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VK 30.01 (D)

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VK 30.01 (D)

AnnoG87_VK3002DB_V1.png
Deutschland | Mittlerer Panzer | Stufe VI
Gefechtsstufen |
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Well, the ones further down, of course.
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910.000  Credits Kosten
820172 HP Struktur
31.98/3318.34/36 t Höchstgewicht
Besatzung
  1. Kommandant
  2. Richtschütze
  3. Fahrer
  4. Funker
  5. Ladeschütze
Mobilität
580700 hp Motorleistung
60/20 km/h Höchstgeschwindigkeit
3440 deg/s Wendegeschwindigkeit
18.1438.17 hp/t Leistungsgewicht
NoNo Pivot
Panzerung
// mm Wannenpanzerung
50/30/3080/45/45 mm Turmpanzerung
Bewaffnung







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE







{{#ifeq:ARMOR_PIERCING_CR|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/APCR/HE
Granaten
110/110/175135/135/175 HP Schaden
110/158/38150/194/38 mm Durchschlag



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13.95 r/m 

Standard Gun

Reload Times
Nominal: 4.3 s
50% Crew: 5.33 s
75% Crew: 4.65 s
100% Crew: 4.12 s
Rammer: 3.71 s
Vents: 4.03 s
Both: 3.63 s
Both and BiA: 3.55 s
Both and Max Crew %: 3.4 s

See Crew, Consumables, or Equipment for more information.



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14.29 r/m 

Standard Gun

Reload Times
Nominal: 4.2 s
50% Crew: 5.2 s
75% Crew: 4.54 s
100% Crew: 4.03 s
Rammer: 3.63 s
Vents: 3.94 s
Both: 3.55 s
Both and BiA: 3.47 s
Both and Max Crew %: 3.33 s

See Crew, Consumables, or Equipment for more information.
Feuerrate






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1534.5

Standard Gun

Using Shell Type 1 (110 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1534.5
50% Crew: 1238.6
75% Crew: 1419
100% Crew: 1600.5
100% Crew
Vents: 1636.8
Rammer: 1778.7
Both: 1818.3
Both and BiA: 1859
Both and Max Crew %: 1939.3

Advantageous Damage Per Minute
First-shot DPM: 1644.5
50% Crew: 1348.6
75% Crew: 1529
100% Crew: 1710.5
100% Crew
Rammer: 1888.7
Vents: 1746.8
Both: 1928.3
Both and BiA: 1969
Both and Max Crew %: 2049.3

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (110 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1534.5
50% Crew: 1238.6
75% Crew: 1419
100% Crew: 1600.5
100% Crew
Vents: 1636.8
Rammer: 1778.7
Both: 1818.3
Both and BiA: 1859
Both and Max Crew %: 1939.3

Advantageous Damage Per Minute
First-shot DPM: 1644.5
50% Crew: 1348.6
75% Crew: 1529
100% Crew: 1710.5
100% Crew
Rammer: 1888.7
Vents: 1746.8
Both: 1928.3
Both and BiA: 1969
Both and Max Crew %: 2049.3

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (175 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2441.25
50% Crew: 1970.5
75% Crew: 2257.5
100% Crew: 2546.25
100% Crew
Vents: 2604
Rammer: 2829.75
Both: 2892.75
Both and BiA: 2957.5
Both and Max Crew %: 3085.25

Advantageous Damage Per Minute
First-shot DPM: 2616.25
50% Crew: 2145.5
75% Crew: 2432.5
100% Crew: 2721.25
100% Crew
Rammer: 3004.75
Vents: 2779
Both: 3067.75
Both and BiA: 3132.5
Both and Max Crew %: 3260.25

See here, here, or here for more information.






