Difference between revisions of "TAM 2IP"

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(Added some more details about sniping with this tank.)
(Edits)
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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
Base armour of TAM 2IP is very thin, just an 11 mm plate angled at 74° on the upper frontal glacis, and 15 mm of armour on the sides. Turret is not something to boast about either - the strongest plate being a gun mantlet with a 30 mm plate and sides being 25 mm thin.
+
Base armour of the TAM 2IP is very thin, just an 11 mm plate angled at 74° on the upper frontal glacis, and 15 mm of armour on the sides. Turret is not something to boast about either - the strongest plate being a gun mantlet with a 30 mm plate and sides being 25 mm thin.
  
 
On the bright side, the 2IP version is fitted with Iron Wall add-on composite armour. This variable thickness armour package dramatically increases effectiveness of armour against chemical munitions, but does little to protect against kinetic penetrators.
 
On the bright side, the 2IP version is fitted with Iron Wall add-on composite armour. This variable thickness armour package dramatically increases effectiveness of armour against chemical munitions, but does little to protect against kinetic penetrators.
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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 armour. 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.
 
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 armour. 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 armour, allowing vehicles like [[Dardo]] to get through.
+
Players also must be aware of the giant weak spot that is the driver's area - it is only 11 mm plate angled at 74° and it is not protected by add-on armour, allowing vehicles like [[Dardo]] to get through.
  
 
'''Sides'''
 
'''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.
+
While the TAM 2IP is now resistant to 12.7 mm rounds on the hull side, overall side protection remains poor, as it can still get easily penetrated by anything larger than 12.7 mm.
  
 
'''Crew'''
 
'''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.
+
When looking at the 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 transmission 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 armour.
 
Both gunner and commander are protected by the transmission 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 armour.
  
The 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 armour either.
+
The driver is very vulnerable as he sits behind an 11 mm 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 armour either.
  
 
'''Armour type:'''
 
'''Armour type:'''
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{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
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 favourable positions or relocating.
+
Even with additional protection, the 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 the TAM 2IP to perform many different roles, be it flanking, scouting, rushing favourable positions or relocating.
  
 
{{tankMobility|abMinHp=1116|rbMinHp=637}}
 
{{tankMobility|abMinHp=1116|rbMinHp=637}}
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{{Specs-Economy}}
 
{{Specs-Economy}}
  
As a premium vehicle, TAM 2IP comes with all modifications unlocked.
+
As a premium vehicle, the TAM 2IP comes with all modifications unlocked.
  
 
== Armaments ==
 
== Armaments ==
Line 92: Line 92:
 
{{main|FMK.4 Modelo 1L (105 mm)}}
 
{{main|FMK.4 Modelo 1L (105 mm)}}
  
Main armament consists of the 105 mm FMK.4 Modelo 1L cannon; a fully stabilised gun that is standard to the TAM family. Unlike TAM however, it has access to DM33, a very potent round at its BR. TAM 2IP also comes equipped with a laser rangefinder - this gadget allows it to quickly acquire a target's distance, thus allowing long range shots immensely fast.
+
Main armament consists of the 105 mm FMK.4 Modelo 1L cannon; a fully stabilised gun that is standard to the TAM family. Unlike TAM however, it has access to DM33, a very potent round at its BR. The TAM 2IP also comes equipped with a laser rangefinder - this gadget allows it to quickly acquire a target's 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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* '''DM12 HEATFS''' - 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.
 
* '''DM12 HEATFS''' - 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.
 
* '''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.
+
* '''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 the 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.
 
* '''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.
  
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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).'' -->
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.
+
While the TAM 2IP 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, the TAM 2IP is also a potent sniper.
  
 
'''Sniping:'''
 
'''Sniping:'''
  
Players should abuse TAM 2IPs mobility to reach advantageous positions and start picking off players. DM33 highly effective (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 - armour. Use the TAM 2IPs fast speed to get to a good position where you won't be seen and a lot of enemies will pass by. Start picking them off with your round and relocate after a couple of shots.
+
Players should abuse the TAM 2IP's mobility to reach advantageous positions and start picking off players. DM33 highly effective (only [[T-62M-1]] providing better performance) and coupled with laser range finder, the 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 - armour. Use the TAM 2IPs fast speed to get to a good position where you won't be seen and a lot of enemies will pass by. Start picking them off with your round and relocate after a couple of shots.
  
 
'''Flanking:'''
 
'''Flanking:'''
  
Due to TAM 2IPs excellent mobility, stabilised gun and powerful round, TAM 2IP is a potent flanker. Add-on armour 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.
+
Due to the TAM 2IPs excellent mobility, stabilised gun and powerful round, the TAM 2IP is a potent flanker. Add-on armour allows it to shrug off most autocannon fire from IFVs, as those will be common flankers at this BR. Coupled with scouting ability, a TAM 2IP employing hit and run tactics on flanks can become the enemy team's worst nightmare.
  
 
'''CQB:'''
 
'''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.
+
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 the TAM 2IP by wide margin in these environments. Players should focus on ambushing enemy tanks. The TAM 2IP's 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 ===

Revision as of 00:12, 26 January 2022

Rank 6 USA
F-5C Pack
This page is about the German light tank TAM 2IP. For other versions, see TAM (Family).
TAM 2IP
germ_thyssen_henschel_tam_2ip.png
GarageImage TAM 2IP.jpg
TAM 2IP
AB RB SB
9.0 9.0 9.0
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 9.0 (AB/RB/SB). It was introduced in Update "Red Skies". Sitting between the 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 armour 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 armour of the TAM 2IP is very thin, just an 11 mm plate angled at 74° on the upper frontal glacis, and 15 mm of armour on the sides. Turret is not something to boast about either - the strongest plate being a gun mantlet with a 30 mm plate and sides being 25 mm thin.

