Jagdpanther

Tank Destroyer · Germany
The 8.8 cm Pak 43 in a sloped Panther casemate: it kills almost anything from the front. The gun swings only 12° each way, so turn the whole vehicle, and never let anything get behind you.
(the vehicle's description in the garage)
At a glance
| Nation | Germany |
| Role | Tank destroyer (TD) |
| Modelled variant | Jagdpanther (Sd.Kfz. 173, late, bolted gun mantlet) |
| Price | 1,050 credits |
| Team stock | 1 per five-player team (scales with team size) |
| Hit points | 1290 |
| Main gun | 332 damage per AP shot, 7.9 s reload |
| Speed | 46 km/h on roads, 15.2 km/h off-road |
| View range | 230 m |
| Ability (B) | Ammo Drop |
| Garage ratings | Armour 4/10 · Firepower 5/10 · Mobility 9/10 · Spotting 7/10 |
History
The Jagdpanther was a tank destroyer on the Panther chassis, carrying the 8.8 cm PaK 43 L/71, the same gun as the Tiger II, in a sloped, fixed casemate. It combined the Panther's mobility with a gun that could destroy any Allied tank at long range. Only about 415 were built from 1944.
Jagdpanthers served in heavy anti-tank battalions in Normandy, the Ardennes and the last battles of 1945, including on the Oder. The late version in the game has the bolted gun mantlet.
In Armor Heads
Compared with the other 34 WW2 vehicles, it is top 5 for hit points (#4 of 35); top 5 for effective hp (#4 of 35); top 5 for turret front armour (#3 of 35); bottom 5 for off-road speed (#32 of 35); bottom 5 for reload (#31 of 35); top 5 for accuracy (#5 of 35); top 5 for ap penetration (#2 of 35).
Survivability
- Hit points: 1290. Damage taken multiplier: 0.9 (effective HP 1433).
- Tracks: a hit on the running gear breaks a track 60 % of the time (the hit does no damage); the crew repairs it in 9 s.
| Zone | Real plate | Damage multiplier (lower = thicker) | Raw shell damage to destroy through this zone | AP of the other 34 vehicles that gets through |
|---|---|---|---|---|
| Hull front | 80 mm at 55° (140 mm) | 0.51 | 1,757 | 10 |
| Hull side | 50 mm at 30° (58 mm) | 0.76 | 1,179 | 30 |
| Hull rear | 40 mm at 35° (49 mm) | 0.82 | 1,092 | 30 |
| Roof | 25 mm | 1.11 | 807 | 34 |
| Turret front | 80 mm at 55° (140 mm) | 0.51 | 1,757 | 10 |
| Turret side | 50 mm at 30° (58 mm) | 0.76 | 1,179 | 30 |
| Turret rear | 40 mm at 35° (49 mm) | 0.82 | 1,092 | 30 |
Real plate: the thickness of the real vehicle's armour there, and its slope from vertical with the line-of-sight thickness in brackets; each zone's multiplier is worked out from it (see how the numbers work). The last column counts square-on hits under 100 m.
Main gun
- Mount: casemate, gun arc ±12° of the hull centreline at 16°/s; turn the hull to aim further.
- Elevation +13° / depression -8°, at 16°/s.
- Reload: 7.9 s.
- Damage per minute (AP): 2,522.
- Accuracy: 0.06° dispersion when settled, aim time 1.76 s, move bloom 0.09.
- Gunner's sight: WZF 1/4, 5x / 10x (binoculars 6x / 10x / 15x).
| Shell | Type | Damage | Splash | Blast radius | Muzzle velocity | Penetration threshold | Rounds | Crew shock |
|---|---|---|---|---|---|---|---|---|
| Heavy Armour Piercing | AP | 332 | 30 | 3 m | 1000 m/s | 0.39 | 18 | - |
| Heavy High Explosive | HE | 216 | 166 | 6.4 m | 750 m/s | 0.843 | 10 | 1.19 |
| 8.8 cm Pzgr. 40/43 APCR | APCR | 249 | 15 | 3 m | 1130 m/s | 0.22 | bought (key 3) | - |
The penetration threshold is the lowest zone multiplier (the thickest armour) the shell still gets through: zones below it stop the shell (10 % damage for AP, 20 % for HE). See how the numbers work.
