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StuG III Ausf. G

StuG III Ausf. G

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Revision as of 03:22, 17 January 2015
I added a tactics (tips and tricks) section, a recommended equipment section, and I added some more cons to the InTheGame_cons section.
Latest revision as of 17:28, 28 February 2016 
3 intermediate revisions by 3 users not shown
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 |InTheGame_pros= |InTheGame_pros=
 * Decent rate of fire. * Decent rate of fire.
?* Almost impossible to miss your target if correctly aimed with the 7,5cm gun and the gun can penetrate any tank of any battle it can possibly be put in. This makes the StuG III one of the best snipers in the game.+* Almost impossible to miss your target if correctly aimed with the 7.5cm gun and the gun can penetrate any tank of any battle it can possibly be put in. This makes the StuG III one of the best snipers in the game.
 * Excellent acceleration and maneuverability * Excellent acceleration and maneuverability
 * Good gun depression * Good gun depression
?* Above average gun elevation.+* Above average gun elevation and gun arc.
 * Frontal armor is thick enough to bounce lower tiered guns as well as being sloped. * Frontal armor is thick enough to bounce lower tiered guns as well as being sloped.
 * Very mobile - use it to stay AWAY from combat * Very mobile - use it to stay AWAY from combat
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 * Agility allows it to defend itself in close quarters combat * Agility allows it to defend itself in close quarters combat
 * Can brawl in emergencies in some cases * Can brawl in emergencies in some cases
 +* Good track traverse
  
 |InTheGame_cons= |InTheGame_cons=
?* The 10,5 gun makes it almost impossible to penetrate most higher-tier tanks that the Stug, with this modification, often combats, such as IS series tanks, T-150s, and Su-152s+* The 10.5cm gun makes it almost impossible to penetrate most higher-tier tanks that the StuG, with this modification, often combats, such as IS series tanks, T-150s, and SU-152s.
 * Tank suffers without a trained crew. Camouflage crew skills and Camo Net is nearly mandatory. * Tank suffers without a trained crew. Camouflage crew skills and Camo Net is nearly mandatory.
 * Low view range. Optics or Binocs are recommended. * Low view range. Optics or Binocs are recommended.
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 * Low hit points. * Low hit points.
 * Will have a hard time in close combat due to weak armor. * Will have a hard time in close combat due to weak armor.
?* 10,5cm is highly inaccurate and has a long reload, which takes away the StuG's great strength: sniping.+* 10.5cm is highly inaccurate and has a long reload, which takes away the StuG's great strength: sniping.
 * Lower glacis plate juts out from the tank and is weakly armored. If shot, it has a very high chance of '''engine damage'''. * Lower glacis plate juts out from the tank and is weakly armored. If shot, it has a very high chance of '''engine damage'''.
 * Horrible reverse speed that makes it harder to get out of a bad situation * Horrible reverse speed that makes it harder to get out of a bad situation
 * Low ammo capacity with top gun - only 36 rounds. Coupled with the high fire rate means you can run dry in less than two and half minutes of continuous fire. * Low ammo capacity with top gun - only 36 rounds. Coupled with the high fire rate means you can run dry in less than two and half minutes of continuous fire.
?* The 7,5 cm Pak 42 L/70 gun has a low damage per shot, and is ineffective against most same- and lower-tier tanks+* The 7.5 cm Pak 42 L/70 gun has a low damage per shot, and is ineffective against most same- and lower-tier tanks
  
  
 |InTheGame_performance= |InTheGame_performance=
?The StuG III is an absolute nightmare to opponents if used correctly. It can be both a close combat unit with the inaccurate, hard hitting 10,5cm, or can be an excellent sniper with the 7,5cm. The 10,5cm can be excellent for taking out lower tiered enemies in one shot. But, it is not useful against higher tiered tanks.+The StuG III is an absolute nightmare to opponents if used correctly. It can be both a close combat unit with the inaccurate, hard hitting 10.5cm, or can be an excellent sniper with the 7.5cm. The 10.5cm can be excellent for taking out lower tiered enemies in one shot. But, it is not useful against higher tiered tanks.
  
