
 
If you want to use radar to specifically try and "find" a target that is too far away for you to see, you can try to stop radar dish by using "change radar search mode" (not bound by default) and specifically look towards the direction you expect them to come from (the enemy airfield, for example). If your turret happens to detect them, they will appear on your radar screen, and you can target them. However, the use of this option is severely limited due to the fact that planes rarely move in a straight line, so even if you try to snipe them from 4km range, it will likely result in a miss, so the default search mode is generally better.
 
If you want to use radar to specifically try and "find" a target that is too far away for you to see, you can try to stop radar dish by using "change radar search mode" (not bound by default) and specifically look towards the direction you expect them to come from (the enemy airfield, for example). If your turret happens to detect them, they will appear on your radar screen, and you can target them. However, the use of this option is severely limited due to the fact that planes rarely move in a straight line, so even if you try to snipe them from 4km range, it will likely result in a miss, so the default search mode is generally better.
 +
 
[[File:Helisnipe marksman.jpg|thumb|You can snipe ATGM helicopters now. However, do not waste ammo on helicopters that move around a lot, even radar cannot predict their dodges from '''this''' far away.]]
 
[[File:Helisnipe marksman.jpg|thumb|You can snipe ATGM helicopters now. However, do not waste ammo on helicopters that move around a lot, even radar cannot predict their dodges from '''this''' far away.]]
The play style is much less aggressive than the [[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 [[:Category:USSR ground vehicles|Soviet tanks]] have decent enough armour on nearly all vehicles to negate its firepower in optimal weapon range.
 
  
It may feel like the guns are similiar to the [[Falcon]]'s when you fire them but due to them being 35 mm 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.  
+
The playstyle is much less aggressive than the [[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 2,000 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 [[:Category:USSR ground vehicles|Soviet tanks]] have decent enough armour on nearly all vehicles to negate its firepower in optimal weapon range.
 +
 
 +
It may feel like the guns are similar to the [[Falcon]]'s when you fire them but due to them being 35 mm 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 a 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 the Marksman's accuracy and you can change belts to instantly unjam the cannons.  
 
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 the Marksman's accuracy and you can change belts to instantly unjam the cannons.  
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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpfull for survival in combat?''
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<!--''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.''-->
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
The Chieftain chassis makes 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 is almost like the FV4005 with slightly more armour on turret.  
+
[[File:Chieftain marksman hullbreak.jpg|420px|thumb|right|Even a glancing hit to a turret of powerful enough shell will annihilate SPAA immediately.]]
 +
The Chieftain chassis is fairly well protected against frontal attacks by light vehicles. The turret protection, however, is not great - it will stop most heavy machine-gun fire at close range, but anything of high caliber could cause a hull break. Overall, tank feels 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, the Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to making the most of the armour you have.  
+
Do not show the lower front plate to the enemy's tanks, as it's considerably weaker. Despite having better armour for hull, the Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to making the most of the armour it have, even though most opponents will only fire at its turret.
  
The vehicle can be taken out by attacking the turret: Firstly the enemy does precise shot at the bottom-left (vehicle's right) of the turret to take out the gunner, then fires at the opposite to take out tank commander. It's also easy to destroy your turret with chemical rounds. Your turret may tank 20mm auto cannon shots, but only at about 1.2 km range, which is an acceptable duel range for the Marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3km away.
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Generally, if turret doesn't break in a single hit, the crew is taken out in such order: Firstly the enemy does a precise shot at the bottom-left (vehicle's right) of the turret to take out the gunner, then fires at the opposite to take out tank commander. It's also easy to destroy {{PAGENAME}} turret with chemical rounds. Turret may tank 20 mm autocannon shots, but only at about 1.2 km range, which is an acceptable duel range for the Marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3 km 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. -->
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
{| class="wikitable" style="text-align:center"
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{{tankMobility|abMinHp= 1079|rbMinHp= 672}}
|-
 
! colspan="3" |Mobility characteristic
 
|-
 
!Weight (tons)
 
! colspan="1" |Add-on Armor<br>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 its poor hp/ton ratio.
+
The reverse speed is good, reaching -12 km/h (AB).
 
