M4A1 (75) W (China)

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This page is about the medium tank M4A1 (75) W (China). For other M4 Shermans, see M4 Sherman (Family). For other uses, see M4 (Disambiguation).
cn_m4a1_76w_sherman.png
GarageImage M4A1 (75) W (China).jpg
␗M4A1 (75) W
AB RB SB
4.0 4.0 4.0
Class:
Research:13 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game

Description

The ␗Medium Tank M4A1 (75) W Sherman is a rank III Chinese medium tank with a battle rating of 4.0 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Survivability and armour

Armourfront / side / back
Hull63 / 63 / 38
Turret63 / 63 / 63
Crew5 people
Visibility122 %

The armour layout of the M4A1 (75) W is identical to that of M4A1 (76) W, turret- and hull-wise. Taking out a M4A1 (75) W is not a difficult task to do for most cannons it will face. It can take a few hits from Pz IIIs that are equipped with KwK39 (50 mm), Shermans equipped with M3 (75 mm) and T-34 and KV-1's equipped with the L-11 (76 mm) that will have a difficulty for reliable penetration on the M4A1 (75) W's armour. Meanwhile most guns above 3.7 battle rating will penetrate the armour with ease. However, even up-gunned tanks can have a hard time penetrating it with the sloped armour the M4A1 models are shaped with.

Mobility

Speedforward / back
AB43 / 6 km/h
RB and SB39 / 6 km/h
Number of gears5 forward
1 back
Weight32.7 t
Engine power
AB763 hp
RB and SB400 hp
Power-to-weight ratio
AB23.3 hp/t
RB and SB12.2 hp/t
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 32.7 620 763 18.96 23.33
Realistic 39 6 354 400 10.83 12.23

The M4A1 (75) W (China) has got a decent speed of 38 km/h (42 km/h AB), with a relative bad acceleration that makes it an easy prey for enemy vehicles when it have just started its movement. The reverse speed of 4 km/h (5 km/h AB) would make it important to not peek too much outside of cover. Even though it have a relative bad acceleration, it can still move its hull relative fast to throw off incoming shells. The narrow tracks on the tank gives it a hard time to get a good grip on soft soil when in movement, making movement more efficient when on solid ground or road when wanting to move it around.

Modifications and economy

Repair costBasic → Reference
AB1 111 → 1 429 Sl icon.png
RB1 303 → 1 676 Sl icon.png
SB1 701 → 2 189 Sl icon.png
Total cost of modifications24 900 Rp icon.png
45 100 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces400 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
70 / 100 / 120 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
1 700 Rp icon.png
Cost:
3 100 Sl icon.png
140 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
1 100 Rp icon.png
Cost:
2 000 Sl icon.png
90 Ge icon.png
Mods new tank break.png
Brake System
Research:
1 100 Rp icon.png
Cost:
2 000 Sl icon.png
90 Ge icon.png
Mods new tank filter.png
Filters
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
170 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
2 000 Rp icon.png
Cost:
3 600 Sl icon.png
165 Ge icon.png
Mods new tank engine.png
Engine
Research:
2 000 Rp icon.png
Cost:
3 600 Sl icon.png
165 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
1 700 Rp icon.png
Cost:
3 100 Sl icon.png
140 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 100 Rp icon.png
Cost:
2 000 Sl icon.png
90 Ge icon.png
Mods tank reinforcement cn.png
Crew Replenishment
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
170 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
1 700 Rp icon.png
Cost:
3 100 Sl icon.png
140 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
1 100 Rp icon.png
Cost:
2 000 Sl icon.png
90 Ge icon.png
Mods tank ammo.png
75mm_usa_APCBC_ammo_pack
Research:
1 100 Rp icon.png
Cost:
2 000 Sl icon.png
90 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
170 Ge icon.png
Mods art support.png
Artillery Support
Research:
2 000 Rp icon.png
Cost:
3 600 Sl icon.png
165 Ge icon.png
Mods tank ammo.png
75mm_us_M89_Smoke_ammo_pack
Research:
2 000 Rp icon.png
Cost:
3 600 Sl icon.png
165 Ge icon.png

Armaments

Main armament

Vertical stabilizer
Reduces the swing of the gun in one plane while moving
Ammunition71 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 71 -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 104 101 90 78 68 59
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 N/A N/A N/A 47° 60° 65°
M48 shell HE 463 6.3 0 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 13 5 20 50

Ammo racks

Ammo racks of the M4A1 (75) W (China)
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

Ammunition600 rounds
Belt capacity200 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate575 shots/min
Vertical guidance-10° / 30°
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) 576 -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

Similar to the other 75 mm Shermans, the M4A1 (75) W has a decent gun to take out most opponents even when uptiered. The tank can handle itself against enemies, but it's never a problem to work with your team in it, cover your allies when they are moving forward. The M4A1 (75) W has advantages over the Soviet T-34, Japanese Chi-Nu and German Pz.III/IV by having a early stabilizer that makes short stop and shooting faster, but facing US or British M4's can be a problematic since they share similar armour and gun. While rival M4 tanks would not be a threat to a seasoned player, they can prove a nuisance to beginners.

The M4A1 (75) W has effective frontal armour for most common enemies you will face in a downtier, but the armour is relative weak against some enemies in an uptier. Enemies that should be prioritized in deadliness are mainly tank destroyers like the M10, Achilles, Jagdpanzers and SU-85 since their guns will slice through the M4A1's armour like butter and demolish the tank, while the tank destroyers can be difficult to take out with the M4A1's 75 mm cannon from the front.

When facing these dangerous enemies, it is best to move around them and flank their sides, especially since these vehicles like the Jagdpanzer IV's have thick enough sloped armour that makes the 75 mm M3 inefficient against the front plate. The M4A1's slow acceleration can make this a difficult task to do in Realistic Battle, but it will be easier in Arcade with the enhanced engine power, so it's easier to flank enemies.

