Difference between revisions of "User:Kmsxkuse"

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==BF109 G2==
+
{{Specs-Card
=== Flight Performance ===
+
|code=ussr_is_7
{| class="wikitable" style="text-align:center" width="70%"
+
|market=IS-7
! rowspan="2" | {{Annotation|Game Mode|Last run of parser: 22 May 2019. Last update of data: 07 May 2019}}
+
}}
! rowspan="2" | {{Annotation|Max Speed|Arcade: Maximum speed for acceleration due to engine. Realistic: Maximum speed before wings break.}}
+
 
! rowspan="2" | {{Annotation|Max Altitude|Meters}}
+
== Description ==
! colspan="2" | {{Annotation|Turn Time|Seconds at 1000 Meters}}
+
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
! colspan="2" | {{Annotation|Rate of Climb|Meters per Second}}
+
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
! rowspan="2" | {{Annotation|Takeoff Run|Meters}}
+
{{break}}
! rowspan="2" | {{Annotation|WEP Duration|Minutes}}
+
The '''{{Specs|name}}''' is a gift Rank {{Specs|rank}} Soviet heavy tank {{Battle-rating}}. This tank was introduced in [[Update 1.79 "Project X"]] as the main reward of [[Operation S.U.M.M.E.R.|Operation S.U.M.M.E.R. 2018]].
 +
 
 +
The IS-7 is the culmination of decades of heavy tank development by the USSR, combining distinctive features of previous iterations of the IS series with more modern technology like an assisted loader. The IS-7 is the ultimate 'super heavy tank', rivalling the Maus and E-100 in pure survivability, with a massive 130mm naval gun. Nigh impenetrable from the front, even with all but the highest penetration HEAT rounds and ATGMs, this behemoth is more than capable of standing its ground at 8.3 when played correctly.
 +
 
 +
The IS-7 looks quite similar to the [[IS-3]] and [[T-10M]], however due to the assisted loader and much heavier armour, the turret is significantly longer. It has machine guns strewn all over the hull and turret, and a distinctive gun with a perforated cylinder type muzzle brake. Its’ top mounted 14.5mm KPVT machine gun is on an extremely tall spindle mount.
 +
 
 +
As with previous IS tanks, the IS-7 should be played at close to medium ranges, as the monstrous short-range power of the gun falls off with range. Unlike previous models, the IS-7 has far fewer issues with flankers, as the majority of its side armour is leagues ahead of what the earlier machines had. The frontal armour is impossible for almost any kinetic round to penetrate, and with very few weak spots it can be frustrating to deal with. The weapon has a fantastic assisted loader, allowing the 130 mm rounds to be loaded in as little as 10 seconds. This newly upsized C-70 cannon (exclusive to the IS-7) only has APCBC and HE rounds, but with 35 mm additional penetration on the BR-482B over the top-tier ammunition from the previous D-25T gun (taking it to a total of 265 mm at 10 meters), an experienced IS driver will be able to deal with the vast majority of enemy vehicles they come up against.
 +
 
 +
In addition to the formidable armour, the IS-7 has no less than 8 machine guns, a powerful deterrent for any light vehicles that may stray into the path of this machine. To top this off, the IS-7 has a ''significantly'' more powerful engine than previous models, with over 1300 horsepower relieving the acceleration and manoeuvrability issues encountered prior without costing at all in reverse speed or top forward speed. IS-7 drivers should not be deterred by any terrain, as the wide tracks and powerful engine will make quick work of any surface.
 +
 
 +
The IS-7 should be played as a breakthrough tank, pushing forward to enable team members in lighter vehicles and secure objectives. Beware, however, that it’s not entirely invulnerable and experienced opponents may take advantage of the few small weak points the vehicle has. In addition, some high-calibre HESH rounds (such as the [[FV4005|FV4005]] and [[Conway|Conway]] will have no trouble disabling your vehicle almost regardless of where they land. Always be aware of what you may encounter!
 +
 
 +
== General info ==
 +
=== Survivability and armour ===
 +
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
 +
 
 +
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 +
'''Armour type:'''
 +
 
 +
* Cast homogeneous armour (Turret)
 +
* Rolled homogeneous armour (Hull)
 +
 
 +
{| class="wikitable"
 
|-
 
|-
! {{Annotation|100%|Full throttle}}
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
! {{Annotation|WEP|War Emergency Power Throttle}}
 
! {{Annotation|100%|Full throttle}}
 
! {{Annotation|WEP|War Emergency Power Throttle}}
 
 
|-
 
|-
! Arcade
+
| Hull || 150 mm || 150 mm ''Top'' <br> 100 mm ''Bottom'' || 60 mm || 5 - 40 mm
| rowspan="2" | 790 || rowspan="2" | 12600 || ? || ? || ? || ? || rowspan="2" | 486 || 25s
+
|-
 +
| Turret || 101 - 235 mm ''Turret front'' <br> 250 mm ''Gun mantlet'' || 139 - 202 mm || 63 - 179 mm || 30 - 99 mm
 +
|-
 +
! Armour !! Sides !! Roof
 +
|-
 +
| Cupola || 30 mm || 30 mm
 
|-
 
|-
! {{Annotation|Realistic|Simulator uses Realistic FMs}}
 
| 20.3 || 19 || 19.1 || 21.7 || Infinite
 
 
|}
 
|}
===Features===
+
'''Notes:'''
{| class="wikitable" style="text-align:center" width="70%"
+
 
