Assault Tank M4A3E2 (76) W Jumbo

From WarThunder-Wiki
Jump to: navigation, search


Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

M4A3E2 (76) Jumbo in the garage.

The M4A3E2 (76) W Jumbo is a Rank IV American heavy tank with a battle rating of 5.7. It was introduced in Update 1.45 "Steel Generals" in the initial batch of US vehicles available at launch. Taking from its predecessor, the M4A3E2, it is improved with a more powerful 76 mm cannon that allows it to take on the majority of Rank III and some of the Rank IV tanks. As a side note, the nickname "Jumbo" was likely never used during WWII, as there is no record of it. However, its use both on the Wiki and In-Game is still prevalent.

The main purpose, usage and tactics recommendations

General play style

The M4A3E2 (76) W Jumbo is an all around good tank with no major limitations or advantages, with average speed, maneuverability and thick frontal armour, making it a 'jack of all trades tank' equally good in defensive tactics as it is in offensive tactics. staying behind good cover, exposing only the thick gun mantlet and engaging targets in long range, or offensive tactics. It's 2 main advantage is that it has a fast firing 76mm gun, combined with high penetration rounds,and it can be used to quickly disable and overwhelm otherwise heavier targets. It's armour is also excellent - the hull armour is just 1 mm short of the Tiger I's hull, and that is not even taking into account the sloping, making the hull next to impossible to penetrate frontally, and your sides are also up armoured, so unlike the Shermans, your angling will not cause you to be shot through the side. Angling with this tank will make you nearly indestructible to enemy fire. Compare this to the very tough Tiger I at the same battle rating. Beware, your hull is not up armoured from the rear, and most rounds at it's BR will set the engine on fire, and some will even go into the fighting compartment. You should also beware that you are not always indestructible, and things like the Tiger II (P) will penetrate you, even when angled. Another final thing to keep in mind is that despite you mainly fighting other 5.7 vehicles like Panthers, the battle rating will sometimes get you up against tougher opponents like the T-44 and the dreaded Tiger II (H), and if in arcade, even the terrifying T29.

Vehicle characteristics

Tactics

The M4A3E2's regular enemies are Tiger I and Panthers of all variants and Jagdpanzer IV/70s which can be dealt with using the tactics described above. Occasionally you will face Tiger IIs and Jagdpanthers, best way to deal with them is to flank and disable them quickly. However, if this is not possible, you should not engage them, and await help. Beware though, that things like the Tiger II (H) and T29 and Caernarvon might get away with killing all those trying to help you, ending up with your untimely death. Avoid engaging them frontally at all costs, especially at long ranges.

Although this is based on a medium tank, the tank is not as fast as the other mediums at its tier. Because of the heavier armour, this tank will be a few more miles slower than the rest of the tanks. However, this does not mean that the tank is bad. Most Russian tanks at this tier will usually have a very-easy to spot point where the hull and turret meet together, that point is usually under-armoured and a well-placed shot will usually cripple the tank and the turret's horizontal will be gone.

Never show your side. No matter what you do, never show your side. Your front is the most armoured piece on your tank, and you must use that your advantage. Never allow the enemy to flank or ambush you. Be very aware, as a wrong move will make you a dead jumbo. To ensure that you can get a good shot, find out what enemy tanks you'll see in the Jumbo then check where their ammo is and how much armour is protecting that area. If you know you can penetrate that, go for the ammo/gunner/gun, as the M93 shot does not fragment or have an HE filler, it simply pierces the tank and goes straight through.

Environments
In urban environments, you're going to want move up with the rest of the group, however don't move up as the lead tank because you will surely find a nasty surprise at the end of the road. When facing Tiger II's, they will be able to pen anywhere they want in your frontal armour, even your thickest point(turret) if their ammo is upgraded enough. It's best to shoot the flat part of the turret, or get to their sides and pen them. However if you can't do either of those, track them and hope that something bigger on your team will be able to take it out. Even though the M93 shot has an amazing penetration, it cannot penetrate the Tiger II's frontal armour.

In open terrain, you can usually brawl from long-range with certain tanks, such as the Tiger I, and mediums of Russia. However, if you see a Tiger II or other formidable opponent, it's best to stay far and show your front, angling the best. You can also use the hills to your advantage as most tanks do, and hide behind them quickly moving out of cover, pot-shitting the enemy tank then heading back into cover.

