Difference between revisions of "SK-105A2"

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== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} French {{Specs|class}} {{Battle-rating}}. It was introduced in [[Update "Ixwa Strike"]].
+
The '''SK-105 Kürassier A2''' is the third variant of the SK-105 Kürassier light tank family. The initial prototype, developed by Saurer-Werk (now Steyr-Daimler-Puch) to fulfil the Austrian Army's operational needs for a light, mobile anti-tank vehicle, was completed in 1967, and deliveries of pre-production vehicles began in 1971. Over 700 units are estimated to have been produced. The SK-105 Kürassier A2 is based on the chassis of a heavily modified Saurer armoured personal carrier (APC). The hull is constructed of welded steel and is separated into three compartments: the driver sits in the front, the combat compartment is in the middle, and the engine is in the back. Given its light weight, the SK-105 can be airdropped to support paratroopers. The SK-105 Kürassier A2 is an improved variant of the SK-105 Kürassier A1. It has a modern fire control system and an automatic electrical loading system.
 +
 
 +
Introduced in [[Update "Ixwa Strike"]], the SK-105 Kürassier A2 shines as a long-range sniper due to its powerful 105 mm CN105G1 tank gun, low profile, and high mobility. Players ought to constantly check their surroundings for potential danger. An excellent strategy is to find an elevated position with a cover nearby. Rushing to the major battle zones should be avoided in general, and tactics such as flanking or sniping should be prioritized, as the SK-105 Kürassier A2 has little chance of winning in direct confrontations or close-quarter engagements. Along with its powerful primary armament, the 4-second autoloader will be an enormous advantage that should be exploited during combat.
  
 
== General info ==
 
== General info ==
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''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=455|rbMinHp=283}}
+
{{tankMobility|abMinHp=496|rbMinHp=283}}
  
The SK-105 has an exceptional speed of about 59 km/h forwards on roads, and around -9 km/h in reverse while also being relatively manoeuvrable, as it is very similar to the [[AMX-13]] light tank. It is powered by the Steyr 7FA/6-cylinder turbocharged diesel engine which provides 320 hp (238 kW) for a power-to-weight ratio of 18 hp/ton. While it can go as fast as 59 km/h, one should expect to move at about 40 km/h off-road, however the reserve speed still stays at -9 km/h and it takes roughly 12 seconds for the SK-105 to rotate 360° in neutral steering.
+
The SK-105 has an exceptional speed of about 59 km/h forwards on roads, and around -9 km/h in reverse while also being relatively manoeuvrable, as it is very similar to the [[AMX-13]] light tank. It is powered by the Steyr 7FA/6-cylinder turbocharged diesel engine, which provides 320 hp (238 kW) for a power-to-weight ratio of 18 hp/ton. While it can go as fast as 59 km/h, one should expect to move at about 40 km/h off-road, however the reserve speed still stays at -9 km/h, and it takes roughly 12 seconds for the SK-105 to rotate 360° in neutral steering.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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{{main|PzK M57 (105 mm)}}
 
{{main|PzK M57 (105 mm)}}
  
In terms of weaponry, the SK-105 carries the 105 mm PzK M57 which is very effective at dispatching almost every enemy tank with a well placed shot. It possesses a 4-second autoloader with a magazine size of 12 rounds. After the 12 rounds were depleted, the user has to wait until the magazine houses at least one round. This can be quite problematic if one is too trigger happy.
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In terms of weaponry, the SK-105 carries the 105 mm PzK M57, which is very effective at dispatching almost every enemy tank with a well-placed shot. It possesses a 4-second autoloader with a magazine size of 12 rounds. After the 12 rounds were depleted, the user has to wait until the magazine houses at least one round. This can be quite problematic if one is too trigger-happy.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 38 || rowspan="2" | -6°/+13° || rowspan="2" | ±180° || rowspan="2" | N/A || __._ || __._ || __._ || __._ || __._ || rowspan="2" | 4.00 || rowspan="2" | 4.00 || rowspan="2" | 4.00 || rowspan="2" | 4.00
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| rowspan="2" | 38 || rowspan="2" | -6°/+13° || rowspan="2" | ±180° || rowspan="2" | N/A || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan="2" | 4.00 || rowspan="2" | 4.00 || rowspan="2" | 4.00 || rowspan="2" | 4.00
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| __._ || __._ || __._ || __._ || __._
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| 17.9 || 21.0 || 25.5 || 28.2 || 30.0
 
