
The Carro 45t is a tier 10 Italian medium tank. It has an auto-reloading 120mm with 4 shells. Its relatively mobile, but it doesn’t have very impressive armour on flat ground. This tank is one of the most unique tanks in the game due to its gun and its playstyle.
- Armour
- Gun
- Mobility
- Equipment loadout:
- Gameplay advice
- Tank gameplay:
- Overall
- Is it worth getting?
- Most recently sold for:
- Camo cost:
Armour
(The Carro 45t in the images is using Improved Assembly)
Image slider may take a few seconds to load


Drag slider right -> to view 250mm AP
Drag slider <- left to view 300mm HEAT
When flat and facing head-on:
Upper-upper plate 230-240mm auto-ricochet
Mid-upper plate 155mm
Mid-lower plate 100mm
Lower-lower plate 130mm
Turret 240-255mm (210mm on area around the mantlet)
Gun mantlet 490-520mm

vs 300mm HEAT (top image), 330mm HEAT (bottom image)
Using -9 gun depression:
Upper-upper plate 530-560mm auto-ricochet
Mid-upper plate 190mm
Turret cheeks 320-340mm (195-260mm on area around the mantlet)
Gun mantlet 535mm
Armour vs all tier 9-10 tanks:
The Carro 45t’s armour performs in the same way against both tier 9 and tier 10 tanks.
-On flat ground, all tanks can easily penetrate the mid-upper and mid-lower plates, due to them being poorly angled and very thin.
-The upper-upper plate will bounce every shell that hits it, but if hitting close to the gun, there’s a chance the shell bounces up and penetrates the areas around the gun.
-The lower-lower plate will bounce all shells from guns smaller than 120mm in caliber, however guns larger than this will just overmatch, as shown above.
-When using gun depression, all enemies will bounce off the turret cheek plates, however most enemies can still easily penetrate the area around the gun mantlet. If enemies have at least 290mm HEAT penetration, they can easily penetrate the turret cheek plates with this ammuntition type.
-Some tier 9 mediums with low penetration (320mm or less on HEAT), along with heavy tanks such as the E 75 which use APCR, will bounce off the turret cheeks of the Carro 45t when it uses gun depression.
-The same applies to all tier 10 tanks with have APCR or AP as premium, including the Ho-Ri and T110E4. Note that even though these tanks bounce off the turret cheek plates, they could still hit the flatter areas around the mantlet.
Side armour:
The side armour of the Carro is a decent 68mm, at this angle, shooting the track wheel results in a penetration. Despite this, its too thin to be able to sidescrape.

Also note the auto-ricochet lower-lower plate, this is from a 105mm gun, which cannot overmatch it. Its 40mm thick, so is overmatchable to all guns larger than 120.1mm
Gun
The Carro 45t mounts a 120mm “regular” auto-reloader gun, meaning the more shells you shoot, the longer the reload of each shell becomes. The last shell is a reserve shell, which has an extremely long reload.
All auto-reloaders have 3 firing modes (you won’t notice in battle, but it helps to understand the gun better).
Single shot mode:
(Where you shoot one shell, reload, shoot….)
-The best DPM in “single shot mode” is on shell 1*
-Shell 1* has an 8.06s reload, giving the tank 2829 DPM in this mode.
Autoloader mode:
(Where you just unload 3 shells then reload back to full, DON’T shoot the 4th shell)
-Reload time from having 1 (reserve) shell in the clip to having 4 shells in the clip takes 25.32s.
-Intra clip is 3.53s with 3 x 380, giving the tank 2310 DPM if it shoots like an autoloader would (as in: fires 3 shells, reloads fully, then fires 3 shells, etc).
Auto-reloader mode:
(A combination of the first two. Only shooting until you need, and then reloading one-by-one.)
-Reload time for each shell is:
Shell 1* – 20.82s
Shell 2* – 7.70s (+ 3.53s) = 11.23s
Shell 3* – 6.79s (+ 3.53s) = 10.32s
Shell 4* – 4.53s (+ 3.53s) = 8.06s
Gun stats:
-Alpha damage is 380 on AP, 330 on APCR, and 500 on HE
-Intra-clip reload is 3.53s, the Carro has 3 “shootable” shells, so in 7.06s it can deal 1140 damage. Don’t fire the 4th shell, its a reserve shell.
