Difference between pages "B-25J-1" and "Sd.Kfz.234/3"

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m (This is just a little bit of addition to tip and trick the player can pull if they are being attacked.)
 
(Main armament)
 
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{{Specs-Card|code=b_25j_1}}
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{{Specs-Card
{{About
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|code=germ_sdkfz_234_3
| about = American medium bomber '''{{PAGENAME}}'''
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|market=Sd.Kfz.234/3 (Germany)
| usage = other versions
 
| link = B-25 (Family)
 
 
}}
 
}}
  
 
== Description ==
 
== Description ==
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
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<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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[[File:GarageImage_Sd.Kfz.234_3.jpg|420px|thumb|left]]
{{break}}
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{{Break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American bomber {{Battle-rating}}. It was introduced in [[Update 1.29]].
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The '''{{Specs|name}}''' is a premium gift rank {{Specs|rank}} German tank destroyer {{Battle-rating}}. It was introduced during [[Update 1.79 "Project X"]] in the [[wt:en/news/5698-marathon-good-old-s-u-m-m-e-r-en|"Good Old S.U.M.M.E.R"]] event of 2018.
  
Design of the B-25 was the result of years of work and failed bids to win contracts with the United States Army Air Corps (USAAC). Initially designed to meet requirements for a payload of 1,200 lb (540 kg), a range of 1,200 mi (1,900 km) and flying at speeds faster than 200 mph (320 kph), prototypes were built, tested and refined. Although the original XB-21 and NA-40 never materialized into a production aircraft, requirements from the USAAC came out in March of 1939 for a medium bomber carrying a payload of 2,400 lb (1,100 kg) over 1,200 mi (1,900 km) at speeds around 300 mph (480 kph), North American modified their design of NA-40 and developed the NA-62 which went into prototype testing as the YB-25 and then ordered into production as the B-25.
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== General info ==
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=== Survivability and armour ===
The B-25 turned out to be the archetype of the medium bomber, carrying upwards of 3,000 lb (1,361 kg) of bombs and could fly at speeds up to 340 mph (547 kph). This twin-engine bomber was fast, it could carry a large payload for its size and had several defensive turrets and gunner stations at which it could defend itself from almost any angle. To increase its versatility, several models had forward-facing fixed machine guns fitted into the nose and the cheeks of the aircraft. Later models opted to removed the glazed nose and bombardier/nose-gunner station and outfit more machine guns and even a 75 mm autocannon for strafing ground targets and especially ships. This medium bomber at times acted more like a heavy attacker opting for low-level flights which would skim treetops and the ocean to sneak up on unwary targets. It was not uncommon for B-25s to fly just above the mast/smokestack height of enemy ships when attacking.
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<!--Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
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''If necessary use a visual template to indicate the most secure and weak zones of the armour.-->
As later models moved from the dedicated bomber position and morphed into more of an attacker role, bomb payloads were reduced to allow for more armour around the cockpit and more offensive weapons and ammunition to fill the attacker mode it took on, especially under the command of U.S. Marine Corps squadrons. With more than 10,000 B-25 aircraft variants built, they saw action in all theatres of war and were even subject to part of the lend-lease program which China and the USSR benefitted from. So versatile was this aircraft that a flight of them were specifically outfitted and their crews trained to take off from an aircraft carrier and bomb mainland Japan in a daring raid. This historical mission was called the "[[wikipedia:Doolittle_Raid|Doolittle Raid]]". Impressive for an aircraft not meant to take off from an aircraft carrier.
+
 
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'''Armour type:'''
The B-25 is a fantastic bomber, attacker or both and will suit many different pilots and their different approaches to the battlefields found in War Thunder. The tail gunner has been known to set many fighters alight with their dual .50 calibre machine guns and help to prolong the life of this bomber to allow the pilot to make it to their target whether it is to bomb it or strafe it.
 
  
== General info ==
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* Rolled homogeneous armour (hull, turret, gun shield, gun mantlet)
=== Flight performance ===
+
* Structural steel (tires, suspension, mudguards)
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
 
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable"
 
|-
 
|-
! colspan="8" | Characteristics
+
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
! colspan="8" | ''Stock''
+
| Hull || 30 mm (40°) ''Front plate'' <br> 15 mm (70°) ''Front glacis - upper section'' <br> 30 mm (55°) ''Front glacis - lower section'' <br> 30 mm (35°) ''Lower glacis'' || 8 mm (35°) + 4 mm ''Top + Mudguards'' <br> 8 mm (19°) ''Bottom'' || 10 mm (38°) ''Plate connecting with the turret'' <br> 10 mm (21°) ''Engine compartment - upper part'' <br> 10 mm (46°) + 10 mm ''Engine compartment - lower part + add-on spare tire'' || 5 mm
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 3,049 m)
+
| Turret || 14.5 mm (34°) <br> 14.5 mm ''Gun mantlet'' || 14.5 mm || 10 mm (33°) || N/A
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
 
|-
 
|-
! AB !! RB !! AB !! RB !! AB !! RB
+
|}
 +
'''Notes:'''
 +
 
 +
* Tires and suspension bars are 10 mm thick.
 +
* Bottom of the hull is 8 mm thick. An additional 13 mm plate separates the crew compartment from the bottom plate.
 +
* Viewports for the crew are 30 mm thick.
 +
 
 +
When dealing with the {{PAGENAME}}, the best way to deal with this tank is to catch it out of position and/or from behind. Because of its low armour values, it can be easily destroyed with 12.7 mm MG fire or HE shells to the open roof. Most AP and APHE shots will simply over-penetrate the vehicle's front armour and will not do much to the crew compartment unless aimed at specific crew locations or it hull-breaks the {{PAGENAME}}. As such, explosive ammunition or machine gun fire are the more preferred methods of elimination.
 +
 
 +
=== Mobility ===
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 +
 
 +
{{tankMobility|abMinHp= 298|rbMinHp= 186}}
 +
 
 +
The {{PAGENAME}} accelerates quickly and has a very high cruise speed on hard surfaces (solid ground, roads).
 +
While its high speed is an advantage, it can turn into a disadvantage when maoeuvring at high speed: the {{PAGENAME}} starts wobbling if you turn too violently and you end up skidding incontrollably. Be aware of this before gunning towards the frontline: limit your maximum speed and anticipate the braking phases.
 +
Like all WW2 wheeled vehicles, you can not turn on the spot and always need space to change direction. However, thanks to the orientable front and rear axles, your turn radius remains small at small speed. But remember that the faster you drive, the bigger the turn radius will be.
 +
Changing directions in a cramped street can be difficult with the {{PAGENAME}}. However, the reverse speed is very important, which mitigates the impossibility to change direction on the spot.
 +
As it is equipped with tires, the {{PAGENAME}} struggles on soft terrain (sand, mud, snow). The {{PAGENAME}} is also average at fording: 15 km/h and it loses quickly speed when driving uphill. Obstacles will also make you lose a lot of speed: avoid them as the {{PAGENAME}}'s survival relies on its mobility.
 +
 
