T95E6 American Tier X medium tank in a World of Tanks garage scene
The XT95E6 is a rare U.S. Tier X reward medium tied to high-level clan play on the Global Map.

T95E6 guide: stats, equipment, crew, and how to play it

The XT95E6 shows up as a campaign carrot for teams that grind Global Map events. It is not a tech-tree comfort pick — it is a 120 mm DPM machine with a turret you can work, a hull you cannot, and enough gas to rotate when the minimap opens up.

This guide walks through encyclopedia-top module numbers (WG API, no equipment or field mods), a sensible equipment stack, crew order for a four-person crew (commander doubles as radioman), and the playstyle loop that keeps you alive.

Chasing the reward? Our Maneuvers and clan event catalog lists coaching and account-safe boosts when your roster needs backup.

Note: Numbers below come from the top configuration in the in-game encyclopedia. Shell rows use WG’s average damage and penetration values from the min/avg/max bands. Patches can nudge soft stats — double-check the client before you bond-load the tank.

On this page

Key specifications

Think of the XT95E6 as a glass hull, steel hat. Hit points sit at 2,150, which is strong for Tier X mediums, but the hull plates are not where you tank.

In-game stat panel and model view of the T95E6 medium tank
Client card for the XT95E6 — handy when you compare rewards with your caller.

Nominal armor (front / sides / rear) reads 114 / 51 / 19 mm on the hull and 343 / 76 / 51 mm on the turret. Paper values on the turret ring and cupola do not tell the whole story — players will dig for the weak spots, especially the commander’s cupola, so you still need movement and ridge play.

Parameter Value
Hit points 2,150
Top speed / reverse 56 / 20 km/h
Engine power 750 hp
Weight 40,914 kg
Power-to-weight 18.3 hp/t
Hull traverse 46°/s
Turret traverse 36°/s
View range 410 m
Signal range 745 m

Firepower

The 120 mm Gun T123E6 is the reason you tolerate the hull. Average damage rolls land at 400 with AP and HEAT shells and 515 with HE — penetration averages sit at 258 / 340 / 60 mm respectively.

Rate of fire is 7.5 rounds/min with a 2.0 s aim time and 0.38 m base dispersion at 100 m. That math pushes theoretical AP DPM to about 3,000, which is Tier X medium territory at the top end.

Gun depression hits 9° over the front — enough to work rolling ridges without feeling like a Soviet hovertank. Keep that angle in mind when you peek; it is your free damage when the red team overcommits.

Shell Avg. damage Avg. penetration
AP 400 258 mm
HEAT 400 340 mm
HE 515 60 mm
Chart comparing Tier X medium tank firepower including the T95E6
Firepower snapshot versus other Tier X mediums — click the image for the full chart.

Survivability

The lower plate and sides are not friends. Treat the hull like a liability: if you are not using terrain, you are donating HP. The mantlet and turret front can eat careless shots, but the cupola remains a priority target for anyone who knows the model — wiggle, change distance, and break their aim instead of parking.

When you must trade, present turret, not cheeks, and fall back before they dial in HE or premium into the roof line. You are not a hull-down immortal; you are buying time for the gun to churn.

Survivability comparison chart for Tier X medium tanks
Survivability banding versus peers — open the full graphic in a new tab.

Mobility and vision

56 km/h forward and a 46°/s hull traverse keep the XT95E6 from one flank window to the next without feeling sluggish. You can flex when your heavies anchor, punish crossfires, and reset when arty angles get gross.

Base view range is 410 m. Vents, food, and crew skills push that higher — helpful on open maps where controlling bushes wins games.

Mobility comparison for Tier X medium tanks including T95E6
Mobility curve versus other Tier X mediums.
Spotting and view range comparison chart
Vision-related comparison — full size available via click-through.

Equipment

Default progression players run Rammer + Vertical Stabilizer + Improved Ventilation. You are doubling down on gun handling and DPM because the tank already wants to out-shoot people before they solve your armor puzzle.

Slot Module Why it fits
1 Gun Rammer
More shells per minute — the XT95E6 already starts high.
2 Vertical Stabilizer
Tighter bloom while moving — you spend a lot of time peeking and juking.
3 Improved Ventilation
Small bump to gun, vision, and mobility stats across the board.
Tip: If you prefer more vision play, swapping vents for optics or a vision directive is fair — just know you are trading raw output for information.

Crew skills

You only get four seats, and the commander is also the radioman. Prioritize repairs and camo on everyone, then stack gun handling on the gunner, smoothness on the driver, and safety on the loader.

Role 1 2 3 4 5
Commander Sixth Sense Repairs Brothers in Arms Camouflage Eagle Eye
Gunner Repairs Snap Shot Brothers in Arms Camouflage Firefighting
Driver Repairs Smooth Ride Brothers in Arms Camouflage Firefighting
Loader Repairs Safe Stowage Brothers in Arms Camouflage Firefighting

Consumables

Large kits plus Case of Cola line up with the tryhard setup: you want the passive repair and med bonuses online all match, and the food buff scales every crew skill.

Slot Consumable What it does
1 Large Repair Kit
Effect: Full module repair plus +10% passive repair speed for the whole battle.
Cooldown: 90 s. Price: 20,000 credits (charged if used).
2 Large First Aid Kit
Effect: Heals the whole crew, trims stun, and adds injury resistance for the entire fight.
Cooldown: 90 s. Price: 20,000 credits (charged if used).
3 Case of Cola
Effect: +10% to every crew skill until the battle ends (consumed each match).
Price: 20,000 credits per battle.

Need a roster-friendly path through Global Map grinds? Order structured help from Boost Hub and keep your account in trusted hands.

Browse Global Map services →

Playstyle and verdict

The XT95E6 rewards mid-line positioning. You want enough range that cupola snipes are harder, but close enough that your DPM matters. Avoid pure brawls — the hull melts when someone gets flat angles.

Use mobility to flank distracted targets, but watch arty and crossfires; you are not thick enough to ignore splashes. When you must hug a heavy, play peek-a-boom from turret cover: show the mantlet, fire, drop before they adjust. Your gun depression supports that loop — just do not try to out-trade true super-heavies at knifefight range.

If you cannot hide the full silhouette, keep moving — odd angles buy ricochets and make the cupola harder to hold. Never offer a flat side or rear; even mid-tier guns will cash checks you cannot afford.

Verdict: The XT95E6 is a specialist reward for players who like high tempo gunnery and can manage weakspots. It will not forgive lazy positioning, but it pays off when you let the 120 mm do the talking.