 
If you keep moving forward without changing direction, you might eventually reach 40km/h on flat terrain.  
 
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== 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 flexibilty of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''--><!--Details on the main armament of the tank, which should default be the one fired with a left click and also that the stat card follows-->
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<!--''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.''--><!--Details on the main armament of the tank, which should default be the one fired with a left-click and also that the stat card follows-->
 
{{main|Oerlikon KDA (35 mm)}}
 
{{main|Oerlikon KDA (35 mm)}}
  
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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.  
 
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 teammates to finish off the threat.  
+
The guns can disable both tracks of the enemy vehicle at once at 300 m distance if facing the enemy's front. This allows you to escape and ask teammates to finish off the threat.
 +
 
 +
Since the guns are 35 mm, they also deal more damage than 30 mm of the 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.
  
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.
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===== Ammunition =====
  
'''Belt types:'''
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
! colspan="9" |Penetration statistics
 
! colspan="9" |Penetration statistics
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|}
 
|}
  
'''Note''': HEI-T does no damage to armoured targets, but critically damages planes.
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'''Note''': Penetration statistics listed for the most powerful shell in the belt. HEI-T does no damage to armoured targets, but critically damages planes.
 +
 
 +
Ammunition belts are split into 2: the main belt and secondary belt.  
  
Ammunition belts are split into 2: main one and secondary one.  
+
The Marksman can take 460 shells for the main belt and 40 for secondary, which is barely enough for one engagement. This may be insulting, but it's necessary for survival. Unlike the [[Falcon]], when ammo for the main belt runs out, this could be reloaded at a capture point while the second belt of pure anti-air or anti-armour rounds can be used as self-defence.
  
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 the [[Falcon]], when ammo for the main belt runs out, this could be reloaded at a capture point while the secondary belt of pure anti-air or anti-armor rounds can be used as self-defense.
+
Also, there won't be a need to reload a new belt once the ammo restocks is complete, so the Marksman is ready to fight quicker.  
  
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 its APDS belt is now purely APDS and can '''only''' be a secondary belt. This makes the decision about the secondary belt being fully anti-tank or fully anti-air ever more annoying and affecting your playstyle.
  
The other thing with ammunition belts is that its APDS belt is now purely APDS and can '''only''' be a secondary belt. This makes decision about secondary belt being fully anti-tank or fully anti-air ever more annoying and affecting your playstyle.
+
There is also a difference in effective range between normal belt and APDS belt. For some reason, AP-I shells can only fly up to 3km away and even radar will refuse to help aiming them past that range. This does not happen with APDS, allowing to snipe even as far as 5 km, at which range even radar itself is barely capable of keeping up the lock on.
  
 
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 the capture point you are.
 
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 the capture point you are.
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|-
 
|-
 
|}
 
|}
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===== Optics and night vision =====
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 +
<!--
 +
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.
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 +
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Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''
 +
-->
 +
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="7" | {{PAGENAME}} [[Optics]]
 +
|-
 +
! rowspan="3" |Type of optic
 +
! rowspan="3" |Magnification
 +
! colspan="5" |[[Night Vision Devices]]
 +
|-
 +
! colspan="3" |Image Intensifier
 +
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}
 +
! rowspan="2" |Notes
 +
|-
 +
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}
 +
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}
 +
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
 +
|-
 +
! Gunner's Sight
 +
| X~7,5 - X~8 || N/A || N/A || N/A || Not Fitted ||
 +
|-
 +
! Commander's View
 +
| X6 || N/A || N/A || N/A || Not Fitted ||
 +
|-
 +
! Driver's View
 +
| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with tier ? upgrade
 +
|-
 +
|}
 +
 +
*Zoom level estimated using optics gallery.
 +
 +
Use night vision to avoid hostile tanks or to fight them at close range at night. The image intensifier is not installed for gunner or commander, so be cautious when shifting between third person and other views during night.
 +
 +
While Chieftain Marksman gun convergence can allow it's user to fire at targets in 3-rd person view and still hit a target, you '''have to''' use sniper scope to increase accuracy of radar aim, but keep [[SPAA_radars#Sensor_guidance_errors|sensor guidance errors]] in mind during this.
 +
 +
Rely mostly on your radar when firing at night, but do not forget to check, if lock-on is stable, as it may wobble around the target at times.
  
