Difference between revisions of "P.7.T AA"

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{{Specs-Card|code=fr_citroen_kegresse_p4t}}
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{{Specs-Card
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|code=fr_citroen_kegresse_p4t
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
+
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.75 "La Résistance"]]. With its four 13.2 mm Hotchkiss Mle 1930 machine guns, it poses a certain threat to enemy aircraft while featuring poor mobility (off-road) and armour.
{{break}}
 
The '''{{specs|name}}''' is a Rank {{specs|rank}} French self-propelled anti-aircraft gun {{Battle-rating}}. It was introduced in [[Update 1.75 "La Résistance"]]. With its four 13.2 mm Hotchkiss Mle.1930 machine guns, it poses a certain threat to enemy aircrafts while featuring poor mobility (off-road) and armour.
 
  
The P.7.T AA is a very classic interwar anti-air defense system with its guns mounted on a mobile but vulnerable chassis.
+
The P.7.T AA is a very classic interwar anti-air defence system with its guns mounted on a mobile but vulnerable chassis.
  
 
With only 3 exposed crew members, anything can damage, disable or destroy this vehicle. Its armour does not provide enough cover to the crew from any angle. Even .30 cals guns can easily destroy this vehicle, so be sure to stay out of sight from enemies.
 
With only 3 exposed crew members, anything can damage, disable or destroy this vehicle. Its armour does not provide enough cover to the crew from any angle. Even .30 cals guns can easily destroy this vehicle, so be sure to stay out of sight from enemies.
  
The half-track configuration usually provides increased off-road mobility to wheeled vehicles while enabling to carry more weight over the tracked section, a rule to which the P.7.T AA is no exception: It ''can'' reliably move itself across any rough terrain. The only downside to this vehicle is its low HP, which makes hill climbing quite slow. This little engine also struggles to bring this much weight to its max speed: One should go downhill ''and'' hit the gas in order to reach 40 km/h. Turning on the spot is also a no-go since tracks do not provide enough traction to the ground: Hit the forward key and gain some speed ''before'' attempting any manoeuvre. Be patient and choose your path wisely and you should reach your destination soon enough.
+
The half-track configuration usually provides increased off-road mobility to wheeled vehicles while enabling to carry more weight over the tracked section, a rule to which the P.7.T AA is no exception: It ''can'' reliably move itself across any rough terrain. The only downside to this vehicle is its low HP, which makes hill climbing quite slow. This little engine also struggles to bring this much weight to its max speed: One should go downhill ''and'' hit the gas in order to reach 40 km/h. Turning on the spot is also a no-go since the tracks do not provide enough traction to the ground: Hit the forward key and gain some speed ''before'' attempting any manoeuvre. Be patient and choose your path wisely and you should reach your destination soon enough.
  
With its four HMGs, this SPAA is quite reminiscent of the [[GAZ-AAA (4M)]] while having much more firepower. Since these weapons fire simultaneously, one hit usually means four holes in your opponent's hull, a death toll to the early planes (and biplanes) you should be shooting at this BR.
+
With its four HMGs, this SPAA is quite reminiscent of the [[GAZ-AAA (4M)]] while having much more firepower. Since these weapons fire simultaneously, one hit usually means four holes in your opponent, a heavy toll to the early planes (and biplanes) you will be shooting at this BR.
  
 
== 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?''-->
+
{{Specs-Tank-Armour}}
Saying that the P.7 has armour is an insult to armour. The thickest plate of steel it carries is 20 mm, and that's not even on a part that is designed to take damage. Every crew member is exposed, and even 7.62 rounds will deal critical damage to both the crew and the vehicle. Not only is this bad for engaging tanks (which you shouldn't really do anyways with it), but it means that you are very vulnerable to aircraft return fire and bombs. However, this shouldn't be a problem, as you should be able to kill aircraft making a bee-line for you before they can accurately target you.
+
<!-- ''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.'' -->
  
=== Mobility ===
+
'''Armour type:'''
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
+
* Structural steel (chassis, gun mount)
The mobility is above average and smooth overall, while no terrain poses a challenge due to the half-track system. Due to the relatively high potential speed, the P.7 can quickly get into an advantageous position on the map to shoot down planes. Just be sure to keep an eye out for flanking light tanks or fast medium tanks such as the Panzer 3 and 4's, as anything can kill you.
+
* Wheel (front tires)
{| class="wikitable" style="text-align:center"
+
 
