Difference between revisions of "T-34-85 Gai"

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(Usage in battles)
(Usage in battles: Edits)
 
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<!-- ''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).'' -->
  
While the T-34-85 Gai is a fairly well-rounded tank, its poor armor and high speed mean that one should play it more like a light tank than a medium. The gun is very lethal but the penetration is not particularly good, so it is better to flank and go for side shots, which can instantly knock out all but the largest and most spacious opponents. During frontal engagements, Tiger Is should be shot in the flat portions of the hull (avoiding the driver's port), Panthers should be shot in the turret (in the less curved portion of the mantlet) or possibly in the lower glacis, and non-Jumbo Shermans can generally be shot anywhere. The Tiger II (P) is only vulnerable in a small portion of the turret cheeks and the Tiger II (H) is essentially frontally immune, so for these kinds of targets, circle around to get a good look at the hull sides and let the slope modifiers take care of the rest. Watch out for American tanks like the [[M4A3 (76) W]] and [[T25]], as they have vertical stabilizers and can often shoot first if they are aware of you.
+
While the T-34-85 Gai is a fairly well-rounded tank, its poor armour and high speed mean that one should play it more like a light tank than a medium. The gun is very lethal but the penetration is not particularly good, so it is better to flank and go for side shots, which can instantly knock out all but the largest and most spacious opponents. During frontal engagements, [[Tiger E|Tiger I]]s should be shot in the flat portions of the hull (avoiding the driver's port), [[Panzer V Panther (Family)|Panthers]] should be shot in the turret (in the less curved portion of the mantlet) or possibly in the lower glacis, and [[M4 Sherman (Family)|non-Jumbo Shermans]] can generally be shot anywhere. The [[Tiger II (P)]] is only vulnerable in a small portion of the turret cheeks and the [[Tiger II (H)]] is essentially frontally immune, so for these kinds of targets, circle around to get a good shot at the hull sides and let the slope modifiers take care of the rest. Watch out for American tanks like the [[M4A3 (76) W]] and [[T25]], as they have vertical stabilizers and can often shoot first if they are aware of you.
  
In AB, you should play this tank like any other T-34. Push because you have a pretty well-rounded tank and will generally be able to adapt to whatever situation that develops. The AB meta generally favors more heavily armed and armored tanks due to the presence of markers making flanking and ambushes more difficult, so play carefully and take advantage of your high mobility.
+
In AB, you should play this tank like any other T-34. Push because you have a pretty well-rounded tank and will generally be able to adapt to whatever situation that develops. The AB meta generally favours more heavily armed and armoured tanks due to the presence of markers, making flanking and ambushes more difficult, so play carefully and take advantage of your high mobility.
  
 
In RB, play this tank offensively yet carefully. Use your speed and keep up with your teammates, or alternatively play it like a light tank and go on long flanks. In RB, one will often encounter enemy flankers like the infamous [[M18 GMC|M18 Hellcat]] or [[R3 T20 FA-HS]]; while the main gun is adequate for dispatching these soft targets, the heavy machine gun can also rip through them in a pinch, particularly from the sides. The machine gun can be especially helpful if one's tank is otherwise disabled due to a jammed turret ring, destroyed gun breech, etc. Diving aircraft expecting to strafe an innocuous T-34 can also be given a nasty surprise, though the DShK's small belt capacity makes this more difficult.
 
In RB, play this tank offensively yet carefully. Use your speed and keep up with your teammates, or alternatively play it like a light tank and go on long flanks. In RB, one will often encounter enemy flankers like the infamous [[M18 GMC|M18 Hellcat]] or [[R3 T20 FA-HS]]; while the main gun is adequate for dispatching these soft targets, the heavy machine gun can also rip through them in a pinch, particularly from the sides. The machine gun can be especially helpful if one's tank is otherwise disabled due to a jammed turret ring, destroyed gun breech, etc. Diving aircraft expecting to strafe an innocuous T-34 can also be given a nasty surprise, though the DShK's small belt capacity makes this more difficult.
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'''Enemies worth noting:'''
 
