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T95

AnnoA40_T95.png
Battle Tier
1234567891011
Overview
Mouse over "
Well, the ones further down, of course.
" for more information
[Client Values; Actual values in
Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Outside of a crew of 1 commander only, 100% crew is a fiction. The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate from the expected client value. These differences are taken into account in tooltip boxes.
]
3,500,000  Credits Cost
18001800 HP Hit Points
86.79/86.8987.75/91.89 t Weight Limit
Crew
  1. Commander (Radio Operator)
  2. Gunner
  3. Driver
  4. Loader
Mobility
670780 hp Engine Power
20/10 km/h Speed Limit
2024 deg/s Traverse
7.728.89 hp/t Power/Wt Ratio
YesYes Pivot
Armor
305/152.4/50.8 mm Hull Armor
Armament







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE
Shells




















1000/4800/680




















1650/4800/1120
Shell Cost
320/320/420750/750/950 HP Damage
198/245/53276/320/90 mm Penetration



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8.11 r/m 

Standard Gun

Reload Times
Nominal: 7.4 s
50% Crew: 9.17 s
75% Crew: 8 s
100% Crew: 7.1 s
Rammer: 6.39 s
Vents: 6.94 s
Both: 6.25 s
Both and BiA: 6.11 s
Both and Max Crew %: 5.86 s

See Crew, Consumables, or Equipment for more information.



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3.28 r/m 

Standard Gun

Reload Times
Nominal: 18.3 s
50% Crew: 22.67 s
75% Crew: 19.79 s
100% Crew: 17.55 s
Rammer: 15.8 s
Vents: 17.16 s
Both: 15.45 s
Both and BiA: 15.11 s
Both and Max Crew %: 14.48 s

See Crew, Consumables, or Equipment for more information.
Rate of Fire






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2300.8

Standard Gun

Using Shell Type 1 (320 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2300.8
50% Crew: 1856
75% Crew: 2128
100% Crew: 2400
100% Crew
Vents: 2454.4
Rammer: 2665.6
Both: 2726.4
Both and BiA: 2787.2
Both and Max Crew %: 2908.8

Advantageous Damage Per Minute
First-shot DPM: 2620.8
50% Crew: 2176
75% Crew: 2448
100% Crew: 2720
100% Crew
Rammer: 2985.6
Vents: 2774.4
Both: 3046.4
Both and BiA: 3107.2
Both and Max Crew %: 3228.8

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (320 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2300.8
50% Crew: 1856
75% Crew: 2128
100% Crew: 2400
100% Crew
Vents: 2454.4
Rammer: 2665.6
Both: 2726.4
Both and BiA: 2787.2
Both and Max Crew %: 2908.8

Advantageous Damage Per Minute
First-shot DPM: 2620.8
50% Crew: 2176
75% Crew: 2448
100% Crew: 2720
100% Crew
Rammer: 2985.6
Vents: 2774.4
Both: 3046.4
Both and BiA: 3107.2
Both and Max Crew %: 3228.8

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (420 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3019.8
50% Crew: 2436
75% Crew: 2793
100% Crew: 3150
100% Crew
Vents: 3221.4
Rammer: 3498.6
Both: 3578.4
Both and BiA: 3658.2
Both and Max Crew %: 3817.8

Advantageous Damage Per Minute
First-shot DPM: 3439.8
50% Crew: 2856
75% Crew: 3213
100% Crew: 3570
100% Crew
Rammer: 3918.6
Vents: 3641.4
Both: 3998.4
Both and BiA: 4078.2
Both and Max Crew %: 4237.8

See here, here, or here for more information.






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2460

Standard Gun

Using Shell Type 1 (750 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2460
50% Crew: 1987.5
75% Crew: 2272.5
100% Crew: 2565
100% Crew
Vents: 2625
Rammer: 2850
Both: 2917.5
Both and BiA: 2977.5
Both and Max Crew %: 3105

Advantageous Damage Per Minute
First-shot DPM: 3210
50% Crew: 2737.5
75% Crew: 3022.5
100% Crew: 3315
100% Crew
Rammer: 3600
Vents: 3375
Both: 3667.5
Both and BiA: 3727.5
Both and Max Crew %: 3855

