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		<updated>2026-04-12T08:25:38Z</updated>
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	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pz.III_B&amp;diff=185919</id>
		<title>Pz.III B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pz.III_B&amp;diff=185919"/>
				<updated>2024-05-01T22:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Pros and cons */ note about reverse speed was reverted in the battle usage section, so I noted it here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Panzer III (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=germ_pzkpfw_III_ausf_B&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''Panzerkampfwagen III Ausführung B (Panzer III B)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141''') is the second variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]]. The Panzer III A variant's arrival into service provided the Germans with a foundation for the construction of an excellent medium tank. While the Germans were largely pleased with the overall concept and design, there was still plenty of space for enhancements and changes. The most serious flaw with the Panzer III A version was its unstable suspension. As a result, the Germans introduced a new variant, the Panzer III B, with the intention of improving the vehicle's suspension and other minor components. The commander's cupola was additionally enhanced by the addition of a new two-part hatch opening. The 37 mm Kampfwagenkanone (KwK) 36 L/46.5 tank gun with 121 rounds of ammo was the main armament of the Panzer III B variant. The secondary armament consisted of three 7.92 mm MG 34 light machine guns, two of which were mounted coaxially with the main gun and one in the hull. Despite being produced in small numbers, the Panzer III B variant saw service during the beginning of World War II. The Germans had no choice but to utilise the Panzer III B during the invasion of Poland in 1939 due to a lack of more advanced tanks.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update 1.59 &amp;quot;Flaming Arrows&amp;quot;]], the Panzer III B is a basic medium tank that will eventually evolve into more advanced Panzer III variants later in World War II. It is significantly weaker than many other tanks of its rank, being armed with a 37 mm KwK36 L/46.5 tank gun. The tank is made of light armour plates and will struggle to protect the tank crew even from close-range heavy machine guns fire. As a result, this tank is practically weak to almost all vehicles in its rank from any angle. Nonetheless, it is a fairly ordinary medium tank with very few advantages and should be used with caution in battle.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III B 2.jpg|thumb|300px|The Pz.III B, distinguishable from the [[Pz.III E]] by the cylindrical cupola]]&lt;br /&gt;
The Pz.III B is one of the worst starter vehicles in terms of overall survivability. The armour thickness of the hull and sides are 14.5 mm thick, with 16 mm on the turret face. This isn't even enough protection to nullify heavy machine gun fire, which leaves this vehicle almost universally vulnerable from almost all vehicles present in the lower ranks. By angling the hull, you can potentially bring the protection up to 20 mm effective on the front and sides, but this is a superficial boost to armour and will still not reliably protect the tank from any incoming rounds. The only advantage survivability wise this vehicle has is the crew count as it has 5 members. Because most of the incoming fire is going to be from low calibre AP rounds, it's very unlikely that this tank will be taken out in a single shot, though this is more of a passive advantage and not something you can actively make use of.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armour (Cupola)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 14.5 mm (9°) ''Front plate'' &amp;lt;br&amp;gt; 14.5 mm (49°) ''Front glacis'' &amp;lt;br&amp;gt; 10 mm (15°) ''Lower glacis'' || 14.5 mm || 14.5 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 16 mm ''Turret front'' &amp;lt;br&amp;gt; 16 mm ''Gun mantlet'' || 14.5 mm (25°) || 14.5 mm (20°) || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 14.5 mm || 14.5 mm || 14.5 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels, tracks and torsion bars are 15 mm thick.&lt;br /&gt;
* Belly armour is 5 mm thick.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=271|rbMinHp=221}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has fairly unimpressive mobility across all fronts, it can reach a maximum speed of 35 km/h in RB mode, and 39 km/h in AB mode. Compared to other reserve tanks, this is on the slower side by a large margin and therefore will struggle when it comes to reaching good spots early, pushing across the map and retreating from combat. This tied with the lack of meaningful armour really hurts this tank's overall performance. The only positive aspect of this tanks mobility is its hull traverse, which can help turn the turret and cannon quicker than just using the turret traverse on its own.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|KwK36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Pz.III B is equipped with the 37 mm KwK36, which is a fairly underwhelming weapon performance wise. It can penetrate most lower rank vehicles at close range, but at further ranges the gun really does start to struggle. It's also fairly inaccurate, which makes aiming for certain weak spots quite difficult.&lt;br /&gt;
&lt;br /&gt;
It comes with two available rounds -&lt;br /&gt;
&lt;br /&gt;
* APHE- Max 47 mm penetration- Low penetration but higher damage potential&lt;br /&gt;
* APCR- Max 86 mm penetration- High penetration but lower damage potential.&lt;br /&gt;
&lt;br /&gt;
It's best to consider taking a mix of both types of ammunition. The APHE has the potential to one-shot some enemy tanks, but will be completely ineffective against the more heavily armoured vehicles; for these tanks, it's best to use APCR and aim for flat surfaces. The APCR does very little damage internally, so try to aim for crew members if possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[KwK36 (37 mm)|37 mm KwK36]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 121 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 16.07 || 22.24 || 27.00 || 29.86 || 31.76 || rowspan=&amp;quot;2&amp;quot; | 3.77 || rowspan=&amp;quot;2&amp;quot; | 3.33 || rowspan=&amp;quot;2&amp;quot; | 3.07 || rowspan=&amp;quot;2&amp;quot; | 2.90&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 3.57 || 4.20 || 5.10 || 5.64 || 6.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:KwK36 (37 mm)/Ammunition|PzGr, PzGr 40}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.35.0.20''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''121''' || 116&amp;amp;nbsp;''(+5)'' || 98&amp;amp;nbsp;''(+23)'' || 78&amp;amp;nbsp;''(+43)'' || 60&amp;amp;nbsp;''(+61)'' || 40&amp;amp;nbsp;''(+81)'' || 20&amp;amp;nbsp;''(+101)'' || ''0 (+121)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Note''':&lt;br /&gt;
&lt;br /&gt;
* Racks only disappear after all shells in the rack have been fired.&lt;br /&gt;
* Turret empty: 116 ''(+5)'' shells.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|MG34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
This vehicle is equipped with two coaxial 7.92 mm MG34 machine guns. As there are two of them, these machine guns are quite potent against enemy anti-air trucks and even against the slower biplane aircraft commonly encountered in lower rank battles. However, they have no functional viability against armoured vehicles and only serve as a last ditch effort to kick up dust or blind an enemy vehicle by firing at their optics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG34 (7.92 mm)|7.92 mm MG34]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III B 1.jpg|thumb|300px]]&lt;br /&gt;
Overall, the Pz.III B doesn't have many reliable advantages, especially over the E variant. Both the armour and firepower leave a lot to be desired, although its mobility is somewhat functional. However, it just doesn't have any decent aggressive aspects to it that good mobility benefits, meaning that although it is the Pz.III B's most functioning asset, it's still not reliable to play aggressively on the move. The Pz.III B isn't equipped with a short stabiliser, meaning that the gun will be very unstable when coming to a stop, whereas the majority of allied vehicles do have this feature. So if you were to run into one of these vehicles on the move, your enemy will likely get the first shot off, and as your armour protection is so poor they will likely deal critical damage.&lt;br /&gt;
&lt;br /&gt;
A somewhat reliable way to stay alive in this tank is to play hull-down, a lot of the rounds you'll be taking will be small calibre AP shots. If only your turret is exposed, these rounds will only usually take out 2 crew members at most, allowing for you to back off, repair and re-engage. Find a spot, take a few shots, and reposition before being spotted, as escaping a bad position is nearly impossible once compromised. The performance of the gun is overall very poor at distances, so even though survivability will be increased by playing at range, firepower will be very inconsistent, so try to find a spot that isn't too far away from combat.&lt;br /&gt;
&lt;br /&gt;
The turret traverse of the Pz.III B is also very poor, at 4.2 degrees a second in RB mode, because of this it's a good idea to use the hull traverse to swing the turret around faster. The hull traverse itself is fairly fast, so utilising this is a decent habit to get in to. The situation you most want to avoid is losing your driver or engine, as your mobility is the only thing that will keep you in the fight, and the way to ensure this primarily is to stay in cover and not advance too far into the map. If an enemy gets on your side or rear, there's nothing you can really do as your turret traverse is disappointingly poor, so watch your flanks and try to minimise the possibility of an enemy getting behind you.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Reasonably fast acceleration, decent top speed and hull traverse allows it to get to positions in time&lt;br /&gt;
* Decent survivability: spacious interior plus 5-man crew increases survivability against solid shells (e.g. [[M3 Stuart (Family)|M3 Stuart]])&lt;br /&gt;
* Adequate firepower: stock AP can frontally penetrate and one-shot common foes like [[BT-5]], while the APCR is quite effective in an uptier against the [[B1 bis]]&lt;br /&gt;
* Fast reload allows it to finish off remaining crew quickly&lt;br /&gt;
* Twin fast-firing 7.92 mm coaxial MG can quickly wipe out exposed crew, or even damage low-flying planes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Weak armour on all sides, can get penetrated by various tanks (e.g. [[M3 Stuart (Family)|M3 Stuart]], [[BT-5]]) and even SPAA like [[M13 MGMC]] and [[GAZ-AAA (DShK)]]&lt;br /&gt;
* Small calibre gun lacks the damage to quickly destroy large tanks like the [[LVT(A)(1)]]&lt;br /&gt;
* Very slow turret traverse, may not be able the gun on fast targets&lt;br /&gt;
* Profile is quite large and tall, making it easier to be seen and shot at, and harder to conceal behind bushes or cover&lt;br /&gt;
* Poor reverse speed&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Panzerkampfwagen III (PzKpfw. III), also referred to as Panzer III, was a tank developed by the Germans in the 1930s and used in World War II. The PzKpfw. III was designed to take out other armoured vehicles while supporting the Panzerkampfwagen IV which task was mainly to take out unarmoured targets. The dome ring of the PzKpfw. III was unable to accommodate the increasingly heavy cannons needed to fight new tank types. Ultimately, the PzKpfw. III was replaced by the larger PzKpfw. IV as main battle tank. The PzKpfw. III was then delivered to some allies while the chassis was used for the very successful Sturmgeschütz III.&lt;br /&gt;
&lt;br /&gt;
The suspension of the Pz.III A turned out to be too weak. The same year, a series of fifteen Ausführung B vehicles were built. The five running wheels were replaced by eight wheels with leaf springs. This increased the speed to 35 km/h. With Three instead of two wheels supporting the upper of the track. These vehicles were only intended for training, but eventually had to be assigned to the combat troops. The first models (A to E) were equipped with the short 37 mm KwK / 36 L46.5 gun, which performed sufficiently during the actions in 1939 and 1940.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_B Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/3727-development-pzkpfw-iii-ausf-b-en/|[Development] PzKpfw III Ausf. B]]&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=15cm_sIG_33_B_Sfl&amp;diff=185918</id>
		<title>15cm sIG 33 B Sfl</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=15cm_sIG_33_B_Sfl&amp;diff=185918"/>
				<updated>2024-05-01T22:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Pros and cons */ note about the abysmal shell velocity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_sturmpanzer_II&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''15 cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)''', also known as the Sturmpanzer II Bison during World War II, is a German assault gun built primarily for infantry support and anti-fortification roles. Several prototypes were built, with the final one based on a standard Panzer II Ausf. B chassis. The chassis was extended by 60 cm, necessitating the addition of a sixth roadwheel, and widened by 32 cm to better fit the cannon while maintaining its low silhouette. A total of twelve units were built between December 1941 and January 1942. They were deployed to North Africa, where they formed schwere Infanteriegeschütz-Kompanien (mot.S.) 707 and 708 as close support mobile artillery. Both companies fought in Tunisia until the Axis surrendered in May 1943.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update 1.67 &amp;quot;Assault&amp;quot;]], the 15cm sIG 33 B Sfl is the largest calibre cannon available to German Army ground forces at rank I. The massive 15 cm calibre assault gun is capable of firing both high explosive (HE) and high explosive anti-tank (HEAT) rounds, which can completely cripple, if not destroy, any enemy tank it strikes. The vehicle, however, is completely exposed, leaving it extremely vulnerable to anything from machine gun fire to artillery strikes to aircraft strafing. Because of the low velocity and significant reload time, players should only fire when they are certain the shell will hit. Nonetheless, the 15cm sIG 33 B Sfl provided a highly unique and enjoyable experience in the German Army's beginner ranks.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 35 mm (11°) ''Front plate'' &amp;lt;br&amp;gt; 20 mm (73°) ''Front glacis'' &amp;lt;br&amp;gt; 35 mm (14°) ''Lower glacis'' || 15 mm || 15 mm&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| Superstructure || 30 mm (12°) ''Gun mantlet'' || 15 mm || 15 mm&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
* Hull underside right above tracks is 15 mm thick and belly armour is 5 mm thick.&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II does have enough armour to stop low BR tank rounds, however it should not be relied upon to stop high velocity or high penetration rounds, especially from other SPGs. It is an open-topped vehicle, and since it has no machine guns, it is very vulnerable to air attack.&lt;br /&gt;
&lt;br /&gt;
Despite having very little armour, it does have a lot of empty space in the tank to resist multiple penetrating hits before being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=220|rbMinHp=137}}&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II can go up to 45 km/h, but due to the low power-to-weight ratio, the practical top speed is significantly less. Reverse speed is decent, up to -8.4 km/h. It has a decent turning capability when moving at higher speeds, but when stopped it can barely turn due to its weight.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|s.I.G.33 (150 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II mounts a s.I.G.33 infantry support cannon, which can fire HEAT or HE rounds. The shell velocity is very slow (240 m/s), so slow that it can be awkward to target moving targets or those at long ranges, especially with HE rounds. The calibre of the gun is 15 cm (150 mm / 5.9 in). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[s.I.G.33 (150 mm)|150 mm s.I.G.33]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 18 || rowspan=&amp;quot;2&amp;quot; | -4°/+40° || rowspan=&amp;quot;2&amp;quot; | -1°/+6° || rowspan=&amp;quot;2&amp;quot; | N/A || 5.3 || 7.3 || 8.9 || 9.8 || 10.4 || rowspan=&amp;quot;2&amp;quot; | 14.43 || rowspan=&amp;quot;2&amp;quot; | 12.77 || rowspan=&amp;quot;2&amp;quot; | 11.77 || rowspan=&amp;quot;2&amp;quot; | 11.10&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 3.6 || 4.2 || 5.1 || 5.6 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''I.Gr.38 (HE):''' This round is extremely powerful, and can destroy pretty much every tank at the same battle rating as the {{PAGENAME}}. It requires only a hit on the tank, underneath it, or in close proximity to be effective. It completely ignores the armour of most tanks you will face, and is very good at destroying a tank with a single shot. It is likely that you will knock out several crew members and/or detonate their ammunition.&lt;br /&gt;
&lt;br /&gt;
* '''I.Gr.39 HI/A (HEAT):''' This round is effective, just as is the high-explosive round, but unless you are up-tiering the vehicle, the HEAT round is likely a worse choice. It has more penetration, but that penetration is unlikely to be useful at this BR. Plus, the HEAT does not have near as much post-penetration damage as the HE round, meaning you may waste 2 shots on 1 tank, whereas the HE round may have knocked it out with a single shot. As such, unless you are up-tiering the tank you will not need HEAT, and you should probably only take a few rounds (if any), just in case you run across something like a B1 Bis.&lt;br /&gt;
&lt;br /&gt;
The I.Gr.38 HE shell penetrates 61 mm against all armour angles. The 8.6 kg TNT equivalent ensure that anything that gets penetrated is instantly knocked out or is so badly crippled that a follow-up shot is guaranteed. The HE shell is so powerful that it can even knock out top-tier tanks with a single shot reliably through overpressure, but due to the huge mobility disadvantage, this is not recommended unless you know exactly what you are getting yourself into.&lt;br /&gt;
&lt;br /&gt;
The I.Gr.39 HI/A HEAT shell penetrates 185 mm against vertical armour and still has a 5.3 kg TNT equivalent of explosives behind it, giving it the possibility to inflict overpressure damage from the explosion splash on top of the HEAT superplastic copper jet penetration.&lt;br /&gt;
&lt;br /&gt;
{{:s.I.G.33 (150 mm)/Ammunition|I.Gr.38, I.Gr.39 HI/A}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;part&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''18''' || ''Projectiles''&amp;lt;br&amp;gt;''Propellants'' || 9 ''(+9)''&amp;lt;br&amp;gt;10 ''(+8)'' || 5 ''(+13)''&amp;lt;br&amp;gt;6 ''(+12)'' || 0 ''(+18)''&amp;lt;br&amp;gt;0 ''(+18)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most recommended ammo loadout would probably either be 18 shells or 9 shells. If you expect a long lasting battle a full loadout should be preferred. 9 shells would be the choice if fast action combat is in sight. Taking only 9 shells removes all the ammo from the right side of the tank, reducing the risk of ammo rack detonation. Packing 9 shells is probably the most balanced ammunition loadout in terms of survivability and endurance, while packing a full loadout is suited for high/risk-high-reward gameplay.&lt;br /&gt;
&lt;br /&gt;
At higher BRs 3.0 or more consider taking always a full loadout, because at this BR the chances of being destroyed with one hit is very high, leaving the pro of having more ammo (in theory more kills) outdoing the risk of an ammo rack explosion.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 15cm SIG can only played in mainly three ways:&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer has no air defence weapons, therefore partnering with an SPAA tank at the back of the map is a viable option. For those operators who prefer to close-range brawl with other low-tier tanks, then sticking with another tank is a good idea, mainly due to the long reload time, allowing your partner tank to help fend off any enemy advancing tanks. It has the capability to knock out much higher battle rated tanks, so if you're uptiered, there is still a good chance of survival. However, it is imperative to get a shot off first, because if you come across a higher tier tank, there may not be a second chance. Stay on the move after firing, fall back to safety to reload and then re-engage.&lt;br /&gt;
