Difference between revisions of "T-64A (1971)"

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[[File:GarageImage_T-64A(1971).jpg|420px|thumb|left]]
 
[[File:GarageImage_T-64A(1971).jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''T-64A (1971)''' is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in [[Update 1.71 "New E.R.A"]]. The T-64 can be played in all roles. It has good firepower, armour and mobility(except reverse speed) . You can play as a sniper with you having the fastest round in game (1800 m/s). It can be a brawler with its good armour and excellent reload speed(7.1s). You can flank with the good mobility but the Kpz/MBT-70 do that before you so only flank if you can.  
+
The '''T-64A (1971)''' is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in [[Update 1.71 "New E.R.A"]]. The T-64A should primarily be played defensively, utilising terrain for cover and pushing carefully. It has good firepower, but mediocre armour, average mobility and a near non-existent reverse speed.. The T-64A can be played as a sniper with one of the highest velocity rounds in game at 1800 m/s. Brawling should be avoided, as many of the vehicles it will face will easily penetrate it's hull armour. Most vehicles it will face have better mobility, so it's important to be aware of flankers.  
  
 
The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks.
 
The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks.
  
Compared to all other Soviet medium tanks prior, the T-64A suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. That is when the set of protections come in to the T-64A for this side armour, the "flaps" on the side hull. This do not seem like very much on an armour standpoint, their purpose is to protect the tank against HEAT warheads from tank shells and even anti-tank missiles, detonating the sensitive shells far enough that the resulting penetrative material does not reach the armour.
+
Compared to all other Soviet medium tanks prior, the T-64A's suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. This is at least partial reasoning for the prominent 'flaps' seen on each side of the vehicle - these help protect the sides against HEAT ammunition, causing a harmless explosion before the rounds reach the actual side armour.
  
 
Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes.
 
Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes.
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''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.''-->
 
'''Armour type:'''
 
'''Armour type:'''
 +
 
* Spaced armour (Hull front, Turret front)
 
* Spaced armour (Hull front, Turret front)
 
* Cast homogeneous armour
 
* Cast homogeneous armour
 
* Rolled homogeneous armour (Turret)
 
* Rolled homogeneous armour (Turret)
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 42: Line 44:
 
|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
 +
 
* Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
 
* Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
 
* The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull.
 
* The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull.
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* A log providing 100 mm thickness in wood.
 
* A log providing 100 mm thickness in wood.
 
* The snorkel tube on the turret rear provide 4 mm of structural steel.
 
* The snorkel tube on the turret rear provide 4 mm of structural steel.
* Hull roof armour at front and turret base is rated to be 30 mm effective against HE
+
* Hull roof armour at front and turret base is rated to be 30 mm effective against HE
 
* Hull spaced armour configuration is 80 mm RHA + 105 mm Textolite + 20 mm RHA.
 
* Hull spaced armour configuration is 80 mm RHA + 105 mm Textolite + 20 mm RHA.
 
* Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA.
 
* Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA.
  
The T-64A has the advantage of composite armour over most of its front glacis and turret, but this does not cover all sections! There are no composite on the lower front plate for example, so rounds able to go through ~200 mm should be able to get through there. On the other hand, if in possession of a tank with APFSDS ammunition that could penetrate more than 320 mm, than it is possible to slice through the front plate composite armour as well. HEAT ammunition is finicky as T-64A was built around protection specifications against shaped charges, the composite armour is 450 mm effective when against HEAT warheads and there are side flaps on the side hull to prevent even the chance of hitting the T-64A weaker side armour on the first try, although these side flaps are one-time use only so prolonged combat may have sheared these off already. Try to avoid aiming for the turret as it is the most protected area of the tank with a good portion covered by composite, leading to the need of massive amount of penetration to consider the turret a viable target, like the HOT missiles.
+
The T-64A has composite armour over most of its upper front glacis and turret, although it has some obvious weak points - it has no LFP composite armour, the driver's port is not reinforced and there are some small sections of the turret that are easily penetrable. Unfortunately, though, many vehicles the T-64A will encounter have ammunition that can easily overmatch the UFP composite and often will simply punch straight through - it's best to avoid exposing the hull at all. HEAT ammunition is finicky as T-64A was built around protection specifications against shaped charges, the composite armour is 450 mm effective when against HEAT warheads and there are side flaps on the side hull to prevent even the chance of hitting the T-64A weaker side armour on the first try, although these side flaps are one-time use only so prolonged combat may have sheared these off already. Try to avoid aiming for the turret as it is the most protected area of the tank with a good portion covered by composite, leading to the need of massive amount of penetration to consider the turret a viable target, like the HOT missiles.
  
