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Ground Vehicles
AMX-50 (TOA100)
V
Rank
AB
7.0
RB
7.7
SB
7.0
Battle rating
France
Game nation
Medium tank
Main role
105,000
RP
Research
300,000
SL
Purchase
General information

The AMX-50 project started life as a 30-ton weight class project requirement as NOM 141 (Project 141) in 1945, as the prospective next generation domestic French tank after the ARL-44. The familiar oscillating turret on all AMX-50s was introduced in 1949, equipped with a 90 mm gun (AMX M4) - however, at this stage, the French Army was no longer content with the 90 mm gun, and the AMX M4 was canceled to make way for a new turret that housed a 100 mm cannon instead. Two prototypes of this new standard were produced, one which was modified from an AMX M4 and one which was built from the ground up as an AMX-50 (TOA100). Unfortunately for the AMX-50 (TOA100), the tank's protracted development meant the Army now wanted a 120 mm cannon instead of the 100 mm, and as at this point the hull was grossly underarmoured and was lacking in many other technical areas as well, development of the AMX-50 shifted to what would now be known as the AMX-50 Surblinde instead.

Introduced in Update 1.75 "La Résistance", the AMX-50 (TOA100) features the same armament and turret as the Lorraine 40t on a more robust chassis, similar to that of the AMX M4. The AMX-50 (TOA100) is functionally not too different from the Lorraine 40t in terms of gameplay - it's a mobile hull with a fast-reloading gun, which doesn't fire APHE but still spalls adequately due to the French AP shell cap. The vehicle, as it is an oscillating turret design with a drum-feed autoloader, cannot fire when it runs out of ammo in the ready rack, and also cannot elevate too high due to how the turret is placed on its oscillating hinge. Armour-wise, the vehicle isn't particularly well protected, with thin armour all around, but you may be able to survive some lower calibre shots or autocannon fire if you're lucky. Play around the flanks, preferably around slight hills or ridges you can peek around sideways, and you can penetrate most enemies without issue. If you see an enemy you can't penetrate frontally or aren't confident, you can always shoot the barrel then use the extra time to shoot a very specific weakspot. A good example would be seeing something like an IS-3 or IS-6, while you could simply shoot the weakspots such as the front armour weld on the IS-3 or the mantlet/unangled upper plate of the IS-6, you could shoot their barrels out then take a careful shot if you're not feeling it then.


Camouflages:

Survivability and armour
Armour front / side / back
Hull 90 / 40 / 40 mm
Turret 45 / 30 / 30 mm
Visibility 120 %
Crew 5 persons
Mobility
Max speed
Forward 5157 km/h
Backward 1921 km/h
Power-to-weight ratio 20.718.339.432 hp/t
Engine power 1,0008841,9081,550 hp
Weight 48.4 t
Optics
Gunner
Commander
Driver
Optics zoom
6.0x
Armaments
100 mm SA47 L/58 cannon
Ammunition 50 rounds
First-order 7 rounds
Reload 4 s
Vertical guidance -8 / 15°
Turret Rotation Speed basic crew → aces
Horizontal 2117.939.528.63025.556.540.8 °/s
Vertical 3.52.812.27.85417.511.2 °/s

AmmunitionTypeArmor penetration (mm) at a distance:
10 m100 m500 m1000 m1500 m2000 m
APCBC273270257242228215
HE303028262422
7.5 mm MAC 31 machine gun (coaxial)
Ammunition 4,800 rounds
Belt capacity 150 rounds
Reload basic crew → aces
6.5 → 5 s
Fire rate 550 shots/min

BeltBelt fillingArmor penetration (mm) at a distance:
10 m100 m500 m1000 m1500 m2000 m
AP/AP/T13127320
Economy
Repair cost Basic → Reference
AB 4,305 → 5,541 SL
RB 4,892 → 6,296 SL
SB 6,754 → 8,692 SL
Crew training 86,000 SL
Experts 720,000 SL
Aces 1,200 GE
Research Aces 300,000 RP
Reward multiplier AB / RB / SB
140 / 200 / 220 % SL
196 % RP
Total cost of modifications 87,300 RP
146,200 SL
Talisman cost 2,100 GE

Research order:

Mobility
Protection
Firepower
Rating by players
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6
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