8 km/h back42 km/h forward
7 km/h backSpeed
- 1 Description
- 2 General info
- 3 Armaments
- 4 Usage in the battles
- 5 History
- 6 Media
- 7 Read also
- 8 Sources
The Pz.Kpfw. IV Ausf. F2 (Panzer IV F2) is a Rank II German medium tank with a battle rating of 3.7 (AB) and 3.3 (RB/SB). It was introduced during the Closed Beta Test for Ground Forces before Update 1.41. Introducing the long 75 mm cannon onto the Panzer IV tank, the Panzer IV F2 presents the new age of firepower for the medium tank.
The Panzer IV F2 is a very capable tank on the battlefield. It can engage enemies at medium range with startling effectiveness, but at long ranges its effectiveness starts to drop.
The Pz. IV F2, along with the IV G, is one of the mainstays of the German armour line in Rank II/III. Unlike the previous C/E models, it has a much more powerful KwK 40 L/43 75mm long-barrelled gun that can reliably penetrate nearly every single tank within the F2's BR range (2.3-4.3). The new gun is a very welcome upgrade for any German tanker, having a very good PzGr 39 shell with good HE filler and high velocity. It is not recommended to use APCR due to poor spalling/fragmentation effects and low ranged penetration except against the thickest armour.
Besides the gun, the F2 also possesses decent maneuverability. While not on par with certain Russian and British tanks such as the T-34 and Cromwell, the IV can still comfortably outflank and outspeed Shermans, KV-1s, and in some cases, unspaded T-34 models. Use this maneuverability to avoid shots and get into crucial firing positions, as the IV F2 has very poor armour compared to its contemporaries.
The armour on the IV F2 is unfortunately very bad for its 3.3 BR. Without the added tracks/armour, the 50mm front plate and mantlet is far from sufficient at stopping any shell besides HMG fire at 3.3. Use the F2's mobility to reach comfortable firing positions, and do not overexpose the thin side armour. It is also recommended to not take more than ~40 shells, the IV F2 is very vulnerable to ammo-racking with a full ammo loadout.
Remember: while the F2 can penetrate (and basically OHK) every tank within its BR range, it can be penetrated by any tank in return.
The most distinctive feature of this variant is a new KwK 40 L/43 gun, found with only minor adjustments on all later Pz.IV variants, as well as on some StuG tank destroyers. It is one of the most powerful guns around its BR, having both very good penetration and damage potential. Overall, this weapon is very similar to 76 mm guns equipped on many T-34s, albeit with more penetration at the expense of some post penetration damage. Unlike the main guns featured on previous Pz.IV models, the KwK 40 L/43 is quite accurate and fires at a higher velocity. With this gun, the Pz.IV F2 is more than capable of tackling any armour it faces. There are almost no tanks at this BR that are well armoured enough to withstand its gun. Factor this with good gun depression and a stable chassis and you have an excellent vehicle. Other than the gun itself, the F2 features no other notable differences than previous models; it uses the exactly same hull as its predecessor, the Pz.IV F1. It also retains the generally good maneuverability from earlier Panzer IVs.
The tank is not perfect though. It is by no means the fastest tank at the BR, with the T-34 being almost 10 km/h faster and the Cromwell 15 km/h faster. Then there is the armour. It is flat and quite thin at 50 mm, and can be penetrated by most Rank 1 guns at 500 m or less. Angling can increase its effectiveness, but too much can expose your even thinner side armour. Your roof armour is even worse, at only 10 mm, meaning that 12.7 mm AP rounds can penetrate you from above. This makes the F2 a good target for pretty much any vehicle on the game (except some low tier SPAA). Another big weakness that the F2 shares with its predecessors is its large commanders cupola, which only has 30 mm of protection. A well aimed HE round or APHE round can at the very least kill the commander, if not the entire turret crew.
Survivability and armour
- Rolled homogeneous armour
- Cast homogeneous armour (Cupola)
|Armour||Front (Slope angle)||Sides||Rear||Roof|
|Hull|| 50 mm (12°) Front plate
20 mm (73°) Front glacis
50 mm (13-59°) Lower glacis
|30 mm||30 mm (4-15°)||10 mm|
|Turret|| 50 mm (11°) Turret front
50 mm (7-29°) Gun mantlet
|30 mm (23-26°)||30 mm (15-17°)||10 mm|
|Cupola||30 mm||10 mm|
- Suspension wheels are 15 mm thick while tracks are 20 mm thick.