&lt;br /&gt;
Another tactic is to try facing down a street while partly undercover. The Sturmpanzer is a relatively small vehicle and many beginning players will not notice the tank, especially if only part of the vehicle is exposed. Patiently wait for an easy target to turn onto the street then fire before they realize where they are being fired from. It is critical to remember the shell drop of the tank cannon after being fired, compared to other tanks, the shell drop is significant over any distance. It is advisable to always fire above where other tanks would typically target to allow for the substantial shell drop and hit the enemy vehicle where intended instead of lower than expected. Additionally, the shell velocity is extremely slow, around 3 times slower than what is standard for the tier, so hitting moving enemies is extremely difficult when shell velocity and drop is taken into account.  &lt;br /&gt;
&lt;br /&gt;
Due to the huge HE splash ability and sheer calibre of the gun, it can even be used to battle high-rank IFVs. It does the same thing to BMP-2s, M3 Bradleys, Warriors, Centauros, and many other vehicles. The HE splash, however, is strong enough that it can knock out light tanks such as the M41A1 Bulldog, any AMX-13 variation, Crusaders in lower ranks, and many others. Purposely up-tiering it can be a very effective way to earn Silver Lions with the &amp;quot;God Mode!&amp;quot; award - destroying an enemy vehicle 5.0 BR ranks higher (BR 6.0+) than you which nets 20,000 Silver Lions.&lt;br /&gt;
&lt;br /&gt;
;Enemies worth noting&lt;br /&gt;
&lt;br /&gt;
* [[B1 bis]]: This is one of the few tanks that you will face while playing at your original BR that you may struggle to destroy. These tanks are heavily armoured and much of their hulls can withstand a shot from your gun, even from the side. If you are facing one of these tanks, aim for the turret. The turret is one of the only places you can reliably do damage to the B1 bis, and you can often get a single-shot knock-out if you hit the turret. Note: The B1 bis looks extremely similar to its much more heavily armoured successor, the B1 ter, and it can be incredibly hard to tell which variety it is except at closer ranges. The B1 ter has thicker armour and so both HE and HEAT shells must be aimed much more carefully in order to cause damage.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Deadly HE with 61 mm penetration and 8.6 kg TNT filler destroys anything at its rank (e.g. [[B1 bis]], [[M5A1]], [[T-50]]) or even in a purposely uptiered battle&lt;br /&gt;
* HEAT offers 185 mm penetration, posing a great threat against WW2 heavy targets like [[M4A3E2]], [[IS-1]], [[KV-1E]], etc.&lt;br /&gt;
* Adequate mobility: moderate top speed and fast hull traverse when driving allows it to deliver heavy blows from unexpected positions&lt;br /&gt;
* Low and small profile makes it easy to hide behind bushes or covers&lt;br /&gt;
* Can withstand a few hits on certain parts of frontal armour, which may bounce low-penetrating tanks like [[M16 MGMC]] or [[P.7.T AA]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very long reload impedes close-range combat. 14 second reload requires cover from allies if in crowded position.&lt;br /&gt;
* Limited gun traverse and extremely high shell drop, along with abysmal shell velocity, means it's hard to track and hit moving/distant targets&lt;br /&gt;
* HE and HEAT get detonated by various obstacles like fences and brick walls, making some positions difficult to shoot from&lt;br /&gt;
* Poor survivability overall: thin armour can get penetrated by anything, especially heavy MG found on [[M16 MGMC]], and the open top means it is vulnerable to strafing aircraft, nearby bombs and exploding artillery shells&lt;br /&gt;
* Very slow, spastic at turning on the spot, might not be able to get gun on target in time&lt;br /&gt;
* Although speed is decent, most opponents still outrun it easily, for example [[M5A1]], [[T-50]], [[M22]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
{{main|Pz.II C#History|l1=History of the Panzer II}}&lt;br /&gt;
&lt;br /&gt;
=== Design ===&lt;br /&gt;
The Sturmpanzer I Bison was a self-propelled gun, consisting of a 150 mm sIG 33 heavy infantry gun mounted on top of a Panzer I chassis, together with a lightly armoured casemate to protect the gun servants. It was stop-gap vehicle used as an infantry support vehicle and showed its limits during the invasion of France and the Low Countries. The weight of the gun and the additional armour strongly hindered the mobility of the tank and caused premature mechanical wear. The gun installed very high on the chassis together with the casemate made the Sturmpanzer I a target of choice on the battlefield due to its very tall silhouette. The casemate did not protect all gun servants: the gunner and the commander were protected but loaders were extremely exposed as the casemate wasn't designed long enough to cover the rear of the vehicle. The extremely cramped layout of the vehicle made it impossible to stow ammunition: it had to be brought by a separate dedicated tank.&lt;br /&gt;
&lt;br /&gt;
The need for the Sturmpanzer II was born early in 1941 when Rommel requested self-propelled guns to support his armoured divisions in North Africa.&lt;br /&gt;
This led the German Army to consider mounting the heavy gun sIG 33 on a vehicle chassis more fit to the task. The requirements for the new vehicle were to provide a less cramped layout for the gun and the crew to operate in optimal conditions, to give a silhouette as small as possible and to carry its own ammunition onboard, while maintaining the crew count, operational range and top speed of the previous Sturmpanzer.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
After the battle of France, the German Army focused on equipping their tank divisions with Panzer III and IV. The Panzer II tanks were recycled into other vehicles to assume different combat roles: tank destroyers, self-propelled guns, training vehicles or reconnaissance tanks. The availability of the Panzer II made it a natural successor of the Panzer I for the project. The first prototype used the standard chassis of a Panzer II, which revealed a similarly cramped layout. To remedy the issue, the chassis was widened by 32 cm, lengthened by 60 cm and a 6th roadwheel added along with track links.&lt;br /&gt;
The new casemate was open-topped but effectively surrounded the crew compartment, with a reinforced frontal gun shield. The 15cm sIG 33 B Sfl also carried 30 rounds. The loaders were still slightly exposed to gun fire when fetching ammunition around the vehicle but the emphasis was put on keeping a silhouette as small as possible. The operational range was increased and the crew count of 4 maintained together with the top speed.&lt;br /&gt;
12 vehicles were built in November and December 1941.&lt;br /&gt;
&lt;br /&gt;
=== Combat action ===&lt;br /&gt;
The 15cm sIG 33 B Sfl served in North Africa, in the German 707th and 708th Heavy Infantry Gun Companies Heavy Infantry Gun Company until their destruction or surrender in 1943.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_sturmpanzer_II Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|iE4wTuJbe2I|'''The Shooting Range #40''' - ''Metal Beasts'' section at 02:43 discusses the {{PAGENAME}}.|_xCgMBOiA8U|'''High-explosive power''' discusses the {{PAGENAME}} at 6:06 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Vehicles equipped with the same chassis&lt;br /&gt;
&lt;br /&gt;
* [[Panzer II]]&lt;br /&gt;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[SU-122]]&lt;br /&gt;
* [[Ho-Ro]]&lt;br /&gt;
* [[fm/43-44]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:15_cm_sIG_33_auf_Fahrgestell_Panzerkampfwagen_II_(Sf)|[Wikipedia] 15 cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/ww2/nazi_germany/15-cm-sig-33-auf-fahrgestell-panzerkampfwagen-ii-sf/ &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; 15cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)]&lt;br /&gt;
&lt;br /&gt;
{{Germany tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=15cm_sIG_33_B_Sfl&amp;diff=185917</id>
		<title>15cm sIG 33 B Sfl</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=15cm_sIG_33_B_Sfl&amp;diff=185917"/>
				<updated>2024-05-01T22:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */ note about the abysmal shell velocity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_sturmpanzer_II&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''15 cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)''', also known as the Sturmpanzer II Bison during World War II, is a German assault gun built primarily for infantry support and anti-fortification roles. Several prototypes were built, with the final one based on a standard Panzer II Ausf. B chassis. The chassis was extended by 60 cm, necessitating the addition of a sixth roadwheel, and widened by 32 cm to better fit the cannon while maintaining its low silhouette. A total of twelve units were built between December 1941 and January 1942. They were deployed to North Africa, where they formed schwere Infanteriegeschütz-Kompanien (mot.S.) 707 and 708 as close support mobile artillery. Both companies fought in Tunisia until the Axis surrendered in May 1943.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update 1.67 &amp;quot;Assault&amp;quot;]], the 15cm sIG 33 B Sfl is the largest calibre cannon available to German Army ground forces at rank I. The massive 15 cm calibre assault gun is capable of firing both high explosive (HE) and high explosive anti-tank (HEAT) rounds, which can completely cripple, if not destroy, any enemy tank it strikes. The vehicle, however, is completely exposed, leaving it extremely vulnerable to anything from machine gun fire to artillery strikes to aircraft strafing. Because of the low velocity and significant reload time, players should only fire when they are certain the shell will hit. Nonetheless, the 15cm sIG 33 B Sfl provided a highly unique and enjoyable experience in the German Army's beginner ranks.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 35 mm (11°) ''Front plate'' &amp;lt;br&amp;gt; 20 mm (73°) ''Front glacis'' &amp;lt;br&amp;gt; 35 mm (14°) ''Lower glacis'' || 15 mm || 15 mm&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| Superstructure || 30 mm (12°) ''Gun mantlet'' || 15 mm || 15 mm&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 10 mm thick while tracks are 15 mm thick.&lt;br /&gt;
* Hull underside right above tracks is 15 mm thick and belly armour is 5 mm thick.&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II does have enough armour to stop low BR tank rounds, however it should not be relied upon to stop high velocity or high penetration rounds, especially from other SPGs. It is an open-topped vehicle, and since it has no machine guns, it is very vulnerable to air attack.&lt;br /&gt;
&lt;br /&gt;
Despite having very little armour, it does have a lot of empty space in the tank to resist multiple penetrating hits before being destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=220|rbMinHp=137}}&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II can go up to 45 km/h, but due to the low power-to-weight ratio, the practical top speed is significantly less. Reverse speed is decent, up to -8.4 km/h. It has a decent turning capability when moving at higher speeds, but when stopped it can barely turn due to its weight.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|s.I.G.33 (150 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer II mounts a s.I.G.33 infantry support cannon, which can fire HEAT or HE rounds. The shell velocity is very slow (240 m/s), so slow that it can be awkward to target moving targets or those at long ranges, especially with HE rounds. The calibre of the gun is 15 cm (150 mm / 5.9 in). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[s.I.G.33 (150 mm)|150 mm s.I.G.33]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 18 || rowspan=&amp;quot;2&amp;quot; | -4°/+40° || rowspan=&amp;quot;2&amp;quot; | -1°/+6° || rowspan=&amp;quot;2&amp;quot; | N/A || 5.3 || 7.3 || 8.9 || 9.8 || 10.4 || rowspan=&amp;quot;2&amp;quot; | 14.43 || rowspan=&amp;quot;2&amp;quot; | 12.77 || rowspan=&amp;quot;2&amp;quot; | 11.77 || rowspan=&amp;quot;2&amp;quot; | 11.10&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 3.6 || 4.2 || 5.1 || 5.6 || 6.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''I.Gr.38 (HE):''' This round is extremely powerful, and can destroy pretty much every tank at the same battle rating as the {{PAGENAME}}. It requires only a hit on the tank, underneath it, or in close proximity to be effective. It completely ignores the armour of most tanks you will face, and is very good at destroying a tank with a single shot. It is likely that you will knock out several crew members and/or detonate their ammunition.&lt;br /&gt;
&lt;br /&gt;
* '''I.Gr.39 HI/A (HEAT):''' This round is effective, just as is the high-explosive round, but unless you are up-tiering the vehicle, the HEAT round is likely a worse choice. It has more penetration, but that penetration is unlikely to be useful at this BR. Plus, the HEAT does not have near as much post-penetration damage as the HE round, meaning you may waste 2 shots on 1 tank, whereas the HE round may have knocked it out with a single shot. As such, unless you are up-tiering the tank you will not need HEAT, and you should probably only take a few rounds (if any), just in case you run across something like a B1 Bis.&lt;br /&gt;
&lt;br /&gt;
The I.Gr.38 HE shell penetrates 61 mm against all armour angles. The 8.6 kg TNT equivalent ensure that anything that gets penetrated is instantly knocked out or is so badly crippled that a follow-up shot is guaranteed. The HE shell is so powerful that it can even knock out top-tier tanks with a single shot reliably through overpressure, but due to the huge mobility disadvantage, this is not recommended unless you know exactly what you are getting yourself into.&lt;br /&gt;
&lt;br /&gt;
The I.Gr.39 HI/A HEAT shell penetrates 185 mm against vertical armour and still has a 5.3 kg TNT equivalent of explosives behind it, giving it the possibility to inflict overpressure damage from the explosion splash on top of the HEAT superplastic copper jet penetration.&lt;br /&gt;
&lt;br /&gt;
{{:s.I.G.33 (150 mm)/Ammunition|I.Gr.38, I.Gr.39 HI/A}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! Ammo&amp;lt;br&amp;gt;part&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''18''' || ''Projectiles''&amp;lt;br&amp;gt;''Propellants'' || 9 ''(+9)''&amp;lt;br&amp;gt;10 ''(+8)'' || 5 ''(+13)''&amp;lt;br&amp;gt;6 ''(+12)'' || 0 ''(+18)''&amp;lt;br&amp;gt;0 ''(+18)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most recommended ammo loadout would probably either be 18 shells or 9 shells. If you expect a long lasting battle a full loadout should be preferred. 9 shells would be the choice if fast action combat is in sight. Taking only 9 shells removes all the ammo from the right side of the tank, reducing the risk of ammo rack detonation. Packing 9 shells is probably the most balanced ammunition loadout in terms of survivability and endurance, while packing a full loadout is suited for high/risk-high-reward gameplay.&lt;br /&gt;
&lt;br /&gt;
At higher BRs 3.0 or more consider taking always a full loadout, because at this BR the chances of being destroyed with one hit is very high, leaving the pro of having more ammo (in theory more kills) outdoing the risk of an ammo rack explosion.&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 15cm SIG can only played in mainly three ways:&lt;br /&gt;
&lt;br /&gt;
The Sturmpanzer has no air defence weapons, therefore partnering with an SPAA tank at the back of the map is a viable option. For those operators who prefer to close-range brawl with other low-tier tanks, then sticking with another tank is a good idea, mainly due to the long reload time, allowing your partner tank to help fend off any enemy advancing tanks. It has the capability to knock out much higher battle rated tanks, so if you're uptiered, there is still a good chance of survival. However, it is imperative to get a shot off first, because if you come across a higher tier tank, there may not be a second chance. Stay on the move after firing, fall back to safety to reload and then re-engage.&lt;br /&gt;
&lt;br /&gt;
Another tactic is to try facing down a street while partly undercover. The Sturmpanzer is a relatively small vehicle and many beginning players will not notice the tank, especially if only part of the vehicle is exposed. Patiently wait for an easy target to turn onto the street then fire before they realize where they are being fired from. It is critical to remember the shell drop of the tank cannon after being fired, compared to other tanks, the shell drop is significant over any distance. It is advisable to always fire above where other tanks would typically target to allow for the substantial shell drop and hit the enemy vehicle where intended instead of lower than expected. Additionally, the shell velocity is extremely slow, around 3 times slower than what is standard for the tier, so hitting moving enemies is extremely difficult when shell velocity and drop is taken into account.  &lt;br /&gt;
&lt;br /&gt;
Due to the huge HE splash ability and sheer calibre of the gun, it can even be used to battle high-rank IFVs. It does the same thing to BMP-2s, M3 Bradleys, Warriors, Centauros, and many other vehicles. The HE splash, however, is strong enough that it can knock out light tanks such as the M41A1 Bulldog, any AMX-13 variation, Crusaders in lower ranks, and many others. Purposely up-tiering it can be a very effective way to earn Silver Lions with the &amp;quot;God Mode!&amp;quot; award - destroying an enemy vehicle 5.0 BR ranks higher (BR 6.0+) than you which nets 20,000 Silver Lions.&lt;br /&gt;
&lt;br /&gt;
;Enemies worth noting&lt;br /&gt;
&lt;br /&gt;
* [[B1 bis]]: This is one of the few tanks that you will face while playing at your original BR that you may struggle to destroy. These tanks are heavily armoured and much of their hulls can withstand a shot from your gun, even from the side. If you are facing one of these tanks, aim for the turret. The turret is one of the only places you can reliably do damage to the B1 bis, and you can often get a single-shot knock-out if you hit the turret. Note: The B1 bis looks extremely similar to its much more heavily armoured successor, the B1 ter, and it can be incredibly hard to tell which variety it is except at closer ranges. The B1 ter has thicker armour and so both HE and HEAT shells must be aimed much more carefully in order to cause damage.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Deadly HE with 61 mm penetration and 8.6 kg TNT filler destroys anything at its rank (e.g. [[B1 bis]], [[M5A1]], [[T-50]]) or even in a purposely uptiered battle&lt;br /&gt;
* HEAT offers 185 mm penetration, posing a great threat against WW2 heavy targets like [[M4A3E2]], [[IS-1]], [[KV-1E]], etc.&lt;br /&gt;
* Adequate mobility: moderate top speed and fast hull traverse when driving allows it to deliver heavy blows from unexpected positions&lt;br /&gt;
* Low and small profile makes it easy to hide behind bushes or covers&lt;br /&gt;
* Can withstand a few hits on certain parts of frontal armour, which may bounce low-penetrating tanks like [[M16 MGMC]] or [[P.7.T AA]]&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very long reload impedes close-range combat. 14 second reload requires cover from allies if in crowded position.&lt;br /&gt;
* Limited gun traverse and extremely curved trajectory means it's hard to track and hit moving/distant targets&lt;br /&gt;
* HE and HEAT get detonated by various obstacles like fences and brick walls, making some positions difficult to shoot from&lt;br /&gt;
* Poor survivability overall: thin armour can get penetrated by anything, especially heavy MG found on [[M16 MGMC]], and the open top means it is vulnerable to strafing aircraft, nearby bombs and exploding artillery shells&lt;br /&gt;
* Very slow, spastic at turning on the spot, might not be able to get gun on target in time&lt;br /&gt;
* Although speed is decent, most opponents still outrun it easily, for example [[M5A1]], [[T-50]], [[M22]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
{{main|Pz.II C#History|l1=History of the Panzer II}}&lt;br /&gt;
&lt;br /&gt;
=== Design ===&lt;br /&gt;
