Difference between revisions of "XM8"

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m (Survivability and armour)
m (Main armament: Autoloader)
 
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{{Specs-Card
 
{{Specs-Card
 
|code=us_xm_8
 
|code=us_xm_8
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png|ArtImage2_{{PAGENAME}}.png}}
 
|market=items_XM8 (USA)
 
|market=items_XM8 (USA)
 
}}
 
}}
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{{Specs-Tank-Armour}}
 
{{Specs-Tank-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? If necessary use a visual template to indicate the most secure and weak zones of the 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? If necessary use a visual template to indicate the most secure and weak zones of the 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? If necessary use a visual template to indicate the most secure and weak zones of the armour.''
 
  
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
+
'''Armour type:'''
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
+
 
* Cast homogeneous armour (Turret, Transmission area) -->
+
* Aluminium alloy 5083 (Hull, turret)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 23: Line 22:
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || Upper plate: 25.4 mm sloped at 76 degrees
+
| Hull || 25.4 mm (76°) ''Upper glacis'' <br> 38.1 mm (29°) ''Lower plate'' || 25.4 mm ''Top - Front'' <br> 12.7 mm ''Top - Rear'' <br> 25.4 mm ''Bottom'' || 25.4 mm || 25.4 mm
Lower plate: 38.1 mm sloped at 29 degrees
 
| 25.4 mm ''Top'' front
 
12.7 mm Top back<br> 25.4 mm ''Bottom''  
 
| 25.4 mm || 25.4 mm
 
 
|-
 
|-
| Turret || 38.1 - 25.4 mm ''Turret front'' <br> 25.4 mm ''Gun mantlet'' || 25.4 mm || 25.4 mm || 25.4 mm
+
| Turret || 25.4-38.1 mm ''Turret front'' <br> 25.4 mm ''Gun mantlet'' || 25.4 mm || 25.4 mm || 25.4 mm
 
|-
 
|-
 
| Cupola || 25.4 mm || 25.4 mm || 25.4 mm || 25.4 mm
 
| Cupola || 25.4 mm || 25.4 mm || 25.4 mm || 25.4 mm
 
|-
 
|-
 
|}
 
|}
 +
'''Notes:'''
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
+
* Tracks and wheels are 20 mm thick
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
 
  
 
=== Mobility ===
 
=== Mobility ===
Line 42: Line 37:
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''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=852|rbMinHp=486}}
+
{{tankMobility|abMinHp=852|rbMinHp=486|AoAweight=6|weight=23.6}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
 +
 +
'''Unlock order recommendations'''
 +
 +
The order of modifications should be well thought out. Below is a guide of which modifications to unlock first, but it is just a recommendation and can be modified or adapted depending on the tank commander's preferences.
 +
 +
'''Tier 1'''
 +
 +
The highest priority modifications when beginning the stock grind are parts and the M735 APFSDS round. Both of these modifications should be unlocked before moving on to tier 2, but the order of unlocking these two is up to the discretion of the commander. Once these two modifications are unlocked, moving on to tier 2 is recommended.
 +
 +
'''Tier 2'''
 +
 +
Most tier 2 modifications are minor but three are required to move on to tier 3. The highest priority should be FPE to allow the putting out of fires, a potentially life saving ability. After that the modifications in this tier aren't essential and can be picked by the commander; adjustment of fire and airstrike are the likeliest candidates but airstrike can be replaced by another if the player does not have any aircraft in the lineup to benefit from it. Once three modifications are unlocked in this tier the player can move on to tier 3.
 +
 +
'''Tier 3'''
 +
 +
The first priority in tier 3 ought to be the NVD because it allows the use of the gunner's thermal sight. The thermal sight may be low quality but it makes spotting enemies much easier in battle. After this one more modification is needed to progress to tier 4, but the choice is up to the vehicle commander. Filters and crew replenishment are both good choices (improving mobility and survivability respectively) but elevation mechanism is also a decent choice.
 +
 +
'''Tier 4'''
 +
 +
In tier 4 there are some pressing modifications such as engine (which improves mobility) and laser rangefinder which allows for greater accuracy at long range. C76A1 and the level 3 armour package are also good choices but those depend on commander preference - for some players level 3 may never be used due to its lessening of the vehicle's mobility, while C76A1 does not have a huge advantage over M735 and could be put off for later if necessary.
 +
 +
'''Finishing up'''
 +
 +
Now that tier 4 has been unlocked and priority modifications are purchased, all that is left to do is go back through and unlock more minor modifications. Some of the more useful ones include tracks, transmission, horizontal drive, adjustment of fire, and either filters, crew replenishment, or elevation mechanism (whichever of the three wasn't previously unlocked). The less important modifications which should be saved for last are improved optics, suspension, brake system, M416, and M393A2.
  