 +
== Armaments ==
 +
=== Main armament ===
 +
 
 +
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 +
{{main|K51 L/24 (75 mm)}}
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
| 420 || 407 || {{Specs|ceiling}} || 32.4 || 33.8 || 5.4 || 5.3 || 750
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! colspan="5" | [[K51 L/24 (75 mm)|75 mm K51 L/24]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! colspan="8" | ''Upgraded''
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 3,049 m)
+
! ''Arcade''
! rowspan="2" | Max altitude<br>(meters)
+
| rowspan="2" | 50 || rowspan="2" | -10°/+16° || rowspan="2" | ±14° || rowspan="2" | N/A || 12.3 || 17.1 ||20.1||22.9|| 24.4 || rowspan="2" | 4.3 || rowspan="2" |3.8|| rowspan="2" |3.5|| rowspan="2" | 3.3
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
 
|-
 
|-
! AB !! RB !! AB !! RB !! AB !! RB
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! ''Realistic''
 +
| 8.3 || 9.8 ||11.9||13.2|| 14.0
 
|-
 
|-
| 472 || 444 || {{Specs|ceiling}} || 29.7 || 31.0 || 10.6 || 7.7 || 750
+
|}
 +
 
 +
The "Stumpwagen" is armed with the K51 L/24 gun, which is equivalent to the [[KwK 37 (75 mm)|75 mm KwK 37]] gun on the early Panzer IV tanks. The gun features the same four useful ammunition types as the KwK 37. The gun has great zoom and a very fast fire rate.
 +
 
 +
==== Ammunition ====
 +
The available ammunition offers a wide range of shells to engage all types of targets:
 +
 
 +
* '''K.Gr.rot Pz.''': APCBC; a slow shell with explosive filler mass that will one-shot any tank that is penetrates but has an average penetration power.
 +
* '''Hl.Gr 38B''': HEAT; a shaped charge with good penetration and without penetration loss over distance. Only penetrates flat vertical surfaces but the post-penetration damage is very effective on open and lightly armoured vehicles.
 +
* '''Hl.Gr 38C''': HEAT; a shaped charge with increased penetration over the previous shell. Very useful against heavily armoured targets.
 +
* '''Sprgr. 34''': HE; useful for destroying open and lightly armoured vehicles.
 +
* '''K.Gr.Rot Nb.''': Smoke; useful to blind enemy vehicles that are too remote for you to disable so that you can progress towards objectives.
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 
|-
 
|-
|}
+
! rowspan="2" data-sort-type="text" | Ammunition
[[File:B-25j-1 hugotroop 001.jpg|350px|thumb|right|'''{{PAGENAME}}''' releasing its bombs over a target.]]
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! rowspan="2" | Type of<br>warhead
==== Details ====
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! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
{| class="wikitable" style="text-align:center"
+
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| K.Gr.rot Pz. || APCBC || 52 || 50 || 45 || 39 || 34 || 30
 
|-
 
|-
! colspan="5" | Features
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| Hl.Gr 38B || HEAT || 80 || 80 || 80 || 80 || 80 || 80
 
|-
 
|-
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
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| Hl.Gr 38C || HEAT || 100 || 100 || 100 || 100 || 100 || 100
 
|-
 
|-
| || || || X || X    <!-- ✓ -->
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| Sprgr. 34 || HE || 10 || 10 || 10 || 10 || 10 || 10
 
|-
 
|-
 
|}
 
|}
 
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{| class="wikitable sortable" style="text-align:center" width="100%"
{| class="wikitable" style="text-align:center"
+
! colspan="10" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 
|-
 
|-
! colspan="5" | Limits
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| K.Gr.rot Pz. || APCBC || 385 || 6.78 || 1.2 || 14.0 || 80 || 48° || 63° || 71°
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
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| Hl.Gr 38B || HEAT || 450 || 4.57 || 0.0 || 0.1 || 872.1 || 62° || 69° || 73°
! rowspan="2" | Gear limit<br>(km/h)
 
! rowspan="2" | Combat flaps<br>(km/h)
 
! colspan="2" | Max Static G
 
 
|-
 
|-
! + !! -
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| Hl.Gr 38C || HEAT || 450 || 4.80 || 0.0 || 0.1 || 875.5 || 62° || 69° || 73°
 
|-
 
|-
| {{Specs|destruction|constructions}} || {{Specs|destruction|chassis}} || 340 || ~6 || ~2
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| Sprgr. 34 || HE || 420 || 5.74 || 0.1 || 0.1 || 686 || 79° || 80° || 81°
 
|-
 
|-
 
|}
 
|}
 
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{| class="wikitable sortable" style="text-align:center"
{| class="wikitable" style="text-align:center"
+
! colspan="7" | Smoke characteristic
|-
 
! colspan="4" | Optimal velocities
 
 
|-
 
|-
! Ailerons<br>(km/h)
+
! Ammunition
! Rudder<br>(km/h)
+
! Velocity <br /> in m/s
! Elevators<br>(km/h)
+
! Projectile<br />Mass in kg
! Radiator<br>(km/h)
+
! ''Screen radius <br /> in m''
 +
! ''Screen time <br /> in s''
 +
! ''Screen hold time <br /> in s:''
 +
! ''Explosive Mass in g<br /> (TNT equivalent):''
 
|-
 
|-
| < 300 || < 270 || < 350 || > 330
+
| K.Gr.Rot Nb. || 423 || 6.20 || 13 || 5 || 20 || 50
 
|-
 
|-
 
|}
 
|}
  
 +
==== [[Ammo racks]] ====
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
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! Full<br>ammo
|-
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! 1st<br>rack empty
! colspan="3" | Setting 1
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! 2nd<br>rack empty
|-
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! 3rd<br>rack empty
! Optimal altitude
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! 4th<br>rack empty
! 100% Engine power
+
! 5th<br>rack empty
! WEP Engine power
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! 6th<br>rack empty
|-
+
! 7th<br>rack empty
| 524 m || 1,500 hp || 1,669 hp
+
! 8th<br>rack empty
|-
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! Visual<br>discrepancy
! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
 
|-
 
|-
| 3,700 m || 1,350 hp || 1,502 hp
+
| '''50''' || 45&nbsp;''(+5)'' || 39&nbsp;''(+11)'' || 35&nbsp;''(+15)'' || 31&nbsp;''(+19)'' || 27&nbsp;''(+23)'' || 23&nbsp;''(+27)'' || 13&nbsp;''(+37)'' || 1&nbsp;''(+49)'' || No
 
|-
 
|-
 
|}
 
|}
 +
[[File:Ammoracks Sd.Kfz.234-3.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
Notes:
  
=== Survivability and armour ===
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* Shells in racks 1 and 2 are modeled individually and disappear after having been shot or loaded.
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
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* Shells in racks 3 to 8 are modeled by sets of 2 and disappear after both shells in the set having been shot or loaded.
 