The Sturmpanzer I Bison was a self-propelled gun, consisting of a 150 mm sIG 33 heavy infantry gun mounted on top of a Panzer I chassis, together with a lightly armoured casemate to protect the gun servants. It was stop-gap vehicle used as an infantry support vehicle and showed its limits during the invasion of France and the Low Countries. The weight of the gun and the additional armour strongly hindered the mobility of the tank and caused premature mechanical wear. The gun installed very high on the chassis together with the casemate made the Sturmpanzer I a target of choice on the battlefield due to its very tall silhouette. The casemate did not protect all gun servants: the gunner and the commander were protected but loaders were extremely exposed as the casemate wasn't designed long enough to cover the rear of the vehicle. The extremely cramped layout of the vehicle made it impossible to stow ammunition: it had to be brought by a separate dedicated tank.&lt;br /&gt;
&lt;br /&gt;
The need for the Sturmpanzer II was born early in 1941 when Rommel requested self-propelled guns to support his armoured divisions in North Africa.&lt;br /&gt;
This led the German Army to consider mounting the heavy gun sIG 33 on a vehicle chassis more fit to the task. The requirements for the new vehicle were to provide a less cramped layout for the gun and the crew to operate in optimal conditions, to give a silhouette as small as possible and to carry its own ammunition onboard, while maintaining the crew count, operational range and top speed of the previous Sturmpanzer.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
After the battle of France, the German Army focused on equipping their tank divisions with Panzer III and IV. The Panzer II tanks were recycled into other vehicles to assume different combat roles: tank destroyers, self-propelled guns, training vehicles or reconnaissance tanks. The availability of the Panzer II made it a natural successor of the Panzer I for the project. The first prototype used the standard chassis of a Panzer II, which revealed a similarly cramped layout. To remedy the issue, the chassis was widened by 32 cm, lengthened by 60 cm and a 6th roadwheel added along with track links.&lt;br /&gt;
The new casemate was open-topped but effectively surrounded the crew compartment, with a reinforced frontal gun shield. The 15cm sIG 33 B Sfl also carried 30 rounds. The loaders were still slightly exposed to gun fire when fetching ammunition around the vehicle but the emphasis was put on keeping a silhouette as small as possible. The operational range was increased and the crew count of 4 maintained together with the top speed.&lt;br /&gt;
12 vehicles were built in November and December 1941.&lt;br /&gt;
&lt;br /&gt;
=== Combat action ===&lt;br /&gt;
The 15cm sIG 33 B Sfl served in North Africa, in the German 707th and 708th Heavy Infantry Gun Companies Heavy Infantry Gun Company until their destruction or surrender in 1943.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_sturmpanzer_II Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|iE4wTuJbe2I|'''The Shooting Range #40''' - ''Metal Beasts'' section at 02:43 discusses the {{PAGENAME}}.|_xCgMBOiA8U|'''High-explosive power''' discusses the {{PAGENAME}} at 6:06 - ''War Thunder Official Channel''}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Vehicles equipped with the same chassis&lt;br /&gt;
&lt;br /&gt;
* [[Panzer II]]&lt;br /&gt;
&lt;br /&gt;
;Other vehicles of similar configuration and role&lt;br /&gt;
&lt;br /&gt;
* [[SU-122]]&lt;br /&gt;
* [[Ho-Ro]]&lt;br /&gt;
* [[fm/43-44]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wikipedia:15_cm_sIG_33_auf_Fahrgestell_Panzerkampfwagen_II_(Sf)|[Wikipedia] 15 cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)]]&lt;br /&gt;
* [https://tanks-encyclopedia.com/ww2/nazi_germany/15-cm-sig-33-auf-fahrgestell-panzerkampfwagen-ii-sf/ &amp;lt;nowiki&amp;gt;[Tanks Encyclopedia]&amp;lt;/nowiki&amp;gt; 15cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf)]&lt;br /&gt;
&lt;br /&gt;
{{Germany tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=185915</id>
		<title>Pz.III E</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=185915"/>
				<updated>2024-05-01T19:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Panzer III (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=germ_pzkpfw_III_ausf_E&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage2_{{PAGENAME}}.png|ArtImage3_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''Panzerkampfwagen III Ausführung E (Panzer III E)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141''') is the fifth variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]]. After the first four Panzer III variants were completed, it was discovered there was still a lot of potential for development and adjustment. The Panzer III E was the next variant in line, and it included a number of improvements, including a necessary increase in armour protection. More notably, it finally addressed the fundamental problems with the previous variants' troublesome suspensions by introducing a basic torsion bar suspension design. The most notable legacy of this vehicle was that it established the production standard for all subsequent Panzer III variants. The Germans concentrated on the French 25 mm fast-firing tank gun when determining the necessary armour thickness for the new Panzer III E. They eventually decided that 30 mm of armour was sufficient. At ranges of over 500 mm at 30°, the frontal armour plate proved powerful enough to withstand the 25 mm armour-piercing rounds.&lt;br /&gt;
&lt;br /&gt;
Introduced in the Closed Beta Test for Ground Forces before Update 1.41, the Panzer III E variant is a basic medium tank that looks a lot like the [[Pz.III B|Panzer III B]] variant. It was mounted with the same 37 mm Kampfwagenkanone (KwK) 36 L/46.5 tank gun. However, by increasing the overall armour plate thickness to 20 to 30 mm, this tank's protection is significantly boosted. Despite this, it is nevertheless vulnerable to almost all vehicles in its rank from any angle, with the exception of a few very low-calibre tank guns. Playstyles are comparable to those of the Panzer III B variant.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III E 2.jpg|thumb|300px|The Pz.III E, distinguished from the B by the more traditional cupola, and the square MG mounting.]]&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armour (Cupola)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 30 mm || 30 mm || 20 mm || 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 35 mm ''Turret front'' &amp;lt;br&amp;gt; 30 mm ''Gun mantlet'' || 30 mm || 30 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 30 mm || 30 mm || 30 mm || 8 mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Panzer III E has improved protection over the [[Pz.III B|Ausf. B]]. The armour values on the hull sides and front are similar, so the Panzer III E is an excellent tank to use the tactic of angling in. With angling, the hull has a chance to bounce some enemy fire. The turret face protection is rather thin, but in some areas the turret armour overlaps which may help to stop some shells. Overall, the Panzer III E is not very survivable, being reliably protected only against .50 calibre ammunition. Additionally, the thin roof armour means that enemy planes may penetrate the top of the tank if they are using .50 calibre guns or cannons.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp= 465|rbMinHp= 265|&amp;lt;!--AoAweight=(optional) --&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} does have improved mobility over the B model, with the top speed being listed as 71 km/h in RB mode, and 79 km/h in AB mode. While for RB this vehicle rarely cruises off-road faster than 45 km/h, it has very impressive mobility in AB, able to sustain speeds from 65 up to 80 km/h even on slightly hilly ground, making this tank hard to pin down in the hands of a skilled driver. In AB, this is a substantial upgrade in mobility over the B model, allowing for a more aggressive flanking play style that can be very rewarding with good map knowledge. Another big positive in both AB and RB is that the {{PAGENAME}} can reverse a lot faster, meaning that if it gets into trouble it can quickly retreat and reposition.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|KwK36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Pz.III E is equipped with the 37 mm KwK36, which is a fairly underwhelming weapon performance-wise. It can penetrate most lower rank vehicles at close range, but at further ranges the gun really does start to struggle. It's also fairly inaccurate, which makes aiming for certain weak spots quite difficult. It comes with two available rounds-&lt;br /&gt;
&lt;br /&gt;
* APHE- Max 47 mm penetration- Low penetration but higher damage potential.&lt;br /&gt;
* APCR- Max 86 mm penetration- High penetration but lower damage potential.&lt;br /&gt;
&lt;br /&gt;
It's best to consider taking a mix of both types of ammunition, the APHE has the potential to knock out some enemy tanks, but will be completely ineffective against the more heavily armoured vehicle you'll likely meet when uptiered, for these tanks it's best to use APCR and aim for flat surfaces. The APCR does very little damage internally, so try to aim for crew members if possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[KwK36 (37 mm)|37 mm KwK36]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 131 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 11.4 || 15.8 || 19.2 || 21.2 || 22.6 || rowspan=&amp;quot;2&amp;quot; | 3.77 || rowspan=&amp;quot;2&amp;quot; | 3.33 || rowspan=&amp;quot;2&amp;quot; | 3.07 || rowspan=&amp;quot;2&amp;quot; | 2.90&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 7.1 || 8.4 || 10.2 || 11.3 || 12.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:KwK36 (37 mm)/Ammunition|PzGr, PzGr 40}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.35.0.19''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''131''' || 113&amp;amp;nbsp;''(+18)'' || 75&amp;amp;nbsp;''(+56)'' || 57&amp;amp;nbsp;''(+74)'' || 19&amp;amp;nbsp;''(+112)'' || 0&amp;amp;nbsp;''(+131)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Racks only disappear after all shells in the rack have been fired.&lt;br /&gt;
* Visual discrepancy concerns rack n°5: it is modeled to contain 8 shells but you have to fire 18 shells in order to empty it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== [[Optics]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{PAGENAME}} Optics&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Default magnification&lt;br /&gt;
! Maximum magnification&lt;br /&gt;
|-&lt;br /&gt;
! Main Gun optics&lt;br /&gt;
| X1.9 || X3.5&lt;br /&gt;
|-&lt;br /&gt;
! Comparable optics&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ___&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|MG34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, the Pz. III E is equipped with two coaxial 7.92 mm MG34 machine guns, as there are two of them these machine guns are quite potent against enemy anti-air trucks, and even against the slower biplane aircraft commonly encountered in lower ranked battles; although their viability against aircraft is questionable due to the slow turret traverse. These guns have no functional viability against armoured vehicles however, and only serve as a last ditch effort to kick up dust, or blind an enemy vehicle by firing at their optics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG34 (7.92 mm)|7.92 mm MG34]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
The Pz.III E is in essence, an upgraded Pz.III B, however the upgrades provided are substantial enough to allow the Pz.III E to have a much more varied role on the battlefield compared to the previous version. It has substantially improved armor, although not enough to consistently deflect enemy shells, and a much more impressive mobility. This improved mobility allows a skilled player to play in a much more aggressive fashion than what is possible in the Pz.III B. That being said, the issues that the Pz.III B has with its armament do carry over to this tank as well, which must be kept in mind. With these considerations, there are two primary play styles that this tank excels in.&lt;br /&gt;
&lt;br /&gt;
;Mid range support&lt;br /&gt;
&lt;br /&gt;
While the Pz.III B is mostly locked into this role, the Pz.III E can excel in it, due to its armor improvements being more valuable at longer ranges and its mobility, especially the improved reverse speed, helps it get out of bad situations and reposition much easier. Being at longer ranges helps minimize the downsides of the poor turret traverse and lack of a stabilizer, which can be a hindrance in brawls and close range fighting. Additionally, the dual machine guns mounted on the turret can act as a pseudo SPAA and shoot down low BR planes that get a little too close to the ground. when taking fire, if retreat isn't an option, the tank should be angled at a 45 degree angle as its armor is the same on the front and the sides. Additionally, this take has smoke grenades, which can provide cover for long enough to repair damage or move out of the line of fire.it is reccomended to take several rounds of APCR as the APHE shell loses penetration at longer ranges.&lt;br /&gt;
&lt;br /&gt;
;Ambush&lt;br /&gt;
&lt;br /&gt;
Alternatively, provided the driver has enough skill and map knowledge, this tank can be an extremely rewarding ambush predator, relying on well above average mobility to slip through the cracks in the enemy lines and ambush players traveling to the front lines. Because the gun will one shot most vehicles in its BR at close ranges, the Pz.III E will often be able to take out enemies who are not expecting it, and then move to a new location before the next wave of tanks respawn. This playstyle works best on maps with hills and ridges to hide between, as opposed to the more exposed and flat city maps where hiding can be more difficult. Be mindful that when lying in wait, the Pz.III E does still make some engine noise so if there is someone coming around a corner shortly, turning off the engine will increase the chance of an ambush. However, if the ambush goes poorly, the Pz.III E often does not have enough armor to survive. Smoke grenades may help, however the primary goal at all times should be remaining out of the line of fire and not attracting the attention of multiple enemies at once. Enemies that are unable to be easily killed in one hit, such as the LVT series of tanks, should be avoided at all costs. Because this playstyle typically results in the Pz.III E getting several kills quickly and then dying, particularly low ammo counts can be sustainable which reduces the chance of a death due to ammo explosions.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very fast reload&lt;br /&gt;
* Access to APCR&lt;br /&gt;
* Very good mobility&lt;br /&gt;
* Immune to heavy machine gun fire&lt;br /&gt;
* Tougher than other reserve tanks if angled&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very slow turret traverse&lt;br /&gt;
* Lacklustre firepower&lt;br /&gt;
* Unimpressive armour protection if not angled&lt;br /&gt;
* No short stabiliser&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Pz.Kpfw. III Ausf. E was the first large-scale variant of this tank. The machine had a new torsion suspension design, and its wheels had a much larger diameter. This greatly simplified its manufacture and servicing. The construction of the hull was modified, slightly shortening the front and rear sections. Some design improvements were made to facilitate the crew's ability to evacuate when needed and to improve their field of view. The construction of the Kugelblende 30 machine gun's mantlet saw improvements, as well, and a small container of smoke bombs was affixed to the aft of the tank's hull. The more powerful Maibach HL120TR engine, with 300 horsepower, was installed, along with a mechanical Variorex SRG 328-145 transmission with ten forward gears and four reverse gears. These changes increased the tank's maximum speed and cross-country ability.&lt;br /&gt;
&lt;br /&gt;
During the tank's single year of production, beginning in October 1938, the companies MAN, Daimler-Benz, Henschel, MIAG, Alket, Krupp, FAMO, Wegmann, and MNH produced about 100 specimens.&lt;br /&gt;
&lt;br /&gt;
The Pz.Kpfw. III Ausf. E tank variant participated in every military operation which took place during the first stage of World War II.&lt;br /&gt;
&lt;br /&gt;
This variant became the basis for all subsequent ones.&lt;br /&gt;
&lt;br /&gt;
The tank's first combat experience was successful, and from 1940 to 1941 some of the tanks were outfitted with a 5cm KwK L/42 gun in a new cannon mantlet. Afterwards, the remaining Pz.Kpfw. III Ausf. E tanks were withdrawn from the front lines and converted into Pz.Beo.Wg. artillery spotters or repair and rescue vehicles.&lt;br /&gt;
&lt;br /&gt;
On the whole, the Pz.Kpfw. III Ausf. E tank was reliable and easy to operate and provided a high level of crew comfort.&lt;br /&gt;
&lt;br /&gt;
This tank's main disadvantage was that its armament was relatively weak for a medium tank.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:ArtImage Pz.III E.png|&amp;lt;small&amp;gt;DESCRIPTION&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_E Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=185914</id>
		<title>Pz.III E</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=185914"/>
				<updated>2024-05-01T19:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */ Complete overhaul, added second playstyle reccomendation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Panzer III (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=germ_pzkpfw_III_ausf_E&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage2_{{PAGENAME}}.png|ArtImage3_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''Panzerkampfwagen III Ausführung E (Panzer III E)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141''') is the fifth variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]]. After the first four Panzer III variants were completed, it was discovered there was still a lot of potential for development and adjustment. The Panzer III E was the next variant in line, and it included a number of improvements, including a necessary increase in armour protection. More notably, it finally addressed the fundamental problems with the previous variants' troublesome suspensions by introducing a basic torsion bar suspension design. The most notable legacy of this vehicle was that it established the production standard for all subsequent Panzer III variants. The Germans concentrated on the French 25 mm fast-firing tank gun when determining the necessary armour thickness for the new Panzer III E. They eventually decided that 30 mm of armour was sufficient. At ranges of over 500 mm at 30°, the frontal armour plate proved powerful enough to withstand the 25 mm armour-piercing rounds.&lt;br /&gt;
&lt;br /&gt;
Introduced in the Closed Beta Test for Ground Forces before Update 1.41, the Panzer III E variant is a basic medium tank that looks a lot like the [[Pz.III B|Panzer III B]] variant. It was mounted with the same 37 mm Kampfwagenkanone (KwK) 36 L/46.5 tank gun. However, by increasing the overall armour plate thickness to 20 to 30 mm, this tank's protection is significantly boosted. Despite this, it is nevertheless vulnerable to almost all vehicles in its rank from any angle, with the exception of a few very low-calibre tank guns. Playstyles are comparable to those of the Panzer III B variant.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III E 2.jpg|thumb|300px|The Pz.III E, distinguished from the B by the more traditional cupola, and the square MG mounting.]]&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armour (Cupola)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 30 mm || 30 mm || 20 mm || 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 35 mm ''Turret front'' &amp;lt;br&amp;gt; 30 mm ''Gun mantlet'' || 30 mm || 30 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 30 mm || 30 mm || 30 mm || 8 mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Panzer III E has improved protection over the [[Pz.III B|Ausf. B]]. The armour values on the hull sides and front are similar, so the Panzer III E is an excellent tank to use the tactic of angling in. With angling, the hull has a chance to bounce some enemy fire. The turret face protection is rather thin, but in some areas the turret armour overlaps which may help to stop some shells. Overall, the Panzer III E is not very survivable, being reliably protected only against .50 calibre ammunition. Additionally, the thin roof armour means that enemy planes may penetrate the top of the tank if they are using .50 calibre guns or cannons.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp= 465|rbMinHp= 265|&amp;lt;!--AoAweight=(optional) --&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} does have improved mobility over the B model, with the top speed being listed as 71 km/h in RB mode, and 79 km/h in AB mode. While for RB this vehicle rarely cruises off-road faster than 45 km/h, it has very impressive mobility in AB, able to sustain speeds from 65 up to 80 km/h even on slightly hilly ground, making this tank hard to pin down in the hands of a skilled driver. In AB, this is a substantial upgrade in mobility over the B model, allowing for a more aggressive flanking play style that can be very rewarding with good map knowledge. Another big positive in both AB and RB is that the {{PAGENAME}} can reverse a lot faster, meaning that if it gets into trouble it can quickly retreat and reposition.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|KwK36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Pz.III E is equipped with the 37 mm KwK36, which is a fairly underwhelming weapon performance-wise. It can penetrate most lower rank vehicles at close range, but at further ranges the gun really does start to struggle. It's also fairly inaccurate, which makes aiming for certain weak spots quite difficult. It comes with two available rounds-&lt;br /&gt;
