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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).
  • Tracks: a hit on the running gear breaks a track 45 % of the time (the hit does no damage); the crew repairs it in 7 s.
ZoneReal plateDamage multiplier (lower = thicker)Raw shell damage to destroy through this zoneAP of the other 34 vehicles that gets through
Hull front80 mm at 10° (81 mm)0.6675425
Hull side30 mm1.0348334
Hull rear20 mm at 10° (20 mm)1.2240834
Roof10 mm1.6829634
Turret front50 mm at 10° (51 mm)0.8161430
Turret side30 mm at 25° (33 mm)0.9850833
Turret rear30 mm at 10° (30 mm)1.0248834

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 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 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 (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".
  • 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

  • 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): 3x in an 8-vehicle line-up (first at position 1).
  • 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 8-vehicle line-up (first at position 4).
  • Prokhorovka 1943, Red (Axis side): 2x 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 a 7-vehicle line-up (first at position 1).
  • Villers-Bocage 1944, Red (Axis side): 3x in an 8-vehicle line-up (first at position 1).

Where it ranks (1 = best of 35)

StatRank
Hit points22
Effective HP22
Hull front armour (lower multiplier = thicker)17
Turret front armour25
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).