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4s | the shooting range |
---|---|
8s | in this episode pages of History Avenue |
11s | of Broken Dreams |
13s | Squad mates Eastern Europe guide and |
17s | metal beasts anti-tank spaag |
22s | [Music] |
31s | the parade of new vehicles is still on |
33s | and today we'd like to talk about one of |
36s | the most peculiar machines added by the |
38s | sky Guardians update with a hull from |
41s | The Leopard 2 and the combat modules |
43s | from The Marksman anti-aircraft gun this |
46s | Chimera promises to bring a lot of fun |
49s | just listen to the name |
53s | 90. the 90 part must stand for the |
57s | number of letters in at home well let's |
59s | take a closer look at this wonderful |
61s | hybrid its main weapon is a two-plane |
64s | stabilized twin 35 millimeter gun with |
68s | elevation angles between -10 and plus 85 |
71s | Degrees the turret also has eight smoke |
74s | grenade launchers the crew includes a |
77s | driver in the front of the hull as well |
79s | as a Gunner and the Commander in the |
81s | combat module the engine and |
83s | transmission compartment is in the rear |
85s | of the machine the main feature of this |
88s | finish anti-aircraft gun is its |
90s | respective Hull which it inherited from |
93s | the leopard too the hull came together |
95s | with the 1500 horsepower engine and |
98s | since the marksman's part is six tons |
101s | lighter than the tank turret this |
102s | machine gets a power to weight ratio of |
105s | more than 30 horsepower per tonne in |
107s | practice this leads to a high Mobility |
110s | level on any kind of soil moreover the |
113s | machine kept the original German armor |
115s | this anti-aircraft gun basically |
118s | borrowed the protection level of a much |
120s | higher tiered MBT |
124s | now what about the Firepower a twin 35 |
128s | millimeter cannon is pretty typical for |
130s | spa AGS of this rank the barrels are |
134s | mounted on each side of the turret which |
136s | might reduce the firing efficiency |
138s | against both air and ground targets |
140s | sometimes it might even get funny you |
143s | fire straight at the front but shoot off |
145s | both tracks and hit nothing else |
150s | another noticeable flaw of this weapon |
153s | can be discovered when fighting enemy |
155s | armor this machine has a limited supply |
157s | of apds rounds they might not even last |
161s | three targets that's why we recommend |
163s | you first load a regular armor piercing |
166s | belt keeping the saboted rounds for |
168s | special moments |
172s | as for tactics this finish machine is |
175s | pretty versatile it's certainly good for |
177s | the classic careful play with moving in |
180s | the rear and air defense for allies it's |
183s | also pretty efficient as a freelance |
184s | tank Hunter on the battlefield if you go |
187s | for the latter do it at the beginning of |
189s | the battle this way you're going to get |
191s | the most out of your Mobility advantage |
193s | Soviet tanks are the hardest targets for |
196s | the itps v90 but they're not Invincible |
199s | aim your rapid firing cannons at the |
202s | lower area of the hull behind the road |
204s | wheels and you're good |
209s | up the flaws of this finish Leo Marksman |
213s | are easily compensated with wise |
215s | tactical decisions while its advantages |
217s | are good enough to compete for the title |
219s | of the anti-tankiest spaag in War |
223s | Thunder |
224s | [Music] |
237s | the development of the yak 38 made |
239s | Alexander Yak of live feel like he was |
242s | sent to hell with his personal |
243s | Department aimed at perfectionists the |
246s | task in front of him was no simple |
248s | matter build a vertical takeoff and |
250s | Landing fighter moreover it must be |
253s | better than that British one the latest |
255s | work of his old friend counterpart and |
257s | competitor sir Sydney cam all of his |
260s | efforts felt fruitless no matter how |
262s | hard they tried the yuck 38 was nowhere |
265s | near the Harrier even the Americans |
267s | admitted they couldn't do better and |
269s | simply bought the British machines but |
271s | Yakov live never liked being second and |
273s | he also knew very well that if you're |
275s | just trying to catch up you're doomed to |
277s | stay that way the Soviet military seemed |
280s | to understand that too basically the |
282s | idea of dropping all attempts to polish |
284s | the yak-38 in favor of creating an |