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* Pack 27&nbsp;''(+23)'' shells (racks 1 to 5 emptied) to go into battle with the flanks empty of ammo.
* 9.5 mm Steel plates throughout the cockpit
 
* 8 mm Steel plate behind the pilot
 
* 8 mm Steel plate under nose gunner
 
* 9.5 mm Steel plate behind the dorsal gunner
 
* 6.35 mm Steel plate behind beam gunners
 
* 38 mm Bulletproof glass in front of the tail gunner
 
* 9.5 mm Steel plates in front of the tail gunner
 
 
 
Rugged, sturdy, though, the B-25 is all of those things. Featuring crew armour protection that outclasses the [[B-17G-60-VE|B-17 ''Flying Fortress'']] in a handier, smaller design, the Mitchell is a tough nut to crack and even harder to devoid of the crew. Calibres above 20 mm are a must for a quick kill, otherwise, the B-25 will repay in kind. Forgoing all defence is good, but all offence, too? It is called overkill, of the pursuit fighter.
 
 
 
The two Wright R-2600 air-cooled radial engines are themself hard to destroy and with dropped payload, the Mitchell will just keep flying on a single damaged one. Denying under armed fighters the ability to lethally cripple it. Yet this aircraft has got one downside: fuel tanks. While present in all planes, the armour, crew and bomb bay take up all the fuselage. Leaving only space in the wings. A common cause of a crash of a B-25 is hence a fire and thus a structural failure of the wing spar.
 
 
 
== Armaments ==
 
=== Offensive armament ===
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
[[File:B-25j-1 jonigustavo 001.jpg|400px|thumb|right|'''{{PAGENAME}}''' unloading on ground targets with its five forward-facing machine guns (not including the single machine gun controlled by the nose gunner/bombardier).]]
 
 
 
{{main|Browning M2 (12.7 mm)}}
 
 
 
The '''''{{PAGENAME}}''''' is armed with:
 
 
 
* 1 x 12.7 mm Browning M2 machine gun, nose-mounted (400 rpg)
 
* 4 x 12.7 mm Browning M2 machine guns, cheek-mounted (400 rpg = 1,600 total)
 
 
 
=== Suspended armament ===
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
{{main|AN-M30A1 (100 lb)|AN-M57 (250 lb)|AN-M64A1 (500 lb)|AN-M65A1 (1,000 lb)}}
 
 
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
[[File:B-25j-1 an trn 26 001.jpg|400px|thumb|right|'''{{PAGENAME}}''' diving on a ground target.]]
 
 
 
* 12 x 100 lb AN-M30A1 bombs (1,200 lb total)
 
* 4 x 250 lb AN-M57 bombs (1,000 lb total)
 
* 4 x 250 lb AN-M57 bombs + 8 x 100 lb AN-M30A1 bombs (1,800 lb total)
 
* 8 x 250 lb AN-M57 bombs (2,000 lb total)
 
* 2 x 500 lb AN-M64A1 bombs + 8 x 100 lb AN-M30A1 bombs (1,800 lb total)
 
* 4 x 500 lb AN-M64A1 bombs (2,000 lb total)
 
* 1 x 1,000 lb AN-M65A1 bomb + 10 x 100 lb AN-M30A1 bombs (2,000 lb total)
 
* 3 x 1,000 lb AN-M65A1 bombs (3,000 lb total)
 
 
 
=== Defensive armament ===
 
<!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' -->
 
{{main|Browning M2 (12.7 mm)}}
 
 
 
The '''''{{PAGENAME}}''''' is defended by:
 
 
 
* 1 x 12.7 mm Browning M2 machine gun, nose turret (300 rpg)
 
* 2 x 12.7 mm Browning M2 machine guns, dorsal turret (400 rpg = 800 total)
 
* 1 x 12.7 mm Browning M2 machine gun, 2 x beam turrets (250 rpg)
 
* 2 x 12.7 mm Browning M2 machine guns, tail turret (600 rpg = 1,200 total)
 
  
 
== Usage in battles ==
 
== Usage in battles ==
<!-- ''Describe the tactics of playing in an aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
+
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
[[File:B-25j-1 hc dwain 001.jpg|400px|thumb|right|'''{{PAGENAME}}''' tangling with a Japanese fighter over enemy territory.]]
+
This armoured car is as much fun to play as the [[Sd.Kfz.234/4]]. The short 75 mm gun and the 234 chassis work amazingly well within its battle rating. The best way to play this Rank I Goliath is to use your speed and to try to get side and rear shots on the enemy but since you have HEAT at your disposal, you are almost guaranteed to obliterate anything frontally at your battle rating and vice versa. The 234/3 has the same weaknesses as the 234/2 which means it can be and will be torn up by 12.7 mm machine gun fire, assume the position has been spotted after firing and move out via reverse. Engaging in a head-on is unadvised but you can come out kicking should you find yourself against any higher tanks as you should be able to reload fast enough, though this is not a go-to option.
  
In Realistic battles (and Arcade to an extent), it is highly recommended against exclusively bombing strategic bases and in general to not bomb from high altitudes. It was rarely used this way in combat, and it makes it very easy for enemy fighters to approach and attack you from your defenceless belly. Also, the bomber's maximum payload of 3 x 1,000 lb of bombs is not enough to destroy an enemy base in Realistic battles, which is useless in regards to decreasing ticket count and, most importantly, does not help your team. Thus, leave base bombing to the British heavy bombers you will likely also encounter on your team, whose payloads vastly outclass yours, and instead - if you wish to help your team as much as possible - use your five nose-mounted Browning machine guns on ground targets. Ground target strafing is not only infinitely more exciting than base bombing, but it can also lower the enemy's ticket count drastically, therefore helping your team win. Fly at low altitudes and attack light pillboxes and soft targets with your guns. If you fail to destroy a target, then pitch up and use your turrets to finish it off. Save your bombs for targets your guns cannot kill, such as heavy tanks and heavy pillboxes; the bombsight is very helpful in doing this (something which the dedicated strafing variants such as the [[PBJ-1J]] lack). Make sure to use a fuse timer, 3 seconds should be enough when bombing at treetop level with 1,000 lb bombs.
+
The 75 mm gun is the same as early Panzer IV and can destroy any other vehicles at and above its battle rating with one hit, meanwhile, the 234/3 has a great speed of 50-60 km/h forwards and backwards to relocate. Because of this, it is possible (though not necessarily needed) to use the 75 mm and return fire while making haste. Terrain foliage such as bushes are great assets for concealment, shadows as well so use them and stay hidden.
  
