The Hafthohlladung “panzerknacker” was a widely used magnetic mine used by Germany during the war, first emerging in November 1942 and being mostly phased out in 1944 in favor of the panzerfaust, but still being used after due to large numbers already existing. It saw much use, especially on the eastern front against T34s and other “heavy” russian tanks.
So what exactly is the Panzerknacker?
This mine is a half-bottle shaped HEAT shaped charge with strong magnets to attach itself to tanks or any other metal surface.It has a 7 second fuze that lets you get away from the tank, unlike the Japanese Ni05 mine on a stick we have in game.It can penetrate 140mms of armour, compared to the 180 of the Ni05. It weights 7.7 pounds (3.5 kgs). The mine itself had 2 main variants, although they were very similar , the H3 and H3.5. The H3.5 was the more common and well known version of the mine, so this will probably be the version that gets added, if it does (and the 2 variants were quite similar anyways). The fuse was started by pulling the igniter on the base of the handle, starting the fuze.
Implementation in game
In game, it would preform similarly to the Ni05, just bit nerfed since it has 40mm less penetration and you can’t charge with it, but overall would still good and has less chance of harming the user. Since the weight was fairly low, it potentially could be thrown a short distance after priming the fuze, maybe around 5-6 feet max (1.5-1.8 meters), but there’s no real set value. It would be placed in the mine slot, similar to how the Ni05 is.
Only if U.S. and russia get something specific to their nation with a similar AT function. Like satchel charges for the u.s. to better deal with tanks. In real life, the charges weight was changed to match the tank, so in game it should be an insta kill no matter what since the soldiers would just make the charge bigger for heavier tanks.
all factions can also get Engineer exclusive big sapper charges like in red orchestra/post scriptum (3kg sapper charge for germany etc) that would just cause big boom
TNT was nerfed? When? I dont remember it, not to mention I literally have no issues using it to kill anything except the KV-1 which has weird somewhat buggy armour.
No need for that, the 75mm Pak40 is more than enough for BR3.
I mean, could be a funny event/prem squad in the future, like how the soviets got that automatic GL.
But otherwise the Pak43 is more than enough for BR5, the Pak44 would only be needed if we saw the addition of a BR6 with the likes of the IS-3, Maus, etc, all the fantasy land shit can go there too.
Yeah that would be a fun one, especially if they updated the maps, especially with bunkers to make them destructible if using said sapper charges, or the 150mm+ guns that exist.
ahhh makes sense, yeah, though tbf, I still have very little issues killing with the explosive pack, I find the most effective way is to trow it at the tracks and then tends to get them, 99% of the time, if not it will detrack them and make a follow up one on the engine deck do the trick.
tbh we’d probably never see squads with unique buildings at this point, i’d play a 20k point event for 10 steps only to get a br3 flak36 that rotates 360 degrees, iconic gun imo
Whether it’s a grenade slot or a landmine slot doesn’t matter. The problem is that when facing the KV-1 in BR2, neither TNT nor dynamite are particularly effective. This equipment is also necessary as one reason not to become a deserter in BR2 Germany.