Difference between revisions of "TAM 2IP"

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(Ammunition)
(Correction of Usage in battle section, as i noticed that i completly botched it first time.)
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== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} German light tank {{Battle-rating}}. It was introduced in [[Update "Red Skies"]].
+
The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} German light tank {{Battle-rating}}. It was introduced in [[Update "Red Skies"]]. Sitting between [[TAM]] and [[TAM 2C]] in terms of performance, this tank is essentially an earlier TAM model with access to more modern ammunition and add-on armor for increased protection.
  
 
== General info ==
 
== General info ==
Line 12: Line 12:
 
{{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.'' -->
''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.''
+
Base armor of TAM 2IP is very thin, just 11mm plate angled at 74° on the upper frontal glacis, and 15mm of armor on the sides. Turret is not something to boast about either - the strongest plate being a gun mantlet with a 30mm plate and sides being 25mm thin. 
  
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
+
On the bright side,  the 2IP version is fitted with Iron Wall add-on composite armor. This variable thickness armor package dramatically increases effectiveness of armor against chemical munitions, but does little to protect against kinetic penetrators. 
 +
 
 +
'''Front'''
 +
 
 +
Most noticeable increase in protection is on the upper plate of the hull - even newer HEAT rounds and older ATGMs may struggle to penetrate the hull armor. 
 +
 
 +
Sadly, add-on protection on the turret is not enough to defeat those same munitions. 
 +
 
 +
Frontal arc protection against autocannons is mostly great, but occasional lucky shots can penetrate the turret ring. 
 +
 
 +
Players also must be aware of the giant weak spot that is the driver's area - it is only 11mm plate angled at 74° and it is not protected by add-on armor, allowing vehicles like [[Dardo]] to get through. 
 +
 
 +
'''Sides'''
 +
 
 +
While TAM 2IP is now resistant to 12.7mm rounds on the hull side, overall side protection remains poor, as it can still get easily penetrated by anything larger than 12.7mm.
 +
 
 +
'''Crew'''
 +
 
 +
When looking at TAM 2IP from the front, one can see that on the left side, the commander sits directly behind the gunner, while the loader sits almost directly behind the driver on the right side.
 +
 
 +
Both gunner and commander are protected by the transmision and the engine ([[Merkava (Family)|similar to Merkava tanks]]); while that won't protect them from most kinetic munitions, it can negate shrapnel from older chemical and HESH rounds that manages to get through add-on armor.
 +
 
 +
Driver is very vulnerable as he sits behind an 11mm thin plate angled at 74°, with a first-stage ammo rack and loader directly behind him. Driver's area is not protected by add-on armor either. 
 +
 
 +
'''Armour type:'''
 +
 
 +
* Rolled homogeneous armor
 +
* Add-on composite armor <!-- The types of armour present on the vehicle and their general locations -->
 
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
* Cast homogeneous armour (Turret, Transmission area) -->
 
* Cast homogeneous armour (Turret, Transmission area) -->
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! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || ___ mm || ___ mm ''Top'' <br> ___ mm ''Bottom'' || ___ mm || ___ - ___ mm
+
| Hull || 11 mm (77°) ''Upper glacis - Engine access panel''
 +
32 mm (77°) ''Upper glacis - Sides''
 +
 
 +
32 mm (29°) ''Lower glacis - Top''
 +
 
 +
32 mm (60°) ''Lower glacis - Bottom''
 +
| 15 mm (30°) ''Top''
 +
15 mm ''Bottom''
 +
| 11 mm (23°) ''Upper plate''
 +
11 mm (27°) ''Lower plate''
 +
| 11-32 mm (13°) ''Front glacis''
 +
11 mm ''Crew compartment''
 +
 
 +
5 mm ''Radiator vents''
 
|-
 
|-
| Turret || ___ - ___ mm ''Turret front'' <br> ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm
+
| Turret || 50 mm (5-35°) ''Turret front''
 +
30 mm + 30 mm (51-63°) ''Mantlet Front''
 +
 
 +
25 mm (7-10°) ''Mantlet Sides''
 +
 
 +
20 mm (79°) ''Roof glacis''
 +
 
 +
30 mm (cylindrical) ''Gunner periscope''
 +
| 25 mm (24-27°) ''Crew Compartment''
 +
15 mm (27°) ''Bustle''
 +
 
