PLAY

T-III: Mischievous Business

The T-III is a premium ground vehicle in the Soviet tech tree. This vehicle is essentially a copy of the German Pz.III J. Red Army soldiers found a damaged and abandoned Pz.III tank, which was secretly transported to the USSR. Later, as the German Army began to invade Russia, more Pz.IIIs were captured by the Red Army. These went into service with the Soviets. However, by 1943, the advancements in German technology and a limited supply of captured ammunition led to their withdrawal. This vehicle packs a punch with a powerful 5 cm Kampfwagenkanone 38 L/42 50mm main gun and excellent mobility and acceleration. With that in mind, how is this vehicle played, and is it worth the GE?

IMPORTANT: Sections marked with an asterisk (*) indicate that it applies to both the Soviet T-III as well as its German counterpart, the Pz.III J.

Pros and cons*

ProsCons
Powerful gun.Poor armor.
Very mobile for a medium tank.Poor reverse speed.
Angling makes the armor much more effective.Somewhat slow reload (for this BR).
Has access to APCR ammunition.Tall commander’s cupola is an easy target.

Armament*

The 5 cm Kampfwagenkanone 38 L/42 is a powerful gun for its rank. With 80mm of penetration on the main PzGr 39 APC round, you can confidently deal with most enemies you will face. However, this gun lacks the dreaded 100mm of penetration on its big brother, the longer barreled L/60 found on the Pz.III JI and Pz.IIIL/M. This is especially detrimental in uptiers. When facing tanks such as the M4A1 and T-34 (1940), you will likely need to use some of your APCR ammunition to get the job done.

The reload speed, although quick, can be outpaced by several tanks, namely the British Valentine Mk 1s and Crusaders. This, of course, comes with a trade-off. You have much more penetration than these tanks, meaning that you have the advantage as long as you get the first shot off.

The main drawback of this weapon is the lack of a HE round (on this vehicle). However, this is partially made up for by the fast-firing MG34 coaxial machine gun and a very fast main weapon reload speed. You may not be able to one-shot SPAA, but you can still spray them with your MG and get multiple shots off with your 50mm.

Image credit: bomberpilot1784

Available Ammunition

RoundRound TypePenetration @100 metersDescription/usage
PzGr 39APC76mmYour main round. Average penetration and a decent amount of explosive filler. Can occasionally require careful aiming to guarantee a one shot knock-out.
PzGr 40APCR107mmA secondary round, for heavier threats. This round has much more penetration but also is somewhat less effective against angled armor and has no explosive filler. Thus, this round is very situational.

Main Armament Comparisons

Warning: Due to the fact that gun depression and turret rotation speeds can vary depending on the opposing vehicle, this section will not be covering those factors. For an in-depth look, check out the Enemies Worth Noting section.

Firstly, we have the Soviet 45 millimeter 20-K cannon. This cannon is somewhat similar in lacking a HE round. However, the similarities end there. This gun has somewhat less penetration on its main APHE round, but also has around 100m/s faster velocity at 760m/s. However, not only do you have the advantage in penetration, but you also have an APCR shell that travels at a grand total of 1,050m/s. Another drawback to note is that the 20-K has a slightly faster reload than you, making this a dangerous opponent in CQC.

Next, we have the American 37mm M5/M6 weapon. While at first it may appear that this cannon is vastly superior, possessing both greater penetration and a muzzle velocity of about 200m/s higher than yours as well as a faster reload, you still possess a great advantage. That advantage is that the M51B1 round lacks explosive filler, meaning you can one-shot enemies that would take 2-3 shots for a tank armed with the M5/M6 to kill.

Another important weapon to note is the British 40 mm QF 2-pounder cannon. Again, at first glance this weapon has the advantage, with a faster reload speed and more penetration on the Shot Mk.IXB APCBC/T round, but most players that have gotten that far in their modifications will be using the APHE round, the Shell Mk.1 AP/T round. This round may have a slightly faster velocity, but you still have the advantage in penetration.

Last but not least, the French 37 mm SA38 L/33 cannon is another common weapon at this rank. Your cannon is pretty much superior when compared to this weapon. As the SA38 has a longer reload, less penetration, and no explosive filler, none of these important factors are stronger than those of your main weapon. The only benefit that this French weapon has over you is a ~20m/s faster muzzle velocity.

Secondary Armament

The secondary armament of the T-III consists of a coaxial 7.92mm MG34 machine gun. With a very high rate of fire at 900rpm, this weapon is arguably one of, if not the, most effective low caliber/coaxial machine guns in the game. Although this weapon can quickly shred exposed crew on light vehicles/SPAA, it is still very much a low-caliber machine gun.

Armor and Survivability

The armor of this vehicle is thin and very flat, making for an easy target. With a mere 50-millimeter front plate, you can easily be penetrated by all but the weakest weapons. (Yes, your UFP can be penned by a St. Chamond). The side/rear armor is quite underwhelming. It can easily be penetrated by the American .50 cal, let alone a main weapon. However, your armor can bounce shots somewhat reliably when angled, making for a decent armor platform.

