T114 (BAT)

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The T114 in the garage.

The T114 (BAT) (Battalion Anti-Tank) is a premium Rank V American tank destroyer with a battle rating of 6.7. It was introduced in Update 1.71 "New E.R.A". The T114 is the first premium Rank V vehicle to be implemented into the game.

The main purpose, usage and tactics recommendations

General play style

This tanks play-style is similar to a role of a light tank, with only two crew, very light armour, only equipped with a 106 mm (10.6 cm) Recoiless Rifle armed with High Expolsive Anti-Tank grenade (similar to a RPG). However, it is just as deadly as any other tank on the battlefield!

Use the speed it offers to get the advantage of the terrain. Use the vegetation of the map to your advantage. Be patient. Be cautious about walls, fences, and objects on the terrain - These will slow you down if they are run over and/or hit. It is important not to let the enemy team see you. Stealth is the key. Wait for the enemy tank to appear and for it to expose its side. Calculate the distance and drop of the HEAT round before firing. If calculated successfully, either the enemy tank will be knocked-out or it have sustained major critical damage such as a loss of a crew or gun breach. If it has sustained critical damage, fire another shot into the opposite area of the tank to knock it out. It is very important to aim and knock out the gunner and/or turret crew. Even if the tank was hit and sustained critical damage, if the turret crew was not knocked out and main cannon was inoperable, the machine gun will still be able to penetrate the T114's armour since it has only 32 mm of thickness on the sides and rear with the turret at 38 mm while the front has 44 mm.

The last round in breach before the auto-loading starts is very important - this often determines if you are going to get knocked out. Make sure to use it wisely and with caution. If you have fired all three rounds, the auto-loading will happen. If the enemy tank is still alive, withdraw as fast as possible and hide until the gun has been loaded.

Vehicle characteristics

The T114 "BAT" looks like it is straight from a science fiction movie, or from a crazy professor's basement. With a circular turret, auto-loader system, and a cannon attached, it has a very unique look. It is very fragile but is a very very dangerous tank with a skilled player in the commander seat, as one shell will end your reign of terror on the battlefield!

The gun packs a great punch with up to twenty four rounds with 381 mm of penetration from its High Explosive, Anti-Tank, grenades ("HEAT") round. It has the ability to one shot that formidable IS-6 from the front with a skilled shot Yes, from the front!. Considering that the velocity of the projectile is not very fast, you will have to use it almost like a mortar at ranges over 2,624 feet (800 meters). Use the terrain and vegetation on the map to get close then engage the enemy in an ambush. You will be able to one-shot most tanks if you are clever with shot placement since you are only equipped with "HEAT". You have a three round magazine for the 106 mm gun, so if you fail to hit your first shot, you can get another two off within few seconds. However, your reload will depend heavily on your crew skills .

The mobility of this vehicle is average to good with very responsive handling at speed. It has a good cross country speed on terrain of around 20-25 mph (32-40 km/h). On tarmac roads you can get up to 35 mph! (56 km/h). You need to use this to get into a great hiding spot and await the victim. Tigers, front plate. Panthers, front plate. IS 6, front plate. There is a pattern forming here!

However the armour is very thin and can be penetrated by machine gun fire from your opponents. The crew are cramped together towards the front with only the gunner in the turret. Your ammo is exposed by the thin layers of armour which forms its protection - which can be pieced with ease. So it is with the utmost importance that you aim for the most critical parts on the enemy tank. Ideally, aim for the gunner, ammunition racks, or engine. The "HEAT" will be able to destroy any tank with a well placed shot. However, if it is your last shot and it fails to penetrate, run, and find cover before the auto-loading starts. That is your only hope.

Tactics

In arcade battles, the T114 can be played akin to that of the M18 Hellcat with excellent firepower and mobility, but lacking in armour...very lacking in armour. Since the advantage of surprise and concealment is nullified in Arcade due to the nicknames appearing in that game mode, a more cunning usage is needed in ambushes and brief exposures with maximum damages.

The best ways to use the T114 in arcade is to maximize the gun depression and in "pop-up" manners. Try to find engagements where the enemy is pre-occupied with allies rather than on the T114 to alleviate some risk of being fired upon when spotted. When approaching, find a hill to creep up to until finding the right point where the gun depression allows the recoilless gun to be aimed at the target.

