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Churchill VII

Churchill VII

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Churchill VII

Churchill_VII_render_1.jpg
Battle Tier
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Overview
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Well, the ones further down, of course.
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[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.
]
900,000  Credits Cost
860960 HP Hit Points
39.19/40.1540.73/43 t Weight Limit
Crew
  1. Commander
  2. Gunner
  3. Driver
  4. Radio Operator
  5. Loader
Mobility
300350 hp Engine Power
20/12 km/h Speed Limit
1820 deg/s Traverse
7.668.59 hp/t Power/Wt Ratio
NoNo Pivot
Armor
152.4/95.3/50.8 mm Hull Armor
88.9/76.2/76.2152.4/95.3/95.3 mm Turret 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




















45/2400/32




















150/2800/75
Shell Cost
75/75/100140/140/190 HP Damage
110/180/30148/208/38 mm Penetration



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27.27 r/m 

Standard Gun

Reload Times
Nominal: 2.2 s
50% Crew: 2.73 s
75% Crew: 2.38 s
100% Crew: 2.11 s
Rammer: 1.9 s
Vents: 2.06 s
Both: 1.86 s
Both and BiA: 1.82 s
Both and Max Crew %: 1.74 s

See Crew, Consumables, or Equipment for more information.



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13.95 r/m 

Standard Gun

Reload Times
Nominal: 4.3 s
50% Crew: 5.33 s
75% Crew: 4.65 s
100% Crew: 4.12 s
Rammer: 3.71 s
Vents: 4.03 s
Both: 3.63 s
Both and BiA: 3.55 s
Both and Max Crew %: 3.4 s

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






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1968.75

Standard Gun

Using Shell Type 1 (75 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1968.75
50% Crew: 1589.25
75% Crew: 1820.25
100% Crew: 2053.5
100% Crew
Vents: 2100
Rammer: 2281.5
Both: 2333.25
Both and BiA: 2385
Both and Max Crew %: 2487.75

Advantageous Damage Per Minute
First-shot DPM: 2043.75
50% Crew: 1664.25
75% Crew: 1895.25
100% Crew: 2128.5
100% Crew
Rammer: 2356.5
Vents: 2175
Both: 2408.25
Both and BiA: 2460
Both and Max Crew %: 2562.75

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (75 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1968.75
50% Crew: 1589.25
75% Crew: 1820.25
100% Crew: 2053.5
100% Crew
Vents: 2100
Rammer: 2281.5
Both: 2333.25
Both and BiA: 2385
Both and Max Crew %: 2487.75

Advantageous Damage Per Minute
First-shot DPM: 2043.75
50% Crew: 1664.25
75% Crew: 1895.25
100% Crew: 2128.5
100% Crew
Rammer: 2356.5
Vents: 2175
Both: 2408.25
Both and BiA: 2460
Both and Max Crew %: 2562.75

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (100 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2625
50% Crew: 2119
75% Crew: 2427
100% Crew: 2738
100% Crew
Vents: 2800
Rammer: 3042
Both: 3111
Both and BiA: 3180
Both and Max Crew %: 3317

Advantageous Damage Per Minute
First-shot DPM: 2725
50% Crew: 2219
75% Crew: 2527
100% Crew: 2838
100% Crew
Rammer: 3142
Vents: 2900
Both: 3211
Both and BiA: 3280
Both and Max Crew %: 3417

See here, here, or here for more information.






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1953

Standard Gun

Using Shell Type 1 (140 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1953
50% Crew: 1576.4
75% Crew: 1806
100% Crew: 2037
100% Crew
Vents: 2083.2
Rammer: 2263.8
Both: 2314.2
Both and BiA: 2366
Both and Max Crew %: 2468.2

Advantageous Damage Per Minute
First-shot DPM: 2093
50% Crew: 1716.4
75% Crew: 1946
100% Crew: 2177
100% Crew
Rammer: 2403.8
Vents: 2223.2
Both: 2454.2
Both and BiA: 2506
Both and Max Crew %: 2608.2

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (140 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1953
50% Crew: 1576.4
75% Crew: 1806
100% Crew: 2037
100% Crew
Vents: 2083.2
Rammer: 2263.8
Both: 2314.2
Both and BiA: 2366
Both and Max Crew %: 2468.2

