Mobile artillery unit effective against structures, team weapons, and infantry. Must barrage to attack.
The M4A1 Sherman Whizbang is an elite USF vehicle unit. In skirmishes it is only available exclusively with the Special Operations Battlegroup. It can either be unlocked as a call-in, or as a production option at the
The Sherman Whizbang behaves very differently than typical Sherman tanks. It is a dedicated artillery unit that is incapable of performing regular attacks as one would expect from a Sherman. Instead, its main armament is a mounted rocket launcher.
The Rocket Barrage ability allows the Whizbang to fire off a volley of rockets at the target location, most effective against infantry and garrisons/structures. It can also deal adequate damage to vehicles assuming they do not move out of the barrage area. Unlike most artillery, the range of this barrage is relatively small and thus the unit will need to risk moving in closer to targets. Fortunately, the Whizbang shares identical stats to the regular
At veterancy level 1 it can choose between Long-Range Rocket Barrage or Jettison Launcher. The former grants a second barrage option with significantly more range but slower rate of fire. The latter option is a very unique ability that removes the mounted rocket launcher permanently, allowing the Whizbang to fire its main cannon (essentially functioning the same as a regular Sherman tank). This decision cannot be reversed once performed.
As with any other artillery unit, it is best to fire off barrages from a safe distance, and then use the vehicle's mobility to back off into safety before counter attacks are made. The Whizbang brings with it tremendous artillery firepower, and despite having short range it usually can risk moving closer to targets due to having the same durability as regular Sherman tanks. The option of jettisoning the launcher is quite an interesting tactic, as it can serve as a great backup option if one needs another regular Sherman tank fighting immediately. It is worth noting that the Whizbang will not gain access to the same abilities the regular Sherman can.
Since the Sherman Whizbang shares the same durability stats as regular Shermans, unlike most artillery units it is quite durable and can risk frontline excursions far more easily.
1500 XP
4500 XP
9000 XP
All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Long-Range Rocket Barrage: Active ability. The Whizbang gains a second barrage option which shares the same cooldown as the regular rocket barrage. This barrage has significantly higher range, but fires the rockets at a slower rate. A good option for those comfortable with keeping the Whizbang as a dedicated artillery unit, as the option of firing at longer ranges can often be quite handy.
Jettison Launcher: Active 'one time' ability. Once activated, the Whizbang permanently loses it rocket launchers and thus the ability to fire rocket barrages. In exchange, it gains the ability to fire its main cannon, essentially functioning the same as a regular
90
180
35
90
Note: Emergency Engine Repair is not available in skirmishes.
Rocket Barrage: Active ability. Fires a volley of rockets at the target location. Most effective against infantry and garrisons/structures, although it can also deal adequate damage to vehicles. This barrage has relatively short range compared to most artillery units, so the Whizbang often will need to move closer to targets in order to barrage.
This unit can benefit from the following upgrades.
Improvised Armor: Increases the armour value of the following units:
75mm-dummy-whizbang-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.05 | 0.037 | 0.025 |
Range | 10 | 30 | 70 |
Penetration | 100 | 100 | 100 |
30cal-coaxial-sherman-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.35 | 0.15 | 0.1 |
Range | 7 | 20 | 35 |
30cal-hull-sherman-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.35 | 0.15 | 0.1 |
Range | 7 | 20 | 35 |
2inch-mortar-smoke-sherman-us | Near | Mid | Far |
---|---|---|---|
Range | 0 | 27.5 | 55 |
Penetration | 35 | 35 | 35 |
180mm-dummy-whizbang-us | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.05 | 0.037 | 0.025 |
Range | 10 | 30 | 70 |
Penetration | 100 | 100 | 100 |
1.6 'Coral Viper' April 2 2024
Sherman Whizbang Production Unlock
We are continuing the process of adding alternatives to call-ins, allowing players who purchase their tech buildings to have a cheap Command Point option and easy access to these specific units.
Added as a competing choice to the Sherman Whizbang, allowing the Sherman Whizbang to be purchased from the Tank Depot. Does not have a Command Point cost.
Sherman Whizbang Production Unlock
We are continuing the process of adding alternatives to call-ins, allowing players who purchase their tech buildings to have a cheap Command Point option and easy access to these specific units.
Added as a competing choice to the Sherman Whizbang, allowing the Sherman Whizbang to be purchased from the Tank Depot. Does not have a Command Point cost.