Difference between revisions of "Strela-10M2"

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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''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.'' -->
The survivability of the 10M2 is lacking, which is expected of a small SPAA vehicle. However, it is not without some quirks that can keep a player alive here and there.
+
The survivability of the 10M2 is lacking, which is to be expected of a small SPAA vehicle. However, it is not without some quirks that can sometimes keep a player alive.
  
The thickest armor on the vehicle is only 14mm, the rest is 7mm. This is barely enough to protect the crew from stray low-caliber MG fire and more distant shrapnel, and will not provide any protection against higher-caliber MGs, rocket and bomb explosions, or even the odd HE shell.
+
The thickest armour on the vehicle is only 14 mm, the rest is 7 mm. This is barely enough to protect the crew from stray low-calibre MG fire and more distant shrapnel, and will not provide any protection against higher-calibre MGs, rocket and bomb explosions, or even the odd HE shell.
  
The interesting part of the 10M2 is its relatively uncluttered interior that can make hasty enemy shots ineffective. Two of the three crew members sit in the very front of the hull (commander and driver), with the third (gunner) towards the rear underneath the launcher assembly. The engine sits in the middle of the vehicle, with the rear section holding a few spare missiles. Therefore, oftentimes when enemy fire strikes the middle of the vehicle (which many players instinctively aim for), it will knock out the gunner and/or the turret assembly but leave the front two crew members, and sometimes even the engine, unscathed, allowing the 10M2 to get away.
+
The interesting part of the 10M2 is its relatively uncluttered interior that can make hasty enemy shots ineffective. Two of the three crew members sit in the very front of the hull (commander and driver), with the third (gunner) towards the rear underneath the launcher assembly. The engine sits in the middle of the vehicle, with the rear section holding a few spare missiles. Therefore, when enemy fire strikes the middle of the vehicle (which many players instinctively aim for), it will often knock out the gunner and/or the turret assembly but leave the front two crew members, and sometimes even the engine, unscathed, allowing the 10M2 to get away.
  
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
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{{Specs-Tank-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.'' -->
The 10M2’s mobility is solidly average. The engine can propel the little vehicle at a decent speed but takes a while to do so, and is not happy when climbing hills. A not often used but still valuable feature is the 10M2’s amphibious capability, allowing it to reach a few places and take some shorter routes that other vehicles cannot. In all, while the 10M2 will not win many races against other vehicles, it is still fast enough to do its job well.
+
The 10M2's mobility is solidly average. The engine can propel the little vehicle at a decent speed but takes a while to do so, and is not happy when climbing hills. A not often used but still valuable feature is the 10M2's amphibious capability, allowing it to reach a few places and take some shorter routes that other vehicles cannot. In all, while the 10M2 will not win many races against other vehicles, it is still fast enough to do its job well.
  
{{tankMobility}}
+
{{tankMobility|abMinHp=341|rbMinHp=212}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 54: Line 54:
 
{{main|9M37M}}
 
{{main|9M37M}}
  
The [[9M37M|9M37M missile]] is a worthy analogue to the Stinger-type missiles found on Western IR SAM vehicles such as the [[Ozelot]], [[Type 93]], and [[LAV-AD]]. It doesn’t have as good lock characteristics, notably in frontal aspect engagements, but makes up for it with an overload of 20g, double any contemporary ground-based IR SAM system except for the [[SIDAM 25 (Mistral)]] and the [[SANTAL]], both of which still only have 12g missiles. Against highly maneuverable targets, these missiles are far easier to score hits with.
+
The 9M37M missile is a worthy analogue to the Stinger-type missiles found on Western IR SAM vehicles such as the [[Ozelot]], [[Type 93]], and [[LAV-AD]]. It doesn't have as good lock characteristics, notably in frontal aspect engagements, but makes up for it with an overload of 20G, double any contemporary ground-based IR SAM system except for the [[SIDAM 25 (Mistral)]] and the [[SANTAL]], both of which still only have 12G missiles. Against highly manoeuvrable targets, these missiles are far easier to score hits with.
  