In a situation when the T-64A decides to hull-down and present as little of the front plate as possible, and in a tank unable to consider the turret the main target, there's little else to do but flank around and hit through the weaker side armour. Move in first and disable the gun, forcing the T-64A to repair the damaged gun barrel/breach. In this time, move around the T-64A as fast as possible. If caught unaware, the T-64A would have a harder time to withdraw as it has a rather poor reverse speed. Get around and plant a shell right into the center of the tank's side, which would certainly ignite one of the many ammunition stored in the autoloader carousel.
+
In a situation where the T-64A decides to hull-down and present as little of the front plate as possible, the best option is to attempt to disable the vehicle's gun - the mantlet is destroyed easily and combined with the sub-par reverse speed, this may provide enough time to push forward or around the vehicle and get a clear shot on the hull. Where possible, try to land the shot centre-mass below the turret which often causes an ammunition detonation.
  
 
=== Mobility ===
 
=== Mobility ===
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
!colspan="3" | Mobility characteristic
+
! colspan="3" | Mobility characteristic
 
|-
 
|-
 
! Weight (tons)
 
! Weight (tons)
!colspan="1" | Add-on Armor<br>weight (tons)
+
! colspan="1" | Add-on Armor<br>weight (tons)
!colspan="1" | Max speed (km/h)
+
! colspan="1" | Max speed (km/h)
 
|-
 
|-
|rowspan="2" | 38.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 67 (AB)  
+
| rowspan="2" | 38.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 67 (AB)  
 
|-
 
|-
 
|61 (RB/SB)
 
|61 (RB/SB)
 
|-
 
|-
!colspan="3" | Engine power (horsepower)
+
! colspan="3" | Engine power (horsepower)
 
|-
 
|-
!colspan="1" | Mode
+
! colspan="1" | Mode
 
!Stock
 
!Stock
 
!Upgraded
 
!Upgraded
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|700
 
|700
 
|-
 
|-
!colspan="3" | Power-to-weight ratio (hp/ton)
+
! colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
|-
!colspan="1" | Mode
+
! colspan="1" | Mode
 
!Stock
 
!Stock
 
!Upgraded
 
!Upgraded
Line 125: Line 128:
 
! style="width:4em" |Prior + Ace qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| ''Arcade'' || 11.90 || _.__ || _.__ || _.__ || _.__
+
| ''Arcade'' || 19.00 || _.__ || _.__ || _.__ || _.__
 
|-
 
|-
 
| ''Realistic'' || 11.90 || _.__ || _.__ || _.__ || _.__
 
| ''Realistic'' || 11.90 || _.__ || _.__ || _.__ || _.__
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! 2000m
 
