M4A3E8 Sherman Easy Eight Symbol

M4A3E8 Sherman Easy Eight

symbol
Vehicle
M4A3E8 Sherman Easy Eight
M4A3E8 Sherman Easy Eight Portrait
US Forces Icon
Faction

Advanced medium tank effective against vehicles, infantry, and structures.

The M4A3E8 Sherman Easy Eight is an elite USF vehicle unit. In skirmishes, it is available exclusively to the Armored Battlegroup. Specifically, the M4A3E8 Sherman Combat Group battlegroup ability will deploy this tank transporting a veteran level 1 (or if the appropriate conversion upgrade was taken). Alternatively, if the Unlock M4A3E8 Sherman Easy Eight Production perk is taken, it will instead be available to produce directly from the .

The Easy Eight is essentially the most elite version of all Sherman variants. It is nearly identical to the version, with nearly identical stats except for slightly higher speed, higher pop cap, and significantly more health. They do differ in available veterancy abilities however.

The largest difference is the improved main cannon and having a new ability. The Easy Eight's main cannon is nearly identical to the 76mm Sherman variant, but it has lower scatter and no moving penalty. This combination means that generally the Easy Eight has the best accuracy and reliability compared to other Shermans, especially when firing on the move and attacking infantry.

In addition, the unit by default comes with the HVAP Rounds ability. When activated, this temporarily buffs the unit with increased damage and penetration for the duration. As a consequence, the Easy Eight cannot gain access to the Canister Shot ability.

Due to the very high requirements of expensive CP and resource costs, Easy Eights are rarer to see in matches, often relegating their appearance only in late game situations. One can skip its high CP costs by ignoring the call-in ability and choosing the production option instead, allowing it to be produced from the , though again this requires teching up to the late game structure itself and thus is still a heavy resource and time investment to unlock. It is essentially the USF equivalent of a 'super tank' - It is an extremely valuable asset once deployed, as it can effectively fight nearly any target while also being a lucrative target for enemies to destroy due to its immense cost.

While this unit does have more health than the standard Sherman tank, it does not have higher armour values and thus has the same vulnerability as the regular version. As such, overall it should be treated similarly as the regular Sherman tanks, but with the advantage of performing better in fights. Smart usage of HVAP Rounds can make a significant difference especially when fighting heavier armour at long range.

Armor


medium tank

CoH3 Stats light Cover Icon110
CoH3 Stats negative Cover Icon80
CoH3 Stats medium tank Portrait
CoH3 Stats heavy Cover Icon195
CoH3 Stats light Cover Icon110

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

1800 XP

Unlocks veteran ability choice. Increases turret traverse speed, and acceleration.
Veteran Star FullVeteran Star FullVeteran Star Empty

5400 XP

Increases rotation rate, rate of fire, and accuracy.
Veteran Star FullVeteran Star FullVeteran Star Full

10800 XP

Increases rotation rate, rate of fire, and acceleration.

Veterancy Abilities

All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.

  • High-Explosive Rounds: Active ability. After activation, for a lengthy duration the Sherman will temporarily fire high explosive rounds from its main cannon instead of its default projectile. This features increased area of effect but reduced penetration. As such HE rounds effectively increase anti-infantry performance at the cost of anti-vehicle performance. Be wary this is a timed duration and thus it can backfire if the unit suddenly needs to deal with vehicles, as the effect cannot be prematurely cancelled. 30 second duration. 30 second cooldown that starts after the duration ends.

  • White Phosphorus Shell: Active ability. Fires a special round at the target enemy vehicle which debilitates it by disabling its weapons and removing sight range for a short duration. Upon impact the round explodes and creates a small white phosphorus cloud that obscures vision as well as continuously deals damage to any infantry in its area of effect. This ability is an effective anti-vehicle ability, great for helping to take down armoured targets or to help save the player's units from opposing fire. As a side effect the small white phosphorus cloud can incidentally help force off infantry in the immediate area, such as repairing engineer units.

Upgrades


M2HB .50cal Heavy Machine Gun icon
M2HB .50cal Heavy Machine Gun
Upgrades the unit with a pintle-mounted heavy machine gun.
Munitions Cost

50

  • M2HB .50cal Heavy Machine Gun: Upgrades the unit with a pintle-mounted machine gun that can rotate to face any direction independently of the tank turret. Significantly improves anti-infantry performance.

Upgrades

This unit can benefit from the following upgrades.

  • Improvised Armor: Increases the armour value of this unit. Also reduces incoming damage of infantry handheld anti-tank weapons to it.

