Difference between pages "M4A3 (105)" and "ST-A2"

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{{Specs-Card|code=us_m4a3_105_sherman}}
+
{{Specs-Card|code=jp_st_a2}}
 
{{About
 
{{About
| about = American medium tank '''{{PAGENAME}}'''
+
| about = Japanese medium tank '''{{PAGENAME}}'''
| and
+
| usage = other variants
| usage = similar vehicles
+
| link = Type 61 (Family)
| link-1 = M4A3 (76) W
 
| link-2 = M4A3 (76) W (Japan)
 
 
}}
 
}}
 
 
== Description ==
 
== Description ==
<!--''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.''-->
+
<!-- ''In the description, the first part should 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 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.'' -->
[[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}} 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 '''{{Specs|name}}''' is a Rank {{Specs|rank}} Japanese medium tank {{Battle-rating}}. It was introduced along with the initial Japanese Ground Forces tree in [[Update 1.65 "Way of the Samurai"]].
 +
 
 +
It is a sidegrade to [[ST-A1]], which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== 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?''
+
<!--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 on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
+
For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.  
'''Armour type:'''
+
 
*Rolled homogeneous armour (Hull, Turret roof)
+
Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, '''gunner's head''' is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.
*Cast homogeneous armour (Turret, Transmission area)
 
{| class="wikitable"
 
|-
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
| 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
 
|-
 
| 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
 
|-
 
! 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.
+
For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.
  
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.
+
Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
+
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
{| class="wikitable" style="text-align:center"
+
 
|-
+
{{tankMobility|abMinHp= 775|rbMinHp= 442}}
!colspan="3" | Mobility characteristic
+
 
|-
+
The mobility of the {{PAGENAME}} is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .
! Weight (tons)
 
!colspan="1" | Add-on Armor<br>weight (tons)
 
!colspan="1" | Max speed (km/h)
 
|-
 
|rowspan="2" | 31.7 || colspan="1" rowspan="2" | N/A || colspan="1" | 46 (AB)
 
|-
 
|41 (RB/SB)
 
|-
 
!colspan="3" | Engine power (horsepower)
 
|-
 
!colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|775
 
|954
 
|-
 
|''Realistic/Simulator''
 
|442
 
|500
 
|-
 
!colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
!colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|24.45
 
|30.09
 
|-
 
|''Realistic/Simulator''
 
|13.94
 
|15.77
 
|-
 
|}
 
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== 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 flexibilty 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.''-->
+
<!--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)}}
+
{{main|M3A1 (90 mm)}}
 +
 
 +
The gun and the ammunition themselves are the same as the ones on ST-A1.
 +
 
 +
As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.
 +
 
 +
Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="6" | [[M4 (105 mm)|105 mm M4]]
+
! colspan="6" | [[M3A1 (90 mm)|90 mm M3A1]]
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity
+
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 
|-
 
|-
| colspan="4" | 66 || -10°/+35° || ±180°  
+
| colspan="3" | 40 || -10°/+13° || ±180° || N/A
 
|-
 
|-
 
! colspan="6" | Turret rotation speed (°/s)
 
! colspan="6" | Turret rotation speed (°/s)
Line 112: Line 67:
 
! style="width:4em" |Prior + Ace qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| ''Arcade'' || 3.57 || 4.90 || 6.00 || 6.60 || 7.10
+
| ''Arcade'' || 22.85 || 31.62 || 38.40 || 42.47 || 45.18
 
|-
 
|-
| ''Realistic'' || 3.57 || 4.20 || 5.10 || 5.64 || 6.00
+
| ''Realistic'' || 14.28 || 16.8 || 20.40 || 22.56 || 24.0
 
|-
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
! colspan="4" | Reloading rate (seconds)
Line 123: Line 78:
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| 13.0 || 11.5 || 10.6 || 10.0
+
| 9.75 || 8.63 || 7.95 || 7.5
 
|-
 
|-
 
|}
 
|}
 +
  
 
===== Ammunition =====
 
===== Ammunition =====
Line 133: Line 89:
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
+
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ '''
 
|-
 
|-
 
! 10m
 
! 10m
Line 142: Line 98:
 
