Monday, 3 June 2013

Weak Spots and Hit Zones

All of you have already read the great deal of penetration tests I have posted. However, what practical use do they have? Getting a copy of those tests to every soldier is just not possible (especially since all of those were classified), and it's not like they will remember them anyway. The solution is in the form of easily printable and distributable diagrams. These often also include characteristics of the tank itself.

This diagram is from the Partisan's Companion. Since the PzI was hopelessly obsolete, the only thing it could fight were partisans without anti-tank weapons. The diagram instructs the reader to throw grenades at the roof and tracks, throw incendiary bottles on the engine deck and shoot at the gun and observation ports.

The PzII gets similar treatment. The reader is instructed to damage the gun, tracks, and gas tanks. 

The PzIII is next. The crosshair with 3 circles indicates where to throw incendiary bottles (at the engine deck and observation ports). The crosshair with one circle and a shell indicates where to hit with guns, AT rifles, grenades (side, turret, gas tank, gun, machine gun port, tracks). It also lists how far you can shoot from.
  1. 45 mm gun: 200 meters.
  2. 57 mm and 76 mm guns: all effective combat distances.
  3. AT rifle: 150-200 meters.
  4. Large caliber machine gun: all effective combat distances when aiming at the sides and rear.
  5. Incendiary bottles at 15-20 meters.
  6. AT grenades from 15-20 meters.

PzIV. Gun, engine deck, and gas tanks are indicated. This time, there are no penetration ranges given. 

"Weak points of a German tank with a 75 mm gun". The picture clearly shows a StuG. The format of the diagram and all of the data is the same as the PzIII. The only difference is "destroy the enemy crew with a large caliber machine gun" pointed at the rear of the crew compartment. 

Now we get to the more detailed series. The small bullets represent AT rifles. The large pipe-like shell represents AP and HE from all guns. Red shells with white insides represent AP-HE shells, while completely red shells represent AP. The number on the shell indicates the caliber. The APCR shaped shell indicates APCR from the 45 mm gun.

The image tells you to fire at the front with the 85 mm gun from 1000 meters. The 57 mm gun can take the Panther from 500 meters frontally, 1000 meters from the side, or 1500 meters at the side of the turret. APCR from the 45 mm gun can be fired at the side from 500 meters. The rear of the turret can be shot with the 76 mm gun from 1000 meters. Any shells should be fired at the cupola, the gun, the tracks, the wheels, and the front of the turret. Additionally, grenades should be thrown at any flat surface and hatches. 

Sadly, I don't have a very detailed diagram for a Tiger. This one is very basic. The straight arrow represents all weapons. The curved arrow represents incendiary bottles. The grenade icon represents AT grenades. The  shell icon represents guns of all calibers. The diagram is pretty straight forward. Shoot the gun, machine gun port, tracks, commander's cupola, gas tanks (indicated by the dotted line). 

This image basically says the same thing as above. Throw grenades at the side of the tank, throw incendiary bottles at the back. The title bravely states "If your aim is precise, the enemy tank will not remain intact!" (this rhymes in Russian).  

It's the Ferdinand's turn. The red APCR shell is 45 mm, the black APCR shell is 76 mm. A large AP shell has its caliber written on it. A large tube-like shell is AP and HE of any caliber. A red tube-like shell is HE from any caliber.

The diagram instructs you to shoot 85 mm shells from the side and rear at 1000 meters. Shoot the undertrack hull with 45 mm APCR at 500 meters. Shoot the gun with 45 mm AP or APCR. Shoot the sides with 76 mm APCR and AP at 300 meters. Shoot the sides with 57 mm shells at 500 meters, or the rear at 1000 meters. Shoot any caliber AP or HE at the tracks, or HE from any caliber at the front. Throw grenades and incendiary bottles at the engine grille and hatches. Looks like nobody the creators of this chart about 152 or 122 mm guns.

Another Ferdinand guide shows the location of the crew, engine, ammo rack, and electric motor. 

Last but not least, if you run into a Rheinmetall Neubaufahrzeug, here's how to take it out! From 0-10 meters, the tank crew cannot see you. From 10-35 meters, throw various kinds of grenades. From 35-40 meters, use portable flamethrowers. At 40-60 meters, use rifle grenades. Use armour piercing bullets from 60-80 meters (rifle) or 80-100 meters (machine gun). From 100-150 meters, use an AT rifle. From 150-200 meters, use a large caliber machine gun. 

1 comment:

  1. Alternative method of combating fascist box tank "NbFz": point at it and laugh heartily.