 +
{| class="wikitable"
 
|-
 
|-
! colspan="3" | Mobility characteristic
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
! Weight (tons)
+
| Chassis || colspan="3" style="text-align:center" | 3 mm || N/A <br> 3 mm ''Engine hood''
! colspan="1" | Add-on Armor<br>weight (tons)
 
! colspan="1" | Max speed (km/h)
 
 
|-
 
|-
| rowspan="2" | 2.2 || colspan="1" rowspan="2" | N/A || colspan="1" | 44 (AB)
+
| Gun Mount || colspan="3" style="text-align:center" | 30 mm ''Base'' <br> 20 mm ''Frame'' || N/A
|-
 
|40 (RB/SB)
 
|-
 
! colspan="3" | Engine power (horsepower)
 
|-
 
! colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|28
 
|35
 
|-
 
|''Realistic/Simulator''
 
|18
 
|20
 
|-
 
! colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
! colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|12.73
 
|15.91
 
|-
 
|''Realistic/Simulator''
 
|8.18
 
|9.09
 
 
|-
 
|-
 
|}
 
|}
 +
 +
'''Notes:'''
 +
* Front tires are 10 mm thick.
 +
* The gun platform is 10 mm thick (wood).
 +
* Suspension wheels are 15 mm thick while tracks are 7 mm thick, and torsion bars are not modeled.
 +
* A 3 mm plate separates the driver cabin fro the gun platform.
 +
* Mudguards are 3 mm thick.
 +
 +
The {{PAGENAME}} has practically no armour. Every crew member sits exposed to enemy fire, so even a light machine gun can knock out the entire crew in a matter of seconds. This means that the {{PAGENAME}} should never be exposed to any enemy fire, including artillery barrages, enemy ground fire and more difficultly strafing attacks from aircraft. The only parts of the vehicle that might stop a rifle-calibre round are the engine block and the gun mount.
 +
 +
=== Mobility ===
 +
{{Specs-Tank-Mobility}}
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 +
 +
{{tankMobility|abMinHp=28|rbMinHp=18}}
 +
 +
The mobility is above average and smooth overall, while no terrain poses a challenge due to the half-track system. Due to the relatively high potential speed, the {{PAGENAME}} can quickly get into an advantageous position on the map to shoot down planes. Just be sure to keep an eye out for flanking light tanks or fast medium tanks such as the Panzer III and IV, as anything can annihilate you with mere MG fire.
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
<!--''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.''-->
+
{{Specs-Tank-Armaments}}
{{main|Hotchkiss Mle 1930 (13.2 mm)}} The quad 13.2 mm Hotchkiss HMG's are fantastic at shredding planes and start fires very easily due to the belts containing pure API rounds. With their above-average fire rate, high damage, good accuracy and decent reload speed, they are an AA jockey's dream. It is worth noting that they have a limited magazine capacity, only 30 rounds per gun, but this is more-or-less remedied by the fact that there are 4 guns, allowing for 120 rounds total.  
+
=== Main armament ===
 +
{{Specs-Tank-Weapon|1}}
 +
<!-- ''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|Hotchkiss Mle 1930 (13.2 mm)}}
 +
 
 +
The quad 13.2 mm Hotchkiss HMG's are fantastic at shredding planes and start fires very easily due to the belts containing pure API rounds. With their above-average fire rate, high damage, good accuracy and decent reload speed, they are an AA jockey's dream. It is worth noting that they have a limited magazine capacity, only 30 rounds per gun, but this is more-or-less remedied by the fact that there are 4 guns, allowing for 120 rounds total.
  
 
However, due to the P.7's low BR, they can be decent at destroying reserve and 1.3 tanks from the sides and rear. It is not recommended to use it in this fashion, as you leave yourself as an easy target for anything with guns.
 