! rowspan = "2" |
+
* Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick.
! colspan = "3" | Flaps
+
 
! colspan = "2" | Gears
+
=== Mobility ===
! colspan = "3" | {{Annotation|Controls|Speeds listed are optimal speeds. Rip speeds are listed above under Max Speed.}}
+
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
! colspan = "2" | G Forces
+
{| class="wikitable" style="text-align:center"
! rowspan = "2" | Air Breaks
+
|-
 +
! colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
! colspan="1" | Add-on Armour<br>weight (tons)
 +
! colspan="1" | Max speed (km/h)
 
|-
 
|-
! Combat
+
| rowspan="2" | 68.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 63 (AB)
! Takeoff
 
! Landing
 
! Retractable
 
! Arrestor
 
! Ailerons
 
! Elevator
 
! Rudder
 
! +
 
! -
 
 
|-
 
|-
! Available
+
|60 (RB/SB)
| Yes || Yes || Yes || Yes || No || Yes || Yes || Yes || N/A || N/A || No
+
|-
 +
! colspan="3" | Engine power (horsepower)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|1,356
 +
|1,669
 +
|-
 +
|''Realistic/Simulator''
 +
|929
 +
|1,050
 +
|-
 +
! colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|19.94
 +
|24.54
 +
|-
 +
|''Realistic/Simulator''
 +
|13.66
 +
|15.44
 
|-
 
|-
! {{Annotation|Speed Limits|Kilometers per Hour}}
 
| 460 || 260 || 260 || 360 || N / A || 450 || 450 || 390 || ? || ? || N / A
 
 
|}
 
|}
===Manual Engine Controls===
+
 
{| class="wikitable" style="text-align:center" width="70%"
+
== Armaments ==
 +
=== Main armament ===
 +
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the 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|C-70 (130 mm)}}
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="6" | [[C-70 (130 mm)|130 mm C-70]]
 +
|-
 +
! colspan="3" rowspan="1" style="width:5em" |Capacity
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="3" | 30 || -3°/+15° || ±180° || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 16.2 || 22.4 || 27.2 || 30.1 || 32.0
 +
|-
 +
| ''Realistic'' || 11.9 || 14.0 || 17.0 || 18.8 || 20.0
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! Water Radiator
+
! colspan="1" style="width:4em" |Stock
! Oil Radiator
+
! colspan="1" style="width:4em" |Prior + Full crew
! Propeller
+
! colspan="1" style="width:4em" |Prior + Expert qualif.
! Mixer
+
! colspan="1" style="width:4em" |Prior + Ace qualif.
! Supercharger
 
! Magneto
 
 
|-
 
|-
| Controllable || Controllable || Controllable || rowspan="2" | N / A || rowspan="2" | 1 Gear || rowspan="2" | Controllable
+
| 10.00 || 10.00 || 10.00 || 10.00
 
|-
 
|-
| Automatic || Automatic || Automatic
 
 
|}
 
|}
  
=Me163B=
+
===== Ammunition =====
=== Flight Performance ===
+
{| class="wikitable sortable" width="100%" style="text-align:center"
{| class="wikitable" style="text-align:center" width="70%"
+
! colspan="8" | Penetration statistics
! rowspan="2" | {{Annotation|Game Mode|Last run of parser: 22 May 2019. Last update of data: 07 May 2019}}
+
|-
! rowspan="2" | {{Annotation|Max Speed|Arcade: Maximum speed for acceleration due to engine. Realistic: Maximum speed before wings break.}}
+
! rowspan="2" data-sort-type="text" | Ammunition
! rowspan="2" | {{Annotation|Max Altitude|Meters}}
+
! rowspan="2" class="unsortable" | Type of <br /> warhead
! colspan="2" | {{Annotation|Turn Time|Seconds at 1000 Meters}}
+
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''
! colspan="2" | {{Annotation|Rate of Climb|Meters per Second}}
 
! rowspan="2" | {{Annotation|Takeoff Run|Meters}}
 
! rowspan="2" | {{Annotation|WEP Duration|Minutes}}
 
 
|-
 
|-
! {{Annotation|100%|Full throttle}}
+
! 10m
! {{Annotation|WEP|War Emergency Power Throttle}}
+
! 100m
! {{Annotation|100%|Full throttle}}
+
! 500m
! {{Annotation|WEP|War Emergency Power Throttle}}
+
! 1000m
 +
! 1500m
 +
! 2000m
 
|-
 
|-
! Arcade
+
| BR-482B || APCBC || 311 || 308 || 294 || 276 || 260 || 244
| rowspan="2" | 1040 || rowspan="2" | 13800 || ? || ? || ? || ? || rowspan="2" | 924 || 25s
 