! 2000m
 
|-
 
|-
| 3BM9 || APFSDS || 310 || 307 || 298 || 285 || 274 || 263
+
| 3BM9 || APFSDS || 321 || 317 || 303 || 285 || 268 || 249
 
|-
 
|-
 
| 3BM15 || APFSDS || 440 || 430 || 420 || 410 || 405 || 400  
 
| 3BM15 || APFSDS || 440 || 430 || 420 || 410 || 405 || 400  
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|-
 
|-
 
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |Full<br /> ammo
! class="wikitable unsortable" |Ammo<br/>Part
+
! class="wikitable unsortable" |Ammo<br />Part
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
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== 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).''-->
The most important thing about positioning the T-64A is to ''protect the lower front plate''. There are no composite armour there so the need to protect this area against other Rank V-VI vehicles is a must. When positioning, also take into consideration the poor reverse speed of the T-64A. Have a good escape plan because once spotted, the enemies will try to outmaneuver the T-64A, and once they've managed to get to the sides, consider the lifespan of the T-64A limited.
+
It's key to keep the weaknesses of the T-64A in mind for the best performance of the vehicle. The 125mm gun is extremely powerful and will comfortably perform even against newer and better protected opponents, but in almost every other aspect the vehicle is lacking. Where possible, avoid exposing the hull at all - the easiest way to do so is to use a small deffolade or terrain deformity. Sit back, be patient and allow the enemy to expose their weak spots. Most vehicles are faster than the T-64A, so expect hostile tanks to find their way to objectives significantly faster than you will.
  
Thankfully, the T-64A is quite versatile in its selection of tactics. It can be taken in an offensive role with its heavy armour and lead the attack on positions. During the movement, try to angle the tank roughly 15-20 degrees to use the side flaps effectively, especially when the enemy uses HEAT ammunition in the form of anti-tank missiles, though enemy tank HEAT and HESH shells would also be nullified like this. The T-64A can also be used defensively against the enemy opponents, letting them drive right into the sights of the 125 mm gun. With the enemy tanks like the MBT-70 and KPz-70, their high speed would encourage them to maneuvre around the battlefield swiftly, which could have them recklessly charged into a prepared gun position and be shot up.
+
Finally, remember that your reverse speed is abysmal - whenever possible avoid situations that will force you to reverse - and if you do have to move back, where possible try to traverse the entire hull and move back with the full speed of your forwards gears.
  
 
When facing common enemy tanks:
 
When facing common enemy tanks:
 +
 
* [[MBT-70]]/[[KPz-70]] - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner.
 
* [[MBT-70]]/[[KPz-70]] - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner.
* [[Chieftain Mk.10]] - If hull down, shoot for cannon breach or gun barrel.
+
* [[Chieftain Mk 10]] - If hull down, shoot for cannon breach or gun barrel.
  
 
=== 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:'''
* Decent speed going forward.
+
 
* Great overall armour, turret boasts the thickest armour in the game at around 650-760 mm of effective armour.
+
* Acceptable speed going forward.
* Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. With a bit of practice, anything that is visible is easy to hit.
+
* Turret cheeks are often surprisingly well protected.
* Engine [[smoke|smoke generating system]], covers friendly tanks behind the vehicle.
+
* Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. Well placed shots can do a lot of damage.
 +
* Engine [[Smoke screen|smoke generating system]], covers friendly tanks behind the vehicle.
 
* Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off).
 
* Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off).
 
* Decent reload; 7.1s no matter what because of the auto-loader system.
 
* Decent reload; 7.1s no matter what because of the auto-loader system.
* Very good HE shell.
+
* Good HE shell, can be a little finnicky.
* Very low profile compared to the MBT/Kpz 70, much harder to spot and hit.
+
* Very low profile compared to its contemporaries, much harder to spot and hit.
* Fastest round in game (1800 m/s), easy to aim.
+
* One of the fastest rounds in game (1800 m/s), easy to aim.
* Stock APFSDS shell.
+
* Stock APFSDS shell with reasonable effectiveness.
 
* Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game
 
* Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game
* Access to four very effective ammunition types.
+
* Can be very hard to destroy in hull-down positions.
* Nearly impossible to destroy when hull-down and in a good firing position.
+
 
 
'''Cons:'''
 
'''Cons:'''
 +
 
* Slow horizontal turret traverse.
 
