Difference between revisions of "Pz.II C"

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the main armament of this little devil is the KwK-30, 20mm Automatic Cannon.  
 
the main armament of this little devil is the KwK-30, 20mm Automatic Cannon.  
  
with the ability to access APCR capable of penetrating 64mm at point blank (26mm at 500 yards) this thing will go through enemy armor like it is fabric.  
+
with the ability to access APCR capable of penetrating 64mm at point blank, this thing will go through enemy armor like it is fabric.  
  
it's biggest problem is, you only have 10 round magazines, with a 7.4 stock reload time, meaning that you may successfully take out 2-3 enemy tanks with controlled bursts, but are likely to be taken out during your reload.
+
it's biggest problem is, you only have 10 round magazines, with a 7.4 stock reload time, meaning that you may successfully take out 2-3 enemy tanks with controlled bursts, but are likely to be taken out during your reload. it's second biggest problem is also it's biggest Pro, and that's the PzGr.40 ammunition, which has great pen statistics out to 200-300 yards, but does not maintain velocity beyond those distances as well as the standard PzGr. found in it's own belt as well as the standard belts.
  
=== Additional armament ===
+
Ammo Statistics -
''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''
+
 
 +
{| class="wikitable"
 +
!Type
 +
!Composition
 +
!0(yd.)
 +
!500
 +
!1000
 +
!2000
 +
|-
 +
|Default
 +
|API-T/HEFI-T/API-T/HEFI-T
 +
|46mm
 +
|33mm
 +
|23mm
 +
|11mm
 +
|-
 +
|PzGr.
 +
|API-T/API-T/API-T/API-T
 +
|46mm
 +
|33mm
 +
|23mm
 +
|11mm
 +
|-
 +
|PzGr.40
 +
|APCR/APCR/APCR/APCR
 +
|64mm
 +
|26mm
 +
|8mm
 +
|1mm
 +
|}
  
 
=== Machine guns ===
 
=== Machine guns ===
''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''
+
mounted opposite to the 20mm Automatic is an MG-34, loading AP-I/AP-I/AP-T in 50 round belts. at 13mm of maximum pen at point blank, this gun's 800rpm ROF will make short work of unarmored vehicles like the truck based SPAA as well as exposed Tank Destroyer crewmen.
  
 
== Usage in the battles ==
 
== Usage in the battles ==

Revision as of 04:42, 31 January 2019

Rank 7 USA
F-5C Pack
Pz.II C
germ_pzkpfw_ii_ausf_c.png
Pz.II C
AB RB SB
1.3 1.3 1.3
Class:
Research:4 000 Specs-Card-Exp.png
Purchase:2 100 Specs-Card-Lion.png
Show in game

Description

so, you've decided to play low tier germans? good for you! the Pz.II C is the first in it's lineup, and can be distinguished from the Ausf. F by it heavier frontal armor. another distinguishing feature is it's trademark 20mm automatic cannon, which can be a curse for new users and a gift for players who know how to use the vehicle well.

the Pz.2's biggest misconception is it's autocannon, which lures players into assuming it's a close quarters vehicle. the reality is much different - at close ranges, you may be able to utilize your 280RPM rate of fire and PzGr.40 APCR to great effect on a single target, but the reload time and capacity of 10 rounds per magazine will betray you if faced against more tanks than you have ammo for in a single magazine.

General info

Survivability and armour

for armor, you have (on the surface) decent frontal armor, with a total of 35mm for your upper mantle, a section of heavily sloped 30mm armor, and then your lower mantle has the same as the top. your sides are a paltry 15mm, and the back, top of your hull and turret sides are all the same. the front turret face is 30mm, and despite appearances, does not overlap, meaning no chance of an enemy shot ricocheting off a sliver that constitutes 60mm!

generally speaking, you do not have enough armor to defend yourself unless the enemy is engaging you from extreme range (which most early tanks can't reasonably do well) or are facing SPAA who are only using HE, as well as some early french tanks.

put shortly - do everything in your power to ensure that you are not hit, because even 1 well placed shot in the crew compartment will likely OSK you. (one shot kill).

Mobility

mobility wise, the Pz.II C is actually better than most, but the BT series tanks and M3 Stuarts will still outrun you quite easily. reguardless, you can get around the battlefield quite respectably, and the vehicle's power to weight ratio makes for easier going up hills than larger, heavier vehicles. reguardless, odds are that you are not going to outrun the enemy team, therefore locating good cover is immensely useful.

Armaments

Main armament

the main armament of this little devil is the KwK-30, 20mm Automatic Cannon.

with the ability to access APCR capable of penetrating 64mm at point blank, this thing will go through enemy armor like it is fabric.

it's biggest problem is, you only have 10 round magazines, with a 7.4 stock reload time, meaning that you may successfully take out 2-3 enemy tanks with controlled bursts, but are likely to be taken out during your reload. it's second biggest problem is also it's biggest Pro, and that's the PzGr.40 ammunition, which has great pen statistics out to 200-300 yards, but does not maintain velocity beyond those distances as well as the standard PzGr. found in it's own belt as well as the standard belts.

Ammo Statistics -

Type Composition 0(yd.) 500 1000 2000
Default API-T/HEFI-T/API-T/HEFI-T 46mm 33mm 23mm 11mm
PzGr. API-T/API-T/API-T/API-T 46mm 33mm 23mm 11mm
PzGr.40 APCR/APCR/APCR/APCR 64mm 26mm 8mm 1mm

Machine guns

mounted opposite to the 20mm Automatic is an MG-34, loading AP-I/AP-I/AP-T in 50 round belts. at 13mm of maximum pen at point blank, this gun's 800rpm ROF will make short work of unarmored vehicles like the truck based SPAA as well as exposed Tank Destroyer crewmen.

Usage in the battles

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 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).

Pros and cons

Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".

Pros:

Cons:

History

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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the main template. Be sure to include links to sources at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read 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.

ETC.

Sources

Paste links to sources and external resources, such as:

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