Difference between revisions of "Stormer HVM"

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m (Main armament: if screenshots are to the side, then it should be like this, i suppose.)
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{{Specs-Card|code=uk_stormer_hvm}}
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{{Specs-Card
 +
|code=uk_stormer_hvm
 +
|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 Stormer HVM.jpg|420px|thumb|left]]
 
{{break}}
 
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British self-propelled anti-aircraft vehicle {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
  
 
== 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 helpful for survival in combat?''
+
{{Specs-Tank-Armour}}
 +
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
+
This tank uses the chassis of Scorpion, which you might be familiar with since [[Striker]]. As before, it can only take punishment from the front and it's best to avoid anything more serious than autocannon armed light tanks or [[KPz-70]], since most 9.0+ tanks have at least 100 mm gun along with their coaxial weapons.
  
This tank uses the chassis of Scorpion, which you might be familiar with since [[Striker]]. As before, it can only take punishment from the front and it's best to avoid anything more serious than autocannon armed light tanks or [[KPz-70]], since most 9.0+ tanks have at least 100 mm gun along with their coaxial weapons. It is easy to "hull break" the hull by hitting it with 105 mm chemicals, artillery direct hits and 120 mm kinetic shells.
+
The launcher on the back was replaced with a turret carrying Starstreak HVM and search optics. The usually small camera next to commander cupola now has heavy optics and is much bigger as a result. The turret is much higher than the old launcher and is very hard to hide.
  
The launcher on the back was replaced with a turret carrying Starstreak HVM and search optics. The usually small camera next to commander cupola now has heavy optics and is much bigger as a result. The turret is much higher than the old launcher and is very hard to hide.
+
The missiles do not have any protection this time around and user should avoid being bombed and shot by artillery '''at any cost'''. Even a 7.62 mm machine gun can ignite missiles on a good hit. Even close artillery or HE miss might set off Starstreaks and cause the entire rack to explode, annihilating the carrier and probably taking it's allies nearby with it in process. Even if missiles did not explode, it is very likely that the hull will take enough overpressure damage to take out the crew.
 
 
The missiles do not have any protection this time around and you should avoid being bombed and shot by artillery '''at any cost'''. Even a 7.62 mm machine gun can ignite missiles on a good hit. Even close artillery or HE miss might set off Starstreaks and cause your entire rack to explode, annihilating your carrier and probably taking your allies nearby with you in process.
 
  
 
The missile carrier has very short burnout time, so even if it survived a strafe run from a gunship while just being set on fire, it will burn fast and explode in about 8 seconds.
 
The missile carrier has very short burnout time, so even if it survived a strafe run from a gunship while just being set on fire, it will burn fast and explode in about 8 seconds.
  
As such, you should avoid fighting anything directly, if possible. To ensure not a single aircraft knows about your presence, an IRST system is used instead of radar - not even best helicopters around can detect you. In arcade mode, they can still see the Stormer, but you can be assured that optronic system will allow you to destroy them before they have even a chance to aim at it.
+
As such, Stormer should avoid fighting anything directly, if possible. To ensure not a single aircraft knows about its presence, an IRST system is used instead of radar - not even best helicopters around can detect it. In arcade mode, they can still see the Stormer, but the optronic system will allow the tank to destroy them before they have even a chance to aim at it.
  
 
=== Mobility ===
 
=== Mobility ===
 +
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
{{tankMobility|abMinHp= 355|rbMinHp= 221}}
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{{tankMobility|abMinHp=355|rbMinHp=221}}
  
 
As with [[Striker]], the {{PAGENAME}} is capable of driving both forward and backwards relatively fast even with no upgrades. The ability to drive forward and turn around at same time still relies on driver being maxed out, so your crew must be very high level.
 
As with [[Striker]], the {{PAGENAME}} is capable of driving both forward and backwards relatively fast even with no upgrades. The ability to drive forward and turn around at same time still relies on driver being maxed out, so your crew must be very high level.
  
The more you upgrade the chassis and engine, the more obscure position you can climb and take over in order to avoid being spotted and destroyed by other tanks.  
+
The more you upgrade the chassis and engine, the more obscure position you can climb and take over in order to avoid being spotted and destroyed by other tanks.
  
 
Do not race against Japanese [[Type 90]] and Italian scout tank [[Centauro ROMOR]], they are much faster.
 
Do not race against Japanese [[Type 90]] and Italian scout tank [[Centauro ROMOR]], they are much faster.
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
=== Main armament ===
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the 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.''-->
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{{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|Starstreak}}
  
Main article: [[Starstreak HVM]]
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{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! colspan="5" | [[Starstreak]] missile || 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" | 16 || rowspan="2" | -10°/+60° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 72.5 || 72.5 || 88.1 || 97.4 || 103.6 || rowspan="2" | 1.30 || rowspan="2" | 1.15 || rowspan="2" | 1.06 || rowspan="2" | 1.00
 +
|-
 +
! ''Realistic''
 +
| 49.0 || 49.0 || 59.5 || 65.8 || 70.0
 +
|-
 +
|}
  
Stormer HVM is using surface-to-air [[Starstreak HVM]] missiles and their unique properties make it hard to use them for anything else. There are 8 of them mounted on the turret and there are 8 more spares in the back of the tank.
+
The {{PAGENAME}} uses surface-to-air Starstreak missiles and their unique properties make it hard to use them for anything else. There are 8 of them mounted on the turret and there are 8 more spares in the back of the tank.
  
{{Notice| Be aware, that while Stormer HVM itself is nigh undetectable in RB, it still uses laser pointer to guide missiles. Some modern helicopters and some tanks have Laser Warning System and will receive attack alert on launch, and probably will try to dodge. Do not expect every static target to never move.|!}}
+
The missiles are launched in two stages - the carrier missile and the "darts". The information in the stat-card is presented for the carrier missile and differs from the actual payload unleashed after ~580 m of flight.
  
'''General missile behavior and ground targets:'''
+
In spite of the indicated top speed, Starstreaks bleed their speed very fast when forced to chase jets at an angle, so consider practising fire discipline or look for spots from which you can hit them head-on or in the back.
  
