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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 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=
?* Very bouncy upper center front hull and the upgraded turret is fairly troll+- Has pike-nose style upper glacis and somewhat rounded face on top turret, can be effective against novice opponents.
?* Strong pike nose armor encourages players to fire premium rounds at it+ 
?* Good top speed+- '''Slightly''' above average rate of fire and DPM.
?* Good 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=
?* Front pre-angled hull becomes very weak if you angle it+- 100mm gun has bad handling, long aim time and below average accuracy for its mediocre alpha and penetration.
?* Weak side armor (lower side 60mm); does not have spaced side armor like the IS-3+ 
?* Very brittle fuel tanks that easily catch fire+- 122mm is vastly inferior to its premium brethren, the WZ-111 and the 112, while both being limited-MM vehicles.
?* Ammo rack breaks easily+ 
?* Driver dies every other hull penetration, wasting your med kit+- Compact hull design, frontal penetrations will often cause module damage, especially on ammo rack, fuel tanks and the driver.
?* Poor gun depression, although it surpasses the IS-3+ 
?* Expensive shell for a 100mm gun, you will rarely profit in this tank compounded with engine fires+- Pathetic armor layout for its unnoticeable mobility, can only angle within autobounce range due to weak sides and shoulders
?* Low power to weight ratio means it is rare to use your top speed+ 
?* Somewhat tall and long profile makes it a large target for tanks and artillery+- 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
?* Commander hatches are an obvious turret weak spot and turret top is overmatched by 122mm guns and higher calibers+ 
?* Lower plate is extremely difficult to hide because the center of the point rises very high+- Low power to weight ratio means it rarely reaches its top speed.
?* Fragile pike cheeks of 100mm are easily penetrated+
?* Very poor hidden soft stats that make the below average gun handling worse than it already is+
  
 |InTheGame_performance= |InTheGame_performance=
?The 110 does not excel at being a front line brawler as the lower plate is an obvious weak point that can be penetrated by +200mm penetration. There is also an exceptionally high risk of being flanked/swarmed as your armor is not designed to fight more than one tank at a time so it is important to stick with your allies. It also has a low power to weight ratio so although the 110 can move around the battlefield by taking a lengthy time to reach its top speed, actively flanking and exposing the flimsy 60mm side armor of your tank will often result in fires and ammo racks. Keep in mind your pike nose relies mostly on sloping than thickness so even a slight angle away from your intended opponent makes half of your armor extremely strong and the other half tin foil which is not ideal. Ideally, you want to find a hull down location where you can momentarily expose your upper pike dead on or stay hull down in a harassing role. 380 mm view range and a high rate of fire does mean you can effectively support allies in the second line although steer clear of snipping from long range as your aim time and accuracy are below average and your hidden soft stats are garbage. Ideally, the 110's potential hull down relies mostly on luck because the pike cheeks are a fragile 100mm and the turret roof and around the mantle is squishy. Being hull down is a further hindered due to the 110's low gun depression, although it is superior to the [[IS-3]] in this manner (keep in mind the IS-3's turret does not have soft turret cheeks nor a large commander's hatch so you should never rely heavily on it). The 110's potential rapidly drops when facing tanks with penetration higher than 200mm (almost every tier 8 and higher tank) as you lack the ability to side scrape frontally because you expose your unangled pike nose. Reverse side scraping is not an option because the 110's rear is exceptionally wide and not protected by spaced armor. The 60mm side armor will also be two times over matched by 122mm and higher caliber guns thus halving your effective armor. Keep in mind there is also a vulnerable, exposed rear drive wheel that can be penetrated by 150mm of penetration and the only way to protect it is to not expose your sides. The lack of side scrapping hurts the 110 even more in tier IX/X battles because most tanks will have +250mm of penetration and 300mm of premium penetration which make the armor on your pike and turret useless unless thrown into an extreme angle with the added luck that they do not just shoot your exposed lower plate. You do not have the hull down potential of a T32, IS-3, or Emil 1, you do not have the snipping potential of a Tiger II or Caernarvon, and you do not have the mobility of a VK 45.02A or AMX 50 100. The 110 is really forced into the role of bullying lower tier tanks in wolf packs with other tanks that go around 40 km/hr and mid range fire support. Do not use your armor believing you are invincible and watch out for artillery because your exceptionally thin all round armor will not soak up hits like other equal tiered heavies.+=====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 sloping 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.
  
