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
| Nation | USSR |
| Role | Light vehicle (LT) |
| Modelled variant | T-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 |
| Price | 440 credits |
| Team stock | 3 per five-player team (scales with team size) |
| Hit points | 600 |
| Main gun | 150 damage per AP shot, 4.2 s reload |
| Speed | 45 km/h on roads, 18.9 km/h off-road |
| View range | 280 m |
| Ability (B) | Il-2 Sturmovik |
| Garage ratings | Armour 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).
- Track repair: 4 s.
| Zone | Damage multiplier (lower = thicker) | Raw shell damage to destroy through this zone |
|---|---|---|
| Hull front | 0.7 | 458 |
| Hull side | 1.45 | 221 |
| Hull rear | 1.4 | 229 |
| Roof | 1.66 | 193 |
| Turret front | 0.8 | 401 |
| Turret side | 1 | 321 |
| Turret rear | 1.35 | 237 |
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).
| Shell | Type | Damage | Splash | Blast radius | Muzzle velocity | Penetration threshold | Rounds | Crew shock |
|---|---|---|---|---|---|---|---|---|
| Armour Piercing | AP | 150 | 10 | 1.5 m | 760 m/s | 0.76 | 35 | - |
| High Explosive | HE | 100 | 75 | 4.2 m | 335 m/s | 1.3 | 15 | 0.55 |
| 45 mm BR-240P APCR | APCR | 112 | 5 | 1.5 m | 985 m/s | 0.43 | bought (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.
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:
| Range | AP needs | APCR needs | AP damage | APCR damage |
|---|---|---|---|---|
| 100 m | 0.76 | 0.43 | 150 | 112 |
| 300 m | 0.76 | 0.55 | 129 | 87 |
| 500 m | 0.76 | 0.77 | 108 | 63 |
| 700 m | 0.76 | 0.96 | 98 | 50 |
Matchups (AP against the hull front, square-on, under 100 m)
- Its AP gets through the hull front of 9 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, Marder III, M36 Jackson, Jagdpanzer 38 Hetzer, M3 Lee, 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".
- Sides, rears and roofs are thinner on every vehicle; see each page's zone table.
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)
| Stat | Rank |
|---|---|
| Hit points | 32 |
| Effective HP | 32 |
| Hull front armour (lower multiplier = thicker) | 20 |
| Turret front armour | 24 |
| Road speed | 17 |
| Off-road speed | 23 |
| Shot damage (AP) | 29 |
| Damage per minute | 33 |
| Reload (shortest first) | 10 |
| Accuracy (smallest dispersion first) | 32 |
| Aim time (fastest first) | 5 |
| Turret / gun traverse speed | 21 |
| View range | 6 |
| AP penetration (lower threshold = goes through more) | 31 |
| Price (1 = most expensive) | 33 |
The real vehicle
| Variant | T-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 gun | 4.53 m |
| Hull length | 4.53 m |
| Width | 2.42 m |
| Height | 2.035 m |
| Ground clearance | 0.3 m |
| Track width | 0.3 m |
| Gun | 45 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: 4.53 m long (gun included) × 2.38 m wide × 2.04 m high (antenna excluded), 5,638 triangles, built at true scale.
Images
Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).





