Good vs: Tanks and light vehicles Cost: 310 Manpower. Hit points: 300 Upgrades: None Abilities: Cloak, Hold fire. Build time: 37 seconds Speed: 3.5 Veterancy: Lvl 1: 15% Less Received Damage. Lvl 2: 15% Additional Maximum Health. Lvl 3: 25% Less Received Penetration.
Unit description: The first hit, (while camoed, the critical first hit) : Penetration x10, damage 25% more. The Pak 38 has a really great ability which in the hand of a good player negated all allied motor pool units, its the Camouflage.
While camoed and on hold fire, the first shot will always penetrate enemy armor, and will do more damage, use it to kill enemy armor when he doesn't expect it (for example you hit a quad with a Panzershreck, and then let your Pak fire, so it will instantly destroy the quad). It does great damage, but always needs to be supported by inf. so your enemy doesn't take it for himself. The Pak has quite a wide field of fire, so it doesn't get flanked easily, it will still get 1-2 shots off against enemy armor. While camoed you can also use it to kill armor that is behind the perimeter being repaired because the enemy forces will not see it (useful if you hate that quad always running away to be repaired).
If you put them in staggered formation and supported by Grenadiers with shrecks they wont be flanked easily, and will stop any armor, except maybe the croc, from breaking that position. Also note that when you re-crew the pak, it wont be able to cloak itself again, so keep the first squad alive. Late game when you get a Tiger Ace or a Blitz Tiger, use Paks as they will help immensely to kill perishings and heavy armor, as they have a faster rate of fire than any tank's and they have huge range and width of fire.