Difference between pages "Matchmaker" and "M4A3 (105)"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
(Transfer Mechanics page - Matchmaker)
 
 
Line 1: Line 1:
{{DISPLAYTITLE:Matchmaker}}
+
{{Specs-Card|code=us_m4a3_105_sherman}}
__TOC__
 
==General Information about the matchmaking==
 
[[File:Matchmaker GameModeSelection.PNG ‎|390px|thumb|right|The game mode selection screen]]
 
  
'''Matchmaking''' is better known to players as the "balancer," but this mechanic in War Thunder is called matchmaking for good reason. Unlike simple team selection systems, designed only to balance out the game sessions, the capabilities of War Thunder's system are much broader. It allows you to create sessions with strictly defined vehicles, restrictions on certain types and classes and various other configurations.
+
== Description ==
+
<!--''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.''-->
'''There are several types of matchmaking:'''
+
[[File:GarageImage_M4A3(105).jpg|420px|thumb|left]]
*By Battle Rating – the battle performance rating given to every Aircraft, Ground Vehicle, or Naval Vessel. These ratings may vary across game modes.
+
{{break}}
*By Bracket – the same as BR, but grouped into brackets.
+
The '''M4A3 (105) HVSS ''Sherman''''' is a Rank II American medium tank with a battle rating of 3.0 (AB/SB) and 2.7 (RB). It is one of the first American tanks to be released with the American ground tree in [[Update 1.45 "Steel Generals"]]. Armed with a [[M4 (105 mm)|105 mm howitzer]] instead of the standard [[M3 (75 mm)|75 mm cannon]], the howitzer grants the Sherman a much more powerful high-explosive shell to use against lightly-armoured enemies. When the HEAT round is unlocked for the cannon, its firepower against more heavily armoured vehicle increases substantially.
*In accordance with strictly prescribed lists of permitted vehicles with the ability to limit numbers, e.g. in events playing through historical battles, only the vehicles that would have actually participated in the battle are permitted to take part, and the number of individual vehicles can also be limited.
 
*Tournament – uses the player’s personal rating to select opponents of equal strength in various competitive events.
 
  
Learn more about game modes in their respective related articles. In this article, you can find out about the general rules of matchmaking.
+
== 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 helpfull for survival in combat?''
  
 +
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 +
'''Armour type:'''
 +
*Rolled homogeneous armour (Hull, Turret roof)
 +
*Cast homogeneous armour (Turret, Transmission area)
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 63.5 mm (47°) ''Front glacis'' <br> 63.5-107.9 mm (5-56°) ''Transmission area'' || 38.1 mm || 38.1 mm (22°) ''Top'' <br> 38.1 mm (13-44°) ''Bottom'' || 19.5 mm
 +
|-
 +
| Turret || 76.2 mm (3-67°) ''Turret front'' <br> 88.9 mm (3-86°) ''Gun mantlet'' || 50.8 mm (2-69°) || 50.8 mm (2-66°) || 25.4 mm
 +
|-
 +
! Armour !! Sides !! Roof
 +
|-
 +
| Cupola || 63.5 mm || 25.4 mm
 +
|-
 +
|}
 +
'''Notes:'''
 +
* Suspension wheels are 15 mm thick, bogies are 10 mm thick, and tracks are 20 mm thick.
 +
* Lower part of the hull ("beak") is 107.9 mm thick
 +
* A small patch on the turret front right side is thinner (50.8 mm) than the rest (76.2 mm).
  
==Matchmaking by Battle Rating==
+
The M4A3 (105) has certain flaws that can be exploited quite well. First of all, the howitzer armament means that the shell travels in a low-velocity, meaning the M4A3 (105) will be unlikely to engage at a long distance. Another is the fact that the M4A3 (105)'s gun has a long reload and a slow traverse speed, meaning it is also not very good in a close-range encounter. Despite these flaws, the M4A3 (105) is a formidable foe with its armament. The HE and HEAT shell the 105 mm can dish out has a real possibility to knock out friendly crew and teammates, if not absolutely destroying light tanks. These high-explosives can also break tracks easily, causing the player tank to be immobilized and exposed not only to the M4A3 (105), but to the other enemies as well, and the M4A3 (105) will most likely not be alone.
This is the most widespread matchmaking method. It is used in the two biggest battle modes, Arcade and Realistic battles, involving ground vehicles, aviation, and naval forces. When selecting allies and opponents in these modes, the matchmaking system uses only one parameter – your vehicle Battle Rating.
 
