Pz.Kpfw. III/IV
Pz.Kpfw. III/IV
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315.000 ![]() |
600126 HP Struktur |
23.82/24.9511.5/27.8 t Höchstgewicht |
- Kommandant
- Richtschütze
- Fahrer
- Funker
- Ladeschütze
350585 hp Motorleistung |
55/18 km/h Höchstgeschwindigkeit |
3436 deg/s Wendegeschwindigkeit |
14.6950.87 hp/t Leistungsgewicht |
NoNo Pivot |
// mm Wannenpanzerung |
50/30/3050/30/30 mm Turmpanzerung |
AP/APCR/HE
AP/APCR/HE Granaten |
110/110/175110/110/175 HP Schaden |
103/139/38110/158/38 mm Durchschlag |
r/m ▲
13.95 r/m Standard Gun ▲
15 Feuerrate Standard Gun |
▲
Standard Gun
▼
Standard Gun
▲
1534.5 Standard Gun ▲
Standard Gun
▼
Standard Gun
▲
1650 Schaden pro Minute Standard Gun |
m ▲
0.41 m With 50% Crew: 0.508 m ▲
0.39 Genauigkeit With 50% Crew: 0.483 m |
s 2.3 s 2.3 Einzielzeit |
4453 deg/s Turmdrehgeschwindigkeit |
360° Waffenwinkel |
-10°/+20°-10°/+20° Richtwinkel |
130105 rounds Munitionskapazität |
2020 % Brandwahrscheinlichkeit |
m 340 m 350 Sichtweite |
m 310 m 710 Funkreichweite |
V

315000
Der Pz.Kpfw. III/IV ist ein deutscher mittlerer Panzer der Stufe 5.
Das Projekt für ein neues Fahrzeug mit gewinkelten Panzerplatten und Komponenten aus Pz.Kpfw. III und Pz.Kpfw. IV wurde am 4. Januar 1944 genehmigt. Im März 1944 wurde ein Vertrag über drei Prototypen unterzeichnet, das Projekt wurde jedoch am 12. Juli desselben Jahres eingestellt. Nur ein Jagdpanzer mit der gleichen Basis wurde in Serie gefertigt.
Fast, agile and properly armored, the Pz.Kpfw. III/IV can cover the flanks of heavier tanks, as well as defend terrain from a distance. Its fast speed allows it react to cover critical points of the map and stay ahead ahead of its allies as a spotter. However, it doesn't pay to go solo, as this tank lacks in damage and fire rate, so it can't actually push through the enemy advance: it is best played like a flanker and defensive scout (with short vision coverage) for the bigger guns. On the plus side, your mobility allows you to weaving into cover, poke out of it, and finally get around it. This repositioning allows you to dodge fire directed at your weak turret armor, while you get to pick at them from behind with your fairly accurate 75mm gun. It is a remarkable defending vehicle, but due to its offensive weaknesses it can't be relied upon to win a tier 5 match all by itself.
Der Pz.Kpfw. III/IV markiert das Ende seiner Linie deutscher mittlerer Panzer.
Module / Verfügbare Zubehörteile und Verbrauchsgegenstände
Module
Stufe | Motor | Leistung (hp) |
Brandwahrscheinlichkeit (%) |
Gewicht (kg) |
Kosten ( ![]()
| |
---|---|---|---|---|---|---|
IV | Maybach HL 120 TR | 350 | 20 | 510 | 10430 | |
IV | Maybach HL 120 TRM | 440 | 20 | 510 | 19900 | |
V | Maybach HL 157 P | 585 | 20 | 580 | 20000 |
Verfügbare Zubehörteile
Verfügbare Verbrauchsgegenstände
Player Opinion
Pros and Cons
Pros:
- Great mobility: high acceleration and top speed
- Reacts well: ridiculous and defending critical points
- Hull armor is decently sloped
- Gun penetration vastly more reliable for picking off enemies, compared to the weaker 50mm L60 at tier IV.
- Gun performs fairly well on the move, so the tank can poke out well
Cons:
- Gun has low damage per minute (DPM) and cannot reliably eliminate enemies once under attack
- Low HP and dies quickly if penned in the mediocre turret armor.
- Awful gun depression requires it to move around ridges, rather than attacking/poking over
- Terrible view range means no spotting (less than Pz. III) and mandates use of cover if in the open
- Paradoxically, tries to keep range to survive, in order to optimise its accuracy advantage and minimise the turret profile
Performance
As in the page introduction, the Pz.Kpfw. III/IV is a somewhat unique tier 5 tank. It's somewhere between a flanker and a half-scout, combining high mobility, good acceleration, agility, and fairly powerful hull armor at the price of some glaring weaknesses. Notably these are poor vision control, HP, and damage giving it a poor offensive capability. In terms of tactics, use the mobility to position yourself in vital spots in the map, such as cap points and on your enemies flanks, as long as you stay far back enough to be in cover with an escape route. Try to react and defend from cover or strike accurately from afar, rather than charging in and going on the offensive.
