I think he forgot how to vcoh.
@Volsky
I'd love you to explain to us how vcoh penetration at range worked, because I've never felt such a thing, shrecks, paks, marders, p4s, panthers, jadgpanther all of them were reliably penetrating armor at all ranges, cromwells were flanker tanks that worked(unlike lolT34/76), shermans were reliable all rounders supplemented by 57mm and wolverines.
My long rant post was sarcasm. All of it, sarcasm.
In vCoH, you had target tables--that is, an 'armor type' for each tank unit on the field, against which a given cannon would have X multiplier of penetration, accuracy, accuracy whilst moving (the target is moving), and damage. You also had a penetration dropoff over range. Let's examine the Sherman vs. the Panzer IV (that had an armor type for when it was equipped with shurzen, and when it wasn't), in this case, one with Shurzen mounted.
m3_75mm_m4_sherman_gun:
(against) tp_armour_axis_panzeriv_skirts:
accuracy_multiplier: 1
damage_multiplier (0.9); the Sherman's cannon dealt 87.5 damager per shell by default.
moving_accuracy_multiplier: 1 (this is how accurate, or inaccurate, the cannon is against a moving target)
penetration_multiplier: 0.5864 (by default, the Sherman has a maximum chance to penetrate a skirted Panzer IV of ~59%)
rear_penetration_multiplier: 3.7 (flank the Panzer IV and shoot it in the arse, and you'll have a 3.7x chance of penetrating it vs. shooting at its frontal armor; a 2.61968 multiplier--you won't bounce off of the rear armor, EVER)
penetration values:
distant: 0.83 (0.83 x 0.5864 = 0.486712 penetration rate at long/distant ranges)
long: 0.83 (0.83 x 0.5864 = 0.486712 penetration rate at long/distant ranges)
medium: 0.92 (0.92 x 0.5864 = 0.539488 penetration rate at medium ranges)
short: 1 (1 x 0.5864 = 0.5864 penetration rate at point blank range)
TL;dr, the Sherman was an AI tank that needed the M1A1c 76mm upgun upgrade in order to be used against any enemy armor that wasn't a Puma (armored car) with any reasonable chance of success.