Difference between pages "A28B" and "KV-2 (1939)"

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m (Added two pictures and a minor grammar change.)
 
(I added some stuff to main armament and also added a nickname to the nickname list)
 
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{{Specs-Card|code=vampire_fb5_j28b}}
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{{Specs-Card|code=ussr_kv_2_1939}}
 
{{About
 
{{About
| about = Swedish jet fighter '''{{PAGENAME}}'''
+
| about = Soviet heavy tank'''{{PAGENAME}}'''
| and
+
| usage = other uses
| usage = other versions
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| link = KV-2 (Family)
| link-1 = Vampire FB 5
 
| link-2 = Vampire FB 52A
 
 
}}
 
}}
  
 
== Description ==
 
== Description ==
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
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<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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[[File:GarageImage_KV-2(1939).jpg|420px|thumb|left]]
{{Break}}
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{{break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Swedish jet fighter {{Battle-rating}}. It was introduced in [[Update 1.95 "Northern Wind"]].
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet heavy tank {{Battle-rating}}. This tank was introduced during the Closed Beta Test for Ground Forces before [[Update 1.41]]. One of the most infamous tanks in the Soviet tree, the KV-2 introduces the concept of heavy-calibre armaments that will trend on other Soviet heavy tanks.
  
The J28B is an early war jet known as the [[Vampire FB 5]] in the British tech tree. It was ordered in large numbers by the Swedish air force to leap into the jet age. The Vampire family is known for its great dogfighting capabilities, meaning the J28B can comfortably fend off several opponents at once if controlled by a skilful pilot. This aerial performance is given at the cost of engine power.
+
The KV-2 is a modification of the KV-1 that mounted a [[M-10T (152 mm)|152mm howitzer]] in order to provide support to infantry against fortified positions. The large heavy turret, necessary to mount the 152 mm howitzer, results in a slow traverse time. Its gun is an effective breach weapon, designed against fortifications. Despite effective usage, very few were made, with the majority being lost due to breakdowns.
 +
 
 +
The KV-2 is a behemoth of a tank, which players feared due to the mighty punch of its 152 mm round and its distinctive profile. However, these traits also serve as the tank's weaknesses. While the KV-2 can still be an effective force on the battlefield, it is currently outperformed by nearly all other Soviet vehicles.  
 +
 
 +
The KV-2 is incredibly sluggish in speed and manoeuvrability. The original KV-1 is already slow as is, but the KV-2 added a huge and heavy turret that increased the total weight from ~46 tons to ~52 tons. Top speed for the vehicle on flat ground is only about 30 km/h, and accelerating is very slow to get the tank up to this speed. Unless moving forwards at a certain gear, the KV-2 is also very hard to turn on even ground.
 +
 
 +
The large turret housing the 152 mm howitzer is a huge target on the KV-2, a more enticing target than the hull. The profile makes concealing the tall, heavy tank difficult, while the turret armour is relatively poor all-around at 75 mm. Not to mention that there will always be ammunition inside the turret, so a penetrating APHE shot has a very high chance of detonating one of these rounds. At its battle rating and rank, most enemy tanks have the capability of penetrating and eliminating the KV-2 through the turret, not to mention even some of the lower rank ones have powerful enough guns to deal with the armour.
 +
 
 +
The 152 mm gun is perhaps the most iconic and niche weapon in the Soviet tree. Coupled with the heavy turret, it produces a slow turret traverse to get the gun onto a target. The turret also presents a narrow gun depression and elevation (-5° and 12° respectively). However, the biggest factors to consider is the ammunition for the 152 mm. Although the vaunted High-Explosive rounds would be the perceived preferred round for the heavy gun, it does not do as well against the typical armour with only 54 mm of shrapnel penetration, requiring a precise hit against the enemy roof or belly armour. Even the other AP rounds, the anti-concrete O-530 and PB-35 APCBC rounds have relatively mediocre penetration for the battle rating. Firing at a relatively low velocity of ~500 m/s, the heavy rounds will be hard to lead against targets at ranges up to 500 meters. After firing, the infamous long reloads occur that can take up to 30 seconds even with a full crew, leaving the KV-2 vulnerable to any attacks that will more than likely cripple or destroy the KV-2.
 +
 
 +
[[File:Armour KV-2 badly angled.png|left|thumbnail|x250px|A surprised and unangled KV-2 with line-of-sight armour thickness. Even in this state the [[KwK 40 (75 mm)|KwK 40]] ([[Pz.IV F2|Panzer 4]]) will have problems penetrating at ranges >500m]]
 +
 
 +
The normal role of a heavy tank is to bring armour and firepower to support the lighter, faster tanks to hold strategic points they have captured. However, the massive profile of this tank and the majority of flat 75 mm armour means that even with proper angling and cover, the KV-2 will be unable to hold points for long. The KV-2 easily identified by even the least experienced players and as soon as it fires one round, it will be out-manoeuvred on and forced to retreat or be violently removed. Additionally, artillery and aircraft will often force the KV-2 out of positions if not outright destroy it due to the KV's abysmal speed and massive size. Lastly, the KV-2 has no machine gun to deal with air or lightly armoured targets, meaning once the howitzer fires, that is it for around 30 seconds. Even most anti-air vehicles can effortlessly overrun and destroy the KV-2 if it is over-extended or alone. Couple that with this tank's inability to provide effective long range support and players will have a difficult time finding their niche with this vehicle.
 +
 
 +
This KV-2 behemoth is also lovingly referred to by the following nicknames:
 +
 
 +
* "the barn"
 +
* "the mountain"
 +
* "nuclear death cannon"
 +
* "The Tower of Stalin"
 +
* "тнe haиd of Sтaliи"
 +
* "King of Derp"
 +
* "Troll Cannon"
 +
* "Fridge"
 +
* "The King of Derp"
 +
* "Tsar Bomba"
 +
* "The Nuclear Bunker
  
 
== General info ==
 
== General info ==
=== Flight performance ===
+
=== Survivability and armour ===
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
+
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
The J28B performs well at low altitude where it easily outturns most opponents it faces. Thanks to excellent flaps and air brakes, a pilot aware of his/her energy can fend off anyone that picks a fight. The flaps can be utilised at various speeds to outturn any enemy at any time. It is generally dogfights that the Vampire platform shines. Although the power is lacklustre, a pilot aware of his surroundings and enemies will have no difficulty avoiding incoming enemies. This lack of engine power will, however, cripple the J28B when it comes to acceleration. A Vampire tends to lose a lot of speed when engaged in turning. So gaining it back to defend itself from new targets becomes a hassle. And even if a J28B pilot manages to get his/her speed up, catching a target will be close to impossible with a slow top speed. This lack of power hinders the Vampire in many ways, mostly related to energy. This is why "Vamp" pilots are advised to climb at the beginning of a match, despite the lack of a decent climb rate.
+
 