;First Launch
+
==== Ammunition ====
The carrier missile drags the actual missiles away from Stormer at a speed of about 800 m/s and unleashes them at about ~580 m range. Until that point, the missile can be used as a weak form of HE ATGM and if it hits enemy light tank or SPG weak spot or suspension wheel it can do catastrophic damage.
+
{| class="wikitable" style="text-align:center" width="100%"
 
+
! colspan="8" | Penetration statistics
Carrier missile does shrapnel-like damage and it will deteriorate after hitting '''any''' obstacles, so it is necessary for an explosion to hit the target directly, almost like with HESH. The explosion range also seems to be halved compared to HE. '''Anything''', including simplest forms of side skirts, will block SAM from destroying an enemy tank. Most of BR 9-10 medium tanks have not just side skirts but either ERA or NERA screens all over them and will not take any damage from single missile and hitting those randomly is going to only damage machine guns and the screens.
+
|-
 
+
! rowspan="2" data-sort-type="text" | Ammunition
The only weak spots on medium tanks that always seem to work are a bottom of the tank, suspension wheels on the bottom of the chassis, sometimes the engine decks. Since many tanks have side skirts, it is best to just aim at inner sides of the tracks (fire under the tank itself to hit the track from below it), as this allows explosion not just to explode next to their weak spot, but also to bypass the tracks, which would otherwise reduce damage taken. Luckily, at 400-550 m range, you can use your X40 optics to aim even at the smallest dents on hostile tanks, so all the operator needs to do is to forget about luck and focus on attacking the chassis wheels until it gives in.
+
! rowspan="2" | Type of<br>warhead
 
+
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
To destroy an unprotected medium tank, like [[KPz-70]] in down-tier, simply firing at suspension wheel is enough. Be aware, that the very first and the very last suspension wheels will absorb the missile, so only the wheels that touch the ground count. Sometimes in full down-tier there are still tanks with exposed non-sealed optics, which can be exploited to destroy the tank, but they are too hard to hit in time.
 
 
 
Overall, firing multiple missiles into medium tank weak spots might take too much time and attracts their attention, resulting in inevitable Stormer HVM destruction. For this reason, fighting medium tanks of proper BR shouldn't be your priority even with this knowledge.
 
 
 
At short ranges other SPAA, SPG and light tanks are fair game and you should try to destroy them via hull break if they try to attack Stormer HVM, as simply running away from them is rather difficult.
 
 
 
;After ~580 m
 
Three missiles disassemble from carrier missile and start increasing their speed to the extreme, easily reaching 1400 m/s. To not lose control over their movement due to speed, they constantly spiral. Despite spiralling, they are extremely agile and will instantly react to any scope movements, so aim them using sniper mode. Be quick and precise, if possible. Each one of them can be approximately counted as 105 mm HE with reduced shrapnel amount.
 
 
 
They have minimal penetration and, mostly due to their spiralling nature, aiming them at ground forces is practically pointless, unless you try to disintegrate tanks which have little to no armour, like [[Object 685]] - in the case of such tanks, if you somehow hit their weak spot, they still can hull break even from smaller missiles.
 
 
 
Against medium tanks, they may achieve a penetration '''only''' at a completely flat angle side shot. If the tank is angled more than 5-7 degrees it's not worth risking your SPAA. One missile will be likely absorbed by ERA screen, and many more may miss due to missile spinning nature, but a volley aimed like this might actually penetrate tanks like [[T-64B]], as long as the target does not move.
 
[[File:Stormer HMV passive system lock on.jpg|right|thumb|325px|Make sure there aren't any trees around or the lock will become unstable.]]
 
'''Against air targets:'''
 
 
 
To helicopters, the missiles usually are fatal, as they are almost bound to get hit by at least one of Starstreaks, and explosion either tears off the tail or knocks out the pilot. However, even in the case of this missile, there are cases when Support helicopters somehow survived a direct hit, so you might want to launch another one if you aren't sure that they are done for.
 
 
 
To use the missiles against moving aircraft (mainly, planes) properly, you need to lock on to an aerial target. The IRST system cannot tell you where the targets really are, just the direction they're in. Instead of wasting time while looking for them manually, simply lock onto any target on your "radar" display via hotkeys like with [[Chieftain Marksman]] and turret will near instantaneously turn towards them by itself.
 
[[File:Stormer HVM hit with weird lock-on data.jpg|right|thumb|325px]]
 
 
 
As could be seen on the screenshots, in full IRST mode sniper crosshair tries to imitate the drag of missile as it tracks the aircraft, and by keeping sniper crosshairs on plane or helicopter you can guide your missiles towards an aircraft. Keeping '''an actual missile''' on target is more important, however, as system accuracy is generally far from stellar and it shouldn't be trusted too much.
 
 
 
{{Notice| "Targeting" and "leadership" on your crew should be maxed out. This SPAA cannot track targets properly without it and should not be used by a level 1 crew. You have been warned.|!}}
 
 
 
Do note, that a plane approaching at a sharp angle will mess with turret automatic guidance, due to it passing by too fast.
 
 
 
Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adjusted during AA duty, simply hitting "maximum zoom" will probably result in a miss at some angles of attack.
 
 
 
Since it is extremely inconvenient to toggle zoom level every time, one can remain in sniper seat and use radar display to lock-on to targets around. Quickly spin turret into the direction of the hostile plane, as seen on the radar display, and press lock-on as soon as your turret pointer hits them. Targeting device should be able to do the rest for you.
 
 
 
===Optics and night vision===
 
 
 
<!--
 
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.
 
