Heavy Tank T32

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

T32 in the garage.

The Heavy Tank T32 is a Rank V American heavy tank with a battle rating of 7.0. It is one of the first American tanks to be released with the American ground tree in Update 1.45 "Steel Generals". It can be seen as an extremely buffed up version of a M26 Pershing with a high velocity 90 mm gun and extremely tough front turret armour able to exploit hull down positions against its competitors.

The main purpose, usage and tactics recommendations

General play style

The play style of T32 is vastly different in each game mode, due to the nature of the gameplay available in Ground Forces:

* Player, ally, and enemy position will be immediately spotted upon detection with their name indicator visible above their vehicle and on minimap.
  • Aim assist is present to help accurate aiming at target.
  • Player and enemy team tank's nationality are mixed.
The T32 shouldn't be exposed to the enemy at prolonged time at close range engagement, since the enemies will use aim assist to take out the T32 from either lower plate tips or lower turret. On the other hand, the T32 can also utilize these features against the enemy, albeit with much harder difficulty due to rather sub-par penetration against other tanks in Rank IV to reliably achieve first penetrating kill in arcade tank combat. Exercise caution.
* No visible name indicator
  • Manual range calculation
  • Player and enemy team tank's nationality are not mixed.
The T32 can safely mobilize itself due to dissipation of name indicator above the vehicle, especially with its low profile. In Realistic Battle, the T32 can do almost anything on its own, especially with flanking enemies to deliver a striking blow to the enemy formations, since the sub-par penetration of the M82 APCBC is negated by the enemies' side armour weakness (be aware with IS-4M as it has 160 mm of side armour, expect to use both APCBC and APCR). As aforementioned earlier, the T32 excels better at flanking than other roles due to characteristics of its gun performance, mobility, and protection.
* No visible name indicator
  • Manual range calculation
  • Player and enemy team tank's nationality are not mixed.

The T32 can safely mobilize itself due to dissipation of name indicator above the vehicle, especially with its low profile. In Simulator Battle, the battle tactic is almost similar to Realistic Mode. T32 can do almost anything on its own, especially with flanking enemies to deliver a striking blow to the enemy formations. Since the sub-par penetration of the M82 APCBC is negated by the enemies' side armour weakness (be aware with IS-4M, as it has 160 mm of side armour, expect to use both APCBC and APCR). As aforementioned earlier, the T32 excels better at flanking than other roles due to characteristics of its gun performance, mobility, and protection.

Other considerations in Simulator mode is the different gun sight placement and 3rd person perspective. The gun sight is rough to control, located on the left side of mantlet. The 3rd person perspective, now in the commander's cupola area, helps you by restricting the enemy's field of vision (and yours too) and allow you to more easily move stealthily.

Vehicle characteristics

The T32 is a post-World War II heavy tank with 7.0 Battle Rating, and it's one of the best tanks for a specific battle tactic known as hull-down. Due to its 298 mm thick frontal turret armour, it will mostly deflect any incoming armour-piercing shells at any range, except from incoming High Explosive Anti-Tank-Fin-Stabilized (HEAT-FS), aimed at the turret hole beneath the mantlet. It's crucial to conceal the T32's weak spots, especially the lower plate tips and lower mantlet, since both spots can cause catastrophic damage to the T32.

Even if a T32 is hulling-down, doesn't mean it's invulnerable. If an armour-piercing shot deflects at the lower mantlet and penetrates through top hull armour, It will instantly knock out the tank, since the deflected shot goes right through the main ammo load and blows it off. Also, a very powerful HE shot from guns with over 120 mm caliber can cause severe damage to the T32's armour.

It's armed with the 90 mm T15E2 gun, and very effective against most enemies appearing in its Battle Rating range, mainly with late-World War II German and Soviet tanks. The stock ammunition T43 Armoured Piercing shell has good penetration but lack of explosive warhead is not enough to knock out most tanks in a single shot. A concentrated shot has to be very well aimed to seriously damage any enemy. Like most of U.S. tanks, the T32 performs better when armed with newly researched shell, the M82 Armour-Piercing Capped Ballistic Cap. Thus, the ammunition upgrades are very advisable to research first. The M82 shell has the roughly equal penetrating power with the T43 shell, but contains 140 grams of explosive warhead inside, deadly enough to destroy any kind of tank in a single successful penetrating shot. Other shell includes T44 Armour-Piercing Composite Rigid, with impressively better penetration but unarmed with explosives. Despite having no explosive at all, APCR is good enough to cook off enemy tank's ammo load or take out critical module parts with accurate shot. There's also T42 High Explosive shell, which is useful for destroying Self-Propelled Anti-Air vehicles, but rather ineffective against armoured vehicles.

