Difference between revisions of "Pz.II C"

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(I did my best to give as real of a description as I could of this vehicle, while doing my best to prepare those who are considering trying it for what they are in for.)
(Usage in the battles: Added modules)
(17 intermediate revisions by 9 users not shown)
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== Description ==
 
== 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.  
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<!--''In the description, the first part needs to 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
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[[File:GarageImage {{PAGENAME}}.jpg|420px|thumb|left]]
 +
{{break}}
 +
The '''{{Specs|name}}''' ('''{{Specs|pseudonym}}''') is a rank {{Specs|rank}} German light tank {{Battle-rating}}. It was introduced during the Closed Beta Test for Ground Forces before Update 1.41.
  
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.  
+
The Pz.II C is a vehicle that fits well in any line-up using low-rank German tanks. The first of its column in the German tech tree, the Pz.II C can be distinguished from the later [[Pz.II F|Ausf. F]] model by its heavier frontal armour. A distinguishing feature for this series of Panzer II is the trademark 20 mm automatic cannon, which can be a curse to new users or a gift to players who know how to use the vehicle well. This autocannon can give several misconceptions on the Pz.II's utilities that can lure players into assuming it is a close quarters vehicle. The reality is much different - at close ranges, the 20 mm autocannon with its 280 round per minute (RPM) rate of fire and ''PzGr.40'' APCR ammo can have a great effect on a single target, but the reload time and 10 round-capacity per magazine can backfire hard if the Pz.II C faces against more tanks than a single magazine can deal with.  
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== 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!
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<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
  
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.  
+
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->[[File:Pz.II C Screenshot 2.jpg|thumb|Pz.II C on frozen pass]]
 +
The Pz.II C has (on the surface) decent frontal armour, with 35 mm for the front plate with a section of heavily sloped 30 mm armour on the glacis, then a sloped lower glacis that has 35 mm as well. The side, rear, and hull roof armour are a paltry 15 mm, including the turret sides. The front turret face is 30 mm that do not overlap with the 30 mm thick gun mantlet well so it will be rare, if not impossible, for a chance at relying on a 60 mm overlapping area to deflect rounds.
  
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).
+
Generally speaking, the Pz.II C does not have enough armour to defend itself unless fighting from an extreme range (which most early-ranked tanks can't reasonably do well), facing SPAA vehicles that are only using high-explosive shells or facing against some early-ranked French tanks.
 +
 
 +
Put shortly - do everything to ensure that the Pz.II C does not get hit, because even one well placed shot in the crew compartment will likely knock the Pz.II C out.
 +
 
 +
'''Armour type:'''
 +
 
 +
* Rolled homogeneous armour
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 35 mm (11°) ''Front plate'' <br> 30 mm (73°) ''Front glacis'' <br> 35 mm (36°) ''Bottom glacis'' || 15 mm || 15 mm || 15 mm
 +
|-
 +
| Turret || 30 mm (9-74°) ''Turret front'' <br> 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 ===
mobility wise, the Pz.II C is actually better than most (27.2mph), but the BT series tanks(33mph) and M3 Stuarts(34mph) 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.
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
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 +
{{tankMobility|abMinHp= 217|rbMinHp= 124|<!--AoAweight=(optional) -->}}
 +
 
 +
Mobility-wise, the {{PAGENAME}} is actually better than most of its peers, but the [[BT-5|BT]] series tanks and [[M3 Stuart]]s will still outpace it quite easily. Regardless, the {{PAGENAME}} can get around the battlefield quite respectably, and the vehicle's power-to-weight ratio makes it easy to go up steep inclines than larger, heavier vehicles. However, the {{PAGENAME}} is not going to outrun a pursuing enemy team, so locating good cover is immensely useful for its survival.
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== Main armament ===
the main armament of this little devil is the KwK-30, 20mm Automatic Cannon.
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<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
 +
{{main|KwK 30 (20 mm)}}
  
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 main armament of the Pz.II C is the 20 mm KwK 30 automatic cannon.  
  