&lt;br /&gt;
* APHE- Max 47 mm penetration- Low penetration but higher damage potential.&lt;br /&gt;
* APCR- Max 86 mm penetration- High penetration but lower damage potential.&lt;br /&gt;
&lt;br /&gt;
It's best to consider taking a mix of both types of ammunition, the APHE has the potential to knock out some enemy tanks, but will be completely ineffective against the more heavily armoured vehicle you'll likely meet when uptiered, for these tanks it's best to use APCR and aim for flat surfaces. The APCR does very little damage internally, so try to aim for crew members if possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[KwK36 (37 mm)|37 mm KwK36]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 131 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 11.4 || 15.8 || 19.2 || 21.2 || 22.6 || rowspan=&amp;quot;2&amp;quot; | 3.77 || rowspan=&amp;quot;2&amp;quot; | 3.33 || rowspan=&amp;quot;2&amp;quot; | 3.07 || rowspan=&amp;quot;2&amp;quot; | 2.90&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 7.1 || 8.4 || 10.2 || 11.3 || 12.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:KwK36 (37 mm)/Ammunition|PzGr, PzGr 40}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.35.0.19''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''131''' || 113&amp;amp;nbsp;''(+18)'' || 75&amp;amp;nbsp;''(+56)'' || 57&amp;amp;nbsp;''(+74)'' || 19&amp;amp;nbsp;''(+112)'' || 0&amp;amp;nbsp;''(+131)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Racks only disappear after all shells in the rack have been fired.&lt;br /&gt;
* Visual discrepancy concerns rack n°5: it is modeled to contain 8 shells but you have to fire 18 shells in order to empty it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== [[Optics]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{PAGENAME}} Optics&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Default magnification&lt;br /&gt;
! Maximum magnification&lt;br /&gt;
|-&lt;br /&gt;
! Main Gun optics&lt;br /&gt;
| X1.9 || X3.5&lt;br /&gt;
|-&lt;br /&gt;
! Comparable optics&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ___&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|MG34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, the Pz. III E is equipped with two coaxial 7.92 mm MG34 machine guns, as there are two of them these machine guns are quite potent against enemy anti-air trucks, and even against the slower biplane aircraft commonly encountered in lower ranked battles; although their viability against aircraft is questionable due to the slow turret traverse. These guns have no functional viability against armoured vehicles however, and only serve as a last ditch effort to kick up dust, or blind an enemy vehicle by firing at their optics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG34 (7.92 mm)|7.92 mm MG34]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
The Pz.III E is in essence, an upgraded Pz.III B, however the upgrades provided are substantial enough to allow the Pz.III E to have a much more varied role on the battlefield compared to the previous version. It has substantially improved armor, although not enough to consistently deflect enemy shells, and a much more impressive mobility. This improved mobility allows a skilled player to play in a much more aggressive fashion than what is possible in the Pz.III B. That being said, the issues that the Pz.III B has with its armament do carry over to this tank as well, which must be kept in mind. With these considerations, there are two primary play styles that this tank excels in.&lt;br /&gt;
&lt;br /&gt;
Mid range support&lt;br /&gt;
&lt;br /&gt;
While the Pz.III B is mostly locked into this role, the Pz.III E can excel in it, due to its armor improvements being more valuable at longer ranges and its mobility, especially the improved reverse speed, helps it get out of bad situations and reposition much easier. Being at longer ranges helps minimize the downsides of the poor turret traverse and lack of a stabilizer, which can be a hindrance in brawls and close range fighting. Additionally, the dual machine guns mounted on the turret can act as a pseudo SPAA and shoot down low BR planes that get a little too close to the ground. when taking fire, if retreat isn't an option, the tank should be angled at a 45 degree angle as its armor is the same on the front and the sides. Additionally, this take has smoke grenades, which can provide cover for long enough to repair damage or move out of the line of fire.it is reccomended to take several rounds of APCR as the APHE shell loses penetration at longer ranges.&lt;br /&gt;
&lt;br /&gt;
Ambush&lt;br /&gt;
&lt;br /&gt;
Alternatively, provided the driver has enough skill and map knowledge, this tank can be an extremely rewarding ambush predator, relying on well above average mobility to slip through the cracks in the enemy lines and ambush players traveling to the front lines. Because the gun will one shot most vehicles in its BR at close ranges, the Pz.III E will often be able to take out enemies who are not expecting it, and then move to a new location before the next wave of tanks respawn. This playstyle works best on maps with hills and ridges to hide between, as opposed to the more exposed and flat city maps where hiding can be more difficult. Be mindful that when lying in wait, the Pz.III E does still make some engine noise so if there is someone coming around a corner shortly, turning off the engine will increase the chance of an ambush. However, if the ambush goes poorly, the Pz.III E often does not have enough armor to survive. Smoke grenades may help, however the primary goal at all times should be remaining out of the line of fire and not attracting the attention of multiple enemies at once. Enemies that are unable to be easily killed in one hit, such as the LVT series of tanks, should be avoided at all costs. Because this playstyle typically results in the Pz.III E getting several kills quickly and then dying, particularly low ammo counts can be sustainable which reduces the chance of a death due to ammo explosions.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very fast reload&lt;br /&gt;
* Access to APCR&lt;br /&gt;
* Very good mobility&lt;br /&gt;
* Immune to heavy machine gun fire&lt;br /&gt;
* Tougher than other reserve tanks if angled&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very slow turret traverse&lt;br /&gt;
* Lacklustre firepower&lt;br /&gt;
* Unimpressive armour protection if not angled&lt;br /&gt;
* No short stabiliser&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Pz.Kpfw. III Ausf. E was the first large-scale variant of this tank. The machine had a new torsion suspension design, and its wheels had a much larger diameter. This greatly simplified its manufacture and servicing. The construction of the hull was modified, slightly shortening the front and rear sections. Some design improvements were made to facilitate the crew's ability to evacuate when needed and to improve their field of view. The construction of the Kugelblende 30 machine gun's mantlet saw improvements, as well, and a small container of smoke bombs was affixed to the aft of the tank's hull. The more powerful Maibach HL120TR engine, with 300 horsepower, was installed, along with a mechanical Variorex SRG 328-145 transmission with ten forward gears and four reverse gears. These changes increased the tank's maximum speed and cross-country ability.&lt;br /&gt;
&lt;br /&gt;
During the tank's single year of production, beginning in October 1938, the companies MAN, Daimler-Benz, Henschel, MIAG, Alket, Krupp, FAMO, Wegmann, and MNH produced about 100 specimens.&lt;br /&gt;
&lt;br /&gt;
The Pz.Kpfw. III Ausf. E tank variant participated in every military operation which took place during the first stage of World War II.&lt;br /&gt;
&lt;br /&gt;
This variant became the basis for all subsequent ones.&lt;br /&gt;
&lt;br /&gt;
The tank's first combat experience was successful, and from 1940 to 1941 some of the tanks were outfitted with a 5cm KwK L/42 gun in a new cannon mantlet. Afterwards, the remaining Pz.Kpfw. III Ausf. E tanks were withdrawn from the front lines and converted into Pz.Beo.Wg. artillery spotters or repair and rescue vehicles.&lt;br /&gt;
&lt;br /&gt;
On the whole, the Pz.Kpfw. III Ausf. E tank was reliable and easy to operate and provided a high level of crew comfort.&lt;br /&gt;
&lt;br /&gt;
This tank's main disadvantage was that its armament was relatively weak for a medium tank.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:ArtImage Pz.III E.png|&amp;lt;small&amp;gt;DESCRIPTION&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_E Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=185904</id>
		<title>Pz.III E</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=185904"/>
				<updated>2024-05-01T15:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Pros and cons */ very minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Panzer III (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=germ_pzkpfw_III_ausf_E&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage2_{{PAGENAME}}.png|ArtImage3_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''Panzerkampfwagen III Ausführung E (Panzer III E)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141''') is the fifth variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]]. After the first four Panzer III variants were completed, it was discovered there was still a lot of potential for development and adjustment. The Panzer III E was the next variant in line, and it included a number of improvements, including a necessary increase in armour protection. More notably, it finally addressed the fundamental problems with the previous variants' troublesome suspensions by introducing a basic torsion bar suspension design. The most notable legacy of this vehicle was that it established the production standard for all subsequent Panzer III variants. The Germans concentrated on the French 25 mm fast-firing tank gun when determining the necessary armour thickness for the new Panzer III E. They eventually decided that 30 mm of armour was sufficient. At ranges of over 500 mm at 30°, the frontal armour plate proved powerful enough to withstand the 25 mm armour-piercing rounds.&lt;br /&gt;
&lt;br /&gt;
Introduced in the Closed Beta Test for Ground Forces before Update 1.41, the Panzer III E variant is a basic medium tank that looks a lot like the [[Pz.III B|Panzer III B]] variant. It was mounted with the same 37 mm Kampfwagenkanone (KwK) 36 L/46.5 tank gun. However, by increasing the overall armour plate thickness to 20 to 30 mm, this tank's protection is significantly boosted. Despite this, it is nevertheless vulnerable to almost all vehicles in its rank from any angle, with the exception of a few very low-calibre tank guns. Playstyles are comparable to those of the Panzer III B variant.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III E 2.jpg|thumb|300px|The Pz.III E, distinguished from the B by the more traditional cupola, and the square MG mounting.]]&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armour (Cupola)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 30 mm || 30 mm || 20 mm || 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 35 mm ''Turret front'' &amp;lt;br&amp;gt; 30 mm ''Gun mantlet'' || 30 mm || 30 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 30 mm || 30 mm || 30 mm || 8 mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Panzer III E has improved protection over the [[Pz.III B|Ausf. B]]. The armour values on the hull sides and front are similar, so the Panzer III E is an excellent tank to use the tactic of angling in. With angling, the hull has a chance to bounce some enemy fire. The turret face protection is rather thin, but in some areas the turret armour overlaps which may help to stop some shells. Overall, the Panzer III E is not very survivable, being reliably protected only against .50 calibre ammunition. Additionally, the thin roof armour means that enemy planes may penetrate the top of the tank if they are using .50 calibre guns or cannons.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp= 465|rbMinHp= 265|&amp;lt;!--AoAweight=(optional) --&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} does have improved mobility over the B model, with the top speed being listed as 71 km/h in RB mode, and 79 km/h in AB mode. While for RB this vehicle rarely cruises off-road faster than 45 km/h, it has very impressive mobility in AB, able to sustain speeds from 65 up to 80 km/h even on slightly hilly ground, making this tank hard to pin down in the hands of a skilled driver. In AB, this is a substantial upgrade in mobility over the B model, allowing for a more aggressive flanking play style that can be very rewarding with good map knowledge. Another big positive in both AB and RB is that the {{PAGENAME}} can reverse a lot faster, meaning that if it gets into trouble it can quickly retreat and reposition.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|KwK36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Pz.III E is equipped with the 37 mm KwK36, which is a fairly underwhelming weapon performance-wise. It can penetrate most lower rank vehicles at close range, but at further ranges the gun really does start to struggle. It's also fairly inaccurate, which makes aiming for certain weak spots quite difficult. It comes with two available rounds-&lt;br /&gt;
&lt;br /&gt;
* APHE- Max 47 mm penetration- Low penetration but higher damage potential.&lt;br /&gt;
* APCR- Max 86 mm penetration- High penetration but lower damage potential.&lt;br /&gt;
&lt;br /&gt;
It's best to consider taking a mix of both types of ammunition, the APHE has the potential to knock out some enemy tanks, but will be completely ineffective against the more heavily armoured vehicle you'll likely meet when uptiered, for these tanks it's best to use APCR and aim for flat surfaces. The APCR does very little damage internally, so try to aim for crew members if possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[KwK36 (37 mm)|37 mm KwK36]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 131 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 11.4 || 15.8 || 19.2 || 21.2 || 22.6 || rowspan=&amp;quot;2&amp;quot; | 3.77 || rowspan=&amp;quot;2&amp;quot; | 3.33 || rowspan=&amp;quot;2&amp;quot; | 3.07 || rowspan=&amp;quot;2&amp;quot; | 2.90&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 7.1 || 8.4 || 10.2 || 11.3 || 12.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:KwK36 (37 mm)/Ammunition|PzGr, PzGr 40}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.35.0.19''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''131''' || 113&amp;amp;nbsp;''(+18)'' || 75&amp;amp;nbsp;''(+56)'' || 57&amp;amp;nbsp;''(+74)'' || 19&amp;amp;nbsp;''(+112)'' || 0&amp;amp;nbsp;''(+131)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Racks only disappear after all shells in the rack have been fired.&lt;br /&gt;
* Visual discrepancy concerns rack n°5: it is modeled to contain 8 shells but you have to fire 18 shells in order to empty it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== [[Optics]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{PAGENAME}} Optics&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Default magnification&lt;br /&gt;
! Maximum magnification&lt;br /&gt;
|-&lt;br /&gt;
! Main Gun optics&lt;br /&gt;
| X1.9 || X3.5&lt;br /&gt;
|-&lt;br /&gt;
! Comparable optics&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ___&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|MG34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, the Pz. III E is equipped with two coaxial 7.92 mm MG34 machine guns, as there are two of them these machine guns are quite potent against enemy anti-air trucks, and even against the slower biplane aircraft commonly encountered in lower ranked battles; although their viability against aircraft is questionable due to the slow turret traverse. These guns have no functional viability against armoured vehicles however, and only serve as a last ditch effort to kick up dust, or blind an enemy vehicle by firing at their optics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG34 (7.92 mm)|7.92 mm MG34]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
The Pz.III E, despite its upgrades, functions almost exactly the same as the previous B model, the armour and mobility are improved, but not to the point where these aspects are reliable, or warrant a change in playstyle to take advantage of them. Because of the slow turret traverse and unimpressive firepower, consider playing the E in a more passive role. You can't comfortably rush around the map using your extra mobility as if you push to the point where enemies could get on your sides, you'll likely be knocked out very quickly. The largest drawbacks the E model has are its armour, turret traverse and firepower. The firepower can't be buffed in any way, but the negative effects of the armour and traverse can be somewhat negated by playing hull down and covering a narrow sight line. The turret armour can't be completely relied on, but it is the most consistent. Additionally, if you take fire into the turret, you'll likely only lose a couple of crew members. In order to increase the effectiveness of the hull armour, you can sharply angle the tank at about 45 degrees, since the side armour is equally as thick as the front armour. That means there is no risk of exposing a weaker flank, and a steeply angled hull can even deflect the 37 mm. cannon shells fired by most tanks of its tier (it will not always deflect them, but your odds increase at longer ranges). The E model has a fairly effective reverse rate, so you can easily retreat from combat, repair and reengage. You also have access to five rear drop smoke grenades to aid this purpose. Another advantage of covering a narrow sight line is that you don't really need to traverse your gun much to be able to fire on enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
If possible, try to remain somewhat sedentary, because the Pz.III E lacks a short stop stabiliser, if you run into an enemy allied tank on the move, they will likely be able to level off their gun and fire at you first, and as the armour of the E is very inconsistent, you will likely be knocked out. If you stay somewhat still and wait in ambush, you should be able to avoid this drawback. The E model works best at mid ranges, at long range the armour is effective but the gun isn't, whereas at close range the gun is effective but the armour isn't - at mid range you have the potential to maximise both. Aim to angle or hide your hull and take a decent mix of APHE and APCR depending on the battle rating you're playing at. The E model isn't the most effective Panzer III, but if played in the right spot it can do a decent job.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very fast reload&lt;br /&gt;
* Access to APCR&lt;br /&gt;
* Very good mobility&lt;br /&gt;
* Immune to heavy machine gun fire&lt;br /&gt;
* Tougher than other reserve tanks if angled&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very slow turret traverse&lt;br /&gt;
* Mediocre firepower&lt;br /&gt;
* Poor armor protection if not angled&lt;br /&gt;
* No short stabilizer&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Pz.Kpfw. III Ausf. E was the first large-scale variant of this tank. The machine had a new torsion suspension design, and its wheels had a much larger diameter. This greatly simplified its manufacture and servicing. The construction of the hull was modified, slightly shortening the front and rear sections. Some design improvements were made to facilitate the crew's ability to evacuate when needed and to improve their field of view. The construction of the Kugelblende 30 machine gun's mantlet saw improvements, as well, and a small container of smoke bombs was affixed to the aft of the tank's hull. The more powerful Maibach HL120TR engine, with 300 horsepower, was installed, along with a mechanical Variorex SRG 328-145 transmission with ten forward gears and four reverse gears. These changes increased the tank's maximum speed and cross-country ability.&lt;br /&gt;