?The true strength of the StuG lies in its insane camo and sniping abilities. Therefore, it is highly recommended to use the 7,5cm and to buy a camo net. With the Tank Gun Rammer and the Enhanced Gun Laying Drive along with 100% crew with camo and repair as secondary perks combined with hiding in a bush, this tank is virtually invisible, even when firing. Adding binoculars to further increase sniping ability is recommended. With a fast firing, fast aiming gun and remaining virtually invisible, it can fire at enemies without being detected for a very long time. Sniping from afar, you'll often get many opportunities at the sides and rears of tanks. Coupled with tier 7 tanks or lower and the 7,5cm gun, it can penetrate any tank it faces from a sniping position.+The true strength of the StuG lies in its insane camo and sniping abilities. Therefore, it is highly recommended to use the 7.5cm and to buy a camo net. With the Tank Gun Rammer and the Enhanced Gun Laying Drive along with 100% crew with camo and repair as secondary perks combined with hiding in a bush, this tank is virtually invisible, even when firing. Adding binoculars to further increase sniping ability is recommended. With a fast firing, fast aiming gun and remaining virtually invisible, it can fire at enemies without being detected for a very long time. Sniping from afar, you'll often get many opportunities at the sides and rears of tanks. Coupled with tier 7 tanks or lower and the 7.5cm gun, it can penetrate any tank it faces from a sniping position.
  
 Being based on the Panzer 3's chassis, the StuG III can dart around the battlefield. Use this speed to stay far from combat and relocate efficiently. Use your gun to take out the tanks your allies are having trouble with; your gun's high pen can shear through nearly any tank if aimed correctly. If the tables turn on you and there's nowhere to run, don't be afraid to engage in close-quarters combat, since your high maneuverability can keep up with a flanker. Even so, your low armor and HP will be your bane, so in general, keep to sniping and smiling as your enemies flounder as you pound them.  Being based on the Panzer 3's chassis, the StuG III can dart around the battlefield. Use this speed to stay far from combat and relocate efficiently. Use your gun to take out the tanks your allies are having trouble with; your gun's high pen can shear through nearly any tank if aimed correctly. If the tables turn on you and there's nowhere to run, don't be afraid to engage in close-quarters combat, since your high maneuverability can keep up with a flanker. Even so, your low armor and HP will be your bane, so in general, keep to sniping and smiling as your enemies flounder as you pound them.
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 * The 7,5 cm PaK 39 L/48 and 10,5 cm StuH 42 L/28 guns carry over from the Hetzer, but they're too heavy for the stock suspension. * The 7,5 cm PaK 39 L/48 and 10,5 cm StuH 42 L/28 guns carry over from the Hetzer, but they're too heavy for the stock suspension.
 * If you played the [[Pz.Kpfw. III Ausf. A]] or the [[Pz.Kpfw. IV]] previously, the Maybach HL 120 TRM engine will already be unlocked as well as the FuG 7 radio. * If you played the [[Pz.Kpfw. III Ausf. A]] or the [[Pz.Kpfw. IV]] previously, the Maybach HL 120 TRM engine will already be unlocked as well as the FuG 7 radio.
?* Research the upgraded suspension first for additional weight capacity and a whopping 7 deg/s increase to traverse speed. The 7,5 cm doesn't have enough penetration to deal with higher tiered opponents, so install the 10,5 cm howitzer and use HE ammunition.+* Research the upgraded suspension first for additional weight capacity and a whopping 7 deg/s increase to traverse speed.
?* The 10,5 gun is also useful because it deals massive amounts of damage to light tanks and lower-tier mediums+* The 10.5cm gun is also useful because it deals massive amounts of damage to light tanks and lower-tier mediums
?* Research the 7,5 cm L/70 gun for superior firepower.+* Research the 7.5cm L/70 gun for superior firepower.
 * Go from there. * Go from there.
  
