M10 Wolverine

Tank Destroyer · USA
A 3-inch gun on a Sherman chassis in an open-topped turret. It hits harder than a Sherman, but the turret is cranked by hand and HE splash reaches the crew: pick a spot, wait, and shoot first.
(the vehicle's description in the garage)
At a glance
| Nation | USA |
| Role | Tank destroyer (TD) |
| Modelled variant | M10 Wolverine (3-inch GMC M10, late production, duckbill turret counterweight) |
| Price | 675 credits |
| Team stock | 2 per five-player team (scales with team size) |
| Hit points | 940 |
| Main gun | 285 damage per AP shot, 4.6 s reload |
| Speed | 48.3 km/h on roads, 22.7 km/h off-road |
| View range | 230 m |
| Ability (B) | Ammo Drop |
| Garage ratings | Armour 3/10 · Firepower 5/10 · Mobility 10/10 · Spotting 7/10 |
History
The 3-inch Gun Motor Carriage M10, later called the "Wolverine" by the British, was the most numerous US tank destroyer of the war, with about 6,400 built. It mounted a 3-inch (76.2 mm) gun in an open-topped turret on a Sherman chassis, with thinner but well-sloped armour. The late production version in the game has the "duckbill" turret counterweight.
US doctrine intended tank destroyers to be held back and rushed to meet enemy tank attacks. In practice M10s often supported infantry like tanks. Their open turret left crews exposed to artillery, grenades and snipers. M10s fought in Tunisia, Italy and north-west Europe, including at Arracourt in September 1944.
In Armor Heads
Compared with the other 34 WW2 vehicles, it is top 5 for accuracy (#1 of 35); bottom 5 for turret / gun traverse speed (#33 of 35).
Survivability
- Hit points: 940. Damage taken multiplier: 1.07 (effective HP 879).
- Open-topped: HE near misses do 1.5x splash damage and hit the crew three times as hard, so they knock crew out far more easily.
- Tracks: a hit on the running gear breaks a track 45 % of the time (the hit does no damage); the crew repairs it in 9 s.
| Zone | Real plate | Damage multiplier (lower = thicker) | Raw shell damage to destroy through this zone | AP of the other 34 vehicles that gets through |
|---|---|---|---|---|
| Hull front | 38 mm at 55° (66 mm) | 0.72 | 763 | 27 |
| Hull side | 19 mm at 38° (24 mm) | 1.13 | 486 | 34 |
| Hull rear | 19 mm at 38° (24 mm) | 1.13 | 486 | 34 |
| Roof | open | 1.36 | 404 | 34 |
| Turret front | 57 mm at 45° (81 mm) | 0.66 | 832 | 25 |
| Turret side | 25 mm at 15° (26 mm) | 1.1 | 499 | 34 |
| Turret rear | 25 mm | 1.11 | 495 | 34 |
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 12°/s.
- Elevation +30° / depression -10°, at 16°/s.
- Reload: 4.6 s.
- Damage per minute (AP): 3,717.
- Accuracy: 0.06° dispersion when settled, aim time 1.76 s, move bloom 0.09.
- Gunner's sight: M70G, 3x (binoculars 6x / 10x / 15x).
| Shell | Type | Damage | Splash | Blast radius | Muzzle velocity | Penetration threshold | Rounds | Crew shock |
|---|---|---|---|---|---|---|---|---|
| Armour Piercing | AP | 285 | 20 | 2.5 m | 792 m/s | 0.55 | 18 | - |
| High Explosive | HE | 185 | 142 | 5.8 m | 853 m/s | 0.984 | 9 | 1.02 |
| 3 in M93 HVAP | HVAP | 214 | 10 | 2.5 m | 1036 m/s | 0.33 | bought (key 3) | - |
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.
HVAP (3 in M93 HVAP) is bought in the garage, not issued: 3 rounds for 200 credits, at most 6 carried, from a team stock of 3 per player for the whole match (never resupplied). It gets through far thicker plate than the AP up close but loses its punch quickly with range:
| Range | AP needs | HVAP needs | AP damage | HVAP damage |
|---|---|---|---|---|
| 100 m | 0.55 | 0.33 | 285 | 214 |
| 300 m | 0.55 | 0.41 | 262 | 171 |
| 500 m | 0.55 | 0.55 | 239 | 128 |
| 700 m | 0.55 | 0.66 | 228 | 107 |
Matchups (AP against the hull front, square-on, under 100 m)
- Its AP gets through the hull front of 28 of the other 34 vehicles. It is stopped by: Panther, M26 Pershing, Tiger II, IS-2, Churchill VII, Jagdpanther.
- 27 of the other 34 vehicles' AP get through its hull front. Safe from the front against: M3A1 Stuart, Panzer II Luchs, M32 TRV, Sd.Kfz. 250/9, T-70M, T-60, Stuart V "Honey".
- From the side, 34 of them get through its hull side; from behind, 34 get through its hull rear (every zone is in the table above).
Secondary weapons and equipment
- Roof machine gun: .50 cal (M2 Browning), the vehicle's own modelled gun on its turret, 9 rounds/s, 2.5 damage per round, overheats after 48 rounds. It elevates to 70° and can shoot down recon planes.
- Smoke: 1 salvo, each recharges in 40 s.
Mobility
- Running gear: tracks (pivot turns).
- Top speed 48.3 km/h on roads, 22.7 km/h off-road (47 %), reverse 6.2 km/h, acceleration 3.2 m/s².
- Turn rate 32°/s (19°/s at top speed). Mass 29,600 kg. Engine start 3.5 s.
Special ability (B)
Ammo Drop: a supply crate comes down by parachute just behind the tank and lands 8 s later; every tank of the team (this one too) that drives over it in the next 60 s gets 50 % of its full shell and smoke load back, once each. Ready 30 s after the round goes live, once per round; another use costs 150 credits.
Where it appears
Players can take it on all seven WW2 maps, on either team. The AI fields it on:
- Arracourt 1944, Blue (Allied side): 1x in an 8-vehicle line-up (first at position 3).
Where it ranks (1 = best of 35)
| Stat | Rank |
|---|---|
| Hit points | 19 |
| Effective HP | 19 |
| Hull front armour (lower multiplier = thicker) | 21 |
| Turret front armour | 15 |
| Road speed | 12 |
| Off-road speed | 12 |
| Shot damage (AP) | 13 |
| Damage per minute | 7 |
| Reload (shortest first) | 15 |
| Accuracy (smallest dispersion first) | 1 |
| Aim time (fastest first) | 24 |
| Turret / gun traverse speed | 33 |
| View range | 20 |
| AP penetration (lower threshold = goes through more) | 18 |
| Price (1 = most expensive) | 17 |
The real vehicle
| Variant | M10 Wolverine (3-inch GMC M10, late production, duckbill turret counterweight) |
| Length with gun | 6.83 m |
| Hull length | 5.97 m |
| Width | 3.05 m |
| Height | 2.89 m |
Sources used for the model: Wikipedia https://en.wikipedia.org/wiki/M10_tank_destroyer (6.83 m with gun, 5.97 m hull, 3.05 m wide, 2.89 m over the AA MG); de.wikipedia https://de.wikipedia.org/wiki/M10_Wolverine (6.83 / 3.05 m, 2.57 m to turret top); blueprint https://www.the-blueprints.com/blueprints/tanks/tanks-m/69741/view/m10_wolverine/ (scales to 239 px/m consistently across side/top/front views)
In-game model: 6.83 m long (gun included) × 3.05 m wide × 2.91 m high (antenna excluded), 6,276 triangles, built at true scale.
Images
Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).





