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).
- Track repair: 9 s.
| Zone | Damage multiplier (lower = thicker) | Raw shell damage to destroy through this zone |
|---|---|---|
| Hull front | 0.5 | 1,792 |
| Hull side | 0.78 | 1,149 |
| Hull rear | 1.3 | 689 |
| Roof | 1.25 | 717 |
| Turret front | 0.5 | 1,792 |
| Turret side | 0.78 | 1,149 |
| Turret rear | 1.3 | 689 |
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 thinnest zone multiplier the shell gets through: zones below it stop the shell (10 % damage for AP, 20 % for HE). See how the numbers work.
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 33 of the other 34 vehicles. It is stopped by: IS-2.
- 9 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, T-34-85, 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".
- Sides, rears and roofs are thinner on every vehicle; see each page's zone table.
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: drops a crate behind the tank; team-mates who drive over it within 60 s get 50 % of their 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).