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1929.15

Standard Gun

Using Shell Type 1 (135 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1929.15
50% Crew: 1557.9
75% Crew: 1783.35
100% Crew: 2011.5
100% Crew
Vents: 2057.4
Rammer: 2235.6
Both: 2285.55
Both and BiA: 2335.5
Both and Max Crew %: 2436.75

Advantageous Damage Per Minute
First-shot DPM: 2064.15
50% Crew: 1692.9
75% Crew: 1918.35
100% Crew: 2146.5
100% Crew
Rammer: 2370.6
Vents: 2192.4
Both: 2420.55
Both and BiA: 2470.5
Both and Max Crew %: 2571.75

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (135 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1929.15
50% Crew: 1557.9
75% Crew: 1783.35
100% Crew: 2011.5
100% Crew
Vents: 2057.4
Rammer: 2235.6
Both: 2285.55
Both and BiA: 2335.5
Both and Max Crew %: 2436.75

Advantageous Damage Per Minute
First-shot DPM: 2064.15
50% Crew: 1692.9
75% Crew: 1918.35
100% Crew: 2146.5
100% Crew
Rammer: 2370.6
Vents: 2192.4
Both: 2420.55
Both and BiA: 2470.5
Both and Max Crew %: 2571.75

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (175 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2500.75
50% Crew: 2019.5
75% Crew: 2311.75
100% Crew: 2607.5
100% Crew
Vents: 2667
Rammer: 2898
Both: 2962.75
Both and BiA: 3027.5
Both and Max Crew %: 3158.75

Advantageous Damage Per Minute
First-shot DPM: 2675.75
50% Crew: 2194.5
75% Crew: 2486.75
100% Crew: 2782.5
100% Crew
Rammer: 3073
Vents: 2842
Both: 3137.75
Both and BiA: 3202.5
Both and Max Crew %: 3333.75

See here, here, or here for more information.
Schaden pro Minute


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0.39 m 

With 50% Crew: 0.483 m
With 75% Crew: 0.422 m
With 100% Crew: 0.374 m
With BiA: 0.366 m
With BiA and Vents: 0.358 m
Maximum possible: 0.343 m

For more details, see Crew


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0.35 m 

With 50% Crew: 0.434 m
With 75% Crew: 0.379 m
With 100% Crew: 0.336 m
With BiA: 0.328 m
With BiA and Vents: 0.321 m
Maximum possible: 0.308 m

For more details, see Crew
Genauigkeit


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2.3 s 

With 50% Crew: 2.849 s
With 75% Crew: 2.488 s
With 100% Crew: 2.205 s
With GLD: 2.005 s
With BiA: 2.157 s
With BiA and Vents: 2.11 s
With both and GLD: 1.918 s
Maximum possible: 1.839 s

For more details, see Crew or Equipment


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2.3 s 

With 50% Crew: 2.849 s
With 75% Crew: 2.488 s
With 100% Crew: 2.205 s
With GLD: 2.005 s
With BiA: 2.157 s
With BiA and Vents: 2.11 s
With both and GLD: 1.918 s
Maximum possible: 1.839 s

For more details, see Crew or Equipment
Einzielzeit
3545 deg/s Turmdrehgeschwindigkeit
360° Waffenwinkel
-10°/+20°-8°/+20° Richtwinkel
14595 rounds Munitionskapazität
Allgemein
2020 % Brandwahrscheinlichkeit






350 m 

With 50% Crew: 275 m
With 75% Crew: 312.5 m
With 100% Crew: 350 m
With Recon and Situational Awareness: 367.7 m
With Coated Optics: 385 m
With Binocular Telescope: 437.5 m
Maximum possible: 501.1 m

For more details, see Skills or Equipment






370 m 

With 50% Crew: 290.7 m
With 75% Crew: 330.4 m
With 100% Crew: 370 m
With Recon and Situational Awareness: 388.7 m
With Coated Optics: 407 m
With Binocular Telescope: 462.5 m
Maximum possible: 529.7 m

For more details, see Skills or Equipment
Sichtweite


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310 m 

With 50% Crew: 250.2 m
With 75% Crew: 286.6 m
With 100% Crew: 323.3 m
With 100% Signal Boost: 372 m
When affected by 100% Relaying: 341 m
Maximum possible: 465.4 m

For more details, see Skills or Equipment


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710 m 

With 50% Crew: 573.1 m
With 75% Crew: 656.4 m
With 100% Crew: 740.5 m
With 100% Signal Boost: 852 m
When affected by 100% Relaying: 781 m
Maximum possible: 1065.9 m

For more details, see Skills or Equipment
Funkreichweite
Werte sind Stock - klick für Top
VK 30.01 (D)


VI

AnnoG87_VK3002DB_V1.png

910000

Der VK 30.01 (D) ist ein deutscher mittlerer Panzer der Stufe 6.