[[File:Rocket J28B.png|thumb|The Aiming reticle of the Swedish m/51 rockets.]]
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''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
The J28B performs identically to the Vampire FB 5 which should not come as a surprise. The firepower is what makes them different, however. The J28B is outfitted with the Swedish Akan m/47B (short for "Automatkanon"), which is the Swedish designation of the British Hispano Mk.V, although Even though the calibre and fire rate is the same, the burst mass is larger. This has to do with the Swedish ammunition. The Swedish ammo type contains more TNT and is fully tracer equipped, meaning stealth isn't an option. Despite this downside, the guns perform closer to the American AN/M3 guns instead of the British Hispanos, making the J28B the most effective Vampire in regards to firing. The J28B is also outfitted with several types of anti-tank and ship rockets. Despite lacking the large 1000lb bombs the FB 5 offers, the rockets offer a much different experience compared to the original model. The rockets fire one at a time held on by a Swedish rocket rack, pointing them further down than usual. The average pilot, especially the ones coming from the FB 5, will find this new placement tricky to get used to. But considering the single fire system, a skilled pilot might be able to rack up more destroyed tanks in ground battles compared to the FB 5. If this becomes too sufferable, however, it is recommended to use rocket salvo instead to fire off two rockets at once, for a more traditional feel. It's not worth sacrificing accuracy for efficiency when it comes to rockets.
+
'''Armour type:'''
 +
 
 +
* Rolled homogeneous armour
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable"
! rowspan="2" | Characteristics
 
! colspan="2" | Max Speed<br>(km/h at 4,572 m)
 
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" | Take-off run<br>(meters)
 
 
|-
 
|-
! AB !! RB !! AB !! RB !! AB !! RB
+
! Armour !! Front !! Sides !! Rear !! Roof
 
|-
 
|-
! Stock
+
| Hull || 75 mm (31°) ''Front plate'' <br> 70 mm (72°) ''Front glacis'' <br> 25 mm (7-71°) ''Joint plate'' <br> 75 mm (26-51°) ''Lower glacis'' || 75 mm || 60 mm (13-89°) ''Top'' <br /> 70 mm (14-57°) ''Bottom'' || 30 mm
| 817 || 792 || rowspan="2" | {{Specs|ceiling}} || 25.0 || 25.7 || 16.1 || 15.1 || rowspan="2" | 650
 
 
|-
 
|-
! Upgraded
+
| Turret || 75 mm (15-16°) ''Front turret'' <br /> 90 mm (10-20°) ''Gun mantlet'' 90 mm (1-54°) ''Gun mantlet shield'' || 75 mm || 75 mm || 40 mm
| 895 || 855 || 23.5 || 24.0 || 24.4 || 20.0
 
 
|-
 
|-
 
|}
 
|}
 +
'''Notes:'''
 +
 +
* Suspension wheels are 20 mm thick while tracks are 30 mm thick.
 +
* With its straight angles the KV-2 can easily be angled in the diamond direction (30°). Improving the line of sight thickness of the chassis to 100mm frontally and 130mm on the side. The turret achieves at 30° up to 90mm of steel, however, the turret ring remains a weak point on all angles.
  
==== Details ====
+
=== Mobility ===
 +
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="6" | Features
+
! colspan="3" | Mobility characteristic
 +
|-
 +
! Weight (tons)
 +
! colspan="1" | Add-on Armor<br>weight (tons)
 +
! colspan="1" | Max speed (km/h)
 
|-
 
|-
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear !! Drogue chute
+
| rowspan="2" | 52.4 || colspan="1" rowspan="2" | N/A || colspan="1" | 36 (AB)
 
|-
 
|-
| || || || || X || X    <!-- -->
+
|34 (RB/SB)
 +
|-
 +
! colspan="3" | Engine power (horsepower)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|775
 +
|954
 +
|-
 +
|''Realistic/Simulator''
 +
|531
 +
|600
 +
|-
 +
! colspan="3" | Power-to-weight ratio (hp/ton)
 +
|-
 +
! colspan="1" | Mode
 +
!Stock
 +
!Upgraded
 +
|-
 +
|''Arcade''
 +
|14.79
 +
|18.21
 +
|-
 +
|''Realistic/Simulator''
 +
|10.13
 +
|11.45
 
|-
 
|-
 
|}
 
|}
 +
 +
== Armaments ==
 +
=== Main armament ===
 +
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
 +
{{main|M-10T (152 mm)}}The 152mm howitzer is one of the most devastating guns in the game, if its shell penetrates. Almost no vehicle can survive a penetrating shot. Although it has a lot of bullet drop, the drop is consistent and the experienced player can hit target past the usual short range. Remember to pick enough types of ammunition for any situation. However given the half minute reload spaded and with an ace crew, you'll have to prepare your ammo type beforehand a conflict.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="7" | Limits
+
! colspan="6" | [[M-10T (152 mm)|152 mm M-10T]]
 +
|-
 +
! colspan="3" rowspan="1" style="width:5em" |Capacity
 +
! rowspan="1" | Vertical <br> guidance
 +
! rowspan="1" | Horizontal <br> guidance
 +
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="3" | 36 || -5°/+12° || ±180° || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 4.86 || 6.72 || _.__ || _.__ || 9.60
 +
|-
 +
| ''Realistic'' || 3.57 || 4.20 || _.__ || _.__ || 6.00
 
|-
 
|-
! rowspan="2" | Wings (km/h)
+
! colspan="4" | Reloading rate (seconds)
! rowspan="2" | Gear (km/h)
 
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
 
|-
 
|-
! Combat !! Take-off !! Landing !! + !! -
+
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| 888 <!--{{Specs|destruction|constructions}}--> ||330 <!--{{Specs|destruction|chassis}}--> || 520 || ___ || 300 || ~10 || ~5
+
| 43.29 || _.__ || _.__ || 33.30
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
===== Ammunition =====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
|-
 
|-
! colspan="4" | Optimal velocities (km/h)
+
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 
|-
 
|-
! Ailerons !! Rudder !! Elevators !! Radiator
+
| G-530 || AC ||95||94||88||83||78||73
 +
|-
 +
| OF-530 || HE ||48||48||48||48||48||48
 
|-
 
|-
| < 550 || < 600 || < 600 || N/A
+
| PB-35 || APCBC || 95 || 94 || 90 ||86||81||77
 
|-
 
|-
 
|}
 
|}
 
+
{| class="wikitable sortable" style="text-align:center" width="100%"
{| class="wikitable" style="text-align:center"
+
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" class="unsortable" | Type of <br /> warhead
 +
! rowspan="2" |Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! rowspan="2" | ''Fuse delay''
 +
''in m:''
 +
! rowspan="2" | ''Fuse sensitivity''
 +
''in mm:''
 +
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 +
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 +
! colspan="3" | ''Ricochet:''
 +
|-
 +
! 0%
 +
! 50%
 +
! 100%
 +
|-
 +
| G-530 || AC || 530 || 40 || 1.5 || 15 ||5100|| -1° || 47° || 60° || 65°
 +
|-
 +
| OF-530 || HE || 530 || 40 || 0.1 || 0.5 ||5830|| +0° || 79° || 80° || 81°
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
| PB-35 || APCBC || 436 ||51.07|| 1.5 || 15 ||5900|| +4° || 48° || 63° || 71°
 
|-
 
|-
! colspan="3" | Setting 1
+
|}
 +
 
 +
* '''G-530''' (AC)<br> The "Anti-Concrete" round has the same speed as the HE shell with a decent amount of penetration for nearly all [[:Category:Third rank ground vehicles|Rank III]] tanks. In ranges greater than 1,000 m, the OF-530 shell should be loaded to effectively deal with any vehicle including heavy tanks. Compared to the PB-35, it has much greater speed, improving long-range accuracy.
 +
* '''OF-530''' (HE)<br>The "High-explosive" shell requires careful aim as, despite its infamous power, a solid hit on the front of an enemy tank would not necessarily defeat the enemy. One must preferably aim beneath tanks or below the gun mantlets to sneak into thinly armoured portions such as the roof or belly armour.
 +
* '''PB-35''' (APCBC)<br> The APCBC shell gives the most slope benefit but is the least penetrating and also has the worst accuracy of the shells, given due to its abysmal slow velocity of 436 m/s (975 mph). Thus it is not advised to be used except in close range combat.
 +
 
