Difference between revisions of "Pz.III J1"

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{{Specs-Card
 
{{Specs-Card
 
|code=germ_pzkpfw_III_ausf_J
 
|code=germ_pzkpfw_III_ausf_J
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
The '''{{Specs|name}}''' ('''Panzer III J1''') is a rank {{Specs|rank}} German medium tank {{Battle-rating}}. It was introduced in [[Update 1.43]]. An improvement over the J version with the longer [[KwK 39 (50 mm)|50 mm KwK 39]] gun: the Panzer III J1 provides a better punch.
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The '''Panzerkampfwagen III Ausführung J1 (Panzer III J1)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141/1''') is an up-gunned modification of the [[Pz.III J|Panzer III J]], which is the ninth variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]] (the "I" variant was skipped). From December 1941, some existing units of the [[Pz.III J|Panzer III J]] variants were modified with the 50 mm Kampfwagenkanone (KwK) 39 L/60 tank gun to replace the earlier 50 mm KwK38 L/42 tank gun. They were originally known as the Panzer III J1 before being renamed the Panzer III L. Armoured vents were installed on the rear engine deck of tanks going to North Africa. This is somewhat comparable to when the Germans started modifying some of their older Panzer IV Fs with longer KwK40 L/43 guns in early 1942. The new improved Panzer IV F was initially known as the [[Pz.IV F2|Panzer IV F2]], before being redesignated as the [[Pz.IV G|Panzer IV G]]. The original Panzer IV F was then renamed [[Pz.IV F1|Panzer IV F1]].
  
This variant, compared to its predecessor - [[Pz.III J|Pz.III J]], features only few, but very important upgrades.
+
Introduced in [[Update 1.43]], the Panzer III J1 is an improved variant of the Panzer III J. Armed with the long-barrelled 50 mm KwK39 L/60 tank gun, players will notice a significant increase in firepower over the standard Panzer III J. Dealing with heavier armoured adversaries is much easier, and engagement range is greatly increased. However, with the appearance of early [[T-34 (Family)|Soviet T-34 medium tanks]] and early [[KV-1 (Family)|KV-1 heavy tanks]] in battle, players must be cautious, as these tanks pose a severe threat to the Panzer III J1. Since the long-barrelled 50 mm KwK39 L/60 tank gun will struggle to penetrate Soviet early T-34 medium tanks and early KV-1 heavy tanks beyond close ranges, engagement must be much closer. Finally, the long-awaited electric power traverse system has arrived, addressing the fundamental weakness of the Panzer IIIs that has remained for the previous eight variants.
 
 
Most importantly, the J1 variant is the first Panzer III to have the long barreled KwK 39 L/60 50mm tank gun. This gun offers 96mm of armour penetration at a range of 100 m and 79 mm at 500 m. In a practical sense, it is just enough to deal with most tanks at this BR, although targeting weakspots, or side/rear armour is often necessary, especially against well-armoured heavy tanks like the KV-1 but that is why you have APCR ammunition. APCR comes in two sets, PzGr40 and PzGr40/1. PzGr40 has the highest penetration - 150mm at close range, but loses penetration quite rapidly when shooting far targets and is also a higher tier modification. ''(->More info can be found below in the "[[#Ammunition|Ammunition]]" section.)''
 
 
 
The second important upgrade is the electric turret drive - greatly improving the turret traverse speed, and removing the long present weakness of all older Panzer III variants.
 
 
 
Optimal combat distance for this vehicle is somewhere between medium to close range. But don't be mistaken, the Panzer III J1 is not an frontline tank. You should be always on the move and harass the enemy without rest as any return fire will be lethal. Don't trust your armour and instead rely on your mobility. Flanking is the best option for J1 as you can use the high RoF for good effect and hopefully avoid the incoming retribution. You don't have the best mobility for a medium tank, but you definitely remain competitive against most enemy tanks you may encounter. Always try to find some good firing positions, with available cover, and if necessary, pull back and relocate. Always avoid direct close range confrontations with main enemy force; never try to fight more than 1 enemy at the time. However - playing purely as support/sniper tank isn't optimal either, because of your lower armour penetration.
 
  
 
== General info ==
 
== General info ==
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* '''PzGr 39''' - Armour Piercing Capped shell - This is your main ammo type, use it whenever you think it has enough penetration to penetrate your target. It deals the most damage because of its explosive filler.
 
* '''PzGr 39''' - Armour Piercing Capped shell - This is your main ammo type, use it whenever you think it has enough penetration to penetrate your target. It deals the most damage because of its explosive filler.
 
* '''PzGr 40/1''' - Armour Piercing Composite Rigid shell - This type of ammo should be used if you are having trouble penetrating your opponent, or trying to hit a fast-moving tank at some distance. However, its damaging potential is much lower, because it has no explosive filler to further enhance damage after the penetration.
 
