Difference between revisions of "M4 (WT Mobile)"

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(Summary and "tanks to note" section added along with Pro/Cons)
(Edits)
 
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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.'' -->
Dedicated anti-tank guns such as the 75mm found on the Panzer IV Ausf. F2/G/H/J will easily go through the upper frontal plate. The two driver hatches provide weakspots as the armor is flat in these areas (enemies can easily exploit this weakness if presented with the full UFP).
+
''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.''
  
Notable weakspots are the turret front/side/back, the double driver's hatches, and the entirety of the side armor. Avoid showing the side armor at all to enemies at all to improve the chances of surviving in battle.
+
'''Armour type:'''
 
+
<!-- The types of armour present on the vehicle and their general locations -->
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
 
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 
* Cast homogeneous armour (Turret, Transmission area) -->
 
* Cast homogeneous armour (Turret, Transmission area) -->
 +
 +
* Rolled homogeneous armour (Front, Side, Rear, Hull roof)
 +
* Cast homogeneous armour (Turret, Transmission area)
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull ||50.8 mm (56°) ''Front glacis''
+
| Hull || 50.8 mm (56°) ''Front glacis'' <br> 50.8 mm (12-56°) ''Transmission area'' <br> 50.8 (13-20°) + 25.4 mm (35°) ''Protruding hatches'' || 38.1 mm <br> 38.1 + 25.4 mm ''Appliqué addition'' || 38.1 mm (0-10°) ''Top'' <br> 25.4 mm (33-64°) ''Bottom'' || 19.5 mm ''Sides'' <br> 12.7 mm ''Engine deck and center''
50.8 mm (12-56°) ''Transmission area''
 
 
 
50.8 (13-20°) + 25.4 mm (35°) ''Protruding hatches''
 
|38.1 mm
 
|38.1 mm (0-10°) ''Top''
 
25.4 mm (33-64°) ''Bottom''
 
|19.5 mm ''Sides''
 
12.7 mm ''Engine deck and center''
 
 
|-
 
|-
| Turret ||76.2-88.9 mm (4-67°) ''Turret front''
+
| Turret || 76.2-88.9 mm (4-67°) ''Turret front'' <br> 50.8 + 88.9 mm ''Gun mantlet'' || 50.8 mm (0-68°) || 50.8 mm (2-66°) || 25.4 mm
50.8 + 88.9 mm ''Gun mantlet''
 
|50.8 mm (0-68°)
 
|50.8 mm (2-66°)
 
|25.4 mm
 
 
|-
 
|-
| Cupola ||50.8 mm
+
| Cupola || 50.8 mm || 50.8 mm || 50.8 mm || 25.4 mm
|50.8 mm
 
|50.8 mm||25.4 mm
 
 
|-
 
|-
 
|}
 
|}
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* Suspension wheels are 15 mm thick, bogies are 10 mm thick, and tracks are 20 mm thick.
 
* Suspension wheels are 15 mm thick, bogies are 10 mm thick, and tracks are 20 mm thick.
* Front armor has two protruding areas for driver and co-driver hatches. These are weak points as they present a flat armor surface.  
+
* Front armour has two protruding areas for driver and co-driver hatches. These are weak points as they present a flat armour surface.
* Belly armor is 12.7 mm thick. <!-- Any additional notes which the user needs to be aware of -->
+
* Belly armour is 12.7 mm thick.
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
+
 
 +
Though most high-end anti-tank weapons can cleave through the M4 Sherman's front armour rather easily, some smaller-calibre weapons less than 75 mm would have some trouble going against the front armour. In these cases, aim for weak points like the protruding hatches in the front sloping armour, the crest of the transmission housing, where the slope is minimum in both areas or the machine gun port from the hull. The turret has a very robust construction so if there is no faith in penetrating through the front hull easily, don't bother trying to penetrate the turret from the front except for the very small weak point on the gunner's position of the turret.
 +
 
 +
If a shot can be made to the M4 Sherman's sides, send it towards the front half of the tank where it would either cripple the crew or ignite one of the ammunition racks strewn all over the internals.
  
 
=== Mobility ===
 
=== Mobility ===
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|-
 
|-
 
|}
 
|}
 
The 75mm should suit all tankers well due to its good penetration at 3.7, high explosive filler on the M61 shot, and a quick reload. The gun is also equipped with a stabilizer which helps to assist with firing on the move and is well suited to close-quarters combat in urban maps.
 