 
===Radars===
 
===Radars===
 
{{main|Marconi S 400}}
 
{{main|Marconi S 400}}
The Chieftain Marksman is equipped with a [[Marconi S 400]] search and tracking radar, mounted on top of the turret, at the rear. The radar system lacks track while scan, but can track targets in a full 360° area around the turret (instead of just to the front of the turret). The radar is not folded when powered down.
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The Chieftain Marksman is equipped with a [[Marconi S 400]] search and tracking radar, mounted on top of the turret, at the rear. The radar system lacks track while scan but can track targets in a full 360° area around the turret (instead of just to the front of the turret). The tank often spawns with radar off, it is folded when powered down.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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== Usage in battles ==
 
== 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 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 with sight on the capture point, destroying any scout vehicles 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 the main belt's ammo runs out, move closer to the capture point to rearm. With this tactic, use the secondary belt only for self defence on the capture point, or if it's really necessary for a teammate's survival.
 
  
Alternatively, you could go straight for capture point defence and unload secondary belts onto every passing plane, light tank, SPAA and poorly armoured MBT, then immediately rearm. Since your guns convergence is 1-2km depending on upgrades, there is little chance that 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 the enemy's return fire will heavily damage you, as capture points rarely provide any cover, so move out and use your main belt, when forced to.  
+
Follow the team's push and take some nice fortified position with sight on the capture point, destroying any scout vehicles 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 ground to air target. As the main belt's ammo runs out, move closer to the capture point to rearm. With this tactic, use the secondary belt only for self-defence on the capture point, or if it's really necessary for a teammate's survival.
 +
 
 +
Alternatively, you could go straight for capture point defence and unload secondary belts onto every passing plane, light tank, SPAA and poorly armoured MBT, then immediately rearm. Since your guns convergence is 1-2km depending on upgrades, there is little chance that any vehicle which is travelling in a 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 the enemy's return fire will heavily damage or hull break you, as capture points rarely provide any cover, so move out and use your main belt, when forced to.
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 +
Using radar-assisted aim is advised since it's more accurate and can lead to hits at over 3km range. To conserve ammo, however, do not just blindly follow it, especially in arcade, as arcade mode aircraft tend to dodge direct shots - do some short bursts around it. If you are standing on a frontline, remember that Marksman is very tall and it is not rare for some tankers to get annoyed by your presence and try to shoot the radar off the turret, even if the turret itself is almost entirely behind cover and attack achieves nothing else, so try to move somewhere remotely safe if you are expecting an air raid.
 +
 
 +
In arcade mode your combat ability is severely limited, due to many maps being 2 x 2 km wide at best, so on such maps 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 over distance and slight armour angling. This would require great map knowledge, though. As soon as enemy planes or attack helicopters appear, destroy them.  
  
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 over distance and slight armor angling. This would require great map knowledge, though. As soon as enemy planes or attack helicopters appear, destroy them. Using radar-assisted aim is advised (since it's more accurate and can lead to hits at over 3km range). To conserve ammo, however, do not just blindly follow it, as arcade mode aircrafts tend to dodge direct shots - do some short bursts around it.
+
On big maps in arcade mode, keep in mind, that every sniper tank on enemy team might try to shoot in your direction, as soon as they are done destroying medium tanks, or if hostile light tank "scout" you. It is very hard to snipe planes from spawn on such maps, so try to secure some "trench line" in form of a hill, which you can use to follow your team even under sniper fire. Snipe lightly armoured tanks back, if they expose themselves. Having high "keen vision" greatly helps at this as well.
  
