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Panzer IV Ausf. H

Panzer IV Ausf. H

Medium Tank · Germany

The workhorse. The long 7.5 cm gets through a Sherman or T-34 from the front, but its own flat plate doesn't return the favour: shoot first, and keep the skirts towards the enemy.

(the vehicle's description in the garage)

At a glance

NationGermany
RoleMedium tank (MT)
Modelled variantPanzer IV Ausf. H
Price610 credits
Team stock3 per five-player team (scales with team size)
Hit points860
Main gun280 damage per AP shot, 4.6 s reload
Speed38 km/h on roads, 17.9 km/h off-road
View range230 m
Ability (B)Artillery
Garage ratingsArmour 2/10 · Firepower 5/10 · Mobility 8/10 · Spotting 7/10

History

The Panzerkampfwagen IV was the only German tank built throughout the whole war, about 8,500 in all, and the workhorse of the panzer divisions. Designed as a support tank with a short 75 mm gun, it was re-armed from 1942 with the long 7.5 cm KwK 40, which let it fight the T-34 and the Sherman on even terms. The Ausf. H, the most-built version, had 80 mm frontal armour and side skirts (Schuerzen) against anti-tank rifles.

Panzer IVs fought on every front. They were at Stalingrad, with the Afrika Korps in Tunisia, at Prokhorovka, with Panzer-Lehr in Normandy, in the Ardennes around Bastogne and in the last battles of 1945. The game uses the Ausf. H.

In Armor Heads

Survivability

  • Hit points: 860. Damage taken multiplier: 1.08 (effective HP 796).
  • Track repair: 7 s.
ZoneDamage multiplier (lower = thicker)Raw shell damage to destroy through this zone
Hull front0.66754
Hull side1498
Hull rear1.32377
Roof1.7293
Turret front0.83600
Turret side1498
Turret rear1.3383

Main gun

  • Mount: turret, 360° traverse at 21°/s.
  • Elevation +20° / depression -10°, at 22°/s.
  • Reload: 4.6 s.
  • Damage per minute (AP): 3,652.
  • Accuracy: 0.075° dispersion when settled, aim time 1.52 s, move bloom 0.054.
  • Gunner's sight: TZF 5f, 2.5x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP280202.5 m750 m/s0.5428-
High ExplosiveHE1821405.8 m550 m/s1151
7.5 cm Pzgr. 40 APCRAPCR210102.5 m990 m/s0.3bought (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 (7.5 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 m0.540.3280210
300 m0.540.39258164
500 m0.540.54235118
700 m0.540.6722494

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

  • Its AP gets through the hull front of 28 of the other 34 vehicles. It is stopped by: Panther, M26 Pershing, Tiger II, IS-2, Churchill VII, Jagdpanther.
  • 25 of the other 34 vehicles' AP get through its hull front. Safe from the front against: M3A1 Stuart, Panzer II Luchs, Panzer III Ausf. L, M32 TRV, Sd.Kfz. 250/9, T-70M, T-60, 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

  • Roof machine gun: MG 34, the vehicle's own modelled gun on its turret, 13 rounds/s, 1 damage per round, overheats after 60 rounds. It elevates to 70° and can shoot down recon planes.
  • Smoke: 2 salvos, each recharges in 40 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 38 km/h on roads, 17.9 km/h off-road (47 %), reverse 7.6 km/h, acceleration 3 m/s².
  • Turn rate 30°/s (18°/s at top speed). Mass 25,000 kg. Engine start 3 s.

Special ability (B)

Artillery: an eight-shell barrage on any point within 1,000 m, 8 s after red smoke marks it; the shells hit tank roofs and wreck buildings. Ready 90 s after the round goes live, once per round; another use costs 400 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 1).
  • Kasserine Pass 1943, Red (Axis side): 2x in an 7-vehicle line-up (first at position 2).
  • Prokhorovka 1943, Red (Axis side): 3x in an 8-vehicle line-up (first at position 1).
  • Seelow Heights 1945, Red (Axis side): 2x in an 8-vehicle line-up (first at position 3).
  • Stalingrad 1942, Red (Axis side): 2x in an 7-vehicle line-up (first at position 1).
  • Villers-Bocage 1944, Red (Axis side): 3x in an 7-vehicle line-up (first at position 2).

Where it ranks (1 = best of 35)

StatRank
Hit points22
Effective HP22
Hull front armour (lower multiplier = thicker)17
Turret front armour26
Road speed30
Off-road speed26
Shot damage (AP)20
Damage per minute11
Reload (shortest first)14
Accuracy (smallest dispersion first)23
Aim time (fastest first)13
Turret / gun traverse speed17
View range17
AP penetration (lower threshold = goes through more)13
Price (1 = most expensive)21

The real vehicle

VariantPanzer IV Ausf. H
Length with gun7.02 m
Hull length5.92 m
Width3.33 m
Height2.68 m

Sources used for the model: AFV Database Ausf.H (hull 5.92, gun overhang 1.095, width with aprons 3.33, height 2.68, tread 2.45, track 0.40): https://web.archive.org/web/20110906154753/http://afvdb.50megs.com/germany/pz4.html ; Wikipedia Panzer IV infobox Ausf.H (5.92 / 7.02 / 2.88 without skirts / 2.68): https://en.wikipedia.org/wiki/Panzer_IV ; blueprint https://www.the-blueprints.com/blueprints/tanks/ww2-tanks-germany-2/81838/view/sd_kfz_161_pzkpfwiv_ausfh/

In-game model: 7.01 m long (gun included) × 3.34 m wide × 2.84 m high (antenna excluded), 6,280 triangles, built at true scale.

Images

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