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (750 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2460
50% Crew: 1987.5
75% Crew: 2272.5
100% Crew: 2565
100% Crew
Vents: 2625
Rammer: 2850
Both: 2917.5
Both and BiA: 2977.5
Both and Max Crew %: 3105

Advantageous Damage Per Minute
First-shot DPM: 3210
50% Crew: 2737.5
75% Crew: 3022.5
100% Crew: 3315
100% Crew
Rammer: 3600
Vents: 3375
Both: 3667.5
Both and BiA: 3727.5
Both and Max Crew %: 3855

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (950 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3116
50% Crew: 2517.5
75% Crew: 2878.5
100% Crew: 3249
100% Crew
Vents: 3325
Rammer: 3610
Both: 3695.5
Both and BiA: 3771.5
Both and Max Crew %: 3933

Advantageous Damage Per Minute
First-shot DPM: 4066
50% Crew: 3467.5
75% Crew: 3828.5
100% Crew: 4199
100% Crew
Rammer: 4560
Vents: 4275
Both: 4645.5
Both and BiA: 4721.5
Both and Max Crew %: 4883

See here, here, or here for more information.
Damage Per Minute


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0.38 m 

With 50% Crew: 0.471 m
With 75% Crew: 0.411 m
With 100% Crew: 0.364 m
With BiA: 0.356 m
With BiA and Vents: 0.349 m
Maximum possible: 0.334 m

For more details, see Crew


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0.38 m 

With 50% Crew: 0.471 m
With 75% Crew: 0.411 m
With 100% Crew: 0.364 m
With BiA: 0.356 m
With BiA and Vents: 0.349 m
Maximum possible: 0.334 m

For more details, see Crew
Accuracy


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1.7 s 

With 50% Crew: 2.106 s
With 75% Crew: 1.839 s
With 100% Crew: 1.63 s
With GLD: 1.482 s
With BiA: 1.594 s
With BiA and Vents: 1.559 s
With both and GLD: 1.418 s
Maximum possible: 1.359 s

For more details, see Crew or Equipment


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2.5 s 

With 50% Crew: 3.097 s
With 75% Crew: 2.704 s
With 100% Crew: 2.397 s
With GLD: 2.179 s
With BiA: 2.344 s
With BiA and Vents: 2.293 s
With both and GLD: 2.085 s
Maximum possible: 1.998 s

For more details, see Crew or Equipment
Aim time
2626 deg/s Gun Traverse Speed
21° Gun Arc
-5°/+20°-5°/+20° Elevation Arc
6230 rounds Ammo Capacity
General
2020 % Chance of Fire






380 m 

With 50% Crew: 298.6 m
With 75% Crew: 339.3 m
With 100% Crew: 380 m
With Recon and Situational Awareness: 399.2 m
With Coated Optics: 418 m
With Binocular Telescope: 475 m
Maximum possible: 544 m

For more details, see Skills or Equipment






380 m 

With 50% Crew: 298.6 m
With 75% Crew: 339.3 m
With 100% Crew: 380 m
With Recon and Situational Awareness: 399.2 m
With Coated Optics: 418 m
With Binocular Telescope: 475 m
Maximum possible: 544 m

For more details, see Skills or Equipment
View Range


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395 m 

With 50% Crew: 310.3 m
With 75% Crew: 352.7 m
With 100% Crew: 395 m
With 100% Signal Boost: 474 m
When affected by 100% Relaying: 434.5 m
Maximum possible: 568.4 m

For more details, see Skills or Equipment


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745 m 

With 50% Crew: 585.3 m
With 75% Crew: 665.2 m
With 100% Crew: 745 m
With 100% Signal Boost: 894 m
When affected by 100% Relaying: 819.5 m
Maximum possible: 1072 m

For more details, see Skills or Equipment
Signal Range
Values are Stock - click for Top

Additional Statistics
(Top Configuration)

Camouflage

  • Stationary: 18.3%
  • When Moving: 11.1%
  • When Firing: 2.6%


Terrain Resistance

  • On Hard Ground: 1.25
  • On Medium Ground: 1.34
  • On Soft Ground: 2.21


Dispersion Change Values

  • Turret Contribution
  • Rotation: 0.08
  • Shot Recoil: 3.84
  • Suspension Contribution
  • Acceleration: 0.16
  • Turning: 0.16


With 100% Crew

IX

AnnoA40_T95.png

3500000

The T95 is an American tier 9 tank destroyer.

