Last updated on 22 April, 2025.

The T110E4 is one of the top tier USA TDs. Its heavily armoured, with high HP, good mobility and flexibility, and a high DPM 155mm gun. With its semi-traversable turret, it plays more like a support heavy tank rather than a TD.
Click the table of contents below to access the section you want:
- Armour
- Gun
- Mobility
- Equipment, provisions, & consumables
- Gameplay advice
- Overall
- Is it worth grinding?
- Camo cost:
- Tech tree overview
- Historical note:
Armour
(The T110E4 in the images is using Improved Assembly)


Drag slider right -> to view 257mm AP
Drag slider <- left to view 330mm HEAT
When flat and facing head-on:
Upper plate 335-620mm
Mid bar 340-450mm
Lower plate 155-200mm
Turret cheeks 320-400mm
Gun mantlet 408mm
Cupola 210mm
Narrow bar above mantlet 195mm
Side armour:
Note that the side armour in this image is only shown to display the angling of the E4’s side. Sidescraping or angling the armour isn’t effective due to its engine compartment and the weak track wheel.
The sides are angled similar to the other T110 tanks and the M48, with a boat like shape, which creates some decent angling. As stated above, its quite irrelevant due to the track wheel.
Armour vs tier 9 tanks:
Against tier 9 tanks, the upper plate and turret are both fully impenetrable against standard ammo.
Tanks with higher penetration premium ammo (mainly heavies) will be able to penetrate the turret cheeks, but these weakpoints are small.
The lower plate and cupola are reliable weakpoints for any tank to penetrate easily.
Armour vs tier 10 tanks:
Against tier 10 tanks the armour performance is similar. The upper plate and turret are impenetrable to standard ammo, but turret cheeks can be penetrated by most tier 10 tanks using premium ammo.
Lower plate and cupola are still easily penetrable to every tank.
Overall the T110E4 has good armour. Its not impenetrable, but it can work well hulldown, and sometimes enemies may bounce of the red areas of the tank even if not hulldown. Considering the mobility and flexibility of this tank, the armour it has is quite a nice bonus.
Gun
The T110E4 mounts a 155mm gun.
-Alpha damage is 630 on APCR, 535 on HEAT, and 940 on HE
-It has an 12s reload, giving it 3139 DPM
-Penetration on APCR is 275mm, HEAT is 365mm, and HE is 95mm.
–Estimated aim time is 3.9/4.2s
–Base aim time is 2.5s, but it can get down to 1.92s.
-Dispersion is 0.353/0.300
–Gun handling is 0.2/0.2/0.16, or 0.18/0.18/0.14 with Vertical Stabilizer.
-Gun depression is -6 degrees
-Turret traverse arc is +45/-45 (half traversing turret).
This is a great gun overall. Consider that the T110E4 is less of a TD, and more of a pseudo-heavy tank.
This gun has amazing DPM, with a very quick reload for its alpha damage, it also has great penetration, though nothing impressive for a TD, its very high compared to HT. The aim time and gun handling are both decent, but accuracy isn’t great.
The gun is very nice and flexible, with a turret that can turn halfway on each side, and decent gun depression. -6 degrees doesn’t seem that good, but the T110E4 rarely struggles with this issue, the tank itself is also not very tall, even though its quite a wide tank, making it look big.
Mobility
-Top speed is 37km/h forwards, and -10km/h in reverse
-Traverse speed is 34 deg/s on hard terrain, and 29.7 deg/s on medium terrain.
-In game acceleration rate is shown as 16.6 hp/t, it has strong 1058 horsepower engine for its 64 ton weight.
-Actual acceleration rate is 11.5 hp/t on hard terrain, and 10 hp/t on medium terrain.
–Terrain resistances are 1.4/1.6/2.3
This is great mobility for such a tank. Considering how big of a gun this tank carries, and how good its armour is, the T110E4 is by no means slow. Its top speed is good, and the tank has a strong enough engine power to reach it quite easily. Traverse speeds are also very nice, especially considering this tank also has a turret.
Poor terrain resistances don’t hold this tank back, it still feels quite mobile for such a heavy weight and armour profile; however the -10km reverse speed will punish you if you make an overly aggressive play.
Equipment, provisions, & consumables
The T110E4 has sandbag armour provisions but no special consumables.
