Difference between pages "A6M5" and "M4A3 (105)"

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{{Specs-Card|code=a6m5_zero}}
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{{Specs-Card|code=us_m4a3_105_sherman}}
 
{{About
 
{{About
| about = Japanese fighter '''{{PAGENAME}}'''
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| about = American medium tank '''{{PAGENAME}}'''
| usage = other uses
+
| and
| link = A6M (Family)
+
| usage = similar vehicles
 +
| link-1 = M4A3 (76) W
 +
| link-2 = M4A3 (76) W (Japan)
 
}}
 
}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.''-->
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<!--''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.''-->
 
+
[[File:GarageImage_M4A3(105).jpg|420px|thumb|left]]
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
 
{{break}}
 
{{break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese naval fighter {{Battle-rating}}. This aircraft has been in the game since the start of the Open Beta Test prior to [[Update 1.29]].
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was 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.
  
The A6M5 Reisen (Zero) is a fighter that excels at low to medium speed turning engagements, it is the classic dog-fighter! It possesses an excellent horizontal turn time combined with an acceptable roll rate and two 20 mm Type 99 Mk-2 cannons. This allows the plane to be an absolute monster if opposing planes get slow enough for it to catch and force into a dogfight.  
+
== 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 helpful for survival in combat?''
  
However, with its impressive dog-fighting characteristics come the Zero's inherent weakness "'''Speed'''"! It is vulnerable to enemy fighters that do not engage it on the Zero terms at low speed and instead chose to stick to high-speed passes. This forces the Zero to evade and only leaves a limited window for the Zero to return fire as the opposing fighter just zooms away!
+
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 +
'''Armour type:'''  
  
The most notable difference of the A6M5 compared to earlier variants is the modification of the Nakajima Sakae engine's exhaust system to point the exhaust pipes backwards and provide a small, but noticeable increase in thrust. There had been a less noticeable decrease in the wingspan of ~1 metre leading to slightly worse turning performance than early Zero variants but helps push the speed to 565 kph at 6 km, making it the fastest Zero variant.
+
*Rolled homogeneous armour (Hull, Turret roof)
 +
*Cast homogeneous armour (Turret, Transmission area)
  
== General info ==
+
{| class="wikitable"
=== Flight Performance ===
+
|-
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
 
{| class="wikitable" style="text-align:center"
 
 
|-
 
|-
! colspan="8" | Characteristics
+
| 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
 
|-
 
|-
! colspan="8" | ''Stock''
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| 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
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
+
! Armour !! Sides !! Roof
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run<br>(meters)
 
 
|-
 
|-
! AB
+
| Cupola || 63.5 mm || 25.4 mm
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 541 || 529 || {{Specs|ceiling}} || 16.8 || 17.2 || 9.8 || 21.1 || 190
+
|}
 +
'''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 [[M7 (76 mm)|3-inch]] on the M10 or the [[KwK 40 (75 mm)|long 75 mm]] on the later Panzer IV. If it can't be engaged from the front, manoeuvre to its side and rear armour, as these armour plates are extremely vulnerable to even 37 mm guns. When manoeuvring 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 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 ===
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 +
 
 +
{{tankMobility|abMinHp= 775|rbMinHp= 442|<!--AoAweight=(optional) -->}}
 +
 
 +
== 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 flexibility 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" width="100%"
 
|-
 
|-
! colspan="8" | ''Upgraded''
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! colspan="5" | [[M4 (105 mm)|105 mm M4]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
! rowspan="2" |Max altitude (meters)
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! Stock !! Upgraded !! Full !! Expert !! Aced
! colspan="2" | Turn time (seconds)
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! Stock !! Full !! Expert !! Aced
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
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! ''Arcade''
! RB
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| rowspan="2" | 66 || rowspan="2" | -10°/+35° || rowspan="2" | ±180° || rowspan="2" | N/A ||5.71||7.91||9.60||10.62||11.29|| rowspan="2" | 13.0 || rowspan="2" | 11.5 || rowspan="2" | 10.6 || rowspan="2" | 10.0
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
|587||565|| {{Specs|ceiling}} ||15.8||16.0||20.0||15.6|| 190
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! ''Realistic''
 +
| 3.57 || 4.20 || 5.10 || 5.64 || 6.00
 
|-
 
|-
 
|}
 
|}
  
====Details====
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===== Ammunition =====
{| class="wikitable" style="text-align:center"
+
{| 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°'''
 
