Welcome to Wargaming.net Wiki!
Variants

T95

Jump to: navigation, search
Revision as of 01:43, 24 February 2017Latest revision as of 20:35, 2 May 2020 
23 intermediate revisions by 11 users not shown
Line 1:Line 1:
?{{TankData|Tank=T95+{{TankData|Tank= T95
?|Affectionately nicknamed the "Doom Turtle", "Doom Snail" or the "Boomstick", the T95 is slow 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 sluggish top speed and hull traverse, even slower than 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 [[Gun#152 mm BL-10|152 mm BL-10]] of the [[Object 704]] and [[ISU-152]]. Having a top speed of 13 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.+|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 [[Gun#152 mm BL-10|152 mm BL-10]] of the [[Object 704]]. 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.
  
 |InTheGame_pros= |InTheGame_pros=
?- Frontal armor is immune to A LOT of enemy fire; large mantlet is impenetrable.+- Frontal armor is immune to '''A LOT''' of enemy fire; large mantlet is nigh impenetrable.
  
?- Spaced side armor is deceptively bouncy and eats HE and HEAT Shells for low damage.+- 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; 120mm trades Alpha and some pen. for RoF, but is still deadly.+- 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, especially with its flanks covered; you are in trouble if you come face to face with one that has support.+- Lower glacis is well angled and small, making it hard to hit from a distance
  
?- Super Heavy spall liner will render HE shells and arty near useless.+- 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.
  
?- After 9.17.1, This tank is no longer slowest speed and sluggish traverse; thank to update have boost speed to 20 kmh and boost traverse tracking to 20kmh. +- Super Heavy Spall Liner will render HE shells (especially smaller caliber shells) nearly useless from the front.
 + 
 +- 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.
  
 |InTheGame_cons= |InTheGame_cons=
?- Slow tanks as Maus. +- Slow as [[Maus]] even with the 9.17.1 buff, extremely sluggish speed on hills (only 8 - 13 kmh)
  
?- Lower glacis is (relatively) weak, but angled fairly well and very small; can only be penned at a close distance.+- Attracts a lot of premium ammo spam; high penetrating APCR will often get through frontal armor (except mantlet)
  
?- Although thick, the armor isn't very angled, making it weak to APCR; Mantlet can still eat these shots however. +- Main priority for SPGs. You will be focused by arty a lot.
  
?- Cupolas are annoyingly obvious weakspots that get hit frequently at mid to close range unless using the "Wiggle of Doom".+- Lower glacis is easily penned from close distance
  
?- Although wide, its not very tall, leaving its 40mm roof VERY vulnerable to tall tanks (i.e. the Maus).+- Cupolas are weakspots and get hit frequently at mid to close range. Needs wiggling to avoid direct hits.
  
?- Extremely vulnerable tracks, detracking you, most gold ammo on you, and then having flanking enemy's is very common.+- Roof is very thin and vulnerable to tall tanks (i.e. the Maus) and arty.
  
?|InTheGame_performance=+- Tracks get knocked off almost all the time - and pretty much everyone will try to detrack you and flank.
?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.+- The 155mm's accuracy is rather bad, and shells tend to dip low.
  
?Although the T95 may have plenty going for it, the tank holds a few huge, Achilles' heel-scaled weaknesses.+- Bad gun depression, not suitable for sniping behind hills.
  
?After update 9.17.1, T95 had improved a engine horsepower increase the speed and traverse tracking allows T95 can reach the combat with the group. Remember you cannot to be alone with few medium or light tank will kill you for sure. Scouts, mediums and even a considerable number of heavy tanks can taunt at the T95's inherent lack 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 poor 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 engine is very prone to being lit on fire when hit.
  
?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).+|InTheGame_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]].
  
?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.+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. It is important to use those strengths to your advantage. 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.
  
?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.+Although the T95 may have plenty going for it, the tank holds a few huge, Achilles' heel-scaled weaknesses. First, you cannot be alone. 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 skill, this will not help 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.
  