  
===General rules===
+
To engage the M4A3 (105), try not to engage its frontal armour if in a tank with BR lower than 3.7. It's frontal armour, despite what most will say about the Sherman's armour, is quite formidable and can deflect most incoming enemy round from light and medium tanks. This is why it is recommended to bring high-velocity guns like the [[3-inch Gun M7|3-inch]] on the M10 or the [[7.5 cm KwK 40|long 75 mm]] on the later Panzer IV. If it can't be engaged from the front, maneuver to its side and rear armour, as these armour plates are extremely vulnerable to even 37 mm guns. When maneuvering around the M4A3 (105), try not to expose the tank for a prolonged time and move faster than the M4A3 (105)'s slow turret traverse rate (though beware that the M4A3 can compensate this slow turn by turning the entire body). If fast enough, a tank could also move past the 105 mm low-velocity shell and mess up the enemy's lead. This will eventually lead to a good shot on the M4A3's weak points. Another more simpler and less mobile way is to lie in wait in a tank destroyer such as the StuG III for the M4A3 to move right into the TD's line of fire, giving a clean shot to a vulnerable armour part. A good shot on a general part of the hull can ignite one of the many ammo racks strewn around the interior.
[[Battle_ratings|'''Battle ratings (BR)''']] is given to every vehicle in War Thunder and depending on the game mode, matchmaking uses either the average BR of your vehicle set or the highest BR of any single vehicle from your entire set.
 
  
{| class="wikitable"
+
=== Mobility ===
|+ Matchmaking strategies for different game modes
+
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
!colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
!colspan="1" | Add-on Armor<br>weight (tons)
 +
!colspan="1" | Max speed (km/h)
 +
|-
 +
|rowspan="2" | 31.7 || colspan="1" rowspan="2" | N/A || colspan="1" | 46 (AB)
 +
|-
 +
|41 (RB/SB)
 +
|-
 +
!colspan="3" | Engine power (horsepower)
 +
|-
 +
!colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 
|-
 
|-
! scope="col" | Game modes
+
|''Arcade''
! scope="col" | Ground battles
+
|775
! scope="col" | Aviation battles
+
|954
 
|-
 
|-
! scope="row" | Arcade mode
+
|''Realistic/Simulator''
! style="background: #83D6FF"|
+
|442
! style="background: #99FF66"|
+
|500
 
|-
 
|-
! scope="row" | Realistic mode
+
!colspan="3" | Power-to-weight ratio (hp/ton)
! style="background: #83D6FF"|
 
! style="background: #FFB2B2"|
 
 
|-
 
|-
! scope="row" | Simulation mode
+
!colspan="1" | Mode
! style="background: #FFB2B2"|
+
!Stock
! style="background: #FFB2B2"|
+
!Upgraded
 
|-
 
|-
! style="background: #99FF66" |
+
|''Arcade''
| colspan="2" | Matchmaking by average BR
+
|24.45
 +
|30.09
 
|-
 
|-
! style="background: #83D6FF" |
+
|''Realistic/Simulator''
| colspan="2" | Matchmaking by top vehicle BR
+
|13.94
 +
|15.77
 
|-
 
|-
! style="background: #FFB2B2" |
 
| colspan="2" | Matchmaking by selected vehicle BR
 
 
|}
 
|}
  
For all game modes, the maximum BR range for a session is limited to ±1.0 from the average BR or the BR of the best vehicle in your set. This means that you will never come up against an opponent whose BR is more than 1.0 higher or lower than your average vehicle BR or the BR of your best vehicle.
+
== 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 flexibilty 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|M4 (105 mm)}}
  
 
+
{| class="wikitable" style="text-align:center"
The matchmaker always aims to assemble teams with minimal BR spread, which has a positive impact on gameplay experience. Selection begins by searching for players with the same BR as you and the net gradually widens if a closely rated team cannot be assembled. This means that the more players are queued for battle, the better the balancing will be.
+
|-
 
+
! colspan="6" | [[M4 (105 mm)|105 mm M4]]
These are all the rules governing matchmaking in random battles. There are no exceptions.
+
|-
 
+
! colspan="4" rowspan="1" style="width:5em" |Capacity
===Matchmaking by average BR===
+
! rowspan="1" | Vertical <br> guidance
In Air Arcade mode, matchmaking works differently in comparison with any other mode – it is performed in accordance with the average Battle Rating of several aircraft with the highest BR among all the aircraft in the set. Damaged or temporarily blocked vehicles will not be factored into the calculation, as they cannot be used in battle.
+
! rowspan="1" | Horizontal <br> guidance
 
+
|-
 
+
| colspan="4" | 66 || -10°/+35° || ±180°
Matchmaking by average BR allows players to even make use of the capabilities of planes that are inferior to newer aircraft in the player’s set, as well as to continue to use the tried-and-tested aircraft for a long time.
+
|-
 
+
! colspan="6" | Turret rotation speed (°/s)
===Calculation formula===
+
|-
 
+
! style="width:4em" |Mode
The calculation uses the three aircraft with the highest BR in the set. The average BR is calculated as follows:
+
! style="width:4em" |Stock
 
+
! style="width:4em" |Upgraded
*BR='''A'''/2 + '''B'''/4 + '''C'''/4
+
! style="width:4em" |Prior + Full crew
Where '''A''' is the vehicle with the highest BR, and '''B''' and '''C''' are the top-rated vehicles after '''A'''.
+
! style="width:4em" |Prior + Expert qualif.
*If the difference in rating between vehicle '''A''' and vehicle '''B''' or '''C''' is greater than 0.6 BR, then the rating of the vehicle outside the permitted range will be calculated as '''A'''-0.6.
+
! style="width:4em" |Prior + Ace qualif.
*If the difference in rating between vehicle '''A''' and vehicle '''B''' or '''C''' is greater than 2.0 BR, then the rating of the vehicle will be substituted for the BR of the top vehicle ('''A''').
 