 +
===== [[Ammo racks|Ammo racks]] =====
 +
[[File:Ammoracks KV-2(1939).png|right|thumbnail|x250px|[[Ammo racks|Ammo rack]] of KV-2 (1939).]]
 +
{| class="wikitable sortable" style="text-align:center"
 
|-
 
|-
! Optimal altitude
+
! class="wikitable unsortable" |Full<br /> ammo
! 100% Engine power
+
! class="wikitable unsortable" |1st<br />  rack empty
! WEP Engine power
+
! class="wikitable unsortable" |2nd<br />  rack empty
 +
! class="wikitable unsortable" |3rd<br />  rack empty
 +
! class="wikitable unsortable" |4th<br />  rack empty
 +
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|-
| 3,000 m || 1,224 hp || N/A
+
|| '''36''' || 32&nbsp;''(+4)'' || 27&nbsp;''(+9)'' || 20&nbsp;''(+16)'' || 1&nbsp;''(+35)'' || style="text-align:center" | Yes
 
|-
 
|-
 
|}
 
|}
  
=== Survivability and armour ===
+
Turret empty: 27 (+9)
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
+
 
 +
== Usage in the battles ==
 +
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 +
The old peek-a-boom tactics, and staying behind others is still the best method for employing this "heavy tank". Roll forward, take the shot, and then pull back for the over half-minute reload time, and then repeat. Close range brawling is a bad idea due to certain characteristics on the tank. Make sure to plan the route ahead of time make sure to avoid large distances in the open, this is a slow moving tank with a large profile making it an easy target for long barreled guns. It is recommended to have a work with a squad mate or other friendly tanks to cover the KV-2 during the reloading phase.
 +
 
 +
Most tanks with a high-velocity cannon can cripple the KV-2 through the turret. As such, pretty much all tanks at its battle rating should be taken account of. Rely on always getting the first shot off, else the enemy tank is more than likely to destroy the KV-2.
  
* 38 mm Bulletproof glass - Armoured windscreen
+
Another type of vehicles to worry about are the very small tanks like the [[M22|M22 ''Locust'']] and the [[ASU-57]] as these can get right under the tank's gun depression and fire away at weak points with little risk of return fire by the KV-2.
* 12.7 mm Steel - Armour plate behind the pilot's head
 
* 3 mm Steel - Armour plate under the engine
 
  
[[File:Armour values J28B.png|thumb|Armour found inside the J28B]]
+
===Arcade battles===
The J28B has the same armour as the Vampire FB 5 as well as the Italian [[Vampire FB 52A]]. Despite being dangerous in a head-on due to the beefed-up guns, a J28B should never fully commit to a head-on engagement, the bulletproof glass will, however, save the pilot most of the time. The tail section is not easily saved though. The twin-boom makes it twice as likely to hit the traction of control surfaces. This leaves the J28B completely useless usually resulting in abandonment of the aircraft, which should be avoided at all costs.
+
In '''Arcade''', the target lead indicator make the slow, but long-range penetrating PB-35 APCBC a destructive force to be afraid of since ranging is a lot easier for the low-velocity shells. Always conduct attacks via "Peek-a-boo" tactic in that stay behind cover while searching for targets, then pop out when a target presents itself to fire before returning back to cover to reload.
  
== Armaments ==
+
One must be conscious and use the map terrain to their advantage. On more open maps like [[Karelia]] and [[Carpathians]], the KV-2's speed and low velocity will make traversing the battlefield while sniping long-range targets difficult. However, one could hang back and snipe unsuspecting and immobile targets, while at the range most return fire would more than likely bounce off the armour. However, be wary of more penetrating guns like the 75 mm on the [[Panther D|Panther]] and the 76 mm on the [[M4A3 (76) W|M4 Shermans]] that easily piece the front turret armour.
=== Offensive armament ===
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
{{main|Akan m/47B (20 mm)}}
 
  
The '''''{{PAGENAME}}''''' is armed with:
+
Smaller maps benefit the KV-2 in that the low shell velocities are no longer a big detriment to the combat ability, plus it could make the most of the initial penetration values in close-range battles. However, enemy tanks in close-range will also have an easier time penetrating the KV-2 front armour, or flanking around while reloading the gun. In these cases, situational awareness and friendly support is the key to victory and ''survival'' of the KV-2 in the smaller maps.
  
* 4 x 20 mm Akan m/47B cannons, chin-mounted (150 rpg = 600 total)
+
===Realistic/Simulator battle===
 +
'''Realistic''' and '''Simulator''' modes are taxing for the KV-2 as the removal of the target lead indicator can make long-range fighting with the 152 mm a chore.
  
=== Suspended armament ===
+
The most important thing in these game modes, due to the lack of target markers, is the vision. The binoculars are the greatest assets. Keep the turret in a well-angled position while scouting for targets with the binoculars or normal eyesight.
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
{{main|m/49|m/49A|m/51}}
 
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
+
Since the usual fighting ranges exceed 600 m, getting hits without aim assist with the howitzer are rare. Though close-range fighting can fix this, the close-quarters battle is not a tactic the KV-2 should indulge in alone without supporting teammates to cover for the tank in case of flankers. A tip for long-range fighting is to utilize the OF-530 HE shell in the first shot, with spare G-530 anti-concrete rounds for the follow-up. These two rounds share the same ballistics, so the HE shell can be fired first to gauge the distance. If it lands close to the enemy and hits, chances are it will either destroy it or cripple its mobility, plus the impact of the explosion will alert teammates of the presence of an enemy tank at the area of firing. If the enemy tank still remains after the OF-530 shell, the next loading G-530 AC shell can follow through the same ballistic path and destroy the enemy via a penetration.
  