 
|-
 
|-
! {{Annotation|Realistic|Simulator uses Realistic FMs}}
+
| OF-482M || HE || 47 || 47 || 45 || 44 || 43 || 43
| 21 || N / A || 9.1 || N / A || N / A
+
|-
 +
|}
 +
{| class="wikitable sortable" width="100%" style="text-align:center"
 +
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! rowspan="2" |Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! rowspan="2" | ''Fuse delay''
 +
''in m:''
 +
! rowspan="2" | ''Fuse sensitivity''
 +
''in mm:''
 +
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 +
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 +
! colspan="3" | ''Ricochet:''
 +
|-
 +
! 0%
 +
! 50%
 +
! 100%
 +
|-
 +
| BR-482B || APCBC || 900 || 33.3 || 1.2 || 15 || 195.5 || ° || 48° || 63° || 71°
 +
|-
 +
| OF-482M || HE || 900 || 33.7 || N/A || N/A || 2,650 || +0° || 79° || 80° || 81°
 +
|-
 
|}
 
|}
  
===Features===
+
===== [[Ammo racks|Ammo racks]] =====
{| class="wikitable" style="text-align:center" width="70%"
+
{| class="wikitable sortable" style="text-align:center"
! rowspan = "2" |
 
! colspan = "3" | Flaps
 
! colspan = "2" | Gears
 
! colspan = "3" | {{Annotation|Controls|Speeds listed are optimal speeds. Rip speeds are listed above under Max Speed.}}
 
! colspan = "2" | G Forces
 
! rowspan = "2" | Air Breaks
 
 
|-
 
|-
! Combat
+
! class="wikitable unsortable" |Full<br /> ammo
! Takeoff
+
! class="wikitable unsortable" |1st<br />  rack empty
! Landing
+
! class="wikitable unsortable" |2nd<br />  rack empty
! Retractable
+
! class="wikitable unsortable" |3rd<br />  rack empty
! Arrestor
+
! class="wikitable unsortable" |4th<br />  rack empty
! Ailerons
+
! class="wikitable unsortable" |5th<br />  rack empty
! Elevator
+
! class="wikitable unsortable" |6th<br />  rack empty
! Rudder
+
! class="wikitable unsortable" |Visual<br /> discrepancy
! +
 
! -
 
 
|-
 
|-
! Available
+
|| '''30''' || XX&nbsp;''(X+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || &nbsp;''(+)'' || style="text-align:left" | no
| No || No || Yes || Yes || No || Yes || Yes || Yes || N/A || N/A || No
 
 
|-
 
|-
! {{Annotation|Speed Limits|Kilometers per Hour}}
 
| N / A || N / A || 420 || 550 || N / A || 790 || 690 || 600 || ? || ? || N / A
 
 
|}
 
|}
  
=Fw 190 F8=
+
=== Machine guns ===
=== Flight Performance ===
+
<!--''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.''-->
{| class="wikitable" style="text-align:center" width="70%"
+
{{main|KPVT (14.5 mm)|RP-46 (7.62 mm)}}
! rowspan="2" | {{Annotation|Game Mode|Last run of parser: 22 May 2019. Last update of data: 07 May 2019}}
+
 
! rowspan="2" | {{Annotation|Max Speed|Arcade: Maximum speed for acceleration due to engine. Realistic: Maximum speed before wings break.}}
+
{| class="wikitable" style="text-align:center"
! rowspan="2" | {{Annotation|Max Altitude|Meters}}
+
|-
! colspan="2" | {{Annotation|Turn Time|Seconds at 1000 Meters}}
+
! colspan="7" | [[KPVT (14.5 mm)|14.5 mm KPVT]]
! colspan="2" | {{Annotation|Rate of Climb|Meters per Second}}
+
|-
! rowspan="2" | {{Annotation|Takeoff Run|Meters}}
+
! colspan="7" | ''Pintle mount''
! rowspan="2" | {{Annotation|WEP Duration|Minutes}}
+
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 
|-
 
|-
! {{Annotation|100%|Full throttle}}
+
| colspan="4" | 200 (50) || 600 || -5°/+85° || ±180°
! {{Annotation|WEP|War Emergency Power Throttle}}
 
! {{Annotation|100%|Full throttle}}
 
! {{Annotation|WEP|War Emergency Power Throttle}}
 
 
|-
 
|-
! Arcade
+
! colspan="7" | ''Coaxial mount''
| rowspan="2" | 912 || rowspan="2" | 10500 || ? || ? || ? || ? || rowspan="2" | 1004 || 25s
+
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
|-
 +
| colspan="4" | 200 (50) || 600 || N/A || N/A
 
|-
 
|-
! {{Annotation|Realistic|Simulator uses Realistic FMs}}
 
| 26 || 23.2 || 10.4 || 15.8 || Infinite
 
 
|}
 
|}
===Features===
+
{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center" width="70%"
 
! rowspan = "2" |
 
! colspan = "3" | Flaps
 
! colspan = "2" | Gears
 
! colspan = "3" | {{Annotation|Controls|Speeds listed are optimal speeds. Rip speeds are listed above under Max Speed.}}
 