However, due to the P.7's low BR, they can be decent at destroying reserve and 1.3 tanks from the sides and rear. It is not recommended to use it in this fashion, as you leave yourself as an easy target for anything with guns.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="100%"
|-
 
! colspan="6" | [[Hotchkiss Mle 1930 (13.2 mm)|13.2 mm Hotchkiss Mle 1930]] (x4)
 
|-
 
! colspan="2" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
|-
 
| colspan="2" | 1,440 (30) || 450 || -10°/+45° || ±180° || N/A
 
|-
 
! colspan="6" | Turret rotation speed (°/s)
 
|-
 
! style="width:4em" |Mode
 
! style="width:4em" |Stock
 
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
| ''Arcade'' || 35.7 || __.__ || __.__ || __.__ || __.__
 
 
|-
 
|-
| ''Realistic'' || 35.7 || __.__ || __.__ || __.__ || __.__
+
! colspan="6" | [[Hotchkiss Mle 1930 (13.2 mm)|13.2 mm Hotchkiss Mle 1930]] (x4) || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="4" | Reloading rate (seconds)
+
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 
|-
 
|-
! colspan="1" style="width:4em" |Stock
+
! ''Arcade''
! colspan="1" style="width:4em" |Prior + Full crew
+
| rowspan="2" | 1,440 (30) || rowspan="2" | 450 || rowspan="2" | -10°/+45° || rowspan="2" | ±180° || rowspan="2" | N/A || 52.84 || 73.13 || 88.80 || 98.20 || 104.47 || rowspan="2" | 7.80 || rowspan="2" | 6.90 || rowspan="2" | 6.36 || rowspan="2" | 6.00
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
 
|-
 
|-
| 7.8 || __.__ || __.__ || __.__
+
! ''Realistic''
 +
| 35.70 || 42.00 || 51.00 || 56.40 || 60.00
 
|-
 
|-
 
|}
 
|}
  
=== Ammunition ===
+
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
 
 +
* '''AP-T:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
! colspan="8" | Penetration statistics
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
! rowspan="2" data-sort-type="text" | Belt
! rowspan="2" class="unsortable" | Belt
+
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
 
|-
 
|-
! 10m
+
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
 
|-
 
|-
| Universal || AP-I,API-T || 24 || 23 || 14 || 10 || 7
+
| AP-T || 24 || 23 || 14 || 10 || 7 || 4
 
|-
 
|-
 
|}
 
|}
  
=== [[Ammo racks|Ammo racks]] ===
+
==== [[Ammo racks]] ====
[[File:Ammoracks_{{PAGENAME}}.png|right|thumbnail|x250px|Ammo racks of the {{specs|pseudonym}}.]]
+
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
{| class="wikitable sortable" style="text-align:center"
+
<!-- '''Last updated: 2.1.0.94''' -->
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! class="wikitable unsortable" |Full<br /> ammo
+
! Full<br>ammo
! class="wikitable unsortable" |1st<br /> rack empty
+
! 1st<br>rack empty
! class="wikitable unsortable" |2nd<br /> rack empty
+
! 2nd<br>rack empty
! class="wikitable unsortable" |3rd<br /> rack empty
+
! 3rd<br>rack empty
! class="wikitable unsortable" |Visual<br /> discrepancy
+
! 4th<br>rack empty
 +
! 5th<br>rack empty
 +
! Visual<br>discrepancy
 
|-
 
|-
|| '''48''' || 44&nbsp;''(+4)'' || 28&nbsp;''(+20)'' || 4&nbsp;''(+44)'' || style="text-align:left" | no
+
| '''48''' || 40&nbsp;''(+8)'' || 36&nbsp;''(+12)'' || 28&nbsp;''(+20)'' || 20&nbsp;''(+28)'' || 4&nbsp;''(+44)'' || Yes
 
|-
 
|-
 
|}
 
|}
 +
Notes:
 +
* The ammunition is modeled as clips of 30 rounds.
 +
* The visual discrepancy concerns the total number of clips as well as the number of clips per rack:
 +
** 38 clips are modeled but you can pack 48 clips.
 +
** Rack 4 is modeled as 8 clips but contains 10 clips (the last 2 clips count for 4 clips).
 +
** Rack 5 is modeled as 8 clips but contains 16 clips (every 2 clips count for 4 clips).
  
== Usage in the 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 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).'' -->
This SPAA's gameplay should be familiar to Soviet rank 1-2 AA veterans: Multiple guns on a truck platform with limited frontal elevation angles. Such a fragile half-track vehicle should be held away from the frontlines and stick to its spawn.
 
