Devitt Ironhide Mk. IV

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

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8
20
5

## Armament

* 40mm Tank Cannon
* Commander

## View Vehicle Strength Table

The **Devitt Ironhide Mk. IV** is a Warden Light Tank variant with modified tracks that assists with mobility during snow and rain storms.

## Description

### Crew

Like all light tanks, its crew is composed of a driver, a gunner, and a commander.

* The driver drives the tank and is the only one who can see the amount of fuel remaining.
* The gunner aims, shoots, and reload the cannon. The only crew member who can see the ammo type loaded.
* The commander can use Binoculars to scan the battlefield and use a secondary weapon. They can pop in and out of the tank hatch by pressing `E`. While inside the tank, the commander cannot be killed by small arms fire or explosives.

Although it is possible to use a Light Tank without a commander, it's not recommended as it will limit your awareness on the battlefield.

### Inventory

The single inventory slot is reserved for the 40mm shells (can stack up to 35 shells).

### Armament

The Ironhide is armed with a 40mm turret which can rotate 360 degrees, the exact same turret as the Mark III. It has a slower rotation speed than the H5 Hatchet's turret, but has a faster reload speed (which is still 8 seconds). It has a maximum range of 40m, the shell will instantly explode past that. It can potentially be disabled if hit by explosives, making the tank defenseless til it's repaired.

The 40mm shells can be used against both vehicles and structures (or infantry if in a pinch). But since they're not AP, you'll require to flank and close the distance against armored vehicles to increase your penetration chances.

When the hatch is open, the commander can use their secondary weapon to defend the vehicle if necessary.

### Health & Armor

Light Tanks have heavy armor and more health than Half-Tracks. They are able to soak up small arms fire, shrapnel, and even 12.7mm caliber. Anything else should be considered a threat you can't ignore. The Ironhide's armor is identical to the [[Devitt Mark III)'s but it more durable (armor decreases less per penetrating shot received).

Its armor is strong enough to have a decent chance to deflect shells that are not Armour Piercing, especially from the front and at long ranges as long as the armor is in good shape. AP shells have a much higher chance to penetrate, which becomes a near certainty at any range or angle when the armor is in bad shape.

Their tracks can be disabled by explosives and Anti-Tank Mines, making the vehicle much slower and thus vulnerable. However the Ironhide's upgraded tracks are less vulnerable than the Mark III's.

### Engine & Size

The Ironhide has good mobility off-road, but slightly less than the Mark III due to heavier weight. The Ironhide's engine has a relatively high fuel consumption rate but still decent for a tank. With its 200L fuel tank, the Devitt has a decent fuel autonomy (11 minutes of movement). The Fuel Tank is placed at the rear and can be disabled with explosives, making it leak fuel very rapidly. Here again the Ironhide's fuel tank is slighly less vulnerable than the Devitt Mark III.

The Ironhide's modified tracks make it not lose any off-road speed when driving during snow and rain storms.

The Light Tank can be packaged, forming a large Shippable that can be lifted by a Crane but only transported by a Freighter or Barge.

It is heavy enough to trigger anti-tank mines and too heavy to safely cross Field Bridges. It is large and powerful enough to cross Trenches with ease, run over Sandbags, tier 1 walls, and Barbed Wire Fences.

## Tactics

Light Tanks (LTs) are used to assault and flank enemy defenses. They benefit greatly from having infantry support to protect them.

The 40mm shell doesn't have a lot of penetrative power, as such when fighting enemy tanks you'll be forced to hit the sides or the rear and at close range to increase your chance to penetrate the armor.

Most enemy armored vehicles that are not tanks pose little threat to LTs.

They are vulnerable to Anti-Tank Mines. Although a single mine won't kill them, it will cause big damage and always disable their tracks leaving them vulnerable to enemy Infantry with Anti-Tank weapons.
Enemy infantry with Anti-Tank Sticky Bombs also represent a danger because they have a good chance to disable the tracks as well.

Good crew communication and coordination is paramount. The commander must spot targets and threats and relay information and orders to the driver and gunner.

Like with every other armored vehicle, the crew should ALWAYS bring a Gas Mask and Filters to avoid dying to Gas Grenades.

Although the Tank's inventory can hold 100 shells it's advised to bring much fewer (20 to 60) because the shells can be salvaged by the enemy if your tank is destroyed. With the Light Tank's high mobility, rearming at a base once you are low on shells isn't too incovenient.

## Historical Reference

This tank is likely based on the French Cavalry tank the SOMUA S35 or its predecessor the Char D2.

## Gallery

* Ironhide commander with hatch open.