 
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 with teammates to finish them off.
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* '''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, as their frontal armour is almost always impenetrable, even for APDS belt. Detrack them and communicate with teammates to finish them off. Sometimes their medium tank drivers are very arrogant and underestimate Marksman, due to how rarely it is spaded and do not immediately turn their frontal armour towards it, thinking that you cannot destroy them anyway - punish them by shredding their tank with APDS belt, or by firing AP belt into generally weak side-bottom part of their tank.
* Maus: It's invulnerable. Best not to show up in parts of that map it controls.
+
* '''Maus''': It's invulnerable. Best not to show up in parts of that map it controls.
 +
* '''Centauro''': This is the epitome of all tanks Marksman wants to shoot at - it is mobile, can reach and flank your position in a minute and has scouting as well. Fortunately, it also has the armour of a light tank, so if you see it out of cover, drop your lock on and fire at it, before it hides away.
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* '''Helicopters''': While helicopters are slow and may look like an easy target, they can change direction of flight and throw off radar aim or try to drop altitude, avoiding shots from over two kilometres away, so keep checking where it is trying to turn or roll, instead of just firing at the radar aiming reticle. Also, due to Marksman cannon convergence, try to keep them away from you or spread shots horizontally, as it is not rare to only cut off weapon pylons off attack helicopter, but fail to actually disable its gunner/co-pilot, so if after critical hit on a helicopter or setting it on fire ATGM still flies directly at your SPAA, it is better to hide behind something. Rocket carpet bombing is also dangerous for Marksman due to turret being very big, so try to move out of the way of the main volley, if only a bit - a close miss of weak rockets should fail to penetrate chieftain hull. The radar will keep your aim true, so don't worry about accuracy during movement too much. After a certain point, helicopters acquire 8 km range ATGMs and outclass you entirely, which is when you have to swap to the next generation SPAA, especially in RB.
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[[File:Radar shot marksman.jpg|thumb|300px|Radar makes hitting passive pilots extremely easy, and in Realistic Battle you can take them down with just 1 hit of explosive ammo. Even if it doesn't look like a fatal hit, it can eventually force plane to crash. In arcade mode radar guidance ensures you won't need to spend your entire ammunition trying to take down one bomber or ATGM helicopter.]]
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 +
===Modules===
 +
{| class="wikitable"
 +
! Tier
 +
! colspan="2" | Mobility
 +
! Protection
 +
! colspan="3" | Firepower
 +
|-
 +
| I
 +
| Tracks
 +
|
 +
| Parts
 +
| DM11A1
 +
| Horizontal Drive
 +
|
 +
|-
 +
| II
 +
| Suspension
 +
| Brake System
 +
| FPE
 +
| DM13
 +
| Adjustment of Fire
 +
| NVD
 +
|-
 +
| III
 +
| Filters
 +
|
 +
| Crew Replenishment
 +
|
 +
| Elevation Mechanism
 +
| Smoke grenade
 +
|-
 +
| IV
 +
| Transmission
 +
| Engine
 +
|
 +
| DM23
 +
| Artillery Support
 +
|
 +
|-
 +
|}
  
 
=== 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. 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".''-->[[File:Radar shot marksman.jpg|thumb|400x400px|Radar makes hitting passive pilots extremely easy, and in Realistic Battle you can take them down with just 1 hit of explosive ammo. Even if it doesn't look like fatal hit, it can eventually force plane to crash. In arcade mode radar guidance ensures you won't need to spend your entire ammunition trying to take down one bomber or ATGM helicopter.]]
+
<!--''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".''-->
 
