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		<id>https://old-wiki.warthunder.com/index.php?title=Crew_skills&amp;diff=138747</id>
		<title>Crew skills</title>
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				<updated>2022-09-24T12:11:01Z</updated>
		
		<summary type="html">&lt;p&gt;U134377552: /* Radio Operator Gunner */  Added full stop on end of artillery targeting accuracy section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:Crew skills.jpg|class=dynamic_image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Crew Skills''' are a way to improve crew performance and effectiveness, being for pilots, gunners, drivers, tank gunners, ship captains, radiomen, airfield/hangar/port mechanics, and more.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
Crew skills are War Thunder's way of simulating the experience and skill gained by air, ground, and naval crews through combat missions, allowing them to perform/endure tasks more efficiently and effectively as they increase in skill over time. These can be how quickly aircraft are repaired by ground crew on the airfield, how fast the tank's loader can fit shells into the gun breech, how accurate bombers' gunners' fire is, the amount of g-force that can be sustained by a pilot begins blacking out, or how efficiently a ship's crew can put out a fire.&lt;br /&gt;
&lt;br /&gt;
Crew experience is gained in the form of &amp;quot;Crew XP Points&amp;quot;, earned by participating in battles. The number of points accrued for crew experience depends on the research points {{rp}} obtained in a battle, as well as the game mode of the battle. In Realistic and Simulator battles, for every 100 {{rp}} the player will receive 1 crew XP point which can be distributed to the crew of the vehicle used in that battle. In Arcade battles, every 100 {{rp}} will grant the player 3 crew XP points, but this higher rate also has the crew experience spread out among multiple available crews. Another way to obtain crew XP points is by purchasing them with Golden Eagles {{ge}} via the &amp;quot;Accelerated Training&amp;quot; tab on the top right corner of the Crew Training window.&lt;br /&gt;
&lt;br /&gt;
During lulls in between matches in the hangar, look at the bottom left corner of the crew slots. This has a numerical value representing the crew level. The colour of this text indicates crew XP point accumulation: a regular silver font shows a regular amount of unused crew XP points and a glowing gold font shows a large amount of unused crew XP points.&lt;br /&gt;
&lt;br /&gt;
Crew XP points can be used by either clicking the &amp;quot;Crew Training&amp;quot; button on the Crew tab of the infocard on the left-side of the Hangar UI, or by selecting the desired crew and clicking the &amp;quot;Crew&amp;quot; button. Both methods will open a window where crew XP points can be spent by pressing the &amp;quot;+&amp;quot; button next to desired skills. The more points invested, the more skilled the crew is, and the more points will be needed to upgrade to the next level.&lt;br /&gt;
&lt;br /&gt;
==Shared crew skills==&lt;br /&gt;
===Logistical services===&lt;br /&gt;
&lt;br /&gt;
* '''Repair Speed''' - Affects the speed at which vehicles are repaired. Repair time can be shortened up to three times when fully researched. &lt;br /&gt;
** For example, the base repair time of the [[Bf 109 F-4/trop]] in AB is 7 hours and 50 minutes, while with Repair Speed it is reduced to 2 hours and 36 minutes. This skill also affects the repair time of aircraft that have landed on a friendly airfield during a battle.&lt;br /&gt;
* '''Repair Rank''' - Determines the maximum aircraft rank to which the &amp;quot;Repair Speed&amp;quot; skill is applied. Has a total of five stages corresponding with the number of vehicle ranks in the game. &lt;br /&gt;
** For instance, the [[Bf 109 F-4/trop]] requires Repair Rank 3, because the plane is situated at Rank III in the [[:Category:Germany aircraft|German Air tech tree]]. If the Repair Rank is lower than Rank 3, the repair time will remain at 7 hours and 50 minutes no matter how high the repair speed skill is. This skill is one of the few not affected by crew qualification levels.&lt;br /&gt;
&lt;br /&gt;
These two crew skills do not affect in-game combat, but rather allow you to repair your vehicles for free over time, if you uncheck &amp;quot;automatic repair&amp;quot; on the right of your line-up bar. This function is mostly used by players who play many nations at once and don't mind waiting in order to save some precious Silver Lions {{sl}}.&lt;br /&gt;
&lt;br /&gt;
These skills are shared between crew types, which means that points in these skills will affect a crewed vehicle no matter what type of vehicle it is.&lt;br /&gt;
&lt;br /&gt;
==Air vehicle crew skills ==&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
* '''G-Tolerance''' - Influences the tolerance of the pilot to acceleration in manoeuvres (g-forces), increasing the critical amount of &amp;quot;G's&amp;quot; that the pilot can sustain without the player's vision being darkened/reddened and losing control of the plane after a certain period of time, representing the pilot's loss of consciousness (also known as G-LOC). In &amp;quot;Mouse Aim&amp;quot; mode, this skill also affects the control accuracy of the aircraft.&lt;br /&gt;
* '''Stamina''' - Allows the crew to resist fatigue for a longer period of time. Accuracy and G-Tolerance gradually decrease, depending on the time spent in the session and the amount of g-forces sustained, representing fatigue and its effect on aircrew's performance. In addition, this skill has an effect on aiming accuracy in Mouse Aim mode.&lt;br /&gt;
* '''Vitality''' - Reduces the likelihood of the pilot receiving a mortal wound. For the beginner pilot with no points attributed to Vitality, a second .303 bullet hit (from [[MG 15 (7.92 mm)|MG 15]] or similar), or comparable shrapnel impact, is usually fatal, while a pilot with their Vitality maxed out can, with a measure of luck, survive one hit from a .50 (12.7 mm) [[Browning M2 (12.7 mm)|M2 Browning]] machine gun.&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