Consumable setup is standard on this tank (Adrenaline with 2 repair consumables).
Provisions should be:
–10% food
–10% fuel
–6% sandbag armour
Food is needed for the main functions of the tank to be effective in battle (reload, DPM, aim time, accuracy, traverse speed, etc).
Fuel is needed to have decent mobility, without fuel, the T110E4 would be quite a slow tank.
Sandbag armour is needed as its just more beneficial than the alternative provisions, it increases HP by 120, allowing you to reach up to 2200 HP, only 100 HP off from a low HP heavy tank.
Gun Rammer:
No TD in tier 10 needs to use calibrated shells, as all have great penetration. The T110E4 fits in among these, as 275mm APCR, and 365mm HEAT are easily able to penetrate basically everything in any situation.
Gun rammer is a far more powerful equipment choice on this tank, as it gives the T110E4 a truly intimidating reload time of just 12s. This allows the tank to easily trade with enemies, and put in multiple shells against heavy tanks with similar alpha damage, such as the E 100, 60TP, or VK 72.01 (K), which all have 15-17s reload time.
The T110E4 is a pseudo-heavy tank, so it needs a quick reload as it plays close to the frontline, (like a heavy tank does). Due to this frontline gameplay it quite a lot of reload pressure, as situations can change fast on the frontline. Gun rammer is also good just to take advantage of that amazing DPM, it can really catch enemies off-guard.
Improved Optics:
The T110E4 is not a sniper at all, it should never snipe due to its aim time, accuracy, gun handling, and penetration all being below average for a TD. The E4 is a frontline tank, and thus doesn’t need camouflage rating (its also just not that good on this tank). Its better to use improved optics, to be able to spot enemies (mainly heavies) at a further distance.
Improved optics would take the view range from 250m to 260.3m. While this is low view range, by the standards of any tank, its at least decent enough to spot heavy tanks, which is the main enemy you fight with the E4.
Improved Assembly:
Due to the T110E4 not being a damage blocking tank (ie: you should play it like you expect enemies to always penetrate the cupola or lower plate), there is not much use enhancing the armour.
Also, just due to how the armour is, enhanced armour doesn’t actually do too much to help the tannk. The cupola is always visible when you shoot an enemy, the lower plate is too weak to enhance, the upper plate is too strong to enhance, and the turret cheek weakpoints are a very narrow target thats often hard to hit (but also not effective to enhance).
Even with enhanced armour equipped, the turret cheeks would still be penetrable to around 315mm HEAT, or 300-310mm APCR, which most heavies can easily penetrate. The hatch would still be penetrable to about 250mm AP, again, most enemy heavies will have enough penetration to go through this.
Enhanced armour just doesn’t do enough against the tank type which the T110E4 often faces, which are heavy tanks.
Improved assembly is a far better equipment choice, as it increases the E4’s great base HP of 2000, up to 2080. This will allow it to trade more in battle (which its suited to doing perfectly), and allow it to survive for longer and have higher influence on the battle.
This also stacks very well with the sandbag armour provision, taking its total HP up to 2200, making it almost as durable as a low HP heavy tank.
Vertical Stabilizer/Refined Gun.
Firstly the T110E4 should never be camping in bushes ant long range and sniping. The choice to make here is for frontline or second line use.
Refined gun improves the dispersion of the tank, from 0.353 to 0.300. This makes the tank very accurate for a heavy-style tank with 630 alpha damage. Refined gun will make you more accurate at any range, but you will aim noticeably slower.
The T110E4 is quite an active tank with its good mobility and semi-traversing turret, so its often moving around during the battle. Improving the dispersion-on-movement by using the vertical stabilizer makes a noticeable difference for mid to close range gameplay, as the tank can aim in quicker.
For this choice, its best to try out the tank for 5-10 games with each equipment piece, as each player will have different preference for stats they like, and a different feel of tank they like (some like faster aim for less accuracy, some like more accuracy but slower aim).
Gameplay advice
The T110E4 is a pseudo-heavy tank. Its not quite an assault-TD like the E3, as it doesn’t have as much armour, the E4 is rather more of a support heavy tank.
Generally the E4 does better being slightly behind the frontline, either on the 2nd line, or just with allied tanks in front of it. It has good HP, but its still better to let the real heavy tanks to soak the damage.
