Difference between pages "Challenger 2 (2F)" and "M4A3E2 (76) W"

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(Changed the weight value in the table. Tank mass from 63.6 to 69 and AoA from 1.1 to 5, so it is the same as in game.)
 
(Undo revision 181141 by U14052265 (talk))
 
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{{About
 
{{About
| about = British medium tank '''{{PAGENAME}}'''
+
| about = American heavy tank '''{{PAGENAME}}'''
| usage = other versions
+
| other
| link = Challenger 2 (Family)
+
| usage-1 = other M4 Shermans
 +
| link-1 = M4 Sherman (Family)
 +
| usage-2 = other uses
 +
| link-2 = M4 (Disambiguation)
 
}}
 
}}
 
{{Specs-Card
 
{{Specs-Card
|code=uk_challenger_2_dorchester
+
|code=us_m4a3e2_76w_sherman_jumbo
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png|ArtImage2_{{PAGENAME}}.png}}
+
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British medium tank {{Battle-rating}}. It was introduced in [[Update "Starfighters"]].
+
The '''M4A3E2 (76) W Sherman - Assault Tank''', also known as the "Jumbo", is a special up-gunned and armoured modification of the M4A3, which is the fourth variant of the early-generation [[M4 Sherman (Family)|Medium Tank M4 (Sherman) family]]. Approximately 100 M4A3E2s were up-gunned to 76 mm M1 tank guns in February 1945, using supplies salvaged from knocked-out late-generation M4 Shermans and standard supply stocks. Since the [[M4A3E2]] gun mount was originally designed for the 76 mm M1 tank gun, this upgrade was a relatively simple field upgrade. The reorganization of the main tank gun ammunition stowage was the most difficult part of the upgrade. This necessitated the removal of the turret as well as the installation of 76 mm ammunition racks in place of the shorter 75 mm ammunition racks. These replacement racks were then held in place by a series of custom-made welded bracing. According to records, such a modification required around 75 hours per tank. It should be emphasized that the term 'Jumbo' does not exist in any military material and is probably certainly a post-war nickname, possibly developed by a model organization.
 +
 
 +
Introduced in [[Update 1.45 "Steel Generals"]], the M4A3E2 (76) W improves on the previous M4A3E2, which was based on the original M4A3 Sherman variant. The M4A3E2 (76) W finally gives players the much-needed improvement in armour penetration, allowing it to deal with adversaries from the front considerably more easily. However, due to the increased battle rating of the M4A3E2 (76) W and the abundance of even stronger opponents, the tank's frontal armour protection is no longer as effective as it was with the preceding M4A3E2. Due to considerable advancements in firepower, enemies at this rank may frequently penetrate the M4A2E2 (76) W from the front with ease. Nonetheless, this is a significant and welcome firepower improvement that is critical for the M4A3E2 (76) W. Players must be more cautious throughout battle as adversaries' weaponry becomes increasingly powerful.
  
 
== General info ==
 
== General info ==
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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
The Challenger 2 (2F) was created to give increased protection against shaped charges and as much is evident when evaluating the armour. While the internal composite armour remains the same from the previous variant, a large amount of external composite and ERA has been added to the hull front and sides as well as the turret sides. Additional slat armour has also been mounted to the sides and rear of the hull and turret.
+
'''Armour type:'''
 
 
With the only real change being the additional external armour, the same structural weak spots that exist on the Challenger 2 remain on the 2F. The large driver's port is an obvious target for enemy armour, which can penetrate it at almost any angle due to only RHA protection. Kinetic rounds aimed through the driver's port from the direct or near-direct front will often go straight through the tank, often taking several crew members, the cannon breech or the engine, occasionally resulting in a knocked out crew. Chemical rounds are less effective but fragments may set off the charges stored next to the driver, especially when fired at from above.
 
 
 
The gun mantlet is also a large weak spot, although kinetic rounds will be most effective, as chemical rounds will often only knock out the cannon breech or be blocked by the optics mounted at the top of the gun, which will allow the tank to pull back and repair provided it has the distance to do so. Kinetic rounds will often not fragment properly, going straight through the back of the turret, at max taking out two crew members due to the breech acting as a shield to the other side of the turret. Only when attacking from above will rounds have a significant chance of detonating ammunition due to the 2 stage system used by British tanks. Any ammunition stored in the turret will be warheads which are not able to be detonated.
 
  
As with the last variant and many other MBTs, the sides have no real kinetic protection, however the 2F has additional protection against chemical rounds. Most shots to the side of the front half of the turret have a high likelihood of taking out the cannon breech and a crew member, occasionally knocking out 2 or 3 crew. Any shots the the back half of the turret from the side will be ineffective due to the large amount of empty space. Aiming low on the tank's hull will give the best results for penetration and ammo detonation. Despite the additional ERA on the lower frontal plate, chemical rounds such as the German DM12A1 can still get through, and can get through the side mounted composite screens on a flat angle (0-25°).
+
* Rolled homogeneous armour (Front, Side, Rear, Roof)
 +
* Cast homogeneous armour (Turret, Transmission area)
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Armour !! Front !! Sides !! Rear !! Roof
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
|-
 
| Hull || 38-50 mm (56-83°) ''Upper Plate'' <br> 70 mm (31-34°) ''Lower Glacis'' 60 mm (0-80°) ''Driver's Port'' || 25 mm (70°) ''Top'' <br> 25 mm ''Middle'' <br> 38 mm ''Bottom'' || 25 mm (32°) || 10-20 mm
 
|-
 
| Turret || 38 - 50 mm (56-82°) ''Turret Front'' <br> 30 mm (3-82°) ''Gun Mantlet'' || 20-25 mm (8-10°) || 20 mm (18°) || 10-38 mm
 
|-
 
| Cupola || 8 mm (3-78°) || 8 mm (9-60°) || 8 mm (1-80°) || 44-60 mm
 
|-
 
|}
 
'''Notes:'''
 
 
 
* ''Upper Frontal Plate'' has additional 10 mm external plate.
 
* ''Lower Frontal Plate'' has 25.4 mm external steel and ROMOR-A ERA. This is upgraded to a composite with NERA plate when mounting the Dorchester 2F upgrade, as detailed in the table above.
 
* Parts of the side and rear hull have mounted Slat Armour (50 mm Chemical Protection).
 