* '''Keen Vision''' - Enhances the detection range when spotting enemies, i.e. the maximum distance at which the target indicator may appear. This ranges between 4 km (untrained) to 8 km (maxed) (3-5 km in RB/SB). Detection is only made if the enemy is in a cone in the direction of view of the player. Maximum detection distance is also dependent on the size of the target, lighting conditions, cloud cover, weather, and other factors.&lt;br /&gt;
* '''Awareness''' - Enhances the detection range of enemy targets between 400 m (untrained) to 800 m (maxed) (300-500 m in RB/SB). Detection is carried out in a sphere (all directions) around the aircraft, regardless of the direction that the player is observing.&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
&lt;br /&gt;
* '''Number of Experienced Gunners''' - All skills with gunners are reduced proportionally to the difference between the amount of gunners on the selected aircraft and the number of experienced gunners in the crew. For example, an [[He 111 H-6]] bomber has 5 gunner positions. If there is only two experienced gunners in the crew, the gunner's average skill will be reduced by 60%, with four - 20%. With all five experienced positions filled, their skills will be fully effective.&lt;br /&gt;
* '''Fire Accuracy''' - This skill only applies when the gunner is controlled by AI (when the player is not manually controlling them). Increases the traverse speed of a turret, the maximum burst length by up to 3 times, the distance at which gunners can start firing at a target by up to 275% (55% in RB/SB), the distance at which the targets direction can be anticipated, the chance of simultaneous fire and &amp;quot;leading&amp;quot; the target, and reduces miscalculation in &amp;quot;leading&amp;quot; the target (decreased by 7 times for RB/SB when maxed out).&lt;br /&gt;
* '''Fire Precision''' - This skill only applies when the gunner is controlled by AI (when the player is not manually controlling them). Reduces the scatter of the gun by 2.5 times (2 times in RB/SB), increases the burst length by up to a third, increases the distance at which the gunners open fire in arcade battles by a marginal amount (up to 8%), and increases the chance of simultaneous fire and &amp;quot;leading&amp;quot; the target just like fire accuracy\.&lt;br /&gt;
&lt;br /&gt;
=== Logistical services ===&lt;br /&gt;
&lt;br /&gt;
* '''Reload Speed''' - Increases the rate at which the weapons are reloaded in the air and on the airfield. Reduces the rearming time by three times for cannons &amp;amp; machine guns, two times for bombs, rockets and torpedoes, and four times for turrets when fully researched. For example, fully leveling up a [[La-5FN]] crew's Reload Speed skill will cause the rearmament time of cannons to go down from 40 seconds to 13.3; bombs will be reloaded in 20 seconds instead of 40.&lt;br /&gt;
* '''Weapon Maintenance''' - Increases the efficiency of vehicle's weaponry. Reduces the overheating speed of primary weapons, as well as spread of bombs and rockets for aircraft, reduces the chance of weapon jamming due to overheating by up to 3 times and reduces the angular velocity of bombs, rockets and torpedoes by up to 3 times, thereby significantly improving their accuracy.&lt;br /&gt;
&lt;br /&gt;
==Ground vehicle crew skills ==&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
* '''Keen Vision''' - Determines at what distance the player can see an enemy ground vehicle, as well as the ability to see ones that are behind cover. The game server only sends information of a vehicle that's concealed to the client when the player is at a minimal distance from the enemy. This distance is around 563 m if the player is looking directly at them, with a non-maxed out crew. The distance of direct vision spotting is tripled when the player uses binoculars or fire control view, but vision becomes narrower. Players can also use the third person camera to spot enemies within 235 m of the hull's front and 97m around the vehicle. Leveling up keen vision to the maximum level on all of the crew members adds bonus vision up to 63% from the base. The crew can be &amp;quot;Aced&amp;quot; for another 63% to get a total of 222% vision effectiveness. &lt;br /&gt;
** Vehicles with [[Scouting]] have access to the modification &amp;quot;Improved Optics&amp;quot;, that multiplies the skill's base power by 30%, helping them to scout and notice danger earlier than anyone else (at best, 1621 m without binoculars). &lt;br /&gt;
**In Arcade mode it also affects the distance at which a player can see markers on the enemy (through non-solid obstacles), affects how much it tells you about enemy (if enemy is too far it simply says class of enemy's vehicle without displaying the full vehicle name), and affects how much of an enemy vehicle must be exposed to notice and mark them. When maxed out, this skill even allows the player to see enemies through solid walls, although at very close range, and only when looking directly at them. Note that in Arcade &amp;quot;absolute detection&amp;quot; doesn't mark everything in a 360 degree radius around the player. Only line-of-sight and line-of-movement spots work, so it is recommended for players to keep turning the camera around when driving in towns and mountains.&lt;br /&gt;
* '''Field repair'''  - Increases the basic rate at which damaged parts are repaired (by up to 50%). It most strongly affects track repair. The average level of this skill of all crew members is taken into account when calculating the total multiplier.&lt;br /&gt;
* '''Agility'''  - Determines the speed with which a crew member can replace another fallen one. The average value of agility in the crew is what counts - spending all of the points on one disposable crew member won't benefit the player any more than distributing the points across all of them would.&lt;br /&gt;
* '''Vitality''' - Reduces the likelihood of a crew member receiving a mortal wound. &lt;br /&gt;
&lt;br /&gt;
===Driver===&lt;br /&gt;
&lt;br /&gt;
* '''Tank Driving'''  - Affects the rate at which the driver automatically switches gears and applies the brake, thus improving the acceleration and responsiveness when turning. The default gear switching time of drivers is 1 second, the skill itself can reduce pause by 0.36 sec, and together with other factors it can be reduced to 0.1 sec. Braking time reaction is 0.14 sec, reduced by skill to 0.11 sec, and together with other factors it can go down to 0.07 sec. &lt;br /&gt;
