110
Revision as of 21:32, 13 August 2017 Some grammar and spelling fixes | Revision as of 09:16, 16 November 2018 Minor updates | |||
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{{TankData|Tank=Ch11_110 | {{TankData|Tank=Ch11_110 | |||
? | |This is the First true Chinese Heavy tank in the Chinese line. Unfortunately, it | + | |This is the First true Chinese Heavy tank in the Chinese line. Unfortunately, it 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. | |
|InTheGame_pros= | |InTheGame_pros= | |||
? | - | + | - Has pike-nose style upper glacis and somewhat rounded face on top turret, can be effective against novice opponents. | |
? | - Slightly above average rate of fire and DPM. | + | - '''Slightly''' above average rate of fire and DPM. | |
? | - | + | - Top gun offers premium APCR with 265mm of penetration to "compensate" for average 215 AP pen. | |
|InTheGame_cons= | |InTheGame_cons= | |||
? | - | + | - 100mm gun has bad handling, long aim time and below average accuracy for its mediocre alpha and penetration. | |
? | - | + | - 122mm is vastly inferior to its premium brethren, the WZ-111 and the 112, while both being limited-MM vehicles. | |
? | - | + | - Compact hull design, frontal penetrations will often cause module damage, especially on ammo rack, fuel tanks and the driver. | |
? | - | + | - Pathetic armor layout for its unnoticeable mobility, can only angle within autobounce range due to weak sides and shoulders | |
? | - | + | - Low ammo capacity (36 shells on stock gun and 40 shells on top gun) | |
? | - Brutal | + | - Brutal stock grind with combo of low penetration, bad handling & accuracy and practically the same weak IS-2 turret, also requires suspension for equipment or upgrade mounting | |
- Low power to weight ratio means it rarely reaches its top speed. | - Low power to weight ratio means it rarely reaches its top speed. | |||
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|InTheGame_performance= | |InTheGame_performance= | |||
=====Armor:===== | =====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 | + | 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 sloping 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. | 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. | |||
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=====Gun:===== | =====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 | + | 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 many 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. | |
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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. | 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 | + | The 110 does have a average 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. | 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. | |||
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|History= | |History= | |||
+ | In 1944 an informal competition began to develop between the ChKZ and Factory №100 to improve the armor protection of the IS-2. Two solutions were presented to solve this problem, P.P. Isakov suggested that the front hull be comprised of a downward pointing wedge. The sides would not be vertical like other tanks instead the sides would slope upwards. The bottom of the hull would be flat and instead would be sloped upwards as well. This design would've require removing the torsion bars and placing ribs along side the hull for bogies that would be used for the spring suspension. This solution also did not leave adequate room for ammunition and fuel. | |||
+ | ||||
+ | G.N. Moskvin suggested that part of the hull remain vertical and that floor remain flat. This solution did not require abandoning torsion bar suspension. The fuel would stored in between sheets of armor at the bottom of the tank. However this complexes welding and is not consistent with the all wedge hull that was originally envisioned. However G.N. Moskvin was replaced by S.V. Mickevich and worked further on his solution. | |||
+ | ||||
+ | The 110 in game model is P.P. Isakov's model. | |||
|HistoricalGallery= | |HistoricalGallery= |
Revision as of 09:16, 16 November 2018
110
Mouse over "
[Client Values; Actual values in
2,600,000 Cost |
1450390 HP Hit Points |
46.35/4726.12/54 t Weight Limit |
- Commander (Radio Operator)
- Gunner
- Driver
- Loader
520580 hp Engine Power |
40/15 km/h Speed Limit |
2830 deg/s Traverse |
11.2222.21 hp/t Power/Wt Ratio |
NoNo Pivot |
// mm Hull Armor |
130/90/90201/148/50 mm Turret Armor |
AP/HEAT/HE
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 |
r/m ▲
4.29 r/m Standard Gun ▲
6 Rate of Fire Standard Gun |
▲
Standard Gun
▼
Standard Gun
▲
1673.1 Standard Gun ▲
Standard Gun
▼
Standard Gun
▲
1920 Damage Per Minute Standard Gun |
m ▲
0.48 m With 50% Crew: 0.595 m ▲
0.36 Accuracy With 50% Crew: 0.446 m |
s 3.4 s 2.5 Aim time |
2826 deg/s Turret Traverse |
360° Gun Arc |
-5°/+12°-6°/+15° Elevation Arc |
3540 rounds Ammo Capacity |
1212 % Chance of Fire |
m 350 m 380 View Range |
m 600 m 750 Signal Range |
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
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 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
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
VIII | 12150L | 520 | 12 | 750 | 48000 | |
IX | 12150LS | 580 | 12 | 750 | 99500 |
Tier | Suspension | Load Limit (т) |
Traverse Speed (gr/sec) |
Rmin | Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|---|
VII | 110 | 47 | 28 | B/2 | 11500 | 17780 | |
VIII | 110-1 | 54 | 30 | B/2 | 11500 | 35000 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Has pike-nose style upper glacis and somewhat rounded face on top turret, can be effective against novice opponents.
- 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:
- 100mm gun has bad handling, long aim time and below average accuracy for its mediocre alpha and penetration.
- 122mm is vastly inferior to its premium brethren, the WZ-111 and the 112, while both being limited-MM vehicles.
- Compact hull design, frontal penetrations will often cause module damage, especially on ammo rack, fuel tanks and the driver.
- Pathetic armor layout for its unnoticeable mobility, can only angle within autobounce range due to weak sides and shoulders
- Low ammo capacity (36 shells on stock gun and 40 shells on top gun)
- Brutal stock grind with combo of low penetration, bad handling & accuracy and practically the same weak IS-2 turret, also requires 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 sloping 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 many 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 average 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
Gallery
Historical Info
G.N. Moskvin suggested that part of the hull remain vertical and that floor remain flat. This solution did not require abandoning torsion bar suspension. The fuel would stored in between sheets of armor at the bottom of the tank. However this complexes welding and is not consistent with the all wedge hull that was originally envisioned. However G.N. Moskvin was replaced by S.V. Mickevich and worked further on his solution.
The 110 in game model is P.P. Isakov's model.
Historical Gallery
Light Tanks | IIVickers Mk. E Type B • IIIType 2597 Chi-Ha • IVM5A1 Stuart • VI59-16 • VIType 64 • VIIType 62 • VIIWZ-131 • VIIIWZ-132 • VIIIM41D • 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 • VIII122 TM • VIIIType 59 G • IXWZ-120 • X121 • X121B |
Heavy Tanks | VIIIS-2 • VIIIWZ-111 • VIIIWZ-111 Alpine Tiger • VIII110 • VIII112 • IXWZ-111 model 1-4 • IXWZ-114 • X113 • X113 Beijing Opera • XWZ-111 model 5A • XWZ-111 Qilin |
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 • IXWZ-120G FT • XWZ-113G FT • X114 SP2 |
Self-Propelled Artillery |