* Slow horizontal turret traverse.
* Ammo racks all around the tank interior
+
* Any penetrating side shot is very likely to detonate ammunition.
* Very slow reverse (-4 Kph).
+
* Abysmally slow reverse (-4 Kph).
* Weak lower glacis, easily penetrated by high penetrating ammunition.
+
* Weak lower glacis, can be penetrated by almost any round it encounters.
* If the tank gets penetrated from the front, the shell will most likely end up hitting an ammo-rack.
+
* Frontal penetration can easily disable 2 of the 3-man crew, leading to a crew knockout.
* HEAT-FS shell costs 1600 SL.
+
* Sub-par gun depression (-6°).
* Bad gun depression (-6°).
+
* No anti-air capability.
* Lack of anti-air top mounted gun.
 
* High repair cost (6k-7k).
 
 
* Angling the tank causes the weak side armour to be exposed.  
 
* Angling the tank causes the weak side armour to be exposed.  
 
* Hull armour flaps are easily penetrated by kinetic munitions when angled.
 
* Hull armour flaps are easily penetrated by kinetic munitions when angled.
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* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
 
''ETC.''-->
 
''ETC.''-->
[https://warthunder.com/en/news/4906-development-t-64a-the-pioneer-of-a-new-era-en [Devblog<nowiki>]</nowiki> T-64A - The Pioneer of a New Era]<br/>
+
[https://warthunder.com/en/news/4906-development-t-64a-the-pioneer-of-a-new-era-en [Devblog<nowiki>]</nowiki> T-64A - The Pioneer of a New Era]<br />
  
 
== Sources ==
 
== Sources ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 +
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{USSR medium tanks}}
 
{{USSR medium tanks}}

Revision as of 02:23, 16 September 2019

RANK 4 FRANCE
Somua SM PACK
T-64A (1971)
ussr_t_64a_1971.png
T-64A (1971)
AB RB SB
9.3 9.3 9.3
Class:
Research:190 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game

Description

GarageImage T-64A (1971).jpg


The T-64A (1971) is a Rank VI Soviet medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update 1.71 "New E.R.A". The T-64A should primarily be played defensively, utilising terrain for cover and pushing carefully. It has good firepower, but mediocre armour, average mobility and a near non-existent reverse speed.. The T-64A can be played as a sniper with one of the highest velocity rounds in game at 1800 m/s. Brawling should be avoided, as many of the vehicles it will face will easily penetrate it's hull armour. Most vehicles it will face have better mobility, so it's important to be aware of flankers.

The T-64A presents a design that is reminiscent of some Soviet tanks seen in the contemporary period. The tank's overall color scheme presents a default camouflage of the same dull green seen on nearly all other prior Soviet tanks.

Compared to all other Soviet medium tanks prior, the T-64A's suspension system uses multiple small wheels and rollers rather than the huge wheels. While this allowed better flotation, it does leave more of the side hull vulnerable to attack straight at without worry of hitting the tracks or suspension. This is at least partial reasoning for the prominent 'flaps' seen on each side of the vehicle - these help protect the sides against HEAT ammunition, causing a harmless explosion before the rounds reach the actual side armour.

Two long tubes extend from the back of the T-64A. One is on the turret, which is the container housing the snorkeling gear for the tank in deep wading procedures. The other on the turret is the familiar log that comes nearly standard with Soviet/Russian vehicle, used for removing the vehicle of it gets stuck in mud or other nasty terrain attributes.