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.
+
With the ability to access APCR capable of penetrating 64 mm at point blank range, combined with its magazine-loaded rapid fire, the 20 mm can puncture through most enemy armour at this battle rating range like it is fabric.  
  
Ammo Statistics -  
+
The biggest problem with the 20 mm autocannon is the 10 round magazines combined with a 7.4 stock reload time, meaning that the tank may successfully take out two or three enemy tanks with controlled bursts, but is likely to be taken out during the reload. Another problem to consider is in the powerful APCR ammunition, in that its impressive penetration statistics can make the gun reach out to about 200-300 meters, but the penetrative power drops off rapidly after that due to velocity drop, even more so than the standard ''PzGr.'' round.
 +
[[File:Pz.II C Screenshot 1.jpg|thumb|Pz.II C firing its main weapon]]
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="6" | [[KwK 30 (20 mm)|20 mm KwK 30]]
 +
|-
 +
! colspan="2" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="2" | 150 (10) || 280 || -9°/+20° || ±180° || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 13.3 || 18.4 || 22.4 || 24.8 || 26.35
 +
|-
 +
| ''Realistic'' || 8.30 || 9.80 || 11.9 || 13.2 || 14.00
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 7.80 || 6.9 || 6.36 || 6.0
 +
|-
 +
|}
 +
 
 +
===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition (Belt)
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 +
|-
 +
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 +
|-
 +
| Default || API-T/HEFI-T || 36 || 34 || 26 || 19 || 14 || 10
 +
|-
 +
| PzGr 40 || HVAP-T || 64 || 63 || 26 || 8 || 3 || 1
 +
|-
 +
| PzGr || API-T || 36 || 34 || 26 || 19 || 14 || 10
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! rowspan="2" |Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! rowspan="2" | ''Fuse delay''
 +
''in m:''
 +
! rowspan="2" | ''Fuse sensitivity''
 +
''in mm:''
 +
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 +
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 +
! colspan="3" | ''Ricochet:''
 +
|-
 +
! 0%
 +
! 50%
 +
! 100%
 +
|-
 +
| Default || API-T/HEFI-T || N/A* || N/A* || N/A || N/A || N/A || N/A || N/A* || N/A* || N/A*
 +
|-
 +
| PzGr 40 || HVAP-T || 1050 || 0.1 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 +
|-
 +
| PzGr || API-T || 780 || 0.15 || N/A || N/A || N/A || +0° || 47° || 60° || 65°
 +
|-
 +
|}
 +
(*More detailed information for the default belt is not displayed ingame e.g. Velocity, Mass & Ricochet stats)
  
 +
=====Belt types=====
 
{| class="wikitable"
 
{| class="wikitable"
!Type
+
| '''Belts''' || '''Shell composition''' || '''Combat usage'''
!Composition
 
!0(yd.)
 
!500
 
!1000
 
!2000
 
 
|-
 
|-
|Default
+
| align="left" |'''''Default ''''' || align="left" | [[:Category:Ammunition#Kinetic_energy_shells|API-T]], [[:Category:Ammunition#Cannon_shells|HEFI-T]] <br>(Armour Piercing Incendiary tracer – High Explosive Fragmentation Incendiary tracer) shell || align="left" | The belt composition means that 50% of the shells (HEFI-T) are useless against tanks while the other 50% (API-T) is nearly useless against planes. However, this belt is reliable against open-topped or thin-skinned vehicles like SPAA vehicles. Since there are no dedicated high-explosive shells for the selection, having one belt of this in reserve does not hurt for those situations.
|API-T/HEFI-T/API-T/HEFI-T
 
