Skink

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Rank 6 USA
F-5C Pack
uk_skink_aa.png
GarageImage Skink.jpg
ArtImage Skink.png
Skink
AB RB SB
6.0 5.3 5.3
Class:
Research:46 000 Specs-Card-Exp.png
Purchase:155 000 Specs-Card-Lion.png
Show in game

Description

The Skink, Tank, Anti-Aircraft, 20mm, Quad is a rank IV British SPAA with a battle rating of 6.0 (AB) and 5.3 (RB/SB). It was introduced in Update "Drone Age".

A British and Canadian project for a self-propelled anti-aircraft gun to protect their armoured force, the Skink was a step above the Crusader AA options with four 20 mm autocannons in an enclosed mount. While the Skink never got a chance to shoot down an enemy aircraft during World War II, players would have the chance to light up the skies to shoot down enemy pilots.

General info

Survivability and armour

Armourfront / side / back
Hull51 / 38 / 38
Turret57 / 38 / 25
Crew5 people
Visibility103 %

Overall, the Skink offers a protection similar to the Sherman. Based on the Sherman itself, only the turret offers a lower protection than its medium tank cousin. Compared to SPAAs at this rank, this will offer a much higher survivability thanks to the armour thickness close to a medium tank at this rank, since the crew is completely protected inside the tank. The roof of the tank itself is still fairly thick and can resist 12.7 mm MG rounds from above, which makes it a rather hard target for strafing aircraft. Only heavy aircraft guns, direct rocket hits, and bombs can actually destroy it.

Against ground targets, the Skink will not be that well protected. Ar this BR, most tanks will have little difficulty penetrating this level of armour even at some distance. It would not be the best choice to fight against the ground targets. The protection remains good enough against HMGs and most 20 mm guns. Some lighter vehicles might also have difficulty to penetrate the Skink. Against vehicles at a lower battle rating, the front might be protected enough to take the hit of a 75 mm or 76.2 mm gun once in a while. The side is very flat and offers just enough protection against WW2 autocannons. Any tank gun could easily penetrate the sides.

Armour type:

  • Cast homogeneous armour (hull and turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 50.8 mm (30-50°) Front Glacis
50.8 mm (0-34°) Transmission cover
50.8 mm front quater
38.1 mm all the rest
38.1 mm (13°) lower part
38.1 mm upper part
19.5 mm
Turret 50.8 mm (round) gun's mantle
38 - 57 mm (variable thickness) front
38.1 mm 25 mm 38 mm front half
24 mm rear half

Notes:

  • 19.5 mm neck guard protect the turret transverse
  • 5 mm mudgard
  • 20 mm track
  • 20 mm track are attached on the side of the turret

Mobility

Speedforward / back
AB35 / 5 km/h
RB and SB33 / 5 km/h
Number of gears5 forward
1 back
Weight27.7 t
Engine power
AB763 hp
RB and SB400 hp
Power-to-weight ratio
AB27.5 hp/t
RB and SB14.4 hp/t

The Skink has mobility comparable to that of the M4 Sherman variants. It has average forward mobility, but a poor reverse gear.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 35 5 27.7 568 763 20.51 27.55
Realistic 33 5 354 400 12.78 14.44

Modifications and economy

Repair costBasic → Reference
AB2 948 → 3 794 Sl icon.png
RB2 314 → 2 978 Sl icon.png
SB3 511 → 4 518 Sl icon.png
Total cost of modifications40 400 Rp icon.png
78 400 Sl icon.png
Talisman cost1 400 Ge icon.png
Crew training45 000 Sl icon.png
Experts155 000 Sl icon.png
Aces630 Ge icon.png
Research Aces440 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 140 / 200 % Sl icon.png
160 / 160 / 160 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
110 Ge icon.png
Mods new tank break.png
Brake System
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
110 Ge icon.png
Mods new tank filter.png
Filters
Research:
3 400 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
270 Ge icon.png
Mods new tank engine.png
Engine
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
270 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
110 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
3 400 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods tank ammo.png
20mm_Oerlikon_HE_ammo_pack
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mod arrow 0.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
2 000 Rp icon.png
Cost:
3 900 Sl icon.png
120 Ge icon.png
Mods tank ammo.png
20mm_Oerlikon_AP_ammo_pack
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
110 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
1 800 Rp icon.png
Cost:
3 500 Sl icon.png
110 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
3 400 Rp icon.png
Cost:
6 600 Sl icon.png
210 Ge icon.png
Mods art support.png
Artillery Support
Research:
4 400 Rp icon.png
Cost:
8 500 Sl icon.png
270 Ge icon.png