-Penetration on AP is 240mm, APCR is 310mm, and HE is 60mm.
–Estimated aim time is 3.1/3.3s
–Base aim time is 1.9s, but it can get down to 1.46s.
-Dispersion is 0.344/0.292
–Gun handling is 0.16/0.16/0.09, or 0.14/0.14/0.08 with Vertical Stabilizer.
-Gun depression is -8 degrees.
Overall the Carro 45t has a very nice gun. Its accuracy is decent for its 380 alpha, penetration is good on APCR, aim time is great, and the gun depression is very comfortable.Â
The Biggest issues that you may find with the gun are its shell velocity on AP, being only 960m/s (a lot less than the 1,478m/s that most tier 10 MT have); its poor gun handling relative to other tier 10 mediums, and its low standard penetration.
The fairly long 3.53s intra-clip can also sometimes mean that you cannot unload multiple shots before an enemy retreats (though this isn’t necessarily the worst thing, as it will help save your DPM by not firing that shell).
Mobility
Standard mobility:
-Top speed is 53km/h forwards, and -21km/h in reverse
-Traverse speed is 60.6 deg/s on hard terrain, and 55.1 deg/s on medium terrain.
-In game acceleration rate is shown as 19.6 hp/t, it has a strong 880 horsepower engine for its 46 ton weight.
-Actual acceleration rate is 18.7 hp/t on hard terrain, and 17 hp/t on medium terrain.
–Terrain resistances are decent, with 1/1.1/1.5
If using 6% gear oil:
-Top speed is increased to 57km/h forwards, & 25km/h in reverse.
-Traverse speed is increased to 63.0 deg/s on hard terrain, and 57.3 deg/s on medium terrain.
-Actual acceleration rate is increased to 19.5hp/t on hard terrain, and 17.7 hp/t on medium terrain.
Overall the Carro 45t’s mobility is decent. By tier 10 standards its a rather slow tank, with poor acceleration rate and lower traverse speed, though it does have decent top speeds.
When not compared to all mediums in the game overall, the tank has a decent acceleration rate, and fairly average traverse speed.
The tank definitely doesn’t feel slow in battle, but if you only exclusively play tier 10 mediums, it will be less mobile than you’re used to.
Gear oil gives the tank a very needed boost to mobility, making its acceleration better, and giving its reverse speed a very good improvement as well.
Equipment loadout:
Calibrated Shells:
The Carro 45t does not need the benefits that vents give (slight accuracy, reload, aim time, traverse, view range improvements), due to it having a fairly passive and laid back playstyle.
Its better to improve the penetration of the tank to really make each shot count. Every shot you take in this tank is critical to the battle, just due to its higher alpha and lower DPM, along with its overall auto-reloading nature.
The Carro 45t has very impressive penetration for a medium, and is currently only one of two mediums in tier 10 with APCR as premium rounds, which have some nice benefits over HEAT (such has high velocity and ease of penetrating obstacles & spaced armour).
Using calibrated shells will slightly increase the reload time of each shell, slightly worsen the accuracy, aim time, view range, and traverse speed; however it will increase the standard penetration on AP from 240mm up to 259mm, APCR penetration from 300mm up to 316mm, and HE from 60mm up to 65mm.
Enhanced Gun Laying Drive:
Despite its below-average shell velocity, its best not to use the supercharger. The aim time of the Carro 45t is already very good, but that’s because its compensating with its fairly poor gun handling.
Without the gun laying drive, its very hard to get your shots aimed in quickly. Though it doesn’t affect your tank’s accuracy or handling, the gun will definitely feel like it hits a lot less.
If you take a very passive approach to playing this tank, you may find that the supercharger works out better for you. Though its still best to first play it with a GLD, you can test out supercharger later if that really doesn’t work for you.
Improved Assembly:
The Carro 45t is not an armoured medium tank. Its gameplay does not rely on its armour, nor does the tank have very much of it.
