E-10

The E-10 is a German-inspired superheavy tank from Season 4 “Anniversary”. It features terrible mobility, a very inaccurate and low penetration gun, but strong overall armour

Click the table of contents below to access the section you want:

  1. Armour
  2. Gun
  3. Mobility
  4. Equipment, provisions, & consumables
  5. Gameplay advice
  6. Tank gameplay:
  7. Overall
  8. Is it worth it?
  9. Camo cost:
  10. Stock grind

Armour

(The E-10 in the images is using Enhanced Armour)

Drag slider right -> to view 180mm AP
Drag slider <- left to view 235mm APCR

When flat and facing head-on:
Upper plate 320-430mm
Lower plate 150-155mm

Turret face 225-235mm
Flat bar at turret base 196mm

Side armour:
The side armour of the E-10 is very strong, the upper hull sides are 102mm, the lower hull sides (behind tracks) are 98mm, and the turret sides are 138mm.

Angling both the hull and the turret is very effective in this tank, and very necessary due to its terrible lower plate.

Armour vs tier 6 enemies:
Against tier 6 tanks the E-10 only really has 2 weakpoints on its armour profile, these are the lower plate and the thin flat bar at the bottom of the turret. 

The lower plate can be angled to bounce some lower penetration tanks, but most will easily penetrate it even with standard ammo.

All other areas of the tank will be impenetrable to most tier 6 enemies, with the exception of super high-penetration tanks such as the ARL 44 or Sherman Firefly.

Armour vs tier 7 enemies:
The armour is still solid against tier 7 enemies, with all enemies you face being unable to penetrate the turret face or upper plate.

The lower plate is so weak in tier 7 that it cannot bounce no matter how much you angle it. The thin bar at the bottom of the turret is penetrable to some high penetration heavies (such as Tiger I or T29), but most tanks will need premium ammo.

The turret front is also penetrable to high penetration tanks when not angled. Most enemies will really struggle to penetrate it, but angling the turret ensures that even high penetration rounds can’t penetrate.

Armour vs tier 8 enemies:
Tier 8 enemies will mostly be able to easily penetrate the E-10 due to their higher penetration.

The turret face is fairly strong, but low penetration tanks will be able to use premium ammo to penetrate it, and higher penetration tanks (with around 225mm AP) can often just penetrate with standard ammo. Its best to angle the turret in tier 8 to force enemies to use premium ammo or to bounce.

The upper plate is fully impenetrable due to its angling, the lower plate is weak to all enemies.

Gun

The E-10 mounts a 140mm gun in its top configuration.

-Alpha damage is 400 on AP, 340 on HEAT, and 500 on HE
-Reload time is 12.8s, giving it 1873 DPM
-Penetration on AP is 170mm, HEAT is 210mm, and HE is 75mm.
Estimated aim time is 4.5/4.7s
Base aim time is 2.8s, but it can get down to 2.16s.
-Dispersion is 0.407/0.346
Gun handling is 0.2/0.2/0.2, or 0.18/0.18/0.18 with Vertical Stabilizer.
-Gun depression is -6 degrees.

Overall this is a pretty poor gun, it has terrible aim time, terrible gun handling, terrible accuracy (even by tier 7 standards), low penetration for a heavy tank, and just average DPM for a 400 alpha gun. Gun depression is also poor as the E-10 is a massive tank, and only having -6 makes it quite awkward in many situations.

Some redeeming features of this gun are its 140mm caliber, making it easy to triple-overmatch many thin armour plates. Also due to this high caliber it has amazing HE penetration, but its alpha is unimpressive with only 500.

Mobility

-Top speed is 32km/h forwards, and -13km/h in reverse
-Traverse speed is 26.6 deg/s on hard terrain, and 17.7 deg/s on medium terrain.
-In game acceleration rate is shown as 12.1 hp/t, it has a decent 1323hp engine for its 110 ton weight.
-Actual acceleration rate is 12.1 hp/t on hard terrain, and 8.1 hp/t on medium terrain.
Terrain resistances are 1/1.5/2

Overall this is a terrible mobility profile. On hard terrain its fairly decent considering the strong armour of this tank, however due to terrible medium terrain resistance, the mobility on medium terrain is abysmal. On medium terrain you seriously struggle to reach even the low 32km top speed, and you can’t maneuver at all due to the extremely slow hull turn rate. Generally the tank cruises around 18-24km/h when on medium terrain.