Armaments

Main armament

4 x 20 mm Polsten cannon
Ammunition1 920 rounds
Belt capacity30 rounds
Reloadbasic crew → aces
1.3 → 1.0 s
Fire rate450 shots/min
Vertical guidance-5° / 80°
Main article: Polsten (20 mm)

The 20 mm Polsten cannons have a decent rate of fire, as well as a good muzzle velocity.

20 mm Polsten (x4) Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 1,920 (30) 450 -4°/+77° ±180° N/A 55.5 76.8 93.2 103.1 109.7 5.20 4.60 4.24 4.00
Realistic 37.5 44.1 53.6 59.2 63.0

Ammunition

  • Default: AP-T · HEF-I · AP-T
  • HET: HEFI-T · HEF-I · HEF-I
  • APT: AP-T

Penetration statistics
Ammunition Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
HEF-I 4 4 3 3 3 3
AP-T 38 35 23 14 9 5
HEFI-T 4 4 3 3 3 3
Shell details
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HEF-I 838 0.12 0 0.1 6 - - -
AP-T 830 0.14 - - - 47° 60° 65°
HEFI-T 838 0.12 0.1 0.1 5 79° 80° 81°

Ammo racks

Ammo racks of the Skink
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
64 48 (+16) 36 (+28) 24 (+40) 12 (+52) (+64) No

Notes:

  • Ammunition is modeled as 4 clips of 30 rounds each.
  • 64 clips of 30 rounds represent 1,920 rounds.
  • The Skink has 5 ammo racks, all stored in the hull. Every rack contains 12 clips, with an additional 4 belts already loaded in the guns when the game begins. Magazines deplete by sets of 4.

Machine guns

Ammunition2 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
Main article: L3A1 (7.62 mm)

The Skink has a single hull-mounted L3A1 machine gun. Due to its low range of traverse, as well as its lackluster damage, it is useless for dealing damage to the enemy unless they are open-topped. It is best used to clear out obstacles which may block your line of sight.

7.62 mm L3A1
Mount Capacity (Belt) Fire rate Vertical Horizontal
Hull 2,000 (250) 500 +15°/-5° -10°/+5°

Usage in battles

The Skink's anti-air capability is very good, however, at its BR, it is inadequate for taking out most ground vehicles it faces, with the exception of light tanks and other SPAA. For shooting down enemy aircraft, be sure to let them come to you, and fire only when you are confident you can land a hit. If you spray them from too far away, most aircraft will likely avoid your general location so as to not get shot down. Make sure to not let the enemy aircraft know where you are, and surprise them with a devastating burst once they come in range.

Pros and cons

Pros:

  • 5 crew members, difficult to knock out in one pass
  • M4A1 chassis and closed turret provide protection against autocannons, HMGs, and overpressure damage from bombs and rockets
  • Excellent turret traverse and elevation speed
  • 4 x 20 mm cannons do excellent damage against aircraft and lightly armoured vehicles
  • Short reload time
  • Plenty of ammo

Cons:

  • Average mobility
  • Short ammo belt
  • Cannons overheat quickly with continuous fire
  • Poor anti-tank capabilities, can only engage lightly-armoured targets

History

In May 1943, the G.O.C.-in-C. of the First Canadian Army requested a vehicle be developed that had the following requirements:

  1. Accommodate 4 guns
  2. Ammunition stowage for one minute of fire
  3. 360° traverse at minimum 40° per second and maximum 50° per second.

The requirement for AA at the time could only be filled by using the Crusader or American AA equipment. However, the First Canadian Army did not want to use the Crusader AA, and information requests for American equipment at the time were not forthcoming. The project was assigned project number 47(DVA).