 
There are no missile upgrades available, the stock missile is the top missile. The proximity fuse and warhead weight are both sufficient for destroying or crippling any aerial target it connects with, with the only drawback being the seeker head - it is easily decoyed by flares, a feature familiar to users of Russian aerial infrared missiles.
 
There are no missile upgrades available, the stock missile is the top missile. The proximity fuse and warhead weight are both sufficient for destroying or crippling any aerial target it connects with, with the only drawback being the seeker head - it is easily decoyed by flares, a feature familiar to users of Russian aerial infrared missiles.
  
An long-existing bug that also affects the 10M2 concerns the missile not firing when target lock is achieved, leading to the missile being lost from the ammunition pool. This affects many ground-based IR SAMs but for the Strela with only four missile in the launchers at once, it is vital to be careful to only fire when there is a strong, close lock on the enemy target.
 
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
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|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 8 (4) || rowspan="2" | -5°/+80° || rowspan="2" | ±180° || rowspan="2" | N/A || __._ || __._ || __._ || __._ || __._ || rowspan="2" | _.__ || rowspan="2" | _.__ || rowspan="2" | _.__ || rowspan="2" | _.__
+
| rowspan="2" | 8 (4) || rowspan="2" | -5°/+80° || rowspan="2" | ±180° || rowspan="2" | N/A || 88.1 || 121.9 || 148.0 || 163.7 || 174.1 || rowspan="2" | 19.50 || rowspan="2" | 17.25 || rowspan="2" | 15.90 || rowspan="2" | 15.00
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| __._ || __._ || __._ || __._ || __._
+
| 59.5 || 70.0 || 85.0 || 94.0 || 100.0
 
|-
 
|-
 
|}
 
|}
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{:9M37M/Ammunition|9M37M}}
! colspan="12" | Missile details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! 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" | Trigger radius<br>(m)
 
! rowspan="2" | Explosive mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| 9M37M || SAM || 700 || 5,000 || 39.2 || 1 || 0.1 || 4 || 1.69 || 79° || 80° || 81°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
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{{main|PKMB (7.62 mm)}}
 
{{main|PKMB (7.62 mm)}}
  
The 7.62mm MG on the 10M2 is pretty much an afterthought, given that open-top vehicles are exceedingly rare at this BR. However, it is very handy to have around for clearing small fences or obstacles in front of the vehicle, something other IR SAM vehicles like the [[Type 93]] and [[Ozelot]] cannot do. It is not recommended to use this as an offensive weapon against air targets given its limited firing arcs and the fact that the 10M2 already has very nice missiles for that exact purpose.
+
The 7.62 mm MG on the 10M2 is pretty much an afterthought, given that open-top vehicles are exceedingly rare at this BR. However, it is very handy to have around for clearing small fences or obstacles in front of the vehicle, something other IR SAM vehicles like the [[Type 93]] and [[Ozelot]] cannot do. It is not recommended to use this as an offensive weapon against air targets given its limited firing arcs and the fact that the 10M2 already has very nice missiles for that exact purpose.
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| || ___ (___) || ___ || __° || __°
+
| Pintle || 1,000 (250) || 700 || -5°/+20° || ±60°
 
|-
 
|-
 
|}
 
|}
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== 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).'' -->
The best way to use the 10M2 is a short-range surprise weapon against enemy aircraft and sometimes helicopters. The missiles cannot reach as far as many of the radar missile-equipped SPAA vehicles you will often be playing alongside, but they have very good overload and do not usually give the enemy a red warning diamond. Engaging aircraft that are busy with other targets or just starting to exit the battlefield is the best way to engage, as distracted enemies are less likely to see the missile and dump flares.
+
The best way to use the 10M2 is as a short-range surprise weapon against enemy aircraft and sometimes helicopters. The missiles cannot reach as far as many of the radar missile-equipped SPAA vehicles you will often be playing alongside, but they have very good overload and do not give the enemy a radar warning. Engaging aircraft that are busy with other targets or just starting to exit the battlefield is the best way to engage, as distracted enemies are less likely to see the missile and dump flares.
  