|-
 
|-
 
|}
 
|}
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:PzK M57 (105 mm)/Ammunition|OCC 105 F1, OE 105 F1 Mle.60, OFPH 105 F1, OFL 105 G1}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| OCC 105 F1 || HEAT || 400 || 400 || 400 || 400 || 400 || 400
 
|-
 
| OE 105 F1 Mle.60 || HE || 25 || 25 || 25 || 25 || 25 || 25
 
|-
 
| OFL 105 G1 || APFSDS || 346 || 344 || 335 || 326 || 315 || 306
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| OCC 105 F1 || HEAT || 1,000 || 10.95 || 0.05 || 0.1 || 1,020 || 62° || 69° || 73°
 
|-
 
| OE 105 F1 Mle.60 || HE || 700 || 12.1 || 0 || 0.1 || 2,000 || 79° || 80° || 81°
 
|-
 
| OFL 105 G1 || APFSDS || 1,475 || 3.41 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
|}
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | Smoke shell characteristics
 
|-
 
! Ammunition
 
! Velocity<br>(m/s)
 
! Projectile<br>Mass (kg)
 
! Screen radius<br>(m)
 
! Screen deploy time<br>(s)
 
! Screen hold time<br>(s)
 
! Explosive Mass<br>(TNT equivalent) (g)
 
|-
 
| OFPH 105 F1 || 700 || 11.4 || 20 || 5 || 25 || 50
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
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[[File:Ammoracks_JaPz.K_A2.png|right|thumb|x250px|[[Ammo racks]] of the JaPz.K A2 (identical).]]
<!-- '''Last updated:''' -->
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<!-- '''Last updated: 2.7.0.173''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
Line 137: Line 89:
 
! 3rd<br>rack empty
 
! 3rd<br>rack empty
 
! 4th<br>rack empty
 
! 4th<br>rack empty
! 5th<br>rack empty
 
! 6th<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''38''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''38''' || 38&nbsp;''(+0)'' || 13&nbsp;''(+25)'' || 7&nbsp;''(+31)'' || 1&nbsp;''(+37)'' || Yes
 
|-
 
|-
 
|}
 
|}
 +
'''Notes''':
 +
 +
* Shells are modelled individually and disappear after having been shot or loaded.
 +
* The visual discrepancy concerns the number of rounds: 42 shells are modelled, but only 38 shells can be fired. Rack 1 is therefore always empty.
 +
* Rack 3 and 4 (autoloader magazines) are first stage ammo racks. They total 12 shells.
 +
** These racks get filled first when loading up the tank and are also emptied first.
 +
** As the {{PAGENAME}} is equipped with an autoloader, manual reloading of the gun is not possible.
 +
** Once the autoloader magazines have been depleted, you can't shoot until the loader has restocked the autoloader. The restocking time is 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 rack 2 into rack 4 then 3. Firing will interrupt the restocking of the ready racks.
 +
** The depletion order at full capacity is: 3 - 4 - 2.
  
 
=== Machine guns ===
 
=== Machine guns ===
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{{main|MG3A1 (7.62 mm)}}
 
{{main|MG3A1 (7.62 mm)}}
  
The SK-105 has access to the [[MG3A1 (7.62 mm)]] machine gun. While it lacks any some sort effective penetration, its high rate of fire can dispatch exposed crew members easily. The one, and only, belt houses 1,000 rounds with average velocity. It is largely inadequate against armour and should be used exclusively to dispatch exposed crew members or to destroy environmental objects such as fences with ease.
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The SK-105 has access to the [[MG3A1 (7.62 mm)]] machine gun. While it lacks any some sort of effective penetration, its high rate of fire can dispatch exposed crew members easily. The one, and only, belt houses 1,000 rounds with average velocity. It is largely inadequate against armour and should be used exclusively to dispatch exposed crew members or to destroy environmental objects such as fences with ease.
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
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<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
  