|-
 
|-
! colspan="5" | Features
+
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 
|-
 
|-
! Combat flap
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| M1 shell || HE || 26 || 26 || 26 || 26 || 26 || 26
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
| || || || X || X    <!-- ✓ -->
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| M67 shot || HEAT || 130 || 130 || 130 || 130 || 130 || 130
 
|-
 
|-
 
|}
 
|}
 
+
{| class="wikitable sortable" style="text-align:center" width="100%"
{| class="wikitable" style="text-align:center"
+
! colspan="10" | Shell details
 
|-
 
|-
! colspan="5" | Limits
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! 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:''
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
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! 0%
! rowspan="2" | Gear limit<br>(km/h)
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! 50%
! rowspan="2" | Combat flap<br> (km/h)
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! 100%
! colspan="2" | Max Static G
 
 
|-
 
|-
! +
+
| M1 shell || 472 || 15 || 0.1 || 0.1 || 2,180 || +0° || 79° || 80° || 81°
! -
 
 
|-
 
|-
| {{Specs|разрушение|конструкции}} || {{Specs|разрушение|шасси}} || 420 || ~12.6 || ~7
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| M67 shot || 381 || 13 || 0.0 || 0.1 || 1,610 || +0° || 62° || 69° || 73°
 
|-
 
|-
 
|}
 
|}
 
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{| class="wikitable sortable" style="text-align:center"
{| class="wikitable" style="text-align:center"
+
! colspan="7" | Smoke characteristic
 +
|-
 +
! 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):''
 
|-
 
|-
! colspan="4" | Optimal velocities
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| M84 || 457 || 15 || 20 || 5 || 25 || 50
 
|-
 
|-
! Ailerons<br>(km/h)
+
|}
! Rudder<br>(km/h)
+
 
! Elevators<br>(km/h)
+
===== [[Ammo racks|Ammo racks]] =====
! Radiator<br>(km/h)
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[[File:Ammoracks_M4A3 (105).png|thumbnail|right|x250px|Ammo racks layout of the M4A3 (105).]]
 +
{| class="wikitable sortable" style="text-align:center"
 
|-
 
|-
| < 310 || < 420 || < 410 || > 260
+
! 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
 
|}
 
|}
 +
 +
=== Machine guns ===
 +
<!--''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.''-->
 +
{{main|M2HB (12.7 mm)|M1919A4 (7.62 mm)}}
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
! colspan="7" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
 
|-
 
|-
! colspan="3" | Setting 1
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! colspan="7" | ''Pintle mount''
 
|-
 
|-
! Optimal altitude
+
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
! 100% Engine power
+
! rowspan="1" | Fire rate <br> (shots/minute)
! WEP Engine power
+
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 
|-
 
|-
| 2,500 m || 1,095 hp || 1,213 hp
+
| colspan="4" | 600 (200) || 576 || -10°/+30° || ±60°
 
|-
 
|-
! colspan="3" | Setting 2
+
|}
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! Optimal altitude
+
! colspan="7" | [[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
! 100% Engine power
 
! WEP Engine power
 
 
|-
 
|-
| 5,000 m || 965 hp || 1,069 hp
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! colspan="7" | ''Coaxial mount''
 
|-
 
|-
<!--! colspan="3" | Setting 3
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! 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
 
|-
 
|-
! Optimal altitude
+
| colspan="4" | 3,000 (250) || 500 || N/A || N/A
! 100% Engine power
 
! WEP Engine power
 
 
|-
 
|-
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
 
|}
 
|}
  
=== Survivability and armour ===
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== Usage in the battles ==
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
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<!--''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 a large amount of drop
== Armaments ==
 
=== Offensive armament ===
 
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
 
{{main|Type 99 Model 2 navy (20 mm)|Type 97 navy (7.7 mm)}}
 
 
 
The '''''{{PAGENAME}}''''' is armed with:
 
 
 
* 2 × 20 mm Type 99 Model 2 cannon, wing-mounted (100 rpg = 200 total)
 
* 2 × 7.7 mm Type 97 machine gun, nose-mounted (700 rpg = 1,400 total)
 
 
 
=== Suspended armament ===
 
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
 
{{main|Navy Type 97 Number 6 (60 kg)|Navy Type 98 Number 25 (250 kg)}}
 
 
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
 
 
 
* Without load
 
* 2 × 60 kg Navy Type 97 Number 6 ground bombs (120 kg total)
 
