Difference between revisions of "Pz.II C"

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The Pz.II C has (on the surface) decent frontal armor, with a total of 35 mm for the upper mantlet, a section of heavily sloped 30 mm armor, and then the lower mantlet has the same as the top. The side armor is a paltry 15 mm, and the back, hull roof, and turret sides are all the same. The front turret face is 30 mm, and despite appearances, does not overlap, meaning there is no chance of an enemy shot ricocheting off a sliver that constitutes 60 mm!
 
The Pz.II C has (on the surface) decent frontal armor, with a total of 35 mm for the upper mantlet, a section of heavily sloped 30 mm armor, and then the lower mantlet has the same as the top. The side armor is a paltry 15 mm, and the back, hull roof, and turret sides are all the same. The front turret face is 30 mm, and despite appearances, does not overlap, meaning there is no chance of an enemy shot ricocheting off a sliver that constitutes 60 mm!
  
Generally speaking, the Pz.II C does not have enough armor to defend itself 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.  
+
Generally speaking, the Pz.II C does not have enough armor to defend itself unless the enemy is engaging from an 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  to ensure that the Pz.II C is not hit, because even one well placed shot in the crew compartment will likely destroy the Pz.II C in one shot.
 
Put shortly - do everything  to ensure that the Pz.II C is not hit, because even one well placed shot in the crew compartment will likely destroy the Pz.II C in one shot.
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=== Mobility ===
 
=== Mobility ===
 
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
 
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
Mobility wise, the Pz.II C is actually better than most, but the BT series tanks and M3 Stuarts will still outrun the tank quite easily. Regardless, 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. Odds are that the Pz.II C is not going to outrun the enemy team, therefore locating good cover is immensely useful.
+
Mobility wise, the Pz.II C is actually better than most, but the BT series tanks and M3 Stuarts will still outrun the tank quite easily. Regardless, the Pz.II C 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. Odds are that the Pz.II C is not going to outrun the enemy team, therefore locating good cover is immensely useful.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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|align="left"|'''''PzGr''''' ||align="left"| [[:Category:Ammunition#Kinetic_energy_shells|API-T]] <br> (Armour Piercing Incendiary tracer) shell ||align="left"| Intermediate usage until the better PzGr 40 can be used. Decent enough versus light tanks and other vehicles from the rear. Due the lack of HE filler underwhelming damage, yet still better than the PzGr 40.
 
|align="left"|'''''PzGr''''' ||align="left"| [[:Category:Ammunition#Kinetic_energy_shells|API-T]] <br> (Armour Piercing Incendiary tracer) shell ||align="left"| Intermediate usage until the better PzGr 40 can be used. Decent enough versus light tanks and other vehicles from the rear. Due the lack of HE filler underwhelming damage, yet still better than the PzGr 40.
 
|-
 
|-
|align="left"|'''''PzGr''''' ||align="left"| HVAP-T <br> (High Velocity Armour Piercing tracer) shell ||align="left"| Best penetrating shell of this vehicle. However, the damage effects are very poor. In close combat snipe for modules and crewmember for increased survival rate. Nothing is more annoying than emptying a clip and then to get killed in the reload because the enemy gunner survived. Against angled armoured it is not very effective like any other APCR shell, this is offset by the very high base penetration though.
+
|align="left"|'''''PzGr''''' ||align="left"| HVAP-T <br> (High Velocity Armour Piercing tracer) shell ||align="left"| Best penetrating shell of this vehicle. However, the damage effects are very poor. In close combat snipe for modules and crewmember for increased survival rate. Nothing is more annoying than emptying a clip and then to get destroyed during the reload because the enemy gunner survived. Against angled armoured it is not very effective like any other APCR shell, this is offset by the very high base penetration though.
 
|}
 
|}
  
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== Usage in the battles ==
 
== 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).''-->
 
<!--''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).''-->
The main key to success with this vehicle is to drive aggressively, trying to get shots at relatively close range (100m-300m or even less). Aiming for the enemy's weak spots, it is often possible to set your opponent on fire, allowing the Pz II to take on vehicles beyond its battle rating.
+
The main key to success with this vehicle is to drive aggressively, trying to get shots at relatively close range (100m-300m or even less). Aiming for the enemy's weak spots, it is often possible to set the opponent on fire, allowing the Pz II to take on vehicles beyond its battle rating.
  