 
 
Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''
 
-->
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | {{PAGENAME}} [[Optics]]
 
 
|-
 
|-
! rowspan="3" |Type of optic
+
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
! rowspan="3" |Magnification
 
! colspan="5" |[[Night Vision Devices]]
 
 
|-
 
|-
! colspan="3" |Image Intensifier
+
| Starstreak HVM || SAM || 30 || 30 || 30 || 30 || 30 || 30
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}
 
! rowspan="2" |Notes
 
 
|-
 
|-
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}
+
|}
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}
+
{| class="wikitable" style="text-align:center" width="100%"
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
+
! colspan="11" | Shell details
 
|-
 
|-
! Gunner's Sight
+
! rowspan="2" data-sort-type="text" | Ammunition
| X10 - X40 || N/A || N/A || N/A || 1200X800 || Only useable with tier 3 upgrade
+
! rowspan="2" | Type of<br>warhead
 +
! 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
 
|-
 
|-
! Commander's View
+
! 0% !! 50% !! 100%
| X6 || 1600X1200 || ? || High || Not fitted || Only useable with tier 3 upgrade
 
 
|-
 
|-
! Driver's View
+
| Starstreak HVM || SAM || 1,178 || 7,000 || 14 || 0.5 || 0.1 || 1,570 || 80° || 82° || 90°
| X1 / 3PV || 800X600 || ? || High || Not fitted || Only useable with tier 3 upgrade
 
 
|-
 
|-
 
|}
 
|}
  
*Zoom specified in X-ray. Strongest optics in the game so far.
+
==== [[Ammo racks]] ====
 
+
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
Optics are pivotal for this tank's gameplay. Current zoom level affects the tracking quality of the turret. The player's role in this is to find optimal zoom levels for tracking the current target and to check if the sensor system is keeping the missile on target properly. If it does not, just correct missiles yourself.
+
<!-- '''Last updated: 2.7.0.173''' -->
 
+
{| class="wikitable" style="text-align:center"
In case of the enemy plane escaping your system's grasp, you still can hit the "maximum zoom" button and try to chase it with missiles manually.
+
|-
 +
! Full<br>ammo
 +
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! Visual<br>discrepancy
 +
|-
 +
| '''16''' || 11&nbsp;''(+5)'' || 9&nbsp;''(+7)'' || 1&nbsp;''(+15)'' || No
 +
|-
 +
|}
 +
'''Notes''':
  
Due to half-manual aim of the tank, unlocking Night Vision Devices is a priority - If you cannot see your target during the night, it will be '''extremely''' hard for you to compensate for system errors.
+
* Missiles are modeled individually and disappear after having been shot or loaded.
 +
* Rack 4 (launcher) is a first stage ammo rack. It totals 8 shells.
 +
** The launcher gets filled first when loading up the tank and is also emptied first.
 +
** Once the launcher rack has been depleted, you can't shoot until at least one missile has been restocked .
 +
** Simply not firing when the launcher is ready to fire will move ammo from racks 1 and 2 into rack 3. Firing will interrupt the restocking of the ready rack.
 +
** The depletion order at full capacity is: 3 - 1 - 2.
  
In case of <600 m tank duels, maximum zoom can be exploited to aim missile straight into the enemy tank weak spot. Do not shake the scope after the missile launch, or it will miss, as missiles respond to your actions almost instantly.
+
===Radars===
  
===Sensor System===
+
Stormer HMV uses special infrared search devices to detect targets. While they have a significantly shorter range than "normal" radar and cannot tell the range towards target until specifically locked onto it, they can tell which targets are friendly and do not target them, or at least specifically mark them as "friendly". They also scan Stormer HVM surroundings approximately 6 times a second even when locked on, which makes bypassing it next to impossible.
  
Stormer HMV uses special infrared search devices to detect targets. While they have a significantly shorter range than radar and cannot tell the range towards target until specifically locked onto it, they can tell which targets are friendly and do not target them, or at least specifically mark them as "friendly". They also scan Stormer HVM surroundings approximately 6 times a second even when locked on, which makes bypassing it next to impossible.
+
Infrared detectors are invisible to "radar detectors" and will not alert helicopters or supersonic jets of your presence. There is no benefit in powering it down as of now.
  
<!-- Scan speed was re-measured with in-game replay function, but it's possible the number is still wrong. -->
+
Trees and smokes can completely block IRST system - if you cannot see your opponent yourself through thick forest, neither will the system.
Infrared detectors are invisible to "radar detectors" and will not alert helicopters or sonic jets of your presence. There is no benefit in powering it down as of now.
 
 
 
Trees can completely block IRST system - if you cannot see your opponent yourself through thick forest, neither will the system.
 
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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! {{Annotation|Minimum<br/>relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}
 
! {{Annotation|Minimum<br/>relative speed|The minimum speed a target must be moving, relative to the radar, in order to be detectable by the radar}}
 
|-
 
|-
| ~8,000? m || N/A || 360° || ??? || N/A
+
| ~8,000 m || N/A || 360° || -__°/+__°  || N/A
 
|-
 
|-
 
! colspan="5" | Thales ADAD - Passive Infared Track
 
! colspan="5" | Thales ADAD - Passive Infared Track
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! {{Annotation|Minimum<br/>target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}
 
! {{Annotation|Minimum<br/>target speed|The minimum speed a target must be moving, relative to the radar, in order to be tracked by the radar}}
 
|-
 
|-
| ~8,000? m || N/A || 360° || ??? || N/A
+
| ~8,000 m || N/A || 360° || -__°/+__°  || N/A
 
|-
 
|-
 
|}
 
|}
  
==Usage in battles==
+
== Usage in battles ==
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but 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).'' -->
  
It is best to hide from sight of others when using this SPAA - move around battlefield and use terrain and caves as a hiding spot for yourself. Exploit mobility upgrades to stand on mountain edges, if necessary.  
+
It is best to hide from sight of others when using this SPAA - move around battlefield and use terrain and caves as a hiding spot for yourself. Exploit mobility upgrades to stand on mountain edges, if necessary.
  
Avoid participating in direct combat with medium tanks at any cost, as you definitely will not help in winning the fight directly and they might use the gigantic ammo rack as a way to destroy your allies. The only logical exception is if you are supporting allied ATGM tank by removing hostile tank ERA and turning their attention towards you, then immediately retreat. Any attempts to do sneaky shots on medium tanks should only be done if you are sure it's worth it.  
+
Avoid participating in direct combat with medium tanks at any cost, as you definitely will not help in winning the fight directly and they might use the gigantic ammo rack as a way to destroy your allies. The only logical exception is if you are supporting allied ATGM tank by removing hostile tank ERA and turning their attention towards you, then immediately retreat. Any attempts to do sneaky shots on medium tanks should only be done if you are sure it's worth it.
  