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 |InTheGame_Tactics= |InTheGame_Tactics=
?The Stug III is a tank destroyer that needs a good player to be effective. Its weak armour makes it ill-fit for spotting runs or up-close combat. The Stug is best at sniping, especially at flanks. With it's high mobility, the Stug can also be used to flank and destroy other tank destroyers, although preferably with some backup and a light tank in front. Stugs work well in teams or pairs, since they can defend each other from attacks, and have the shot range to support allied offensives when not in dire threat. Here are some tips for improving your Stug experience:+The Stug III is a tank destroyer that needs a good player to be effective. Its weak armour makes it ill-fit for spotting runs or up-close combat. The Stug is best at sniping, especially at flanks. With it's high mobility, the Stug can also be used to flank and destroy other tank destroyers, although preferably with some backup and a light tank in front. StuGs work well in teams or pairs, since they can defend each other from attacks, and have the shot range to support allied offensives when not in dire threat. Here are some tips for improving your Stug experience:
 * Play farther back from the rest of your team. Unlike some of the British Tank Destroyers (not yet in Blitz), or even the Hetzer, the Stug does not have exceptional armour, even at the front. Let the other tanks spot while you shoot. * Play farther back from the rest of your team. Unlike some of the British Tank Destroyers (not yet in Blitz), or even the Hetzer, the Stug does not have exceptional armour, even at the front. Let the other tanks spot while you shoot.
 * Don't try to capture the base unless you are sure that the circle is safe, and you have backup. When you do capture, try to hide behind the wrecks of tanks or any cover you can find. * Don't try to capture the base unless you are sure that the circle is safe, and you have backup. When you do capture, try to hide behind the wrecks of tanks or any cover you can find.
 * Find a hill that you can shoot off of, but where you can't be seen easily. A good example of this is the flat-topped hills at the town-side corners of the Desert Sands map. When you see a target you can penetrate and are aimed, take your shot. The hill will allow you to bypass most of the cover features of the map (including the train), and you are defended from most attacks from below. They have to come to you to shoot you, and you can pre-aim. * Find a hill that you can shoot off of, but where you can't be seen easily. A good example of this is the flat-topped hills at the town-side corners of the Desert Sands map. When you see a target you can penetrate and are aimed, take your shot. The hill will allow you to bypass most of the cover features of the map (including the train), and you are defended from most attacks from below. They have to come to you to shoot you, and you can pre-aim.
?* Work with other Tank Destroyers. The Stug excels at sniping, but it is always good to have a buddy like a Hetzer, a Wolverine, or another Stug to help you if a plucky light tank stumbles onto your position.+* Work with other Tank Destroyers. The StuG excels at sniping, but it is always good to have a buddy like an SU-85, a Wolverine, or another StuG to help you if a plucky light tank stumbles onto your position.
 * Don't go in search of prey if you can't shoot someone, but don't try to take shots that you can't hit either. The weak armour and low shell damage prevent effective "Stug-mugging," and the low amount of ammunition means that you can't afford to waste a shot. * Don't go in search of prey if you can't shoot someone, but don't try to take shots that you can't hit either. The weak armour and low shell damage prevent effective "Stug-mugging," and the low amount of ammunition means that you can't afford to waste a shot.
 * If you're cornered, try to find an alley or something. Remember, weak frontal armour is better than very weak side and rear armour, and you can use the wrecks of dead challengers to protect your weak-points while still blasting away. The Stug also has angled front-plates and top-plates, so if can protect your flat ends, you're pretty-much invinvible. * If you're cornered, try to find an alley or something. Remember, weak frontal armour is better than very weak side and rear armour, and you can use the wrecks of dead challengers to protect your weak-points while still blasting away. The Stug also has angled front-plates and top-plates, so if can protect your flat ends, you're pretty-much invinvible.
?* When you find yourself "Counter-Stugging," aim for the plates just right and left of the gun, or for the driver's hatch just below the right (from your perspective) plate. If they're not facing you, take a shot to immobilize them, then let them have it with your L/70.+* When you find yourself "Counter-Stugging," aim for the plates just right and left of the gun, the lower glacis, or for the driver's hatch just below the right (from your perspective) plate. If they're not facing you, take a shot to immobilize them, then let them have it with your L/70.
 * And don't even think about ramming. It will take away more Hit-points from you than it will your opponent. * And don't even think about ramming. It will take away more Hit-points from you than it will your opponent.
  
