The CM25 is a rank VI Chinese tank destroyer with a battle rating of 8.3 (AB/RB/SB). It was introduced in Update "Raining Fire".
Survivability and armour
The vehicle profile is a basic rectangle with a slightly sloped front which increases protection from machine gun fire. Front has a hatch, which works as HESH screen. The main areas of the vehicle to target when attacking is the missile launcher and machine gun to disable its attack capability, or a main vehicle shot to disable it completely.
The CM25 is meant to be a stand-off vehicle due to its role on the battlefield, and is not built to be on the front line. Even with the add-on armour comparing to the previous M113A1, the aluminium alloy armour will not stand up to much and will barely stop 12.7 mm machine gun fire when angled or far away. Anything of higher calibre is almost guaranteed to penetrate.
Try to hide as best as you can, or not only the gunner will suffer consequences, but the entirety of the crew as well.
The gunner is exposed outside of the vehicle when directing the launcher and can be hit. Be aware, as the launcher's base, and sometimes even the rangefinder located next to the launcher, can trigger APHE fuse and cause it to explode in front of gunner's face, the shrapnel then flying back and shredding the virtually nonexistent roof armour, taking out everyone in the middle of the vehicle. Also, since the gunner stands within the opened roof hatch, if a chemical warhead hits the rangefinder, then payload can enter vehicle through it and take out loader as well.
Since the vehicle's armour is very thin, it sometimes does not detonate shells so armour-piercing shells cause less than fatal damage. However, only very high calibre shells with fuses of about 20-22 mm won't detonate, which are very rare at the battle rating, as almost everyone use 15 mm fuses at this point. The main key here is to avoid being hit at all, as if your tank is angled during attack, the fuses would detonate anyway. The aforementioned shield on front can stop HESH from doing any damage at all, but it's not very reliable.
All in all, it's best to just get out of the way of other tanks and sneak around; this is a vehicle of strategy, not brute force.
|Game Mode||Max Speed (km/h)||Weight (tons)||Engine power (horsepower)||Power-to-weight ratio (hp/ton)|
Modifications and economy
The placement of weapon is high enough to fire over cover, however, advantages also at times spawn disadvantages and in this case, with the vehicle gunner standing tall outside of the vehicle, he has no protection and can easily be hit, despite the rest of vehicle being concealed.
The launcher has a rather limited arc of fire - 45 degrees in either direction, which isn't compensated by missile's characteristics like in case of Swingfire or armour like in case of IT-1. If you want to fire over cover, the best bet is to stay far away from the enemy and cover, or right in front of the cover, however, this still probably won't protect the gunner. The gun depression, at 20 degrees, excels almost every other tank and allows the player to use many surprising positions to attack. Note that the depression is far less when the launch tube is positioned above the machine gun.
|BGM-71 TOW ATGM||Turret rotation speed (°/s)||Reloading rate (seconds)|
|Ammunition|| Type of
|Penetration @ 0° Angle of Attack (mm)|
|10 m||100 m||500 m||1,000 m||1,500 m||2,000 m|
|Ammunition|| Type of
| Fuse delay
| Fuse sensitivity
| Explosive Mass
(TNT equivalent) (g)
|10||9 (+1)||8 (+2)||7 (+3)||6 (+4)||5 (+5)|
|4 (+6)||3 (+7)||2 (+8)||1 (+9)||0 (+10)||No|
- The CM25 is only required to have at least 2 missiles to go into battle, unlike the standard 4 ammunition for other vehicles.
- The vehicle has no ready rack.
- It is advised to bring full ammo due to how little ammo the CM25 can carry.
The single 12.7 mm machine gun can be effective when fighting against open-topped or lightly armoured vehicles (eg AUBL/74, Gepard) or to cause some confusion/distraction to the enemy vehicles as the CM25 reloads.
At this battle rating, this vehicle is limited to keeping helicopters from getting too comfy, since they too have thin to no armour, other aircraft should be left to the designated anti-air vehicles. As a last resort, the ATGM can be used.
|12.7 mm M2HB|
|Mount||Capacity (Belt)||Fire rate||Vertical||Horizontal|
Usage in battles
The best way one should use this vehicle would be to stay away from the active combat areas, hide, and use the exposed gunner and TOW launcher to your advantage. The exposed launcher allows the vehicle to hide behind solid cover while still being able to fire from over it, giving the enemy a much harder time in spotting and shooting you. Staying away from the combat zones maximises your survivability, in addition to taking advantage of the TOW missiles' extremely long range, allowing you to pick off targets from beyond the range of conventional rounds.
It is also worth noting the -20 degrees launcher depression as, even though it may not be as impressive as the -30 degrees launcher depression of the M901, it is still very capable in adapting to uneven terrain and firing from behind hills. However, note that the depression angles are severely limited when the launcher is facing the pintle-mounted machine gun, to roughly only -3 degrees. Therefore, you should try to always have the front of the hull facing the direction of the battlefield, to avoid the launcher suddenly jerking up when the machine gun gets into the way, which will also guide the missile upwards (if launched), and therefore miss the target. Horizontal guidance is also limited, and the launcher will stop rotating at ±45 degrees. The best way to counter this drawback will be to play it like other turret-less tank destroyers, like the ISU-122 and the ISU-152, which must rotate the hull to assist with aiming at extreme angles.
