Difference between revisions of "Shturm-S"

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(Survivability and armour & Mobility / Minor edits to Armament)
m (Main armament: fix to HE payload description.)
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{{Specs-Card|code=ussr_9p149}}
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{{Specs-Card
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|code=ussr_9p149
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
  
 
== 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.-->
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<!-- ''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]]
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
{{break}}
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Russian medium tank {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 +
{{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.'' -->
 
'''Armour type:'''
 
'''Armour type:'''
  
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|-
 
|-
 
|Hull
 
|Hull
|14 mm (54°) ''Front Plate''
+
|14 mm (54°) ''Front Plate''
7 mm (80°) ''Upper glacis''
+
7 mm (80°) ''Upper glacis''
  
 
14+5 mm (38°) ''Lower glacis''
 
14+5 mm (38°) ''Lower glacis''
|7 mm (23°) ''Top''
+
|7 mm (23°) ''Top''
7 mm ''Bottom''
+
7 mm ''Bottom''
 
|15 mm ''Middle''
 
|15 mm ''Middle''
 
7 mm ''Top/Bottom''
 
7 mm ''Top/Bottom''
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* Suspension wheels are 10 mm thick while tracks are 15 mm thick.
 
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.
  
Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank 1 anti air. From the side within 200m the crew compartment can be penetrated by 7.62mm. There are very few areas on this tank that can be hit by a cannon round and survive. Given that this vehicle only has 2 crew and is susceptible to hull break with paper thin armor, generally avoid everything. Put a solid piece of dirt between you and the enemy and only shoot if the kill is guaranteed. You are protected from .50 cals from the front so if need be aim your front to an enemy who still has his heavy mg working. Artillery is especially lethal to this tank, so much so that the vehicle might as well be without armour.
+
Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank 1 anti-air. From the side, within 200 m the crew compartment can be penetrated by 7.62 mm. There are very few areas on this tank that can be hit by a cannon round and survive. Given that this vehicle only has 2 crew and is susceptible to hull break with paper-thin armour, generally, avoid everything. Put a solid piece of dirt between you and the enemy and only shoot if the kill is guaranteed. You are protected from .50 calibre from the front so if need be aim your front to an enemy who still has his heavy mg working. Artillery is especially lethal to this tank, so much so that the vehicle might as well be without armour.
  
 
=== Mobility ===
 
=== Mobility ===
{| class="wikitable"
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{{Specs-Tank-Mobility}}
! colspan="3" |Mobility characteristic
+
<!-- ''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= 341|rbMinHp= 212}}
 +
 
 +
The mobility is best described as nippy but not fast. Compared to Russian tanks of its BR, the {{PAGENAME}} is faster but compared to other nations it is slower. The mobility hindrance in higher BRs is much more noticeable for the {{PAGENAME}}, being 50% slower than MBTs such as the M1A1. The rear gear only goes up to -10 km/h meaning battle mode can be maintained in reverse. The {{PAGENAME}} lacks neutral steering meaning that turning around can take some time.
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 
 +
== Armaments ==
 +
{{Specs-Tank-Armaments}}
 +
=== Main armament ===
 +
{{Specs-Tank-Weapon|1}}
 +
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 +
{{main|9M114 Shturm}}
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! colspan="5" | [[9M114 Shturm]] ATGM || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 +
|-
 +
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 +
|-
 +
! ''Arcade''
 +
| rowspan="2" |12|| rowspan="2" | -5°/+15° || rowspan="2" | ±85° || rowspan="2" | N/A || 22.0 || 30.4 ||37.0||40.9||43.5|| rowspan="2" | 13.0 || rowspan="2" |13.0|| rowspan="2" |13.0|| rowspan="2" |13.0
 +
|-
 +
! ''Realistic''
 +
| 14.9 || 17.6 ||21.3||23.5||25.0
 +
|-
 +
|}
 +
 
 +
Vehicles use ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.
 +
 
 +
The vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one because once the handle starts picking the next launcher up, it can't change payload choice or put it back.
 +
 
 +
When rearming on a capture point, only the main type of ATGM is replenished (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.
 +
 
 +
The list of available ATGM in order of acquirement:
 +
 
 +
HEAT - Default ATGM, which has about 550 mm penetration. Can deal with anything of BR 8.3-9.3 without much issue, but tanks with heavy NERA or ERA amount can resist it and suffer less than fatal damage.
 +
 
 +
Tandem HEAT - ATGM with a double payload. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of armour.
 +
 
