Kpz. Pr.68 (P)

Kpz.Pr.68 (P) is a tier 8 German medium tank. It has high alpha with good DPM, combined with a strong turret and good gun depression. It has a weak hull with limited top speed, but good general mobility.

  1. Armour
  2. Playing against a Kpz. Pr.68 (P)
  3. Gun
  4. Mobility (default)
  5. Mobility (using improved suspension)
  6. Equipment, provisions, & consumables
  7. Gameplay advice
  8. Tank gameplay:
  9. Overall
  10. Is it worth getting?
  11. Most recently sold for:
  12. Camo cost:

Armour

(The Kpz Pr.68 (P) in the images is using Improved Assembly)

Drag slider right -> to view 205mm AP
Drag slider <- left to view 258mm APCR

When flat and facing head-on:
Upper plate 150-220mm
Lower plate 74mm (100mm with the spaced armour)
Lower-lower plate 250mm auto-ricochet
Gun mantlet 235-445mm
Turret cheeks mostly 280-600mm+ (weakest point 212mm)

Note: The upper plate and part of the lower plate are covered with a shovel blade, which counts as spaced armour.

vs 265mm APCR
Using -7 gun depression:

Upper plate 215mm
Turret 265-500mm+

Side armour:
The Kpz. Pr.68 has 40mm base side armour, covered by a 5mm spaced plate. This 5mm spaced plate means it cannot sidescrape or angle at all against enemies, as it causes a huge amount of normalization for AP and APCR type shells (this is due to double-overmatch mechanics).

This 5mm plate does give the tank great protection against HE and HESH rounds, which are often baited into shooting the weak and flat sides of this tank.

Armour vs tier 7 tanks:
Against tier 7 enemies, the lower plate is weak. The upper plate may get some bounces when angled or against lower penetration level enemies, but its still best to not rely on the hull armour.

The turret is strong to all enemies and even most premium ammo, only the highest penetration enemies have a chance to penetrate it.

Armour vs tier 8 tanks:
Against tier 8 enemies, the hull is weak, and will be easily penetrated.

The turret is strong, and enemies will need to load premium ammo to penetrate it. The turret weakpoints are fairly small, with only the gun mantlet’s lower half, and the cheeks directly left and right of the mantlet being penetrable to 240-280mm premium ammo.

When using gun depression, the turret cheek weakpoints are removed, and only the mantlet is a weakpoint.

Armour vs tier 9 tanks:
Against tier 9s the hull is very weak and will not bounce anything. The turret is strong but more enemies can penetrate its weakpoints with standard ammo (mainly heavies, which have 240-260mm AP penetration).

Most enemies can penetrate the turret weakpoints using premium ammo, as tier 9 tanks have much higher premium penetration than tier 8s.

Shovel blade:
When using gun depression, if enemies can see the shovel blade, then its a weakpoint.

The 20mm spaced armour causes a double-overmatch, resulting in the hull armour behind the shovel to be much weaker.

Shooting the shovel blade in such a scenario results in a penetration.

Even though the turret is impenetrable, and the shovel shows up as red, enemies can hit it reliable and deal damage.

As shown in this image, if you can hide that shovel blade, it will be far harder to penetrate the tank, with only a tiny weak area on the bottom half of the gun mantlet (against 258mm APCR)

Playing against a Kpz. Pr.68 (P)

Shooting the mantlet:
The gun mantlet is only penetrable on the lower half, where its roughly 235mm thick, so aim low on the mantlet. If you hit the upper half, its roughly 330mm thick.

Cupolas:
Note that the right cupola (from PoV of an enemy) is not modelled. The left cupola is a weakpoint, but is very thin and hard to hit. Its better to aim for the turret’s top area just under this left cupola, this is a weakpoint which most tanks can penetrate, though it is small.

Side armour:
The Kpz’s sides are easily penetrable, even if highlighted as red. This is due to the 5mm spaced armour plate that covers its sides.

Note how the enemy with a fairly low caliber 90mm gun can easily penetrate the sides despite the red highlighting.

Gun

The Kpz. Pr.68 (P) mounts a 120mm gun

-Alpha damage is 380 on AP, 320 on APCR, and 500 on HE
-It has a 10.8s reload, giving it 2115 DPM
-Penetration on AP is 221mm, APCR is 258mm, and HE is 50mm.
Estimated aim time is 3.6/3.8s
Base aim time is 2.2s, but it can get down to 1.79s.
-Dispersion is 0.362/0.326
Gun handling is 0.16/0.16/0.12, or 0.14/0.14/0.1 with Vertical Stabilizer.
-Gun depression is -9 degrees

Overall this is a great gun. It has high alpha with great DPM for that level of alpha. Penetration is also good, with nice aim time, good gun depression, and decent gun handling (for a high alpha medium). The only unimpressive trait is its 0.362 dispersion, however this is more than compensated for by the gun handling and aim time.