&lt;br /&gt;
===Gunner===&lt;br /&gt;
&lt;br /&gt;
* '''Targeting''' - Influences the speed and precision of the gun's traverse and elevation. An experienced gunner aims horizontally and vertically at the same time. An inexperienced gunner does this one axis at a time. An experienced gunner can also improve turret traverse speed. In the case of ATGM carriers, the skill may affect the responsiveness of missiles to control inputs.&lt;br /&gt;
* '''Rangefinding''' - Affects how accurate and precise the gunner's estimate of distance is upon using the &amp;quot;Rangefinder&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
===Tank Commander===&lt;br /&gt;
&lt;br /&gt;
* '''Leadership''' - Improves all crew member's skills by up to 10%. This skill isn't affected by the qualification level of crew with the vehicle in question, and is one of the most expensive to train.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Tank reloading 0skill.jpg|right|thumb|Demonstrating the way the &amp;quot;reloading&amp;quot; skill affects the selected crew - with skill level 0]]&lt;br /&gt;
===Loader===&lt;br /&gt;
&lt;br /&gt;
* '''Weapon Reloading''' - Decrease the time required for loading the weapon by up to 23%. Full skill level shortens reloading time by roughly 11% on it's own. This skill has no effect on [[:Category:Ground vehicles with autoloader|Ground vehicles with autoloader systems]] as an autoloader relies on a set mechanical action over manual personnel work in lifting and loading rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Tank reloading upgradedskill.jpg|thumb|right|Demonstrating the way the &amp;quot;reloading&amp;quot; skill affects the selected crew - with upgraded skill]]&lt;br /&gt;
&lt;br /&gt;
===Radio Operator Gunner===&lt;br /&gt;
&lt;br /&gt;
* '''Artillery Strike Calling Time''' - Decreases the time between calling an artillery strike and the shells being fired (from a base level of 13 seconds to a minimum of 10 seconds).&lt;br /&gt;
* '''Artillery Targeting Accuracy''' - Increases the targeting accuracy of artillery by reducing the shells' scattering (from a base level of 57 m to a minimum of 45 m).&lt;br /&gt;
* '''Radio Communication''' - In Arcade mode, it highlights all enemies around the player on the minimap, if any allied vehicle sees them (including aircraft), with default range of 500 m, which is very helpful during and against flank attacks. In Realistic mode, it increases the range at which the enemy players detected by the allied team are displayed (through red arrows pointing downward on the borders of the screen). Either effect can be increased up to 1,000 m.&lt;br /&gt;
&lt;br /&gt;
==Naval vehicle crew skills ==&lt;br /&gt;
===Ship commander===&lt;br /&gt;
&lt;br /&gt;
* '''Leadership''' - Improves all crew member's skills by up to 5%. This skill isn't affected by the qualification level of a crew with the vehicle in question, and is one of the most expensive to train.&lt;br /&gt;
* '''Crew interchangeability''' - Lowers the required number of crew for your vessel to remain seaworthy.&lt;br /&gt;
* '''Radio Communication''' - In Arcade mode, it highlights all enemies around the player on the minimap. This happens if any allied vehicle sees them (including aircraft), with a default range of 250 m. This is very helpful during and against flank attacks. In Realistic mode, it increases the range at which the enemy players detected by the allied team are displayed (through red arrows pointing downward on the borders of the screen). Either effect can be increased up to 500 m.&lt;br /&gt;
&lt;br /&gt;
===Observers===&lt;br /&gt;
&lt;br /&gt;
* '''Air targets detection distance''' - Increases the distance at which aircraft will be outlined by a marker.&lt;br /&gt;
* '''Surface targets detection distance''' - Increases the distance at which ground and naval vehicles will be outlined by a marker. This skill also increases the distance at which the full vehicle name is displayed (otherwise, simply the class of the vehicle is displayed instead).&lt;br /&gt;
* '''Enemy torpedoes detection distance''' - Increases the distance at which torpedoes and their trails are marked.&lt;br /&gt;
&lt;br /&gt;
===Engine room===&lt;br /&gt;
&lt;br /&gt;
* '''Ship control''' - Reduces the time between sending a command for engine speed mode or rudder turn and applying the change.&lt;br /&gt;
* '''Fire prevention''' - Reduces the chances of a fire in the engine room, engine compartment, or transmission house.&lt;br /&gt;
&lt;br /&gt;
===Gunners===&lt;br /&gt;
&lt;br /&gt;
* '''Main caliber reload speed''' - Reduces the reload time of the main guns.&lt;br /&gt;
* '''Auxiliary caliber reload speed''' - Reduces the reload time of the auxiliary guns.&lt;br /&gt;
* '''AAA caliber reload speed''' - Reduces the reload time of the AAA guns.&lt;br /&gt;
* '''AAA gunner accuracy''' - Improves the accuracy of the AI gunners when firing the AAA guns. This skill has no effect when the AAA guns are being manually aimed.&lt;br /&gt;
* '''Auxiliary gunner accuracy''' - Improves the accuracy of the AI gunners when firing the auxiliary guns. This skill has no effect when the auxiliary guns are being manually aimed.&lt;br /&gt;
* '''Distance fuse set accuracy''' - Improves the accuracy of the distance fuse when using an airburst-capable shell.&lt;br /&gt;
&lt;br /&gt;
===Damage control===&lt;br /&gt;
&lt;br /&gt;
* '''Unwatering time''' - Reduces the time required to remove water from the vessel.&lt;br /&gt;
* '''Fire extinguishing''' - Reduces the time taken to extinguish a fire, reducing the damage received from a fire.&lt;br /&gt;
* '''Breach repair''' - Reduces the time required to repair the hull of the vessel.&lt;br /&gt;
* '''Survival leadership''' - Reduces the penalty gained for attempting to unwater, extinguish fires, and repair the vehicle simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Qualification Levels ==&lt;br /&gt;