'''Pros:'''
 
'''Pros:'''
  
* Guns produce great effect upon shell contact on target, requiring only one or two hits to down a plane
+
* Guns produce a 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 on top of that.
+
* Can fire effectively at longer ranges than [[Falcon]] and has radar guidance on top of that
* Chieftain hull offers good protection
+
* Compared to [[Gepard]] and [[Type 87]] has relatively easy time shooting down planes even without use of a sniper scope
* Secondary belts allow for safer rearms
+
* Secondary belts allow for safer rearms compared to [[Falcon]] and [[M163|Vulcan]]
* Has a decent radar system with full 360° target tracking
+
* Has a stable radar system with full 360° target tracking - it rarely ever needs to be manually locked on
  
 
'''Cons:'''
 
'''Cons:'''
  
* Low mobility
+
* Low mobility - it can't outrun most of its opponents and moving around the map at it's rank can be a challenge in itself
* APDS ammo is now put into separate belt, which may be inconvenient to use with low ammunition capacity
+
* LFP is a weak spot even for some light tanks, turret is lightly armoured and is a big target for rockets and other explosives - keeping 1.3 km distance is crucial when fighting light tanks and other SPAA
 +
* Due to very tall profile it is an easy target, when compared to other SPAA of the rank. it is hard to never show it to medium tanks or SPG in order to avoid being hull broken
 +
* The cannon's convergence makes the Marksman weaker in close combat, as it can only hit targets with one gun at short range
 +
* Ammunition count is low, firing in 20-30 shot bursts is almost a must
 +
* APDS ammo is now put into a separate belt, which may be inconvenient to use with a low ammunition capacity
 
* Slower rate of fire than other SPAA
 
* 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
 
 
* Radar system lacks track while scan and has relatively poor range
 
* Radar system lacks track while scan and has relatively poor range
 +
* Still does not have gunner night vision, although radar mostly compensates for that (can cause problems at pitch black maps of 9.0+)
  
 
== History ==
 
== History ==
Line 263: Line 324:
  
 
== 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.-->
 +
{{Youtube-gallery|8dkhjEhFXBY|'''The Shooting Range #105''' - ''Metal Beasts'' section at 00:32 discusses the Chieftain Marksman.}}
  
 
== See also ==
 
== See also ==

Revision as of 11:53, 19 October 2020

RANK 4 FRANCE
Somua SM 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
This page is about the self-propelled anti-aircraft vehicle Chieftain Marksman. For other uses, see Chieftain (Family).

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 a giant boxy turret in the 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 a distinctive double slope. There is no other such turret in-game and so it is very easy to identify.

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

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

Since Update 1.87 "Locked On", radar also allows you to lock your turret to follow a specific target (the one closest to your targeting reticle) and to see a "true" targeting reticle, which will guarantee a hit up to 3km range and, on some occasions even further, even if you don't have any modifications, unless the enemy aircraft changes course. It is very important to change the keybinding of the radar lock key (default "alt + f"), as radar won't reliably lock on to targets, due to "mouse pointer" mode from "alt" button.

If you want to use radar to specifically try and "find" a target that is too far away for you to see, you can try to stop radar dish by using "change radar search mode" (not bound by default) and specifically look towards the direction you expect them to come from (the enemy airfield, for example). If your turret happens to detect them, they will appear on your radar screen, and you can target them. However, the use of this option is severely limited due to the fact that planes rarely move in a straight line, so even if you try to snipe them from 4km range, it will likely result in a miss, so the default search mode is generally better.

You can snipe ATGM helicopters now. However, do not waste ammo on helicopters that move around a lot, even radar cannot predict their dodges from this far away.

The playstyle is much less aggressive than the 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 2,000 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 Soviet tanks have decent enough armour on nearly all vehicles to negate its firepower in optimal weapon range.