The worst enemy of this vehicle is helicopters, at any range. At long range, they are outside the lock range of the 10M2’s missile while being well within the range of their own ATGMs. At closer range (below about 1 mile), the missile is often unable to track enemy helicopters due to its launch characteristics. Helicopters around the 10M2’s BR also start to get IRCM equipment, making IR lock impossible. High-altitude aircraft are more of the same thing, with them being able to loft missiles and bombs at ground targets from above your missile’s lock-on distance.
+
The worst enemy of this vehicle is helicopters, at any range. At long range, they are outside the lock range of the 10M2's missile while being well within the range of their own ATGMs. At closer range (below about 1 mile), the missile is often unable to track enemy helicopters due to its launch characteristics. Helicopters around the 10M2's BR also start to get IRCM equipment, making IR lock even more difficult. High-altitude aircraft are more of the same thing, being able to loft missiles and bombs at ground targets from outside the missile's lock-on distance.
  
 
=== 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'''
  
*The missiles have a high overload factor, more than any other ground-launched IR  
+
* The missiles have a high overload factor, more than any other ground-launched IR missile
*Small size, it can easily hide behind rocks, bushes, or buildings
+
* Small size, it can easily hide behind rocks, bushes, or buildings
*Except for the launcher assembly, the rest of the vehicle is very low to the ground
+
* Except for the launcher assembly, the rest of the vehicle is very low to the ground
*Amphibious, can reach a few places other vehicles cannot
+
* Amphibious, can reach a few places other vehicles cannot
*More survivable than it seems due to crew placement and empty space in the rear of the vehicle
+
* More survivable than it seems due to crew placement and empty space in the rear of the vehicle
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Can't engage helicopters equipped with ATGMs because of the [[9M37M|9M37]]'s short range
 
* Can't engage helicopters equipped with ATGMs because of the [[9M37M|9M37]]'s short range
*No search function, either IRST or radar. A 3-mile range tracking radar is all you get
+
* No search radar. A 3-mile range tracking radar is all you get
*Engine suffers on inclines, hills are not your friend
+
* Engine suffers on inclines, hills are not your friend
*Often uptiered into 10.0/10.3 due to high usage of top tier premium tanks
 
*Suffers from the IR SAM launch bug, often making your missiles useless
 
  
 
== History ==
 
== History ==
 
<!-- ''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).'' -->
 
<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
The ZRK 9A35M2 ‘Strela-10M2’ was built to be the successor of the 9K31 ‘Strela-1’ built on the BRDM-2 wheeled chassis, and is able to use the older missile from that platform if needed. Development of the new vehicle began on July 24th of 1969, with the decision being made to continue developing a new IR SAM system in spite of the [[2S6|9K22 ‘Tunguska’]] also being developed at the same time, economical reasons often being cited as the main deciding factor to continue with both. The faster reaction time of the Strela missile system, as well as its immunity to radar jamming, were also highly desired by the Soviet Army’s anti-aircraft forces.
+
The ZRK 9A35M2 'Strela-10M2' was built to be the successor of the 9K31 'Strela-1' built on the BRDM-2 wheeled chassis, and is able to use the older missile from that platform if needed. Development of the new vehicle began on July 24th, 1969, with the decision being made to continue developing a new IR SAM system in spite of the [[2S6|9K22 'Tunguska']] also being developed at the same time, economical reasons often being cited as the main deciding factor to continue with both. The faster reaction time of the Strela missile system, as well as its immunity to radar jamming, were also highly desired by the Soviet Army's anti-aircraft forces.
  