Tactics

The T32 can fulfill major roles in battle due to its flexibility at any kind of operation, known as "Jack-of-all-Trades". Its role is not far different than the well-known M26 Pershing Medium Tank. There are 5 known roles that can be used in battle, which are Assault, Flank, Snipe, Support, and the last but not least, Ambush:

Assault
Leading an assault directly into the enemy forces is the most frequently used tactic, especially in urban areas. It's quite capable to abuse the enemy shots with angling, but not entirely, since battle will mostly take place at very close range (about 0 - 100 meters). A strike team is needed to carry out an assault, since T32 can't cover its side armour and slow reload time alone. In most cases, a T32 will likely to initiate flanking role to the enemy once it comes up-close to increase the chance of incapacitating a vehicle with single strike in quick succession.

Flank
Flanking is the most effective role for the T32. Its characteristics and performances are highly orientated for flanking purpose. At given destructive penetrating power of the M82 Shell from close range, the T32 can critically damage, if not outright knocking out everything from the side. Be aware when initiating the operation, since someone might be trying to flank the flanker. Flanking is also a part of assault role, albeit with more focused objective on maneuvering on the enemies' side. At this rate, the enemies will likely to scatter around to evade, so eliminating any available threat is required to continue the tactic. The armour will greatly aid in this tactic, as return fire is commonly an hasty act, yet be wary of your weakspots! On open terrain keep maneuvering during reload to throw of aim, alternatively on distances above 400m drive slightly angled forwards and backwards.

Snipe
Sniping is frequently used by the T32 when encountering enemies in a large, open map such as Kursk and Mozdok. The T44 APCR is a good option when the target is too far and very fast since the M82 APCBC travels slower than APCR. Locating target is much harder than engaging at close range, since most of the enemies will also be sniping from afar, especially when sharpshooting against German tanks. Fortunately, almost no T32's frontal weakspot will be a viable target when sniping, since the weakspots are much more protected at longer range. It is suggested, if having to play on wide open terrain found on Tunesia, Kursk and Mozdok, to take full ammo load and 50/50 of APCR and APHE.

Support
Supporting the allies to attack the enemies is a backup plan used to increase the allied forces firepower when attacking the enemies, such as providing covering fire for smaller tank such as T-44 Medium Tank or to increase the combat effort alongside the other heavy tank like Tiger II Heavy Tank.

Ambush
Ambush is preferable when enemies are unaware with the presence of a concealing T32. It should be commenced at strategic choke point where the enemies will likely to mobilize their armours from there. Be aware that ambush is only used when the enemies are already identified by allies and heading to the choke point. Otherwise, sitting still and waiting for nothing can burden the team. Keep in mind that 90 mm T15E2 is L/73 length gun (aka very long), so make sure the gun barrel is hidden from the enemy if planning to catch them by surprise.

"Hunker down"-Support
The most prolific task for the T95 can also be applied to the T32. Move up to an distant open spot, visible from the enemy spawn or main route of attack and begin firing machine guns to draw in attention. The idea is caught the enemies attention and with this bind enemy firepower on something they can physically not destroy from the distance. Both the hostile force and the T32 will be pinned down in a stalemate, substracting from each team's firepower. Therefore keep in mind the enemy's tank value. If it is only an M26, the T32 maybe better off in the Support role, but if it is an IS-4 or several other evenly tiered tanks, then pursuing the hunker down tactic is worthwile to your team's success.

Conclusion
Overall, the T32 is a versatile heavy tank with impressive performance in the game, but since it's not invincible with fair amount of potential weaknesses, it requires specific knowledge with this tank to survive. The T32 will lead to the pinnacle of the U.S. heavy tank branch – the 120 mm Gun Tank M103.