Mobility (default)

-Top speed is 45km/h forwards, and -18km/h in reverse.
-Traverse speed is 48.9 deg/s on hard terrain, and 40.8 deg/s on medium terrain.
-In game acceleration rate is shown as 18.3 hp/t, it has a decent 966 horsepower engine for its 53 ton weight.
-Actual acceleration rate is 18.3 hp/t on hard terrain, and 15.3 hp/t on medium terrain.
Terrain resistances are 1/1.2/1.5

The base mobility of this tank is poor. Its top speeds are limited, acceleration is slow, and though hull traverse is decent, its still below average.

Note that the tank should not be run with this level of mobility, it can be improved with equipment, so take advantage of that.

Mobility (using improved suspension)

-Top speeds remain the same with +45/-18, base acceleration of 16.7 hp/t remains the same.

Improved suspension gives:
-Traverse speed is 61.2 deg/s on hard terrain, and 48.4 deg/s on medium terrain.
-Actual acceleration rate is 22.9 hp/t on hard terrain, and 19.3 hp/t on medium terrain.
Terrain resistances are 0.8/0.95/1.2

This is great mobility overall. The top speeds are still limited, but the acceleration and traverse allow the Kpz. 68 to very easily reach its top speed and maintain it without any issue. It doesn’t feel slow in battle at all.

Equipment, provisions, & consumables

The Kpz. Pr.68 (P) does not have any special provisions or consumables.

Gun Rammer:
Calibrated shells are not needed on this tank, as it has already good penetration, and one of its strongest points is a combination of good DPM with 380 alpha.

Use gun rammer to take advantage of the great alpha combined with good DPM. Gun rammer increases DPM from 1967 up to 2115, and improves the reload time from 11.6s down to 10.7s.

Improved Suspension:
As shown in the mobility section, this equipment piece greatly improves the mobility of this tank.

While the spotting ability of a medium tank is essential, so is the mobility of the tank. Without improved suspension equipped, the Kpz. PR. 68 (P) is just far too slow for its armour, and the improved view range doesn’t outweigh the huge amount of improved mobility that this equipment would give.

Improved suspension would increase traverse speed by 12 degrees/s, and effective acceleration by 4.6hp/t. This equipment piece is what changes the Kpz.68 from being an “alright” tank, to being a truly great vehicle.

Improved Assembly:
The Kpz has a very black and white armour profile: the hull is weak, the turret is strong. Due to this, enhanced armour doesn’t really benefit the tank.

Use improved assembly, it will help the tank to survive more hits in battle, and taking it doesn’t reduce the armour’s effectiveness. Improved assembly would increase the Kpz. Pr.68 (P)’s base HP from 1300 up to 1378. This base HP is quite low, so improving is noticeable.

Vertical Stabilizer/Refined Gun:
Both choices can actually work well on this tank, it depends on how you want to play the tank.

With refined gun, you’d play a more passive role. Using the strong turret armour to take time to aim in and become fully accurate, with the improved dispersion of refined gun (0.326). The gun still handles well in an active playstyle, but not as well. Refined gun benefits it more when you stop and aim in fully.

Vertical stabilizer is the better general choice, it gives benefit to the tank in most scenarios. When the tank is moving, after the tank stops moving and is aiming in, in closer range fights, and in a more active playstyle, the vertical stabilizer helps the gun to be more consistent in hitting its shots when it doesn’t have the full time to aim in.

Gameplay advice

The Kpz’s gameplay below is discussed as though you have equipped the improved suspension equipment, as its just pointless (and less effective) to play the tank without it.

The Kpz 68 has fairly standard gameplay, its a hulldown, gun depression, alpha damage medium tank.

General gameplay:
Take the Kpz.68 to the medium flank, this is where its alpha damage can really shine as being quite impressive, combined with the decent reload rate and DPM. The Kpz’s low HP and weak hull cause it to be quite hard to play when faced against heavy tanks, so avoid going to the heavy flank unless its really necessary.

Use hilly terrain and hulldown positions wherever possible, they help to hide the large, weak, and boxy hull of the tank, which can easily catch shots if you aren’t careful with positioning.

Trade with alpha damage whenever possible. Though you have good DPM relative to your 380 alpha damage, the majority of medium and light tanks you face against do our-reload you, and could put in 2 shots per once you shoot.
Making the optimal trades are essential in the Kpz.68 due to its low HP.

