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US Sherman Tank
What German tank is best match for beating the Sherman? My understanding is that the Panthers and Tigers were overkill and greatly outmatched the Sherman. The PZ IVs (F2 and later)??
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Re: US Sherman Tank
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Any Stug with the 75L43 and better ditto, and they have better front armour than the early P4s (the 5 armour glacis is a weakness). Basically immune at ~1000 yards plus so long as they are facing the 75mm sherman. Any panzer 3 with the 50mm L60 is about evens with the 75mm Sherman, at ranges 1000m or less while stocks of sabot ammo remain. However when Sherman/75 first appears the Panzer 3s with the L42 50mm, and the panzer 4s with the short 75mm infantry support howitzer are rather over-matched by the Sherman, which can easily wipe the floor with these. From Alamein to the appearance of the Tiger in Tunisia, the Sherman is a good tank. Once Jerry has the long 75s as standard rather than as rarities, just an average tank, until fireflies and 76mm upgrades become available. A useful infantry support item, and deadly to all German armour (includes panthers) if it can flank it - bar the tigers. When fireflies with 17pdr APDS appear then Jerry has to take account of these as they are rather deadly. Eliminate any fireflies ASAP!. And |
Re: US Sherman Tank
Depends on which Sherman and when. Early Shermans had thin armor, bit worse than contemporary Panzer II and IV, but better gun. Later on, Shermans got armor and survivability improvement while Panzer IV got long 75mm so the advantages and disadvantages turned. Yet later on Sherman got 76 or 17pdr and in that configuration had the upper hand over any PzIV. Tigers and Panthers are, of course, another matter.
In fact the devedlopment of Sherman closely resembles T-34 series, only difference being that early Shermans had decent turret front and relatively weak front hull and T-34-76 got it the other way around. |
Re: US Sherman Tank
Thanks for the excellent responses.
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Re: US Sherman Tank
oops, too late to edit it now, but of course I meant "bit worse than Panzer III", one "I" went AWOL :)
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The side armour remained 38mm vertical all through the war. There were small changes in the turreet armour as well, but not much. By the time the Sherman entered the war, the Panzer IV was only made with the long 75mm gun and 80mm frontal armour, but its turret and side hull armour remained weaker than that of the Sherman throughout the war (not counting Schürzen :) ) Quote:
You are right, that the 17-pdr beat both as an anti-tank weapon, but was of couse a lousy HE performer, just as the 17-pdr APDS round was a somewhat erratic performer. CBO |
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Re: US Sherman Tank
I consider the PIIIL/60, 75mm Sherman and T34/76 (except the earliest versions with the short gun) to be in the same category with respect to combat capabilities and the PIV-Long, 76mm Sherman and T34/85 in another.
The StugIII is a bit better still in direct confrontations with these other tanks but is more limited in general use, especially against infantry. If you're looking for a weapon for tank vs tank use against shermans and/or T34's though it's probably the best pick (I too find Panthers a bit on the expensive side considering the overkill). Another interesting AFV to use against 75mm Shermans is the Italian SMV42. They are closely matched and I've fought quite a few battles this way (from the Italian side). Narwan |
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After all it's just a rough estimation of the overall combat capabilities into a broad category. Narwan |
Re: US Sherman Tank
The 75 shermans WOULD become useful when german heavies become rare, though it doesn't seems to happen in game, i checked the radio codes for tigers, panthers and koenigstiger, they seem to be all X0(90 i think), shouldn't tigers get a 91 late in the war?
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You may have been playing as USA in the bulge? - the Nazi pick will go for them a bit more in that time. Andy |
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All I can say is WOW just how much time did you spend sorting AI pick lists & map codes. Blown my mind we take all these little things for granted but in reality chuck in research & you have got to be talking serious time. :bow: |
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cbo |
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The inventory of Tigers I+II in February 1945 was 442 which has to be seen against 262 Tiger I at the time of Kursk. The highest number was 726 Tiger I+II in July 1944, but that dropped rapidly over the summer, down to 460 in October 1944. cbo |
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I'm going to jump in here only because many people seem very confused about radio codes and what they mean and what they do as I have found recently working my way though the 110+ pages of OOB complaints I accumulated since the last SPMBT patch. Radio codes apply the same to both games First off, let's ensure EVERYBODY reading this understands the codes X0 is common X1 is rare X2 is more than common so call it "plentiful" X3 is the code that stops the AI from buying them in a game ( but humans can ) X1 can mean a tank is "rare" but normally for really rare vehicles we give it a X3 radio code so the AI won't pick it at all HOWEVER ( this is important...) The AI, when buying UNITS for it's FORMATIONS . Formations are set in MBT in picklists and hardcoded in code in WW2. Each nations is completely different than the others and are set up differently if that nation fought on different fronts against different opponents. The German Picklist in winSPWW2 is 1470 lines of code. It's not a simple thing we threw together. Other nations are the same. If you've ever played as the Canadians you may have noticed that in Normandy they seem to fight the SS a lot and later on in '44 and into '45 they seem to fight Fallshirmjaeger a lot. That didn't happen by accident. It was programmed in Now, back to the radio codes..... The AI, when it picks units for those formations starts at unit slot 999 and works its way up the list stopping at the first unit that strikes it's fancy. The next time it picks it does the same thing and might skip that unit or pick one with a higher unit number or skip that and look nearer the top of the list ( lower unit number ). Think of it climbing a ladder each time it picks and certain rungs have units it can consider and it deals with them in a simple Y/N. If it's Y it stops there , climbs down and and starts picking the next formation. If it decides N then it continues up the ladder until if finds the next unit the fulfills it's requirements and does a Y/N on that. ( etc etc ) That's just the way it works so we have to adapt the way we manipulate the radio codes to ensure we get the balance we want and sometimes we have to make things X1 ( rare ) or X2 ( more than common ) simply to get the picks the way we want then in most cases ( because there are a lot of randoms built into the game to ensure you don't see the same thing over and over and over ) Radio codes are our way of balancing out those picks so DO NOT assume because there weren't many tanks of a type it *must* get an X1 radio code. It's high up on the list we might give it a X0 or even an X2 simply so that it will be picked sometime So NO ----Panthers and Tigers should not be "91 late in the war" becasue they exist in their own formations and it's the formations the AI buys for and we are the ones who tell it when to buy and when not to buy those formations that appear in the game Don |
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