  
'''SPAA'''
+
'''Overview:'''
  
Playing this as an SPAA is the surest way to score. Do not choose this vehicle early game since there are very little planes to shoot at: The P.7.T AA is a second-pick. Do not engage aircraft from too far away since it will only lower your limited ammo reserve while making yourself vulnerable in the event that a plane chooses to strafe you: you do not want to reload while a plane is coming. Another thing to keep in mind is that your gun elevation is limited. Find yourself a steep hill and park on its side in order to elevate your guns at a decent angle. This gun platform's turning rate does not allow for immediate reactions, so always pre-aim your guns to the nearest threat.
+
The P.7.T AA has a total lack of armour, so the best strategy is to stay away from enemy ground vehicles and focus on planes. However, the guns do have some penetration, so targeting enemy ground vehicles is a possibility. The limited mobility and lack of armour make fighting enemy ground vehicles very difficult for the P.7.T AA.
  
'''Ambusher'''
+
'''Tips:'''
In urban environments and low BR games (when you are facing reserve tanks), it could be a good idea to slip this slim vehicle into a tight alley (engine deck first) near a capture point and wait for an enemy to pass by. Whenever a light enough target falls into your sights, immobilize it by shooting at the engine deck first and ''then'' snipe the crew. This tactic is a very dangerous one, more of a last resort than an actual way to score with this AA. It is best used in conjunction with the allied effort: your fire may drag attention from them, turning your enemy's attention from your more potent allies. This tactic is well-suited for RB matches. Avoid artillery at all cost.
 
  
Another version of this tactic is to leave only the gunner exposed by popping him out (with its guns) from the corner of a building.
+
Playing the P.7.T by focusing on air targets is the most viable strategy. Do not spawn this vehicle early game since there will be few planes to shoot at. Do not engage aircraft too early, as you will only expose yourself. Begin firing at less than 1 km range for the best effect. Always watch out for multiple aircraft, as if they strafe you, you will almost certainly die. The guns are surprisingly potent, and will quickly dispatch most air targets after a few hits, although some heavy fighters and bombers may prove challenging to destroy. When engaging enemy tanks, you can reverse from behind a building to only expose the gunner to enemy fire.
  
With its good penetration rates (for an AA) and fast rate of fire, this SPAA can be quite useful to shred light preys.
+
=== Pros and cons ===
 +
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
=== Pros and cons ===
 
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
 
'''Pros:'''
 
'''Pros:'''
  
* Four 13.2 mm machine guns, able to destroy weakly armoured foes and aircraft
+
* Four 13.2 mm machine guns, able to destroy weakly armoured foes like the [[Ha-Go (Family)|Ha-Go]], [[AS 42]] or [[T-26]], and aircraft like the [[He 51 (Family)|He 51]]
* AP-I/API-T belt as default
+
* AP-I/API-T belt as default means it has anti-tank potential even when stock
* Excellent at actually being an SPAA. A high rate of fire and powerful rounds will shred planes at the rank
+
* Excellent at actually being an SPAA. A high rate of fire and powerful rounds will shred planes at the rank
* Good at suppressing enemy vehicles.
+
* Good at suppressing enemy vehicles
* Light: easy to tow
+
* Light: easy to tow from enemy fire when immobilised
* Can damage tanks from the sides
+
* Can damage some tanks from their weaker sides, like the [[LVT (Family)|LVT(A)]] series, [[Pz.IV C]] or [[Pz.II (Disambiguation)|Pz.II]]
* Does not lose too much speed when turning due to the half-track configuration  
+
* Does not lose too much speed when turning due to the half-track configuration
  
 
'''Cons:'''
 
'''Cons:'''
  
* Crew is exposed
+
* Very low survivability - the crew is exposed, extremely vulnerable to anything especially enemy MG, nearby artillery, bombs and rockets and HE shrapnels, even 7.62 mm MGs can damage critical parts like the engine or transmission
* Almost no armour
+
* Has difficulty penetrating most enemy tanks frontally, for example Pz.II, [[B1 bis]]
* Has difficulty penetrating most enemy tanks
+
* Reload time is rather long, stopping it from firing back in critical times
* Only has one belt choice
+
* Poor off-road mobility and climbing ability makes it slow on hills
* Though a bigger calibre, these 13,2 mm rounds have poorer penetration rates than .50 cal
 
* Reload time is rather long
 
* Poor off-road mobility  
 
 
* The four canons fire synchronously, which reduces the chances to hit an aircraft
 