Im Winter 1941/42 gab das WaPrüf 6 technische Richtlinien für einen neuen 30-Tonnen-Panzer heraus. Der Entwicklungsauftrag ging an MAN und Daimler-Benz. Die Prototypen sollten bis Mai 1942 bereit stehen. Am 13. Mai 1942 wurden jedoch nur Vergleichsdaten der Projekte eingereicht. Man gab MAN den Vorzug, das Projekt von Daimler-Benz wurde gestrichen.

This is a versatile and adaptive medium for its tier. Like other German tanks it is best used to control area at range on the battlefield – and like the Panzer 3 and the Leopard 1 line, this tank does that by maneuvering in that area to snipe and ambush. Capable weaponry demonstrates the versatility in playstyle of this line, compared to a dedicated spotter. But however, your survival will start to rely more and more on staying unspotted.

Der VK 30.01 (D) markiert das Ende seiner Linie deutscher mittlerer Panzer.

Module / Verfügbare Zubehörteile und Verbrauchsgegenstände

Module

Ico_gun_alpha.png

Geschütze

Stufe Geschütz Durchschlag
(mm)
Schaden
(HP)
Feuerrate
(Schuss/min)
Genauigkeit
(m/100m)
Einzielzeit
(s)
Gewicht
(kg)
Kosten
(Credits)

V 7,5 cm Kw.K. 40 L/48 110/158/38 110/110/175 15 0.39 2.3 1520 27380
VI 7,5 cm Kw.K. 42 L/70 150/194/38 135/135/175 14.29 0.35 2.3 1740 53000

Ico_engine_alpha.png

Motoren

Stufe Motor Leistung
(hp)
Brandwahrscheinlichkeit
(%)
Gewicht
(kg)
Kosten
(Credits)

VI Daimler-Benz MB 503 580 20 900 28500
VII Maybach HL 210 TRM P30 650 20 850 35500
VIII Maybach HL 230 TRM P30 700 20 1200 54000

Ico_suspension_alpha.png

Fahrwerk

Stufe Ketten Höchstgewicht
(t)
Wendegeschwindigkeit
(Grad/s)
Rmin Gewicht
(kg)
Kosten
(Credits)

V VK 30.01 (D) 33 34 B/2 9000 9250
VI VK 30.01 (D) verstärkte Ketten 36 40 B/2 9000 14500

Ico_radio_alpha.png

Funkgeräte

Stufe Funkgerät Funkreichweite
(m)
Gewicht
(kg)
Kosten
(Credits)

III FuG 5 310 50 630
VI FuG 7 415 70 8160
IX FuG 12 710 150 43200


Verfügbare Zubehörteile

Geräuscharmes Abgassystem, Klasse 2 Mittlere Splitterschutzbeschichtung Tarnnetz, Klasse 2 Entspiegelte Optik, Klasse 2 Experimentelle Optik Verschleißfester Richtantrieb Verbesserte Konfiguration Lüftungssystem Innovatives Ladesystem Verbesserter Waffenrichtantrieb, Klasse 2 Verbesserte Härtung, Klasse 3 Zusätzliche Laufpolster, Klasse 2 Veränderte Konfiguration, Klasse 2 Verbesserter Drehmechanismus, Klasse 2 Verbesserte Zielführung, Klasse 2 Verbesserte Lüftung, Klasse 2 Scherenfernrohr, Klasse 2 Ansetzer, Klasse 2 Turbolader, Klasse 2 

Verfügbare Verbrauchsgegenstände

Automatisches Feuerlöschsystem Natürliche Deckung Schokolade Kalibrierte Optik Visierfeinabgleich Erfahrene Brandbekämpfer 100-Oktan-Benzin 105-Oktan-Benzin Handfeuerlöscher Penible Wartung Lüftungsreinigung Großer Erste-Hilfe-Kasten Große Ersatzteilkiste Die Pflicht zuerst Granatensortierer Ordentliches Munitionslager Aufs Ziel fokussiert Volle Konzentration Kleiner Erste-Hilfe-Kasten Kleine Ersatzteilkiste Kunstvolles Schalten Schnappschuss Kampflinie 

Player Opinion

Pros and Cons

Pros:


  • Capable scout: View range is on par with American mediums. Decent camo at range, but not wholly reliable.
  • Sniper capability: Reliable gun penetration and full-aim accuracy. Decent shell velocity. Make each shot count!
  • Strategically mobile: excellent top speed allows it to escape cover, flank, or eventually reposition if necessary.
  • Survival potential: sloped armor and smallish turret. Deflects same-tier shots, especially at odd angles.
  • Decent gun depression: -8° allows defensive usage of small ridges/slopes in terrain, but not to attack over hills.