Mode Usage

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

In Arcade Battles you will usually see some pretty nasty tanks, however because of your turret and hull armour you will be able to usually survive. Use the player-name system to your advantage and shoot enemy tanks when they're not looking. However, because it's arcade and you're much more likely to be hit, it's best to angle your armour at a slightly less 35 degree angle. In AB, you will most likely have an advantage if you make the first shot, you're fast, and you never show your side.
In realistic battles and simulator battles your opponents will be much-more battle hardened and know where to shoot the Jumbo. When facing enemy tanks, don't always suspect that you can just show your frontal armour and turret and expect to not get penetrated. As said before, be safe and be quick, and angle your armour when you can because that saves lives. You never want to go solo and move up on your own, as you will most definitely meet a tank destroyer or quite possibly a heavy tank. When meeting an IS-2, a turret hit or shot between the hull and turret will usually cripple it, but when facing a Tiger II you'll have to be a bit more careful, as the tank is bigger and stronger than you. Although your M93 shot usually has the penetration power, it cannot penetrate the Tiger II's hull and your best luck will be shooting the flat armour of the turret front.
In realistic battles and simulator battles your opponents will be much-more battle hardened and know where to shoot the Jumbo. When facing enemy tanks, don't always suspect that you can just show your frontal armour and turret and expect to not get penetrated. As said before, be safe and be quick, and angle your armour when you can because that saves lives. You never want to go solo and move up on your own, as you will most definitely meet a tank destroyer or quite possibly a heavy tank. When meeting an IS-2, a turret hit or shot between the hull and turret will usually cripple it, but when facing a Tiger II you'll have to be a bit more careful, as the tank is bigger and stronger than you. Although your M93 shot usually has the penetration power, it cannot penetrate the Tiger II's hull and your best luck will be shooting the flat armour of the turret front.

Specific enemies worth noting

Counter-tactics

If you know that your tank cannot penetrate around 100m+ of armour, it's best to shoot at the small opening of the bow-gunners port, as that is only one plate of armour, instead of the two plates in the hull. If you have a side shot of the tank, it's best to show low to the ground just above the tracks, as that will usually ammo-rack the enemy tank. If you know that you can penetrate more than needed to get into the Jumbo, shoot the armour just below the block of turret armour,and that will kill the horizontal and sometimes the gun.

Pros and cons

Pros:

  • Learning curve from the 75mm Jumbo should help alot when playing this tank.
  • Decent 76 mm gun with APCR rounds.
  • Can now dish a little bit more damage than the 75mm Jumbo.
  • APCR shells are a step up from the 75mm and cost slightly more with a lot of added benefits.
  • High rate of fire for main gun.
  • Excellent gun depression.
  • Very strong turret armour from all sides, very good at hull down position.
  • Very good at leading a spearhead towards a capture point where it can provide cover to weaker allied tanks with more powerful guns.
  • Excellent frontal armour, about 101 mm thick and sloped!
  • Excellent all around turret armour, average 152 mm thick! and a 177.8mm gun mantlet!
  • Can absorb a lot of damage.
  • Wet ammo storage - Which reduces greatly ammo rack chances, is indicated by the "W" in its name, this also means tightly packed ammo only placed under the turret
  • Equipped with gun stabilizer, working only at slow speeds under 20kph
  • Good acceleration.
  • 1.72 RP efficiency.
  • Incredibly tough when angled, except for its lower side armour
  • Wider tracks than regular Shermans, except M4A3E8 variants

Cons:

  • 76 mm gun is seriously underwhelming at 5.7 BR.
  • General performance is also underwhelming at 5.7 BR.
  • Will struggle a lot when getting uptiered as in general it will be unable to compete with 6.7 vehicles.
  • It still needs allies support to be effective in battle
  • Armor is less effective at 5.7; Panthers, Tigers and large caliber Russian tanks can still penetrate you from the front with little issue.
  • Armour weak spot above the gun-mantlet (63.5mm @ 61°). (can be corrected by angling yourself with a hill)
  • Side armour better than normal, but still weak (76.2 mm). Allows for light angling and protection against AA
  • Rear armour is still thin.
  • Roof armour is not upgraded from the previous version, still weak but protects against most callibers under 37mm
  • Tall profile makes it a bigger target.
  • Bad off-road maneuvebility.
  • Quite low top speed of 35kph.
  • Reverse speed is bad, 4KpH
  • Hull MG is still a weak spot but hard to hit
  • Due to the layered armor at the front and the armor over-matching mechanic, the upper glacis armor can be dubious in that it does not reliably ricochet shells, even from smaller caliber guns like the 75 mm SA50.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armament

