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M3 Lee

M3 Lee

Medium Tank · USA

A Sherman's 75 mm in a hull sponson that swings only 15° each way, on a tall, slow 1942 hull. Point the tank at the fight and use the HE: it is a gun platform, not a flanker.

(the vehicle's description in the garage)

At a glance

NationUSA
RoleMedium tank (MT)
Modelled variantMedium Tank M3 (Lee), riveted hull, late 1942 production as 1st Armored Division used it in Tunisia, early 1943: 75 mm gun M3 (long) in the M1 sponson mount, 37 mm M6 turret with the M1 cupola
Price600 credits
Team stock3 per five-player team (scales with team size)
Hit points950
Main gun280 damage per AP shot, 4.6 s reload
Speed38.6 km/h on roads, 25.9 km/h off-road
View range240 m
Ability (B)Artillery
Garage ratingsArmour 3/10 · Firepower 5/10 · Mobility 8/10 · Spotting 7/10

History

The Medium Tank M3 was a stopgap design of 1941. The US had no turret able to take a 75 mm gun, so the M3 carried its 75 mm in a sponson on the right side of the hull, with limited traverse, and a 37 mm gun in a small turret on top. It was tall and its riveted hull was dangerous when hit, but it brought a 75 mm gun with a good HE shell to the battlefield when the Allies needed one most.

The British called it the Lee (and the version with their own turret the Grant). The US 1st Armored Division used the M3 Lee in Tunisia in early 1943, including at the Kasserine Pass. In the game only the 75 mm hull gun works; the 37 mm turret is fixed.

In Armor Heads

Design note: M3 Lee: the Sherman's 75 mm in the hull sponson (15 deg each way, the working gun); the 37 mm turret on top is fixed geometry (one working gun per tank).

Survivability

  • Hit points: 950. Damage taken multiplier: 1.05 (effective HP 905).
  • Tracks: a hit on the running gear breaks a track 45 % of the time (the hit does no damage); the crew repairs it in 7 s.
ZoneReal plateDamage multiplier (lower = thicker)Raw shell damage to destroy through this zoneAP of the other 34 vehicles that gets through
Hull front51 mm at 30° (59 mm)0.7674430
Hull side38 mm0.9261533
Hull rear38 mm at 5° (38 mm)0.9261533
Roof13 mm1.537734
Turret front51 mm at 30° (59 mm)0.7674430
Turret side38 mm0.9261533
Turret rear38 mm at 5° (38 mm)0.9261533

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: casemate, gun arc ±15° of the hull centreline at 14°/s; turn the hull to aim further.
  • Elevation +20° / depression -9°, at 20°/s.
  • Reload: 4.6 s.
  • Damage per minute (AP): 3,652.
  • Accuracy: 0.075° dispersion when settled, aim time 1.52 s, move bloom 0.054.
  • Gunner's sight: M21A1, 1.44x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP280202.5 m619 m/s0.6617-
High ExplosiveHE1821406.5 m604 m/s191

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 18 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, Churchill VII, KV-1, SU-100, Jagdpanther, ISU-152, M32 TRV, Jagdpanzer 38 Hetzer.
  • 30 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-60.
  • From the side, 33 of them get through its hull side; from behind, 33 get through its hull rear (every zone is in the table above).

Secondary weapons and equipment

  • Roof machine gun: .30 cal (M1919), the vehicle's own modelled gun on its hull, 8 rounds/s, 1 damage per round, overheats after 50 rounds. It elevates to 70° and can shoot down recon planes.
  • Smoke: 2 salvos, each recharges in 40 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 38.6 km/h on roads, 25.9 km/h off-road (67 %), reverse 5 km/h, acceleration 3 m/s².
  • Turn rate 30°/s (18°/s at top speed). Mass 27,200 kg. Engine start 2.5 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:

  • Kasserine Pass 1943, Blue (Allied side): 2x in an 8-vehicle line-up (first at position 2).

Where it ranks (1 = best of 35)

StatRank
Hit points18
Effective HP17
Hull front armour (lower multiplier = thicker)25
Turret front armour23
Road speed28
Off-road speed9
Shot damage (AP)26
Damage per minute14
Reload (shortest first)19
Accuracy (smallest dispersion first)26
Aim time (fastest first)16
Turret / gun traverse speed30
View range10
AP penetration (lower threshold = goes through more)26
Price (1 = most expensive)22

The real vehicle

VariantMedium Tank M3 (Lee), riveted hull, late 1942 production as 1st Armored Division used it in Tunisia, early 1943: 75 mm gun M3 (long) in the M1 sponson mount, 37 mm M6 turret with the M1 cupola
Length with gun6.12 m
Hull length5.64 m
Width2.72 m
Height3.12 m
Ground clearance0.43 m
Track width0.42 m

Sources used for the model: TM 9-750 Medium Tanks M3, M3A1 and M3A2 (1942), tabulated data par. 5 and figures 4-5, https://archive.org/details/Tm9-750MediumTanksM3M3a1AndM3a2 ; afvdatabase.com https://afvdatabase.com/usa/m3lee.html ; Wikipedia https://en.wikipedia.org/wiki/M3_Lee

In-game model: 6.18 m long (gun included) × 2.75 m wide × 3.13 m high (antenna excluded), 9,032 triangles, built at true scale.

Images

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