 +
25 mm ''Cupola well''
 +
| 15 mm (22°)
 +
11 mm (79°) ''Turret underside''
 +
| 20 (11°) ''Roof glacis''
 +
11 mm
 
|-
 
|-
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm
+
| Cupola || 35 mm (cylindrical) || ___ mm || ___ mm || 35 mm ''Outer ring''
 +
11 mm ''Centre''
 
|-
 
|-
 
|}
 
|}
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'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
 
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
 
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
 
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
 +
 +
* Suspension wheels are 20 mm thick
 +
* Tracks are 20 mm thick
 +
* Side skirts are 4mm thick
 +
* Air intake on the right side is 5mm thick
 +
 +
{| class="wikitable"
 +
!Composite add-on armor
 +
!Front
 +
!Side
 +
|-
 +
|Hull
 +
|'''Upper glacis'''
 +
~90 mm ''Kinetic''
 +
 +
~520 mm ''Chemical''
 +
|'''Upper side'''
 +
~45 mm ''Kinetic''
 +
 +
~295 mm ''Chemical''
 +
|-
 +
|Turret
 +
|'''Turret face'''~70-140 mm ''Kinetic''
 +
~70-340 mm ''Chemical''
 +
|'''Turret side'''
 +
~50 mm ''Kinetic''
 +
 +
~260mm ''Chemical''
 +
|}
  
 
=== Mobility ===
 
=== Mobility ===
 
{{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.'' -->
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''
+
Even with additional protection, TAM 2IP suffers no decrease to its mobility when compared to its tech tree counterpart; thus is more mobile and agile than its main competitor, Leopard A1A1. This mobility allows TAM 2IP to perform many different roles, be it flanking, scouting, rushing favorable positions or relocating. 
  
 
{{tankMobility}}
 
{{tankMobility}}
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=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
 +
 +
As a premium vehicle, TAM 2IP comes with all modifications unlocked.
  
 
== Armaments ==
 
== Armaments ==
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<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
{{main|FMK.4 Modelo 1L (105 mm)}}
 
{{main|FMK.4 Modelo 1L (105 mm)}}
''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''
+
Main armament consists of FMK.4 Modelo 1L gun; fully stabilised gun that is standard to the TAM family. Unlike TAM however, it has access to DM33, 3rd best NATO round available for 105mm guns and a very potent round at its BR. TAM 2IP also comes equipped with a laser range finder - this gadget allows it to acquire targets distance, thus allowing long range shots, immensely fast.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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==== Ammunition ====
 
==== Ammunition ====
 +
 +
* DM12 HEAT-FS - HEAT round does not lose penetration with distance travelled. Unlike kinetic penetrators, it has one downside: given that it is a chemical round, its fuse is highly sensitive. With the emergence of composite and reactive armour, it quickly became obsolete in the anti-tank role. Requires careful aiming to properly damage newer tanks, though it can hold its own while fighting older tanks, lighter vehicles and low-flying helicopters.
 +
* DM502 HESH - This round was always plagued by a plethora of problems: low velocity, low penetration, inconsistent mechanics and sensitive fuse make this round gimmicky at best. That being said, with the overpressure mechanic, this round can be used in CQB against light vehicles with devastating effect.
 +
* DM23 APFSDS - This round allows the player to engage modern tanks more reliably, since it performs better against composite and reactive armour. While penetration is sufficient relative to TAM 2IP's BR, there is simply no use for this round as its direct upgrade is available from the get go.
 +
* DM33 APFSDS - Best round available to the TAM 2IP and third best NATO round available for 105 mm cannons. It allows the player to engage '''any''' enemies at the TAM 2IP's BR at any range reliably. Even higher BR vehicles are not safe. Player should be of note that this round can easily over penetrate light vehicles such as BMP-2 or SPAAGs, so aiming at vital components is preferred in order to create shrapnel necessary to destroy them.
 +
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
! colspan="8" | Penetration statistics
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! 3rd<br>rack empty
 
! 3rd<br>rack empty
 
! 4th<br>rack empty
 
! 4th<br>rack empty
! 5th<br>rack empty
 
! 6th<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''50''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''50''' || 41&nbsp;''(+9)'' || 30&nbsp;''(+20)'' || 21&nbsp;''(+11)'' || 1&nbsp;''(+49)'' || No
 
|-
 
|-
 
|}
 
|}
 +
'''Notes:'''
 +
 +
* Shells are modeled individually and disappear after having been shot or loaded.
 +
* Racks 3 and 4 are first stage ammunition racks (29 shells total), meaning they will deplete first (in the order of 3 then 4) but will replenish from the other racks, starting with rack 1 and then rack 2.
  
