Difference between pages "Radkampfwagen 90" and "Light AA Mk I"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
 
(Survivability and armour: Edits)
 
Line 1: Line 1:
{{Specs-Card|code=germ_radpanzer_90}}
+
{{Specs-Card|code=uk_vickers_mk_6_aa_mk_1}}
  
 
== Description ==
 
== Description ==
Line 5: Line 5:
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}}
 
{{Break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German light tank {{Battle-rating}}. It was introduced in [[Update 1.97 "Viking Fury"]].
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British self-propelled anti-aircraft gun {{Battle-rating}}. It was introduced in [[Update 1.79 "Project X"]].
 +
 
 +
This tank makes for a good entry-level anti-aircraft vehicle; good speed, manoeuvrability and a devastating short to medium range AA attack. This vehicle should be used in the rear end of an assault, watching the skies for incoming bogies. However, the real ace is that the guns lack accuracy but trade for a sheer volume of fire, filling the skies with a hailstorm of bullets that can discourage bandits from lining up on an attack run. However, anything beyond effective range won't be struck down effectively.
  
 
== 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 helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the 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 helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
The Radkampfwagen 90, being a light tank, is surprisingly survivable. When talking about the survivability of this vehicle, it is best to separate the tank into two parts, the turret, and the hull.
+
* Cast homogeneous armour (Turret)
 +
* Rolled homogeneous armour (Hull)
  
'''The Hull'''
+
{| class="wikitable"
 +
|-
 +
!Armour!!Front (Slope angle)!!Sides!!Rear!!Roof
 +
|-
 +
|Hull||14 mm||14 mm||14 mm||4 mm
 +
|-
 +
|Turret||14 mm ''Turret front''
 +
|14 mm||14 mm||N/A
 +
|}
  
The hull of the Radkampfwagen 90 is the weakest part of the tank. While the hull does have "spaced armour", this is deceiving, as this will only protect you from HESH shells, and at 9.0, HESH is effectively useless, and in any case, most players will not be using it as their main shell. When hit by HEATFS, the hull of the Radwagen is very prone to hullbreak, but when hit with APFSDS, the tank can possibly survive a few hits, as long as the ammo is not detonated. In conclusion, the Radwagen's hull, at least from the front, can protect against non-apfsds autocannons, but the sides will be easily penned by even the Russian 14.5mms, and the rear by American .50 cals.
+
The {{PAGENAME}} has very little armour. Most of the hull has 14 mm of armour, which is sufficient only against rifle-calibre rounds. However, the gunner is exposed to machine gun fire, and being that there are only 2 crew members, if he dies, the entire vehicle is destroyed. This means even enemy machine guns can kill you if they hit your gunner. You may be able to somewhat protect the gunner by aiming upwards with the machine guns, but this is not reliable. In any case, the {{PAGENAME}} is vulnerable to any vehicle in the game.
 
 
'''The Turret'''
 
 
 
The turret of the Radkampfwagen 90 is surprisingly bouncy and well armored. It features, at least on the front and sides, spaced armour, but as mentioned before, this will only protect you from HESH rounds. However, the turret of the Radwagen is very hard to hullbreak, even when using HEATFS. The turret face also features many weird angles, that have the possibility of richocheting enemy rounds off of the sides. Another thing to note is that because of the large amounts of empty space in the turret, coupled with the lower damage of modern rounds, can allow you to survive multiple hits to the turret, even sometimes with enemy shells doing no damage. However, as with any armour, this should never be relied on, and should only be used as a last ditch effort.
 