* '''PzGr 40/1''' - Armour Piercing Composite Rigid shell - This type of ammo should be used if you are having trouble penetrating your opponent, or trying to hit a fast-moving tank at some distance. However, its damaging potential is much lower, because it has no explosive filler to further enhance damage after the penetration.
* '''PzGr 40''' - Armour Piercing Composite Rigid shell - this variation of APCR is lighter, slightly faster and offers the best penetration (up to 150mm). Use it against heavily armoured beasts like the [[KV-1 (Family)|KV-1]] (If you can't flank them). However, don't expect it to cause any real damage upon penetration, it is even worse than that of PzGr 40/1. It basically only deals damage to modules/crew straight in its path. It is therefore almost useless to fire them at things like turret cupolas, as it will usually just fly right through them.
+
* '''PzGr 40''' - Armour Piercing Composite Rigid shell - this variation of APCR is lighter, slightly faster and offers the best penetration (up to 150 mm). Use it against heavily armoured beasts like the [[KV-1 (Family)|KV-1]] (If you can't flank them). However, don't expect it to cause any real damage upon penetration, it is even worse than that of PzGr 40/1. It basically only deals damage to modules/crew straight in its path. It is therefore almost useless to fire them at things like turret cupolas, as it will usually just fly right through them.
* '''Sprgr. 38''' - High Explosive ammo - You should carry only very few of these. They are completely useless against anything other than unarmoured AA vehicles, to which it is lethal.
+
* '''Sprgr. 38''' - High Explosive ammo - You should carry only very few of these. They are completely useless against anything other than unarmoured AA vehicles and open-topped TDs, to which it is lethal.
  
{| class="wikitable sortable" style="text-align:center" width="100%"
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{{:KwK39 (50 mm)/Ammunition|PzGr 39, PzGr 40/1, PzGr 40, Sprgr. 38}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" | Type of<br>warhead
 
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
|-
 
| PzGr 39 || APC || 106 || 102 || 85 || 68 || 54 || 43
 
|-
 
| PzGr 40/1 || APCR || 130 || 121 || 90 || 62 || 43 || 29
 
|-
 
| PzGr 40 || APCR || 137 || 126 || 88 || 56 || 36 || 23
 
|-
 
| Sprgr. 38 || HE || 5 || 5 || 5 || 5 || 5 || 5
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! 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%
 
|-
 
| PzGr 39 || APC || 835 || 2.05 || 1.2 || 9 || 28.9 || 48° || 63° || 71°
 
|-
 
| PzGr 40/1 || APCR || 1,130 || 1.07 || N/A || N/A || N/A || 66° || 70° || 72°
 
|-
 
| PzGr 40 || APCR || 1,180 || 0.9 || N/A || N/A || N/A || 66° || 70° || 72°
 
|-
 
| Sprgr. 38 || HE || 550 || 1.81 || 2 || 0.1 || 170 || 79° || 80° || 81°
 
|-
 
|}
 
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
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'''Offensive'''
 
'''Offensive'''
  
With this tank, you have essentially a "jack of all trades, somewhat good at all of them" kind of options set. You can stick with friendly tanks, and use the cannon's high rate-of-fire and excellent stats with APCR to nab scores from either destroying the enemy or getting team assists. Another way to go on the offensive is to go for a flanking move since at practical distances (400-1000m) the gun's penetration statistics are far less than the maximum advertised. However, the cannon still has enough power at those ranges to at least immobilize particularly important enemy tanks like a [[KV-1 (L-11)|KV-1]] or [[Churchill Mk I|Churchill]] with a drivetrain shot. You can attempt multiple shots to destroy enemies, but by that point, you will begin receiving "responsive fire", and your tank's armour is not good enough to withstand more than 1-2 hits before being taken out.
+
Optimal combat distance for this vehicle is somewhere between medium to close range. But don't be mistaken, the Panzer III J1 is not an frontline tank. You should be always on the move and harass the enemy without rest as any return fire will be lethal. Don't trust your armour and instead rely on your mobility. Flanking is the best option for J1 as you can use the high rate of fire for good effect and hopefully avoid the incoming retribution. You don't have the best mobility for a medium tank, but you definitely remain competitive against most enemy tanks you may encounter. Always try to find some good firing positions, with available cover, and if necessary, pull back and relocate. Always avoid direct close range confrontations with main enemy force; never try to fight more than 1 enemy at the time. However - playing purely as support/sniper tank isn't optimal either, because of your lower armour penetration.
  
