VK 20.01 (D)
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VK 20.01 (D)
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[Client Values; Actual values in
157 000 Cost |
510108 HP Hit Points |
21.9/22.515.6/25 t Weight Limit |
- Comandante
- Artillero
- Conductor
- Operador de radio
- Cargador
300400 hp Engine Power |
50/20 km/h Speed Limit |
3842 deg/s Traverse |
13.725.64 hp/t Power/Wt Ratio |
YesYes Pivot |
// mm Hull Armor |
30/30/3057/30/30 mm Turret Armor |
AP/APCR/HE
AP/APCR/HE Shells |
30/2000/18
30/2000/18 Shell Cost |
70/70/9070/70/90 HP Damage |
60/96/2567/130/25 mm Penetration |
r/m ▲
24 r/m Standard Gun ▲
24 Rate of Fire Standard Gun |
▲
Standard Gun
▼
Standard Gun
▲
1680 Standard Gun ▲
Standard Gun
▼
Standard Gun
▲
1680 Damage Per Minute Standard Gun |
m ▲
0.48 m With 50% Crew: 0.595 m ▲
0.4 Accuracy With 50% Crew: 0.496 m |
s 2.3 s 2.3 Aim time |
4444 deg/s Turret Traverse |
360° Gun Arc |
-10°/+20°-10°/+20° Elevation Arc |
175135 rounds Ammo Capacity |
2015 % Chance of Fire |
m 330 m 330 View Range |
m 310 m 710 Signal Range |
IV
157000
The VK 20.01 (D) is a German tier 4 medium tank.
Prototipo de un carro medio desarrollado por Daimler-Benz desde 1939 hasta 1941. El nuevo vehículo iba a ser el nuevo carro medio estándar de la Wehrmacht. El prototipo se desplegó en el Frente Oriental. Las pruebas de combate revelaron un número de fallos serios. En 1941 el carro fue considerado obsoleto, y se abandonó el proyecto.
The VK 20.01 (D) marks the end of its German medium line.
Modules / Available Equipment and Consumables
Modules
Tier | Engine | Engine Power (hp) |
Chance of Fire on Impact (%) |
Weight (kg) |
Price ()
| |
---|---|---|---|---|---|---|
IV | Maybach HL 116 | 300 | 20 | 750 | 9300 | |
V | Daimler-Benz MB 809 | 400 | 15 | 1100 | 17500 | |
IV | 2 x Maybach HL 66 P | 360 | 20 | 1100 | 12000 |
Compatible Equipment
Compatible Consumables
Player Opinion
Pros and Cons
Pros:
- Excellent gun depression, with strong spaced turret front and mantlet
- No armor weakspots compared to the Pz.Kpfw. III
- Still decent mobility for its tier
Cons:
- As with most tier 4s, mediocre guns and horrible penetration
- Second turret jams easily if hit in the cheeks
Performance
This tank is similar to a Pz.Kpfw. III in playstyle, but more defensive. While it is considered by many to be inferior to the Pz.Kpfw. III, these players have not correctly interpreted the stats of their tanks. If one were to look deeper, they are at the least equal, with several things stand out. Those who are familiar with it praise its survivability: its armour is bouncier when angled well, the shorter hull is a smaller target, and it has much better gun depression.
Tankers who blindly accept the armor values handed to them often claim that Panzer 3's frontal armor is stronger. When they do this, they use the reported hull armour value of 70mm. Upon inspection of the model in a third party tool this is blatantly not the case for three reasons:
- the 70mm only covers the tiny upper front plate;
- the a massive lower front plate is 50mm, the same strength as the far smaller the VK 2001D's lower plate;
- the upper glacis is a pitiful 15mm, is quite long, and is easily fired down upon due to shell drop. It realistically becomes 35mm, whereas the VK 2001D has double the equivalent to 60mm, due to a half-length plate, with 2 degree better slope, and 25mm thickness;
There is absolutely no armour advantage to the Panzer 3, and their front armour at best equals that of our VK 2001D. However, the armour on our tank can be angled to 30 degrees due to the much stronger 40mm side plating, and can bounce many a shot off other Tier 4s. Hull down is very effective due to the exceptional 'Western/American' gun depression and strong mantlet. Like the Panzer 3, you will have to keep poking in and out if a tier 5 tries to bring their gun to bear on you, but this is no different to another tier 4 such as the Covenanter. In short, the frontal armor is very much equivalent and provides many more possibilities (to angle or hull down) than the Panzer 3, increasing survivability.
The engine is the second most criticized aspect. It is without the very good hp/ton ratio of the Pz 3 due to extra weight, and so inferior in acceleration. Sharp circling turns are to be avoided. However, this is really of little relevance when playing with a sensible gun: one rarely moves far when engaging in combat, it has equal reverse speed if it does need to retreat, and it can top speed is only useful when relocating and can still be easily reached. It is more crucial to get into a position that allows for quick escapes or hard cover, such as a ridge. This is very similarly to the Pz.Kpfw. II Ausf. G and good preparation later tier tanks of the VK 30D line, as these tanks have a somewhat underpowered engine but good top speed until the Leopard 1 at the highest of tiers.
The gun selection is the same as the Pz 3, but worse than the Luchs. It is no weaker, and can be better applied over ridgelines due to the good gun depression. Still, due to poor penetration, flanking or shooting weakspots is the best tactic with the guns. Still if credits are not an issue, HEAT or APCR in either of the guns will get rid of the one and only problem with the guns; lack of penetration. The 50mm KwK 39 L/60 has okay DPM and can make short work of any tier IV tank, especially if aimed at weaker sides or any weakspots, but regular AP struggles against heavies with less than even 70 penetration. It may be easier to pop out and aim with the 75mm KwK 37 L/24, but it is still better suited as a support gun when firing HEs to cripple enemy tanks. As usual HEAT is usually mandatory to do reliable damage, especially against equal or higher tier vehicles.
All in all the tank is geared towards a more defensive and more discerning player, who can take advantage of the better gun depression and armour to ensure they survive first, and then use the top speed mobility to relocate, without having to brawl at close range. As well as this, if you are willing to forgoe the history of the Panzer, it is more forgiving as a whole. Finally, it is better preparation for the ridge-poking maneuvers, which become a cornerstone of the rest of the line, as part of the high gun depression playstyle. It is a thoroughly viable alternative to Panzer 3.
Early Research
- The FuG 7 Radio carries over from the Pz.Kpfw. II Ausf. G. Mount it immediately.
- First, research the 5 cm KwK 39 L/60 Gun.
- The best research path to take after the first gun upgrade is probably turret > suspension > first engine > top gun > top engine. But depending on whether you want more armour or more speed, research the Pz.Kpfw. III Ausf. M Turret or the 2 x Maybach HL 66 P Engine. Keep in mind that you can only mount one of these before you need to upgrade your suspension.
- Now, research the VK 20.01 (D) Suspension.
- If you researched the turret, you can choose between the engine and the 7,5 cm KwK 37 L/24 Gun. If you researched the engine, you can choose between the turret and the Daimler-Benz MB 809 Engine.
- Finally, research the FuG 12 Radio.
Gallery
Historical Info
Historical Gallery
Historical Accuracy Errata
There are no historical records of a Pz.Kpfw. III Ausf. M turret being mounted on the VK 20.01 (D). Furthermore, no proposal for the VK 20.01 (D) to be armed with any gun other than the 5 cm Kw.K. 38 L/42 exists.