|46mm
 
|33mm
 
|23mm
 
|11mm
 
 
|-
 
|-
|PzGr.
+
| align="left" |'''''PzGr''''' || align="left" | [[:Category:Ammunition#Kinetic_energy_shells|API-T]] <br> (Armour Piercing Incendiary tracer) shell || align="left" | This belt offers a good transition from the ''Default'' to the ''PzGr 40'' APCR belt. The round offers decent use and damage against lightly armoured tanks, especially at close range. Due to lack of high-explosive filler, however, it is better to focus on the ''PzGr 40'' belt to maximize penetration power.
|API-T/API-T/API-T/API-T
+
|-
|46mm
+
| align="left" |'''''PzGr 40''''' || align="left" | HVAP-T <br> (High Velocity Armour Piercing tracer) shell || align="left" | Probably the best belt with the best penetrating shell for the vehicle. While the damage effects post-penetration can be quite poor, the rapid fire from the autocannon can mitigate this problem by following up quickly with another penetrating shot. In close combat, these shells should be used against modules and crew member to make the most of each shell. Against angled armour, however, the APCR ammo may not be very effective, just like any other APCR shell. Unlike the Flakpanzer 1 and Flakpanzer 38, this belt is still 100% APCR.
|33mm
+
|}
|23mm
+
 
|11mm
+
[[File:Ammoracks of the Pz.II C.jpg|thumb|[[Ammo racks|Ammo Racks]] of the Pz.II C]]
 +
 
 +
===== [[Ammo racks|Ammo racks]] =====
 +
{| class="wikitable sortable" style="text-align:center"
 +
|-
 +
! class="wikitable unsortable" |Full<br />ammo
 +
! class="wikitable unsortable" |1st<br />rack empty
 +
! class="wikitable unsortable" |2nd<br />rack empty
 +
! class="wikitable unsortable" |Visual<br /> discrepancy
 +
|-
 +
| '''15''' || 8&nbsp;''(+7)'' || 1&nbsp;''(+14)'' || style="text-align:center" | Yes
 
|-
 
|-
|PzGr.40
 
|APCR/APCR/APCR/APCR
 
|64mm
 
|26mm
 
|8mm
 
|1mm
 
 
|}
 
|}
  
 
=== Machine guns ===
 
=== 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.
+
<!--''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.''-->
 +
{{main|MG 34 (7.92 mm)}}
 +
 
 +
Mounted opposite to the 20 mm autocannon is the MG 34, which is loaded with a 50 round belt with an AP-I/AP-I/AP-T ammo pattern. With 13 mm of maximum penetration at point blank range, this gun's 800 RPM rate of fire will make short work of unarmoured vehicles like truck-based SPAA, as well as exposed enemy crewmen.
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="7" | [[MG 34 (7.92 mm)|7.92 mm MG 34]]
 +
|-
 +
! colspan="7" | ''Coaxial mount''
 +
|-
 +
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 +
! rowspan="1" | Fire rate <br> (shots/minute)
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
|-
 +
| colspan="4" | 1,800 (150) || 900 || N/A || N/A
 +
|-
 +
|}
  
 
== Usage in the battles ==
 
== Usage in the battles ==
your goal as a Pz.II C player, should be to support friendly tanks with 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. you lack the mobility to disengage and run from tanks like the M3 Stuarts or BT series tanks, but if you can take out their transmission, driver or tracks (all of which are visible from the front in both cases) you may buy yourself enough time while they repair to scurry back to friendly lines, simultaniously luring those enemy tanks towards your team.  
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<!--''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 take shots at relatively close range (100-300 meters or even less). Aim for the enemy's weak spots such as modules and crew members. Go for flank or rear shots in order to make the most of the 20 mm close-range penetration power on the enemy's thinner armour plates.
  
the biggest threat to you is tanks that put all their points into armor, to an extent that mobility was hindered, but not neccissarily firepower;
+
When positioning the Pz.II C, try to use the terrain to remain hull down so that a quick reverse can mask the hull. With this position, the Pz.II C can quickly scoot forward and fire off a few quick shots before reversing to a safe position away from enemy fire. Keep this in mind when attempting to ambush the enemy in an open arena with little cover, as cover and concealment are more reliable in disrupting enemy return fire accuracy than the Pz.II's thin armour.
  
