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M10 Wolverine

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

NationUSA
RoleTank destroyer (TD)
Modelled variantM10 Wolverine (3-inch GMC M10, late production, duckbill turret counterweight)
Price675 credits
Team stock2 per five-player team (scales with team size)
Hit points940
Main gun285 damage per AP shot, 4.6 s reload
Speed48.3 km/h on roads, 22.7 km/h off-road
View range230 m
Ability (B)Ammo Drop
Garage ratingsArmour 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 hurt more and knock out the crew far more easily.
  • Track repair: 9 s.
ZoneDamage multiplier (lower = thicker)Raw shell damage to destroy through this zone
Hull front0.73752
Hull side1.18465
Hull rear1.3422
Roof1.36404
Turret front0.66832
Turret side1.16473
Turret rear1.3422

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).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP285202.5 m792 m/s0.5518-
High ExplosiveHE1851425.8 m853 m/s0.98491.02
3 in M93 HVAPHVAP214102.5 m1036 m/s0.33bought (key 3)-

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

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:

RangeAP needsHVAP needsAP damageHVAP damage
100 m0.550.33285214
300 m0.550.41262171
500 m0.550.55239128
700 m0.550.66228107

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.
  • 29 of the other 34 vehicles' AP get through its hull front. Safe from the front against: Panzer II Luchs, M32 TRV, Sd.Kfz. 250/9, T-70M, T-60.
  • Sides, rears and roofs are thinner on every vehicle; see each page's zone table.

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: drops a crate behind the tank; team-mates who drive over it within 60 s get 50 % of their 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 6).

Where it ranks (1 = best of 35)

StatRank
Hit points19
Effective HP19
Hull front armour (lower multiplier = thicker)21
Turret front armour17
Road speed12
Off-road speed12
Shot damage (AP)13
Damage per minute7
Reload (shortest first)15
Accuracy (smallest dispersion first)1
Aim time (fastest first)24
Turret / gun traverse speed33
View range20
AP penetration (lower threshold = goes through more)18
Price (1 = most expensive)17

The real vehicle

VariantM10 Wolverine (3-inch GMC M10, late production, duckbill turret counterweight)
Length with gun6.83 m
Hull length5.97 m
Width3.05 m
Height2.89 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).