 
 
{| class="wikitable"
 
|-
 
! Composite Armour !! Front !! Sides
 
|-
 
| Hull || '''Upper''' <br> Kinetic: 420-1,000 mm <br> Chemical: 700-950 mm <br> '''Lower''' <br> Kinetic: 100-400 mm <br> Chemical: 350-570 mm
 
'''With Dorchester 2F Modification''' <br> '''Upper''' <br> Kinetic: 420-1,000 mm <br> Chemical: 700-1200 mm <br> '''Lower''' <br> Kinetic: 140-180 mm <br> Chemical: 200-860 mm
 
| '''Ext. Composite with NERA:''' <br> Kinetic: 30 mm <br> Chemical: 400 mm
 
 
|-
 
|-
| Turret ||'''Turret Cheeks''' <br> Kinetic: 440-720 mm <br> Chemical: 780-1,000 mm || '''Internal Composite''' <br> Kinetic: 190-740 mm <br> Chemical: 300-1,000 mm <br> '''Ext. Composite with NERA''' <br> Kinetic: 30 mm <br> Chemical: 400 mm
+
| Hull || 63.5 + 38.1 mm (47°) || 76.2 mm || 38.1 mm || 19.5 mm
 
|-
 
|-
 +
| Turret || 177.8 mm || 152.4 mm || 152.4 mm || 25.4 mm
 
|}
 
|}
  
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
{{tankMobility|abMinHp=1,886|rbMinHp=1,076|AoAweight=5|weight=69}}
+
{{tankMobility|abMinHp=646|rbMinHp=442}}
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
 +
 +
To start out, you will want to get Tracks, Parts, then M62 Shell, and work your way from there, as those are the core components of the M4A3E2 (76) W Sherman Jumbo. With the better ammunition, you will be able to penetrate more and be far more dangerous on the field. And with Tracks & Parts, you won't need to worry about the lights/mediums that keep popping out your tracks to get to your side or backside. After getting these three things, it's best to work on manoeuvrability and M93 Shot as a first priority.
  
 
== Armaments ==
 
== Armaments ==
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{{Specs-Tank-Weapon|1}}
 
{{Specs-Tank-Weapon|1}}
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
{{main|L30A1 (120 mm)}}
+
{{main|M1 (76 mm)}}
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="5" | [[L30A1 (120 mm)|120 mm L30A1]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
+
! colspan="5" | [[M1 (76 mm)|76 mm M1]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
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|-
 
|-
 
! ''Arcade''
 
! ''Arcade''
| rowspan="2" | 50 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 29.5 || 40.8 || 49.6 || 54.8 || 58.4 || rowspan="2" | 6.50 || rowspan="2" | 5.75 || rowspan="2" | 5.30 || rowspan="2" | 5.00
+
| rowspan="2" | 71 || rowspan="2" | -10°/+25° || rowspan="2" | ±180° || rowspan="2" | {{Annotation|Vertical|up to 24 km/h}} || 19.4 || 26.9 || 32.6 || 36.1 || 38.4 || rowspan="2" | 7.67 || rowspan="2" | 6.79 || rowspan="2" | 6.25 || rowspan="2" | 5.90
 
|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| 18.4 || 21.7 || 26.4 || 29.1 || 31.0
+
| 14.3 || 16.8 || 20.4 || 22.6 || 24.0
 
|-
 
|-
 
|}
 
|}
  
 
==== Ammunition ====
 
==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
+
 
! colspan="8" | Penetration statistics
+
* '''M79 shot''' - The M79 AP shot is the stock shell, it has 15 mm penetration less than the M62 at point blank while also lacking any explosive filler. Inferior in almost every way to the M62, it should be replaced by it as soon as possible.
|-
+
 
! rowspan="2" data-sort-type="text" | Ammunition
+
* '''M42A1 shell''' - This is the HE shell of the {{PAGENAME}}. It's best to use this when fighting AA trucks or other lightly-armoured tanks. Carry only 1 to 5 of these shells as you won't really need them, but they're useful for when a pesky AA truck comes around the corner and you're firing APCR at it.
! rowspan="2" | Type of<br>warhead
+
 
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
+
* '''M62 shell''' - It is recommended to research this shell as soon as possible. With a 149 mm top penetration, the M62 APCBC shot usually won't be able to destroy heavy opponents or tank destroyers it will see at its BR from the front, however, the armour makes up for it to have more time looking for a good shot. Although only a minor upgrade from the stock M79, it is quite handy, and can deal with many of the opponents at its BR if you know where to aim. For one thing, this shell can destroy most cannon barrels with a direct hit.
|-
+
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
+
* '''M93 shot''' - This APCR round is the last ammunition upgrade of the {{PAGENAME}}. With a penetration upgrade of 40 mm over the M62 shell, this will be the best shell for the {{PAGENAME}} Sherman Jumbo. With this shell, you'll be able to penetrate even the most armoured of opponents, except perhaps the occasional Tiger II or IS-2.
|-
+
 
| Shot L23A1 || APFSDS || 396 || 394 || 387 || 376 || 367 || 357
+
{{:M1 (76 mm)/Ammunition|M79 shot, M42A1 shell, M62 shell, M93 shot, M88}}
|-
 
| Shell L31A7 || HESH || 152 || 152 || 152 || 152 || 152 || 152
 
|-
 
| L26 || APFSDS || 493 || 491 || 487 || 481 || 474 || 468
 
|-
 
| L27A1 || APFSDS || 564 || 562 || 557 || 551 || 545 || 538
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| Shot L23A1 || APFSDS || 1,535 || 3.89 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| Shell L31A7 || HESH || 670 || 17.34 || 0.1 || 4 || 6,530 || 73° || 77° || 80°
 
|-
 
| L26 || APFSDS || 1,650 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
| L27A1 || APFSDS || 1,650 || 4.3 || N/A || N/A || N/A || 78° || 80° || 81°
 
|-
 
|}
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | Smoke shell characteristics
 
|-
 
! Ammunition
 
! Velocity<br>(m/s)
 
! Projectile<br>mass (kg)
 
! Screen radius<br>(m)
 
! Screen deploy time<br>(s)
 
! Screen hold time<br>(s)
 
! Explosive mass<br>(TNT equivalent) (g)
 
|-
 
| L34 || 670 || 17.1 || 20 || 5 || 25 || 50
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
<!-- '''Last updated: 2.19.0.76''' -->
+
[[File:Ammoracks M4A1 (75) W (China).png|right|thumb|x250px|[[Ammo racks]] of the M4A1 (75) W (China) (identical)]]
 +
<!-- '''Last updated: 2.11.0.27''' -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
 
! Full<br>ammo
 
! Full<br>ammo
! Ammo<br>part
 
 
! 1st<br>rack empty
 
! 1st<br>rack empty
 
! 2nd<br>rack empty
 
! 2nd<br>rack empty
 
! 3rd<br>rack empty
 
! 3rd<br>rack empty
! 4th<br>rack empty
 
! 5th<br>rack empty
 
! 6th<br>rack empty
 
! 7th<br>rack empty
 
! 8th<br>rack empty
 
! 9th<br>rack empty
 
 
! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''50'''
+
| '''71''' || 66&nbsp;''(+5)'' || 31&nbsp;''(+40)'' || 1&nbsp;''(+70)'' || No
| ''Projectiles''<br>''Propellants''
 
| 48&nbsp;''(+2)''<br>45&nbsp;''(+5)''
 
| 45&nbsp;''(+5)''<br>39&nbsp;''(+11)''
 
| 43&nbsp;''(+7)''<br>31&nbsp;''(+19)''
 
| 41&nbsp;''(+9)''<br>22&nbsp;''(+28)''
 
| 34&nbsp;''(+16)''<br>14&nbsp;''(+36)''
 
| 29&nbsp;''(+21)''<br>5&nbsp;''(+45)''
 
| 5&nbsp;''(+45)''<br>1&nbsp;''(+49)''
 
| 4&nbsp;''(+46)''<br>&nbsp;
 
| 1&nbsp;''(+49)''<br>&nbsp;
 
| No
 
 
|-
 
|-
 
|}
 
|}
[[File:Ammoracks_Challenger_2.png|right|thumb|x450px|[[Ammo racks]] of the Challenger 2]]
+
'''Note''':
  