The SK-105A2 excels at filling the spot as a sniper, due to its very powerful 105 mm cannon, low profile and high mobility. This is all balanced out however by the fact that the SK-105 possesses little to no armour, so any kind of hit from a cannon more powerful than 20 mm, will dispatch the SK-105 quite easily. The user should always check their surrounding as much they can, and as frequently as they can. Finding a vantage point with cover nearby is an effective strategy. Brawls and rushes should generally be avoided and tactics like flanking or sniping should be focused upon as the SK-105 will stand no chance in direct engagements or close quarter fights. However, if one does stumble into a brawl, the 4 second autoloader will prove to be a major benefit coupled with the amazing 105 mm cannon, although one should pay attention to their magazine as the user will not be able to shoot at all if the magazine runs dry completely. It is because of this reason that at least 2 spare rounds should be carried in the magazine in case of an ambush. One big thing to note is that the user also lacks a stabilizer which may be a problem due to the light size of the tank and fast speed, as these properties will make the gun harder to stabilize on its own if the user decides to brake spontaneously.
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The SK-105A2 excels at filling the spot as a sniper, due to its very powerful 105 mm cannon, low profile and high mobility. This is all balanced out however by the fact that the SK-105 possesses little to no armour, so any kind of hit from a cannon more powerful than 20 mm, will dispatch the SK-105 quite easily. The user should always check their surrounding as much they can, and as frequently as they can. Finding a vantage point with cover nearby is an effective strategy. Brawls and rushes should generally be avoided and tactics like flanking or sniping should be focused upon, as the SK-105 will stand no chance in direct engagements or close quarter fights. However, if one does stumble into a brawl, the 4-second autoloader will prove to be a major benefit coupled with the amazing 105 mm cannon; although one should pay attention to their magazine as the user will not be able to shoot at all if the magazine runs dry completely. It is because of this reason that at least 2 spare rounds should be carried in the magazine in case of an ambush. One big thing to note is that the user also lacks a stabilizer, which may be a problem due to the light size of the tank and fast speed; as these properties will make the gun harder to stabilize on its own if the user decides to brake spontaneously.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Very mobile and high top speed
+
* 12-round autoloader with a 4-second reload time
* Good HEAT-FS stock round (OCC-105 F1)
+
* Strong APFSDS shells
* Small profile, easy to hide behind cover
+
* Has a smoke grenade launcher with 2 salvos
* 12 round auto-loader; reloading takes 4 seconds
+
* Has access to night vision device and 2nd generation thermal imager on gunner optics
 +
* Has access to a laser rangefinder with automatic sight adjustment
 +
* Commander gun controls, able to shoot back with an unconscious gunner
  
 
'''Cons:'''
 
'''Cons:'''
  
 +
* Has thin armour that can be penetrated even by .50 cal machine guns
 
* Lacks a stabilizer
 
* Lacks a stabilizer
* Little to no armour
+
* No roof-mounted MG for anti-air purposes
* Easy to destroy with a single shot due to the tight crew placement
+
* Has only 3 crew members sitting close to each other
 +
* Very unstable gun: high recoil and low accuracy while moving
 +
* APFSDS is unlocked only at tier III
 +
* Mediocre mobility for a light tank
 
* If the magazine runs out of rounds, the user has to wait until it is refilled to engage
 
* If the magazine runs out of rounds, the user has to wait until it is refilled to engage
  
 
== History ==
 
== History ==
 
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
[[File:Patagon1.jpg|thumb|A Patagon tank next to an SK-105 A1.]]
+
[[File:Patagon1.jpg|thumb|A Patagón tank next to an SK-105 A1.]]
  
The SK-105 was developed by the company named Saurer-Werk, as the Austrian Army needed a reliable tank destroyer. The very first prototype was built in the year 1967 and it the pre-production began in the year 1971. Around 286 were made for the Austrian Army and was in service until the 1990s, while the rest of the SK-105s were exported.
+
The SK-105 was developed by the company named Saurer-Werk, as the Austrian Army needed a reliable tank destroyer. The very first prototype was built in the year 1967 and the pre-production began in the year 1971. Around 286 were made for the Austrian Army and were in service until the 1990s, while the rest of the SK-105s were exported.
  