 
 
'''In conclusion, you can take hits sometimes, but in any case, it is better to not get spotted or hit in the first place, and to get the first shot off'''
 
  
 
=== Mobility ===
 
=== Mobility ===
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''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= 1286|rbMinHp= 734}}
+
{{tankMobility|abMinHp=125|rbMinHp=78}}
  
 
== 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 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.'' -->
 
<!-- ''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|L7A3 (105 mm)}}
+
{{main|BESA (7.92 mm)}}
 
 
The L7A3 105 mm gun mounted on the Radkampfwagen 90 is the same as the gun that the Leopard 1 series uses, and is the same in many aspects. Similar to the Leopard A1A1, the gun is equipped with a two-plane stabilizer allowing for firing on the move. The gun also has faster targeting speed at 5.1 degrees per second compared the the Leopard 1's 3.1 degrees per second in the vertical plane, but the turret traverse speed of the Radwagen, or horizontal targeting speed, certainly leaves something to be desired. A unique thing about this particular L7 is that it fires one of the best L7 APFSDS shells in the game, with higher penetration than even the first Rheinmetall 120 mm L44 APFSDS shell.
 
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="5" | [[L7A3 (105 mm)|105 mm L7A3]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
+
! colspan="6" | [[BESA (7.92 mm)|7.92 mm BESA]] (x4) || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
+
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer
 
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Full !! Expert !! Aced
 
! Stock !! Full !! Expert !! Aced
 
|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 42 || rowspan="2" | -/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 22.8 || 31.62 || 38.4 || __.__ || 45.18 || rowspan="2" | 8.71 || rowspan="2" | 7.7 || rowspan="2" | _.__ || rowspan="2" | 6.7
+
| rowspan="2" | 3,600 (225) || rowspan="2" | 600 || rowspan="2" | -10°/+65° || rowspan="2" | ±180° || rowspan="2" | N/A ||52.8||73.1||88.8||98.2|| __.__ || rowspan="2" |7.8|| rowspan="2" |7.0|| rowspan="2" |6.4|| rowspan="2" | _.__
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| 14.3 || 16.8 || 20.4 || __.__ || 24.0
+
|37.5||42.0||51.0||56.4|| __.__
 
|-
 
|-
 
|}
 
|}
  
 
==== Ammunition ====
 
==== Ammunition ====
 +
 +
* '''Default:''' {{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}
 +
* '''Universal:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|Ball|Omni-purpose}}
 +
* '''API-T:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}
 +
* '''AP-T:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|T|Tracer}}
 +
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="8" | Penetration statistics
+
! colspan="7" | Penetration statistics
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! rowspan="2" data-sort-type="text" | Belt
! rowspan="2" | Type of<br>warhead
 
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
|-
| DM12 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
+
| Default || 8 || 7 || 5 || 3 || 3 || 3
 
|-
 
|-
| DM23 || APFSDS || 337 || 335 || 330 || 322 || 314 || 306
+
| Universal || 13 || 11 || 9 || 7 || 4 || 3
 
|-
 
|-
| DM33 || APFSDS || 408 || 405 || 398 || 389 || 379 || 370
+
| API-T || 13 || 11 || 9 || 7 || 4 || 3
 
|-
 
|-
| DM502 || HESH || 127 || 127 || 127 || 127 || 127 || 127
+
| AP-T || 13 || 11 || 9 || 7 || 4 || 3
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| DM12 || HEATFS || 1,173 || 10.5 || N/A || 0.1 || 1,271 || 65° || 72° || 77°
 
|-
 
| DM23 || APFSDS || 1,455 || 3.79 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| DM33 || APFSDS || 1,455 || 3.79 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| DM502 || HESH || 732 || 14.85 || 0.4 || 0.1 || 4,306 || 73° || 77° || 80°
 
 
|-
 
|-
 
|}
 
|}
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
+
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
Line 102: Line 87:
 
! 3rd<br>rack empty
 
! 3rd<br>rack empty
 
! 4th<br>rack empty
 
! 4th<br>rack empty
! 5th<br>rack empty
 
! 6th<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''42''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''16''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
 
|-
 
|-
 
|}
 
|}
  
==== [[Optics]] ====
+
==== Optics ====
{| class="wikitable" style="text-align:center"
+
<!--''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.''-->
! colspan="3" | {{PAGENAME}} Optics
+
 