General info

Survivability and armour

Armour type:

  • Spaced armour (Hull front, Turret front)
  • Cast homogeneous armour
  • Rolled homogeneous armour (Turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 80* mm (68°) Front glacis
80 mm (61°) Lower glacis
85 mm Front
70 mm Rear <br. 20 mm (33°) Bottom
20 mm (8-55°) Top
45 mm Center
20 mm (18-58°) Bottom
30 mm Front
20 mm Engine deck
Turret 50-330 mm (0-80°) 65-180* mm (2-49°) 65 mm (2-72°) 40-140 mm
Armour Sides Roof
Cupola 100 mm 40 mm
Composite armour* Front Sides Rear Roof
Hull 320 mm Kinetic
450 mm Chemical
N/A N/A N/A
Turret 400 mm Kinetic
450 mm Chemical
400 mm Kinetic
450 mm Chemical
N/A N/A

Notes:

  • Suspension wheels are 20 mm thick, torsion bars are 10 mm thick, and tracks are 30 mm thick.
  • The side flaps on the hull side gives spaced protection against HEAT rounds, allowing one to angle the hull slightly while protecting the vulnerable side hull.
  • Belly armour is 20 mm thick.
  • A 5 mm RHA plate separates the engine from the crew compartment
  • A log providing 100 mm thickness in wood.
  • The snorkel tube on the turret rear provide 4 mm of structural steel.
  • Hull roof armour at front and turret base is rated to be 30 mm effective against HE
  • Hull spaced armour configuration is 80 mm RHA + 105 mm Textolite + 20 mm RHA.
  • Turret spaced armour configuration is 150-180 mm CHA + 150 mm HHRA + 32 mm RHA.

The T-64A has composite armour over most of its upper front glacis and turret, although it has some obvious weak points - it has no LFP composite armour, the driver's port is not reinforced and there are some small sections of the turret that are easily penetrable. Unfortunately, though, many vehicles the T-64A will encounter have ammunition that can easily overmatch the UFP composite and often will simply punch straight through - it's best to avoid exposing the hull at all. HEAT ammunition is finicky as T-64A was built around protection specifications against shaped charges, the composite armour is 450 mm effective when against HEAT warheads and there are side flaps on the side hull to prevent even the chance of hitting the T-64A weaker side armour on the first try, although these side flaps are one-time use only so prolonged combat may have sheared these off already. Try to avoid aiming for the turret as it is the most protected area of the tank with a good portion covered by composite, leading to the need of massive amount of penetration to consider the turret a viable target, like the HOT missiles.

In a situation where the T-64A decides to hull-down and present as little of the front plate as possible, the best option is to attempt to disable the vehicle's gun - the mantlet is destroyed easily and combined with the sub-par reverse speed, this may provide enough time to push forward or around the vehicle and get a clear shot on the hull. Where possible, try to land the shot centre-mass below the turret which often causes an ammunition detonation.

Mobility

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
38.0 N/A 67 (AB)
61 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 1,085 ____
Realistic/Simulator 619 700
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 28.55 __.__
Realistic/Simulator 16.29 18.42

Armaments

Main armament

Main article: 2A26 (125 mm)
125 mm 2A26
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
37 -6°/+14° ±180° Two-plane
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 19.00 _.__ _.__ _.__ _.__
Realistic 11.90 _.__ _.__ _.__ _.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
7.10 7.10 7.10 7.10
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
3BM9 APFSDS 321 317 303 285 268 249
3BM15 APFSDS 440 430 420 410 405 400
3BM12 APFSDS 383 378 367 351 339 327
3BK12M HEATFS 440 440 440 440 440 440
3OF19 HE 35 35 35 35 35 35
3OF26 HE 47 47 47 47 47 47
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
3BM9 APFSDS 1,800 3.6 N/A N/A N/A ° 72° 73° 75°
3BM15 APFSDS 1,780 3.9 N/A N/A N/A ° 76° 77° 78°
3BM12 APFSDS 1,800 3.6 N/A N/A N/A ° 76° 77° 78°
3BK12M HEATFS 905 19 0.0 0.1 2,790 +0° 65° 72° 75°
3OF19 HE 850 23 0.1 0.5 3,150 +0° 79° 80° 81°
3OF26 HE 850 23 0.1 0.5 5,780 +0° 79° 80° 81°
Ammo racks
Full
ammo
Ammo
Part
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
37 Projectiles
Propellants
XX (X+)  (+)  (+)  (+)  (+)  (+) No

Take about 20 - 28 shells.