 
== Armaments ==
 
== Armaments ==
Line 56: Line 75:
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="5" | [[XM35 (105 mm)|105 mm XM35]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
+
! colspan="5" | [[XM35 (105 mm)|105 mm XM35]] || colspan="5" | Turret rotation speed (°/s) || Reloading rate (seconds)
 
|-
 
|-
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Upgraded !! Full !! Expert !! Aced
! Stock !! Full !! Expert !! Aced
+
!Autoloader
 
|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 30 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || __._ || __._ || __._ || __._ || __._ || rowspan="2" | 5.00 || rowspan="2" | 5.00 || rowspan="2" | 5.00 || rowspan="2" | 5.00
+
| rowspan="2" | 30 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 40.0 || 55.3 || 67.2 || 74.3 || 79.1 || rowspan="2" | 5.00  
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| __._ || __._ || __._ || __._ || __._
+
| 25.0 || 29.4 || 35.7 || 39.5 || 42.0
 
|-
 
|-
 
|}
 
|}
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
The C76A1 APFSDS, while not having the best normal penetration, has better penetrating characteristics at an angle than the M735.
! colspan="8" | Penetration statistics
+
 
|-
+
{{:XM35 (105 mm)/Ammunition|M456A2, M416, M393A2, C76A1, M735}}
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| M456 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
 
|-
 
| M393A2 || HESH || 127 || 127 || 127 || 127 || 127 || 127
 
|-
 
| C76A1 || APFSDS || 334 || 330 || 323 || 314 || 306 || 297
 
|-
 
| M735 || APFSDS || 353 || 350 || 342 || 333 || 322 || 312
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| M456 || HEATFS || 1,173 || 10.5 || 0.05 || 0.1 || 1,270 || 65° || 72° || 77°
 
|-
 
| M393A2 || HESH || 732 || 14.85 || 0.05 || 0.1 || 4,310 || 73° || 77° || 80°
 
|-
 
| C76A1 || APFSDS || 1,509 || 3.6 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| M735 || APFSDS || 1,501 || 3.7 || N/A || N/A || N/A || 76° || 77° || 80°
 
|-
 
|}
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | Smoke shell characteristics
 
|-
 
! Ammunition
 
! Velocity<br>(m/s)
 
! Projectile<br>Mass (kg)
 
! Screen radius<br>(m)
 
! Screen deploy time<br>(s)
 
! Screen hold time<br>(s)
 
! Explosive Mass<br>(TNT equivalent) (g)
 
|-
 
| M416 || 730 || 11.4 || 20 || 5 || 25 || 50
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
+
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
<!-- '''Last updated:''' -->
+
<!-- '''Last updated:2.7.0.109''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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! 2nd<br>rack empty
 
! 2nd<br>rack empty
 
! 3rd<br>rack empty
 
! 3rd<br>rack empty
! 4th<br>rack empty
 
! 5th<br>rack empty
 
! 6th<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''30''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
+
| '''30''' || 28&nbsp;''(+2)'' || 22&nbsp;''(+8)'' || 1&nbsp;''(+29)'' || No
 
|-
 
|-
 
|}
 
|}
 +
'''Notes''':
 +
 +
* Shells are modeled individually and disappear after having been shot or loaded.
 +
* Rack 3 is a first stage ammo rack. It totals 10 shells and gets filled first when loading up the tank.
 +
* This rack is also emptied early: the rack depletion order at full capacity is: 3 - 1 - 2.
 +
* If you pack 22&nbsp;''(+8)'' shells or fewer, it will keep the front hull empty of ammo.
 +
* Simply not firing when the gun is loaded will move ammo from racks 1-2 into rack 3. Firing will interrupt the restocking of the ready racks.
  