Where possible, try to use the terrain to remain hull down, even the smallest undulations are quite often enough to mask your hull, allowing you to take quick shots with minimal risk, however closing the distance quickly with your opponent is really the only way to set up a kill, as your armour is not enough to slug it out in a face up fight.
+
Where possible, try to use the terrain to remain hull down, even the smallest undulations are quite often enough to mask the hull, allowing the Pz.II C to take quick shots with minimal risk, however closing the distance quickly with the opponent is really the only way to ensure the shells penetrate and destroy the enemy, as the Pz.II thin armour is not enough to slug it out in a face up fight.
  
Also, as a light tank with good speed, you can spot tanks (not the scouting way unfortunately) for your air forces to hit or use the artillery support to kill opponents by breaking their tracks and then calling in support.
+
Also, as a light tank with good speed, the Pz.II C can spot tanks (not the scouting way unfortunately) for allies to hit or use the artillery support to disable opponents by breaking their tracks and then calling in support.
  
Alternatively, the Pz.II C can be played as a support vehicle for friendly tanks when pushing the cap, a second line tank if you will. Use short (2-4 rounds ideally) bursts to disable enemy vehicles by targeting points like their transmission or turret crew, then use your remaining ammo to take out the rest of the enemy crew, or let your friendly tankers take them out to earn multiple assists. The Pz.II C lack the mobility to disengage and run from tanks like the M3 Stuarts or BT series tanks, but if their transmission, driver or tracks are taken out (all of which are visible from the front in both cases), the Pz.II C player can buy themselves enough time to scurry back to friendly lines, simultaneously luring those enemy tanks towards the bulk of the friendly team.  
+
Alternatively, the Pz.II C can be played as a support vehicle for friendly tanks when pushing the cap, a second line tank to say the least. Use short (2-4 rounds ideally) bursts to disable enemy vehicles by targeting points like their transmission or turret crew, then use the remaining ammo to take out the rest of the enemy crew, or let friendly tankers take them out to earn multiple assists. The Pz.II C lack the mobility to disengage and run from tanks like the M3 Stuarts or BT series tanks, but if their transmission, driver or tracks are taken out (all of which are visible from the front in both cases), the Pz.II C player can buy themselves enough time to scurry back to friendly lines, simultaneously luring those enemy tanks towards the bulk of the friendly team.  
  
 
The biggest threat to the Pz.II C are tanks that put all their points into armor, to the extent that their mobility are hindered, but not necessarily firepower. The Valentine, FCM 36, and Matilda are examples of tanks that will easily deflect 20 mm shots with even the PzGr.40 loaded, either due to their impressive frontal hull and turret armor, or just because they are so slow that the Pz.II C will engage them at ranges that render the shell penetration power ineffective. If one of these tanks are spotted trundling along in the distance, do not bother taking shots because the 20 mm are not likely to even scratch them, while drawing their attention and revealing the Pz.II C position due to the shell tracers.
 
The biggest threat to the Pz.II C are tanks that put all their points into armor, to the extent that their mobility are hindered, but not necessarily firepower. The Valentine, FCM 36, and Matilda are examples of tanks that will easily deflect 20 mm shots with even the PzGr.40 loaded, either due to their impressive frontal hull and turret armor, or just because they are so slow that the Pz.II C will engage them at ranges that render the shell penetration power ineffective. If one of these tanks are spotted trundling along in the distance, do not bother taking shots because the 20 mm are not likely to even scratch them, while drawing their attention and revealing the Pz.II C position due to the shell tracers.

