Difference between revisions of "Swingfire"

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== Description ==
 
== Description ==
''In the description, the first part needs to 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''
+
<!--''In the description, the first part needs to 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
 +
[[File:GarageImage_Swingfire.jpg|420px|thumb|left]]
 +
{{Break}}
 +
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} British tank destroyer {{Battle-rating|1}}. It was introduced in [[Update_1.63_"Desert_Hunters"|Update 1.63 "Desert Hunters"]].
 +
 
 +
Swingfire is the first dedicated ATGM of British nation tree. It doesn't have any cannons, just a mediocre machine gun. Instead, it has two ATGM launchers that are reloaded separately and fire upwards with missiles that are guided by mouse. Missiles are slow and relatively easy to control, as long as they are visible by the ATGM camera. You can only directly control the missile that you fired last.
 +
 
 +
The main point is that you can fire while being completely concealed and fire on people that try to hide from you, whether they are hiding behind rocks (vertically) or houses (horizontally). You just need to ''turn'' the missile into their cover, which surprises people who expect you to just fire from 2 km range like other ATGMs. But other side of that is, it's very easy to see your missiles coming and hide from them, making it twice as hard for you to hit enemy with them, unless you can judge distance well and drop missile right on them.
 +
 
 +
Because of that, main purpose of the Swingfire is either control of hills, castles, streets and so on to block enemy offensive pushes or assist in team assaults by hiding behind teammates or rocks and blasting enemy out of covers, without having someone to get shot.
  
 
== 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 helpfull 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 helpfull 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.''-->
 +
Swingfire's hull can be easily damaged by anything, as it has almost no armour. This leads people to thinking you are useless in close combat and firing just MG at you, or ignoring you altogether, but as long as your front is facing the enemy you will be first set on a very long fire. This fire may not kill you for a minute, if left unchecked, so you can actually fire up to 6 shots before your engine gets melted or you actually explode. Soviet HMG can potentially destroy you immediately, so try to avoid provoking them too hard.
 +
 
 +
'''Armour type:'''
 +
* Rolled homogeneous armour
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 12 mm (42°) ''Front glacis'' <br> 10 mm (38°) ''Lower glacis'' || 12 mm ''Top'' <br> 12 mm (13°) ''Bottom'' || 10 mm (2°) || 10 mm
 +
|-
 +
| Turret || 10 mm || 10 mm || 10 mm || 12 mm
 +
|-
 +
|}
 +
'''Notes:'''
 +
* Suspension wheels and tracks are 15 mm thick, though the torsion bars are 10 mm thick.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''
+
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
 +
Mobility of this vehicle is low. It can't go fast backwards and it has very poor turn rate. If someone flanks you at close range, you won't be able to turn your launcher in time. It can follow heavy and some medium tanks, when goes forward.
 +
 
 +
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
!colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
!colspan="1" | Add-on Armor<br>weight (tons)
 +
!colspan="1" | Max speed (km/h)
 +
|-
 +
|rowspan="2" | 15.9 || colspan="1" rowspan="2" | N/A || colspan="1" | 57 (AB)
 +
|-
 +
|52 (RB/SB)
 +
|-
 +
!colspan="3" | Engine power (horsepower)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|341
 +
|___
 +
|-
 +
|''Realistic/Simulator''
 +
|212
 +
|___
 +
|-
 +
!colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|21.44
 +
|__.__
 +
|-
 +
|''Realistic/Simulator''
 +
|13.33
 +
|__.__
 +
|-
 +
|}
  
 
== 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 flexibilty 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 flexibilty 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.''-->
 +
The Swingfire is a giant box, which has two enormous launcher tubes on it's left, that face upwards and a big control camera near to them, which is also your gunner's camera. Whenever you want to fire, you want that camera to see as much as possible, as losing the sight of missile will make you lose control over it. You also can only initially launch missiles forward.
 +
 