A possible solution is to use "shoot and scoot" manoeuvres, popping out to fire and then scurrying to a different spot, but this poses issues if the terrain won't allow you to have a consistent cover (which may result in a downed tank between cover) or if there simply isn't much of any cover (like on the [[Kursk (Ground Forces)|Kursk map's]] outer capture points).
+
With this tank, you have essentially a "jack of all trades, somewhat good at all of them" kind of options set. You can stick with friendly tanks, and use the cannon's high rate-of-fire and excellent stats with APCR to nab scores from either destroying the enemy or getting team assists. Another way to go on the offensive is to go for a flanking move since at practical distances (400-1,000 m) the gun's penetration statistics are far less than the maximum advertised. However, the cannon still has enough power at those ranges to at least immobilize particularly important enemy tanks like a [[KV-1 (L-11)|KV-1]] or [[Churchill Mk I|Churchill]] with a drivetrain shot. You can attempt multiple shots to destroy enemies, but by that point, you will begin receiving "responsive fire", and your tank's armour is not good enough to withstand more than 1-2 hits before being taken out.
 +
 
 +
A possible solution is to use "shoot and scoot" manoeuvres, popping out to fire and then scurrying to a different spot, but this poses issues if the terrain won't allow you to have a consistent cover (which may result in a downed tank between cover) or if there simply isn't much of any cover (like on the [[Kursk (Ground Forces)|Kursk]] map's outer capture points).
  
 
'''Defensive'''
 
'''Defensive'''
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When on the defense, you have a number of advantages and some severe disadvantages - being able to hunker down and hammer in shots with the long 5 cm cannon away from the immediate frontlines mean that most tanks that you will face will likely be more focused on more offensive-oriented players in your team, which may cause them to unintentionally show their hull sides towards the Panzer III J1's position. This scenario, combined with your excellent rate of fire and penetration statistics, means you can make quick work of an unsuspecting light or medium tank, assuming you can find cover in a location the enemy will not be looking at.
 
When on the defense, you have a number of advantages and some severe disadvantages - being able to hunker down and hammer in shots with the long 5 cm cannon away from the immediate frontlines mean that most tanks that you will face will likely be more focused on more offensive-oriented players in your team, which may cause them to unintentionally show their hull sides towards the Panzer III J1's position. This scenario, combined with your excellent rate of fire and penetration statistics, means you can make quick work of an unsuspecting light or medium tank, assuming you can find cover in a location the enemy will not be looking at.
  
If detected or ranged by a tank or tank destroyer (assuming they have an angle that negates your cover's protection), your armour will not protect you from very much, as even 20mm AP rounds can penetrate the armour plates if close enough. If you simply find yourself stuck behind cover because the enemy has your position, it is advised to pop smoke (as you have multiple use smoke-grenade launchers) and use the smoke to full effect, making it as difficult as possible for enemy tanks to get an exact bearing on your position as you try to move to better or another cover in general.
+
If detected or ranged by a tank or tank destroyer (assuming they have an angle that negates your cover's protection), your armour will not protect you from very much, as even 20 mm AP rounds can penetrate the armour plates if close enough. If you simply find yourself stuck behind cover because the enemy has your position, it is advised to pop smoke (as you have multiple use smoke-grenade launchers) and use the smoke to full effect, making it as difficult as possible for enemy tanks to get an exact bearing on your position as you try to move to better or another cover in general.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* High rate of fire
+
* Great firepower: high rate of fire, high penetration, and explosive filler
* High shell velocity
+
* Quite mobile and fast with 10km/h reverse speed to be more versatile
* Mobile and fast
+
* Excellent -10° gun depression
* Excellent gun depression
+
* APCR is great against moving or heavy targets like Matildas
* APCR ammo is great against moving targets
+
* Boxy armour construction is great when angling
* Can be very durable at times when you angle the armour
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Poor damage against modules and crew
+
* APCR has poor damage against modules and crew, and low penetration at range
* Gun lacks penetration at the range, is likely to bounce on armour slopes
+
* Gun lacks penetration at range, is likely to bounce on armour slopes
* Overall weak armour
+
* Overall weak armour, can be penetrated by common enemies like T-34, T-50, M3 Lee
* Modules are sensitive to damage
+
* Turret rotates slowly, fatal if being flanked
* APCR is pathetic at long ranges and deals very little damage upon penetration
 
  
 
== History ==
 
== History ==
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===Development===
 
===Development===
The '''Panzerkampfwagen III''' medium tank, or the '''Panzer III''' was developed in the 1930s. Starting in early 1934, Heinz Guderian set down some specifications for a new tank, which the Army Weapons Department took up to design the tank to weigh no more than 24,000 kilograms with a top speed of 35 km per hour. This tank's role was to be the main tank of the German army and was expected to destroy opposing tanks, as opposed to a tank made to destroy anti-tank guns and opposing infantrymen, which the [[Pz.IV C|Panzer IV]] served as.
+
The '''Panzerkampfwagen III''' medium tank, or the '''Panzer III''' was developed in the 1930s. Starting in early 1934, Heinz Guderian set down some specifications for a new tank, which the Army Weapons Department took up to design the tank to weigh no more than 24,000 kg with a top speed of 35 km/h. This tank's role was to be the main tank of the German army and was expected to destroy opposing tanks, as opposed to a tank made to destroy anti-tank guns and opposing infantrymen, which the [[Pz.IV C|Panzer IV]] served as.
  