Development of this vehicle started in 1943, with 25 vehicles planned for production within a year. Two prototypes passed trials, but never saw action.

Affectionately nicknamed the "Doom Turtle", "Doom Snail" or the "Boomstick", the T95 is slower than the T28, but has massively improved armor. In fact, this behemoth has the highest value of frontal armor of any tank in the game, tied with the T110E3, and its armor is very good for its tier, especially in the sides; but in exchange for heavy armor, the T95 has a top speed and hull traverse same the Maus. Having the 105 mm AT Gun T5E1 mounted is rather lacking for its tier, so getting the 120 mm AT Gun T53 from the T28 is a must to help the grind for the 155 mm AT Gun T7. The T95 equipped with this gun is a force to be reckoned with, rivaling even the nasty 152 mm BL-10 of the Object 704 and ISU-152. Having a top speed of 20 km/h, it is obviously an easy target for artillery, much like the T28, so using cover will greatly increase your chances of survival. However, keep in mind that even some artillery shells can bounce off the front of your armor, so don't be afraid to advance in the line of fire if it's required; just seeing the front of a T95 sends most tankers scrambling for cover.

The T95 leads to the T110E3.

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

Tier Gun Penetration
(mm)
Damage
(HP)
Rate of fire
(rounds/minute)
Dispersion
(m/100m)
Aiming time
(s)
Weight
(kg)
Price
(Credits)

VIII 105 mm AT Gun T5E1 198/245/53 320/320/420 8.11 0.38 1.7 2400 118000
X 120 mm AT Gun T53 248/297/60 400/400/515 6.9 0.38 2.1 2790 250000
X 155 mm AT Gun T7 276/320/90 750/750/950 3.28 0.38 2.5 3371 335000

Ico_engine_alpha.png

Engines

Tier Engine Engine Power
(hp)
Chance of Fire on Impact
(%)
Weight
(kg)
Price
(Credits)

VI Ford GAF 670 20 569 25300
VI Ford GAFM2A1 780 20 569 34600

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(гр/сек)
Rmin Weight
(kg)
Price
(Credits)

VIII T95HVSS 86.89 20 0 18000 29300
IX T95HVSSM2 91.89 24 0 18000 62500

Ico_radio_alpha.png

Radios

Tier Radio Signal Range
(м)
Weight
(kg)
Price
(Credits)

VI SCR 508 395 100 21600
X SCR 528 745 80 54000


Compatible Equipment

Superheavy Spall Liner Camouflage Net Fill Tanks with CO2 Coated Optics Experimental Optics Wear-Resistant Gun Laying Drive Venting System Innovative Loading System Extended Spare Parts Kit Enhanced Gun Laying Drive Enhanced Coil Springs Class 3 Improved Ventilation Class 3 Large-Caliber Tank Gun Rammer Binocular Telescope Toolbox "Wet" Ammo Rack Class 2 

Compatible Consumables

Stabilizer Greasing Automatic Fire Extinguisher Natural Cover Optical Calibration Case of Cola Aim Tuning Experienced Firefighters 100-octane Gasoline 105-octane Gasoline Manual Fire Extinguisher Vent Purge Large First Aid Kit Large Repair Kit Duty Comes First Shell Organizer Orderly Ammo Rack Focus on Target Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Pre-Battle Maintenance Combat Course 


Player Opinion

Pros and Cons

Pros:

- Frontal armor is immune to A LOT of enemy fire; large mantlet is nigh impenetrable.

- Spaced side armor is deceptively bouncy and will eat HE and HEAT Shells for low damage or none at all.

- 155mm gun can pen nearly anything and has frightening alpha damage; 120mm trades alpha damage and some penetration for a higher RoF, but is still deadly.

- Scares other tankers regardless of tier, especially with its flanks covered; you are in trouble if you come face to face with one that has support.

- Super Heavy spall liner will render HE shells(especially smaller caliber shells) and arty nearly useless.

- After 9.17.1, this tank is no longer the slowest tank in the game; speed was boosted to 20 km/h and traverse speed was increased to 20 deg/s.


Cons:

- Slow as Maus even with the 9.17.1 buff, weak roof and extremely sluggish speed on hills (only 8 - 13 kmh) ; Main priority for SPGs.