! 2000m
 
! 2000m
 
|-
 
|-
| M1 shell || HE || 26 || 26 || 26 || 26 || 26 || 26
+
| M318 shot || AP ||174||171||159||149||133||122
 +
|-
 +
| M71 shell || HE || 13 || 13 || 13 || 13 || 13 || 13
 +
|-
 +
| M82 shot || APCBC ||182||180|| 168 || 153 || 140 || 128
 +
|-
 +
| M304 shot || APCR || 264 || 260 || 245 || 226 || 210 || 191
 
|-
 
|-
| M67 shot || HEAT || 130 || 130 || 130 || 130 || 130 || 130
+
| M332 shot || APCR || 271 || 270 || 245 || 217 || 192 || 170
 +
|-
 +
| M348 shell || HEATFS || 305 || 305 || 305 || 305 || 305 || 305
 
|-
 
|-
 
|}
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
! colspan="10" | Shell details
+
! colspan="11" | Shell details
 
|-
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" |Projectile<br />Mass in kg
Line 165: Line 130:
 
! 100%
 
! 100%
 
|-
 
|-
| M1 shell || 472 || 15 || 0.1 || 0.1 || 2,180 || +|| 79° || 80° || 81°
+
| M318 shot || AP || 853 || 11 || N/A || N/A || N/A || +||47°|| 60° || 65°
 
|-
 
|-
| M67 shot || 381 || 13 || 0.0 || 0.1 || 1,610 || +0° || 62° || 69° || 73°
+
| M71 shell || HE || 823 || 11 || 0.1 || 0.5 || 925 || +0° || 79° || 80° || 81°
 +
|-
 +
| M82 shot || APCBC || 853 || 11 || 1.2 || 14 || 137.2 || +4° || 48° || 63° || 71°
 +
|-
 +
| M304 shot || APCR || 1021 || 7.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| M332 shot || APCR || 1178 || 5.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| M348 shell || HEATFS || 853 || 6.5 || 0.0 || 0.1 || 926.17 || +0° || 65° || 72° || 75°
 
|-
 
|-
 
|}
 
|}
Line 181: Line 154:
 
! ''Explosive Mass in g<br /> (TNT equivalent):''
 
! ''Explosive Mass in g<br /> (TNT equivalent):''
 
|-
 
|-
| M84 || 457 || 15 || 20 || 5 || 25 || 50  
+
| M313 || 821 || 11 || 13 || 5 || 20 || 50  
 
|-
 
|-
 
|}
 
|}
  
===== [[Ammo racks|Ammo racks]] =====
+
=====Optics=====
[[File:Ammoracks_M4A3 (105).png|thumbnail|right|x250px|Ammo racks layout of the M4A3 (105).]]
+
<!--
{| class="wikitable sortable" style="text-align:center"
+
''Explain how the optic's status can affect the tank's gameplay in any unique or meaningful way. A comparison to rival tanks of the rank is welcome.''  
|-
 
! 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 ===
+
''If you are having problems with it, refer to the [[Optics|optics gallery]] page for examples.''-->
<!--''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" width="50%"
 +
! colspan="3" | {{PAGENAME}} [[Optics]]
 
|-
 
|-
! colspan="7" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
+
! Which ones
 +
! Default magnification
 +
! Maximum magnification
 
|-
 
|-
! colspan="7" | ''Pintle mount''
+
! Main Gun optics
 +
| x8 || x16 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with an "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
 
|-
 
|-
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
! Comparable optics
! rowspan="1" | Fire rate <br> (shots/minute)
+
| colspan="2;" style="text-align:center;" | [[JPz 4-5]]
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 600 (200) || 576 || -10°/+30° || ±60°
 
 
|-
 
|-
 
|}
 
|}
{| class="wikitable" style="text-align:center"
+
 
 +
ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.
 +
 
 +
=== 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|M1919A4 (7.62 mm)}}
 +
 
 +
The 12.7 mm M2HB machine gun was removed, so ST-A2 only has [[M1919A4 (7.62 mm)|7.62 mm M1919A4]] in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.
 +
 
 +
On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.
 +
 
 +
{| class="wikitable"
 +
! colspan="7" |[[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
 
|-
 
|-
! colspan="7" | [[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
+
! colspan="7" |''Coaxial mount''
 
|-
 
|-
! colspan="7" | ''Coaxial mount''
+
! colspan="4" rowspan="1" |Capacity (Belt capacity)
|-
+
! rowspan="1" |Fire rate  
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
+
 
! rowspan="1" | Fire rate <br> (shots/minute)
+
(shots/minute)
! rowspan="1" | Vertical <br> guidance
+
! rowspan="1" |Vertical  
! rowspan="1" | Horizontal <br> guidance
+
 
|-
+
guidance
| colspan="4" | 3,000 (250) || 500 || N/A || N/A
+
! rowspan="1" |Horizontal  
 +
 