When strafing, be sure to watch your minimap at all times for any incoming enemies so you can adequately prepare for an attack. When being attacked, try to identify the attacker. If the attacker is a lower tier or a vehicle that don't have a lot of frontal armour. Try to head on them. All of your frontal .50 cal are in the center so it is very easy for you to snipe their pilot or blow out their engine. However if they are a lot stronger then you (Basically any German heavy fighter or very hightiered aircraft you will face) or they try to manuver out of your frontal gun fire (don't chase them because you are a bomber and it's not very agile), fly away from the assailant and try to get them on your tail, and manually open fire with your defensive guns while they try to turn to get on your six (tail or behind you), making sure to watch your tracers and adjust the direction of fire, so they hit the target. Remember that turret guns will jam if fired for a long duration, requiring them to be reloaded, which usually takes almost twenty seconds, during which an attacker will most certainly kill you. If the reticle starts blinking, the guns are very close to jamming, so immediately stop firing and wait for the weapons to cool down. Many experienced players will attempt to utilise the dead zones on your belly and the arcs beyond your twin rudders in their attack. If you find an enemy doing this to you, then switch back to flight view and manoeuvre so that they are in the firing arcs of your guns again and try as much as possible to keep them out of your dead zones and, mostly, make their attack as difficult as possible. The attacker will then either eventually lose patience and try for a head-on, or you will get a successful snipe on their aircraft. It is also very advantageous to use the keyboard controls for pitch, roll, and yaw in the gunner view as it will allow you to make small manoeuvres while still concentrating on defending yourself, letting you, for example, dodge fire or roll/pitch/yaw and shoot someone in your dead zones. Also, use ''Universal'' belts for your turrets as they will do the most damage to enemies and cause devastating fires. While doing all these look for the closest ally or friendly ground anti-air gun. Their cover can give you an advantage in the fight aginst your pursuer.
+
Like it's older brother, it is recommended to follow the exact same tactics, those being:
  
[[File:B-25j-1 billythekid 001.png|400px|thumb|right|'''{{PAGENAME}}''' showing how deadly the tail gunner can be.]]
+
# Get behind great cover, either hard cover or visual cover (so rocks and or bushes are great)
 +
# Use your cover for great visibility (for you to view the enemy)
 +
# The ability to get deadly hits into the enemies
  
If you lose tail control for whatever reason, then immediately turn back to the airfield and use combat flaps to keep your nose up. Make a landing by alternating between takeoff and combat flaps and, if needed, landing flaps. Make sure that your speed does not go too low; if you start nosing down with takeoff flaps then do not use landing flaps (unless in an emergency) as you'll lose speed and potentially crash. Instead, engage WEP and wait for your nose to rise. There is no set method for doing this and it takes lots of practice, but making these daring landings is very rewarding. If you lose an engine, '''do not''' engage flaps as you will lose speed, end up in a stall and will die, fly straight and slowly make your way back to base, using WEP if needed. If using manual engine controls, close the radiator of the dead engine, feather it, and open the radiator of the working engine to allow you to use WEP all the way back to the airfield without overheating.
+
In its battle rating of 1.7, the 234/3 will face anything and everything between 1.0 and 2.7, It can and will be destroyed by anything and everything here. But keep in mind that tanks can use Artillery and Air-Spawns to take you down if they can't directly see you, so get under a roof and/or likewise cover where they can't see you nor hit you.
 
 
=== Carrier Landing Technique ===
 
Approach at 150 km/h (92 mph/80 kt), flaps set to landing. Keep applying about 60% thrust, or as necessary to maintain 150 km/h. Touchdown at the beginning of the carrier runway, slightly to the left to avoid the island. Apply hard braking, immediately retract flaps, and if necessary fire forward-facing guns to utilize the recoil to stop faster.
 
 
 
=== Manual Engine Control ===
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="7" | MEC elements
 
|-
 
! rowspan="2" | Mixer
 
! rowspan="2" | Pitch
 
! colspan="3" | Radiator
 
! rowspan="2" | Supercharger
 
! rowspan="2" | Turbocharger
 
|-
 
! Oil !! Water !! Type
 
|-
 
| Controllable || Controllable<br>Not auto controlled || Not controllable<br>Not auto controlled || Controllable<br>Auto control available || Separate || Controllable<br>2 gears || Not controllable
 
|-
 
|}
 
  
 
=== Modules ===
 
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
! Tier
+
!Tier
! colspan="2" | Flight performance
+
! colspan="2" |Mobility
! Survivability
+
!Protection
! colspan="2" | Weaponry
+
! colspan="2" |Firepower
 
|-
 
|-
| I
+
|I
| Fuselage repair
+
|Tires
| Radiator
+
|
| Protective vest
+
|Parts
| Offensive 12 mm
+
|Horizontal Drive
| SBC-25
+
|
 
|-
 
|-
| II
+
|II
 +
|Suspension
 +
|Brake System
 +
|FPE
 +
|Hl.Gr 38B
 +
|Adjustment of Fire
 +
|-
 +
|III
 +
|Filters
 
|
 
|
| Compressor
+
|Crew Replenishment
| Airframe
+
|Hl.Gr 38C
| New 12 mm MGs
+
|Elevation Mechanism
| MBC-25
 
 
|-
 
|-
| III
+
|IV
| Wings repair
+
|Transmission
| Engine
+
|Engine
 
|
 
|
| Turret 12 mm
+
|K.Gr.Rot Nb.
 
|
 
|
 
|-
 
|-
| IV
+
! colspan="6" |This is a premium vehicle: all modifications are unlocked on purchase
|
 
| Engine injection
 
| Cover
 
| New 12 mm MGs (turret)
 
| LBC-25
 
 
|-
 
|-
 
|}
 
|}
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->'''Pros:'''
+
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".-->
  