HE and the crew: every direct hit shakes the crew (slower reload and traverse, a wider aim circle) for about 1.9 s when the plate stops it and 3 s when it bursts through. It is big enough to knock crew members out of their seats even when the plate stops it.
APCR (8.8 cm Pzgr. 40/43 APCR) is bought in the garage, not issued: 3 rounds for 200 credits, at most 6 carried, from a team stock of 3 per player for the whole match (never resupplied). It gets through far thicker plate than the AP up close but loses its punch quickly with range:
| Range | AP needs | APCR needs | AP damage | APCR damage |
|---|---|---|---|---|
| 100 m | 0.39 | 0.22 | 332 | 249 |
| 300 m | 0.39 | 0.28 | 305 | 194 |
| 500 m | 0.39 | 0.39 | 279 | 139 |
| 700 m | 0.39 | 0.49 | 266 | 112 |
Matchups (AP against the hull front, square-on, under 100 m)
- Its AP gets through the hull front of 34 of the other 34 vehicles. Nothing stops it from the front.
- 10 of the other 34 vehicles' AP get through its hull front. Safe from the front against: M4 Sherman, M3A1 Stuart, Panzer II Luchs, Panzer III Ausf. L, T-34/76, Panzer IV Ausf. H, Cromwell, Churchill VII, KV-1, M10 Wolverine, M18 Hellcat, StuG III Ausf. G, ISU-152, M32 TRV, M24 Chaffee, Sd.Kfz. 250/9, T-70M, T-60, Marder III, SU-76M, Jagdpanzer 38 Hetzer, M3 Lee, 75 mm GMC M3, Stuart V "Honey".
- From the side, 30 of them get through its hull side; from behind, 30 get through its hull rear (every zone is in the table above).
Secondary weapons and equipment
- No working roof machine gun.
- Smoke: 1 salvo, each recharges in 40 s.
Mobility
- Running gear: tracks (pivot turns).
- Top speed 46 km/h on roads, 15.2 km/h off-road (33 %), reverse 3.5 km/h, acceleration 3.8 m/s².
- Turn rate 38°/s (23°/s at top speed). Mass 45,500 kg. Engine start 3.5 s.
Special ability (B)
Ammo Drop: a supply crate comes down by parachute just behind the tank and lands 8 s later; every tank of the team (this one too) that drives over it in the next 60 s gets 50 % of its full shell and smoke load back, once each. Ready 30 s after the round goes live, once per round; another use costs 150 credits.
Where it appears
Players can take it on all seven WW2 maps, on either team. The AI fields it on:
- Seelow Heights 1945, Red (Axis side): 1x in an 8-vehicle line-up (first at position 5).
Where it ranks (1 = best of 35)
| Stat | Rank |
|---|---|
| Hit points | 4 |
| Effective HP | 4 |
| Hull front armour (lower multiplier = thicker) | 6 |
| Turret front armour | 3 |
| Road speed | 16 |
| Off-road speed | 32 |
| Shot damage (AP) | 8 |
| Damage per minute | 27 |
| Reload (shortest first) | 31 |
| Accuracy (smallest dispersion first) | 5 |
| Aim time (fastest first) | 28 |
| Turret / gun traverse speed | 24 |
| View range | 24 |
| AP penetration (lower threshold = goes through more) | 2 |
| Price (1 = most expensive) | 3 |
The real vehicle
| Variant | Jagdpanther (Sd.Kfz. 173, late, bolted gun mantlet) |
| Length with gun | 9.87 m |
| Hull length | 6.87 m |
| Width | 3.42 m |
| Height | 2.72 m |
Sources used for the model: Length 9.87 m with gun, width 3.42 m (over skirts), height 2.71-2.72 m: en.wikipedia.org/wiki/Jagdpanther and de.wikipedia.org/wiki/Jagdpanther; hull 6.87 m = Panther Ausf. G hull (same chassis); layout from the-blueprints.com/blueprints/tanks/ww2-tanks-germany-2/35121 (4-view) and commons Jagdpanther-armour-scheme.png
In-game model: 9.91 m long (gun included) × 3.42 m wide × 2.71 m high (antenna excluded), 6,440 triangles, built at true scale.
Images
Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).