 +
Because of how this is, missiles cannot be fired precisely backwards or close to your sides, even though they can turn that hard. If your target is far enough, you can try and use Third Person view to force missile into sharp turn behind you. If you can't allow yourself to miss - make sure your opponent is at least 100m away from you, turn your hull until you can aim camera directly at your enemy in sniper mode, then launch missile in opposite direction and only then aim straight at them in sniper mode. Firing such shot without sniper aim is only as precise as calling artillery strike, which makes hitting people behind you more of a miracle than skill, since you cannot control missile after it went behind you, and it's not guaranteed, that it will be aimed straight at them, or just fly into space by that point.
 +
 
 +
Each launcher has 7 missiles, that reload separately. In AB, if you spent entire magazine for one launcher, game will rearm exactly that magazine completely. In RB you can only rearm at capture points. Rearms can happen for both launchers at the same time, but you only see one timer at once.
 +
 
 +
People may think, that your missiles inside launchers explode violently when shot by MG, but it won't destroy you even if that happens. Exposing them doesn't end your life, but they are still very fragile and they are a large target, that can be easily shot by HE, instantly destroying you in process.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="6" | 170 mm BAe Swingfire ATGM
 +
|-
 +
! colspan="2" rowspan="1" style="width:5em" |Capacity
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="2" | 14 || 3 || N/A || N/A || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 15.5 || __.__ || __.__ || __.__ || __.__
 +
|-
 +
| ''Realistic'' || 10.5 || __.__ || __.__ || __.__ || __.__
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 13.00 || __.__ || __.__ || __.__
 +
|-
 +
|}
 +
 
 +
 
 +
===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 +
|-
 +
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 +
|-
 +
| BAe Swingfire || ATGM || 500 || 500 || 500 || 500 || 500 || 500
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="12" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! rowspan="2" |Maximum Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! rowspan="2" | Range (m)
 +
! rowspan="2" | ''Fuse delay''
 +
''in m:''
 +
! rowspan="2" | ''Fuse sensitivity''
 +
''in mm:''
 +
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 +
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 +
! colspan="3" | ''Ricochet:''
 +
|-
 +
! 0%
 +
! 50%
 +
! 100%
 +
|-
 +
| BAe Swingfire || ATGM || 185 || 37 || 4,000 || 0.0 || 0.01 || 3,470 || +0° || 80° || 82° || 90°
 +
|-
 +
|}
  
=== Additional armament ===
+
===== [[Ammo racks|Ammo racks]] =====
''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''
+
[[File:Ammoracks_Swingfire.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the FV438 Swingfire.]]
 +
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! class="wikitable unsortable" |Full<br /> ammo
 +
! class="wikitable unsortable" |1st<br />  rack empty
 +
! class="wikitable unsortable" |2nd<br />  rack empty
 +
! class="wikitable unsortable" |Visual<br /> discrepancy
 +
|-
 +
|| '''14''' || 5&nbsp;''(+9)'' || 2&nbsp;''(+12)''|| style="text-align:left" | No
 +
|-
 +
|}
  
 
=== Machine guns ===
 
=== Machine guns ===
''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''
+
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
 +
{{main|L3A1 (7.62 mm)}}
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="7" | [[L3A1 (7.62 mm)|7.62 mm L3A1]]
 +
|-
 +
! colspan="7" | ''Pintle mount''
 +
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
|-
 +
| colspan="4" | 2,500 (250) || 500 || -5°/+25° || ±45°
 +
|-
 +
|}
  
 
== Usage in the battles ==
 
== Usage in the 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 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 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).''-->
 +
Whatever you do, always try to hide behind something, whether it is terrain, allies, or indestructible obstacle.
 +
 
 +
The most important quirk of your missiles, is that when you target someone on your level and they are too close, your missile initially drop really hard on ground and may detonate. To avoid this aim your reticle a bit higher than your target, at least initially. Alternatively - have the high ground, which will solve this problem, but adds a problem of firing precisely.
 +
If you need to duel someone at 100 meters or closer you can abuse the quirk of missile and aim your reticle into the ground in Third person view. This will force missile to land in front of you. Any more precise firing will require practice.
 +
 
 +
To fire at enemy in cover or above hills you just need to fire above it, then, when missile is actually near to them and above cover, aim straight at enemy or below them, depending on how close missile is to them. It is possible to do so from long range. In case if your aim is bad, just expose your camera and aim straight at them in sniper mode.
 +
 
