Hafthohlladung "Panzerknacker" magnetic AT mine

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.


Should the Hafthohlladung ‘Panzerknacker’ be added?
  • Yes
  • No
0 voters
12 Likes

Other similar grenades need to be added.

9 Likes

Yeah, ever since they nerfed tnt regular infantry losts its ability to deal with tanks reliably.

These magnetic mines, AT grenades etc could go into the grenade slots - especially since many of those mines were present in the war quite early on…

3 Likes

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.

There are plenty of AT weapons that could be added
detpacks should be removed from the game, as they look and act too comical

Allies:
br 1-2 AT gun = 37mm AT gun m3
Br 3 AT gun = 76 AT gun m1
Br 4-5 17 pdr or 90mm anti tank gun

Grenades: Gammon bomb, hawkins grenade no 75, Anti-Tank No. 74

USSR:
br 1 AT gun = 45mm 20k
br 2 AT gun = 57 mm zis 2
br 3 AT gun = 76mm zis 3
br 4 AT gun = 85 mm 52K
br 5 AT gun = 100 mm bs-3

mines: TM33, TM39
grenades: RPG-43, RPG-6

Germany:

br 1 AT gun = 37 mm pak36
br 2 AT gun = 50 mm pak 38
br 3 AT gun = 88 mm flak 36
br 4 AT gun = 88 mm pak 43
br 5 AT gun = 128 mm pak 44

Grenades: Hafthohlladung, gebalte ladung
Br 2 bazook equivalent: faustpatrone

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

just off the top of my head

1 Like

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.

1 Like

Sry talking about the det pack nerf 3 years ago.

Det packs used to be basically guaranteed one hit kills vs tanks before the introduction of TNT charges.

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.

1 Like

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

I mean we have one, the soviet AG squad.

So its in the realm of possibility, and I do agree, if we could get a Flak36 squad, I would gladly grind for it and then treasure it.

However for a base TT engineer or AT squad, they should just get the Pak40 for BR3.

Say that three times fast.

2 Likes

Would it be a grenade, mine, or primary

1 Like

There you go :wink:

1 Like

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.

Someone else tried to make this suggestion. I am so against having 88 flaks in br3. They would completely dominate the field

Put tnt from the mine slot (not the explosive pack grenade) on the roof of turret. It’s an insta kill everytime

we literally have a flak 36 VEHICLE form at br3

why is this needed?

like tanks are already very easy to kill …