For what reason is the Churchill MK1 still 3.3?

You do realize the M22 was developed for the British right?

And they were the ONLY ones to use it in combat during WW2?

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Honestly its a crime the M22 isn’t IN the British tree.

It was legit entirely developed for the British by the American’s, the Americans had no intentions on actually using it.

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This is why. I was sitting in their spawn btw, not even seeking cover. Let’s see you do that with a valentine.

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Good players have good games. Vehicle performance is the more important metric.

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Yes and no need in ther British tech tree.

Valentine Mk XI with the M61 Aphe, new demon in 2.7 next update.

Ts gonna be 3.0 or even 3.3 in Nov

Just take the momentum before the raise

Ngl is just hate how slow it is, I would just play the Crom or church

Same thing as vehicles like the Chieftain MK10. Only the good players play mediocre tanks, and make the stats inflate to levels that aren’t accurate. So they get moved up, and that just makes the problem worse.

“Armor” - KV-1 at 3.7 can lolpen its lower plate. Not to mention every early long-barreled Panzer IV at 3.3-4.0 also exists.

“firerate” - It’s a 2-pounder at 3.3. It doesn’t have “Decent” ammunition. It can’t even kill a KV-1 anywhere and can see 4.3. At best, you’re squeezing out 89mm of penetration on a 40mm in a tank that moves as slowly as super heavies while fighting the best versions of the Panzer IV. Even the Sherman’s 75mm APHE can struggle against the Panzer IV with track armor, so what do you really expect a Churchill with a 40mm going, at best, 28kph to do?

Not to mention that the 76mm howitzer is a gimmick while you seem to think it’s some meta protection device. Smoke Shells have never been more useful than just shooting back with a lethal round, especially when your tank moves so slowly. This Churchill, in its current state, is not a brawler. The KV-1 can’t die to it, and every 3.3 vehicle is a hard counter.







I get tired of your horrible balance takes. The M4A3(105) Sherman has a better armor profile at a slightly lower BR with way better mobility.

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IMO the Churchill III is also dog shit and go down a BR.

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The Churchill 3 is alright, but yeah.

Soo… it’s all a skill issue in the end then?

Should be a modification imo

Only issues are:

  • You don’t actually need the adapter to fire the APNCR ammo. Doing so only comes with a slight loss in penetration.
  • Having it on means no HE ammo, likely no APHE either. Because squeezing a HE round to a smaller calibre would break the chamber and cause an accidental detonation.

So point 2 means Gaijin would have to remove or disable those rounds when the modification is enabled.

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There’s always the UK modified variant with the littlejohn equipped

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This is why we balance on performance.

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hmm. Glad someone took the time to read my Churchill post.

Unfortunately, that was back during 2024. Since then, the introduction of a bunch of HE slingers, especially the m44+m55 and the current state of the hummel, has regulated this tank to a pocket pick for me. It still has a spot on my lineups up to 6.0 as a viable spawn when reasonable conditions show up.

Mrk I is can be justified upto up to 6.0, after that it’s just for fun and is not a viable pick to further a win compared to spawning something else.

With the current meta heavily leaning into the player base largely spawning
problemsolver/noobtubes/HE slingers. as well has having access to one in their lineup across any nation. Its hard to justify spawning a churchill until the right conditions are met.
SU-122 is excluded when in CQC since the gun sits so low, it should just explode on a track or the fenders. Either the track breaks or it barely does anything.

The abysmal community stats on thunderskill/statshark is not surprising. the current meta is hammering this vehicle pretty hard. paired with its whole, solid shot Ordeal
:- theirs going to be a large disparity between people that can use Solid shot effectively, and everyone else. a 40mm is effective, but it does take a significant amount of knowledge to actually make use a peashooter at 4.0+
maybe even 3.7?+
most of my experience revolves around the 4.0-5.7 BR

With that said,
Measuring the vehicles effectiveness by K/D is foolish.
the game has no way of tracking supporting actions. smoking sightlines, pressure by smoke,
takes hits no longer generates big score # like it usto. 10K score without kills…
assists are not tracked.

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I seem to understand, that the Mrk I is being judge it’s ability to pen something, kill it something pair with is questionable frontal armor for 3.3

The Armor,
excluding its interaction with HE,
is superior to the KV-L11 & KV-1S
Frontally and turret wise, it’s better than the MRK III.

DO Read this, Post
the information is still valid and mainly goes over its armor. Highly suggest to give a read.