Specific enemies worth noting

Counter-tactics

Pros and cons

Pros:

  • Excellent 298 mm front turret armour.
  • Sloped front armour has effective ~200 mm thick.
  • Accurate high velocity T15E2 cannon.
  • Splendid destructive power of the M82 APCBC.
  • Low profile.
  • Reasonably agile for a heavy tank.
  • Versatile tank role: Snipe, Assault, Flank, Support, and Ambush, known as "Jack-of-All-Trades".
  • Very efficient in hull-down fighting.

Cons:

  • Long gun easily knocked out and disabled.
  • "Shot trap" on the lower part of mantlet can blow the main ammo load entirely.
  • Bow machine gun port and lower glacis armour are vulnerable front weak points.
  • Weak lower plate tips.
  • Rather thin side armour of 76 mm, angling could expose the weaker sides.
  • Lengthy reload time, at roughly 15.7 - 18.8 seconds.
  • A single shot into the center main hull can cause the ammo to explode violently.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armaments

1 x 90 mm Gun T15E2 (54 rounds)
1 x 12.7 mm M2HB heavy machine gun (1,000 rounds)
1 x 7.62 mm M1919A4 machine gun (4,000 rounds)

Main armament

1 x 90 mm Gun T15E2
  • Ammunition Capacity: 54 Shells
  • Gun Depression: -10°
  • Gun Elevation: 20°
  • 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: 18.85s (Stock), 16.68s (Full Crew), 15.37s (Prior + Expert Qualif.), 14.5s (Prior + Ace Qualif.)
1 x 90 mm Gun T15E2
  • Ammunition Capacity: 54 Shells
  • Gun Depression: -10°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 14.28°/s (Stock), 16.8°/s (Upgraded), 20.4°/s (Prior + Full Crew), 22.6°/s (Prior + Expert Qualif.), 24°/s (Prior + Ace Qualif.)
  • Reloading Rate: 18.85s (Stock), 16.68s (Full Crew), 15.37s (Prior + Expert Qualif.), 14.5s (Prior + Ace Qualif.)
1 x 90 mm Gun T15E2
  • Ammunition Capacity: 54 Shells
  • Gun Depression: -10°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 14.28°/s (Stock), 16.8°/s (Upgraded), 20.4°/s (Prior + Full Crew), 22.6°/s (Prior + Expert Qualif.), 24°/s (Prior + Ace Qualif.)
  • Reloading Rate: 18.85s (Stock), 16.68s (Full Crew), 15.37s (Prior + Expert Qualif.), 14.5s (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: Explosive Mass in
TNT equivalent
in g:
Normalization At 30° from horizontal: Ricochet:
10m 100m 500m 1000m 1500m 2000m 0% 50% 100%
T43 shot 217 216 202 186 172 164 AP 975 11 N/A N/A N/A -1° 47° 60° 65°
T42 shell 13 13 13 13 13 13 HE 975 11 0.4 0.5 925 +0° 79° 80° 81°
T41 204 202 196 181 165 152 APCBC 975 11 1.2 20 137.2 +4° 48° 63° 71°
T44 shot 270 266 250 231 214 195 APCR 1143 7.6 N/A N/A N/A +1.5° 66° 70° 72°
Shell types

T43 AP
Stock shell. Similar to the M82, but less successful in penetrating sloped armour due lacking the Cap. Replace with M82 APCBC, once available.

M82 APCBC-HE-T
Tactical Nuke. Have fun! Only downsides are the meager 200mm of penetration; and the 50% ricochet chance against ~60° angled armour plates, like the frontal plate of the T-44, which the shell would otherwise easily penetrate up to 100 meter range.
Post-penetration effects are fantastic, only oversized fighting compartments can survive a succesful penetration (e.g. Tortoise, Tiger), if the ammo racks have have conveniently been emptied prior. 137 gramm of TNT equivalent knocks the Soviet 100mm D-10T out of the park. The next rival would be 122mm D-25T at double the quantity, but that can be considered as overkill.