 +
In-game, the tandem missile seems to work this way: If a missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then the secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If a secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (the first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.
 +
 
 +
HE - A guided missile with a HE payload. Can penetrate about 55 mm of armour. Can be used to cause overpressure damage, similarly to HE shells. Has significantly lower area of effect than shells and is weak against ERA plating.
 +
 
 +
Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a proximity detonator, which activates after missile flies about 300 m away from carrier, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. Missile has enough fuel to fly for about 7 km away. Whether Proximity HE can cause overpressure damage or not is currently unknown.
 +
 
 +
==== Ammunition ====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! 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
 +
|-
 +
| 9M114 || ATGM || 560 || 560 || 560 || 560 || 560 || 560
 
|-
 
|-
!Weight (tons)
+
| 9M120 || ATGM (tandem) || 800 || 800 || 800 || 800 || 800 || 800
! colspan="1" |Add-on Armor
 
weight (tons)
 
! colspan="1" |Max speed (km/h)
 
 
|-
 
|-
| rowspan="2" |11.8
+
| 9M120F-1 || ATGM-HE || 55 || 55 || 55 || 55 || 55 || 55
| colspan="1" rowspan="2" |N/A
 
| colspan="1" |68 (AB)
 
 
|-
 
|-
|62 (RB/SB)
+
| 9M220O || ATGM-VT || 51 || 51 || 51 || 51 || 51 || 51
 
|-
 
|-
! colspan="3" |Engine power (horsepower)
+
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="11" | Shell details
 
|-
 
|-
! colspan="1" |Mode
+
! rowspan="2" data-sort-type="text" | Ammunition
!Stock
+
! rowspan="2" | Type of<br>warhead
!Upgraded
+
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Range<br>(m)
 +
! 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
 
|-
 
|-
|''Arcade''
+
! 0% !! 50% !! 100%
|372
 
|458
 
 
|-
 
|-
|''Realistic/Simulator''
+
| 9M114 || ATGM || 400 || 6,000 || 31.4 || 0 || 0.01 || 2,470 || 80° || 82° || 90°
|212
 
|240
 
 
|-
 
|-
! colspan="3" |Power-to-weight ratio (hp/ton)
+
| 9M120 || ATGM (tandem) || 550 || 6,000 || 49.5 || 0.4 || 0.01 || 3,800 || 80° || 82° || 90°
 
|-
 
|-
! colspan="1" |Mode
+
| 9M120F-1 || ATGM-HE || 550 || 6,000 || 49.5 || 0.4 || 0.01 || 6,930 || 79° || 80° || 81°
!Stock
 
!Upgraded
 
 
|-
 
|-
|''Arcade''
+
| 9M220O || ATGM-VT || 550 || 7,000 || 49.5 || 0 || 0.01 || 6,160 || 79° || 80° || 81°
|31.53
 
|38.81
 
 
|-
 
|-
|''Realistic/Simulator''
 
|17.97
 
|20.34
 
 
|}
 
|}
The mobility is best described as nippy but not fast. Compared to Russian tanks of its BR it is faster but compared to other nations it is slower. The mobility hindrance in higher BRs is much more noticeable for the Shturm-S, being 50% slower than mbts such as the M1A1. The rear gear only goes up to 10 km/h meaning battle mode can be maintained in reverse. The Shturm-S lacks neutral steering meaning that turning around can take some time.
 
  
== Armaments ==
+
==== [[Ammo racks]] ====
=== Main armament ===
+
<!-- '''Last updated:''' -->
<!--''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.''-->
+
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Full<br>ammo
 +
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! 4th<br>rack empty
 +
! 5th<br>rack empty
 +
! 6th<br>rack empty
 +
! 7th<br>rack empty
 +
! 8th<br>rack empty
 +
! 9th<br>rack empty
 +
! 10th<br>rack empty
 +
! 11th<br>rack empty
 +
! 12th<br>rack empty
 +
! Visual<br>discrepancy
 +
|-
 +
| '''12''' || 12&nbsp;''(+0)'' || 11&nbsp;''(+1)'' || 10&nbsp;''(+2)'' || 9&nbsp;''(+3)'' || 8&nbsp;''(+4)'' || 7&nbsp;''(+5)'' || 6&nbsp;''(+6)'' ||  5&nbsp;''(+7)'' || 4&nbsp;''(+8)'' || 3&nbsp;''(+9)'' || 2&nbsp;''(+10)'' || 1&nbsp;''(+11)'' ||  no
 +
|-
 +
|}
 +
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
Mechanized Ammo Rack capable of automatic loading.
  