Against the M4A1 (75) W

Light tank/SPAA: light vehicles with below-average penetration may struggle to fight an M4A1 frontally. There are weakspots, though: the hull side armour at the front blends into the upper front plate, forming a visible and thin triangular section each side right above the front sprocket wheel. It is only 38 mm thick like the side and is pretty much unangled, so even from the front, a light tank with over ~55 mm penetration can penetrate these two areas and knock out some turret crew. SPAA, with their rapid firing autocannons, will make short work of the thin side armour by firing long bursts across the entire side if it is exposed. Other than these areas, the M4A1 is quite sturdy, so do not shoot at places like upper front plate, turret, not even the spherical MG port.

Medium tanks: for medium tanks, apart from the two weakspots mentioned above, there are more weaknesses to shoot at on the M4A1. Tanks like the Pz.IV F2 and 75 mm M4 can target the upper part of the upper front plate where the armour gently blends with the driver's hatch and is almost laid horizontally flat, that area is less than 20 mm thick so average 75 mm/76 mm cannons will overmatch it and pierce through. Some might be wanting to shoot the turret, but American turrets are popular for their sturdiness. Although the on-paper thickness of the turret front is 63 mm, the gun mantlet, occupying most of the frontal turret, is actually 88 mm with slight angles. There are also thick framing around the gun barrel and the edge of the mantlet, which can cause non-penetrations. Therefore for common medium tanks with average cannons, it is best to avoid the turret/mantlet unless it is not facing you.

Heavy tank/tank destroyer: these vehicles with more powerful guns can easily penetrate the M4A1's hull unless the incidence angle is too small that a ricochet happens. If you are to fire at the turret front, avoid the edges of the gun mantlet and the surroundings of the gun barrel. Shoot at the very middle parts besides the barrel where the effective thickness is no more than 90 mm.

Enemies worth noting:

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 an M4A4, there are 2 apparent bulges on the upper front plate, a penetration through there is a guaranteed kill most of the times. But in case the opponent covers them up or when it's an M4A2, aim for the middle parts of the gun mantlet or the turret armour unprotected by the mantlet, you can at least make them defenceless. 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.

KV-1 (ZiS-5):

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 armour especially with its add-on armour plates. If this heavy tank is encountered and it's angling the hull, aim at the gun mantlet as it is only 50 mm thick. You can knock out its gunner easily. Or shoot at the thin cupola, there's also some chance to kill the gunner. Of course, the best way is to shoot at its sides and rear without any angle, where its armour is 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.

Churchill I, Churchill III, Pz.Kpfw. Churchill:

The Churchills, with their complex hulls and sturdy turrets, can be quite hard to kill at range. Again, manoeuvre as close to them as possible, the ideal 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.

Pz.IV F2/G/H/J:

The historical nemesis of any Sherman, the Panzer IV is one of the Sherman's 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 kill 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 one-shot this vehicle. With the G variant, it is more reliable to use AP at ranges within 500 m to ensure penetration.

R3 T20 FA-HS:

This speedy wheeled vehicle can circle around you with ease and wipe out all your crew with its fast firing autocannon. In a close encounter, never expose your side to it, and do not even angle your hull. Face your hull directly to the R3, because on each side of the cast hull, above the inducer wheel there is a triangular area that blends and connects the upper front plate to the side. By angling the hull, this triangle becomes unangled to the R3, making it easily penetrated, and the driver / gunner will usually get knocked out first. It is harder for the R3 to penetrate your unangled hull thus giving you more time to react and destroy it.

Pros and cons

Pros:

  • Sloped hull armour and thick frontal turret can deflect quite some shells sometimes.
  • APCBC shell is pretty effective against common opponents like the Pz.IV series and early Shermans.
  • Vertical stabiliser allows the tank to fire on the move, or shoot first in a sudden encounter.
  • Fast turret traverse, easily deal with enemies from multiple directions.
  • Relatively fast reload of about 5 seconds.
  • Great mountain warfare capacities due to its 10° gun depression and 90+mm gun mantlet.
  • HMG can effectively damage light vehicles (M18, VFW) or low-flying aircraft.
  • Wet ammo stowage reduces chance of being ammo-racked

Cons:

  • Narrow tracks give it awkward turning speed.
  • 38 mm side is weak, even rank I vehicles can penetrate
  • Short gun creates low shell velocity and curved trajectory. Requires better aiming at long range or with moving targets
  • High profile compared to other medium tanks it faces
  • Armour can't resist tanks like Pz.IV G or 76mm Sherman
  • The cast hull creates frontal weak spots with very little effective thickness, eg. the triangles between upper front plate and the side, and the curved hull hatches

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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Skins
Videos

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

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

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


China medium tanks
ZTZ59  Type 59 · ZTZ59A · ZTZ59D1
ZTZ69  Type 69 · Type 69-IIa
ZTZ88/96  ZTZ88A · ZTZ88B
  ZTZ96 · ZTZ96A · ZTZ96A (P)
ZTZ99  ZTZ99-II · ZTZ99-III
ZTZ99A  ZTZ99A · WZ1001(E) LCT
Export series  MBT-2000 · VT4A1
ROC  CM11
Other  Т-34-85 Gai · Object 122MT "MC"
Bangladesh  T-69 II G
Japan  ␗Chi-Ha · ␗Chi-Ha Kai
Pakistan  Al-Khalid-I
USA  ␗M4A4 · ␗M4A4 (1st PTG) · ␗M4A1 (75) W · ␗M48A1 · ␗M60A3 TTS
USSR  ␗T-34 (1943) · ␗Т-34-85 (S-53) · T-34-85 No.215 · Т-62 №545