*If fewer than three crews go into battle, the missing aircraft are given values of '''A'''-0.6.
 
The average BR resulting from the calculation is rounded to the nearest number from the range: X.0, X.3, X.7. In borderline cases, the BR is rounded up.
 
<br>
 
So X.15 will be rounded to X.3, X.35 will be rounded to X.3, and X.5 will be rounded up to X.7.
 
<br/>
 
<br>
 
Here is an example of how the averaging formula works in game aviation:
 
(''spoiler from old article, below'')
 
 
 
<div class="NavFrame">
 
<div class="NavHead">'''Click '''show''' to view'''</div>
 
<div class="NavContent">
 
{| class="wikitable" align="center"
 
 
|-
 
|-
!colspan="2" | Legend for the table below
+
| ''Arcade'' || 3.57 || 4.90 || 6.00 || 6.60 || 7.10
 
|-
 
|-
!Aircraft example!!BR Effect on lineup
+
| ''Realistic'' || 3.57 || 4.20 || 5.10 || 5.64 || 6.00
 
|-
 
|-
| align="center" style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || Vehicle with Highest BR
+
! colspan="4" | Reloading rate (seconds)
 
|-
 
|-
| align="center" style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]] || Vehicle, BR lower than 0.3
+
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| align="center" style="background: #ffff84"|[[File:Matchmaker SpitfireF24 icon.png|frameless|link=]] || Vehicle, with a BR lower than 0.6 (to 2.0) from a top BR 
+
| 13.0 || 11.5 || 10.6 || 10.0
 
|-
 
|-
| align="center" style="background: #84ff84"|[[File:Matchmaker I-153 icon.png|frameless|link=]] || Vehicle, with a BR lower than 2.0 from a top BR - goes beyond the permissible BR and its rating is considered equal with the top rated vehicle BR.
 
 
|}
 
|}
  
{| class="wikitable collapsible"
+
===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 +
|-
 +
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 +
|-
 +
| M1 shell || HE || 26 || 26 || 26 || 26 || 26 || 26
 +
|-
 +
| M67 shot || HEAT || 130 || 130 || 130 || 130 || 130 || 130
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="10" | Shell details
 
|-
 
|-
! Aircraft 1 !! Aircraft 2 !! Aircraft 3 !! !! BR Result
+
! rowspan="2" data-sort-type="text" | Ammunition
 +
! 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:''
 
|-
 
|-
| style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || ⇒ || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]]
+
! 0%
 +
! 50%
 +
! 100%
 
|-
 
|-
| style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]] || || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]]
+
| M1 shell || 472 || 15 || 0.1 || 0.1 || 2,180 || +0° || 79° || 80° || 81°
 
|-
 
|-
| style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]] || style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]] || || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]]
+
| M67 shot || 381 || 13 || 0.0 || 0.1 || 1,610 || +0° || 62° || 69° || 73°
 
|-
 
|-
| style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ffff84"|[[File:Matchmaker SpitfireF24 icon.png|frameless|link=]] || ⇒ || style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]]
+
|}
 +
{| class="wikitable sortable" style="text-align:center"
 +
! colspan="7" | Smoke characteristic
 
|-
 
|-
| style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] ||  style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]] || style="background: #ffff84"|[[File:Matchmaker SpitfireF24 icon.png|frameless|link=]] || ⇒ || style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]]
+
! Ammunition
 +
! Velocity <br /> in m/s
 +
! Projectile<br />Mass in kg
 +
! ''Screen radius <br /> in m''
 +
! ''Screen time <br /> in s''
 +
! ''Screen hold time <br /> in s:''
 +
! ''Explosive Mass in g<br /> (TNT equivalent):''
 
|-
 
|-
| style="background: #ff8484"|[[File:Matchmaker F-86f-25 icon.png|frameless|link=]] || style="background: #ffff84"|[[File:Matchmaker SpitfireF24 icon.png|frameless|link=]] || style="background: #ffff84"|[[File:Matchmaker SpitfireF24 icon.png|frameless|link=]] || ⇒ || style="background: #ffc284"|[[File:Matchmaker MiG-9 icon.png|frameless|link=]]
+
| M84 || 457 || 15 || 20 || 5 || 25 || 50
 