&lt;br /&gt;
During the tank's single year of production, beginning in October 1938, the companies MAN, Daimler-Benz, Henschel, MIAG, Alket, Krupp, FAMO, Wegmann, and MNH produced about 100 specimens.&lt;br /&gt;
&lt;br /&gt;
The Pz.Kpfw. III Ausf. E tank variant participated in every military operation which took place during the first stage of World War II.&lt;br /&gt;
&lt;br /&gt;
This variant became the basis for all subsequent ones.&lt;br /&gt;
&lt;br /&gt;
The tank's first combat experience was successful, and from 1940 to 1941 some of the tanks were outfitted with a 5cm KwK L/42 gun in a new cannon mantlet. Afterwards, the remaining Pz.Kpfw. III Ausf. E tanks were withdrawn from the front lines and converted into Pz.Beo.Wg. artillery spotters or repair and rescue vehicles.&lt;br /&gt;
&lt;br /&gt;
On the whole, the Pz.Kpfw. III Ausf. E tank was reliable and easy to operate and provided a high level of crew comfort.&lt;br /&gt;
&lt;br /&gt;
This tank's main disadvantage was that its armament was relatively weak for a medium tank.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
File:ArtImage Pz.III E.png|&amp;lt;small&amp;gt;DESCRIPTION&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_E Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pz.III_B&amp;diff=185903</id>
		<title>Pz.III B</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pz.III_B&amp;diff=185903"/>
				<updated>2024-05-01T15:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */ small update, added note about poor reverse speed and a few other things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Panzer III (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=germ_pzkpfw_III_ausf_B&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''Panzerkampfwagen III Ausführung B (Panzer III B)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141''') is the second variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]]. The Panzer III A variant's arrival into service provided the Germans with a foundation for the construction of an excellent medium tank. While the Germans were largely pleased with the overall concept and design, there was still plenty of space for enhancements and changes. The most serious flaw with the Panzer III A version was its unstable suspension. As a result, the Germans introduced a new variant, the Panzer III B, with the intention of improving the vehicle's suspension and other minor components. The commander's cupola was additionally enhanced by the addition of a new two-part hatch opening. The 37 mm Kampfwagenkanone (KwK) 36 L/46.5 tank gun with 121 rounds of ammo was the main armament of the Panzer III B variant. The secondary armament consisted of three 7.92 mm MG 34 light machine guns, two of which were mounted coaxially with the main gun and one in the hull. Despite being produced in small numbers, the Panzer III B variant saw service during the beginning of World War II. The Germans had no choice but to utilize the Panzer III B during the invasion of Poland in 1939 due to a lack of more advanced tanks.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update 1.59 &amp;quot;Flaming Arrows&amp;quot;]], the Panzer III B is a basic medium tank that will eventually evolve into more advanced Panzer III variants later in World War II. It is significantly weaker than many other tanks of its rank, being armed with a 37 mm KwK36 L/46.5 tank gun. The tank is made of light armour plates and will struggle to protect the tank crew even from close-range heavy machine guns fire. As a result, this tank is practically weak to almost all vehicles in its rank from any angle. Nonetheless, it is a fairly ordinary medium tank with very few advantages and should be used with caution in battle.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III B 2.jpg|thumb|300px|The Pz.III B, distinguishable from the [[Pz.III E]] by the cylindrical cupola]]&lt;br /&gt;
The Pz.III B is one of the worst starter vehicles in terms of overall survivability. The armour thickness of the hull and sides are 14.5 mm thick, with 16 mm on the turret face. This isn't even enough protection to nullify heavy machine gun fire, which leaves this vehicle almost universally vulnerable from almost all vehicles present in the lower ranks. By angling the hull, you can potentially bring the protection up to 20 mm effective on the front and sides, but this is a superficial boost to armour and will still not reliably protect the tank from any incoming rounds. The only advantage survivability wise this vehicle has is the crew count as it has 5 members. Because most of the incoming fire is going to be from low calibre AP rounds, it's very unlikely that this tank will be taken out in a single shot, though this is more of a passive advantage and not something you can actively make use of.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armour (Cupola)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 14.5 mm (9°) ''Front plate'' &amp;lt;br&amp;gt; 14.5 mm (49°) ''Front glacis'' &amp;lt;br&amp;gt; 10 mm (15°) ''Lower glacis'' || 14.5 mm || 14.5 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 16 mm ''Turret front'' &amp;lt;br&amp;gt; 16 mm ''Gun mantlet'' || 14.5 mm (25°) || 14.5 mm (20°) || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 14.5 mm || 14.5 mm || 14.5 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels, tracks and torsion bars are 15 mm thick.&lt;br /&gt;
* Belly armour is 5 mm thick.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=271|rbMinHp=221}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} has fairly unimpressive mobility across all fronts, it can reach a maximum speed of 35 km/h in RB mode, and 39 km/h in AB mode. Compared to other reserve tanks, this is on the slower side by a large margin and therefore will struggle when it comes to reaching good spots early, pushing across the map and retreating from combat. This tied with the lack of meaningful armour really hurts this tank's overall performance. The only positive aspect of this tanks mobility is its hull traverse, which can help turn the turret and cannon quicker than just using the turret traverse on its own.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|KwK36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Pz.III B is equipped with the 37 mm KwK36, which is a fairly underwhelming weapon performance wise. It can penetrate most lower rank vehicles at close range, but at further ranges the gun really does start to struggle. It's also fairly inaccurate, which makes aiming for certain weak spots quite difficult.&lt;br /&gt;
&lt;br /&gt;
It comes with two available rounds -&lt;br /&gt;
&lt;br /&gt;
* APHE- Max 47 mm penetration- Low penetration but higher damage potential&lt;br /&gt;
* APCR- Max 86 mm penetration- High penetration but lower damage potential.&lt;br /&gt;
&lt;br /&gt;
It's best to consider taking a mix of both types of ammunition. The APHE has the potential to one-shot some enemy tanks, but will be completely ineffective against the more heavily armoured vehicles; for these tanks, it's best to use APCR and aim for flat surfaces. The APCR does very little damage internally, so try to aim for crew members if possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[KwK36 (37 mm)|37 mm KwK36]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 121 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 16.07 || 22.24 || 27.00 || 29.86 || 31.76 || rowspan=&amp;quot;2&amp;quot; | 3.77 || rowspan=&amp;quot;2&amp;quot; | 3.33 || rowspan=&amp;quot;2&amp;quot; | 3.07 || rowspan=&amp;quot;2&amp;quot; | 2.90&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 3.57 || 4.20 || 5.10 || 5.64 || 6.00&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:KwK36 (37 mm)/Ammunition|PzGr, PzGr 40}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.35.0.20''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 7th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''121''' || 116&amp;amp;nbsp;''(+5)'' || 98&amp;amp;nbsp;''(+23)'' || 78&amp;amp;nbsp;''(+43)'' || 60&amp;amp;nbsp;''(+61)'' || 40&amp;amp;nbsp;''(+81)'' || 20&amp;amp;nbsp;''(+101)'' || ''0 (+121)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Note''':&lt;br /&gt;
&lt;br /&gt;
* Racks only disappear after all shells in the rack have been fired.&lt;br /&gt;
* Turret empty: 116 ''(+5)'' shells.&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|MG34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
This vehicle is equipped with two coaxial 7.92 mm MG34 machine guns. As there are two of them, these machine guns are quite potent against enemy anti-air trucks and even against the slower biplane aircraft commonly encountered in lower rank battles. However, they have no functional viability against armoured vehicles and only serve as a last ditch effort to kick up dust or blind an enemy vehicle by firing at their optics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG34 (7.92 mm)|7.92 mm MG34]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III B 1.jpg|thumb|300px]]&lt;br /&gt;
Overall, the Pz.III B doesn't have many reliable advantages, especially over the E variant. Both the armor and firepower leave a lot to be desired, although its mobility is somewhat functional. However, it just doesn't have any decent aggressive aspects to it that good mobility benefits, meaning that although it is the Pz.III B's most functioning asset, it's still not reliable to play aggressively on the move. The Pz.III B isn't equipped with a short stabilizer, meaning that the gun will be very unstable when coming to a stop, whereas the majority of allied vehicles do have this feature. So if you were to run into one of these vehicles on the move, your enemy will likely get the first shot off, and as your armor protection is so poor they will likely deal critical damage.&lt;br /&gt;
&lt;br /&gt;
A somewhat reliable way to stay alive in this tank is to play hull-down, a lot of the rounds you'll be taking will be small caliber AP shots. If only your turret is exposed, these rounds will only usually take out 2 crew members at most, allowing for you to back off, repair and re-engage. Unfortunately, due to the dismal reverse speed, it is much better to find a spot, take a few shots, and reposition before being spotted, as escaping a bad position is nearly impossible once compromised. The performance of the gun is overall very poor at distances, so even though survivability will be increased by playing at range, firepower will be very inconsistent, so try to find a spot that isn't too far away from combat if possible, but one that still lends to a decent escape route if things go poorly.&lt;br /&gt;
&lt;br /&gt;
The turret traverse of the Pz.III B is also very poor, at 4.2 degrees a second in RB mode, because of this it's a good idea to use the hull traverse to swing the turret around faster. The hull traverse itself is fairly fast, so utilizing this is a decent habit to get in to. The situation you most want to avoid is losing your driver or engine, as your mobility is the only thing that will keep you in the fight, and the way to ensure this primarily is to stay in cover and not advance too far into the map. If an enemy gets on your side or rear, there's nothing you can really do as your turret traverse is disappointingly poor, so watch your flanks and try to minimize the possibility of an enemy getting behind you.&lt;br /&gt;
&lt;br /&gt;
This tank can sometimes act as a pseudo SPAA due to the dual machine guns mounted on the turret that can easily shred planes that get a little too close.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Reasonably fast acceleration, decent top speed and hull traverse allows it to get to positions in time&lt;br /&gt;
* Decent survivability: spacious interior plus 5-man crew increases survivability against solid shells (e.g. [[M3 Stuart (Family)|M3 Stuart]])&lt;br /&gt;
* Adequate firepower: stock AP can frontally penetrate and one-shot common foes like [[BT-5]], while the APCR is quite effective in an uptier against the [[B1 bis]]&lt;br /&gt;
* Fast reload allows it to finish off remaining crew quickly&lt;br /&gt;
* Twin fast-firing 7.92 mm coaxial MG can quickly wipe out exposed crew, or even damage low-flying planes&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Weak armour on all sides, can get penetrated by various tanks (e.g. [[M3 Stuart (Family)|M3 Stuart]], [[BT-5]]) and even SPAA like [[M13 MGMC]] and [[GAZ-AAA (DShK)]]&lt;br /&gt;
* Small calibre gun lacks the damage to quickly destroy large tanks like the [[LVT(A)(1)]]&lt;br /&gt;
* Very slow turret traverse, may not be able the gun on fast targets&lt;br /&gt;
* Profile is quite large and tall, making it easier to be seen and shot at, and harder to conceal behind bushes or cover&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Panzerkampfwagen III (PzKpfw. III), also referred to as Panzer III, was a tank developed by the Germans in the 1930s and used in World War II. The PzKpfw. III was designed to take out other armoured vehicles while supporting the Panzerkampfwagen IV which task was mainly to take out unarmoured targets. The dome ring of the PzKpfw. III was unable to accommodate the increasingly heavy cannons needed to fight new tank types. Ultimately, the PzKpfw. III was replaced by the larger PzKpfw. IV as main battle tank. The PzKpfw. III was then delivered to some allies while the chassis was used for the very successful Sturmgeschütz III.&lt;br /&gt;
&lt;br /&gt;
The suspension of the Pz.III A turned out to be too weak. The same year, a series of fifteen Ausführung B vehicles were built. The five running wheels were replaced by eight wheels with leaf springs. This increased the speed to 35 km/h. With Three instead of two wheels supporting the upper of the track. These vehicles were only intended for training, but eventually had to be assigned to the combat troops. The first models (A to E) were equipped with the short 37 mm KwK / 36 L46.5 gun, which performed sufficiently during the actions in 1939 and 1940.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_B Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/3727-development-pzkpfw-iii-ausf-b-en/|[Development] PzKpfw III Ausf. B]]&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184854</id>
		<title>Do 217 J-1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184854"/>
				<updated>2024-04-11T04:47:22Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German heavy fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other variants&lt;br /&gt;
| link = Do 217 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=do_217j_1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.29]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 5,500 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 450 || 434 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.4 || 36.1 || 4.2 || 4.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 486 || 469 || 31.7 || 33.0 || 8.0 || 5.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 381 || 270 || ~6 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 290 || &amp;lt; 360 || &amp;lt; 360 || &amp;gt; 315&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 8.5 mm Steel - Fore-cockpit plate&lt;br /&gt;
* 8.5 mm Steel - Pilot's seat&lt;br /&gt;
* 50 mm Bulletproof Glass&lt;br /&gt;
* 8.5 mm Steel - Dorsal gunner's plate&lt;br /&gt;
* 5 mm Steel - Belly gunner's plate&lt;br /&gt;
* 8.5 mm Steel - Belly gunner's upper plate&lt;br /&gt;
* 5 mm Steel - Rear boom plate&lt;br /&gt;
* 5 mm Steel - Aft plate&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II Offensive 7 mm and Turret 13 mm outclass the alternatives (except Compressor). Compressor, Engine, Wings repair and Engine injection are the desirable first performance upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG FF/M (20 mm)|MG 17 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm MG FF/M cannons, chin-mounted (200 rpg = 800 total)&lt;br /&gt;
* 4 x 7.92 mm MG 17 machine guns, nose-mounted (700 rpg = 2,800 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|SC50JA (50 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 8 x 50 kg SC50JA bombs (400 kg total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG 131 (13 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, ventral turret (500 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this heavy fighter has poor maneuverability, there are still several ways that it can succeed. Here are some of them:&lt;br /&gt;
&lt;br /&gt;
;'''Head-on fighting'''&lt;br /&gt;
Due to the heavy armament located at the front of the Do 217, it excels at head on fighting. This is best done by targeting a lone fighter and attempting to bait it into a head on as the Do 217 has decent frontal defences and excellent firepower, although fighters with front mounted 37mm cannons should be avoided(like some Yak and Ju models). If the enemy does not engage in the head on, or does not die from the first pass, do not chase, and instead try to build up speed and escape as they turn around to engage you from the rear. The poor maneuverability of the Do 217 makes it extremely difficult to win in dog fighting scenarios, although it is not impossible. If the head on is successful, or if the target is left with critical damage, pick another target ~1-2km away at a similar altitude to repeat the process, as speed conservation is important. It is better to disengage and return in a minute or two than to bleed speed chasing down another kill. It is recommended to have squad mate or wingman to assist in picking off enemies who attempt to flank while the Do 217 focuses on frontal conflicts.    &lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img1.jpg|thumbnail|right|Do 217 showing fuselage and wing structure.]]&lt;br /&gt;
&lt;br /&gt;
;'''Ground attack'''&lt;br /&gt;
There are 2 ways to do ground attacks, with bombs and without. The problem with using bombs, especially in air AB, is that it slows down an already lumbering plane to the point that it is not worth the small amount of extra damage that one is capable of inflicting, especially as the Do 217 lacks a high altitude bombers sight. Instead, the cannons should be used to gun down lightly armored targets, as the 4 sets of 20mm rounds will rip through them better than many other planes at this BR. Be careful not to go too low to the ground due to the Do 217's poor ability to change direction quickly.&lt;br /&gt;
&lt;br /&gt;
In air RB, carrying bombs can sometimes be worth the extra weight, as after a fight goes poorly, the Do 217 can attempt to make it to enemy bomb targets using its good survivability to sometimes get a little bit more value before getting fully shot down.&lt;br /&gt;
&lt;br /&gt;
The 8 x 50 kg bombs are of little use even in simulator battles. They contain little explosive, resulting in a very small blast radius. The Do 217 J also happens to have no bomb sight, which makes dropping those small bombs accurately very challenging with the cockpit view. Therefore, ground pounding should not be the primary objective for the Do 217.&lt;br /&gt;
&lt;br /&gt;
;'''Bomber interception'''&lt;br /&gt;
&lt;br /&gt;
After seeing the armament this plane carries, you might think that hunting bombers will be an easy task. To a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach and your climb rate is also poor. Instead, try to engage the bombers flying at low to medium altitude, usually performing dive runs. They are easy prey, but if they are escorted by fighters, try to take those out first in head-on attacks or have fighters assist you.&lt;br /&gt;
&lt;br /&gt;
In Simulator, the Do 217 J is a good tool for the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4 x 20 mm MG FF/M cannons plus 4 x 7.92 mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bomber. However, the high weight of the Do 217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of maneuverability also strictly limits its targets to similarly heavy aircraft. Finally, it has extremely restricted field of view due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings.&lt;br /&gt;
&lt;br /&gt;
When taking off, you can't use flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (e.g. trees, houses). Upon being airborne, immediately retract gear and take-off flaps when you are beyond 240 km/h.&lt;br /&gt;
&lt;br /&gt;
Getting to a target's altitude takes time and patience given the low climb rate or the Do 217. Ambush around friendly ground targets (e.g. tank columns, artillery positions, convoy routes, etc) or bases (especially half-bombed ones) so there is a better chance of catching enemy bombers or ground-pounders. The Do 217 cannot really perform Boom and Zoom tactics on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. The Do 217 J's sluggish flight performance does not allow much maneuvers when intercepting, thus you cannot utilize tactics such as deflection shooting as the turns bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do 217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 rpg) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4 x 20 mm cannons are very efficient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do 217 J's turn rate allows it to keep up with most bombers should they maneuver to avoid the main guns, however against certain bombers (e.g. SB 2M) the Do 217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading maneuver, allowing you to catch up. If they are out of your view, switch to gunner view to locate them.&lt;br /&gt;