 +
[[File:Swingfire SniperSetup.jpg|thumb|x270px|right|The Swingfire fires above covers, so you don't have to expose yourself. It's also possible to aim without exposing the camera, however it's harder to aim at long range. Use this ability to harass enemy or even attack them in their own cover at 200 meter range.]]
 +
 
 +
If you must fire at enemy behind a building or a high rock, that makes you unable to fire at them directly or from above, first take about 100 m distance from the corner of their cover, then fire a bit away from it and force missile to take sharp horizontal turn into enemy. If done right, enemy will get hit by missile in their side. After a bit of practice you will always hit someone. The further away is the cover, the sharper the turn you can make. For point-blank fights its usually better to just face the passageway or the corner with your camera before firing, since you can wiggle the missile in between houses, even if your launcher faces house, as long as you have control and at least 40m away.
 +
 
 +
It's very tempting to fire second launcher immediately in case of a miss, but if you are alone you should let first launcher to reload at least half-way before firing again, so you wont get overrun if you miss again. If they are already rushing you - fire at will. This is very important against fast targets.
 +
 
 +
[[File:Swingfire_FlankPreventions.jpg|thumb|x270px|right|This is why you never fire secondary launcher immideately. Never hesitate to curve missiles horizontally, that way you can hit enemy behind buildings and in uncomfortable situations like this.]]
 +
 
 +
In RB it's possible to destroy planes with missiles, achieving "unguided" reward. It's not recommended to do in AB, since planes there can do harder maneuvers without crushing themselves into ground or ripping their wings off.
 +
 
 +
If enemy can be hullbroken - just hit them with missile anywhere. But be aware, that all hullbreakable SPGs, most light tanks and SPAAs can instantly destroy you by just firing in your general direction. Do not leave your cover.
 +
 
 +
If enemy is behind smokes: in AB try to fire closer to ground, that way you at least de-track it. In RB you might want to fire at turret, because if takes out gun barrel it makes enemy very uncomfortable with chances of exploding themselves by firing cannon back at you, and you sort of know where they are now.
 +
 
 +
====Specific enemies worth noting====
 +
<!--Some concerning vehicles to worry about if playing this tank and how to fight them in an encounter. (i.e. Tiger II - shoot the turret cheeks)-->
 +
Soviet tanks: You should aim for hull, as hits there are usually deadly and their turrets have way too high ricochet chance. If you can't angle missile right, at least hit their track when they try to move, so they turn over and expose their side to your fast follow-up shot, or unable to chase you, while your second launcher reloads. If you have to fire at turret - aim for it's back or top, but don't expect it to destroy them, it will probably just take out tank commander or loader, or even miss and hit the engine instead.
 +
 
 +
German medium tanks: They rely less on machineguns and move fast. Spook them away with single missile shot, remember how it went to adjust your aim. After that, if you missed, keep second one just in case if they try to rush you. Ideally you want to disable the driver.
 +
 
 +
Heavy tanks in general: they will usually be afraid of you, but if they will manage to call in medium tank friend, and you aren't skilled enough, you should just run away, as it's not possible to fight both heavy and medium at same time as swingfire. You just cannot reload fast enough.
 +
 
 +
Fences and trees: If street is full of high fences, it's not worth defending that street. Destroy them all with your machinegun. If they are solid - you can't do anything about it yourself. Trees also obscure your vision, but you cannot do anything about them. If you use them as cover - do not push your launchers in front of one, it will make you waste ammo.
 +
 
 +
ATGM: Weak ATGMs can't destroy you, if hit you on your front-left. It sets you on fire and immobilizes you first time it hits, but any further attacks there won't set you on fire. it's best to not test your luck or their patience though, as on 7th try even worst players will try hard and hit you where it actually hurts. It is still better than being fired at by actual tanks, though.
 +
 
 +
Fighter planes: drive backwards and pray they wont hit the ammo in your back.
 +
 
 +
====Counter-tactics====
 +
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. Just flank)-->
 +
Swingfire cannot really damage vehicles that are directly behind it or on its sides. The closer you are to it, while being behind it, the harder it is for the gunner to pull off a miracle shot.
 +
 