It may feel like the guns are similar to the Falcon's when you fire them but due to them being 35 mm 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 a 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 the Marksman's accuracy and you can change belts to instantly unjam the cannons.

General info

Survivability and armour

Even a glancing hit to a turret of powerful enough shell will annihilate SPAA immediately.

The Chieftain chassis is fairly well protected against frontal attacks by light vehicles. The turret protection, however, is not great - it will stop most heavy machine-gun fire at close range, but anything of high caliber could cause a hull break. Overall, tank feels 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, the Marksman is extremely slow for it, so keeping the enemy away from this vehicle is the key to making the most of the armour it have, even though most opponents will only fire at its turret.

Generally, if turret doesn't break in a single hit, the crew is taken out in such order: Firstly the enemy does a precise shot at the bottom-left (vehicle's right) of the turret to take out the gunner, then fires at the opposite to take out tank commander. It's also easy to destroy Chieftain Marksman turret with chemical rounds. Turret may tank 20 mm autocannon shots, but only at about 1.2 km range, which is an acceptable duel range for the Marksman. Any non-stock combat SPAA's and light tanks, though, will breach it with no effort even from 3 km away.

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 53 13 55 1079 1,450 19.62 26.36
Realistic 49 12 672 760 12.22 13.82

The reverse speed is good, reaching -12 km/h (AB).

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 the enemy vehicle at once at 300 m distance if facing the enemy's front. This allows you to escape and ask teammates to finish off the threat.

Since the guns are 35 mm, they also deal more damage than 30 mm of the 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.

Ammunition
Penetration statistics
Belt Type of
warhead
Penetration in mm @ 0° Angle of Attack
10m 100m 500m 1000m 1500m 2000m
Default API-T, HEI-T 67 64 52 39 30 23
DM11A1 HEI-Tx3, API-T 67 64 52 39 30 23
DM-13 API-Tx3, HEI-T 67 64 52 39 30 23
DM-23 APDS 112 110 101 90 71 62

Note: Penetration statistics listed for the most powerful shell in the belt. HEI-T does no damage to armoured targets, but critically damages planes.

Ammunition belts are split into 2: the main belt and secondary belt.

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

Also, there won't be a need to reload a new belt once the ammo restocks is complete, so the Marksman is ready to fight quicker.

The other thing with ammunition belts is that its APDS belt is now purely APDS and can only be a secondary belt. This makes the decision about the secondary belt being fully anti-tank or fully anti-air ever more annoying and affecting your playstyle.

There is also a difference in effective range between normal belt and APDS belt. For some reason, AP-I shells can only fly up to 3km away and even radar will refuse to help aiming them past that range. This does not happen with APDS, allowing to snipe even as far as 5 km, at which range even radar itself is barely capable of keeping up the lock on.

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 the 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
Optics and night vision
Chieftain Marksman Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution
Notes
Resolution Light Mult Noise Level
Gunner's Sight X~7,5 - X~8 N/A N/A N/A Not Fitted
Commander's View X6 N/A N/A N/A Not Fitted
Driver's View X1 / 3PV 800X600  ? high Not Fitted Only useable with tier ? upgrade
  • Zoom level estimated using optics gallery.

Use night vision to avoid hostile tanks or to fight them at close range at night. The image intensifier is not installed for gunner or commander, so be cautious when shifting between third person and other views during night.

While Chieftain Marksman gun convergence can allow it's user to fire at targets in 3-rd person view and still hit a target, you have to use sniper scope to increase accuracy of radar aim, but keep sensor guidance errors in mind during this.

Rely mostly on your radar when firing at night, but do not forget to check, if lock-on is stable, as it may wobble around the target at times.

Radars

Main article: Marconi S 400

The Chieftain Marksman is equipped with a Marconi S 400 search and tracking radar, mounted on top of the turret, at the rear. The radar system lacks track while scan but can track targets in a full 360° area around the turret (instead of just to the front of the turret). The tank often spawns with radar off, it is folded when powered down.