Unlike the previous Strela system, being mounted on a lightly-armored amphibious car, the new vehicle would be mounted on the newer and more mobile MT-LB, an infantry transport vehicle from the late 1950s. This would provide far more room for equipment and extra ammunition, among other things.
+
Unlike the previous Strela system, being mounted on a lightly-armoured amphibious car, the new vehicle would be mounted on the newer and more mobile MT-LB, an infantry transport vehicle from the late 1950s. This would provide far more room for equipment and extra ammunition, among other things.
  
 
The [[9M37M|9M37]] missile went through testing from 1973 to 1974, but disappointing results forced a delay while the kinks were ironed out. Designers of the Strela system used this time to introduce improved equipment onto the MT-LB base vehicle, such as more modern radios and provisioning for easier connection to the Soviet integrated air defense system in use at the time.
 
The [[9M37M|9M37]] missile went through testing from 1973 to 1974, but disappointing results forced a delay while the kinks were ironed out. Designers of the Strela system used this time to introduce improved equipment onto the MT-LB base vehicle, such as more modern radios and provisioning for easier connection to the Soviet integrated air defense system in use at the time.
  
The vehicle was first introduced in 1976 and has been in service ever since. Combat usage first occurred in 1988 during the Angolan Civil War, with the first large-scale use of the system being Operation Desert Storm, during which it is believed 27 coalition aircraft were hit by Iraqi missiles, with 14 of those being lost. A few other small conflicts have featured the system, with Russia’s 2022 invasion of Ukraine being the latest - also the first time that both combatants have used the Strela system.
+
The vehicle was first introduced in 1976 and has been in service ever since. Combat usage first occurred in 1988 during the Angolan Civil War, with the first large-scale use of the system being Operation Desert Storm, during which it is believed 27 coalition aircraft were hit by Iraqi missiles, with 14 of those being lost.
  
 
== 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.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_9a35_m2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
Line 174: Line 155:
 
* ''reference to the series of the vehicles;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
* Western counterparts: [[LAV-AD]], [[Ozelot]], [[Type 93]], [[SIDAM 25 (Mistral)]], [[SANTAL]], [[Machbet]]
+
 
 +
;Western counterparts
 +
* [[LAV-AD]]
 +
* [[Ozelot]]
 +
* [[Type 93]]
 +
* [[SIDAM 25 (Mistral)]]
 +
* [[SANTAL]]
 +
* [[Machbet]]
  
 
== External links ==
 
== External links ==
Line 182: Line 170:
  
 
* [[wt:en/news/7983-development-9a35m2-it-s-time-to-master-missiles-en|[Devblog] 9A35M2 - it's time to master missiles!]]
 
* [[wt:en/news/7983-development-9a35m2-it-s-time-to-master-missiles-en|[Devblog] 9A35M2 - it's time to master missiles!]]
* [https://youtu.be/CDwJ0C_i2Z4 JustinPlays' video review of the vehicle]
 
  
 
{{USSR anti-aircraft vehicles}}
 
{{USSR anti-aircraft vehicles}}

Revision as of 16:53, 29 January 2023

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
Strela-10M2
ussr_9a35_m2.png
GarageImage Strela-10M2.jpg
Strela-10M2
AB RB SB
10.0 10.0 10.0
Class:
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

The ZRK 9A35M2 "Strela-10M2" is a rank VII Soviet SPAA with a battle rating of 10.0 (AB/RB/SB). It was introduced in Update "Apex Predators".

General info

Survivability and armour

ESS
Creation of a smoke screen in the direction of movement of the vehicle
Armourfront / side / back
Hull14 / 7 / 7
Turret7 / 7 / 7
Crew3 people
Visibility65 %

The survivability of the 10M2 is lacking, which is to be expected of a small SPAA vehicle. However, it is not without some quirks that can sometimes keep a player alive.

The thickest armour on the vehicle is only 14 mm, the rest is 7 mm. This is barely enough to protect the crew from stray low-calibre MG fire and more distant shrapnel, and will not provide any protection against higher-calibre MGs, rocket and bomb explosions, or even the odd HE shell.