I do mention the m4, su85 in the post.
I think at the time i didn’t mention the 105 because it wasn’t important. Mrk 1 can take heat rounds just fine. which by virtue, also meant i didn’t care for the stug 42G nor the Italian 75, 105?
the turret traverse on a 105 is atrocious, when pressed, it can be baited, forced, or overcompensate to expose either turret or the side armor, the Hull mounted heat throwers, are not much diffrent.
Because I am brawling, I will 100% press their positions and they will envitably expose something. in the case own track or engine is disabled, IF 105 is committed to firing a second shot, it will leave its turret exposed.

the itlians are pretty low profile, and thier guns also sit low. which is perfect because Brawling ranges the tracks or fenders often just eat the shot. the 42G gun sits just high enough and its agile enough to be an issue. if only its side amor wasn’t any better than a Sherman, and the front can still be penned just fine. not that i would should considerable respect to any of these vehicles. I’m just concerned they might track me instead of being normal and shooting the turret.

Heat round damage and successive dmg can be minimized and contained, lost the gunner, and cannon breach? just let the cannon breach absorb the shells and protect the other turret crew members. Generally pressing when down crew members and in need of a cannon breach repair is better than sitting and repairing, The main gun is not the 40mm or the 76mm, Its all the blueberries that feel safe enough maneuver and take shot.

Do respect heat rounds when using the MRK III

At 3.3 and below. it really should dominate the match.in which case sure, yea. your gun is a main gun too.

@Jarms posted some protection map, Truly the 42g the green area near the gun in the creaves works. we’re shooting pellets so it shouldn’t spill over. main concern with shooting next the gun is the shell being absorbed or broken because they turned away from the shell, moving the shell to intersect with the cannon breach. if they turn into it, its likely to cannon breach instead on post pen. would only go for it if they at a dead stop right Infront me, and I’m lined up with them. which is not common scenario.
we can hit the transmission box and break it. same with the Italians? I think. don’t remember.
but it should work. the optics. never bother with it. it’s another low-quality area to target because of how edges are calculated on top of the high potential to bounce. the area above it that’s slanted on both sides of the tank. it goes in like butter. and kills a bunch of crew. the non-optic side has ammo stored there. so it can single tap it. if they bring quite a bit of ammo, downside, its only the loader there. since the optic side had driver, commander and gunner. probably ? optic side of the slanted area is perfect, once they get track armor, it doesn’t matter. shoot next to the tracks.
because its apcbc, the shell normalized onto the slant even better, and the slant itself is less armor than the flat optics area. its a high quality shot.
and once you upgrade to British 3pounders, you can hit where the track armor is on the slanted portion.

if you get just a tab bit of the sides. you should be able to hit one tap the ammo, and even if you don’t. you will decrew it. if its too early, maybe just driver or transmission.

Updates that have occurred since the post, changing expectations in a matchup is the reduction of reload speed on both pz IV, Pv II, to 5 seconds.
and the KV series all receiving volumetric armor models.
losing the radio man now de-activates the 76mm
Sound is now active for anything within 512meters

Does it change the fight enough to matter? no. Not really. In the first place, IT IS SUPPOSED TO GET HIT.

the biggest nerf is losing the 76mm when down to 4 crew members. It still has smoke nades, Plenty of them. Sound works in both directions, and whoever is more comfortable in smoke is significantly better off than the one that is not. the one that set up the smoke also has the benefit of remembering the immediate environment, for its rocks, structures, trees, dead tanks, hills, fences, lanterns, etc. anything that can mess up a shot or bait the opposition. firing a machinegun when behind cover to bait someone else to shoot is just awesome.

I won’t go into detail about smoke here. Their way too applications and ways to use it change the flow of match and grapple the tempo.

The goal of a Churchills isn’t to accumulate kills. its main goal is to aggro the enemy team onto itself in whatever section of the map it is, that or greatly disrupt the enemy ability to coordinate a push/defense with smoke or by presence. while also pressing it to dismantle the position and create a favorable trading scenario for the team. It enables other players on the team to carry the match in terms of kills.
With that said,
At 3.3 and below, their very little that can shut it down.
Has free reign to do whatever it wants. Getting absurd # of kills here should be expected if your shoving the map in.

For anyone playing this at 3.7, against T34 and m4 and KV. i don’t see an issue beside that it takes longer to kill those tanks. but… again, the main gun is not yourself in those scenarios, and if you are the main gun accumulating kills, your teammates have left you down OR you yourself focused too much on acquiring kills instead of leading the front and overrunning positions. YEA, overrunning at 16-20ish kilometers.

Knowing that KV can shrug off HE shelling much better, squadding up with someone at 3.7 to 4.7, have them be the vanguard and support their push from nearby. let them eat up the big HE shells. you have the perfect HE lobber on deck, and 40mm to remove pest or break cannon breaches/barrels. smoke for days. your not fast enough to stay in the lead of the KV should you decide to move past him. its a good 2 man combo, think its in right up there with the jadzpanzers IV+tiger to protect the tiger midplate.
or PZ III N with a heavy tanks (regardless of BR).