! colspan = "2" | G Forces
 
! rowspan = "2" | Air Breaks
 
 
|-
 
|-
! Combat
+
! colspan="7" | [[RP-46 (7.62 mm)|7.62 mm RP-46]]
! Takeoff
 
! Landing
 
! Retractable
 
! Arrestor
 
! Ailerons
 
! Elevator
 
! Rudder
 
! +
 
! -
 
 
|-
 
|-
! Available
+
! colspan="7" | ''Coaxial mount'' (x2)
| No || Yes || Yes || Yes || No || Yes || Yes || Yes || N/A || N/A || No
 
 
|-
 
|-
! {{Annotation|Speed Limits|Kilometers per Hour}}
+
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity each)
| N / A || 700 || 310 || 310 || N / A || 420 || 550 || 240 || ? || ? || N / A
+
! rowspan="1" | Fire rate <br> (shots/minute)
|}
+
! rowspan="1" | Vertical <br> guidance
===Manual Engine Controls===
+
! rowspan="1" | Horizontal <br> guidance
{| class="wikitable" style="text-align:center" width="70%"
+
|-
 +
| colspan="4" | 800 (400) || 600 || N/A || N/A
 +
|-
 +
! colspan="7" | ''Fixed front mount'' (x2)
 +
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
|-
 +
| colspan="4" | 800 (400) || 600 || N/A || N/A
 +
|-
 +
! colspan="7" | ''Fixed rear mount'' (x2)
 
|-
 
|-
! Water Radiator
+
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
! Oil Radiator
+
! rowspan="1" | Fire rate <br> (shots/minute)
! Propeller
+
! rowspan="1" | Vertical <br> guidance
! Mixer
+
! rowspan="1" | Horizontal <br> guidance
! Supercharger
 
! Magneto
 
 
|-
 
|-
| colspan="2" | Controllable || N / A || rowspan="2" | N / A || rowspan="2" | 2 Gears || rowspan="2" | Controllable
+
| colspan="4" | 800 (400) || 600 || N/A || N/A
 
