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Panzer II Luchs

Panzer II Luchs

Recon Tank · Germany

Recon with a 2 cm autocannon: ten rounds in a burst, then a 4 s magazine change. It shreds light plate and nothing else, and its hand-cranked turret is slow. Spot for the team and stay out of sight.

(the vehicle's description in the garage)

At a glance

NationGermany
RoleLight vehicle (LT)
Modelled variantPanzer II Ausf. L Luchs (Sd.Kfz. 123)
Price450 credits
Team stock3 per five-player team (scales with team size)
Hit points620
Main gun60 damage per AP shot, 4 s reload
Speed60 km/h on roads, 28.2 km/h off-road
View range300 m
Ability (B)Stuka (Ju 87 Dive Bomber)
Garage ratingsArmour 2/10 · Firepower 1/10 · Mobility 10/10 · Spotting 9/10

History

The Panzer II Ausf. L "Luchs" (lynx) was a purpose-built reconnaissance tank with a new torsion-bar running gear with interleaved road wheels, a roomier turret and a 2 cm KwK 38 autocannon. Only about 100 were built in 1942-44, and they served with the recon battalions of panzer divisions on both the Eastern and Western fronts, including in Normandy and the Ardennes.

The Luchs was fast and had good optics and radios, but its 2 cm gun was useless against tank armour from the front and its armour stopped little more than small-arms fire. Its job was to find the enemy, report and get away. In Armor Heads that role is reflected in its ability to call in a Ju 87 Stuka dive bomber.

In Armor Heads

Compared with the other 34 WW2 vehicles, it is bottom 5 for hit points (#31 of 35); bottom 5 for effective hp (#31 of 35); bottom 5 for hull front armour (#32 of 35); bottom 5 for turret front armour (#31 of 35); top 5 for road speed (#4 of 35); bottom 5 for shot damage (#32 of 35); top 5 for damage per minute (#2 of 35); top 5 for aim time (#3 of 35); top 5 for view range (#2 of 35); bottom 5 for ap penetration (#32 of 35).

Survivability

  • Hit points: 620. Damage taken multiplier: 1.17 (effective HP 530).
  • Tracks: a hit on the running gear breaks a track 35 % of the time (the hit does no damage); the crew repairs it in 4 s.
ZoneReal plateDamage multiplier (lower = thicker)Raw shell damage to destroy through this zoneAP of the other 34 vehicles that gets through
Hull front30 mm at 20° (32 mm)133134
Hull side20 mm1.2326934
Hull rear20 mm1.2326934
Roof10 mm1.6819734
Turret front30 mm at 10° (30 mm)1.0232534
Turret side20 mm at 22° (22 mm)1.1927834
Turret rear20 mm at 22° (22 mm)1.1927834

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: turret, 360° traverse at 15°/s.
  • Elevation +18° / depression -9°, at 30°/s.
  • Autocannon: 10-round clip, 0.2 s between rounds, 4 s to reload the clip.
  • Damage per minute (AP): 5,760.
  • Accuracy: 0.095° dispersion when settled, aim time 1.36 s, move bloom 0.06.
  • Gunner's sight: TZF 6/38, 2.5x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Autocannon APAP6051 m780 m/s0.85110-
Autocannon HEHE39303 m995 m/s1.3550.25
2 cm Pzgr. 40 APCRAPCR4521 m1050 m/s0.48bought (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 1.8 s when the plate stops it and 1.9 s when it bursts through. Under 75 mm, it only shakes the crew when the plate stops it: it knocks crew members out only when it bursts through.

APCR (2 cm Pzgr. 40 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:

RangeAP needsAPCR needsAP damageAPCR damage
100 m0.850.486045
300 m0.850.615235
500 m0.850.864325
700 m0.851.073920

Matchups (AP against the hull front, square-on, under 100 m)

  • Its AP gets through the hull front of 6 of the other 34 vehicles. It is stopped by: Tiger I, M4 Sherman, Panther, Panzer III Ausf. L, T-34/76, T-34-85, Panzer IV Ausf. H, Cromwell, Sherman Firefly, M26 Pershing, Tiger II, IS-2, Churchill VII, KV-1, M10 Wolverine, StuG III Ausf. G, SU-100, Jagdpanther, ISU-152, M32 TRV, M24 Chaffee, T-70M, Marder III, SU-76M, M36 Jackson, Jagdpanzer 38 Hetzer, M3 Lee, 17pdr SP Achilles.
  • 34 of the other 34 vehicles' AP get through its hull front. None of them is stopped by it.
  • From the side, 34 of them get through its hull side; from behind, 34 get through its hull rear (every zone is in the table above).

Secondary weapons and equipment

  • No working roof machine gun.
  • Smoke: 3 salvos, each recharges in 25 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 60 km/h on roads, 28.2 km/h off-road (47 %), reverse 12 km/h, acceleration 3.8 m/s².
  • Turn rate 38°/s (23°/s at top speed). Mass 11,800 kg. Engine start 2 s.

Special ability (B)

Stuka (Ju 87 Dive Bomber): a Ju 87 Stuka dives, siren screaming across the map, on the enemy tank nearest the point you mark (within 1,000 m) and drops a 500 kg bomb; a direct hit destroys anything. Ready 90 s after the round goes live, once per round; another use costs 450 credits.

Where it appears

Players can take it on all seven WW2 maps, on either team. The AI fields it on:

  • Arracourt 1944, Red (Axis side): 2x in an 8-vehicle line-up (first at position 2).
  • Bastogne 1944, Red (Axis side): 2x in an 8-vehicle line-up (first at position 3).

Where it ranks (1 = best of 35)

StatRank
Hit points31
Effective HP31
Hull front armour (lower multiplier = thicker)32
Turret front armour31
Road speed4
Off-road speed6
Shot damage (AP)32
Damage per minute2
Reload (shortest first)6
Accuracy (smallest dispersion first)30
Aim time (fastest first)3
Turret / gun traverse speed26
View range2
AP penetration (lower threshold = goes through more)32
Price (1 = most expensive)31

The real vehicle

VariantPanzer II Ausf. L Luchs (Sd.Kfz. 123)
Length with gun4.63 m
Hull length4.63 m
Width2.48 m
Height2.21 m

Sources used for the model: Length 4.63 m, width 2.48 m, height 2.21 m, 11.8 t: https://en.wikipedia.org/wiki/Panzer_II and https://en.wikipedia.org/wiki/Luchs_(tank); track Kgs 63/360/90 (360 mm wide, 90 mm pitch, 96 links), 400 mm clearance (Panzer Tracts 2-2 via https://www.armedconflicts.com/15789-); the 2 cm KwK 38 muzzle ends about at the nose, so length with gun = hull length (the-blueprints.com side view: https://www.the-blueprints.com/blueprints/tanks/ww2-tanks-germany-1/35135/view/pzkpfw_ii_ausf_l_luchs/)

In-game model: 4.62 m long (gun included) × 2.49 m wide × 2.19 m high (antenna excluded), 6,056 triangles, built at true scale.

Images

Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).