&lt;br /&gt;
If you have to defeat a Do 217 J with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very well. If he tries to dive, follow him also. You can achieve higher speeds and still maneuver better. Here is the important advice: if the Do 217 tries to engage you head-on, fly straight at him, but at 900 m before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't maneuver well. Then follow him and engage him from behind.&lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img2.jpg|thumbnail|left|Front view: Nose armament and engines]]&lt;br /&gt;
&lt;br /&gt;
;Defensive Tactics&lt;br /&gt;
&lt;br /&gt;
Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13 mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
In simulator, if an enemy fighter catches you, do not bother to try turning and get your guns on it. You simply cannot. Instead, keep flying straight to keep your speed up, and use your turrets to ward off the chasing aircraft. The 2 turrets have very good coverage, which may scare off some new simulator pilots.&lt;br /&gt;
&lt;br /&gt;
;Hit and Run&lt;br /&gt;
&lt;br /&gt;
Another tactic you can use is to Hit and Run. This method requires you to plan your attack before engaging a target and relies partially on your team. Being a heavy plane has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.&lt;br /&gt;
&lt;br /&gt;
;Landing&lt;br /&gt;
&lt;br /&gt;
As mentioned before, the Do 217 is a heavy aircraft, making landing slightly tricky. In essence, it is better to approach at a shallower angle and a slightly higher speed. Because due to the sheer weight and drag, the Do 217 will decelerate and sink much quicker than fighters when the throttle is lowered. So, if you approach at the same height and speed as you normally do in a fighter, you will soon realise that you are close to a stall/crash quicker than expected, which may lead to a crash. Thus, you need to approach at a slightly higher speed and a slightly lower height than fighters. As the airstrip fills up the windscreen, drop down to treetop level and sustain speed to at least 250 km/h with landing flaps and gears down. As you come closer to the runway decelerate and descent slowly, keep up your speed to around 220 km/h right before touchdown. Gently put the plane on the ground, as the Do 217's main landing gears are not sturdy enough to withstand a heavy touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 2 x rear gunners, which is sometimes really handy&lt;br /&gt;
* 4 x MG FF/M cannons and 4 x machine guns in the nose, good for bigger targets&lt;br /&gt;
* Ability to mount bombs&lt;br /&gt;
* Faster than most of its bomber opposition&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very poor rate of climb, difficult to get to bombers' altitude&lt;br /&gt;
* Poor stability in turns, sometimes leading to stalling at low speeds&lt;br /&gt;
* Large target&lt;br /&gt;
* Exposed cockpit&lt;br /&gt;
* Slower than most of its fighter opposition&lt;br /&gt;
* Very poor energy retention in turns (thus a poor dogfighting aircraft)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
Dornier Do 217 J-1 twin-engine night fighter&lt;br /&gt;
&lt;br /&gt;
The Do 217J night fighter was based on the Do 217E bomber. It differed from the bomber in that its crew was reduced to three people and its fixed firepower was strengthened. The first prototype, the Do 217J V1, was converted from the Do 217 E-1 and underwent tests in late 1941. They started to deliver the Do 217 J-1 to the Luftwaffe's fighting troops in the spring of 1942.&lt;br /&gt;
&lt;br /&gt;
Just like the Do 217 E-2, this plane was equipped with two BMW 801 ML fourteen-cylinder, air-cooled engines with a takeoff power of 1,580 hp.&lt;br /&gt;
&lt;br /&gt;
The plane's offensive armament consisted of four 20 mm Oerlikon MG FF/M cannons (drum-fed, with 200 rounds each) and four 7.92 mm Rheinmetall-Borsig MG 17 machine guns (with 700 rounds each) located in the forward fuselage.&lt;br /&gt;
&lt;br /&gt;
The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).&lt;br /&gt;
&lt;br /&gt;
Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infrared detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a &amp;quot;night hunter&amp;quot; to strike enemy airfields.&lt;br /&gt;
&lt;br /&gt;
The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.&lt;br /&gt;
&lt;br /&gt;
In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=do_217j_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Do 217 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/436316-do217j-12/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dornier}}&lt;br /&gt;
{{Germany twin-engine fighters}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184853</id>
		<title>Do 217 J-1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184853"/>
				<updated>2024-04-11T04:46:33Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German heavy fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other variants&lt;br /&gt;
| link = Do 217 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=do_217j_1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.29]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 5,500 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 450 || 434 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.4 || 36.1 || 4.2 || 4.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 486 || 469 || 31.7 || 33.0 || 8.0 || 5.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 381 || 270 || ~6 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 290 || &amp;lt; 360 || &amp;lt; 360 || &amp;gt; 315&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 8.5 mm Steel - Fore-cockpit plate&lt;br /&gt;
* 8.5 mm Steel - Pilot's seat&lt;br /&gt;
* 50 mm Bulletproof Glass&lt;br /&gt;
* 8.5 mm Steel - Dorsal gunner's plate&lt;br /&gt;
* 5 mm Steel - Belly gunner's plate&lt;br /&gt;
* 8.5 mm Steel - Belly gunner's upper plate&lt;br /&gt;
* 5 mm Steel - Rear boom plate&lt;br /&gt;
* 5 mm Steel - Aft plate&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II Offensive 7 mm and Turret 13 mm outclass the alternatives (except Compressor). Compressor, Engine, Wings repair and Engine injection are the desirable first performance upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG FF/M (20 mm)|MG 17 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm MG FF/M cannons, chin-mounted (200 rpg = 800 total)&lt;br /&gt;
* 4 x 7.92 mm MG 17 machine guns, nose-mounted (700 rpg = 2,800 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|SC50JA (50 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 8 x 50 kg SC50JA bombs (400 kg total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG 131 (13 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, ventral turret (500 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this heavy fighter has poor maneuverability, there are still several ways that it can succeed. Here are some of them:&lt;br /&gt;
&lt;br /&gt;
;'''Head-on fighting'''&lt;br /&gt;
Due to the heavy armament located at the front of the Do 217, it excels at head on fighting. This is best done by targeting a lone fighter and attempting to bait it into a head on as the Do 217 has decent frontal defences and excellent firepower, although fighters with front mounted 37mm cannons should be avoided(like some Yak and Ju models). If the enemy does not engage in the head on, or does not die from the first pass, do not chase, and instead try to build up speed and escape as they turn around to engage you from the rear. The poor maneuverability of the Do 217 makes it extremely difficult to win in dog fighting scenarios, although it is not impossible. If the head on is successful, or if the target is left with critical damage, pick another target ~1-2km away at a similar altitude to repeat the process, as speed conservation is important. It is better to disengage and return in a minute or two than to bleed speed chasing down another kill. It is recommended to have squad mate or wingman to assist in picking off enemies who attempt to flank while the Do 217 focuses on frontal conflicts.    &lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img1.jpg|thumbnail|right|Do 217 showing fuselage and wing structure.]]&lt;br /&gt;
&lt;br /&gt;
;'''Ground attack'''&lt;br /&gt;
There are 2 ways to do ground attacks, with bombs and without. The problem with using bombs, especially in air AB, is that it slows down an already lumbering plane to the point that it is not worth the small amount of extra damage that one is capable of inflicting, especially as the Do 217 lacks a high altitude bombers sight. Instead, the cannons should be used to gun down lightly armored targets, as the 4 sets of 20mm rounds will rip through them better than many other planes at this BR. Be careful not to go too low to the ground due to the Do 217's poor ability to change direction quickly.&lt;br /&gt;
;In air RB, carrying bombs can sometimes be worth the extra weight, as after a fight goes poorly, the Do 217 can attempt to make it to enemy bomb targets using its good survivability to sometimes get a little bit more value before getting fully shot down.&lt;br /&gt;
&lt;br /&gt;
The 8 x 50 kg bombs are of little use even in simulator battles. They contain little explosive, resulting in a very small blast radius. The Do 217 J also happens to have no bomb sight, which makes dropping those small bombs accurately very challenging with the cockpit view. Therefore, ground pounding should not be the primary objective for the Do 217.&lt;br /&gt;
&lt;br /&gt;
;'''Bomber interception'''&lt;br /&gt;
&lt;br /&gt;
After seeing the armament this plane carries, you might think that hunting bombers will be an easy task. To a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach and your climb rate is also poor. Instead, try to engage the bombers flying at low to medium altitude, usually performing dive runs. They are easy prey, but if they are escorted by fighters, try to take those out first in head-on attacks or have fighters assist you.&lt;br /&gt;
&lt;br /&gt;
In Simulator, the Do 217 J is a good tool for the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4 x 20 mm MG FF/M cannons plus 4 x 7.92 mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bomber. However, the high weight of the Do 217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of maneuverability also strictly limits its targets to similarly heavy aircraft. Finally, it has extremely restricted field of view due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings.&lt;br /&gt;
&lt;br /&gt;
When taking off, you can't use flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (e.g. trees, houses). Upon being airborne, immediately retract gear and take-off flaps when you are beyond 240 km/h.&lt;br /&gt;
&lt;br /&gt;
Getting to a target's altitude takes time and patience given the low climb rate or the Do 217. Ambush around friendly ground targets (e.g. tank columns, artillery positions, convoy routes, etc) or bases (especially half-bombed ones) so there is a better chance of catching enemy bombers or ground-pounders. The Do 217 cannot really perform Boom and Zoom tactics on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. The Do 217 J's sluggish flight performance does not allow much maneuvers when intercepting, thus you cannot utilize tactics such as deflection shooting as the turns bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do 217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 rpg) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4 x 20 mm cannons are very efficient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do 217 J's turn rate allows it to keep up with most bombers should they maneuver to avoid the main guns, however against certain bombers (e.g. SB 2M) the Do 217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading maneuver, allowing you to catch up. If they are out of your view, switch to gunner view to locate them.&lt;br /&gt;
&lt;br /&gt;
If you have to defeat a Do 217 J with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very well. If he tries to dive, follow him also. You can achieve higher speeds and still maneuver better. Here is the important advice: if the Do 217 tries to engage you head-on, fly straight at him, but at 900 m before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't maneuver well. Then follow him and engage him from behind.&lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img2.jpg|thumbnail|left|Front view: Nose armament and engines]]&lt;br /&gt;
&lt;br /&gt;
;Defensive Tactics&lt;br /&gt;
&lt;br /&gt;
Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13 mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
In simulator, if an enemy fighter catches you, do not bother to try turning and get your guns on it. You simply cannot. Instead, keep flying straight to keep your speed up, and use your turrets to ward off the chasing aircraft. The 2 turrets have very good coverage, which may scare off some new simulator pilots.&lt;br /&gt;
&lt;br /&gt;
;Hit and Run&lt;br /&gt;
&lt;br /&gt;
Another tactic you can use is to Hit and Run. This method requires you to plan your attack before engaging a target and relies partially on your team. Being a heavy plane has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.&lt;br /&gt;
&lt;br /&gt;
;Landing&lt;br /&gt;
&lt;br /&gt;
As mentioned before, the Do 217 is a heavy aircraft, making landing slightly tricky. In essence, it is better to approach at a shallower angle and a slightly higher speed. Because due to the sheer weight and drag, the Do 217 will decelerate and sink much quicker than fighters when the throttle is lowered. So, if you approach at the same height and speed as you normally do in a fighter, you will soon realise that you are close to a stall/crash quicker than expected, which may lead to a crash. Thus, you need to approach at a slightly higher speed and a slightly lower height than fighters. As the airstrip fills up the windscreen, drop down to treetop level and sustain speed to at least 250 km/h with landing flaps and gears down. As you come closer to the runway decelerate and descent slowly, keep up your speed to around 220 km/h right before touchdown. Gently put the plane on the ground, as the Do 217's main landing gears are not sturdy enough to withstand a heavy touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 2 x rear gunners, which is sometimes really handy&lt;br /&gt;
* 4 x MG FF/M cannons and 4 x machine guns in the nose, good for bigger targets&lt;br /&gt;
* Ability to mount bombs&lt;br /&gt;
* Faster than most of its bomber opposition&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very poor rate of climb, difficult to get to bombers' altitude&lt;br /&gt;
* Poor stability in turns, sometimes leading to stalling at low speeds&lt;br /&gt;
* Large target&lt;br /&gt;
* Exposed cockpit&lt;br /&gt;
* Slower than most of its fighter opposition&lt;br /&gt;
* Very poor energy retention in turns (thus a poor dogfighting aircraft)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
Dornier Do 217 J-1 twin-engine night fighter&lt;br /&gt;
&lt;br /&gt;
The Do 217J night fighter was based on the Do 217E bomber. It differed from the bomber in that its crew was reduced to three people and its fixed firepower was strengthened. The first prototype, the Do 217J V1, was converted from the Do 217 E-1 and underwent tests in late 1941. They started to deliver the Do 217 J-1 to the Luftwaffe's fighting troops in the spring of 1942.&lt;br /&gt;
&lt;br /&gt;
Just like the Do 217 E-2, this plane was equipped with two BMW 801 ML fourteen-cylinder, air-cooled engines with a takeoff power of 1,580 hp.&lt;br /&gt;
&lt;br /&gt;
The plane's offensive armament consisted of four 20 mm Oerlikon MG FF/M cannons (drum-fed, with 200 rounds each) and four 7.92 mm Rheinmetall-Borsig MG 17 machine guns (with 700 rounds each) located in the forward fuselage.&lt;br /&gt;
&lt;br /&gt;
The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).&lt;br /&gt;
&lt;br /&gt;
Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infrared detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a &amp;quot;night hunter&amp;quot; to strike enemy airfields.&lt;br /&gt;
&lt;br /&gt;
The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.&lt;br /&gt;
&lt;br /&gt;
In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=do_217j_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Do 217 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/436316-do217j-12/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dornier}}&lt;br /&gt;
{{Germany twin-engine fighters}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U169060672&amp;diff=184852</id>
		<title>User:U169060672</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U169060672&amp;diff=184852"/>
				<updated>2024-04-11T04:41:17Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just trying to make the low tier wiki pages a better resource, say hi to me if you see me :)&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U169060672&amp;diff=184851</id>
		<title>User:U169060672</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U169060672&amp;diff=184851"/>
				<updated>2024-04-11T04:40:55Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User:U169060672&amp;diff=184850</id>
		<title>User:U169060672</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User:U169060672&amp;diff=184850"/>
				<updated>2024-04-11T04:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: Created page with &amp;quot;Just trying to make the low tier wiki pages a better resource, say hi to me if you see me :)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just trying to make the low tier wiki pages a better resource, say hi to me if you see me :)&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=184849</id>
		<title>Pz.III E</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Pz.III_E&amp;diff=184849"/>
				<updated>2024-04-11T04:34:39Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Mobility */ Fixed objectively incorrect info about AB (tested in training grounds) and rewrote to read a little better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German medium tank '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = Panzer III (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=germ_pzkpfw_III_ausf_E&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''Panzerkampfwagen III Ausführung E (Panzer III E)''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 141''') is the fifth variant of the [[Pz.III (Family)|Panzerkampfwagen III medium tank family]]. After the first four Panzer III variants were completed, it was discovered there was still a lot of potential for development and adjustment. The Panzer III E was the next variant in line, and it included a number of improvements, including a necessary increase in armour protection. More notably, it finally addressed the fundamental problems with the previous variants' troublesome suspensions by introducing a basic torsion bar suspension design. The most notable legacy of this vehicle was that it established the production standard for all subsequent Panzer III variants. The Germans concentrated on the French 25 mm fast-firing tank gun when determining the necessary armour thickness for the new Panzer III E. They eventually decided that 30 mm of armour was sufficient. At ranges of over 500 mm at 30°, the frontal armour plate proved powerful enough to withstand the 25 mm armour-piercing rounds.&lt;br /&gt;
&lt;br /&gt;
Introduced in the Closed Beta Test for Ground Forces before Update 1.41, the Panzer III E variant is a basic medium tank that looks a lot like the [[Pz.III B|Panzer III B]] variant. It was mounted with the same 37 mm Kampfwagenkanone (KwK) 36 L/46.5 tank gun. However, by increasing the overall armour plate thickness to 20 to 30 mm, this tank's protection is significantly boosted. Despite this, it is nevertheless vulnerable to almost all vehicles in its rank from any angle, with the exception of a few very low-calibre tank guns. Playstyles are comparable to those of the Panzer III B variant.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' --&amp;gt;&lt;br /&gt;
[[File:Pz.III E 2.jpg|thumb|300px|The Pz.III E, distinguished from the B by the more traditional cupola, and the square MG mounting.]]&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