Machine guns

Main article: PKT (7.62 mm)
7.62 mm PKT
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
2,000 (250) 700 N/A N/A

Usage in the battles

It's key to keep the weaknesses of the T-64A in mind for the best performance of the vehicle. The 125mm gun is extremely powerful and will comfortably perform even against newer and better protected opponents, but in almost every other aspect the vehicle is lacking. Where possible, avoid exposing the hull at all - the easiest way to do so is to use a small deffolade or terrain deformity. Sit back, be patient and allow the enemy to expose their weak spots. Most vehicles are faster than the T-64A, so expect hostile tanks to find their way to objectives significantly faster than you will.

Finally, remember that your reverse speed is abysmal - whenever possible avoid situations that will force you to reverse - and if you do have to move back, where possible try to traverse the entire hull and move back with the full speed of your forwards gears.

When facing common enemy tanks:

  • MBT-70/KPz-70 - When facing the MBT-70/Kpz-70, the best place to shoot is the left turret cheek as this will knock out commander and gunner.
  • Chieftain Mk 10 - If hull down, shoot for cannon breach or gun barrel.

Pros and cons

Pros:

  • Acceptable speed going forward.
  • Turret cheeks are often surprisingly well protected.
  • Vehicle is fitted with a surgically precise and devastatingly effective 125 mm gun. Well placed shots can do a lot of damage.
  • Engine smoke generating system, covers friendly tanks behind the vehicle.
  • Side flaps protect the tank from side attacks with chemical energy rounds (once a flap gets hit it will fall off).
  • Decent reload; 7.1s no matter what because of the auto-loader system.
  • Good HE shell, can be a little finnicky.
  • Very low profile compared to its contemporaries, much harder to spot and hit.
  • One of the fastest rounds in game (1800 m/s), easy to aim.
  • Stock APFSDS shell with reasonable effectiveness.
  • Tier 4 modification present the upgraded APFSDS shell with 440mm of penetration, will go through almost anything in game
  • Can be very hard to destroy in hull-down positions.

Cons:

  • Slow horizontal turret traverse.
  • Any penetrating side shot is very likely to detonate ammunition.
  • Abysmally slow reverse (-4 Kph).
  • Weak lower glacis, can be penetrated by almost any round it encounters.
  • Frontal penetration can easily disable 2 of the 3-man crew, leading to a crew knockout.
  • Sub-par gun depression (-6°).
  • No anti-air capability.
  • Angling the tank causes the weak side armour to be exposed.
  • Hull armour flaps are easily penetrated by kinetic munitions when angled.

History

Media

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

Read also

[Devblog] T-64A - The Pioneer of a New Era

Sources

Paste links to sources and external resources, such as:

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


USSR medium tanks
T-28  T-28 (1938) · T-28 · T-28E
T-34-76  T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E
T-34-57  T-34-57 · T-34-57 (1943)
T-34-85  T-34-85 (D-5T) · T-34-85 · T-34-85E
T-34-100  T-34-100
T-44  T-44 · T-44-100 · T-44-122
T-54  T-54 (1947) · T-54 (1949) · T-54 (1951)
T-55  TO-55 · T-55A · T-55AM-1 · T-55AMD-1
T-62  T-62 · T-62M-1
T-64  Object 435 · T-64A (1971) · T-64B
T-72  T-72A · T-72AV (TURMS-T) · T-72B · T-72B (1989) · T-72B3 · T-72M2 Moderna
T-80  T-80B · T-80U · T-80UD · T-80UK · T-80UM2 · T-80BVM · Object 292
T-90  Т-90А · T-90M
Trophies/Lend-Lease 
Germany  ▂T-III · ▂T-V
Great Britain  ▂МК-IX "Valentine"
USA  ▂M3 Medium · ▂M4A2