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 Many German Sturmgeschütz IIIs were captured by Yugoslav Partisans. After the war, they were used by the Yugoslav Peoples Army until the 1950s. Many German Sturmgeschütz IIIs were captured by Yugoslav Partisans. After the war, they were used by the Yugoslav Peoples Army until the 1950s.
 After the Second World War, the Soviet Union donated some of their captured German vehicles to Syria, which continued to use them, along with other war surplus AFVs (like long-barreled Panzer IVs and T-34/85s), during the fifties and up until the The War over Water against Israel in the mid 60s. By the time of the Six Days War, all of them had been either destroyed, stripped for spare parts, or interred on the Golan Heights as static pillboxes. After the Second World War, the Soviet Union donated some of their captured German vehicles to Syria, which continued to use them, along with other war surplus AFVs (like long-barreled Panzer IVs and T-34/85s), during the fifties and up until the The War over Water against Israel in the mid 60s. By the time of the Six Days War, all of them had been either destroyed, stripped for spare parts, or interred on the Golan Heights as static pillboxes.
 +The StuG never actually mounted the long-barreled 7,5 cannon.
  
 |HistoricalGallery= |HistoricalGallery=

Latest revision as of 17:28, 28 February 2016





StuGIII (Stock)

Blitz_StuGIII_screen.png
Totals
422000 Cost
520 HPDurability
19.54 / 22.4 Weight
Crew
  1. Commander
  2. Driver
  3. Gunner
  4. Loader (Radio Operator)
Armor
80/30/30Hull Armor(front/sides/rear, mm)
5/5/5Turret Armor(front/sides/rear, mm)
Maneuver
320 h.p.Engine Power
40 km/hTop Speed / Reverse Speed
37 deg/sTraverse Speed
Firepower
160 damage
103 mmAverage Penetration
7.82784907845218 Time for Complete Loading
44 deg/sGun Traverse Speed
Communication
220 mView Range
500 mSignal Range
StuG III Ausf. G
V
StuG III Ausf. G
422000
Originally designed as an assault vehicle, this self-propelled gun was converted into a tank destroyer beginning with the F series. A total of 9,265 vehicles of this series and 1,211 of the Stu.H. 42 were produced.

It is exceptionally manuverable, being based on the Pz.Kpfw. III chassis, and can reach its top speed very quickly. While its stock cannon is powerful against equal-tier opponents, it is rendered useless against anything past tier 6. However, once upgraded with the 7.5 cm StuK 42 L/70, the StuG III can deal significant damage to higher-tier vehicles. It is easy to fall into the trap of thinking you're a medium tank with the StuG III's rapid acceleration and high maneuverability, but you will soon learn that you can not take hits like a medium tank. In fact, the StuG can easily die even to tier 3 opponents if they find a way to attack its sides. Even so, experienced players will enjoy running the "StuG life" in this powerful sniper.

Gun

Gun

Level Gun Average Penetration (mm) Rate of Fire Dispersion at 100 m Aiming Time Experience Weight (t)
IV 7,5 cm Stu.K. 40 L/43 103/139/20 160/160/200 7.66 0.39 1.7 0 1437
V 7,5 cm Pak 39 L/48 110/158/20 160/160/200 7.66 0.37 1.7 3840 1520
V 10,5 cm Stu.H. 42 L/28 64/104/25 330/330/410 6.61 0.53 2.5 4480 2100
VI 7,5 cm Pak 42 L/70 150/194/20 160/160/200 10.53 0.33 1.7 5430 1740
Engine

Engine

Level Engine Engine Power (h.p.) Chance of Fire on Impact Experience Weight (t)
IV Maybach HL 108 TR 320 20 0 450
IV Maybach HL 120 TR 350 20 1070 510
IV Maybach HL 120 TRM 440 20 1810 510

Level Suspension Load Limit Traverse Speed (deg/s) Experience Weight (t)
III StuG III Ausf. F 22.4 37 0 5350
IV StuG III Ausf. G 22.4 44 1115 5850
Radio