  
 
==== Ammunition ====
 
==== Ammunition ====
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! Visual<br>discrepancy
 
! Visual<br>discrepancy
 
|-
 
|-
| '''97''' ||91 ''(+6)''
+
| '''97''' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __&nbsp;''(+__)'' || __
|88 ''(+9)''
 
|86 ''(+11)''
 
|78 ''(+19)''||63 ''(+34)''||46 ''(+51)''
 
|None
 
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|}
 
|}
The 12.7 M2 Browning is good at destroying lightly armored vehicles. Notable examples are the early Panzer II/III/IV models from the side, the Puma, and open top TDs or anti-air vehicles.
 
 
 
{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
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|-
 
|-
 
|}
 
|}
The 7.62mm doesn't suit much purpose as it is very poor for penetrating armor. Tankers can use it to ping enemies and destroy light obstacles (fences, bushes, etc.)
 
  
 
== 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).'' -->
=== Common enemy tanks: ===
+
The M4 Sherman is an effective medium-range combat tank. Equipped with a fast-firing 75 mm gun and with good handling characteristics, the M4 can be an extremely useful asset in most battles.
'''KV-1s:''' Shoot the front part of the turret face with M61 and it should result in a kill. If this doesn't work, disable the gun breech by shooting the armor right above the gun barrel, destroy both tracks (12.7mm machine gun is capable of doing this), flank around and finish with a shot to the side armor. Beware of the '''KV-1E''' and the '''KV-1 ZiS-5''' which have additional applique armor on the turret and hull.
 
  
'''KV-2s:''' Shoot the flat part on the front of the turret. You can also flank around and put a round in the side armor for an easy kill.
+
In battle the M4 performs well as an all-rounder; the thick turret front and 10 degrees of gun depression make the tank ideal for taking hull-down positions which protect the thinner hull armour from being penetrated by enemy fire. The sloped front upper glacis, when angled, also provides good protection against enemy fire. An unusual - and useful - difference is that the upper glacis is sloped at 56 degrees rather than the standard 45 degrees, making it more of a threat and more powerful due to improving the chances of a round ricochet. The only downfall may be the 2 crew member position in the front that protrudes out to form a flat surface, but both are covered with an additional 20 mm plate. The reasonable mobility of the Sherman makes flanking a viable tactic. The main weakness of the M4 is the side armour - not only is it vertical and thin, but behind it most of the ammunition is stowed. The tall silhouette of the tank also makes finding suitable cover difficult. Overall, the M4 Sherman can be considered as an armoured jack-of-all-trades - it will serve a tanker well, however it will not excel in any particular role.
  
'''T-34 (1941/1942/1943):''' Shoot the turret face on either side of the gun, preferably with M61 for a one-shot kill. Avoid shooting the UFP as the round is likely to bounce/ricochet. The turret is the weakest area on a T-34 along with the sides. Be careful when engaging as T-34s with the 76mm F-34 or the long 57mm can easily penetrate you, even at surprising angles.
+
In battle, try to use terrain as cover. Hull-down positions are especially strong in the M4 Sherman, as it has a good 10 degrees of gun depression. The gun mantlet and turret are reasonably strong, but avoiding shots is still the best strategy. In this respect, a hull-down position hides the vulnerable hull. If this is not available, then angling the hull armour to present a greater slope is often a good idea, as this can bounce some low-powered cannon at any range and at longer ranges, render the hull impenetrable.
  
'''Panzer IVs (F2/G/H/J):''' Beware of the 75mm which can easily end the M4 due to its superb penetration. Aim for the turret or anywhere on the hull and you should get a kill. There may be applique armor on the turret faces and the UFP which you can shoot but avoid hitting the tracks at an angle. In this case aim for the sloped armor right below the UFP and above the LFP/transmission.
+
Another way to play the M4 Sherman is to tap into its traditional cavalry role, its mobility. The M4 Sherman is a great flanker as it is fast enough to get the jump on the enemy's side. Defeat the enemy at their weak front lines or go around the entire enemy force. Once in position at their sides or rear, ambush them. Ideally, the enemy should be too busy focusing on allies attacking in the front to notice the M4 instantly. Take out the weaker light or medium tanks, the 75 mm gun is not very ideal against heavy tanks like the [[KV-1 (L-11)|KV-1]] so take out its friends to allow allies more room to outmanoeuvre the KV tank. An organized attack will increase the M4 chances on the battlefield and success.
  