|-
 
|-
 
|}
 
|}
</div>
 
</div>
 
  
===Matchmaking by maximum BR===
+
===== [[Ammo Racks|Ammo racks]] =====
*In all other random battle modes, matchmaking uses the highest Battle Rating of the vehicles available in the player’s set.
+
[[File:Ammoracks_M4A3_105.png|thumbnail|right|Ammo racks layout of the M4A3 (105).|x250px]]
*In Air Realistic mode, matchmaking is performed based on the aircraft selected for the battle. Since the vehicles not selected cannot be used in the battle, there is no need to include them in the calculation.
+
{| class="wikitable sortable" style="text-align:center"
*In Ground Forces Arcade mode, matchmaking is performed based on the tank with the highest BR in the set.
+
|-
*In Ground Forces Realistic mode, matchmaking is performed based on the tank or aircraft with the highest BR in the entire set (depending on which vehicle has the highest BR).
+
! class="wikitable unsortable" |Full<br />ammo
 +
! class="wikitable unsortable" |1st<br />rack empty
 +
! class="wikitable unsortable" |2nd<br />rack empty
 +
! class="wikitable unsortable" |3rd<br />rack empty
 +
! class="wikitable unsortable" |4th<br />rack empty
 +
! class="wikitable unsortable" |5th<br />rack empty
 +
! class="wikitable unsortable" |Visual<br />discrepancy
 +
|-
 +
|'''66''' || 53&nbsp;''(+13)'' || 40&nbsp;''(+26)'' || 27&nbsp;''(+39)'' || 14&nbsp;''(+52)'' || 1&nbsp;''(+65)'' || style="text-align:center" |yes
 +
|}
  
<br>
+
=== Machine guns ===
Many players have a preference for several modes. For their convenience, there is a "[[Hangar_User_Interface#User_Preset|vehicle preset]]" mechanism, which allows players to save preferred and frequently used vehicle arrangements in their hangar. This allows players to prepare for any type of battle in just a few clicks.
+
<!--''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.''-->
<br/>
+
{{main|Browning M2 (12.7 mm)|Browning (7.62 mm)}}
  
==Matchmaking by Bracket==
+
{| class="wikitable" style="text-align:center"
Air Simulator battles use this matchmaking method. When the player opens the Air SB interface, they will see several identical missions where the only difference is the BR of the permitted aircraft. All you have to do is select the desired battle rank and assemble the required aircraft in your set. Very straightforward.
+
|-
 
+
! colspan="7" | [[Browning M2 (12.7 mm)|12.7 mm M2HB]]
==Matching by Set Vehicles==
+
|-
This method is used in Ground Forces Simulator battles. When the player opens the Tanks SB interface, the names of the vehicles permitted for the current battle will be clearly displayed. Battles are regularly updated, so the team composition options also change.
+
! colspan="7" | ''Pintle mount''
 
+
|-
==Tournament Matchmaking==
+
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
A relatively broad but simple matchmaking method. Can be done differently for every tournament. For more about tournament rules and actual battles, go to [https://tss.warthunder.com/index.php https://tss.warthunder.com/index.php]
+
! rowspan="1" | Fire rate <br> (shots/minute)
 
+
! rowspan="1" | Vertical <br> guidance
== Other (custom) matchmaking types in battles ==
+
! rowspan="1" | Horizontal <br> guidance
Going further, there used to be other custom matchmaking types apart from matchmaking by BR and vehicle ranks:
+
|-
* Sessions with restricted vehicle set
+
| colspan="4" | 600 (200) || 576 || -10°/+30° || ±60°
* Rating battles
+
|-
* Squadron battles
+
|}
 
+
{| class="wikitable" style="text-align:center"
==== Sessions with restricted vehicle set ====
+
|-
[[File:Matchmaker Bf109SBMode.jpg|390px|thumbnail|right|Bf.109E-1 selected for Air Simulation Battle]]
+
! colspan="7" | [[Browning (7.62 mm)|7.62 mm M1919A4]]
As an example for this type of battle, let's have a look at the missions from "Events and Tournaments". Matchmaking for this mode is made only from the vehicles that were specially selected for every mission.
+
|-
This type of Matchmaking allows developers to carefully reconstruct historical events from different battlegrounds, while paying attention to power balance. This also aims for the creation alternative history missions and holding events with a number of possible finals.
+
! colspan="7" | ''Coaxial mount''
 +
|-
 +
! 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" | 3,000 (250) || 500 || N/A || N/A
 +
|-
 +
|}
  
Sessions are made from all vehicles allowed, without looking at BR or vehicle ranks. Teams can have different numbers of players, and that is also controlled in the mission settings.
+
== Usage in the battles ==
The exact matchmaking settings for every mission can be obtained from the mission descriptions shown in the in-game client for each mission in the "Events and Tournaments" list.
+
<!--''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).''-->
 +
This tank plays best as a support tank, stay with other tanks that have better side armour while using the relatively thick front armour to soak a few shots. Use the HEAT rounds to penetrate most armour of the M4A3 (105)'s rank and above, and remember that the M4A3 (105) is no brawler, so staying in the front line too close to hostiles will most likely spell a K.O. by ammo or crew. This tank gun has a very low velocity, so make sure to compensate for the large amount of drop
  
All missions in this mode have different difficulty levels and can have a mix of ground and air vehicles.
+
Having in mind the large caliber of this tank's main weapon, one can conclude that the HE shell (M1 shell) is big enough to dispatch some tanks. However, any armour larger than 28 mm won't let the explosion result in a penetration. So for firing at strong armour plates, the HEAT shell (M67 shot) is required. It should be top priority to research it. The HE shell will however be the most effective option whenever this Sherman's controller can find a suitably soft spot in the enemy vehicle's armour. Against soft vehicles, like most [[:Category:Anti-aircraft vehicles|SPAA]], the choice of ammunition for the main gun is fairly irrelevant, since a single shot should be enough to dispatch one of these, and remaining crew members can be taken down with one of the tank's [[Browning|Browning machine guns]], although HE is certainly the most effective at dishing out damage when armour is absent.
  