 
Daimler-Benz, Krupp, MAN, and Rheinmetall produced prototypes meeting the specifications and the Daimler-Benz model was chosen after testing in 1936-1937. The Panzer III model used a leaf-spring suspension in its early models (Ausf. A - Ausf. D) before utilizing a six-wheeled torsion-bar suspension in the [[Pz.III E|Ausf. E]] and beyond. The Panzer III had a crew of five men, the commander, gunner, loader, driver, and assistant driver. The best feature of the Panzer III during its introduction that is the most overlooked was the three-man turret, which was not as common at the time. This frees the commander to be able to effectively command the tank while maintaining situational awareness, rather than be burdened by the role of a loader or gunner, improving combat effectiveness of the tank. The 37 mm (later 50 mm) anti-tank gun was also very effective against contemporary tanks. Despite this rather advanced design, the turret did not have a turret basket for the crew. It was a proven design and production began in May 1937. The total number of Panzer III tanks constructed in its production life was 5,774 units (excluding the far more produced [[StuG III F|StuG III]] variant).
 
Daimler-Benz, Krupp, MAN, and Rheinmetall produced prototypes meeting the specifications and the Daimler-Benz model was chosen after testing in 1936-1937. The Panzer III model used a leaf-spring suspension in its early models (Ausf. A - Ausf. D) before utilizing a six-wheeled torsion-bar suspension in the [[Pz.III E|Ausf. E]] and beyond. The Panzer III had a crew of five men, the commander, gunner, loader, driver, and assistant driver. The best feature of the Panzer III during its introduction that is the most overlooked was the three-man turret, which was not as common at the time. This frees the commander to be able to effectively command the tank while maintaining situational awareness, rather than be burdened by the role of a loader or gunner, improving combat effectiveness of the tank. The 37 mm (later 50 mm) anti-tank gun was also very effective against contemporary tanks. Despite this rather advanced design, the turret did not have a turret basket for the crew. It was a proven design and production began in May 1937. The total number of Panzer III tanks constructed in its production life was 5,774 units (excluding the far more produced [[StuG III F|StuG III]] variant).
  
 
===Design===
 
===Design===
The '''Panzer III Ausf. J1''' features a much better 50 mm gun compared to its predecessors, the 50 mm KwK 39, which is an improvement over the 50 mm KwK 38 by its longer barrel that provided additonal accuracy. Longer cartridges with more propellant charge were used, providing extra velocity and penetration. This new 50 mm gun gives the Panzer III a fighting edge against [[T-34 (1941)|T-34]]s and [[M4|M4 Shermans]], which the older 50 mm KwK 38 had trouble fighting against. The Panzer III Ausf. J1 still featured the 50 mm armour thickness on the front and rear originally from the [[Pz.III J|Ausf. J]] variant, but later models had new offset armour on the front of the hull and turret that provide 20 mm of effective protection These armour also apply as spaced armour due to not being attached to the hull or turret mantlet. The spaced armour on the front helped defend the tank against Soviet anti-tank rounds or HEAT rounds fired at it on those plates, as it dissipates the penetration power before striking the hull.
+
The '''Panzer III Ausf. J1''' features a much better 50 mm gun compared to its predecessors, the 50 mm KwK39, which is an improvement over the 50 mm KwK38 by its longer barrel that provided additional accuracy. Longer cartridges with more propellant charge were used, providing extra velocity and penetration. This new 50 mm gun gives the Panzer III a fighting edge against [[T-34 (1941)|T-34]]s and [[M4|M4 Shermans]], which the older 50 mm KwK38 had trouble fighting against. The Panzer III Ausf. J1 still featured the 50 mm armour thickness on the front and rear originally from the [[Pz.III J|Ausf. J]] variant, but later models had new offset armour on the front of the hull and turret that provide 20 mm of effective protection These armour also apply as spaced armour due to not being attached to the hull or turret mantlet. The spaced armour on the front helped defend the tank against Soviet anti-tank rounds or HEAT rounds fired at it on those plates, as it dissipates the penetration power before striking the hull.
  