?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.+Prepare to get tracked countless times each game. There is almost no tank in the game that gets tracked so often. This is no surprise, since for many enemies flanking is basically the only thing they can do to have any chance of inflicting damage on T95. Invest everything you can in repair skill, BiA skill, Clutch Braking skill, and bring Large Repair Kit with you. Do not forget (rarely recommended) Toolbox as equipment (or, even better, its improved version purchased for bonds). With all of the aforementioned, you will repair tracks within a few seconds, denying the enemy the chance to permatrack you and in most cases you will be able to avoid flanking, especially if you are close to the wall or some other obstacle.
  
?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.+The accuracy of the 155mm gun, the T95's greatest asset, is far from stellar. The guns accuracy is easily outmatched by nearly all other tier 9 and 10 guns found on the TDs of other nations. 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. Yet in most cases, poor accuracy is countered with both a rather good rate of fire and exceptional damage. HE rounds on T95 are great, with enough penetrating power (90mm) to punch through extreme weak spots of other tanks. 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 or APCR and firing on weak spots whenever possible.
  
?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 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.
  
?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.+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.
  
?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.+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.
  
?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.+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.
  
?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 7, 8, and even tier 9 and 10 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 (also known as "The Wigggle of Doom") 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!
? +
?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!+
  
 |InTheGame_research= |InTheGame_research=
Line 64:Line 64:
  
 |InTheGame_equipment= |InTheGame_equipment=
?Vents, Tank Gun Rammer, GLD, Spall Liner, Binocular Telescope, Camouflage Net, Enhanced Coil Springs+Vents, Tank Gun Rammer, Toolbox, GLD, Spall Liner, Binocular Telescope, Camouflage Net
? +
 |Gallery= |Gallery=
 image:T95_001.jpg{{!}}T95_001 image:T95_001.jpg{{!}}T95_001
 image:T95_003.jpg{{!}}T95_003 image:T95_003.jpg{{!}}T95_003
 image:T95_004.jpg{{!}}T95_004 image:T95_004.jpg{{!}}T95_004
 +
 +|External_Reviews=
 +{{#ev:youtube|SgwncAuEXRE}}
  
 |History= |History=
Line 98:Line 100:
 image:T95e.jpg image:T95e.jpg
 image:T95_front.jpg image:T95_front.jpg
 +image:1024px-T28 Front Quarter.jpg{{!}}T95 preserved at the Patton Museum, Note that the right mud flaps of this vehicle had "T28" code name on it.
 +File:T95_alternate_armament_information_1.png{{!}}Document detailing proposals to re-arm the T95
 +File:T95_alternate_armament_information_2.png{{!}}Document detailing proposals to re-arm the T95
 +
  
 |HistAcc= |HistAcc=
?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 put actually mounted. 155 mm T7 gun configurations was never planned or proposed, what was proposed was the 155mm M2 Long Tom.+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.
?* The Upcoming 9.17.1 buff that increased T95's speed to 20 KM/H was historically inaccurate, The Real Life T95 max speed is 13KM/H.+* The 155 mm T7 gun is actually the main armament of the [[T30]]. Its configuration on the T95 is fake.
 +* Planned [[Gun/USA#155 mm Gun M1A1|155mm M2 "Long Tom"]] (no relation to the T7) is missing.
 +* The real life T95's max speed is 13 km/h.
 +* Ford GAF engine is considerably more powerful than in reality, with 670 hp compared to the historical 500. The 780 hp engine configuration is fake.
  