The hull of the SK-105 was based on the heavily armored car, Sauer APC, which was used alongside Austrian units. This allowed the tank destroyer to be light and have above average mobility, something the Austrian Army wanted. While the hull of the tank was an easy choice to make, as the Sauer APC hull required just a few modifications to be adequate for the standards set by the Austrian Army, the debate now was which turret should the SK-105 use. Since the Austrian Army wanted a cannon that was light, reliable yet still powerful enough to fulfill it's role of a tank destroyer, they turned their eyes towards France. Because of their massive success and mass production of AMX-13 light tank, the Austrian army decided to contact France in the hopes of designing a new turret. In the end, France agreed and came up with an oscillating turret that was light yet powerful enough to be used in an anti-tank role.
+
The hull of the SK-105 was based on the heavily armoured car, Saurer APC, which was used alongside Austrian units. This allowed the tank destroyer to be light and have above average mobility, something the Austrian Army wanted. While the hull of the tank was an easy choice to make, as the Saurer APC hull required just a few modifications to be adequate for the standards set by the Austrian Army, the debate now was which turret should the SK-105 use. Since the Austrian Army wanted a cannon that was light, reliable yet still powerful enough to fulfil its role of a tank destroyer, they turned their eyes towards France. Because of their massive success and mass production of AMX-13 light tank, the Austrian army decided to contact France in the hopes of designing a new turret. In the end, France agreed and came up with an oscillating turret that was light yet powerful enough to be used in an anti-tank role.
  
While Austria retired the SK-105, a substantial amount is still in service today in other countries: mainly in Brazil, Bolivia and Argentina. Argentina created the "Patagon" variant by merging a brand new hull with surplus AMX-13 (105) turrets, the result was a vehicle comparable to the SK-105 A1.
+
While Austria retired the SK-105, a substantial amount is still in service today in other countries: mainly in Brazil, Bolivia, and Argentina. Argentina created the "Patagón" variant by merging a brand-new hull with surplus AMX-13 (105) turrets, the result was a vehicle comparable to the SK-105 A1.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, 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/?vehicle=light_tank&vehicle=fr_sk105_a2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Images
 
;Images
<gallery mode="packed-overlay">
+
<gallery mode="packed-hover" heights="150">
 
File:SK-105A2 Garage Photo.png|SK-105A2 in the garage
 
File:SK-105A2 Garage Photo.png|SK-105A2 in the garage
 
</gallery>
 
</gallery>
 +
 +
;Videos
 +
{{Youtube-gallery|G6enBS8bPrU|'''The Shooting Range #267''' - ''Metal Beasts'' section at 00:27 discusses the {{PAGENAME}}.}}
  
 
== See also ==
 
== See also ==
Line 208: Line 181:
  
 
* [[AMX-13]] - Another tank which uses the oscillating turret system that the SK-105 uses
 
* [[AMX-13]] - Another tank which uses the oscillating turret system that the SK-105 uses
 +
* [[JaPz.K A2]]
  
 
== External links ==
 
== External links ==
Line 217: Line 191:
 
* [https://tanks-encyclopedia.com/coldwar/Austria/SK-105_Kurassier.php <nowiki>[tanks-encyclopedia] SK-105 Kurassier</nowiki>]
 
* [https://tanks-encyclopedia.com/coldwar/Austria/SK-105_Kurassier.php <nowiki>[tanks-encyclopedia] SK-105 Kurassier</nowiki>]
  
{{France tank destroyers}}
+
{{France light tanks}}

Latest revision as of 11:00, 18 October 2023

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
SK-105A2
fr_sk105_a2.png
GarageImage SK-105A2.jpg
SK-105A2
AB RB SB
8.7 8.7 8.7
Class:
Research:94 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game

Description

The SK-105 Kürassier A2 is the third variant of the SK-105 Kürassier light tank family. The initial prototype, developed by Saurer-Werk (now Steyr-Daimler-Puch) to fulfil the Austrian Army's operational needs for a light, mobile anti-tank vehicle, was completed in 1967, and deliveries of pre-production vehicles began in 1971. Over 700 units are estimated to have been produced. The SK-105 Kürassier A2 is based on the chassis of a heavily modified Saurer armoured personal carrier (APC). The hull is constructed of welded steel and is separated into three compartments: the driver sits in the front, the combat compartment is in the middle, and the engine is in the back. Given its light weight, the SK-105 can be airdropped to support paratroopers. The SK-105 Kürassier A2 is an improved variant of the SK-105 Kürassier A1. It has a modern fire control system and an automatic electrical loading system.