* 1 × 250 kg Navy Type 98 Number 25 Model 2 bomb (250 kg total)
 
 
 
== Usage in battles ==
 
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
The A6M5 is an excellent dog-fighter nearly peerless in a low-speed engagement, even the renown Spitfire look clumsy and slow compared to an A6M5. However, at its battle rating of 4.3, it faces some extremely difficult opponents. Many opposing fighters tend to be specialized in a performance-based energy manoeuvre with Boom and Zoom fighting styles rather than the classic turning and dogfighting of the A6M5. This can lead to the A6M5 struggling to engage them on the offensive due to its weak performance and low top speed and all too often is forced onto the defensive. The Zero is capable of evading attacks and striking back, but it requires a confident and knowledgeable pilot.  
 
 
 
Aircraft position is incredibly important to the A6M5. While it can win any dogfight, a low-speed Zero distracted by getting it guns on target is a very easy target to dispatch. If in a dog-fighting stance, success can be had with the A6M5; but to excel, consideration between different tactics need to be had. Pick the battles and only use dog-fighting as a last resort and attempt to use Energy fighting as the primary mode of attack when possible.
 
 
 
The can begin with a disadvantage, spawning from carriers on Pacific Naval maps. However, this can help the Zero as it is quite a good low-speed climber thanks to its low wing-loading, spaded it will climb to 6 km in ~5 minutes. For manual engine control users, climb at ~220 kph (''100% prop pitch, 30% radiators and supercharger change at 3.4 km on WEP or 4 km on 4 km''), this will place the plane in a good position to select targets at a similar altitude to the Zero's position. It is important to note that the A6M5 performs considerably worse above 5 km, so be mindful of the limitations to prevent being in a position of disadvantage.
 
 
 
When fighting on the '''offensive''', select a target lower than the Zero, or in rare cases slower, then stick to Energy fighting and dive on them. Reset after each attack, resist the temptation to be drawn into dogfight! Battles can be won, but it will cost a considerable amount of energy that might be needed later. The fight might also leave the player distracted and vulnerable to other fighters, so stay cautious!
 
 
 
Be conscious of the Zero's low dive limit of 740 kph so do not power dive onto targets. Many fighters will also be able to outrun the A6M5 in an extended dive, in these cases it is better to give up and recover than engage in a protracted chase that will ultimately equalize on energy.
 
 
 
When fighting on the '''defensive''', '''speed''' is critical in engagement because most of the enemies will be considerably faster than the A6M5. Use the barest minimum to evade opposition fire to keep the speed as high as possible. The biggest and longest window to return fire on an enemy is when they overshoot and begin to zoom away. The A6M5 has a very low stall speed of 121 kph with flaps, so pursuing an opposition fighter in a zoom climb is possible. However, the Nakajima Sakae engine makes it difficult to recover energy quickly so choose when to extend carefully or the Zero will end up lacking the speed to evade when the enemies begin to attack!
 
 
 
A preferred evasion tactic is to perform a shallow spiral dive; turn tight enough to keep out of the opposition fighters guns, but try to keep it just close enough to make the enemies believe they could still catch the A6M5 in its sights. A rather difficult manoeuvre, but this move can tease enemies into longer turns and cause them to burn more energy while on the A6M5 tail. The enemy's lowered speed will benefit when the A6M5 moves around to gun them, especially when the enemy overshoots.
 
 
 
The A6M5 can be a frustrating bird to fly due to the considerable disadvantages on the performance front while emphasizing on manoeuvres to get the enemy into the sights. However, a skilled pilot with the A6M5 can be immensely rewarding in surviving and securing kills in defensive flying. Not a beginner-friendly plane, but an A6M5 player surviving in the War Thunder battlefield can consider themselves a skilled pilot.
 
 
 
'''Belt Selection''':<br>
 
''7.7 mm Type 97''<br>
 
Though not very effective weapons being 7.62 mm, time and patience with the aiming can still secure tallies and the weapons are still better than nothing. ''Stealth'' allows for sneaky attacks while having several incendiary rounds that could start fires. ''Tracer'' can also be used as a pure AP belt, so while fires may be hard to start, it may penetrate the cockpit armour and hit the pilot, or even force the enemy into costly defensive evasion to help put them into the Zero's sights.
 