What little armour the tank does have is based in auto-ricochet angles, and these areas do not benefit from enhanced armour.
Its far better to use improved assembly, which takes this tank’s decent 1850 HP up to 1961 HP. This is a very important increase on this tank, as HP helps it to survive longer, and due to its gun the Carro is particularly potent in late-game scenarios.
Vertical Stabilizer:
Vertical stabilizer benefits the Carro a lot as the gun handling of the tank is unimpressive. It improves the general gun handling in a playstyle where you are active and constantly moving around, and for situations when there isn’t time to fully aim in. Vertical stabilizer also decreases the after-shot dispersion, but its not a massive issue for the Carro due to its fairly good aim time.
Refined gun can also work well, especially if you like to take snapshots without aiming much. The poor gun handling and good aim time of the Carro mean that if you are going to take a shot, generally you need to stop to aim. Refined gun helps to reduce that need to stop and aim by just improving the base accuracy of the tank; the aim time is slower, but you are more accurate.
Gameplay advice
The Carro 45t has a very unique playstyle. Its not even that similar to the Progetto 65, despite having fairly similar armour and mobility characteristics with an auto-reloading gun.
The Carro 45t is very much a support tank. Its arguably one of the most passive tier 10 medium tanks just due to how long it has to reload for any situation. The tank also doesn’t have much armour to take hits, and has to aim its shots carefully due to this (again, taking time, and time = passive gameplay).
Other than everything that’s stated below, the Carro 45t counts as a support tank with weak armour and not-great mobility. It should always go to the MT flank if at all possible, if your team doesn’t do this, play like a supporting TD or HT, let your allies take the hits, and you put in covering and supporting fire.
2nd line positioning:
Try to play mainly on the 2nd line throughout the whole battle. The tank is not really suited to the frontline due to how it deals damage, it needs downtime and time out-of-combat to reload. This is especially true if you burst out 2-3 shots at once, however, even shooting/reloading only your fastest reloading shell, it still takes 8s (fairly time long in tier 10).
Use ALL gun depression:
Using gun depression won’t make much difference to the Carro’s turret armour unless you use at least 7-8 degrees.
The 7-8 degree angle is the point where the 2 angled turret cheek plates become auto-ricochet angles to all AP and APCR ammuntion types, this is when the turret is actually semi-reliable, as standard ammo from all tanks cannot penetrate the cheeks.
If you aren’t sure where the 7-8 degree gun depression point is, just try to use as much of it as possible, and play like you don’t have any turret armour.
If you do use your gun depression, you may bounce a few shots, so do try to keep moving back and fourth to get enemies to miss the weakpoints. Of course its best to try avoid getting shot altogether, but if you do expose the turret, don’t just sit still.
Play like your tank has no armour:
Sure the upper plate is an auto-ricochet, but it takes up a very small portion of the frontal armour profile. On flat ground, all areas of the tank other than the gun mantlet and the upper plate are easily penetrated by everything.
When enemies load HEAT, the upper plate won’t even be strong anymore.
When using gun depression, if enemies have HEAT ammuntition with 290mm+ penetration, your turret has no armour. HEAT ignores the 70 degree auto-ricochet point, as it ricochets at 85 degrees.Â
The turret also has weakpoints around the gun, so its best to just play the tank like it has no armour, even when using gun depression.
If you play like the Carro has armour, you rely on it, your gameplay won’t be as cautious and you will take hits that you shouldn’t allow yourself to. The Carro MUST be played carefully and cautiously to perform well, its armour may get bounces when you use it right, but if you rely on it, your gameplay becomes sloppy and you start taking hits.
Using the auto-reloader:
In a battle, its generally best to only shoot your last shell (the first one you shoot/the last one loaded into the magazine). This shell gives your tank the highest DPM, an 8.1s reload with 380 alpha for 2829 DPM. It also means that if the situation suddenly changes, you have extra shells ready in the magazine, just in case.Â
In some situations, its better to shoot multiple shots, most of these situations are where you know you will have enough downtime to actually reload again. For example:
If an enemy is about to pull around a corner, you may as well shoot as many shots as you can into them (not the reserve shell though). They are about to hide their tank, so they won’t have a chance to react to you, and its a chance for you to get some extra damage. You should have enough time to reload, given that the enemy doesn’t get mad and yolo rush you.