The interesting part of the 10M2 is its relatively uncluttered interior that can make hasty enemy shots ineffective. Two of the three crew members sit in the very front of the hull (commander and driver), with the third (gunner) towards the rear underneath the launcher assembly. The engine sits in the middle of the vehicle, with the rear section holding a few spare missiles. Therefore, when enemy fire strikes the middle of the vehicle (which many players instinctively aim for), it will often knock out the gunner and/or the turret assembly but leave the front two crew members, and sometimes even the engine, unscathed, allowing the 10M2 to get away.

Armour type:

Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Amphibious
The design allows you to swim and control movement in the water
Speedforward / back
AB67 / 12 km/h
RB and SB62 / 11 km/h
Number of gears11 forward
2 back
Weight12.3 t
Engine power
AB458 hp
RB and SB240 hp
Power-to-weight ratio
AB37.2 hp/t
RB and SB19.5 hp/t

The 10M2's mobility is solidly average. The engine can propel the little vehicle at a decent speed but takes a while to do so, and is not happy when climbing hills. A not often used but still valuable feature is the 10M2's amphibious capability, allowing it to reach a few places and take some shorter routes that other vehicles cannot. In all, while the 10M2 will not win many races against other vehicles, it is still fast enough to do its job well.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 67 12 12.3 341 458 27.72 37.24
Realistic 62 11 212 240 17.24 19.51

Modifications and economy

Repair costBasic → Reference
AB5 499 → 7 720 Sl icon.png
RB4 648 → 6 525 Sl icon.png
SB5 554 → 7 797 Sl icon.png
Total cost of modifications209 400 Rp icon.png
354 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training200 000 Sl icon.png
Experts710 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 210 / 250 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
320 Ge icon.png
Mods new tank break.png
Brake System
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
320 Ge icon.png
Mods new tank filter.png
Filters
Research:
19 000 Rp icon.png
Cost:
30 000 Sl icon.png
470 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods new tank engine.png
Engine
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 500 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 900 Rp icon.png
Cost:
20 000 Sl icon.png
320 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
19 000 Rp icon.png
Cost:
30 000 Sl icon.png
470 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods airstrike.png
Airstrike
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
320 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
19 000 Rp icon.png
Cost:
30 000 Sl icon.png
470 Ge icon.png
Mods art support.png
Artillery Support
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png
Mods scouting.png
Improved optics
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
370 Ge icon.png

Armaments

Main armament

AAM 9M37M
Ammunition8 rounds
Belt capacity4 rounds
Reloadbasic crew → aces
19.5 → 15.0 s
Fire rate60 shots/min
Vertical guidance-5° / 80°
Main article: 9M37M

The 9M37M missile is a worthy analogue to the Stinger-type missiles found on Western IR SAM vehicles such as the Ozelot, Type 93, and LAV-AD. It doesn't have as good lock characteristics, notably in frontal aspect engagements, but makes up for it with an overload of 20G, double any contemporary ground-based IR SAM system except for the SIDAM 25 (Mistral) and the SANTAL, both of which still only have 12G missiles. Against highly manoeuvrable targets, these missiles are far easier to score hits with.

There are no missile upgrades available, the stock missile is the top missile. The proximity fuse and warhead weight are both sufficient for destroying or crippling any aerial target it connects with, with the only drawback being the seeker head - it is easily decoyed by flares, a feature familiar to users of Russian aerial infrared missiles.

9M37M missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 8 (4) -5°/+80° ±180° N/A 88.1 121.9 148.0 163.7 174.1 19.50 17.25 15.90 15.00
Realistic 59.5 70.0 85.0 94.0 100.0

Ammunition

Missile details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
9M37M SAM 700 5,000 39.2 1 0.1 0 4 1.69 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
2 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

7.62 mm PKMB machine gun
Ammunition1 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate700 shots/min
Main article: PKMB (7.62 mm)

The 7.62 mm MG on the 10M2 is pretty much an afterthought, given that open-top vehicles are exceedingly rare at this BR. However, it is very handy to have around for clearing small fences or obstacles in front of the vehicle, something other IR SAM vehicles like the Type 93 and Ozelot cannot do. It is not recommended to use this as an offensive weapon against air targets given its limited firing arcs and the fact that the 10M2 already has very nice missiles for that exact purpose.

