Difference between revisions of "RakJPz 2"

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{{Specs-Card|code=germ_raketenjagdpanzer_2}}
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{{About
 +
| about = German tank destroyer '''{{PAGENAME}}'''
 +
| usage = the other version
 +
| link = RakJPz 2 (HOT)
 +
}}
 +
{{Specs-Card
 +
|code=germ_raketenjagdpanzer_2
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 +
}}
  
 
== 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}} ({{Specs|pseudonym}})''' is a rank {{Specs|rank}} German tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.59 "Flaming Arrows"]]. Featuring the SS.11 anti-tank guided missile, the Raketenjagdpanzer 2 serves as the missile's mobile platform. While lethal, the missile has to be manually guided and leaves the weak hull vulnerable as the operator steers the missile into the target.
{{break}}
 
The '''{{Specs|name}} ({{Specs|pseudonym}})''' is a Rank {{Specs|rank}} German tank destroyer {{Battle-rating|1}}. It was introduced in [[Update_1.59_"Flaming_Arrows"|Update 1.59 "Flaming Arrows"]]. Featuring the SS.11 anti-tank guided missile, the Raketenjagdpanzer 2 serves as the missile's mobile platform. While lethal, the missile has to be manually guided and leaves the weak hull vulnerable as the operator steers the missile into the target.
 
  
 
== 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?''
+
{{Specs-Tank-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.'' -->
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
 
'''Armour type:'''
 
'''Armour type:'''
  
Line 29: Line 34:
  
 
=== Mobility ===
 
=== 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.'' -->
 
<!-- ''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= 710|rbMinHp= 442|<!--AoAweight=(optional) -->}}
+
{{tankMobility|abMinHp=710|rbMinHp=442}}
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Tank-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.''-->
+
{{Specs-Tank-Weapon|1}}
{| class="wikitable" style="text-align:center"
+
<!-- ''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|LFK SS.11}}
! colspan="6" | 164 mm LFK SS.11 ATGM
+
 
|-
+
{| class="wikitable" style="text-align:center" width="100%"
! colspan="2" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Stabilizer
 
|-
 
| colspan="2" | 14 || 3 || -10°/+20° || ±90° || 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'' || 22.02 || __.__ || __.__ || __.__ || __.__
 
 
|-
 
|-
| ''Realistic'' || 14.88 || __.__ || __.__ || __.__ || __.__
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! colspan="5" | Dual [[LFK SS.11]] ATGM || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="4" | Reloading rate (seconds)
+
! Mode !! Capacity !! 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" | 14 || rowspan="2" | -10°/+20° || rowspan="2" | Left: -90°/+10°<br>Right: -10°/+90° || rowspan="2" | N/A || 22.0 || 30.5 || 37.0 || 40.9 || 43.5 || rowspan="2" | 26.00 || rowspan="2" | 23.00 || rowspan="2" | 21.20 || rowspan="2" | 20.00
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
 
|-
 
|-
| 12.00 || 12.00 || 12.00 || 12.00
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! ''Realistic''
 +
| 14.9 || 17.5 || 21.2 || 23.5 || 25.0
 
|-
 
|-
 
|}
 
|}
  
===== Ammunition =====
+
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:LFK SS.11/Ammunition|LFK SS.11}}
! colspan="8" | Penetration statistics
+
 
|-
+
==== [[Ammo racks]] ====
! rowspan="2" data-sort-type="text" | Ammunition
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[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
! rowspan="2" class="unsortable" | Type of <br /> warhead
+
<!-- '''Last updated: 1.101.0.84''' -->
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
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{| class="wikitable" style="text-align:center"
 
|-
 
|-
! 10m
+
! Full<br>ammo
! 100m
+
! Visual<br>discrepancy
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
 
|-
 
|-
| LFK SS.11 || ATGM || 600 || 600 || 600 || 600 || 600 || 600
+
| '''14''' || No
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="14" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Maximum Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | Range (m)
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| LFK SS.11 || ATGM || 150 || 30 || 6,500 || 0.0 || 0.1 || 3,470 || +0° || 80° || 82° || 90°
 
 
|-
 
|-
 
|}
 
|}
 +
Notes:
  