- Lower glacis is (relatively) weak, but angled fairly well and very small; can only be penned at a close distance.

- Although very thick, the armor isn't very angled, making it weak to gold APCR; Mantlet can still eat these shots however.

- Cupolas are annoyingly obvious weakspots that get hit frequently at mid to close range unless using the "Wiggle of Doom".

- Although wide, its not very tall, leaving its 40mm roof VERY vulnerable to tall tanks (i.e. the Maus).

- Your tracks are enormous and vulnerable, they will be targeted frequently in attempts of detracking you along with flanking maneuvers.

- The 155mm's accuracy is rather finicky; Shells tend to dip low.

- Bad gun depression and the tank is short, not suitable for hill sniping.

- The engine is very prone to being lit on fire when hit.

- Close combat is a chore due to the roof being hit when facing taller tanks and/or becoming tracked and circled.


Performance

The T95 can take an incredible amount of abuse before going down if handled correctly. Keep in mind that the T95 is very intimidating to anyone facing its front, making it perfect for defense or to block off an area and prevent the enemy from advancing. Its armor can hold entire corridors, enabling your team to focus their fire elsewhere. In some players' opinion, the T95 is superior in multiple ways to its upgrade, the T110E3.

The T95 is a true force to be reckoned with as its massive amount of frontal armor, and armed with the ferocious 155mm it can quickly cause enemies to dive for cover, as they fear both the damage it can cause and its ability to take out some tanks in one fell blow. It's a tank that can both break stalemates single-handedly or else hold 4 tanks at bay by itself (As long as they are denied the ability to flank or easily hit weak spots), giving your team the advantage of numbers, or precious time else where to break through lines or hold off pushes. That being said, it is important to use those strengths to your advantage, should you have one on your team. Tall tanks, such as the Maus, can use it as a shield to hide their lower glacis while providing very useful firepower to suppress targets from the side. Small tanks can almost completely hide behind it, letting the T95 push forward for them, blocking and absorbing damage while they pop out and take a quick shot or deny opponents the ability to flank the T95 itself. In desperate situations, the T95 can shatter a hostile push, given the right conditions.

Although the T95 may have plenty going for it, the tank holds a few huge, Achilles' heel-scaled weaknesses.

Remember you cannot to be alone to face the few medium or light tank will kill you for sure. Scouts and mediums can taunt at the T95's inherent weak of turning speed. Though this steep disadvantage can be softened somewhat with clutch braking, which also, surprisingly, gives it a large enough turning boost to be able to fend off some tanks that try to flank you, particularly if you can back your rear into a wall. Clutch braking does not aid the T95 in avoiding the deathly gaze of SPGs when out in the open, and with the T95's slow speed, tankers will learn to hate them with a passion. In addition, Off-road Driving eases the burden on the T95's agility when on soft and moderately soft terrain. Yet the poor speed is a double edged sword. While the T95 may not be able to relocate very quickly, it can fire on the move without sacrificing much in accuracy, however, this brings up the second major weakness of the T95.

The accuracy of the 155mm gun, the T95's greatest asset, is far from stellar. Even though it is the same gun found in the T30, and enjoys some minor buffs on the T95 (a 0.01 accuracy buff, 0.42 increase to RoF, and a 0.4 second shorter aiming time) The guns accuracy is still easily outmatched by nearly all other tier 9 and 10 guns found on the TDs of other nations (Except the FV 215b 183s which has a horrid dispersion of 0.4). This makes firing on the move all the more complex. It also makes long distance sniping, which this tank should do well in on paper, according to its characteristics, in reality an unfairly poorer proposition for the T95. Even at close range, the albeit wonky accuracy is still hard felt, making intentional 'trick shots', hits on small or relatively tricky to hit weak spots, and in some cases even lower glacis shots miss their mark or land in the entirely wrong place, and in extreme cases, repeatedly. Shots that you could be certain would hit their mark on any other tier 9 TD can unexpectedly miss when in the T95. In fact there is no way to increase this 'Fully aimed' accuracy other than to install Vents and hope it makes a difference, or install an enhanced gun laying drive to quicken the aiming time and improve the odds of snap shots landing where you want them to. Yet in most cases, poor accuracy is countered with both a rather good rate of fire and exceptional damage (The former can hurt your credit earnings however if you miss frequently).