'''Enemies worth noting:'''
  
[[Panther A]] / D, [[Tiger II (P)|Tiger II P]]:
+
[[Panther A]]/[[Panther D|D]], [[Tiger II (P)|Tiger II P]]:
  
The Panthers are one of the most common tanks around 5.7, and they post a great threat with their deadly long 75mm cannon, thick frontal armor and adequate speed. You want to avoid engaging them at long range as the T-34 has only x3.5 scope magnification, making long range shooting super hard. Engage the Panthers within 500m and avoid shooting their frontal hull. Their number 1 weak spot is the gun mantlet, which is only 100mm and has a flat part in the middle. That is where you want to aim at, the T-34's APHE has sufficient damage to instantly destroy the Panther even form its turret. The second weak spot is of course the side, guaranteeing an instant kill. Generally APHE is enough to deal with the Panthers, and no APCR is needed.
+
The Panthers are one of the most common tanks around BR 5.7, and they pose a great threat with their deadly long 75 mm cannon, thick frontal armour and adequate speed. You want to avoid engaging them at long range as the T-34 has only x3.5 scope magnification, making long range shooting super hard. Engage the Panthers within 500 m and avoid shooting their frontal hull. Their biggest weak spot is the gun mantlet, which is only 100 mm thick and has a flat part in the middle. That is where you want to aim at, the T-34's APHE has sufficient damage to instantly destroy the Panther even from its turret. The second weak spot is of course the sides, guaranteeing an instant kill. Generally APHE is enough to deal with the Panthers, and no APCR is needed.
  
For the Tiger II P, also aim at the vertical area of the frontal turret which is also 100mm. The best tactic is still flanking.
+
For the Tiger II P, aim at the vertical area of the frontal turret which is also 100 mm. The best tactic is still to flank it however.
  
[[Tiger H1]] / E:
+
[[Tiger H1]]/[[Tiger E|E]]:
  
The Tiger's weak spots are the opposite with the Panthers. Their hull are unsloped and rather thin, while the gun mantlet is weirdly shaped and can absorb quite some shells. The best engaging range remains the same, within 500m. If the Tiger is angling, aim at the turret ring to disable the gunner, if not destroying it. Or aim at the hull side below the side skirt, which is only 60mm. If it is not angling, aim between the driver's vision port and the MG for an instant kill. Avoid shooting at these two parts as they tend to bounce / absorb shells. For the Tiger E, don't shoot at the lower glacis as there will be add-on tracks installed there, making it harder to penetrate.
+
The Tiger's weak spots are the opposite with the Panthers. Their hull are unsloped and rather thin, while the gun mantlet is weirdly shaped and can absorb quite some shells. The best engaging range remains the same, within 500 m. If the Tiger is angling, aim at the turret ring to disable the gunner and destroy the turret traverse, or aim at the hull side below the side skirt, which is only 60 mm. If it is not angling, aim between the driver's vision port and the MG for an instant kill. Avoid shooting at these two parts as they tend to bounce/absorb shells. For the Tiger E, don't shoot at the lower glacis as there will be add-on tracks installed there, making it harder to penetrate.
  
 
[[Ho-Ri Production|Ho-Ri]]:
 
[[Ho-Ri Production|Ho-Ri]]:
  
In a frontal engagement, APCR is required as the APHEs don't have enough penetration. With APCR loaded, aim at the further sides of the fighting compartment, away from the gun, because the further from the gun, the thinner the armor gets, with the thinnest part being around 160mm unsloped. Penetrating there will knock out its loader, gunner or commander, or detonating the ammo. Of course, the best way is still side-shooting with APHE.
+
In a frontal engagement, APCR is required as the APHE shells don't have enough penetration. With APCR loaded, aim at the further sides of the fighting compartment, away from the gun, because the further from the gun, the thinner the armour gets, with the thinnest part being around 160 mm unsloped. Penetrating there will knock out its loader, gunner or commander, or detonate the ammo. Of course, the best way is still side-shooting with APHE.
  