===== [[Ammo racks|Ammo racks]] =====
+
* It is not possible to select how many missiles to bring into battle.
{| class="wikitable sortable" style="text-align:center"
+
* Missiles are modeled individually and disappear after having been shot or loaded.
|-
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* When restocking missiles at a capture point, all missiles for the right launcher will be loaded first (even numbers), then all missiles for the left launcher (odd numbers).
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |5th<br />  rack empty
 
! class="wikitable unsortable" |6th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|| '''14''' || XX&nbsp;''(X+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || style="text-align:left" | no
 
|-
 
|}
 
  
 
=== Machine guns ===
 
=== 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.''-->
+
{{Specs-Tank-Weapon|2}}
{{main|MG 3A1 (7.62 mm)}}
+
<!-- ''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)}}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="7" | [[MG 3A1 (7.62 mm)|7.62 mm MG 3A1]]
+
! colspan="5" | [[MG3A1 (7.62 mm)|7.62 mm MG3A1]]
 
|-
 
|-
! colspan="7" | ''Pintle mount''
+
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
| Pintle || 2,600 (200) || 1,200 || -/+25° || ±45°
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 2,500 (1,000) || 1,200 || -10°/+20° || ±90°
 
 
|-
 
|-
 
|}
 
|}
  
== 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).''
  
 
=== 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 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".''-->
+
<!-- ''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:'''
 
'''Pros:'''
  
* Stock (free!) [[Anti-tank guided missiles|ATGM]]s
+
* Missiles can penetrate 600 mm of armour, stronger than other wire guided missiles (which generally have up to 500 mm penetration)
* Missiles can penetrate 600 mm of armour
+
* Missiles have a 180 degree firing arc and can be used as a close-range weapon if necessary
* Two missiles on top allow for rapid follow-up shots
+
* Two missiles on top allow for rapid follow-up shots and have combined reload rate of 10 seconds if chain fired
* Shares the same chassis as the [[JPz 4-5|Jpz 4-5]], inheriting its mobility and low profile, allowing the tank to sneak around and only expose missiles and periscope in many situations
+
* Can potentially curve the missiles into targets behind cover, as missiles have great horizontal mobility
* Simple play style - guide the missiles to your target and it usually renders them helpless, if not outright blowing them up
+
* Shares the same chassis as the [[JPz 4-5|Jpz 4-5]], inheriting its mobility and low profile, allowing the tank to sneak around and only expose missiles and periscope in many situations, making it exceptionally dangerous behind a low cover or an uphill facing downwards
* Can potentially curve the missiles into targets behind cover
+
* Excels in maps with a lot of open grounds
 
* Has rapid firing smoke grenades
 
* Has rapid firing smoke grenades
* Exceptionally dangerous behind a low cover or an uphill facing downwards
+
* [[Anti-tank guided missiles|ATGM]]s are free and cost nothing to fire
* Can operate at peak efficiency with just 2 crew members
+
* Has a machine gun (unlike most ATGM carriers) so fences are not a problem
* Missiles can be used as a close-range weapon if needed
 
* Has a 180 degree firing arc
 
* Excels in maps with a lot of open grounds
 
* Can reload missiles away from captured points in AB, so the {{PAGENAME}} can rearm infinitely after a launcher has fired its 7 missiles
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* In RB/SB, missiles are manually guided, making them harder to aim at longer distance, especially at moving targets
+
* In RB/SB, missiles are manually guided, making them harder to aim at longer distance, especially at moving targets. Guiding them in these modes also leaves tank stationary and vulnerable
 +
* Controls for missiles are very sensitive and in RB/SB its Y axis (up/down) is inverted
 
* Missile platform cannot traverse past sides
 
* Missile platform cannot traverse past sides
* Controls for missiles are very sensitive and its Y axis (up/down) is inverted
+
* Very thin armour, very vulnerable to autocannons (although this rarely matters as it relies on concealment to ambush and deal damage)
* Very thin armour (although this rarely matters as it relies on concealment to ambush and deal damage)
+
* Very little empty space inside, penetrating shots are going to hit crew, ammo, or both
 
* Missiles on top act as exterior ammo racks and can be detonated
 
* Missiles on top act as exterior ammo racks and can be detonated
 
* In Arcade Battle aim assist allows enemy to directly aim at periscope and make normally extremely unlikely hit with HESH or HE, instantly obliterating the tank, which reduces it's hulldown potential at close range
 
