M2A2 Light Tank
|M2A2 Light Tank|
|Main Cannon:||12.7mm M2HB|
|Front (Upper):||16 mm|
|Front (Lower):||16 mm|
|Sides (Upper):||13 mm|
|Sides (Lower):||13 mm|
|Front (Turret):||16 mm|
|Side (Turret):||16 mm|
|Rear (Turret):||16 mm|
|Top (Turret):||7 mm|
|Class Restriction||Tank Crewman|
|Max Speed:||44.3 km/h
|“||The M2A2 is an early American light tank. It is armed with a .50 and a .30 caliber machine gun mounted in two separate turrets. It is fast and dangerous to infantry and lightly armored vehicles.||”|
|― Heroes & Generals|
- Due to its dual turrets, the M2A2's primary turret can only traverse a few degrees to the right. Thus, in the absence of a secondary gunner, turn your M2A2 until it points somewhat to the right of your target; this gives you a much larger field of fire.
- Armor piercing rounds are required to penetrate enemy tanks; Panzer Is are not a big challenge, and so long as you can flank them, both the Panzerkampfwagen II Ausf. C and the Panzerkampfwagen 38(t) Ausf. E can be destroyed by your .50 BMG turret.
- If you have AP rounds, you can aim for the cupola of the Panzerkampfwagen 38(t) Ausf. E and kill it easily from the front at close range.
- At a hundred meters, the Panzer I's AP rounds have 13mm of penetration; so long as you face Panzer I's when engaging them, most of their rounds should bounce off.
- The M2A2 is very fast. Use this mobility to your advantage.
- With the M2HB, the M2A2 is best used against personnel and lightly armored vehicles. Don't go tank hunting!
- When you are encountering enemy tanks that are turned 45 degree, the weakest point is the tracks.
- Try to unlock and buy the Amour Penetrating rounds as fast as you can. These will help you to rank up faster.
- ALWAYS flank enemy tanks, and do it so they are on your left side, so you can turn with them if they move.
The M2A2 "Mae West" is an entry-level light tank utilized by the American army. Utilizing a .50 caliber M2 Browning machine gun as its' primary weapon, the M2A2 fires the highest caliber cartridge among the three LMG tanks. In addition to dealing more damage per bullet than either of the two competing LMG tanks (being able to 2HK infantry, compared to a 3HK for other LMG's), it packs a higher bullet penetration, with 10-32mm of penetration (100% chance and 0% chance, respectively) with stock ammunition, which can be boosted to 20-45mm. The M2 Browning utilizes a massive 100-round belt that allows it to easily dispose of enemy infantry by the truckload, in addition to the M2's signature double-turret design that allows it to carry a secondary gunner that can independently aim his turret to engage other infantry. Despite its sheer damage potential, the M2A2 has its' shortcomings:
- The M2A2's primary turret can only aim about 10-15 degrees to the right, while being able to spin to the left roughly 190 degrees. This creates a huge blind spot for the driver, as he is unable to directly engage any enemies approaching from the right side of the tank without turning the entire tank. To compound this issue, the turning speed of the M2 chassis is rather slow, often requiring the tanker to switch to his secondary gun to engage targets on the right side of the tank.
- The M2A2 only has 16mm of armor at best, meaning it is an easy target for almost any armor-penetrating weapon such as PTRD's, AT rockets, or AT grenades.
- The M2A2 is slow to accelerate, but has a great top speed. Try not to lose speed where possible.
- The M2A2 has a high center of gravity, making it prone to flipping if it strikes a low object such as a rock at high speed. Be careful when driving the M2A2 off road!
- Consider investing in Panzerfaust crates for the back of your tank. There are times when it is simply easier to hop out and sink two 'Fausts into a wounded target than it is to get your tank on target to finish him.
The M2A2 is an extremely deadly tank, with great armor penetration and base damage vs vehicles and infantry alike. Don't be afraid to engage armor once you unlock APCR ammunition; the M2A2 can effectively "one-belt" enemy tanks with a sufficient number of penetrations, a trait shared by very few vehicles. However, try to avoid head-on confrontations, as things could get pretty dicey if the opponent has any decent rank of Gunner badge unlocked.
The M2A2, unlike other LMG light tanks, can carry both kinds of ammunition simultaneously. This allows the user to manually reload the LMG, via swapping out ammunition types. Get used to keeping your belts topped off when fighting enemy armor, as the M2A2 can only effectively fight armor with a full belt loaded to one-belt an enemy tank (it takes a maximum of 50 successful penetrations to kill a light tank, which can dip as low as 34 depending on whether you've prayed to RNGesus today). Also, carrying factory standard ammunition can help the user save a few credits killing infantry while there are no enemy tanks around. As a side note, it is possible to buy two copies of APCR belts, allowing the user to carry two iterations of APCR for non-stop anti-tank action. This is done by going to your ribbon overview (the white square next to the words "Next Unlocks"), scrolling down to the M2A2 Light Tank ribbon, clicking "View Progression", and then clicking on the ammo icon for the APCR belt. You will then have the option of buying a second copy of the APCR belt (this works for all tanks, which can be beneficial for those who don't plan to use HE and want to have more APCR for their tanks with low total ammo count, such as the IS-2 or M24 Chaffee).
Never go into third person as an M2A2 driver -- you are VERY exposed, sitting high out of your tank on top of an already-tall turret. If you really need to go into third person, consider holding crouch key while in third person to take shelter underneath the commander's hatch while still getting an outside view.
If you come up against high-tier tanks face-to-face, know where to aim: Facing the Luchs, aim for the large lower glacis, where APCR will still have a good chance of penetrating most of the time and can sometimes still net you the kill, thanks to the Luchs' long magazine reload time. Facing the T-70, your best bet is to attempt to circle it, as there is no place you can successfully penetrate it from the front and the T-70 has a slow chassis turn rate, allowing you to get a chance at shooting at its' side and rear. Facing the Pz.38(t), aim for the large commander cupola on top of the tank, where the armor is thin enough for nearly 100% penetration rate with APCR. Facing a stolen Chaffee -- well, you're better off yelling at your team to stop giving the enemy free Chaffees, as there's not much you can do except attempt to circle and pray he misses. The armor is so sloped in most situations that you'll have a hard time penetrating just about anywhere except perpendicular to the side, or directly into the slim section of flat armor on the rear of the chassis and turret.
|Name||Penetration||Damage||Velocity||Credits Cost||Gold Cost|
|[.50 BMG] Caliber .50, Ball, M2||7mm - 15mm||20 - 30||890 m/s||84||1|
|[.50 BMG] Caliber .50, AP, M2||10mm - 17mm||30 - 45||900 m/s||660||8|
|Factory||Ardennes Four Color||Olive Drab & Black|
Supply Crates can be fitted to your vehicle to aid nearby infantry.
|Name||Contents||Credits Cost||Gold Cost|
|Ammunition Supply Crate||Ammo||1,300||15|
|Medic Supply Crate||Health||4,400||52|
|Anti-tank Supply Crate||Panzerfaust 60||7,500||90|
|Vehicle Required:||M2A2 Light Tank|
|M2A2 Light Tank Specialist|
|Using the M2A2 Light Tank in battle will earn you points on this ribbon.|
More points are awarded for scoring hits on enemy tanks. The highest award is given for destroying enemy tanks.
- As of 2016-4-21, the game does not yet have penetration fall off with distance.
- Against armor