- Armour will unfortunately let you down in any frontal engagement to the point where even the T-50 or BT-5 can penetrate the front at close range, and penetrate the side and rear at virtually any range. The turret armour all round is practically the same.
- Most rounds shot at the cupola would only kills the commander, but some penetrating APHE shells (after exploding inside the cupola) create a wave of shrapnel that bounces from the inside of the cupola into the turret, often knocking out the entire turret crew.
Due to its weak armour, enemies with 37 mm guns or larger can pose a threat. So take every enemy tank seriously, especially if they are on your flanks. In particular, watch out for tanks that fire powerful HE shells, like the SU-122 and Type 4 Ho-Ro. They will easily destroy you by aiming at your cupola, or turret armour. If you have been uptiered then watch out for KV-1’s. You can penetrate it from the front however these spots are small and it will easily kill you while you are reloading if you do not get a one hit kill.
|Weight (tons)|| Add-on Armour
|Max speed (km/h)|
|Engine power (horsepower)|
|Power-to-weight ratio (hp/ton)|
|75 mm KwK 40|
|Turret rotation speed (°/s)|
|Mode||Stock||Upgraded||Prior + Full crew||Prior + Expert qualif.||Prior + Ace qualif.|
|Reloading rate (seconds)|
|Stock||Prior + Full crew||Prior + Expert qualif.||Prior + Ace qualif.|
|Ammunition|| Type of
|Penetration in mm @ 90°|
|Ammunition|| Type of
Mass in kg
| Fuse delay
| Fuse sensitivity
| Explosive Mass in g
| Normalization At 30°
Mass in kg
| Screen radius
| Screen time
| Screen hold time
| Explosive Mass in g|
- PzGr 39 - Armour Piercing Ballistic Cap shell - This is your main ammo type, always use this if you think it can penetrate enemy armour. It deals the most damage because of its explosive filler.
- PzGr 40 - Armour Piercing Composite Rigid shell - The extra penetration can help at longer ranges, but does less overall damage. Use only against targets you otherwise wouldn't be able to penetrate with your stock ammo (like the side of the turret on a Jumbo).
- Hl.Gr. 38B - Cumulative Anti-armour shell - it is recommended to completely avoid this kind of shell as its performance is vastly inferior in all aspects compared to APCBC or APCR ammo used by this tank.
- SprGr. 34 - High Explosive shell - You should carry only very few of these. They are useless against anything other than unarmoured AA vehicles, to which it is lethal.
|87||78 (+9)||68 (+19)||58 (+29)||48 (+39)||38 (+49)||28 (+59)||19 (+68)||10 (+77)||1 (+86)||Yes|
Turret empty: 58 (+29)
|7.92 mm MG 34|
|Capacity (Belt capacity)|| Fire rate
| Horizontal |
Usage in the battles
Always try to use the terrain to your advantage. This vehicle retains the superb gun depression of the previous Panzer IVs, which allows the player to hide the tank's entire hull behind terrain and to only expose its turret while shooting. Too much enemy attention (even from a distance) poses a serious problem as the F2's turret is unable to deflect almost anything that hits it. After firing few shots, always retreat back to cover and let your opponents find another target before re-engaging.
Pros and cons
- The 75mm KwK 40 cannon is fantastic. Expect a lot of one shot kills upon penetration.
- The stock PzGr 39 shell has sufficient penetration and damage capable of killing most tanks.
- PzGr 40 APCR shell have high muzzle velocity and high penetration for the heavily armoured foes.
- Gun depression of 10 degrees, rarely will have to expose the hull when shooting over hills.
- Great mobility and top speed, fastest of all Panzer IV with the KwK 40.
- Very large ammo capacity at 87 rounds.
- Is a good tank even in high rank games thanks to its speed and firepower.
- Armour is only 50 mm at its thickest, every tank the F2 faces can punch right through the armour with ease.
- Due to it's sub-optimal armour, the F2 can be easily dealt with in close quarters combat. Must rely on the F2's speed and maneuverability when attempting to brawl.
- Cramped tank with ammo stocked all over the fighting compartment. Most penetrating APHE shells will either knock out the entire crew or detonate an ammo rack. Going into battle fully loaded is not advised.
- Despite the great gun depression, like all the other Panzer IV's, the F2 has a huge commander's cupola atop a weakly armoured turret. Continuous turret exposure will yield disastrous results.
- F2's matchmaking is quite a leap from previous Panzer IV's. Brand new F2 players will begin to encounter "big" anti-tank guns.