  
'''20 mm Type 99 Mk 2'''<br>
+
Having in mind the large calibre 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 penetration. So for firing at strong armour plates, the HEAT shell (M67 shot) is required. It should be a 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 [[M1919A4 (7.62 mm)|Browning]] machine guns, although HE is certainly the most effective at dishing out damage when armour is absent.
These are quite effective cannons even if the rate of fire is a little low at ~500 rpm. ''Stealth'' belt provides a pattern of three HEF and two AP-I rounds, giving a good rounded HE Frag and AP damage potential with the added bonus of not letting the opponents see the shells as they travel by. ''Universal'' belt with a one HEF-T, two HEF, and one AP-I pattern is a decent second choice if a tracer element is needed to aim. ''Tracer'' belt with pure HEF-T is rather excellent, but the tracer round has less explosive filler than the pure HEF shell, so overall power is reduced with the ability to guide each shot. Finally, ''Ground targets''  belt give a mix of five AP-I, one HEF, and one HEF-T with the AP-I more useful against fighting ground targets, especially when there are ground targets such as light tanks on certain maps.  
 
  
All enemy fighters will be considerably faster than the Zero, but less able to dogfight so should be approached in the same way.
+
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.
  
Bombers should be avoided unless confident in aiming and crippling the bomber on the first pass. The Zeros are quite fragile and the defensive gunners on a bomber can easily shred the A6M5 if it is not approaching fast enough to engage and disengage before being hit.
+
====Tactics====
 +
<!--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 the target so gun depression cannot reach it.)-->
 +
The M4A3 (105) HVSS Sherman is a support tank, not a front-line brawler. Its adequate armour protection and a powerful gun put it on about the level of the [[M10 GMC|M10 Tank Destroyer]], but it has certain flaws and qualities that make it different than the usual Sherman tanks. Due to the 105 mm howitzer, knocking out the 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 does 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 a HE that should do the trick.
  
===Manual Engine Control===
+
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 [[KwK 40 (75 mm)|long-barrel 75 mm]] Panzer IV [[Pz.IV F2|F2]]/[[Pz.IV 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.
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="7" | MEC elements
 
|-
 
! rowspan="2" |Mixer
 
! rowspan="2" |Pitch
 
! colspan="3" |Radiator
 
! rowspan="2" |Supercharger
 
! rowspan="2" |Turbocharger
 
|-
 
! Oil
 
! Water
 
! Type
 
|-
 
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not controllable || rowspan="2" | Not controllable
 
|-
 
|}
 
  
 
===Modules===
 
===Modules===
 
{| class="wikitable"
 
{| class="wikitable"
! colspan="1" | Tier
+
!Tier
! colspan="2" | Flight performance
+
! colspan="2" |Mobility
! colspan="1" | Survivability
+
!Protection
! colspan="2" | Weaponry
+
! colspan="3" |Firepower
 
|-
 
|-
| I
+
|I
| Fuselage Repair
+
|Tracks||
| Radiator
+
|Parts
|  
+
|Horizontal Drive||M67 shot
| Offensive 7 mm
+
|
|  
 
 
|-
 
|-
| II
+
|II
|  
+
|Suspension||Brake System
| Compressor
+
|FPE
| Airframe
+
|Adjustment of Fire||
| New 7 mm MGs
+
|
| 9 in (mod30)
 
 
|-
 
|-
| III
+
|III
| Wings Repair
+
|Filters||
| Engine
+
|Crew Replenishment
|  
+
|Elevation Mechanism||
| Offensive 20 mm
+
|
|  
 
 
|-
 
|-
| IV
+
|IV
|  
+
|Transmission||Engine
| Engine Injection
+
|
| Cover
+
|Artillery Support||M84
| New 20 mm Cannons
+
|Smoke grenade
| 12 in (mod30)
 
 
|-
 
|-
|}
+
|}''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 and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
+
<!--''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:'''
 
'''Pros:'''
  
* Great manoeuvrability
+
* Devastating against lightly armoured tanks
* Relatively good weaponry
+
* HE shells can cause serious damages even with a non-penetrating hit
* Low stall speed
+
* HEAT shell option with approximately 130 mm of penetration at any range, making it able to take on even the KV-1 from the front
* Low wing-loading
+
* Both HE and HEAT shells have a high chance of causing hull breaks on lightly armoured foes
* Fairly clear cockpit
+
* .50 cal machine gun on top can provide AA defence
* Bomb options
+
* Good mobility, best hp/weight ratio of any Sherman
* The Machine Guns, at least, are inaccurate proximity, dealing more damage than the spread-out guns of the Spitfire's
+
* 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
 +
* Smoke grenades (only USA Sherman equipped with them) and smoke shells are very useful for team support and self-protection
  
