IS ASRAD and 2s6 TOO OP at 10.3 and 10.7?

look at roland
20G 570M/S 8KM
no thermal sight
2 round reload
it need 10+ to reload (turn turret back and reload if turret break you must repair before reload)
SACLOS( suck when EOAPS look at you )
and ASRAD:
25G 700M/S 9KM range
thermal sight
4 round before reload
19.5s reload for 0 crew
beam riding (way much better control)
2s6:
32G 910M/S 10KM
thermal sight
8 round
5000rpm great gun with 65mm pen(it was 8000 long time ago)

and 2s6 in game is a 2003 years mode

IS ASRAD and 2s6 TOO OP at 10.3 and 10.7?

No.

6 Likes

Asrad would literally have no lineup and would leave sweden without a capable spaa until 11.7 no

The 2S6 and its lockable modification makes it easily an 11.0 SPAA, maybe even higher. It has no right being at 10.7. I say split the 2S6 with the modification and make them foldered at 2 separate BRs, 10.7-11.0 respectively.

The ASRAD is a bit strong from what over seen, and I could see it going up to 10.7, but then Sweden will be left without any potent SPAA at 10.3 (which they have many vehicles at that BR).

2 Likes

Putting a vehicle to a br especially spaa makes it useless to a nation, look at the type 87 for japan. You have to uptier those tank to fighting 9.7 just for your spaa. Its not a good scene ever.

and 200 mm of pen

you forgot shitty radar that makes target ‘float’ when you lead it

1 Like

you can change to IRST

i think it should be 11.3 and 12.0 2S6 AND 2S6M and pantsir-s1 go 12.7 2 ITO90M GO 12.3

the only thing Roland has going for it is the Marder Chassis which is fast, it also carries 10 SAM’s compared to the other 8. In GAB Roland is 10.0, haven’t played it that much since, the obvious weaknesses discussed here. low ready to fire numbers and will only start the reload after missile hits or is lost.

the only other things i could think about is the 6m trigger and nearly 7kg off HE.