* Projectile racks 8 and 9, and propellant rack 7, are first-stage ammo racks
+
* Shells are modeled individually and disappear from the rack after having been shot or loaded.
* Hull front empty: 39 ''(+11)''
 
  
 
=== Machine guns ===
 
=== Machine guns ===
 +
{{Specs-Tank-Weapon|2}}
 
{{Specs-Tank-Weapon|3}}
 
{{Specs-Tank-Weapon|3}}
{{Specs-Tank-Weapon|2}}
 
 
<!-- ''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.'' -->
 
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
{{main|L37A2 (7.62 mm)|L94A1 (7.62 mm)}}
+
{{main|M2HB (12.7 mm)|M1919A4 (7.62 mm)}}
  
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | [[L37A2 (7.62 mm)|7.62 mm L37A2]]
+
! colspan="5" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
 
|-
 
|-
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Pintle || 1,700 (100) || 650 || -10°/+50° || ±180°
+
| Pintle || 600 (200) || 577 || -10°/+30° || ±60°
 
|-
 
|-
 
|}
 
|}
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | [[L94A1 (7.62 mm)|7.62 mm L94A1]]
+
! colspan="5" | [[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
 
|-
 
|-
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Coaxial || 4,000 (2,000) || 600 || N/A || N/A
+
| Coaxial || 3,000 (250) || 500 || N/A || N/A
 
|-
 
|-
 
|}
 
|}
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but 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).'' -->
In many ways, the Challenger (2F) plays the same as the precursor [[Challenger 2]]. This is because the original armour from the base Challenger 2 chassis remains unchanged, the same occurs with the powerplant. However, it distinguishes with an increase in the ability to brawl, mainly because of the optional Dorchester armour package. The 2F can more confidently find itself brawling alongside its teammates. Though players should be wary of the adversaries they are facing to decide which way of engagement is safer, depending on the map or the circumstances of the battle.
 
  
==== Protecting the Challenger ====
+
Although based on a medium tank, the {{PAGENAME}} the weight of its additional armor means that it is slower than most medium tanks at its rank.
Ideally, Challenger 2 needs distance to operate to its full potential as a support tank sniping from very afar. This is beneficial for 3 main reasons:
 
  
* Obscure major weak spots on frontal armour (Driver position and gun mantlet)
+
The {{PAGENAME}} regularly faces the [[Tiger II (P)|Tiger IIs]] and [[Jagdpanther]]s. The best way to deal with these are to flank and disable them quickly. If this is not possible, the best tactic is often to disable their modules while retreating to wait for your allies to assist. Focus on taking out their guns and tracks while moving to cover. Avoid engaging them frontally if at all possible, especially at long ranges.
* Protect the side armour from faster tanks capable of flanking
 
* Increase the effectiveness of the armour against enemy rounds
 
  
As expected, the tank excels at sniping as it has access to its Depleted Uranium round, the L27A1. It will be enough to knock out most enemy tanks, even at large distances. The combined use of the laser range finder and this round will be very effective during sniping. Smoke rounds are readily available for more supporting roles. Some moments will be more appropriate to use the smoke shells, as when capturing a point, interrupting an enemy sniper, or covering allied tanks while they advance; perfect for those who desire a more teamplayer gameplay.
+
Most Soviet tanks at this rank share an easy to identify weak spot: the turret ring. A single well-placed shot to this area, where the turret meets the hull, will usually kill their gunner and prevent them from returning fire. In addition, destorying the turret ring will prevent them from moving their gun horizontally until repaired.
[[File:Challenger 2F hulldown.png|thumb|Challenger's gun elevation angles should be used to increase the armour effectiveness whenever possible.]]
 
Apart from distance, another key aspect in the gameplay of the Challenger 2 is the'' smart terrain placing and hull-down tactics''. The nearly-unbeatable turret cheeks of the Challenger 2 are one of its specialties, therefore is greatly rewarding to enhance these protection levels even more with the gun depression levels; in a way echoing the older British MBTs as the Chieftains and Challenger Mk.1
 
  
The best way to use this strong turret protection is by choosing uneven terrain, where the lower frontal plate remains hidden from the enemy light of sight. Usually, on slopes, small rocks, impact craters or even destroyed enemy tanks. Most maps will offer some degree of elevations or slopes in which the Challenger 2 can lay down to snipe. This hull-down can be mixed with shoot-and-scoot tactics and sustained throughout the entire match, if done correctly this is one of the best ways of fighting.
+
Like all M4 variants, the sides of the {{PAGENAME}} are large, vertical, and poorly armored. The frontal armor is your best defense, and should be used to maximum advantage. Maintaining awareness of the number and position of the enemies that you face is key, as they ''will'' attempt to flank you to position themselves for a side shot.
  
Unfortunately, this playstyle comes with the hindrance of putting the Challenger 2 in exposed positions against enemy aircraft and helicopters, therefore is very important to relocate and keep a situational awareness, even if the tank is not in the core of the fight. Luckily, the Challenger can now more easily resist missiles from helicopters which one can expect to happen in open areas that lend to sniping. This is possible provided the missile does not hit the roof, so if a player sees a missile approaching, release smoke grenades and aim the turret towards the missile. The slat armour on the back of the tank is very effective against chemical rounds, including missiles, which can be the difference between living and being knocked out. Once hit, however, it will fall off and therefore players should attempt to avoid exposing their rear more-so where slat armour has been destroyed.
+
To ensure that you can get a good shot, find out what enemy tanks you'll see in the Jumbo then check where their ammo is and how much armour is protecting that area. If you know you can penetrate that, go for the ammo/gunner/gun, as the M93 shot does not fragment or have a HE filler, it simply pierces the tank and goes straight through.
  
==== Urban maps ====
+
;Environments
Brawling with the Challenger is now more plausible because of the 2F armour pack, although is not recommended to brawl in every scenario. Since the tank is heavier, taller and with more weak spots than many tanks in close ranges. Especially against enemies such as the [[T-90A]] or [[T-72B3]]. Both of these Soviet tanks are similar in speed to the Challenger, but their weak spots in frontal armour are harder to pinpoint than those on the Challenger. The brawling also creates an unsustainable situation against relentless adversaries such as the [[Leopard (Family)|Leopards]], [[T-80 (Family)|T-80]]<nowiki/>s or other various light tanks. Whenever possible, these fast vehicles will flank the Challenger 2. If CQB cannot be avoided, slight angling should be used to counter rounds. Players should attempt to draw attention to their turret or bait shots onto the Challenger 2s impenetrable turret cheeks, any experienced enemy player will quickly target the gun mantlet or driver's hatch. Challenger players should never attempt to endure in brawling with tanks as a [[Leopard 2A6]] or [[Ariete]], these tanks bring powerful rounds capable of nullifying any armour advantage of the Challenger on close ranges.
 
