Difference between revisions of "ST-A2"

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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]]
 +
{{break}}
 +
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} Japanese medium tank {{Battle-rating}}. It was introduced along with the initial Japanese Ground Forces tree in [[Update 1.65 "Way of the Samurai"]].
 +
 
 +
It is a sidegrade to [[ST-A1]], which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.
  
 
== 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?''
+
<!--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 on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.
 +
 
 +
For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.
 +
 
 +
Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, '''gunner's head''' is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.
 +
 
 +
For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.
 +
 
 +
Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''
+
<!--Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forward and backward.-->
 +
 
 +
The 3D mobility of this tank is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and 18/15 km/h backwards off-road, with top speed being 50/45 forward and 20/17 backwards .
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
! colspan="1" | Add-on Armour<br>weight (tons)
 +
! colspan="1" | Max speed (km/h)
 +
|-
 +
| rowspan="2" | 34.2 || colspan="1" rowspan="2" | N/A || colspan="1" | 50 (AB)
 +
|-
 +
|45 (RB/SB)
 +
|-
 +
! colspan="3" | Engine power (horsepower)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|775
 +
|954
 +
|-
 +
|''Realistic/Simulator''
 +
|442
 +
|500
 +
|-
 +
! colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|22.66
 +
|27.89
 +
|-
 +
|''Realistic/Simulator''
 +
|12.92
 +
|14.62
 +
|-
 +
|}
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== Main armament ===
''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the 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.''
+
<!--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|M3A1 (90 mm)}}
 +
 
 +
The gun is the same as ST-A1, and so are the optics. So one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as ST-A1.
 +
 
 +
Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.
  
=== Additional armament ===
+
{| class="wikitable" style="text-align:center"
''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''
+
|-
 +
! colspan="6" | [[M3A1 (90 mm)|90 mm M3A1]]
 +
|-
 +
! colspan="3" rowspan="1" style="width:5em" |Capacity
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="3" | 40 || -10°/+13° || ±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'' || 22.85 || _.__ || _.__ || _.__ || _.__
 +
|-
 +
| ''Realistic'' || 14.28 || _.__ || _.__ || _.__ || _.__
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 9.75 || _.__ || _.__ || 7.5
 +
|-
 +
|}
 +
 
 +
{| class="wikitable" style="text-align:center" width="50%"
 +
! colspan="3" | {{PAGENAME}} [[Optics]]
 +
|-
 +
! Which ones
 +
! Default magnification
 +
! Maximum magnification
 +
|-
 +
! Main Gun optics
 +
| x8 || x16 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with an "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
 +
|-
 +
! Comparable optics
 +
| colspan="2;" style="text-align:center;" | [[Type 74G]]
 +
|-
 +
|}
 +
 
 +
* It is important to remember the earliest your enemy would have x16 scope is at a battle rating of 7.3/7.7 (AB/RB) with German [[Leopard I]] while even the SPG class tanks will most likely have an ~x6 or x8 at best.
 +
* Be aware when utilising guns which lack stabilizer, attempting to shoot on the move while viewing through x16 optics is almost a guaranteed miss due to the movement of the vehicle over the terrain. If needed to aim at targets on a move, do not change pace or make sudden changes as the gun will fire less predictably and most likely result in a miss.
 +
 