If there are no hills, approach from behind hard cover like a wall and then peek out with the gun pointing at the enemy. It is recommended to approach the wall angled with the front left section towards the wall at an angle, since the gun is mounted offset in the turret to the right, to minimize the exposure of the vehicle when peeking out for a fire. Another way is to reverse out of cover as it would also minimize vehicle exposure of the front. Do not rely on crew damages to save the vehicle and be able to retreat as since there is only two crew members in the vehicle, a single hit that incapacitates a crew will send the vehicle to crew replenishment, immobilizing it for an easy target.

In either case, once exposed and on target, fire the first round and then withdraw back to cover while the autoloader loads the next round. If feeling confident, and fighting a lone tank that has an incapacitated gunner, then it is possible to simply stay in place while the cannon reloads the next round. If aimed correctly, the second should be able to destroy the enemy vehicle, if not then fire the last round in for a final touch, then withdraw while the autoloader is reloaded with three more rounds for another go at another target, or the same one if it is still not destroyed. If an engagement ends with one more round in the autoloader, it is better off firing the last round and let the autoloader stock up with a fresh supply of three more rounds.

Continue until destroyed or achieved victory in the T114.
In realistic battles you have the ability to cause mayhem behind the enemy lines without to much hindrance. Go to a capture point on the left or the right flank, wait for targets to appear, and while they are not looking (this is very important) open fire. Try to knock them out or into a state where you can get assists. If you are juggling more than one target, you need to be sure you have not been spotted. Once you the auto-loading has started, you need to head to cover and wait out the reload. Then, plan another attack. They will be looking for you. Stay out of sight, even back track and flank harder and deeper. They will not be expecting you to appear from their rear.

The best way of getting to your enemy's rear is to use the terrain. Do not drive up the middle of the road or the middle of the map. It will be very easy for the enemy team to knock you out and end your game before it starts. Use the vegetation on the map combined with the terrain and sounds coming of the enemy to avoid any contact with the enemy forces.

Find and locate an area with high vegetation or some urban area which hides the silhouette of this small tank. Lay silent, like a wolf, until the enemy is close. Stay alert. The enemy may be trying the same tactics with other vehicles. Once the enemy is close, wait for them to expose their side armour where the "HEAT" will be able to penetrate them and cause major critical damage, if not blow their turrets clean off their fine vehicles of war. Within urban areas, do not make your self known until it is too late. Only pick one tank off at the time. Do not hunt multiple enemy tanks. That will not end well. Make sure the silhouette is not exposed. Simple machine gun fire can terminate this fine tank.

Once the eight clips have been used, pivot turn and run as fast as this tank can go and head to the cap zone to reload. However, use cover in the cap zone. The armour is only up to 44 mm thick in the thicket place (front). Make sure the tank is not exposed to any unnecessary risks or confrontations with the enemy forces. Watch out for enemy units which may be trying to flank from the rear and/or sides to take cap zone.
In Simulator battles you have the ability to cause mayhem behind the enemy lines without to much hindrance. Go to a capture point on the left or the right flank, wait for targets to appear, and while they are not looking (this is very important) open fire. Try to knock them out or into a state where you can get assists. If you are juggling more than one target, you need to be sure you have not been spotted. Once you the auto-loading has started, you need to head to cover and wait out the reload. Then, plan another attack. They will be looking for you. Stay out of sight, even back track and flank harder and deeper. They will not be expecting you to appear from their rear.

The best way of getting to your enemy's rear is to use the terrain. Do not drive up the middle of the road or the middle of the map. It will be very easy for the enemy team to knock you out and end your game before it starts. Use the vegetation on the map combined with the terrain and sounds coming of the enemy to avoid any contact with the enemy forces.

Find and locate an area with high vegetation or some urban area which hides the silhouette of this small tank. Lay silent, like a wolf, until the enemy is close. Stay alert. The enemy may be trying the same tactics with other vehicles. Once the enemy is close, wait for them to expose their side armour where the "HEAT" will be able to penetrate them and cause major critical damage, if not blow their turrets clean off their fine vehicles of war. Within urban areas, do not make your self known until it is too late. Only pick one tank off at the time. Do not hunt multiple enemy tanks. That will not end well. Make sure the silhouette is not exposed. Simple machine gun fire can terminate this fine tank.

Once the eight clips have been used, pivot turn and run as fast as this tank can go and head to the cap zone to reload. However, use cover in the cap zone. The armour is only up to 44 mm thick in the thicket place (front). Make sure the tank is not exposed to any unnecessary risks or confrontations with the enemy forces. Watch out for enemy units which may be trying to flank from the rear and/or sides to take cap zone.