 
=== Machine guns ===
 
=== Machine guns ===
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Coaxial || 4,500 (200) || 941 || -2°/+10° || N/A
+
| Coaxial || 4,600 (200) || 941 || -2°/+10° || N/A
 
|-
 
|-
 
|}
 
|}
Line 172: Line 143:
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''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 instead 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).'' -->
 
<!-- ''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 instead 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).'' -->
''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 instead 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).''
+
 
 +
Play the XM8 like you play the M18, sneak around, lurk, and strike when they least expect it. One thing to note is, due to your armour, survivability, and mobility, you need to get out of there fast. Another tactic is sniping but it is not recommended due to its sub-par ammunition.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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".'' -->
 
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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".'' -->
''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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".''
 
  
 
'''Pros:'''
 
'''Pros:'''
Line 182: Line 153:
 
* 5-second autoloader allows for quick follow-up shots
 
* 5-second autoloader allows for quick follow-up shots
 
* Can equip one of two protection levels (add-on armour package), giving flexibility to the player
 
* Can equip one of two protection levels (add-on armour package), giving flexibility to the player
 +
* Frontally immune, and well-protected on the sides against autocannons at or below 30 mm, with the level 3 armour package
 
* Good levels of zoom on gunner optics
 
* Good levels of zoom on gunner optics
 +
* Has 16 smoke grenades, 8 launched at a time fully covering 180 degrees front
  
 
'''Cons:'''
 
'''Cons:'''
Line 188: Line 161:
 
* Sub-par ammunition compared to vehicles in the BR bracket
 
* Sub-par ammunition compared to vehicles in the BR bracket
 
* Inadequate transmission results in poor acceleration
 
* Inadequate transmission results in poor acceleration
* Overall mobility is below average for a light tank despite an above average power-to-weight ratio
+
* Overall mobility is below average for a light tank despite an above-average power-to-weight ratio
 
* Only has low resolution gunner thermals, no CITV or high resolution thermals
 
* Only has low resolution gunner thermals, no CITV or high resolution thermals
* Two out of three crew members are lined up in the right side of the turret making a crew knockout easy
+
* Two out of three crew members are lined up on the right side of the turret making a crew knockout easy
* The ammunition, even if rounds are removed from the hull, takes up a large volume inside the vehicle making ammunition detonation common
+
* Ammunition carousel making ammo detonation a common occurrence
 +
* The tank is wobbly and hard to control at higher speed
 +
* High silhouette
  
 
== History ==
 
== History ==
Line 199: Line 174:
 
== 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.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_xm_8 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
Line 205: Line 183:
 
* ''reference to the series of the vehicles;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
''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;''
+
* [[CCVL (Family)]]
* ''links to approximate analogues of other nations and research trees.''
 
  
 
== External links ==
 
== External links ==
Line 214: Line 190:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.'' -->
 
* ''other literature.'' -->
''Paste links to sources and external resources, such as:''
 
  
* ''topic on the official game forum;''
+
* [[wt:en/news/7110-development-craft-srafting-event-xm8-ags-en|[Devblog] Crafting event: XM8 AGS]]
* ''other literature.''
 
  
 
{{USA light tanks}}
 
{{USA light tanks}}

Latest revision as of 02:03, 17 April 2024

RANK 5 FRANCE
Somua SM PACK
XM8
us_xm_8.png
GarageImage XM8.jpg
ArtImage XM8.png
ArtImage2 XM8.png
XM8
AB RB SB
9.3 9.7 9.7
Class:
Show in game
MARKET

Description

The 105 mm Armored Gun System XM8 is a gift rank VI American light tank with a battle rating of 9.3 (AB) and 9.7 (RB/SB). It was introduced during Update "Ixwa Strike" as a reward for the Future Technology event.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull25 / 25 / 25
Turret25 / 25 / 25
Crew3 people
Visibility108 %

Armour type:

  • Aluminium alloy 5083 (Hull, turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 25.4 mm (76°) Upper glacis
38.1 mm (29°) Lower plate
25.4 mm Top - Front
12.7 mm Top - Rear
25.4 mm Bottom
25.4 mm 25.4 mm
Turret 25.4-38.1 mm Turret front
25.4 mm Gun mantlet
25.4 mm 25.4 mm 25.4 mm
Cupola 25.4 mm 25.4 mm 25.4 mm 25.4 mm

Notes:

  • Tracks and wheels are 20 mm thick

Mobility

Speedforward / back
AB81 / 17 km/h
RB and SB73 / 15 km/h
Number of gears6 forward
2 back
Weight17.6 t
Engine power
AB1 049 hp
RB and SB550 hp
Power-to-weight ratio
AB59.6 hp/t
RB and SB31.3 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock AoA Stock Upgraded Stock Upgraded
Arcade 81 17 17.6 6 852 1,049 48.41 44.45
Realistic 73 15 486 550 27.61 23.31

Modifications and economy

Repair costBasic → Reference
AB3 118 → 5 556 Sl icon.png
RB3 051 → 5 436 Sl icon.png
SB3 908 → 6 964 Sl icon.png
Total cost of modifications186 800 Rp icon.png
306 000 Sl icon.png
Talisman cost2 700 Ge icon.png
Crew training175 000 Sl icon.png
Experts620 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 010 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 170 / 220 % Sl icon.png
226 / 226 / 226 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
340 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
320 Ge icon.png
Mods new tank break.png
Brake System
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
320 Ge icon.png
Mods new tank filter.png
Filters
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
360 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods new tank engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
2 300 Rp icon.png
Cost:
12 000 Sl icon.png
340 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 200 Rp icon.png
Cost:
11 000 Sl icon.png
320 Ge icon.png
Mods tank reinforcement us.png
Crew Replenishment
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
360 Ge icon.png
Mods tank additional armor.png
Level 3
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
340 Ge icon.png
Mods tank ammo.png
105mm_us_M416_Smoke_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
340 Ge icon.png
Mods tank ammo.png
105mm_NATO_APDS_FS_ammo_pack
Research:
7 800 Rp icon.png
Cost:
12 000 Sl icon.png
340 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
320 Ge icon.png
Mods airstrike.png
Airstrike
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
320 Ge icon.png
Mods tank ammo.png
105mm_usa_HESH_ammo_pack
Research:
7 300 Rp icon.png
Cost:
11 000 Sl icon.png
320 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
360 Ge icon.png
Mods art support.png
Artillery Support
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
360 Ge icon.png
Mods thermal sight.png
NVD
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
360 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
8 100 Rp icon.png
Cost:
13 000 Sl icon.png
360 Ge icon.png
Mods scouting.png
Improved optics
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png
Mods tank ammo.png
105mm_usa_M735_APDS_FS_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
480 Ge icon.png

Unlock order recommendations

The order of modifications should be well thought out. Below is a guide of which modifications to unlock first, but it is just a recommendation and can be modified or adapted depending on the tank commander's preferences.

Tier 1

The highest priority modifications when beginning the stock grind are parts and the M735 APFSDS round. Both of these modifications should be unlocked before moving on to tier 2, but the order of unlocking these two is up to the discretion of the commander. Once these two modifications are unlocked, moving on to tier 2 is recommended.

Tier 2

Most tier 2 modifications are minor but three are required to move on to tier 3. The highest priority should be FPE to allow the putting out of fires, a potentially life saving ability. After that the modifications in this tier aren't essential and can be picked by the commander; adjustment of fire and airstrike are the likeliest candidates but airstrike can be replaced by another if the player does not have any aircraft in the lineup to benefit from it. Once three modifications are unlocked in this tier the player can move on to tier 3.

Tier 3

The first priority in tier 3 ought to be the NVD because it allows the use of the gunner's thermal sight. The thermal sight may be low quality but it makes spotting enemies much easier in battle. After this one more modification is needed to progress to tier 4, but the choice is up to the vehicle commander. Filters and crew replenishment are both good choices (improving mobility and survivability respectively) but elevation mechanism is also a decent choice.

Tier 4

In tier 4 there are some pressing modifications such as engine (which improves mobility) and laser rangefinder which allows for greater accuracy at long range. C76A1 and the level 3 armour package are also good choices but those depend on commander preference - for some players level 3 may never be used due to its lessening of the vehicle's mobility, while C76A1 does not have a huge advantage over M735 and could be put off for later if necessary.

Finishing up

Now that tier 4 has been unlocked and priority modifications are purchased, all that is left to do is go back through and unlock more minor modifications. Some of the more useful ones include tracks, transmission, horizontal drive, adjustment of fire, and either filters, crew replenishment, or elevation mechanism (whichever of the three wasn't previously unlocked). The less important modifications which should be saved for last are improved optics, suspension, brake system, M416, and M393A2.