In terms of survivability, the 5-man crew and large crew compartment certainly help mitigate the impact of your poor armor. Typically, a single shot from the side will not be enough. However, this changes severely in uptiers. Tanks like the M4A1 and T-34 (1940) will absolutely NUKE your crew, with only one shot typically needed.

The turret is something of an improvement in terms of armor. Although it retains the thin 50mms of armor, it is not completely flat and can occasionally bounce shots. However, it is best to simply not rely on your armor and use your impressive mobility (for a medium tank) to avoid getting shot.

Mobility

The mobility of the T-III is decent. It can accelerate up to speeds of 53km/h, which is not as fast as contemporaries like the BT series or M22. However, you do have great acceleration, giving you the advantage over some light tanks. You also turn quite fast if you are already up to speed, meaning you can react to a changing battlefield somewhat quickly.

The main flaw of the mobility of this vehicle is the reverse gear. At 10 km/h, even though it might be faster than other vehicles, it is definitely not fast. It also takes some time for this vehicle to go from full speed to reverse, as you need to brake and the engine takes some time to shift into reverse.

Image credit: Caff_

Usage in Battles*

With poor armor, a powerful gun, and decent mobility, there are several playstyles suitable for this vehicle.

One way to use this vehicle is to flank your enemies. Flank around the main combat zones, then if you cannot get a shot off, go closer in. To maximize your damage, aim for vehicles that you know you can one-shot. If an enemy notices you, always retreat to a safer area. However, always be cautious as there could be other players planning on flanking your team.

A playstyle similar to flanking is ambushing. Use your mobility to get to an advantageous position before enemies get there and then surprise them. If you are using the T-III, a twist you can put on this playstyle is to use the fact that you are on a Soviet team and not a German team. Simply put: Soviet/Allied medium tanks are generally slow, at least in low tier. This means that the enemy light vehicles will be thinking that they are only going to encounter light tanks early on. Use your mobility to surprise these flankers and angle your armor. This will give you the advantage, as not only will you likely get the first shot off, but you will also have much more armor than them.

Next up, we have sniping. Get to a good position, angle your armor, and fire freely. Although you may not have the best APHE round, if you ever find it to be underwhelming, you can switch to your APCR round with a muzzle velocity of 1,050m/s. Even when using the APCR round, you can take your time, as not only is there the likely possibility that enemies will not immediately notice you, but your angled armor at long range is a tough nut to crack.

Last but not least, we have the Old Reliable of all playstyles: CQC or urban combat.  You may not appear to be a decent contender, but this vehicle can be devastating when played correctly. Rush to strategic areas, angle your armor, and never stay in the same place for too long. If you find yourself being swarmed by enemies, you always have the option to pop smoke, retreat, and repair if necessary. Play cautiously, and you may find yourself netting more kills than expected.

Enemies Worth Noting*

American tanks, like the M3 Stuart, can possess a threat if they are utilized correctly. Due to their high speed, this vehicle can easily flank and kill you. Typically, a shot to their hull will do the job, but a shot to the turret can still be effective. One thing to note is that on snowy maps, you can shoot through a thin layer of the ground. This can be potentially lifesaving, as this may give you the opportunity to one-shot a Stuart instead of non-penning. Another note on this vehicle is that it will typically have a higher turret rotation speed, requiring caution in close-quarters combat.

British tanks, such as the Valentine I and the Crusader I/II, possess a significant advantage in their reload rate. They can quickly fire a follow-up shot, and, in the case of the Crusader, may be able to flank you. You will need to shoot first and shoot well. The Valentine, specifically, can be difficult to penetrate. Aim for the flat section in the middle of the hull to secure a kill. The turret rotation speed of the Crusader is much, much higher than yours, and that of the Valentine is somewhat faster.

The tanks of the nation that you betrayed, the Germans, are, obviously, quite evenly matched. The winner of the engagement will typically come down to two factors: which player is more skilled, and which player shoots first. To kill these Panzers, aim for the hull (if unangled) or the turret. Shooting the hull has a higher chance of a one-shot knock out, but a penetrating shot to the turret will, at the very least, neutralize the enemies' armament. When aiming from the side, aim slightly in front of their turret crew to ensure that the driver and machine gunner will also be hit.

French tanks, such as the B1 Bis, 2C, B1 ter, 2C Bis, and SAu 40, to name a few, have extremely trolly armor. This makes these tanks a very dangerous threat on the battlefield, as you rely mainly on your penetration to survive. Your saving grace here is mobility. Always flank these vehicles if possible. Aim for the turret/turret ring, or hull around the track, as sometimes the side armor can bounce shots as well. When confronted by this vehicle frontally, you will want to aim for the turret ring to have a higher chance of penetrating, or simply hit the barrel then tracks and run away.

The Soviet T-28 series also poses a threat to this vehicle. With an APHE round possessing a massive 150 grams of explosive filler, any shot that penetrates is certain death. However, you have the advantage mobility, and you can penetrate the T28 somewhat easily. Either get the first shot of or flank them. Simply play cautiously and avoid getting yourself hit, and you can live to fight another battle.

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