Specific enemies worth noting

The T114's thin armour means that all enemy vehicles have very little difficulty in destroying the T114 if it manages to hit it. It is also vulnerable to heavy machine guns as despite its armour thickness, it is built of aluminium that only provides a x0.47 effectiveness of its rated thickness. Air strikes are also a concern as aircraft machine gun and autocannon armaments with armour-piercing capabilities are more than able to get through the T114 and hit the delicate internals.

Counter-tactics

This tank can sometimes be found in the colourful and vibrant plants of Japan or the scary woods of Germany. They can be a part of the terrain, moving behind the bush, trees, and long grass like a lone wolf where it can only be heard. Even then, they might be maneuvering into a perfect position to open fire. You may see something which looks odd and may even resemble an alien scout vessel of some kind, or some type of horrifying monstrosity - Do not hesitate to open fire on it. It is there to knock you out. The armour is very weak, with up to thickest amount of 44mm on the front. If the front T114 BAT is placed towards you, fire the main gun, to the lower left (make sure to fire a non-apcr round, or risk alerting it to your presence). If the side is exposed, fire all the machine guns, your tank has towards the front of tank, where the crew and ammunition is placed.

Pros and cons

Pros:

  • Fast and agile.
    • Up to: 35 mph (56 km/h)
    • Great control input at high speed.
    • Good offroad speed up to 25 mph (40 km/h)
  • Good armament
    • Three rounds before auto-loading.
    • Issued with HEAT.
    • Can penetrate any tank at its rank with a well placed shot.
    • Coaxial .50 cal serves as a ranging machine gun
  • Small size.
    • can be hidden inbetween the map vegetation.
    • Great ambush tank.
  • Research
    • Sliver lions - with its premium vehicle status
    • Research Points booster, premium vehicle status

Cons:

  • Armament
    • Only HEAT, no other rounds available.
    • Limited ammo, only three shots per clip.
    • Only carries eight clips, giving it 24 rounds.
    • No external .50 machine gun, which can be used to fight back against planes.
    • Low velocity cannon compared to other Rank V vehicles
    • Can only elevate the gun up to a pitiful 8 degrees.
  • Auto-loader.
    • Long reloading time for the auto-loader, up to 11.65 Seconds with a full trained crew.
    • Long reload speed, while the loader adds new three-round clips into the magazine.
  • Size
    • Small size, can easily be knocked into by your own team if they do not see you.
    • Loses majority of its speed when it runs into foreign objects i.e. fences, wall, rocks etc.
    • Low profile, makes seeing over tall bushes, long grass, rocks, and other tall objects very hard.
    • Low profile makes you to have to expose the tank weak armour when firing if the gun view is blocked by a tall object.
  • Crew
    • Crew is cramped together, a short burst from a machine gun can knock them both out.
    • Crew is sitting around ammunition which can be penetrated and detonated by machine gun fire.
    • No artillery support.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armaments

1 x 106 mm Recoilless Rifle M40A1C (24 rounds)
1 x 12.7 mm M80 machine gun (150 rounds)

Main armament

1 x 106 mm Recoilless Rifle M40A1C
  • Ammunition Capacity: 24 Shells
  • Gun Depression: -8°
  • Gun Elevation: 8°
  • Turret Rotation Speed: 11.9°/s (Stock), 16.5°/s (Upgraded), 20.0°/s (Prior + Full Crew), 22.1°/s (Prior + Expert Qualif.), 23.5°/s (Prior + Ace Qualif.)
  • Reloading Rate: 13.0s (Stock), 11.6s (Full Crew), 10.6s (Prior + Expert Qualif.), 10.0s (Prior + Ace Qualif.)
1 x 106 mm Recoilless Rifle M40A1C
  • Ammunition Capacity: 24 Shells
  • Gun Depression: -8°
  • Gun Elevation: 8°
  • Turret Rotation Speed: 11.9°/s (Stock), 14.0°/s (Upgraded), 17.0°/s (Prior + Full Crew), 18.8°/s (Prior + Expert Qualif.), 20.0°/s (Prior + Ace Qualif.)
  • Reloading Rate: 13.0s (Stock), 11.6s (Full Crew), 10.6s (Prior + Expert Qualif.), 10.0s (Prior + Ace Qualif.)
1 x 106 mm Recoilless Rifle M40A1C
  • Ammunition Capacity: 24 Shells
  • Gun Depression: -8°
  • Gun Elevation: 8°
  • Turret Rotation Speed: 11.9°/s (Stock), 14.0°/s (Upgraded), 17.0°/s (Prior + Full Crew), 18.8°/s (Prior + Expert Qualif.), 20.0°/s (Prior + Ace Qualif.)
  • Reloading Rate: 13.0s (Stock), 11.6s (Full Crew), 10.6s (Prior + Expert Qualif.), 10.0s (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%
M344A1 381 381 381 381 381 381 HEAT 502 10 0.0 0.1 1,650 +0° 25° 18° 15°
Ammo racks
Ammo racks of the T114.
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Recommendations Visual
discrepancy
24 18 (+6) 12 (+12) (+15) (+21) (+24) Keep full No