Always consider the time needed:
Time is so important when playing the Carro 45t, if you want to maximise what you can do with it, you need to consider how much time an action would take.
-If you’re going to relocate to a new position, how long will that take? If you think its around 40s, you may as well put in a fully magazine of 1520 damage into an enemy tank, then relocate to that flank. By the time you get there, you would be reloaded.
-If you’re going to shoot more than 1 shell into the enemy, consider if you do have enough time to reload, or if its better to continue using the gun as a single-shot. You have to be the judge of when its best to use the clip, or when its best to only shoot your highest DPM shell.
-The temptation is always there to just unload 3 shells and quickly do 1140 damage, but often its better to just keep using that 8s reload, and not shoot the other shells in the magazine. Only do it if you are quite certain you WILL have the time to fully reload.
Below are some important times to note in the Carro:
The reload for shooting once is 8.1s
The reload for shooting twice is 14s
The reload for shooting 3 times is 21.2s
Time to reload from empty to full is 39s.
(Note that when you reload, you don’t have intra-clip. Intra-clip reload only happens when you unload. If not unloading all 4 shells, then one intra-clip reload is counted, but the rest are not.)
You should rarely ever shoot the 4th shell. Firing the 4th shell means that you are out of the battle for a whole 28s. That’s how long it takes to get 2 shells reloaded back into the gun.
If you do shoot all your shells, don’t reload and then just shoot that last shell again. That’s 40s wasted for only 760 damage, never do this.Â
If you do fire the 4th shell, always wait until you have at least 2 shells before shooting again.
When to shoot the reserve shell:
There are very few situations where you should use the reserve shell. Other than the below situations, NEVER use the reserve shell.
1 – One situation would be if you are about to die. You should use that shell to get as much damage out as possible, hopefully it will help your team after you die.
2 – Another situation would be if the game is about to end, and you think this will be the last amount of damage you can get in the battle. Use the reserve shell to get your final shot of damage for the game.
3 – The ONLY situation where you would ever use the reserve shell DURING the battle (not in death and not when the game is ended), is if that shot is guaranteed to change the outcome of the game. Examples are:
-If its a close game, and your reserve shell could kill one of the enemies to increase your chances of winning. Don’t just use your reserve shell to get a kill if the game is not close, your DPM is far more important than getting a kill in all other situations than this (and the Supremacy example below).
-Or if shooting the reserve shell would save your tank from being destroyed (you kill your opponent before they kill you). This keeps your tank in the game and could allow you to win the battle.
-Or in a Supremacy match, if the enemy is about to win on points, but you could secure a kill, do it. Securing a kill in supremacy buys your team more time as it takes away 30-40 points from the enemy.
A final option where you can use the reserve shell, is if you are isolated in a 1v1 situation, and you don’t think there are any enemies that will contest you after using the reserve shell
(Such as, if you’re killing an enemy and you are quite sure that all other enemies are on a complete different part of the map.)
Retreat:
This is not something you do often in most tanks, and its definitely something that needs to be taken into account with the Carro 45t.
As Carro has such a passive playstyle which is so time-reliant, you can’t risk playing dangerous. The Carro 45t must be played very carefully, at least until you know where enemies are.
You should retreat or fall back in any situation where you don’t think you will be able to hold down a position.
Sometimes its obvious, such as if you see multiple enemies coming towards you, if your other allies on your area have either pushed too far to be saved or already died, or you just knowingly went alone to a flank and found that you’re outnumbered. In these situations, just turn around and run until you get to a position you can hold more feasibly.
Since the tank has such huge carry potential later in the game, you really don’t want to make risky pushes, its better to play safely until you have more info about the enemies. Even if you know where enemies are and what they are doing, still play carefully, as any unexpected push by them could ruin your game.
You need time in this tank, you gain time with distance, keep distance from enemies, retreat when needed.

Expose only the gun:
As the turret cheeks of the Carro are large and very weak to all enemy tanks’ HEAT, its best to expose as little of it as possible.