* Cast homogeneous armour (Cupola)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 30 mm || 30 mm || 20 mm || 15 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 35 mm ''Turret front'' &amp;lt;br&amp;gt; 30 mm ''Gun mantlet'' || 30 mm || 30 mm || 10 mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || 30 mm || 30 mm || 30 mm || 8 mm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Panzer III E has improved protection over the [[Pz.III B|Ausf. B]]. The armour values on the hull sides and front are similar, so the Panzer III E is an excellent tank to use the tactic of angling in. With angling, the hull has a chance to bounce some enemy fire. The turret face protection is rather thin, but in some areas the turret armour overlaps which may help to stop some shells. Overall, the Panzer III E is not very survivable, being reliably protected only against .50 calibre ammunition. Additionally, the thin roof armour means that enemy planes may penetrate the top of the tank if they are using .50 calibre guns or cannons.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp= 465|rbMinHp= 265|&amp;lt;!--AoAweight=(optional) --&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} does have improved mobility over the B model, with the top speed being listed as 71 km/h in RB mode, and 79 km/h in AB mode. While for RB this vehicle rarely cruises off-road faster than 45 km/h, it has very impressive mobility in AB, able to sustain speeds from 65 up to 80 km/h even on slightly hilly ground, making this tank hard to pin down in the hands of a skilled driver. In AB, this is a substantial upgrade in mobility over the B model, allowing for a more aggressive flanking play style that can be very rewarding with good map knowledge. Another big positive in both AB and RB is that the {{PAGENAME}} can reverse a lot faster, meaning that if it gets into trouble it can quickly retreat and reposition.&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|KwK36 (37 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Pz.III E is equipped with the 37 mm KwK36, which is a fairly underwhelming weapon performance-wise. It can penetrate most lower rank vehicles at close range, but at further ranges the gun really does start to struggle. It's also fairly inaccurate, which makes aiming for certain weak spots quite difficult. It comes with two available rounds-&lt;br /&gt;
&lt;br /&gt;
* APHE- Max 47 mm penetration- Low penetration but higher damage potential.&lt;br /&gt;
* APCR- Max 86 mm penetration- High penetration but lower damage potential.&lt;br /&gt;
&lt;br /&gt;
It's best to consider taking a mix of both types of ammunition, the APHE has the potential to knock out some enemy tanks, but will be completely ineffective against the more heavily armoured vehicle you'll likely meet when uptiered, for these tanks it's best to use APCR and aim for flat surfaces. The APCR does very little damage internally, so try to aim for crew members if possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[KwK36 (37 mm)|37 mm KwK36]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 131 || rowspan=&amp;quot;2&amp;quot; | -10°/+20° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || 11.4 || 15.8 || 19.2 || 21.2 || 22.6 || rowspan=&amp;quot;2&amp;quot; | 3.77 || rowspan=&amp;quot;2&amp;quot; | 3.33 || rowspan=&amp;quot;2&amp;quot; | 3.07 || rowspan=&amp;quot;2&amp;quot; | 2.90&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 7.1 || 8.4 || 10.2 || 11.3 || 12.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:KwK36 (37 mm)/Ammunition|PzGr, PzGr 40}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.35.0.19''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''131''' || 113&amp;amp;nbsp;''(+18)'' || 75&amp;amp;nbsp;''(+56)'' || 57&amp;amp;nbsp;''(+74)'' || 19&amp;amp;nbsp;''(+112)'' || 0&amp;amp;nbsp;''(+131)'' || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Racks only disappear after all shells in the rack have been fired.&lt;br /&gt;
* Visual discrepancy concerns rack n°5: it is modeled to contain 8 shells but you have to fire 18 shells in order to empty it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==== [[Optics]] ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | {{PAGENAME}} Optics&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Default magnification&lt;br /&gt;
! Maximum magnification&lt;br /&gt;
|-&lt;br /&gt;
! Main Gun optics&lt;br /&gt;
| X1.9 || X3.5&lt;br /&gt;
|-&lt;br /&gt;
! Comparable optics&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ___&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machine guns ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
{{Specs-Tank-Weapon|3}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
{{main|MG34 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
Like its predecessor, the Pz. III E is equipped with two coaxial 7.92 mm MG34 machine guns, as there are two of them these machine guns are quite potent against enemy anti-air trucks, and even against the slower biplane aircraft commonly encountered in lower ranked battles; although their viability against aircraft is questionable due to the slow turret traverse. These guns have no functional viability against armoured vehicles however, and only serve as a last ditch effort to kick up dust, or blind an enemy vehicle by firing at their optics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[MG34 (7.92 mm)|7.92 mm MG34]]&lt;br /&gt;
|-&lt;br /&gt;
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Coaxial || 1,800 (150) || 900 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view but instead 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).'' --&amp;gt;&lt;br /&gt;
The Pz.III E, despite its upgrades, functions almost exactly the same as the previous B model, the armour and mobility are improved, but not to the point where these aspects are reliable, or warrant a change in playstyle to take advantage of them. Because of the slow turret traverse and unimpressive firepower, consider playing the E in a more passive role. You can't comfortably rush around the map using your extra mobility as if you push to the point where enemies could get on your sides, you'll likely be knocked out very quickly. The largest drawbacks the E model has are its armour, turret traverse and firepower. The firepower can't be buffed in any way, but the negative effects of the armour and traverse can be somewhat negated by playing hull down and covering a narrow sight line. The turret armour can't be completely relied on, but it is the most consistent. Additionally, if you take fire into the turret, you'll likely only lose a couple of crew members. In order to increase the effectiveness of the hull armour, you can sharply angle the tank at about 45 degrees, since the side armour is equally as thick as the front armour. That means there is no risk of exposing a weaker flank, and a steeply angled hull can even deflect the 37 mm. cannon shells fired by most tanks of its tier (it will not always deflect them, but your odds increase at longer ranges). The E model has a fairly effective reverse rate, so you can easily retreat from combat, repair and reengage. You also have access to five rear drop smoke grenades to aid this purpose. Another advantage of covering a narrow sight line is that you don't really need to traverse your gun much to be able to fire on enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
If possible, try to remain somewhat sedentary, because the Pz.III E lacks a short stop stabiliser, if you run into an enemy allied tank on the move, they will likely be able to level off their gun and fire at you first, and as the armour of the E is very inconsistent, you will likely be knocked out. If you stay somewhat still and wait in ambush, you should be able to avoid this drawback. The E model works best at mid ranges, at long range the armour is effective but the gun isn't, whereas at close range the gun is effective but the armour isn't - at mid range you have the potential to maximise both. Aim to angle or hide your hull and take a decent mix of APHE and APCR depending on the battle rating you're playing at. The E model isn't the most effective Panzer III, but if played in the right spot it can do a decent job.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Very fast reload&lt;br /&gt;
* Access to APCR&lt;br /&gt;
* Decent overall mobility&lt;br /&gt;
* Immune to heavy machine gun fire&lt;br /&gt;
* Tougher than other reserve tanks if angled&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very slow turret traverse&lt;br /&gt;
* Lacklustre firepower&lt;br /&gt;
* Unimpressive armour protection if not angled&lt;br /&gt;
* No short stabiliser&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
The Pz.Kpfw. III Ausf. E was the first large-scale variant of this tank. The machine had a new torsion suspension design, and its wheels had a much larger diameter. This greatly simplified its manufacture and servicing. The construction of the hull was modified, slightly shortening the front and rear sections. Some design improvements were made to facilitate the crew's ability to evacuate when needed and to improve their field of view. The construction of the Kugelblende 30 machine gun's mantlet saw improvements, as well, and a small container of smoke bombs was affixed to the aft of the tank's hull. The more powerful Maibach HL120TR engine, with 300 horsepower, was installed, along with a mechanical Variorex SRG 328-145 transmission with ten forward gears and four reverse gears. These changes increased the tank's maximum speed and cross-country ability.&lt;br /&gt;
&lt;br /&gt;
During the tank's single year of production, beginning in October 1938, the companies MAN, Daimler-Benz, Henschel, MIAG, Alket, Krupp, FAMO, Wegmann, and MNH produced about 100 specimens.&lt;br /&gt;
&lt;br /&gt;
The Pz.Kpfw. III Ausf. E tank variant participated in every military operation which took place during the first stage of World War II.&lt;br /&gt;
&lt;br /&gt;
This variant became the basis for all subsequent ones.&lt;br /&gt;
&lt;br /&gt;
The tank's first combat experience was successful, and from 1940 to 1941 some of the tanks were outfitted with a 5cm KwK L/42 gun in a new cannon mantlet. Afterwards, the remaining Pz.Kpfw. III Ausf. E tanks were withdrawn from the front lines and converted into Pz.Beo.Wg. artillery spotters or repair and rescue vehicles.&lt;br /&gt;
&lt;br /&gt;
On the whole, the Pz.Kpfw. III Ausf. E tank was reliable and easy to operate and provided a high level of crew comfort.&lt;br /&gt;
&lt;br /&gt;
This tank's main disadvantage was that its armament was relatively weak for a medium tank.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_III_ausf_E Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany medium tanks}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184831</id>
		<title>Do 217 J-1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184831"/>
				<updated>2024-04-09T23:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German heavy fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other variants&lt;br /&gt;
| link = Do 217 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=do_217j_1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.29]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 5,500 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 450 || 434 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.4 || 36.1 || 4.2 || 4.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 486 || 469 || 31.7 || 33.0 || 8.0 || 5.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 381 || 270 || ~6 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 290 || &amp;lt; 360 || &amp;lt; 360 || &amp;gt; 315&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 8.5 mm Steel - Fore-cockpit plate&lt;br /&gt;
* 8.5 mm Steel - Pilot's seat&lt;br /&gt;
* 50 mm Bulletproof Glass&lt;br /&gt;
* 8.5 mm Steel - Dorsal gunner's plate&lt;br /&gt;
* 5 mm Steel - Belly gunner's plate&lt;br /&gt;
* 8.5 mm Steel - Belly gunner's upper plate&lt;br /&gt;
* 5 mm Steel - Rear boom plate&lt;br /&gt;
* 5 mm Steel - Aft plate&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II Offensive 7 mm and Turret 13 mm outclass the alternatives (except Compressor). Compressor, Engine, Wings repair and Engine injection are the desirable first performance upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG FF/M (20 mm)|MG 17 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm MG FF/M cannons, chin-mounted (200 rpg = 800 total)&lt;br /&gt;
* 4 x 7.92 mm MG 17 machine guns, nose-mounted (700 rpg = 2,800 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|SC50JA (50 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 8 x 50 kg SC50JA bombs (400 kg total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG 131 (13 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, ventral turret (500 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this heavy fighter has poor maneuverability, there are still several ways that it can succeed. Here are some of them:&lt;br /&gt;
&lt;br /&gt;
;'''Head-on fighting'''&lt;br /&gt;
;Due to the heavy armament located at the front of the Do 217, it excels at head on fighting. This is best done by targeting a lone fighter and attempting to bait it into a head on as the Do 217 has decent frontal defences and excellent firepower, although fighters with front mounted 37mm cannons should be avoided(like some Yak and Ju models). If the enemy does not engage in the head on, or does not die from the first pass, do not chase, and instead try to build up speed and escape as they turn around to engage you from the rear. The poor maneuverability of the Do 217 makes it extremely difficult to win in dog fighting scenarios, although it is not impossible. If the head on is successful, or if the target is left with critical damage, pick another target ~1-2km away at a similar altitude to repeat the process, as speed conservation is important. It is better to disengage and return in a minute or two than to bleed speed chasing down another kill. It is recommended to have squad mate or wingman to assist in picking off enemies who attempt to flank while the Do 217 focuses on frontal conflicts.    &lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img1.jpg|thumbnail|right|Do 217 showing fuselage and wing structure.]]&lt;br /&gt;
&lt;br /&gt;
;'''Ground attack'''&lt;br /&gt;
;There are 2 ways to do ground attacks, with bombs and without. The problem with using bombs, especially in air AB, is that it slows down an already lumbering plane to the point that it is not worth the small amount of extra damage that one is capable of inflicting, especially as the Do 217 lacks a high altitude bombers sight. Instead, the cannons should be used to gun down lightly armored targets, as the 4 sets of 20mm rounds will rip through them better than many other planes at this BR. Be careful not to go too low to the ground due to the Do 217's poor ability to change direction quickly.&lt;br /&gt;
;In air RB, carrying bombs can sometimes be worth the extra weight, as after a fight goes poorly, the Do 217 can attempt to make it to enemy bomb targets using its good survivability to sometimes get a little bit more value before getting fully shot down.&lt;br /&gt;
&lt;br /&gt;
The 8 x 50 kg bombs are of little use even in simulator battles. They contain little explosive, resulting in a very small blast radius. The Do 217 J also happens to have no bomb sight, which makes dropping those small bombs accurately very challenging with the cockpit view. Therefore, ground pounding should not be the primary objective for the Do 217.&lt;br /&gt;
&lt;br /&gt;
;'''Bomber interception'''&lt;br /&gt;
&lt;br /&gt;
After seeing the armament this plane carries, you might think that hunting bombers will be an easy task. To a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach and your climb rate is also poor. Instead, try to engage the bombers flying at low to medium altitude, usually performing dive runs. They are easy prey, but if they are escorted by fighters, try to take those out first in head-on attacks or have fighters assist you.&lt;br /&gt;
&lt;br /&gt;
In Simulator, the Do 217 J is a good tool for the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4 x 20 mm MG FF/M cannons plus 4 x 7.92 mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bomber. However, the high weight of the Do 217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of maneuverability also strictly limits its targets to similarly heavy aircraft. Finally, it has extremely restricted field of view due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings.&lt;br /&gt;
&lt;br /&gt;
When taking off, you can't use flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (e.g. trees, houses). Upon being airborne, immediately retract gear and take-off flaps when you are beyond 240 km/h.&lt;br /&gt;
&lt;br /&gt;
Getting to a target's altitude takes time and patience given the low climb rate or the Do 217. Ambush around friendly ground targets (e.g. tank columns, artillery positions, convoy routes, etc) or bases (especially half-bombed ones) so there is a better chance of catching enemy bombers or ground-pounders. The Do 217 cannot really perform Boom and Zoom tactics on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. The Do 217 J's sluggish flight performance does not allow much maneuvers when intercepting, thus you cannot utilize tactics such as deflection shooting as the turns bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do 217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 rpg) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4 x 20 mm cannons are very efficient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do 217 J's turn rate allows it to keep up with most bombers should they maneuver to avoid the main guns, however against certain bombers (e.g. SB 2M) the Do 217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading maneuver, allowing you to catch up. If they are out of your view, switch to gunner view to locate them.&lt;br /&gt;
&lt;br /&gt;
If you have to defeat a Do 217 J with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very well. If he tries to dive, follow him also. You can achieve higher speeds and still maneuver better. Here is the important advice: if the Do 217 tries to engage you head-on, fly straight at him, but at 900 m before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't maneuver well. Then follow him and engage him from behind.&lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img2.jpg|thumbnail|left|Front view: Nose armament and engines]]&lt;br /&gt;
&lt;br /&gt;
;Defensive Tactics&lt;br /&gt;
&lt;br /&gt;
Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13 mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
In simulator, if an enemy fighter catches you, do not bother to try turning and get your guns on it. You simply cannot. Instead, keep flying straight to keep your speed up, and use your turrets to ward off the chasing aircraft. The 2 turrets have very good coverage, which may scare off some new simulator pilots.&lt;br /&gt;
&lt;br /&gt;
;Hit and Run&lt;br /&gt;
&lt;br /&gt;
Another tactic you can use is to Hit and Run. This method requires you to plan your attack before engaging a target and relies partially on your team. Being a heavy plane has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.&lt;br /&gt;
&lt;br /&gt;
;Landing&lt;br /&gt;
&lt;br /&gt;
As mentioned before, the Do 217 is a heavy aircraft, making landing slightly tricky. In essence, it is better to approach at a shallower angle and a slightly higher speed. Because due to the sheer weight and drag, the Do 217 will decelerate and sink much quicker than fighters when the throttle is lowered. So, if you approach at the same height and speed as you normally do in a fighter, you will soon realise that you are close to a stall/crash quicker than expected, which may lead to a crash. Thus, you need to approach at a slightly higher speed and a slightly lower height than fighters. As the airstrip fills up the windscreen, drop down to treetop level and sustain speed to at least 250 km/h with landing flaps and gears down. As you come closer to the runway decelerate and descent slowly, keep up your speed to around 220 km/h right before touchdown. Gently put the plane on the ground, as the Do 217's main landing gears are not sturdy enough to withstand a heavy touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 2 x rear gunners, which is sometimes really handy&lt;br /&gt;
* 4 x MG FF/M cannons and 4 x machine guns in the nose, good for bigger targets&lt;br /&gt;
* Ability to mount bombs&lt;br /&gt;
* Faster than most of its bomber opposition&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very poor rate of climb, difficult to get to bombers' altitude&lt;br /&gt;
* Poor stability in turns, sometimes leading to stalling at low speeds&lt;br /&gt;
* Large target&lt;br /&gt;
* Exposed cockpit&lt;br /&gt;
* Slower than most of its fighter opposition&lt;br /&gt;