|-
 
|-
| colspan="2" | Combined Manual || N / A
 
 
|}
 
|}
 +
 +
== 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 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 IS-7, similarly to the rest of the IS line, should be played as a breakthrough tank, taking advantage of its extreme durability, and avoiding long-range engagements where its shells simply lose effectiveness. With upwards of 450mm of effective armour in places, there’s no need to shy away from taking on almost any opponent.
 +
 +
The IS-7's extremely thick and well-sloped armour means that the player can comfortably engage multiple threats at once without fear of being penetrated through the sides of his/her turret. With a heightened awareness and a good sense of targeting priority, a well-rounded IS-7 player can swiftly clear out entire enemy squads with ease.
 +
 +
The IS-7 is capable of destroying almost any machine on the battlefield and should have no qualms about combatting anything on the right terms. However, it’s best to be wary of tanks with ATGMs, high-penetration HEAT, large-calibre HESH and anything with APFSDS, as they are able to disable you, often through your frontal plate. Also be wary of any tanks with two plane stabilisers, as the IS-7s main armament is not stabilised in any way and must be stopped before it can fire accurately.
 +
 +
===Fighting the IS-7===
 +
[[File:IS7 mantlet weakspot.jpg|thumb|If you don't have any powerful chemical warhead, or just got suddenly attacked by IS-7 point-blank, the highlighted weak spot on the bottom of the turret your only real hope, since you won't have time to look for any others. APDS or other strong shells with the power of ~280 mm should be able to breach the 250 mm thick mantlet bottom even if it's a bit angled, potentially destroying horizontal and vertical turret drives as well as cannon breach. After that you should rush IS-7 down and destroy it ASAP, as it shouldn't be able to use it's gun and turret anymore.]]
 +
'''General tactic''':
 +
 +
It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try to disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trap shots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3. Powerful ATGM's can easily breach hull armour and potentially take out 3 crew members, or explode excessive ammo near to tank's front.
 +
 +
'''With 7.* vehicles''':
 +
 +
IS-7 can easily destroy your entire team with little to no effort, so if you see one, you should immediately start planning your attack or escape route. Firstly, if you can't just attack it with your entire squad, you want it to be alone. Secondly, start predicting where it's going to go, so you can get the advantage of the first attack. Some urban environment with enough cover to sneak up on it and enough space to drive around it is perfect. After that, use your tools of choice:
 +
 +
''Smoke and cannon'': To make this tactic easier, it's best to ask your scout ally (usually light tank) to "Scout" it constantly if they can. Use smoke shells to completely blind IS-7 and get as close to it as possible. Avoid being hit by numerous machine guns, as it will try to use it to detect you or destroy your scout buddy. Do not drive in a straight line after shooting smoke shells. After getting close, it's advisable to drop even more smokes (the hull mounted ones or the engine exhaust system works perfect, as you don't really have a lot of time), just to make sure that his teammates won't be able to stop you, then try to find out it's rear and set its engine on fire. After that, keep circling around it, setting it on fire and keeping the smoke screen up, or find it's turret's back and destroy the tank with a single well placed shot.
 +
[[File:IS7 takedown.gif|thumb|720x720px|As an example of all the attack methods, we will use this 8.3 battle rating fight. Firstly, IS7 got antagonized by another IS7 and M70A1 (AOS) which counts as '''overkill''' and '''heavy numbers'''. '''SPAA''' used this opening to flank it and break its tracks. Since it's lightly armoured, APHE didn't detonate. IS-7 didn't expect such trickery and didn't even bother to fire its HMG. Being outnumbered 3 to 1, it '''drops''' '''smokes''', which was a mistake, since it only helps IS-7s enemies to get even closer, while SPAA returns to distract it and damage every MG it has, now in range, where it can circle around it safely. By the time that smoke disappeared, IS-7 got damaged by SPAA's teammates, and it finishes the tank off by unloading APDS magazine into the back of the turret point-blank.]]
 +
''Overkill'': If you are a proud owner of FV4005, Type 60 ATM, Sturmpanzer 2, M50 Ontos, FV 4004 Conway, BMP-1 (AB), and some other vehicles with weapons that have extreme overkill potential (usually at the cost of all the mobility and/or all armour), this is your time to shine. Aim for the weak spots, or simply fire at the left side of the hull (for you it's on the right if the tank is in front of you), depending on your weapon type. If IS-7 has full ammo loadout, it will most definitely explode. In type 60 ATM's case, you can even drop ATGM right on top of its roof or swing it into the side of the turret. Since it's not completely round, unlike most Soviet designs, it has lesser bounce chance.
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''Strength in numbers'': Send someone to bait and stall IS-7, while rest are going to flank or simply rush it down. Despite being nearly invulnerable from the front, it may easily explode, when multiple tanks fire at its '''sides''' at less than 30° angle. Ideally, you want to send something like T95 or another extremely armoured tank as bait (or even another IS-7 in AB), so foe can't simply destroy it without putting an effort, but if there is none such tanks, sacrifices must be made. Unless...
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''Combat SPAA'': This may sound absurd, but IS-7 can easily be doomed by SPAA. SPAA can easily use some cover to attack it's exposed track with cannons, making moving IS-7 topple over, then destroy second track, to immobilize it. Even if IS-7 fires back at it, APHE is going to over penetrate, if it's armour is less than 15mm. After that, someone can be called in to make a clean side shot (about 170 mm penetration required for sides). In case if SPAA is combat-capable and has APDS shells with 110 mm of penetration, it can try to get behind the turret, while breaking every MG with autocannons, to execute it personally. If IS-7 is aware of your intentions and keeps tracking SPAA with the turret, just set the vehicle on fire by damaging the engine, the foe will have to extinguish the fire eventually or face consequences.
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=== Pros and cons ===
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<!--''Summarize 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 - they have a substitution in the form of softer "inadequate", "effective".''-->
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'''Pros:'''
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* 130mm BR-482B APCBC rounds does a lot of internal damage when it penetrates
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* The only Soviet heavy tank to have a 5-man crew, increasing its survivability
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* Has an assisted loader (which loads a shell every 10 seconds)
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* Decent turret rotation (16.47° per second with a stock crew, 23.53° per second with a fully upgraded aced crew)
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* A lot of machine guns; total of two 14.5 mm KPVT's and six 7.62 mm RP-46's that are deadly against open top vehicles/ lightly armoured vehicles
 +
* Anti-aircraft 14.5 mm HMG that can rip apart any thin-skinned vehicles (45 mm of penetration at 10 m)
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* Impressive armour display with a heavily sloped turret, piked front hull, thick gun mantlet, spaced and sloped side armour
 +
* Can be very difficult to be destroyed by players who do not know where to shoot it
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* Good reverse speed and can accelerate backwards rather quickly
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* Good acceleration for its weight
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'''Cons:'''
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* A rather low amount of ammunition it can carry for its main gun
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* Terrible gun depression and elevation (only -3° depression and 15° elevation)
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* Shots to the back of the turret will set off the ammo rack located there, this is the first rack of shells which are loaded into the cannon
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* The front turret optic is reasonably easy to penetrate spot from the front, needing ~170 mm penetration
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* Vulnerable, as with all late heavy tanks, to chemical rounds and ATGMs
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* 20 mm of armour over the engine deck and only 5mm of armour plating over the engine ventilation, meaning planes can often cause engine damage and fires
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* It takes a rather long time to replenish shells in the autoloader, and having an autoloader means it must reload a shell into the mechanism first before reloading the gun
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* Not a lot of ammo for the machine guns, some of the machine guns cannot even reload once they've expended their first ammo belt
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* Lack of stabiliser can be an issue in up-tier situations with vehicles who can accurately drive and shoot
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== History ==
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<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''-->
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The development of this advanced Soviet heavy tank began in early 1945. Several outstanding scientific groups got involved with the work at once, and the new vehicle was supposed to combine all the latest developments and a great deal of military experience in the design of heavy tanks. After creating several prototypes and experimenting with the engine, armament, and suspension, a steel giant was born and christened Object 260, with the letter designation IS-7. Weighing 68 tons, the heavy tank was equipped with a naval diesel engine that took the monster up to a fantastic 60 km/h. The tank was armed with a powerful 130 mm rifled cannon with mechanized first-order ammo racks and an amazing eight machine guns: two high-calibre 14.5 mm KPVs (one twinned with the cannon and the other an anti-air gun) and six 7.62 mm RP-46 machine guns The armour of the IS-7 is its main feature with high protection value, along with a range of advanced technological solutions, some of which were successfully used on more modern tanks.
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Unfortunately, the tank turned out to be very expensive for a country that was recovering after World War II. Mass production would involve a range of technological problems. In addition, transporting the giant IS-7 was very complex, it required special railroad platforms and the tank’s weight exceeded the maximum load for the majority of Soviet bridges of that time. After the construction of several prototypes and a limited experimental series, the project was closed.
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''- From [https://warthunder.com/en/news/5657-development-is-7-an-old-school-heavy-tank-en Devblog]''