[[Panzer IV/70(A)|Panzer IV/70]], [[Jagdpanzer 38(t)]]:
+
[[Panzer IV/70(V)|Panzer IV/70]], [[Jagdpanzer 38(t)]]:
  
These small tank destroyers with their well angled frontal armor can be quite a problem from a distance. With APHE, you can disable their transmission by shooting at their lower glacis. Now if you can, flank them. The 85mm APHE does a great job at penetrating sloped, thin armor, so you don't have to get to their absolute sides. For the Pz IV/70, you can also aim at the downward part of the gun mantlet since the shell might ricochet downwards into the hull, knocking out every crew. The Jgpz 38t doesn't have this problem, so side-shooting is required to destroy it effectively.
+
These small tank destroyers with their well angled frontal armour can be quite a problem from a distance. With APHE, you can disable their transmission by shooting at their lower glacis. Now if you can, flank them. The 85 mm APHE does a great job at penetrating sloped, thin armour, so you don't have to get to their absolute sides. For the Pz IV/70, you can also aim at the downward part of the gun mantlet since the shell might ricochet downwards into the hull, knocking out every crew member. The Jagdpanzer 38(t) doesn't have this problem, so side-shooting is required to destroy it effectively.
  
[[M4A3E2]]:
+
[[M4A3E2]] Jumbo:
  
This is another common enemy. It is recommended to use the BR-365A, the one with less pen but more explosives. The reason is that it is better at penetrating sloped armor, which the Jumbo has. With that shell you can easily destroy a M4A3E2 who's not angling. If it is, aim at the hull side just above the tracks, or load APCR and shoot straight at its gun mantlet. Against a 75mm M4A3E2 you can relax a bit as it will struggle to penetrate your armor, but your cupola is a rather large weak spot and a shot through there can knock out the T-34. Be more careful with the M4A3E2 76 W, as they can easily pierce through your armor.
+
This is another common enemy. It is recommended to use the BR-365A, the one with less pen but more explosive filler. The reason is that it is better at penetrating sloped armour, which the Jumbo has. With that shell you can easily destroy a M4A3E2 who's not angling. If it is, aim at the hull side just above the tracks, or load APCR and shoot straight at its gun mantlet. Against a 75 mm M4A3E2 you can relax a bit as it will struggle to penetrate your armour, but your cupola is a rather large weak spot and a shot through there can knock out the T-34. Be more careful with the M4A3E2 76 W, as they can easily pierce through your armour.
  
 
=== Modules ===
 
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
 
! Tier
 
! Tier
! colspan="2" |Mobility
+
! colspan="2" | Mobility
 
! Protection
 
! Protection
! colspan="2" |Firepower
+
! colspan="2" | Firepower
 
|-
 
|-
 
| I
 
| I
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* Excellent gun with adequate penetration, destructive damage and good reload rate
 
* Excellent gun with adequate penetration, destructive damage and good reload rate
 
* 56 km/h top speed and great manoeuvrability allows it to reposition easily
 
* 56 km/h top speed and great manoeuvrability allows it to reposition easily
* 5-man crew increases survivalility
+
* 5-man crew increases survivability
* Access to BR-365P APCR to effectively penetrate tough tanks up cloes (M4A3E2s, Tigers & Panthers)
+
* Access to BR-365P APCR to effectively penetrate tough tanks up close (M4A3E2s, Tigers & Panthers)
 
* Has two types of AP for players to choose: BR-365K with higher pen but less TNT, and BR-365A with less pen but plenty of TNT
 
* Has two types of AP for players to choose: BR-365K with higher pen but less TNT, and BR-365A with less pen but plenty of TNT
 