 
'''Cons:'''
 
'''Cons:'''
  
* Easy to catch fire
+
* Poor ballistics, especially with HEAT shells, long-range fighting is not recommended, due to its extremely low shell velocity
* Low speed (both a pro and a con)
+
* Slow reverse speed, retreating from dangerous situations may be a hassle
* Low acceleration, dive speed, and climb rate
+
* Stock HE ineffective against even moderately armoured tanks
* Little ammunition, though better than the Spitfire
+
* HEAT shell post-penetration damage is somewhat punctual, follow up shots may be required at times
* Only two 7.7 mm Machine Guns to supplant the cannon
+
* Often targeted due to the large 105 mm gun
* Cannons relatively spread out
+
* 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 ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the aircraft 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 the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''-->
+
<!--''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 Japanese had hopes of a new interceptor becoming available to fight against newer allied fighters. When no such plane could be produced, the A6M3 was modified to continue to fill that role. In late of 1943 changes were made to simplify the aircraft. These changes were made to help speed up production, as well to increase dive speed. The wings remained the same size and shape as the A6M3 Reisen mod. 22. Modifications were made including the removal of the wing folding mechanism. The A6M5 received heavier gauge wing skinning as well. Other noticeable modifications were made to the aircraft's exhaust. The A6M5 also had CO2 fire extinguishers installed in the wing fuel tanks starting from production number 4274 onward.
+
The [[M4|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|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-game Description ===
+
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. 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.
At the beginning of the war, A6M series planes were among the best fighter planes, not only in Japan but also in the world.
 
  
However, over time, better Japanese aircraft were needed to effectively counter such enemies as the American F6F Hellcat and the F4U Corsair. The Japanese Navy needed a carrier-based fighter with better speed than the A6Ms could offer. Japan had no engine more powerful than the Sakae 21 (used for the A6M3), so to create the A6M5 Model 52 they had to come up with a number of tricks to coax the best performance they could out of it. The plane’s non-folding wings had rounded wingtips, and their span was reduced to 11 meters (one meter shorter than the A6M2 Model 21). The exhaust system was improved by replacing the common exhaust system with separate exhaust nozzles for each pair of cylinders.
+
=== In-game description ===
 +
"In May 1944 the Detroit Tank Arsenal launched production of M4A3s equipped with 105 mm M4 howitzers. The modification happened similarly to the M4 (105) modernization, one of the most serious alterations of the tank's armament to be made. The upgraded turret boasted a 105 mm howitzer in place of the 76 mm cannon, making the tank capable of taking on many German models.  
  
All of these changes reduced mobility but increased speed, making the model 52 the fastest of all the Zeros. A diving A6M5 model 52 could reach speeds of up to 657 kilometres per hour.
+
Shermans with the 105 mm cannon did not have wet stowage. Instead, their ammunition was kept in dry stowages, meaning that the storage bins were kept in the center of the battle compartment. The Detroit Tank Arsenal produced 800 M4A3(105)s between February 1943 and September 1943, though the earlier models did not have a cupola.
  
A total of 747 A6M5 model 52s were produced.
+
M4A3(105)s saw combat on the Western Front and in Italy between 1944 and 1945."
  
 
== Media ==
 
== Media ==
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=aircraft&vehicleClass=fighter&vehicle=a6m5_zero A6M5] in Warthunder Live.
 
  
== See also ==
+
;Skins
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=usa&vehicleType=tank&vehicleClass=medium_tank&vehicle=us_m4a3_105_sherman Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.''-->
 
;Related development
 
  
*[[template:AirManufacturer Mitsubishi|Mitsubishi]] [[A6M3 mod. 22Ko|A6M3a mod.22A]] <small>(previous model)</small>
+
;Videos
*[[template:AirManufacturer Mitsubishi|Mitsubishi]] [[A6M5 Ko|A6M5a mod.52A]] <small>(following model)</small>
+
{{Youtube-gallery|PUw2CQ8e0lE|'''Best Combo #1''' discusses the {{PAGENAME}} at 0:55 - ''War Thunder Official Channel''|_xCgMBOiA8U|'''High-explosive power''' discusses the {{PAGENAME}} at 4:24 - ''War Thunder Official Channel''}}
  
;Aircraft of comparable role, configuration and era
+
== 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.''-->
  
