Object 906

From War Thunder Wiki
Revision as of 18:03, 28 January 2023 by DnaGonite (talk | contribs) (Ammunition: Converted to transclusion)

Jump to: navigation, search
VTOL | Rank 5 USA
AV-8A Harrier Pack
Object 906
ussr_object_906.png
GarageImage Object 906.jpg
Object 906
AB RB SB
7.7 8.0 8.0
Class:
Research:61 000 Specs-Card-Exp.png
Purchase:340 000 Specs-Card-Lion.png
Show in game

Description

The Object 906 is a rank V Soviet light tank with a battle rating of 7.7 (AB) and 8.0 (RB/SB). It was introduced in Update 1.65 "Way of the Samurai". Combining a similar gun to the ASU-85 on a turreted device and mobility from the PT-76B, Object 906 is a perfect flanker.

General info

Survivability and armour

ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull30 / 25 / 12
Turret15 / 8 / 8
Crew3 people
Visibility75 %

Armour type:

  • Alloy ABT-101 (Hull)
  • Rolled homogeneous armour (Turret)
  • Cast homogeneous armour (Gun mantlet)
Armour Front (Slope angle) Sides Rear Roof
Hull 20 mm (77-79°) Front glacis
30 mm (54-69°) Lower glacis
20 mm (41-43°) Driver's port
30 mm Top
25 mm Bottom
20 mm Top
12 mm (40-67°) Bottom
12 mm
Turret 15 mm (4-50°) Turret front
25 mm (0-80°) Gun mantlet
15 mm (41-49°) Front
8 mm (22-39°) Rear
8 mm (19°)
8 mm (64-83°) Turret underside
8 mm

Notes:

  • Suspension wheels are 10 mm thick while tracks are 15 mm thick.
  • Belly armour and hull underside above the tracks are 8 mm thick.

Mobility

Amphibious
The design allows you to swim and control movement in the water
Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB83 / 83 km/h
RB and SB74 / 74 km/h
Number of gears9 forward
9 back
Weight14.8 t
Engine power
AB572 hp
RB and SB300 hp
Power-to-weight ratio
AB38.6 hp/t
RB and SB20.3 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 83 83 14.8 465 572 31.42 38.65
Realistic 74 74 265 300 17.91 20.27

Modifications and economy

Repair costBasic → Reference
AB2 962 → 4 608 Sl icon.png
RB3 449 → 5 366 Sl icon.png
SB4 383 → 6 819 Sl icon.png
Total cost of modifications98 000 Rp icon.png
162 800 Sl icon.png
Talisman cost2 200 Ge icon.png
Crew training98 000 Sl icon.png
Experts340 000 Sl icon.png
Aces1 300 Ge icon.png
Research Aces780 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 170 / 200 % Sl icon.png
202 / 202 / 202 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
195 Ge icon.png
Mods new tank break.png
Brake System
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
195 Ge icon.png
Mods new tank filter.png
Filters
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
5 500 Rp icon.png
Cost:
8 800 Sl icon.png
230 Ge icon.png
Mods new tank engine.png
Engine
Research:
5 500 Rp icon.png
Cost:
8 800 Sl icon.png
230 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 400 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 000 Rp icon.png
Cost:
7 400 Sl icon.png
195 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
5 500 Rp icon.png
Cost:
8 800 Sl icon.png
230 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
290 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
195 Ge icon.png
Mods airstrike.png
Airstrike
Research:
4 600 Rp icon.png
Cost:
7 400 Sl icon.png
195 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods night vision device.png
NVD
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
270 Ge icon.png
Mods art support.png
Artillery Support
Research:
5 500 Rp icon.png
Cost:
8 800 Sl icon.png
230 Ge icon.png
Mods scouting.png
Improved optics
Research:
5 500 Rp icon.png
Cost:
8 800 Sl icon.png
230 Ge icon.png
Mods tank ammo.png
85mm_HEAT_FS_ammo_pack
Research:
5 500 Rp icon.png
Cost:
8 800 Sl icon.png
230 Ge icon.png

Armaments

Night vision device
Improves visibility by enhancing natural light or active illumination.