Secondary armament

1 x 12.7 mm M80 machine gun (coaxial, ranging machine gun)

Crew

  • Driver
  • Gunner/Commander

Total: 2 Crew members

Armour

Armour type:

  • Aluminium alloy 7039
Armour Front (Slope angle) Sides Rear Roof
Hull 32 mm (76°) Front glacis
44 mm (25°) Lower glacis
38 mm (1-41°) Front plate
32 mm Top
19 mm Bottom
32 mm (1°) Top
19 mm (1-50°) Bottom
38 mm
Turret 38 mm (27-38°)
12.7 mm (1°) Gun shroud
38 mm (1-24°) left
25.4 mm Right
12.7 mm (46-48°) Gun shroud
25.4 mm (0-7°) 12.7-38.1 mm

Notes:

  • Suspension wheels are 20 mm thick while tracks are 15 mm thick.
  • A 5 mm structural steel plate separates the engine from the crew compartment.
  • Belly armour is 25 mm thick.

Engine & mobility

Weight: 9.0 ton

Max Speed: 62 km/h
Stock

  • Engine Power: 227 hp @ 2800 rpm
  • Power-to-Weight Ratio: 25.22 hp/ton
  • Maximum Inclination: 18°

Upgraded

  • Engine Power: 280 hp @ 2800 rpm
  • Power-to-Weight Ratio: 31.11 hp/ton
  • Maximum Inclination: 23°
Weight: 9.0 ton

Max Speed: 57 km/h
Stock

  • Engine Power: 142 hp @ 2800 rpm
  • Power-to-Weight Ratio: 15.78 hp/ton
  • Maximum Inclination: 20°

Upgraded

  • Engine Power: 160 hp @ 2800 rpm
  • Power-to-Weight Ratio: 17.78 hp/ton
  • Maximum Inclination: 22°
Weight: 9.0 ton

Max Speed: 57 km/h
Stock

  • Engine Power: 142 hp @ 2800 rpm
  • Power-to-Weight Ratio: 15.78 hp/ton
  • Maximum Inclination: 20°

Upgraded

  • Engine Power: 160 hp @ 2800 rpm
  • Power-to-Weight Ratio: 17.78 hp/ton
  • Maximum Inclination: 22°

Modules and improvements

History of creation and combat usage

Screenshots and fan art

Skins and camouflages for the _____ from live.warthunder.com.

Additional information (links)

[Devblog] T114 BAT: Giant Slayer

References


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us_t114.png

Icon-country-usa.png T114
Nation USA
Type Tank destroyer
Rank 5
Battle Rating
6.7
6.7
6.7

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
9,000 kg
19,841 lb
Number of Crew 2
Hull armour thickness
44/32/32/38 mm
1.73/1.26/1.26/1.5 inches
Statistics
Engine power (stock)
227 hp
142 hp
142 hp
Engine power (upgraded)
280 hp
160 hp
160 hp
HP/ton ratio (stock)
25.22
25.63
15.78
16.03
15.78
16.03
HP/ton ratio (Upgraded)
31.11
31.61
17.78
18.06
17.78
18.06
Max speed
62 km/h
39 mph
57 km/h
35 mph
57 km/h
35 mph
Main Weapon
1 x 106 mm M40A1C Recoilless rifle
Ammo stowage 24 rounds
Vertical guidance -8°/8°
Secondary Weapon
4 x 12.7 mm M80 Machine gun
Ammo stowage 150 rounds
Mount Coaxial
Economy
Required RP N/A
Vehicle cost 8,020 GE
Crew training cost 10,000 SL
Max repair cost*
2,120 SL
2,740 SL
2,900 SL
Free repair time (Stock)
2d 12h
4d 21h
4d 15h
Free repair time (Upgraded)
20h 17m
1d 15h
1d 13h
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