?The 110 is definitely a keeper amongst fans of the soviet IS line. Some players might be frightened by the gun's seeming lack of damage. However, compared to the BL-9 on the IS-3, this tank is a definite improvement if hidden soft stats did not exist because an IS-3 effectively has the same gun handling as a 110 but better snap shot potential. The 110 also has much better effective frontal armor (nearly 70mm better on the front plate) but this becomes irrelevant if tanks fire premium rounds at tier 8 which generally have 260mm of penetration and makes the slopping on the 110 irrelevant through brute force. The BL-9 on the IS-3 does have an additional 10mm penetration and 70 more alpha, which might or might not be meaningful to the player 1 on 1 but fighting in a group, the 110 must expose itself more frequently than an IS-3 to unload damage and this makes it an easy target for focus fire. Honestly, any player with a sense of competence can tell these two tanks do not play similarly. The IS-3 is a broken close range brawler and the 110 is a more sluggish fire support tank.+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.
  
?While lacking side armor, the 110 has better sloped frontal armor as well as better turret armor. Unlike the IS-3, however, it does not have spaced side armor, and the all-around turret armor is worse. It is also important to take into account that the tracks on the pike of an IS-3 count as spaced armor and the pike cheeks are also no hit boxes on an IS-3 so in all consideration a 110 is a larger target. +*Likely due to its very mediocre performance, the 110 has buffs planned:
 +Aim time from 2.9 -> 2.5 (100mm)
 +Dispersion from 0.38 -> 0.36 (100mm)
 +Gun handling (hull traverse): 0.25/0.23 -> 0.2/0.18
  
 |InTheGame_research= |InTheGame_research=
Line 39:Line 42:
  
 |InTheGame_equipment= |InTheGame_equipment=
?Tank Gun Rammer, GLD, Vertical Stabilizer+Tank Gun Rammer, Vertical Stabilizer, Improved Ventilation Class 3, Modified Configuration Class 1
  
 |Gallery= |Gallery=
Line 45:Line 48:
  
 |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 he worked further on his solution.
 +
 +The 110 in game model is P.P. Isakov's model.
  
 |HistoricalGallery= |HistoricalGallery=

Latest revision as of 18:47, 22 July 2021










































































110

AnnoCh11_110.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.
]
2,600,000  Credits Cost
1450390 HP Hit Points
46.35/4726.12/54 t Weight Limit
Crew
  1. Commander (Radio Operator)
  2. Gunner
  3. Driver
  4. Loader
Mobility
520580 hp Engine Power
40/15 km/h Speed Limit
2830 deg/s Traverse
11.2222.21 hp/t Power/Wt Ratio
NoNo Pivot
Armor
// mm Hull Armor
130/90/90201/148/50 mm Turret Armor
Armament







{{#ifeq:HOLLOW_CHARGE|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/HEAT/HE







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE
Shells




















1025/5600/608




















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



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4.29 r/m 

Standard Gun

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

See Crew, Consumables, or Equipment for more information.



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6 r/m 

Standard Gun

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

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






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1673.1

Standard Gun

Using Shell Type 1 (390 Damage):


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

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

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (390 Damage):


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

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

See here, here, or here for more information.

Standard Gun

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

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

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

See here, here, or here for more information.






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1920

Standard Gun

Using Shell Type 1 (320 Damage):


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

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

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (320 Damage):


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

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

See here, here, or here for more information.

Standard Gun

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

Theoretical Damage Per Minute
Nominal DPM: 2520
50% Crew: 2032.8
75% Crew: 2331
100% Crew: 2629.2
100% Crew
Vents: 2688
Rammer: 2923.2
Both: 2986.2
Both and BiA: 3053.4
Both and Max Crew %: 3183.6

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

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


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0.48 m 

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

For more details, see Crew


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0.36 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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3.4 s 

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

For more details, see Crew or Equipment


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2.5 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
2826 deg/s Turret Traverse
360° Gun Arc
-5°/+12°-6°/+15° Elevation Arc
3540 rounds Ammo Capacity
General
1212 % Chance of Fire






350 m 

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

For more details, see Skills or Equipment






380 m 

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

For more details, see Skills or Equipment
View Range


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600 m 

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

For more details, see Skills or Equipment


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750 m 

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

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

Additional Statistics
(Top Configuration)

When using the 100mm 62-100T gun:

Camouflage

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


Terrain Resistance

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


Dispersion Change Values

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


With 100% Crew

VIII

AnnoCh11_110.png

2600000

The 110 is a Chinese tier 8 heavy tank.