 
=== Machine guns ===
 
=== Machine guns ===
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<!-- ''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|FN MAG 60-40 (7.62 mm)}}
 
{{main|FN MAG 60-40 (7.62 mm)}}
''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.''
+
The small calibre of the FN MAG 60-40 machine guns make them largely ineffective against all armoured vehicles but the ones with an open compartment. They still can be used to ping targets as a rangefinding help or to mow down minor obstacles blocking your line of sight.
  
 
{| 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
 
|-
 
|-
| || ___ (___) || ___ || __° || __°
+
| Coaxial
 +
| 2,000 (200) || 600 || N/A || N/A
 
|-
 
|-
| || ___ (___) || ___ || __° || __°
+
| Commander cupola
 +
| 2,000(200) || 600 || -10°/+60° || ±120°
 
|-
 
|-
 
|}
 
|}
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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).'' -->
''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).''
+
TAM 2IP essentially plays as its tech tree counterpart. While it can still perform well as a regular main battle tank, using it this way would be just wasting its potential. It's a fast, potent flanker, but with the addition of a powerful DM33 round, TAM 2IP is also a potent sniper.
 +
 
 +
'''Sniping''':
 +
 
 +
Players should abuse TAM 2IPs mobility to reach advantegous positions and start picking off players. DM33 is overkill at BR 8.7 (only [[T-62M-1]] providing better performance) and coupled with laser range finder, TAM 2IP can snipe really well. While it can't fight as well in hull down positions as Leopard A1A1 due to slightly worse gun depression, it can still make great use of cover, as it negates its biggest weakness - armor. 
 +
 
 +
'''Flanking''':
 +
 
 +
Due to TAM 2IPs excellent mobility, stabilised gun and powerful round, TAM 2IP is a potent flanker. Add-on armor allows it to shrug off most autocannon fire from IFVs, as those will be common flankers at this BR. Coupled with scouting ability, TAM 2IP employing hit and run tactics on flanks can become enemy teams worst nightmare. 
 +
 
 +
'''CQB''':
 +
 
 +
While the TAM 2IP performs great at longer ranges, its performance is below average on CQC maps with corridors and streets that do not allow it to exploit its mobility, like those found on Advance to Rhine. Better armoured tanks in general outperform TAM 2IP by wide margin in these environments. Players should focus on ambushing enemy tanks. TAM 2IP turret placement on the back of the tank and acceleration can be exploited in this scenario well - by reversing out of cover, your engine is still protected while you expose only a small part of your tank. Another viable option is to support their allies. Let them take a shot, and as soon as you see the enemy tank return fire, lunge forward and send the enemy back to the garage. 
  
 
=== 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:
''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:'''
+
* DM33 available, which is more than competitive at this BR
 +
* Same mobility as regular TAM, despite add-on armor
 +
* Wide selection of ammunition
  
 
*
 
*
  
'''Cons:'''
+
Cons:
 +
 
 +
* Despite add-on armor, protection remains somewhat poor
 +
* No thermals
 +
* Lacks M416 smoke shell, limiting its tactical potential
  
 
*
 
*

Revision as of 22:16, 13 June 2021

RANK 4 FRANCE
Somua SM PACK
TAM 2IP
germ_thyssen_henschel_tam_2ip.png
GarageImage TAM 2IP.jpg
TAM 2IP
AB RB SB
8.7 8.7 8.7
Purchase:8 910 Specs-Card-Eagle.png
Show in game

Description

The Tanque Argentino Mediano 2IP is a premium rank VI German light tank with a battle rating of 8.7 (AB/RB/SB). It was introduced in Update "Red Skies". Sitting between TAM and TAM 2C in terms of performance, this tank is essentially an earlier TAM model with access to more modern ammunition and add-on armor for increased protection.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull32 / 15 / 11
Turret30 / 25 / 15
Crew4 people
Visibility84 %

Base armor of TAM 2IP is very thin, just 11mm plate angled at 74° on the upper frontal glacis, and 15mm of armor on the sides. Turret is not something to boast about either - the strongest plate being a gun mantlet with a 30mm plate and sides being 25mm thin. 