 
In case if you managed to spot hostile SAM, you can try to remove them by igniting their missiles to help your team achieve air superiority. Remember, you cannot fire on move, so if they will also notice you and have actual guns, the tables will turn immediately. At long range you can fire at least three times before missiles of most other SAM tanks would reach you.
 
In case if you managed to spot hostile SAM, you can try to remove them by igniting their missiles to help your team achieve air superiority. Remember, you cannot fire on move, so if they will also notice you and have actual guns, the tables will turn immediately. At long range you can fire at least three times before missiles of most other SAM tanks would reach you.
Line 170: Line 164:
 
Using forests as cover is less reliable than just using terrain, as IRST will likely fail to detect your opponents through trees, unlike radar which only get its signal halved in power.
 
Using forests as cover is less reliable than just using terrain, as IRST will likely fail to detect your opponents through trees, unlike radar which only get its signal halved in power.
  
In case if you have nothing better to do at the moment or spotted an enemy tank and don't want to deal with it yourself, you can scout it from a remote location. Do not try this if enemy team is actively searching for you.
+
In case if you have nothing better to do at the moment or spotted an enemy tank, you can scout it from a remote location. Do not try to scout if enemy team is actively searching for you.
 +
 
 +
{{Notice| Be aware, that while Stormer HVM itself is nigh undetectable in RB, it still uses laser pointer to guide missiles. Some modern helicopters and some tanks have Laser Warning System and will receive attack alert on launch, and probably will try to dodge. Do not expect every static target to never move.|!}}
 +
 
 +
'''General missile behaviour and ground targets:'''
 +
 
 +
;First Launch
 +
 
 +
The carrier missile drags the actual missiles away from Stormer at a speed of about 800 m/s and unleashes them at about ~580 m range. Until that point, the missile can be used as a weak form of HE ATGM and if it hits enemy light tank or SPG weak spot it can do fatal overpressure damage.
 +
 
 +
Carrier missile does shrapnel-like damage and it will deteriorate after hitting '''any''' obstacles, so it is necessary for an explosion to hit the target weak spot directly, almost like with HESH. The explosion range also seems to be halved compared to HE. '''Anything''', including simplest forms of side skirts, will block SAM from destroying an enemy tank. Most of BR 9-10 tanks have not just side skirts but either ERA or NERA screens all over them and will not take any damage from single missile and hitting those randomly is going to only damage machine guns and the screens.
 +
 
 +
At short ranges other SPAA, SPG and light tanks are fair game and it is preferable to try and destroy them via overpressure damage if they try to attack Stormer HVM, as simply running away from them is rather difficult.
 +
 
 +
;After ~580 m
 +
 
 +
Three missiles disassemble from carrier missile and start increasing their speed to the extreme, easily reaching 1178 m/s. To not lose control over their movement due to speed, they constantly spiral. Missiles have acceptable agility and will instantly react to any scope movements, so aim them using sniper mode. Be quick and precise, if possible.
  
===Modules===
+
They have minimal penetration and, mostly due to their spiralling nature, aiming them at ground forces is practically pointless, unless you try to disintegrate tanks which have little to no armour, like other SPAA or ATGM tanks - in the case of such tanks, if you somehow hit their weak spot, they still can be destroyed by smaller missiles, so it is worth trying.
{| class="wikitable"
+
 
! Tier
+
Medium tanks will shrug off Starstreaks and usually it does little more than just annoy them.
! colspan="2" |Mobility
+
 
! Protection
+
[[File:Stormer HMV passive system lock on.jpg|right|thumb|325px|Make sure there aren't any trees around or the lock will become unstable.]]
! colspan="2" |Firepower
+
'''Against air targets:'''
|-
+
 
| I
+
To helicopters, the missiles usually are fatal, as they are almost bound to get hit by at least one of Starstreaks, and explosion either tears off the tail or knocks out the pilot. However, even in the case of this missile, there are cases when Support helicopters somehow survived a direct hit, so you might want to launch another one if you aren't sure that they are done for.
| Tracks
+
 
|
+
To use the missiles against moving aircraft (mainly, planes) properly, you need to lock on to an aerial target. The IRST system cannot tell you where the targets really are, just the direction they're in. Instead of wasting time while looking for them manually, simply lock onto any target on your "radar" display via hotkeys like with [[Chieftain Marksman]] and turret will near instantaneously turn towards them by itself.
| Parts
+
[[File:Stormer HVM hit with weird lock-on data.jpg|right|thumb|325px]]
|
+
 
|
+
As could be seen on the screenshots, in full IRST mode sniper crosshair tries to imitate the drag of missile as it tracks the aircraft, and by keeping sniper crosshairs on plane or helicopter you can guide your missiles towards an aircraft. Keeping '''an actual missile''' on target is more important, however, as system accuracy is generally far from stellar and it shouldn't be trusted too much.
|-
+
 
| II
+
{{Notice| "Targeting" and "leadership" on your crew should be maxed out. This SPAA cannot track targets properly without it and should not be used by a level 1 crew. You have been warned.|!}}
| Suspension
+
 
| Brake System
+
Do note, that a plane approaching at a sharp angle will mess with turret automatic guidance, due to it passing by too fast.
| FPE
+
 
| Airstrike
+
It is also very difficult for the darts to catch up to jets not flying straight away from or towards the Stormer HVM at speeds above 600 km/h, as the missiles bleed their speed very fast. It's better to attack when jet is further than 3 km away, slows down or flies in a straight line, so that you can attempt to adjust the shot yourself.
|
+
 
|-
+
The Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adjusted during AA duty, simply hitting "maximum zoom" will probably result in a miss at some angles of attack.
| III
+
 
| Filters
+
Since it is extremely inconvenient to toggle zoom level every time, one can remain in sniper seat and use radar display to lock-on to targets around. Quickly spin turret into the direction of the hostile plane, as seen on the radar display, and press lock-on as soon as your turret pointer hits them. Targeting device should be able to do the rest for you.
|
 
| Crew Replenishment
 
| Smoke grenade
 
| NVD
 
|-
 
| IV
 
| Transmission
 
| Engine
 
|
 
| Artillery Support
 
| Improved optics
 
|-
 
|}
 
  
===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:'''
  