Advantageous Damage Per Minute
First-shot DPM: 2093
50% Crew: 1716.4
75% Crew: 1946
100% Crew: 2177
100% Crew
Rammer: 2403.8
Vents: 2223.2
Both: 2454.2
Both and BiA: 2506
Both and Max Crew %: 2608.2

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (190 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2650.5
50% Crew: 2139.4
75% Crew: 2451
100% Crew: 2764.5
100% Crew
Vents: 2827.2
Rammer: 3072.3
Both: 3140.7
Both and BiA: 3211
Both and Max Crew %: 3349.7

Advantageous Damage Per Minute
First-shot DPM: 2840.5
50% Crew: 2329.4
75% Crew: 2641
100% Crew: 2954.5
100% Crew
Rammer: 3262.3
Vents: 3017.2
Both: 3330.7
Both and BiA: 3401
Both and Max Crew %: 3539.7

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


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0.39 m 

With 50% Crew: 0.483 m
With 75% Crew: 0.422 m
With 100% Crew: 0.374 m
With BiA: 0.366 m
With BiA and Vents: 0.358 m
Maximum possible: 0.343 m

For more details, see Crew


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0.36 m 

With 50% Crew: 0.446 m
With 75% Crew: 0.389 m
With 100% Crew: 0.345 m
With BiA: 0.338 m
With BiA and Vents: 0.33 m
Maximum possible: 0.317 m

For more details, see Crew
Accuracy


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1.9 s 

With 50% Crew: 2.354 s
With 75% Crew: 2.055 s
With 100% Crew: 1.822 s
With GLD: 1.656 s
With BiA: 1.782 s
With BiA and Vents: 1.743 s
With both and GLD: 1.584 s
Maximum possible: 1.519 s

For more details, see Crew or Equipment


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2.3 s 

With 50% Crew: 2.849 s
With 75% Crew: 2.488 s
With 100% Crew: 2.205 s
With GLD: 2.005 s
With BiA: 2.157 s
With BiA and Vents: 2.11 s
With both and GLD: 1.918 s
Maximum possible: 1.839 s

For more details, see Crew or Equipment
Aim time
3030 deg/s Turret Traverse
360° Gun Arc
-7°/+20°-4°/+12° Elevation Arc
8484 rounds Ammo Capacity
General
2020 % 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






360 m 

With 50% Crew: 282.8 m
With 75% Crew: 321.5 m
With 100% Crew: 360 m
With Recon and Situational Awareness: 378.2 m
With Coated Optics: 396 m
With Binocular Telescope: 450 m
Maximum possible: 515.4 m

For more details, see Skills or Equipment
View Range


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400 m 

With 50% Crew: 322.9 m
With 75% Crew: 369.8 m
With 100% Crew: 417.2 m
With 100% Signal Boost: 480 m
When affected by 100% Relaying: 440 m
Maximum possible: 600.5 m

For more details, see Skills or Equipment


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550 m 

With 50% Crew: 444 m
With 75% Crew: 508.5 m
With 100% Crew: 573.6 m
With 100% Signal Boost: 660 m
When affected by 100% Relaying: 605 m
Maximum possible: 825.7 m

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


VI

AnnoGB09_Churchill_VII.png

900000

The Churchill VII is a British tier 6 heavy tank.

A modification of the A22 with enhanced armor. First vehicles of this type were produced just before the Allied landing in Normandy. This model was also the basis for the Churchill Crocodile flame-throwing tank.

The Churchill VII leads to the Black Prince.

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)

V QF 6-pdr Gun Mk. V 110/180/30 75/75/100 27.27 0.39 1.9 450 35000
V 3.7-inch Howitzer 47/110/30 370/280/100 8.57 0.51 2.3 393 35000
V 75 mm Gun Mk. V 91/144/38 110/110/175 20 0.41 1.9 500 45000
VII OQF 77 mm Gun Mk. II 148/208/38 140/140/190 13.95 0.36 2.3 681 63000
VI 75 mm Vickers HV 145/202/38 135/135/175 13.95 0.36 2.3 591 50000

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)

V Churchill IV 88.9/76.2/76.2 30 350 7500 8350
VI Churchill VII 152.4/95.3/95.3 30 360 8000 17000