287s | entirely new machine was in the air so |
289s | ultimately it didn't really matter who |
291s | voiced it first the engineers had |
293s | already received some experience by that |
295s | time including a few reaffirming points |
298s | scored by their brainchild that only |
300s | needed a bit of creativity |
302s | yakovlev Bureau enthusiasts had made |
305s | their first sketches for a new machine |
307s | even before the yak 38 made its first |
309s | deck Landing now what was it that the |
312s | military wanted oh not much just a |
315s | decent combat range and a supersonic |
317s | speed in level flight a modern radar |
319s | system for medium range air-to-air |
321s | missiles would also be good since it had |
323s | turned the machine into a decent fighter |
325s | oh even the British couldn't do that you |
327s | say so what wasn't yuck of live a pro in |
330s | solving impossible tasks well few people |
333s | knew that the yuck 38 was only the first |
336s | circle of perfectionist hell the pathway |
339s | through the darkness of obscurity |
341s | towards New Frontiers and crossed |
343s | numerous such circles and man that path |
346s | was hard making a new engine with a |
348s | Thrust vectoring nozzle alone was a |
350s | nightmare deadline after deadline was |
353s | missed and the process took years the |
356s | teams had to solve more unexpected |
358s | issues than they could count when the |
360s | machine ultimately got its final look |
362s | the project received its first major |
364s | blow Marshall Ustinov the main |
367s | unofficial patron of the future yuck 141 |
370s | passed away |
372s | the work was still going on anyway with |
374s | new decisions implemented tests |
376s | performed until 1989 when Alexander |
380s | yuccovlev himself passed away he did |
382s | have the chance to see the new Fighters |
384s | first flights he was certain it had a |
386s | bright future in the country whose |
388s | Aviation he'd been developing his entire |
390s | life would appreciate all his efforts |
393s | but in only two years that country |
395s | collapsed and was gone together with the |
397s | aircraft carriers the yuck 141 had been |
400s | made for the project ran into still more |
403s | poor luck one of the prototypes crashed |
406s | in September 1991 while attempting a |
408s | deck Landing with the Soviet Union |
410s | collapsing this accident was used as an |
413s | excuse to First wrap the flights and |
415s | then discontinue the program altogether |
417s | the yuck-141 only had one chance to |
420s | demonstrate its capabilities in 1992 it |
424s | was part of the farnborough air show the |
427s | world saw and recognized that Yakov live |
429s | and his Engineers did create a machine |
431s | surpassing the Harrier in most Fields |
434s | after all a machine that no one really |
437s | had a use for in the new post-soviet |
439s | reality the yuck 38 had long since been |
442s | discontinued and the 141 never reached |
445s | mass production you can only find |
447s | experimental prototypes in museums now |
450s | does that mean that the Colossal amount |
452s | of effort had been wasted no way the |
456s | development experience was not lost and |
458s | the Technologies are all preserved who |
461s | knows maybe that same Yakov live design |
463s | Bureau will try to create a similar |
465s | machine again in the future of course it |
468s | must be something entirely new for the |
470s | 21st century |
472s | [Music] |
486s | today's Squad mates section will give |
489s | you some tactics for one of the most |
490s | popular Urban Maps Eastern Europe |
493s | the battlefield is highly symmetrical |
495s | here so our recommendations are valid |
497s | for both teams |
501s | in scenario 1 players drive to the |
504s | opposite sides of the map the plan |
506s | includes capturing neither the home nor |
509s | the Central Point instead it aims at |
511s | providing a combat Advantage for the |
513s | Allies in the town right after spawning |
516s | one of the players should cross the |
517s | River via the closest Bridge while the |
520s | other one should move towards the hill |
521s | in F3 it gives a good firing angle at |
524s | enemy machines trying to cap their own |
526s | home Point don't get too excited hunting |
529s | for frags here make a few shots and move |
531s | towards Square F5 with those ground |
534s | folds meanwhile the other Squad mate on |
537s | the other bank should be able to reach |