Firstly, movement capability. first played with all modules stock you may be disappointed by its sloppy movement as it's a far cry from your Pz.Kpfw. III, but with a ridiculously strong fully developed engine you will be able to outrun almost all non-scout tanks you will face. The best use for the high speed is popping around ridgelines (it can spot over them, but not shoot), spotting the enemy and leaving the job to heavier guns. Agility is excellent and well suited to this, with a very strong engine, but while its traverse speeds are high and can turn circles around enemies, this tactic is best saved for bullying artillery the enemy may have backup even if he can't get his gun onto you himself.
In terms of survivability, although the 60mm of upper glacis armor appears to be worse compared to your 70mm on the PzKpfw III, the sloped armor makes it at least as good, if not better. It is also larger and covers the lower front plate better and it is not unusual for your enemy to frontally bounce. However, the tank is very tall and has mediocre camouflage. If you can add your own angling into the mix, you could get a Steel Wall achievement. Also note that even your hull side armor is stronger than Pz IV's or Sherman's and one hit from 105 mm howitzer HE to the side should not kill you.
The gun is one of the most notable issues of Pz.Kpwf. III/IV, apart from the despicably short vision range. It's accurate, but it has a lower rate of fire compared to its tier 5 counterparts, and thus very low offensive potential. In addition it can't mount a 105 mm howitzer like Pz.Kpfw. IV or M4 Sherman. If you are firing, it is best used to kill pests; or for flanking if the enemy is already spotted while engaging someone else. However if you utilize your assets right, you will still come out on top of duels (ie due to the armour and agility). In a solo engagement, peek around corners with angled armor, and get up close and personal and force them to rotate helplessly in place and abuse their slower reload.
It is advised to go for the engine before anything else, and suspension might also be needed for this. Be aware that the upgraded gun has marginal amounts of penetration and accuracy over the stock gun, and isn't necessarily the first choice for research. Additionally, the turret gives you a good bit of health, so this will increase your overall survivability and will also probably be more useful than going straight for the gun.
Crew skills are advised to focus on maximising the already good accuracy and mobility, as well as fixing the bad spotting capability. The loader who cannot help with that can take camouflage (or repairs if you tend not to take large hits). Grousers, Optics, and a Rammer are good equipment to help those two traits respectively - the optics especially is a must for the next tank, the VK 3001D.
Early Research
- Upon purchasing this tank, you should immediately install the Maybach HL 120 TRM engine and upgrade the radio to at least the FuG 7.
- Getting the Maybach HL 157 P is very important for this tank.
- Now you have the horsepower to upgrade to the second turret.
- Next you may want to upgrade to the 7.5 cm KwK 40 L/48 gun.
- The faster traverse speed from the upgraded suspension is important for this tank.
- With the high speed of this tank, you may be called upon to scout, so you'll want the FuG 12 if you don't have it by now.
Suggested Equipment
Galerie
Historical Info
On September 14, 1941, Chief of Stab Rüstung 11a approved the specification of the tank, a combination of Pz.Kpfw. III and Pz.Kpfw. IV chassis leichte Panzer Jaeger (later renamed the Panzer IV lang (E)). As the engine had passed the test of time and war, the Maybach HL-120TRM was chosen and connected to the transmission SSG-77. The driving wheels of the Pz.Kpfw. III were used and reinforced output shafts were added. The chassis consisted of six rollers 660 mm in diameter on the board, semi-detached on the leaf springs in pairs. New symmetrical tracks 540 mm wide with a central ridge were chosen. Sloth - from the tank Pz.Kpfw. IV, but strengthened and expanded. Plans were to increase cruising range by placing an additional 300 liter fuel tank in the engine compartment.
The front part of the body was redesigned. The top 60 mm thick armored plates got an inclination of 60 degrees to the vertical, the bottom plates were 60 mm thick, with an inclination of 45 degrees to the vertical. The turret was a slightly modified version of the one one used on the Pz.Kpfw. IV Ausf. J. The construction of the turret excluded rotary electrical contacts at the base, opting instead to use a flexible electrical cable. This limited the traverse angle of the turret to 270 degrees right and left of the longitudinal axis. Ammunition was increased to one hundred rounds of 75mm cannon and up to 3,150 rounds of machine-gun rounds.
In March 1944 Wa Pruef 6 signed a contract to build three experimental tanks Pz.Kpfw. IV auf Einheitsfahrgesyell. In June 1944 it was decided to launch full production at Krupp-Gruzonverk, but on July 12, 1944, the Krupp firm was informed about the cancellation of the Pz.Kpfw. III / Pz.Kpfw. IV program.