 +
The HEAT round, unlike the HE one, has a tracer charge, which facilitates aiming. This is not critical, however, since the HE shell's sheer size allows for it to be seen without too much effort.
  
==== Rating Battles ====
+
====Tactics====
Matchmaking is able to create sessions depending on a player's personal skills level, and that's an important feature of the game.
+
<!--Specific methods of play in different situations, label the methods with pros and cons (if possible) based on vehicle's performances (i.e. Using the M22 Locust and getting close to target so gun depression cannot reach it.)-->
This type of matchmaking fits to 'duel' and 'sparring' forms of battle tournaments and challenges, where personal expertise plays a key role in success. Creating a session based on player personal rankings allows to equalize forces of teams, squadrons, and particular players, and makes sessions more fair and attractive.
+
The M4A3 (105) HVSS Sherman is a support tank, not a front-line brawler. Its adequate armour protection and powerful gun put it on about the level of the [[3-inch Gun Motor Carriage M10|M10 Tank Destroyer]], but it has certain flaws and qualities that makes it different than the usual Sherman tanks. Due to the 105 mm howitzer, knocking out enemy crew in lightly armoured vehicles is a piece of cake. Aim for the enemy tank's lower turret to cause the most damage possible with the HE shells, as the HE shrapnel can be deflected down onto the hull roof and mess up the enemy crew. The 105 mm HE could also be aimed at the enemy tracks to blow it off, immobilizing the enemy. If none of the HE shells do damage to the target (which shouldn't happen most of the time), a well placed HEAT shell, once unlocked, can easily set a tank aflame or blow up ammo stores. Don't get to close to enemy vehicles '''unless''' it is a limited traverse gun tank destroyer, in which case blow up its tracks with an HE that should do the trick.
  
Rating battles of all types do not have mutual effect, meaning that player rating gained in one mode will not affect other rating battle modes. Player rating can also be reset after a corresponding tournament or event ending.
+
A downfall(s) of the M4A3 (105) HVSS Sherman is its average mobility, slow turret traverse, and slow reload. Therefore, it is recommended to stick to allied tanks like glue, or rely on hit-and-run tactics. The low velocity makes long-range shots relatively difficult. Never stay in the sights of tanks such as the [[7.5 cm KwK 40|long-barrel 75 mm]] Panzer IV [[Pz.Kpfw. IV Ausf. F2|F2]]/[[Pz.Kpfw. IV Ausf. G|G]], StuG III [[StuG III F|F]]/[[StuG III G|G]] or [[T-34 1942|T-34]]/[[KV-1 ZiS-5|KV-1]]. These tanks can penetrate the M4A3 (105) HVSS Sherman's front armour, some more easily than others. Try not to get hit in the rear area as it will set the tank on fire and immobilize it, putting it in an extremely disadvantageous situation.
  
==== Squadron Battles ====
+
===Modules===
Squadron battles are a subset of rating battles. The key difference here is that matchmaking is made by teammate average scores, taken as the arithmetical mean of all teammate ratings.
+
''Parts'', ''M67 shot'' and ''Fire system'' are key! Followed by all accuracy improvements, everything else is optional, but ''Artillery'' and all mobility upgrades are welcomed.
To participate in this type of battle, one needs to be a part of squadron (clan). These battles are only 8×8 in all game modes.
 
  
A player's personal rating is calculated from his personal battle results for clan events, and 'only' clan events. The initial player rating is 0. In case of victory, the player's rating is recalculated as if it was 1500, and in case of failure, the player rating changes from that current rating value so that it can be lower than 1500.
+
=== Pros and cons ===
 +
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not 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".''-->
 +
'''Pros:'''
 +
* Devastating against lightly armoured tanks.
 +
* HE shells can cause serious damages even with a non-penetrating hit.
 +
* HEAT shell option with approximately 100mm of penetration even at long range, making it able to take on even KV-1 tanks frontal armour. Additionally, HEAT shells have a high chance of causing hull breaks on lightly armoured foes.
 +
* .50 cal machine gun on top can provide AA defense.
 +
* Good mobility for travelling.
 +
* HVSS suspension gives good cross-country mobility.
 +
* Wide tracks makes it easier to brake at high speeds and climb steep mountains.
 +
* Better sloped frontal armour that can withstand lots of punishment.
 +
'''Cons:'''
 +
* Inaccurate at long ranges due to large shell size and low muzzle velocity.
 +
* Shell drops very fast, poor for long-distance fighting.
 +
* Stock HE ineffective against even moderately armoured tanks.
 +
* Often targeted due to the large 105 mm gun.
 +
* Side and rear armour are very weak in comparison to the front.
 +
* Very slow turret traverse rate, relies on turning hull to get gun onto targets away from turret front.
 +
* Poor stationary turning ability combined with slow turret traverse makes flanking enemies a dangerous foe.
 +
* Long reload of more than 10 seconds
  