Marconi S 400 - Target Detection Radar
Maximum
Detection
Range
Minimum
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
Minimum
relative speed
12,000 m 1,000 m 360° -10°/+90° 15 m/s (54 km/h)
Marconi S 400 - Target Tracking Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
relative speed
10,000 m 100 m 360° -10°/+87° 15 m/s (54 km/h)

Usage in battles

Follow the team's push and take some nice fortified position with sight on the capture point, destroying any scout vehicles 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 ground to air target. As the main belt's ammo runs out, move closer to the capture point to rearm. With this tactic, use the secondary belt only for self-defence on the capture point, or if it's really necessary for a teammate's survival.

Alternatively, you could go straight for capture point defence and unload secondary belts onto every passing plane, light tank, SPAA and poorly armoured MBT, then immediately rearm. Since your guns convergence is 1-2km depending on upgrades, there is little chance that any vehicle which is travelling in a 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 the enemy's return fire will heavily damage or hull break you, as capture points rarely provide any cover, so move out and use your main belt, when forced to.

Using radar-assisted aim is advised since it's more accurate and can lead to hits at over 3km range. To conserve ammo, however, do not just blindly follow it, especially in arcade, as arcade mode aircraft tend to dodge direct shots - do some short bursts around it. If you are standing on a frontline, remember that Marksman is very tall and it is not rare for some tankers to get annoyed by your presence and try to shoot the radar off the turret, even if the turret itself is almost entirely behind cover and attack achieves nothing else, so try to move somewhere remotely safe if you are expecting an air raid.

In arcade mode your combat ability is severely limited, due to many maps being 2 x 2 km wide at best, so on such maps 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 over distance and slight armour angling. This would require great map knowledge, though. As soon as enemy planes or attack helicopters appear, destroy them.

On big maps in arcade mode, keep in mind, that every sniper tank on enemy team might try to shoot in your direction, as soon as they are done destroying medium tanks, or if hostile light tank "scout" you. It is very hard to snipe planes from spawn on such maps, so try to secure some "trench line" in form of a hill, which you can use to follow your team even under sniper fire. Snipe lightly armoured tanks back, if they expose themselves. Having high "keen vision" greatly helps at this as well.

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, as their frontal armour is almost always impenetrable, even for APDS belt. Detrack them and communicate with teammates to finish them off. Sometimes their medium tank drivers are very arrogant and underestimate Marksman, due to how rarely it is spaded and do not immediately turn their frontal armour towards it, thinking that you cannot destroy them anyway - punish them by shredding their tank with APDS belt, or by firing AP belt into generally weak side-bottom part of their tank.
  • Maus: It's invulnerable. Best not to show up in parts of that map it controls.
  • Centauro: This is the epitome of all tanks Marksman wants to shoot at - it is mobile, can reach and flank your position in a minute and has scouting as well. Fortunately, it also has the armour of a light tank, so if you see it out of cover, drop your lock on and fire at it, before it hides away.
  • Helicopters: While helicopters are slow and may look like an easy target, they can change direction of flight and throw off radar aim or try to drop altitude, avoiding shots from over two kilometres away, so keep checking where it is trying to turn or roll, instead of just firing at the radar aiming reticle. Also, due to Marksman cannon convergence, try to keep them away from you or spread shots horizontally, as it is not rare to only cut off weapon pylons off attack helicopter, but fail to actually disable its gunner/co-pilot, so if after critical hit on a helicopter or setting it on fire ATGM still flies directly at your SPAA, it is better to hide behind something. Rocket carpet bombing is also dangerous for Marksman due to turret being very big, so try to move out of the way of the main volley, if only a bit - a close miss of weak rockets should fail to penetrate chieftain hull. The radar will keep your aim true, so don't worry about accuracy during movement too much. After a certain point, helicopters acquire 8 km range ATGMs and outclass you entirely, which is when you have to swap to the next generation SPAA, especially in RB.
Radar makes hitting passive pilots extremely easy, and in Realistic Battle you can take them down with just 1 hit of explosive ammo. Even if it doesn't look like a fatal hit, it can eventually force plane to crash. In arcade mode radar guidance ensures you won't need to spend your entire ammunition trying to take down one bomber or ATGM helicopter.