* Without load
+
===Counter-tactics===
* 8 x m/49A rockets
+
'''Getting close''': Probably the most difficult part, if spotted a 40 kg shell will soon be on its way to ruin someone's day. Thus sneaking up, or attacking, from outside the KV-2's field of view is advised. Of course, after the KV-2 has fired, a window of opportunity and hope will open up. With moving up and aiming two shots can be placed on the moving Soviet tower tank. An attack route from the side or rear is preferable, not only is it a blind spot, but the turret traverse is so awful on the KV-2 that it will not have the time to react fast enough. Just make sure to hit, or the tank will be alerted and counter-attack.
* 8 x m/51 rockets
 
* 4 x m/49 rockets
 
  
== Usage in battles ==
+
'''Shooting''': Targets should be the gunner (right side) to stop the loading process and the loader to reduce loading time. If shooting APHE shells, two penetrating hits will often take out the gun breech as well, stopping the reload and the ability to return fire entirely. The easiest way of performing these hits is via the turret ring which will always not be angled at certain parts from the front. If APHE shells hit below the side hull, it will possibly detonate the main storage of ammunition, resulting in one-shot destruction. If that is not the case the gunner, commander, cannon breech, loader, and ammunition and turret ring will be damaged or wounded.
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
A J28B pilot should always be aware of his/her speed and altitude, or energy in more advanced terms. To avoid enemies with superior engine power using it as a boom and zoom target, a J28B pilot should use altitude to their advantage. Since the Vampire platform is bad at building up energy, the pilot should store as much energy as possible for when the battle begins. Before engaging targets, it can also be useful to always keep a speed of at least 400 km/h to limit the number of options an enemy has to counterattack. This also helps the J28B to swiftly turn around and begin a dogfight if the opponent commits to one. This playstyle can be applied to every Vampire plane in the game since they perform mostly the same. The J28B has to watch out for [[Ho 229 V3]] players, however, since they can outmatch the J28B in turning. A good way to counter the Horten is to make it bleed speed. Forcing it to turn once or twice and then extending away from the enemy aircraft.
 
  
A playstyle close to that of a propeller-driven aircraft can be applied. Where energy is the key to survival. The J28B has quite the firepower compared to the other Vampire models. This can reward players who can safely head-on from a distance and then avoid incoming shots from the enemy. This will usually result in a critical hit or a straight-up destruction if the enemy doesn't avoid as well. The fired rounds are quite deadly and require less guntime compared to the British counterpart. This gives the J28B an overall higher chance of surviving since it can afford to spend less time on each target. A pilot comfortable with his or her aim will easily outsmart opponents and make them think twice before engaging in a dogfight.
+
Shooting a KV-2 from the side is much easier, just one massive turret reaching into the sky. But do not shoot anywhere! The tracks will often eat shots and most KV-2 drivers are by now smart enough to not fully load up their KV-2, leaving the rear turret empty of shells.
  
=== Modules ===
+
===Modules===
{| class="wikitable"
+
"Parts" and "FPE" should be the first target for unlocking. While the mobility of the KV-2 is quite bad, the turret traverse and accuracy is worse. Thus "Horizontal Drive", "Adjustment of Fire" and "Elevation Mechanism" should be prioritized after the first set of upgrades. The "PB-35" shell unlock can be ignored as it is only a marginal upgrade compared with the GF-530 stock shell.
! Tier
 
! colspan="2" | Flight performance
 
! Survivability
 
! colspan="2" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
|
 
|
 
| Offensive 20 mm
 
|
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
|
 
| m/49A
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| New 20 mm cannons
 
| m/51
 
|-
 
| IV
 
| G-suit
 
|
 
| Cover
 
|
 
| m/49
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
 
 
 
'''Pros:'''
 
'''Pros:'''
  
* Great turning and dogfighting capabilities.
+
* Huge howitzer, dealing high damage with incredible force
* Stronger guns than the British/Italian counterpart.
+
* Fear factor, the sight of this behemoth tends to send smaller tanks fleeing in terror
* Effective air-brakes that generate lift once deployed.
+
* Acceptable armour, especially for its rank
* Decent ammo count.
+
* Able to destroy higher rank tanks
* Easy to land.
+
* Bouncy hull and turret, the chassis may effectively absorb shots as well
 +
* Many experienced tank drivers would dread the characteristic, map-echoing sound of the 152 mm howitzer being fired
 +
* As is the case with all Russian 152 mm armed tanks, the KV-2 can one-shot any tank or tank destroyer in the game with a single HE shell to the turret or rear hull
 +
* Has the armour of the KV-1 which will stop most Pz.III and Pre-[[T-34-57]] shots
  
 
'''Cons:'''
 
'''Cons:'''
  
* Slow top speed.
+
* Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to counter
* Poor rate of climb.
+
* Slow rotation speed of the turret means that flank attacks are difficult to respond to
* Low gun placement forcing pilots to aim higher than usual.
+
* Tall turret is very vulnerable from the side and difficult to hide
* Weak tail section that often suffers damage from enemy fire.
+
* If more than 19 rounds loaded, the ammo fills the weak spot ammo racks in the sides of the turret
 +
* A characteristic trait of Soviet tanks, the KV-2 has terrible gun depression, worse when compared to other Soviet tanks
 +
* Driver's viewport is a juicy weak spot, easily exploitable by experienced players
 +
* Has a tendency, although a rare but dreaded occurrence, to overshoot targets at close range when using the sights
 +
* Large silhouette
  
 
== History ==
 
== History ==
<!-- ''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
+
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
The Swedish air force carefully studied what was happening at the Fronts in WWII, and by 1944 it was already obvious that the propeller era was coming to a close. By early 1945, the Swedes had already begun a project to power the Saab J21 with a ramjet. However, it seemed this project would take far too long. By autumn of 1945, the J29 project was also beginning to take shape. But even this project wouldn't take to the skies until 1949, so a foreign design had to do until then.
+
===Development===
 +
The start of the KV heavy tanks began after the heavy tank [[T-35]] flaws came to light. Designers were ordered to draw up new designs to become the basis of a breakthrough heavy tank needed for the Soviet doctrine. This made for a tank that was heavily armoured, but not very mobile as it was to be for siege warfare. The designs offered all had heavy armour, wide tracks, and used the torsion-bar suspension. The designs were the [[SMK]], T-100, and what would be the '''KV-1 tank''', which was named after the then Soviet Defense Commissar '''K'''liment '''V'''oroshilov.
 +
 
 +
During the developmental progress, the prototypes of all these heavy tanks were made and the Winter War with Finland was on its way. The Soviets sent these tanks into Finland for combat testing, to which the KV design outperformed in every way with its superior armour and firepower. The armour on the KV tank was impenetrable by a tank cannon in service and most anti-tank guns as well, the 76,2 cannon also gave it a huge firepower boost compared to the usual 37 mm in use by other countries. However, the design was found to be difficult to steer, the transmission was unreliable, ergonomics was poor and vision was limited, plus with its 45-ton weight, it was a very heavy tank for its time. In truth, while formidable in power and protection, courageous crew member willing to curse the name would speak out about the trouble the KV tank really was. The main variant of production before World War II broke out was the '''[[KV-1 (ZiS-5)|KV-1]]''' model.
  