Revision as of 16:16, 12 October 2019

IS-7
ussr_is_7.png
FIND ON MARKETPLACE
AB
RB
SB
General characteristics
Brief
Detailed
8.3/8.3/8.3BR
5 peopleCrew
94 %Visibility
front / side / backArmour
150 / 150 / 60Hull
250 / 203 / 99Turret
Mobility
68.0 tWeight
2 003 hp1 050 hpEngine power
30 hp/t15 hp/tSurface density
63 km/h forward
24 km/h back
59 km/h forward
22 km/h back
Speed
Armament
130 mm C-70 cannonMain weapon
30 roundsAmmunition
10.0 sReload
-3° / 15°Vertical guidance
14.5 mm KPVT machine gunMachinegun
200 roundsAmmunition
8.0 / 10.4 sReload
50 roundsBelt capacity
600 shots/minFire rate
-5° / 85°Vertical guidance
14.5 mm KPVT machine gunCoaxial weapon
200 roundsAmmunition
8.0 / 10.4 sReload
50 roundsBelt capacity
600 shots/minFire rate
4 x 7.62 mm RP-46 machine gunMachinegun
1 600 roundsAmmunition
8.0 / 10.4 sReload
400 roundsBelt capacity
600 shots/minFire rate
2 x 7.62 mm RP-46 machine gunCoaxial weapon
800 roundsAmmunition
8.0 / 10.4 sReload
400 roundsBelt capacity
600 shots/minFire rate
Economy
Sl icon.png12 000 / 15 732/13 000 / 17 043/11 000 / 14 421Repair
130 000 Sl icon.pngCrew training
440 000 Sl icon.pngExperts
1 400 Ge icon.pngAces
× (208) % Rp icon.pngReward for battle
× 1.9 Sl icon.png× 1.6 Sl icon.png× 1.5 Sl icon.png

Description


The IS-7 is a gift Rank V Soviet heavy tank with a battle rating of 8.3 (AB/RB/SB). This tank was introduced in Update 1.79 "Project X" as the main reward of Operation S.U.M.M.E.R. 2018.

The IS-7 is the culmination of decades of heavy tank development by the USSR, combining distinctive features of previous iterations of the IS series with more modern technology like an assisted loader. The IS-7 is the ultimate 'super heavy tank', rivalling the Maus and E-100 in pure survivability, with a massive 130mm naval gun. Nigh impenetrable from the front, even with all but the highest penetration HEAT rounds and ATGMs, this behemoth is more than capable of standing its ground at 8.3 when played correctly.

The IS-7 looks quite similar to the IS-3 and T-10M, however due to the assisted loader and much heavier armour, the turret is significantly longer. It has machine guns strewn all over the hull and turret, and a distinctive gun with a perforated cylinder type muzzle brake. Its’ top mounted 14.5mm KPVT machine gun is on an extremely tall spindle mount.

As with previous IS tanks, the IS-7 should be played at close to medium ranges, as the monstrous short-range power of the gun falls off with range. Unlike previous models, the IS-7 has far fewer issues with flankers, as the majority of its side armour is leagues ahead of what the earlier machines had. The frontal armour is impossible for almost any kinetic round to penetrate, and with very few weak spots it can be frustrating to deal with. The weapon has a fantastic assisted loader, allowing the 130 mm rounds to be loaded in as little as 10 seconds. This newly upsized C-70 cannon (exclusive to the IS-7) only has APCBC and HE rounds, but with 35 mm additional penetration on the BR-482B over the top-tier ammunition from the previous D-25T gun (taking it to a total of 265 mm at 10 meters), an experienced IS driver will be able to deal with the vast majority of enemy vehicles they come up against.

In addition to the formidable armour, the IS-7 has no less than 8 machine guns, a powerful deterrent for any light vehicles that may stray into the path of this machine. To top this off, the IS-7 has a significantly more powerful engine than previous models, with over 1300 horsepower relieving the acceleration and manoeuvrability issues encountered prior without costing at all in reverse speed or top forward speed. IS-7 drivers should not be deterred by any terrain, as the wide tracks and powerful engine will make quick work of any surface.

The IS-7 should be played as a breakthrough tank, pushing forward to enable team members in lighter vehicles and secure objectives. Beware, however, that it’s not entirely invulnerable and experienced opponents may take advantage of the few small weak points the vehicle has. In addition, some high-calibre HESH rounds (such as the FV4005 and Conway will have no trouble disabling your vehicle almost regardless of where they land. Always be aware of what you may encounter!

General info

Survivability and armour

Armour type:

  • Cast homogeneous armour (Turret)
  • Rolled homogeneous armour (Hull)
Armour Front (Slope angle) Sides Rear Roof
Hull 150 mm 150 mm Top
100 mm Bottom
60 mm 5 - 40 mm
Turret 101 - 235 mm Turret front
250 mm Gun mantlet
139 - 202 mm 63 - 179 mm 30 - 99 mm
Armour Sides Roof
Cupola 30 mm 30 mm

Notes:

  • Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick.