 +
Explosives and SPAA guns destroy it easily. Same with artillery, if Swingfire is stuck facing it's cover.
 +
 
 +
Being in front of Swingfire in 200 meter range is a very bad idea, regardless of your cover, as if it's launchers will reload in time, you can suddenly be destroyed. If you have to do that, at least face it with your armor and never show your sides, so missiles have harder time destroying your tank. Having tall cover further improves your chances of survival. Forcing it to move around by dropping artillery on it or it's retreat route before pushing is also a good idea.
 +
 
 +
Don't think, that it cannot fire forward in 30 meter range, it actually can. It's just '''very hard''' to do accurately.
 +
 
 +
If you want to destroy it with machine guns from front - fire straight in middle around the place where camera is, then spray the bottom of it. It's more likely to break something important or disable the gunner that way.
 +
 
 +
If you see Swingfire driving around and going on a murder spree, while being on fire - it just means that someone was stupid enough to let it live long enough to fire back, even though it doesn't have FPE. Don't repeat someone's mistake and attack with everything you've got, before it set you on fire as well.
 +
 
 +
Any solid obstacle can stop missiles, and trees make it hard to see you, so the more things there are between you and Swingfire, the better.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
 
 
'''Pros:'''
 
'''Pros:'''
*
+
*Dual launchers, each reloading separately
 
+
*Can blast enemy out of covers, without having to deal with them personally
 +
*Can fire at close to medium range, while being completely behind cover or allies
 
'''Cons:'''
 
'''Cons:'''
*
+
*It's hard to see how long a reload will be, you have to guess by looking at launcher's animation
 +
*Missiles are rather slow, which can be a problem at long range
 +
*Missiles are facing upwards and have long reload rate, so if anyone rushes you, and you happened to spend all of your ammo, you are unable to defend yourself.
 +
*Sluggish and unarmored, so if someone flanks you or calls artillery on you at opportune time, you are doomed
  
 
== 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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''
+
<!--''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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
 +
Developed in the early 1960’s, “Swingfire” was a relatively slow missile that would allow directional changes of 45 degrees on the horizontal and 20 degrees of elevation which created the apt name. It was a 60 pound (27 kg), 3.5 ft (1 m) long rocket with range of 2.5 miles (4 km), capable of penetrating up to 500 mm of enemy armour. The FV 438 was a British light anti-tank vehicle, equipped with the wired-guided “Swingfire” missile. The 438’s primary weapon was launched through two Swingfire ATGM launchers, or bins, which could be reloaded from inside the vehicle. Apart from the 2 missiles stored in launchers, it could carry up to 12 additional reloads. Its only secondary armament was a 7.62 mm M1919 General Purpose Machine-Gun.
 +
 
 +
FV 438 Swingfire was based on the FV432 armoured personnel carrier, a vehicle that was very lightly armoured - it was meant to deliver its crew to combat, while keeping it protected from machine-gun fire. This platform was used for several other modifications amongst which is its sister vehicle already in game - the Falcon. FV 438 “Swingfire” was powered by a Rolls-Royce K60 multifuel engine with maximum of 240 horsepower. It was a quick and nimble vehicle with weight slightly exceeding 16 tons, which could reach up to 32 mph (52 km/h).
 +
 
 +
Although the Swingfire missile was used during various engagements on other platforms, the 438 carrier was never used in combat and was decommissioned in the 90’s. The vehicle was built in rather smaller numbers.
  
 
== Media ==
 
== Media ==
Line 42: Line 280:
  
 
== Read also ==
 
== Read also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
* [https://warthunder.com/en/news/4227-development-fv-438-swingfire-surprise-package-en/ [Devblog<nowiki>]</nowiki> FV 438 Swingfire - Surprise Package]
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
''ETC.''
 
  
 
== Sources ==
 
== Sources ==
Line 51: Line 286:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
 +
 +
{{Britain tank destroyers}}

Revision as of 00:53, 4 February 2019

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
Swingfire
uk_fv438_swingfire.png
Swingfire
Research:105 000 Specs-Card-Exp.png
Purchase:300 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Swingfire.jpg


The FV438 Swingfire is a Rank V British tank destroyer with a battle rating of 8.0 (AB/RB/SB). It was introduced in Update 1.63 "Desert Hunters".