On the bright side, the 2IP version is fitted with Iron Wall add-on composite armor. This variable thickness armor package dramatically increases effectiveness of armor against chemical munitions, but does little to protect against kinetic penetrators. 

Front

Most noticeable increase in protection is on the upper plate of the hull - even newer HEAT rounds and older ATGMs may struggle to penetrate the hull armor. 

Sadly, add-on protection on the turret is not enough to defeat those same munitions. 

Frontal arc protection against autocannons is mostly great, but occasional lucky shots can penetrate the turret ring. 

Players also must be aware of the giant weak spot that is the driver's area - it is only 11mm plate angled at 74° and it is not protected by add-on armor, allowing vehicles like Dardo to get through. 

Sides

While TAM 2IP is now resistant to 12.7mm rounds on the hull side, overall side protection remains poor, as it can still get easily penetrated by anything larger than 12.7mm.

Crew

When looking at TAM 2IP from the front, one can see that on the left side, the commander sits directly behind the gunner, while the loader sits almost directly behind the driver on the right side.

Both gunner and commander are protected by the transmision and the engine (similar to Merkava tanks); while that won't protect them from most kinetic munitions, it can negate shrapnel from older chemical and HESH rounds that manages to get through add-on armor.

Driver is very vulnerable as he sits behind an 11mm thin plate angled at 74°, with a first-stage ammo rack and loader directly behind him. Driver's area is not protected by add-on armor either. 

Armour type:

  • Rolled homogeneous armor
  • Add-on composite armor
Armour Front (Slope angle) Sides Rear Roof
Hull 11 mm (77°) Upper glacis - Engine access panel

32 mm (77°) Upper glacis - Sides

32 mm (29°) Lower glacis - Top

32 mm (60°) Lower glacis - Bottom

15 mm (30°) Top

15 mm Bottom

11 mm (23°) Upper plate

11 mm (27°) Lower plate

11-32 mm (13°) Front glacis

11 mm Crew compartment

5 mm Radiator vents

Turret 50 mm (5-35°) Turret front

30 mm + 30 mm (51-63°) Mantlet Front

25 mm (7-10°) Mantlet Sides

20 mm (79°) Roof glacis

30 mm (cylindrical) Gunner periscope

25 mm (24-27°) Crew Compartment

15 mm (27°) Bustle

25 mm Cupola well

15 mm (22°)

11 mm (79°) Turret underside

20 (11°) Roof glacis

11 mm

Cupola 35 mm (cylindrical) ___ mm ___ mm 35 mm Outer ring

11 mm Centre

Notes:

  • Suspension wheels are 20 mm thick
  • Tracks are 20 mm thick
  • Side skirts are 4mm thick
  • Air intake on the right side is 5mm thick
Composite add-on armor Front Side
Hull Upper glacis

~90 mm Kinetic

~520 mm Chemical

Upper side

~45 mm Kinetic

~295 mm Chemical

Turret Turret face~70-140 mm Kinetic

~70-340 mm Chemical

Turret side

~50 mm Kinetic

~260mm Chemical

Mobility

Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB84 / 84 km/h
RB and SB76 / 76 km/h
Number of gears7 forward
7 back
Weight30.5 t
Engine power
AB1 374 hp
RB and SB720 hp
Power-to-weight ratio
AB45.0 hp/t
RB and SB23.6 hp/t

Even with additional protection, TAM 2IP suffers no decrease to its mobility when compared to its tech tree counterpart; thus is more mobile and agile than its main competitor, Leopard A1A1. This mobility allows TAM 2IP to perform many different roles, be it flanking, scouting, rushing favorable positions or relocating. 