Mobility

Mobility characteristic
Weight (tons) Add-on Armour
weight (tons)
Max speed (km/h)
68.0 N/A 63 (AB)
60 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 1,356 1,669
Realistic/Simulator 929 1,050
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 19.94 24.54
Realistic/Simulator 13.66 15.44

Armaments

Main armament

Main article: C-70 (130 mm)
130 mm C-70
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
30 -3°/+15° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 16.2 22.4 27.2 30.1 32.0
Realistic 11.9 14.0 17.0 18.8 20.0
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
10.00 10.00 10.00 10.00
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0° Angle of Attack
10m 100m 500m 1000m 1500m 2000m
BR-482B APCBC 311 308 294 276 260 244
OF-482M HE 47 47 45 44 43 43
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%
BR-482B APCBC 900 33.3 1.2 15 195.5 ° 48° 63° 71°
OF-482M HE 900 33.7 N/A N/A 2,650 +0° 79° 80° 81°
Ammo racks
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
30 XX (X+)  (+)  (+)  (+)  (+)  (+) no

Machine guns

14.5 mm KPVT
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
200 (50) 600 -5°/+85° ±180°
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
200 (50) 600 N/A N/A
7.62 mm RP-46
Coaxial mount (x2)
Capacity (Belt capacity each) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
800 (400) 600 N/A N/A
Fixed front mount (x2)
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
800 (400) 600 N/A N/A
Fixed rear mount (x2)
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
800 (400) 600 N/A N/A

Usage in battles

The IS-7, similarly to the rest of the IS line, should be played as a breakthrough tank, taking advantage of its extreme durability, and avoiding long-range engagements where its shells simply lose effectiveness. With upwards of 450mm of effective armour in places, there’s no need to shy away from taking on almost any opponent.

The IS-7's extremely thick and well-sloped armour means that the player can comfortably engage multiple threats at once without fear of being penetrated through the sides of his/her turret. With a heightened awareness and a good sense of targeting priority, a well-rounded IS-7 player can swiftly clear out entire enemy squads with ease.

The IS-7 is capable of destroying almost any machine on the battlefield and should have no qualms about combatting anything on the right terms. However, it’s best to be wary of tanks with ATGMs, high-penetration HEAT, large-calibre HESH and anything with APFSDS, as they are able to disable you, often through your frontal plate. Also be wary of any tanks with two plane stabilisers, as the IS-7s main armament is not stabilised in any way and must be stopped before it can fire accurately.

Fighting the IS-7

If you don't have any powerful chemical warhead, or just got suddenly attacked by IS-7 point-blank, the highlighted weak spot on the bottom of the turret your only real hope, since you won't have time to look for any others. APDS or other strong shells with the power of ~280 mm should be able to breach the 250 mm thick mantlet bottom even if it's a bit angled, potentially destroying horizontal and vertical turret drives as well as cannon breach. After that you should rush IS-7 down and destroy it ASAP, as it shouldn't be able to use it's gun and turret anymore.

General tactic:

It’s best to avoid taking the IS-7 on if it stands any chance of firing back - it’s very likely that if it gets a shot off, it will be able to destroy your vehicle. Try to disable the gun, or if behind or to the sides, attempt to take out the ammo - the primary store is in the back of the turret, with excess ammunition stored in the upper sides of the hull and beside the driver, as well as a small stash right below the gun breech. If forced to engage the IS-7 from the front, attempt to fire through the turret optic (just above and to the right of the gun when looking at the front), as this is your best opportunity to disable the gunner and the breech. Shooting from an angle significantly reduces the amount of effective armour your shells have to penetrate. The IS-7 can be vulnerable to trap shots or high-calibre HE rounds above the driver’s port, although it does have significantly more armour there than the IS-3. Powerful ATGM's can easily breach hull armour and potentially take out 3 crew members, or explode excessive ammo near to tank's front.

With 7.* vehicles:

IS-7 can easily destroy your entire team with little to no effort, so if you see one, you should immediately start planning your attack or escape route. Firstly, if you can't just attack it with your entire squad, you want it to be alone. Secondly, start predicting where it's going to go, so you can get the advantage of the first attack. Some urban environment with enough cover to sneak up on it and enough space to drive around it is perfect. After that, use your tools of choice:

Smoke and cannon: To make this tactic easier, it's best to ask your scout ally (usually light tank) to "Scout" it constantly if they can. Use smoke shells to completely blind IS-7 and get as close to it as possible. Avoid being hit by numerous machine guns, as it will try to use it to detect you or destroy your scout buddy. Do not drive in a straight line after shooting smoke shells. After getting close, it's advisable to drop even more smokes (the hull mounted ones or the engine exhaust system works perfect, as you don't really have a lot of time), just to make sure that his teammates won't be able to stop you, then try to find out it's rear and set its engine on fire. After that, keep circling around it, setting it on fire and keeping the smoke screen up, or find it's turret's back and destroy the tank with a single well placed shot.

