Pz.Kpfw. III/IV
Pz.Kpfw. III/IV
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[Client Values; Actual values in
315,000 ![]() |
6000 HP Hit Points |
23.82/24.95Expression error: Unexpected < operator./0 t Weight Limit |
- Commander
- Gunner
- Driver
- Radio Operator
- Loader
350350 hp Engine Power |
55/18 km/h Speed Limit |
3434 deg/s Traverse |
14.69Expression error: Unexpected < operator. hp/t Power/Wt Ratio |
NoNo Pivot |
// mm Hull Armor |
50/30/30// mm Turret Armor |
110/110/175// HP Damage |
103/139/38// mm Penetration |
r/m ▲
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m ▲
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s ▲
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turretTraverse Turret Traverse |
360° Gun Arc |
-10°/+20°-°/+° Elevation Arc |
ammo Ammo Capacity |
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m ▲
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m ▲
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315000
The Pz.Kpfw. III/IV is a German tier 5 medium tank.
A project for the new vehicle with sloped armor plates and components of the Pz.Kpfw. III and Pz.Kpfw. IV was approved on January 4, 1944. In March 1944, a contract for three prototypes was signed, but the program was discontinued on July 12. Only a tank destroyer on a similar base saw mass production.
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 alpha damage, so it can't actually push through the enemy advance: it is best played like a flanker and scout for the bigger guns. On the plus side, your mobility allows you to duck 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 shoot at them from behind with your adequately accurate 75mm gun. It is a remarkable defensive vehicle, but due to its offensive weaknesses it can't be relied upon to win a tier 5 match all by itself. This vehicle is currently a Collector's tank as it has been removed from the Main Tree.
The Pz.Kpfw. III/IV marks the end of its German medium line.
Modules / Available Equipment and Consumables
Player Opinion
Pros and Cons
Pros:
- Great mobility: high acceleration and top speed
- Jack-of-All-Trades, directly superior to Pz.IV H mounting the same 7,5cm L/48 gun
- Hull armor is decently sloped, upper plate is thicker than some Tier 5 heavy tanks
- Gun penetration vastly more reliable for picking off enemies, compared to the weaker 50mm L/60 at tier IV.
- Spaced Turret armor is almost completely invulnerable to HEAT and reduces HE damage
Cons:
- Mediocre accuracy, somewhat difficult to hit distant targets
- Large front mounted transmission compartment, prone to engine damage and de-tracking shots
- Weak hull side and turret armor, can not angle effective
- Turret is giant 50mm weak spot, although spaced armor screens can trick your enemies into shooting them and dealing no damage
- Mediocre view range doesn't enable very effective active scouting
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 mediocre accuracy, poor armor on hull sides and turret, also somewhat lacking alpha damage giving it a limited 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, mobility. 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 top engine and upgraded suspension 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, spotting the enemy for heavier guns and earn a few snap shots by yourself. Agility is excellent and well suited for circling, with unrivalled turret traverse speed, though it never hurts being vigilant of enemy reinforcements possibly planning to outflank you.
In terms of survivability, 80mm of sloped upper glacis armor is directly superior to 70mm on the PzKpfw III, though also facing opponents with bigger guns. The lower parts and sides left much to be desired, barely improved at 60mm and 30mm respectively. Size wise, the tank is rather tall and has mediocre camouflage. If you can add your own angling into the mix, you might get a Steel Wall achievement by luck. Also note that a large portion of your hull side is not covered by spaced armor, so one hit from 105 mm howitzer there will probably cripple you.
The gun is one of the most notable issues of Pz.Kpwf. III/IV. It can't mount a 105 mm howitzer like Pz.Kpfw. IV or M4 Sherman, and 7,5cms' are not really impressive, with mediocre accuracy, penetration and acceptable RoF. If you are putting it to use, better avoid long-range engagements for preservance of ammunition. Usually 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 suspension before anything else, because the stock one has pitiful traverse speed and terrain resistance even with top engine mounted. 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 outstanding mobility, as well as compensating the mediocre spotting capability and firepower efficiency. The loader who cannot help with that can take Safe Stowage to prevent ammo rack damage from weak sides (or repairs if you tend not to take large hits). GLD, Optics, and Gun 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.
- Get enhanced Torsion Bars to bypass the tracks and shorten the stock grind.
- Now you have the weight capacity to upgrade everything else.
- Next you may want to upgrade to the 7.5 cm KwK 40 L/48 gun.
- The high power of HL 157P engine brings out this tank's true potential.
- Upgrading the turret not only gives a small boost to gun stats and view range, but also grants additional hitpoints and armor screen around the turret.
- 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
Gallery
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.