Main armament

85 mm D-58 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition40 rounds
First-order15 rounds
Reload4.3 s
Vertical guidance-5° / 20°
Main article: D-58 (85 mm)
85 mm D-58 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 40 -5°/+20° ±180° Two-plane 19.0 26.4 32.0 35.4 37.7 4.30 4.30 4.30 4.30
Realistic 11.9 14.0 17.0 18.8 20.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
BR-372 APCBC 245 242 229 214 200 187
3BK7 HEATFS 300 300 300 300 300 300
OF-372 HE 27 27 25 24 22 21
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
BR-372 APCBC 1,040 9.3 1.2 14 77 48° 63° 71°
3BK7 HEATFS 925 7.22 0.05 0.1 1,170 65° 72° 77°
OF-372 HE 1,010 9.66 0.2 0.1 740 79° 80° 81°

Ammo racks

Ammo racks of the Object 906
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
40 36 (+4) 33 (+7) 28 (+12) 22 (+18) 16 (+24) (+39) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Rack 6* (autoloader magazine) is a first stage ammo rack. It totals 15 shells.
    • This rack gets filled first when loading up the tank and is also emptied first.
    • As the Object 906 is equipped with an autoloader, manual reloading of the gun is not possible.
    • Once the autoloader magazine has been depleted, you can't shoot until the loader has restocked the autoloader with at least 1 shell.
    • The restocking time is much longer than the normal reload time of the gun. Take this into account when playing.
    • Simply not firing when the gun is loaded will move ammo from racks 1 to 5 into rack 7* then 6*. Firing will interrupt the restocking of the ready racks.
  • Pack 16 (+24) shells to keep the hull empty of ammo.

Machine guns

Ammunition2 000 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate600 shots/min
Main article: SGMT (7.62 mm)
7.62 mm SGMT
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (250) 600 N/A N/A

Usage in battles

As with every other light tank, this vehicle should be handled with caution on the battlefield since any enemy the 906 encounters can penetrate it. Use its awesome mobility and good, stabilized gun to provide a nasty surprise to the enemy from unexpected spots. Whether by river, lake, ocean, the 906 can navigate through all bodies of water within the limit of the battlefield. This tank is best used as a flanker, shooting on the move, reloading in the dark, popping up behind another hill to take another moving shot, this is a ninja tank.

Combat tactics

Flanker

Never fight an enemy head-on since the 906 will have to aim for the enemy's weak spots before firing while they don't have to worry about the same precision. Surprise is the 906's greatest advantage. Use the Object 906's great speed to take strange, curvy, distant paths to snipe the enemy from the rear/side early in the game. Do not forget to change cover often (every 2-3 shots) since those enemies can respawn and go straight towards the original firing position with its front armour towards it, resulting in much more difficult shots. In this case, use the 906's speed to fall back behind much more armoured allies and look at the map to see where allies may need help/where an enemy has been holding out for long.

When flanking, unlike many other tanks: show the side armour. Since the armour cannot block any shot at this BR, speed is the Object 906's best option, just evade the shots and slow down solely to shoot at the enemy. In the occurrence, the tank gets hit, keep in mind that this lengthy vehicle makes APDS and HEAT rounds ineffective since they often pass straight through, such shot from the front could incapacitate all three crew members. Taking shots from the sides "isolates" each module for non-HE shells in such a way that they will only incapacitate one part of the tank at the time: the driver, the gunner or the engine. If the engine or driver gets shot, the inertia will often drag the 906 out of sights from the enemy. If the gunner gets shot, the 906 can still move behind cover to hide, the lack of gunner would then prevent the player from exposing the tank in an area the enemy knows is there. Just like a ninja, after taking a shot: hide, repair, reevaluate the situation, then move out to cause more havoc from unsuspecting locations.

If an aircraft is aware of your presence search cover or hide in a treeline, Do not give away your exact location to the aircraft by firing at it. Putting bushes on top of your tank is a good idea.