  
Anticipation, ambushing and camping tactics are important while in urban areas (guarding roads, crossroads or bridges). Moving up, taking a position, and waiting to see tanks or hear approaching engines is a viable strategy. Especially when going against Russian or American tanks, as their turbine engines give off that characteristic rotary whine.
+
In urban environments, you're going to want to move up with the rest of the group, however, don't move up as the lead tank because you will surely find a nasty surprise at the end of the road. When facing Tiger II's, they will be able to penetrate anywhere they want in your frontal armour, even your thickest point (turret) if their ammo is upgraded enough. It's best to shoot the flat part of the turret, or get to their sides and penetrate them. However, if you can't do either of those, track them and hope that something bigger on your team will be able to take it out. The M93 can penetrate the front of the [[Tiger II (P)]], but not the H model.
  
During the early module research, the urban engagements can be done with some level of success, once the laser rangefinder, 2F armour pack and the L27A1 round has been researched, the full sniping potential of the Challenger 2 will be unleashed.
+
In open terrain, you can usually brawl from long-range with certain tanks, such as the Tiger I, and mediums of Russia. However, if you see a Tiger II or other formidable opponent, it's best to stay far and show your front, angling the best. You can also use the hills to your advantage as most tanks do, and hide behind them before quickly moving out of cover, taking pot-shots at the enemy tank then heading back into cover.
 +
 
 +
===Arcade battles===
 +
In Arcade Battles you will usually see some pretty nasty tanks, however, because of your turret and hull armour, you will be able to usually survive. Use the player-name system to your advantage and shoot enemy tanks when they're not looking. However, because it's arcade and you're much more likely to be hit, it's best to angle your armour at a slightly less 35-degree angle. In AB, you will most likely have an advantage if you make the first shot, you're fast, and you never show your side.
 +
 
 +
===Realistic/Simulator battles===
 +
[[File:Where to Aim at a Tiger E With A 76mm Jumbo.png|thumb|This is where you should aim with the M62 shell to penetrate a Tiger from the front.]]
 +
In realistic battles and simulator battles, your opponents will be much more battle hardened and know where to shoot the Jumbo. When facing enemy tanks, don't always suspect that you can just show your frontal armour and turret and expect to not get penetrated. As said before, be safe and be quick, and angle your armour when you can because that saves lives. You never want to go solo and move up on your own, as you will most definitely meet a tank destroyer or quite possibly a heavy tank. When meeting an [[IS-2]], a turret hit or shot between the hull and turret will usually cripple it, but when facing a Tiger II you'll have to be a bit more careful, as the tank is bigger and stronger than you. Although your M93 shot usually has the penetration power, it cannot penetrate the Tiger II's hull and your best luck will be shooting the flat armour of the turret front.
 +
 
 +
'''Tiger I E:''' This is a tough opponent to face, but, it can be killed quite easily if you know what to do. With the M62 round, you should aim at the area shown in the picture. It will penetrate the Tiger unless it is very sharply angled, but that could often mean that you can get a side shot. Do not aim for the drivers viewport or the machine gun, just aim for the flat armour on this section of the tank.
 +
[[File:Panther Cupola - Where to Shoot.png|left|thumb|This is the most most surefire way to disable a Panther quickly.]]
 +
'''Panther:''' This is another very common and tough opponent to face. Do not shoot for the hull front, it will not be able to penetrate. You can try to shoot the turret front, but there is a chance you will bounce. The most surefire way to disable a Panther is to shoot the commander's cupola, highlighted on the left. This will often kill the commander and gunner, and about half the time it will also kill the loader.
 +
 
 +
'''IS-2:''' This is one common opponent from the Soviet/Chinese tree. Its 122 mm gun can easily penetrate the Jumbo, regardless of angle and distance. To destroy it, shoot at it when it's reloading or is unaware of your presence. For the 1943 model, aim at the cupola or the curved part of its hull armour that blends into the side. It has only 4 crew so killing all the turret crew (3, which is easy) will destroy it. For the 1944 model, only aim at the turret or the cupola as its hull is very strong.
 +
 
 +
=== Against the M4A3E2 ===
 +
'''Light tank/SPAA:''' the Jumbo will be a very tough opponent for these light vehicles simply due to its thick armour. Use your good mobility and flank it whenever you can. Do not shoot at the turret at all times since it is 152 mm thick all-round, which is immune to almost all rounds from light vehicles. As you are at its side, target the lower part of the hull side where it is only 38 mm thick and can be penetrated by even low BR tanks like [[M5A1]]. Penetrating shells through there will knock out all of its crew. Breaking its barrel or tracks can also be an option, but beware of its turning turret and roof mounted heavy MG. It might take several hits thus longer time to disable these modules, so retreat if there is danger.
 +
 
 +
'''Medium tank''': medium tank commanders will have a better time dealing with an M4A3E2 as they are now better armed while also having adequate mobility to flank around. When the Jumbo is angling it is generally still impossible to penetrate. However if its angle is a bit too much and exposes more of its side, shells with good performance against sloped armour (e.g. BR-365A) will easily go through the lower part of the hull side, right above the front sprocket wheel. If the engagement distance is very close and the Jumbo does not have bushes, you can probably see its famous weak spot: the MG port. Aim carefully at it, as it has a chance to bounce or absorb a shell. A penetration through there will usually destroy the target. At this close range, certain tanks like [[T-34-85]] and [[Panther A]] may not need to aim at the MG port, as they can punch straight through the upper front plate with ballistic capped shells or superior penetration.
 +
 
 +
'''Heavy tank/tank destroyer:''' since these heavier vehicles (e.g. [[IS-2 (Family)|IS-2]]) generally come with extreme penetrations, there is not much to say. Target the M4A3E2's upper frontal plate if it is not angling. If it is, aim at the gun mantlet or lower side armour. Do not hit the weld line that joins the curved transmission housing with the flat upper front plate, it is very likely to absorb the shell.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 235: Line 169:
 
'''Pros:'''
 
'''Pros:'''
  
* Effective side-ERA against air-to-ground missiles
+
* Better 76 mm armour-piercing power compared to [[M4A3E2|previous version]], especially with APCR when available
* Fast reload, particularly for a 120 mm (5 seconds aced)
+
* One of the fastest reloading armament for a heavy tank of the rank
* Sights with high zoom, 2nd generation thermals and a wide FOV
+
* Good gun depression of -10 degrees, can help fighting at hull-down positions
* High reverse of -40 km/h
+
* Equipped with a stabiliser to allow fire-on-the-move at low speed
* The L30A1 120 mm gun is incredibly accurate, even at long range
+
* Jumbo armour layout gives enhanced frontal protection for the hull and turret, especially so when angled
* Turret cheeks are invulnerable to all HEAT-FS and APFSDS, including the dreaded DM53 shell
+
* Weak spots on front hull are small and are hard to hit at longer ranges
 +
* Centralised "wet" ammunition stowage in the centre, reducing chance of a penetrating shot igniting the ammunition
 +
* Good forward acceleration to get on the move quickly
  
 
'''Cons:'''
 
'''Cons:'''
  
