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110

AnnoCh11_110.png
Battle Tier
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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.
]
2,600,000  Credits Cost
14501550 HP Hit Points
46.35/4750.47/54 t Weight Limit
Crew
  1. Commander (Radio Operator)
  2. Gunner
  3. Driver
  4. Loader
Mobility
520580 hp Engine Power
40/15 km/h Speed Limit
2830 deg/s Traverse
11.2211.49 hp/t Power/Wt Ratio
NoNo Pivot
Armor
120/90/60 mm Hull Armor
130/90/90201/148/50 mm Turret Armor
Armament







{{#ifeq:HOLLOW_CHARGE|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/HEAT/HE







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE
Shells




















1025/5600/608




















1050/4000/750
Shell Cost
390/390/530320/320/420 HP Damage
175/250/61215/265/50 mm Penetration



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4.29 r/m 

Standard Gun

Reload Times
Nominal: 14 s
50% Crew: 17.34 s
75% Crew: 15.14 s
100% Crew: 13.42 s
Rammer: 12.08 s
Vents: 13.12 s
Both: 11.81 s
Both and BiA: 11.56 s
Both and Max Crew %: 11.08 s

See Crew, Consumables, or Equipment for more information.



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6 r/m 

Standard Gun

Reload Times
Nominal: 10 s
50% Crew: 12.39 s
75% Crew: 10.82 s
100% Crew: 9.59 s
Rammer: 8.63 s
Vents: 9.38 s
Both: 8.44 s
Both and BiA: 8.26 s
Both and Max Crew %: 7.91 s

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






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1673.1

Standard Gun

Using Shell Type 1 (390 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1673.1
50% Crew: 1349.4
75% Crew: 1548.3
100% Crew: 1743.3
100% Crew
Vents: 1782.3
Rammer: 1938.3
Both: 1981.2
Both and BiA: 2024.1
Both and Max Crew %: 2113.8

Advantageous Damage Per Minute
First-shot DPM: 2063.1
50% Crew: 1739.4
75% Crew: 1938.3
100% Crew: 2133.3
100% Crew
Rammer: 2328.3
Vents: 2172.3
Both: 2371.2
Both and BiA: 2414.1
Both and Max Crew %: 2503.8

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (390 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1673.1
50% Crew: 1349.4
75% Crew: 1548.3
100% Crew: 1743.3
100% Crew
Vents: 1782.3
Rammer: 1938.3
Both: 1981.2
Both and BiA: 2024.1
Both and Max Crew %: 2113.8

Advantageous Damage Per Minute
First-shot DPM: 2063.1
50% Crew: 1739.4
75% Crew: 1938.3
100% Crew: 2133.3
100% Crew
Rammer: 2328.3
Vents: 2172.3
Both: 2371.2
Both and BiA: 2414.1
Both and Max Crew %: 2503.8

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (530 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2273.7
50% Crew: 1833.8
75% Crew: 2104.1
100% Crew: 2369.1
100% Crew
Vents: 2422.1
Rammer: 2634.1
Both: 2692.4
Both and BiA: 2750.7
Both and Max Crew %: 2872.6

Advantageous Damage Per Minute
First-shot DPM: 2803.7
50% Crew: 2363.8
75% Crew: 2634.1
100% Crew: 2899.1
100% Crew
Rammer: 3164.1
Vents: 2952.1
Both: 3222.4
Both and BiA: 3280.7
Both and Max Crew %: 3402.6

See here, here, or here for more information.