'''StuG IIIs:''' Aim for the protruding driver's hatches on the left and right of the hull or flank and destroy from the side. The StuG mounts the same punchy gun on the Panzer IV G/H/J which can destroy you easily. Keep in mind that this is an tank without a turret (SPG) and you can easily disable it by destroying the transmission.
+
The presence of a pivot-mounted .50 calibre machine gun gives the Sherman some flexibility. It can engage softer targets such as some tank destroyers and many SPAAGs at short ranges when loading a HE shell would be inconvenient. While not ideal, they provide the Sherman tank with some measure of protection against aircraft- sometimes enough to dissuade a pilot from making another pass. It can be an effective rang-finder for targets at longer ranges where the M1919 in the turret would be less effective. While it pales in comparison to the destructive effect of tank guns, it provides the Sherman with some flexibility over other comparable vehicles, who are restricted to their rifle-calibre coaxial machine guns.
  
'''Dicker Max:''' This German SPG mounts a nasty 105mm that can easily send you back to the respawn screen. Shoot the gunner (aim for right side of the casemate) and then proceed to destroy rest of crew. If you load a HE round, shoot anywhere to kill as the Dicker Max is an open top vehicle.
+
There will be concerns about certain vehicles:
  
'''Churchill I/III:''' A famous British heavy tank, this can prove even tougher than the KV-1 to kill because of the complex armor layout. Aim for the flat turret face only as you will be unable to consistently penetrate anywhere else. Make sure to shoot from very close ranges only.
+
* [[M4A2]] / [[M4A4 (1st PTG)|A4]] - These Sherman tanks are widely used by over 3 nations that spread across both the Allied and the Axis side, so no matter which nation you play they can be quite tough to destroy in the hands of a skilled tanker. Given the rather weak penetration of your short 75 mm gun, their hull can be almost impossible to penetrate when angled, hull down or 300 m away. For a M4A4, there are 2 apparent bulges on the upper front plate, a penetration through there can guarantee a knock-out most of the times. But in case the opponent covers them up or when it's a M4A2, aim for the middle parts of the gun mantlet or the turret armour unprotected by the mantlet, you can at least make them defenseless. Note that their guns are equally weak against you, so wiggle around to disrupt their aim while you reload, you have a good chance of bouncing some shells.
  
The M4 Sherman is a good "do-it-all" medium tank with adequate armor, good firepower, and excellent mobility. At 3.7 it is able to take a few hits here and there but do not rely on the armor to save you in battle.  
+
* [[Churchill (Family)]] - The Churchills, with their complex hulls and sturdy turrets, can be quite hard to penetrate at range. Again, manoeuvre as close to them as possible, the idea distance being no more than 200 m. If they are angling their hull but facing their turret at you, only go for the turret. For the Mk I Churchills, aim at the near-vertical part of their rounded cheeks to ensure successful penetrations. For the Mk III and the German Churchill, also aim for their flat turret which is at most 89 mm. The shell should go in easily and knock out most, if not all of the crew. Only when you are facing their hull without any angles should you shoot the hull, otherwise shoot the turret only, as their big tracks can easily get in front of the frontal hull. The side hull have multiple layers of armour, some of which are weirdly angled and can absorb plenty of shells.
  
In combat, you can make use of the excellent -10° gun depression and position yourself in hull-down positions to take minimal damage from the enemy. For sniping, the gun should be adequate for most tanks but do not expect it to consistently penetrate an enemy frontally from over 500m unless the side is presented to you. Remember that you also have a vertical stabilizer that allows some flexibility with shots. However, at long range it is better to stop in place and then shoot for max accuracy.
+
* [[KV-1 (Family)]] - A vehicle that the M4 Sherman will have trouble against is the KV-1. While the [[KV-1 (L-11)|L-11]] is underpowered, the [[KV-1 (ZiS-5)|ZiS-5]] is potent enough to punch through the Sherman's front, and the Sherman is unable to penetrate the KV-1's thick frontal armour. If this heavy tank is encountered, try to shoot it in its sides and rear, where its armour is thinner and unsloped, though it will still have to be at a close range to penetrate the armour. In addition, shots to the sides will most likely hit fuel tanks or ammunition storage, causing a fire or ammunition detonation and at best, time to reassess the situation.
  
