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T-70M

T-70M

Light Tank · USSR

A small, quick 45 mm light tank with a well-sloped front for its size. One man commands, aims and loads, so the reload and the hand-cranked turret are slow: spot for the team and flank.

(the vehicle's description in the garage)

At a glance

NationUSSR
RoleLight vehicle (LT)
Modelled variantT-70M (wartime designation T-70B), 1943 production, as at Prokhorovka 12 July 1943: 300 mm tracks, one-man welded turret with the 45 mm 20-K, line tank without radio
Price440 credits
Team stock3 per five-player team (scales with team size)
Hit points600
Main gun150 damage per AP shot, 4.2 s reload
Speed45 km/h on roads, 18.9 km/h off-road
View range280 m
Ability (B)Il-2 Sturmovik
Garage ratingsArmour 1/10 · Firepower 3/10 · Mobility 9/10 · Spotting 8/10

History

The T-70 was the most important Soviet light tank of the war, with about 8,200 built. It was armed with a 45 mm gun in a one-man turret, so the commander had to load, aim, fire and command alone, which badly limited its rate of fire and awareness. Its two truck engines made it cheap to build in automobile factories.

T-70s made up a large share of Soviet tank corps in 1943. At Prokhorovka on 12 July 1943 the 18th and 29th Tank Corps of the 5th Guards Tank Army attacked with T-70s alongside their T-34s. The game models the 1943 T-70M (T-70B) as it was at Prokhorovka, a line tank without a radio.

In Armor Heads

Design note: decisions answered). Muzzle velocity = real x 1.3, rounds = about half the real load, role constants from the existing WW2 vehicles of the same role. T-70M: 45 mm 20-K in a one-man turret (the commander loads, aims and commands), 72 mm line of sight on the glacis. Recon until the Il-2 exists (backlog 103).

Compared with the other 34 WW2 vehicles, it is bottom 5 for hit points (#32 of 35); bottom 5 for effective hp (#32 of 35); bottom 5 for damage per minute (#33 of 35); bottom 5 for accuracy (#32 of 35); top 5 for aim time (#5 of 35); bottom 5 for ap penetration (#31 of 35).

Survivability

  • Hit points: 600. Damage taken multiplier: 1.17 (effective HP 513).
  • Tracks: a hit on the running gear breaks a track 35 % of the time (the hit does no damage); the crew repairs it in 4 s.
ZoneReal plateDamage multiplier (lower = thicker)Raw shell damage to destroy through this zoneAP of the other 34 vehicles that gets through
Hull front35 mm at 61° (72 mm)0.6946528
Hull side15 mm1.422934
Hull rear25 mm at 44° (35 mm)0.9633433
Roof10 mm1.6819134
Turret front50 mm0.8239130
Turret side35 mm at 23° (38 mm)0.9234833
Turret rear35 mm at 23° (38 mm)0.9234833

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 18°/s.
  • Elevation +20° / depression -6°, at 24°/s.
  • Reload: 4.2 s.
  • Damage per minute (AP): 2,143.
  • Accuracy: 0.095° dispersion when settled, aim time 1.36 s, move bloom 0.06.
  • Gunner's sight: TMFD-7, 2.5x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP150101.5 m760 m/s0.7635-
High ExplosiveHE100754.2 m335 m/s1.3150.55
45 mm BR-240P APCRAPCR11251.5 m985 m/s0.43bought (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 1.8 s when the plate stops it and 2.3 s when it bursts through. Under 75 mm, it only shakes the crew when the plate stops it: it knocks crew members out only when it bursts through.

APCR (45 mm BR-240P APCR) 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 needsAPCR needsAP damageAPCR damage
100 m0.760.43150112
300 m0.760.5512987
500 m0.760.7710863
700 m0.760.969850

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

  • Its AP gets through the hull front of 11 of the other 34 vehicles. It is stopped by: Tiger I, M4 Sherman, Panther, Panzer III Ausf. L, T-34/76, T-34-85, Panzer IV Ausf. H, Cromwell, Sherman Firefly, M26 Pershing, Tiger II, IS-2, Churchill VII, KV-1, M10 Wolverine, StuG III Ausf. G, SU-100, Jagdpanther, ISU-152, M32 TRV, M36 Jackson, Jagdpanzer 38 Hetzer, 17pdr SP Achilles.
  • 28 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-60, Stuart V "Honey".
  • From the side, 34 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

  • No working roof machine gun.
  • Smoke: 2 salvos, each recharges in 25 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 45 km/h on roads, 18.9 km/h off-road (42 %), reverse 9 km/h, acceleration 3.8 m/s².
  • Turn rate 42°/s (25°/s at top speed). Mass 9,800 kg. Engine start 2 s.

Special ability (B)

Il-2 Sturmovik: an Il-2 Sturmovik makes a low pass over the point you mark, turns back and dives on the enemy tank nearest it with rockets, cannon and a strip of anti-tank bomblets (deadly on a roof). Ready 90 s after the round goes live, once per round; another use costs 450 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): 2x in an 8-vehicle line-up (first at position 2).

Where it ranks (1 = best of 35)

StatRank
Hit points32
Effective HP32
Hull front armour (lower multiplier = thicker)19
Turret front armour27
Road speed17
Off-road speed23
Shot damage (AP)29
Damage per minute33
Reload (shortest first)10
Accuracy (smallest dispersion first)32
Aim time (fastest first)5
Turret / gun traverse speed21
View range6
AP penetration (lower threshold = goes through more)31
Price (1 = most expensive)33

The real vehicle

VariantT-70M (wartime designation T-70B), 1943 production, as at Prokhorovka 12 July 1943: 300 mm tracks, one-man welded turret with the 45 mm 20-K, line tank without radio
Length with gun4.53 m
Hull length4.53 m
Width2.42 m
Height2.035 m
Ground clearance0.3 m
Track width0.3 m
Gun45 mm 20-K L/46, elevation -6 / +20 deg, traverse 360 deg (hand)

Sources used for the model: ru.wikipedia https://ru.wikipedia.org/wiki/Т-70 (4,285 x 2,348 (2,420) x 2,035 mm, clearance 300, 91 links 260 mm T-70 / 80 links 300 mm 111 mm pitch T-70B, 5 road wheels 550 mm, 3 return rollers, plates 35@61 / 45@-30 / 15@-81 / sides 15@0 / rear 15@76, 25@-44, turret 35@23, gun -6/+20, 9R or 12RT in command tanks only, Prokhorovka 29th TC 70 T-70); armedconflicts.com https://www.armedconflicts.com/16214-T-70 (T-70B from ~June/Oct 1942, 300 mm track, 130 mm wheels, -6/+20, radios partly on T-70B with turret antenna fittings); valka.cz https://en.valka.cz/topic/view/49483 (gauge 2,080 mm); historyofwar.org (261 T-70 at Prokhorovka); the-blueprints.com vector four-view 4099 (one scale 6.16 mm/px)

In-game model: 4.51 m long (gun included) × 2.38 m wide × 2.04 m high (antenna excluded), 5,944 triangles, built at true scale.

Images

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