 +
{| class="wikitable" style="text-align:center" width="50%"
 +
! colspan="3" | {{PAGENAME}} [[Optics]]
 
|-
 
|-
!
+
! Which ones
 
! Default magnification
 
! Default magnification
 
! Maximum magnification
 
! Maximum magnification
 
|-
 
|-
 
! Main Gun optics
 
! Main Gun optics
| x8.0 || x12.0
+
| x2.1 || x3.7 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with an "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
 
|-
 
|-
 
! Comparable optics
 
! Comparable optics
| colspan="2" | ___
+
| colspan="2" | [[M13 MGMC]]
|-
 
|}
 
 
 
=== Machine guns ===
 
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 
{{main|MG3A1 (7.62 mm)}}
 
 
 
The coaxially mounted 7.62 mm MG3A1 is, in most situations, not useful. While being able to "blind" opponents by shooting at their optics, as with any MG, and able to easily dispatch of vehicles with exposed crew that have uptiered themselves, such as the [[M56]], 2 factors really hold this MG back from being truly useful. These are:
 
 
 
* The MG is mounted coaxially, limiting its traverse and AA capabilities (especially against helicopters)
 
* This MG has very low penetration, as almost any thin armoured plate can withstand its fire
 
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="5" | [[MG3A1 (7.62 mm)|7.62 mm MG3A1]]
 
|-
 
! Mount
 
! Capacity<br>(Belt capacity)
 
! Rate of fire<br>(shots/minute)
 
! Vertical<br>guidance
 
! Horizontal<br>guidance
 
|-
 
| Coaxial || 4,000 (1,000) || 1,200 || N/A || N/A
 
 
|-
 
|-
 
|}
 
|}
Line 151: Line 113:
 
== 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 instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but 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).'' -->
'''General Playstyle'''
+
The {{PAGENAME}} is a very vulnerable vehicle, so commanders should be careful not to expose themselves to enemy fire. Take care to find a position where you will not be seen by enemy ground vehicles, and watch the sky. Due to the low velocity of the machine guns, the {{PAGENAME}} should not open fire until the enemy plane is very close, probably within 1 km. If you begin to fire while the enemy plane is out of range, they will likely divert course and stay away from your position. Also be wary if there is more than one enemy plane up, as you can be strafed to death by machine gun fire. Once you have a good shot on the enemy plane, the 4 machine guns are capable of dealing more damage than one might expect, you can easily down various aircraft quite quickly, although twin engine fighters and bombers will be difficult to destroy.
 
 
The Radkampfwagen 90, due to it's speed, may be used in a flanking manner, being able to go around the enemy and surprise them where they do not expect. When flanking, it is recommended to use roads if possible, as the Radwagen is a wheeled vehicle, and rough terrain will slow it down. However, even offroad, the vehicle is still capable of speeds that are much higher than many other contemporary MBTs. The scouting ability of the Radwagen can also be very useful, as it can help you support your team without risking the possibility of being spotted/noticed by firing your gun. The only downside to this playstyle is that the Radwagen is unusually large in size, most notably the hull, which makes it easier to be spotted.
 
 
 
The Radkampfwagen may also be used in a playstyle of a fast MBT. While the hull of the Radwagen is weak, not really well armoured, and prone to hullbreak, and easy to hit, the turret of the vehicle has multiple well angled and very bouncy plates, both interior and exterior, which allows the turret to sometimes take hits without damage, or even ricochet some shells. This bouncy turret can be used in a hull-down position, like a ridgeline, or a pile or rubble. However, it is important to note that even though enemy shells have a chance of bouncing, it is best not to rely on this, and to use the vehicle's stabilizer and situational awareness to get the first shot off.
 