* In Arcade Battle aim assist allows enemy to directly aim at periscope and make normally extremely unlikely hit with HESH or HE, instantly obliterating the tank, which reduces it's hulldown potential at close range
 
* Unable to fire missiles if the launchers are damaged, will require repairs first, which takes time
 
* Unable to fire missiles if the launchers are damaged, will require repairs first, which takes time
* Vehicle left stationary and vulnerable when firing (RB only)
+
* 14 missile stowage - each launcher carries 7 ammo, ammo from one launcher cannot be used by another, which can be an issue if user happened to only fire one of them during long fight
* 14 missile stowage - each launcher carries 7 ammo, ammo from one launcher cannot be used by another
 
* Very little empty space inside, penetrating shots are going to hit crew, ammo, or both
 
 
* Optics prevent the missiles from being fired simultaneously at a certain angle and direction
 
* Optics prevent the missiles from being fired simultaneously at a certain angle and direction
 
* Can't fire on the move
 
* Can't fire on the move
  
 
== 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).'' -->
''Main Article:'' [[Raketenjagdpanzer 2 (History)]]
+
{{main|Raketenjagdpanzer 2 (History)}}
  
 
===Development===
 
===Development===
Line 193: Line 140:
  
 
===Design===
 
===Design===
Though slightly larger than the Raketenjagdpanzer 1, the Raketenjagdpanzer 2 had better automotive performances with the newer chassis and a 500 hp diesel engine and torsion bar suspension. The new vehicle chassis design allowed for an increased missile storage of 14 SS.11 missiles. The Raketenjagdpanzer 2 featured two rails for the missiles, both ready to fire and reloads are done automatically by each mount inside the vehicle. The SS.11 missiles allow the vehicle to engage enemy armor up to 3 kilometers away, with the missiles penetrating 600 mm of armor on impact, enough to take out most Soviet armor at the time. For personnel protection, a MG3 machine gun was also available for anti-infantry and anti-aircraft defense purposes.
+
Though slightly larger than the Raketenjagdpanzer 1, the Raketenjagdpanzer 2 had better automotive performances with the newer chassis and a 500 hp diesel engine and torsion bar suspension. The new vehicle chassis design allowed for an increased missile storage of 14 SS.11 missiles. The Raketenjagdpanzer 2 featured two rails for the missiles, both ready to fire and reloads are done automatically by each mount inside the vehicle. The SS.11 missiles allow the vehicle to engage enemy armour up to 3 kilometers away, with the missiles penetrating 600 mm of armour on impact, enough to take out most Soviet armour at the time. For personnel protection, a MG3 machine gun was also available for anti-infantry and anti-aircraft defense purposes.
  