Radio

Level Radio Signal Range (m) Experience Weight (t)
III FuG5_GER 500 0 50


Compatible Equipment

Medium Spall Liner
Camouflage Net
Coated Optics
Enhanced Gun Laying Drive
Enhanced Torsion Bars 3 t Class
Additional Grousers
Improved Ventilation Class 2
Medium-Caliber Tank Gun Rammer
Binocular Telescope
Toolbox
"Wet" Ammo Rack Class 1

Compatible Consumables


Player Opinion

Pros and Cons

Pros:


  • Decent rate of fire.
  • Almost impossible to miss your target if correctly aimed with the 7.5cm gun and the gun can penetrate any tank of any battle
  • Excellent acceleration and maneuverability
  • Good gun depression
  • Above average gun elevation and gun arc.


Cons:


  • The 10.5cm gun makes it almost impossible to penetrate most higher-tier tanks that the StuG, with this modification, often co
  • Tank suffers without a trained crew. Camouflage crew skills and Camo Net is nearly mandatory.
  • Low view range. Optics or Binocs are recommended.
  • Weak side and rear armor, meaning that the StuG will have a hard time if flanked.
  • Low hit points.


Performance

The StuG III is an absolute nightmare to opponents if used correctly. It can be both a close combat unit with the inaccurate, hard hitting 10.5cm, or can be an excellent sniper with the 7.5cm. The 10.5cm can be excellent for taking out lower tiered enemies in one shot. But, it is not useful against higher tiered tanks.

The true strength of the StuG lies in its insane camo and sniping abilities. Therefore, it is highly recommended to use the 7.5cm and to buy a camo net. With the Tank Gun Rammer and the Enhanced Gun Laying Drive along with 100% crew with camo and repair as secondary perks combined with hiding in a bush, this tank is virtually invisible, even when firing. Adding binoculars to further increase sniping ability is recommended. With a fast firing, fast aiming gun and remaining virtually invisible, it can fire at enemies without being detected for a very long time. Sniping from afar, you'll often get many opportunities at the sides and rears of tanks. Coupled with tier 7 tanks or lower and the 7.5cm gun, it can penetrate any tank it faces from a sniping position.

Being based on the Panzer 3's chassis, the StuG III can dart around the battlefield. Use this speed to stay far from combat and relocate efficiently. Use your gun to take out the tanks your allies are having trouble with; your gun's high pen can shear through nearly any tank if aimed correctly. If the tables turn on you and there's nowhere to run, don't be afraid to engage in close-quarters combat, since your high maneuverability can keep up with a flanker. Even so, your low armor and HP will be your bane, so in general, keep to sniping and smiling as your enemies flounder as you pound them.

Important to note is that in contrast to the StuG III's good forward acceleration and maneuverability, its reverse speed is very slow, a problem when trying to move back from enemy fire. Make sure you have a well-defended position with an escape route, otherwise your enemies will be very happy to pay back what you've done to them.


Early Research

  • The 7,5 cm PaK 39 L/48 and 10,5 cm StuH 42 L/28 guns carry over from the Hetzer, but they're too heavy for the stock suspension.
  • If you played the Pz.Kpfw. III Ausf. A or the Pz.Kpfw. IV previously, the Maybach HL 120 TRM engine will already be unlocked as well as the FuG 7 radio.
  • Research the upgraded suspension first for additional weight capacity and a whopping 7 deg/s increase to traverse speed.
  • The 10.5cm gun is also useful because it deals massive amounts of damage to light tanks and lower-tier mediums
  • Research the 7.5cm L/70 gun for superior firepower.
  • Go from there.


It's recommended that you research the suspension and engines first. This will allow you to outmaneuver most tanks on your tier, be it in order to flee, or to keep them in front of you during a close range dogfight. After the suspension and engines are mounted, you should head towards the L/70 for higher penetration and accuracy. Until this high-performance weapon is available, you should consider using the 10.5cm howitzer.


Historical Info

StuG III Ausf. F/8 (Sd.Kfz.142/1) at Belgrade Military Museum, Serbia

The Sturmgeschütz III (StuG III) assault gun was Germany's most produced armored fighting vehicle during World War II. It was built on the chassis of the proven Panzer III tank. Initially intended as a mobile, armored light gun for infantry support, the StuG was continually modified and widely employed as a tank-destroyer.