Equipment, provisions, & consumables

The E-10 doesn’t have any special provisions or consumables.

Gun Rammer/Calibrated Shells:
Either option works on this tank, the penetration is low for a tier 7 heavy, but its not low enough that its “unusable”. However since the penetration is fairly low for a tier 7 heavy, in some cases you may want to have the increased HEAT penetration to deal with tier 8 heavies.

Gun rammer would improve the reload time from 13.5s with 1778 DPM to 12.8s with 1872 DPM.

Calibrated shells would increase penetration on AP from 170mm up to 184mm, HEAT from 210mm to 237mm, and HE from 75mm to 81mm.

Improved Control:
Due to the terrible hull traverse speed of the E-10, improved control is necessary. While the tank also has bad acceleration rate, the bigger issue with the tank’s mobility is still definitely the traverse speed. The poor hull traverse stops you from angling the armour, from turning around to relocate, or from just getting anywhere quickly (the slow traverse completely kills the speed when you need to turn).

Using improved control would decrease the acceleration rate from 12.1 down to 11.6 hp/t on hard terrain; and from 8.1 down to 7.7 on medium terrain.
However it would increase the hull traverse speed from 26.6 up to 28 deg/s on hard terrain, and from 17.7 up to 18.7 deg/s on medium terrain.

Enhanced Armour:
Since the E-10 is similar to the E-100 in its armour effectiveness for its tier, use enhanced armour to improve it. This will make a noticeable difference against higher penetration premium rounds (such as the 235mm APCR that it was shown against above).

Enhanced armour also helps to amplify the effectiveness of the armour when you angle the hull sides or turret front.

Enhanced armour would improve:

Upper plate from 320mm to 330mm.
Lower plate from 150mm to 155mm.
Turret face from 225mm to 235mm.
Flat bar at turret base from 196mm to 202mm.

Refined Gun:
Due to the E-10 just having such bad stats on every aspect of its gun’s accuracy (dispersion, handling, and aim time), and due to its horrible mobility, often the tank isn’t getting fast enough for its gun to bloom out massively from movement (especially if its turning).

Refined gun will make a noticeable difference due to this, and will help the gun to “derp” less often than with vertical stabilizer.
Vertical stabilizer isn’t as useful in this case just due to how bad all aspects of the gun are, and due to how extremely slow the tank is.

Gameplay advice

E-10 has somewhat unique gameplay in tier 7, as its one of only 2 true “superheavies”, and its the only one that has a low alpha gun. The tank’s gameplay is most comparable to the E-100 at tier 10, if it was running the stock gun.

General gameplay:
Always play the E-10 on the heavy flank if you can. This tank is just far too slow to relocate to the medium flank, let alone keep up with the faster tanks on that side of the map.

Try to always hide the lower plate, its by far the biggest downside of the tank’s great armour profile. Also try to angle the turret against higher penetration tanks, as it makes it much harder to penetrate.

Always aim shots fully, since every aspect of the tank’s accuracy is just terrible, you can’t snap shots quickly without aiming. Despite its lower 400 alpha, E-10 still has low DPM, and missing a shot will cripple that DPM even more.

Drive on hard terrain:
Due to the terrain resistance difference from 1 to 1.5, the E-10 loses a massive amount of mobility by going off-road. Try to keep on hard terrain wherever possible to keep the mobility of the tank at least usable.

Driving on medium terrain is what causes the E-10 to be the slowest/least mobile tier 7 heavy tank, even slower than the Tankenstein.

Sidescraping/Angling:
Angle and sidescrape whenever you can. The E-10’s armour is really the tank’s only strong point, so make sure to utilize that by hiding the lower plate in a sidescrape, or angling the hull/turret to make the armour more difficult to deal with.

E-10 can sidescrape perfectly due to having very strong side armour and no protruding side or frontal weakpoints, just keep the lower plate hidden and the tank will bounce.

Use hulldown positions:
Hulldown positions will allow you to completely hide the lower plate, the turret and upper plate may still be exposed, but these aren’t weakpoints. Being hulldown will allow you to easily bounce most enemies, just make sure to angle the turret against higher penetration tanks.


