Why is Churchill I 3.3?

This thing has little to no pen, no amour for what it faces, no speed(duh) to utilize its 40mm, the 7,6cm mortar in the hull does nothing to even break tracks. so i ask why is it placed at 3.3, this thing regularly meets KV-1E, T-34, M4A2s for christ sake.

I see no reason for this thing to be 3.3, it gets uptiered it simply screwed, for gods sake it non-pens a puma, and Panzer II

I feel this thing would be way more appropriate at 3.0

It’s British…

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Troll armor, decent mobility for the british cavalry standarts, and if Aced, really really fast reloading rate.

Hmm, i have never experienced this, It always gets taken out on the first shot by a Pz4 or KV-1, angle hull? everything goes through the turret with ease, even at 500m. if you get closer you chances of surviving decreases almost by double

It’s a more armored less mobile M3 Lee essentially.

Because we need food for the T-34 1940

fast reload, and trollish armour (so long as you don’t meet long barreled 75mm Panzer IVs, which are almost certainly undertiered)

Undertiered, unless they meet anything that hasn’t a 2pdr or Russian 45mm, which is also much more likely to shoot the Pz IV then the Pz IV is able to shoot them.

So as long as the enemies are just bad, the long 75mm Pz IVs are good.

Shermans with the 75mm will non pen the same spot that the 2pdr can’t pen.
So that is a poor example. If you not hit those spots they 2pdr can one shot them with a 2.8s reload.

And the Chi-Ha Kai, Chi-He, AB 43, M15/42, Turan I and Stuarts can meet the Churchill Mk I and can’t do anything against it, in some cases not even from the sides.

That’s just how the game works. Even when it’s not effective in uptiers, it can still get kills and bounce some shots. You just will not dominate the game like in down tiers.

Better armoured both turret and frontally than a Mrk III.
Front torso:
It’s LEFT, 180mm where the 3" is located. It’s RIGHT~90mm for the driver side.
51mm mantlet encased by 101mm. Three slits for the machingun, Main barrel, and gunner optics leaves access to the 51mm Unprotected by the 101mm

Frontal Turret encasing ~101mm
MRK I outer turret 101mm Screenshot 2024-09-18 084550

Mantlet ~51mm
MrkI Turret 51mm.Screenshot 2024-09-18 084105

Your turret sucks? The Yellow Slit are to blame.
The Simple Fix,
LOOK AWAY!
A 40mm isint going to hurt them nearly as much as a german 50mm or 75mm that can break your nose and/or take your pride when this MRK I opens a staring contest with them.
Staring is a trip back to spawn.

Looking away is mentally hard to do. Instead keep to the rule of thumb,

  1. Angle the turret to remove access to the yellow Slit.

Left Torso ~90mm
Right Torso Screenshot 2024-09-18 091900
Left Torso; Cumulative armour value of ~180mm as its own 90mm overlaps with the left torso.
Left Torso Screenshot 2024-09-18 092003

Edges
Edges of the driver port Screenshot 2024-09-18 093223
Where armour meets, ridiculous impact angles and higher armour value BS begins. Don’t ask me why. i’ve never looked it up. If someone can answer this AND post a link to the tecnicals why these issues exist in the game be my guest.
MRK I has a lot of different components adding more armour pieces. :- providing significant areas of gajin buff. Look around for them.
Top Mantlet view Screenshot 2024-09-18 100106

Top Turret view Screenshot 2024-09-18 095709

MrkI Turret 51mm.Screenshot 2024-09-18 084105

Take a look at the yellow Mantlet, and where the side of the turret concave begins. Thier is less turret there. I emphasized 3x because appearntly, this is a hard concept to grasp.
The MRK I effectivly is carriyng a big shield covering its torso to its head on the left side of its body.

  1. PUSH INTO enemy tanks lines from the churchill’s Left

Another reason to apprach from the left incase, your a buffon and need an extra reason
Howitzer weak point_DeathScreenshot 2024-09-18 090831

For all the armour you have. This is a hollow 64~mm of death.
Presenting someone the option to slam a shell here. Thats on you.
Not a spot to use as bait, This tank is not fast enough to cover that in time.

180mm torso, 140mm to 240mm of effective turret armour. Experiment with it. It will take practice to zone in on how to take a PZ.IV shot without losing your turret crew. But its once you have it down, you have a reactive option to absorb 75mm and 76mm rounds.


Cannon breach seperates crew members from Spalling post pen dmg. Shells with low fuze sensatibity if ingited early by a wall, or a fence, can pen but do little to no dmg from exploding too early, Instead of travelling past the cannon breach, setting off the HE filler with more access to diffrent crew members.

  • British 40mm American 37mm, ignored Them. Angling is at most your saving yourself from minor crew health dmg if it does go through.

  • British 57mm can largely be ignored as well, and shots that do go through do minor crew dmg. Commander side is sitting somrwhere around 95mm to 100ish effective armour in the portion without the 51mm Coverage inside. Its trash. Commander Side=TRASH SIDE
    benefit, commander is the least important crew member :-
    Angle to get the cannon breach in shell trajectory to keep the commander alive. Cannon breach wont take dmg even if it gets hit. Its absorbing the spalling.