 |Ref_references= |Ref_references=
Line 113:Line 122:
 |Ref_links= |Ref_links=
 * https://www.youtube.com/watch?v=-kO5IsVHlTo - US T-28/T-95 super heavy Tank WW2 * https://www.youtube.com/watch?v=-kO5IsVHlTo - US T-28/T-95 super heavy Tank WW2
 +* https://worldoftanks.com/en/news/chieftain/t28_and_t95/
  
 |Sidebar_Camostop=18.3 |Sidebar_Camostop=18.3

Latest revision as of 20:35, 2 May 2020











































































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
1800360 HP Hit Points
86.79/86.8924/91.89 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
7.7232.5 hp/t Power/Wt Ratio
YesYes Pivot
Armor
// 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



|


|}}

|


|}}















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.



|


|}}

|


|}}















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






|


|}}

|


|}}





























2595.2

Standard Gun

Using Shell Type 1 (320 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2595.2
50% Crew: 2096
75% Crew: 2400
100% Crew: 2707.2
100% Crew
Vents: 2768
Rammer: 3008
Both: 3075.2
Both and BiA: 3145.6
Both and Max Crew %: 3280

Advantageous Damage Per Minute
First-shot DPM: 2915.2
50% Crew: 2416
75% Crew: 2720
100% Crew: 3027.2
100% Crew
Rammer: 3328
Vents: 3088
Both: 3395.2
Both and BiA: 3465.6
Both and Max Crew %: 3600

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (320 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2595.2
50% Crew: 2096
75% Crew: 2400
100% Crew: 2707.2
100% Crew
Vents: 2768
Rammer: 3008
Both: 3075.2
Both and BiA: 3145.6
Both and Max Crew %: 3280

Advantageous Damage Per Minute
First-shot DPM: 2915.2
50% Crew: 2416
75% Crew: 2720
100% Crew: 3027.2
100% Crew
Rammer: 3328
Vents: 3088
Both: 3395.2
Both and BiA: 3465.6
Both and Max Crew %: 3600

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: 3406.2
50% Crew: 2751
75% Crew: 3150
100% Crew: 3553.2
100% Crew
Vents: 3633
Rammer: 3948
Both: 4036.2
Both and BiA: 4128.6
Both and Max Crew %: 4305

Advantageous Damage Per Minute
First-shot DPM: 3826.2
50% Crew: 3171
75% Crew: 3570
100% Crew: 3973.2
100% Crew
Rammer: 4368
Vents: 4053
Both: 4456.2
Both and BiA: 4548.6
Both and Max Crew %: 4725

See here, here, or here for more information.






|


|}}

|


|}}





























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


|


|}}



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


|


|}}



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


|


|}}



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


|


|}}



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


|


|}}



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


|


|}}



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. 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
(gr/sec)
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
(m)
Weight
(kg)
Price
(Credits)

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

Compatible Equipment

Low Noise Exhaust System Class 1 Superheavy Spall Liner Camouflage Net Class 2 Coated Optics Class 1 Experimental Optics Wear-Resistant Gun Laying Drive Improved Configuration Venting System Innovative Loading System Enhanced Gun Laying Drive Class 1 Improved Hardening Class 1 Additional Grousers Class 1 Modified Configuration Class 1 Improved Rotation Mechanism Class 1 Improved Aiming Class 1 Improved Ventilation Class 1 Binocular Telescope Class 1 Gun Rammer Class 1 Turbocharger Class 1 

Compatible Consumables

Automatic Fire Extinguisher Natural Cover Optical Calibration Case of Cola Aim Tuning Experienced Firefighters 100-octane Gasoline 105-octane Gasoline Manual Fire Extinguisher Pre-Battle Maintenance 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 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.

- Lower glacis is well angled and small, making it hard to hit from a distance

- 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) nearly useless from the front.

- 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, extremely sluggish speed on hills (only 8 - 13 kmh)

- Attracts a lot of premium ammo spam; high penetrating APCR will often get through frontal armor (except mantlet)

- Main priority for SPGs. You will be focused by arty a lot.

- Lower glacis is easily penned from close distance

- Cupolas are weakspots and get hit frequently at mid to close range. Needs wiggling to avoid direct hits.

- Roof is very thin and vulnerable to tall tanks (i.e. the Maus) and arty.