* The four canons fire synchronously, which reduces the chances to hit an aircraft
* Gun platform turning and elevation rate are a bit slow (slow reaction, hard to follow close targets)
+
* Gun platform turning and elevation rate are a bit slow (slow reaction, hard to follow close/fast targets)
* Limited elevation of 45°
+
* Limited elevation of 45° limits its effectiveness against targets directly above it, for example dive bombers like [[Ju 87 B-2|Ju 87 B2]]* Driver blocks the gun in a frontal ~90° arc, may not be able to swing the hull around in time to combat sudden encounters
* Cannot fire in a ~90° arc in front of itself
 
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
+
<!-- ''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).'' -->
 +
The first half-tracks were built by Frenchman Adolphe Kegresse for Russia in 1910-11. After the First World War Kegresse returned to France to work with Citroen to produce half-tracks for the French Army starting in the 1920s. By 1940, these unarmoured Kegresse-Citroen half-tracks (the P.17, P.19, P.107, and MCG variants) were used primarily for towing artillery, although a small number of closed-top half-track armoured cars (the P.16) were also in service. The P.7.T had been an earlier Kegresse model, built between 1925 and 1927. The French, who had created the first self-propelled anti-aircraft gun-truck back in 1913, would continue through the interwar period experimenting with various truck-mounted AA weapons like those shown in this model.
  
 
== 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.'' -->
 +
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=france&vehicleType=tank&vehicleClass=spaa&vehicle=fr_citroen_kegresse_p4t Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
== Read also ==
+
;Videos
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
{{Youtube-gallery|PF2AVtHfWao|'''The Shooting Range #141 (April Fool's)''' - ''Metal Beasts'' section at 00:39 discusses the {{PAGENAME}}.|EI7InCamqQ0|'''P4T AA Tank Review''' - ''NUSensei''}}
  
 +
== 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;''
 
* ''reference to the series of the vehicles;''
* ''links to approximate analogues of other nations and research trees.''
+
* ''links to approximate analogues of other nations and research trees.'' -->
  
''ETC.''
+
;Other vehicles of similar configuration and role
 +
* [[M13 MGMC]]
 +
* [[GAZ-AAA (DShK)]]
  
== Sources ==
+
== 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;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{France anti-aircraft vehicles}}
 
{{France anti-aircraft vehicles}}

Revision as of 17:17, 28 December 2020

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
P.7.T AA
fr_citroen_kegresse_p4t.png
GarageImage P.7.T AA.jpg
P.7.T AA
AB RB SB
1.3 1.3 1.3
Class:
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png
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Description

The Citroen Kegresse P.7.T is a rank I French self-propelled anti-aircraft vehicle with a battle rating of 1.3 (AB/RB/SB). It was introduced in Update 1.75 "La Résistance". With its four 13.2 mm Hotchkiss Mle 1930 machine guns, it poses a certain threat to enemy aircraft while featuring poor mobility (off-road) and armour.

The P.7.T AA is a very classic interwar anti-air defence system with its guns mounted on a mobile but vulnerable chassis.

With only 3 exposed crew members, anything can damage, disable or destroy this vehicle. Its armour does not provide enough cover to the crew from any angle. Even .30 cals guns can easily destroy this vehicle, so be sure to stay out of sight from enemies.

The half-track configuration usually provides increased off-road mobility to wheeled vehicles while enabling to carry more weight over the tracked section, a rule to which the P.7.T AA is no exception: It can reliably move itself across any rough terrain. The only downside to this vehicle is its low HP, which makes hill climbing quite slow. This little engine also struggles to bring this much weight to its max speed: One should go downhill and hit the gas in order to reach 40 km/h. Turning on the spot is also a no-go since the tracks do not provide enough traction to the ground: Hit the forward key and gain some speed before attempting any manoeuvre. Be patient and choose your path wisely and you should reach your destination soon enough.

With its four HMGs, this SPAA is quite reminiscent of the GAZ-AAA (4M) while having much more firepower. Since these weapons fire simultaneously, one hit usually means four holes in your opponent, a heavy toll to the early planes (and biplanes) you will be shooting at this BR.