Since Canada was at the time a dominion of Great Britain, a lot of military technologies and reports were shared between them. From the beginning of development, Great Britain and the USA showed great interest in the project. Great Britain's interest was strong as development of the Crusader AA Mk II had only just began, and the War Office wanted to see which one would end up being better to procure for their forces.

On February 28th, 1944, Project No. 47(DVA) was officially reclassified and given the name "Skink". The name had been given to the tank before then, however officially it had still been named Project No. 47.

The initial idea was to make turret kits that could be fitted to Shermans; the turrets were initially going to be fitted with a quad Hispano 20 mm gun mount using 50-round boxes, though there were also plans to use a belt-fed system. During development, the armament was swapped to Polsten guns, as requested by the British War Office as well as recommended by the First Canadian Army. This change of armament set back the already delayed development stage of the Skink as they had to redesign the turret to accommodate the Polsten guns.

Great Britain at this time had planned to order 130 turret kits which then turned into 130 complete Skinks; however, in August 1944, they called for a complete cancellation of their Skink orders as they became more interested in the new Grizzly tanks. Following the cancellation of British orders, the entire Skink project was stopped. At this point, only 1 Skink prototype had been completed, with 2 more partially completed - these were later completed, with one retained in Canada and the other, jointly owned by Canada and Great Britain, was sent to Britain for experimental purposes at the request of the Canadian Military Headquarters in London.

On September 5th, 1944, the Skink prototype (SK1001) arrived in Britain. During that month, the Canadian Military Headquarters also requested that a second Skink be sent. However, due to complications, the second Skink that was to be sent to the UK never left Canada. On September 8th, Canadian Military Headquarters in Great Britain were requested by the Director of the Royal Armed Corps that the Skink be sent to D.T.D. Chobham and then E.W.(G) Lulworth for firing trials. On the 11th of the same month, the Skink was released to head to Chobham. On October 9th, at Chobham, the Skink was demonstrated and went through traverse and elevation tests.

On November 1st, the Canadian army wrote to the Canadian Military Headquarters in London and stated that Great Britain agreed for the jointly-owned Skink, now in Lulworth, to be released to the European theatre for operational trials following the trials at Lulworth, as well as the formation of a unit that would use the vehicle from the Canadian First Army, named the No. 1 Tank Demonstration Unit CAC.

The crew of the vehicle and the unit they came from were as follows:

  • Captain H Valle - CMHQ
  • A/Capt WH Marshell - 3 CACRU
  • L54863 A/Sgt Bogden GG - 3 CACRU
  • L104991 Tpr Champagne RL - 2 CACRU
  • B61218 A/SSM Moore TH - 1 CACRU [Substituted for A/SGT Bisson PE before entering the theatre]
  • B696338 A/SGT Bisson PE - 3 CACRU

The trials at Lulworth continued from November 1944 to January 1945. Following the trials, the director of the Royal Armoured Corps stated that there was no operational requirement for the Skink in British formations. On January 16th, the Skink was released to the 21st Army Group as part of the First Canadian Army. The Skink was deployed to the European theatre from February until the end of March when it returned to England. While in the theatre, the Skink was unable to be used in the role that it was intended for, due to the lack of aerial opposition by this point in the war. The unit only saw a single enemy aircraft, at a distance that the Skink would not have been able to engage effectively. However, the Skink was found to be effective when used against dug-in enemy infantry positions, in particular with the HEIT incendiary rounds.

The Skink (No.1001) was to be sent back to Canada and one of the Skinks in Canada sent to Great Britain as they wanted to take on the costs of a full Skink rather than 2 jointly owned Skinks. After discussions with Canadian Headquarters in Ottawa, it made more sense that they keep the Skink that was in England rather than swap them. It isn't fully known what happened to the Skinks in Canada or Great Britain after the war.

Media

Skins
Videos

See also

Other Canadian ground vehicles present in the game

External links


Britain anti-aircraft vehicles
Crusader AA  Crusader AA Mk I · Crusader AA Mk II
Wheeled  Staghound AA · AEC AA
Radar SPAAG  Chieftain Marksman
Missile SPAA  Stormer HVM
Other  Light AA Mk I · Falcon
Canada  Skink
South Africa  Ystervark · Bosvark · ZA-35