Hello, I am RyanT of RyanT's Thoughts and Observations though in game I play as Revanche123, and this is
M4 Sherman Review
The Xbox 360 Edition of World of Tanks handles Modules differently then the PC version, instead of upgrading individual modules we get packages; The M4 has 4 packages, the default stock package, 1 mandatory package that must be researched but not necessarily purchased then your choice of two additional packages only 1 of which you must research to progress on.
Default Stats for each Model.
Weight: 30 Tons
Hull Armor: 51/38/38 mm
Speed Limit: 48kph
Crew: (5) Commander, Gunner, Driver, Radio Operator, Loader.
M4 "Stock" 400 hp
Wright Continental R-975EC2: 350hp (11.667 p/w ratio) 20% chance of fire.
75 mm Gun M3: 90 Rounds, Damage: 110/110/175 hp, Penetration: 92/127/38
Rate of Fire: 15.76 (1 round every 3.8s) DPM with AP 1,733.6
Aim Time: (sec) 2.09, Accuracy: 0.46-0.45m at 100m
T41: 35 Deg/sec traverse, 10.28 seconds to complete a 360 turn.
D51066 Turret: Armor: 76.19/51/51mm
39 Deg/sec traverse, 9.23 seconds to complete a 360 turn.
330m view range.
The Default "M4" Package comes with the very serviceable 75mm gun, good accuracy, combined with enough penetration to get through even tier 6 armor means you won't be defenseless during the initial stock grind in this tank. The sluggish engine along with the T41 Track/Suspension combo will give you about a 25-30kph top speed across open terrain and a fairly sluggish acceleration as well as an arthritic turn rate that when combined with the Shermans notoriously weak armor will leave you vulnerable if you move out of cover however.
M4E5 400 hp
Wright Continental R-975C1: 400hp (13.333 p/w ratio) 20% chance of fire.
105 mm M4: 46 Rounds, Damage: 410/350 hp, Penetration: 53/101
Rate of Fire: 7.5 (1 round every 8s) DPM with HE 3,075
Aim Time: (sec) 2.29, Accuracy: 0.55-0.54m at 100m
T42: 39 Deg/sec traverse, 9.23 seconds to complete a 360 turn.
D51066 Turret: Armor: 76.19/51/51mm
39 Deg/sec traverse, 9.23 seconds to complete a 360 turn.
330m view range.
The first available upgrade package the M4E5 bumps up the available horsepower to 400 along with the improved T42 Track/Suspension combo finally allowing the Sherman to move about the battlefield were it can then utilize the 105mm "Derp" cannon to good affect. While its maximum potential DPM is over 3,000 the reality is closer to 900 when facing an opponents frontal armor, to maximize the potential of the 105mm gun it is imperative that you move to the flanks or rear of your opponent which becomes much easier with the next two models.
M4A1 (105) or M4A1 (76) 460hp
Wright Continental R-975C4: 460hp (15.333 p/w ratio) 20% chance of fire.
105 mm M4: 46 Rounds, Damage: 410/350 hp, Penetration: 53/101
Rate of Fire: 7.5 (1 round every 8s) DPM with HE 3,075
Aim Time: (sec) 2.29, Accuracy: 0.55-0.54m at 100m
or
76 mm Gun M1A1: 90 Rounds, Damage: 115/110/185 hp, Penetration: 128/177/38
Rate of Fire: 15.76 (1 round every 3.8s) DPM with AP 1,733.6
Aim Time: (sec) 2.09, Accuracy: 0.46-0.45m at 100m
T42: 37 Deg/sec traverse, 9.72 seconds to complete a 360 turn.
D51072 Turret: Armor: 63/63/63mm
37 Deg/sec traverse, 9.72 seconds to complete a 360 turn.
370m view range.
The Final two packages M4A1 (105) or (76) are identical save for their main gun. The engine upgrade finally allows the Sherman to reach its full potential able to move at a respectable 35-40kph around the battlefield, while the additional horsepower enables it to turn much quicker allowing the Sherman to become an excellent flanking tank. The 76mm gun is a excellent upgrade to the 75mm that preceded it keeping nearly identical damage but finally upping the penetration to a solid 128mm with standard rounds allowing the 76 to penetrate almost any opponent it may find itself up against with only the British AT line or American T29 giving it consistent trouble penetrating from the front.
Using the M4A1 (76) I typically play a "firefighter" role moving along the front providing support to my teammates while sniping at targets others have spotted for me as well as looking for opportunities to flank the opposition forcing them to either expose weaker armor to me or my compatriots.
With the M4A1 (105) I find its better to adopt an Ambush or flanking strategy, always looking for chances to pop a targets side or rear armor for that oh so fun 1 shot kill.
Each of the packages does suffer from the Shermans one major flaw, even with a solid amount of slope to the front armor the tank is fairly easily penetrated. Tier 3, 4 or a few of the stock tier 5 tanks will have some trouble penetrating the frontal armor but your side and rear are another matter entirely. Upgraded tier 5 or tier 6/7 or higher tanks though can penetrate even your turret armor if you aren't careful about protecting your hull with cover and keeping your mantlet facing the opposition. While you will bounce some shells it is best to get used to the notion that if you get hit you will get hurt further enforcing the use of the Sherman as a flanking tank and encouraging heavy use of the pop out game. It is this enforced hit and run style of play that makes me personally prefer the 105mm variant. The Sherman suffers from one more less well known flaw, when facing a Sherman head on, if you aim for the lower center hull, the armor decreases rapidly and you have an extremely reliable shot at the Shermans engine from the front crippling its ability to move as well as potentially lighting it on fire.
Despite some fairly substantial flaws the Sherman remains my favorite Tier 5 Tank and the one I find myself going back to regularly for flat out fun play.
Until Next time this is Rev signing off.