Development

The Sturmgeschütz III originated from German experiences in World War I, when it was discovered that during the offensives on the western front, the infantry lacked the means to effectively engage fortifications. The artillery of the time was heavy and not mobile enough to keep up with the advancing infantry to destroy bunkers, pillboxes, and other minor obstacles with direct-fire. Although the problem was well-known in the German army, it was General Erich von Manstein, who is considered the father of the Sturmartillerie, that saw the solution. The initial proposal was from (then) Colonel Erich von Manstein, and submitted to General Ludwig Beck in 1935, suggesting that Sturmartillerie ("assault artillery") units should be used in a direct-fire support role for infantry divisions. On June 15, 1936, Daimler-Benz AG received an order to develop an armored infantry-support vehicle capable of mounting a 75 mm (2.95 in) artillery piece. The gun mount's fixed, fully-integrated casemate superstructure was to allow a limited traverse of a minimum of 25° and provided overhead protection for the crew. The height of the vehicle was not to exceed that of the average man. Daimler-Benz AG used the chassis and running gear of its recently designed Pz.Kpfw. III medium tank as a basis for the new vehicle. Prototype manufacture was passed over to Alkett, which produced five examples in 1937 of the experimental 0-series StuG based upon the Pz.Kpfw. III Ausf. B. These prototypes featured a mild-steel superstructure and Krupp’s short-barreled 75 mm StuK 37 L/24 cannon. This model was known as the Sturmgeschütz Ausführung A.

Side drawing of a Assault Gun III, Variant A
Side drawing of a Assault Gun III, Variant G (December 1942)

While the StuG III was considered self-propelled artillery, it was not initially clear which arm of the Wehrmacht would handle the new weapon. The Panzer arm, who was the natural user of tracked fighting vehicles, had no resources to spare for the formation of StuG units, and neither did the infantry branch. It was agreed, after a discussion, it would best be employed as part of the artillery arm.

The StuGs were organized into battalions (later renamed "brigades" for disinformation purposes) and followed their own specific doctrine. Infantry support using direct-fire was its intended role. Later, there was also a strong emphasis on destroying enemy armor whenever encountered. As the StuG III was designed to fill an infantry close support combat role, early models were fitted with a low-velocity 75 mm StuK 37 L/24 gun to destroy soft-skin targets and fortifications. After the Germans encountered the Soviet KV-1 and T-34 tanks, the StuG III was equipped with a high-velocity 75 mm StuK 40 L/43 main gun (Spring 1942) and later, the 75 mm StuK 40 L/48 (Autumn 1942) anti-tank gun. These versions were known as the Sturmgeschütz 40 Ausführung F, Ausf. F/8, and Ausf. G. When the StuG IV entered production in late 1943 and early 1944, the "III" was added to the name to separate it from the Panzer IV-based assault guns. All previous and following models were thereafter known as Sturmgeschütz III.

Beginning with the StuG III Ausf. G, a 7.92 mm MG34 could be mounted on a shield on top of the superstructure for added anti-infantry protection from December 1942. Some of the F/8 models were retrofitted with a shield as well. Many of the later StuG III Ausf. G models were equipped with an additional coaxial 7.92 mm MG34. The vehicles of the Sturmgeschütz series were cheaper and faster to build than contemporary German tanks; at 82,500 RM, a StuG III Ausf G was cheaper than a Panzer III Ausf. M, which cost 103,163 RM. This was due to the omission of the turret, which greatly simplified manufacture and allowed the chassis to carry a larger gun than it could otherwise. By the end of the war, 10,619 StuG IIIs and StuH 42s had been built.

Operational history

A StuG III destroyed in Normandy, 1944. This vehicle likely suffered a catastrophic internal explosion.