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

105 mm XM35 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition30 rounds
First-order21 rounds
Reload5.0 s
Vertical guidance-10° / 20°
Main article: XM35 (105 mm)
105 mm XM35 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Autoloader
Arcade 30 -10°/+20° ±180° Two-plane 40.0 55.3 67.2 74.3 79.1 5.00
Realistic 25.0 29.4 35.7 39.5 42.0

Ammunition

The C76A1 APFSDS, while not having the best normal penetration, has better penetrating characteristics at an angle than the M735.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M456A2 HEATFS 400 400 400 400 400 400
M393A2 HESH 127 127 127 127 127 127
M774 APFSDS 372 370 365 358 351 343
M735 APFSDS 292 291 284 275 266 257
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
M456A2 HEATFS 1,174 10.5 0.05 0.1 1.27 65° 72° 77°
M393A2 HESH 732 11.2 0.1 4 4.31 73° 77° 80°
M774 APFSDS 1,509 3.4 - - - 78° 80° 81°
M735 APFSDS 1,501 3.72 - - - 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Screen radius
(m)
Screen deploy
time (s)
Screen hold
time (s)
Explosive mass
(TNT equivalent) (g)
M416 732 11.6 16 5 25 50

Ammo racks

Ammo racks of the XM8
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
30 28 (+2) 22 (+8) (+29) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Rack 3 is a first stage ammo rack. It totals 10 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is: 3 - 1 - 2.
  • If you pack 22 (+8) shells or fewer, it will keep the front hull empty of ammo.
  • Simply not firing when the gun is loaded will move ammo from racks 1-2 into rack 3. Firing will interrupt the restocking of the ready racks.

Machine guns

Ammunition600 rounds
Belt capacity200 rounds
Reload8.0 s
Fire rate575 shots/min
Vertical guidance-10° / 50°
Horizontal guidance-120° / 120°
Ammunition4 600 rounds
Belt capacity200 rounds
Reload8.0 s
Fire rate941 shots/min
12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 600 (200) 577 -10°/+50° ±120°
7.62 mm M240
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 4,600 (200) 941 -2°/+10° N/A

Usage in battles

Play the XM8 like you play the M18, sneak around, lurk, and strike when they least expect it. One thing to note is, due to your armour, survivability, and mobility, you need to get out of there fast. Another tactic is sniping but it is not recommended due to its sub-par ammunition.

Pros and cons

Pros:

  • 5-second autoloader allows for quick follow-up shots
  • Can equip one of two protection levels (add-on armour package), giving flexibility to the player
  • Frontally immune, and well-protected on the sides against autocannons at or below 30 mm, with the level 3 armour package
  • Good levels of zoom on gunner optics
  • Has 16 smoke grenades, 8 launched at a time fully covering 180 degrees front

Cons:

  • Sub-par ammunition compared to vehicles in the BR bracket
  • Inadequate transmission results in poor acceleration
  • Overall mobility is below average for a light tank despite an above-average power-to-weight ratio
  • Only has low resolution gunner thermals, no CITV or high resolution thermals
  • Two out of three crew members are lined up on the right side of the turret making a crew knockout easy
  • Ammunition carousel making ammo detonation a common occurrence
  • The tank is wobbly and hard to control at higher speed
  • High silhouette

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins

See also

External links


USA light tanks
LVT  LVT(A)(1) · ○LVT(A)(1) · LVT(A)(4)
M2  M2A2 · M2A4 · M2A4 (1st Arm.Div.)
M3/M5 Stuart  M3 Stuart · M3A1 Stuart · M3A1 (USMC) · M5A1 · M5A1 TD · ▃Stuart VI (5th CAD)
M22 Locust  M22
M24 Chaffee  M24 · M24 (TL)
M18 Hellcat  M18 GMC · M18 "Black Cat" · Super Hellcat
M41 Walker Bulldog  M41A1
M551 Sheridan  M551 · M551(76)
M3 Bradley  M3 Bradley · M3A3 Bradley
Wheeled  M8 LAC · T18E2 · M1128 · M1128 Wolfpack
Other  M8A1 GMC · T92 · T114 · HSTV-L · CCVL · XM8 · XM800T · AGS