But in the T95 that is not exactly the case. While the 155mm does in fact sport an extremely nasty damage potential, its rate of fire, despite being considerably faster than in the T30, is still outmatched yet again by many same tier, and even higher tier tanks. Many tier 9 TDs from other nations will be able to fire 2, or even nearly 3 shots (Thanks to the presence of the Tortoise) for every 1 shell the T95 is able to load and fire. Thankfully, as with the poor turning radius and very bad handling in soft terrain (due to poor engine), the reload speed can be boosted with the installation a Tank gun rammer. When the T95 is heavily damaged, a loader with a 100% skill in Adrenaline rush in addition to the tank gun rammer can be an asset when the going gets tense.

Additionally, there is a less obvious advantage to the T95, it's HE rounds. Oddly enough the HE of the T95 has enough penetrating power to punch through extreme weak spots of other tanks, such as the rear of other American tanks (and in that case even their sides). This seemingly meager 90 millimeters of penetration may not sound like a whole bunch when against lots of tier 10s, but in an instance where you are among very few tier 9s in a tier 9 match, that 90 millimeters can do much more. Do not be afraid to Hammer lower tier tanks with HE where you know you can pen even with just the 90 millimeters. Get the shot correct, and you can find yourself nearly one-shotting tier 7s & 8s or chopping some tier 9 and 10 tanks HP in half. Against much more heavily armored foes however, stick to using AP and firing on weak spots whenever possible.

Thus, in open maps, it is best to play like a 'Silent Hunter', by laying low, taking shots of opportunity, and sticking to cover. Staying near your teams base is also a wise option as most of the time, it enables the T95 tanker to lend assistance to many, if not all fronts, when needed on open maps. It also allows the T95 a better chance to hold off advances on the base, but particularly if allies are able to fall back and support the T95. However as with being in an SPG, be wary of a fast moving light or even medium autoloading tanks, as these can be your death sentence if they can get behind you and stay there. If this occurs, if you are already against some form of cover, try to pin them against said cover, turning while still pinning them against that cover (If it is solid), in order to take them out. Turning about wildly as fast as you can and alerting your team mates that you are compromised is also a viable tactic in open maps, as faster allies can rush to your aid and snipers can hammer the flanker off of you. But NEVER let an enemy get behind you intentionally if you are alone.

If done properly, the T95 can wind up late game being completely intact and at 100% health, with hostiles that are far too damaged to stand toe to toe with the T95 head on. In this situation, press the advantage you have created yourself, defend your base aggressively, avoid getting flanked and being open to artillery fire. It is best to lash out when there are still a handful of allies left to assist you. A T95 alone, even with 100% health, can easily turn into a dead T95, as there will be no allies to cover your flanks and rear, or to support you if you are forced to advance.

In mixed maps, such as Erlenberg, go down along "Urban Like" regions if you can, and try to avoid being detected or seen as a major threat for as long as possible, take clean pot-shots on enemies in range or in your line of fire when you can, but remember to keep moving. This is an extremely viable tactic particularly in Erlenberg on Encounter game mode, as you have plenty of places to duck for cover, even a few within the cap circle, and still be able to make a quick adjustment and fire a few pot shots.In most other encounter maps, however, it is best to avoid marching straight into the base if there is a risk it can take fire from all directions and be unable to deny access to a more vulnerable side of your tank, and still be able to return fire.

In urban environments, the T95 becomes a completely different beast. In these situations, move forward and do not remain in very close proximity to the base unless in an encounter match or if the situation demands it. Play aggressively and land as much damage as you can, and remember to keep out of the reach of SPGs. A T95 driver that is able to effortlessly weave a trail through the urban streets without taking much damage can very easily mop the match floor, sweeping enemies off the battlefield, deflecting large amounts of damage and dealing an even larger amount right back. This can even be done on the defensive, and if done perfectly, you can snatch victory from the jaws of defeat.

Another fantastic capability of this tank is that it can stall, especially in urban maps where enemies are denied an easy flanking opportunity. Simply park your tank in a key chokepoint where the enemy is threatening, preferably a street enclosed on both sides by buildings. After firing, turn side to side in order to feign enemies into missing your weak spots, and try to maintain moderate distance, the further your enemies are, the harder it is for them to land shots on your weak spots.

