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Panhard AMD 178B

Panhard AMD 178B

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Panhard AMD 178B

AnnoF109_AMD_Panhard_178B.png
Battle Tier
1234567891011
Overview
Mouse over "
Well, the ones further down, of course.
" for more information
[Client Values; Actual values in
Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Outside of a crew of 1 commander only, 100% crew is a fiction. The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate from the expected client value. These differences are taken into account in tooltip boxes.
]
895,000  Credits Cost
520570 HP Hit Points
8.65/9.59.5/11 t Weight Limit
Crew
  1. Commander (Loader)
  2. Driver
  3. Gunner
  4. Radio Operator
Mobility
285315 hp Engine Power
65/65 km/h Speed Limit
034 deg/s Traverse
32.9533.16 hp/t Power/Wt Ratio
NoNo Pivot
Armor
20/13/13 mm Hull Armor
20/13/1320/13/13 mm Turret Armor
Armament







{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||



{{#ifeq:|ARMOR_PIERCING||


AP/HE







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE
Shells




















35/40




















70/2800/170
Shell Cost
55/70/110/110/175 HP Damage
106/47/120/160/75 mm Penetration



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30 r/m 

Standard Gun

Reload Times
Nominal: 2 s
50% Crew: 2.55 s
75% Crew: 2.24 s
100% Crew: 2 s
Rammer: 1.8 s
Vents: 1.95 s
Both: 1.76 s
Both and BiA: 1.73 s
Both and Max Crew %: 1.65 s

See Crew, Consumables, or Equipment for more information.



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14.29 r/m 

Standard Gun

Reload Times
Nominal: 4.2 s
50% Crew: 5.35 s
75% Crew: 4.7 s
100% Crew: 4.2 s
Rammer: 3.78 s
Vents: 4.1 s
Both: 3.69 s
Both and BiA: 3.62 s
Both and Max Crew %: 3.47 s

See Crew, Consumables, or Equipment for more information.
Rate of Fire






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1650

Standard Gun

Using Shell Type 1 (55 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1650
50% Crew: 1296.35
75% Crew: 1473.45
100% Crew: 1650
100% Crew
Vents: 1688.5
Rammer: 1833.15
Both: 1876.05
Both and BiA: 1911.8
Both and Max Crew %: 1994.3

Advantageous Damage Per Minute
First-shot DPM: 1705
50% Crew: 1351.35
75% Crew: 1528.45
100% Crew: 1705
100% Crew
Rammer: 1888.15
Vents: 1743.5
Both: 1931.05
Both and BiA: 1966.8
Both and Max Crew %: 2049.3

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (70 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2100
50% Crew: 1649.9
75% Crew: 1875.3
100% Crew: 2100
100% Crew
Vents: 2149
Rammer: 2333.1
Both: 2387.7
Both and BiA: 2433.2
Both and Max Crew %: 2538.2

Advantageous Damage Per Minute
First-shot DPM: 2170
50% Crew: 1719.9
75% Crew: 1945.3
100% Crew: 2170
100% Crew
Rammer: 2403.1
Vents: 2219
Both: 2457.7
Both and BiA: 2503.2
Both and Max Crew %: 2608.2

See here, here, or here for more information.






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1571.9

Standard Gun

Using Shell Type 1 (110 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1571.9
50% Crew: 1235.3
75% Crew: 1403.6
100% Crew: 1571.9
100% Crew
Vents: 1608.2
Rammer: 1746.8
Both: 1787.5
Both and BiA: 1821.6
Both and Max Crew %: 1899.7

Advantageous Damage Per Minute
First-shot DPM: 1681.9
50% Crew: 1345.3
75% Crew: 1513.6
100% Crew: 1681.9
100% Crew
Rammer: 1856.8
Vents: 1718.2
Both: 1897.5
Both and BiA: 1931.6
Both and Max Crew %: 2009.7

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (110 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1571.9
50% Crew: 1235.3
75% Crew: 1403.6
100% Crew: 1571.9
100% Crew
Vents: 1608.2
Rammer: 1746.8
Both: 1787.5
Both and BiA: 1821.6
Both and Max Crew %: 1899.7

Advantageous Damage Per Minute
First-shot DPM: 1681.9
50% Crew: 1345.3
75% Crew: 1513.6
100% Crew: 1681.9
100% Crew
Rammer: 1856.8
Vents: 1718.2
Both: 1897.5
Both and BiA: 1931.6
Both and Max Crew %: 2009.7

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (175 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2500.75
50% Crew: 1965.25
75% Crew: 2233
100% Crew: 2500.75
100% Crew
Vents: 2558.5
Rammer: 2779
Both: 2843.75
Both and BiA: 2898
Both and Max Crew %: 3022.25