the Valentine, FCM 36 and Matilda are examples of tanks that will easily defeat your 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 you are forced to engage them at ranges that render your muntions ineffective. if you spot one of them trundling along in the distance, do not bother taking shots because you are not likely to even scratch them, while drawing attention to yourself due to you shooting at them, and the tracer fire revealing your location.
+
Alternatively, the Pz.II C can be played as a support vehicle, a second line tank, to say the least, to assist more armoured allies when pushing the cap. Use short bursts (2-4 rounds ideally) to disable enemy vehicles by targeting weak 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 for assists. The Pz.II C lacks 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, they will be temporarily immobilized and the Pz.II C player has bought themselves time to scurry back to friendly lines, where more powerful guns and numbers can be brought to counter the enemy.
  
generally speaking, if the target is smaller than a 1 dollar US coin when looking at it on max zoom in the gunner's sight, do not bother firing.
+
Also, as a light tank with decent speed and low profile, the Pz.II C can act as a spotter (unfortunately without the use of the [[Scouting|scout]] mechanics) to locate enemy tanks for allies to prioritize and hit with guns, artillery, or airstrikes.
 +
[[File:Pz.II C Screenshot 3.jpg|thumb|Pz.II C driving through frozen pass]]
 +
The biggest threat to the Pz.II C on the battlefield are tanks that have very good armour and firepower at the expense of their mobility. The [[Valentine Mk I|Valentine]], [[FCM.36]], and [[Matilda Mk II|Matilda]] are examples of tanks that will easily deflect even 20 mm ''PzGr 40'' shots, either due to their impressive frontal hull and turret armour, 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 the shot because the 20 mm are unlikely able to do even cosmetic damages, while at the same time drawing their attention and revealing the Pz.II C's position due to the shell tracers.
 +
 
 +
Generally speaking, if the target is about the size of a coin when looking at it on max zoom in the gunner's sight, it is too far for effective fire and should not be engaged.
 +
 
 +
A more advanced method of playing this is to use it like an autoloading gun from higher BRs - fire only one or two shots per click at a given time. This helps avoid spraying uselessly at bigger, more stubborn targets.
 +
 
 +
=== Modules ===
 +
{| class="wikitable"
 +
!Tier
 +
! colspan="2" |Mobility
 +
!Protection
 +
! colspan="2" |Firepower
 +
|-
 +
|I
 +
|Tracks
 +
|
 +
|Parts
 +
|Horizontal Drive
 +
|
 +
|-
 +
|II
 +
|Suspension
 +
|Brake System
 +
|FPE
 +
|Adjustment of Fire
 +
|PzGr
 +
|-
 +
|III
 +
|Filters
 +
|
 +
|Crew Replenishment
 +
|Elevation Mechanism
 +
|
 +
|-
 +
|IV
 +
|Transmission
 +
|Engine
 +
|
 +
|Artillery Support 
 +
|PzGr 40
 +
|-
 +
|}
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 
'''Pros:'''
 
'''Pros:'''
  
* small, easy to manuver through narrow passages that wider vehicles may find impassable
+
* Good armour on the front
* gun will easily dispatch most vehicles you encounter in the 1.0-2.0 battle rating range you will face
+
* Autocannon provides better damage than most guns of its rank due to the ability to fire in quick succession
* your odds of being mistaken for an enemy tank by your team are effectively nil
+
* Fast, very agile
* due to it's use of an automatic cannon rather than a traditional cannon or howitzer, you can prospectively eliminate 3-4 enemy with the 10 rounds available if you use adequate trigger discipline.
+
* Very good on urban-based maps, small width can manoeuvre through narrow passages
 +
* Low Profile
 +
* In simulator mode, friendly fire is less likely due to the very obvious shape and profile not shared by much of anything else
 +
 