As an example of all the attack methods, we will use this 8.3 battle rating fight. Firstly, IS7 got antagonized by another IS7 and M70A1 (AOS) which counts as overkill and heavy numbers. SPAA used this opening to flank it and break its tracks. Since it's lightly armoured, APHE didn't detonate. IS-7 didn't expect such trickery and didn't even bother to fire its HMG. Being outnumbered 3 to 1, it drops smokes, which was a mistake, since it only helps IS-7s enemies to get even closer, while SPAA returns to distract it and damage every MG it has, now in range, where it can circle around it safely. By the time that smoke disappeared, IS-7 got damaged by SPAA's teammates, and it finishes the tank off by unloading APDS magazine into the back of the turret point-blank.

Overkill: If you are a proud owner of FV4005, Type 60 ATM, Sturmpanzer 2, M50 Ontos, FV 4004 Conway, BMP-1 (AB), and some other vehicles with weapons that have extreme overkill potential (usually at the cost of all the mobility and/or all armour), this is your time to shine. Aim for the weak spots, or simply fire at the left side of the hull (for you it's on the right if the tank is in front of you), depending on your weapon type. If IS-7 has full ammo loadout, it will most definitely explode. In type 60 ATM's case, you can even drop ATGM right on top of its roof or swing it into the side of the turret. Since it's not completely round, unlike most Soviet designs, it has lesser bounce chance.

Strength in numbers: Send someone to bait and stall IS-7, while rest are going to flank or simply rush it down. Despite being nearly invulnerable from the front, it may easily explode, when multiple tanks fire at its sides at less than 30° angle. Ideally, you want to send something like T95 or another extremely armoured tank as bait (or even another IS-7 in AB), so foe can't simply destroy it without putting an effort, but if there is none such tanks, sacrifices must be made. Unless...

Combat SPAA: This may sound absurd, but IS-7 can easily be doomed by SPAA. SPAA can easily use some cover to attack it's exposed track with cannons, making moving IS-7 topple over, then destroy second track, to immobilize it. Even if IS-7 fires back at it, APHE is going to over penetrate, if it's armour is less than 15mm. After that, someone can be called in to make a clean side shot (about 170 mm penetration required for sides). In case if SPAA is combat-capable and has APDS shells with 110 mm of penetration, it can try to get behind the turret, while breaking every MG with autocannons, to execute it personally. If IS-7 is aware of your intentions and keeps tracking SPAA with the turret, just set the vehicle on fire by damaging the engine, the foe will have to extinguish the fire eventually or face consequences.

Pros and cons

Pros:

  • 130mm BR-482B APCBC rounds does a lot of internal damage when it penetrates
  • The only Soviet heavy tank to have a 5-man crew, increasing its survivability
  • Has an assisted loader (which loads a shell every 10 seconds)
  • Decent turret rotation (16.47° per second with a stock crew, 23.53° per second with a fully upgraded aced crew)
  • A lot of machine guns; total of two 14.5 mm KPVT's and six 7.62 mm RP-46's that are deadly against open top vehicles/ lightly armoured vehicles
  • Anti-aircraft 14.5 mm HMG that can rip apart any thin-skinned vehicles (45 mm of penetration at 10 m)
  • Impressive armour display with a heavily sloped turret, piked front hull, thick gun mantlet, spaced and sloped side armour
  • Can be very difficult to be destroyed by players who do not know where to shoot it
  • Good reverse speed and can accelerate backwards rather quickly
  • Good acceleration for its weight

Cons:

  • A rather low amount of ammunition it can carry for its main gun
  • Terrible gun depression and elevation (only -3° depression and 15° elevation)
  • Shots to the back of the turret will set off the ammo rack located there, this is the first rack of shells which are loaded into the cannon
  • The front turret optic is reasonably easy to penetrate spot from the front, needing ~170 mm penetration
  • Vulnerable, as with all late heavy tanks, to chemical rounds and ATGMs
  • 20 mm of armour over the engine deck and only 5mm of armour plating over the engine ventilation, meaning planes can often cause engine damage and fires
  • It takes a rather long time to replenish shells in the autoloader, and having an autoloader means it must reload a shell into the mechanism first before reloading the gun
  • Not a lot of ammo for the machine guns, some of the machine guns cannot even reload once they've expended their first ammo belt
  • Lack of stabiliser can be an issue in up-tier situations with vehicles who can accurately drive and shoot

History

The development of this advanced Soviet heavy tank began in early 1945. Several outstanding scientific groups got involved with the work at once, and the new vehicle was supposed to combine all the latest developments and a great deal of military experience in the design of heavy tanks. After creating several prototypes and experimenting with the engine, armament, and suspension, a steel giant was born and christened Object 260, with the letter designation IS-7. Weighing 68 tons, the heavy tank was equipped with a naval diesel engine that took the monster up to a fantastic 60 km/h. The tank was armed with a powerful 130 mm rifled cannon with mechanized first-order ammo racks and an amazing eight machine guns: two high-calibre 14.5 mm KPVs (one twinned with the cannon and the other an anti-air gun) and six 7.62 mm RP-46 machine guns The armour of the IS-7 is its main feature with high protection value, along with a range of advanced technological solutions, some of which were successfully used on more modern tanks.

Unfortunately, the tank turned out to be very expensive for a country that was recovering after World War II. Mass production would involve a range of technological problems. In addition, transporting the giant IS-7 was very complex, it required special railroad platforms and the tank’s weight exceeded the maximum load for the majority of Soviet bridges of that time. After the construction of several prototypes and a limited experimental series, the project was closed.

- From Devblog