Advantageous Damage Per Minute
First-shot DPM: 2675.75
50% Crew: 2140.25
75% Crew: 2408
100% Crew: 2675.75
100% Crew
Rammer: 2954
Vents: 2733.5
Both: 3018.75
Both and BiA: 3073
Both and Max Crew %: 3197.25

See here, here, or here for more information.
Damage Per Minute


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0.38 m 

With 50% Crew: 0.471 m
With 75% Crew: 0.411 m
With 100% Crew: 0.364 m
With BiA: 0.356 m
With BiA and Vents: 0.349 m
Maximum possible: 0.334 m

For more details, see Crew


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0.4 m 

With 50% Crew: 0.496 m
With 75% Crew: 0.433 m
With 100% Crew: 0.384 m
With BiA: 0.375 m
With BiA and Vents: 0.367 m
Maximum possible: 0.352 m

For more details, see Crew
Accuracy


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1.5 s 

With 50% Crew: 1.858 s
With 75% Crew: 1.622 s
With 100% Crew: 1.438 s
With GLD: 1.308 s
With BiA: 1.407 s
With BiA and Vents: 1.376 s
With both and GLD: 1.251 s
Maximum possible: 1.199 s

For more details, see Crew or Equipment


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1.7 s 

With 50% Crew: 2.106 s
With 75% Crew: 1.839 s
With 100% Crew: 1.63 s
With GLD: 1.482 s
With BiA: 1.594 s
With BiA and Vents: 1.559 s
With both and GLD: 1.418 s
Maximum possible: 1.359 s

For more details, see Crew or Equipment
Aim time
4750 deg/s Turret Traverse
360° Gun Arc
-10°/+17°-12°/+14° Elevation Arc
6045 rounds Ammo Capacity
General
2020 % Chance of Fire






290 m 

With 50% Crew: 227.8 m
With 75% Crew: 259 m
With 100% Crew: 290 m
With Recon and Situational Awareness: 304.7 m
With Coated Optics: 319 m
With Binocular Telescope: 362.5 m
Maximum possible: 415.2 m

For more details, see Skills or Equipment






300 m 

With 50% Crew: 235.7 m
With 75% Crew: 267.9 m
With 100% Crew: 300 m
With Recon and Situational Awareness: 315.2 m
With Coated Optics: 330 m
With Binocular Telescope: 375 m
Maximum possible: 429.5 m

For more details, see Skills or Equipment
View Range


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360 m 

With 50% Crew: 290.6 m
With 75% Crew: 332.8 m
With 100% Crew: 375.5 m
With 100% Signal Boost: 432 m
When affected by 100% Relaying: 396 m
Maximum possible: 540.4 m

For more details, see Skills or Equipment


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710 m 

With 50% Crew: 573.1 m
With 75% Crew: 656.4 m
With 100% Crew: 740.5 m
With 100% Signal Boost: 852 m
When affected by 100% Relaying: 781 m
Maximum possible: 1065.9 m

For more details, see Skills or Equipment
Signal Range
Values are Stock - click for Top
Panhard AMD 178B


VI

AnnoF109_AMD_Panhard_178B.png

895000

The Panhard AMD 178B is a French tier 6 light tank.

Production of the proven Panhard AMD 178 armored vehicle, upgraded with the new FL 1 turret, 47 mm gun SA 35, and coaxial machinegun, was relaunched after World War II. The development of the new turret was started in 1940, but was stopped when France was defeated. The new prototype was designated the Panhard AMD 178B. The produced vehicles saw combat in Indo-China, North Africa, and the Near East.

The Panhard AMD 178B leads to the Hotchkiss EBR.

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

Tier Gun Penetration
(mm)
Damage
(HP)
Rate of fire
(rounds/minute)
Dispersion
(m/100m)
Aiming time
(s)
Weight
(kg)
Price
(Credits)

VI 75 mm SA49 (EBR) 120/160/75 110/110/175 14.29 0.4 1.7 700 51000
V 47 mm SA37B amélioré 106/47 55/70 31.58 0.36 1.4 100 28000
V 75 mm Gun M6B 96/143/75 110/110/175 13.64 0.41 1.8 500 29500

Ico_turret_alpha.png

Turrets

Tier Turret Turret Armor (front/sides/rear)
(mm)
Turret Traverse Speed
(deg/s)
View Range
(m)
Weight
(kg)
Price
(Credits)

V Panhard AMD 178 CDM 20/13/13 47 290 1700 10000
VI Panhard AMD 178B FL 1 20/13/13 50 300 1900 16000

Ico_engine_alpha.png

Engines

Tier Engine Engine Power
(hp)
Chance of Fire on Impact
(%)
Weight
(kg)
Price
(Credits)

V Panhard I.S.K. 4F II bis 285 20 300 16300
VI Panhard 4E 315 20 300 23500

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(гр/сек)
Rmin Weight
(kg)
Price
(Credits)