 +
'''Cons:'''
 +
 
 +
* Poor penetration when not using HVAP-T rounds
 +
* 20 mm autocannon is lacking at ranged shootouts
 +
* Magazine-loaded armament means there are lengthy and vulnerable downtime for reloads
 +
* Only three crew members
 +
* Top speed is slower than the fastest tank encountered, which are common opponents
 +
* Relatively cramped interior makes it easy for the tank to be decimated in one shot, as a shot can hit crew, fuel, or ammo
 +
 
 +
== 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 <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
 +
===Development===
 +
In 1934, the development of the new German tanks, which would be the [[Pz.III E|Panzer III]] and [[Pz.IV E|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 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 tank deliveries did not start 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 an improved suspension system to support the tank's weight. 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.  
  
*
+
===Combat usage===
 +
The Panzer II would serve in the initial stages of World War II in Poland, France, 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. 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 tanks were repurposed for use on defensive bunkers on the Atlantic Wall, and the chassis continued in service for other roles, such as a self-propelled gun and tank destroyer in the ''Wespe'' and ''Marder II'' respectively.
  
'''Cons:'''
+
Early in the war during Poland and French Campaigns, the Panzer II Ausf. C's armour was deemed inadequate as every anti-tank weapon in service at the time could penetrate the 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 [[Pz.II F|Panzer II Ausf. F]].
 +
 
 +
=== In-game description ===
 +
"This variant of the Pz.Kpfw. II light tank was designed by Henschel and produced by Daimler-Benz.
 +
The Pz.Kpfw. II Ausf. C was the third production variant of the tank. It differed from the Ausf. A and Ausf. B tank variants in its improved engine cooling system and the installation of 50 mm thick armored glass in the observation units. The new tank hull was 30 mm taller and 57 mm wider.
  
* your top speed is slower than the fastest tanks you will encounter, and they are a very common encounter.
+
In 1940, Ausf.C variant tanks were upgraded: the frontal armor of the turret was reinforced with armor sheets 14.5 mm and 20 mm thick, and the frontal armor of the hull was further enhanced 20 mm plates. The construction of the body's front section was modified: over the bent 14.5 mm armor plating protecting the crew, two more plates were welded, joined to one another at a 70° angle. The upper plate had a thickness of 14.5 mm, the lower, 20 mm. A mounted turret which allowed for 360° observation replaced the two-hinged hatch in the tank's roof.  
* players used to the Flakpanzer 1 and Gepard (38t) will be annoyed by the 10 less rounds per magazine situation
 
* because of how much of a danger it is to the enemy team and what little armor you have, the enemy team will see you as an easy target.
 
* it's relatively cramped interior makes it easy to be 1 shotted due to there only being 3 crew, and they are surrounded by fuel tanks and ammunition.
 
  
*
+
The front and rear rim of the turret was protected by a special armored collar. The gun mantlet was equipped with a protective lipped shield on the top and bottom that prevented the joints of the mantlet and edges of the opening from being hit with shrapnel. The gap between the turret box and turret was protected by an armored collar which was welded to the roof of the box. The driver/mechanic's hatch also received an armored shield.
 +
The tank's armament remained unchanged, but a modified TZF4/38 sight was installed, and the rear of the hull could have smoke grenade launchers (two on each side) mounted to it.
  