General info

Survivability and armour

Armourfront / side / back
Hull0 / 0 / 0
Turret0 / 0 / 0
Crew3 people
Visibility67 %

Armour type:

  • Structural steel (chassis, gun mount)
  • Wheel (front tires)
Armour Front (Slope angle) Sides Rear Roof
Chassis 3 mm N/A
3 mm Engine hood
Gun Mount 30 mm Base
20 mm Frame
N/A

Notes:

  • Front tires are 10 mm thick.
  • The gun platform is 10 mm thick (wood).
  • Suspension wheels are 15 mm thick while tracks are 7 mm thick, and torsion bars are not modeled.
  • A 3 mm plate separates the driver cabin fro the gun platform.
  • Mudguards are 3 mm thick.

The P.7.T AA has practically no armour. Every crew member sits exposed to enemy fire, so even a light machine gun can knock out the entire crew in a matter of seconds. This means that the P.7.T AA should never be exposed to any enemy fire, including artillery barrages, enemy ground fire and more difficultly strafing attacks from aircraft. The only parts of the vehicle that might stop a rifle-calibre round are the engine block and the gun mount.

Mobility

Speedforward / back
AB44 / 8 km/h
RB and SB41 / 8 km/h
Number of gears6 forward
1 back
Weight2.2 t
Engine power
AB38 hp
RB and SB20 hp
Power-to-weight ratio
AB17.3 hp/t
RB and SB9.1 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 44 8 2.2 28 38 12.73 17.27
Realistic 41 8 18 20 8.18 9.09

The mobility is above average and smooth overall, while no terrain poses a challenge due to the half-track system. Due to the relatively high potential speed, the P.7.T AA can quickly get into an advantageous position on the map to shoot down planes. Just be sure to keep an eye out for flanking light tanks or fast medium tanks such as the Panzer III and IV, as anything can annihilate you with mere MG fire.

Modifications and economy

Repair costBasic → Reference
AB102 → 131 Sl icon.png
RB90 → 115 Sl icon.png
SB139 → 178 Sl icon.png
Total cost of modifications2 970 Rp icon.png
890 Sl icon.png
Talisman cost190 Ge icon.png
Crew training200 Sl icon.png
Experts1 000 Sl icon.png
Aces20 Ge icon.png
Research Aces96 000 Rp icon.png
Reward for battleAB / RB / SB
10 / 10 / 20 % Sl icon.png
100 / 100 / 100 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
50 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
165 Rp icon.png
Cost:
50 Sl icon.png
40 Ge icon.png
Mods new tank break.png
Brake System
Research:
165 Rp icon.png
Cost:
50 Sl icon.png
40 Ge icon.png
Mods new tank filter.png
Filters
Research:
250 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
320 Rp icon.png
Cost:
95 Sl icon.png
80 Ge icon.png
Mods new tank engine.png
Engine
Research:
320 Rp icon.png
Cost:
95 Sl icon.png
80 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
50 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
165 Rp icon.png
Cost:
50 Sl icon.png
40 Ge icon.png
Mods tank reinforcement fr.png
Crew Replenishment
Research:
250 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
200 Rp icon.png
Cost:
60 Sl icon.png
50 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
165 Rp icon.png
Cost:
50 Sl icon.png
40 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
250 Rp icon.png
Cost:
75 Sl icon.png
65 Ge icon.png
Mods art support.png
Artillery Support
Research:
320 Rp icon.png
Cost:
95 Sl icon.png
80 Ge icon.png

Armaments

Main armament

4 x 13.2 mm Hotchkiss Mle 1930 machine gun
Ammunition1 440 rounds
Belt capacity30 rounds
Reloadbasic crew → aces
3.9 → 3.0 s
Fire rate450 shots/min
Vertical guidance-10° / 45°

The quad 13.2 mm Hotchkiss HMG's are fantastic at shredding planes and start fires very easily due to the belts containing pure API rounds. With their above-average fire rate, high damage, good accuracy and decent reload speed, they are an AA jockey's dream. It is worth noting that they have a limited magazine capacity, only 30 rounds per gun, but this is more-or-less remedied by the fact that there are 4 guns, allowing for 120 rounds total.

However, due to the P.7's low BR, they can be decent at destroying reserve and 1.3 tanks from the sides and rear. It is not recommended to use it in this fashion, as you leave yourself as an easy target for anything with guns.