* Similar playstyle with the previous T-34s which is rather beginner-friendly
 
* Similar playstyle with the previous T-34s which is rather beginner-friendly
 
* Fast turret traverse to easily deal with targets from multiple directions
 
* Fast turret traverse to easily deal with targets from multiple directions
* Sloped hull and round frontal turret might bounce small caliber shells
+
* Sloped hull and round frontal turret might bounce small calibre shells
  
 
'''Cons:'''
 
'''Cons:'''
  
* Armour is inadequate at its rank, providing very limited protection against common guns (American 76mm, British 17pdr, German 75mm & 88mm, etc)
+
* Armour is inadequate at its rank, providing very limited protection against common guns (American 76 mm, British 17 pdr, German 75 mm & 88 mm, etc)
 
* May have issues penetrating hard targets frontally (Tiger II, Ferdinand, Ho-Ri, Jagdpanzer IV(70))
 
* May have issues penetrating hard targets frontally (Tiger II, Ferdinand, Ho-Ri, Jagdpanzer IV(70))
 
* Heavy machine gun needs to reload frequently
 
* Heavy machine gun needs to reload frequently

Latest revision as of 12:09, 8 June 2020

RANK 6 SWEDEN
CV 90105 TML PACK
Т-34-85 Gai
cn_type_58.png
AB
RB
SB
General characteristics
Brief
Detailed
5.7/5.7/5.7BR
5 peopleCrew
100 %Visibility
front / side / backArmour
45 / 45 / 45Hull
90 / 75 / 52Turret
Mobility
32.2 tWeight
954 hp500 hpEngine power
30 hp/t16 hp/tPower-to-weight ratio
61 km/h forward
9 km/h back
54 km/h forward
8 km/h back
Speed
Armament
85 mm ZIS-S-53 cannonMain weapon
55 roundsAmmunition
7.4 / 9.6 sReload
-5° / 22°Vertical guidance
12.7 mm DShK machine gunMachinegun
200 roundsAmmunition
8.0 / 10.4 sReload
50 roundsBelt capacity
600 shots/minFire rate
-4° / 82°Vertical guidance
1 890 roundsAmmunition
8.0 / 10.4 sReload
63 roundsBelt capacity
600 shots/minFire rate
Economy
54 000 Rp icon.pngResearch
180 000 Sl icon.pngPurchase
Sl icon.png4 270 / 5 495/3 450 / 4 440/3 000 / 3 861Repair
52 000 Sl icon.pngCrew training
180 000 Sl icon.pngExperts
710 Ge icon.pngAces
166 % Rp icon.pngReward for battle
180 % Sl icon.png150 % Sl icon.png120 % Sl icon.png
This page is about the Chinese medium tank T-34-85 Gai. For other versions, see T-34 (Family).

Description

GarageImage T-34-85 Gai.jpg


The Т-34-85 Gai is a rank III Chinese medium tank with a battle rating of 5.7 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

Generally similar to the earlier T-34-85 (S-53), which itself is identical to the Soviet T-34-85, the Gai's gameplay should be very familiar to experienced players. It differentiates itself with a number of cosmetic differences, and more importantly, a roof-mounted 12.7 mm DShK heavy machine gun. For the first time, T-34 drivers can enjoy the utility offered by a heavy machine gun similar to the ubiquitous M2 Browning featured on American tanks.

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour (Hull, Turret roof)
  • Cast homogeneous armour (Turret, Cupola, Driver's hatch, Machine gun port)
Armour Front (Slope angle) Sides Rear Roof
Hull 45 mm (60°) Front glacis
45 mm (60°) Lower glacis
75 mm (60°) Driver's hatch
65 mm (30°) Machine gun port
45 mm (39-40°) Top
45 mm Bottom
45 mm (47-49°) Top
45 mm (46°) Bottom
20 mm
Turret 90 mm (1-69°) Turret front
90 + 40 mm (8-61°) Gun mantlet
75 mm (19-22°) Front 2/3rd
52 mm (13-19°) Rear 1/3rd
52 mm (9°) 20 mm
Armour Sides Roof
Cupola 90 mm 20 mm

Notes:

  • The gun mantlet has 90 mm in front with additional small and thin 40 mm plates on the sides of the gun. See here.
  • Suspensions wheels are 20 mm thick and tracks are 18 mm thick

The armor layout of the T-34-85 Gai is virtually identical to the T-34-85. The hull armor, while well angled, is very thin for its rank and can be penetrated by nearly any tank cannon. Creative use of angling can still lead to the occasional bounce. The 90 mm thick turret is also thin for its rank, but the good sloping on the sides can also lead to bounces with some luck.