Cons:


  • Defensive: Relies on cover and staying unspotted. Requires good knowledge of maps to escape into cover if necessary.
  • Situational gun: Reliable steady damage means low alpha and low RoF. Bad aiming without skills means stopping and no poking.
  • Armour: Weighs the tank down and can be unreliable against multiple enemies. Best not to stay to trade.
  • Frustrating maneuverability: While better than most, slower base turning and acceleration than Cromwell or lights.
  • Jack of all trades: heavier and slower compared to a light tank; gun is worse than a specialist TD or medium.


Performance

As with the introduction, this tank is quintessentially German and controls the battle at range – but with the help of a fast engine to maneuver around the enemy in concealment, rather than meeting them head on with heavy armour. This tank is well balanced and plays like a bit like the Panzer 3 but two tiers higher. However, comparing it directly to its Panzer 3/4 predecessor the VK 30.01 (D) is heavier and thus not quite as agile and reactive, but its tactics still involves using the tank's mobility to move behind, into, and around cover; and then to use its weapon and vision range to hit enemies from afar, while using its camo and sloped armour to deflect enemies off its trail. While more sluggish, this tank can still position well at its top speed if the situation is noticed quickly and the tank is given time to accelerate. Speaking of position, the best place for it is at range on a flank to maximise the gun's strong points while reducingt e. While not durable by itself, this tank excels at using terrain to stay safe: it has decent camo, excellent view range, and can hide behind ridgelines, where the decent improvement in gun depression to 8° degrees (with the top turret, a reduction of -2° from stock) allows it to get off shots comfortably while the small turret profile and decent armor allow it to absorb shots.

As for Weaponry, the top 7.5cm L/70 gun very typical of the tier 6 German tanks, and while not larger calibre the barrel length gives it a serious improvement in reliable hits due to its accuracy and penetration. This allows for more reliable and comfortable mid-to-long range shots as a flanker, compared to the smaller cannons in previous tiers. You will notice the gun can eliminates isolated enemy tanks much more reliably than the shorter L/48. With Camo and 6th sense to reduce exposure, the weapon is excellent for harassment and subterfuge. A notable weakness of this long 75mm is the raw damage: the alpha damage is alright, but on this tank in particular it has a poor rate of fire compared to the other mediums. These lead it to best engages at long mid-range, where the accuracy advantage is in your favour, but close enough that leading and the shell velocity isn't a significant disadvantage. On the other hand it is vulnerable in close range because other mediums will fire faster, with faster turret turning too, and these will easily be able to blow you up before you can kill them. While heavier than a light tank this VK can be a bit more agile than weightier mediums. The reverse speed is decent enough that if you end up too far forward and don't have the driver's traverse speed skill (Clutch Braking) in order to get out fast enough, you can go down swinging as you duck back behind hills in order to put a few shots in your enemies. While you can use your gun to shoot targets lit up by other spotters, with care you can also shoot your own targets if you have several layers of bushes to obscure your fire, or a good ridgeline to poke over. Regarding peeking out of cover, it can work against single opponents but you should avoid it against multiple enemies. This is due to the low alpha will mean that you take more damage on each peek than you can dish out, and the fact you will have less time to aim and reduce the horrible dispersion. Both of these factors mean that it is rare that this tank will trade shots well in a straight fight, so drop your light and U-turn out of there if possible.

The strategic mobility allows you to relocate across the map, but due to the weight of the armour the tank has poor acceleration meaning that you should position before you shoot. With the top engine, you should rarely use your top speed. It is especially bad when deploying, as it will get you ahead of your supporting team without the option of an easy retreat; instead, use it later when you need to switch flanks. Note that while the top speed is good, this tank is not the most agile: turning and acceleration are subpar, and then further worsened by terrain resistances. This is compounded by comparison: while statistically similar to its Pz 3/4 predecessor, the actual result is far worse due to the different ratios between top and stock engine power. Fuel consumables can help mitigate this disadvantage.