=== Map Rotation in Combined Ground Battles ===
+
== History ==
Map Rotation refers to the chance one has to be placed into a game on one or another location, depending on pre-determined conditions.
+
<!--''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 "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
 +
The [[Medium Tank M4 Sherman|M4 Sherman]] were originally equipped with the 75mm M3 cannon. Though the 75mm was thought to be an overall effective gun, certain situations called for more destructive power. Enter the 105mm M4 Howitzer, a mountable artillery piece for a tank. The army decided to arm the Shermans with these artillery pieces for a radical increase in explosive power. The first of its model was a [[Medium Tank M4A2 Sherman|M4A2 Sherman]] with its turret mounting the formidable cannon in the M52 mount, these Shermans were designated '''M4(105)''' and were accepted into service in February 1944. Later, M4A3 Shermans were also being converted into 105mm with the name '''M4A3(105)''' When the HVSS was developed for the M4 Shermans by mean of the M4A3E8, the same was applied to the M4s with the 105mm because of its increased weight, so an improved suspension would increase mobility. These Shermans were then designated to '''M4(105) HVSS''' or '''M4A3(105) HVSS''' and remained that way to the end of the war. The 105 mm Shermans were produced by Chrysler Corporation at the Detroit Tank Arsenal. 800 M4(105) and 841 M4(105) HVSS were produced from February 1944 to March 1945, and 500 M4A3(105) and 2539 M4A3(105) HVSS were produced in May 1944 to June 1945. This brings a total of 4680 Shermans with the 105mm howitzer as its main armament during its production time.
  
In War Thunder, there is only one such condition - the rank of your chosen ground vehicles. Suppose you play with the T-26, being a tank of the first rank. In this case, you will only be able to get into battles on locations that are specifically selected for vehicles of the first rank.
+
After World War II ended, the M4A3E8 with the 76mm cannon and 105mm howitzer became the mainstay of the United States armoured forces as they were the most advanced version of the Shermans at the time. Despite its role as an bunker-buster weapon, the M4 (105) are also quite good tank killers. Documents show that the HEAT rounds fired from the 105mm has penetrated through a Panther's frontal armour, which could kill the crew. Even then, the sufficiently powerful high-explosive rounds could cause massive spalling inside tanks, harming the crew inside.
  
If your vehicle lineup comprises of vehicles with several different ranks, the rotation of locations will then work pursuant to the highest ranked vehicle within your lineup. Therefore, if your lineup has both the T-26 and T-44, your battles will occur in accordance with the category of locations provided for the vehicles of rank IV.
+
== Media ==
 +
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
 +
'''Skins'''
 +
*[http://live.warthunder.com/feed/camouflages/?q=%23M4A3_105 #M4A3_105]
 +
*[http://live.warthunder.com/feed/camouflages/?q=%23m4a3_105_hvss_sherman #m4a3_105_hvss_sherman]
  
The need for the rotation of maps revolves around map size, as well as gameplay complexity. The bigger (and more difficult) a location is in terms of gameplay, the more experienced should those players which are to battle upon it be.
+
== Read also ==
 +
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
 +
* ''reference to the series of the vehicles;''
 +
* ''links to approximate analogues of other nations and research trees.''
 +
''ETC.''-->
  
Below you can see detailed tables, divided by game modes, listing all locations for ground battles and the corresponding ranks of ground vehicles for which those locations are designed:
+
[https://archive.org/details/FM17-76 [Manual<nowiki>]</nowiki> FM 17-76 - Crew Drill and Service of the Piece Medium Tank, M4 Series (105-mm Howitzer)]
  
{{Maps rotation tables}}
+
== Sources ==
 +
''Paste links to sources and external resources, such as:''
 +
* ''topic on the official game forum;''
 +
* ''other literature.''
  
[[Category:Game mechanics]]
+
{{USA medium tanks}}

Revision as of 05:27, 11 October 2018

M4A3 (105)
us_m4a3_105_sherman.png
M4A3 (105)
AB RB SB
3.0 3.0 3.0
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

GarageImage M4A3 (105).jpg


The M4A3 (105) HVSS Sherman is a Rank II American medium tank with a battle rating of 3.0 (AB/SB) and 2.7 (RB). It is one of the first American tanks to be released with the American ground tree in Update 1.45 "Steel Generals". Armed with a 105 mm howitzer instead of the standard 75 mm cannon, the howitzer grants the Sherman a much more powerful high-explosive shell to use against lightly-armoured enemies. When the HEAT round is unlocked for the cannon, its firepower against more heavily armoured vehicle increases substantially.

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour (Hull, Turret roof)
  • Cast homogeneous armour (Turret, Transmission area)
Armour Front (Slope angle) Sides Rear Roof
Hull 63.5 mm (47°) Front glacis
63.5-107.9 mm (5-56°) Transmission area
38.1 mm 38.1 mm (22°) Top
38.1 mm (13-44°) Bottom
19.5 mm
Turret 76.2 mm (3-67°) Turret front
88.9 mm (3-86°) Gun mantlet
50.8 mm (2-69°) 50.8 mm (2-66°) 25.4 mm
Armour Sides Roof
Cupola 63.5 mm 25.4 mm

Notes:

  • Suspension wheels are 15 mm thick, bogies are 10 mm thick, and tracks are 20 mm thick.
  • Lower part of the hull ("beak") is 107.9 mm thick
  • A small patch on the turret front right side is thinner (50.8 mm) than the rest (76.2 mm).