General gameplay:
Start the battle in this tank by following your heavy tanks. If the heavies go somewhere on the map, you should be following behind. Heavy tanks are the perfect support for the T110E4, and the T110E4 is the perfect support for heavy tanks.
What the E4 lacks in armour and hitpoints (which isn’t much, to be fair), the allied heavy tanks make up for it.
-You should let the heavies take the positions on the very front, they can take enemy shells better than you, they can bounce more often, many of them have more gun depression and sidescraping ability.
-You should be just behind them, either directly behind their tank (but give them space to reverse), or a bit further back (on the 2nd line).
What the heavy tanks lack in firepower, the E4 is able to make up for it.
-Heavies have long reloads, worse penetration, accuracy, and damage output ability, but the E4 has a very quick reload with good penetration, which lets it be the perfect support for the slower reloading heavies.
-When you see an enemy has shot, push forward and put a shell into that enemy. Your goal in battle shouldn’t be to trade your HP for damage, it should be to get damage without trading, hence why you let allied HT take hits, and you deal the damage.
-If your allied heavies need to make a push, you can move up and support them. In a push, you won’t be getting any damage if you still stay behind allies.
-Similarly, if you allied tanks are down to a one-shot, move up to take a hit for them. Its better to lose some of your HP to keep a gun in the game. At this point you can start playing as a proper HT, as your allies can’t take hits for you anymore, and its likely the enemies have already been quite damaged, allowing you to trade HP more comfortably.
Using the 2nd line:
The T110E4 is a tank that may often use the 2nd line in battles. Its a perfect line to take, as you are close to the frontline, can support frontline allies, get damage from the frontline, but you yourself have a bit more cover, as your tank is further back, usually with some hard cover.
(A 2nd line position is any position that is quite close to the frontline and is able to support the tanks that fight on the frontline. Generally there’s some form of cover in that 2nd line position which will help your tank to hide.
These positions are not “sniping positions”, as you are able to easily and quickly push forward and help the frontline tanks on your team. Sniping positions are generally much further away from the frontline.)
If the battle starts progressing, or your allies get rushed, you are close enough to the frontline that you can push up fairly quickly to help your allies, either by dealing damage, or by taking a few hits for the team.
Try to avoid “camping” on the 2nd line for too long if there are no targets, as the T110E4 does also work on the frontline, and its also not too slow to change flanks or positions.
Use hulldown positions:
Even small hulldown positions work really well for this tank, as the only other weakpoint other than the lower plate is the hatch, which will show up as half red to most enemies.
At a distance, the cupola can also be quite a challenge to hit, and even more so if you keep the tank moving a bit. Don’t sit stationary while hulldown, as it makes it easier for enemies to use premium ammo on the turret cheeks, and of course shoot at the hatch.
Trade in damage:
Even though your tank has good DPM, its reload is still longer than most heavies. You should try to only expose your tank when its reloaded, this way you use damage to trade, not DPM.
Also be careful with making trades against tanks with lower DPM and lower alpha damage, as often these tanks still reload quicker than your tank. Try to avoid the enemy for as long as possible, as it buys you time to reload, and lessen the difference in damage/HP.
For example, an IS-7 can shoot you 2 times before you reload. The IS-7 would do 920 damage, and you would do 630 damage.
Even though the IS-7 has about 700 less DPM than your tank, it out-reloads you, so you could still take a lot more damage from an enemy with both lower alpha and lower DPM.
Also note, in this situation the IS-7 has up to 530 more HP than your tank, making it more advantageous to the IS-7, even though technically the T110E4’s gun and DPM are far superior.
Use the great ammo choice:
The T110E4 has a great range of ammunition, and you shouldn’t hesitate to use it.
-APCR is your standard shell, it has great penetration by the standards of a HT, and its still decent for a TD.
-HEAT is premium, its got 365mm penetration, which is an insane amount compared to heavy tanks, and its enough to deal with pretty much anything. Use it when APCR isn’t enough to penetrate.
-HE is the 3rd round, it has 95mm penetration, the highest penetration for any non HESH/HEP round. It also does a high 940 damage. This shell is great for doing big splash damage to enemies when you don’t have time to aim in, or you can’t penetrate them with HEAT.
It also boosts your damage enormously if you manage to penetrate it on an enemy tank.