T44 APCR
Plus ~50mm penetration on all ranges, looks good on paper, but a further check reveals a great disadvantage. With greater armour angles the penetration quickly drops, bone breaking as angled plates become very common in era IV and V. Use it on ranges exceeding 1000m. Pack extra for expected long range sniper duels.
Additionally the post penetration effects are small. Direct hits on ammoracks have a very small chance to cause an explosion like the T34 AP shot. Focus fire on crewmen and important modules!

T30E1 HE
Penetration power is nothing to boost about, 1 mm more than the long 8,8 of the Kingtiger, but 2 mm less than of the 90mm cannons used by Patton's. Damage against common SPAA is satisfactory, but the long reload and good fuze sensitivity make the standard M82 shell the better choice. The roof mounted M2HB Browning heavy machine gun is the better weapon of choice against light vehicles.

Ammo racks
Ammo racks of the T32
Full
ammo
Ammo
Part
1st
rack empty
2nd
rack empty
3rd
rack empty
Recommendations Visual
discrepancy
54 Projectiles
Propellants
45 (+9)
45 (+9)
23 (+31)
23 (+31)
(+53)
(+53)
Turret empty: 45 (+9)
 
No

Secondary armaments

1 x 12.7 mm M2HB heavy machine gun (pintle mount on commader's cupola)
1 x 7.62 mm M1919A4 machine gun (coaxial)

Crew

  • Commander
  • Gunner
  • Loader
  • Driver
  • Machine gunner

Total: 5 Crew members

Armour

Armour type:

  • Cast homogeneous armour (Front, Turret, Cupola)
  • Rolled homogeneous armour (Side, Rear, Roof)
Tank Armour Table
Armour Front (Slope angle) Sides Rear Roof
Hull 127 mm (54-70°) Front Glacis
95.25 mm (26-46°) Lower Glacis
76.2 mm 50.8 mm (0-56°) 38.1 mm
Turret 298.4 mm (8-21°) Turret front
298.4 mm (0-80°) Gun mantlet
152.4-196 mm (3-42°) 152.4 mm (0-72°) 25.4 mm
Armour Sides Roof
Cupola 152.4 mm (50°) 25.4 mm

Notes:

  • Suspension wheels are 20 mm and tracks are 30 mm thick.
  • Machine gun port weak point is 127 mm + 25.4 mm of armour.

Engine & mobility

Weight: 54.0 ton

Max Speed: 37 km/h
Stock

  • Engine Power: 994 hp @ 2800 rpm
  • Power-to-Weight Ratio: 18.41 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: 1228 hp @ 2800 rpm
  • Power-to-Weight Ratio: 22.74 hp/ton
  • Maximum Inclination: 43°
Weight: 54.0 ton

Max Speed: 35 km/h
Stock

  • Engine Power: 681 hp @ 2800 rpm
  • Power-to-Weight Ratio: 12.61 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: 770 hp @ 2800 rpm
  • Power-to-Weight Ratio: 14.26 hp/ton
  • Maximum Inclination: 41°
Weight: 54.0 ton

Max Speed: 35 km/h
Stock

  • Engine Power: 681 hp @ 2800 rpm
  • Power-to-Weight Ratio: 12.61 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: 770 hp @ 2800 rpm
  • Power-to-Weight Ratio: 14.26 hp/ton
  • Maximum Inclination: 41°

Modules and improvements

It takes a long time to research modules because the T32 requires a lot of research points. First of all, research Parts, since the T32 wont be able to continue the battle if any critical parts are knocked out. After researching the Parts, the next priority is the M82 shot, making it easy to kill other tanks and the progress will be much faster. The rest can be researched at any priority.

The most recommended research priority can be sorted from the most important and so on:

  1. Parts
  2. M82 Shot
  3. FPE
  4. T44 Shot
  5. Adjustment of Fire
  6. Elevation Mechanism
  7. Turret Drive
  8. Tracks
  9. Suspension
  10. Filters
  11. Engine
  12. Transmission
  13. Brake System

History of creation and combat usage

Predecessors & necessity

The deployment of the M26 Pershing in the European theater was very promising to the Allied firepower against Germany's late war tank designs such as the Panthers and the Tiger IIs. However, the M26 Pershing was deemed too unarmoured to the same abuse it could dish out as the German 88 mm cannons could still knock it out relatively easily. In December 1944, the Ordnance Department was requested to build a Pershing tank with more armour and two approaches were made to this goal. The first was to have a standard M26 Pershing with more armour placed on it and a better final-drive gear installed, this method was similar to the construction of the M4A3E2 "Jumbo" from the M4 Shermans. The second approach was a new design using as many Pershing parts as possible for standardization. By February 1945, four prototypes of the latter were constructed and were designated the T32 Heavy Tank. This design took high priority in the tank development and proceeded in April 1945 with further development.