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 84 84 30.5 _,___ 1374 __.__ 45.05
Realistic 76 76 _,___ 720 __.__ 23.61

Modifications and economy

Repair cost
AB4 770 Sl icon.png
RB4 770 Sl icon.png
SB4 770 Sl icon.png
Crew training10 000 Sl icon.png
Experts940 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 900 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 100 / 140 / 160 % Sl icon.png
Talisman.png 2 × 220 / 220 / 220 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Mods new tank suspension.png
Suspension
Mods new tank break.png
Brake System
Mods new tank filter.png
Filters
Mods new tank transmission.png
Transmission
Mods new tank engine.png
Engine
Mods tank tool kit.png
Parts
Mods extinguisher.png
FPE
Mods tank reinforcement ger.png
Crew Replenishment
Mods smoke screen.png
Smoke grenade
Mods new tank horizontal aiming.png
Horizontal Drive
Mods tank ammo.png
105mm_usa_HESH_ammo_pack
Mods tank ammo.png
105mm_NATO_APDS_FS_ammo_pack
Mods tank cannon.png
Adjustment of Fire
Mods airstrike.png
Airstrike
Mods tank laser rangefinder.png
Laser rangefinder
Mods new tank vertical aiming.png
Elevation Mechanism
Mods night vision device.png
NVD
Mods art support.png
Artillery Support
Mods scouting.png
Improved optics
Mods tank ammo.png
105mm_DM33_APDS_FS_ammo_pack

As a premium vehicle, TAM 2IP comes with all modifications unlocked.

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.

Main armament

105 mm FMK.4 Modelo 1L cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition50 rounds
First-order29 rounds
Reloadbasic crew → aces
8.7 → 6.7 s
Vertical guidance-7° / 18°

Main armament consists of FMK.4 Modelo 1L gun; fully stabilised gun that is standard to the TAM family. Unlike TAM however, it has access to DM33, 3rd best NATO round available for 105mm guns and a very potent round at its BR. TAM 2IP also comes equipped with a laser range finder - this gadget allows it to acquire targets distance, thus allowing long range shots, immensely fast.

105 mm FMK.4 Modelo 1L Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 50 -7°/+18° ±180° Two-plane __._ __._ __._ __._ __._ _.__ _.__ _.__ _.__
Realistic __._ __._ __._ __._ __._

Ammunition

  • DM12 HEAT-FS - HEAT round does not lose penetration with distance travelled. Unlike kinetic penetrators, it has one downside: given that it is a chemical round, its fuse is highly sensitive. With the emergence of composite and reactive armour, it quickly became obsolete in the anti-tank role. Requires careful aiming to properly damage newer tanks, though it can hold its own while fighting older tanks, lighter vehicles and low-flying helicopters.
  • DM502 HESH - This round was always plagued by a plethora of problems: low velocity, low penetration, inconsistent mechanics and sensitive fuse make this round gimmicky at best. That being said, with the overpressure mechanic, this round can be used in CQB against light vehicles with devastating effect.
  • DM23 APFSDS - This round allows the player to engage modern tanks more reliably, since it performs better against composite and reactive armour. While penetration is sufficient relative to TAM 2IP's BR, there is simply no use for this round as its direct upgrade is available from the get go.
  • DM33 APFSDS - Best round available to the TAM 2IP and third best NATO round available for 105 mm cannons. It allows the player to engage any enemies at the TAM 2IP's BR at any range reliably. Even higher BR vehicles are not safe. Player should be of note that this round can easily over penetrate light vehicles such as BMP-2 or SPAAGs, so aiming at vital components is preferred in order to create shrapnel necessary to destroy them.
Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
DM12 HEATFS 400 400 400 400 400 400
DM502 HESH 127 127 127 127 127 127
DM23 APFSDS 337 335 330 322 314 306
DM33 APFSDS 408 405 398 389 379 370
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
DM12 HEATFS 1,173 10.5 0.05 0.1 1,270 65° 72° 77°
DM502 HESH 732 14.85 0.05 0.1 4,310 73° 77° 80°
DM23 APFSDS 1,455 3.79 N/A N/A N/A 78° 80° 81°
DM33 APFSDS 1,455 3.79 N/A N/A N/A 78° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
50 41 (+9) 30 (+20) 21 (+11) (+49) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Racks 3 and 4 are first stage ammunition racks (29 shells total), meaning they will deplete first (in the order of 3 then 4) but will replenish from the other racks, starting with rack 1 and then rack 2.

