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Churchill VII

Churchill VII

Infantry Tank · Britain

Thick plate and a quick-firing 75 mm, at walking pace: the slowest vehicle in the game. It climbs anything and holds ground well, but it has to be where the fight is going, not where it has been.

(the vehicle's description in the garage)

At a glance

NationBritain
RoleHeavy tank (HT)
Modelled variantChurchill Mk VII (A22F)
Price900 credits
Team stock2 per five-player team (scales with team size)
Hit points1270
Main gun280 damage per AP shot, 4.2 s reload
Speed20.4 km/h on roads, 16.3 km/h off-road
View range200 m
Ability (B)Artillery
Garage ratingsArmour 4/10 · Firepower 5/10 · Mobility 4/10 · Spotting 6/10

History

The Infantry Tank Mk IV Churchill was a British heavy infantry tank: slow, but very heavily armoured and able to climb steep slopes and cross rough ground that stopped other tanks. The Mk VII (A22F) had up to 152 mm of frontal armour and the 75 mm gun, and was one of the best-protected Allied tanks of the war.

Churchills fought in North Africa, Italy and north-west Europe. Over 300 were also sent to the Soviet Union under Lend-Lease, and the 36th Guards Heavy Tank Regiment fought at Prokhorovka in July 1943 with Churchills, which is why it appears in the Soviet line-up on that map.

In Armor Heads

Compared with the other 34 WW2 vehicles, it is top 5 for hit points (#5 of 35); top 5 for effective hp (#3 of 35); top 5 for hull front armour (#3 of 35); top 5 for turret front armour (#2 of 35); bottom 5 for road speed (#35 of 35); top 5 for damage per minute (#5 of 35); bottom 5 for view range (#34 of 35).

Survivability

  • Hit points: 1270. Damage taken multiplier: 0.87 (effective HP 1460).
  • Tracks: a hit on the running gear breaks a track 60 % of the time (the hit does no damage); the crew repairs it in 16 s.
ZoneReal plateDamage multiplier (lower = thicker)Raw shell damage to destroy through this zoneAP of the other 34 vehicles that gets through
Hull front152 mm0.491,8629
Hull side95 mm0.611,49618
Hull rear51 mm0.811,12630
Roof13.3 mm1.4861634
Turret front152 mm0.491,8629
Turret side95 mm0.611,49618
Turret rear95 mm0.611,49618

Real plate: the thickness of the real vehicle's armour there, and its slope from vertical with the line-of-sight thickness in brackets; each zone's multiplier is worked out from it (see how the numbers work). The last column counts square-on hits under 100 m.

Main gun

  • Mount: turret, 360° traverse at 27°/s.
  • Elevation +20° / depression -10°, at 14°/s.
  • Reload: 4.2 s.
  • Damage per minute (AP): 4,000.
  • Accuracy: 0.065° dispersion when settled, aim time 1.68 s, move bloom 0.045.
  • Gunner's sight: No. 50, 3x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP280202.5 m619 m/s0.6528-
High ExplosiveHE1821405.8 m604 m/s1141

The penetration threshold is the lowest zone multiplier (the thickest armour) the shell still gets through: zones below it stop the shell (10 % damage for AP, 20 % for HE). See how the numbers work.

HE and the crew: every direct hit shakes the crew (slower reload and traverse, a wider aim circle) for about 1.9 s when the plate stops it and 3 s when it bursts through. It is big enough to knock crew members out of their seats even when the plate stops it.

Matchups (AP against the hull front, square-on, under 100 m)

  • Its AP gets through the hull front of 19 of the other 34 vehicles. It is stopped by: Tiger I, M4 Sherman, Panther, T-34/76, T-34-85, Sherman Firefly, M26 Pershing, Tiger II, IS-2, KV-1, SU-100, Jagdpanther, ISU-152, M32 TRV, Jagdpanzer 38 Hetzer.
  • 9 of the other 34 vehicles' AP get through its hull front. Safe from the front against: Tiger I, M4 Sherman, M3A1 Stuart, Panzer II Luchs, Panzer III Ausf. L, T-34/76, T-34-85, Panzer IV Ausf. H, Cromwell, KV-1, M10 Wolverine, M18 Hellcat, StuG III Ausf. G, ISU-152, M32 TRV, M24 Chaffee, Sd.Kfz. 250/9, T-70M, T-60, Marder III, SU-76M, Jagdpanzer 38 Hetzer, M3 Lee, 75 mm GMC M3, Stuart V "Honey".
  • From the side, 18 of them get through its hull side; from behind, 30 get through its hull rear (every zone is in the table above).

Secondary weapons and equipment

  • No working roof machine gun.
  • Smoke: 1 salvo, each recharges in 60 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 20.4 km/h on roads, 16.3 km/h off-road (80 %), reverse 4.1 km/h, acceleration 2.1 m/s².
  • Turn rate 23°/s (14°/s at top speed). Mass 40,700 kg. Engine start 4.5 s.

Special ability (B)

Artillery: an eight-shell barrage on any point within 1,000 m, 8 s after red smoke marks it; the shells hit tank roofs and wreck buildings. Ready 90 s after the round goes live, once per round; another use costs 400 credits.

Where it appears

Players can take it on all seven WW2 maps, on either team. The AI fields it on:

  • Prokhorovka 1943, Blue (Allied side): 1x in an 8-vehicle line-up (first at position 5).

Where it ranks (1 = best of 35)

StatRank
Hit points5
Effective HP3
Hull front armour (lower multiplier = thicker)3
Turret front armour2
Road speed35
Off-road speed30
Shot damage (AP)22
Damage per minute5
Reload (shortest first)9
Accuracy (smallest dispersion first)16
Aim time (fastest first)22
Turret / gun traverse speed13
View range34
AP penetration (lower threshold = goes through more)20
Price (1 = most expensive)7

The real vehicle

VariantChurchill Mk VII (A22F)
Length with gun7.44 m
Hull length7.44 m
Width3.45 m
Height2.49 m

Sources used for the model: Wikipedia Churchill tank (24 ft 5 in long, 8 ft 2 in high; gun does not pass the track horns) https://en.wikipedia.org/wiki/Churchill_tank ; 3dhistory.de Mk VII page (11 ft 4 in = 3.45 m over the side louvres) https://3dhistory.de/wordpress/?p=464 ; blueprint https://www.the-blueprints.com/blueprints/tanks/tanks-c/71996/view/churchill_mkvii_a22_infantry_tank_mkiv/ (measured: 7.44 x ~3.45 x 2.47 m)

In-game model: 7.43 m long (gun included) × 3.49 m wide × 2.53 m high (antenna excluded), 6,424 triangles, built at true scale.

Images

Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).