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StuG III Ausf. G

StuG III Ausf. G

Assault Gun · Germany

Low, cheap and hard to spot, with the long 7.5 cm in an 80 mm casemate. The gun swings only 10° each way and the sides are thin: shoot from cover and let the enemy come into your arc.

(the vehicle's description in the garage)

At a glance

NationGermany
RoleTank destroyer (TD)
Modelled variantStuG III Ausf. G (late, Saukopf mantlet, Schuerzen)
Price670 credits
Team stock2 per five-player team (scales with team size)
Hit points890
Main gun280 damage per AP shot, 4.6 s reload
Speed40 km/h on roads, 13.6 km/h off-road
View range230 m
Ability (B)Ammo Drop
Garage ratingsArmour 2/10 · Firepower 5/10 · Mobility 8/10 · Spotting 7/10

History

The Sturmgeschütz III was a turretless assault gun built on the Panzer III chassis. It started as infantry support with a short gun, but the Ausf. G, the most-built version, carried the long 7.5 cm StuK 40 L/48 and became one of Germany's most effective tank killers. More than 10,000 StuG IIIs were built, more than any other German armoured fighting vehicle.

Its low profile made it easy to hide and its frontal armour was thick, but the gun could traverse only a few degrees. The game models a late Ausf. G with the cast "Saukopf" (pig's head) mantlet and side skirts. StuGs fought on every front, including Stalingrad, Prokhorovka, Arracourt, the Ardennes and the Seelow Heights.

In Armor Heads

Compared with the other 34 WW2 vehicles, it is bottom 5 for off-road speed (#35 of 35); top 5 for accuracy (#3 of 35).

Survivability

  • Hit points: 890. Damage taken multiplier: 1.05 (effective HP 848).
  • Track repair: 9 s.
ZoneDamage multiplier (lower = thicker)Raw shell damage to destroy through this zone
Hull front0.66803
Hull side1530
Hull rear1.3408
Roof1.7312
Turret front0.66803
Turret side0.99535
Turret rear1.3408

Main gun

  • Mount: casemate, gun arc ±10° of the hull centreline at 16°/s; turn the hull to aim further.
  • Elevation +17° / depression -8°, at 16°/s.
  • Reload: 4.6 s.
  • Damage per minute (AP): 3,652.
  • Accuracy: 0.06° dispersion when settled, aim time 1.76 s, move bloom 0.09.
  • Gunner's sight: Sfl.ZF 1a, 5x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP280202.5 m750 m/s0.5418-
High ExplosiveHE1821405.8 m550 m/s191
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 hull, 13 rounds/s, 1 damage per round, overheats after 60 rounds. It elevates to 70° and can shoot down recon planes.
  • Smoke: 1 salvo, each recharges in 40 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 40 km/h on roads, 13.6 km/h off-road (34 %), reverse 8 km/h, acceleration 3.1 m/s².
  • Turn rate 32°/s (19°/s at top speed). Mass 23,900 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:

  • Arracourt 1944, Red (Axis side): 2x in an 8-vehicle line-up (first at position 3).
  • Bastogne 1944, Red (Axis side): 1x 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 2).
  • Seelow Heights 1945, Red (Axis side): 1x in an 8-vehicle line-up (first at position 6).
  • Stalingrad 1942, Red (Axis side): 1x in an 7-vehicle line-up (first at position 6).

Where it ranks (1 = best of 35)

StatRank
Hit points21
Effective HP21
Hull front armour (lower multiplier = thicker)18
Turret front armour18
Road speed24
Off-road speed35
Shot damage (AP)23
Damage per minute12
Reload (shortest first)17
Accuracy (smallest dispersion first)3
Aim time (fastest first)26
Turret / gun traverse speed22
View range22
AP penetration (lower threshold = goes through more)15
Price (1 = most expensive)18

The real vehicle

VariantStuG III Ausf. G (late, Saukopf mantlet, Schuerzen)
Length with gun6.77 m
Hull length5.4 m
Width3.41 m
Height2.16 m

Sources used for the model: 6.77 m / 2.95 m (3.41 m over Schuerzen) / 2.16 m: armedconflicts.com https://origin.armedconflicts.com/topic/view/538 and /6406 (Pz III M, same chassis/skirts); Wikipedia https://en.wikipedia.org/wiki/Sturmgesch%C3%BCtz_III (6.85 m, 2.95 m, 2.16 m); hull 5.40 m measured off the-blueprints.com Ausf. G side views (44266, 45058) scaled to 6.77 m overall

In-game model: 6.76 m long (gun included) × 3.4 m wide × 2.34 m high (antenna excluded), 10,196 triangles, built at true scale.

Images

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