* Very poor energy retention in turns (thus a poor dogfighting aircraft)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
Dornier Do 217 J-1 twin-engine night fighter&lt;br /&gt;
&lt;br /&gt;
The Do 217J night fighter was based on the Do 217E bomber. It differed from the bomber in that its crew was reduced to three people and its fixed firepower was strengthened. The first prototype, the Do 217J V1, was converted from the Do 217 E-1 and underwent tests in late 1941. They started to deliver the Do 217 J-1 to the Luftwaffe's fighting troops in the spring of 1942.&lt;br /&gt;
&lt;br /&gt;
Just like the Do 217 E-2, this plane was equipped with two BMW 801 ML fourteen-cylinder, air-cooled engines with a takeoff power of 1,580 hp.&lt;br /&gt;
&lt;br /&gt;
The plane's offensive armament consisted of four 20 mm Oerlikon MG FF/M cannons (drum-fed, with 200 rounds each) and four 7.92 mm Rheinmetall-Borsig MG 17 machine guns (with 700 rounds each) located in the forward fuselage.&lt;br /&gt;
&lt;br /&gt;
The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).&lt;br /&gt;
&lt;br /&gt;
Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infrared detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a &amp;quot;night hunter&amp;quot; to strike enemy airfields.&lt;br /&gt;
&lt;br /&gt;
The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.&lt;br /&gt;
&lt;br /&gt;
In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=do_217j_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Do 217 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/436316-do217j-12/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dornier}}&lt;br /&gt;
{{Germany twin-engine fighters}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184830</id>
		<title>Do 217 J-1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Do_217_J-1&amp;diff=184830"/>
				<updated>2024-04-09T23:09:16Z</updated>
		
		<summary type="html">&lt;p&gt;U169060672: /* Usage in battles */ heavily revised first 2 parts of battle usage, lots of grammar fixes throughout battle usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = German heavy fighter '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other variants&lt;br /&gt;
| link = Do 217 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=do_217j_1&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German twin-engine fighter {{Battle-rating}}. It was introduced in [[Update 1.29]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Flight performance ===&lt;br /&gt;
{{Specs-Avia-Flight}}&lt;br /&gt;
&amp;lt;!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Characteristics&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Speed&amp;lt;br&amp;gt;(km/h at 5,500 m)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Max altitude&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Turn time&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rate of climb&amp;lt;br&amp;gt;(metres/second)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Take-off run&amp;lt;br&amp;gt;(metres)&lt;br /&gt;
|-&lt;br /&gt;
! AB !! RB !! AB !! RB !! AB !! RB&lt;br /&gt;
|-&lt;br /&gt;
! Stock&lt;br /&gt;
| 450 || 434 || rowspan=&amp;quot;2&amp;quot; | {{Specs|ceiling}} || 34.4 || 36.1 || 4.2 || 4.0 || rowspan=&amp;quot;2&amp;quot; | 750&lt;br /&gt;
|-&lt;br /&gt;
! Upgraded&lt;br /&gt;
| 486 || 469 || 31.7 || 33.0 || 8.0 || 5.9&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Features&lt;br /&gt;
|-&lt;br /&gt;
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear&lt;br /&gt;
|-&lt;br /&gt;
| X || ✓ || ✓ || X || X     &amp;lt;!-- ✓ --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Limits&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Wings (km/h)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gear (km/h)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Flaps (km/h)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Max Static G&lt;br /&gt;
|-&lt;br /&gt;
! Combat !! Take-off !! Landing !! + !! -&lt;br /&gt;
|-&lt;br /&gt;
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 381 || 270 || ~6 || ~5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Optimal velocities (km/h)&lt;br /&gt;
|-&lt;br /&gt;
! Ailerons !! Rudder !! Elevators !! Radiator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 290 || &amp;lt; 360 || &amp;lt; 360 || &amp;gt; 315&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Avia-Armour}}&lt;br /&gt;
&amp;lt;!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 8.5 mm Steel - Fore-cockpit plate&lt;br /&gt;
* 8.5 mm Steel - Pilot's seat&lt;br /&gt;
* 50 mm Bulletproof Glass&lt;br /&gt;
* 8.5 mm Steel - Dorsal gunner's plate&lt;br /&gt;
* 5 mm Steel - Belly gunner's plate&lt;br /&gt;
* 8.5 mm Steel - Belly gunner's upper plate&lt;br /&gt;
* 5 mm Steel - Rear boom plate&lt;br /&gt;
* 5 mm Steel - Aft plate&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
New 20 mm belts are a good start for this machine. The extra punch of the air-belts is useful. Otherwise, there is not a lot worthwhile to go for weapons wise. Long burst are not needed, turrets are not a game changer and the 7.92 mm's aren't the meat of this plane. However for unlocks in tier I/II Offensive 7 mm and Turret 13 mm outclass the alternatives (except Compressor). Compressor, Engine, Wings repair and Engine injection are the desirable first performance upgrades.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Avia-Armaments}}&lt;br /&gt;
=== Offensive armament ===&lt;br /&gt;
{{Specs-Avia-Offensive}}&lt;br /&gt;
&amp;lt;!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG FF/M (20 mm)|MG 17 (7.92 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is armed with:&lt;br /&gt;
&lt;br /&gt;
* 4 x 20 mm MG FF/M cannons, chin-mounted (200 rpg = 800 total)&lt;br /&gt;
* 4 x 7.92 mm MG 17 machine guns, nose-mounted (700 rpg = 2,800 total)&lt;br /&gt;
&lt;br /&gt;
=== Suspended armament ===&lt;br /&gt;
{{Specs-Avia-Suspended}}&lt;br /&gt;
&amp;lt;!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|SC50JA (50 kg)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:&lt;br /&gt;
&lt;br /&gt;
* Without load&lt;br /&gt;
* 8 x 50 kg SC50JA bombs (400 kg total)&lt;br /&gt;
&lt;br /&gt;
=== Defensive armament ===&lt;br /&gt;
{{Specs-Avia-Defensive}}&lt;br /&gt;
&amp;lt;!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|MG 131 (13 mm)}}&lt;br /&gt;
&lt;br /&gt;
The '''''{{PAGENAME}}''''' is defended by:&lt;br /&gt;
&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, dorsal turret (500 rpg)&lt;br /&gt;
* 1 x 13 mm MG 131 machine gun, ventral turret (500 rpg)&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While this heavy fighter has poor maneuverability, there are still several ways that it can succeed. Here are some of them:&lt;br /&gt;
&lt;br /&gt;
;Head-on fighting&lt;br /&gt;
;Due to the heavy armament located at the front of the Do 217, it excels at head on fighting. This is best done by targeting a lone fighter and attempting to bait it into a head on as the Do 217 has decent frontal defences and excellent firepower, although fighters with front mounted 37mm cannons should be avoided(like some Yak and Ju models). If the enemy does not engage in the head on, or does not die from the first pass, do not chase, and instead try to build up speed and escape as they turn around to engage you from the rear. The poor maneuverability of the Do 217 makes it extremely difficult to win in dog fighting scenarios, although it is not impossible. If the head on is successful, or if the target is left with critical damage, pick another target ~1-2km away at a similar altitude to repeat the process, as speed conservation is important. It is better to disengage and return in a minute or two than to bleed speed chasing down another kill. It is recommended to have squad mate or wingman to assist in picking off enemies who attempt to flank while the Do 217 focuses on frontal conflicts.    &lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img1.jpg|thumbnail|right|Do 217 showing fuselage and wing structure.]]&lt;br /&gt;
&lt;br /&gt;
;Ground attack&lt;br /&gt;
;There are 2 ways to do ground attacks, with bombs and without. The problem with using bombs, especially in air AB, is that it slows down an already lumbering plane to the point that it is not worth the small amount of extra damage that one is capable of inflicting, especially as the Do 217 lacks a high altitude bombers sight. Instead, the cannons should be used to gun down lightly armored targets, as the 4 sets of 20mm rounds will rip through them better than many other planes at this BR. Be careful not to go too low to the ground due to the Do 217's poor ability to change direction quickly.&lt;br /&gt;
;In air RB, carrying bombs can sometimes be worth the extra weight, as after a fight goes poorly, the Do 217 can attempt to make it to enemy bomb targets using its good survivability to sometimes get a little bit more value before getting fully shot down.&lt;br /&gt;
&lt;br /&gt;
The 8 x 50 kg bombs are of little use even in simulator battles. They contain little explosive, resulting in a very small blast radius. The Do 217 J also happens to have no bomb sight, which makes dropping those small bombs accurately very challenging with the cockpit view. Therefore, ground pounding should not be the primary objective for the Do 217.&lt;br /&gt;
&lt;br /&gt;
;Bomber interception&lt;br /&gt;
&lt;br /&gt;
After seeing the armament this plane carries, you might think that hunting bombers will be an easy task. To a certain degree, yes. The main flaw in this tactic that bombers are usually flying at altitudes you can't reach and your climb rate is also poor. Instead, try to engage the bombers flying at low to medium altitude, usually performing dive runs. They are easy prey, but if they are escorted by fighters, try to take those out first in head-on attacks or have fighters assist you.&lt;br /&gt;
&lt;br /&gt;
In Simulator, the Do 217 J is a good tool for the bomber-hunting playstyle. Its large size allows it to carry a heavy-punching armaments of 4 x 20 mm MG FF/M cannons plus 4 x 7.92 mm MG17 machine guns in the nose, with each holding plenty of ammunition. This firepower at its BR is something that cannot be ignored by any bomber. However, the high weight of the Do 217 means that it has very slow acceleration and climb rate, which can make it hard to catch up to a target sometimes. Its lack of maneuverability also strictly limits its targets to similarly heavy aircraft. Finally, it has extremely restricted field of view due to the thick canopy frames and no glass towards the back at all. You even may need to use the gunner view like a bomber just to be aware of your surroundings.&lt;br /&gt;
&lt;br /&gt;
When taking off, you can't use flaps at all while you accelerate on the runway. This is quite a heavy plane, so you need to gather more speed before lifting off (flaps do generate lift but also decrease speed), and you will use more of the runway than other planes. Do not forget to counter the shift to the left by kicking the rudder to the right. Deploy takeoff flaps when you are above 200 km/h, and pull the stick back. This process can be harsher if there are obstacles at the end of the runway (e.g. trees, houses). Upon being airborne, immediately retract gear and take-off flaps when you are beyond 240 km/h.&lt;br /&gt;
&lt;br /&gt;
Getting to a target's altitude takes time and patience given the low climb rate or the Do 217. Ambush around friendly ground targets (e.g. tank columns, artillery positions, convoy routes, etc) or bases (especially half-bombed ones) so there is a better chance of catching enemy bombers or ground-pounders. The Do 217 cannot really perform Boom and Zoom tactics on a bomber since it is hard to quickly climb higher than them after spotting them, therefore you will usually engage the target aircraft at a similar altitude. Track the target aircraft with lead pursuit to close in faster. The Do 217 J's sluggish flight performance does not allow much maneuvers when intercepting, thus you cannot utilize tactics such as deflection shooting as the turns bleed too much speed. It is best to just sit behind a bomber and carefully shoot at it, although this is not beneficial for the player to develop and practice the said tactics for later aircraft. Bombers at similar BR have weak defensive armaments which do little damage to the rugged Do 217 J. Open fire once the target's wingtips are about to fill up the aiming reticle completely. The big ammo pool for the cannons (200 rpg) allows some spray-and-pray, but it is still better to fire with 1-3 second bursts. The 4 x 20 mm cannons are very efficient at tearing off flaps, cracking open cooling systems and damaging engines, and common bombers around this tier will not survive long. The Do 217 J's turn rate allows it to keep up with most bombers should they maneuver to avoid the main guns, however against certain bombers (e.g. SB 2M) the Do 217 will get out-turned. These bombers, however, will also bleed speed and energy in a tight evading maneuver, allowing you to catch up. If they are out of your view, switch to gunner view to locate them.&lt;br /&gt;
&lt;br /&gt;
If you have to defeat a Do 217 J with a good fighter, engage it from the side. That will make him turn, in which case he will slow down, making him easy to destroy. If he tries to escape upwards, follow him. He can't climb very well. If he tries to dive, follow him also. You can achieve higher speeds and still maneuver better. Here is the important advice: if the Do 217 tries to engage you head-on, fly straight at him, but at 900 m before him, break into a turn of about 45 degrees left or right. He will try to turn, but he can't maneuver well. Then follow him and engage him from behind.&lt;br /&gt;
&lt;br /&gt;
[[File:FighterImage_Do217j1img2.jpg|thumbnail|left|Front view: Nose armament and engines]]&lt;br /&gt;
&lt;br /&gt;
;Defensive Tactics&lt;br /&gt;
&lt;br /&gt;
Despite the heavy frontal firepower, you may find yourself in a position where you cannot use it. Fast nimble fighters will be hard to target, especially if they know that you are coming. Fortunately, you have two hard-hitting 13 mm machine guns to the rear with relatively good coverage. These can be used very effectively, particularly as many opponents will underestimate your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
In simulator, if an enemy fighter catches you, do not bother to try turning and get your guns on it. You simply cannot. Instead, keep flying straight to keep your speed up, and use your turrets to ward off the chasing aircraft. The 2 turrets have very good coverage, which may scare off some new simulator pilots.&lt;br /&gt;
&lt;br /&gt;
;Hit and Run&lt;br /&gt;
&lt;br /&gt;
Another tactic you can use is to Hit and Run. This method requires you to plan your attack before engaging a target and relies partially on your team. Being a heavy plane has its ups and downs. On the downside, it turns like a brick and on the bright side, it hits like a brick. If you plan your intercept so that it finishes near your teammates, you should be safe. In order to do so, you might have to flank the enemy. Another way to pull a hit and run is to try to engage as many fighters as you can in head-ons, and then to return to base and rely on the gunner's aim to protect the plane.&lt;br /&gt;
&lt;br /&gt;
;Landing&lt;br /&gt;
&lt;br /&gt;
As mentioned before, the Do 217 is a heavy aircraft, making landing slightly tricky. In essence, it is better to approach at a shallower angle and a slightly higher speed. Because due to the sheer weight and drag, the Do 217 will decelerate and sink much quicker than fighters when the throttle is lowered. So, if you approach at the same height and speed as you normally do in a fighter, you will soon realise that you are close to a stall/crash quicker than expected, which may lead to a crash. Thus, you need to approach at a slightly higher speed and a slightly lower height than fighters. As the airstrip fills up the windscreen, drop down to treetop level and sustain speed to at least 250 km/h with landing flaps and gears down. As you come closer to the runway decelerate and descent slowly, keep up your speed to around 220 km/h right before touchdown. Gently put the plane on the ground, as the Do 217's main landing gears are not sturdy enough to withstand a heavy touchdown.&lt;br /&gt;
&lt;br /&gt;
=== Manual Engine Control ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | MEC elements&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Mixer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pitch&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Radiator&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Supercharger&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Turbocharger&lt;br /&gt;
|-&lt;br /&gt;
! Oil !! Water !! Type&lt;br /&gt;
|-&lt;br /&gt;
| Not controllable || Controllable&amp;lt;br&amp;gt;Not auto controlled || Not controllable&amp;lt;br&amp;gt;Not auto controlled || Controllable&amp;lt;br&amp;gt;Not auto controlled || Combined || Not controllable&amp;lt;br&amp;gt;2 gears || Not controllable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 2 x rear gunners, which is sometimes really handy&lt;br /&gt;
* 4 x MG FF/M cannons and 4 x machine guns in the nose, good for bigger targets&lt;br /&gt;
* Ability to mount bombs&lt;br /&gt;
* Faster than most of its bomber opposition&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Very poor rate of climb, difficult to get to bombers' altitude&lt;br /&gt;
* Poor stability in turns, sometimes leading to stalling at low speeds&lt;br /&gt;
* Large target&lt;br /&gt;
* Exposed cockpit&lt;br /&gt;
* Slower than most of its fighter opposition&lt;br /&gt;
* Very poor energy retention in turns (thus a poor dogfighting aircraft)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{break}}&lt;br /&gt;
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}&lt;br /&gt;
{{Navigation-First-Simple-Line}}&lt;br /&gt;
Dornier Do 217 J-1 twin-engine night fighter&lt;br /&gt;
&lt;br /&gt;
The Do 217J night fighter was based on the Do 217E bomber. It differed from the bomber in that its crew was reduced to three people and its fixed firepower was strengthened. The first prototype, the Do 217J V1, was converted from the Do 217 E-1 and underwent tests in late 1941. They started to deliver the Do 217 J-1 to the Luftwaffe's fighting troops in the spring of 1942.&lt;br /&gt;
&lt;br /&gt;
Just like the Do 217 E-2, this plane was equipped with two BMW 801 ML fourteen-cylinder, air-cooled engines with a takeoff power of 1,580 hp.&lt;br /&gt;
&lt;br /&gt;
The plane's offensive armament consisted of four 20 mm Oerlikon MG FF/M cannons (drum-fed, with 200 rounds each) and four 7.92 mm Rheinmetall-Borsig MG 17 machine guns (with 700 rounds each) located in the forward fuselage.&lt;br /&gt;
&lt;br /&gt;
The defensive armament included two 13 mm Rheinmetall-Borsig MG 131 machine guns. One of them was installed in an upper DL 131/1A electric turret (500 rounds of ammo), and the second one was located in a lower WL 131/1 turret (1,000 rounds of ammo).&lt;br /&gt;
&lt;br /&gt;
Production Do 217 J-1s had no radar and were equipped only with Spanner-Anlage infrared detection systems. There was an extra 1,160-litre fuel tank in the forward bomb bay, and the rear bay could hold eight 50 kg aerial bombs in suspension, if the aircraft was to be used as a &amp;quot;night hunter&amp;quot; to strike enemy airfields.&lt;br /&gt;
&lt;br /&gt;
The Do 217 J-1 was the heaviest night fighter in the Luftwaffe's arsenal. In this capacity, the aircraft had only modest speed (even lower than the Do 217E that it had been based on) and manoeuvrability. Its high landing speed ruled out multiple airfields as options for the plane's base. A combined total of 130 Do 217 J-1 variant aircraft were built. Some of them were subsequently converted to the Do 217 J-2 when a radar station was installed.&lt;br /&gt;
&lt;br /&gt;
In addition to the Luftwaffe, Do 217 J-1s were also operated in Italy. A total of 12 Do 217 J-1 night fighters were received by the Regia Aeronautica in early 1943 to enter service with 235a Squadriglia, 60° Gruppo. The crews of these Italian night fighters never achieved any noteworthy successes. They chalked up only one air victory when they brought down a British Lancaster bomber on the night of July 16, 1943.&lt;br /&gt;
{{Navigation-End}}&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=do_217j_1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the aircraft;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[Do 217 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.warthunder.com/index.php?/topic/436316-do217j-12/ Official data sheet - more details about the performance]&lt;br /&gt;
&lt;br /&gt;
{{AirManufacturer Dornier}}&lt;br /&gt;
{{Germany twin-engine fighters}}&lt;/div&gt;</summary>
		<author><name>U169060672</name></author>	</entry>

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