V Panhard AMD 178 9.5 34 B/2 1600 9500
VI Panhard AMD 178B 11 34 B/2 1600 14000

Ico_radio_alpha.png

Radios

Tier Radio Signal Range
(м)
Weight
(kg)
Price
(Credits)

V ER 29 360 50 3650
VII ER 26 ter 455 150 21800
IX EM3/R61 710 100 38000


Compatible Equipment

Vertical Stabilizer Mk 1 Light Spall Liner Camouflage Net Fill Tanks with CO2 Coated Optics Stabilizing Equipment System Experimental Optics Wear-Resistant Gun Laying Drive Venting System Innovative Loading System Extended Spare Parts Kit Enhanced Gun Laying Drive Enhanced Suspension Improved Ventilation Class 1 Medium-Caliber Tank Gun Rammer Toolbox "Wet" Ammo Rack Class 1 

Compatible Consumables

Stabilizer Greasing Automatic Fire Extinguisher Natural Cover Optical Calibration Aim Tuning Experienced Firefighters 100-octane Gasoline 105-octane Gasoline Manual Fire Extinguisher Strong Coffee Vent Purge Large First Aid Kit Large Repair Kit Duty Comes First Shell Organizer Orderly Ammo Rack Focus on Target Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Pre-Battle Maintenance Combat Course 


Player Opinion

Pros and Cons

Pros:

- Relatively fast, both forwards and in reverse.

- Suspension is great, almost no fall damage.

- High ROF.

- Aiming guide (easier to click autoaim.)

- Decent camouflage.



Cons:

- No armour, HE is your enemy.

- Pitiful alpha damage on 47mm gun.

- Extremely prone to ramming due to low weight.

- Poor spotting range.

- Large turning circle.

- Unlike tracked vehicles, it cannot turn on the spot.


Performance

The AMD 178B rewards smart, active play. Players should avoid charging into groups of enemies early in the battle, instead using the unique gun (high-penetration HE with good reload) and speed/acceleration (likely the best of all tanks you will meet) to annoy and destroy enemies.

One option is to use the exceptional reverse speed to poke (peek-a-boo) ridgelines and retreat from enemy fire: drive forward, spot, then reverse to safety. Driving along a ridgeline invites fire from skilled enemies, and suspension damage reduces forward speed to 40kph or less, too slow for a light to play a ridge and escape. The key is to never stop moving and to watch carefully for obstacles (rocks, dead tanks, buildings, your allies) that will bring you to a stop. If you crash, immediately reverse and escape in the other direction until you are no longer spotted.

This same peek-a-boo tactic applies to entire flanks, as you can quickly transition a wise retreat into a flanking attack of the same or other side of the map. Boundaries like the mountains or ridges on many maps, or wide blocks in the city, no longer mean you have to support one flank, and indeed this tank is not very rewarding when played mainly as a passive spotter/sniper. Mid to late game, you will have many opportunities to "go hunting" and kill vulnerable enemies.

The AMD 178B has unique close-quarters capabilities. First, you want to find an enemy without close support to flank or circle. Use your speed to get around map obstacles to the sides or backs of tanks that are attacking your allies, but avoid circling enemies in tight spaces or city streets because the AMD 178B is hard to maneuver if you make a mistake and crash. The -12 degrees of gun depression allow you to put more shots on an enemy when circling or flanking on uneven ground, such as many hull-down positions that are typically safe from less aggressive play-styles. Second, you can choose to poke enemies, taking one shot and reversing, or commit to a full attack of their sides and rear, destroying them.

This tank can beat many vehicles in a 1v1 simply by using surprise flanking attacks or raw speed to stay out from under an enemy gun, however you should avoid situations where the enemy can get a first shot because this tank trades damage poorly without the advantage of surprise and confusion. However, the speed at which this tank crosses the map and attacks positions means you can create advantageous situations at your own pace.

Many players will find staying alive challenging in the AMD 178B, but a good player that balances offensive advantages (speed and surprise) with defensive (reverse speed and dangerous gun) will easily cripple or destroy several tanks over the course of a battle while avoiding situations where the enemy is ready to fire or can aim in time.


Early Research

Space to overview research progression and any major aspects of the experience while advancing the vehicle



Documented Tank and Crew Builds


(both will activate the same section)


External Reviews and Opinions

For external review links (Youtube, etc)

Gallery

Historical Info

In December 1931, the French Cavalry conceived a plan for the future production of armoured fighting vehicles. One of the classes foreseen was that of an Automitrailleuse de Découverte[1] or AMD, a specialised long range reconnaissance vehicle. The specifications were formulated on 22 December 1931, changed on 18 November 1932 and approved on 9 December 1932. They called for a weight of 4 metric tons (4.0 t), a range of 400 kilometres (250 mi), a speed of 70 km/h, a cruising speed of 40 km/h, a turning circle of 12 metres (39 ft), 5–8 mm armour, a 20 mm gun and a 7.5 mm machine gun.


Historical Gallery


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