* Invisible to anti-radar - helicopters do not receive 'radar' alert from it in RB
+
* Invisible to anti-radar - helicopters do not receive radar alert from it in RB, greatly reducing the chances of it being detected and targeted with rockets or missiles
* Unique anti-air missiles - triple missile with one of the highest speeds in-game
+
* Unique anti-air missiles - triple missile with one of the highest speeds in a straight line in-game
* While triple missiles only explode on contact, they also move at mach speed, maneuver very fast and always spiral, all of which allows them to bypass rocket walls, Vulcan gun fire and other countermeasures. Proximity missile attack from [[ADATS]], [[ZPRK 2S6]] and other such SAM SPAA in same circumstances would fail due to their missiles getting a false positive and exploding without reaching the target (which subsequently results in their user being hit by a rocket rain)
+
* Has far more agreeable rearm sequence and timings than the latter [[ADATS (M113)]]
* Missile acts as a form of HE ATGM at up to about 600 m range, can be used as a last resort to attack enemy light tanks, medium tank weak spots and chassis, or to create a huge dust cloud in RB
+
* While triple missiles only explode on contact, they still can manoeuvre at maximum speed and always spiral, which allows them to bypass rocket walls, Vulcan gun fire and other countermeasures. Proximity missile attack from [[ADATS]], [[ZPRK 2S6]] and other such SAM SPAA in same circumstances would fail due to their missiles getting a false positive and exploding without reaching the target (which subsequently results in their user being hit by a rocket rain), which makes the Stormer in some ways better against helicopters
 
* Good speed of chassis
 
* Good speed of chassis
* X10-40 optics and powerful thermal scope allow it to track enemy until the very end
+
* X10-40 optics and powerful thermal scope allow it to track enemy until the very end of the map
 
* Can scout as well, when isn't busy
 
* Can scout as well, when isn't busy
 +
* Carrier missile can be used against light and some older medium tanks at close range, many hostile ATGM and SAM tanks have no armour whatsoever, being somewhat vulnerable to mini-missiles as well
 +
* Missiles are immune to flares and chaff
  
 
'''Cons:'''
 
'''Cons:'''
  
* High profile of ammo rack, which is also a weak spot, which can be ignited even by 7.62 machine guns or close artillery miss. Any damage to the missiles causes entire vehicle to explode, unlike with [[Striker]]
+
* High profile of ammo rack, which is also a weak spot, which can be ignited even by 7.62 mm machine guns or close artillery miss. Any damage to the missiles causes entire vehicle to explode, unlike with [[Striker]]
 
* On top of high profile, ammo racks visually remind players of [[ADATS]] and will likely make ground forces drop everything and immediately attack it - stealth approach is required at all times
 
* On top of high profile, ammo racks visually remind players of [[ADATS]] and will likely make ground forces drop everything and immediately attack it - stealth approach is required at all times
 +
* Two-stage launch, lack of proximity fuse, questionable lock-on accuracy and speed bleed on turns make it difficult for missiles to hit jets, at least at ranges below 3,000 m
 
* Hull defences are inadequate against tanks and aircraft with weapons bigger than 20 mm autocannon, even if your ammo rack happened to be empty
 
* Hull defences are inadequate against tanks and aircraft with weapons bigger than 20 mm autocannon, even if your ammo rack happened to be empty
* While technically invisible, Stormer HVM will still trigger laser Warning Systems on launch, potentially spooking away targets which have LWS (though they only get about a second to react and dodge a shot, unless at max range)
+
* While technically invisible, the Stormer HVM will still trigger laser Warning Systems on launch, potentially spooking away targets which have LWS (though usually they only have a second to react before missiles hit them)
 
* Lock-on does not provide a 100% accurate targeting solution - turret and the optical system sometimes fail to track planes properly, relying on the crew and operator skills to compensate, especially noticeable when the inappropriate zoom level is used
 
* Lock-on does not provide a 100% accurate targeting solution - turret and the optical system sometimes fail to track planes properly, relying on the crew and operator skills to compensate, especially noticeable when the inappropriate zoom level is used
 
* Lock-on can become unstable around trees and immediately breaks if visual contact is lost
 
* Lock-on can become unstable around trees and immediately breaks if visual contact is lost
 
* Due to a huge gap in optics zoom levels, the operator is often required to manually adjust scope, instead of just hitting "maximum zoom" button, and to lock on different aircraft without leaving the sniper seat
 
* Due to a huge gap in optics zoom levels, the operator is often required to manually adjust scope, instead of just hitting "maximum zoom" button, and to lock on different aircraft without leaving the sniper seat
* After dispersing, triple missiles constantly spiral, making precise long-range aiming at ground forces pointless, not to mention that most tanks in its natural battle rating range are immune to triple missile attack unless hit at a perfectly flat angle and they can only hull break light tanks or other SPAA when to hit them in a weak spot
+
* After dispersing, triple missiles constantly spiral, making precise long-range aiming at ground forces pointless, not to mention that most tanks in its natural battle rating range are immune to triple missile attack unless hit at a perfectly flat angle
  
 
== 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).'' -->
In the mid-1980’s it became clear that supersonic aircraft and strike helicopters proved to be dangerous against ground troops. To counter these threats back in 1986, the British Ministry of Defence began development of the “Starstreak HVM” (High-Velocity Missile) anti-aircraft missile system. The production was done by the Shorts Missile Systems company. On the 1st of September in 1997, the famous Starstreak anti-aircraft missile system had been put into service by the British Army. Initially, it was developed in 3 different variants: portable, stationary and mobile, although later they additionally developed an air version but it didn’t find a practical application.
+
In the mid-1980's it became clear that supersonic aircraft and strike helicopters proved to be dangerous against ground troops. To counter these threats back in 1986, the British Ministry of Defence began development of the "Starstreak HVM" (High-Velocity Missile) anti-aircraft missile system. The production was done by the Shorts Missile Systems company. On the 1st of September in 1997, the famous Starstreak anti-aircraft missile system had been put into service by the British Army. Initially, it was developed in 3 different variants: portable, stationary and mobile, although later they additionally developed an air version but it didn't find a practical application.
  