Swingfire is the first dedicated ATGM of British nation tree. It doesn't have any cannons, just a mediocre machine gun. Instead, it has two ATGM launchers that are reloaded separately and fire upwards with missiles that are guided by mouse. Missiles are slow and relatively easy to control, as long as they are visible by the ATGM camera. You can only directly control the missile that you fired last.

The main point is that you can fire while being completely concealed and fire on people that try to hide from you, whether they are hiding behind rocks (vertically) or houses (horizontally). You just need to turn the missile into their cover, which surprises people who expect you to just fire from 2 km range like other ATGMs. But other side of that is, it's very easy to see your missiles coming and hide from them, making it twice as hard for you to hit enemy with them, unless you can judge distance well and drop missile right on them.

Because of that, main purpose of the Swingfire is either control of hills, castles, streets and so on to block enemy offensive pushes or assist in team assaults by hiding behind teammates or rocks and blasting enemy out of covers, without having someone to get shot.

General info

Survivability and armour

Swingfire's hull can be easily damaged by anything, as it has almost no armour. This leads people to thinking you are useless in close combat and firing just MG at you, or ignoring you altogether, but as long as your front is facing the enemy you will be first set on a very long fire. This fire may not kill you for a minute, if left unchecked, so you can actually fire up to 6 shots before your engine gets melted or you actually explode. Soviet HMG can potentially destroy you immediately, so try to avoid provoking them too hard.

Armour type:

  • Rolled homogeneous armour
Armour Front Sides Rear Roof
Hull 12 mm (42°) Front glacis
10 mm (38°) Lower glacis
12 mm Top
12 mm (13°) Bottom
10 mm (2°) 10 mm
Turret 10 mm 10 mm 10 mm 12 mm

Notes:

  • Suspension wheels and tracks are 15 mm thick, though the torsion bars are 10 mm thick.

Mobility

Mobility of this vehicle is low. It can't go fast backwards and it has very poor turn rate. If someone flanks you at close range, you won't be able to turn your launcher in time. It can follow heavy and some medium tanks, when goes forward.

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
15.9 N/A 57 (AB)
52 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 341 ___
Realistic/Simulator 212 ___
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 21.44 __.__
Realistic/Simulator 13.33 __.__

Armaments

Main armament

The Swingfire is a giant box, which has two enormous launcher tubes on it's left, that face upwards and a big control camera near to them, which is also your gunner's camera. Whenever you want to fire, you want that camera to see as much as possible, as losing the sight of missile will make you lose control over it. You also can only initially launch missiles forward.

Because of how this is, missiles cannot be fired precisely backwards or close to your sides, even though they can turn that hard. If your target is far enough, you can try and use Third Person view to force missile into sharp turn behind you. If you can't allow yourself to miss - make sure your opponent is at least 100m away from you, turn your hull until you can aim camera directly at your enemy in sniper mode, then launch missile in opposite direction and only then aim straight at them in sniper mode. Firing such shot without sniper aim is only as precise as calling artillery strike, which makes hitting people behind you more of a miracle than skill, since you cannot control missile after it went behind you, and it's not guaranteed, that it will be aimed straight at them, or just fly into space by that point.

Each launcher has 7 missiles, that reload separately. In AB, if you spent entire magazine for one launcher, game will rearm exactly that magazine completely. In RB you can only rearm at capture points. Rearms can happen for both launchers at the same time, but you only see one timer at once.

People may think, that your missiles inside launchers explode violently when shot by MG, but it won't destroy you even if that happens. Exposing them doesn't end your life, but they are still very fragile and they are a large target, that can be easily shot by HE, instantly destroying you in process.