 
===Combat usage===
 
===Combat usage===
The Panzer III J1 was only a stopgap design to integrate the 50 mm KwK 39 into service as fast as possible. The final designs in its later models were later redesignated the [[Pz.III L|Panzer III Ausf. L]] and [[Pz.III M|Panzer III Ausf. M]]. It saw service on the eastern front, where it performed poorly against superior [[T-34 (Family)|T-34]] and [[KV-1 (Family)|KV-1]] tanks. However, it also saw service in North Africa, where it would easily defeat allied light tanks such as the [[M3 Stuart]] and the [[Crusader Mk III|Crusader]], even when outnumbered. However, the introduction of more medium tanks by the allies in the African theater would prove to be problematic for the Panzer III. Those that survived the defeat in Africa would try to defend Sicily from the allied invasion of Italy.
+
The Panzer III J1 was only a stopgap design to integrate the 50 mm KwK39 into service as fast as possible. The final designs in its later models were later redesignated the [[Pz.III L|Panzer III Ausf. L]] and [[Pz.III M|Panzer III Ausf. M]]. It saw service on the eastern front, where it performed poorly against superior [[T-34 (Family)|T-34]] and [[KV-1 (Family)|KV-1]] tanks. However, it also saw service in North Africa, where it would easily defeat allied light tanks such as the [[M3 Stuart]] and the [[Crusader Mk III|Crusader]], even when outnumbered. However, the introduction of more medium tanks by the allies in the African theater would prove to be problematic for the Panzer III. Those that survived the defeat in Africa would try to defend Sicily from the allied invasion of Italy.
  
=== In-game description ===
+
{{break}}
Then next modification to the Pz.Kpfw.III medium tank after Ausf. J, featuring an enhanced armament.
+
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}
 +
{{Navigation-First-Simple-Line}}
 +
The next modification to the Pz.Kpfw.III medium tank after Ausf. J, featuring an enhanced armament.
  
These tanks, which were armed with KwK38 L/42 cannons, were unable to fight successfully against Soviet T-34 and KB tanks, whose armor could withstand the impact of projectiles fired by the short-barreled cannon. The tank's armament had to be enhanced. The new weapon selected was the long-barreled KwK39 L/60, which featured high ballistic characteristics. However, despite these enhanced characteristics, fighting Soviet tanks remained extremely difficult. Tanks with the new armament began to be released in December, 1941. A total of 1,067 tanks with the Pz.Kpfw.III Ausf.J modification and KwK39 L/60 cannon were produced.
+
These tanks, which were armed with KwK38 L/42 cannons, were unable to fight successfully against Soviet T-34 and KB tanks, whose armour could withstand the impact of projectiles fired by the short-barreled cannon. The tank's armament had to be enhanced. The new weapon selected was the long-barreled KwK39 L/60, which featured high ballistic characteristics. However, despite these enhanced characteristics, fighting Soviet tanks remained extremely difficult. Tanks with the new armament began to be released in December, 1941. A total of 1,067 tanks with the Pz.Kpfw.III Ausf.J modification and KwK39 L/60 cannon were produced.
 +
{{Navigation-End}}
  
 
== Media ==
 
== Media ==
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;Skins
 
;Skins
 +
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_J Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_J Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Sights
 
;Sights
 +
 
* [https://live.warthunder.com/post/675135/en/ RideR2's Realistic gunsight (TZF4a, TZF 5a/b/d/e/f/f2, TZF 9b/b1/c/d, TZF 12/a) for Pzkpfw II, Pzkpfw III, Pzkpfw IV, Pzkpfw V, Pzkpfw VI]
 
* [https://live.warthunder.com/post/675135/en/ RideR2's Realistic gunsight (TZF4a, TZF 5a/b/d/e/f/f2, TZF 9b/b1/c/d, TZF 12/a) for Pzkpfw II, Pzkpfw III, Pzkpfw IV, Pzkpfw V, Pzkpfw VI]
  
 
== 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 vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
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== 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;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{Germany medium tanks}}
 
{{Germany medium tanks}}

Latest revision as of 19:31, 2 November 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
This page is about the German medium tank Pz.III J1. For other versions, see Panzer III (Family).
Pz.III J1
germ_pzkpfw_iii_ausf_j.png
GarageImage Pz.III J1.jpg
ArtImage Pz.III J1.png
Pz.III J1
AB RB SB
2.7 2.7 2.7
Class:
Research:7 900 Specs-Card-Exp.png
Purchase:10 000 Specs-Card-Lion.png
Show in game

Description

The Panzerkampfwagen III Ausführung J1 (Panzer III J1) (Sd.Kfz. Index: Sd.Kfz. 141/1) is an up-gunned modification of the Panzer III J, which is the ninth variant of the Panzerkampfwagen III medium tank family (the "I" variant was skipped). From December 1941, some existing units of the Panzer III J variants were modified with the 50 mm Kampfwagenkanone (KwK) 39 L/60 tank gun to replace the earlier 50 mm KwK38 L/42 tank gun. They were originally known as the Panzer III J1 before being renamed the Panzer III L. Armoured vents were installed on the rear engine deck of tanks going to North Africa. This is somewhat comparable to when the Germans started modifying some of their older Panzer IV Fs with longer KwK40 L/43 guns in early 1942. The new improved Panzer IV F was initially known as the Panzer IV F2, before being redesignated as the Panzer IV G. The original Panzer IV F was then renamed Panzer IV F1.