Players can level up their crews' skills through two ways - spending the aforementioned crew XP points and investing in '''crew qualification''' through Silver Lions {{sl}}.&lt;br /&gt;
&lt;br /&gt;
Unlike skills, qualification levels (beyond '''&amp;quot;Basic&amp;quot;''' - the training achieved by spending crew points) are acquired only for a specific vehicle. Qualification is an exceptional skill for a crew in control of this particular vehicle. To learn it, a certain crew level needs to be achieved. Crew level is the sum of the levels of all skills learned by the crew. For example, a level 5 crew will not be able to be Qualified for an [[M6A1]], which is Rank III, and will have to be leveled up higher to have this option available.&lt;br /&gt;
&lt;br /&gt;
===Air vehicles===&lt;br /&gt;
Spending crew points in aircraft crews accounts for 50% of the attainable skill levels. There are three levels of qualification altogether before one can reach the full 100% of the crew: &amp;quot;Basic&amp;quot;, &amp;quot;Expert&amp;quot; and &amp;quot;Ace&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Aircraft training.png|thumb|none|x500px|Diagram of the distribution of skill levels through the levels of qualification in Air crews.]]&lt;br /&gt;
&lt;br /&gt;
The first level of qualification, &amp;quot;Expert,&amp;quot; increases all skills by 3 levels, meaning a full 30% increase in efficiency. The second level afterwards, &amp;quot;Ace,&amp;quot; increases these skills by another 2 levels, adding up to a total 50% increase with a jump of 5 levels.&lt;br /&gt;
&lt;br /&gt;
In order to use these skills at their maximum level, a pilot needs to research them up to level 5 and obtain two qualifications to reach up to level 10. For instance, a pilot who leveled the &amp;quot;Keen Vision&amp;quot; skill up to 5 will detect targets approximately 6 km away; after getting the &amp;quot;Expert&amp;quot; qualification he will then see enemy targets at 7.2 km; finally, reaching &amp;quot;Ace&amp;quot; qualification will increase this detection distance to the maximum of 8 km.&lt;br /&gt;
&lt;br /&gt;
===Ground and Naval vehicles===&lt;br /&gt;
In the case of ground crews, &amp;quot;Current skill level&amp;quot; accounts for 40% of the required qualification to reach the maximum skill level, the &amp;quot;Top&amp;quot; level. The remaining 60% are delegated to the two qualification levels - &amp;quot;Expert&amp;quot;, and &amp;quot;Ace&amp;quot;, as well as the bonus provided by the Tank/Ship Commander's &amp;quot;Leadership&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
[[File:CrewSkills Tank training.png|thumb|none|x500px|Diagram of the distribution of skill levels through the levels of qualification in Ground and Naval crews]]&lt;br /&gt;
&lt;br /&gt;
==Crew points to level==&lt;br /&gt;
The following charts should be used to gauge the amount of crew XP points needed to level up a skill. Every skill with the exception of the &amp;quot;Repair Rank&amp;quot; skill is increased by increments of 0.5 levels.&lt;br /&gt;
&lt;br /&gt;
The maximum achievable crew level for aviation crews is '''75'''. For tank crews, the maximum is '''150'''. For naval crews, the maximum is '''100'''.&lt;br /&gt;
&lt;br /&gt;
Highlighted skills - the unique skills of a specific crew member&lt;br /&gt;
&lt;br /&gt;
===Air crew===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! width=&amp;quot;165px&amp;quot; | Skill !! colspan=&amp;quot;2&amp;quot; | 1 !! colspan=&amp;quot;2&amp;quot; | 2 !! colspan=&amp;quot;2&amp;quot; | 3 !! colspan=&amp;quot;2&amp;quot; | 4 !! colspan=&amp;quot;2&amp;quot; | 5 !! Total&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Pilot&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Keen Vision || 15 || 50 || 90 || 145 || 195 || 270 || 340 || 415 || 500 || 600 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 2,620&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Awareness || 15 || 50 || 90 || 145 || 195 || 270 || 340 || 415 || 500 || 600 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 2,620&lt;br /&gt;
|-&lt;br /&gt;
| G-Tolerance || 22 || 64 || 110 || 160 || 215 || 275 || 330 || 395 || 470 || 530 || 2,571&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 22 || 64 || 110 || 160 || 215 || 275 || 330 || 395 || 470 || 530 || 2,571&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 27 || 80 || 150 || 225 || 320 || 415 || 520 || 640 || 760 || 890 || 4,027&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Defensive armament&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Number of Experienced Gunners || 0 || 170 || 230 || 300 || 360 || 430 || 490 || 560 || 630 || 690 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 3,860&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Fire Accuracy || 12 || 29 || 55 || 80 || 110 || 135 || 165 || 195 || 235 || 265 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,281&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Fire Precision || 12 || 29 || 55 || 80 || 110 || 135 || 165 || 195 || 235 || 265 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,281&lt;br /&gt;
|-&lt;br /&gt;
| G-Tolerance || 17 || 40 || 60 || 100 || 110 || 150 || 160 || 200 || 215 || 250 || 1,302&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 17 || 40 || 60 || 100 || 110 || 150 || 160 || 200 || 215 || 250 || 1,302&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 17 || 40 || 60 || 100 || 110 || 150 || 160 || 200 || 215 || 250 || 1,302&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Logistical services&lt;br /&gt;
|-&lt;br /&gt;
| Repair Speed || 12 || 35 || 55 || 80 || 110 || 140 || 170 || 205 || 240 || 275 || 1,322&lt;br /&gt;
|-&lt;br /&gt;