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1920

Standard Gun

Using Shell Type 1 (320 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1920
50% Crew: 1548.8
75% Crew: 1776
100% Crew: 2003.2
100% Crew
Vents: 2048
Rammer: 2227.2
Both: 2275.2
Both and BiA: 2326.4
Both and Max Crew %: 2425.6

Advantageous Damage Per Minute
First-shot DPM: 2240
50% Crew: 1868.8
75% Crew: 2096
100% Crew: 2323.2
100% Crew
Rammer: 2547.2
Vents: 2368
Both: 2595.2
Both and BiA: 2646.4
Both and Max Crew %: 2745.6

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (320 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1920
50% Crew: 1548.8
75% Crew: 1776
100% Crew: 2003.2
100% Crew
Vents: 2048
Rammer: 2227.2
Both: 2275.2
Both and BiA: 2326.4
Both and Max Crew %: 2425.6

Advantageous Damage Per Minute
First-shot DPM: 2240
50% Crew: 1868.8
75% Crew: 2096
100% Crew: 2323.2
100% Crew
Rammer: 2547.2
Vents: 2368
Both: 2595.2
Both and BiA: 2646.4
Both and Max Crew %: 2745.6

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: 2520
50% Crew: 2032.8
75% Crew: 2331
100% Crew: 2629.2
100% Crew
Vents: 2688
Rammer: 2923.2
Both: 2986.2
Both and BiA: 3053.4
Both and Max Crew %: 3183.6

Advantageous Damage Per Minute
First-shot DPM: 2940
50% Crew: 2452.8
75% Crew: 2751
100% Crew: 3049.2
100% Crew
Rammer: 3343.2
Vents: 3108
Both: 3406.2
Both and BiA: 3473.4
Both and Max Crew %: 3603.6

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


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0.48 m 

With 50% Crew: 0.595 m
With 75% Crew: 0.519 m
With 100% Crew: 0.46 m
With BiA: 0.45 m
With BiA and Vents: 0.44 m
Maximum possible: 0.422 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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3.4 s 

With 50% Crew: 4.212 s
With 75% Crew: 3.678 s
With 100% Crew: 3.26 s
With GLD: 2.964 s
With BiA: 3.188 s
With BiA and Vents: 3.119 s
With both and GLD: 2.835 s
Maximum possible: 2.718 s

For more details, see Crew or Equipment


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2.9 s 

With 50% Crew: 3.592 s
With 75% Crew: 3.137 s
With 100% Crew: 2.781 s
With GLD: 2.528 s
With BiA: 2.719 s
With BiA and Vents: 2.66 s
With both and GLD: 2.418 s
Maximum possible: 2.318 s

For more details, see Crew or Equipment
Aim time
2826 deg/s Turret Traverse
360° Gun Arc
-5°/+12°-6°/+15° Elevation Arc
3540 rounds Ammo Capacity
General
1212 % Chance of Fire






350 m 

With 50% Crew: 275 m
With 75% Crew: 312.5 m
With 100% Crew: 350 m
With Recon and Situational Awareness: 367.7 m
With Coated Optics: 385 m
With Binocular Telescope: 437.5 m
Maximum possible: 501.1 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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600 m 

With 50% Crew: 471.4 m
With 75% Crew: 535.8 m
With 100% Crew: 600 m
With 100% Signal Boost: 720 m
When affected by 100% Relaying: 660 m
Maximum possible: 863.4 m

For more details, see Skills or Equipment


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750 m 

With 50% Crew: 589.3 m
With 75% Crew: 669.7 m
With 100% Crew: 750 m
With 100% Signal Boost: 900 m
When affected by 100% Relaying: 825 m
Maximum possible: 1079.2 m

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

Additional Statistics
(Top Configuration)

When using the 100mm 62-100T gun:

Camouflage

  • Stationary: 6.6%
  • When Moving: 3.1%
  • When Firing: 1.4%


Terrain Resistance

  • On Hard Ground: 0.96
  • On Medium Ground: 1.06
  • On Soft Ground: 2.11


Dispersion Change Values

  • Turret Contribution
  • Rotation: 0.1
  • Shot Recoil: 3.84
  • Suspension Contribution
  • Acceleration: 0.22
  • Turning: 0.22


With 100% Crew

VIII

AnnoCh11_110.png

2600000

The 110 is a Chinese tier 8 heavy tank.