You can also use the good top speed to flank around enemies and get easy kills. The explosive on the M61 shell will assist with clean snipes and with proper aim and ranging you should be getting kills relatively easily.
+
* [[Pz.IV (Family)]] - The historical nemesis of any Sherman, the Panzer IV is one of the Shermans biggest threats at this rank. The long barrel 75 mm gun will easily penetrate the Sherman from the front. The F2 variant is admittedly easy to deal with. A single APCBC to its hull or turret should end it pretty quickly, even at long range. The other variants are slightly harder to deal with. They have thicker hull armour, at 80 mm, which will be much harder to penetrate with the APCBC over 500 m. Luckily the turret armour remains the same at 50 mm. Either aim here with APCBC or sacrifice damage potential and use the AP round to penetrate the hull.
  
Brawling is doable but the armor will not stand up to precise shots from the enemy. Your stabilizer will assist with CQC and you usually will be able to get the first and more accurate shot off on the enemy tank. USSR rounds such as the BR-350A/B will easily end you if the round penetrates due to the high explosive filler. Remember to never expose your side armor.
+
* [[StuG III F]]/[[StuG III G|G]] - Another historical nemesis of the Sherman, and another big threat. The StuG III packs the same punch as the Panzer IV line with its long barrel 75 mm gun, whilst losing the turret, which turns out to be both an advantage and a disadvantage. Lacking a turret means that it will have to traverse the whole vehicle to target an enemy, but it also means that it has a lower profile. The StuG's armour profile is also more complex than the Panzer IV, with less flat areas. Certain areas are sloped and very bouncy. Luckily, there is a big weak spot. There are two flat plates on the front of the hull. The flat plate on the right is the drivers port. Shoot that and you are able to knock out the driver, gunner and loader in one go. This is a very efficient way to destroy this vehicle. With the F variant, you can use APCBC to instantly knock out this vehicle with a single shot. With the G variant, it is more reliable to use AP at ranges over 500 m to ensure penetration.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->'''Pros:'''
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<!-- ''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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 +
''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 "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''
  
* Excellent gun depression of -10°
+
'''Pros:'''
* Gun is equipped a stabilizer; comes in useful for close combat and for firing on the move
 
* M61 shell has excellent explosive filler, if it penetrates anything its very likely to be a one-shot-kill.
 
* Applique armor plate protecting the gunner
 
* Adequate armor for 3.7 with good frontal armor, armor effectiveness increases over distance
 
* Good mobility, a trait shared with the Sherman tank family
 
* 12.7mm M2HB machine gun is good for eliminating lightly armored targets or open-tops and has good degree of traverse
 
  
 
*
 
*
  
 
'''Cons:'''
 
'''Cons:'''
 
* Very tall profile, easily recognizable in battle and usually targeted because of weak armor
 
* Two driver's hatches provide easy weakspots for enemies to destroy the M4 from the front
 
* M61 shell struggles to penetrate angled armor (ex. T-34, angled KV-1s/Churchills, even another M4)
 
* Side armor is useless if presented at a flat angle to the enemy (flank); most vehicles in-game can kill the M4 with one shot from the side
 
* Gun can be slightly hard to aim over distance due to curved shell trajectory and low muzzle velocity
 
  
 
*
 
*
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* ''reference to the series of the vehicles;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the vehicles;''
+
;Related development
* ''links to approximate analogues of other nations and research trees.''
+
* [[M4 Sherman (Family)]]
  
 
== External links ==
 
== External links ==

Latest revision as of 20:26, 13 August 2024

Introducing Wiki 3.0
M4
us_m4_sherman_promo.png
GarageImage M4 (WT Mobile).jpg
M4
AB RB SB
3.7 3.7 3.7
Class:

Description

The Medium Tank M4 Sherman is a gift rank II American medium tank with a battle rating of 3.7 (AB/RB/SB). It was introduced during Update "La Royale" as a promotional reward for the release of War Thunder Mobile.

General info

Survivability and armour

Armourfront / side / back
Hull50 / 38 / 38
Turret76 / 50 / 50
Crew5 people
Visibility103 %

Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.