* Vulnerable commander's hatch and cannon breech
+
* Constantly faces enemy tanks with guns able to easily penetrate the front armour
* Accessible weak spots, especially the gun mantlet
+
* Angling benefit to frontal hull armour is mitigated by extremely thin lower side armour, which can be easily penetrated by enemy guns
* Dorchester 2F only marginally increases LFP armour against APFSDS
+
* Due to the layered armour at the front and the armour over-matching mechanic, the upper glacis armour can be dubious in that it does not reliably ricochet shells, even from smaller calibre guns like the 75 mm SA50
* Dorchester 2F adds 1,100 kg of weight to an already sluggish tank
+
* Aiming at dangerous enemy tanks can allow them to attack the relatively flat gun mantlet or the weaker area above mantlet, penetrating and knocking out the gun, the turret crew, or both
* No CITV (Commander Independent Thermal Viewer)
+
* 76 mm gun may find itself lacking against enemy frontal armour, requiring some good shot placement and/or tactical manoeuvres
* L27A1 has low penetration compared to other top rank NATO ammunition
+
* Roof armour is thin enough that some aerial attack at a perpendicular angle can penetrate
 +
* Tall profile makes it a bigger target
 +
* Bad off-road manoeuvrability
 +
* Quite low top speed of 35 km/h, with a likewise bad reverse speed of -4 km/h
  
 
== History ==
 
== History ==
 
<!-- ''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 "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''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 "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
The Challenger 2 (2F) is an upgraded version of the Challenger 2, featuring the Theatre Entry Standard (TES) kit. Rather than being a single modification, the TES is updated as new threats and/or technologies emerge. The TES aims to increase the protection levels against the operational threats of the British Army such as Improvised Explosive Devices (IEDs), hollow charges, or tandem charges - common threats during suburban deployments.
+
===Development===
 
+
Long before D-Day, American war planners knew that it would a long and decisive battle against the German defensive and that the need for an assault tank to push the lines and capture the beach was needed. The Americans knew they would need a tank that was up-armoured and up-gunned, something beyond the standard M4 Sherman. The hope was the have the M26 Pershing finished by 1944, however, because of difficulties, it was delayed to 1945.
'''MCS'''
 
  
The Challenger 2 was covered with an MCS (Mobile Camouflage System) all around the tank, reducing the heat signature and keeping the vehicle almost indistinguishable from its surroundings to thermal imaging devices.
+
US Ordnance then took their abundant [[M4|M4 Shermans]] in stock and fixed them up for the new role they've been assigned in. Although keeping the same engine, the armour was upped from around 76.2 mm initial thickness to 102 mm and angled at 47 degrees from vertical. This angle would influence later Sherman design such as the M4A3 by changing the original 56 degrees angled glacis with protruding crew hatches to 47 degrees angled glacis without any protrusion from the crew hatches. This modified M4 Sherman's armour when angled would then be 150 mm line-of-sight (LOS) thick and 180 mm effective. The side armour is also increased to 76.2 mm thick and the turret is redesigned to provide more protection. These modified Shermans were designated the '''[[M4A3E2|M4A3E2]]''' by the Ordnance Department, whereas the nickname "Jumbo" was likely a post-war invention. At the end of the modifications, the Sherman "Jumbo" now weighed about 42 tons and moves a lower speed of 22 mph. A drawback to the increased weight of the Sherman is that the Vertical Volute Suspension System (VVSS) from the Sherman was unable to take the weight easily, so extra care was taken by the crew members to not break the suspension.
  
'''Bar armour '''
+
In March of 1944, the US Army ordered for 254 of these vehicles to be delivered for use for European Operations. Intended for the assault on the Normandy Beachhead, it was deployed in Normandy after D-Day to assist the infantry push through German defences. The M4A3E2 originally came with the 75 mm guns to support infantry with its better HE shells compared to the planned 76 mm instalment, but the 76 mm was installed later in the campaign and called the '''M4A3E2 (76) W Jumbo'''.
  
The slat or bar armour was added to the sides and the rear of the vehicle to increase the levels of protection against rocket-propelled grenades while not downgrading the mobility of the Challenger. The bar armour disrupts any hollow charges from detonating; either by crushing it upon impact or damaging the warhead and the fuse through contact with the bars.
+
===Combat usage===
 +
The M4A3E2 was well-liked by the crew and commanders due to its protection value. Despite the weight difference and strain on the suspension, it performed reliably and could absorb damage that would otherwise destroy regular Shermans. Later in the war, when the quantity of the M4 Sherman "Jumbos" were unable to meet the demand, George S. Patton ordered for existing M4 Shermans to weld on armour plates scavenged from knocked out tanks to a makeshift "Expedient Jumbos". This caused the newer Shermans such as the [[M4A3 (76) W|M4A3 (76) W HVSS]] could have the same protection by welding metal onto the hull. One of the Jumbo's notable participation in the war was in Patton's Third Army where it spearheaded the assault to Bastogne to relieve the pinned down 101st Paratroopers.
  
'''Dorchester 2F armour kit'''
+
When the war in the European Theater ended, the M4A3E2s were then placed stateside for the preparation for the invasion of the Japanese Home Islands. However, this was never to be fulfilled as Japan then surrendered to the United States in September 1945. The M4A3E2 Shermans proved to be a very effective stop-gap solution until heavier armoured tanks such as the Pershing could come into play. In 1948, about 96 Sherman Jumbos still remained in US inventory.
  
Most previous NERA (Non-Explosive Reactive Armour) side plates have been reinforced with additional Dorchester armour plates, notably the lower frontal-glacis protection was drastically improved, with the addition of a large block of Chobham armour composite; augmenting the protection in one of the most vulnerable areas for the Challenger 2. Furthermore, the sides of the turret also received external Chobham armour packages, enhancing the protection of the crew inside the fighting compartment from possible side-attacks.
+
{{break}}
 +
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}
 +
{{Navigation-First-Simple-Line}}
 +
Preparations for the invasion of Europe saw a heavily armoured assault tank designated M4A3E2 (76)W designed using the M4A3 base. In March 1944 the Armed Forces Committee approved a program refitting 254 tanks, some of which were equipped with 76 mm cannons. Their armour was strengthened by stacking 38 mm armour plates welded together on the front and sides of the hull. As a result, the frontal armour reached a thickness of 102 mm to go along with the 76 mm on the sides. The transmission was protected with a 140 mm cast cover, while the rest of the hull was not modified. The new T23 cast turret had walls 152 mm thick and was special in that it did not have a hatch from which to fire a personal weapon. The 178 mm mantlet was mounted with a 76 mm M1A1C cannon, while ammunition was stored in wet stowage. The thicker armour pushed the tank's weight to 38 tons, simultaneously lowering its top speed to 35 km/h.
  
'''Remote controlled weapon systems (RCWS) '''
+
The exact number of M4A3E2 tanks refitted with 76 mm M1A1C cannons was never ascertained.
  
As an offensive upgrade, the TES kit includes a new remote-controlled weapons system (RCWS) over the loader's hatch ring, capable of assessing the battlefield and engaging light targets or infantry from within the vehicle. Previously, the operator had to open the hatch to fire the pintle-mounted L37A2 7.62 mm GPMG machine gun.
+
The tanks were very popular as column leads, given the fact that German antitank guns could not penetrate their frontal armour.
 
+
{{Navigation-End}}
The CR2 (2F) also received IED jammers near the left and right front fenders and ECM countermeasures antennas capable of detecting nearby IEDs.
 