This is against 245mm AP
The most optimal way to play the tank is to shoot only your 8.1s reload shell, occasionally dipping further into the magazine during the right situations (some examples of this are shown in the gameplay video).
The magazine is not what’s most effective on this gun, so don’t prioritize using it. Combining the single-shot 8s reload with the magazine aspect is what makes the Carro work very well.
Similarly, don’t rely on the armour this tank has at all. In all situations there are weakpoints. On flat ground its the lower plate, using gun depression its the gun mantlet area, and when enemies use HEAT then all armour disappears.
Don’t play this tank as an auto-reloader with good turret armour, because its not.
What this tank is, is a tank that sometimes has a magazine it can use, but prioritizes its single-shot mode. It has decent mobility, and armour is only troll at best. Play it as such.
The amount of caution you must use when playing is tank cannot be understated. The Carro 45t has the single most careful playstyle in the whole game, it also has one of the most thoughtful playstyles, with you as a player constantly needing to think what mode you should be shooting the gun in, and what battle situation may affect this.
Often you will find yourself having to not shoot enemies, even though you still have 1-3 shells in your clip.
Play carefully, cautiously, always think, and avoid playing too aggressively.Â
Tank gameplay:
Overall
Armour – 5.5/10
Gun – 7.5/10
Mobility – 5/10
Speed – 5.5/10
Carro 45 t is overall a good tank.
Armour is decent, hull front is troll with auto-ricochet angles. Turret only has armour when using gun depression, but is fairly strong in that scenario. HE/HESH protection is poor.
Gun has great alpha damage, premium penetration, aim time, -8 gun depression, and a large magazine capacity. Its gun handling is mediocre, accuracy is decent, and has fairly slow auto-reload times.
(The gun being a 7/10 rating depends on how you use it. If used correctly, it could be up to 9/10 just due to how flexible you can be with the auto-reloader)
Mobility is decent, with a decent engine power, unimpressive acceleration, and decent traverse speeds. Reverse speed is great at up to -25km/h
Speed is above average, up to 57km/h.
The Carro 45t is one of the most unique tier 10 non-tech tree tanks. It has gameplay that feels like no other tank in the game, and it stands out in tier 10 due to its unique gun system and damage.
The Carro 45t is a very complex tank in both its statistics and gameplay. Its a tank with very high potential to do extremely well, but it requires thinking and planning in gameplay to be able to achieve this. The average player is likely to really struggle or be frustrated by this tank, but great players will be able to make it work very well.
Is it worth getting?
The Carro 45t is not worth it to most players. Its a tank that’s much harder to play than any other medium tank in the game for a multitude of reasons including: being a regular auto-reloader, a large and weak armour profile, having an extremely long reload if you use the full magazine, having to recognise when to fall back, when its the best time to use the gun as a single-shot, or when its best to go auto, controlling situations and buying yourself time to reload.
For these reasons, the Carro is an extremely high skill tank, and without intricate game knowledge, it will be very hard to make the tank work well. Of course that’s not to say that regular players will hate the tank or will never be able to learn how to properly play it; but its just not worth purchasing for most regular players as its more likely to be un-enjoyable.
However, for the experienced players and players who are skilled with regular (not inverse) auto-reloaders, you may really enjoy what this tank has to offer. Its an amazing tank when its played correctly and played well, and its very enjoyable and very unique in gameplay.
The Carro 45t is worth 20,500 gold. This is a very unique tank, and great players and players who like auto-reloaders will be able to perform very well in this tank. It has quite insane late-game carrying potential due to its alpha damage and its clip, along with good mobility; however it requires quite a high-skill level of gameplay consistently do well.
The tank is one of the hardest mediums to play in game, and is definitely not for new or average players.
Most recently sold for:
Black Friday final reward (cost was about ÂŁ300 in gold bundles) – November 2022
1% drop chance in snowglobes, Blitzfair event – December 2022
Dedicated crates – August 2023
Black Friday Coupon draw – November 2023
Camo cost:

“Glitch” camo: 3D, animated, unavailable in camo tab.