Armour type:

  • Rolled homogeneous armour (Front, Side, Rear, Hull roof)
  • Cast homogeneous armour (Turret, Transmission area)
Armour Front (Slope angle) Sides Rear Roof
Hull 50.8 mm (56°) Front glacis
50.8 mm (12-56°) Transmission area
50.8 (13-20°) + 25.4 mm (35°) Protruding hatches
38.1 mm
38.1 + 25.4 mm Appliqué addition
38.1 mm (0-10°) Top
25.4 mm (33-64°) Bottom
19.5 mm Sides
12.7 mm Engine deck and center
Turret 76.2-88.9 mm (4-67°) Turret front
50.8 + 88.9 mm Gun mantlet
50.8 mm (0-68°) 50.8 mm (2-66°) 25.4 mm
Cupola 50.8 mm 50.8 mm 50.8 mm 25.4 mm

Notes:

  • Suspension wheels are 15 mm thick, bogies are 10 mm thick, and tracks are 20 mm thick.
  • Front armour has two protruding areas for driver and co-driver hatches. These are weak points as they present a flat armour surface.
  • Belly armour is 12.7 mm thick.

Though most high-end anti-tank weapons can cleave through the M4 Sherman's front armour rather easily, some smaller-calibre weapons less than 75 mm would have some trouble going against the front armour. In these cases, aim for weak points like the protruding hatches in the front sloping armour, the crest of the transmission housing, where the slope is minimum in both areas or the machine gun port from the hull. The turret has a very robust construction so if there is no faith in penetrating through the front hull easily, don't bother trying to penetrate the turret from the front except for the very small weak point on the gunner's position of the turret.

If a shot can be made to the M4 Sherman's sides, send it towards the front half of the tank where it would either cripple the crew or ignite one of the ammunition racks strewn all over the internals.

Mobility

Speedforward / back
AB43 / 6 km/h
RB and SB39 / 6 km/h
Number of gears5 forward
1 back
Weight30.6 t
Engine power
AB763 hp
RB and SB400 hp
Power-to-weight ratio
AB24.9 hp/t
RB and SB13.1 hp/t

Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 43 6 30.6 620 763 20.26 24.93
Realistic 39 6 354 400 11.57 13.07

Modifications and economy

Repair costBasic → Reference
AB716 → 921 Sl icon.png
RB823 → 1 059 Sl icon.png
SB1 047 → 1 347 Sl icon.png
Total cost of modifications13 860 Rp icon.png
19 850 Sl icon.png
Talisman cost860 Ge icon.png
Crew training9 200 Sl icon.png
Experts32 000 Sl icon.png
Aces270 Ge icon.png
Research Aces250 000 Rp icon.png
Reward for battleAB / RB / SB
40 / 70 / 80 % Sl icon.png
130 / 130 / 130 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
920 Rp icon.png
Cost:
1 300 Sl icon.png
115 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
75 Ge icon.png
Mods new tank break.png
Brake System
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
75 Ge icon.png
Mods new tank filter.png
Filters
Research:
1 200 Rp icon.png
Cost:
1 700 Sl icon.png
150 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
1 100 Rp icon.png
Cost:
1 600 Sl icon.png
135 Ge icon.png
Mods new tank engine.png
Engine
Research:
1 100 Rp icon.png
Cost:
1 600 Sl icon.png
135 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
920 Rp icon.png
Cost:
1 300 Sl icon.png
115 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
75 Ge icon.png
Mods tank reinforcement us.png
Crew Replenishment
Research:
1 200 Rp icon.png
Cost:
1 700 Sl icon.png
150 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
920 Rp icon.png
Cost:
1 300 Sl icon.png
115 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
75 Ge icon.png
Mods tank ammo.png
75mm_usa_APCBC_ammo_pack
Research:
620 Rp icon.png
Cost:
890 Sl icon.png
75 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
1 200 Rp icon.png
Cost:
1 700 Sl icon.png
150 Ge icon.png
Mods art support.png
Artillery Support
Research:
1 100 Rp icon.png
Cost:
1 600 Sl icon.png
135 Ge icon.png
Mods tank ammo.png
75mm_us_M89_Smoke_ammo_pack
Research:
1 100 Rp icon.png
Cost:
1 600 Sl icon.png
135 Ge icon.png