Vehicle is using ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.
+
== 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).'' -->
Vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one, because once the handle starts picking the next launcher up, it can't change payload choice or put it back.
 
  
When rearming, only the main type of ATGM is rearmed (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.
+
'''Overview & Strategies'''
  
The list of available ATGM in order of acquirement:
+
The Shturm-S can be effective in battles if used correctly. Shturm-S commanders should make sure to use their advantages while playing to negate the weaknesses of the vehicle. For the Shturm-S, playing in a backline role behind cover at medium ranges is the best option. Players should use the thermal sights to spot enemies easily and ambush them while they are not looking. Use of cover is essential due to the total lack of armour on the Shturm, even a .50 cal machine gun can penetrate some points in the frontal armour. It is ill advised to push aggressively in the Shturm due to the ATGM launcher which will retract when moving. Additionally, engaging at long range may be difficult as the ATGMs can take some time to reach the target, meaning the target has plenty of time to move into cover. Using the Shturm at close range is suicidal. Luckily the ATGMs on the Shturm are quite satisfactory. The 9M120 ATGM has a tandem shaped warhead which negates ERA protection, and the 9M220O ATGM has a proximity fuse which can easily destroy helicopters. It is recommended to use these two ATGMs, taking mostly the 9M120 HEAT ATGM to destroy enemy armour, with a few of the 9M220O ATGM to deal with enemy helicopters.
  
HEAT - Default ATGM, which has about 550 mm penetration. Can deal with anything of BR 8.3-9.3 without much issue, but tanks with heavy NERA or ERA amount can resist it and suffer less than fatal damage.
+
'''Notable Enemies'''
  
Tandem HEAT - ATGM with double payload. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of armour.  
+
There are many notable enemies for the Shturm, being that basically any vehicle in the game armed with anything bigger than a rifle-calibre machine gun is capable of killing it. However, some threats are greater than others. Shturm-S commanders should watch out for:
  
In-game, the tandem missile seems to work this way: If missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.
+
Autocannon armed vehicles. These will easily shred the Shturm in seconds and should be avoided.
  
HE - A guided missile with a HE payload. Can penetrate about 55 mm of armour. Almost useless against medium and heavy tanks, especially in up-tier, but hull breaks or destroys light tanks, SPAA and can fatally damages other ATGM carriers. Although it has more penetration the projectile has less shrapnel to it's conventional shell counterpart.
+
Vehicles with substantial composite armour. Most vehicles at and below the tier of the Shturm-S do not have armour capable of stopping its top ATGM, but many top tier tanks (which the Shturm will face often) such as the M1A2 or Challenger 2 are able to easily stop its ATGM with their thick turret armour. Shturm-S commanders should learn the weak spots of enemy tanks.
 
 
Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a 300 m proximity detonator, which helps with hitting aircraft despite not having radar or any other targeting devices. Certain support helicopters can survive the explosion. Whether Proximity HE can hull break light tanks or not is currently unknown.
 
 
 
== 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 and cons ===
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".-->
+
<!-- ''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:'''
  
* Access to "Shturm” and "Ataka” ATGMs with a total of four different variants of missiles
+
* Access to "Shturm" and "Ataka" ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity-fused HE-frag
* Can fight while driving at about 10 km/h (cruise control)
+
* Fast-flying, relatively easy to control missiles are great for longer ranges where regular tank shells and shot lose velocity and become hard to hit with
* Very low profile
+
* Can still launch missiles while driving at about 10 km/h (cruise control)
* Swims! (capable of travelling across water)
+
* Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall
 +
* Swims! (capable of travelling across water, although relatively slowly and with poor control)
  
 
'''Cons:'''
 
'''Cons:'''
  
* Poor defence
+
* Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range
* Easy prey from the air, unless equipped with proximity HE ATGM (the last one available for unlock)
+
* Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets
* Cannot change missile type mid-reload
+
* Cannot change missile type mid-reload, nor after one is reloaded
* Rearming is rather slow
+
* Rearming is rather slow, and leaves you vulnerable
 +
* Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult
  
 
== 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 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></nowiki></code>, as well as adding them at the end of the article. 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).'' -->
 
The MT-LB, also known as "Mnogotselevoy Tyagach Legky Bronirovanny" in Russian (which stands for "Multi-Purpose Towing Vehicle Light Armoured"), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation "Shturm" and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 "Shturm-S".
 