Revision as of 05:49, 31 January 2019

Rank 2, Sweden
"The Swedish revolver": SAV 20.12.48
Pz.Kpfw. II Ausf. C
germ_pzkpfw_ii_ausf_c.png
AB
RB
SB
General characteristics
Brief
Detailed
1.0/1.0/1.0BR
3 peopleCrew
69 %Visibility
front / side / backArmour
35 / 15 / 15Hull
30 / 15 / 15Turret
Mobility
9.1 tWeight
267 hp140 hpEngine power
29 hp/t15 hp/tPower-to-weight ratio
48 km/h forward
9 km/h back
43 km/h forward
8 km/h back
Speed
Armament
20 mm KwK30 cannonMain weapon
180 roundsAmmunition
6.0 / 7.8 sReload
10 roundsBelt capacity
280 shots/minFire rate
-9° / 20°Vertical guidance
shoulderStabilizer
1 800 roundsAmmunition
8.0 / 10.4 sReload
150 roundsBelt capacity
900 shots/minFire rate
Economy
4 000 Rp icon.pngResearch
2 100 Sl icon.pngPurchase
Sl icon.png200 / 259/170 / 220/140 / 181Repair
600 Sl icon.pngCrew training
2 100 Sl icon.pngExperts
40 Ge icon.pngAces
100 % Rp icon.pngReward for battle
20 % Sl icon.png20 % Sl icon.png10 % Sl icon.png

Description

The Pz.Kpfw. II Ausf. C (Pz.II C) is a Rank I German light tank with a battle rating of 1.0 (AB/RB/SB). It was introduced in during the Closed Beta Test for Ground Forces before Update 1.41.

The Pz.II C is a vehicle that fits well for any line-up using low-rank German tanks. The first of its line in the German tech tree, the Pz.II C can be distinguished from the later Ausf. F by it heavier frontal armor. However, a distinguishing feature for this series of Panzer II is the trademark 20 mm automatic cannon, which can be a curse for new users and a gift for players who know how to use the vehicle well. This autocannon can give several misconception on the Pz.II utility, which lures players into assuming it's a close quarters vehicle. The reality is much different - at close ranges, the 20 mm autocannon with its 280 round per minute rate of fire and APCR PzGr.40 ammo can have great effect on a single target, but the reload time and capacity of 10 rounds per magazine will backfire hard if facing against more tanks than a single magazine can deal with.

General info

Survivability and armour

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

Generally speaking, the Pz.II C does not have enough armor to defend itself unless the enemy is engaging from an 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 to ensure that the Pz.II C is not hit, because even one well placed shot in the crew compartment will likely destroy the Pz.II C in one shot.

Armour type:

  • Rolled homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull 35 mm (11°) Front plate
30 mm (73°) Front glacis
35 mm (36°) Bottom glacis
15 mm 15 mm 15 mm
Turret 30 mm (9-74°) Turret front
30 mm (5-52°) Gun mantlet
15 mm (20-46°) 15 mm (16-22°) 10 mm
Armour Sides Roof
Cupola 15 mm 10 mm

Notes:

  • Suspension wheels are 10 mm thick while tracks are 15 mm thick.
  • Belly armour is 5 mm thick.

Mobility

Mobility wise, the Pz.II C is actually better than most, but the BT series tanks and M3 Stuarts will still outrun the tank quite easily. Regardless, the Pz.II C 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. Odds are that the Pz.II C is not going to outrun the enemy team, therefore locating good cover is immensely useful.

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
9.1 N/A 49 (AB)
44 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 217 267
Realistic/Simulator 124 140
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 23.85 29.34
Realistic/Simulator 13.63 15.38

Armaments

Main armament

Main article: KwK 30 (20 mm)

The main armament of the Pz.II C is the KwK 30, 20 mm 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.

The biggest problem with the autocannon is the 10 round magazines combined with a 7.4 stock reload time, meaning that the tank may successfully take out 2-3 enemy tanks with controlled bursts, but likely to be taken out during the reload. The second biggest problem is also the tank'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. round in the standard belt.