13.2 mm Hotchkiss Mle 1930 (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 1,440 (30) 450 -10°/+45° ±180° N/A 52.84 73.13 88.80 98.20 104.47 7.80 6.90 6.36 6.00
Realistic 35.70 42.00 51.00 56.40 60.00

Ammunition

  • AP-T: AP-I · API-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
AP-T 24 23 14 10 7 4

Ammo racks

Ammo racks of the P.7.T AA
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
48 40 (+8) 36 (+12) 28 (+20) 20 (+28) (+44) Yes

Notes:

  • The ammunition is modeled as clips of 30 rounds.
  • The visual discrepancy concerns the total number of clips as well as the number of clips per rack:
    • 38 clips are modeled but you can pack 48 clips.
    • Rack 4 is modeled as 8 clips but contains 10 clips (the last 2 clips count for 4 clips).
    • Rack 5 is modeled as 8 clips but contains 16 clips (every 2 clips count for 4 clips).

Usage in battles

Overview:

The P.7.T AA has a total lack of armour, so the best strategy is to stay away from enemy ground vehicles and focus on planes. However, the guns do have some penetration, so targeting enemy ground vehicles is a possibility. The limited mobility and lack of armour make fighting enemy ground vehicles very difficult for the P.7.T AA.

Tips:

Playing the P.7.T by focusing on air targets is the most viable strategy. Do not spawn this vehicle early game since there will be few planes to shoot at. Do not engage aircraft too early, as you will only expose yourself. Begin firing at less than 1 km range for the best effect. Always watch out for multiple aircraft, as if they strafe you, you will almost certainly die. The guns are surprisingly potent, and will quickly dispatch most air targets after a few hits, although some heavy fighters and bombers may prove challenging to destroy. When engaging enemy tanks, you can reverse from behind a building to only expose the gunner to enemy fire.

Pros and cons

Pros:

  • Four 13.2 mm machine guns, able to destroy weakly armoured foes like the Ha-Go, AS 42 or T-26, and aircraft like the He 51
  • AP-I/API-T belt as default means it has anti-tank potential even when stock
  • Excellent at actually being an SPAA. A high rate of fire and powerful rounds will shred planes at the rank
  • Good at suppressing enemy vehicles
  • Light: easy to tow from enemy fire when immobilised
  • Can damage some tanks from their weaker sides, like the LVT(A) series, Pz.IV C or Pz.II
  • Does not lose too much speed when turning due to the half-track configuration

Cons:

  • Very low survivability - the crew is exposed, extremely vulnerable to anything especially enemy MG, nearby artillery, bombs and rockets and HE shrapnels, even 7.62 mm MGs can damage critical parts like the engine or transmission
  • Has difficulty penetrating most enemy tanks frontally, for example Pz.II, B1 bis
  • Reload time is rather long, stopping it from firing back in critical times
  • Poor off-road mobility and climbing ability makes it slow on hills
  • The four canons fire synchronously, which reduces the chances to hit an aircraft
  • Gun platform turning and elevation rate are a bit slow (slow reaction, hard to follow close/fast targets)
  • Limited elevation of 45° limits its effectiveness against targets directly above it, for example dive bombers like Ju 87 B2* Driver blocks the gun in a frontal ~90° arc, may not be able to swing the hull around in time to combat sudden encounters

History

The first half-tracks were built by Frenchman Adolphe Kegresse for Russia in 1910-11. After the First World War Kegresse returned to France to work with Citroen to produce half-tracks for the French Army starting in the 1920s. By 1940, these unarmoured Kegresse-Citroen half-tracks (the P.17, P.19, P.107, and MCG variants) were used primarily for towing artillery, although a small number of closed-top half-track armoured cars (the P.16) were also in service. The P.7.T had been an earlier Kegresse model, built between 1925 and 1927. The French, who had created the first self-propelled anti-aircraft gun-truck back in 1913, would continue through the interwar period experimenting with various truck-mounted AA weapons like those shown in this model.

Media

Skins
Videos

See also

Other vehicles of similar configuration and role

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


France anti-aircraft vehicles
Wheeled/Half-tracked  P.7.T AA · CCKW 353 AA · TPK 6.41
AMX-13 Derivatives  VTT DCA · AMX-13 DCA 40
Radar SPAAG  AMX-30 DCA
Missile SPAA  SANTAL · Roland 1 · ▄ItO 90M
Other  AMX-10P