The MT-LB, also known as "Mnogotselevoy Tyagach Legky Bronirovanny" in Russian (which stands for "Multi-Purpose Towing Vehicle Light Armoured"), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation "Shturm" and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 "Shturm-S".
  
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== 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.'' -->
 +
{{Youtube-gallery|kF1OmW7f1c8|'''The Shooting Range #154''' - ''Metal Beasts'' section at 00:39 discusses the Shturm-S.|meCt5VkOS_k|OUR RED Pankcake on tracks}}
  
 
== See also ==
 
== See also ==
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== External links ==
 
== External links ==
<!--Paste links to sources and external resources, such as:
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<!-- ''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;''
 
* ''encyclopedia page on the tank;''
* ''other literature.''-->
+
* ''other literature.'' -->
  
* [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|[Devblog<nowiki>]</nowiki> 9P149 "Shturm-S": The Invisible Hunter]]
+
* [[wt:en/news/6175-development-9p149-shturm-s-the-invisible-hunter-en|[Devblog] 9P149 "Shturm-S": The Invisible Hunter]]
  
{{USSR medium tanks}}
+
{{USSR tank destroyers}}

Revision as of 20:37, 9 June 2021

Rank 6 USA
F-5C Pack
Shturm-S
ussr_9p149.png
GarageImage Shturm-S.jpg
Shturm-S
Research:160 000 Specs-Card-Exp.png
Purchase:450 000 Specs-Card-Lion.png
Show in game

Description

The 9P149 Shturm-S is a rank VI Soviet tank destroyer with a battle rating of 8.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull14 / 7 / 7
Turret0 / 0 / 0
Crew2 people
Visibility65 %

Armour type:

  • Rolled homogeneous armour
Armour Front Sides Rear Roof
Hull 14 mm (54°) Front Plate

7 mm (80°) Upper glacis

14+5 mm (38°) Lower glacis

7 mm (23°) Top

7 mm Bottom

15 mm Middle

7 mm Top/Bottom

7 mm
Turret N/A N/A N/A N/A
Armour Sides Roof
Cupola 7 mm (30°) 7 mm

Notes:

  • Suspension wheels are 10 mm thick while tracks are 15 mm thick.

Pretty much every enemy tank in the game will be able to destroy the Shturm-S including rank 1 anti-air. From the side, within 200 m the crew compartment can be penetrated by 7.62 mm. There are very few areas on this tank that can be hit by a cannon round and survive. Given that this vehicle only has 2 crew and is susceptible to hull break with paper-thin armour, generally, avoid everything. Put a solid piece of dirt between you and the enemy and only shoot if the kill is guaranteed. You are protected from .50 calibre from the front so if need be aim your front to an enemy who still has his heavy mg working. Artillery is especially lethal to this tank, so much so that the vehicle might as well be without armour.

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB67 / 12 km/h
RB and SB62 / 11 km/h
Number of gears11 forward
2 back
Weight11.8 t
Engine power
AB458 hp
RB and SB240 hp
Power-to-weight ratio
AB38.8 hp/t
RB and SB20.3 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 67 12 11.8 341 458 28.9 38.81
Realistic 62 11 212 240 17.97 20.34

The mobility is best described as nippy but not fast. Compared to Russian tanks of its BR, the Shturm-S is faster but compared to other nations it is slower. The mobility hindrance in higher BRs is much more noticeable for the Shturm-S, being 50% slower than MBTs such as the M1A1. The rear gear only goes up to -10 km/h meaning battle mode can be maintained in reverse. The Shturm-S lacks neutral steering meaning that turning around can take some time.

Modifications and economy

Repair costBasic → Reference
AB4 400 → 5 865 Sl icon.png
RB5 038 → 6 715 Sl icon.png
SB5 336 → 7 112 Sl icon.png
Total cost of modifications130 000 Rp icon.png
229 000 Sl icon.png
Talisman cost2 400 Ge icon.png
Crew training130 000 Sl icon.png
Experts450 000 Sl icon.png
Aces2 000 Ge icon.png
Research Aces890 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 210 / 250 % Sl icon.png
214 / 214 / 214 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
370 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
310 Ge icon.png
Mods new tank break.png
Brake System
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
310 Ge icon.png
Mods new tank filter.png
Filters
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods new tank engine.png
Engine
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 800 Rp icon.png
Cost:
15 000 Sl icon.png
370 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 400 Rp icon.png
Cost:
13 000 Sl icon.png
310 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods thermal sight.png
9P149M
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
370 Ge icon.png
Mods tank ammo.png
130mm_9m120_ATGM_ammo_pack
Research:
8 000 Rp icon.png
Cost:
13 000 Sl icon.png
310 Ge icon.png
Mods tank ammo.png
130mm_9m120f_1_ATGM_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mods tank ammo.png
130mm_9m220o_ATGM_ammo_pack
Research:
9 200 Rp icon.png
Cost:
15 000 Sl icon.png
360 Ge icon.png