Don’t rush shots:
Just as with any big damage tank, you should try aim your shots in as much as possible. Every shot does big damage, so its worth making sure that it hits the target and penetrates them. Yes the tank reloads pretty quickly, but those extra 1-2s you spend in aiming are still a far smaller number than the 12s you would spend reloading if you missed that shot.
Don’t want to aim? Just splash some HE at the enemy tank. The high penetration and damage mean that even non-penetrating HE can quite easily do 200-400 damage.
The T110E4 doesn’t have really complicated gameplay. Its basically just a heavy tank, but a bit more fragile, and so you have to play it as such. Don’t bleed HP on the frontline, play more carefully behind allies or on the second line. Other than that, its basically just a big damage heavy tank.
Overall
Armour – 7/10
Gun – 7.5/10
Mobility – 5.5/10
Speed – 6/10
T110E4 is overall a great tank.
Armour is frontally focussed, but is very strong. The sides are weak but it might occasionally bounce due to good angling behind the tracks. Weak to HE only on the rear, HESH protection is average.
Gun has great DPM, high alpha, high penetration, and great flexibility. Accuracy, handling, gun depression, and aim time are mediocre.
Mobility is good, the engine is fairly strong, acceleration is decent, and traverse speed is average; reverse speed is very poor.
Speed is decent by HT standards, 37km/h.
The combination of all these aspects, along with a pseudo-heavy tank playstyle make the T110E4 a very devastating enemy to face in battle.
Is it worth grinding?
The T110E4 is very much worth grinding. For one, the line you have to grind up offers so much flavour in gameplay, you get light tanks, supporting TDs with pseudo-MT playstyle, some have great mobility, you get heavy armour on some tanks, you get some sniper TD gameplay, some frontline gameplay, and a very wide range of gun types to use. This tech tree is abundant in interesting and great tanks.
The T110E4 will be quite an enjoyable tank for players who like heavy tanks with high alpha, as the T110E4 is almost exactly that, it just plays a less aggressive role than proper heavies, but has a far more effective gun. Its armour and mobility are both still good, so the tank offers similar gameplay but with a bit of a different feel due to that increased firepower.
Camo cost:

“Combat Star” camo: 2D, costs 2,550 gold

“Wanderer” camo: 3D, costs 2,550 gold
Tech tree overview
To get to the T110E4, you will need to grind up the USA low tier lights, and then onto the turreted USA TD line, which leads to the T110E4.
All the tanks in the line have fairly easy stock grinds (except the tier 8), all having decent/good stock guns, and not being too slow or immobile, also not having a large number of modules to research. On the T30, you could even choose to skip the top gun, and just get the T110E4 using the 120mm.
Note that all tanks in this line are turreted, and all tanks (other than T110E4) have -10 gun depression.
Tiers 1-3 are a quick and easy grind. All are fairly similar as they are the same tank series, featuring good single-shot guns, great mobility and gun depression, but rather limited top speeds.
Tier 4 is the M8A1, its basically the same as the tier 3 tank, but with a 75mm gun slapped on it. Like previous tanks, its mobile but limited in speed. The reload is long but alpha is high for tier 4.
While stock this tank isn’t great, but you can use it as a sniper, which makes the grind less painful.
Tier 5 is the Wolverine, it has a bit more armour than previous tanks, but still can’t bounce much. Its slower than previous tanks, but has a good gun with nice penetration and DPM. This tank is similar to the M4 Sherman, but just playing more of a support role.
The stock grind is very enjoyable. The tank is a lot slower than when fully upgraded, but its not “unusable”, and its stock gun is amazing.
Tier 6 is the M18 Hellcat, which is just an overpowered tank. Its extremely fast, with a very high 65km top speed and good engine power; while the hull can be frontally HE’d and the turret is weak, the gun mantlet of this tank is actually quite troll (but don’t rely on it). The part of this tank that makes it OP is the gun, which has insane DPM at tier 6 with a decent alpha of 240, its also very accurate, with quick aim time, and high penetration. This tank also has amazing camo rating, it plays like a quick support medium, but its also effective as a sniper.
The stock grind of the Hellcat is actually enjoyable. The “middle gun” is unlocked from the Wolverine, and this gun has a very quick reload with the same great accuracy and aim time as the top gun. The stock turret is actually much lighter than the top turret, so you’re actually much faster than when fully upgraded, even without the top engine.
Note that the stock turret has no armour at all.