The British de Havilland Vampire was one of the first jet-powered fighter planes to enter the market, and Sweden was very interested in this design. In early 1946, Sweden ordered 70 Vampire F Mk 1 models designated J28A, thus becoming one of the first customers of the Vampire. This version was mostly used as practice for the new era of jet-driven aircraft. But the Swedes became fond of the design. So when the export version of the Vampire FB 5 entered the market known as the Mk 50, Sweden was very interested and orders started in 1949. This version was to be known as the J28B or A28B depending on suspended armaments. This version differed from the Mk 1 by having a renewed, rounder tail section, and a lower placed elevator. The engine was upgraded from the RM1 to the RM1A that was now produced by SFA (Svenska flygmotor AB) in Sweden and delivered to de Havilland in Britain for installation. The main armament was also changed from the Hispano Mk II to the more potent Hispano Mk V. By 1952, 310 J28B Vampires had been delivered to Sweden. 12 of these would be rebuilt as a two-seat trainer, known as the J28C-3.
+
===KV-2===
 +
Despite its superiority on the battlefield, some observed that the KV-1's armament was not enough to destroy some of the Finnish fortifications that they encountered. For this, a request to mount a 152 mm howitzer on the KV-1 was made and resulted in the '''KV-2''' with its extremely large turret and an increased weight of 52 tons. The KV-2 suffered from a very high profile, low speed, and was to turret heavy. Compared to the KV-1 height of about 9 feet, the KV-2 was at 11 feet tall. The increased weight of the tank slowed it down drastically, and the very heavy turret mixed with a low-powered traverse speed meant that the KV-2 can only traverse on level ground, as a slope would cause the turret to start turning with gravity. The combat ineffectiveness and flaws of the KV-2 came to light and was only put on limited production due to them, resulting in only about 334 units being produced from 1939 to 1941.
 +
 
 +
===Combat usage===
 +
During the opening stages of Operation Barbarossa, the KV tanks came as a huge surprise from the Germans as they had no prior intel about these tanks, resulting in a lack of capable anti-tank weaponry that could destroy these tanks, aside from 88 mm FlaK guns. The KV-2 served alongside the KV-1 in stalling the German Offensive to Moscow. During the Battle of Raseiniai, in Lithuania, a single KV-2 was able to hold up the entire 6th Panzer Division for a full day by firing at them from a concealed location before it ran out of ammunition, ending with about two dozen tanks destroyed.
 +
 
 +
Due to the low quantity of KV-2 produced, they didn't see much service past the opening stages of the war due to loss from attrition or mechanical failures, however, 10 were still in service with the Voronezh Front on 4 July 1943 for the battle of Kursk. These were transferred to the 3rd Mech Corps on 9 July, and by 18 July only 1 was left serviceable - 5 were destroyed on 12 July, and 4 are recorded as being in repair from 13 July. <ref name="3rdMechKursk">[http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA360311 Link, open at your own discretion!] Source provided by‎ user Stalins Organ. US Army Center for Strategy and Force Evaluation - detailed day-day analysis of formation strengths at Kursk - both sides. 12mb PDF download </ref>
 +
 
 +
===Survivors===
 +
Only one KV-2 is left intact as a survivor of the war, it is housed at the Central Armed Forces Museum in Moscow.
 +
 
 +
=== In-game description ===
 +
This tank came into service in the Red Army in 1940 and was an assault tank intended to be used to overcome long-term defensive positions. The KV-2 was armed with a powerful 152 mm M-10 cannon installed in its tall armoured rotating turret. This weapon was shot with separately loaded shells, so its combat rate of fire was not high. The howitzer had relatively good characteristics. Its armour-piercing 52 kg round with a 436 m/s muzzle velocity penetrated a 72 mm thick armour plate at a distance of 1500 m at a 60° angle. For firing on concrete fortifications, it possessed a 40 kg concrete-piercing shell with a 530 m/s muzzle velocity. All these vehicles were equipped with a 71-TK-3 radio set. The vehicle was armed with three additional 7.62 mm DT tank machine guns. One was paired with the howitzer, the second mounted in the rear turret wall, and the third mounted as a bow gun in the underturret box's frontal plate to the driver's left.
 +
 
 +
By 1941, 330 of these tanks had been produced in total, and production ceased at the beginning of the Great Patriotic War.  
 +
In mid-February 1940, several of these heavy tanks were put to the test during the breaking of the Mannerheim Line. They broke through stone fortifications and destroyed pillboxes at close range, allowing infantry divisions to pass through areas previously closed to them. Furthermore, its strong armour could survive heavy fire from the enemy's anti-tank artillery. In the first years of the war, the KV-2 was practically invulnerable to all forms of anti-tank artillery. A number of captured vehicles of this type were used by German troops.
 +
 
 +
The tank had some serious flaws. Its mobility on the move and in combat was seriously limited by its high weight and issues with its clutch and transmission. When the vehicle was at a slight tilt, the turret became extremely difficult to turn. Its ammunition complement for its main gun amounted to only 38 shells.
  
 
== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
<!--;Images
+
=== Camouflages ===
 +
[http://live.warthunder.com/feed/camouflages/?q=%23kv2 Camouflages and skins for the KV-2 from live.warthunder.com]
  
<div><ul>
+
**[http://live.warthunder.com/post/144587/ '''"Sticker bomb / Grafitti theme"''' by ''Ayy_Lmao'']
<li style="display: inline-block;"> [[File:(Insert image name.jpg/png here|thumb|none|250px|]] </li>
+
**[http://live.warthunder.com/post/43080/ '''Pravda school - Girls & Panzers''' by ''Swift_Wind'']
<li style="display: inline-block;"> [[File:(Insert image name.jpg/png here|thumb|none|250px|]] </li>
+
**[http://live.warthunder.com/post/24027/ '''"captured KV-2 Skin, non historic"''' by ''JoKeR_BvB09'']
<li style="display: inline-block;"> [[File:(Insert image name.jpg/png here|thumb|none|250px|]] </li>
 
<li style="display: inline-block;"> [[File:(Insert image name.jpg/png here|thumb|none|250px|]] </li>
 
</ul></div>
 
  
;Videos-->
+
=== Videos ===
== See also ==
+
{{Youtube-gallery|JrUAG3eBQ0Q|Humorous Closed Beta footage: "'''War Thunder Tanks GOTY'''" by ''phontomen''|ezJ7MKKcR3c|Game play: "'''War Thunder - The Tower of Stalin, the Czar of Slaughter...The KV-2 King of Derp!'''" by ''BaronVonGamez''|wR6pH0-4P5U|Kill compilation: "'''KV-2 Master Race'''" by ''The Iron Armenian aka G.I. Haigs''|wbSl8KDsQCo|Trickshot: "'''KV-2 vs. He 51 (War Thunder)'''" by ''Triton Games''}}
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
'''Vampire family'''
 
  
* [[Vampire FB 5]]
+
==References==
* [[Vampire FB 52A]]
+
<references />
  
'''Similar aircraft'''
+
== Read also ==
  
* [[J21RA]]
+
* [http://forum.warthunder.com/index.php?/topic/75395-kv-2-questions-information-gameplay/ "KV-2 - Questions, Information, Gameplay" Official forum topic]
* [[A21RB]]
+
* [http://www.militaryfactory.com/armor/detail.asp?armor_id=210 MilitaryFactory.com on the KV-2 (Klimenti Voroshilov)]
* [[R2Y2 Kai V1]]
+
* [http://www.warhistoryonline.com/war-articles/history-tanks-russias-kv-2.html WarHistoryOnline.com: "History of Tanks: Russia’s KV-2"]
* [[R2Y2 Kai V2]]
+
* [http://www.wwiivehicles.com/soviet-union/vehicle/heavy-tank/kv-2-heavy-tank.asp WWIIVehicles.com (Wikipedia of sorts for ww2 tech) KV-2 page]
* [[R2Y2 Kai V3]]
+
* [http://www.panzer-archiv.de/kampfpanzer/sowjetunion/kv-2/kv-2.htm (German/Deutsch) Panzer-Archive.de über die KW-2]
* [[Ho 229 V3]]
 