 
 
'''Arcade Battles'''
 
 
 
In Arcade, the playstyle of the Radwagen changes a bit. Due to markers that will tell everyone where the Radwagen is, flanking is not as good of a strategy. However, the vehicle retains all other advantages, and due to the slight engine boost in arcade, will be able to hit very high speeds even offroad. Of course, enemies will also be faster in general, which makes this extra speed redundant. The vehicle's scouting abilities are useful in aiding the team. Your gun, for its tier, is good, and its decently low shell drop will aid in those long range shots that are common in arcade. Just remember - this is a light vehicle in a gamemode where it can't really hide, so when playing this vehicle in Arcade, be cautious.
 
 
 
'''Realistic Battles'''
 
 
 
In Realistic, the Radwagen's speed and scouting abilities are even more prominent. As mentioned above, it can flank around the enemy with stealth, and either scout enemies for the team or quickly knock them out with its very punchy gun. The team also will benefit from its scouting abilities, as in a gamemode without enemy markers, intel of the enemies whereabouts can be crucial to the team's victory.
 
  
 
=== Modules ===
 
=== Modules ===
Line 170: Line 120:
 
! colspan="2" | Mobility
 
! colspan="2" | Mobility
 
! Protection
 
! Protection
! colspan="3" | Firepower
+
! colspan="2" | Firepower
 
|-
 
|-
 
| I
 
| I
| Tires
+
| Tracks
 
|
 
|
 
| Parts
 
| Parts
 
| Horizontal Drive
 
| Horizontal Drive
| DM502
+
| Universal
| Smoke grenade
 
 
|-
 
|-
 
| II
 
| II
Line 185: Line 134:
 
| FPE
 
| FPE
 
| Adjustment of Fire
 
| Adjustment of Fire
| DM12
+
| API-T
| Airstrike
 
 
|-
 
|-
 
| III
 
| III
Line 193: Line 141:
 
| Crew Replenishment
 
| Crew Replenishment
 
| Elevation Mechanism
 
| Elevation Mechanism
| Improved optics
+
| AP-T
| NVD
 
 
|-
 
|-
 
| IV
 
| IV
Line 201: Line 148:
 
|
 
|
 
| Artillery Support
 
| Artillery Support
| DM33
+
|
| Rangefinder
 
 
|-
 
|-
 
|}
 
|}
Line 211: Line 157:
 
'''Pros:'''
 
'''Pros:'''
  
* Introduces a new playstyle option for top-rank German lineups
+
* Great placement as a Rank I SPAA
* Complement the lack of scout vehicles top-rank German lineups
+
* 4 x BESA machine guns mean a high ammo load and a good rate of fire
* Has DM23 APFSDS rounds as stock ammunition
+
* 4 x machine guns means that you have a high hit probability
* Is very mobile and very fast on both roads and cross-country terrain
+
* Armour provides some protection from machine-gun fire, though the gunner is vulnerable
* Has DM33 rounds available for research
+
* Excels at taking down fighters
* Deadly when facing lower-ranked opponents
+
* Can be used against low tier SPAA and open-top tank destroyers, however, it is best suited to strictly SPAA duties
* Remains competitive even when uptiered and gun still performs well even at 10.3
+
* Small and mobile
* 8.7 reload stock, can be further improved with crew training
 
* Hull is resistant against most heavy machine guns
 
* Spaced armour in the front and is resistant against low calibre SPAA
 
* Same turret as the Leopard 2K, can sometimes bounce shots
 
* Extremely effective in the hands of experienced players
 
* Is not sluggish at low speed
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Does not have anti-aircraft machine gun
+
* Cannot defend itself from ground attacks, all belts cannot penetrate any tanks
* Can be hull-broken
+
* Damage output is nowhere near comparable to SPAA armed with 20 mm autocannons at this tier
* Slower reverse speed than other wheeled vehicles
+
* The gunner is exposed to machine-gun fire from above and the front
* Does not have thermal sights, putting it at a disadvantage of other vehicles of similar BR
+
* The armour will not protect you from 12.7 mm rounds and above
* Wheeled vehicles means it will suffer on certain terrain and cannot pivot turn
+
* Vulnerable to artillery
* Has a large profile because of large turret
 