7.62 mm PKMB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 1,000 (250) 700 -5°/+20° ±60°

Usage in battles

The best way to use the 10M2 is as a short-range surprise weapon against enemy aircraft and sometimes helicopters. The missiles cannot reach as far as many of the radar missile-equipped SPAA vehicles you will often be playing alongside, but they have very good overload and do not give the enemy a radar warning. Engaging aircraft that are busy with other targets or just starting to exit the battlefield is the best way to engage, as distracted enemies are less likely to see the missile and dump flares.

The worst enemy of this vehicle is helicopters, at any range. At long range, they are outside the lock range of the 10M2's missile while being well within the range of their own ATGMs. At closer range (below about 1 mile), the missile is often unable to track enemy helicopters due to its launch characteristics. Helicopters around the 10M2's BR also start to get IRCM equipment, making IR lock even more difficult. High-altitude aircraft are more of the same thing, being able to loft missiles and bombs at ground targets from outside the missile's lock-on distance.

Pros and cons

Pros

  • The missiles have a high overload factor, more than any other ground-launched IR missile
  • Small size, it can easily hide behind rocks, bushes, or buildings
  • Except for the launcher assembly, the rest of the vehicle is very low to the ground
  • Amphibious, can reach a few places other vehicles cannot
  • More survivable than it seems due to crew placement and empty space in the rear of the vehicle

Cons:

  • Can't engage helicopters equipped with ATGMs because of the 9M37's short range
  • No search radar. A 3-mile range tracking radar is all you get
  • Engine suffers on inclines, hills are not your friend

History

The ZRK 9A35M2 'Strela-10M2' was built to be the successor of the 9K31 'Strela-1' built on the BRDM-2 wheeled chassis, and is able to use the older missile from that platform if needed. Development of the new vehicle began on July 24th, 1969, with the decision being made to continue developing a new IR SAM system in spite of the 9K22 'Tunguska' also being developed at the same time, economical reasons often being cited as the main deciding factor to continue with both. The faster reaction time of the Strela missile system, as well as its immunity to radar jamming, were also highly desired by the Soviet Army's anti-aircraft forces.

Unlike the previous Strela system, being mounted on a lightly-armoured amphibious car, the new vehicle would be mounted on the newer and more mobile MT-LB, an infantry transport vehicle from the late 1950s. This would provide far more room for equipment and extra ammunition, among other things.

The 9M37 missile went through testing from 1973 to 1974, but disappointing results forced a delay while the kinks were ironed out. Designers of the Strela system used this time to introduce improved equipment onto the MT-LB base vehicle, such as more modern radios and provisioning for easier connection to the Soviet integrated air defense system in use at the time.

The vehicle was first introduced in 1976 and has been in service ever since. Combat usage first occurred in 1988 during the Angolan Civil War, with the first large-scale use of the system being Operation Desert Storm, during which it is believed 27 coalition aircraft were hit by Iraqi missiles, with 14 of those being lost.

Media

Skins

See also

Western counterparts

External links


USSR anti-aircraft vehicles
GAZ-AAA  GAZ-AAA (4M) · GAZ-AAA (DShK)
BTR-152  BTR-152A · BTR-152D
Wheeled/Half-tracked  GAZ-MM (72-K) · ZiS-12 (94-KM) · ZiS-43
Radar SPAAG  ZSU-23-4 · ZSU-23-4M4 · ZSU-37-2
SAM  Strela-10M2 · 2S6 · Pantsir-S1
Other  ZUT-37 · ZSU-37 · BTR-ZD · ZSU-57-2
Czechoslovakia  M53/59
North Vietnam  ▂Phòng không T-34