- Tracks get knocked off almost all the time - and pretty much everyone will try to detrack you and flank.

- The 155mm's accuracy is rather bad, and shells tend to dip low.

- Bad gun depression, not suitable for sniping behind hills.

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


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. It is important to use those strengths to your advantage. 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. First, you cannot be alone. 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 skill, this will not help 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.

Prepare to get tracked countless times each game. There is almost no tank in the game that gets tracked so often. This is no surprise, since for many enemies flanking is basically the only thing they can do to have any chance of inflicting damage on T95. Invest everything you can in repair skill, BiA skill, Clutch Braking skill, and bring Large Repair Kit with you. Do not forget (rarely recommended) Toolbox as equipment (or, even better, its improved version purchased for bonds). With all of the aforementioned, you will repair tracks within a few seconds, denying the enemy the chance to permatrack you and in most cases you will be able to avoid flanking, especially if you are close to the wall or some other obstacle.

The accuracy of the 155mm gun, the T95's greatest asset, is far from stellar. The guns accuracy is easily outmatched by nearly all other tier 9 and 10 guns found on the TDs of other nations. 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. Yet in most cases, poor accuracy is countered with both a rather good rate of fire and exceptional damage. HE rounds on T95 are great, with enough penetrating power (90mm) to punch through extreme weak spots of other tanks. 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 or APCR and firing on weak spots whenever possible.

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.

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.

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.

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 7, 8, and even tier 9 and 10 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 (also known as "The Wigggle of Doom") 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 Toolbox Enhanced Gun Laying Drive Spall Liner Binocular Telescope Camouflage Net 


External Reviews and Opinions

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.
  • The 155 mm T7 gun is actually the main armament of the T30. Its configuration on the T95 is fake.
  • Planned 155mm M2 "Long Tom" (no relation to the T7) is missing.
  • The real life T95's max speed is 13 km/h.
  • Ford GAF engine is considerably more powerful than in reality, with 670 hp compared to the historical 500. The 780 hp engine configuration is fake.