* [[F3D-1]]<!--;Related development
 
* [[?-?? (Family)]]
 
  
;Aircraft of comparable role, configuration and era
+
== Sources ==
 +
''Paste links to sources and external resources, such as:''
  
* Airplane manufacture name [[Airplane name]]-->
 
 
== External links ==
 
<!-- ''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
+
* ''other literature.''
* ''other literature.'' -->
 
 
 
* [[wikipedia:De_Havilland_Vampire|[Wikipedia] De Havilland Vampire]]
 
* [https://aef.se/Flygvapnet/Notiser/J28A,_B,_C_Vampire_notis_2.htm [aef.se<nowiki>]</nowiki> De Havilland Vampire - Flygvapnets första jetflygplan]
 
* [https://svfplhist.home.blog/fpl-28-i-flygvapnet/ [svfplhist.home.blog<nowiki>]</nowiki> - Fpl 28 - I flygvapnet]
 
  
{{AirManufacturer deHavilland}}
+
{{USSR heavy tanks}}
{{Sweden jet aircraft}}
 

Revision as of 21:57, 10 January 2020

RANK 6 BRITAIN
Rooikat 105 PACK
KV-2 (1939)
ussr_kv_2_1939.png
KV-2 (1939)
AB RB SB
3.7 3.7 3.7
Class:
Research:5 600 Specs-Card-Exp.png
Purchase:22 000 Specs-Card-Lion.png
Show in game
This page is about the Soviet heavy tankKV-2 (1939). For other uses, see KV-2 (Family).

Description

GarageImage KV-2 (1939).jpg


The KV-2 (1939) is a rank II Soviet heavy tank with a battle rating of 3.7 (AB/RB/SB). This tank was introduced during the Closed Beta Test for Ground Forces before Update 1.41. One of the most infamous tanks in the Soviet tree, the KV-2 introduces the concept of heavy-calibre armaments that will trend on other Soviet heavy tanks.

The KV-2 is a modification of the KV-1 that mounted a 152mm howitzer in order to provide support to infantry against fortified positions. The large heavy turret, necessary to mount the 152 mm howitzer, results in a slow traverse time. Its gun is an effective breach weapon, designed against fortifications. Despite effective usage, very few were made, with the majority being lost due to breakdowns.

The KV-2 is a behemoth of a tank, which players feared due to the mighty punch of its 152 mm round and its distinctive profile. However, these traits also serve as the tank's weaknesses. While the KV-2 can still be an effective force on the battlefield, it is currently outperformed by nearly all other Soviet vehicles.

The KV-2 is incredibly sluggish in speed and manoeuvrability. The original KV-1 is already slow as is, but the KV-2 added a huge and heavy turret that increased the total weight from ~46 tons to ~52 tons. Top speed for the vehicle on flat ground is only about 30 km/h, and accelerating is very slow to get the tank up to this speed. Unless moving forwards at a certain gear, the KV-2 is also very hard to turn on even ground.

The large turret housing the 152 mm howitzer is a huge target on the KV-2, a more enticing target than the hull. The profile makes concealing the tall, heavy tank difficult, while the turret armour is relatively poor all-around at 75 mm. Not to mention that there will always be ammunition inside the turret, so a penetrating APHE shot has a very high chance of detonating one of these rounds. At its battle rating and rank, most enemy tanks have the capability of penetrating and eliminating the KV-2 through the turret, not to mention even some of the lower rank ones have powerful enough guns to deal with the armour.

The 152 mm gun is perhaps the most iconic and niche weapon in the Soviet tree. Coupled with the heavy turret, it produces a slow turret traverse to get the gun onto a target. The turret also presents a narrow gun depression and elevation (-5° and 12° respectively). However, the biggest factors to consider is the ammunition for the 152 mm. Although the vaunted High-Explosive rounds would be the perceived preferred round for the heavy gun, it does not do as well against the typical armour with only 54 mm of shrapnel penetration, requiring a precise hit against the enemy roof or belly armour. Even the other AP rounds, the anti-concrete O-530 and PB-35 APCBC rounds have relatively mediocre penetration for the battle rating. Firing at a relatively low velocity of ~500 m/s, the heavy rounds will be hard to lead against targets at ranges up to 500 meters. After firing, the infamous long reloads occur that can take up to 30 seconds even with a full crew, leaving the KV-2 vulnerable to any attacks that will more than likely cripple or destroy the KV-2.

A surprised and unangled KV-2 with line-of-sight armour thickness. Even in this state the KwK 40 (Panzer 4) will have problems penetrating at ranges >500m

The normal role of a heavy tank is to bring armour and firepower to support the lighter, faster tanks to hold strategic points they have captured. However, the massive profile of this tank and the majority of flat 75 mm armour means that even with proper angling and cover, the KV-2 will be unable to hold points for long. The KV-2 easily identified by even the least experienced players and as soon as it fires one round, it will be out-manoeuvred on and forced to retreat or be violently removed. Additionally, artillery and aircraft will often force the KV-2 out of positions if not outright destroy it due to the KV's abysmal speed and massive size. Lastly, the KV-2 has no machine gun to deal with air or lightly armoured targets, meaning once the howitzer fires, that is it for around 30 seconds. Even most anti-air vehicles can effortlessly overrun and destroy the KV-2 if it is over-extended or alone. Couple that with this tank's inability to provide effective long range support and players will have a difficult time finding their niche with this vehicle.

This KV-2 behemoth is also lovingly referred to by the following nicknames:

  • "the barn"
  • "the mountain"
  • "nuclear death cannon"
  • "The Tower of Stalin"
  • "тнe haиd of Sтaliи"
  • "King of Derp"
  • "Troll Cannon"
  • "Fridge"
  • "The King of Derp"
  • "Tsar Bomba"
  • "The Nuclear Bunker

General info

Survivability and armour

Armour type:

  • Rolled homogeneous armour
Armour Front Sides Rear Roof
Hull 75 mm (31°) Front plate
70 mm (72°) Front glacis
25 mm (7-71°) Joint plate
75 mm (26-51°) Lower glacis
75 mm 60 mm (13-89°) Top
70 mm (14-57°) Bottom
30 mm
Turret 75 mm (15-16°) Front turret
90 mm (10-20°) Gun mantlet 90 mm (1-54°) Gun mantlet shield
75 mm 75 mm 40 mm

Notes:

  • Suspension wheels are 20 mm thick while tracks are 30 mm thick.
  • With its straight angles the KV-2 can easily be angled in the diamond direction (30°). Improving the line of sight thickness of the chassis to 100mm frontally and 130mm on the side. The turret achieves at 30° up to 90mm of steel, however, the turret ring remains a weak point on all angles.