== History ==
+
Serial production of Pz.Kpfw. II Ausf. C tanks lasted from July 1938 to March 1940 and manufactured 100 vehicles.
''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 <code>main</code> template. Be sure to include links to sources at the end of the article.''
+
Despite its outdated design and weak armament, the Pz.Kpfw. II Ausf. C was used very actively in combat until mid-1942. Some tank divisions on the Eastern Front used the tanks till 1943."
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
 +
== Live.Warthunder ==
 +
[https://live.warthunder.com/feed/camouflages/?q=%23Pz_II_c '''Skins''' and '''camouflages''' for the Panzer II C from live.warthunder.com.]
 +
 
 +
===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]
  
 
== Read also ==
 
== 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.''
+
* [https://warthunder.com/en/news/2778/current/ Official War Thunder forum article: [Vehicle Profile<nowiki>]</nowiki> PzKpfw II Ausf C/F and DAK]
  
 
== Sources ==
 
== Sources ==
Line 107: Line 303:
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
 
* ''other literature.''
 
* ''other literature.''
 +
 +
{{Germany light tanks}}

Revision as of 16:37, 19 May 2020

RANK 4 FRANCE
Somua SM 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

GarageImage Pz.II C.jpg


The Pz.Kpfw. II Ausf. C (Pz.II C) is a rank I German light tank with a battle rating of 1.3 (AB/RB/SB). It was introduced during the Closed Beta Test for Ground Forces before Update 1.41.

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

General info

Survivability and armour

Pz.II C on frozen pass

The Pz.II C has (on the surface) decent frontal armour, with 35 mm for the front plate with a section of heavily sloped 30 mm armour on the glacis, then a sloped lower glacis that has 35 mm as well. The side, rear, and hull roof armour are a paltry 15 mm, including the turret sides. The front turret face is 30 mm that do not overlap with the 30 mm thick gun mantlet well so it will be rare, if not impossible, for a chance at relying on a 60 mm overlapping area to deflect rounds.

Generally speaking, the Pz.II C does not have enough armour to defend itself unless fighting from an extreme range (which most early-ranked tanks can't reasonably do well), facing SPAA vehicles that are only using high-explosive shells or facing against some early-ranked French tanks.

Put shortly - do everything to ensure that the Pz.II C does not get hit, because even one well placed shot in the crew compartment will likely knock the Pz.II C out.

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

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 49 10 9.1 217 267 23.85 29.34
Realistic 44 9 124 140 13.63 15.38

Mobility-wise, the Pz.II C is actually better than most of its peers, but the BT series tanks and M3 Stuarts will still outpace it quite easily. Regardless, the Pz.II C can get around the battlefield quite respectably, and the vehicle's power-to-weight ratio makes it easy to go up steep inclines than larger, heavier vehicles. However, the Pz.II C is not going to outrun a pursuing enemy team, so locating good cover is immensely useful for its survival.

Armaments

Main armament

Main article: KwK 30 (20 mm)

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

With the ability to access APCR capable of penetrating 64 mm at point blank range, combined with its magazine-loaded rapid fire, the 20 mm can puncture through most enemy armour at this battle rating range like it is fabric.

The biggest problem with the 20 mm autocannon is the 10 round magazines combined with a 7.4 stock reload time, meaning that the tank may successfully take out two or three enemy tanks with controlled bursts, but is likely to be taken out during the reload. Another problem to consider is in the powerful APCR ammunition, in that its impressive penetration statistics can make the gun reach out to about 200-300 meters, but the penetrative power drops off rapidly after that due to velocity drop, even more so than the standard PzGr. round.

Pz.II C firing its main weapon
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 13.3 18.4 22.4 24.8 26.35
Realistic 8.30 9.80 11.9 13.2 14.00
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
7.80 6.9 6.36 6.0
Ammunition
Penetration statistics
Ammunition (Belt) Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
Default API-T/HEFI-T 36 34 26 19 14 10
PzGr 40 HVAP-T 64 63 26 8 3 1
PzGr API-T 36 34 26 19 14 10
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%
Default API-T/HEFI-T N/A* N/A* N/A N/A N/A N/A N/A* N/A* N/A*
PzGr 40 HVAP-T 1050 0.1 N/A N/A N/A +1.5° 66° 70° 72°
PzGr API-T 780 0.15 N/A N/A N/A +0° 47° 60° 65°

