M4A3 (105) (France)

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▄M4A3 (105)
▄M4A3 (105)
3.0 2.7 3.0
Research:14 000 Specs-Card-Exp.png
Purchase:55 000 Specs-Card-Lion.png
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GarageImage M4A3 (105) (France).jpg

The ▄Medium Tank M4A3 (105) HVSS Sherman is a rank II French medium tank with a battle rating of 3.0 (AB/SB) and 2.7 (RB). It was introduced in Update 1.97 "Viking Fury". Armed with a M4 (105 mm) instead of the standard M3 (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.

General info

Survivability and armour

  • Rolled homogeneous armour (Hull, Turret roof)
  • Cast homogeneous armour (Turret, Transmission area)
Armour Front (Slope angle) Sides Rear Roof
Hull 63.5 mm (47º) Front glacis 38.1 mm 38.1 mm (22º) Top

38.1 mm (13-44º)


19.5 mm
Turret 76.2 mm (3-67º) Turret front 50.8 mm (2-69º) 50.8 mm (2-66º) 25.4 mm
Armour Sides Roof
Cupola 63.5 mm 25.4 mm


  • Suspension Wheels are 15 mm thick, bogies are 10 mm thick, and tracks are 20 mm thick;
  • Lower part of the hull ("break") 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.

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) on the M10 GMC or the KwK40 (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 plate are extremely vulnerable to even 37 mm guns. When manoeuvring around the M4A3 (105), try not 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 tight 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.


Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 47 6 31.7 775 954 24.45 30.09
Realistic 43 5 442 500 13.94 15.77


Main armament

Main article: M4 (105 mm)
105 mm M4 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 66 -10°/+35° ±180° N/A 5.7 __.__ __.__ __.__ __.__ 13.0 _.__ _.__ _.__
Realistic 3.6 __.__ __.__ __.__ __.__


Penetration statistics
Ammunition Type of
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M1 shell HE 27 27 27 27 27 27
M67 shot HEAT 130 130 130 130 130 130
Shell details
Ammunition Type of
Mass (kg)
Fuse delay
Fuse sensitivity
Explosive Mass
(TNT equivalent) (g)
0% 50% 100%
M1 shell HE 472 14.85 0.1 0.1 2,180 79° 80° 81°
M67 shot HEAT 381 13.14 N/A 0.1 1,609 62° 69° 73°
Smoke shell characteristics
Ammunition Velocity
Mass (kg)
Screen radius
Screen deploy time
Screen hold time
Explosive Mass
(TNT equivalent) (g)
M84 457 14.9 20 5 25 50

Ammo racks

Ammo racks of the M4A3 (105) (Identical to M4A3 (105) (France)).

Last updated:

rack empty
rack empty
rack empty
rack empty
rack empty
66 54 (+12) 34 (+32) 22 (+44) 13 (+53) (+65) No


  • Racks disappear after you've fired all shells in the rack.
  • To go into battle with the turret empty of ammo, pack 22 (+44) shells (racks 1 to 3 emptied).

Machine guns

12.7 mm M2HB
Mount Capacity
(Belt capacity)
Rate of fire
Pintle 600 (200) 576 -10°/+30° ±60°
7.62 mm M1919A4
Mount Capacity
(Belt capacity)
Rate of fire
Coaxial 3,000 (250) 500 N/A N/A

Usage in battles

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

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 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 Browning machine guns, although HE is certainly the most effective at dishing out damage when armour is absent.

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 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 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 long-barrel 75 mm Panzer IV F2/G, StuG III F/G or T-34/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.

Enemies worth noting:

LVT(A)(4)(ZiS-2): don't assume that you are indestructible in a downtier. If you see the giant boat-like chassis of a LVT but with a long cannon on top, be very careful. This LVT is able to penetrate your armor easily within 400m, or if you are not angling the hull. To block its incoming shells, either angle your hull, be at a hull-down position or be >500m away from it. While its shells can tear through your armor with ease, you can also effortlessly destroy it with your HEAT by causing a hull break. While you reload, don't forget to wiggle around in a patternless way to mess up its aim -- its gun traverse rather slowly, making it quite hard to keep up with moving targets.


Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive M67 shot
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine Artillery Support M84 Smoke grenade
  • Parts, M67 shot and FPE are key! Followed by all accuracy improvements, everything else is optional, but Artillery and all mobility upgrades are welcomed.

Pros and cons


  • Devastating against lightly armoured tanks
  • HE shells can cause serious damages even with a non-penetrating hit
  • HEAT shell option with approximately 130 mm of penetration at any range, making it able to take on even the KV-1 from the front
  • Both HE and HEAT shells have a high chance of causing hull breaks on lightly armoured foes
  • .50 cal machine gun on top can provide AA defence
  • Good mobility, best hp/weight ratio of any Sherman
  • 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


  • Poor ballistics, especially with HEAT shells, long-range fighting is not recommended, due to its extremely low shell velocity
  • Slow reverse speed, retreating from dangerous situations may be a hassle
  • Stock HE ineffective against even moderately armoured tanks
  • HEAT shell post-penetration damage is somewhat punctual, follow up shots may be required at times
  • Often targeted due to the large 105 mm gun
  • 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


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See also

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  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links

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  • topic on the official game forum;
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France medium tanks
  D2 · S.35 · Lorraine 40t
AMX  AMX M4 · AMX-32 · AMX-40 · AMX-50
AMX-30  AMX-30 · AMX-30 (1972) · AMX-30B2 · AMX-30B2 BRENUS · AMX-30 ACRA · AMX-30 Super
Leclerc  Leclerc · Leclerc S2
Based on M4  ▄M4A1 · M4A1 (FL10) · ▄M4A3 (105) · ▄M4A4 · M4A4 (SA50)
Foreign  Panther "Dauphiné" (Germany)