More than the chassis's defensive characteristics, not being shot at all due to vision denial is how the tank was meant to survive. The VK 30.01 (D)'s view range is excellent and with Coated Optics, will clear 400m with ease. It can get up to the maximum with boosts (vents, Commander's Recon skill, chocolate). While it is somewhat stealthy with its low profile and small turret, it is no tank destroyer, and it is possible to be spotted at 350m by scouts/spotting tanks, even if you use with camo and skills. However, you must try and stay concealed when possible, as it will give you much more time to aim your gun in peace and get the first shot off, without taking hits (especially if multiple enemies are around).

The chassis is arguably better than the other tier 6s and while not heavily armored, is still very survivable. The most visible point of the design is the very useful sloped armor. It can bounce some shots at long range (except tank destroyers), but the thickness will be reduced if fired down upon at close range. This causing serious problems against heavies and other tall tanks, and the armour will get penetrated by most guns. Positioning yourself against enemy positions is key to not being shot, so unless you are sure nobody has a good shot on you, you should not be shooting nor stopping. It should also be noted that peeking at targets who see you at any range is a bad idea anyway, due to the poor alpha. While it doesn't have great gun depression for targets far below a hill you're on, the 8 degrees of gun depression is an improvement over the Panzer 3/4 and can allow it to shoot back at enemies further away from the ridge. Once in a covered position, using terrain is crucial to your survivability compared to the well armoured VK 30.02 (M). It is vital that you understand this, as later on the gun depression of this line will get relatively higher and end up favouring a 'Western'/hull-down approach, as compared to the Eastern Eurasian style of flanking around quickly. For example, if you are peeking for shots on a ridge or shallow hill, you can still be lit, but threat to yourself is minimal due to the relatively thick turret. At the same time you should not stay in one place too long, in case the enemy pre-aims their guns to your position. Put your mobility into use and shuffle a few metres to either side, or retreat and turn to pick a different flank entirely.

As a brief comparison to the other medium sniper, the aggressive British Cromwell, the VK is more suited to cover and distance: it has stronger view range, as well as better accuracy and penetration. It gets less ability to move between positions and react, as the VK31D has worse terrain resistance and the weight of the armour. This is reflected in worse acceleration and worse realistic traverse speed (as opposed to the statistics). It is preferable to eliminate the Cromwell at range, preaiming from cover. This is especially effective damage trading if he gets too cocky exposing himself over a hillcrest or ridge, or he is distracted. If you are too far forward and get engaged in a duel at brawl range you should attempt to angle and get away. Put distance between the two of you and if possible back out into a location behind cover, before turning around.

Equipment and skills – these customisations maximise the strong vision and compensate for the shortcomings of this tank. Camo and staying hidden is important especially when you aren't top tier, so firstly take Recon, Camouflage, and Clutch Braking. These are the most necessary, to let you notice, hide from and then escape danger, which all improve the survival of the tank. Afterwards, improve the versatility: with Smooth Ride to help aim, and Situational Awareness to defeat camo, and finally the perks Sixth Sense and Designated Target, which are excellent for vision control. With equipment, use equipment that does not require the tank to be stationary to be effective. Coated Optics is important for this tank as it brings its view range over 400 meters - allowing it to spot, and maintain sniping range effectively. The Gun Rammer is mandatory whatever you do, as the tank has fairly low DPM - and anything to help this is very important. The last slot can be a wash, situational or mainly a matter of choice, and it very nearly depends on what you prefer, but the Vents are probably the best choice. The single most notable increase is to Gunner skill which will reduce maximum accuracy by 2%, like a Vertical Stabiliser. It will also boost the reload and synergise with crew specialist skills such as Camo or Recon. However, the downside of vents is that the boost assumes a skilled crew. The effect can get more noticable when stacked with other effects such as chocolate and full Brothers in Arms, but even without these the effect on accuracy and specialist skills helps a lot. A Gun Laying Drive is not a replacement for a vertical stabiliser, as there is no immediate effect during movement for a poke or snap shot. This is worse than the 2% stabilisation effect of vents. Secondly, the rate of fire is not high enough to help useful in sustained shooting (while stationary) as the gun will likely fully aim during the reload for the second shot and after, and only bloom when going out to shoot. If anything a GLD reduces the emphasis on aiming for an ambush while concealed – which is a waste as while hidden, you can take as much time as you like and this does not meaningfully reduce your exposure to enemy fire. Likewise, Camo Net is not effective as useful on such a mobile vehicle that can move to avoid fire. You could get off more shots before repositioning, but the 1.02x multiplier to Camo will be more useful than 20% while being a sitting duck for arty.