Ico_engine_alpha.png

Engines

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

IV Meadows D.A.V. 300 20 724 9000
IV Bedford Twin-Six 350 20 1531 11000

Ico_suspension_alpha.png

Suspensions

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

V Churchill IV 40.15 18 B/2 8150 8600
VI Churchill VII 43 20 B/2 8150 18000

Ico_radio_alpha.png

Radios

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

VII WS No. 19 Mk. II 450 40 21000
VI WS No. 19 Mk. I 400 40 15000
VIII WS No. 19 Mk. III 550 40 22000


Compatible Equipment

Heavy 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 Vertical Coil Springs 3 Class Improved Ventilation Class 3 Medium-Caliber Tank Gun Rammer Binocular Telescope Toolbox "Wet" Ammo Rack Class 1 

Compatible Consumables

Automatic Fire Extinguisher Natural Cover Optical Calibration 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 Pudding and Tea Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Pre-Battle Maintenance Combat Course 


Player Opinion

Pros and Cons

Pros:

- Fast firing and accurate guns with good DPM.

- Second highest HP pool in Tier 6 (960 when equipped top turret) after the infamous TOG II

- Partial spaced armour on the sides making it was durable from flanking


Cons:

- Even though the armor is 152mm, it is full of weakspots and only certain areas are 152.

- Awful speed (20/12 KM/H), one of the slowest tanks in the game.

- Average penetration and lowest damage per hit out of all tier VI Heavy tanks.

- Horrifyingly bad gun depression, just like it's predecessor and the KV-85.

- Only 19mm of roof hull and turret armor, Making it very vulnerable against SPGs

- no gun mantlet. The front of the turret is effectively a weak spot.

- With bad penetration, Combined with awful speed, It makes this tank very vulnerable in Tier 8 match


Performance

The weakest link in the british heavy tank tree, the Churchill VII is possibly the most difficult Tier 6 heavy tank to use efficiently. The abysmal (lack of) mobility is a real bridle for the tank's performance.

The top 77 mm gun is a slight improvement over the Churchill I's 75 mm Vickers HV gun, but the opposition that the Churchill VII faces is far tougher. The main problem is that anything above the 75 mm gun Mk. V will lower the elevation to meagre 12° while the gun-depression takes a plunge to only 4°, which completely rules out any notions of going hull down on slopes, and makes fighting on uneven terrain exceedingly frustrating. If allowed to fire continuously, the Churchill can rack up damage fairly quickly with its high rate-of-fire, but the Churchill VII simply does not have the speed to chase down targets and keep them under fire. With only 148 mm of penetration, it is barely adequate for Tier 6 and 7 games, and hopelessly outclassed at Tier 8 unless the fairly potent but expensive APCR round is used. However, the gun is rather accurate and the gun-handling (dispersion, aim-time etc) is second to none in the tier.

The Churchill VII does have rid itself of the strange weak-spots in the Churchill I's armour and have great armour at Tier 6, with 152 mm in front armour and good side armour. Notably, the roof of the upgraded turret now is not only exposed from the front, but actually so thin its steep angle gets over-powered for automatic penetration. It can safely ignore most guns with less than 150 mm of penetration, unless the enemy makes the not uncommon decision to simply load premium ammunition and cut through the frontal armour anyway. This armour will also not reliably protect against very powerful guns with more than 160 penetration (which are not so rare at Tier 6), even with angling. It goes without saying that most Tier 7 and 8 tanks will cut through it but with problems. Churchill has a gun that depends on its fast rate-of-fire to rack up damage, it is not very viable to angle the completely flat turret armour between shots. This creates a lot of problems as the lack of a gun mantlet means that most tanks can penetrate the unangled turret front

The mobility of the Churchill, equivalent of the O-I, is its single greatest weakness. With a top speed of only 20 km/h, once committed to a flank, the Churchill is probably going to stay there for the rest of the game. Flanking is exceedingly difficult against all but the most unaware of enemies. It is also not uncommon for teams to collapse before the Churchill gets into position, and there is nothing much that can be done; the curse of all slow tanks. Unsurprisingly, the Churchill turns like a boat, and is easily outflanked. This is partly compensated for with the fast turret traverse, but generally, the Churchill should operate with support covering its flanks and Clutch Braking is an essential skill for the driver.[1]

Overall, in unskilled hands the tank is nothing but a burden to its team and should not be played if one does not plan to proceed further down the British Heavy Tank line.