 
The armoured personnel carrier Stormer was created by using the propulsion system, the transmission and chassis of the light scouting FV101 Scorpion tank for the mobile version of the system. In 1975 on the base of this armoured personnel carrier, the self-propelled anti-tank missile system FV102 Striker was created. Since the vehicle proved itself well, it was decided to additionally create the self-propelled anti-aircraft system Alvis Stormer HVM on its platform.
 
The armoured personnel carrier Stormer was created by using the propulsion system, the transmission and chassis of the light scouting FV101 Scorpion tank for the mobile version of the system. In 1975 on the base of this armoured personnel carrier, the self-propelled anti-tank missile system FV102 Striker was created. Since the vehicle proved itself well, it was decided to additionally create the self-propelled anti-aircraft system Alvis Stormer HVM on its platform.
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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.'' -->
 +
 +
;Skins
 +
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_stormer_hvm Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 +
;Videos
 
{{Youtube-gallery|VNoalq4WIt4|'''The Shooting Range #151''' - ''Metal Beasts'' section at 00:32 discusses the Stormer HVM.|luvhoX8Ht1I|'''New anti-air defence'''  discusses the {{PAGENAME}} at 6:16  - ''War Thunder Official Channel''}}
 
{{Youtube-gallery|VNoalq4WIt4|'''The Shooting Range #151''' - ''Metal Beasts'' section at 00:32 discusses the Stormer HVM.|luvhoX8Ht1I|'''New anti-air defence'''  discusses the {{PAGENAME}} at 6:16  - ''War Thunder Official Channel''}}
  
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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;''
+
* ''other literature.'' -->
* ''other literature.''-->
 
  
* [[wt:en/news/6208-development-alvis-stormer-hvm-control-of-the-skies-en|[Devblog<nowiki>]</nowiki> Alvis Stormer HVM: Control of the skies!]]
+
* [[wt:en/news/6208-development-alvis-stormer-hvm-control-of-the-skies-en|[Devblog] Alvis Stormer HVM: Control of the skies!]]
  
 
{{Britain anti-aircraft vehicles}}
 
{{Britain anti-aircraft vehicles}}

Revision as of 07:40, 31 January 2022

Rank VI | Premium | Golden Eagles
Challenger DS Pack
Stormer HVM
uk_stormer_hvm.png
GarageImage Stormer HVM.jpg
Stormer HVM
AB RB SB
10.3 10.3 10.3
Class:
Research:300 000 Specs-Card-Exp.png
Purchase:830 000 Specs-Card-Lion.png
Show in game

Description

The FV4333 Stormer HVM is a rank VII British self-propelled anti-aircraft vehicle with a battle rating of 10.3 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull25 / 13 / 13
Turret13 / 13 / 13
Crew3 people
Visibility188 %

This tank uses the chassis of Scorpion, which you might be familiar with since Striker. As before, it can only take punishment from the front and it's best to avoid anything more serious than autocannon armed light tanks or KPz-70, since most 9.0+ tanks have at least 100 mm gun along with their coaxial weapons.

The launcher on the back was replaced with a turret carrying Starstreak HVM and search optics. The usually small camera next to commander cupola now has heavy optics and is much bigger as a result. The turret is much higher than the old launcher and is very hard to hide.

The missiles do not have any protection this time around and user should avoid being bombed and shot by artillery at any cost. Even a 7.62 mm machine gun can ignite missiles on a good hit. Even close artillery or HE miss might set off Starstreaks and cause the entire rack to explode, annihilating the carrier and probably taking it's allies nearby with it in process. Even if missiles did not explode, it is very likely that the hull will take enough overpressure damage to take out the crew.

The missile carrier has very short burnout time, so even if it survived a strafe run from a gunship while just being set on fire, it will burn fast and explode in about 8 seconds.

As such, Stormer should avoid fighting anything directly, if possible. To ensure not a single aircraft knows about its presence, an IRST system is used instead of radar - not even best helicopters around can detect it. In arcade mode, they can still see the Stormer, but the optronic system will allow the tank to destroy them before they have even a chance to aim at it.

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB87 / 87 km/h
RB and SB80 / 80 km/h
Number of gears7 forward
7 back
Weight13.5 t
Engine power
AB477 hp
RB and SB250 hp
Power-to-weight ratio
AB35.3 hp/t
RB and SB18.5 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 87 87 13.5 355 477 26.3 35.33
Realistic 80 80 221 250 16.37 18.52

As with Striker, the Stormer HVM is capable of driving both forward and backwards relatively fast even with no upgrades. The ability to drive forward and turn around at same time still relies on driver being maxed out, so your crew must be very high level.

The more you upgrade the chassis and engine, the more obscure position you can climb and take over in order to avoid being spotted and destroyed by other tanks.

Do not race against Japanese Type 90 and Italian scout tank Centauro ROMOR, they are much faster.