  
 
== Media ==
 
== Media ==
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;Skins
 
;Skins
  
* [https://live.warthunder.com/feed/camouflages/?vehicle=uk_challenger_2_dorchester Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=us_m4a3e2_76w_sherman_jumbo Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Videos
 
;Videos
{{Youtube-gallery|Gj2pAfJ5cxo|'''Should You Grind The Challenger 2 (2F)?''' - ''Sako Sniper''}}
+
{{Youtube-gallery|0O2vyfpO_do|'''The Tiger 1's Worst Nightmare - M4A3E2 Jumbo (76) W''' - ''Virus''}}
  
 
== See also ==
 
== See also ==
Line 288: Line 229:
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
  
;Analogues in other nations
+
;Other M4A3E2 vehicles in the game
  
* [[Leopard 2A6]]
+
* [[M4A3E2]]
* [[Ariete PSO]]
+
* [[Cobra King]]
* [[Leclerc S2]]
+
* [[M4A3E2 (France)]]
* [[M1A2 Abrams]]
 
* [[T-72B3]]
 
  
 
== External links ==
 
== External links ==
Line 300: Line 239:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.'' -->
 
* ''other literature.'' -->
''Paste links to sources and external resources, such as:''
 
  
* ''topic on the official game forum;''
+
* [https://tanks-encyclopedia.com/ww2/US/m4a3e2-jumbo-assault-tank <nowiki>[Tanks Encyclopedia]</nowiki> Assault Tank M4A3E2 Jumbo]
* ''other literature.''
 
  
{{Britain medium tanks}}
+
{{TankManufacturer Ordnance Department}}
 +
{{USA heavy tanks}}

Latest revision as of 16:28, 2 February 2024

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This page is about the American heavy tank M4A3E2 (76) W. For other M4 Shermans, see M4 Sherman (Family). For other uses, see M4 (Disambiguation).
M4A3E2 (76) W
us_m4a3e2_76w_sherman_jumbo.png
GarageImage M4A3E2 (76) W.jpg
ArtImage M4A3E2 (76) W.png
M4A3E2 (76) W

Description

The M4A3E2 (76) W Sherman - Assault Tank, also known as the "Jumbo", is a special up-gunned and armoured modification of the M4A3, which is the fourth variant of the early-generation Medium Tank M4 (Sherman) family. Approximately 100 M4A3E2s were up-gunned to 76 mm M1 tank guns in February 1945, using supplies salvaged from knocked-out late-generation M4 Shermans and standard supply stocks. Since the M4A3E2 gun mount was originally designed for the 76 mm M1 tank gun, this upgrade was a relatively simple field upgrade. The reorganization of the main tank gun ammunition stowage was the most difficult part of the upgrade. This necessitated the removal of the turret as well as the installation of 76 mm ammunition racks in place of the shorter 75 mm ammunition racks. These replacement racks were then held in place by a series of custom-made welded bracing. According to records, such a modification required around 75 hours per tank. It should be emphasized that the term 'Jumbo' does not exist in any military material and is probably certainly a post-war nickname, possibly developed by a model organization.

Introduced in Update 1.45 "Steel Generals", the M4A3E2 (76) W improves on the previous M4A3E2, which was based on the original M4A3 Sherman variant. The M4A3E2 (76) W finally gives players the much-needed improvement in armour penetration, allowing it to deal with adversaries from the front considerably more easily. However, due to the increased battle rating of the M4A3E2 (76) W and the abundance of even stronger opponents, the tank's frontal armour protection is no longer as effective as it was with the preceding M4A3E2. Due to considerable advancements in firepower, enemies at this rank may frequently penetrate the M4A2E2 (76) W from the front with ease. Nonetheless, this is a significant and welcome firepower improvement that is critical for the M4A3E2 (76) W. Players must be more cautious throughout battle as adversaries' weaponry becomes increasingly powerful.

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour (Front, Side, Rear, Roof)
  • Cast homogeneous armour (Turret, Transmission area)
Armour Front (Slope angle) Sides Rear Roof
Hull 63.5 + 38.1 mm (47°) 76.2 mm 38.1 mm 19.5 mm
Turret 177.8 mm 152.4 mm 152.4 mm 25.4 mm

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 Expression error: Unexpected * operator. 646 Expression error: Unexpected round operator. __.__
Realistic 442 Expression error: Unexpected round operator. __.__

Modifications and economy

To start out, you will want to get Tracks, Parts, then M62 Shell, and work your way from there, as those are the core components of the M4A3E2 (76) W Sherman Jumbo. With the better ammunition, you will be able to penetrate more and be far more dangerous on the field. And with Tracks & Parts, you won't need to worry about the lights/mediums that keep popping out your tracks to get to your side or backside. After getting these three things, it's best to work on manoeuvrability and M93 Shot as a first priority.

Armaments

Main armament

Main article: M1 (76 mm)
76 mm M1 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 71 -10°/+25° ±180° Vertical 19.4 26.9 32.6 36.1 38.4 7.67 6.79 6.25 5.90
Realistic 14.3 16.8 20.4 22.6 24.0

Ammunition

  • M79 shot - The M79 AP shot is the stock shell, it has 15 mm penetration less than the M62 at point blank while also lacking any explosive filler. Inferior in almost every way to the M62, it should be replaced by it as soon as possible.
  • M42A1 shell - This is the HE shell of the M4A3E2 (76) W. It's best to use this when fighting AA trucks or other lightly-armoured tanks. Carry only 1 to 5 of these shells as you won't really need them, but they're useful for when a pesky AA truck comes around the corner and you're firing APCR at it.
  • M62 shell - It is recommended to research this shell as soon as possible. With a 149 mm top penetration, the M62 APCBC shot usually won't be able to destroy heavy opponents or tank destroyers it will see at its BR from the front, however, the armour makes up for it to have more time looking for a good shot. Although only a minor upgrade from the stock M79, it is quite handy, and can deal with many of the opponents at its BR if you know where to aim. For one thing, this shell can destroy most cannon barrels with a direct hit.
  • M93 shot - This APCR round is the last ammunition upgrade of the M4A3E2 (76) W. With a penetration upgrade of 40 mm over the M62 shell, this will be the best shell for the M4A3E2 (76) W Sherman Jumbo. With this shell, you'll be able to penetrate even the most armoured of opponents, except perhaps the occasional Tiger II or IS-2.

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
M79 shot AP 134 132 121 109 99 89
M42A1 shell HE 16 16 14 13 11 10
M62 shell APCBC 149 146 133 119 106 94
M93 shot APCR 190 186 167 146 128 112
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
M79 shot AP 792 6.8 - - - 47° 60° 65°
M42A1 shell HE 823 5.84 0.2 0.1 390 79° 80° 81°
M62 shell APCBC 792 7 1.2 14 63.7 48° 63° 71°
M93 shot APCR 1,036 4.22 - - - 66° 70° 72°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
mass (kg)
Screen radius
(m)
Screen deploy
time (s)
Screen hold
time (s)
Explosive mass
(TNT equivalent) (g)
M88 274 3.44 13 5 20 50

Ammo racks

Ammo racks of the M4A1 (75) W (China) (identical)
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
71 66 (+5) 31 (+40) (+70) No

Note:

  • Shells are modeled individually and disappear from the rack after having been shot or loaded.

Machine guns

12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 600 (200) 577 -10°/+30° ±60°
7.62 mm M1919A4
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (250) 500 N/A N/A

Usage in battles

Although based on a medium tank, the M4A3E2 (76) W the weight of its additional armor means that it is slower than most medium tanks at its rank.