(*More detailed information for the default belt is not displayed ingame e.g. Velocity, Mass & Ricochet stats)

Belt types
Belts Shell composition Combat usage
Default API-T, HEFI-T
(Armour Piercing Incendiary tracer – High Explosive Fragmentation Incendiary tracer) shell
The belt composition means that 50% of the shells (HEFI-T) are useless against tanks while the other 50% (API-T) is nearly useless against planes. However, this belt is reliable against open-topped or thin-skinned vehicles like SPAA vehicles. Since there are no dedicated high-explosive shells for the selection, having one belt of this in reserve does not hurt for those situations.
PzGr API-T
(Armour Piercing Incendiary tracer) shell
This belt offers a good transition from the Default to the PzGr 40 APCR belt. The round offers decent use and damage against lightly armoured tanks, especially at close range. Due to lack of high-explosive filler, however, it is better to focus on the PzGr 40 belt to maximize penetration power.
PzGr 40 HVAP-T
(High Velocity Armour Piercing tracer) shell
Probably the best belt with the best penetrating shell for the vehicle. While the damage effects post-penetration can be quite poor, the rapid fire from the autocannon can mitigate this problem by following up quickly with another penetrating shot. In close combat, these shells should be used against modules and crew member to make the most of each shell. Against angled armour, however, the APCR ammo may not be very effective, just like any other APCR shell. Unlike the Flakpanzer 1 and Flakpanzer 38, this belt is still 100% APCR.
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 autocannon is the MG 34, which is loaded with a 50 round belt with an AP-I/AP-I/AP-T ammo pattern. With 13 mm of maximum penetration at point blank range, this gun's 800 RPM rate of fire will make short work of unarmoured vehicles like truck-based SPAA, as well as exposed enemy 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 take shots at relatively close range (100-300 meters or even less). Aim for the enemy's weak spots such as modules and crew members. Go for flank or rear shots in order to make the most of the 20 mm close-range penetration power on the enemy's thinner armour plates.

When positioning the Pz.II C, try to use the terrain to remain hull down so that a quick reverse can mask the hull. With this position, the Pz.II C can quickly scoot forward and fire off a few quick shots before reversing to a safe position away from enemy fire. Keep this in mind when attempting to ambush the enemy in an open arena with little cover, as cover and concealment are more reliable in disrupting enemy return fire accuracy than the Pz.II's thin armour.

Alternatively, the Pz.II C can be played as a support vehicle, a second line tank, to say the least, to assist more armoured allies when pushing the cap. Use short bursts (2-4 rounds ideally) to disable enemy vehicles by targeting weak 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 for assists. The Pz.II C lacks 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, they will be temporarily immobilized and the Pz.II C player has bought themselves time to scurry back to friendly lines, where more powerful guns and numbers can be brought to counter the enemy.

Also, as a light tank with decent speed and low profile, the Pz.II C can act as a spotter (unfortunately without the use of the scout mechanics) to locate enemy tanks for allies to prioritize and hit with guns, artillery, or airstrikes.

Pz.II C driving through frozen pass

The biggest threat to the Pz.II C on the battlefield are tanks that have very good armour and firepower at the expense of their mobility. The Valentine, FCM.36, and Matilda are examples of tanks that will easily deflect even 20 mm PzGr 40 shots, either due to their impressive frontal hull and turret armour, 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 the shot because the 20 mm are unlikely able to do even cosmetic damages, while at the same time drawing their attention and revealing the Pz.II C's position due to the shell tracers.

Generally speaking, if the target is about the size of a coin when looking at it on max zoom in the gunner's sight, it is too far for effective fire and should not be engaged.