| Repair Rank || colspan=&amp;quot;2&amp;quot; | 0 || colspan=&amp;quot;2&amp;quot; | 120 || colspan=&amp;quot;2&amp;quot; | 240 || colspan=&amp;quot;2&amp;quot; | 390 || colspan=&amp;quot;2&amp;quot; | 590 || 1,340&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Reload Speed || 16 || 60 || 120 || 190 || 285 || 385 || 505 || 640 || 780 || 930 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 3,911&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Weapon Maintenance || 22 || 64 || 110 || 160 || 215 || 275 || 330 || 395 || 470 || 530 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 2,571&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | || '''Total''' || '''33,881'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ground crew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! width=&amp;quot;165px&amp;quot; | Skill !! colspan=&amp;quot;2&amp;quot; | 1 !! colspan=&amp;quot;2&amp;quot; | 2 !! colspan=&amp;quot;2&amp;quot; | 3 !! colspan=&amp;quot;2&amp;quot; | 4 !! colspan=&amp;quot;2&amp;quot; | 5 !! Total&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Driver&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Tank Driving || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Gunner&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Targeting || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Rangefinding || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tank Commander&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Leadership || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 4,021&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Tank Loader&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Weapon Reloading || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 3,060&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Radio Operator Gunner&lt;br /&gt;
|-&lt;br /&gt;
| Keen Vision || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Field Repair || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Agility || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Vitality || 23 || 70 || 125 || 185 || 255 || 325 || 400 || 480 || 570 || 660 || 3,093&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Artillery Targeting Accuracy || 8 || 18 || 25 || 45 || 50 || 55 || 75 || 75 || 90 || 100 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 541&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Artillery Strike Calling Time || 8 || 18 || 25 || 45 || 50 || 55 || 75 || 75 || 90 || 100 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 541&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#DBE0E2;&amp;quot; | Radio Communication || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || style=&amp;quot;background-color:#DBE0E2;&amp;quot; | 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Logistical services&lt;br /&gt;
|-&lt;br /&gt;
| Repair Speed || 12 || 35 || 55 || 80 || 110 || 140 || 170 || 205 || 240 || 275 || 1,322&lt;br /&gt;
|-&lt;br /&gt;
| Repair Rank || colspan=&amp;quot;2&amp;quot; | 0 || colspan=&amp;quot;2&amp;quot; | 120 || colspan=&amp;quot;2&amp;quot; | 240 || colspan=&amp;quot;2&amp;quot; | 390 || colspan=&amp;quot;2&amp;quot; | 590 || 1,340&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | || '''Total''' || '''71,130'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naval crew ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! width=&amp;quot;165px&amp;quot; | Skill !! colspan=&amp;quot;2&amp;quot; | 1 !! colspan=&amp;quot;2&amp;quot; | 2 !! colspan=&amp;quot;2&amp;quot; | 3 !! colspan=&amp;quot;2&amp;quot; | 4 !! colspan=&amp;quot;2&amp;quot; | 5 !! Total&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Ship commander&lt;br /&gt;
|-&lt;br /&gt;
| Leadership || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Crew interchangeability || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Radio Communication || 12 || 29 || 55 || 80 || 110 || 135 || 165 || 195 || 235 || 265 || 1,281&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Observers&lt;br /&gt;
|-&lt;br /&gt;
| Air targets detection distance || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Surface targets detection distance || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Enemy torpedoes detection distance || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Engine room&lt;br /&gt;
|-&lt;br /&gt;
| Ship control || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Fire prevention || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Gunners&lt;br /&gt;
|-&lt;br /&gt;
| Main caliber reload speed || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary caliber reload speed || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| AAA caliber reload speed || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| AAA gunner accuracy || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary gunner accuracy || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Distance fuse set accuracy || 11 || 24 || 50 || 70 || 85 || 110 || 130 || 155 || 180 || 205 || 1,020&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Damage control&lt;br /&gt;
|-&lt;br /&gt;
| Unwatering time || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
| Fire extinguishing || 15 || 50 || 100 || 155 || 230 || 310 || 395 || 495 || 600 || 710 || 3,060&lt;br /&gt;
|-&lt;br /&gt;
| Breach repair || 16 || 60 || 120 || 200 || 290 || 400 || 515 || 650 || 800 || 970 || 4,021&lt;br /&gt;
|-&lt;br /&gt;
| Survive leadership || 20 || 47 || 100 || 135 || 175 || 215 || 260 || 310 || 360 || 410 || 2,032&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Logistical services&lt;br /&gt;
|-&lt;br /&gt;
| Repair Speed || 12 || 35 || 55 || 80 || 110 || 140 || 170 || 205 || 240 || 275 || 1,322&lt;br /&gt;
|-&lt;br /&gt;
| Repair Rank || colspan=&amp;quot;2&amp;quot; | 0 || colspan=&amp;quot;2&amp;quot; | 120 || colspan=&amp;quot;2&amp;quot; | 240 || colspan=&amp;quot;2&amp;quot; | 390 || colspan=&amp;quot;2&amp;quot; | 590 || 1,340&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; | || '''Total''' || '''50,571'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|bTNLb4WT_g4|'''The Shooting Range #312''' - ''Tactics &amp;amp; Strategy'' section at 07:47 discusses naval crew skills.|bVoBUcq25gg|'''The Shooting Range #305''' - ''Tactics &amp;amp; Strategy'' section at 07:50 discusses aircraft crew skills.|d27p2Kg06MA|'''The Shooting Range #302''' - ''Tactics &amp;amp; Strategy'' section at 08:10 discusses tank crew skills.|6lOL6wSZVtY|'''Tank Crew Skills Guide''' - ''skDoger''|iG5yHEgCpk8|'''Plane Crew Skills Guide''' - ''skDoger''|No7JtRPaHM0|'''Naval Crew Skills Guide - Comprehensive Guide For Naval Crews''' - ''Tankenstein''}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/697--en|[Special] All you need to know about aircraft crews]]&lt;br /&gt;