Mobility

Mobility characteristic
Weight (tons) Add-on Armor
weight (tons)
Max speed (km/h)
52.4 N/A 36 (AB)
34 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 775 954
Realistic/Simulator 531 600
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 14.79 18.21
Realistic/Simulator 10.13 11.45

Armaments

Main armament

Main article: M-10T (152 mm)
The 152mm howitzer is one of the most devastating guns in the game, if its shell penetrates. Almost no vehicle can survive a penetrating shot. Although it has a lot of bullet drop, the drop is consistent and the experienced player can hit target past the usual short range. Remember to pick enough types of ammunition for any situation. However given the half minute reload spaded and with an ace crew, you'll have to prepare your ammo type beforehand a conflict.
152 mm M-10T
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
36 -5°/+12° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 4.86 6.72 _.__ _.__ 9.60
Realistic 3.57 4.20 _.__ _.__ 6.00
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
43.29 _.__ _.__ 33.30
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
G-530 AC 95 94 88 83 78 73
OF-530 HE 48 48 48 48 48 48
PB-35 APCBC 95 94 90 86 81 77
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
G-530 AC 530 40 1.5 15 5100 -1° 47° 60° 65°
OF-530 HE 530 40 0.1 0.5 5830 +0° 79° 80° 81°
PB-35 APCBC 436 51.07 1.5 15 5900 +4° 48° 63° 71°
  • G-530 (AC)
    The "Anti-Concrete" round has the same speed as the HE shell with a decent amount of penetration for nearly all Rank III tanks. In ranges greater than 1,000 m, the OF-530 shell should be loaded to effectively deal with any vehicle including heavy tanks. Compared to the PB-35, it has much greater speed, improving long-range accuracy.
  • OF-530 (HE)
    The "High-explosive" shell requires careful aim as, despite its infamous power, a solid hit on the front of an enemy tank would not necessarily defeat the enemy. One must preferably aim beneath tanks or below the gun mantlets to sneak into thinly armoured portions such as the roof or belly armour.
  • PB-35 (APCBC)
    The APCBC shell gives the most slope benefit but is the least penetrating and also has the worst accuracy of the shells, given due to its abysmal slow velocity of 436 m/s (975 mph). Thus it is not advised to be used except in close range combat.
Ammo racks
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
Visual
discrepancy
36 32 (+4) 27 (+9) 20 (+16) (+35) Yes

Turret empty: 27 (+9)

Usage in the battles

The old peek-a-boom tactics, and staying behind others is still the best method for employing this "heavy tank". Roll forward, take the shot, and then pull back for the over half-minute reload time, and then repeat. Close range brawling is a bad idea due to certain characteristics on the tank. Make sure to plan the route ahead of time make sure to avoid large distances in the open, this is a slow moving tank with a large profile making it an easy target for long barreled guns. It is recommended to have a work with a squad mate or other friendly tanks to cover the KV-2 during the reloading phase.

Most tanks with a high-velocity cannon can cripple the KV-2 through the turret. As such, pretty much all tanks at its battle rating should be taken account of. Rely on always getting the first shot off, else the enemy tank is more than likely to destroy the KV-2.

Another type of vehicles to worry about are the very small tanks like the M22 Locust and the ASU-57 as these can get right under the tank's gun depression and fire away at weak points with little risk of return fire by the KV-2.

Arcade battles

In Arcade, the target lead indicator make the slow, but long-range penetrating PB-35 APCBC a destructive force to be afraid of since ranging is a lot easier for the low-velocity shells. Always conduct attacks via "Peek-a-boo" tactic in that stay behind cover while searching for targets, then pop out when a target presents itself to fire before returning back to cover to reload.

One must be conscious and use the map terrain to their advantage. On more open maps like Karelia and Carpathians, the KV-2's speed and low velocity will make traversing the battlefield while sniping long-range targets difficult. However, one could hang back and snipe unsuspecting and immobile targets, while at the range most return fire would more than likely bounce off the armour. However, be wary of more penetrating guns like the 75 mm on the Panther and the 76 mm on the M4 Shermans that easily piece the front turret armour.

Smaller maps benefit the KV-2 in that the low shell velocities are no longer a big detriment to the combat ability, plus it could make the most of the initial penetration values in close-range battles. However, enemy tanks in close-range will also have an easier time penetrating the KV-2 front armour, or flanking around while reloading the gun. In these cases, situational awareness and friendly support is the key to victory and survival of the KV-2 in the smaller maps.

Realistic/Simulator battle

Realistic and Simulator modes are taxing for the KV-2 as the removal of the target lead indicator can make long-range fighting with the 152 mm a chore.

The most important thing in these game modes, due to the lack of target markers, is the vision. The binoculars are the greatest assets. Keep the turret in a well-angled position while scouting for targets with the binoculars or normal eyesight.

Since the usual fighting ranges exceed 600 m, getting hits without aim assist with the howitzer are rare. Though close-range fighting can fix this, the close-quarters battle is not a tactic the KV-2 should indulge in alone without supporting teammates to cover for the tank in case of flankers. A tip for long-range fighting is to utilize the OF-530 HE shell in the first shot, with spare G-530 anti-concrete rounds for the follow-up. These two rounds share the same ballistics, so the HE shell can be fired first to gauge the distance. If it lands close to the enemy and hits, chances are it will either destroy it or cripple its mobility, plus the impact of the explosion will alert teammates of the presence of an enemy tank at the area of firing. If the enemy tank still remains after the OF-530 shell, the next loading G-530 AC shell can follow through the same ballistic path and destroy the enemy via a penetration.

Counter-tactics

Getting close: Probably the most difficult part, if spotted a 40 kg shell will soon be on its way to ruin someone's day. Thus sneaking up, or attacking, from outside the KV-2's field of view is advised. Of course, after the KV-2 has fired, a window of opportunity and hope will open up. With moving up and aiming two shots can be placed on the moving Soviet tower tank. An attack route from the side or rear is preferable, not only is it a blind spot, but the turret traverse is so awful on the KV-2 that it will not have the time to react fast enough. Just make sure to hit, or the tank will be alerted and counter-attack.

Shooting: Targets should be the gunner (right side) to stop the loading process and the loader to reduce loading time. If shooting APHE shells, two penetrating hits will often take out the gun breech as well, stopping the reload and the ability to return fire entirely. The easiest way of performing these hits is via the turret ring which will always not be angled at certain parts from the front. If APHE shells hit below the side hull, it will possibly detonate the main storage of ammunition, resulting in one-shot destruction. If that is not the case the gunner, commander, cannon breech, loader, and ammunition and turret ring will be damaged or wounded.

Shooting a KV-2 from the side is much easier, just one massive turret reaching into the sky. But do not shoot anywhere! The tracks will often eat shots and most KV-2 drivers are by now smart enough to not fully load up their KV-2, leaving the rear turret empty of shells.

Modules

"Parts" and "FPE" should be the first target for unlocking. While the mobility of the KV-2 is quite bad, the turret traverse and accuracy is worse. Thus "Horizontal Drive", "Adjustment of Fire" and "Elevation Mechanism" should be prioritized after the first set of upgrades. The "PB-35" shell unlock can be ignored as it is only a marginal upgrade compared with the GF-530 stock shell.