1 x 76 mm Gun M1A1 (71 rounds)
1 x 12.7 mm M2HB heavy machine gun (600 rounds)
1 x 7.62 mm M1919A4 machine gun (3,000 rounds)

Main armament

1 x 76 mm Gun M1A1
  • Ammunition Capacity: 71 Shells
  • Gun Depression: -10°
  • Gun Elevation: 25°
  • Turret Rotation Speed: 14.28°/s (Stock), 19.8°/s (Upgraded), 24°/s (Prior + Full Crew), 26.6°/s (Prior + Expert Qualif.), 28.2°/s (Prior + Ace Qualif.)
  • Reloading Rate: 7.67s (Stock), 6.78s (Full Crew), 6.25s (Prior + Expert Qualif.), 5.9s (Prior + Ace Qualif.)
1 x 76 mm Gun M1A1
  • Ammunition Capacity: 71 Shells
  • Gun Depression: -10°
  • Gun Elevation: 25°
  • Turret Rotation Speed: 14.3°/s (Stock), 16.8°/s (Upgraded), 20.4°/s (Prior + Full Crew), 22.56°/s (Prior + Expert Qualif.), 24.0°/s (Prior + Ace Qualif.)
  • Reloading Rate: 7.67s (Stock), 6.78s (Full Crew), 6.25s (Prior + Expert Qualif.), 5.9s (Prior + Ace Qualif.)
1 x 76 mm Gun M1A1
  • Ammunition Capacity: 71 Shells
  • Gun Depression: -10°
  • Gun Elevation: 25°
  • Turret Rotation Speed: 14.3°/s (Stock), 16.8°/s (Upgraded), 20.4°/s (Prior + Full Crew), 22.56°/s (Prior + Expert Qualif.), 24.0°/s (Prior + Ace Qualif.)
  • Reloading Rate: 7.67s (Stock), 6.78s (Full Crew), 6.25s (Prior + Expert Qualif.), 5.9s (Prior + Ace Qualif.)
Ammunition
Ammunition Penetration in mm @ 90° Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay in m: Fuse sensitivity in mm: Normalization At 30° from horizontal: Ricochet:
10m 100m 500m 1000m 1500m 2000m 0% 50% 100%
M62 Shell 127 125 116 106 97 89 APCBC 792 7 1.2 20 +4° 48° 63° 71°
M42A1 Shell 7 7 7 7 7 7 HE 800 5.8 0.4 0.5 +0° 79° 80° 81°
M79 Shot 155 154 131 107 88 72 AP 792 6.8 N/A N/A -1° 47° 60° 65°
M93 Shot 221 215 203 181 154 124 APCR 1036 4.3 N/A N/A +1.5° 66° 70° 72°
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in
TNT equivalent
in g:
M88 Smoke 274 3.4 13 5 20 50
Ammo types

M62 Shot - M62 shot is the standard stock shell of the M4A3E2(76)W. With an 127mm top penetration, it usually won't be able to destroy heavy opponents or tank destroyers it will see at it's BR/tier, however the armour makes up for it to have more time looking for a good shot. Since this is the stock shell, it's best not to carry any of these shells when you get an upgrade. It's best to be at the front line and stay a little further back then normal when using this shell as you'll get alot of non-pens and ricochets.

M42A1 Shot - This is the HE shell of the M4A3E2(76)W. With a 7mm penetration at all ranges, it's best to use this when fighting AA trucks or other lower-armoured tanks. It's advised to only carry 0-5 of these shells as you won't really need them, but there useful for when a pesky AA truck comes around the corner and shoots your cannon barrel off when your firing APCR at it.

M79 Shot - The M79 shot is a clear upgrade from the M62 shot, with more than 30mm more penetration, this will pack a punch. However, you will need to make sure you know your enemy tank's guts, as this does not fragment nor have an HE filler, and will rely on your aiming skills to destroy the core components of a tank. Just like the M93 shot, this tank shell will not explode in the tank, but rather go straight through. It's best to carry these shells instead of the M62, but when you get the upgrade to M93 don't carry any at all.

M93 Shot - This is the last shot upgrade of the M4A3E2(76)W. With A penetration upgrade of more than 110mm from the M62 shot, and more than 70mm than the M79 shot, this will be the best shell for the M4A3E2(76)W Sherman Jumbo. With this shell, you'll be able to pen even the most armoured of opponents, except perhaps the occasional Tiger II or IS-2 mod. However, it's best to carry at least 35-50 shells of this, as this should be your main shell during combat.