Rush

One may be tempted to charge and capture the point for the team at the beginning of a game. In such a case, a cooperative team is necessary since the 906 cannot hold the point all by its lonesome. When capturing the point, turn the engine deck towards the enemy. This tactic can actually save the 906 from hasty shots to the hull without hindering the gun arc, though this will cause engine fires which can lead to a burning end if not handled quickly. In this case, take a shot at the now vulnerable foe and then use the FPE item to extinguish the fire. If the point gets swarmed by enemies, fall back and wait for allies to regroup for a counter-attack.

Decoy

Another unusual tactic is to attract enemy players' focus to the 906's location. Use the amphibious capability and other great mobility features to put the 906 in a tricky position to reach for a non-floating/non-flying enemy (often down a cliff, beside/in the water) in such a way that some players will fall into the trap of trying to reach the 906 through methods that expose their sides to allies or falling into the water. This tactic is very situational and is not a method that should be prioritized over any other tactics. It may not win battles, but it could destroy a few enemies, reducing the number of enemies threatening the overall allied team.

Tank Assault

The Object 906 is a very capable tank in Tank Assault gamemode, largely due to its very fast reload rate, and extremely low cost (almost 4 times cheaper than MBTs / medium tanks). Since the AIs in Tank Assault don't try to angle their armour or present their front, their sides are very often exposed, which allows the Object 906 to quickly rack up kills. You should aim to take a position where you are covered from most sides except the direction where you are shooting, but you shouldn't worry about dying, at all.

Generally, your role should be taken as the set-up/clean-up tank. You will often track or set enemies on fire, which makes them easy to pick-off for your team, or your armour-piercing shell with high explosives will cleanly knock out the tank with a single shot. With that shell, you can also clear out any stationary AIs, even if they are at a slight angle. Remember that top-tier vehicle (Abrams, Challengers etc.) have almost no lower side armour, and you can often penetrate and kill those tanks from the side at angles up to (almost) 60°.

Notable enemies

Any tank is a threat that should be avoided, flanked, and destroyed. However, some tanks are impervious to these tactics:

The Maus has thick flanks at nearly 200 mm that can absorb any shots if angled properly. Do not shoot at it since it will only bring this behemoth to turn itself against the 906 (in this case, just withdraw from its firing arc). Still, it can be defeated in a manner like mammoth hunting: wait until the target gets isolated and encircle it, then shoot it on the sides, in the rear of the hull and always try to be out of its line of sight.

T95 (otherwise known as "Doom turtle") should not be engaged. Its good all-around bouncy armour will defeat most shots even from the Object 906 will take on the move. To defeat it, take some height at its flank and aim carefully, otherwise, it will just drag its attention. This worthy opponent has a very fast hull turning rate, turning it into an impervious wall even towards any adversary, including the 906 if it notices it. Engage only if necessary.

With the Tortoise, the same caution is advised but it is way easier to flank since its side armour is flat.

Be cautious while aiming at IS-3, IS-4M and T-10M since their sides can bounce the 85 mm shots.

Pros and cons

Pros:

  • Tank has the fastest gun reload in the rank, tied with JaPz.K_A2
  • Has an autoloader, meaning that
    • A high "Weapon Reload" skill on its crew isn't needed
    • The gun will be reloaded while extinguishing a fire
    • Injured crew won't slow its reload rate
  • Very hard-hitting 85 mm, even for Rank V matches
    • Comes with an APHE as a standard shot - easily capable of knocking out tanks from the side
    • The unlockable HEATFS shell lets the 906 comfortably fight heavier tanks
  • Two-plane stabilized gun allows to fire on the move and while braking on almost any terrain
  • Amphibious capability lets you move around maps with bodies of water more easily - rivers can also be easily crossed
  • Very fast reverse speed, about -45 km/h, with fast acceleration towards -70 km/h
  • Has neutral steering

Cons:

  • Virtually no armour
  • Only 3 crewmen limits the survivability
  • Turret bustle is protected by only 8 mm, heavy machine guns can easily penetrate and detonate the ammunition in the autoloader
  • Overall, turret front is vulnerable to HMG at short distances
  • Prone to destruction by overpressure
  • Stock experience is horrible
    • Mobility and accuracy are bad until relevant upgrades are researched and bought
  • Awful gun depression of -5°
  • Two-plane stabilizer becomes ineffective at speeds above 35-40 km/ph, especially on rough terrain
  • When firing from the water, can accidentally sink itself

History

The success of the PT-76 amphibious tank prompted the development of a successor with improved characteristics on the battlefield. The project was in development since 1960 by VgTZ under the leadership of I. V. Gavalov. The main purpose of this project was to create a floating tank with a more powerful main cannon than the PT-76B. The vehicle was given the project name Object 906 with the lead designer being Yu. V. Sharin. In total, six prototypes were manufactured at VgTZ, two of which were tested at the NIIBT test site from January to August 1963. The tank was to receive the name PT-85 if it had been adopted for service, however it failed to do so.

The tank had a classic layout scheme with a longitudinal engine located in the hull, a crew of three people and a stabilized 85mm D-58 cannon with a loading mechanism which was paired with a 7.62 mm SGMT. The tank was equipped with a TVN-2B night vision device for the driver, a TKN-2 day-night viewing device alongside with two TNP viewports for the commander and two TNP-165 prismatic viewports for the gunner. The stabilizer used named Zvezda provided a horizontal rotation speed of 0.05 deg/s to 20 deg/s and a vertical rotation speed of 0.05 deg/s to 4.5 deg/s. For firing the main cannon during daytime, a TSh2B-8A telescopic sight was used, and for night-time, a TPN-1 sight was used alongside a L-2A1 infrared illuminator. The loading mechanism of the gun was designed for 15 shots and used a special control panel to operate, allowing the tank to reach a maximum rate of fire of 14 rounds/min and a minimum rate of fire of 9 rounds/min. The total ammunition stored was 40 rounds with an usual load of 8 armour-piercing and 32 high-explosive shells.

The armour protection of the tank consisted of anti-fragmentation welded aluminium alloy ABT-101 plates with a thickness of 8, 12, 20, 25, and 30 mm. The frontal armour consisted of three armour plates, upper plate with a thickness of 20 mm at 77 degrees, middle plate with a thickness of 30 mm at 55 degrees and lower plate with a thickness of 20 mm at 70 degrees and it provided protection against 14.5 mm B-32 rounds from 100 m. In terms of protection in the event of a nuclear war, the tank was equipped with a DP-3 radiometer, devices that close all possible holes to protect the crew from a nuclear explosion shockwave and ventilation necessary to filter out radioactive dust in case the tank was fully sealed.

There were two engines used on this project, the first tank produced with an 8D-6M 221 kW engine and the subsequent tanks with a 221 kW UTD-20 engine with a redesigned engine bay, both of which allowed the vehicle to reach a top speed of 75 km/h while only weighing 15 tons. The transmission of the tank allowed joint and separate operation of the tracks and jet propellers, this allowed the tank to enter and exit the water in any gear, unlike the PT-76B which had to use a low gear.

The variant on display in the Kubinka museum is the Object 906 with the 8D-6M engine.[1]

Media

Skins
Videos

See also

Related development
Other vehicles of similar configuration and role

External links

References

  1. Отечественные Бронированные Машины 1945-1965 гг. - Часть 1 - Легкие, средние и тяжелые танки, М. В. Павлов, И. В. Павлов (ISBN 978-5-85905-623-1)


USSR light tanks
T-26  T-26 · T-26 (1st Gv.T.Br.) · T-26-4 · T-26E
BT  BT-5 · RBT-5 · BT-7 · BT-7 TD · BT-7M · BT-7A (F-32)
T-50  T-126 · T-50
T-70  T-70 · T-80
PT-76  PT-76B · PT-76-57 · Object 906
BMP  BMP-1 · BMP-2 · BMP-2M · BMP-3
BMD  BMD-4
2S25  2S25 · 2S25M
Wheeled  BA-11 · BTR-80A
Other  T-60 · Object 685 · 2S38
China  ▂Type 62