Medium vehicle effective against vehicles and structures. Can reliably penetrate the front of most medium tanks. Has higher frontal armor than medium tanks, but the front must face targets to fire.
Note: This refers to the Wehrmacht unit. For the DAK version, see here:
Not to be confused with the StuG D variants, which is available to both Wehrmacht (
The StuG III G Assault Gun (often abbreviated as Stug G) is a Wehrmacht medium tank unit. In skirmishes it is available from the
Other than their weapons, both StuG variants are identical. Unlike the D variant, the Stug G's weapon behaves like most tank cannons do, in that it is a direct fire weapon. This weapon is specialized for anti-tank duties, with good damage and penetration that is reliable against most armour, but is not effective against infantry. Compared to the
Like all StuG tanks, it has a fixed gun that only faces forward, and thus the entire tank must face its target in order to fire. This leaves it very vulnerable to flanking as even an approach from a small angle off of the front will mean the StuG cannot fire, and must take time to rotate in order to do so. As such, StuG tanks, similar to heavy weapon teams, are best utilized with support or with additional numbers to cover this weakness.
As with all StuG tanks, they feature excellent health and armour values for their low cost, making them effective damage soakers. This makes the StuG tank a great low cost shield for advancing armies, as their frontal armour can take the brunt of many direct attacks in order to protect other units.
The Wehrmacht version of the StuG G notably has the Hull Down ability over the DAK version by default. As usual with DAK vehicles, the DAK version is capable of gaining more utility and power through additional
At veterancy level 1 it gains the active 'channeling' ability Point Blank Shot, which orders it to move close to the target and fire away with greatly increased accuracy and rate of fire, to the point where it becomes effective against even infantry units.
1500 XP
4500 XP
9000 XP
Point Blank Blast: Active channeling ability gained upon reaching veterancy level 1. Orders the StuG to move into close range and begin attacking the target enemy target. Once the attacks begin, for the duration of 16 seconds the StuG has massively improved accuracy and rate of fire, to the point of making it effective against even infantry units. However, if it is given any new orders such as moving, the ability will cancel prematurely and go on a 60 second cooldown. Overall a risky and hard-to-use ability, it can be handy for clearing out infantry that are not a threat to the StuG as the repeated, highly accurate blasts will easily wipe out a squad if the opponent does not react. On the other hand, as it is a channeling ability it is risky to simply leave the tank at close range standing still, and so one must be prepared to move when counter measures are deployed.
50
30
50
25
30
Note: Camouflage Netting and Side Skirts (Munitions upgrade) are not available in skirmishes.
MG 42 Machine Gun: Upgrade that grants the StuG a fixed forward facing machine gun. Increases anti-infantry firepower.
This unit can benefit from the following perks/upgrades:
Panzergrenadier Officer Quarters: Promotes all units from the Panzergrenadier Kompanie to Veterancy 1 and increases their veterancy earn rate by 25%.
Side Skirts: Grants increased health and side armour values to various tank units.
Spotting Scopes: Makes an upgrade available to various vehicle units. Increases the vision range of the unit by +10 when stationary.
25
25
120
35
60
Note: Self-Repair and is not available in skirmishes.
Hull Down: Active toggle ability. Can only be used when out of combat. When toggled on, the unit will begin 'channeling' a digging animation that cannot be cancelled, for 10 seconds. After digging in is complete, the unit will visually appear to have sandbags around it. The unit will gain -25% damage reduction, +5 range, +5 vision, and +30% rate of fire, at the cost of disabled movement and rotation. Toggling off is instantaneous. Has no cooldown, though remember that toggling it on requires the unit to be out of combat. Overall Hull Down allows for impressive defensive capabilities, though it does require setting up ahead of time to make use of it especially due to the lengthy dig-in time. For StuGs in particular, the inability to move or rotate can be very disadvantageous so one must be careful where they use this ability.
Smoke Canisters: Active ability. Requires the Raid Package perk from Mechanized Battlegroup. Drops a smoke cloud immediately in front of the vehicle, obscuring line of sight. Useful especially in defensive situations in order to escape fire from enemy units.
75mm-stug-iii-ger | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.1 | 0.05 | 0.04 |
Range | 0 | 20 | 40 |
Penetration | 250 | 180 | 160 |
Grenade-vehicle-crew-ger | Near | Mid | Far |
---|---|---|---|
Accuracy | 1 | 1 | 1 |
Range | 0 | 10 | 20 |
Penetration | 25 | 25 | 25 |
Tank-smoke-ak | Near | Mid | Far |
---|---|---|---|
Range | 0 | 27.5 | 55 |
Penetration | 35 | 35 | 35 |
1.6 'Coral Viper' April 2 2024
The StuG III is having its reload speed and penetration improved, allowing the StuG to better combat all vehicle types. We want the StuG to be a cost-effective brawler that can challenge units above its weight class in frontal engagements. We have slightly lowered its anti-infantry performance to correct a value error and further cement its role as an anti-vehicle unit.
Reload speed decreased from 3.5/4 to 3/3.5
Long-range penetration increased from 140 to 160
Area of effect damage corrected from 0.1/0.1375/0.07 to 0.1/0.08/0.05
Area of effect model damage limit decreased from 3 to 2