* Slower than average turret rotation
 
* Is littered with ammo
 
* Requires deep knowledge and keen situational awareness to play effectively
 
  
 
== History ==
 
== History ==
 
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
In the early 1980's the the German Federal Ministry of Defense, known as the Bundesministerium der Verteidigung (BMVg) in German, initiated a program to produce an eight-wheeled combat vehicle. The reason for the program's creation was the success of the Spähpanzer 2 Luchs and the Transportpanzer Fuchs, along with vehicles operated by other countries, such as the French AMX-10RC. Daimler-Benz was tasked with the construction of such a vehicle, and the requirements were for an 8 × 8 wheeled combat vehicle with a weight of less than 30 tons and a powerful armament and adequate armor. The first prototype was built in 1983, and was first known as the Demonstrationsfahrzeug Rad (demonstration vehicle wheeled) and then the Experimentalfahrzeug Rad (8×8), meaning experimental vehicle wheeled (8×8). It finally received the name Radpanzer 90, and it is known as the Radkampfwagen 90 in War Thunder. The final production model was completed in 1986. It featured a rear-mounted engine, had an independent suspension for the wheels, and the turret was that of the Leopard 1A3. The Radpanzer 90 never entered service, but the information gathered from the program was later used in the development of the GTK Boxer wheeled vehicle.
+
The machine-gun armed Mark VI light tank formed the bulk of British tank strength in 1939. They were intended for colonial duties and reconnaissance but would see front-line combat as late as the British defeats in Java in early 1942. In 1940 they were in use in the light tank squadrons of armoured regiments and the main body of the divisional cavalry regiments. They carried a .50 calibre or 15 mm machine gun as the main armament. They were also used in the early war as command vehicles for armoured units.
 +
 
 +
As they were withdrawn from service, some Mark VI's were converted to anti-aircraft vehicles, raising the superstructure and replacing the turret. In practice the commander also being the gunner was ineffective. British armoured regiments and tank battalions were supposed to have 4-8 of these vehicles each in mid-1942. By mid-1943 they were taken out of service, replaced for this purpose by the significantly more versatile 20 mm-armed Crusader AA Mk II tank.
  
 
== Media ==
 
== Media ==
Line 252: Line 190:
  
 
== External links ==
 
== External links ==
<!-- ''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;''
 
* ''encyclopedia page on the tank;''
 
* ''encyclopedia page on the tank;''
* ''other literature.'' -->
+
* ''other literature.''
 
 
* [[wt:en/news/6635-development-radkampfwagen-90-a-leopard-on-wheels-en|[Devblog] Radkampfwagen 90: A leopard on wheels]]
 
  
{{Germany light tanks}}
+
{{Britain anti-aircraft vehicles}}

Revision as of 21:51, 20 June 2020

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Light AA Mk I
uk_vickers_mk_6_aa_mk_1.png
Light AA Mk I
AB RB SB
1.0 1.0 1.0
Class:
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

GarageImage Light AA Mk I.jpg


The Tank, Light AA Mk I is a rank I British self-propelled anti-aircraft gun with a battle rating of 1.0 (AB/RB/SB). It was introduced in Update 1.79 "Project X".

This tank makes for a good entry-level anti-aircraft vehicle; good speed, manoeuvrability and a devastating short to medium range AA attack. This vehicle should be used in the rear end of an assault, watching the skies for incoming bogies. However, the real ace is that the guns lack accuracy but trade for a sheer volume of fire, filling the skies with a hailstorm of bullets that can discourage bandits from lining up on an attack run. However, anything beyond effective range won't be struck down effectively.

General info

Survivability and armour

  • Cast homogeneous armour (Turret)
  • Rolled homogeneous armour (Hull)
Armour Front (Slope angle) Sides Rear Roof
Hull 14 mm 14 mm 14 mm 4 mm
Turret 14 mm Turret front 14 mm 14 mm N/A

The Light AA Mk I has very little armour. Most of the hull has 14 mm of armour, which is sufficient only against rifle-calibre rounds. However, the gunner is exposed to machine gun fire, and being that there are only 2 crew members, if he dies, the entire vehicle is destroyed. This means even enemy machine guns can kill you if they hit your gunner. You may be able to somewhat protect the gunner by aiming upwards with the machine guns, but this is not reliable. In any case, the Light AA Mk I is vulnerable to any vehicle in the game.