Although it takes some getting used to, this tank proves itself quite well and has earned a place in many players' garages due to its versatility. This tank prepares the player for future tanks in the line.


Early Research

  • The FuG 12 Radio carries over from the Pz.Kpfw. III/IV. Mount it immediately.
  • The Maybach HL 230 TRM P30 Engine can be researched without upgrading the suspension.
  • Then research the suspension.
  • Research the VK 30.01 (D) turret.
  • Research the 7,5 cm KwK 42 L/70 gun.
  • Go from there.
  • If you would rather have more firepower than more speed, research the VK 30.01 (D) verstärkteketten Suspension, the VK 30.01 (D) Turret, and the 7,5 cm KwK 42 L/70 Gun. Alternatively, you only need the turret and then gun if you forgo any equipment and engine upgrades.


Suggested Equipment


Tank Gun Rammer Coated Optics Improved VentilationBinocular Telescope Enhanced Gun Laying Drive 


Galerie

Historical Info

The requirements for the new development of a 30-ton schwere Panzerkampfwagen included the ability to mount at least the 7.5cm KwK L/24 main gun with a desire to fit the 10.5cm KwK L/28 if possible. Later, in 1941, the German Army encountered unexpectedly-heavily armoured enemy vehicles such as the Soviet T-34 and KV-1. Plans were then made to instead mount the more effective 8.8cm KwK L/56.

Krupp were directly contracted by Porsche to produce the turret to house the 8.8cm KwK L/56 and the two teams worked together to develop it for the VK 3001 (P) chassis. A fully developed drawing with the Krupp turret was completed, dated 5 March 1941. The Krupp turret would go on to be used on both the Tiger (P) and the infamous Tiger I.

Uncommon for tanks at the time, Porsche selected a Gasoline-electric drive train. The front drive sprockets for the tracks were driven by two electric motors mounted forward in the hull. Two, air-cooled, V-10 gasoline engines, mounted toward the rear of the vehicle, were each connected to a generator to produce electricity. The generated electricity was then used to power the motors.

Each engine produced 210hp at 2500 RPM; a total of 420hp was therefore available to drive the generators.