Early Research

  • The 75 mm Vickers HV Gun, Bedford Twin-Six Engine, and WS No. 19 Mk. III Radio should already be researched from the Churchill I, and should be mounted immediately.
  • With these modules mounted, you have two choices: If you don't mind being even slower but tougher, research the upgraded turret and mount the stock engine. Else, research the Churchill VII suspension first.
  • Finally research the OQF 77 mm Gun Mk. II Gun.


Suggested Equipment


Improved VentilationTank Gun Rammer Enhanced Gun Laying Drive Toolbox 


Gallery

Historical Info

In the Mark VII, the driver had two periscopes as well as a vision port in the hull front that could be opened. The hull gunner had a single periscope as well as the sighting telescope on the BESA mounting. In the turret the gunner and loader each had single periscope and the commander had two fitted in his hatch cupola.

The armour on the Churchill, often considered its most important feature, was originally specified to a minimum of 16 millimetres (0.63 in) and a maximum of 102 millimetres (4.0 in); this was increased with the Mk VII to a range from 25 millimetres (0.98 in) to 152 millimetres (6.0 in). Though this armour was considerably thicker than its rivals (including the German Tiger I tank, but not the Tiger II) it was not sloped, reducing its comparable effectiveness. Earlier models were given extra armour by the expedient of welding extra plates on.

On the Mark VII, the hull front armour was made up of a lower angled piece of 5.5 in (140 mm), a nearly flat 2.25 in (57 mm) plate and a vertical 6 inch plate. The hull sides, were for the most part, 3.75 in (95 mm). The rear was 2 in (51 mm) and the hull top 0.525 in (13.3 mm). The turret of the Mark VII was 6 in (150 mm) to the front and 3.75 in (95 mm) for the other sides. The turret roof was 0.79 (20 mm) thick. Plate was specified as IT 80, the cast sections as IT 90.


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 OQF 77 mm Gun Mk. II gun was only used on the Comet tank, not the Churchill.
  • The 75 mm Vickers HV gun was developed only for the Cromwell tank.


UK
Light Tanks IICruiser Mk. I IIM2 IICruiser Mk. III IILight Mk. VIC IIIStuart I-IV IIICruiser Mk. IV IIICruiser Mk. II IVValentine IVCovenanter
Medium Tanks IVickers Medium Mk. I IIVickers Medium Mk. II IIIVickers Medium Mk. III IVMatilda IVGrant IVAC 1 Sentinel VCrusader VSherman III VMatilda Black Prince VISherman Firefly VICromwell VIAC 4 Experimental VICromwell B VIIComet VIIICenturion Mk. I VIIIFV4202 VIIIChieftain/T95 IXCenturion Mk. 7/1 XCenturion Action X
Heavy Tanks VChurchill I VExcelsior VIChurchill VII VITOG II* VIIBlack Prince VIIFV201 (A45) VIIICaernarvon IXConqueror XFV215b XSuper Conqueror
Tank Destroyers IIUniversal Carrier 2-pdr IIIValentine AT IVAlecto VArcher VAT 2 VIChurchill Gun Carrier VIAchilles VIAT 8 VIIChallenger VIIAT 15A VIIAT 7 VIIIAT 15 VIIICharioteer IXTortoise IXFV4004 Conway XFV215b (183) XFV4005 Stage II
Self-Propelled Artillery IILoyd Gun Carriage IIISexton II IIISexton I IVBirch Gun VBishop VIFV304 VIICrusader 5.5-in. SP VIIIFV207 IXFV3805 XConqueror Gun Carriage
Heavy Tanks
USA VT14 VT1 Heavy Tank VIM6 VIIT29 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) 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 VIIIFCM 50 t IXAMX 50 120 XAMX 50 B
USSR VChurchill III VKV-1S VKV-220-2 VKV-220-2 Beta Test VKV-1 VIKV-2 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 IXT-10 IXST-I XIS-4 XIS-7 XObject 260
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