Modules

Tier Mobility Protection Firepower
I Tracks Parts DM11A1 Horizontal Drive
II Suspension Brake System FPE DM13 Adjustment of Fire NVD
III Filters Crew Replenishment Elevation Mechanism Smoke grenade
IV Transmission Engine DM23 Artillery Support

Pros and cons

Pros:

  • Guns produce a 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 on top of that
  • Compared to Gepard and Type 87 has relatively easy time shooting down planes even without use of a sniper scope
  • Secondary belts allow for safer rearms compared to Falcon and Vulcan
  • Has a stable radar system with full 360° target tracking - it rarely ever needs to be manually locked on

Cons:

  • Low mobility - it can't outrun most of its opponents and moving around the map at it's rank can be a challenge in itself
  • LFP is a weak spot even for some light tanks, turret is lightly armoured and is a big target for rockets and other explosives - keeping 1.3 km distance is crucial when fighting light tanks and other SPAA
  • Due to very tall profile it is an easy target, when compared to other SPAA of the rank. it is hard to never show it to medium tanks or SPG in order to avoid being hull broken
  • The cannon's convergence makes the Marksman weaker in close combat, as it can only hit targets with one gun at short range
  • Ammunition count is low, firing in 20-30 shot bursts is almost a must
  • APDS ammo is now put into a separate belt, which may be inconvenient to use with a low ammunition capacity
  • Slower rate of fire than other SPAA
  • Radar system lacks track while scan and has relatively poor range
  • Still does not have gunner night vision, although radar mostly compensates for that (can cause problems at pitch black maps of 9.0+)

History

With the development of more effective modern weapon systems, deployed from aircraft capable of flying at very high speeds and low altitudes, mobile ground troops were more susceptible to air attack than ever. The British Marconi Electronic Systems company came to the same conclusion during the early 1980s and began independently developing the Marksman project after realizing how little work was being done in the field of modern SPAA development. The concept of the Marksman project wasn’t the development of an entirely new vehicle, but rather of a modern anti-air platform that could be fitted to a wide range of suitable military vehicles, even non-British ones. Naturally, the platform had to be capable of dealing with the most modern threats, such as high-speed attack aircraft and helicopters. In order to achieve this, Marconi engineers gave the Marksman a highly advanced radar detection and targeting system and paired it up with twin 35mm Oerlikon KDA cannons in a similar fashion as found on the German Flakpanzer Gepard.

The testing of the first construction prototype was done on the chassis of the Chinese Type 59 tank. This decision was primarily made in an effort to optimize the platform for use on similar Chinese machines in order to attract potential customers using Chinese vehicles. In 1984, further tests were conducted, only this time around, using chassis of British vehicles such as the Centurion, Chieftain and Challenger 1. However, in order to further increase the number of vehicles that could potentially fit the Marksman platform, Marconi developed several adapters that allowed the platform to be fitted on hulls with a turret ring diameter smaller or in excess of 1840mm. However, as even newer, more capable aircraft weapon systems were developed during the ‘80s which could easily destroy such SPAAs, the Marksman system became more or less obsolete before it was even deployed. Due to this, the primary expected customer - the British Armed Forces - didn’t show any interest in adopting a conventional SPAA system, such as the Marksman. Only a limited number of Marksman systems was employed by the Finnish army on their ItPsv 90 SPAAs, which were retired from active service in 2010 and replaced with Leopard 2 Marksman conversions which are still in service today.

- From Devblog

Media

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


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