Germany
Light Tanks ILeichttraktor IIPz.Kpfw. II Ausf. D IIMKA IIPz.Kpfw. 35 R IIPz.Kpfw. 38H 735 (f) IIPz.Kpfw. 35 (t) IIPz.Kpfw. I IIPz.Kpfw. II III43 M. Toldi III IIIPz.Kpfw. M 15 IIIPz.Kpfw. 38 (t) IIIPz.Kpfw. III Ausf. E IIIPz.Kpfw. II Ausf. J IIIPz.Kpfw. I Ausf. C IIIPz.Kpfw. II Ausf. G IIIPz.Kpfw. T 15 IVPz.Kpfw. 38 (t) n.A. IVPz.Kpfw. II Luchs VVK 16.02 Leopard VIVK 28.01 mit 10,5 cm L/28 VIVK 28.01 VIIAufklärungspanzer Panther VIISpähpanzer SP I C VIIIleKpz M 41 90 mm VIIIleKpz M 41 90 mm GF VIIIHWK 12 VIIIHWK 30 IXSpähpanzer Ru 251 XRheinmetall Panzerwagen
Medium Tanks IIIGroßtraktor - Krupp IIIPz.Kpfw. IV Ausf. A IIIPz.Kpfw. S35 739 (f) IVPz.Kpfw. III Ausf. J IVPz.Kpfw. IV Ausf. D IVVK 20.01 (D) VPz.Kpfw. III Ausf. K VTurán III prototípus VPz.Kpfw. IV Ausf. H Ankou VPz.Kpfw. III/IV VPz.Kpfw. IV hydrostat. VPz.Kpfw. V/IV VPz.Kpfw. V/IV Alpha VPz.Kpfw. IV Ausf. H VPz.Kpfw. T 25 VVK 30.01 (H) VIPz.Kpfw. IV Schmalturm VIVK 30.01 (D) VIVK 30.02 (M) VIIPanther/M10 VIIPanther VIIVK 30.02 (D) VIIIPanther mit 8,8 cm L/71 VIIIPanzer 58 VIIISchwarzpanzer 58 VIIIPanzer 58 Mutz VIIIM48A2 Räumpanzer VIIIKampfpanzer 07 RH VIIIIndien-Panzer VIIIPanther II IXE 50 IXT 55A IXKampfpanzer 50 t IXKunze Panzer IXLeopard Prototyp A XE 50 Ausf. M XLeopard 1
Heavy Tanks IVPz.Kpfw. B2 740 (f) IVDurchbruchswagen 2 VITiger 131 VIVK 30.01 (P) VIVK 36.01 (H) VIIVK 45.03 VIITiger I VIITiger (P) VIIIVK 100.01 (P) VIIIVK 168.01 (P) VIIIVK 168.01 Mauerbrecher VIIIVK 75.01 (K) VIIIE 75 TS VIIILöwe VIIITiger II VIIIVK 45.02 (P) Ausf. A IXE 75 IXMäuschen IXVK 45.02 (P) Ausf. B XE 100 XPz.Kpfw. VII XMaus XVK 72.01 (K)
Tank Destroyers IIPanzerjäger I IIIMarder II IVStuG III Ausf. B IVPz.Sfl. IC IVJagdpanzer 38(t) Hetzer IVMarder 38T VStuG IV VPz.Sfl. IVc VStuG III Ausf. G VIDicker Max VIJagdpanzer IV VINashorn VIIE 25 VIIKrupp-Steyr Waffenträger VIIJagdpanther VIISturer Emil VIIIFerdinand VIIIKanonenjagdpanzer 105 VIIIRheinmetall Skorpion G VIIIRheinmetall Skorpion VIIIJagdpanther II VIII8,8 cm Pak 43 Jagdtiger VIIIRhm.-Borsig Waffenträger IXJagdtiger IXWaffenträger auf Pz. IV XGrille 15 XJagdpanzer E 100 XWaffenträger auf E 100
Self-Propelled Artillery IIG.Pz. Mk. VI (e) IIISturmpanzer I Bison IIIWespe IVPz.Sfl. IVb IVSturmpanzer II VGrille VIHummel VIIG.W. Panther VIIIG.W. Tiger (P) IXG.W. Tiger XG.W. E 100
Mittlere Panzer
USA IIT2 Medium Tank IIIConvert. Medium Tank T3 IIIM2 Medium Tank IVT6 Medium IVM3 Lee VM4 Improved VM4A2E4 Sherman VM4A1 Sherman VRam II VIM4A3E8 Fury VIM4A3E8 Thunderbolt VII VIM4A3E8 Sherman VIM4A3E2 Sherman Jumbo VIIT26E3 Eagle 7 VIIT20 VIIT23E3 VIIIT25 Pilot Number 1 VIIITL-1 LPC VIIIT42 VIIIASTRON Rex 105 mm VIIIAMBT VIIIM46 Patton KR VIIIM26 Pershing VIIIT26E4 SuperPershing VIIIT69 VIIIT95E2 IXM46 Patton XM48A5 Patton XM60 XT95E6