Introduced in Update 1.43, the Panzer III J1 is an improved variant of the Panzer III J. Armed with the long-barrelled 50 mm KwK39 L/60 tank gun, players will notice a significant increase in firepower over the standard Panzer III J. Dealing with heavier armoured adversaries is much easier, and engagement range is greatly increased. However, with the appearance of early Soviet T-34 medium tanks and early KV-1 heavy tanks in battle, players must be cautious, as these tanks pose a severe threat to the Panzer III J1. Since the long-barrelled 50 mm KwK39 L/60 tank gun will struggle to penetrate Soviet early T-34 medium tanks and early KV-1 heavy tanks beyond close ranges, engagement must be much closer. Finally, the long-awaited electric power traverse system has arrived, addressing the fundamental weakness of the Panzer IIIs that has remained for the previous eight variants.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull53 / 30 / 53
Turret50 / 30 / 30
Crew5 people
Visibility88 %

Armour type:

  • Rolled homogeneous armour
  • Cast homogeneous armour (Barrel shroud, Cupola)
Armour Front Sides Rear Roof
Hull 50 mm (12°) Front plate
25 mm (86°), 50 mm (53°) Front glacis
50 mm (23-69°) Lower glacis
30 mm 50 mm (15-41°) Top
50 mm (11-66°) Bottom
15 mm
Turret 50 mm (12-25°) Turret front
50 mm (12-46°) Gun mantlet
30 mm (22-25°) 30 mm (13-16°) 10 mm
Cupola 50 mm 10 mm

Notes:

  • Suspension wheels are 15 mm thick while tracks are 20 mm thick.

Mobility

Speedforward / back
AB60 / 12 km/h
RB and SB54 / 10 km/h
Number of gears6 forward
1 back
Weight21.8 t
Engine power
AB572 hp
RB and SB300 hp
Power-to-weight ratio
AB26.2 hp/t
RB and SB13.8 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 60 12 21.8 465 572 21.33 26.24
Realistic 54 10 265 300 12.16 13.76

Modifications and economy

Repair costBasic → Reference
AB390 → 531 Sl icon.png
RB430 → 586 Sl icon.png
SB517 → 704 Sl icon.png
Total cost of modifications6 960 Rp icon.png
6 760 Sl icon.png
Talisman cost530 Ge icon.png
Crew training3 000 Sl icon.png
Experts10 000 Sl icon.png
Aces115 Ge icon.png
Research Aces160 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 40 / 40 % Sl icon.png
112 / 112 / 112 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
60 Ge icon.png
Mods new tank traks.png
Winterketten
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
60 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
390 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mods new tank break.png
Brake System
Research:
390 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mods new tank filter.png
Filters
Research:
350 Rp icon.png
Cost:
340 Sl icon.png
75 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
750 Rp icon.png
Cost:
730 Sl icon.png
155 Ge icon.png
Mods new tank engine.png
Engine
Research:
750 Rp icon.png
Cost:
730 Sl icon.png
155 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
60 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
390 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
350 Rp icon.png
Cost:
340 Sl icon.png
75 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
60 Ge icon.png
Mods tank ammo.png
50mm_kwk_38_39_APCR1_ammo_pack
Research:
280 Rp icon.png
Cost:
270 Sl icon.png
60 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
390 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
350 Rp icon.png
Cost:
340 Sl icon.png
75 Ge icon.png
Mods tank ammo.png
50mm_kwk_38_39_APCR2_ammo_pack
Research:
350 Rp icon.png
Cost:
340 Sl icon.png
75 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
350 Rp icon.png
Cost:
340 Sl icon.png
75 Ge icon.png
Mods art support.png
Artillery Support
Research:
750 Rp icon.png
Cost:
730 Sl icon.png
155 Ge icon.png

Armaments

Main armament

Ammunition84 rounds
First-order22 rounds
Reloadbasic crew → aces
4.8 → 3.7 s
Vertical guidance-10° / 20°
Main article: KwK39 (50 mm)
50 mm KwK39 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 84 -10°/+20° ±180° N/A 13.33 18.45 22.40 24.77 26.35 4.81 4.25 3.92 3.70
Realistic 8.33 9.80 11.90 13.16 14.00

Ammunition

  • PzGr 39 - Armour Piercing Capped shell - This is your main ammo type, use it whenever you think it has enough penetration to penetrate your target. It deals the most damage because of its explosive filler.
  • PzGr 40/1 - Armour Piercing Composite Rigid shell - This type of ammo should be used if you are having trouble penetrating your opponent, or trying to hit a fast-moving tank at some distance. However, its damaging potential is much lower, because it has no explosive filler to further enhance damage after the penetration.
  • PzGr 40 - Armour Piercing Composite Rigid shell - this variation of APCR is lighter, slightly faster and offers the best penetration (up to 150 mm). Use it against heavily armoured beasts like the KV-1 (If you can't flank them). However, don't expect it to cause any real damage upon penetration, it is even worse than that of PzGr 40/1. It basically only deals damage to modules/crew straight in its path. It is therefore almost useless to fire them at things like turret cupolas, as it will usually just fly right through them.
  • Sprgr. 38 - High Explosive ammo - You should carry only very few of these. They are completely useless against anything other than unarmoured AA vehicles and open-topped TDs, to which it is lethal.