170 mm BAe Swingfire ATGM
Capacity Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
Stabilizer
14 3 N/A N/A N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 15.5 __.__ __.__ __.__ __.__
Realistic 10.5 __.__ __.__ __.__ __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
13.00 __.__ __.__ __.__


Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
BAe Swingfire ATGM 500 500 500 500 500 500
Shell details
Ammunition Type of
warhead
Maximum Velocity
in m/s
Projectile
Mass in kg
Range (m) Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
BAe Swingfire ATGM 185 37 4,000 0.0 0.01 3,470 +0° 80° 82° 90°
Ammo racks
Ammo racks of the FV438 Swingfire.
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
14 (+9) (+12) No

Machine guns

Main article: L3A1 (7.62 mm)
7.62 mm L3A1
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
2,500 (250) 500 -5°/+25° ±45°

Usage in the battles

Whatever you do, always try to hide behind something, whether it is terrain, allies, or indestructible obstacle.

The most important quirk of your missiles, is that when you target someone on your level and they are too close, your missile initially drop really hard on ground and may detonate. To avoid this aim your reticle a bit higher than your target, at least initially. Alternatively - have the high ground, which will solve this problem, but adds a problem of firing precisely. If you need to duel someone at 100 meters or closer you can abuse the quirk of missile and aim your reticle into the ground in Third person view. This will force missile to land in front of you. Any more precise firing will require practice.

To fire at enemy in cover or above hills you just need to fire above it, then, when missile is actually near to them and above cover, aim straight at enemy or below them, depending on how close missile is to them. It is possible to do so from long range. In case if your aim is bad, just expose your camera and aim straight at them in sniper mode.

The Swingfire fires above covers, so you don't have to expose yourself. It's also possible to aim without exposing the camera, however it's harder to aim at long range. Use this ability to harass enemy or even attack them in their own cover at 200 meter range.

If you must fire at enemy behind a building or a high rock, that makes you unable to fire at them directly or from above, first take about 100 m distance from the corner of their cover, then fire a bit away from it and force missile to take sharp horizontal turn into enemy. If done right, enemy will get hit by missile in their side. After a bit of practice you will always hit someone. The further away is the cover, the sharper the turn you can make. For point-blank fights its usually better to just face the passageway or the corner with your camera before firing, since you can wiggle the missile in between houses, even if your launcher faces house, as long as you have control and at least 40m away.

It's very tempting to fire second launcher immediately in case of a miss, but if you are alone you should let first launcher to reload at least half-way before firing again, so you wont get overrun if you miss again. If they are already rushing you - fire at will. This is very important against fast targets.

This is why you never fire secondary launcher immideately. Never hesitate to curve missiles horizontally, that way you can hit enemy behind buildings and in uncomfortable situations like this.

In RB it's possible to destroy planes with missiles, achieving "unguided" reward. It's not recommended to do in AB, since planes there can do harder maneuvers without crushing themselves into ground or ripping their wings off.

If enemy can be hullbroken - just hit them with missile anywhere. But be aware, that all hullbreakable SPGs, most light tanks and SPAAs can instantly destroy you by just firing in your general direction. Do not leave your cover.

If enemy is behind smokes: in AB try to fire closer to ground, that way you at least de-track it. In RB you might want to fire at turret, because if takes out gun barrel it makes enemy very uncomfortable with chances of exploding themselves by firing cannon back at you, and you sort of know where they are now.

Specific enemies worth noting

Soviet tanks: You should aim for hull, as hits there are usually deadly and their turrets have way too high ricochet chance. If you can't angle missile right, at least hit their track when they try to move, so they turn over and expose their side to your fast follow-up shot, or unable to chase you, while your second launcher reloads. If you have to fire at turret - aim for it's back or top, but don't expect it to destroy them, it will probably just take out tank commander or loader, or even miss and hit the engine instead.

German medium tanks: They rely less on machineguns and move fast. Spook them away with single missile shot, remember how it went to adjust your aim. After that, if you missed, keep second one just in case if they try to rush you. Ideally you want to disable the driver.

Heavy tanks in general: they will usually be afraid of you, but if they will manage to call in medium tank friend, and you aren't skilled enough, you should just run away, as it's not possible to fight both heavy and medium at same time as swingfire. You just cannot reload fast enough.

Fences and trees: If street is full of high fences, it's not worth defending that street. Destroy them all with your machinegun. If they are solid - you can't do anything about it yourself. Trees also obscure your vision, but you cannot do anything about them. If you use them as cover - do not push your launchers in front of one, it will make you waste ammo.