The M4A3 (105) has certain flaws that can be exploited quite well. First of all, the howitzer armament means that the shell travels in a low-velocity, meaning the M4A3 (105) will be unlikely to engage at a long distance. Another is the fact that the M4A3 (105)'s gun has a long reload and a slow traverse speed, meaning it is also not very good in a close-range encounter. Despite these flaws, the M4A3 (105) is a formidable foe with its armament. The HE and HEAT shell the 105 mm can dish out has a real possibility to knock out friendly crew and teammates, if not absolutely destroying light tanks. These high-explosives can also break tracks easily, causing the player tank to be immobilized and exposed not only to the M4A3 (105), but to the other enemies as well, and the M4A3 (105) will most likely not be alone.

To engage the M4A3 (105), try not to engage its frontal armour if in a tank with BR lower than 3.7. It's frontal armour, despite what most will say about the Sherman's armour, is quite formidable and can deflect most incoming enemy round from light and medium tanks. This is why it is recommended to bring high-velocity guns like the 3-inch on the M10 or the long 75 mm on the later Panzer IV. If it can't be engaged from the front, maneuver to its side and rear armour, as these armour plates are extremely vulnerable to even 37 mm guns. When maneuvering around the M4A3 (105), try not to expose the tank for a prolonged time and move faster than the M4A3 (105)'s slow turret traverse rate (though beware that the M4A3 can compensate this slow turn by turning the entire body). If fast enough, a tank could also move past the 105 mm low-velocity shell and mess up the enemy's lead. This will eventually lead to a good shot on the M4A3's weak points. Another more simpler and less mobile way is to lie in wait in a tank destroyer such as the StuG III for the M4A3 to move right into the TD's line of fire, giving a clean shot to a vulnerable armour part. A good shot on a general part of the hull can ignite one of the many ammo racks strewn around the interior.

Mobility

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
31.7 N/A 46 (AB)
41 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 775 954
Realistic/Simulator 442 500
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 24.45 30.09
Realistic/Simulator 13.94 15.77

Armaments

Main armament

Main article: M4 (105 mm)
105 mm M4
Capacity Vertical
guidance
Horizontal
guidance
66 -10°/+35° ±180°
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 3.57 4.90 6.00 6.60 7.10
Realistic 3.57 4.20 5.10 5.64 6.00
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
13.0 11.5 10.6 10.0
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
M1 shell HE 26 26 26 26 26 26
M67 shot HEAT 130 130 130 130 130 130
Shell details
Ammunition 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%
M1 shell 472 15 0.1 0.1 2,180 +0° 79° 80° 81°
M67 shot 381 13 0.0 0.1 1,610 +0° 62° 69° 73°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
M84 457 15 20 5 25 50
Ammo racks
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
66 53 (+13) 40 (+26) 27 (+39) 14 (+52) (+65) yes

Machine guns

12.7 mm M2HB
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
600 (200) 576 -10°/+30° ±60°
7.62 mm M1919A4
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
3,000 (250) 500 N/A N/A

Usage in the battles

This tank plays best as a support tank, stay with other tanks that have better side armour while using the relatively thick front armour to soak a few shots. Use the HEAT rounds to penetrate most armour of the M4A3 (105)'s rank and above, and remember that the M4A3 (105) is no brawler, so staying in the front line too close to hostiles will most likely spell a K.O. by ammo or crew. This tank gun has a very low velocity, so make sure to compensate for the large amount of drop

Having in mind the large caliber of this tank's main weapon, one can conclude that the HE shell (M1 shell) is big enough to dispatch some tanks. However, any armour larger than 28 mm won't let the explosion result in a penetration. So for firing at strong armour plates, the HEAT shell (M67 shot) is required. It should be top priority to research it. The HE shell will however be the most effective option whenever this Sherman's controller can find a suitably soft spot in the enemy vehicle's armour. Against soft vehicles, like most SPAA, the choice of ammunition for the main gun is fairly irrelevant, since a single shot should be enough to dispatch one of these, and remaining crew members can be taken down with one of the tank's Browning machine guns, although HE is certainly the most effective at dishing out damage when armour is absent.

The HEAT round, unlike the HE one, has a tracer charge, which facilitates aiming. This is not critical, however, since the HE shell's sheer size allows for it to be seen without too much effort.

Tactics

The M4A3 (105) HVSS Sherman is a support tank, not a front-line brawler. Its adequate armour protection and powerful gun put it on about the level of the M10 Tank Destroyer, but it has certain flaws and qualities that makes it different than the usual Sherman tanks. Due to the 105 mm howitzer, knocking out enemy crew in lightly armoured vehicles is a piece of cake. Aim for the enemy tank's lower turret to cause the most damage possible with the HE shells, as the HE shrapnel can be deflected down onto the hull roof and mess up the enemy crew. The 105 mm HE could also be aimed at the enemy tracks to blow it off, immobilizing the enemy. If none of the HE shells do damage to the target (which shouldn't happen most of the time), a well placed HEAT shell, once unlocked, can easily set a tank aflame or blow up ammo stores. Don't get to close to enemy vehicles unless it is a limited traverse gun tank destroyer, in which case blow up its tracks with an HE that should do the trick.