UK IVickers Medium Mk. I IIVickers Medium Mk. II IIIVickers Medium Mk. III IVMatilda IVMatilda LVT IVGrant IVAC 1 Sentinel VCavalier VValiant VSherman III VMatilda Black Prince VISherman Firefly VICromwell VIAC 4 Experimental VICromwell B VISherman VC Firefly VIIComet VIIICenturion Mk. I VIIIFV4202 VIIIChieftain/T95 VIIICenturion Mk. 5/1 RAAC VIIIChimera IXCobra IXCenturion Mk. 7/1 XCenturion Action X
Germany IIIGroßtraktor - Krupp IIIPz.Kpfw. IV Ausf. A IIIPz.Kpfw. S35 739 (f) IVPz.Kpfw. III Ausf. J IVPz.Kpfw. IV Ausf. D IVVK 20.01 (D) VPz.Kpfw. III Ausf. K VTurán III prototípus VPz.Kpfw. IV Ausf. H Ankou VPz.Kpfw. III/IV VPz.Kpfw. IV hydrostat. VPz.Kpfw. V/IV VPz.Kpfw. V/IV Alpha VPz.Kpfw. IV Ausf. H VPz.Kpfw. T 25 VVK 30.01 (H) VIPz.Kpfw. IV Schmalturm VIVK 30.01 (D) VIVK 30.02 (M) VIIPanther/M10 VIIPanther VIIVK 30.02 (D) VIIIPanther mit 8,8 cm L/71 VIIIPanzer 58 VIIISchwarzpanzer 58 VIIIPanzer 58 Mutz VIIIM48A2 Räumpanzer VIIIKampfpanzer 07 RH VIIIIndien-Panzer VIIIPanther II IXE 50 IXT 55A IXKampfpanzer 50 t IXKunze Panzer IXLeopard Prototyp A XE 50 Ausf. M XLeopard 1
France IIID2 IIISomua S35 IVSARL 42 VRenault G1 VIBretagne Panther VIM4A1 FL 10 VIIIBat.-Châtillon Bourrasque VIIIAltProto AMX 30 VIIILorraine 40 t VIIIAMX Chasseur de chars VIIIM4A1 Revalorisé IXAMX 30 1er prototype IXChar Futur 4 IXBat.-Châtillon 25 t AP XBat.-Châtillon 25 t XAMX 30 B
USSR IIIT-29 IVA-32 IVT-28E mit F-30 IVT-34 mit L-11 IVT-28 VMatilda IV VT-34 geschützt VM4-85 VT-34 VIA-43 VIT-34-85M VIT-34-85 Rudy VILozas M4-A2 Sherman VIT-34-85 VIIA-44 VIIKV-13 VIIT-43 VIIT-44-122 VIIIObjekt 416 VIIIT-54 Erster Prototyp VIIIT-44-100 Igrovoy VIIIT-44-100 (R) VIIISTG VIIISTG Garde VIIIObjekt 274a VIIIT-44 IXObjekt 430 Version II IXObjekt 430 IXT-54 XObjekt 140 XObjekt 907 XT-22 medium XK-91 XObjekt 430U XT-62A
China VType T-34 VIType 58 VIIT-34-1 VIIIType 59 VIIIT-34-2 VIIIT-34-3 VIII59-Patton VIII122 TM VIIIType 59 G IXWZ-120 X121 X121B
Japan IIChi-Ni IIType 89 I-Go/Chi-Ro IVType 1 Chi-He VType 3 Chi-Nu VType 3 Chi-Nu Kai VIType 4 Chi-To VIIType 5 Chi-Ri VIIISTA-1 VIIISTA-2 IXType 61 XSTB-1
Czechoslovakia IVST vz. 39 VŠkoda T 24 VIŠkoda T 40 VIŠkoda T 25 VIIKonštrukta T-34/100 VIIITVP VTU Koncept VIIIŠkoda T 27 IXŠkoda T 50 XTVP T 50/51
Sweden IVLago VStrv m/42 VIStrv m/42-57 Alt A.2 VIStrv 74 VIILeo VIIIStrv 81 VIIIPrimo Victoria VIIILansen C VIIIUDES 14 Alt 5 IXUDES 16 XUDES 15/16
Poland V25TP KSUST II VDS PZInż VIPudel VI40TP Habicha VIT-34-85 Rudy VIB.U.G.I. VIICS-44 VIIICS-52 LIS VIIICS-53 IXCS-59 XCS-63
Italy IIM14/41 IIIM15/42 IVP26/40 VP.43 VIP.43 bis VIIP.43 ter VIIIProgetto M35 mod. 46 VIIIP.44 Pantera IXPrototipo Standard B XProgetto M40 mod. 65 XCarro da Combattimento 45 t