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

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

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

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

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

VIII 122 mm 37-122JT 175/250/61 390/390/530 4.62 0.48 3.4 2440 120000
VIII 122 mm D-25T 175/250/61 390/390/530 5 0.46 3.4 2590 135000
IX 100 mm 62-100T 215/265/50 320/320/420 6 0.36 2.5 2557 221000

Ico_engine_alpha.png

Engines

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

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

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(gr/sec)
Rmin Weight
(kg)
Price
(Credits)

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

Ico_radio_alpha.png

Radios

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

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

Compatible Equipment

Low Noise Exhaust System Class 1 Vertical Stabilizer Class 1 Heavy Spall Liner Camouflage Net Class 2 Coated Optics Class 1 Stabilizing Equipment System 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

Stabilizer Greasing Automatic Fire Extinguisher Natural Cover Optical Calibration Aim Tuning Experienced Firefighters Manual Fire Extinguisher Pre-Battle Maintenance Vent Purge Large First Aid Kit Large Repair Kit Duty Comes First Shell Organizer Quality Oil Orderly Ammo Rack Focus on Target Improved Combat Rations Removed Speed Governor Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Combat Course 


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

- 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 sloping 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.

  • Likely due to its very mediocre performance, the 110 has buffs planned:

Aim time from 2.9 -> 2.5 (100mm) Dispersion from 0.38 -> 0.36 (100mm) Gun handling (hull traverse): 0.25/0.23 -> 0.2/0.18


Early Research

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


Suggested Equipment


Tank Gun Rammer Vertical Stabilizer Improved Ventilation Class 3Modified Configuration Class 1


Gallery

Historical Info

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 he worked further on his solution.

The 110 in game model is P.P. Isakov's model.


Historical Gallery


China
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
Heavy Tanks
USA 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
UK VChurchill I VExcelsior VIChurchill VII VITOG II* VIIBlack Prince VIIFV201 (A45) VIIICharlemagne VIIICaliban VIIIGonsalo VIIICaernarvon VIIICaernarvon Action X IXFV4201 Chieftain Proto IXConqueror XFV215b XSuper Conqueror XT95/FV4201 Chieftain
Germany IVPz.Kpfw. B2 740 (f) IVDurchbruchswagen 2 VITiger 131 VIVK 30.01 (P) VIVK 36.01 (H) VIIVK 45.03 VIITiger I VIITiger (P) VIIIVK 100.01 (P) VIIIVK 168.01 (P) VIIIVK 168.01 Mauerbrecher VIIIVK 75.01 (K) VIIIE 75 TS VIIILöwe VIIITiger II VIIIVK 45.02 (P) Ausf. A IXE 75 IXMäuschen IXVK 45.02 (P) Ausf. B XE 100 XPz.Kpfw. VII XMaus XVK 72.01 (K)
France IVB1 VBDR G1 B VIARL 44 VIIAMX M4 mle. 45 VIIIAMX 50 100 VIIIAMX M4 mle. 49 VIIIAMX M4 mle. 49 Liberté VIIIAMX 65 t VIIISomua SM VIIIFCM 50 t IXAMX 50 120 IXLorraine 50 t IXAMX M4 mle. 51 XAMX 50 B XAMX M4 mle. 54
USSR VChurchill III VKV-220-2 VKV-220-2 Beta Test VKV-1 VKV-1 shielded VIKV-1S VIKV-2 VIKV-2 (R) VIKV-85 VIObject 244 VIT-150 VIIIS VIIKV-3 VIIKV-122 VIIIS-2M VIIIS-2 shielded VIIIS-2 VIIIIS-3 VIIIIS-6 VIIIIS-6 B VIIIKV-5 VIIIKV-4 VIIIIS-5 (Object 730) VIIIIS-3A VIIIIS-3A Peregrine VIIIKirovets-1 VIIIKV-4 Kreslavskiy VIIIObject 252U Defender VIIIObject 252U VIIIIS-M VIIIObject 703 Version II VIIIIS-2-II IXT-10 IXObject 777 Version II IXObject 257 IXObject 705 IXIS-3-II IXST-I XIS-4 XIS-7 XObject 260 XObject 705A XObject 277 XObject 279 early XST-II XObject 780
China 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
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 VIIŠkoda T 45 VIIVz. 44-1 VIIIŠkoda T 56 VIIITNH 105/1000 IXTNH T Vz. 51 XVz. 55
Sweden VIIIEmil I VIIIEMIL 1951 VIIIBofors Tornvagn IXEmil II IXStrv K XKranvagn
Italy VIICarro d'assalto P.88 VIIIProgetto CC55 mod. 54 VIIIBisonte C45 IXProgetto C50 mod. 66 XRinoceronte
Poland VII45TP Habicha VIII50TP prototyp VIII53TP Markowskiego IX50TP Tyszkiewicza X60TP Lewandowskiego
ja:Tank:Ch11 110