Introduced in Update "Ixwa Strike", the SK-105 Kürassier A2 shines as a long-range sniper due to its powerful 105 mm CN105G1 tank gun, low profile, and high mobility. Players ought to constantly check their surroundings for potential danger. An excellent strategy is to find an elevated position with a cover nearby. Rushing to the major battle zones should be avoided in general, and tactics such as flanking or sniping should be prioritized, as the SK-105 Kürassier A2 has little chance of winning in direct confrontations or close-quarter engagements. Along with its powerful primary armament, the 4-second autoloader will be an enormous advantage that should be exploited during combat.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull20 / 14 / 12
Turret40 / 20 / 20
Crew3 people
Visibility88 %
Heatmap of the SK105's armour

The hull armour of the SK-105A2, even though it is angled at 62°, is relatively weak. In most cases, it will stop 20 mm cannons but cannons with a bigger calibre will have no problems punching right trough the hull armour which in most cases leads to an instant death, as the crew is sitting tightly packed together. Rapid firing autocannons such as the ones mounted on the Gepard or the ZSU-37-2 will have no problems shredding the SK-105 in less than a second. It is highly recommend to not take more than 24 shells due to the fact that reserve shells pile up in the front most part of the tank, which might lead to even more frequent instant deaths. If the user can manage their rounds effectively, the safest ammo count would be 16. This way, only 4 extra rounds are placed into the turret and no rounds are in the front of the tank.

Armour type:

  • Cast homogeneous armour (Front of the turret, Gun mantlet)
  • Rolled homogeneous armour (Hull, Turret roof)
Armour Front (Slope angle) Sides Rear Roof
Hull 20 mm (62°) Front Glacis
20 mm (49°) Bottom Glacis
14 mm Top hull side
14 mm Bottom hull side
12 (1°) mm 5-10 mm
Turret 20 - 40 (16-69°) mm Turret front
40 mm (0-90°) Gun Mantlet
20-40 mm 10-20 mm 10 mm
Cupola 10 mm (60°) 10 mm 10 mm 10 mm

Notes:

  • Suspension wheels and torsion bars are 15 mm thick
  • Tracks are 20 mm thick

Mobility

Speedforward / back
AB66 / 10 km/h
RB and SB59 / 9 km/h
Number of gears5 forward
1 back
Weight18.0 t
Engine power
AB611 hp
RB and SB320 hp
Power-to-weight ratio
AB33.9 hp/t
RB and SB17.8 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 66 10 18 496 611 27.56 33.94
Realistic 59 9 283 320 15.72 17.78

The SK-105 has an exceptional speed of about 59 km/h forwards on roads, and around -9 km/h in reverse while also being relatively manoeuvrable, as it is very similar to the AMX-13 light tank. It is powered by the Steyr 7FA/6-cylinder turbocharged diesel engine, which provides 320 hp (238 kW) for a power-to-weight ratio of 18 hp/ton. While it can go as fast as 59 km/h, one should expect to move at about 40 km/h off-road, however the reserve speed still stays at -9 km/h, and it takes roughly 12 seconds for the SK-105 to rotate 360° in neutral steering.