* [[wt:en/devblog/current/839|[Devblog] Improved Crew Skills with Update 1.53]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U134377552</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=M15_CGMC&amp;diff=138746</id>
		<title>M15 CGMC</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=M15_CGMC&amp;diff=138746"/>
				<updated>2022-09-24T12:03:17Z</updated>
		
		<summary type="html">&lt;p&gt;U134377552: Added full stop in cons section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = American SPAA '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other half-track vehicles based on the M3&lt;br /&gt;
| link = M3 Half-Track (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=us_halftrack_m15&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American Self-Propelled Anti-Aircraft (SPAA) gun {{Battle-rating}}. It was one of the first American tanks to be released with the American ground tree in [[Update 1.45 &amp;quot;Steel Generals&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Comparing the M15 CGMC to the [[M16 MGMC|M16]] and [[M13 MGMC|M13]], they first appear similar. The same manoeuvrability and mobility are still passed on. All feature, [[M2HB (12.7 mm)|Browning]] heavy machine guns. But at this point, the similarities end. Both M13 and M16 have only one weapon system making long range shots easier to hit with all weapons. They also carry plenty of ammo (both 4800 rounds or 12 / 6 reloads) and will fire long after the M15 ran out of 37 mm and 12.7 mm rounds. Of course, the Combination Gun Motor Carriage has some advantages to the machine gun only armed versions: A nasty cannon and actual armour, the M15A1 is entrusted with the ability to engage at a longer distance down aircraft faster, and most importantly, survive much longer. However, the price paid is the inability for the armament to cover the vehicle's front and slower turret rotation. The latter can be addressed by driving backwards while in a combat zone.&lt;br /&gt;
&lt;br /&gt;
A noteworthy issue is the gun layout: The secondary anti-air weapons (the M2 Brownings) can only be fired with the machine gun key. They do not activate when pressing the secondary weapon key.&lt;br /&gt;
&lt;br /&gt;
As being a half truck and tank it will turn well in all speeds compared to other SPAA.&lt;br /&gt;
&lt;br /&gt;
The M15 CGMC is a '''s'''elf '''p'''ropelled '''a'''nti-'''a'''ir vehicle. This machine is a very simple deal: More armour and a cannon in change for less ammo and more difficult aiming. Not much more to say. Stay behind and close to allies, but outside the enemies view-range and with a clear line of sight to the horizon for low aircraft, and try to keep the turret facing the rear of the vehicle.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
*Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 6.35 mm (31°) ''Front Hood'' &amp;lt;br&amp;gt; 6.35 mm (83-84°) ''Hood top'' || 6.35 mm || 6.35 mm || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 12.7 mm || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Open top, open rear and only 12 mm (0.5 inch) all around? [[SU-152|SU-152's]] and [[M4A3 (105)|M4 (105)'s]] HE shells will always be happy to obliterate the M15A1. On the other hand, those nasty aircraft cannot damage it easily with their machine gun fire and Armour-piercing rounds are usually not fielded by fighters. Something to be aware of though is the 37 mm ammo location: The turret bin's walls. Easy to hit and even easier to detonate by tanks.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=210|rbMinHp=131}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|M1A2 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[M1A2 (37 mm)|37 mm M1A2]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 240 (10) || rowspan=&amp;quot;2&amp;quot; | 120 || rowspan=&amp;quot;2&amp;quot; | -5°/+85° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 22.02 || 30.47 || 37.00 || 40.92 || 43.53 || rowspan=&amp;quot;2&amp;quot; | 2.60 || rowspan=&amp;quot;2&amp;quot; | 2.30 || rowspan=&amp;quot;2&amp;quot; | 2.12 || rowspan=&amp;quot;2&amp;quot; | 2.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 14.88 || 17.50 || 21.25 || 23.50 || 25.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''M59A1 shot (mixed):''' {{Annotation|APC|Armour-piercing capped}}{{-}}{{Annotation|HEFI-T|High-explosive fragmentation incendiary tracer}} -  These work fine, a hit on an aircraft means certain destruction for it and still is able to damage lightly armoured vehicles.&lt;br /&gt;
* '''M54 shell:''' {{Annotation|HEFI-T*|High-explosive fragmentation incendiary tracer (self-destroying)}} - These are best for against aircraft.&lt;br /&gt;
* '''M59A1 shot:''' {{Annotation|APC|Armour-piercing capped}} - These are the worst belts against airplanes and even though they are able to damage lightly armoured vehicles, loading them in a RB match is usually a mistake.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Penetration @ 0° Angle of Attack (mm)&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| M54 shell || HEFI-T* || 3 || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| M59A1 shot || APC || 48 || 46 || 40 || 33 || 27 || 23&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Belt details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| M54 shell || HEFI-T* || 792 || 0.61 || 0 || 0.1 || 65.25 || 79° || 80° || 81°&lt;br /&gt;
|-&lt;br /&gt;
| M59A1 shot || APC || 625 || 0.87 || N/A || N/A || N/A || 48° || 63° || 71°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 8th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 9th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 10th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 11th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 12th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 13th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''24''' || 17&amp;amp;nbsp;''(+7)'' || 11&amp;amp;nbsp;''(+13)'' || 10&amp;amp;nbsp;''(+14)'' || 9&amp;amp;nbsp;''(+15)'' || 8&amp;amp;nbsp;''(+16)'' || 7&amp;amp;nbsp;''(+17)'' || 6&amp;amp;nbsp;''(+18)'' || 5&amp;amp;nbsp;''(+19)'' || 4&amp;amp;nbsp;''(+20)'' || 3&amp;amp;nbsp;''(+21)'' || 2&amp;amp;nbsp;''(+22)'' || 1&amp;amp;nbsp;''(+23)'' || 0&amp;amp;nbsp;''(+24)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ammoracks_M15A1_(37_mm).png|right|thumb|x250px|37 mm ammo racks]]&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|M2HB (12.7 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[M2HB (12.7 mm)|12.7 mm M2HB]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 577 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (200) || 577 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Common:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|I|M1 incendiary}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}} - These rounds work well until the others are researched.&lt;br /&gt;