Modifications and economy

Repair costBasic → Reference
AB4 527 → 6 871 Sl icon.png
RB4 481 → 6 802 Sl icon.png
SB5 132 → 7 790 Sl icon.png
Total cost of modifications239 900 Rp icon.png
408 000 Sl icon.png
Talisman cost2 900 Ge icon.png
Crew training240 000 Sl icon.png
Experts830 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 140 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 200 / 240 % Sl icon.png
238 / 238 / 238 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
410 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods new tank break.png
Brake System
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods new tank filter.png
Filters
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
300 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
21 000 Rp icon.png
Cost:
33 000 Sl icon.png
480 Ge icon.png
Mods new tank engine.png
Engine
Research:
21 000 Rp icon.png
Cost:
33 000 Sl icon.png
480 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
5 400 Rp icon.png
Cost:
28 000 Sl icon.png
410 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
4 500 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods tank reinforcement uk.png
Crew Replenishment
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
300 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
410 Ge icon.png
Mods airstrike.png
Airstrike
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
340 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
300 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
300 Ge icon.png
Mods thermal sight.png
NVD
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
300 Ge icon.png
Mods art support.png
Artillery Support
Research:
21 000 Rp icon.png
Cost:
33 000 Sl icon.png
480 Ge icon.png
Mods scouting.png
Improved optics
Research:
21 000 Rp icon.png
Cost:
33 000 Sl icon.png
480 Ge icon.png

Armaments

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

Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition16 rounds
First-order8 rounds
Belt capacity1 rounds
Reloadbasic crew → aces
1.3 → 1.0 s
Fire rate60 shots/min
Vertical guidance-10° / 60°
Fire on the moveup to 12 km/h
Main article: Starstreak
Starstreak missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 16 -10°/+60° ±180° Two-plane 72.5 72.5 88.1 97.4 103.6 1.30 1.15 1.06 1.00
Realistic 49.0 49.0 59.5 65.8 70.0

The Stormer HVM uses surface-to-air Starstreak missiles and their unique properties make it hard to use them for anything else. There are 8 of them mounted on the turret and there are 8 more spares in the back of the tank.

The missiles are launched in two stages - the carrier missile and the "darts". The information in the stat-card is presented for the carrier missile and differs from the actual payload unleashed after ~580 m of flight.

In spite of the indicated top speed, Starstreaks bleed their speed very fast when forced to chase jets at an angle, so consider practising fire discipline or look for spots from which you can hit them head-on or in the back.

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
Starstreak HVM SAM 30 30 30 30 30 30
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%
Starstreak HVM SAM 1,178 7,000 14 0.5 0.1 1,570 80° 82° 90°

Ammo racks

Ammo racks of the Stormer HVM
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
16 11 (+5) (+7) (+15) No

Notes:

  • Missiles are modeled individually and disappear after having been shot or loaded.
  • Rack 4 (launcher) is a first stage ammo rack. It totals 8 shells.
    • The launcher gets filled first when loading up the tank and is also emptied first.
    • Once the launcher rack has been depleted, you can't shoot until at least one missile has been restocked .
    • Simply not firing when the launcher is ready to fire will move ammo from racks 1 and 2 into rack 3. Firing will interrupt the restocking of the ready rack.
    • The depletion order at full capacity is: 3 - 1 - 2.

Radars

Stormer HMV uses special infrared search devices to detect targets. While they have a significantly shorter range than "normal" radar and cannot tell the range towards target until specifically locked onto it, they can tell which targets are friendly and do not target them, or at least specifically mark them as "friendly". They also scan Stormer HVM surroundings approximately 6 times a second even when locked on, which makes bypassing it next to impossible.

Infrared detectors are invisible to "radar detectors" and will not alert helicopters or supersonic jets of your presence. There is no benefit in powering it down as of now.

Trees and smokes can completely block IRST system - if you cannot see your opponent yourself through thick forest, neither will the system.

Thales ADAD - Passive Infared Search
Maximum
Detection
Range
Minimum
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
Minimum
relative speed
~8,000 m N/A 360° -__°/+__° N/A
Thales ADAD - Passive Infared Track
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
target speed
~8,000 m N/A 360° -__°/+__° N/A

Usage in battles

It is best to hide from sight of others when using this SPAA - move around battlefield and use terrain and caves as a hiding spot for yourself. Exploit mobility upgrades to stand on mountain edges, if necessary.

Avoid participating in direct combat with medium tanks at any cost, as you definitely will not help in winning the fight directly and they might use the gigantic ammo rack as a way to destroy your allies. The only logical exception is if you are supporting allied ATGM tank by removing hostile tank ERA and turning their attention towards you, then immediately retreat. Any attempts to do sneaky shots on medium tanks should only be done if you are sure it's worth it.

In case if you managed to spot hostile SAM, you can try to remove them by igniting their missiles to help your team achieve air superiority. Remember, you cannot fire on move, so if they will also notice you and have actual guns, the tables will turn immediately. At long range you can fire at least three times before missiles of most other SAM tanks would reach you.

Using forests as cover is less reliable than just using terrain, as IRST will likely fail to detect your opponents through trees, unlike radar which only get its signal halved in power.

In case if you have nothing better to do at the moment or spotted an enemy tank, you can scout it from a remote location. Do not try to scout if enemy team is actively searching for you.

Msg-important.png Be aware, that while Stormer HVM itself is nigh undetectable in RB, it still uses laser pointer to guide missiles. Some modern helicopters and some tanks have Laser Warning System and will receive attack alert on launch, and probably will try to dodge. Do not expect every static target to never move.

General missile behaviour and ground targets:

First Launch

The carrier missile drags the actual missiles away from Stormer at a speed of about 800 m/s and unleashes them at about ~580 m range. Until that point, the missile can be used as a weak form of HE ATGM and if it hits enemy light tank or SPG weak spot it can do fatal overpressure damage.

Carrier missile does shrapnel-like damage and it will deteriorate after hitting any obstacles, so it is necessary for an explosion to hit the target weak spot directly, almost like with HESH. The explosion range also seems to be halved compared to HE. Anything, including simplest forms of side skirts, will block SAM from destroying an enemy tank. Most of BR 9-10 tanks have not just side skirts but either ERA or NERA screens all over them and will not take any damage from single missile and hitting those randomly is going to only damage machine guns and the screens.

At short ranges other SPAA, SPG and light tanks are fair game and it is preferable to try and destroy them via overpressure damage if they try to attack Stormer HVM, as simply running away from them is rather difficult.

After ~580 m

Three missiles disassemble from carrier missile and start increasing their speed to the extreme, easily reaching 1178 m/s. To not lose control over their movement due to speed, they constantly spiral. Missiles have acceptable agility and will instantly react to any scope movements, so aim them using sniper mode. Be quick and precise, if possible.