 
===Usage===
 
===Usage===
The German Bundeswehr used the Raketenjagdpanzer 2 from 1967 as far as to the 1990s. The Raketenjagdpanzer 2's purpose was to engage enemy armor in the ranges between 1.5 to 3 kilometers away, which regular tank armaments' accuracy and power are reduced at the distances. The SS.11 missile's range and lethality made the Raketenjagdpanzer 2 perfect for its role as it could defeat the main Soviet tanks such as the [[T-54 (1951)|T-54/55]] and [[T-62]]. The Germans organized the Raketenjagdpanzer 2 in tank destroyer companies attached to Panzergrenadier brigades and Panzer brigades, with eight vehicles per company in the Panzergrenadier brigades and 13 vehicles per company in the Panzer brigades. When the manual-guided SS.11 missiles became obsolete, the Raketenjagdpanzer 2 underwent an upgrade between 1978 and 1982 in armor and in its missile armament from the SS.11 to the ''HOT'' (''H''igh Subsonic ''O''ptical Remote-Guided, ''T''ube-Launched) missiles with improved lethality and guidance system. The upgraded Raketenjagdpanzer 2 was redesignated into the '''[[RakJPz_2_(HOT)|Raketenjagdpanzer 2 HOT]]'''. This saw an improvement again between 1993 and 1995 when some extra armor, a new optic, and thermal imaging system were installed into the vehicle, turning it into the ''Raketenjagdpanzer Jaguar 1''. The Raketenjagdpanzers were all retired by the end of the 1990s, never seeing combat in the Cold War.
+
The German Bundeswehr used the Raketenjagdpanzer 2 from 1967 as far as to the 1990s. The Raketenjagdpanzer 2's purpose was to engage enemy armour in the ranges between 1.5 to 3 kilometers away, which regular tank armaments' accuracy and power are reduced at the distances. The SS.11 missile's range and lethality made the Raketenjagdpanzer 2 perfect for its role as it could defeat the main Soviet tanks such as the [[T-54 (1951)|T-54/55]] and [[T-62]]. The Germans organized the Raketenjagdpanzer 2 in tank destroyer companies attached to Panzergrenadier brigades and Panzer brigades, with eight vehicles per company in the Panzergrenadier brigades and 13 vehicles per company in the Panzer brigades. When the manual-guided SS.11 missiles became obsolete, the Raketenjagdpanzer 2 underwent an upgrade between 1978 and 1982 in armour and in its missile armament from the SS.11 to the ''HOT'' (''H''igh Subsonic ''O''ptical Remote-Guided, ''T''ube-Launched) missiles with improved lethality and guidance system. The upgraded Raketenjagdpanzer 2 was redesignated into the '''[[RakJPz_2_(HOT)|Raketenjagdpanzer 2 HOT]]'''. This saw an improvement again between 1993 and 1995 when some extra armour, a new optic, and thermal imaging system were installed into the vehicle, turning it into the ''Raketenjagdpanzer Jaguar 1''. The Raketenjagdpanzers were all retired by the end of the 1990s, never seeing combat in the Cold War.
  
 
== 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.'' -->
  
== Read also ==
+
;Skins
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader.''-->
 
  
* [http://warthunder.com/en/news/3737-development-raketenjagdpanzer-2-the-low-profile-slinger-en/ [Devblog<nowiki>]</nowiki> Raketenjagdpanzer 2, the Low Profile Slinger]
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_raketenjagdpanzer_2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
== Sources ==
+
== See also ==
''Paste links to sources and external resources, such as:''
+
''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;''
 
* ''topic on the official game forum;''
* ''other literature.''
+
* ''other literature.'' -->
 +
 
 +
* [[wt:en/news/3737-development-raketenjagdpanzer-2-the-low-profile-slinger-en/|[Devblog] Raketenjagdpanzer 2, the Low Profile Slinger]]
  
 
{{Germany tank destroyers}}
 
{{Germany tank destroyers}}

Revision as of 23:24, 2 February 2023

RANK 4 FRANCE
Somua SM PACK
This page is about the German tank destroyer RakJPz 2. For the other version, see RakJPz 2 (HOT).
germ_raketenjagdpanzer_2.png
GarageImage RakJPz 2.jpg
ArtImage RakJPz 2.png
RakJPz 2
Research:120 000 Specs-Card-Exp.png
Purchase:340 000 Specs-Card-Lion.png
Show in game

Description

The Raketenjagdpanzer 2 (RakJPz 2) is a rank V German tank destroyer with a battle rating of 8.0 (AB/RB/SB). It was introduced in Update 1.59 "Flaming Arrows". Featuring the SS.11 anti-tank guided missile, the Raketenjagdpanzer 2 serves as the missile's mobile platform. While lethal, the missile has to be manually guided and leaves the weak hull vulnerable as the operator steers the missile into the target.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull50 / 30 / 30
Turret50 / 30 / 30
Crew4 people
Visibility71 %

Armour type:

  • Rolled homogeneous armour
Armour Front Sides Rear Roof
Hull 50 mm (51°) Front glacis
50 mm (54°) Lower glacis
30 mm (35°) Top
30 mm Bottom
30 mm (44°) Top
30 mm (41°) Bottom
10 mm

Notes:

  • Suspension wheels are 15 mm thick while tracks are 20 mm thick.
  • Belly armour is 10 mm thick.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB77 / 77 km/h
RB and SB71 / 71 km/h
Number of gears6 forward
6 back
Weight23.0 t
Engine power
AB954 hp
RB and SB500 hp
Power-to-weight ratio
AB41.5 hp/t
RB and SB21.7 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 77 77 23 710 954 30.87 41.48
Realistic 71 71 442 500 19.22 21.74