A downfall(s) of the M4A3 (105) HVSS Sherman is its average mobility, slow turret traverse, and slow reload. Therefore, it is recommended to stick to allied tanks like glue, or rely on hit-and-run tactics. The low velocity makes long-range shots relatively difficult. Never stay in the sights of tanks such as the long-barrel 75 mm Panzer IV F2/G, StuG III F/G or T-34/KV-1. These tanks can penetrate the M4A3 (105) HVSS Sherman's front armour, some more easily than others. Try not to get hit in the rear area as it will set the tank on fire and immobilize it, putting it in an extremely disadvantageous situation.

Modules

Parts, M67 shot and Fire system are key! Followed by all accuracy improvements, everything else is optional, but Artillery and all mobility upgrades are welcomed.

Pros and cons

Pros:

  • Devastating against lightly armoured tanks.
  • HE shells can cause serious damages even with a non-penetrating hit.
  • HEAT shell option with approximately 100mm of penetration even at long range, making it able to take on even KV-1 tanks frontal armour. Additionally, HEAT shells have a high chance of causing hull breaks on lightly armoured foes.
  • .50 cal machine gun on top can provide AA defense.
  • Good mobility for travelling.
  • HVSS suspension gives good cross-country mobility.
  • Wide tracks makes it easier to brake at high speeds and climb steep mountains.
  • Better sloped frontal armour that can withstand lots of punishment.

Cons:

  • Inaccurate at long ranges due to large shell size and low muzzle velocity.
  • Shell drops very fast, poor for long-distance fighting.
  • Stock HE ineffective against even moderately armoured tanks.
  • Often targeted due to the large 105 mm gun.
  • Side and rear armour are very weak in comparison to the front.
  • Very slow turret traverse rate, relies on turning hull to get gun onto targets away from turret front.
  • Poor stationary turning ability combined with slow turret traverse makes flanking enemies a dangerous foe.
  • Long reload of more than 10 seconds

History

The M4 Sherman were originally equipped with the 75mm M3 cannon. Though the 75mm was thought to be an overall effective gun, certain situations called for more destructive power. Enter the 105mm M4 Howitzer, a mountable artillery piece for a tank. The army decided to arm the Shermans with these artillery pieces for a radical increase in explosive power. The first of its model was a M4A2 Sherman with its turret mounting the formidable cannon in the M52 mount, these Shermans were designated M4(105) and were accepted into service in February 1944. Later, M4A3 Shermans were also being converted into 105mm with the name M4A3(105) When the HVSS was developed for the M4 Shermans by mean of the M4A3E8, the same was applied to the M4s with the 105mm because of its increased weight, so an improved suspension would increase mobility. These Shermans were then designated to M4(105) HVSS or M4A3(105) HVSS and remained that way to the end of the war. The 105 mm Shermans were produced by Chrysler Corporation at the Detroit Tank Arsenal. 800 M4(105) and 841 M4(105) HVSS were produced from February 1944 to March 1945, and 500 M4A3(105) and 2539 M4A3(105) HVSS were produced in May 1944 to June 1945. This brings a total of 4680 Shermans with the 105mm howitzer as its main armament during its production time.

After World War II ended, the M4A3E8 with the 76mm cannon and 105mm howitzer became the mainstay of the United States armoured forces as they were the most advanced version of the Shermans at the time. Despite its role as an bunker-buster weapon, the M4 (105) are also quite good tank killers. Documents show that the HEAT rounds fired from the 105mm has penetrated through a Panther's frontal armour, which could kill the crew. Even then, the sufficiently powerful high-explosive rounds could cause massive spalling inside tanks, harming the crew inside.

Media

Skins

Read also

[Manual] FM 17-76 - Crew Drill and Service of the Piece Medium Tank, M4 Series (105-mm Howitzer)

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


USA medium tanks
M2  M2
M3  M3 Lee · ▃Grant I
M4  M4 · Calliope · M4A1 · M4A1 (76) W · M4A2 · M4A2 (76) W · M4A3 (105) · M4A3 (76) W · M4/T26
M26 Pershing  T20 · T25 · M26 · M26 T99 · M26E1
M46/47/48 Patton  M46 · M46 "Tiger" · M47 · M48A1 · T54E1 · T54E2
M60  M60 · M60A1 (AOS) · M60A1 RISE (P) · M60A2 · M60A3 TTS · M728 CEV · 120S
MBT-70  MBT-70 · XM803
M1 Abrams  XM1 (Chrysler) · XM1 (GM)
  M1 Abrams · M1 KVT · IPM1
  M1A1 · M1A1 HC · M1A1 Click-Bait
  M1A2 Abrams · M1A2 SEP · M1A2 SEP V2
Other  T95E1
Australia  M1A1 AIM
Canada  M4A5
Israel  ▃Magach 3 (ERA) · ▃Merkava Mk.1 · ▃Merkava Mk.2B · ▃Merkava Mk.3D
Turkey  M60 AMBT