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Panzer III Ausf. L

Panzer III Ausf. L

Medium Tank · Germany

A nimble medium with the long 5 cm: quick to reload and accurate, but it only gets through medium plate from the side. Spaced plate helps the front; hunt flanks and light tanks.

(the vehicle's description in the garage)

At a glance

NationGermany
RoleMedium tank (MT)
Modelled variantPanzer III Ausf. L
Price585 credits
Team stock3 per five-player team (scales with team size)
Hit points850
Main gun180 damage per AP shot, 3.7 s reload
Speed40 km/h on roads, 17.6 km/h off-road
View range230 m
Ability (B)Recon Plane
Garage ratingsArmour 2/10 · Firepower 4/10 · Mobility 8/10 · Spotting 7/10

History

The Panzerkampfwagen III was planned as the German army's main battle tank and carried the panzer divisions through the victories of 1939-41. The Ausf. L of 1942 carried the long 5 cm KwK 39 L/60 gun and extra spaced armour plate on the front of the hull and the mantlet. About 650 Ausf. L were built.

By 1942 the turret ring was too small for a bigger gun, and the Panzer III was outclassed by the T-34 and KV-1. It still made up a large part of the German tank force at Stalingrad in the autumn of 1942 and in Tunisia in early 1943, and the Leibstandarte still had some at Prokhorovka in July 1943. Production of the Panzer III tank ended in 1943, but its chassis lived on in the StuG III assault gun.

In Armor Heads

Compared with the other 34 WW2 vehicles, it is top 5 for reload (#5 of 35).

Survivability

  • Hit points: 850. Damage taken multiplier: 1.07 (effective HP 794).
  • Track repair: 7 s.
ZoneDamage multiplier (lower = thicker)Raw shell damage to destroy through this zone
Hull front0.7709
Hull side1.08460
Hull rear1.3382
Roof1.7292
Turret front0.71699
Turret side1.03482
Turret rear1.3382

Main gun

  • Mount: turret, 360° traverse at 15°/s.
  • Elevation +20° / depression -10°, at 22°/s.
  • Reload: 3.7 s.
  • Damage per minute (AP): 2,919.
  • Accuracy: 0.075° dispersion when settled, aim time 1.52 s, move bloom 0.054.
  • Gunner's sight: TZF 5e, 2.5x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP180202.5 m835 m/s0.6928-
High ExplosiveHE117904.5 m550 m/s1.3140.64
5 cm Pzgr. 40 APCRAPCR135102.5 m1130 m/s0.39bought (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 (5 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 m0.690.39180135
300 m0.690.5155105
500 m0.690.713076
700 m0.690.8711761

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

  • Its AP gets through the hull front of 16 of the other 34 vehicles. It is stopped by: Tiger I, M4 Sherman, Panther, T-34/76, T-34-85, Panzer IV Ausf. H, Sherman Firefly, M26 Pershing, Tiger II, IS-2, Churchill VII, KV-1, StuG III Ausf. G, SU-100, Jagdpanther, ISU-152, M32 TRV, Jagdpanzer 38 Hetzer.
  • 27 of the other 34 vehicles' AP get through its hull front. Safe from the front against: M3A1 Stuart, Panzer II Luchs, M32 TRV, Sd.Kfz. 250/9, T-70M, T-60, 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: 2 salvos, each recharges in 40 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 40 km/h on roads, 17.6 km/h off-road (44 %), reverse 8 km/h, acceleration 3.3 m/s².
  • Turn rate 33°/s (20°/s at top speed). Mass 22,700 kg. Engine start 3 s.

Special ability (B)

Recon Plane: a recon plane flies a line you draw on the map (up to 800 m) and spots every enemy within 75 m of it for 10 s. Ready 60 s after the round goes live, once per round; another use costs 250 credits.

Where it appears

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

  • Kasserine Pass 1943, Red (Axis side): 3x in an 7-vehicle line-up (first at position 1).
  • Prokhorovka 1943, Red (Axis side): 1x in an 8-vehicle line-up (first at position 6).
  • Stalingrad 1942, Red (Axis side): 3x in an 7-vehicle line-up (first at position 2).

Where it ranks (1 = best of 35)

StatRank
Hit points23
Effective HP23
Hull front armour (lower multiplier = thicker)19
Turret front armour21
Road speed23
Off-road speed27
Shot damage (AP)28
Damage per minute23
Reload (shortest first)5
Accuracy (smallest dispersion first)20
Aim time (fastest first)10
Turret / gun traverse speed27
View range14
AP penetration (lower threshold = goes through more)28
Price (1 = most expensive)23

The real vehicle

VariantPanzer III Ausf. L
Length with gun6.28 m
Hull length5.52 m
Width2.95 m
Height2.5 m

Sources used for the model: historyofwar.org (6.28 m with gun, 2.95 m wide, 2.50 m high, 20 mm spaced plate on mantlet and superstructure front) https://www.historyofwar.org/articles/weapons_panzer_III_ausf_L.html ; armedconflicts.com (2950 mm width, 2500 mm height, 400 mm track, 6167 mm with gun) https://origin.armedconflicts.com/topic/view/6405 ; Wikipedia (hull 5.56 m, 2.90 m, 2.5 m) https://en.wikipedia.org/wiki/Panzer_III ; hull 5.52 m = Ausf. J-M hull length; blueprints the-blueprints.com 22553 / 22554 / 79905

In-game model: 6.28 m long (gun included) × 2.97 m wide × 2.49 m high (antenna excluded), 6,028 triangles, built at true scale.

Images

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