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
PzGr 39 APC 106 101 83 65 50 39
PzGr 40/1 APCR 130 121 90 62 43 29
PzGr 40 APCR 137 126 88 56 36 23
Sprgr. 38 HE 12 11 9 7 6 5
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%
PzGr 39 APC 835 2.05 1.2 9 28.9 48° 63° 71°
PzGr 40/1 APCR 1,130 1.07 - - - 66° 70° 72°
PzGr 40 APCR 1,180 0.9 - - - 66° 70° 72°
Sprgr. 38 HE 870 1.82 0.4 0.1 217.6 79° 80° 81°

Ammo racks

Ammo racks of the Pz.III J1
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
84 70 (+14) 62 (+22) 34 (+50) (+83) No

Note:

  • Turret empty: 62 (+22) shells.

Machine guns

Ammunition3 750 rounds
Belt capacity150 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Main article: MG34 (7.92 mm)
7.92 mm MG34
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,750 (150) 900 N/A N/A

Usage in battles

Offensive

Optimal combat distance for this vehicle is somewhere between medium to close range. But don't be mistaken, the Panzer III J1 is not an frontline tank. You should be always on the move and harass the enemy without rest as any return fire will be lethal. Don't trust your armour and instead rely on your mobility. Flanking is the best option for J1 as you can use the high rate of fire for good effect and hopefully avoid the incoming retribution. You don't have the best mobility for a medium tank, but you definitely remain competitive against most enemy tanks you may encounter. Always try to find some good firing positions, with available cover, and if necessary, pull back and relocate. Always avoid direct close range confrontations with main enemy force; never try to fight more than 1 enemy at the time. However - playing purely as support/sniper tank isn't optimal either, because of your lower armour penetration.

With this tank, you have essentially a "jack of all trades, somewhat good at all of them" kind of options set. You can stick with friendly tanks, and use the cannon's high rate-of-fire and excellent stats with APCR to nab scores from either destroying the enemy or getting team assists. Another way to go on the offensive is to go for a flanking move since at practical distances (400-1,000 m) the gun's penetration statistics are far less than the maximum advertised. However, the cannon still has enough power at those ranges to at least immobilize particularly important enemy tanks like a KV-1 or Churchill with a drivetrain shot. You can attempt multiple shots to destroy enemies, but by that point, you will begin receiving "responsive fire", and your tank's armour is not good enough to withstand more than 1-2 hits before being taken out.

A possible solution is to use "shoot and scoot" manoeuvres, popping out to fire and then scurrying to a different spot, but this poses issues if the terrain won't allow you to have a consistent cover (which may result in a downed tank between cover) or if there simply isn't much of any cover (like on the Kursk map's outer capture points).

Defensive

When on the defense, you have a number of advantages and some severe disadvantages - being able to hunker down and hammer in shots with the long 5 cm cannon away from the immediate frontlines mean that most tanks that you will face will likely be more focused on more offensive-oriented players in your team, which may cause them to unintentionally show their hull sides towards the Panzer III J1's position. This scenario, combined with your excellent rate of fire and penetration statistics, means you can make quick work of an unsuspecting light or medium tank, assuming you can find cover in a location the enemy will not be looking at.

If detected or ranged by a tank or tank destroyer (assuming they have an angle that negates your cover's protection), your armour will not protect you from very much, as even 20 mm AP rounds can penetrate the armour plates if close enough. If you simply find yourself stuck behind cover because the enemy has your position, it is advised to pop smoke (as you have multiple use smoke-grenade launchers) and use the smoke to full effect, making it as difficult as possible for enemy tanks to get an exact bearing on your position as you try to move to better or another cover in general.

Pros and cons

Pros:

  • Great firepower: high rate of fire, high penetration, and explosive filler
  • Quite mobile and fast with 10km/h reverse speed to be more versatile
  • Excellent -10° gun depression
  • APCR is great against moving or heavy targets like Matildas
  • Boxy armour construction is great when angling

Cons:

  • APCR has poor damage against modules and crew, and low penetration at range
  • Gun lacks penetration at range, is likely to bounce on armour slopes
  • Overall weak armour, can be penetrated by common enemies like T-34, T-50, M3 Lee
  • Turret rotates slowly, fatal if being flanked

History

Development

The Panzerkampfwagen III medium tank, or the Panzer III was developed in the 1930s. Starting in early 1934, Heinz Guderian set down some specifications for a new tank, which the Army Weapons Department took up to design the tank to weigh no more than 24,000 kg with a top speed of 35 km/h. This tank's role was to be the main tank of the German army and was expected to destroy opposing tanks, as opposed to a tank made to destroy anti-tank guns and opposing infantrymen, which the Panzer IV served as.