* Very effective front-facing armament of 5 x 12.7 mm machine for aerial attack or ground strafing
+
'''Pros:'''
* Durable airframe which can take a beating from weak guns like 20mm Type 99
+
 
* Heavy defensive armament on two sides, top and especially the tail gunner
+
* Adequate ammo supply for prolonged combat
* Can provide initial cover for other bombers until fighters reach their altitude
+
* Can move forward and backwards with equal speed
* Can be used as a tactical bomber, strategic bomber, attacker or even an interceptor
+
* Eight-wheel drive gives it good surface traction and handling, much better manoeuvrability
* Able to land on an aircraft carrier
+
* Shorter Gun than [[Sd.Kfz.234/2]], making it harder to identify behind bushes
* Rather fast dive acceleration
+
* HEAT Shells are available for usage
 +
* Premium bonus
  
 
'''Cons:'''
 
'''Cons:'''
  
* Manoeuvres stiffly, cannot turnfight
+
* Very weak armour, can be penetrated by aircraft weapons and heavy machine guns
* Rudder severely locks up over 400kph, meaning it cannot adjust its aim in time and need a second pass.
+
* Open-topped, making it very vulnerable to attacks from the air or artillery
* Difficult to pull out of a dive due to elevator lockup.
+
* Can be disabled by aircraft simply by ramming it
* Often the fuel tank in wings will catch fire, leading to the failure of spars.
+
* Limited gun traverse
* No downward-facing defensive armament
+
* Crew compartment is littered with ammo
* If tail control is damaged, return to base and land utilizing flaps and engine throttling
+
* Vehicle will be immobilized if one driver is knocked out despite having two drivers in its layout, due to game mechanic limitations of having only one driver at a time
* Relatively low payload compared to a heavy bomber
+
* Less penetration than the 234/2
* Forward facing gunner will automatically fire at approx 1,000 m, alerting your target
 
* Low energy retention; any attacks that require manoeuvring will cost speed and altitude
 
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''-->
+
<!--Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).-->
 +
The blitzkrieg tactics in Poland and France gave the Germans a new appreciation of mobile and lethal reconnaissance vehicles. The Germans especially valued the armoured cars due to their speed, firepower, and their pre-war build-up as they were not restricted by the Versailles Treaty. The Germans started with armoured cars like the Sd.Kfz.231 family, each with different armaments. However, these vehicles had its flaws and in August 1940, Germany sought a replacement following the conclusion of the Battle of France.
  
Early in 1939 as tensions were rising throughout Europe, the Soviet Union and Asia, the United States Army Air Corps (USAAC) issued requirements for a new medium bomber contract. Specifications for the medium bomber included carrying a payload of 2,400 lb (1,100 kg) while flying over 1,200 mi (1,900 km) at a speed of 300 mph (480 km/h). Fortuitously North American Aviation (NAA) already had a previous design for their NA-40B which they had already built as a prototype known as NA-62. After initial service tests, the USAAC placed an order with NAA to produce the NA-62 as the B-25. Alongside the B-25, the USAAC also ordered the Martin B-26 Marauder into production, though it was still only drawings on paper.
+
The new vehicle was built off an improved Sd.Kfz.232 chassis made in monocoque construction by Büssing-NAG, its armoured body was made by Deutsche Edelstahlwerke, the turret by Daimler-Benz and Schichau, and air-cooled diesel engines by Ringhoffer-Tatra-Werke AG. The monocoque chassis design was built with an eight-wheel steering system, six forward and reverse gears, as well as having an additional driver seat in the rear for quick reversal get-aways. This construction led to '''Sd.Kfz.234''' family. Vehicle construction first started in 1943 as the [[Sd.Kfz.234/2|Sd.Kfz.234/2]], which had a turret originally intended for the VK 1602 Leopard mounting a [[KwK 39 (50 mm)|5 cm L/60]] gun, construction continued on this vehicle until mid-1944. The Sd.Kfz.234/2 earned the nickname "Puma" from the soldiers using it.
  
NAA had a head start through utilising their existing NA-62 aircraft. Initially, the plane had a constant-dihedral or and upward angle to the main wings. Unfortunately, this configuration caused stability issues which resolved when the wing shape became slightly anhedral just from the engine nacelle to the wingtip. The flattening of the outer wing led the aircraft to have gull shaped wings; however, this eliminated any stability problems previously encountered. Though not as noticeable was the increase in the size of the tail fins and decrease their inward tilt. These factors would also help improved stability and increase the aircraft's responsiveness, especially when carrying heavy loads.  
+
Production for Sd.Kfz.234/2 shifted towards other armaments in 1944 that replaced the original. This produced variants such as the [[Sd.Kfz.234/1]] which replaced the turret with an open-top one carrying a [[KwK38 (20 mm)|2 cm KwK 38]], this was produced between mid-1944 to early 1945. Right besides that, the Sd.Kfz.234/3 was produced with an open-top structure to mount a [[KwK 37 (75 mm)|75 mm howitzer]], this was produced from mid-1944 until the end of 1944. At the Sd.Kfz.234/3's production end, it was replaced by the [[Sd.Kfz.234/4]], also known as the "Pakwagen", that had the armament replaced by a [[KwK 40 (75 mm)|7.5 cm PaK 40]] anti-tank gun. This last variant was produced from the end of 1944 to the capitulation of Germany in World War II. A total of 478 Sd.Kfz.234 armoured cars were produced, 200 of the 234/1, 101 of the 234/2, 88 of the 234/3, and 89 of the 234/4.
  
Development continued through 1941 and in 1942 the first B-25A and B-25B models reported for duty with the USAAC. Variants of the B-25 from B through H changed over time, and the military experimented with using the aircraft as a bomber and a strafing aircraft specialising in an anti-shipping role with its skip-bombs, 14-18 forward-facing machine guns or even a 75 mm M4 cannon. The B-25J versions of the plane were essentially the same as a B-25H; however the 75 mm cannon was removed, and the nose of the aircraft was changed out. Now there were two versions of the nose which could be field swapped to change the usage of the aircraft. The B-25J-1 strafer version incorporated a metal nose outfitted with eight 12.7 mm Browning machine guns while the second option utilised a glass nose with a single crew usable 12.7 mm Browning and single 12.7 mm Browning which was fixed and operated by the pilot often in conjunction with four blister mounted 12.7 mm machine guns. This aircraft while developed for mid-level bombing instead excelled as a low altitude strafing bomber, often flying at tree-top levels and at times mast-level with ships. Frequently strafing B-25s lead the charge to eliminate enemy gunners and anti-aircraft instalments while bomber B-25s followed immediately behind to destroy airfields or vessels, often causing havoc at the target site.
+
== Media ==
 
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
=== In-game description ===
 
North American B-25J-1 Mitchell twin-engine medium bomber/ground-attack aircraft
 
 
 
The B-25J (NA-108) was the most largely produced Mitchell variant. The first aircraft of this type left the factory floor in December 1943, and the variant drove the B-25C and B-25D completely out of production by March of the next year.
 