The T-34-85 has very poor survivability due to the fact that all 5 crew members are packed close to each other. A hull penetration will likely knock out all of them. However, inexperienced players that face this tank will often shoot the lower hull part of the driver hatch, which is infamous for being surprisingly resilient.

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 61 9 32.2 775 954 24.07 29.63
Realistic 54 8 442 500 13.73 15.53

The T-34-85 Gai has excellent mobility for a medium tank, as expected of a T-34. It can reach high speeds both on and off road thanks to its wide tracks. The reverse speed is not exactly great, but it is significantly better than those of comparable Shermans, Panthers, and early T-34s (76 mm, 57 mm variants).

Armaments

Main armament

Main article: ZiS-S-53 (85 mm)

This is where the T-34-85 Gai excels. Like other 85 mm-armed T-34s, its AP rounds have large amounts of explosive filler and pretty nice penetration. Do keep in mind that you have a few different types of shells to choose from. The stock BR-365K APHE rounds have good penetration and a decent quantity of explosive filler. The unlockable BR-365A APHEBC rounds may appear to be a downgrade from the BR-365K at first, but they are deceptively powerful; excellent normalization modifiers make them far more effective against angled armor and the 164 grams of explosive filler (twice as much as the BR-365K) will guarantee the destruction of almost any target upon penetration. The BR-365P APCR rounds have the highest velocity and best flat penetration, but they are comparatively anemic in terms of post-penetration damage and are dreadful against angled armor. Lastly, the O-365 HE shell is only useful against very thinly armored targets and should generally be avoided, as the APHE/APHEBC rounds and heavy machine gun are generally sufficient for this task.

In general it is a good idea to carry mainly BR-365A shells, as the bit of extra flat penetration on the BR-365K does not really help in penetrating more targets, while the BR-365A's slope modifiers and extra explosive filler are very useful, especially when flanking. It may be a good idea to bring a few APCR shells for emergencies, but its power is limited - it cannot penetrate the turret of a Tiger II (H), for example.

85 mm ZiS-S-53
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
55 -5°/+22° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
Arcade 23.8 32.9  ??.??  ??.??  ??.??
Realistic 14.9 17.5  ??.??  ??.??  ??.??
Reloading rate (seconds)
Stock Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
9.6 8.5 7.9 7.7

Ammunition

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
BR-365A APHEBC 135 133 125 115 106 97
BR-365K APHE 147 143 126 107 90 77
BR-365P APCR 193 187 154 120 94 74
O-365K HE 10 10 10 10 10 10
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Normalisation at 30°
from horizontal
Ricochet
0% 50% 100%
BR-365A APHEBC 792 9.2 1.2 14.0 164 +4.0° 48° 63° 71°
BR-365K APHE 792 9.2 1.2 14.0 73.9 -1.0° 47° 60° 65°
BR-365P APCR 1,050 4.99 N/A N/A N/A +1.5° 66° 70° 72°
O-365K HE 793 9.54 0.1 0.3 660 +0.0° 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
55  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ??