Sources and External Links

USA
Light Tanks IT1 Cunningham IIM2 Light Tank IIT1E6 IIT2 Light Tank IIT7 Combat Car IIIM22 Locust IIIM3 Stuart IIIMTLS-1G14 IVM5 Stuart VM24 Chaffee VM7 VIM24E2 Super Chaffee VIT21 VIT37 VIIT71 CMCD VIIT71 DA VIIIT92 VIIIM41 Walker Bulldog IXT49 XXM551 Sheridan
Medium Tanks IIT2 Medium Tank IIIConvert. Medium Tank T3 IIIM2 Medium Tank IVT6 Medium IVM3 Lee VM4 Improved VM4A2E4 Sherman VM4A1 Sherman VRam II VIM4A3E8 Fury VIM4A3E8 Thunderbolt VII VIM4A3E8 Sherman VIM4A3E2 Sherman Jumbo VIIT26E3 Eagle 7 VIIT20 VIIT23E3 VIIIT25 Pilot Number 1 VIIITL-1 LPC VIIIT42 VIIIASTRON Rex 105 mm VIIIAMBT VIIIM46 Patton KR VIIIM26 Pershing VIIIT26E4 SuperPershing VIIIT69 VIIIT95E2 IXM46 Patton XM48A5 Patton XM60 XT95E6
Heavy Tanks VT14 VT1 Heavy Tank VIPawlack Tank VIM6 VIIKing Tiger (Captured) VIIM-II-Y VIIT29 VIIIChrysler K VIIIChrysler K GF VIIIT26E5 VIIIT26E5 Patriot VIIIM54 Renegade VIIIT77 VIIIM-III-Y VIIIM-IV-Y VIIIM6A2E1 VIIIT32 VIIIT34 VIIIT34 B IXAE Phase I IXConcept 1B IXM-VI-Y IXM103 IXT54E1 XM-V-Y XT110E5 XT57 Heavy Tank
Tank Destroyers IIT3 HMC IIIT56 GMC IVM8A1 IVT40 VM10 Wolverine VT67 VIT78 VIM18 Hellcat VIM36 Jackson VIIM56 Scorpion VIIT28 Concept VIISuper Hellcat VIIT25/2 VIIT25 AT VIIITS-5 VIIIT28 VIIIT28 Prototype IXT30 IXT95 XT110E3 XT110E4
Self-Propelled Artillery IIT1 HMC IIIT18 HMC IIIM7 Priest IVT82 HMC IVM37 VM41 HMC VIM44 VIIM12 VIIIM40/M43 IXM53/M55 XT92 HMC
Tank Destroyers
USA IIT3 HMC IIIT56 GMC IVM8A1 IVT40 VM10 Wolverine VT67 VIT78 VIM18 Hellcat VIM36 Jackson VIIM56 Scorpion VIIT28 Concept VIISuper Hellcat VIIT25/2 VIIT25 AT VIIITS-5 VIIIT28 VIIIT28 Prototype IXT30 IXT95 XT110E3 XT110E4
UK IIUniversal Carrier 2-pdr IVValentine AT IVAlecto VArcher VAT 2 VIChurchill Gun Carrier VIAchilles VIAT 8 VIExcalibur VIIChallenger VIIAT 15A VIIAT 7 VIIIGSOR 1008 VIIIAT 15 VIIICharioteer VIIITurtle Mk. I IXTortoise IXFV4004 Conway XFV215b (183) XFV4005 Stage II XFV217 Badger
Germany IIPanzerjäger I IIIMarder II IVStuG III Ausf. B IVPz.Sfl. IC IVJagdpanzer 38(t) Hetzer IVMarder 38T VStuG IV VPz.Sfl. IVc VStuG III Ausf. G VIDicker Max VIJagdpanzer IV VINashorn VIIE 25 VIIKrupp-Steyr Waffenträger VIIJagdpanther VIISturer Emil VIIIFerdinand VIIIKanonenjagdpanzer 105 VIIIRheinmetall Skorpion G VIIIRheinmetall Skorpion VIIIJagdpanther II VIII8,8 cm Pak 43 Jagdtiger VIIIRhm.-Borsig Waffenträger IXJagdtiger IXWaffenträger auf Pz. IV XGrille 15 XJagdpanzer E 100 XWaffenträger auf E 100
France IIRenault FT AC IIIFCM 36 Pak 40 IIIRenault UE 57 IVSomua SAu 40 VM10 RBFM VS35 CA VIARL V39 VIIAMX AC mle. 46 VIIIAMX AC mle. 48 VIIIAMX Canon d'assaut 105 IXAMX 50 Foch XAMX 50 Foch (155) XAMX 50 Foch B
USSR IIAT-1 IIISU-76I IVSU-85A IVSU-76M VSU-85 VSU-85I VISU-100 VISU-100Y VIIISU-122S VIISU-152 VIISU-100M1 VIISU-122-44 VIIIISU-152 VIIIISU-130 VIIIKV-4 KTTS VIIIT-103 VIIISU-130PM VIIIISU-152K VIIISU-101 IXK-91-PT IXObject 704 IXObject 263 XObject 268 XObject 268 Version V XObject 268 Version 4
China 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
Japan
Czechoslovakia VIIIShPTK-TVP 100
Sweden IIPvlvv fm/42 IIIIkv 72 IVSav m/43 VIkv 103 VIIkv 65 Alt II VIIIkv 90 Typ B VIIIUDES 03 VIIIStrv S1 IXStrv 103-0 XStrv 103B
Italy VSemovente M41 VISemovente M43 Bassotto VIISMV CC-56 VIIISMV CC-64 Vipera VIIISMV CC-67 IXControcarro 1 Mk. 2 XControcarro 3 Minotauro
Poland
ja:Tank:A40 T95