Armaments

Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

9M114 ATGM
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition12 rounds
First-order11 rounds
Belt capacity1 rounds
Reload8.3 s
Fire rate8 shots/min
Vertical guidance-5° / 15°
Horizontal guidance-85° / 85°
Fire on the moveup to 6 km/h
Main article: 9M114 Shturm
9M114 Shturm ATGM Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 12 -5°/+15° ±85° N/A 22.0 30.4 37.0 40.9 43.5 13.0 13.0 13.0 13.0
Realistic 14.9 17.6 21.3 23.5 25.0

Vehicles use ATGM launchers by using a special handle at its rear. Once the missile is fired, the handle simply discards them and picks up a new one from inside of the tank. The handle is put down if the vehicle speeds up too much - if you need to drive around, use cruise control "combat," which goes forward at a speed of about 10 km/h.

The vehicle can carry up to 12 of missiles. It is best to choose next ATGM before firing the current one because once the handle starts picking the next launcher up, it can't change payload choice or put it back.

When rearming on a capture point, only the main type of ATGM is replenished (the one on top-left of "ammo distribution" UI), so choose carefully. Rearming is rather slow with about 35 seconds for one missile.

The list of available ATGM in order of acquirement:

HEAT - Default ATGM, which has about 550 mm penetration. Can deal with anything of BR 8.3-9.3 without much issue, but tanks with heavy NERA or ERA amount can resist it and suffer less than fatal damage.

Tandem HEAT - ATGM with a double payload. Extremely high post-penetration damage. Designed to annihilate ERA and other countermeasures and then destroy the tank in one hit. Each payload can penetrate about 800 mm of armour.

In-game, the tandem missile seems to work this way: If a missile hits something (for example, track or ERA), it explodes, destroying whatever was blocking the way, then the secondary payload is fired in a line in front of ATGM tip, ignoring the first obstacle. If a secondary projectile hits anything important, it tries to penetrate it and explodes. If it doesn't hit anything (the first payload already hit the tank carcass itself) it just returns back to impact point and explodes there instead.

HE - A guided missile with a HE payload. Can penetrate about 55 mm of armour. Can be used to cause overpressure damage, similarly to HE shells. Has significantly lower area of effect than shells and is weak against ERA plating.

Proximity HE - A guided missile specifically designed to destroy planes and helicopters. Has a proximity detonator, which activates after missile flies about 300 m away from carrier, which helps with hitting aircraft despite not having radar or any other targeting devices. While detonator is set to explode next to the aircraft (about 5 m away) if possible, certain support helicopters can survive the explosion. Missile has enough fuel to fly for about 7 km away. Whether Proximity HE can cause overpressure damage or not is currently unknown.

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
9M114 ATGM 560 560 560 560 560 560
9M120 ATGM (tandem) 800 800 800 800 800 800
9M120F-1 ATGM-HE 55 55 55 55 55 55
9M220O ATGM-VT 51 51 51 51 51 51
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
9M114 ATGM 400 6,000 31.4 0 0.01 2,470 80° 82° 90°
9M120 ATGM (tandem) 550 6,000 49.5 0.4 0.01 3,800 80° 82° 90°
9M120F-1 ATGM-HE 550 6,000 49.5 0.4 0.01 6,930 79° 80° 81°
9M220O ATGM-VT 550 7,000 49.5 0 0.01 6,160 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
7th
rack empty
8th
rack empty
9th
rack empty
10th
rack empty
11th
rack empty
12th
rack empty
Visual
discrepancy
12 12 (+0) 11 (+1) 10 (+2) (+3) (+4) (+5) (+6) (+7) (+8) (+9) (+10) (+11) no
Ammo racks of the Shturm-S

Mechanized Ammo Rack capable of automatic loading.

