Sturmhaubitze 42 Ausf. G

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Arcade Realistic Simulator

Arcade Realistic Simulator

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General info

The StuH 42 in the Garage.

The Sturmhaubitze 42 Ausf. G (or just StuH 42 Ausf. G) is a Rank II German tank destroyer with a battle rating of 3.0 It was introduced in Update 1.49 "Weapons of Victory". The StuH 42 is essentially a StuG III G with a 10,5 cm howitzer.

The main purpose, usage and tactics recommendations

General play style

While the StuH 42 bears much resemblance to the StuG III F and StuG III G, its play style is much, much different. While StuG is most effective at medium to long range combat, StuH is much more suitable for close to very close range.

The reason is its gun - it is equipped with a large 10.5 cm howitzer. This gun has much lower penetration and shell velocity than that of StuG, but it can cause crippling damage with a single hit. Therefore, to be effective, StuH has to come very close to their opponents, to be able to hit their weakest parts of armour. Fortunately, its armour is reasonably good, at 80mm, and good mobility of Panzer III chassis now becomes even more useful.

Vehicle characteristics

This vehicle looks nearly identical to the StuG III Ausf. G, with the only change being its gun. It is visibly thicker and shorter than the StuG's being a field howitzer rather than a high-velocity cannon.

Tactics

This vehicle is quite difficult to play because of its gun characteristics - it is forced to come closer to the battlefield, reducing effectiveness of its armour and risk being flanked. Therefore, it is recommended to never travel alone, always make sure your sides and rear are covered, and that you have some sort of solid cover to hide to during reloading. Its main role is either ambusher - waiting at favourable location for some unlucky enemy to come, or a direct support vehicle, helping other front line tanks deal with threat. Usage of hit & run tactics is a must, after you fire, you need almost 19 seconds to reload, always get behind cover after each shot.

Careful TD-style flanking is good idea as well, for the StuH it is no problem to quickly turn, move around a building and fire a devastating shot at its opponent's rear. But be very cautious when doing this, make sure your opponents are distracted by other threats, and won't turn their unwanted attention to you too soon.

Lastly - know your ammo and its characteristics - know what you can penetrate and what you can't - try to plan your moves and pick your opponents. Don't recklessly run face-to-face into a KV-1 tank, which is almost invulnerable to your gun. While certain shells are effective against various targets, switching them during combat is very problematic, because of its extremely slow reload speed.

Specific enemies worth noting

With its battle rating at 3.0 (all game modes), it will generally face early vehicles of late Rank I and early Rank II. The battle rating puts the StuH in a bit of a weird position; there are few tanks at that BR and therefore it is likely to be uptiered or downtiered. In an uptier, even to 3.3, most of the guns you see will be reasonably deadly, as most of them can penetrate between 90 and 100 mm of armour, versus the ~80 mm from the howitzer. However, in a downtier, there are six main enemies to look out for: ZIS-30, SU-76M, Char B1, M3 Lee, M4A3 (105) and Crusader Mk.III. The ZiS-30 has an extremely deadly 57mm gun, which is potent up to Rank III (!). The SU-76M has a (relatively) large 76mm cannon, which more or less acts the same way as T-34 cannons. The Char B1's 75mm is of most concern, but the 47mm is also deadly at close range. Its armour is quite hard to crack, especially with a howitzer, same for the M4 and M3, which are nearly inpenetratable from the front wiith APHE. The M3 Lee carries a similar 75mm gun as the M4 Sherman, which is deadly from the front. The Crusader Mk. III's 57mm cannon isn't as powerful as the ZiS-30's, but still packs quite a punch.

Counter-tactics

Avoid being hit by its gun, while it certainly isn't very accurate, and can't penetrate armour reliably, you still risk your entire tank being blown up. Exploit its very long reload time - if you see it fire, don't be afraid to come about and place a carefully aimed shot or two - preferably to the left of its gun barrel, where ammunition and loader are located. Another viable option is to take down one of its tracks, and then circling the tank - armour on the sides and rear is basically useless against AP shells.

Pros and cons

Pros:

  • 105 mm howitzer with a variety of ammunition to use.
  • Rather useful HE shell against thin roof armour or hull-break vehicles.
  • APHE provides large amount of HE filler for devestating post-pen damage.
  • HEAT rounds provide extra penetration power in cases of heavily armoured enemies.
  • Gun has kind of a "fear factor", enemies often won't risk being hit by your gun and back off from combat.
  • Good frontal armour of 80 mm & low silhouette.
  • Good mobility to get around the battlefield and into position.
  • Very easy to kill another StuH, simply shoot the thin sheet of metal sticking out of the top with HE.