20 mm KwK 30
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
Stabilizer
150 (10) 280 -9°/+20° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 8.30 11.50 _.__ _.__ _.__
Realistic 8.30 9.80 _.__ _.__ _.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
7.80 _.__ _.__ _.__
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
PzGr API-T 46 45 33 23 15 11
PzGr 40 HVAP-T 64 63 33 23 15 11
Sprgr. HEFI-T* 2 2 2 2 2 2
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
PzGr API-T 780 0.15 N/A N/A N/A -1° 47° 60° 65°
PzGr 40 HVAP-T 1050 0.1 N/A N/A N/A +1.5° 66° 70° 72°
Sprgr. HEFI-T* 900 0.11 0.3 0.1 10.2 +0° 79° 80° 81°
Belt types
Belts Shell composition Combat usage
Default API-T, HEFI-T
(Armour Piercing Incendiary tracer – High Explosive Fragmentation Incendiary tracer) shell
50% of this belt are useless against tanks or planes. However against other SPAA this belt can reliably take out crew, armament, ammo and engine. Having one belt in reserve does not hurt.
PzGr API-T
(Armour Piercing Incendiary tracer) shell
Intermediate usage until the better PzGr 40 can be used. Decent enough versus light tanks and other vehicles from the rear. Due the lack of HE filler underwhelming damage, yet still better than the PzGr 40.
PzGr HVAP-T
(High Velocity Armour Piercing tracer) shell
Best penetrating shell of this vehicle. However, the damage effects are very poor. In close combat snipe for modules and crewmember for increased survival rate. Nothing is more annoying than emptying a clip and then to get destroyed during the reload because the enemy gunner survived. Against angled armoured it is not very effective like any other APCR shell, this is offset by the very high base penetration though.
Ammo racks
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
15 (+7) (+14) Yes

Machine guns

Main article: MG 34 (7.92 mm)

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

7.92 mm MG 34
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
1,800 (150) 900 N/A N/A

Usage in the battles

The main key to success with this vehicle is to drive aggressively, trying to get shots at relatively close range (100m-300m or even less). Aiming for the enemy's weak spots, it is often possible to set the opponent on fire, allowing the Pz II to take on vehicles beyond its battle rating.

Where possible, try to use the terrain to remain hull down, even the smallest undulations are quite often enough to mask the hull, allowing the Pz.II C to take quick shots with minimal risk, however closing the distance quickly with the opponent is really the only way to ensure the shells penetrate and destroy the enemy, as the Pz.II thin armour is not enough to slug it out in a face up fight.

Also, as a light tank with good speed, the Pz.II C can spot tanks (not the scouting way unfortunately) for allies to hit or use the artillery support to disable opponents by breaking their tracks and then calling in support.

Alternatively, the Pz.II C can be played as a support vehicle for friendly tanks when pushing the cap, a second line tank to say the least. Use short (2-4 rounds ideally) bursts to disable enemy vehicles by targeting points like their transmission or turret crew, then use the remaining ammo to take out the rest of the enemy crew, or let friendly tankers take them out to earn multiple assists. The Pz.II C lack the mobility to disengage and run from tanks like the M3 Stuarts or BT series tanks, but if their transmission, driver or tracks are taken out (all of which are visible from the front in both cases), the Pz.II C player can buy themselves enough time to scurry back to friendly lines, simultaneously luring those enemy tanks towards the bulk of the friendly team.

The biggest threat to the Pz.II C are tanks that put all their points into armor, to the extent that their mobility are hindered, but not necessarily firepower. The Valentine, FCM 36, and Matilda are examples of tanks that will easily deflect 20 mm shots with even the PzGr.40 loaded, either due to their impressive frontal hull and turret armor, or just because they are so slow that the Pz.II C will engage them at ranges that render the shell penetration power ineffective. If one of these tanks are spotted trundling along in the distance, do not bother taking shots because the 20 mm are not likely to even scratch them, while drawing their attention and revealing the Pz.II C position due to the shell tracers.

Generally speaking, if the target is smaller than a coin when looking at it on max zoom in the gunner's sight, do not bother firing.