A more advanced method of playing this is to use it like an autoloading gun from higher BRs - fire only one or two shots per click at a given time. This helps avoid spraying uselessly at bigger, more stubborn targets.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Adjustment of Fire PzGr
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine Artillery Support PzGr 40

Pros and cons

Pros:

  • Good armour on the front
  • Autocannon provides better damage than most guns of its rank due to the ability to fire in quick succession
  • Fast, very agile
  • Very good on urban-based maps, small width can manoeuvre through narrow passages
  • Low Profile
  • In simulator mode, friendly fire is less likely due to the very obvious shape and profile not shared by much of anything else

Cons:

  • Poor penetration when not using HVAP-T rounds
  • 20 mm autocannon is lacking at ranged shootouts
  • Magazine-loaded armament means there are lengthy and vulnerable downtime for reloads
  • Only three crew members
  • Top speed is slower than the fastest tank encountered, which are common opponents
  • Relatively cramped interior makes it easy for the tank to be decimated in one shot, as a 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 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 tank deliveries did not start 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 an improved suspension system to support the tank's weight. 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.

Combat usage

The Panzer II would serve in the initial stages of World War II in Poland, France, 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. 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 tanks were repurposed for use on defensive bunkers on the Atlantic Wall, and the chassis continued in service for other roles, such as a self-propelled gun and tank destroyer in the Wespe and Marder II respectively.

Early in the war during Poland and French Campaigns, the Panzer II Ausf. C's armour was deemed inadequate as every anti-tank weapon in service at the time could penetrate the 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.

In-game description

"This variant of the Pz.Kpfw. II light tank was designed by Henschel and produced by Daimler-Benz. The Pz.Kpfw. II Ausf. C was the third production variant of the tank. It differed from the Ausf. A and Ausf. B tank variants in its improved engine cooling system and the installation of 50 mm thick armored glass in the observation units. The new tank hull was 30 mm taller and 57 mm wider.

In 1940, Ausf.C variant tanks were upgraded: the frontal armor of the turret was reinforced with armor sheets 14.5 mm and 20 mm thick, and the frontal armor of the hull was further enhanced 20 mm plates. The construction of the body's front section was modified: over the bent 14.5 mm armor plating protecting the crew, two more plates were welded, joined to one another at a 70° angle. The upper plate had a thickness of 14.5 mm, the lower, 20 mm. A mounted turret which allowed for 360° observation replaced the two-hinged hatch in the tank's roof.

The front and rear rim of the turret was protected by a special armored collar. The gun mantlet was equipped with a protective lipped shield on the top and bottom that prevented the joints of the mantlet and edges of the opening from being hit with shrapnel. The gap between the turret box and turret was protected by an armored collar which was welded to the roof of the box. The driver/mechanic's hatch also received an armored shield. The tank's armament remained unchanged, but a modified TZF4/38 sight was installed, and the rear of the hull could have smoke grenade launchers (two on each side) mounted to it.

Serial production of Pz.Kpfw. II Ausf. C tanks lasted from July 1938 to March 1940 and manufactured 100 vehicles. Despite its outdated design and weak armament, the Pz.Kpfw. II Ausf. C was used very actively in combat until mid-1942. Some tank divisions on the Eastern Front used the tanks till 1943."

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 C TD · Pz.II F · Pz.Sfl.Ic
Sd.Kfz.234  Sd.Kfz.234/1 · Sd.Kfz.234/2 · Sd.Kfz.234/2 TD
Marder  Marder A1- · Marder 1A3 · Begleitpanzer 57 · DF105
  PUMA
Wheeled  Sd.Kfz.221 (s.Pz.B.41) · Class 3 (P) · Radkampfwagen 90
Other  Ru 251 · SPz 12-3 LGS
Argentina  TAM · TAM 2C · TAM 2IP · JaPz.K A2
Czechoslovakia  Pz.35(t) · Pz.38(t) A · Pz.38(t) F · Pz.38(t) n.A. · Sd.Kfz. 140/1
France  Pz.Sp.Wg.P204(f) KwK
Lithuania  Vilkas
USA  leKPz M41
USSR  SPz BMP-1