Cons:

  • 105 mm howitzer performance lacking compared to 75 mm StuK 40 in penetration even with HEAT.
  • HEAT damage lacking compared to APHE, trading off significant post-pen for penetration.
  • Low reload speed, maximum of 13 seconds.
  • Low accuracy (even at close range) makes weak spot targeting harder.
  • Low gun depression of -6°.
  • Very low shell velocity, less than 500 m/s.
  • If the loader dies, the vehicle's reload rate decreases dramatically and the StuH becomes rather useless in combat.
  • Huge ammo rack on the right side of the tank (and loader behind it) - clever players will often target this area.
  • Lack of a turret means reacting to flanking enemies is harder.
  • Cupola and machine gun shield on superstructure roof are weak points that can be targeted with HE to penetrate through the 11 mm roof top.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

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Armament

1 x 10.5 cm StuH 42 cannon
  • Ammunition Capacity: 36 Shells
  • Gun Depression: -6°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 7.1°/s (Stock), 9.9°/s (Upgraded), __._°/s (Upgraded + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reload Rate: 13.0s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
1 x 10.5 cm StuH 42 cannon
  • Ammunition Capacity: 36 Shells
  • Gun Depression: -6°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 7.1°/s (Stock), 8.4°/s (Upgraded), __._°/s (Upgraded + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reload Rate: 13.0s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
1 x 10.5 cm StuH 42 cannon
  • Ammunition Capacity: 36 Shells
  • Gun Depression: -6°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 7.1°/s (Stock), 8.4°/s (Upgraded), __._°/s (Upgraded + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reload Rate: 13.0s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)

Ammunition

Ammunition Penetration in mm @ 90° Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay
in m:
Fuse sensitivity
in mm:
Explosive Mass in
TNT equivalent
in g:
Normalization At 30°
from horizontal:
Ricochet:
10m 100m 500m 1000m 1500m 2000m 0% 50% 100%
PzGr 85 84 79 73 68 63 APHE 475 14 0.8 28 238 -1° 43° 30° 15°
F.H.Gr. 22 22 22 22 22 22 HE 472 15 0.1 0.1 1,750 +0° 11° 10°
Gr.39 rot HI/B 105 105 105 105 105 105 HEAT 495 12 0.0 0.1 2,530 +0° 28° 21° 17°
Gr.39 rot HI/C 115 115 115 115 115 115 HEAT 495 12 0.0 0.1 2,550 +0° 28° 21° 17°

Shell types

  • PzGr - Armour Piercing High Explosive - This is your main ammo type, use it whenever you think it has enough penetration to penetrate your target.
  • FHGr - High Explosive round - Another very useful kind of ammo, can obliterate any unarmoured SPAAA vehicles or reserve tanks. But if used correctly can be quite effective even against very well armoured tanks - shoot them at the lower part of the turret front, or cupolas - explosion of the shell can then penetrate the deck/roof armour of the tank and cause extensive damage. It also often knocks out the gun and optics. Most if you penetrate-99% of the time will result in kill
  • HI.Gr.38B - Cumulative Anti-Armour round - This one should be just skipped, it has no advantage over the better HI.Gr.38C
  • HI.Gr.38C - Cumulative Anti-Armour round - This shell has the highest penetration, but it is generally advised to not use it, as its damage effects are vastly inferior to both APHE and HE shells. They are also prone to detonate prematurely on spaced armour, or some debris between you and your enemy. Their advantage is that they bounce less from sloped armour, and if they hit Fuel Tank or Ammorack, they usually detonate them reliably. Lastly, they don't lose any penetration over distance - carry only few of them in case you'll need them.

Ammo racks

Ammo racks of the StuH 42.
Full
ammo
Ammo
Part
1st
rack empty
2nd
rack empty
3rd
rack empty
Recommendations Visual
discrepancy
36 Projectiles
Propellants
25 (+11)
31 (+5)
19 (+17)
(+29)
13 (+23)
(+35)
Left side empty: 19 (+17) No

Crew

  • Commander
  • Gunner
  • Loader
  • Driver

Total: 4 Crew members

Armour

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear (Slope angle) Roof
Hull 30 mm (86°), 80 mm (50°) Front glacis
80 mm (19°) Lower glacis
30 + 5 mm 30 mm (77°) Tlop
50 mm (15-42°) Middle
50 mm Bottom
16 mm
Superstructure 80 mm (10-11°), 30 mm (50-69°) 30 (9°) + 5 mm Left
30 (11°) + 5 mm Right
30 mm 11 mm
Armour Sides Roof
Cupola 50 mm 11 mm

Notes:

  • Suspension wheels are 15 mm thick while tracks are 20 mm thick.
  • Sides of the tank are covered by additional 5 mm thick armour plates, protecting the tank against HEAT and HE shells, as well as reducing damage from nearby explosions.
  • Some areas of the front armour are still only 30 mm thick. With a bit of luck they can be penetrated even by much weaker guns
  • Belly armour is 30 mm thick.