From the mid-1940s to the 1950s, Soviet engineers attempted to modernize the IS-2 tank. The IS-2U variant, developed in November 1944, was conceived to have a reinforced frontal hull with a plate configuration resembling that of the IS-3. In the mid-1950s the design project was passed to China and became the basis for further Chinese tank development.

This is the First true Chinese Heavy tank in the Chinese line. Unfortunately, it also has the downside of being one of the worst Tanks in Tier 8. With unreliable armor, a horrible grind, an awful gun, and fairly sluggish speed. This is one of the tanks that is a grinding nightmare.

The 110 leads to the WZ-111 model 1-4.

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 122 mm 37-122JT 175/250/61 390/390/530 4.62 0.48 3.4 2440 120000
VIII 122 mm D-25T 175/250/61 390/390/530 5 0.46 3.4 2590 135000
IX 100 mm 62-100T 215/265/50 320/320/420 6 0.38 2.9 2557 221000

Ico_turret_alpha.png

Turrets

Tier Turret Turret Armor (front/sides/rear)
(mm)
Turret Traverse Speed
(deg/s)
View Range
(m)
Weight
(kg)
Price
(Credits)

VII 110 130/90/90 28 350 7000 12000
VIII T-10 201/148/50 26 380 11000 33200

Ico_engine_alpha.png

Engines

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

VIII 12150L 520 12 750 48000
IX 12150LS 580 12 750 99500

Ico_suspension_alpha.png

Suspensions

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

VII 110 47 28 B/2 11500 17780
VIII 110-1 54 30 B/2 11500 35000

Ico_radio_alpha.png

Radios

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

X A-220A 750 40 54000
IX A-220 600 40 38000


Compatible Equipment

Vertical Stabilizer Mk 2 Heavy Spall Liner Camouflage Net Fill Tanks with CO2 Coated Optics Stabilizing Equipment System Experimental Optics Wear-Resistant Gun Laying Drive Venting System Innovative Loading System Extended Spare Parts Kit Enhanced Gun Laying Drive Enhanced Torsion Bars 5+ t Class 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 Aim Tuning Experienced Firefighters Manual Fire Extinguisher Vent Purge Large First Aid Kit Large Repair Kit Duty Comes First Shell Organizer Quality Oil Orderly Ammo Rack Focus on Target Improved Combat Rations Removed Speed Governor Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Pre-Battle Maintenance Combat Course 


Player Opinion

Pros and Cons

Pros:

- Very bouncy upper front hull and upgraded turret against only novice enemies.

- Slightly above average rate of fire and DPM.

- Top gun offers premium APCR with 265mm of penetration to "compensate" for average 215 AP pen.


Cons:

- Absolutely Awful gun handling; Gun elevation and depression is worse than French LT with ridiculous accuracy at distance (0.48 with stock gun and 0.38 with top gun), most shots wont find their target

- Horrid aim time (3.4 sec for stock and second gun and 2.9 sec for top gun) for only 320 damage and unreliable accuracy 6

- High chance of fire. Frontal hits can also set you on fire

- Low ammo capacity even compared to LTs (36 shells on stock gun and 40 shells on top gun)

- Overall poor armor with massive lower plate, only relies on sloped armor, Front pre-angled hull becomes very weak if you angle it even slightly

- Brutal grinding experience with 175mm penetration and 130mm thick stock turret, also required suspension for equipment or upgrade mounting

- Low power to weight ratio means it rarely reaches its top speed.