Ammo racks
Ammo racks of the M4A1 (76) W Sherman
(similar to M4A3E2(76) Jumbo).
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Recommendations Visual
discrepancy
71 57 (+14) 43 (+28) 29 (+42) 15 (+56) (+70) Keep full Yes

Secondary armaments

1 x 12.7 mm M2HB heavy machine gun (pintle mount)
1 x 7.62 mm M1919A4 machine gun (coaxial)

Crew

  • Commander
  • Gunner
  • Loader
  • Driver
  • Assistant Driver

Total: 5 Crew members

Armour

Armour type:

  • Rolled homogeneous armour (Front, Side, Rear, Roof)
  • Cast homogeneous armour (Turret, Transmission area)
Armour Front (Slope angle) Sides Rear Roof
Hull 63.5 + 38.1 mm (47°) 76.2 mm 38.1 mm 19.5 mm
Turret 177.8 mm 152.4 mm 152.4 mm 25.4 mm

Engine & mobility

Weight: 37.8 ton

Max Speed: 38 km/h
Stock

  • Engine Power: 646 hp @ 2600 rpm
  • Power-to-Weight Ratio: 17.09 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: 795 hp @ 2600 rpm
  • Power-to-Weight Ratio: 21.03 hp/ton
  • Maximum Inclination: 43°
Weight: 37.8 ton

Max Speed: 35 km/h
Stock

  • Engine Power: 442 hp @ 2600 rpm
  • Power-to-Weight Ratio: 11.69 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: 500 hp @ 2600 rpm
  • Power-to-Weight Ratio: 13.23 hp/ton
  • Maximum Inclination: 41°
Weight: 37.8 ton

Max Speed: 35 km/h
Stock

  • Engine Power: 442 hp @ 2600 rpm
  • Power-to-Weight Ratio: 11.69 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: 500 hp @ 2600 rpm
  • Power-to-Weight Ratio: 13.23 hp/ton
  • Maximum Inclination: 41°

Modules and improvements

Tier Mobility Protection Firepower
I Tracks tank module.jpg Parts tank module.jpg Horizontaldrive tank module.jpg
II Suspension tank module.jpg Brakesystem tank module.jpg FPE tank module.jpg AP M79 tank module.jpg Adjustmentoffire tank module.jpg
III Filters tank module.jpg Crewreplenishment tank module.jpg APCR M93 tank module.jpg Elevationmechanism tank module.jpg
IV Transmission tank module.jpg Engine tank module.jpg Smoke M88 tank module.jpg

Recommendation:
To start out, you will want to get Tracks, Parts, then M79 Shot, and work your way from there, as those are the core components of the M4A3E2(76)W Sherman Jumbo. With the better ammunition, you will be able to penetrate more and be far more deadly on the field. And with Tracks & Parts, you won't need to worry about the lights/mediums that keep popping out your tracks to get to your side or backside. After getting these three things, it's best to work on Maneuverability and M93 Shot as first priority.

History of creation and combat usage

Development

Long before D-Day, American war planners knew that it would a long and decisive battle against the German defensive, and that the need for an assault tank to push the lines and capture the beach was needed. The Americans knew they would need a tank that was uparmoured and upgunned, something beyond the standard M4 Sherman. The hope was the have the M26 Pershing finished by 1944, however because of difficulties, it was delayed to 1945.

The US ordinance then took their abundant M4 Shermans in stock and fixed them up for the new role they've been assigned in. Although keeping the same engine, the armour was upped from around 76.2 mm initial thickness to 102 mm and angled at 47 degrees from vertical. This angle would influence later Sherman design such as the M4A3 by changing the original 56 degree angled glacis with protruding crew hatches to 47 degree angled glacis without any protrusion from the crew hatches. This modified M4 Sherman's armour when angled would then be 150 mm line-of-sight (LOS) thick and 180 mm effective. The side armour is also increased to 76.2 mm thick and the turret is redesigned to provide more protection. These modified Shermans were designated the M4A3E2 by the Ordnance Department, whereas the nickname "Jumbo" was likely a post-war invention. At the end of the modifications, the Sherman "Jumbo" now weighed about 42 tons and moves a lower speed of 22 miles per hour. A drawback to the increased weight of the Sherman is that the Vertical Volute Suspension System (VVSS) from the Sherman was unable to take the weight easily, so extra care was taken by the crew members to not break the suspension.