  • German 50mm. will fire at the yellow slit. one on Commander side and another on gunner/loader side.
    So protect that slit, and this wont be a problem. If you have angled corretly. The only shots they have that can do dmg is the Turret ring shot. Sorry buds. This is the main weakness that cannot be compensated for by driving, or angling. Much like T34 cheecks and neck rings, you cannot do anything about this weak spot and trying do so, by posting on hills to make the neck ring untouchable or angled exposes other more signifant, easier to hit weakspots.

  • German 75mm This requires reactive angling to consistently bounce shots or recieve with minimal internal dmg. Once they fire, turn the tank and the turret to place the shell trajectory near the internal front portion of the barrel so it explodes away from the crew members, and close enough for the barrel+cannon breach to absorb the HE filler and spalling. The closer it is to the back of the turret the more likely your turret crew will experience a terrible day.
    Do not angle perfectly when engaging them, Bait thier shots, and complete the angling with the extra tank manipulation to ensure that post pen the shell wont be travelling to the crew, but instead towards the cannons.

  • american 105 , HE at turret = death
    HEAT rounds will go through but only kill ONE crew member.

If you got this far, congrats.

  1. PUSH FROM YOUR LEFT
  2. stop dying because your staring back at someones dignity.
    Take peek once thier shot is blown.
    This is a vanguard tank; Aggro the team with it. If your taking a position that someone else can use for cover, thats a diservice to team and this tank. Get out there, get hit. or Make a mess on enemy side of the map if you have the situational awareness for it. If you are dieing to a few shots. Refer to step 1 and 2.
    If you are still dying a lot. Your angling, driving routes, or situational awareness needs significant improvement.

As for its 40mm cannon. Britain takes practice. It doesnt have the HE filler that allows other countries to be much less selective about where it can hit for effective post pen dmg. 40mm are selective about what crew members are going to die, or what components will go down. same holds true for the 57mm but its much less selective since thier more options on viable shots from the extra penetration.
It Does not have an issue penning anything it sees at its BR. if it does, hopefully you have an eurkia moment that helps with this. 40mm Issue is on uptier is not being able to elimate a vehicle by itself in a reasonable amount of time when ammo rack shot are not avalible. :=

40mm have the benefit of ammo racking in 1 shot unlike american 37mm that needs something like 3 shots…
Kvs are a struggle but should favor the mrkI in a 1v1 sitaution. Unforatunly its a 16v16. Hopefully you get help before they do. The Faster tanks are more a threat than that junk.
T34 are a major issue. Not because fast or that it has a reasonble gun to hurt the MRK I. But that you cant effectivly remove them unlike the PZII III, and sherman A1.
:/ you can kill the gunner and/or loader. Decent execution disable the cannon breach in 1 shot or 2. along with its turret crew. Issue, It cant kill the drivers from the front :/ lack of pen.
In a way its a ANTI T34 tank because it is EASY to disable the cannon breach and drop the turret crew. allowing teamates to pick up the kill while the MRK continues to spread the love.

smoke usage
another example

Can be replicated in RB if you have someone on the team that is actively scouting. Crusader II are small enough to use the Chruchill as cover and provide additonal smoke to cover the advance in the direction that the chuchill is not covering. Fast enough to pull ahead to set up location with smoke and scout around, maybe flank once it becomes chaotic.

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not even that, 2pdr can pen F2s quite reliably from front and sides in my experience.

Long 75 Panzer 4s are more glass cannons, and they should be treated as such (i.e. balanced on their gun) - basically, shorthand for saying they should be 3.7 and above.

Can’t speak for the RU 45mm, haven’t used that gun in a long time.

Anyway, Churchill is almost like the Sherman 105s - armour too good to go lower, gun too meh to go up (though the 105 was always 3.0 material)

My favourite pastime in uptiers - mercilessly dumping smoke shells and smoke grenades in the faces of the enemy and into cap circles. God I love the ludicrous amount of smoke you get.

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  1. M3 Lee is 2.7
  2. The 2-Pdr is slightly better than the 37mm, however, the Churchill has no weapons comparable to the M2 75mm. The hull howitzer on the Churchill Mk I is terrible.

It was fine at 3.0 but Gaijin’s internal statistics said it had to go up so it went up. Now it’s trash that can’t even compete with other 3.3’s.

It only went up by .3 because of player effectiveness. However, it still has really good armor for 3.3, so. Only issue I’d see is facing the Japanese or France/US M4A3 105

And the M4A3 105’s are 3.0 vehicles. At 3.3 now you’re fighting M4A1’s, T-34’s, etc. All of which the 2-Pdr struggles against unless they’re perfectly facing you flat on or you can hit them on the flank.

Flanking itself is not an option due to the poor mobility. So you have to rely on the enemy overextending or make a mistake.

hell, I can’t even remember if you can pen the T-34 from the front, other than the turret face?

You can’t

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of course not… so that leaves barrel and track torture. god help you if you’re at any sort of distance greater than 200m.

I haven’t played it in a while but I remember struggling against things like the SU-85 and other things like that, basically anything above 3.0 and you’re screwed

iirc, fine so long as you get flanking shots, the only major drama was the KV-1, and the T-34 if you were immobilised, or if you came up against a 75mm Sherman in a one on one. Can’t front pen a Sherman with that pop gun (maybe MG port?)

You can but it barely works