Development

The T32 design took some parts from the experimental T29 Heavy Tank, namely an improved version of its cross-drive transmission. The T32 design used many M26 Pershing parts, but the design had the hull extended and an additional road wheel is attached on each side and its tracks were extended with five-inch extensions to reduce ground pressure. The tank was powered by a Ford GAC V12 engine that was able to crank out 770 hp. The 90 mm T15E2 gun mounted on the tank used a two-piece ammo design and such required a different interior stowage design, but gave the tank great penetration capability. The armour on the tank was about 203 mm thick in the front hull, with about 300 mm of armour on the turret front. The first two prototypes retained a bow machine gun on the front hull, but this was removed on the last two prototypes, which increased the front armour integrity. The differences between the two prototype models were the method the armour was made (cast vs rolled) and the periscope designs. The later two prototype models were redesignated on August 1945 as the T32E1 Heavy Tank. These tanks were produced at the Chrysler Automotive Plant in Detroit. The first two prototypes (T32) were shipped to Aberdeen Proving Grounds in early 1946 for evaluation while the last two (T32E1) were completed in mid-1946 and the first was sent to Fort Knox and the other kept at Detroit Arsenal for engineering studies.

Testing and cancellation

The T32, as the first tank design to be tested with the cross-drive transmission, performed poorly in the evaluations as it was plagued with problems. Teething troubles and high maintenance requirements proved difficult for the designers. However, this transmission design would eventually become a standard in American tanks once these issues were fixed. Despite its promising future as America's heavy tank, the T32 eventually had its funding cut due to severe budget cutbacks in the military after the end of World War II. No serial production was ordered so the four prototypes were left as test subjects for new technologies, which proved useful in the future.

Screenshots and fan art

Skins

Skins and camouflages for the T32 from live.warthunder.com:

Videos

Review
"T32 Tank Review : Competing at Range"
by CornyBros
Squad Gameplay
"T-32 Tank Gameplay"
by eNtaK
Gameplay
"Nuke Rounds in the T-32! (War Thunder 1.49)"
by BaronVonGamez




Additional information (links)

Official War Thunder forum article: [Vehicle Profile] T32 Heavy Tank

References


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us_t32.png

Icon-country-usa.png T32
Nation USA
Type Heavy tank
Rank 5
Battle Rating
7.0
7.0
7.0

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
54,000 kg
119,049 lb
Number of Crew 5
Hull armour thickness
127/76.2/50.8/38.1 mm
5.0/3.0/2.0/1.5 inches
Statistics
Engine power (stock)
994 hp
681 hp
681 hp
Engine power (upgraded)
___ hp
770 hp
770 hp
HP/ton ratio (stock)
18.41
18.70
12.61
12.81
12.61
12.81
HP/ton ratio (Upgraded)
__.__
__.__
14.26
14.49
14.26
14.49
Max speed
37 km/h
23.2 mph
35 km/h
21.8 mph
35 km/h
21.8 mph
Main Weapon
1 x 90 mm T15E2 Cannon
Ammo stowage 54 rounds
Vertical guidance -10°/20°
Secondary Weapon
1 x 12.7 mm M2HB Heavy machine gun
Ammo stowage 1,000 rounds
Mount Pintle mount
Vertical guidance -10°/50°
Horizontal guidance -120°/120°
1 x 7.62 mm M1919A4 Machine gun
Ammo stowage 4,000 rounds
Mount Coaxial
Economy
Required RP 120,000 RP
Vehicle cost 300,000 SL
Crew training cost 85,000 SL
Max repair cost*
5,710 SL
8,970 SL
5,780 SL
Free repair time (Stock)
6d 22h
14d
12d
Free repair time (Upgraded)
2d 07h
4d 22h
4d 01h
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