In March of 1944, the US Army ordered for 254 of these vehicles to be delivered for use for European Operations. Intended for the assault on the Normandy Beachhead, it was deployed in Normandy after D-Day to assist the infantry push through German defenses. The M4A3E2 originally came with the 75 mm guns to support infantry with its better HE shells compared to the planned 76 mm installment, but the 76 mm was installed later in the campaign and called the M4A3E2 (76) W Jumbo.

Combat usage

The M4A3E2 were well-liked by the crew and commanders due to its protection value. Despite the weight difference and strain on the suspension, it performed reliably and could absorb damage that would otherwise destroy regular Shermans. Later in the war, when the quantity of the M4 Sherman "Jumbos" were unable to meet the demand, George S. Patton ordered for existing M4 Shermans to weld on armour plates scavenged from knocked out tanks to makeshift "'Expedient Jumbos'. This caused the newer Shermans such as the M4A3 (76) W HVSS could have the same protection by welding metal onto the hull. One of the Jumbo's notable participation in the war was in Patton's Third Army where it spearheaded the assault to Bastogne to relieve the pinned down 101st Paratroopers.

When war in the European Theater ended, the M4A3E2s were then placed stateside for the preparation for the invasion of the Japanese Home Islands. However, this was never to be fulfilled as Japan then surrendered to the United States in September 1945. The M4A3E2 Shermans proved to be a very effective stop gap solution until heavier armoured tanks such as the Pershing could come into play. In 1948, about 96 Sherman Jumbos still remained in US inventory.

Screenshots and fan art

Camouflages and skins for the M4A3E2 (76) from live.warthunder.com. Two common terms are in use:
The full name #m4a3e2_76 and the postwar definition #jumbo, albeit the last one contains entries for the earlier 75mm Jumbo, too.

Additional information (links)

References


Sidebar

M4 Sherman

   Rank 2   
   Rank 4   
   Jumbo   
  • M4A3E2 (76) W Jumbo
   Firefly    
    Super   

[expand] [collapse] American Tanks [collapse] [expand]

Light Tanks
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   
Medium Tanks
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
Heavy Tanks
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
  • M4A3E2 (76) W
   Rank 5   
   Rank 6   
Tank Destroyers
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   
SPAAs
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   
Premium & Gift Vehicles
   Rank 1   
   Rank 2   
   Rank 3   
   Rank 4   
   Rank 5   
   Rank 6   


Arcade ☑ Realistic ☐
Simulator ☐

Arcade ☐ Realistic ☑
Simulator ☐

Arcade ☐ Realistic ☐
Simulator ☑

us_m4a3e2_76w_sherman_jumbo.png

Icon-country-usa.png M4A3E2 (76) W
Nation USA
Type Heavy tank
Rank 4
Battle Rating
5.7
5.7
5.7

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
37,800 kg
83,334 lb
Number of Crew 5
Hull armour thickness
101.6/76.2/38.1/19.5 mm
4.0/3.0/1.5/0.77 inches
Statistics
Engine power (stock)
646 hp
442 hp
442 hp
Engine power (upgraded)
795 hp
500 hp
500 hp
HP/ton ratio (stock)
17.09
17.36
11.69
11.88
11.69
11.88
HP/ton ratio (Upgraded)
21.03
21.37
13.23
13.44
13.23
13.44
Max speed
38 km/h
23.3 mph
35 km/h
21.9 mph
35 km/h
21.9 mph
Main Weapon
1 x 76 mm M1A1 Cannon
Ammo stowage 71 rounds
Vertical guidance -10°/25°
Secondary Weapon
1 x 12.7 mm M2HB Heavy machine gun
Ammo stowage 600 rounds
Mount Pintle mount
Vertical guidance -10°/30°
Horizontal guidance -60°/60°
1 x 7.62 mm M1919A4 Machine gun
Ammo stowage 3,000 rounds
Mount Coaxial
Economy
Required RP 63,000 RP
Vehicle cost 210,000 SL
Crew training cost 61,000 SL
Max repair cost*
2,350 SL
3,140 SL
3,150 SL
Free repair time (Stock)
3d 06h
6d 13h
6d
Free repair time (Upgraded)
1d 02h
2d 04h
2d
Warning: this sidebar is a WIP and can be incorrect. Last updated 1.77.2.187.