Armaments

Main armament

Vertical stabilizer
Reduces the swing of the gun in one plane while moving
Ammunition97 rounds
Reloadbasic crew → aces
6.5 → 5.0 s
Vertical guidance-10° / 25°
Main article: M3 (75 mm)
75 mm M3 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 97 -10°/+25° ±180° Vertical 22.8 31.6 38.4 42.5 45.2 6.50 5.75 5.30 5.00
Realistic 14.3 16.8 20.4 22.6 24.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M72 shot AP 91 88 78 67 57 49
M48 shell HE 10 10 10 10 10 10
M61 shot APCBC 104 102 93 84 75 68
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%
M72 shot AP 619 6.3 - - - 47° 60° 65°
M48 shell HE 463 6.3 0.2 0.1 666 79° 80° 81°
M61 shot APCBC 618 6.79 1.2 14 63.7 48° 63° 71°
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)
M89 259 3 9 5 20 50

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
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4th
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Machine guns

Ammunition600 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-10° / 25°
Horizontal guidance-60° / 60°
Ammunition3 000 rounds
Belt capacity250 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate500 shots/min
12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 600 (200) 575 -10°/+25° ±60°
7.62 mm M1919A4
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (250) 500 - -

Usage in battles

The M4 Sherman is an effective medium-range combat tank. Equipped with a fast-firing 75 mm gun and with good handling characteristics, the M4 can be an extremely useful asset in most battles.

In battle the M4 performs well as an all-rounder; the thick turret front and 10 degrees of gun depression make the tank ideal for taking hull-down positions which protect the thinner hull armour from being penetrated by enemy fire. The sloped front upper glacis, when angled, also provides good protection against enemy fire. An unusual - and useful - difference is that the upper glacis is sloped at 56 degrees rather than the standard 45 degrees, making it more of a threat and more powerful due to improving the chances of a round ricochet. The only downfall may be the 2 crew member position in the front that protrudes out to form a flat surface, but both are covered with an additional 20 mm plate. The reasonable mobility of the Sherman makes flanking a viable tactic. The main weakness of the M4 is the side armour - not only is it vertical and thin, but behind it most of the ammunition is stowed. The tall silhouette of the tank also makes finding suitable cover difficult. Overall, the M4 Sherman can be considered as an armoured jack-of-all-trades - it will serve a tanker well, however it will not excel in any particular role.

In battle, try to use terrain as cover. Hull-down positions are especially strong in the M4 Sherman, as it has a good 10 degrees of gun depression. The gun mantlet and turret are reasonably strong, but avoiding shots is still the best strategy. In this respect, a hull-down position hides the vulnerable hull. If this is not available, then angling the hull armour to present a greater slope is often a good idea, as this can bounce some low-powered cannon at any range and at longer ranges, render the hull impenetrable.

Another way to play the M4 Sherman is to tap into its traditional cavalry role, its mobility. The M4 Sherman is a great flanker as it is fast enough to get the jump on the enemy's side. Defeat the enemy at their weak front lines or go around the entire enemy force. Once in position at their sides or rear, ambush them. Ideally, the enemy should be too busy focusing on allies attacking in the front to notice the M4 instantly. Take out the weaker light or medium tanks, the 75 mm gun is not very ideal against heavy tanks like the KV-1 so take out its friends to allow allies more room to outmanoeuvre the KV tank. An organized attack will increase the M4 chances on the battlefield and success.

The presence of a pivot-mounted .50 calibre machine gun gives the Sherman some flexibility. It can engage softer targets such as some tank destroyers and many SPAAGs at short ranges when loading a HE shell would be inconvenient. While not ideal, they provide the Sherman tank with some measure of protection against aircraft- sometimes enough to dissuade a pilot from making another pass. It can be an effective rang-finder for targets at longer ranges where the M1919 in the turret would be less effective. While it pales in comparison to the destructive effect of tank guns, it provides the Sherman with some flexibility over other comparable vehicles, who are restricted to their rifle-calibre coaxial machine guns.