 
 
B-25J bombers had two 1,700 hp Wright R-2600-29 fourteen-cylinder, double-row, radial air-cooled engines with Hamilton Standard Hydromatic 23E50 three-bladed automatic metal propellers.
 
 
 
One feature of this variant was that it could be used both as a bomber and as a ground-attack aircraft.
 
 
 
When used as a bomber, the B-25J-1's armament was: one fixed front machine gun (with 400 rounds) and one mobile machine gun (with 300 rounds) mounted on the navigator's cockpit in the forward fuselage; four front machine guns, with 400 rounds each, mounted in pairs on both sides of the lower fuselage section, near the pilot's cockpit; a Bendix A-9 upper turret housing twin machine guns, with 400 rounds each; a twin Bell M-7 rear mount, with 600 rounds each; and two machine guns, with 600 rounds each, in the fuselage blisters on the starboard and port sides. All gun emplacements had 12.7 mm Colt-Browning ANM2.5 machine guns. The total number of machine guns was 12.
 
 
 
Thus, the B-25J was practically as good in its armament as heavy bombers like the B-17 or the B-24, except for coverage from below.
 
 
 
To use the B-25J-1 as a ground-attack aircraft, the nose section with the navigator/bombardier's cockpit could be easily removed and replaced by a solid unglazed nose with a battery of eight 12.7 mm Colt-Browning ANM2.5 machine guns, with 400 rounds each. Thus the number of front machine guns was increased to 12, and the total number of guns to 18.
 
 
 
The B-25J-1's maximum bomb capacity was 4,000 lb (1,815 kg). Starting with the 151st machine, one bomb rack, meant to suspend a 2,000 lb (908 kg) bomb, was removed from production B-25J-1 bombers, since it was almost never used in combat units and did nothing but take up a lot of space in the bomb bay.
 
 
 
The aircraft usually carried three 1,000 lb (454 kg) or two 1,600 lb (726 kg) bombs. Different combinations of bombs of smaller sizes were also used. 10 kg parachute bombs were used, as well. The B-25J could carry a Mk.13 torpedo weighing 907 kg. In addition, removable bomb racks for bombs up to 250 kg could be mounted under the wing panels.
 
 
 
When used as a bomber, the aircraft had a crew of six people: two pilots, a navigator/bombardier/gunner, a turret gunner/engineer, a radio operator/waist gunner, and a tail gunner. When used as a ground-attack aircraft, the crew consisted of five people, excluding the navigator/bombardier.
 
  
Both pilot seats were equipped with an armoured backrest. One armour plate was located behind the instrument panel, and the second was under the cockpit windshield. Two armour sheets were fixed outside to the sides. Armour protection was provided for all gunners.
+
;Skins
  
== Media ==
+
* [https://live.warthunder.com/feed/camouflages/?q=%23sdkfz234_3 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
 
  
 
;Videos
 
;Videos
{{Youtube-gallery|7qCr6W00F8k|'''B-25J-1 [Versatility Reborn!]''' - ''Jengar''|oLzkjIqEF9Q|'''B-25J-1 Mitchell - Hard Target''' - ''tx141TX''}}
+
{{Youtube-gallery|h_Gng-eiEXE|'''The Shooting Range #113''' - ''War Machines'' section at 10:49 discusses the {{PAGENAME}}.|QRLKBxSNyGk|'''{{PAGENAME}} Tank Review''' - ''NUSensei''|YtJrPmBOdOI|'''Sd.Kfz.234/3: Rapid HEAT Dispenser''' - ''Napalmratte''}}
  
 
== See also ==
 
== See also ==
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!--Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:
 
+
* ''reference to the series of the vehicles;''
* ''reference to the series of the aircraft;''
 
 
* ''links to approximate analogues of other nations and research trees.''-->
 
* ''links to approximate analogues of other nations and research trees.''-->
  
;Aircraft of comparable role, configuration and era
+
* [[Sd.Kfz.234/1]], equipped with a turreted [[KwK 38 (20 mm)|2 cm KwK 38]] autocannon.
 
+
* [[Sd.Kfz.234/2]], equipped with a turreted [[KwK 39 (50 mm)|50 mm KwK 39]] gun.
* de Haviland [[Mosquito (Family)|Mosquito]]
+
* [[Sd.Kfz.234/4]], tank destroyer version equipped with the longer [[PaK 40/3 (75 mm)|75 mm PaK 40/3]] gun.
* Douglas [[DB-7 (Family)|DB-7]] and its many derivatives (such as [[A-20G-25|A-20G]])
 
* Douglas [[A-26 (Family)|A-26 ''Invader'']]
 
* Tupolev [[Tu-2 (Family)|Tu-2]]
 
 
 
;Other B-25 variants in-game
 
 
 
* [[B-25J-20]] - Very little difference between the J-1 and J-20, an additional nose-mounted machine gun, slight armour difference.
 
* [[B-25J-30_(China)|B-25J-30]] (Chinese lend-lease) - Virtually same as J-20 variant.
 
* [[B-25J-30_(USSR)|B-25J-30]] (Soviet lend-lease) - Same as Chinese lend-lease version with the exception it utilises Soviet bombs.
 
* [[PBJ-1H]] - U.S. Marine variant - 75 mm autocannon and eight nose-mounted machine guns, lower service ceiling, reduced bomb load compared to J-1, J-20 and J-30 variants, increased armour around the cockpit.
 
* [[PBJ-1J]] - U.S. Marine variant - Identical to PBJ-1H in-flight characteristics and bomb loadout, no 75 mm cannon, a total of 12 nose-mounted machine guns.
 
  
 
== External links ==
 
== External links ==
 
<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
+
* ''encyclopedia page on the tank;''
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
* [http://forum.warthunder.com/index.php?/topic/22479-b-25j-mitchell-official-thread/ [Forums] B-25J Mitchell, Official Thread]
+
* [[wikipedia:Sd.Kfz._234|[Wikipedia] Sd.Kfz. 234]]
 +
* [https://tanks-encyclopedia.com/ww2/nazi_germany/Sd-Kfz-234_Puma.php <nowiki>[Tanks Encyclopedia]</nowiki> Sd.Kfz.234 Puma]
  
{{AirManufacturer NAA}}
+
{{Germany tank destroyers}}
{{USA bombers}}
+
{{Germany premium ground vehicles}}

Revision as of 10:46, 9 August 2020

Sd.Kfz.234/3
germ_sdkfz_234_3.png
Sd.Kfz.234/3
Show in game
MARKET

Description

GarageImage Sd.Kfz.234 3.jpg


The s.Pz.Sp.Wg. (7,5 cm) Sd.Kfz.234/3 is a premium gift rank I German tank destroyer with a battle rating of 2.0 (AB/RB/SB). It was introduced during Update 1.79 "Project X" in the "Good Old S.U.M.M.E.R" event of 2018.