Performance

Armor:

The 110 is a pure bred flat ground corridor tank designed to fight hiding its lower plate at mid-range or bullying lower tiered tanks whenever possible. The 110 cannot brawl at close range because of numerous weak points like the 60mm of side armor, 100mm pike cheeks, tall commander hatch, exposed rear drive wheel, and large lower plate. These weak points and the risk of being swarmed force the 110 to fight at mid-range where hitting weak points on the tank becomes more of a challenge especially with a little wiggling/rocking the tank. The nature of the pike nose armor relying more on slopping than armor thickness also prevents side scraping as you expose your pike cheeks that shield your fragile ammo racks. The reliance of slopping also makes the pike stick out far ahead of the 110 so keep in mind not to make shallow turns around corners or the enemy will see you first every time. Some may suggest reverse side scraping as a solution but it is time consuming and not possible because the rear of the tank is fairly wide and not protected by spaced armor. The solution to corners is to approach from a wide angle and expose the far side of your pike nose rather than your sides while hiding your lower plate behind some terrain. However, the perfect scenario is one where you do not expose your hull armor at all especially when facing tier X guns that will make a complete mockery of your armor. Another tactic is panicking your opponent by face hugging them but relying on your opponent being a novice at high tiers is not likely. Face hugging with your pike is also not a perfect tactic as it significantly decreases the angling on your pike nose and makes hitting your commander's hatch extremely easy.

As a final rule of thumb on the 110's armor: the 110 is nearly impenetrable to any tank limited to 170mm of penetration without angling. This puts it in an excellent position to bully lower tier tanks that were too cheap to load premium ammunition. If you can fight a tank that cannot penetrate your armor, fight a tank that can't penetrate your armor and try not to go in over your head.


Gun:

The 110's gun is better than the IS-3's gun on paper but hidden soft stats reveal that the 110 has some of the worst gun handling for a heavy tank that does 320 alpha. It is still a respectable amount of damage but it is very limited to mid to close range combat because the medium tank penetration on the 110 will hemorrhage credits at long range. The 110 can still play an ace up its sleeve and that is its raw rate of fire. It's not quite high enough to fire twice for every shot in return but more often than not you will beat the reload of most other tanks that have +300 alpha. Keep in mind, even though your DPM is slightly above average, most tanks that do 240-250 alpha will be able to match or significantly exceed your DPM and rate of fire. Especially higher tiered tanks. A lot of tanks lower tier like a Cromwell at tier 6 will have upwards of 200-300 more DPM than you and a Cromwell will not have much trouble going through the sides and rear of your armor with normal AP especially if the Cromwell chooses to rush and circle you. Otherwise, a lot of lower tier tanks can press their 2 key and with better dpm, butter through your weak points.


Mobility:

Flanking maneuvers and using the 110's mobility are limited as the tank's low power to weight ratio is around 11, similar to a Tiger II or Lowe. To make matters worse, the 110's sides have been thinned from the IS-2's 90mm to 60mm for game balancing reasons. This is also roughly the location where the tank's fuel tanks are stored so shots into the front drive wheel will often set the tank on fire. The 110 cannot flank its opponents without suffering crippling module damage from shots to its sides and carrying a fire extinguisher is a must. If you are very intent on running food in your 110, train jack of all trades on your commander so you can forgo a med kit instead of your fire extinguisher.

The 110 does have a very lack luster view range of 380. Many tier 8 heavies, mediums, and tank destroyers will still out spot the 110 through better view range and/or camouflage. If you can get hull down and gauge the general direction of your enemies while baiting them to fire at your turret, the 110 can serve as an impromptu scout, support tank, or harasser. It sounds risky even on paper but it is brutal to those who are not accustomed to playing with 6 degrees of gun depression (superior to the IS-3 by one degree but the IS-3 is significantly stronger hull down and the IS-3 can risk exposing more of its sides due to its spaced armor).

The 110 also has an awful tendency to get swarmed. It's track traverse is the same as an IS-3 but due to significantly worse ground resistances the 110 does struggle to re-engage targets when it has been out flanked. Certainly faster than German heavies in terms of not being flanked but the armor may as well be just as useful since the track traverse is not fast enough to keep the pike directly pointed at your enemies at all times without giving up your fuel tank sides.