* '''API:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}}{{-}}{{Annotation|AP-I|M8 armour-piercing incendiary}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}} - These are absolutely devastating in the AA role with slightly less performance against enemy tanks than AP.&lt;br /&gt;
* '''AP:''' {{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|AP|M2 armour-piercing}}{{-}}{{Annotation|API-T|M20 armour-piercing incendiary tracer}} - These are best against enemy tanks at close range and do good damage to planes.&lt;br /&gt;
* '''APIT:''' {{Annotation|API-T|M20 armour-piercing incendiary tracer}} - Better than API in all regards but not as good against tanks as AP, this is the belt of choice in almost all situations. Since every bullet is a tracer, it makes destroying aircraft much easier and detectability is not greatly increased over AP-I, however is increased a bit over AP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Penetration statistics&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Penetration @ 0° Angle of Attack (mm)'''&lt;br /&gt;
|-&lt;br /&gt;
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m&lt;br /&gt;
|-&lt;br /&gt;
| Common || 31 || 30 || 26 || 22 || 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
| API || 30 || 29 || 24 || 20 || 16 || 13&lt;br /&gt;
|-&lt;br /&gt;
| AP || 31 || 30 || 26 || 22 || 18 || 15&lt;br /&gt;
|-&lt;br /&gt;
| APIT || 30 || 29 || 24 || 20 || 16 || 13&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | Belt details&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Belt&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type of&amp;lt;br&amp;gt;warhead&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Velocity&amp;lt;br&amp;gt;(m/s)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Projectile&amp;lt;br&amp;gt;Mass (kg)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse delay&amp;lt;br&amp;gt;(m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fuse sensitivity&amp;lt;br&amp;gt;(mm)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Explosive Mass&amp;lt;br&amp;gt;(TNT equivalent) (g)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Ricochet&lt;br /&gt;
|-&lt;br /&gt;
! 0% !! 50% !! 100%&lt;br /&gt;
|-&lt;br /&gt;
| APIT || API-T || 929 || 0.04 || N/A || N/A || N/A || 47° || 56° || 65°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_M15A1_(12.7_mm).png|right|thumb|x250px|12.7 mm ammo racks]]&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''18''' || 12&amp;amp;nbsp;''(+6)'' || 9&amp;amp;nbsp;''(+9)'' || 2&amp;amp;nbsp;''(+16)'' || 0&amp;amp;nbsp;''(+18)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Compared to certain other SPAAs ([[ZSU-37]], [[Wirbelwind]], [[M13 MGMC|M13]], etc.) the M15 cannot be used effectively in an anti-vehicle role. The average [[BR|battle-rating]] is too high and the penetration value of the AP shells to low. While it does have increased armour compared to earlier models, it is still not strong enough against the devastating tank HE shells. However, the armour performs well versus the average aircraft armament.&lt;br /&gt;
&lt;br /&gt;
With the 37 mm cannon the CGMC has an good tool versus [[:Category:Bombers|bombers]] and [[:Category:Strike aircraft|strike aircraft]]. The ammo is limited though. Reserve the fire for certain hits. Against fighters the same tactic should be applied, while now the 12.7 mm HMG should be used as well, their ammo is limited, too. Without firing discipline, the M15A1 ammo will run out very fast.&lt;br /&gt;
[[File:M15A1GMC Normandy.jpg|thumb|left|Ingame screenshot of the M15 CGMC on the map Normandy.]]&lt;br /&gt;
&lt;br /&gt;
Unlike many other SPAA this vehicle can continue shooting once it is reloading the big gun ([[M1A2 (37 mm)|37 mm cannon]] or the smaller calibre [[M2HB (12.7 mm)|M2 Browning]] guns). However, continued fire is not the strength of this machine. It simply lacks the ammo for it, 200 shells will earn some scores, but simply cannot compete with the constant rate of fire the German [[Sd.Kfz. 6/2]] As it has an extremely short reload time. The Axis counterpart has less armour overall, yet fire rate is 40 rounds a minute higher (~160 shells/min) and has 318 shots total instead of meagre 200. In addition, the German SPAA actually has efficient high-velocity rounds with 48 mm @ 100m (1.9 inches at 110 yards).&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Decent armour, compared to its predecessors&lt;br /&gt;
* Armour to an extent can soak up 12.7 mm rounds, something the previous vehicles could not do&lt;br /&gt;
* Heavy armament setup&lt;br /&gt;
* Guns are fired separately, allowing for shots between reloading guns or tricking the enemy into misidentifying the vehicle as an M13 MGMC&lt;br /&gt;
* 37 mm can attack other tanks if necessary, though this is not recommended due to low penetration&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Low ammo count, will run out easily&lt;br /&gt;
* Split armament causes different ballistics between them&lt;br /&gt;
* Different velocities for the cannon and machine guns&lt;br /&gt;
* Very slow fire rate for the 37mm gun for AA purposes.&lt;br /&gt;
* Open top turret, so the Turret crew is exposed&lt;br /&gt;
* Vulnerable against explosions&lt;br /&gt;
* Very uneven centre of gravity, may tip over in tight turns&lt;br /&gt;
* 37 mm ammunition is stored in the turret walls, it is easy to hit and is lethal to the crew and tank.&lt;br /&gt;
* Cannot cover the front of the vehicle&lt;br /&gt;
* Lacks rapid reload on German and Russian counterparts&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