 +
guidance
 
|-
 
|-
 +
| colspan="4" |4,500 (250)
 +
|500
 +
|N/A
 +
|N/A
 
|}
 
|}
  
== Usage in the 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 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).-->
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
+
 
 +
As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the [[Chi-Ha]]. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.
 +
 
 +
But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the [[Chi-Ha]], this time in the form of M348 HEAT-FS researchable as tier IV modification.
 +
 
 +
Other than the similarities to the [[Chi-Ha]], the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the [[ST-A1]], which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the [[ST-A1]], the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.
 +
===Gameplay===
  
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.
+
The plan is simple and similar to the [[Chi-Ha]] & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.  
  
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.
+
The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.
  
====Tactics====
+
Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.
<!--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.
 
  
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.
+
After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.
  
 +
With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.
 
===Modules===
 
===Modules===
''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.
+
{| class="wikitable"
 +
!Tier
 +
! colspan="2" |Mobility
 +
!Protection
 +
! colspan="3" |Firepower
 +
|-
 +
|I
 +
|Tracks||
 +
|Parts
 +
|M82 shot
 +
|Horizontal Drive
 +
|
 +
|-
 +
|II
 +
|Suspension||Brake System
 +
|FPE
 +
|M304 shot
 +
|Adjustment of Fire
 +
|
 +
|-
 +
|III
 +
|Filters||
 +
|Crew Replenishment
 +
|M332 shot
 +
|Elevation Mechanism
 +
|
 +
|-
 +
|IV
 +
|Transmission||Engine
 +
|
 +
|M348 shell
 +
|Artillery Support
 +
|M313
 +
|-
 +
|}
 +
=== Pros and cons ===
 +
<!--Summarize 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 - they can be substituted with softer forms such as "inadequate" and "effective".-->
  
=== Pros and cons ===
 
<!--''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:'''
* Devastating against lightly armoured tanks
+
 
* HE shells can cause serious damages even with a non-penetrating hit
+
*Overall better sniper qualities than ST-A1 (but they only really matter in RB)
* HEAT shell option with approximately 130mm of penetration at any range, making it able to take on even the KV-1 from the front
+
*Can defend itself against other tanks in case of a rear flank, unlike ST-A1
* Both HE and HEAT shells have a high chance of causing hull breaks on lightly armoured foes
+
*Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
* .50 cal machine gun on top can provide AA defence
+
*Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
* Good mobility, best hp/weight ratio of any Sherman
+
*Harder to destroy by poorly aimed shot in down-tier
* 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:'''
* Poor ballistics, especially with HEAT shells, long range fighting is not recommended
+
 
* Slow reverse speed, retreating from dangerous situations may be a hassle
+
*Worse against light tanks than predecessor due to lack of 12.7 mm MG
* Stock HE ineffective against even moderately armoured tanks
+
*Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
* HEAT shell post-penetration damage is somewhat punctual, follow up shots may be required at times
+
*Raised turret still cannot use certain hull down spots, but raises tank's profile
* Often targeted due to the large 105 mm gun
+
*Hull weak spot is even more relevant now
* 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 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.''-->
+
''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 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 devblog entry (if applicable) and the ingame encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''
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.
 
  
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. Despite its role as a bunker-buster weapon, 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.
+
== Media ==
 +
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
=== In-game description ===
+
== See also ==
"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.
+
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
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 ==
 
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
 
'''Skins'''
 
*[http://live.warthunder.com/feed/camouflages/?q=%23M4A3_105 #M4A3_105]
 
*[http://live.warthunder.com/feed/camouflages/?q=%23m4a3_105_hvss_sherman #m4a3_105_hvss_sherman]
 
 
== 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;''
 
* ''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.''
''ETC.''-->
 
  
[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)]
+
== External links ==
 +
''Paste links to sources and external resources, such as:''
  
== Sources ==
 
''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 tank;''
 
* ''other literature.''
 
* ''other literature.''
  
{{USA medium tanks}}
+
{{Japan medium tanks}}

Revision as of 00:15, 4 June 2020

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
ST-A2
jp_st_a2.png
ST-A2
AB RB SB
6.3 6.3 6.3
Class:
Research:31 000 Specs-Card-Exp.png
Purchase:200 000 Specs-Card-Lion.png
Show in game
This page is about the Japanese medium tank ST-A2. For other variants, see Type 61 (Family).