Early Research

  • The engine, radio, and 122mm D-25T should already be researched from the IS-2 and should be equipped
  • The suspension should be your first goal as it is required to mount the turret
  • Next research the turret, which gives the 110 significantly improved armor and more health, as well as 30 meters additional view range
  • Finally get the 100mm gun, which gives a much needed boost in accuracy, aim time, and penetration, at the cost of some alpha damage. Do not keep the 122mm because the 250mm of heat penetration is useless against tracks and spaced armor. Quite essentially the majority of armor on an IS-3.


Suggested Equipment


Tank Gun Rammer Enhanced Gun Laying Drive Vertical Stabilizer Improved Ventilation Class 3


Gallery

History for this tank not found

Historical Gallery


China
Light Tanks IRenault NC-31 IIVickers Mk. E Type B IIIType 2597 Chi-Ha IVM5A1 Stuart VI59-16 VIType 64 VIIType 62 VIIWZ-131 VIIIWZ-132 IXWZ-132A XWZ-132-1
Medium Tanks VType T-34 VIType 58 VIIT-34-1 VIIIType 59 VIIIT-34-2 VIIIT-34-3 VIII59-Patton IXWZ-120 X121 X121B
Heavy Tanks VIIIS-2 VIIIWZ-111 VIII110 VIII112 IXWZ-111 model 1-4 X113 XWZ-111 model 5A
Tank Destroyers IIT-26G FT IIIM3G FT IVSU-76G FT V60G FT VIWZ-131G FT VIIT-34-2G FT VIIIWZ-111-1G FT VIIIWZ-120-1G FT IXWZ-111G FT XWZ-113G FT
Self-Propelled Artillery
Heavy Tanks
USA VT14 VT1 Heavy Tank VIM6 VIIT29 VIIIChrysler K GF VIIIT26E5 VIIIM6A2E1 VIIIT32 VIIIT34 VIIIT34 B IXM103 XT110E5 XT57 Heavy Tank
UK VChurchill I VExcelsior VIChurchill VII VITOG II* VIIBlack Prince VIIFV201 (A45) VIIICaernarvon IXConqueror XFV215b XSuper Conqueror
Germany IVPz.Kpfw. B2 740 (f) IVDurchbruchswagen 2 VVK 30.01 (H) VITiger 131 VIVK 36.01 (H) VIIVK 45.03 VIITiger I VIITiger (P) VIIIVK 100.01 (P) VIIIVK 168.01 (P) VIIILöwe VIIITiger II VIIIVK 45.02 (P) Ausf. A IXE 75 IXMäuschen IXVK 45.02 (P) Ausf. B XE 100 XPz.Kpfw. VII XMaus XVK 72.01 (K)
France IVB1 VBDR G1 B VIARL 44 VIIAMX M4 mle. 45 VIIIAMX 50 100 VIIIAMX M4 mle. 49 VIIIAMX 65 t VIIISomua SM VIIIFCM 50 t IXAMX 50 120 IXAMX M4 mle. 51 XAMX 50 B XAMX M4 mle. 54
USSR VChurchill III VKV-1S VKV-220-2 VKV-220-2 Beta Test VKV-1 VIKV-2 VIKV-2 (R) VIKV-85 VIT-150 VIIIS VIIKV-3 VIIKV-122 VIIIS-2 VIIIIS-3 VIIIIS-6 VIIIKV-5 VIIIKV-4 VIIIIS-5 (Object 730) VIIIIS-3A VIIIKV-4 Kreslavskiy VIIIObject 252U Defender VIIIObject 252U VIIIIS-M IXT-10 IXObject 257 IXObject 705 IXST-I XIS-4 XIS-7 XObject 260 XObject 705A XObject 277
China VIIIS-2 VIIIWZ-111 VIII110 VIII112 IXWZ-111 model 1-4 X113 XWZ-111 model 5A
Japan IIIType 91 Heavy IVType 95 Heavy VO-I Experimental VIHeavy Tank No. VI VIO-I VIIO-Ni VIIIO-Ho IXType 4 Heavy XType 5 Heavy
Czechoslovakia
Sweden VIIIEmil I IXEmil II XKranvagn
Poland
Italy