 +
===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0°'''
 +
|-
 +
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 +
|-
 +
| M318 shot || AP ||174||171||159||149||133||122
 +
|-
 +
| M71 shell || HE || 13 || 13 || 13 || 13 || 13 || 13
 +
|-
 +
| M82 shot || APCBC ||182||180|| 168 || 153 || 140 || 128
 +
|-
 +
| M304 shot || APCR || 264 || 260 || 245 || 226 || 210 || 191
 +
|-
 +
| M332 shot || APCR || 271 || 270 || 245 || 217 || 192 || 170
 +
|-
 +
| M348 shell || HEATFS || 305 || 305 || 305 || 305 || 305 || 305
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! rowspan="2" |Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! 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%
 +
|-
 +
| M318 shot || AP || 853 || 11 || N/A || N/A || N/A || +4° ||47°|| 60° || 65°
 +
|-
 +
| M71 shell || HE || 823 || 11 || 0.1 || 0.5 || 925 || +0° || 79° || 80° || 81°
 +
|-
 +
| M82 shot || APCBC || 853 || 11 || 1.2 || 14 || 137.2 || +4° || 48° || 63° || 71°
 +
|-
 +
| M304 shot || APCR || 1021 || 7.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| M332 shot || APCR || 1178 || 5.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| M348 shell || HEATFS || 853 || 6.5 || 0.0 || 0.1 || 926.17 || +0° || 65° || 72° || 75°
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center"
 +
! colspan="7" | Smoke characteristic
 +
|-
 +
! Ammunition
 +
! Velocity <br /> in m/s
 +
! Projectile<br />Mass in kg
 +
! ''Screen radius <br /> in m''
 +
! ''Screen time <br /> in s''
 +
! ''Screen hold time <br /> in s:''
 +
! ''Explosive Mass in g<br /> (TNT equivalent):''
 +
|-
 +
| M313 || 821 || 11 || 13 || 5 || 20 || 50
 +
|-
 +
|}
  
 
=== 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.''
+
<!--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|M1919A4 (7.62 mm)}}
  
== Usage in the battles ==
+
The 12.7 mm M2HB machine gun was removed, so ST-A2 only has [[M1919A4 (7.62 mm)|7.62 mm M1919A4]] in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.
''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).''
+
 
 +
On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.
 +
 
 +
== 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).-->
 +
 
 +
As before, it is required to stay out of sight and find a good, defensible spot on the map and use your current best ammunition to destroy enemy tanks from your effective range. Due to the armour still being completely inadequate for its BR, it's still recommended to snipe enemy either from afar (Preferably with HEAT-FS) or flank them and snipe from angles they don't really expect (again, the further away the better), using your superior optics.
 +
 
 +
It is also recommended to avoid rushing down super-light SPG and tanks like [[AUBL/74]], as 7.62 mm MG will likely fail to destroy it in case if you miss, unlike 12.7 mm of predecessor.
  
 
=== 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".''
+
<!--Summarize 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 - they can be substituted with softer forms such as "inadequate" and "effective".-->
  
 
'''Pros:'''
 
'''Pros:'''
*
+
*Overall better sniper qualities than ST-A1 (but they only really matter in RB)
 +
*Can defend itself against other tanks in case of a rear flank, unlike ST-A1
 +
*Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
 +
*Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
 +
*Harder to destroy by poorly aimed shot in down-tier
  
 
'''Cons:'''
 
'''Cons:'''
*
+
*Worse against light tanks than predecessor due to lack of 12.7 mm MG
 +
*Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
 +
*Raised turret still cannot use certain hull down spots, but raises tank's profile
 +
*Hull weak spot is even more relevant now
  
 
== 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 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 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></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''
  
 
== 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 ==
+
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
''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.''
 
  
== 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.''
 +
 +
{{Japan medium tanks}}

Revision as of 13:12, 15 September 2019

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
ST-A2
jp_st_a2.png
ST-A2
AB RB SB
6.3 6.3 6.3
Class:
Research:31 000 Specs-Card-Exp.png
Purchase:200 000 Specs-Card-Lion.png
Show in game

Description

GarageImage ST-A2.jpg


The ST-A2 is a Rank IV Japanese medium tank with a battle rating of 6.3 (AB/RB/SB). It was introduced along with the initial Japanese Ground Forces tree in Update 1.65 "Way of the Samurai".

It is a sidegrade to ST-A1, which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.

General info

Survivability and armour

Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.

For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.

Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, gunner's head is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.

For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.

Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.

Mobility

The 3D mobility of this tank is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and 18/15 km/h backwards off-road, with top speed being 50/45 forward and 20/17 backwards .

Mobility characteristic
Weight (tons) Add-on Armour
weight (tons)
Max speed (km/h)
34.2 N/A 50 (AB)
45 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 775 954
Realistic/Simulator 442 500
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 22.66 27.89
Realistic/Simulator 12.92 14.62

Armaments

Main armament

Main article: M3A1 (90 mm)

The gun is the same as ST-A1, and so are the optics. So one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as ST-A1.

Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.

90 mm M3A1
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
40 -10°/+13° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 22.85 _.__ _.__ _.__ _.__
Realistic 14.28 _.__ _.__ _.__ _.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
9.75 _.__ _.__ 7.5
ST-A2 Optics
Which ones Default magnification Maximum magnification
Main Gun optics x8 x16
Comparable optics Type 74G
  • It is important to remember the earliest your enemy would have x16 scope is at a battle rating of 7.3/7.7 (AB/RB) with German Leopard I while even the SPG class tanks will most likely have an ~x6 or x8 at best.
  • Be aware when utilising guns which lack stabilizer, attempting to shoot on the move while viewing through x16 optics is almost a guaranteed miss due to the movement of the vehicle over the terrain. If needed to aim at targets on a move, do not change pace or make sudden changes as the gun will fire less predictably and most likely result in a miss.
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0°
10m 100m 500m 1000m 1500m 2000m
M318 shot AP 174 171 159 149 133 122
M71 shell HE 13 13 13 13 13 13
M82 shot APCBC 182 180 168 153 140 128
M304 shot APCR 264 260 245 226 210 191
M332 shot APCR 271 270 245 217 192 170
M348 shell HEATFS 305 305 305 305 305 305
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
M318 shot AP 853 11 N/A N/A N/A +4° 47° 60° 65°
M71 shell HE 823 11 0.1 0.5 925 +0° 79° 80° 81°
M82 shot APCBC 853 11 1.2 14 137.2 +4° 48° 63° 71°
M304 shot APCR 1021 7.6 N/A N/A N/A +1.5° 66° 70° 72°
M332 shot APCR 1178 5.6 N/A N/A N/A +1.5° 66° 70° 72°
M348 shell HEATFS 853 6.5 0.0 0.1 926.17 +0° 65° 72° 75°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
M313 821 11 13 5 20 50

Machine guns

Main article: M1919A4 (7.62 mm)

The 12.7 mm M2HB machine gun was removed, so ST-A2 only has 7.62 mm M1919A4 in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.

On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.

Usage in battles

As before, it is required to stay out of sight and find a good, defensible spot on the map and use your current best ammunition to destroy enemy tanks from your effective range. Due to the armour still being completely inadequate for its BR, it's still recommended to snipe enemy either from afar (Preferably with HEAT-FS) or flank them and snipe from angles they don't really expect (again, the further away the better), using your superior optics.

It is also recommended to avoid rushing down super-light SPG and tanks like AUBL/74, as 7.62 mm MG will likely fail to destroy it in case if you miss, unlike 12.7 mm of predecessor.

Pros and cons

Pros:

  • Overall better sniper qualities than ST-A1 (but they only really matter in RB)
  • Can defend itself against other tanks in case of a rear flank, unlike ST-A1
  • Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
  • Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
  • Harder to destroy by poorly aimed shot in down-tier

Cons:

  • Worse against light tanks than predecessor due to lack of 12.7 mm MG
  • Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
  • Raised turret still cannot use certain hull down spots, but raises tank's profile
  • Hull weak spot is even more relevant now

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 the article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under === Encyclopedia Info ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

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


Japan medium tanks
Type 97  Chi-Ha · Chi-Ha Kai · Chi-Ha Kai TD · Chi-Ha Short Gun
Type 1  Chi-He · Chi-He (5th Regiment) · Ho-I
Type 3  Chi-Nu · Chi-Nu II
Type 4  Chi-To · Chi-To Late
Type 5  Chi-Ri II
Type 61 MBT  ST-A1* · ST-A2* · ST-A3* · Type 61
Type 74 MBT  ST-B2* · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90 MBT  Type 90 · Type 90 (B) · Type 90B "Fuji"
Type 10 MBT  TKX (P)* · TKX* · Type 10
Other  Ka-Chi
USA  ▅M4A3 (76) W · ▅M47
  *Prototype