They have minimal penetration and, mostly due to their spiralling nature, aiming them at ground forces is practically pointless, unless you try to disintegrate tanks which have little to no armour, like other SPAA or ATGM tanks - in the case of such tanks, if you somehow hit their weak spot, they still can be destroyed by smaller missiles, so it is worth trying.

Medium tanks will shrug off Starstreaks and usually it does little more than just annoy them.

Make sure there aren't any trees around or the lock will become unstable.

Against air targets:

To helicopters, the missiles usually are fatal, as they are almost bound to get hit by at least one of Starstreaks, and explosion either tears off the tail or knocks out the pilot. However, even in the case of this missile, there are cases when Support helicopters somehow survived a direct hit, so you might want to launch another one if you aren't sure that they are done for.

To use the missiles against moving aircraft (mainly, planes) properly, you need to lock on to an aerial target. The IRST system cannot tell you where the targets really are, just the direction they're in. Instead of wasting time while looking for them manually, simply lock onto any target on your "radar" display via hotkeys like with Chieftain Marksman and turret will near instantaneously turn towards them by itself.

Stormer HVM hit with weird lock-on data.jpg

As could be seen on the screenshots, in full IRST mode sniper crosshair tries to imitate the drag of missile as it tracks the aircraft, and by keeping sniper crosshairs on plane or helicopter you can guide your missiles towards an aircraft. Keeping an actual missile on target is more important, however, as system accuracy is generally far from stellar and it shouldn't be trusted too much.

Msg-important.png "Targeting" and "leadership" on your crew should be maxed out. This SPAA cannot track targets properly without it and should not be used by a level 1 crew. You have been warned.

Do note, that a plane approaching at a sharp angle will mess with turret automatic guidance, due to it passing by too fast.

It is also very difficult for the darts to catch up to jets not flying straight away from or towards the Stormer HVM at speeds above 600 km/h, as the missiles bleed their speed very fast. It's better to attack when jet is further than 3 km away, slows down or flies in a straight line, so that you can attempt to adjust the shot yourself.

The Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adjusted during AA duty, simply hitting "maximum zoom" will probably result in a miss at some angles of attack.

Since it is extremely inconvenient to toggle zoom level every time, one can remain in sniper seat and use radar display to lock-on to targets around. Quickly spin turret into the direction of the hostile plane, as seen on the radar display, and press lock-on as soon as your turret pointer hits them. Targeting device should be able to do the rest for you.

Pros and cons

Pros:

  • Invisible to anti-radar - helicopters do not receive radar alert from it in RB, greatly reducing the chances of it being detected and targeted with rockets or missiles
  • Unique anti-air missiles - triple missile with one of the highest speeds in a straight line in-game
  • Has far more agreeable rearm sequence and timings than the latter ADATS (M113)
  • While triple missiles only explode on contact, they still can manoeuvre at maximum speed and always spiral, which allows them to bypass rocket walls, Vulcan gun fire and other countermeasures. Proximity missile attack from ADATS, ZPRK 2S6 and other such SAM SPAA in same circumstances would fail due to their missiles getting a false positive and exploding without reaching the target (which subsequently results in their user being hit by a rocket rain), which makes the Stormer in some ways better against helicopters
  • Good speed of chassis
  • X10-40 optics and powerful thermal scope allow it to track enemy until the very end of the map
  • Can scout as well, when isn't busy
  • Carrier missile can be used against light and some older medium tanks at close range, many hostile ATGM and SAM tanks have no armour whatsoever, being somewhat vulnerable to mini-missiles as well
  • Missiles are immune to flares and chaff

Cons:

  • High profile of ammo rack, which is also a weak spot, which can be ignited even by 7.62 mm machine guns or close artillery miss. Any damage to the missiles causes entire vehicle to explode, unlike with Striker
  • On top of high profile, ammo racks visually remind players of ADATS and will likely make ground forces drop everything and immediately attack it - stealth approach is required at all times
  • Two-stage launch, lack of proximity fuse, questionable lock-on accuracy and speed bleed on turns make it difficult for missiles to hit jets, at least at ranges below 3,000 m
  • Hull defences are inadequate against tanks and aircraft with weapons bigger than 20 mm autocannon, even if your ammo rack happened to be empty
  • While technically invisible, the Stormer HVM will still trigger laser Warning Systems on launch, potentially spooking away targets which have LWS (though usually they only have a second to react before missiles hit them)
  • Lock-on does not provide a 100% accurate targeting solution - turret and the optical system sometimes fail to track planes properly, relying on the crew and operator skills to compensate, especially noticeable when the inappropriate zoom level is used
  • Lock-on can become unstable around trees and immediately breaks if visual contact is lost
  • Due to a huge gap in optics zoom levels, the operator is often required to manually adjust scope, instead of just hitting "maximum zoom" button, and to lock on different aircraft without leaving the sniper seat
  • After dispersing, triple missiles constantly spiral, making precise long-range aiming at ground forces pointless, not to mention that most tanks in its natural battle rating range are immune to triple missile attack unless hit at a perfectly flat angle

History

In the mid-1980's it became clear that supersonic aircraft and strike helicopters proved to be dangerous against ground troops. To counter these threats back in 1986, the British Ministry of Defence began development of the "Starstreak HVM" (High-Velocity Missile) anti-aircraft missile system. The production was done by the Shorts Missile Systems company. On the 1st of September in 1997, the famous Starstreak anti-aircraft missile system had been put into service by the British Army. Initially, it was developed in 3 different variants: portable, stationary and mobile, although later they additionally developed an air version but it didn't find a practical application.

The armoured personnel carrier Stormer was created by using the propulsion system, the transmission and chassis of the light scouting FV101 Scorpion tank for the mobile version of the system. In 1975 on the base of this armoured personnel carrier, the self-propelled anti-tank missile system FV102 Striker was created. Since the vehicle proved itself well, it was decided to additionally create the self-propelled anti-aircraft system Alvis Stormer HVM on its platform.

- From Devblog

Media

Skins
Videos

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


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