*Brewster [[F2A (Family)|F2A]] Buffalo
+
[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)]  
*Vought [[F4U (Family)|F4U]] Corsair
+
 
*Grumman [[F4F (Family)|F4F]] Wildcat
+
== Sources ==
*Grumman [[F6F (Family)|F6F]] Hellcat
+
''Paste links to sources and external resources, such as:''
*Reggiane [[Re.2001 (Family)|Re.2001]]
 
*[[IAR-81C|IAR-81]]
 
*Macchi [[C.202 (Family)|C.202]]
 
*[[template:AirManufacturer Nakajima|Nakajima]] [[Ki-43 (Family)|Ki-43]] Hayabusa (▃Oscar)
 
*Supermarine [[Spitfire (Family)|Seafire]]
 
*Hawker [[Hurricane (Family)|Sea Hurricane]]
 
  
== External links ==
 
<!--''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
+
* ''other literature.''
* ''other literature.''-->
 
 
 
* [[Wikipedia:Mitsubishi_A6M_Zero#A6M5_Type_0_Model_52|[Wikipedia<nowiki>]</nowiki> A6M5 Type 0 Model 52]]
 
* [https://forum.warthunder.com/index.php?/topic/295065-mitsubishi-a6m5/ [Forum<nowiki>]</nowiki> Aircraft Data Sheets - Mitsubishi A6M5]
 
  
{{AirManufacturer Mitsubishi}}
+
{{USA medium tanks}}
{{Japan fighters}}
 

Revision as of 22:00, 15 August 2020

Rank 6 USA
F-5C Pack
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
This page is about the American medium tank M4A3 (105). For similar vehicles, see M4A3 (76) W and M4A3 (76) W (Japan).

Description

GarageImage M4A3 (105).jpg


The Medium Tank M4A3 (105) HVSS Sherman is a rank II American medium tank with a battle rating of 3.0 (AB/RB/SB). It was 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, manoeuvre to its side and rear armour, as these armour plates are extremely vulnerable to even 37 mm guns. When manoeuvring 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 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

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 47 7 31.7 775 954 24.45 30.09
Realistic 42 6 442 500 13.94 15.77

Armaments

Main armament

Main article: M4 (105 mm)
105 mm M4 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 66 -10°/+35° ±180° N/A 5.71 7.91 9.60 10.62 11.29 13.0 11.5 10.6 10.0
Realistic 3.57 4.20 5.10 5.64 6.00
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
Ammo racks layout of the M4A3 (105).
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 a large amount of drop

Having in mind the large calibre 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 penetration. So for firing at strong armour plates, the HEAT shell (M67 shot) is required. It should be a 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 a powerful gun put it on about the level of the M10 Tank Destroyer, but it has certain flaws and qualities that make it different than the usual Sherman tanks. Due to the 105 mm howitzer, knocking out the 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 does 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 a 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

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive M67 shot
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine Artillery Support M84 Smoke grenade
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 130 mm of penetration at any range, making it able to take on even the KV-1 from the front
  • Both HE and HEAT shells have a high chance of causing hull breaks on lightly armoured foes
  • .50 cal machine gun on top can provide AA defence
  • Good mobility, best hp/weight ratio of any Sherman
  • 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
  • Smoke grenades (only USA Sherman equipped with them) and smoke shells are very useful for team support and self-protection

Cons:

  • Poor ballistics, especially with HEAT shells, long-range fighting is not recommended, due to its extremely low shell velocity
  • Slow reverse speed, retreating from dangerous situations may be a hassle
  • Stock HE ineffective against even moderately armoured tanks
  • HEAT shell post-penetration damage is somewhat punctual, follow up shots may be required at times
  • 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. 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.

In-game description

"In May 1944 the Detroit Tank Arsenal launched production of M4A3s equipped with 105 mm M4 howitzers. The modification happened similarly to the M4 (105) modernization, one of the most serious alterations of the tank's armament to be made. The upgraded turret boasted a 105 mm howitzer in place of the 76 mm cannon, making the tank capable of taking on many German models.

Shermans with the 105 mm cannon did not have wet stowage. Instead, their ammunition was kept in dry stowages, meaning that the storage bins were kept in the center of the battle compartment. The Detroit Tank Arsenal produced 800 M4A3(105)s between February 1943 and September 1943, though the earlier models did not have a cupola.

M4A3(105)s saw combat on the Western Front and in Italy between 1944 and 1945."

Media

Skins
Videos

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