- PzGr 40 APCR tends to bounce due to the bad normalization. Not to mention that it dose little in post-penetration damage.
- High penetration rounds may over-penetrate thinly armoured vehicle and cause minimal damage.
- The Hl.Gr 38B HEAT shell has worse muzzle velocity, penetration, and post-penetration damage than the stock PzGr 39 shell. So taking any HEAT shells into battle is pointless.
The Pz.Kpfw. IV's creation, like its predecessor the Pz.Kpfw. III, was devised by Heinz Guderian. He envisioned a support tank to be used to handle anti-tank guns and fortifications. The Panzer IV was to work alongside the more numerable Panzer III in Panzer Divisions (three company of IIIs and one of IVs) to engage the enemy, giving the role of fighting enemy armoured forces to the Panzer IIIs. As a support tank, the tank was to have the short 75 mm howitzer as its main armament and have a weight limit of 24 tons. MAN, Krupp, and Rheinmetall-Borsig worked on the development of the tanks, but the Krupp's model was selected for further testing.
The chosen model from Krupp, once finished, used a leaf-spring double-bogie system for its suspension, doing away the proposed interleaved or torsion bar suspension system earlier devised for the sake of faster production. The vehicle held five crew members: the commander, gunner, loader, radio operator (and hull machine gunner), and driver. Though it looked symmetrical, the Panzer IV turret was actually offset to the left of the chassis center line a bit while the engine was also offset to the right. This was to allow the torque shaft to turn the turret. The offset also meant that most of the ammo is held on the right side of the tank in storage areas. The Panzer IV was then accepted into service and production began in 1936.
Panzer IV Ausf. F2
With the appearance of the Soviet T-34 and KV-1 tanks. The Panzer IV Ausf. F1 with its short 75 mm howitzer was upgraded with the KwK 40 L/43, then designating it the Panzer IV Ausf. F2. The new cannon was able to penetrate 77 mm of armour at 1,800 meters with standard armour-piercing rounds compared to the 43 mm of the howitzer. The new gun helped put the Panzer IV back into balance and could theoretically hold against the T-34s and KV-1s that the Soviets were sending. The Panzer IV Ausf. F2 still retained the 50 mm front armour thickness with 30 mm on the sides.
Despite the new gun, it had some deficiency on the tank. First is the new weight, the tank now weighed 23.6 tons, and the heavy gun in front made the vehicle nose-heavy, enough that the forward suspension springs were always under compression, causing the tank to sway even without any steering.
Most of the F2 variants saw service in either Russia, or against the Allies in Africa (though in very small quantities). In Russia, the Ausf. F could penetrate the T-34 at up to 1,600 meters now, and took part in Case Blue Offensive. In Africa, the Panzer IV Ausf. F2 could deal with all of the Allied armour available. The venerable Matilda was no match to its long range gun, and the M3 Lee was also helpless.
The Panzer IV Ausf. F2 still had some faults, and three months after its production started, it was renamed the Panzer IV Ausf. G with a few upgrades.
- 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
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
|Germany medium tanks|
|Pz.III||Pz.Kpfw. III Ausf. B · Pz.Kpfw. III Ausf. E · Pz.Kpfw. III Ausf. F · Pz.Kpfw. III Ausf. J · Pz.Kpfw. III Ausf. J1 · Pz.Kpfw. III Ausf. L · Pz.Kpfw. III Ausf. M · Pz.Kpfw. III Ausf. N|
|Pz.IV||Pz.Kpfw. IV Ausf. C · Pz.Kpfw. IV Ausf. E · Pz.Kpfw. IV Ausf. F1 · Pz.Kpfw. IV Ausf. F2 · Pz.Kpfw. IV Ausf. G · Pz.Kpfw. IV Ausf. H · Pz.Kpfw. IV Ausf. J · Panzerbefehlswagen IV|
|Pz.V||Pz.Kpfw. V Ausf. A · Pz.Kpfw. V Ausf. D · Pz.Kpfw. V Ausf. F · Pz.Kpfw. V Ausf. G · Ersatz M10 Panther · Pz.Kpfw. Panther II|
|Trophies||▀Pz.Kpfw. M4 748 (a) · ▀T-34-747(r)|
|Post-war||KPz-70 · mKPz M47 G · M48A2 C · M48A2 G A2|
|Leopard||Leopard I · Leopard A1A1 · Leopard 2K · Leopard 2A4 · Leopard 2A5|