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 55 7 4.9 125 168 25.51 34.29
Realistic 51 7 78 88 15.92 17.96

Armaments

Main armament

Main article: BESA (7.92 mm)
7.92 mm BESA (x4) Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 3,600 (225) 600 -10°/+65° ±180° N/A 52.8 73.1 88.8 98.2 __.__ 7.8 7.0 6.4 _.__
Realistic 37.5 42.0 51.0 56.4 __.__

Ammunition

  • Default: Ball · T · IT
  • Universal: AP · T · IT · Ball
  • API-T: IT · IT · AP · T
  • AP-T: AP · AP · IT · T
Penetration statistics
Belt Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Default 8 7 5 3 3 3
Universal 13 11 9 7 4 3
API-T 13 11 9 7 4 3
AP-T 13 11 9 7 4 3

Ammo racks

Ammo racks of the Light AA Mk I
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
16 __ (+__) __ (+__) __ (+__) __ (+__) __

Optics

Light AA Mk I Optics
Which ones Default magnification Maximum magnification
Main Gun optics x2.1 x3.7
Comparable optics M13 MGMC

Usage in battles

The Light AA Mk I is a very vulnerable vehicle, so commanders should be careful not to expose themselves to enemy fire. Take care to find a position where you will not be seen by enemy ground vehicles, and watch the sky. Due to the low velocity of the machine guns, the Light AA Mk I should not open fire until the enemy plane is very close, probably within 1 km. If you begin to fire while the enemy plane is out of range, they will likely divert course and stay away from your position. Also be wary if there is more than one enemy plane up, as you can be strafed to death by machine gun fire. Once you have a good shot on the enemy plane, the 4 machine guns are capable of dealing more damage than one might expect, you can easily down various aircraft quite quickly, although twin engine fighters and bombers will be difficult to destroy.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive Universal
II Suspension Brake System FPE Adjustment of Fire API-T
III Filters Crew Replenishment Elevation Mechanism AP-T
IV Transmission Engine Artillery Support

Pros and cons

Pros:

  • Great placement as a Rank I SPAA
  • 4 x BESA machine guns mean a high ammo load and a good rate of fire
  • 4 x machine guns means that you have a high hit probability
  • Armour provides some protection from machine-gun fire, though the gunner is vulnerable
  • Excels at taking down fighters
  • Can be used against low tier SPAA and open-top tank destroyers, however, it is best suited to strictly SPAA duties
  • Small and mobile

Cons:

  • Cannot defend itself from ground attacks, all belts cannot penetrate any tanks
  • Damage output is nowhere near comparable to SPAA armed with 20 mm autocannons at this tier
  • The gunner is exposed to machine-gun fire from above and the front
  • The armour will not protect you from 12.7 mm rounds and above
  • Vulnerable to artillery

History

The machine-gun armed Mark VI light tank formed the bulk of British tank strength in 1939. They were intended for colonial duties and reconnaissance but would see front-line combat as late as the British defeats in Java in early 1942. In 1940 they were in use in the light tank squadrons of armoured regiments and the main body of the divisional cavalry regiments. They carried a .50 calibre or 15 mm machine gun as the main armament. They were also used in the early war as command vehicles for armoured units.

As they were withdrawn from service, some Mark VI's were converted to anti-aircraft vehicles, raising the superstructure and replacing the turret. In practice the commander also being the gunner was ineffective. British armoured regiments and tank battalions were supposed to have 4-8 of these vehicles each in mid-1942. By mid-1943 they were taken out of service, replaced for this purpose by the significantly more versatile 20 mm-armed Crusader AA Mk II tank.

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.


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