Engine & mobility

Weight: 23.9 ton

Max Speed: 44 km/h
Stock

  • Engine Power: 426 hp @ 3000 rpm
  • Power-to-Weight Ratio: 17.82 hp/ton
  • Maximum Inclination: 37°

Upgraded

  • Engine Power: 525 hp @ 3000 rpm
  • Power-to-Weight Ratio: 21.97 hp/ton
  • Maximum Inclination: 43°
Weight: 23.9 ton

Max Speed: 40 km/h
Stock

  • Engine Power: 265 hp @ 3000 rpm
  • Power-to-Weight Ratio: 11.09 hp/ton
  • Maximum Inclination: 39°

Upgraded

  • Engine Power: 300 hp @ 3000 rpm
  • Power-to-Weight Ratio: 12.55 hp/ton
  • Maximum Inclination: 41°
Weight: 23.9 ton

Max Speed: 40 km/h
Stock

  • Engine Power: 265 hp @ 3000 rpm
  • Power-to-Weight Ratio: 11.09 hp/ton
  • Maximum Inclination: 39°

Upgraded

  • Engine Power: 300 hp @ 3000 rpm
  • Power-to-Weight Ratio: 12.55 hp/ton
  • Maximum Inclination: 41°

Modules and improvements

History of creation and combat usage

Development

The role of a self-propelled gun came from combat experiences in World War I. During the German offensives on the Allied front, infantry lacked artillery support against fortifications in places out-ranged by their heavy artillery behind the lines. A need for a mobile artillery piece was necessary to keep up with the German infantry and fight enemy fortifications with a direct-fire assault role. The father of this concept was German General Erich von Manstein and was coined as the Sturmartillerie (assault artillery), and these units were to be embedded in infantry divisions.

The result of this concept was a vehicle known as the StuG III, a vehicle built on the Panzer III chassis that fits the role of a support vehicle in the artillery branch. It was meant to give close support to advancing infantry against fortifications or other lightly armoured oppositions. As such, it was initially armed with a 75 mm StuK 37 L/24 howitzer. However, as World War II progressed, the appearance of newer and better tanks such as the T-34 and the KV-1 tanks forced the Germans to upgun their existing StuG IIIs in order to be able to combat these tanks. This resulted in the StuG III design being armed with a 75 mm StuK 40 L/43 and L/48 cannon in the StuG III Ausf. F and Ausf. G respectively, turning the design into something of a tank destroyer.

StuH 42 Ausf. G

The StuG III designs are now bona fide tank destroyer, but an infantry support role was still needed from these assault gun to support the advancing infantry. In 1942, some StuG III Ausf. F were equipped with the 105 mm leFH 18 howizter rather than the usual 75 mm cannons. This variant was designated the StuH 42 (Sturmhaubitze 42, or "assault howitzer") and was meant to support the infantry with heavier artillery power than the 75 mm could provide. The StuH 42 was made from the StuG III Ausf. G chassis (though the first 12 were built on refurbished StuG Fs). About 1,300 of these StuH 42 were built between March 1943 to 1945.

Ingame description

@var:description

Screenshots and fan art

Skins and camouflages for the _____ from live.warthunder.com.

Additional information (links)

References


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germ_stuh_III_ausf_G.png

Icon-country-der.png StuH 42 Ausf. G
Nation Germany
Type Tank destroyer
Rank 2
Battle Rating
3.0
3.0
3.0

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
23,900 kg
52,690 lb
Number of Crew 4
Hull armour thickness
80/30/50/16 mm
3.15/1.18/1.97/0.63 inches
Statistics
Engine power (stock)
426 hp
265 hp
265 hp
Engine power (upgraded)
525 hp
300 hp
300 hp
HP/ton ratio (stock)
17.82
18.11
11.09
11.27
11.09
11.27
HP/ton ratio (Upgraded)
21.97
22.32
12.55
12.75
12.55
12.75
Max speed
44 km/h
27.2 mph
40 km/h
25.0 mph
40 km/h
25.0 mph
Main Weapon
1 x 105 mm StuH 42 Howitzer
Ammo stowage 36 rounds
Vertical guidance -6°/20°
Horizontal guidance -10°/10°
Economy
Required RP 18,000 RP
Vehicle cost 77,000 SL
Crew training cost 22,000 SL
Max repair cost*
1,200 SL
820 SL
940 SL
Free repair time (Stock)
8h 28m
12h 26m
12h 26m
Free repair time (Upgraded)
2h 49m
4h 08m
4h 08m
Warning: this sidebar is a WIP, and can be incorrect. Last updated 1.77.2.97.