539s | the lumber mill by now once complete |
542s | this maneuver will allow your squad to |
544s | control two commanding Heights on either |
546s | side of the map Center giving you an |
548s | opportunity to clear up point B with |
550s | Crossfire and free the path for your |
553s | allies |
554s | each of the players also controls the |
556s | approaches to their squad mate's |
558s | position |
559s | don't forget to share information in a |
561s | timely manner after defeating a few |
563s | enemy waves both Squad mates may move to |
565s | the enemy side of the map or even reach |
567s | the enemy base |
572s | scenario 2 implies both Squad mates |
575s | taking part in the capture of the |
576s | Central Point once you spawn you need to |
579s | split waves two albeit not by as much |
581s | one player should go to the embankment |
584s | at the earliest opportunity while the |
586s | other one should ignore the home point |
588s | and take the main road to the center of |
590s | the map the squad mates should be able |
592s | to reach point B at the same time and |
594s | take the following positions one behind |
597s | this building in the capture Circle the |
599s | other one behind those Sand Hills once |
602s | the area is yours the fire support |
604s | player may move a bit further closer to |
606s | the house found on the enemy's side the |
609s | player who just capped the point needs |
611s | to wait for a good chance to move South |
613s | these Maneuvers will expand to the area |
615s | you can cover with Crossfire you can try |
618s | taking turns and baiting the enemy into |
620s | your squad mate's fire move ahead on |
622s | either side of the Town towards the |
624s | enemy home point and you can even |
626s | capture it and establish defenses just |
629s | don't forget about positions found in |
631s | the forest and on the Northern Bank stay |
633s | careful all the way to the point so that |
635s | your next intersection doesn't become |
637s | your last |
639s | foreign |
642s | as usual combat success depends on map |
645s | knowledge combat awareness and efficient |
648s | communication don't forget to inform |
651s | your ally about new events on the |
653s | battlefield and you will find Victory |
655s | much more achievable do you have your |
657s | own tactical advice for Eastern Europe |
659s | share it in the comments while we answer |
661s | some of the questions you left for |
663s | previous episodes |
666s | [Music] |
677s | the first question was sent by a player |
680s | called tizanic goes boom which is the |
683s | best tactic for tanks like the strv121 |
688s | hi tizanik the strv-121 is a balanced |
692s | machine suitable for pretty much any |
693s | tactic we personally believe it's the |
696s | most efficient in aggressive pushes |
698s | towards the enemy's side of the map stay |
700s | unpredictable the 121 will do the rest |
703s | itself |
706s | asks what are the differences between |
709s | the t-72b and the t-72b 1989 |
715s | hello the 1989 version has the contact 5 |
719s | era protection which gives a major boost |
721s | at resisting both he and AP rounds |
725s | another question comes from Jerry if I |
728s | land a helicopter on a captured Zone can |
730s | I replenish Rockets or ammo |
733s | hey Jerry you can only restock your ammo |
736s | on special helipads ground capture zones |
739s | don't work like that |
741s | FBI rights why is there a fixed mg in |
745s | the tail of the he-111 what's the |
747s | purpose of it |
749s | FBI is it the leaks again it's a |
752s | different issue thank God the fixed mg |
755s | was enough to be a scare actually few |
758s | Fighters were willing to risk continuing |
760s | a Chase in the hopes that the rear mg |
762s | wouldn't be able to hit them |
764s | and the last comment for today was |
766s | written by S mug what about making a |
768s | chapter with the Tam family |
771s | hi there mug we've actually made a video |
774s | about it just recently check out our |
776s | Channel that's it for today you've been |
779s | watching the shooting range by Gaijin |
781s | entertainment and the next episode will |
783s | Premiere the following Sunday at 4pm GMT |
786s | or noon Eastern Time subscribe and click |
789s | the Bell if you don't want to miss our |
791s | next videos don't forget to check the |
794s | classification codes on your documents |
796s | leave a like share your thoughts and |
798s | comments and see you next week |
801s | foreign |
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