Machine guns

12.7 mm DShK
mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
200 (50) 600 -4°/+82° ±180°
7.62 mm DT
mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
1,890 (63) 600 N/A N/A

Usage in battles

While the T-34-85 Gai is a fairly well-rounded tank, its poor armour and high speed mean that one should play it more like a light tank than a medium. The gun is very lethal but the penetration is not particularly good, so it is better to flank and go for side shots, which can instantly knock out all but the largest and most spacious opponents. During frontal engagements, Tiger Is should be shot in the flat portions of the hull (avoiding the driver's port), Panthers should be shot in the turret (in the less curved portion of the mantlet) or possibly in the lower glacis, and non-Jumbo Shermans can generally be shot anywhere. The Tiger II (P) is only vulnerable in a small portion of the turret cheeks and the Tiger II (H) is essentially frontally immune, so for these kinds of targets, circle around to get a good shot at the hull sides and let the slope modifiers take care of the rest. Watch out for American tanks like the M4A3 (76) W and T25, as they have vertical stabilizers and can often shoot first if they are aware of you.

In AB, you should play this tank like any other T-34. Push because you have a pretty well-rounded tank and will generally be able to adapt to whatever situation that develops. The AB meta generally favours more heavily armed and armoured tanks due to the presence of markers, making flanking and ambushes more difficult, so play carefully and take advantage of your high mobility.

In RB, play this tank offensively yet carefully. Use your speed and keep up with your teammates, or alternatively play it like a light tank and go on long flanks. In RB, one will often encounter enemy flankers like the infamous M18 Hellcat or R3 T20 FA-HS; while the main gun is adequate for dispatching these soft targets, the heavy machine gun can also rip through them in a pinch, particularly from the sides. The machine gun can be especially helpful if one's tank is otherwise disabled due to a jammed turret ring, destroyed gun breech, etc. Diving aircraft expecting to strafe an innocuous T-34 can also be given a nasty surprise, though the DShK's small belt capacity makes this more difficult.

In SB, play this tank very cautiously because the optics aren't that good and most of the time you will face tanks from pretty far distances. Panthers generally have better optics than you so try to avoid encounters with Panthers or Tigers.

Enemies worth noting:

Panther A/D, Tiger II P:

The Panthers are one of the most common tanks around BR 5.7, and they pose a great threat with their deadly long 75 mm cannon, thick frontal armour and adequate speed. You want to avoid engaging them at long range as the T-34 has only x3.5 scope magnification, making long range shooting super hard. Engage the Panthers within 500 m and avoid shooting their frontal hull. Their biggest weak spot is the gun mantlet, which is only 100 mm thick and has a flat part in the middle. That is where you want to aim at, the T-34's APHE has sufficient damage to instantly destroy the Panther even from its turret. The second weak spot is of course the sides, guaranteeing an instant kill. Generally APHE is enough to deal with the Panthers, and no APCR is needed.

For the Tiger II P, aim at the vertical area of the frontal turret which is also 100 mm. The best tactic is still to flank it however.

Tiger H1/E:

The Tiger's weak spots are the opposite with the Panthers. Their hull are unsloped and rather thin, while the gun mantlet is weirdly shaped and can absorb quite some shells. The best engaging range remains the same, within 500 m. If the Tiger is angling, aim at the turret ring to disable the gunner and destroy the turret traverse, or aim at the hull side below the side skirt, which is only 60 mm. If it is not angling, aim between the driver's vision port and the MG for an instant kill. Avoid shooting at these two parts as they tend to bounce/absorb shells. For the Tiger E, don't shoot at the lower glacis as there will be add-on tracks installed there, making it harder to penetrate.

Ho-Ri:

In a frontal engagement, APCR is required as the APHE shells don't have enough penetration. With APCR loaded, aim at the further sides of the fighting compartment, away from the gun, because the further from the gun, the thinner the armour gets, with the thinnest part being around 160 mm unsloped. Penetrating there will knock out its loader, gunner or commander, or detonate the ammo. Of course, the best way is still side-shooting with APHE.

Panzer IV/70, Jagdpanzer 38(t):

These small tank destroyers with their well angled frontal armour can be quite a problem from a distance. With APHE, you can disable their transmission by shooting at their lower glacis. Now if you can, flank them. The 85 mm APHE does a great job at penetrating sloped, thin armour, so you don't have to get to their absolute sides. For the Pz IV/70, you can also aim at the downward part of the gun mantlet since the shell might ricochet downwards into the hull, knocking out every crew member. The Jagdpanzer 38(t) doesn't have this problem, so side-shooting is required to destroy it effectively.