There will be concerns about certain vehicles:

  • M4A2 / A4 - These Sherman tanks are widely used by over 3 nations that spread across both the Allied and the Axis side, so no matter which nation you play they can be quite tough to destroy in the hands of a skilled tanker. Given the rather weak penetration of your short 75 mm gun, their hull can be almost impossible to penetrate when angled, hull down or 300 m away. For a M4A4, there are 2 apparent bulges on the upper front plate, a penetration through there can guarantee a knock-out most of the times. But in case the opponent covers them up or when it's a M4A2, aim for the middle parts of the gun mantlet or the turret armour unprotected by the mantlet, you can at least make them defenseless. Note that their guns are equally weak against you, so wiggle around to disrupt their aim while you reload, you have a good chance of bouncing some shells.
  • Churchill (Family) - The Churchills, with their complex hulls and sturdy turrets, can be quite hard to penetrate at range. Again, manoeuvre as close to them as possible, the idea distance being no more than 200 m. If they are angling their hull but facing their turret at you, only go for the turret. For the Mk I Churchills, aim at the near-vertical part of their rounded cheeks to ensure successful penetrations. For the Mk III and the German Churchill, also aim for their flat turret which is at most 89 mm. The shell should go in easily and knock out most, if not all of the crew. Only when you are facing their hull without any angles should you shoot the hull, otherwise shoot the turret only, as their big tracks can easily get in front of the frontal hull. The side hull have multiple layers of armour, some of which are weirdly angled and can absorb plenty of shells.
  • KV-1 (Family) - A vehicle that the M4 Sherman will have trouble against is the KV-1. While the L-11 is underpowered, the ZiS-5 is potent enough to punch through the Sherman's front, and the Sherman is unable to penetrate the KV-1's thick frontal armour. If this heavy tank is encountered, try to shoot it in its sides and rear, where its armour is thinner and unsloped, though it will still have to be at a close range to penetrate the armour. In addition, shots to the sides will most likely hit fuel tanks or ammunition storage, causing a fire or ammunition detonation and at best, time to reassess the situation.
  • Pz.IV (Family) - The historical nemesis of any Sherman, the Panzer IV is one of the Shermans biggest threats at this rank. The long barrel 75 mm gun will easily penetrate the Sherman from the front. The F2 variant is admittedly easy to deal with. A single APCBC to its hull or turret should end it pretty quickly, even at long range. The other variants are slightly harder to deal with. They have thicker hull armour, at 80 mm, which will be much harder to penetrate with the APCBC over 500 m. Luckily the turret armour remains the same at 50 mm. Either aim here with APCBC or sacrifice damage potential and use the AP round to penetrate the hull.
  • StuG III F/G - Another historical nemesis of the Sherman, and another big threat. The StuG III packs the same punch as the Panzer IV line with its long barrel 75 mm gun, whilst losing the turret, which turns out to be both an advantage and a disadvantage. Lacking a turret means that it will have to traverse the whole vehicle to target an enemy, but it also means that it has a lower profile. The StuG's armour profile is also more complex than the Panzer IV, with less flat areas. Certain areas are sloped and very bouncy. Luckily, there is a big weak spot. There are two flat plates on the front of the hull. The flat plate on the right is the drivers port. Shoot that and you are able to knock out the driver, gunner and loader in one go. This is a very efficient way to destroy this vehicle. With the F variant, you can use APCBC to instantly knock out this vehicle with a single shot. With the G variant, it is more reliable to use AP at ranges over 500 m to ensure penetration.

Pros and cons

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Pros:

Cons:

History

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Media

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See also

Related development

External links

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USA medium tanks
M2  M2
M3  M3 Lee · ▃Grant I
M4  M4 · Calliope · M4A1 · M4A1 (76) W · M4A2 · M4A2 (76) W · M4A3 (105) · M4A3 (76) W · M4/T26
M26 Pershing  T20 · T25 · M26 · M26 T99 · M26E1
M46/47/48 Patton  M46 · M46 "Tiger" · M47 · M48A1 · T54E1 · T54E2
M60  M60 · M60A1 (AOS) · M60A1 RISE (P) · M60A2 · M60A3 TTS · M728 CEV · 120S
MBT-70  MBT-70 · XM803
M1 Abrams  XM1 (Chrysler) · XM1 (GM)
  M1 Abrams · M1 KVT · IPM1
  M1A1 · M1A1 HC · M1A1 Click-Bait
  M1A2 Abrams · M1A2 SEP · M1A2 SEP V2
Other  T95E1
Australia  M1A1 AIM
Canada  M4A5
Israel  ▃Magach 3 (ERA) · ▃Merkava Mk.1 · ▃Merkava Mk.2B · ▃Merkava Mk.3D
Turkey  M60 AMBT