Daimler-Benz, Krupp, MAN, and Rheinmetall produced prototypes meeting the specifications and the Daimler-Benz model was chosen after testing in 1936-1937. The Panzer III model used a leaf-spring suspension in its early models (Ausf. A - Ausf. D) before utilizing a six-wheeled torsion-bar suspension in the Ausf. E and beyond. The Panzer III had a crew of five men, the commander, gunner, loader, driver, and assistant driver. The best feature of the Panzer III during its introduction that is the most overlooked was the three-man turret, which was not as common at the time. This frees the commander to be able to effectively command the tank while maintaining situational awareness, rather than be burdened by the role of a loader or gunner, improving combat effectiveness of the tank. The 37 mm (later 50 mm) anti-tank gun was also very effective against contemporary tanks. Despite this rather advanced design, the turret did not have a turret basket for the crew. It was a proven design and production began in May 1937. The total number of Panzer III tanks constructed in its production life was 5,774 units (excluding the far more produced StuG III variant).

Design

The Panzer III Ausf. J1 features a much better 50 mm gun compared to its predecessors, the 50 mm KwK39, which is an improvement over the 50 mm KwK38 by its longer barrel that provided additional accuracy. Longer cartridges with more propellant charge were used, providing extra velocity and penetration. This new 50 mm gun gives the Panzer III a fighting edge against T-34s and M4 Shermans, which the older 50 mm KwK38 had trouble fighting against. The Panzer III Ausf. J1 still featured the 50 mm armour thickness on the front and rear originally from the Ausf. J variant, but later models had new offset armour on the front of the hull and turret that provide 20 mm of effective protection These armour also apply as spaced armour due to not being attached to the hull or turret mantlet. The spaced armour on the front helped defend the tank against Soviet anti-tank rounds or HEAT rounds fired at it on those plates, as it dissipates the penetration power before striking the hull.

Combat usage

The Panzer III J1 was only a stopgap design to integrate the 50 mm KwK39 into service as fast as possible. The final designs in its later models were later redesignated the Panzer III Ausf. L and Panzer III Ausf. M. It saw service on the eastern front, where it performed poorly against superior T-34 and KV-1 tanks. However, it also saw service in North Africa, where it would easily defeat allied light tanks such as the M3 Stuart and the Crusader, even when outnumbered. However, the introduction of more medium tanks by the allies in the African theater would prove to be problematic for the Panzer III. Those that survived the defeat in Africa would try to defend Sicily from the allied invasion of Italy.


Archive of the in-game description

The next modification to the Pz.Kpfw.III medium tank after Ausf. J, featuring an enhanced armament.

These tanks, which were armed with KwK38 L/42 cannons, were unable to fight successfully against Soviet T-34 and KB tanks, whose armour could withstand the impact of projectiles fired by the short-barreled cannon. The tank's armament had to be enhanced. The new weapon selected was the long-barreled KwK39 L/60, which featured high ballistic characteristics. However, despite these enhanced characteristics, fighting Soviet tanks remained extremely difficult. Tanks with the new armament began to be released in December, 1941. A total of 1,067 tanks with the Pz.Kpfw.III Ausf.J modification and KwK39 L/60 cannon were produced.


Media

Skins
Sights

See also

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;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Germany medium tanks
Pz.III  Pz.III B · Pz.III E · Pz.III F · Pz.III J · Pz.III J1 · Pz.III J1 TD · Pz.III L · Pz.III M · Pz.III N
Pz.IV  Pz.IV C · Pz.IV E · Pz.IV F1 · Pz.IV F2 · Pz.IV G · Pz.IV H · Pz.IV J · Pz.Bef.Wg.IV J
Pz.V  VK 3002 (M) · Panther A · Panther D · Panther F · Panther G · Ersatz M10 · Panther II
M48 upgrades  M48A2 G A2 · M48 Super
Leopard 1  Leopard I · Leopard A1A1 · Leopard A1A1 (L/44) · Leopard 1A5 · C2A1 · Turm III
Leopard 2  PT-16/T14 mod. · Leopard 2K · Leopard 2AV
  Leopard 2A4 · Leopard 2 (PzBtl 123) · Leopard 2A4M · Leopard 2 PL · Leopard 2A5 · Leopard 2 PSO · Leopard 2A6 · Leopard 2A7V
Trophies  ▀M4 748 (a) · ▀T 34 747 (r)
Other  Nb.Fz. · KPz-70
USA  mKPz M47 G · M48A2 C
USSR  ◊T-72M1