M4A3E2 Jumbo:

This is another common enemy. It is recommended to use the BR-365A, the one with less pen but more explosive filler. The reason is that it is better at penetrating sloped armour, which the Jumbo has. With that shell you can easily destroy a M4A3E2 who's not angling. If it is, aim at the hull side just above the tracks, or load APCR and shoot straight at its gun mantlet. Against a 75 mm M4A3E2 you can relax a bit as it will struggle to penetrate your armour, but your cupola is a rather large weak spot and a shot through there can knock out the T-34. Be more careful with the M4A3E2 76 W, as they can easily pierce through your armour.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive BR-365A
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism BR-365P
IV Transmission Engine Artillery Support

Pros and cons

Pros:

  • Top mounted heavy machine gun is useful against soft targets and perhaps incoming aircraft
  • Excellent gun with adequate penetration, destructive damage and good reload rate
  • 56 km/h top speed and great manoeuvrability allows it to reposition easily
  • 5-man crew increases survivability
  • Access to BR-365P APCR to effectively penetrate tough tanks up close (M4A3E2s, Tigers & Panthers)
  • Has two types of AP for players to choose: BR-365K with higher pen but less TNT, and BR-365A with less pen but plenty of TNT
  • Similar playstyle with the previous T-34s which is rather beginner-friendly
  • Fast turret traverse to easily deal with targets from multiple directions
  • Sloped hull and round frontal turret might bounce small calibre shells

Cons:

  • Armour is inadequate at its rank, providing very limited protection against common guns (American 76 mm, British 17 pdr, German 75 mm & 88 mm, etc)
  • May have issues penetrating hard targets frontally (Tiger II, Ferdinand, Ho-Ri, Jagdpanzer IV(70))
  • Heavy machine gun needs to reload frequently
  • Fairly tall, top machine gun makes the tank even more noticeable

History

The Soviet Union sold numerous T-34-85 tanks along with other vehicles to the People's Republic of China in the early 1950s since the new nation had few and often obsolete tanks in its inventory after the conclusion of the Chinese Civil War. The T-34s saw limited deployments with the People's Liberation Army during the Korean War. The history of the tank afterwards has been the subject of debate; according to some sources the PRC attempted and possibly succeeded at creating a local copy of the T-34 under a "Type 58" designation, and according to others this was never a goal, no such tanks ever existed, and only efforts to maintain and repair the T-34s were carried out. Regardless the T-34s were soon superseded by the far superior Type 59, a licensed copy of the Soviet T-54A. However, stocks of T-34s remained in the PLA inventory for a long period of time before domestic tanks were available in sufficient quantity.

T-34s in Chinese service were often upgraded to a standard referred to by some as the "Type 58". The exact details and universality of these upgrades are also nebulous, but known characteristics include a new loader's cupola capable of mounting a heavy machine gun, hardpoints on the right turret cheek for stowing away said machine gun, and a modified hinge for the rear transmission cover. Other upgrades may have been carried out as well.

The vehicle represented in War Thunder also features a splashboard welded onto the upper glacis. The "Gai" in its designation (改) means "modified" in Chinese.

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

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  • encyclopedia page on the tank;
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China medium tanks
  Type 59 · ZTZ59D1 · Type 69 · T-69 II G · CM11 · ZTZ96 · ZTZ96A
American  ␗M4A4 · M4A4 (1st PTG) · ␗M4A1 (75) W · ␗M48A1 · M60A3 TTS
Soviet  ␗T-34 (1943) · ␗Т-34-85 (S-53) · Т-34-85 Gai · T-34-85 No.215 · Т-62 №545
Japanese  ␗Chi-Ha · ␗Chi-Ha Kai