Difference between revisions of "Stormer HVM"

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(Pros and cons: adjusted pro/con to 1.91 reality.)
(Filled page. Rather subjective, but i tried to stay reasonable wherever possible.)
Line 10: Line 10:
 
== 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?''
+
<!--''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 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 Firestreak SAM 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 you should avoid being bombed and shot by artillery '''at any cost'''. Even a close artillery or HE miss might set off firestreaks and cause your entire rack to explode, annihilating your carrier and probably taking your allies nearby with you in process.
 +
 
 +
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.
  
 
=== Mobility ===
 
=== 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.''-->
 +
As with [[Striker]], the tank 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.
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== Main armament ===
''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the 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.''
+
<!--''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 article:
 +
 
 +
Stormer HVM is using surface-to-air 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.
 +
 
 +
When first launched, the carrier missile drags the actual missiles away from Stormer and unleashes them at about ~600 m range. Until that point, the missile can be used as HE ATGM and if it hits enemy weak spot or suspension wheel it can do catastrophic damage.
 +
 
 +
Unfortunately, most of BR 9-10 medium tanks have either ERA or NERA screens all over them and will not take any damage from single missile and firing them randomly isn't going to do anything to them. Firing multiple missiles into their weakspots 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.
 +
 
 +
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 600 m, three missiles disassemble from carrier missile, and start increasing their speed to the extreme. To not lose control over their movement due to speed, they constantly spiral. Each one of them can be approximately counted as 105 mm HE. Due to their spiraling 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 weakspot, they still can hull break even from smaller missiles.
 +
 
 +
To helicopters, the missiles usually are fatal, as they are almost bound to get hit by at least one of them, and explosion either tears off the tail or explodes the pilot. However, even in the case of this missile, there are cases when Support helicopters somehow survived direct hit, so you might want to launch another one if you aren't sure that they are done for.
 +
 
 +
To use the missiles properly, you need to lock on to 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 HMV passive system lock on.jpg|none|thumb|500x400px]]
 +
 
 +
As could be seen on screenshot above, 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 missile 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.
 +
 
 +
[[File:Stormer HVM hit with weird lock-on data.jpg|none|thumb|500x400px]]
 +
 
 +
Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adgusted 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. To toggle between targets on radar display use button "Select radar target to lock on" (default ALT+T) and then press "lock on" to lock onto it without looking for it manually or going out of sniper seat and messing up with your preferred zoom level. This also makes inability to tell the range towards enemy aircrafts more tolerable.
 +
 
 +
===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 comparsion 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 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
 +
! rowspan="3" |Magnification
 +
! colspan="5" |[[Night Vision Devices]]
 +
|-
 +
! colspan="3" |Image Intensifier
 +
! 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}}
 +
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
 +
|-
 +
! Gunner's Sight
 +
| X10 - X40 || ? || ? || ? || ? ||
 +
|-
 +
! Commander's View
 +
| X6 / 3PV || ? || ? || ? || ? ||
 +
|-
 +
! Driver's View
 +
| X1 || ? || ? || ? || ? ||
 +
|-
 +
|}
 +
 
 +
*Zoom specified in X-ray. Strongest optics in the game so far.
 +
 
 +
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 current target and to check if sensor system is keeping missile on target properly. If it does not, just correct missiles yourself.
 +
 
 +
In case if enemy plane escaped your system's grasp, you still can hit "maximum zoom" button and try to chase it with missiles manually.
 +
 
 +
In case of <600 m tank duels, maximum zoom can be exploited to aim missile straight into the enemy tank weakspot. Do not shake the scope after missile launch, or it will miss.
 +
 
 +
===Sensor System===
 +
 
 +
Stormer HMV uses special infrared search devices to detect targets. While they have 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 scans Stormer HVM surroundings approximately 3 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 sonic jets of your presence or lock-on. There is no benefit in powering it down as of now.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="5" | Thales ADAD - Passive Infared Search
 +
|-
 +
! {{Annotation|Maximum<br/>Detection<br/>Range|The maximum possible range at which a target can be detected}}
 +
! {{Annotation|Minimum<br/>Detection<br/>Range|The range, below which, a target cannot be detected}}
 +
! {{Annotation|Max Azimuth<br/>Scan Angle|How far to each side the radar can scan (widest search mode)}}
 +
! {{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}}
 +
! {{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}}
 +
|-
 +
| ~7,000? m || ? m || 360° || ??? || any?
 +
|-
 +
! colspan="5" | Thales ADAD - (Passive Infared Track)
 +
|-
 +
! {{Annotation|Maximum<br/>Tracking<br/>Range|The maximum range at which a target can be tracked}}
 +
! {{Annotation|Minimum<br/>Tracking<br/>Range|The range below which targets cannot be tracked by the radar}}
 +
! {{Annotation|Azimuth Tracking<br/>Angle|How far to each side the radar can track a target}}
 +
! {{Annotation|Elevation Tracking<br/>Angle|How far up and down the radar can track a target}}
 +
! {{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}}
 +
|-
 +
| ~6,000? m || ? m || 360° || ??? || any ?
 +
|-
 +
|}
  
 
==Usage in battles==
 
==Usage in battles==
Line 59: Line 175:
 
* 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-game
 
* Missile acts as HE ATGM at up to about 600 m range, can be used to attack enemy tank weak spots and chassis, or to create a huge dust cloud in RB
 
* Missile acts as HE ATGM at up to about 600 m range, can be used to attack enemy tank weak spots and chassis, or to create a huge dust cloud in RB
* Good speed
+
* Good speed of chassis
 
* X10-40 optics allow it to track enemy until the very end
 
* X10-40 optics allow it to track enemy until the very end
 
* Invisible to anti-radar (helicopters)
 