Overall, Sturmgeschütz-series assault guns proved very successful and served on all fronts as assault guns and tank-destroyers. Although Tigers and Panthers have earned a greater notoriety, assault guns collectively destroyed more tanks. Because of their low silhouette, StuG IIIs were easy to camouflage and a difficult target. Sturmgeschütz crews were considered to be the elite of the artillery units. Sturmgeschütz units held a very impressive record of tank kills: some 20,000 enemy tanks by the spring of 1944. As of April 10, 1945, there were 1,053 StuG IIIs and 277 StuH 42s in service. Approximately 9,500 StuG IIIs of various types were produced until March 1945 by Alkett and a small number by MIAG.

In terms of the resources expended in their construction, the StuG assault guns were extremely cost-effective compared to the heavier German tanks, though in the anti-tank role, it was best used defensively, as the lack of a traversable turret would be a severe disadvantage in the assault role. As the German military situation deteriorated later in the war, more and more StuG guns were constructed in comparison to tanks: an effort to replace losses and bolster defences against the encroaching Allied forces.

In 1944, the Finnish Army received 59 StuG III Ausf. Gs from Germany (30 Stu 40 Ausf.G and 29 StuG III Ausf. G) and used them against the Soviet Union. These destroyed at least 87 enemy tanks for a loss of only 8 StuGs[2] (some of these were destroyed by their crews to avoid capture). After the war, they were the main combat vehicles of the Finnish Army until the early 1960s. These StuGs gained the nickname "Sturmi" which can be found in some plastic kit models.

Sturmgeschütz III Ausf G, captured from the Syrian Army, in Yad la-Shiryon Museum, Israel.

100 StuG III Ausf. G were delivered to Romania in the autumn of 1943. They were officially known as TAs (or TAs T3 to avoid confusion with TAs T4) in the army inventory. By February 1945, 13 units were still in use with the 2nd Armored Regiment. None of this initial batch survived the end of the war. 31 TAs were on the army inventory in November 1947. Most of them were probably StuG III Ausf. Gs and a small number of Panzer IV/70 (V)s, known as TAs T4s. These TAs were supplied by the Red Army or were damaged units repaired by the Romanian Army. All German equipment was scrapped in 1954 due to the Army's decision to use Soviet armor. StuG IIIs were also exported to other nations such as Bulgaria, Hungary, Italy, and Spain.

Many German Sturmgeschütz IIIs were captured by Yugoslav Partisans. After the war, they were used by the Yugoslav Peoples Army until the 1950s. After the Second World War, the Soviet Union donated some of their captured German vehicles to Syria, which continued to use them, along with other war surplus AFVs (like long-barreled Panzer IVs and T-34/85s), during the fifties and up until the The War over Water against Israel in the mid 60s. By the time of the Six Days War, all of them had been either destroyed, stripped for spare parts, or interred on the Golan Heights as static pillboxes.

The StuG never actually mounted the long-barreled 7,5 cannon.


Historical Gallery

Sources and External Links

Tank Destroyers
USA IIT18 IIIT82 IVM8A1 IVT40 VM10 Wolverine VT49 VIM18 Hellcat VIM36 Jackson VIIT25/2 VIIT25 AT VIIIT28 VIIIT28 Prototype IXT30 IXT95 XT110E3 XT110E4
UK IIUniversal Carrier 2-pdr IIIValentine AT IVAlecto VAngry Connor VAT 2 VIChurchill Gun Carrier VIAT 8 VIIAT 15A VIIAT 7 VIIIAT 15 IXTortoise XFV215b (183)
Germany IIPanzerjäger I IIIMarder II IVHetzer VStuG III Ausf. G VIDicker Max VIJagdpanzer IV VIIE 25 VIIE 25 "#1" VIIJagdpanther VIIIFerdinand VIIIJagdpanther II VIII8,8 cm Pak 43 Jagdtiger VIIISnowstorm Jagdtiger 8.8 IXJagdtiger XJagdpanzer E 100
USSR IIAT-1 IIISU-76 IVSU-85B VSU-85 VSU-85I VISU-100 VISU-100Y VIISU-152 VIISU-100M1 VIISU-122-44 VIIIISU-152 VIIISU-101 IXObject 704 IXSU-122-54 XObject 263 XObject 268
France
China
Japan
Czechoslovakia
Sweden
ja:Blitz:StuGIII