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Vehicle_Sherman_Firefly

Vehicle:Sherman Firefly

 

 

Contents

Sherman Firefly
Image:vehicle_cmnw_sherman_firefly.png Health 550 Max Speed 5 Sight 35
Cost image:Manpower.png450image:Fuel.png100 Acceleration 1.5 Detection 0/0
Time 65 Deceleration 5    
Hotkey: F Population 10 Rotation 35 Target Type armour_sherman
  Upkeep 9 Crush Human true Critical Type armour
      Crush Mode crush_medium Rear Damage Enabled true

 

 

   Cromwell Command Tank Veterancy

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Sight Radius
 
Vehicles Stackable +5 0 Vet-Exp
Weapon Reload
 
Vehicles
 
Stackable
 
x0.75
 
0 Vet-Exp
 
Weapon Range
 
Vehicles
 
Stackable
 
+2.5
 
0 Vet-Exp
 
Weapon Reload
 
Sherman Firefly
 
Stackable
 
x0.8
 
0 Vet-Exp
 
Sight Radius
 
Vehicles Stackable +5 48 Vet-Exp
Weapon Reload
 
Vehicles
 
Stackable
 
x0.9
 
48 Vet-Exp
 
Weapon Range
 
Vehicles
 
Stackable
 
+2.5
 
48 Vet-Exp
 
Weapon Reload
 
Sherman Firefly
 
Stackable
 
x0.8
 
48 Vet-Exp
 
Veterancy Level 1
 
N/A
 
N/A
 
Nothing
 
24 Vet-Exp
 
Veterancy Level 2
 
N/A
 
N/A
 
Nothing
 
48 Vet-Exp
 
Veterancy Level 3
 
N/A
 
N/A
 
Nothing
 
72 Vet-Exp
 

Tactics

  • While the armor is not great, the Firefly has a great range and penetration. As a result keeping the tank at max range allows it put out very respectable damage without taking any itself.
  • Another reason to keep the Firefly at maximum range is a set of range modifiers applied to its reload time. As strange as it sounds, the main gun reloads faster at long range and gets significant short range penalties.
  • With the 2.3 patch it is also necessary to keep a Command Tank in range to get the most out of it.
  • Using hulldown on your Firefly is often a fatal mistake, as the enemy can then easily close in and exploit the reload time penalties as well as the weak rear armour.
  • The Panther is often considered to be the archenemy of the Firefly. Since both units have enough firepower to penetrate the enemy's frontal armour with every single shot and both have comparable mobility, the aforementioned short range penalties of the Firefly become the most important factor in such a duel. In close combat, the Panther will usually slaughter the Firefly without much resistance, while at maximum range, the opposite might be true (the Firefly outranges the Panther).


 

History

Fireflies were introduced to armored brigades and divisions in 21 Army Group in 1944 just in time for the Normandy landings. After experience in the Battle of Normandy, it was decided to employ them by assigning one (later two) to each four-tank troop instead of concentrating them in Firefly-only troops or squadrons.

They were among the few Allied tanks capable of taking on the German Panther and Tiger tanks at normal combat ranges. Though they were no better-armored than most M4 versions, the 17-pdr anti-tank gun offered far better performance than the standard 75 mm gun which had been chosen for the infantry support role. Even using the regular APC round it could penetrate the front armour of a Tiger I at up to 1,000 meters; with the more advanced APCBC and APDS rounds that became available towards the end of the war, it could penetrate at over 2,000 meters. The principal disadvantages of the Firefly were its low rate of fire (about half that of a 75 mm Sherman), due to the cramped nature of the turret and difficulty in reloading a gun turned on its side, and the very large, bright muzzle flash of the 17-pdr gun.


 

Requires

 

   Cromwell Command Tank

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Image:vehicle_cmnw_command_tank.png Health 636 Population 8
Cost image:Manpower.png300image:Fuel.png50 Max Speed 5
Time 50 Target Type armour_cromwell
Hotkey: T Effects: The unarmed Command Tank uses a dummy gun barrel to mask its true identity from the enemy. Massive radios crowd the turret, allowing communication with nearby tank squads and other command elements.  ESee Vehicle:Cromwell Command Tank for details.


 

Built From

 

   Armor Command Truck

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Image:vehicle_cmnw_hq_armoured.png Health 750 Population 0
Cost image:Manpower.png205image:Fuel.png65 Max Speed 3
Time 70 Target Type hqs_mobile
Hotkey: A Effects: The Armor Command Truck coordinates and deploys Heavy Armor on the battlefield.  ESee Vehicle:Armor Command Truck for details.


 

Support Abilities

 

   Hull Down Position

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Image:cmdr_cmnw_hull_down_release.png Cost   Activation toggle
Duration _ Target tp_any
Recharge 0    
Hotkey: D Effects: Tank can be toggled into and out of a Hull Down Position, which offers more protection to the vehicle.  ESee Ability:Hull Down Position for details.


 

Vehicle Upgrades

 

   Tank Crew Commander

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Image:icon_upgrade_cmnw_tank_commander.png Cost image:Munition.png10 Time Image:Time.png10
Hotkey: T Effects: The tank crew commander will emerge to survey the battlefield, improving sight range.  ESee Upgrade:Tank Crew Commander for details.


 

Vehicle Weapons

 

   17 Pounder Firefly

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Image:Ability_axis_at_hold_fire_off.png Weapon:17 Pounder Firefly      
  See Weapon:17 Pounder Firefly for details.

 

   Besa Coaxial Vehicle

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Image:Ability_axis_at_hold_fire_off.png Weapon:Besa Coaxial Vehicle      
  See Weapon:Besa Coaxial Vehicle for details.

 

   Besa Hull MG

[Expand][Hide]
Image:Ability_axis_at_hold_fire_off.png Weapon:Besa Hull MG      
  See Weapon:Besa Hull MG for details.


 


 

 
 

 

最終更新:2012年07月13日 17:12