The M4A3E2 (76) W regularly faces the Tiger IIs and Jagdpanthers. The best way to deal with these are to flank and disable them quickly. If this is not possible, the best tactic is often to disable their modules while retreating to wait for your allies to assist. Focus on taking out their guns and tracks while moving to cover. Avoid engaging them frontally if at all possible, especially at long ranges.

Most Soviet tanks at this rank share an easy to identify weak spot: the turret ring. A single well-placed shot to this area, where the turret meets the hull, will usually kill their gunner and prevent them from returning fire. In addition, destorying the turret ring will prevent them from moving their gun horizontally until repaired.

Like all M4 variants, the sides of the M4A3E2 (76) W are large, vertical, and poorly armored. The frontal armor is your best defense, and should be used to maximum advantage. Maintaining awareness of the number and position of the enemies that you face is key, as they will attempt to flank you to position themselves for a side shot.

To ensure that you can get a good shot, find out what enemy tanks you'll see in the Jumbo then check where their ammo is and how much armour is protecting that area. If you know you can penetrate that, go for the ammo/gunner/gun, as the M93 shot does not fragment or have a HE filler, it simply pierces the tank and goes straight through.

Environments

In urban environments, you're going to want to move up with the rest of the group, however, don't move up as the lead tank because you will surely find a nasty surprise at the end of the road. When facing Tiger II's, they will be able to penetrate anywhere they want in your frontal armour, even your thickest point (turret) if their ammo is upgraded enough. It's best to shoot the flat part of the turret, or get to their sides and penetrate them. However, if you can't do either of those, track them and hope that something bigger on your team will be able to take it out. The M93 can penetrate the front of the Tiger II (P), but not the H model.

In open terrain, you can usually brawl from long-range with certain tanks, such as the Tiger I, and mediums of Russia. However, if you see a Tiger II or other formidable opponent, it's best to stay far and show your front, angling the best. You can also use the hills to your advantage as most tanks do, and hide behind them before quickly moving out of cover, taking pot-shots at the enemy tank then heading back into cover.

Arcade battles

In Arcade Battles you will usually see some pretty nasty tanks, however, because of your turret and hull armour, you will be able to usually survive. Use the player-name system to your advantage and shoot enemy tanks when they're not looking. However, because it's arcade and you're much more likely to be hit, it's best to angle your armour at a slightly less 35-degree angle. In AB, you will most likely have an advantage if you make the first shot, you're fast, and you never show your side.

Realistic/Simulator battles

This is where you should aim with the M62 shell to penetrate a Tiger from the front.

In realistic battles and simulator battles, your opponents will be much more battle hardened and know where to shoot the Jumbo. When facing enemy tanks, don't always suspect that you can just show your frontal armour and turret and expect to not get penetrated. As said before, be safe and be quick, and angle your armour when you can because that saves lives. You never want to go solo and move up on your own, as you will most definitely meet a tank destroyer or quite possibly a heavy tank. When meeting an IS-2, a turret hit or shot between the hull and turret will usually cripple it, but when facing a Tiger II you'll have to be a bit more careful, as the tank is bigger and stronger than you. Although your M93 shot usually has the penetration power, it cannot penetrate the Tiger II's hull and your best luck will be shooting the flat armour of the turret front.

Tiger I E: This is a tough opponent to face, but, it can be killed quite easily if you know what to do. With the M62 round, you should aim at the area shown in the picture. It will penetrate the Tiger unless it is very sharply angled, but that could often mean that you can get a side shot. Do not aim for the drivers viewport or the machine gun, just aim for the flat armour on this section of the tank.

This is the most most surefire way to disable a Panther quickly.

Panther: This is another very common and tough opponent to face. Do not shoot for the hull front, it will not be able to penetrate. You can try to shoot the turret front, but there is a chance you will bounce. The most surefire way to disable a Panther is to shoot the commander's cupola, highlighted on the left. This will often kill the commander and gunner, and about half the time it will also kill the loader.

IS-2: This is one common opponent from the Soviet/Chinese tree. Its 122 mm gun can easily penetrate the Jumbo, regardless of angle and distance. To destroy it, shoot at it when it's reloading or is unaware of your presence. For the 1943 model, aim at the cupola or the curved part of its hull armour that blends into the side. It has only 4 crew so killing all the turret crew (3, which is easy) will destroy it. For the 1944 model, only aim at the turret or the cupola as its hull is very strong.

Against the M4A3E2

Light tank/SPAA: the Jumbo will be a very tough opponent for these light vehicles simply due to its thick armour. Use your good mobility and flank it whenever you can. Do not shoot at the turret at all times since it is 152 mm thick all-round, which is immune to almost all rounds from light vehicles. As you are at its side, target the lower part of the hull side where it is only 38 mm thick and can be penetrated by even low BR tanks like M5A1. Penetrating shells through there will knock out all of its crew. Breaking its barrel or tracks can also be an option, but beware of its turning turret and roof mounted heavy MG. It might take several hits thus longer time to disable these modules, so retreat if there is danger.

Medium tank: medium tank commanders will have a better time dealing with an M4A3E2 as they are now better armed while also having adequate mobility to flank around. When the Jumbo is angling it is generally still impossible to penetrate. However if its angle is a bit too much and exposes more of its side, shells with good performance against sloped armour (e.g. BR-365A) will easily go through the lower part of the hull side, right above the front sprocket wheel. If the engagement distance is very close and the Jumbo does not have bushes, you can probably see its famous weak spot: the MG port. Aim carefully at it, as it has a chance to bounce or absorb a shell. A penetration through there will usually destroy the target. At this close range, certain tanks like T-34-85 and Panther A may not need to aim at the MG port, as they can punch straight through the upper front plate with ballistic capped shells or superior penetration.

Heavy tank/tank destroyer: since these heavier vehicles (e.g. IS-2) generally come with extreme penetrations, there is not much to say. Target the M4A3E2's upper frontal plate if it is not angling. If it is, aim at the gun mantlet or lower side armour. Do not hit the weld line that joins the curved transmission housing with the flat upper front plate, it is very likely to absorb the shell.

Pros and cons

Pros:

  • Better 76 mm armour-piercing power compared to previous version, especially with APCR when available
  • One of the fastest reloading armament for a heavy tank of the rank
  • Good gun depression of -10 degrees, can help fighting at hull-down positions
  • Equipped with a stabiliser to allow fire-on-the-move at low speed
  • Jumbo armour layout gives enhanced frontal protection for the hull and turret, especially so when angled
  • Weak spots on front hull are small and are hard to hit at longer ranges
  • Centralised "wet" ammunition stowage in the centre, reducing chance of a penetrating shot igniting the ammunition
  • Good forward acceleration to get on the move quickly

Cons:

  • Constantly faces enemy tanks with guns able to easily penetrate the front armour
  • Angling benefit to frontal hull armour is mitigated by extremely thin lower side armour, which can be easily penetrated by enemy guns
  • Due to the layered armour at the front and the armour over-matching mechanic, the upper glacis armour can be dubious in that it does not reliably ricochet shells, even from smaller calibre guns like the 75 mm SA50
  • Aiming at dangerous enemy tanks can allow them to attack the relatively flat gun mantlet or the weaker area above mantlet, penetrating and knocking out the gun, the turret crew, or both
  • 76 mm gun may find itself lacking against enemy frontal armour, requiring some good shot placement and/or tactical manoeuvres
  • Roof armour is thin enough that some aerial attack at a perpendicular angle can penetrate
  • Tall profile makes it a bigger target
  • Bad off-road manoeuvrability
  • Quite low top speed of 35 km/h, with a likewise bad reverse speed of -4 km/h

History

Development

Long before D-Day, American war planners knew that it would a long and decisive battle against the German defensive and that the need for an assault tank to push the lines and capture the beach was needed. The Americans knew they would need a tank that was up-armoured and up-gunned, something beyond the standard M4 Sherman. The hope was the have the M26 Pershing finished by 1944, however, because of difficulties, it was delayed to 1945.