Even though the CM25 is mounted with a heavy machine gun, attempting to combat helicopters and planes is not recommended unless the situation is desperate, as doing so will only grab unwanted attention from both the air and ground. Aircraft at this rank are often equipped with HE rockets, only one of which is necessary to destroy your vehicle thanks to the hull-break mechanic, and if not, the vast majority of aircraft-mounted guns will be able to penetrate from any angle.
If you find yourself in a close quarters situation, the best method of survival will be to use the machine gun to cause some levels of distraction, while attempting to retreat to the nearest cover. Do note that your machine gun does have a relatively impressive penetration of 31 mm at close range, which can allow you to take out lightly armoured targets like the M3 Bradley (in the turret with some luck), AUBL/74, Falcon etc., yet should still be avoided if possible due to these vehicles possessing much better close quarters capabilities and will have no problem in shredding the CM25.
Enemies worth noting:
- Helicopters eg. AH-1, UH-1, etc: helicopters are always a great threat to you. Although at the start of the match they cannot equip ATGMs, they are still able to carry lots of deadly rockets, posing a great threat to the CM25's weak hull. When an enemy helicopter is roaming nearby and showering the ground with rockets, the safest option is to stay in cover or be stationary, to make it harder for the helicopter to see you. Your only effective defensive weapon against them is the 12.7 mm MG (unless you are very skilled and can manually guide the ATGM to hit them). Only open fire when the helicopter is extremely near, for example within 400 m. Your MG can only damage light helicopters like the UH-1 but not armoured ones. Continuously spray bullets at it until it starts to turn towards you, and quickly retreat back into cover as any helicopter can easily destroy you with a few rockets.
- M60A1 RISE (P), M60A3 TTS: these tanks are covered with ERA which are pretty much designed to counter chemical warheads like your TOW missiles. When the CM25's TOW missile hits them, their ERA always detonate, leaving the tanks themselves unharmed, so it is not recommended to shoot them when their ERA are still present. If they are quite far away, you can choose to break their gun barrels or tracks to make them defenceless or immobile. If they are close enough, you can use your 12.7 mm MG to destroy their ERA first. Do not spray, fire in quick bursts and focus on a few blocks of ERA, as the bullets seem to spread out a lot in a continuous fire which will decrease the damage to the ERA you want to destroy. The MG is rather effective at destroying these modules. Once those ERA are gone use the TOW to hit the uncovered areas. The most straightforward method is to just fire a missile at them, destroying a bunch of ERA and fire another one at the uncovered area. However this method will give them more than 10 seconds of reaction time so make sure that you are well concealed and will not get spotted before the next missile is loaded.
- M901: this is a similar vehicle based on the M113 hull, with an interesting and unique TOW launcher. The launcher has 360 degrees horizontal rotation and 30 degrees gun depression meaning it adapts terrains better than the CM25. Furthermore, its gunner is not exposed which increases its fighting capacity, so you must deal with the M901 carefully. In a battle, your CM25 and the M901 might be at similar spots which is kind of a sniper vs sniper scenario. Do not get hit by it, as your gunner/launcher will detonate its missile and the shrapnel will splash down, knocking out all the crew or causing a hull break. Try to fire first or hide until his attention shifts.
Pros and cons
- Amazing 20 degrees depression adapts all rough terrains with ease
- Adequate mobility (64 km/h top speed) allows it to get to positions in time, not much slower than common MBTs like the T-54, M48A1, etc
- Default I-TOW ATGM has a great penetration of 630 mm, and range of 3.75 km
- Researchable TOW-2B gains the top attack capacity, which is a great advantage when hunting opponents behind obstacles
- Heavy MG can take out lightly armoured vehicles and low-flying planes/helicopters
- A extended gunner and launcher allows the vehicle to fire with its whole hull in cover
- Fully exposed gunner is very vulnerable to everything
- Weak armour protection reduces survivability, especially against rapid-firing SPAAs like the Gepard, M163, Chieftain Marksman, etc
- While not so slow, it can still get outrun by lots of opponents like the Leopard Is, Centauros, etc
- Is a big and soft target for ground pounders, even for WW2 planes
- Cannot fire ATGM on the move, which can be fatal in a close quarter sudden encounter
- Not so fast in a turn
- Gun depression is very limited above the MG
Since the 1960’s, the armed forces in Taiwan have operated with a large fleet of American-made M113 APCs spanning several variants. Thoroughly pleased with the vehicle’s performance and reliability, Taiwan decided to develop its own APC, inspired by the proven M113’s design.
In 1979, the first prototype of what would become the CM21 series of APCs was built and subsequently underwent testing. Once some improvements were made, the CM21 series went into mass production and officially entered service in 1982. By the time the production ceased in 1999, some 1,200 units of the CM21 series of APCs were built.
In 1987, the basic CM21 design was modified to allow the vehicle to conduct anti-tank duties, similar to the M113A1 TOW already in service at the time. In a similar manner as the M113, the vehicle was fitted with a single TOW launcher and received the new designation CM25.
By 2019, all M113A1 APCs among the ranks of the Taiwanese armed forces were replaced by newer vehicles. However, the CM21 series of APCs, including the CM25, continue serving in the present.
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.
|China tank destroyers|
|American||␗M8 HMC · ␗LVT(A)(4) (ZiS-2) · ␗M10 · ␗M18 · ␗M36 · ␗M113A1 (TOW) · CM25|
|Soviet||␗SU-76M · ␗ISU-152 · ␗ISU-122 · ␗SU-100|