Description

GarageImage ST-A2.jpg


The ST-A2 is a Rank IV Japanese medium tank with a battle rating of 6.3 (AB/RB/SB). It was introduced along with the initial Japanese Ground Forces tree in Update 1.65 "Way of the Samurai".

It is a sidegrade to ST-A1, which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.

General info

Survivability and armour

Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.

For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.

Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, gunner's head is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.

For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.

Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.

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 50 20 34.2 775 954 22.66 27.89
Realistic 45 18 442 500 12.92 14.62

The mobility of the ST-A2 is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .

Armaments

Main armament

Main article: M3A1 (90 mm)

The gun and the ammunition themselves are the same as the ones on ST-A1.

As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.

Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.

90 mm M3A1
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
40 -10°/+13° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 22.85 31.62 38.40 42.47 45.18
Realistic 14.28 16.8 20.40 22.56 24.0
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
9.75 8.63 7.95 7.5


Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0°
10m 100m 500m 1000m 1500m 2000m
M318 shot AP 174 171 159 149 133 122
M71 shell HE 13 13 13 13 13 13
M82 shot APCBC 182 180 168 153 140 128
M304 shot APCR 264 260 245 226 210 191
M332 shot APCR 271 270 245 217 192 170
M348 shell HEATFS 305 305 305 305 305 305
Shell details
Ammunition Type of
warhead
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%
M318 shot AP 853 11 N/A N/A N/A +4° 47° 60° 65°
M71 shell HE 823 11 0.1 0.5 925 +0° 79° 80° 81°
M82 shot APCBC 853 11 1.2 14 137.2 +4° 48° 63° 71°
M304 shot APCR 1021 7.6 N/A N/A N/A +1.5° 66° 70° 72°
M332 shot APCR 1178 5.6 N/A N/A N/A +1.5° 66° 70° 72°
M348 shell HEATFS 853 6.5 0.0 0.1 926.17 +0° 65° 72° 75°
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):
M313 821 11 13 5 20 50
Optics
ST-A2 Optics
Which ones Default magnification Maximum magnification
Main Gun optics x8 x16
Comparable optics JPz 4-5

ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.

Machine guns

Main article: M1919A4 (7.62 mm)

The 12.7 mm M2HB machine gun was removed, so ST-A2 only has 7.62 mm M1919A4 in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.

On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.

7.62 mm M1919A4
Coaxial mount
Capacity (Belt capacity) Fire rate

(shots/minute)

Vertical

guidance

Horizontal

guidance

4,500 (250) 500 N/A N/A

Usage in battles

As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the Chi-Ha. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.

But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the Chi-Ha, this time in the form of M348 HEAT-FS researchable as tier IV modification.

Other than the similarities to the Chi-Ha, the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the ST-A1, which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the ST-A1, the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.

Gameplay

The plan is simple and similar to the Chi-Ha & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.

The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.

Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.

After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.

With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.

Modules

Tier Mobility Protection Firepower
I Tracks Parts M82 shot Horizontal Drive
II Suspension Brake System FPE M304 shot Adjustment of Fire
III Filters Crew Replenishment M332 shot Elevation Mechanism
IV Transmission Engine M348 shell Artillery Support M313

Pros and cons

Pros:

  • Overall better sniper qualities than ST-A1 (but they only really matter in RB)
  • Can defend itself against other tanks in case of a rear flank, unlike ST-A1
  • Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
  • Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
  • Harder to destroy by poorly aimed shot in down-tier

Cons:

  • Worse against light tanks than predecessor due to lack of 12.7 mm MG
  • Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
  • Raised turret still cannot use certain hull down spots, but raises tank's profile
  • Hull weak spot is even more relevant now

History

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 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>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under === Encyclopedia Info ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See 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.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


Japan medium tanks
Type 97  Chi-Ha · Chi-Ha Kai · Chi-Ha Kai TD · Chi-Ha Short Gun
Type 1  Chi-He · Chi-He (5th Regiment) · Ho-I
Type 3  Chi-Nu · Chi-Nu II
Type 4  Chi-To · Chi-To Late
Type 5  Chi-Ri II
Type 61 MBT  ST-A1* · ST-A2* · ST-A3* · Type 61
Type 74 MBT  ST-B2* · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90 MBT  Type 90 · Type 90 (B) · Type 90B "Fuji"
Type 10 MBT  TKX (P)* · TKX* · Type 10
Other  Ka-Chi
USA  ▅M4A3 (76) W · ▅M47
  *Prototype