Usage in battles

Overview & Strategies

The Shturm-S can be effective in battles if used correctly. Shturm-S commanders should make sure to use their advantages while playing to negate the weaknesses of the vehicle. For the Shturm-S, playing in a backline role behind cover at medium ranges is the best option. Players should use the thermal sights to spot enemies easily and ambush them while they are not looking. Use of cover is essential due to the total lack of armour on the Shturm, even a .50 cal machine gun can penetrate some points in the frontal armour. It is ill advised to push aggressively in the Shturm due to the ATGM launcher which will retract when moving. Additionally, engaging at long range may be difficult as the ATGMs can take some time to reach the target, meaning the target has plenty of time to move into cover. Using the Shturm at close range is suicidal. Luckily the ATGMs on the Shturm are quite satisfactory. The 9M120 ATGM has a tandem shaped warhead which negates ERA protection, and the 9M220O ATGM has a proximity fuse which can easily destroy helicopters. It is recommended to use these two ATGMs, taking mostly the 9M120 HEAT ATGM to destroy enemy armour, with a few of the 9M220O ATGM to deal with enemy helicopters.

Notable Enemies

There are many notable enemies for the Shturm, being that basically any vehicle in the game armed with anything bigger than a rifle-calibre machine gun is capable of killing it. However, some threats are greater than others. Shturm-S commanders should watch out for:

Autocannon armed vehicles. These will easily shred the Shturm in seconds and should be avoided.

Vehicles with substantial composite armour. Most vehicles at and below the tier of the Shturm-S do not have armour capable of stopping its top ATGM, but many top tier tanks (which the Shturm will face often) such as the M1A2 or Challenger 2 are able to easily stop its ATGM with their thick turret armour. Shturm-S commanders should learn the weak spots of enemy tanks.

Pros and cons

Pros:

  • Access to "Shturm" and "Ataka" ATGMs with a total of four different variants of missiles - HEAT, tandem HEAT, HE-frag, and proximity-fused HE-frag
  • Fast-flying, relatively easy to control missiles are great for longer ranges where regular tank shells and shot lose velocity and become hard to hit with
  • Can still launch missiles while driving at about 10 km/h (cruise control)
  • Very low profile - combined with good positioning, the vehicle can be invisible with only the launcher peeking over a hilltop or wall
  • Swims! (capable of travelling across water, although relatively slowly and with poor control)

Cons:

  • Poor defence - the armour stops absolutely nothing but 7.62 mm MGs and may protect against 12.7 mm from a further range
  • Very vulnerable from the top, making it easy prey from the air - unless equipped with proximity HE ATGM (the last one available for unlock) for self-defence against air targets
  • Cannot change missile type mid-reload, nor after one is reloaded
  • Rearming is rather slow, and leaves you vulnerable
  • Relatively limited arc of fire; while the launcher can rotate quite a bit, either way, the guidance module sits at the front of the vehicle, and after firing at a target located to the sides of the vehicle, the missile will require some distance before flying straight - self-defence for close-range combat is difficult

History

The MT-LB, also known as "Mnogotselevoy Tyagach Legky Bronirovanny" in Russian (which stands for "Multi-Purpose Towing Vehicle Light Armoured"), has been mass-produced since 1966. The vehicle was primarily used as an artillery tractor that acted as a means of transport of the gun crew and ammunition complements. However, as it happens with every well-designed platform, the carrier ultimately became a base for all kinds of armament sets. In the early 70s, the USSR began development of an anti-tank hypersonic missile system with a strike range of up to 5,000 metres for armoured targets. The system received the designation "Shturm" and was intended to be equipped on both air and ground units. In the end, it was the MT-LB that was chosen as the base for the former role. In 1979, the new ground combat vehicle was put into service under the designation 9P149 "Shturm-S".

- From Devblog

Media

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


USSR tank destroyers
SU-76M  SU-76M · SU-76M (5th Gv.Kav.Corps) · SU-85A
SU-57B  SU-57B · SU-76D
T-34 Derivatives  SU-122 · SU-85 · SU-85M · SU-100 · SU-122P
Heavy Tank Derivatives  SU-100Y · ISU-122 · ISU-122S · SU-152 · ISU-152 · Object 268
SU-100P and Derivatives  SU-100P · Object 120
Wheeled  YaG-10 (29-K)
Airborne  ASU-57 · ASU-85
Rocket  BM-8-24 · BM-13N · BM-31-12
ATGM  IT-1 · Shturm-S · Khrizantema-S
Artillery  2S1 · 2S3M
Other  SU-5-1 · ZiS-30 · SU-122-54 · Object 775
USA  SU-57