  • Rearm and Retrofit: Grants unique abilities for various USF vehicles. For the Easy Eight, it unlocks the Smoke Launchers ability.

Armored Battlegroup

This unit can benefit from the following battlegroup perks.

  • Veteran Crews: Grants veterancy level 1 to all current and future vehicles.

  • Strength in Steel: Reduces the population cap cost and upkeep of all vehicles.

  • Field Repairs: Active battlegroup ability. Once activated, all vehicles will automatically self-repair when stationary and out of combat for the duration of the ability.

  • Seek and Destroy: Active battlegroup ability. Once activated, temporarily grants increased movement speed, accuracy, and rate of fire to all vehicles for the duration of the ability.

Abilities


Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
HVAP Rounds icon
HVAP Rounds
Load HVAP rounds that increase damage and weapon penetration. Can penetrate heavy tanks frontally.
+33% damage. +50% penetration.
Munitions Cost

45

Time Cost

60

Radio Net icon
Radio Net
Chaffees, Hellcats and Shermans are more effective when near each other.
Emergency Engine Repair icon
Emergency Engine Repair
Crew will repair vehicle criticals when out of combat and stationary.
Time Cost

180

Smoke Launchers icon
Smoke Launchers
Fires smoke rounds at the target. Blocks vision in an area upon detonating.
Time Cost

120

Unlock High-explosive Rounds icon
Unlock High-explosive Rounds
Load high-explosive rounds that increase blast radius, but reduces weapon penetration. Very effective against infantry.
Unlock White Phosphorus Round icon
Unlock White Phosphorus Round
Fires a white phosphorous shell. Reduces the performance of the target vehicle. Smoke cloud continuously damage infantry.
-100% vision and disables weapons. Lasts %2% seconds.
High-explosive Rounds icon
High-explosive Rounds
Load high-explosive rounds that increase blast radius, but reduces weapon penetration. Very effective against infantry.
Munitions Cost

30

Time Cost

30

White Phosphorus Shell icon
White Phosphorus Shell
Fires a white phosphorous shell. Reduces the performance of the target vehicle and creates a vision block smoke cloud. Smoke cloud continuously damage infantry.
-100% vision and disables weapons. Lasts %2% seconds.
Munitions Cost

35

Time Cost

30

Note: Radio Net and Emergency Engine Repair are not available in skirmishes.

  • HVAP Rounds: Active ability. Note that unlike other units, the Easy Eight has this ability by default and does not require unlocking it. When activated for a Munitions cost, the Easy Eight gains +25% damage and +50% penetration for a 15 second duration, which is enough time to get two enhanced shots off by default (can get more shots in with other rate of fire bonuses and veterancy levels). This is a straight combat boost that not only increases raw damage on hits, but the increased penetration allows it to more reliably fight heavy armour.

  • Smoke Launchers: Active ability that is only unlocked via the Smoke Shells upgrade available at the . Fires a barrage of smoke rounds at the target area, creating sight-obscuring smoke clouds.

Weapons


76mm-sherman-easy-8-us
Near
Mid
Far
Accuracy0.10.050.04
Range102540
Penetration200180160
120
4.5
30cal-coaxial-sherman-us
Near
Mid
Far
Accuracy0.350.150.1
Range72035
4
30cal-hull-sherman-us
Near
Mid
Far
Accuracy0.350.150.1
Range72035
4
2inch-mortar-smoke-sherman-us
Near
Mid
Far
Range027.555
Penetration353535
  • The Easy Eight's main cannon is very similar to the 76mm Sherman variant. However, it is superior due to having lower scatter as well as no moving accuracy penalty. As of result, the Easy Eight is generally more accurate/reliable against infantry targets and when firing on the move.


Trivia

  • The "Easy Eight" nickname is derived from the E8 variation code. Introduced late in the war in 1944, this variant had several improvements including better suspension, armour, and firepower.

Change Log

1.7.0 Onyx Shark July 16 2024

HVAP and Armor Piercing Rounds - M18 Hellcat, M4A3 Sherman Easy 8, M1 Anti-tank Gun 

We want tank and team weapon positioning to matter during engagements. The current benefits provided by these types of abilities, on top of the increased damage, made it too easy to punish heavy tanks like the Tiger from the front at long-range. 

We are removing the automatic penetration mechanic to make tank armor still matter to an extent when these abilities are active. The penetration boost, however, is still significant, particularly on units with very high penetration to begin with such as the Hellcat. 

  • No longer automatically penetrates enemy armor. Now gives +50% penetration.