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour (hull, turret, gun shield, gun mantlet)
  • Structural steel (tires, suspension, mudguards)
Armour Front (Slope angle) Sides Rear Roof
Hull 30 mm (40°) Front plate
15 mm (70°) Front glacis - upper section
30 mm (55°) Front glacis - lower section
30 mm (35°) Lower glacis
8 mm (35°) + 4 mm Top + Mudguards
8 mm (19°) Bottom
10 mm (38°) Plate connecting with the turret
10 mm (21°) Engine compartment - upper part
10 mm (46°) + 10 mm Engine compartment - lower part + add-on spare tire
5 mm
Turret 14.5 mm (34°)
14.5 mm Gun mantlet
14.5 mm 10 mm (33°) N/A

Notes:

  • Tires and suspension bars are 10 mm thick.
  • Bottom of the hull is 8 mm thick. An additional 13 mm plate separates the crew compartment from the bottom plate.
  • Viewports for the crew are 30 mm thick.

When dealing with the Sd.Kfz.234/3, the best way to deal with this tank is to catch it out of position and/or from behind. Because of its low armour values, it can be easily destroyed with 12.7 mm MG fire or HE shells to the open roof. Most AP and APHE shots will simply over-penetrate the vehicle's front armour and will not do much to the crew compartment unless aimed at specific crew locations or it hull-breaks the Sd.Kfz.234/3. As such, explosive ammunition or machine gun fire are the more preferred methods of elimination.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 98 98 11.5 298 401 25.91 34.87
Realistic 90 90 186 210 16.17 18.26

The Sd.Kfz.234/3 accelerates quickly and has a very high cruise speed on hard surfaces (solid ground, roads). While its high speed is an advantage, it can turn into a disadvantage when maoeuvring at high speed: the Sd.Kfz.234/3 starts wobbling if you turn too violently and you end up skidding incontrollably. Be aware of this before gunning towards the frontline: limit your maximum speed and anticipate the braking phases. Like all WW2 wheeled vehicles, you can not turn on the spot and always need space to change direction. However, thanks to the orientable front and rear axles, your turn radius remains small at small speed. But remember that the faster you drive, the bigger the turn radius will be. Changing directions in a cramped street can be difficult with the Sd.Kfz.234/3. However, the reverse speed is very important, which mitigates the impossibility to change direction on the spot. As it is equipped with tires, the Sd.Kfz.234/3 struggles on soft terrain (sand, mud, snow). The Sd.Kfz.234/3 is also average at fording: 15 km/h and it loses quickly speed when driving uphill. Obstacles will also make you lose a lot of speed: avoid them as the Sd.Kfz.234/3's survival relies on its mobility.

Armaments

Main armament

Main article: K51 L/24 (75 mm)
75 mm K51 L/24 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 50 -10°/+16° ±14° N/A 12.3 17.1 20.1 22.9 24.4 4.3 3.8 3.5 3.3
Realistic 8.3 9.8 11.9 13.2 14.0

The "Stumpwagen" is armed with the K51 L/24 gun, which is equivalent to the 75 mm KwK 37 gun on the early Panzer IV tanks. The gun features the same four useful ammunition types as the KwK 37. The gun has great zoom and a very fast fire rate.

Ammunition

The available ammunition offers a wide range of shells to engage all types of targets:

  • K.Gr.rot Pz.: APCBC; a slow shell with explosive filler mass that will one-shot any tank that is penetrates but has an average penetration power.
  • Hl.Gr 38B: HEAT; a shaped charge with good penetration and without penetration loss over distance. Only penetrates flat vertical surfaces but the post-penetration damage is very effective on open and lightly armoured vehicles.
  • Hl.Gr 38C: HEAT; a shaped charge with increased penetration over the previous shell. Very useful against heavily armoured targets.
  • Sprgr. 34: HE; useful for destroying open and lightly armoured vehicles.
  • K.Gr.Rot Nb.: Smoke; useful to blind enemy vehicles that are too remote for you to disable so that you can progress towards objectives.
Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
K.Gr.rot Pz. APCBC 52 50 45 39 34 30
Hl.Gr 38B HEAT 80 80 80 80 80 80
Hl.Gr 38C HEAT 100 100 100 100 100 100
Sprgr. 34 HE 10 10 10 10 10 10
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
K.Gr.rot Pz. APCBC 385 6.78 1.2 14.0 80 48° 63° 71°
Hl.Gr 38B HEAT 450 4.57 0.0 0.1 872.1 62° 69° 73°
Hl.Gr 38C HEAT 450 4.80 0.0 0.1 875.5 62° 69° 73°
Sprgr. 34 HE 420 5.74 0.1 0.1 686 79° 80° 81°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
K.Gr.Rot Nb. 423 6.20 13 5 20 50

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
7th
rack empty
8th
rack empty
Visual
discrepancy
50 45 (+5) 39 (+11) 35 (+15) 31 (+19) 27 (+23) 23 (+27) 13 (+37) (+49) No
Ammo racks of the Sd.Kfz.234/3

Notes:

  • Shells in racks 1 and 2 are modeled individually and disappear after having been shot or loaded.
  • Shells in racks 3 to 8 are modeled by sets of 2 and disappear after both shells in the set having been shot or loaded.
  • Pack 27 (+23) shells (racks 1 to 5 emptied) to go into battle with the flanks empty of ammo.

Usage in battles

This armoured car is as much fun to play as the Sd.Kfz.234/4. The short 75 mm gun and the 234 chassis work amazingly well within its battle rating. The best way to play this Rank I Goliath is to use your speed and to try to get side and rear shots on the enemy but since you have HEAT at your disposal, you are almost guaranteed to obliterate anything frontally at your battle rating and vice versa. The 234/3 has the same weaknesses as the 234/2 which means it can be and will be torn up by 12.7 mm machine gun fire, assume the position has been spotted after firing and move out via reverse. Engaging in a head-on is unadvised but you can come out kicking should you find yourself against any higher tanks as you should be able to reload fast enough, though this is not a go-to option.