US Ordnance then took their abundant M4 Shermans in stock and fixed them up for the new role they've been assigned in. Although keeping the same engine, the armour was upped from around 76.2 mm initial thickness to 102 mm and angled at 47 degrees from vertical. This angle would influence later Sherman design such as the M4A3 by changing the original 56 degrees angled glacis with protruding crew hatches to 47 degrees angled glacis without any protrusion from the crew hatches. This modified M4 Sherman's armour when angled would then be 150 mm line-of-sight (LOS) thick and 180 mm effective. The side armour is also increased to 76.2 mm thick and the turret is redesigned to provide more protection. These modified Shermans were designated the M4A3E2 by the Ordnance Department, whereas the nickname "Jumbo" was likely a post-war invention. At the end of the modifications, the Sherman "Jumbo" now weighed about 42 tons and moves a lower speed of 22 mph. A drawback to the increased weight of the Sherman is that the Vertical Volute Suspension System (VVSS) from the Sherman was unable to take the weight easily, so extra care was taken by the crew members to not break the suspension.

In March of 1944, the US Army ordered for 254 of these vehicles to be delivered for use for European Operations. Intended for the assault on the Normandy Beachhead, it was deployed in Normandy after D-Day to assist the infantry push through German defences. The M4A3E2 originally came with the 75 mm guns to support infantry with its better HE shells compared to the planned 76 mm instalment, but the 76 mm was installed later in the campaign and called the M4A3E2 (76) W Jumbo.

Combat usage

The M4A3E2 was well-liked by the crew and commanders due to its protection value. Despite the weight difference and strain on the suspension, it performed reliably and could absorb damage that would otherwise destroy regular Shermans. Later in the war, when the quantity of the M4 Sherman "Jumbos" were unable to meet the demand, George S. Patton ordered for existing M4 Shermans to weld on armour plates scavenged from knocked out tanks to a makeshift "Expedient Jumbos". This caused the newer Shermans such as the M4A3 (76) W HVSS could have the same protection by welding metal onto the hull. One of the Jumbo's notable participation in the war was in Patton's Third Army where it spearheaded the assault to Bastogne to relieve the pinned down 101st Paratroopers.

When the war in the European Theater ended, the M4A3E2s were then placed stateside for the preparation for the invasion of the Japanese Home Islands. However, this was never to be fulfilled as Japan then surrendered to the United States in September 1945. The M4A3E2 Shermans proved to be a very effective stop-gap solution until heavier armoured tanks such as the Pershing could come into play. In 1948, about 96 Sherman Jumbos still remained in US inventory.


Archive of the in-game description

Preparations for the invasion of Europe saw a heavily armoured assault tank designated M4A3E2 (76)W designed using the M4A3 base. In March 1944 the Armed Forces Committee approved a program refitting 254 tanks, some of which were equipped with 76 mm cannons. Their armour was strengthened by stacking 38 mm armour plates welded together on the front and sides of the hull. As a result, the frontal armour reached a thickness of 102 mm to go along with the 76 mm on the sides. The transmission was protected with a 140 mm cast cover, while the rest of the hull was not modified. The new T23 cast turret had walls 152 mm thick and was special in that it did not have a hatch from which to fire a personal weapon. The 178 mm mantlet was mounted with a 76 mm M1A1C cannon, while ammunition was stored in wet stowage. The thicker armour pushed the tank's weight to 38 tons, simultaneously lowering its top speed to 35 km/h.

The exact number of M4A3E2 tanks refitted with 76 mm M1A1C cannons was never ascertained.

The tanks were very popular as column leads, given the fact that German antitank guns could not penetrate their frontal armour.


Media

Skins
Videos

See also

Other M4A3E2 vehicles in the game

External links


U.S. Army Ordnance Department/Corps*
Light tanks  T18E2 · M24 (Designed in collaboration with Cadillac)
M3 Stuart  M3 · M3A1 Stuart · M3A1 (USMC)
M5 Stuart  M5A1
Medium tanks  M3 Lee
M4 Sherman  M4 · M4A1 · M4A2 · M4A3 (105) · Calliope
  M4A1 (76) W · M4A2 (76) W · M4A3 (76) W
M26 Pershing  T20 · T25 · M26 · M26E1 · M26 T99
Patton Series  M46 · M46 "Tiger" · M47
Prototypes  T54E1 · T95E1
Heavy tanks  M103
M4 Jumbo  M4A3E2 · Cobra King · M4A3E2 (76) W
M6 Heavy  M6A1 · M6A2E1 · T1E1
M26 Pershing  T26E1-1 · T26E5
Prototypes  T14
T29  T29 · T30 · T34
T-32  T32 · T32E1
Tank destroyers  M3 GMC · M10 GMC · M56
M8 GMC  M8 HMC · M8A1 GMC
M36 GMC  M36 GMC · M36B2
Prototypes  T28 · T95
SPAAGs 
Production  M19 MGMC · M42
Export/Captured  ␗M8 HMC · SU-57
Stuart  Stuart I · Stuart III · ␗M3A3 Stuart · ␗M3A3 (1st PTG) · ▄M3A3 · ▄M3A3 Stuart · ▃Stuart VI (5th CAD) · ␗M5A1
Lee/Grant  ▂M3 Medium · ▃Grant I · Grant I
M4 Sherman  Sherman II · ▄M4A1 · ␗M4A1 (75) W · ▀M4 748 (a) · ▂M4A2 · ▄M4A3 (105) · ▅M4A3 (76) W · ▄M4A3E2
  ␗M4A4 · ␗M4A4 (1st PTG) · ▄Sherman V · ▄M4A4 · ▄Sherman I Composito
M26 Pershing  M26 "D.C.Ariete" · M26A1
M47 Patton  mKPz M47 G · ▅M47
M10 GMC  ␗M10 GMC · ▄M10 GMC
M36 GMC  ␗M36 GMC · M36B1 · ▅M36 · ▄M36B2
M19 MGMC  ▅M19A1
M42 MGMC  ▅M42 · ␗M42
  *The Ordnance Department was renamed to the Ordnance Corps after the Army Reorganization Act of 1950.

USA heavy tanks
M4 Jumbo  M4A3E2 · Cobra King · M4A3E2 (76) W
M6  M6A1 · T1E1 · T1E1 (90) · M6A2E1
T26  T26E1-1 · T26E5
T29/30/34  T29 · T30 · T34
T32  T32 · T32E1
M103  M103
Others  T14