Equipping Tank Gun Rammer, Enhanced coil springs, and Super Heavy Spall liner enables this tank to take even more punishment, somewhat susceptible siege machine into a faster firing, hard to pin down killing machine. Like the T28, with the right skills and equipment the T95 is also a good urban brawler despite its slower speed and lower agility. The fear factor of this tank means that players can make mistakes, use these instances to your full advantage, especially if there are virtually no other tier 9 or 10 tanks around. Narrow streets can be a blessing and a curse for the T95. A blessing in that it becomes considerably harder and takes longer for opponents to flank your tank, but at the same time, albeit risky to take corners along intersections. When going around street corners, start wide, gradual turns early, this exposes less of your side to enemies when you reach the bend and in addition angles that side armor, making any shot made onto it have a greater chance to bounce.

When playing alongside a T95, although it may not help much, pushing the T95 to its destination shaves precious seconds off the time it needs to get there, and as in war, time can make the difference between victory and defeat. When the T95 fires a shot, give it covering fire if ahead of it, distracting enemy tankers while allowing it to reload for another punch. A T95 that takes a negligible amount of damage through much of the match's course will most likely survive it.

Due to the insane amount of armor that nearly covers the entire tank's front, the two weak spots, the lower glacis and the two cupolas, are the only things any tier 6, 7, and even tier 8 tanks have a hope at penetrating if you greet them head on. With 200mm of sloped armor on the commanders turret many tanks have to use gold to get through the weakspots. And even then, wiggling, as if the entire tank were a turret, leaves shots most could make while you are standing still extremely difficult. Handle this tank's armor correctly and you have a good chance to deflect jaw-droppingly enormous amounts of damage in matches, even from other T95s and tier 10 tank destroyers, and, if you are lucky, even laughing in the face of arties!


Early Research

  • The engine and the radio come from the T28, so mount them before upgrading the tracks.
  • You need the tracks to mount the 120mm, then you can grind the 155mm, but you can use the Upgraded Suspension to unlock the 120mm.


Suggested Equipment


Improved VentilationTank Gun Rammer Enhanced Gun Laying Drive Spall Liner Binocular Telescope Camouflage Net Enhanced Coil Springs


Gallery

Historical Info

T95 tank

The rejected M6A2E1 project proposed that a limited number of assault vehicles be improvised by modifying the stock of T1E1 heavy tanks. However, a far more extensive program to develop a heavily armed and armored combat vehicle had been initiated in September 1943. Studies by the Ordnance Department indicated that such a vehicle would be required after the invasion of Europe to penetrate heavily fortified areas such as the German West Wall. The original concept proposed mounting the new 105mm gun T5E1 in a tank with the equivalent of 8 inch frontal armor using the electric drive system developed for the heavy tank T1E1 and the medium tank T23. The high velocity T5E1 gun had excellent penetration performance against concrete and when installed in a heavily armored chassis was expected to be extremely effective in reducing heavy fortifications. The Chief of Ordnance proposed that 25 of the new tanks be produced and estimated that they could be completed in eight to twelve months, approximately the same time that would be required to build a single pilot. Such a schedule was expected to make them available in time for operations in Europe. The Army Ground Forces did not agree and recommended that only three pilot models be constructed and that the electric drive be replaced by a mechanical transmission. After a conference with the various parties concerned, the Army Service Forces in March 1944 authorized the procurement of five vehicles, designating them as the heavy tank T28. The original specification was modified to increase the frontal armor to 12 inches raising the estimated combat weight to 95 tons.

Technical specifications

T95 Technical drawings

The proposed tank was a low silhouette vehicle without a turret. The 105mm gun T5E1 was to be mounted in the front of the hull with a traverse of 10 degrees to the right and left of center and an elevation range of -5 to +20 degrees.