The 75 mm gun is the same as early Panzer IV and can destroy any other vehicles at and above its battle rating with one hit, meanwhile, the 234/3 has a great speed of 50-60 km/h forwards and backwards to relocate. Because of this, it is possible (though not necessarily needed) to use the 75 mm and return fire while making haste. Terrain foliage such as bushes are great assets for concealment, shadows as well so use them and stay hidden.

Like it's older brother, it is recommended to follow the exact same tactics, those being:

  1. Get behind great cover, either hard cover or visual cover (so rocks and or bushes are great)
  2. Use your cover for great visibility (for you to view the enemy)
  3. The ability to get deadly hits into the enemies

In its battle rating of 1.7, the 234/3 will face anything and everything between 1.0 and 2.7, It can and will be destroyed by anything and everything here. But keep in mind that tanks can use Artillery and Air-Spawns to take you down if they can't directly see you, so get under a roof and/or likewise cover where they can't see you nor hit you.

Modules

Tier Mobility Protection Firepower
I Tires Parts Horizontal Drive
II Suspension Brake System FPE Hl.Gr 38B Adjustment of Fire
III Filters Crew Replenishment Hl.Gr 38C Elevation Mechanism
IV Transmission Engine K.Gr.Rot Nb.
This is a premium vehicle: all modifications are unlocked on purchase

Pros and cons

Pros:

  • Adequate ammo supply for prolonged combat
  • Can move forward and backwards with equal speed
  • Eight-wheel drive gives it good surface traction and handling, much better manoeuvrability
  • Shorter Gun than Sd.Kfz.234/2, making it harder to identify behind bushes
  • HEAT Shells are available for usage
  • Premium bonus

Cons:

  • Very weak armour, can be penetrated by aircraft weapons and heavy machine guns
  • Open-topped, making it very vulnerable to attacks from the air or artillery
  • Can be disabled by aircraft simply by ramming it
  • Limited gun traverse
  • Crew compartment is littered with ammo
  • Vehicle will be immobilized if one driver is knocked out despite having two drivers in its layout, due to game mechanic limitations of having only one driver at a time
  • Less penetration than the 234/2

History

The blitzkrieg tactics in Poland and France gave the Germans a new appreciation of mobile and lethal reconnaissance vehicles. The Germans especially valued the armoured cars due to their speed, firepower, and their pre-war build-up as they were not restricted by the Versailles Treaty. The Germans started with armoured cars like the Sd.Kfz.231 family, each with different armaments. However, these vehicles had its flaws and in August 1940, Germany sought a replacement following the conclusion of the Battle of France.

The new vehicle was built off an improved Sd.Kfz.232 chassis made in monocoque construction by Büssing-NAG, its armoured body was made by Deutsche Edelstahlwerke, the turret by Daimler-Benz and Schichau, and air-cooled diesel engines by Ringhoffer-Tatra-Werke AG. The monocoque chassis design was built with an eight-wheel steering system, six forward and reverse gears, as well as having an additional driver seat in the rear for quick reversal get-aways. This construction led to Sd.Kfz.234 family. Vehicle construction first started in 1943 as the Sd.Kfz.234/2, which had a turret originally intended for the VK 1602 Leopard mounting a 5 cm L/60 gun, construction continued on this vehicle until mid-1944. The Sd.Kfz.234/2 earned the nickname "Puma" from the soldiers using it.

Production for Sd.Kfz.234/2 shifted towards other armaments in 1944 that replaced the original. This produced variants such as the Sd.Kfz.234/1 which replaced the turret with an open-top one carrying a 2 cm KwK 38, this was produced between mid-1944 to early 1945. Right besides that, the Sd.Kfz.234/3 was produced with an open-top structure to mount a 75 mm howitzer, this was produced from mid-1944 until the end of 1944. At the Sd.Kfz.234/3's production end, it was replaced by the Sd.Kfz.234/4, also known as the "Pakwagen", that had the armament replaced by a 7.5 cm PaK 40 anti-tank gun. This last variant was produced from the end of 1944 to the capitulation of Germany in World War II. A total of 478 Sd.Kfz.234 armoured cars were produced, 200 of the 234/1, 101 of the 234/2, 88 of the 234/3, and 89 of the 234/4.

Media

Skins
Videos

See also

External links


Germany tank destroyers
Pz. I Derivatives  Panzerjäger I
Pz. II Derivatives  15cm sIG 33 B Sfl
Pz. 38(t) Derivatives  Marder III · Marder III H · Jagdpanzer 38(t)
Pz. III Derivatives  StuG III A · StuG III F · StuG III G · StuH 42 G
Pz. IV Derivatives  Jagdpanzer IV · Panzer IV/70(A) · Panzer IV/70(V) · Dicker Max · Nashorn · Brummbär · VFW
Pz. V Derivatives  Jagdpanther G1 · Bfw. Jagdpanther G1
Pz. VI Derivatives  Sturer Emil · Elefant · Ferdinand · 38 cm Sturmmörser · Jagdtiger
Wheeled/Half-track  8,8 cm Flak 37 Sfl. · Sd.Kfz.251/9 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · Sd.Kfz.234/3 · Sd.Kfz.234/4 · 15 cm Pz.W.42
ATGM Carrier  RakJPz 2 · RakJPz 2 (HOT) · Wiesel 1A2
Other  Waffenträger · M109G · JPz 4-5 · Raketenautomat · VT1-2

Germany premium ground vehicles
Light tanks  Pz.II C (DAK) · Pz.Sfl.Ic · Pz.Sp.Wg.P204(f) KwK · Sd.Kfz. 140/1 · Sd.Kfz.234/1 · Ru 251 · SPz 12-3 LGS · TAM 2IP
Medium tanks  Nb.Fz. · Pz.III N · Pz.Bef.Wg.IV J · ▀M4 748 (a) · ▀T 34 747 (r) · Ersatz M10
  mKPz M47 G · Turm III · Leopard A1A1 (L/44) · Leopard 2 (PzBtl 123)
Heavy tanks  ▀Pz.Kpfw. Churchill · ▀KV-IB · ▀KW I C 756 (r) · ▀KW II 754 (r)
  VK 45.01 (P) · ␠Tiger · Pz.Bef.Wg.VI P · Tiger II (H) Sla.16
Tank destroyers  Sd.Kfz.234/3 · Sd.Kfz.234/4 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · 15 cm Pz.W.42
  Brummbär · Panzer IV/70(A) · VFW · Bfw. Jagdpanther G1 · Elefant · 38 cm Sturmmörser