Pros and cons

Pros:

  • Good armour on the front
  • Autocannon provides better damage than most guns of its rank
  • Can fire off several shots in quick succession to scan the target for weak spots, and then fire at them.
  • Fast, very agile
  • Low Profile
  • Turret is hard to jam
  • Extra armour plates on the upper and lower mantlet give 30-40mm of effective armour to areas of the turret front
  • Dangerous to lightly armoured vehicles
  • Very good at urban-based maps, small width can maneuvre through narrow passages
  • Loader is often hard to incapacitate from the front
  • Engine is placed far right of the vehicle
  • PzGr 40 rounds are extremely powerful- a 6-round burst can knock out most tanks
  • Very distinctive profile means friendly fire can be effectively nil

Cons:

  • Poor penetration when not using HVAP-T rounds
  • Low amount of crew members
  • Lacking at ranged shootouts
  • Penetration values scales poorly when uptiered and especially at longer ranges
  • Top speed is slower than the fastest tank encountered, which are common opponents
  • Does not enjoy the luxury of SPAA 20 mm autocannons that have more rounds per magazine
  • Aggressive enemies will view the Pz.II C as an easy target and will gun for it
  • Relatively cramped interior make it easy for tank to be knocked out in one shot, as shot can hit crew, fuel, or ammo

History

Development

In 1934, the development of the new German tanks, which would be the Panzer III and Panzer IV, was falling behind schedule despite an urgent need for tanks. As a stopgap solution until the designs were finalized, the Germany Army submitted a request for a new tank, giving the responsibility of designing to Krupp, MAN, Henschel, and Daimler-Benz. The product was a design that is based off the German Panzer I light tank, but was larger with the addition of an extra bogie wheel and had a 20 mm autocannon as its main armament. The finished tank was designated the Panzer II and production was to start in 1935, but did not start delivering tanks until 18 months later. At this time, it was in a low rate production status by 1936. By the time the Panzer II reached the Ausf. C designation it was fitted with a superior suspension system to support the weight of the tank. The changes included five larger wheels attached to new leaf springs. In 1937 the Ausf. C entered full production with MAN and other manufacturers. Over 1,600 Panzer II light tanks were produced between 1937 to 1942.

The Panzer II incorporated new design changes from the Panzer I following experiences on tank warfare from the Spanish Civil War. The armour was widened to block shells rather than machine gun fire and shrapnel, so the armour thickness was 14 mm on front, sides, and back in the Panzer II Ausf. A through C. The 20 mm autocannon on the turret was based off the 20 mm FlaK 30 then in use with a firing rate of 600 rpm from a 10-round magazine, the tank also came with a coaxial machine gun as well. The turret was hand cranked by the commander, who doubled as the gunner of the tanks. The crew of the Panzer II consist of three people, the driver, commander, and loader who doubled as a radio operator. The Panzer II Ausf. C could reach a speed of 40 km/h with its leaf spring suspension system and Maybach HL62TR engine.

Combat usage

The Panzer II would serve in the initial stages of World War II in the Battle of Poland, France, and in the North African Campaign and Operation Barbarossa as Germany's most numerous tank (By May 1940, there were about a thousand Panzer Is and IIs, but only 381 Panzer III and 290 Panzer IVs). By 1941, it was clear that the Panzer II was starting to become obsolete, and with increasing quantity of Panzer IIIs and IVs, the Panzer II was relegated to reconnaissance duties. By 1942, it was largely removed from front lines and production ceased by 1943. The turrets of these obsolete tanks were used as gun turrets on defensive bunkers on the Atlantic Wall, and the chassis stayed in use for other purposes, such as a self-propelled gun and tank destroyer in the Wespe and Marder II respectively.

Early in the war during the Poland and French Campaigns, the Panzer II Ausf. C's 14 mm armour was deemed inadequate as every anti-tank weapon served at the time could penetrate this armour. The German response was to increase the armour, first with a front armour increase to 30 mm on the Ausf. D, then ending with a 35 mm front armour and 20 mm side armour on the Panzer II Ausf. F.

Media

Live.Warthunder

Skins and camouflages for the Panzer II C from live.warthunder.com.

Sights

Read also

Sources

Paste links to sources and external resources, such as:

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


Germany light tanks
Pz.II  Pz.II C · Pz.II C (DAK) · Pz.II F · Pz.Sfl.Ic
Wheeled  Sd.Kfz.221 (s.Pz.B.41) · Sd.Kfz.234/1 · Sd.Kfz.234/2
Czech  Pz.35(t) · Pz.38(t) A · Pz.38(t) F · Sd.Kfz. 140/1
Post-war  Begleitpanzer 57 · Ru 251 · leKPz M41 · TAM · SPz BMP-1 · Radkampfwagen 90