The power package in the T95 (T28) was essentially the same as in the M26 Pershing tank, although the weight of the new vehicle was more than twice that of the latter. To handle the T95 (T28), the 500 horsepower Ford GAF engine and the torqmatic transmission required a final drive gear ratio that reduced the maximum vehicle speed to about eight miles per hour. In fact, the maximum recommended sustained speed was seven miles per hour at 2600 rpm. Due to its extreme weight and low engine power, the T95 (T28) had extremely limited obstacle-crossing ability and could not cross any of the portable bridges available at the time. The great weight of the vehicle also required considerable ingenuity in design to reduce the ground pressure to an acceptable level. This objective was achieved by the use of two sets of tracks on each side. The outer set, along with the four inch thick armor side skirts, could be removed and towed behind the vehicle when operating on a hard surface. Removing the outer tracks also reduced the overall width from 179 1/2 inches to 124 inches permitting rail transportation. At Aberdeen, an inexperienced four man crew removed the outer tracks under field conditions in four hours on their first try. An equal amount of time was required to reassemble them onto the vehicle. By the third try, the same team had reduced the time to remove or replace the outer tracks to 2 1/2 hours.

Crew

A crew of four was carried with the driver and gunner in the front hull on the left and right of the cannon respectively. The loader was at the left rear of the fighting compartment and the commander at the right rear behind the gunner. The driver and the commander were each provided with a vision cupola. A ring mount for a .50 caliber machine gun was installed around the commanders cupola. It could be used only with the commander standing in the open hatch and was the only secondary armament on the vehicle, except for the individual crew weapons. The gunner was equipped with a telescope alongside the cannon and a periscopic sight in the hull roof.

History

T95 Front view
On 7 February 1945, a memorandum from the Chief of Ordnance requested that the T28 be redesignated as the 105mm gun motor carriage T95 because the cannon was not turret mounted and because of its limited secondary armament. OCM 26898, dated 8 March 1945, approved the name change and recorded the characteristics of the new vehicle. Because of the pressure of the wartime production program as well as the size and weight of the proposed vehicle, there was some difficulty in finding a facility to manufacture the five pilots. However, the Pacific Car and Foundry Company agreed to take on the project and in May 1945, (they were supplied with the basic vehicle design as well as detailed information on the gun mount and the horizontal volute spring suspension. Final design work began immediately. The first front end casting was delivered on 20 June and welding was completed on the first hull in August 1945.



T95 at Fort Knox
After the end of the war in the Pacific, the number of pilots was reduced from five to two with number 1 being shipped to Aberdeen Proving Ground on 21 December 1945 followed by number 2 on 10 January 1946. The first pilot, registration number 40226809, was used for engineering tests at Aberdeen, but the second, registration number 40226810, was transferred first to Fort Knox and later to the Engineer Board at Yuma, Arizona where it was used for testing floating bridges.



The heavily armed and armored T95 did not quite fit any of the usual categories for U. S. Army fighting vehicles. For example, tanks were expected to carry their armament in fully rotating turrets and self-propelled guns usually were lightly armored to achieve maximum mobility. The T95 did not meet either of these criteria and in June 1946, there was another name change. At that time, OCM 30758 redesignated the vehicle as the super heavy tank T28. It then was considered that the combination of heavy firepower and heavy armor was more appropriate for a tank than a gun motor carriage. Regardless of the name, the T95 (T28) was under test at Aberdeen Proving Ground until late 1947, primarily to evaluate the durability of components on such a heavy vehicle. A total of 541 miles of operation was completed consisting of 128 miles on roads and 413 miles on gravel. Needless to say, the mileage accumulated slowly because of the low normal operating speed of five to six miles per hour and the low priority assigned to the project. Work was terminated before completion of the program in compliance with a War Department policy to discontinue development on combat vehicles in the 100-ton class. In 1947 one of the T95 (T28)'s was heavily damaged by an engine fire during trials at Yuma Proving Grounds and scrapped, and the other T95 (T28) was reported broken up and also sold for scrap. In 1974 the last prototype was discovered abandoned in a back field at Fort Belvoir, Virginia. It is unknown where it spent the intervening 27 years. It is the sole remaining example of these tanks and was exhibited at the Patton Museum of Cavalry and Armor in Kentucky.


Historical Gallery

Historical Accuracy Errata

The following are consensus errors or inconsistencies which have been identified with the configuration of the vehicle in question and conflict with information available on the public record. The causes for these divergences in the game are normally not disclosed and may be rooted in game balance.

* The T95's only primary armament is the 105 mm AT Gun T5E1 which it still carries today. The 120 mm was planned but never actually mounted. 155 mm T7 gun configuration was never planned nor proposed, although the 155mm M2 Long Tom was planned.
  • The real life T95's max speed is 13KM/H.


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