Modifications and economy

Repair costBasic → Reference
AB5 009 → 6 376 Sl icon.png
RB5 079 → 6 465 Sl icon.png
SB8 306 → 10 573 Sl icon.png
Total cost of modifications96 700 Rp icon.png
163 000 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
160 / 210 / 250 % 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
210 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
7 600 Rp icon.png
Cost:
12 000 Sl icon.png
230 Ge icon.png
Mods new tank break.png
Brake System
Research:
7 600 Rp icon.png
Cost:
12 000 Sl icon.png
230 Ge icon.png
Mods new tank filter.png
Filters
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
195 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
11 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mods new tank engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 400 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
4 900 Rp icon.png
Cost:
12 000 Sl icon.png
230 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
195 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
6 800 Rp icon.png
Cost:
11 000 Sl icon.png
210 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
195 Ge icon.png
Mods tank ammo.png
164mm_ss11_b1_atgm_ammo_pack
Research:
6 400 Rp icon.png
Cost:
10 000 Sl icon.png
195 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
11 000 Rp icon.png
Cost:
18 000 Sl icon.png
340 Ge icon.png

Armaments

Main armament

2 x SS.11 ATGM
Ammunition14 rounds
Reloadbasic crew → aces
13.0 → 10.0 s
Vertical guidance-10° / 20°
Fire on the moveup to 5 km/h
Main article: LFK SS.11
Dual LFK SS.11 ATGM Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 14 -10°/+20° Left: -90°/+10°
Right: -10°/+90°
N/A 22.0 30.5 37.0 40.9 43.5 26.00 23.00 21.20 20.00
Realistic 14.9 17.5 21.2 23.5 25.0

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
LFK SS.11 ATGM 600 600 600 600 600 600
Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
LFK SS.11 ATGM 220 3,500 29.99 0.05 0.1 2 80° 82° 90°

Ammo racks

Ammo racks of the RakJPz 2
Full
ammo
Visual
discrepancy
14 No

Notes:

  • It is not possible to select how many missiles to bring into battle.
  • Missiles are modeled individually and disappear after having been shot or loaded.
  • When restocking missiles at a capture point, all missiles for the right launcher will be loaded first (even numbers), then all missiles for the left launcher (odd numbers).

Machine guns

Ammunition2 600 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate1 200 shots/min
Main article: MG3A1 (7.62 mm)
7.62 mm MG3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 2,600 (200) 1,200 -5°/+25° ±45°

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).

Pros and cons

Pros:

  • Missiles can penetrate 600 mm of armour, stronger than other wire guided missiles (which generally have up to 500 mm penetration)
  • Missiles have a 180 degree firing arc and can be used as a close-range weapon if necessary
  • Two missiles on top allow for rapid follow-up shots and have combined reload rate of 10 seconds if chain fired
  • Can potentially curve the missiles into targets behind cover, as missiles have great horizontal mobility
  • Shares the same chassis as the Jpz 4-5, inheriting its mobility and low profile, allowing the tank to sneak around and only expose missiles and periscope in many situations, making it exceptionally dangerous behind a low cover or an uphill facing downwards
  • Excels in maps with a lot of open grounds
  • Has rapid firing smoke grenades
  • ATGMs are free and cost nothing to fire
  • Has a machine gun (unlike most ATGM carriers) so fences are not a problem

Cons:

  • In RB/SB, missiles are manually guided, making them harder to aim at longer distance, especially at moving targets. Guiding them in these modes also leaves tank stationary and vulnerable
  • Controls for missiles are very sensitive and in RB/SB its Y axis (up/down) is inverted
  • Missile platform cannot traverse past sides
  • Very thin armour, very vulnerable to autocannons (although this rarely matters as it relies on concealment to ambush and deal damage)
  • Very little empty space inside, penetrating shots are going to hit crew, ammo, or both
  • Missiles on top act as exterior ammo racks and can be detonated
  • In Arcade Battle aim assist allows enemy to directly aim at periscope and make normally extremely unlikely hit with HESH or HE, instantly obliterating the tank, which reduces it's hulldown potential at close range
  • Unable to fire missiles if the launchers are damaged, will require repairs first, which takes time
  • 14 missile stowage - each launcher carries 7 ammo, ammo from one launcher cannot be used by another, which can be an issue if user happened to only fire one of them during long fight
  • Optics prevent the missiles from being fired simultaneously at a certain angle and direction
  • Can't fire on the move