Avoid brawling with enemies on flat ground, as the hull is large and weak, the only area of the tank which you can rely on bounces from is the turret. As soon as any other area is exposed, expect to take damage.

Don’t expect to spot enemies:
Most tier 8 mediums have between 290m and 300m of view range. With improved suspension equipped, the Kpz. 68’s view range is 264m, which is worse than even most heavy tanks, and tank destroyers (which are essentially blind with their view range).

This limited view range means you have to play a bit more carefully, expect to be spotted long before you spot the enemy, and don’t expect to be able to scout for your team or spot targets from a distance.
Often you’ll need to rely on getting closer to enemy tanks to be able to see them (risking yourself being spotted), or to rely on allies with better view range.

The view range isn’t a huge issue in this tank. It is nice to have good view range on a medium, but you can still perform extremely well (especially with the Kpz.68) even with poor view range, just due to the small maps and the meta of how battles play in Blitz.

Go hulldown/use gun depression:
Due to the strong turret and weak hull, use gun depression positions wherever possible.

Gun depression positions are more preferable over hulldown positions, since the Kpz’s hull is quite wide and large, many hulldown positions on flat ground will struggle to hide the full hull profile.

Using gun depression will hide the hull, leaving only the strong turret exposed. The Kpz.68 is very strong in a gun depression position, and can be very confident in bouncing shots due to its rounded turret armour and great gun depression.

Note the shovel blade in these images.

If you don’t need to expose your hull, then don’t, as the shovel blade does catch shots, and they do penetrate.

Ram enemies:
The Kpz 68 is one of the heavier tier 8 mediums, weighing 52.79 tons. You can easily use this weight to ram most medium and light tanks, and even some heavy tanks.

Do be careful with ramming though, as this tank doesn’t have a high HP pool, and ramming the wrong enemy could take away a lot of HP from your tank (so don’t ram a VK 100.01).

Facing enemies with HESH:
If you fight an enemy which uses HESH or any high penetration/premium HE shell, show the hull side.

The hull front is mostly protected from such shells due to the shovel blade, however enemies can shoot the lower plate area under the shovel blade and hit the base armour, where HESH will penetrate. Even regular HE from certain guns can penetrate, as this lower plate is only 75mm thick.

Showing the hull sides hides that frontal weakpoint. Yes the sides are weaker than the front, but it doesn’t matter, since the front doesn’t bounce AP anyway. The hull sides are fully protected by a 5mm spaced armour plate, only the very top part (a narrow sliver of armour) is not covered by this spaced armour.
Turning the hull to the side causes this 5mm spaced plate to absorb the HE shell, and it won’t deal full damage. Knowledgeable enemies will be able to penetrate the hull front with HE easily, but not on the hull sides.


Overall the Kpz.68’s gameplay is fairly simple, just hide the hull use gun depression, and trade damage using the good alpha damage of the tank. Try to hide the large hull behind cover wherever possible, and don’t rely on your own view range.

Tank gameplay:

Overall

Armour – 6/10
Gun – 8.5/10
Mobility – 6/10 (4/10 if not using improved suspension)
Speed – 4.5/10

Kpz. Pr. 68 (P) is overall a great tank.

Armour is great on the turret, with no cupola weakpoint. Hull is weak and large, but has incredible HE/HESH protection. Not usable for sidescraping but very usable in hulldown.
Gun has great DPM for its high alpha of 380. Penetration & aim time are good, gun handling is good for its alpha, & accuracy is mediocre. Gun depression is a good -9 degrees.
Mobility is good, with a decent engine, good acceleration, and good traverse speed. Reverse speed is below average. (If not using improved suspension, acceleration is fairly slow and traverse speed is mediocre)
Speed is below average, 45km/h.

Is it worth getting?

This tank is definitely worth having, its a unique tank in tier 8, having a comfortable combination of great alpha damage, and good DPM. It also has great general mobility, gun depression, and a strong turret to make it great in hulldown.

This tank is with it for most players, its comfortable to use with its good stats, and a unique and enjoyable tank to play. If you hate tanks with large hulls which are weak, then you ay not enjoy this tank.

The Kpz. Pr.68 (P) is worth 10,000 gold. Its a very good tank with some very enjoyable traits to offer, while still being very unique and different to the most comparable tier 8 medium tanks (such as 122TM, Chimera, M4A1 Rev etc). When played right this can easily one of the strongest tier 8 mediums.

Most recently sold for:

Garage party event – December 2023

Camo cost:

Kpz. PR.68 (P) currently has no special camouflages.

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