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The Jumbo is definitely a weird tank to get used to, since unlike most heavies it has weak hull armor since it's legit just an uparmored M4A3, and because of how shells work in-game your first UFP gets overmatched and decreases the angle the shell hits your second UFP, making the effectiveness lower than it actually should be. Yes you gotta angle to maximize your armor effectiveness, but only slightly, and it takes a LOT of practice to find the sweet spot, and even then you'll still end up in situations where you're screwed. Too little and you aren't being efficient, too much and you expose a big weakzone. Additionally, you'll want to slightly angle your turret when facing Tigers and Panthers in order to maximize the effectiveness of your mantlet. Also, you have a "gyro stabilizer", which means that your gun is perfectly stable on somewhat flat ground and low speeds.
As for tactics, you'll want to stay at close to medium range in order to keep using your gun effectively, but if necessary you can brawl since you're an extra thicc sherman. When engaging enemies, either hide behind cover that you can peek over while hiding your weakspots (lower hull and MG port) or alternate between reverse CC and CC1 while wiggling your hull, and always make sure to slightly angle your turret away from the enemy when you're not trying to aim and shoot. The jumbo can be an amazing tank when on its own and can even hold back an advance from several enemy tanks, but it generally does better around teammates with bigger guns, who can take out any enemies you keep distracted.
The 76mm M4A1 has never been a tank I particularly liked, since it's always been overtiered for what it actually is (especially now at 5.0). However, despite its struggles, it is actually a pretty good backup tank, as it retains the nuke power of American APHE while having enough penetration to bully Tiger 1's and IS-1 or 2's; however, most of these should already be dead by the time you take your A1 into battle, so it should basically be a point-and-click adventure. There's not too much to say about this one imo, as it's just an upgunned A1 with ammo that doesn't immediately burn up.
For tactics, you can generally do what you would with previous Shermans, but at longer ranges. Your hull is identical to the 3.3 A1 while your turret is slightly thiccer, so you can't exactly count on it to protect you at close ranges, but if you expose only your turret at medium to long ranges you can expect to bounce some shots. It is generally best used as a second-line support tank for the Churchill VII's and Jumbos, staying back so it isn't immediately targeted but close enough it can take care of any enemies that the heavies struggle with. Overall it isn't the destroyer of worlds it was at lower BRs, but it can still be very deadly when used properly.
You specifically mentioned these two tanks, but something that's just as important for a 5.0 US Tank RB lineup is aircraft. The US has some amazing fighter-bombers for Tank RB, with large enough payloads to cause some serious damage, enough guns to delete lightly-armored vehicles and aircraft, enough pen on its guns to go through some medium tanks' roofs, and enough speed to quickly nope out from enemy AA and get back into the battle soon. The P-47's are great for this, but the F6F also works well if you want to retain most of your payload while getting better maneuverability, while the P-51D-5 is great if you want to prioritize air superiority while retaining a pretty decent payload. In any case, you at least have to take out the P-51D-30, as it is an amazing fighter to keep the skies clear of enemy planes while providing aerial recon. If you're feeling ballsy, you can take out the P-61C-1 or the B-25, as both of these have deadly turret armament and respectable payloads.
Use the M18 to zoom around, capping things, killing enemies while getting in and out of cover, and make sure the enemy only sees the front of your Jumbo.
You can still use the M24 and the M15, no need to pay for M19's repairs.
Next are the two 5.3s, and then you should straight go to 6.0.
The only not so obvious advice I can give you for Shermans specifically is that you should play off of your stabilizers more than anything else. They only work on mostly flat ground and at low speed (for RB lowest cruise control speed is the fastest you can go for it to still work), but they make your extremely lethal when used correctly.
If you aren't sure when to use stabilizers, just use them always until you get the hang of it. Go at full speed only when you know you're safe or have to quickly relocate, otherwise switch to combat speed (slowest cruise control).
TL; DR= 5.0 americans are dookie
Before 1.97 you could jump in a ram and have literally a +70% chance of being on the winning team. I'm guessing 3-4 weeks from now it's avg WR will drop by at least 20% on thunderskill.
Thank you for such an informative post! Definitely the most help I've gotten on this topic so far. I'll try to apply more of this to my matches and hopefully it might turn things around for me. As for CAS, don't worry as I always carry a P-47 with a full payload.
Well, I have the M18 in a different lineup (5.7 with the Easy 8 and M36, though I haven't played it yet since I'm still building it up) and moving it to an available crew slot would cost a decent amount of SL, though I'll think about it (my current 5.0 lineup is the Jumbo, M4A1 76, M4A2 76, and P-47 with a crew slot empty on the end for if/when I buy the Cobra King).
I certainly do agree that it's not just the game, my skill does play a decent factor into it as well. I wouldn't even mind playing against the German big cats and Russian heavies if there just weren't so many. Dealing with 1 or 2 is just fine but half a team is a bit much IMO. Maybe it just feels this way since US tanks have to at least use a decent amount of skill to take out a well-placed Panther but all a Panther has to do is sneeze in your general direction and it's back to the hangar. Also I have gotten decently familiar with the stabilizer from the 3.7 Shermans, it really does give you an edge and helped me to increase my match performance by a lot.
Certainly does feel that way most of the time... I guess that's where the P-47 comes into play.
That's a shame, I love the Jumbo and Sherman 76's. Oh well, I do like the Pershing as well so hopefully it'll be better like you say. And yeah, Kraut big cats and Ruskie heavies seem much easier to play, at least compared to the Shermans they always face, so it baffles me that any of them can call the US OP.
Oh absolutely, 3.7 has seen some massive changes as well. I've got a friend who plays Russians and since he hasn't gotten as far up the tech tree as I have we usually stick with 3.7 for now. I swear, every game I see at least 3 or 4 SAV's, sometimes even more. Thankfully most of them seem to be the players that bought it from the hype and think its some invincible death machine, easy kills in my Sherman 75. But every few matches you get the smart ones... oh boy.
As for the Soviets, they don't have anything truly difficult to deal with at that BR range. The only ones that come close are the IS tanks, but they are forced to play very defensively by their low mobility and reload rate (and their turrets can be easily penned by 76mm guns). Which means that their impact on the battlefield is directly proportional to the number of overly eager opponents. Just don't be like that and you'll be fine.
Yeah, it's just always tough catching them like that though. Sometimes you get lucky and catch that Michael Wittmann wannabe but most of the ones I play against seem to always have a nice spot you never see them in till it's too late, forcing you to go on the offensive and likely get killed doing it.