Overall the gameplay of the E-10 is just of a typical superheavy, it revolves around using its armour and sidescraping/being hulldown, angling the hull/turret, and making sure to aim every shot properly.

Tank gameplay:

Overall

Armour – 9/10
Gun – 3.5/10
Mobility – 2.5/10
Speed – 3.5/10

Overall the E-10 is a very mediocre tank.

Armour is great, very strong upper plate, strong side armour, strong turret front, no large weakpoints other than the lower plate. Great for sidescraping, angling, & hulldown, but poor with gun depression use.
Gun is bad, slow aim time, terrible dispersion, terrible gun handling, low penetration, very average alpha and DPM, poor -6 gun depression.
Mobility is abysmal. On hard terrain it has decent acceleration and usable traverse, but on medium terrain the tank struggles to accelerate to even 26km/h, and the hull can barely traverse. Terrible terrain resistances, decent -13km reverse speed.
Speed is quite low at 32km/h.

Is it worth it?

This tank can easily be earned for free in Season 4 “Anniversary”.

Despite this, its not worth it. Any free tank is worth getting, but the E-10 is not worth keeping. What this tank does can be done better with any 120-122mm heavy tank in tier 7 which has 400 alpha, or alternatively if you want a true superheavy, get a Tankenstein with 530 alpha damage (often sold for around 3-4k gold).

The E-10 is worth 2,500 gold. Its not a great tank, the only strong feature of it is the armour, which still has its flaws (higher tier penetration levels), the gun is terrible even by the 400 alpha standards in tier 7, and the mobility is the worst in tier 7 (yes its worse than Tankenstein).

Camo cost:

E-10 has a permanent appearance which can’t be adjusted.

Its shown here in the stock configuration.

Stock grind

As you upgrade modules, the stats of each module improves slightly, improvements are not large, they are very gradual.

If you want to check the stats of each module, you can view the tank in-game, or use gamemodels3d or Blitzstars.

Important:
-Only the top turret improves turret armour, all the stock and intermediate turrets have the same armour.
-Stock and top turrets/guns have the same gun depression.
-Tracks only upgrade traverse speed (not terrain resistances or gun handling).
-The hull doesn’t upgrade, the armour is the same throughout.

Gun:
This tank starts with a 130mm gun that does 370 damage, then increases to 380 damage at T2, and 390 damage at T3. At T4 it becomes a 140mm with 400 alpha.
Going to the T2 and T3 guns, penetration, accuracy, alpha damage, and DPM all gradually increase.
The stock guns are weak and hard to use due to their abysmal DPM, accuracy, & reload time. (If the top T4 140mm gun is bad, why even try with the T1-T3 guns)

Turret:
The stock turret is strong to standard ammo, and will be able to bounce most tier 6-7 tanks. Premium ammo will penetrate it easily, as its effective thickness is around 200-205mm thick (about 30mm less than the T4 turret).

Unlike the top turret, the stock one cannot be angled, and has angled turret cheeks a bit like a Panther or E 75 TS.

Engine/tracks: 
Engine power, traverse speed, and acceleration are all terrible when stock. The tank can barely move, with only a 7hp/t rate and 12.7 degrees traverse speed on medium terrain.


The tank below has enhanced armour equipped.

Drag slider right -> to view 180mm AP
Drag slider <- left to view 235mm APCR

Turret face 200mm
Angled turret cheeks 785mm+
Flat bar at turret base 180mm

Upgrading:
As said above, upgrading each module improves it slightly. In total there are 4 of each module on this tank. 1 stock module, 2 intermediary modules, and 1 top module for each turret, gun, engine, and tracks.

Each gun upgrade makes it slightly more accurate, higher penetration, quicker reload, better alpha.
Each turret upgrade gives better HP and turret turn rate.
Each engine upgrade improves traverse speed and acceleration rate.
Each track upgrade improves traverse speed sonly.

Eventually you get to the top modules, these are the only modules which change in appearance.
-The top gun has the best accuracy, penetration, DPM, alpha damage, and reload, but not by much.
-The top turret improves in armour by a noticeable amount, roughly 30mm.
-The engines and tracks are also in their best configuration, the tank is still extremely slow, but this is the best it gets.

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