On the bright side, the 2IP version is fitted with Iron Wall add-on composite armour. This variable thickness armour package dramatically increases effectiveness of armour 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 armour. 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 11 mm plate angled at 74° and it is not protected by add-on armour, allowing vehicles like Dardo to get through.

Sides

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

Crew

When looking at the 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 transmission 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 armour.

The driver is very vulnerable as he sits behind an 11 mm 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 armour either.

Armour type:

  • Rolled homogeneous armour
  • Add-on composite armour
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) 35 mm Outer ring
11 mm Centre

Notes:

  • Suspension wheels and tracks are 20 mm thick
  • Side skirts are 4 mm thick
  • Air intake on the right side is 5 mm thick
Composite armour Front (Slope angle) Sides
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
~260 mm 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
Weight33.0 t
Engine power
AB1 374 hp
RB and SB720 hp
Power-to-weight ratio
AB41.6 hp/t
RB and SB21.8 hp/t

Even with additional protection, the 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 the TAM 2IP to perform many different roles, be it flanking, scouting, rushing favourable 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 33 1116 1,374 33.82 41.64
Realistic 76 76 637 720 19.3 21.82

Modifications and economy

Repair cost
AB2 624 Sl icon.png
RB2 789 Sl icon.png
SB3 201 Sl icon.png
Crew training10 000 Sl icon.png
Experts850 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 900 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 130 / 160 / 210 % 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
Improved Parts
Mods extinguisher.png
Improved 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 scout streak.png
Scout UAV
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, the 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 the 105 mm FMK.4 Modelo 1L cannon; a fully stabilised gun that is standard to the TAM family. Unlike TAM however, it has access to DM33, a very potent round at its BR. The TAM 2IP also comes equipped with a laser rangefinder - this gadget allows it to quickly acquire a target's 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 32.4 44.8 54.4 60.2 64.0 8.71 7.70 7.10 6.70
Realistic 20.2 23.8 28.9 32.0 34.0

Ammunition

  • DM12 HEATFS - 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 the 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 0.1 4 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

Ammo racks of the TAM 2IP
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
50 41 (+9) 30 (+20) 21 (+29) (+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 but will replenish from the other racks (rack 4 then 3), starting with rack 1 and then rack 2.
  • The depletion order at full capacity is: 3 - 4 - 1 - 2.

Machine guns

Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate960 shots/min
Ammunition2 000 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate960 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
Pintle 2,000 (200) 600 -10°/+50° ±120°

Usage in battles

While the TAM 2IP 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, the TAM 2IP is also a potent sniper.

Sniping:

Players should abuse the TAM 2IP's mobility to reach advantageous positions and start picking off players. DM33 highly effective (only T-62M-1 providing better performance) and coupled with laser range finder, the 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 - armour. Use the TAM 2IPs fast speed to get to a good position where you won't be seen and a lot of enemies will pass by. Start picking them off with your round and relocate after a couple of shots.

Flanking:

Due to the TAM 2IPs excellent mobility, stabilised gun and powerful round, the TAM 2IP is a potent flanker. Add-on armour allows it to shrug off most autocannon fire from IFVs, as those will be common flankers at this BR. Coupled with scouting ability, a TAM 2IP employing hit and run tactics on flanks can become the enemy team's 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 the TAM 2IP by wide margin in these environments. Players should focus on ambushing enemy tanks. The TAM 2IP's 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 APFSDS is more than competitive at this BR
  • Same mobility as regular TAM, despite add-on armour
  • Wide selection of ammunition

Cons:

  • Despite add-on armour, protection remains somewhat poor
  • No thermals
  • Lacks 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

Skins

See also

Other vehicles of similar configuration and role

External links

Paste links to sources and external resources, such as:

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


Thyssen-Henschel
TAM  TAM · TAM 2C · TAM 2IP
Marder IFV  Marder A1- · Marder 1A3 · DF105
TH800  Class 3 (P)

Germany light tanks
Pz.II  Pz.II C · Pz.II C (DAK) · Pz.II C TD · Pz.II F · Pz.Sfl.Ic
Sd.Kfz.234  Sd.Kfz.234/1 · Sd.Kfz.234/2 · Sd.Kfz.234/2 TD
Marder  Marder A1- · Marder 1A3 · Begleitpanzer 57 · DF105
  PUMA
Wheeled  Sd.Kfz.221 (s.Pz.B.41) · Class 3 (P) · Radkampfwagen 90
Other  Ru 251 · SPz 12-3 LGS
Argentina  TAM · TAM 2C · TAM 2IP · JaPz.K A2
Czechoslovakia  Pz.35(t) · Pz.38(t) A · Pz.38(t) F · Pz.38(t) n.A. · Sd.Kfz. 140/1
France  Pz.Sp.Wg.P204(f) KwK
Lithuania  Vilkas
USA  leKPz M41
USSR  SPz BMP-1

Germany premium ground vehicles
Light tanks  Pz.II C (DAK) · Pz.Sfl.Ic · Pz.Sp.Wg.P204(f) KwK · Sd.Kfz. 140/1 · Sd.Kfz.234/1 · Ru 251 · SPz 12-3 LGS · 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 · Turm III · Leopard A1A1 (L/44) · Leopard 2 (PzBtl 123)
Heavy tanks  ▀Pz.Kpfw. Churchill · ▀KV-IB · ▀KW I C 756 (r) · ▀KW 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) · VFW · Bfw. Jagdpanther G1 · Elefant · 38 cm Sturmmörser