Machine guns

Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate600 shots/min
Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate600 shots/min

The small calibre of the FN MAG 60-40 machine guns make them largely ineffective against all armoured vehicles but the ones with an open compartment. They still can be used to ping targets as a rangefinding help or to mow down minor obstacles blocking your line of sight.

7.62 mm FN MAG 60-40
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (200) 600 N/A N/A
Commander cupola 2,000(200) 600 -10°/+60° ±120°

Usage in battles

TAM 2IP essentially plays as its tech tree counterpart. While it can still perform well as a regular main battle tank, using it this way would be just wasting its potential. It's a fast, potent flanker, but with the addition of a powerful DM33 round, TAM 2IP is also a potent sniper.

Sniping:

Players should abuse TAM 2IPs mobility to reach advantegous positions and start picking off players. DM33 is overkill at BR 8.7 (only T-62M-1 providing better performance) and coupled with laser range finder, TAM 2IP can snipe really well. While it can't fight as well in hull down positions as Leopard A1A1 due to slightly worse gun depression, it can still make great use of cover, as it negates its biggest weakness - armor. 

Flanking:

Due to TAM 2IPs excellent mobility, stabilised gun and powerful round, TAM 2IP is a potent flanker. Add-on armor allows it to shrug off most autocannon fire from IFVs, as those will be common flankers at this BR. Coupled with scouting ability, TAM 2IP employing hit and run tactics on flanks can become enemy teams worst nightmare. 

CQB:

While the TAM 2IP performs great at longer ranges, its performance is below average on CQC maps with corridors and streets that do not allow it to exploit its mobility, like those found on Advance to Rhine. Better armoured tanks in general outperform TAM 2IP by wide margin in these environments. Players should focus on ambushing enemy tanks. TAM 2IP turret placement on the back of the tank and acceleration can be exploited in this scenario well - by reversing out of cover, your engine is still protected while you expose only a small part of your tank. Another viable option is to support their allies. Let them take a shot, and as soon as you see the enemy tank return fire, lunge forward and send the enemy back to the garage. 

Pros and cons

Pros:

  • DM33 available, which is more than competitive at this BR
  • Same mobility as regular TAM, despite add-on armor
  • Wide selection of ammunition

Cons:

  • Despite add-on armor, protection remains somewhat poor
  • No thermals
  • Lacks M416 smoke shell, limiting its tactical potential

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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

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

See also

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

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

External links

Paste links to sources and external resources, such as:

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


Germany light tanks
Pz.II  Pz.II C · Pz.II C (DAK) · Pz.II F · Pz.Sfl.Ic
Wheeled  Sd.Kfz.221 (s.Pz.B.41) · Sd.Kfz.234/1 · Sd.Kfz.234/2 · Sd.Kfz.234/2 TD · Class 3 (P)
Czech  Pz.35(t) · Pz.38(t) A · Pz.38(t) F · Sd.Kfz. 140/1
Post-war  Begleitpanzer 57 · Ru 251 · leKPz M41 · SPz BMP-1 · Radkampfwagen 90 · JaPz.K A2 · Marder A1- · TAM · TAM 2C · TAM 2IP

Germany premium ground vehicles
Light tanks  Pz.II C (DAK) · Pz.Sfl.Ic · Sd.Kfz. 140/1 · Sd.Kfz.234/1 · Ru 251 · TAM 2IP
Medium tanks  Nb.Fz. · Pz.III N · Pz.Bef.Wg.IV J · ▀M4 748 (a) · ▀T 34 747 (r) · Ersatz M10 · mKPz M47 G · Leopard A1A1 (L/44)
Heavy tanks  ▀Pz.Kpfw. Churchill · ▀KV-IB · ▀KV I C 756 (r) · ▀KV II 754 (r)
  VK 45.01 (P) · ␠Tiger · Pz.Bef.Wg.VI P · Tiger II (H) Sla.16
Tank destroyers  Sd.Kfz.234/3 · Sd.Kfz.234/4 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · 15 cm Pz.W.42 · Brummbär · Panzer IV/70(A) · Bfw. Jagdpanther · VFW