Modifications and economy

Repair costBasic → Reference
AB3 215 → 5 381 Sl icon.png
RB3 439 → 5 756 Sl icon.png
SB4 117 → 6 891 Sl icon.png
Total cost of modifications157 700 Rp icon.png
260 400 Sl icon.png
Talisman cost2 600 Ge icon.png
Crew training150 000 Sl icon.png
Experts520 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces950 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 170 / 210 % Sl icon.png
220 / 220 / 220 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
390 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
290 Ge icon.png
Mods new tank break.png
Brake System
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
290 Ge icon.png
Mods new tank filter.png
Filters
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
390 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
420 Ge icon.png
Mods new tank engine.png
Engine
Research:
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Cost:
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420 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
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Cost:
13 000 Sl icon.png
390 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
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Cost:
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Crew Replenishment
Research:
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Cost:
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Smoke grenade
Research:
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Cost:
14 000 Sl icon.png
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Horizontal Drive
Research:
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Cost:
13 000 Sl icon.png
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105mm_fr_CN105_Smoke_ammo_pack
Research:
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Cost:
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Mods tank cannon.png
Adjustment of Fire
Research:
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Cost:
9 900 Sl icon.png
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Airstrike
Research:
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Cost:
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290 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
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Cost:
9 900 Sl icon.png
290 Ge icon.png
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Elevation Mechanism
Research:
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Cost:
13 000 Sl icon.png
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Mods tank ammo.png
105mm_fr_CN105_APDSFS_ammo_pack
Research:
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Cost:
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390 Ge icon.png
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Scout UAV
Research:
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Cost:
13 000 Sl icon.png
390 Ge icon.png
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Artillery Support
Research:
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Cost:
14 000 Sl icon.png
420 Ge icon.png
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Improved optics
Research:
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Cost:
14 000 Sl icon.png
420 Ge icon.png
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NVD
Research:
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Cost:
14 000 Sl icon.png
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Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition38 rounds
First-order12 rounds
Reload4.0 s
Vertical guidance-6° / 13°
Main article: PzK M57 (105 mm)

In terms of weaponry, the SK-105 carries the 105 mm PzK M57, which is very effective at dispatching almost every enemy tank with a well-placed shot. It possesses a 4-second autoloader with a magazine size of 12 rounds. After the 12 rounds were depleted, the user has to wait until the magazine houses at least one round. This can be quite problematic if one is too trigger-happy.

105 mm PzK M57 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 38 -6°/+13° ±180° N/A 28.6 39.5 48.0 53.1 56.5 4.00 4.00 4.00 4.00
Realistic 17.9 21.0 25.5 28.2 30.0

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
OCC 105 F1 HEAT 400 400 400 400 400 400
OE 105 F1 Mle.60 HE 25 25 25 25 25 25
OFL 105 G1 APFSDS 346 344 335 326 315 306
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
OCC 105 F1 HEAT 1,000 10.95 0.05 0.1 1.02 62° 69° 73°
OE 105 F1 Mle.60 HE 700 12.1 0 0.1 2 79° 80° 81°
OFL 105 G1 APFSDS 1,475 3.41 - - - 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Screen radius
(m)
Screen deploy
time (s)
Screen hold
time (s)
Explosive mass
(TNT equivalent) (g)
OFPH 105 F1 700 11.4 20 5 25 50

Ammo racks

Ammo racks of the JaPz.K A2 (identical).
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
38 38 (+0) 13 (+25) (+31) (+37) Yes

Notes:

  • Shells are modelled individually and disappear after having been shot or loaded.
  • The visual discrepancy concerns the number of rounds: 42 shells are modelled, but only 38 shells can be fired. Rack 1 is therefore always empty.
  • Rack 3 and 4 (autoloader magazines) are first stage ammo racks. They total 12 shells.
    • These racks get filled first when loading up the tank and are also emptied first.
    • As the SK-105A2 is equipped with an autoloader, manual reloading of the gun is not possible.
    • Once the autoloader magazines have been depleted, you can't shoot until the loader has restocked the autoloader. The restocking time is 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 rack 2 into rack 4 then 3. Firing will interrupt the restocking of the ready racks.
    • The depletion order at full capacity is: 3 - 4 - 2.

Machine guns

Ammunition1 000 rounds
Belt capacity200 rounds
Reload8.0 s
Fire rate1 200 shots/min
Main article: MG3A1 (7.62 mm)

The SK-105 has access to the MG3A1 (7.62 mm) machine gun. While it lacks any some sort of effective penetration, its high rate of fire can dispatch exposed crew members easily. The one, and only, belt houses 1,000 rounds with average velocity. It is largely inadequate against armour and should be used exclusively to dispatch exposed crew members or to destroy environmental objects such as fences with ease.