History

Development

In the 1960s, the German Bundeswehr commenced the development of a missile carrier to fit in a role of a tank destroyer. The result came in 1961 with the Raketenjagdpanzer 1, which features the French SS.11 anti-tank missile. The Raketenjagdpanzer 1 features two mounts for the missiles, but only one is available at a time as while one remains ready to fire, the other is reloading inside the vehicle. The vehicle can hold 10 missiles inside the Hispano-Suiza HS-30 chassis. It also carried existing problems with the HS-30 chassis so only a limited amount of 95 vehicles was produced from 1961 to 1962. A second improved version was designed alongside the Jagdpanzer 4-5 between 1963 and 1965, and the two were designed on the same chassis. The finished model was designated the Raketenjagdpanzer 2 and this was accepted into Bundeswehr service in 1967. The Raketenjagdpanzer 2 were produced from 1967 to 1968 for a total of 318 units produced.

Design

Though slightly larger than the Raketenjagdpanzer 1, the Raketenjagdpanzer 2 had better automotive performances with the newer chassis and a 500 hp diesel engine and torsion bar suspension. The new vehicle chassis design allowed for an increased missile storage of 14 SS.11 missiles. The Raketenjagdpanzer 2 featured two rails for the missiles, both ready to fire and reloads are done automatically by each mount inside the vehicle. The SS.11 missiles allow the vehicle to engage enemy armour up to 3 kilometers away, with the missiles penetrating 600 mm of armour on impact, enough to take out most Soviet armour at the time. For personnel protection, a MG3 machine gun was also available for anti-infantry and anti-aircraft defense purposes.

Usage

The German Bundeswehr used the Raketenjagdpanzer 2 from 1967 as far as to the 1990s. The Raketenjagdpanzer 2's purpose was to engage enemy armour in the ranges between 1.5 to 3 kilometers away, which regular tank armaments' accuracy and power are reduced at the distances. The SS.11 missile's range and lethality made the Raketenjagdpanzer 2 perfect for its role as it could defeat the main Soviet tanks such as the T-54/55 and T-62. The Germans organized the Raketenjagdpanzer 2 in tank destroyer companies attached to Panzergrenadier brigades and Panzer brigades, with eight vehicles per company in the Panzergrenadier brigades and 13 vehicles per company in the Panzer brigades. When the manual-guided SS.11 missiles became obsolete, the Raketenjagdpanzer 2 underwent an upgrade between 1978 and 1982 in armour and in its missile armament from the SS.11 to the HOT (High Subsonic Optical Remote-Guided, Tube-Launched) missiles with improved lethality and guidance system. The upgraded Raketenjagdpanzer 2 was redesignated into the Raketenjagdpanzer 2 HOT. This saw an improvement again between 1993 and 1995 when some extra armour, a new optic, and thermal imaging system were installed into the vehicle, turning it into the Raketenjagdpanzer Jaguar 1. The Raketenjagdpanzers were all retired by the end of the 1990s, never seeing combat in the Cold War.

Media

Skins

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


Germany tank destroyers
Pz. I Derivatives  Panzerjäger I
Pz. II Derivatives  15cm sIG 33 B Sfl
Pz. 38(t) Derivatives  Marder III · Marder III H · Jagdpanzer 38(t)
Pz. III Derivatives  StuG III A · StuG III F · StuG III G · StuH 42 G
Pz. IV Derivatives  Jagdpanzer IV · Panzer IV/70(A) · Panzer IV/70(V) · Dicker Max · Nashorn · Brummbär · VFW
Pz. V Derivatives  Jagdpanther G1 · Bfw. Jagdpanther G1
Pz. VI Derivatives  Sturer Emil · Elefant · Ferdinand · 38 cm Sturmmörser · Jagdtiger
Wheeled/Half-track  8,8 cm Flak 37 Sfl. · Sd.Kfz.251/9 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · Sd.Kfz.234/3 · Sd.Kfz.234/4 · 15 cm Pz.W.42
ATGM Carrier  RakJPz 2 · RakJPz 2 (HOT) · Wiesel 1A2
Other  Waffenträger · M109G · JPz 4-5 · Raketenautomat · VT1-2