The history of the M15 CGMC, or Combination Gun Motor Carriage, the vehicle is derived from the prototype T28 CGMC. The T28 prototype was itself developed from the US Army Coast Artillery Corps T1A2 Multiple Gun Motor Carriage projects, which was designed around the current Army 37mm M1A2 Autocannon to be flanked with two .50 calibre M2 Browning machine guns on an M2 half-track. This vehicle was designated the T28, but failed evaluations in Aberdeen Proving Grounds due to the heavy recoil, causing the project to be cancelled in 1942. But the US Army Armored Forces required a mobile anti-aircraft system to support their tanks in combat, so the T28 was revitalized with modifications, using the larger M3 half-tracks as the basis instead with a newer site for target spotting, this modified variant was the T28E1 CGMC, and 81 of these were built from July to August of 1942 by White Motor Company. These vehicles did not have an armoured mount for the crew, leaving the gun and crew exposed to enemy fire, but after initial production, the vehicle was given an armoured shield and this was now designated the M15 CGMC.&lt;br /&gt;
&lt;br /&gt;
The M15 CGMC had an M42 armoured weapon mount with two .50 calibre Browning machine guns side by side above the main 37 mm armament in the centre. Initial versions produced in 1943 accounted for 680 M15s built before modification with a lighter gun mount, lighter machine guns, and new sights. The M15s made from the M3A1 half-track chassis and were designated the M15A1 CGMC, which accounted for 1,052 units produced in 1943, and another 600 in 1944. This lead to a total production of 2,332 vehicles produced in the span of 1942 to 1944.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
The M15 CGMC were first used in Operation Torch as the T28E1, when the Americans and British forces invaded North Africa. Crew usage was for the .50 calibre machine guns to fire tracers to bring the gun up to aim with the intended target. Performance of the M15 CGMC accounted for more than one hundred downed aircraft during the North African and Italian campaigns. During the invasion of Sicily, 78 T28E1s were available to provide anti-air protection for the invading force against the German low-flying planes such as the [[Ju 87 B-2|Ju 87 Stuka]] dive bombers. The T28E1s were still used all the way until the end of the war despite the development of the more armoured M15 half-tracks.&lt;br /&gt;
&lt;br /&gt;
The M15s were organized into anti-aircraft artillery companies in the US Armored Divisions. In one company, there were eight M15 CGMCs and eight [[M16 MGMC]]. At higher levels, such as in the corps and army level, there were 32 of each vehicle available. The M15s accompanied its prototype in the Italian campaign, but also saw use in the Battle of Normandy and Operation Dragoon in France, and the rest of the fighting on the Western Front. Like the M16 MGMC, the M15 CGMC was used as both in an anti-aircraft role and a ground support role, supporting the infantry as they advance into territory where German aircraft prevalence becomes lower and lower. The M15 also served in the Pacific during the Philippines Campaign and the Battle of Okinawa in the same roles in the European theatre. During World War II, the M15 CGMCs were also given out in large numbers to allies, such as the Soviet Union. An attempt to upgrade the M15s to enhance firepower in the Korean War was done in Australia by converting the M15 CGMCs by removing the 37 mm and .50 calibre machine gun mount and instead of replacing it with a single 40 mm Bofors cannon. This modified M15 was unofficially named the M15 &amp;quot;Special&amp;quot; and was used during the Battle of the Philippines.&lt;br /&gt;
&lt;br /&gt;
After World War II, many M15s were given to Japan under the Military Aid Program to support their new military formation. The M15s saw service again in the Korean War as an anti-aircraft and ground support vehicle. However, the M15 was classified as &amp;quot;limited standard&amp;quot; like its M16 counterpart due to its lower efficiency against the newer planes present due to advances in technology. The M15 &amp;quot;Special&amp;quot; was taken up as an improved version of the M15 and adopted due to the larger quantity of 40 mm ammo than the 37 mm, this caused the modified M15s to be designated the T19, then officially as the M34. The M15 was declared obsolete in 1946 and retired sometime after that, with the remaining ones given to Japan.&lt;br /&gt;
&lt;br /&gt;
=== In-game description ===&lt;br /&gt;
Following the success enjoyed by the T28E1 CGMC in North Africa, US army command decided to launch full-scale production of a self-propelled anti-aircraft weapon with mixed armament. The weapon was standardized as the M15 CGMC.&lt;br /&gt;
&lt;br /&gt;
The M15 was the M3 half-track personnel carrier with mixed cannon and machine gun weaponry: a 37 mm M1A2 cannon and two 12.7 mm Browning M2HB machine guns. The built-in gun mount was installed on a rotating, open-top turret on the floor of the personnel carrier's body. The mass-produced versions differed from the T28E1 in that they boasted an armoured shield to protect the crew and had a Browning M2HB machine gun with air-cooled barrels (the T28E1 had water-cooled Browning M2WC machine guns).&lt;br /&gt;
&lt;br /&gt;
The M15 CGMC AA mount was produced by the Autocar Company from February to April 1943. In that time 600 were assembled, after which the vehicle was pulled from production due to its low reliability and manoeuvrability.&lt;br /&gt;
&lt;br /&gt;
The M15 CGMC fought as part of the American army's AA divisions in the European theatre. The USSR received 100 units via Lend-Lease.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_halftrack_m15 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[Sd.Kfz. 6/2]]&lt;br /&gt;
* [[ZiS-43]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/3133/current/|[Vehicle Profile] M15 CGMC]]&lt;br /&gt;
&lt;br /&gt;
{{TankManufacturer White Motor Company}}&lt;br /&gt;
{{USA anti-aircraft vehicles}}&lt;br /&gt;
[[Category:Half-tracks]]&lt;/div&gt;</summary>
		<author><name>U134377552</name></author>	</entry>

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