7.62 mm MG3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 1,000 (1,000) 1,200 N/A N/A

Usage in battles

The SK-105A2 excels at filling the spot as a sniper, due to its very powerful 105 mm cannon, low profile and high mobility. This is all balanced out however by the fact that the SK-105 possesses little to no armour, so any kind of hit from a cannon more powerful than 20 mm, will dispatch the SK-105 quite easily. The user should always check their surrounding as much they can, and as frequently as they can. Finding a vantage point with cover nearby is an effective strategy. Brawls and rushes should generally be avoided and tactics like flanking or sniping should be focused upon, as the SK-105 will stand no chance in direct engagements or close quarter fights. However, if one does stumble into a brawl, the 4-second autoloader will prove to be a major benefit coupled with the amazing 105 mm cannon; although one should pay attention to their magazine as the user will not be able to shoot at all if the magazine runs dry completely. It is because of this reason that at least 2 spare rounds should be carried in the magazine in case of an ambush. One big thing to note is that the user also lacks a stabilizer, which may be a problem due to the light size of the tank and fast speed; as these properties will make the gun harder to stabilize on its own if the user decides to brake spontaneously.

Pros and cons

Pros:

  • 12-round autoloader with a 4-second reload time
  • Strong APFSDS shells
  • Has a smoke grenade launcher with 2 salvos
  • Has access to night vision device and 2nd generation thermal imager on gunner optics
  • Has access to a laser rangefinder with automatic sight adjustment
  • Commander gun controls, able to shoot back with an unconscious gunner

Cons:

  • Has thin armour that can be penetrated even by .50 cal machine guns
  • Lacks a stabilizer
  • No roof-mounted MG for anti-air purposes
  • Has only 3 crew members sitting close to each other
  • Very unstable gun: high recoil and low accuracy while moving
  • APFSDS is unlocked only at tier III
  • Mediocre mobility for a light tank
  • If the magazine runs out of rounds, the user has to wait until it is refilled to engage

History

A Patagón tank next to an SK-105 A1.

The SK-105 was developed by the company named Saurer-Werk, as the Austrian Army needed a reliable tank destroyer. The very first prototype was built in the year 1967 and the pre-production began in the year 1971. Around 286 were made for the Austrian Army and were in service until the 1990s, while the rest of the SK-105s were exported.

The hull of the SK-105 was based on the heavily armoured car, Saurer APC, which was used alongside Austrian units. This allowed the tank destroyer to be light and have above average mobility, something the Austrian Army wanted. While the hull of the tank was an easy choice to make, as the Saurer APC hull required just a few modifications to be adequate for the standards set by the Austrian Army, the debate now was which turret should the SK-105 use. Since the Austrian Army wanted a cannon that was light, reliable yet still powerful enough to fulfil its role of a tank destroyer, they turned their eyes towards France. Because of their massive success and mass production of AMX-13 light tank, the Austrian army decided to contact France in the hopes of designing a new turret. In the end, France agreed and came up with an oscillating turret that was light yet powerful enough to be used in an anti-tank role.

While Austria retired the SK-105, a substantial amount is still in service today in other countries: mainly in Brazil, Bolivia, and Argentina. Argentina created the "Patagón" variant by merging a brand-new hull with surplus AMX-13 (105) turrets, the result was a vehicle comparable to the SK-105 A1.

Media

Skins
Images
Videos

See also

  • AMX-13 - Another tank which uses the oscillating turret system that the SK-105 uses
  • JaPz.K A2

External links


France light tanks
AMC.34/35  AMC.34 YR · AMC.35 (ACG.1)
H.35/39  H.35 · H.39 · H.39 "Cambronne"
AMX-13  AMX-13 (FL11) · AMX-13-M24 · AMX-13 · AMX-13 (SS.11) · AMX-13-90 · AMX-13 (HOT)
Wheeled  AML-90 · AMX-10RC
AMD.35  AMD.35 · AMD.35 (SA35)
E.B.R.  E.B.R. (1951) · E.B.R. (1954) · E.B.R. (1963)
Other  FCM.36 · R.35 (SA38) · Char 25t · MARS 15 · VBCI-2 (MCT30)
Austria  SK-105A2
Great Britain  ▄Crusader Mk.II
USA  LVT-4/40 · ▄M3A3 Stuart