ATGM: Weak ATGMs can't destroy you, if hit you on your front-left. It sets you on fire and immobilizes you first time it hits, but any further attacks there won't set you on fire. it's best to not test your luck or their patience though, as on 7th try even worst players will try hard and hit you where it actually hurts. It is still better than being fired at by actual tanks, though.

Fighter planes: drive backwards and pray they wont hit the ammo in your back.

Counter-tactics

Swingfire cannot really damage vehicles that are directly behind it or on its sides. The closer you are to it, while being behind it, the harder it is for the gunner to pull off a miracle shot.

Explosives and SPAA guns destroy it easily. Same with artillery, if Swingfire is stuck facing it's cover.

Being in front of Swingfire in 200 meter range is a very bad idea, regardless of your cover, as if it's launchers will reload in time, you can suddenly be destroyed. If you have to do that, at least face it with your armor and never show your sides, so missiles have harder time destroying your tank. Having tall cover further improves your chances of survival. Forcing it to move around by dropping artillery on it or it's retreat route before pushing is also a good idea.

Don't think, that it cannot fire forward in 30 meter range, it actually can. It's just very hard to do accurately.

If you want to destroy it with machine guns from front - fire straight in middle around the place where camera is, then spray the bottom of it. It's more likely to break something important or disable the gunner that way.

If you see Swingfire driving around and going on a murder spree, while being on fire - it just means that someone was stupid enough to let it live long enough to fire back, even though it doesn't have FPE. Don't repeat someone's mistake and attack with everything you've got, before it set you on fire as well.

Any solid obstacle can stop missiles, and trees make it hard to see you, so the more things there are between you and Swingfire, the better.

Pros and cons

Pros:

  • Dual launchers, each reloading separately
  • Can blast enemy out of covers, without having to deal with them personally
  • Can fire at close to medium range, while being completely behind cover or allies

Cons:

  • It's hard to see how long a reload will be, you have to guess by looking at launcher's animation
  • Missiles are rather slow, which can be a problem at long range
  • Missiles are facing upwards and have long reload rate, so if anyone rushes you, and you happened to spend all of your ammo, you are unable to defend yourself.
  • Sluggish and unarmored, so if someone flanks you or calls artillery on you at opportune time, you are doomed

History

Developed in the early 1960’s, “Swingfire” was a relatively slow missile that would allow directional changes of 45 degrees on the horizontal and 20 degrees of elevation which created the apt name. It was a 60 pound (27 kg), 3.5 ft (1 m) long rocket with range of 2.5 miles (4 km), capable of penetrating up to 500 mm of enemy armour. The FV 438 was a British light anti-tank vehicle, equipped with the wired-guided “Swingfire” missile. The 438’s primary weapon was launched through two Swingfire ATGM launchers, or bins, which could be reloaded from inside the vehicle. Apart from the 2 missiles stored in launchers, it could carry up to 12 additional reloads. Its only secondary armament was a 7.62 mm M1919 General Purpose Machine-Gun.

FV 438 Swingfire was based on the FV432 armoured personnel carrier, a vehicle that was very lightly armoured - it was meant to deliver its crew to combat, while keeping it protected from machine-gun fire. This platform was used for several other modifications amongst which is its sister vehicle already in game - the Falcon. FV 438 “Swingfire” was powered by a Rolls-Royce K60 multifuel engine with maximum of 240 horsepower. It was a quick and nimble vehicle with weight slightly exceeding 16 tons, which could reach up to 32 mph (52 km/h).

Although the Swingfire missile was used during various engagements on other platforms, the 438 carrier was never used in combat and was decommissioned in the 90’s. The vehicle was built in rather smaller numbers.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read also

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Britain tank destroyers
Infantry tank derivatives  Archer · Gun Carrier (3-in)
Light tank derivatives  Alecto I
M10 Achilles  Achilles · Achilles (65 Rg.)
Centurion derivatives  FV4005 · Conway
ATGM  Swingfire · Striker
Other  Tortoise · ▄M109A1
Canada  QF 3.7 Ram · ADATS (M113)
South Africa  G6 · ZT3A2