* Invisible to anti-radar (helicopters)

Revision as of 00:27, 21 October 2019

Rank 2, Sweden
"The Swedish revolver": SAV 20.12.48
FV4333 Stormer HVM
uk_stormer_hvm.png
AB
RB
SB
General characteristics
Brief
Detailed
10.0/10.0/10.0BR
Class
3 peopleCrew
188 %Visibility
front / side / backArmour
25 / 13 / 13Hull
13 / 13 / 13Turret
Mobility
13.5 tWeight
477 hp250 hpEngine power
35 hp/t19 hp/tPower-to-weight ratio
86 km/h forward
86 km/h back
79 km/h forward
79 km/h back
Speed
Armament
Starstreak HVM SAMMain weapon
16 roundsAmmunition
8 roundsFirst-order
1.0 / 1.3 sReload
1 roundsBelt capacity
60 shots/minFire rate
-10° / 60°Vertical guidance
two-planeStabilizer
up to 12 km/hFire on the move
Economy
390 000 Rp icon.pngResearch
1 020 000 Sl icon.pngPurchase
Sl icon.png17 000 / 23 340/4 300 / 5 903/6 100 / 8 375Repair
290 000 Sl icon.pngCrew training
1 020 000 Sl icon.pngExperts
2 100 Ge icon.pngAces
232 % Rp icon.pngReward for battle
170 % Sl icon.png150 % Sl icon.png140 % Sl icon.png

Description

GarageImage Stormer HVM.jpg


The FV4333 Stormer HVM is a rank VII British self-propelled anti-aircraft vehicle with a battle rating of 10.0 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

This tank uses the chassis of Scorpion, which you might be familiar 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 Firestreak SAM 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 you should avoid being bombed and shot by artillery at any cost. Even a close artillery or HE miss might set off firestreaks and cause your entire rack to explode, annihilating your carrier and probably taking your allies nearby with you in process.

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.

Mobility

As with Striker, the tank 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.

Armaments

Main armament

Main article:

Stormer HVM is using surface-to-air 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.

When first launched, the carrier missile drags the actual missiles away from Stormer and unleashes them at about ~600 m range. Until that point, the missile can be used as HE ATGM and if it hits enemy weak spot or suspension wheel it can do catastrophic damage.

Unfortunately, most of BR 9-10 medium tanks have either ERA or NERA screens all over them and will not take any damage from single missile and firing them randomly isn't going to do anything to them. Firing multiple missiles into their weakspots 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.

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 600 m, three missiles disassemble from carrier missile, and start increasing their speed to the extreme. To not lose control over their movement due to speed, they constantly spiral. Each one of them can be approximately counted as 105 mm HE. Due to their spiraling 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 weakspot, they still can hull break even from smaller missiles.

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

To use the missiles properly, you need to lock on to 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 HMV passive system lock on.jpg

As could be seen on screenshot above, 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 missile 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.

Stormer HVM hit with weird lock-on data.jpg

Stormer HVM has huge gaps in optics: 10-40X optics, which can be manually adgusted 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. To toggle between targets on radar display use button "Select radar target to lock on" (default ALT+T) and then press "lock on" to lock onto it without looking for it manually or going out of sniper seat and messing up with your preferred zoom level. This also makes inability to tell the range towards enemy aircrafts more tolerable.

Optics and night vision

Stormer HVM Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution
Notes
Resolution Light Mult Noise Level
Gunner's Sight X10 - X40  ?  ?  ?  ?
Commander's View X6 / 3PV  ?  ?  ?  ?
Driver's View X1  ?  ?  ?  ?
  • Zoom specified in X-ray. Strongest optics in the game so far.

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 current target and to check if sensor system is keeping missile on target properly. If it does not, just correct missiles yourself.

In case if enemy plane escaped your system's grasp, you still can hit "maximum zoom" button and try to chase it with missiles manually.

In case of <600 m tank duels, maximum zoom can be exploited to aim missile straight into the enemy tank weakspot. Do not shake the scope after missile launch, or it will miss.

Sensor System

Stormer HMV uses special infrared search devices to detect targets. While they have 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 scans Stormer HVM surroundings approximately 3 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 sonic jets of your presence or lock-on. There is no benefit in powering it down as of now.

Thales ADAD - Passive Infared Search
Maximum
Detection
Range
Minimum
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
Minimum
relative speed
~7,000? m  ? m 360°  ??? any?
Thales ADAD - (Passive Infared Track)
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
Minimum
target speed
~6,000? m  ? m 360°  ??? any ?

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).

Modules

Tier Mobility Protection Firepower
I Tracks Parts
II Suspension Brake System FPE
III Filters Crew Replenishment Smoke grenade
IV Transmission Engine Artillery Support

Pros and cons

Pros:

  • Unique anti-air missiles - triple missile with one of the highest speeds in-game
  • Missile acts as HE ATGM at up to about 600 m range, can be used to attack enemy tank weak spots and chassis, or to create a huge dust cloud in RB
  • Good speed of chassis
  • X10-40 optics allow it to track enemy until the very end
  • Invisible to anti-radar (helicopters)

Cons:

  • High profile
  • Defences are inadequate against tanks with weapons bigger than 20 mm autocannon
  • 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 unappropriate zoom level is used
  • 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 planes by using radar display without leaving sniper seat to save time
  • After dispersing, triple missiles constantly spiral, making precise long-range aiming at ground forces pointless
  • Most tanks are immune to triple missile attack even from the side and they can only hull break light tanks or other SPAA when hit them in a weakspot

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

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

See also

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

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

External links


Britain anti-aircraft vehicles
Mk.VIA AA · T17E2 · AC Mk II AA · Crusader AA Mk II · Crusader AA Mk I · Falcon · Chieftain Marksman · Stormer HVM