Tier 7 is the T25/2, a very similar tank to the Hellcat, but its a bit less mobile. The gun mantlet is slightly stronger for its tier, and the hull front can resist HE shells. The gun of this tank is similarly very good, with very high DPM, a quick reload with 240 alpha, great accuracy, aim time, and penetration. Like the Hellcat, this tank has great camo rating, and it plays effectively as both a support medium or a sniper.
The stock grind of this tank is just like the Hellcat, with a good and usable gun, and a weaker turret. The stock engine is slower than the top engine, but the tank is still fairly mobile.
Tier 8 is the T28 Prototype, this tank is a complete change in the line. The tank is very slow, but has very strong hull front armour. Its turret is decent, but not very reliable, the side armour is weak and prone to HE. The mobility is decent, though top speed is limited to 28km/h, and the tank turns slowly. Unlike previous tanks, the T28’s turret can’t turn all the way around, it will stop when over the engine deck. The gun alright, with good DPM, nice alpha damage, and great penetration, however it has long aim time and poor dispersion.
The stock grind of this tank is terrible, as you have to use an even weaker engine, and a gun with only 240 alpha. Before reaching the top gun, you have to grind the middle 105mm gun, which has actually much better accuracy than the top gun, but worse penetration.
This tank is one which should be grinded from stock only in fun modes, to save sanity from such slow mobility and horrible gameplay.
Tier 9 is the T30, an amazing tank with a fully rotating turret, and a big 155mm gun. This tank has very weak hull armour, but a decent turret. The turret armour will hold up against tier 8 tanks, but most other tanks can easily penetrate it with premium ammunition. The gun is amazing, having great DPM for its 640 alpha, however it has poor penetration for a TD. The accuracy is decent, and aim time is good. Mobility is quite good, but traverse speed is slow.
The stock grind of this tank is decent. You’re much slower, but you have a good 120mm gun with a fairly quick reload and good penetration for a stock gun. There is no turret upgrade.
Tier 10 is the T110E4, its most similar to the T30, but overall its has the most differences to the rest of the line, having the least gun depression, the least flexible turret turn arc, and the best overall armour, and the highest HP.
This tank steps up in turret armour compared to the T30, having a much stronger turret face and gun mantlet, which can easily bounce all standard ammo. Though it has a hatch on the roof, its mounted far back, and has somewhat troll armour. T110E4 also has the best hull armour in this tech tree, with an impenetrable upper plate and a very strong mid bar.
Compared to the tier 8 and 9 tanks of this line, the E4 also takes a big upgrade in mobility, having a far stronger engine and better traverse speeds.
The gun is similar to the T30, but the T110E4 has better penetration for its tier, and also an amazing reload time for its alpha damage. It has the same accuracy, and slightly better aim time and gun handling.
Historical note:
T110E4 is a fake tank, created by Wargaming.
The T110 series tanks were all GMCs (Gun Motor Carriage, basically meaning TDs), except the last one, the 6th version of the T110 tank, which had a fully turning turret and a 120mm gun. This 6th version is the T110E5 we have in game (named wrongly, as it was the 6th design, not the 5th).
These 6 designs were proposed by Chrysler.
Other than the 6th design, all other T110 tanks were non-turreted tanks, most had a mid or rear mounted rounded casemate, similar to the T28 HTC, but with a fixed, forward pointing mantlet.
The 5th design lost the rear casemate, instead having a middle mounted crew cabin, this tank is the T110E3 we have in game (named wrongly, as it was the 5th design, not the 3rd).
Outside of these 6 tanks, 5 non turreted GMCs, and 1 turreted heavy tank, there were no other designs for the T110, nor any tank that even remotely resembles the T110E4. The T110E4 design is completely fake.
So what could the T110E4 be?
This tank could be WG’s “alternate tank universe” version of the T110 GMC line of designs.
Instead of Chrysler deviating with the 6th T110 design, by giving it a 120mm gun, and changing its intended role from more TD-like to more HT-like; the T110E4 could be WG’s idea of “what if Chrysler had kept the same GMC idea with the 6th design, instead of becoming a heavy tank, its still a GMC, but with a turret”.
This can be seen with quite a visual similarity between these 2 tanks, the T110E3 and T110E4. Imagine you meld the turret of the E4 onto its hull, and round it off a little, then its basically the E3.