Pros and cons

Pros:

  • Huge howitzer, dealing high damage with incredible force
  • Fear factor, the sight of this behemoth tends to send smaller tanks fleeing in terror
  • Acceptable armour, especially for its rank
  • Able to destroy higher rank tanks
  • Bouncy hull and turret, the chassis may effectively absorb shots as well
  • Many experienced tank drivers would dread the characteristic, map-echoing sound of the 152 mm howitzer being fired
  • As is the case with all Russian 152 mm armed tanks, the KV-2 can one-shot any tank or tank destroyer in the game with a single HE shell to the turret or rear hull
  • Has the armour of the KV-1 which will stop most Pz.III and Pre-T-34-57 shots

Cons:

  • Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to counter
  • Slow rotation speed of the turret means that flank attacks are difficult to respond to
  • Tall turret is very vulnerable from the side and difficult to hide
  • If more than 19 rounds loaded, the ammo fills the weak spot ammo racks in the sides of the turret
  • A characteristic trait of Soviet tanks, the KV-2 has terrible gun depression, worse when compared to other Soviet tanks
  • Driver's viewport is a juicy weak spot, easily exploitable by experienced players
  • Has a tendency, although a rare but dreaded occurrence, to overshoot targets at close range when using the sights
  • Large silhouette

History

Development

The start of the KV heavy tanks began after the heavy tank T-35 flaws came to light. Designers were ordered to draw up new designs to become the basis of a breakthrough heavy tank needed for the Soviet doctrine. This made for a tank that was heavily armoured, but not very mobile as it was to be for siege warfare. The designs offered all had heavy armour, wide tracks, and used the torsion-bar suspension. The designs were the SMK, T-100, and what would be the KV-1 tank, which was named after the then Soviet Defense Commissar Kliment Voroshilov.

During the developmental progress, the prototypes of all these heavy tanks were made and the Winter War with Finland was on its way. The Soviets sent these tanks into Finland for combat testing, to which the KV design outperformed in every way with its superior armour and firepower. The armour on the KV tank was impenetrable by a tank cannon in service and most anti-tank guns as well, the 76,2 cannon also gave it a huge firepower boost compared to the usual 37 mm in use by other countries. However, the design was found to be difficult to steer, the transmission was unreliable, ergonomics was poor and vision was limited, plus with its 45-ton weight, it was a very heavy tank for its time. In truth, while formidable in power and protection, courageous crew member willing to curse the name would speak out about the trouble the KV tank really was. The main variant of production before World War II broke out was the KV-1 model.

KV-2

Despite its superiority on the battlefield, some observed that the KV-1's armament was not enough to destroy some of the Finnish fortifications that they encountered. For this, a request to mount a 152 mm howitzer on the KV-1 was made and resulted in the KV-2 with its extremely large turret and an increased weight of 52 tons. The KV-2 suffered from a very high profile, low speed, and was to turret heavy. Compared to the KV-1 height of about 9 feet, the KV-2 was at 11 feet tall. The increased weight of the tank slowed it down drastically, and the very heavy turret mixed with a low-powered traverse speed meant that the KV-2 can only traverse on level ground, as a slope would cause the turret to start turning with gravity. The combat ineffectiveness and flaws of the KV-2 came to light and was only put on limited production due to them, resulting in only about 334 units being produced from 1939 to 1941.

Combat usage

During the opening stages of Operation Barbarossa, the KV tanks came as a huge surprise from the Germans as they had no prior intel about these tanks, resulting in a lack of capable anti-tank weaponry that could destroy these tanks, aside from 88 mm FlaK guns. The KV-2 served alongside the KV-1 in stalling the German Offensive to Moscow. During the Battle of Raseiniai, in Lithuania, a single KV-2 was able to hold up the entire 6th Panzer Division for a full day by firing at them from a concealed location before it ran out of ammunition, ending with about two dozen tanks destroyed.

Due to the low quantity of KV-2 produced, they didn't see much service past the opening stages of the war due to loss from attrition or mechanical failures, however, 10 were still in service with the Voronezh Front on 4 July 1943 for the battle of Kursk. These were transferred to the 3rd Mech Corps on 9 July, and by 18 July only 1 was left serviceable - 5 were destroyed on 12 July, and 4 are recorded as being in repair from 13 July. [1]

Survivors

Only one KV-2 is left intact as a survivor of the war, it is housed at the Central Armed Forces Museum in Moscow.

In-game description

This tank came into service in the Red Army in 1940 and was an assault tank intended to be used to overcome long-term defensive positions. The KV-2 was armed with a powerful 152 mm M-10 cannon installed in its tall armoured rotating turret. This weapon was shot with separately loaded shells, so its combat rate of fire was not high. The howitzer had relatively good characteristics. Its armour-piercing 52 kg round with a 436 m/s muzzle velocity penetrated a 72 mm thick armour plate at a distance of 1500 m at a 60° angle. For firing on concrete fortifications, it possessed a 40 kg concrete-piercing shell with a 530 m/s muzzle velocity. All these vehicles were equipped with a 71-TK-3 radio set. The vehicle was armed with three additional 7.62 mm DT tank machine guns. One was paired with the howitzer, the second mounted in the rear turret wall, and the third mounted as a bow gun in the underturret box's frontal plate to the driver's left.

By 1941, 330 of these tanks had been produced in total, and production ceased at the beginning of the Great Patriotic War. In mid-February 1940, several of these heavy tanks were put to the test during the breaking of the Mannerheim Line. They broke through stone fortifications and destroyed pillboxes at close range, allowing infantry divisions to pass through areas previously closed to them. Furthermore, its strong armour could survive heavy fire from the enemy's anti-tank artillery. In the first years of the war, the KV-2 was practically invulnerable to all forms of anti-tank artillery. A number of captured vehicles of this type were used by German troops.

The tank had some serious flaws. Its mobility on the move and in combat was seriously limited by its high weight and issues with its clutch and transmission. When the vehicle was at a slight tilt, the turret became extremely difficult to turn. Its ammunition complement for its main gun amounted to only 38 shells.

Media

Camouflages

Camouflages and skins for the KV-2 from live.warthunder.com

Videos

References

  1. Link, open at your own discretion! Source provided by‎ user Stalins Organ. US Army Center for Strategy and Force Evaluation - detailed day-day analysis of formation strengths at Kursk - both sides. 12mb PDF download

Read also

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


USSR heavy tanks
KV-1  KV-1 (L-11) · KV-1 (ZiS-5) · KV-1E · KV-1S
KV-2  KV-2 (1939) · KV-2 (1940) · KV-2 (ZiS-6)
Other KVs  KV-85 · KV-122 · KV-220
IS-1/2  IS-1 · IS-2 · IS-2 (1944) · IS-2 No.321 · IS-2 "Revenge" · Object 248
Other IS tanks  IS-3 · IS-4M · IS-6 · IS-7
T-10  T-10A · T-10M
Multi-turreted  T-35 · SMK
Other  Object 279
Lend-Lease  ▂MK-II "Matilda"