Difference between revisions of "Tiger II (H) Sla.16"

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{{About
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| about = German heavy tank '''{{PAGENAME}}'''
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| usage = other variants
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| link = Tiger II (Family)
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}}
 
{{Specs-Card
 
{{Specs-Card
 
|code = germ_pzkpfw_VI_ausf_b_tiger_IIh_sla
 
|code = germ_pzkpfw_VI_ausf_b_tiger_IIh_sla
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
|store = 5185
 
|store = 5185
 
}}
 
}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part should 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 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 should 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 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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''{{Specs|name}}''' ([[Abbreviations#.28DE.29_Sd.Kfz._Index|Sd.Kfz. Index:]] '''Sd.Kfz. 182''') is a premium gift rank {{Specs|rank}} German heavy tank {{Battle-rating}}. It was introduced in [[Update 1.57 "Battle March"]].
{{break}}
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The '''{{Specs|name}}''' is a premium rank {{Specs|rank}} German heavy tank {{Battle-rating}}. It was introduced in [[Update_1.57_"Battle_March"|Update 1.57 "Battle March"]]. As a purchasable bundle vehicle, this variant comes with premium bonuses and the experimental installation of a diesel power engine, increasing its mobility vastly. But the vehicle functions near identically to the in-tree regular varient. It fits into the 6.7 lineup very well, and can be utilised greatly in battle because of it's enhanced combat capabilities.
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As part of a purchasable bundle, this variant comes with premium bonuses and the experimental installation of a diesel engine, vastly increasing its mobility. But besides that, the Sla.16 works almost exactly like the regular tech-tree version. It fits very well into the 6.7 line-up and because of its enhanced combat capabilities, can be utilised in battle to great effect.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''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?''
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{{Specs-Tank-Armour}}
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<!-- ''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? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
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The frontal protection of the Tiger II is average with 150 mm sloped armour, while the 185 mm strong flat turret armour can be penetrated by most tanks at its BR and slightly fewer in a down-tier. Still, a large percentage of the tanks encountered in a typical battle will be able to penetrate the turret frontally. Angling this tank can save both driver and radio operator behind the comparatively thick frontal armour, but only them. Since it would be unwise to angle the turret, it's a matter of luck if the battle ends with the original gunner or the radio operator sitting in the gunner seat.
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''
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The side and back armour is weak, only 100 mm at its thickest. Some SPAA at rank IV can penetrate back and sides, so it is advised to always face the enemy to not be forced to go back to the hangar. The Sla.16 is slightly more armoured than its non-premium counterpart, with additional 30 mm thick tracks on the sides on the turret.
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
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{{Specs-Tank-Mobility}}
This vehicle is bestowed with a higher performance experimental diesel engine, making it far quicker than the [[Tiger II (H)|in-tree variant of the Tiger II (H)]]. This means you can get into combat quicker than your friendly Tiger IIs. The traverse in both neutral and in motion are considerably and noticeably much quicker, making flanking enemies easier to deal with if they haven't shot at the Tiger II yet. The top speed on road forwards is around 40-48 km/h (25-30 mph), and the reverse gear is surprisingly good at 16 km/h (10 mph) on average backwards.
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
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{{tankMobility|abMinHp=968|rbMinHp=663}}
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The top speed on-road is around 42-44 km/h, and the reverse speed is surprisingly good at -11 km/h (RB). These speeds combined with neutral steering mean the {{PAGENAME}} is quite agile despite its heavy tank status. The engine has a lot of horsepower, and climbing hills is surprisingly easy with this variant of the famed King Tiger.
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=== Modifications and economy ===
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{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
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{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
=== 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.''-->
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{{Specs-Tank-Weapon|1}}
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<!-- ''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.'' -->
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{{main|KwK43 (88 mm)}}
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The main gun of this tank is the long-barreled 88 mm KwK43 cannon, which performs astoundingly well for this BR, offering high muzzle velocity with more than enough post-penetration damage. The muzzle velocity of this gun sits at around 1,000 m/s for APCBC and 1,400 m/s for the APCR round, and also has HEAT shells, making it an exceptional sniper and brawler alike. The APCBC stock shell gets a fair amount of explosive filler with a wide knock-out capability upon penetration. This shell excels in ammo-racking enemy tanks, so aim for ammo stowage on the enemy vehicle. The APCR should only really be used for engagements on enemies you cannot punch through with APCBC alone, since it offers significantly higher penetration at the expense of post-penetration damage, making it a very situational round. The same can be applied to the HEAT shell for long-range, as penetration drop-off does not matter on angled armour layouts, but instead offers poorer penetration values.
  
The main gun this Panzer beholds is the KwK/43 88mm long-barreled gun. This gun performs astoundingly well for this BR, offering high muzzle velocity with more than enough post-penetrational damage. The muzzle velocity of this gun sits at around 1000m/s for APCBC and 1400m/s for the APCR round, and also has HEAT shells, making it an exceptional sniper and brawler alike. The APCBC stock shell gets a fair amount of explosive filler with a wide one-shot capability upon penetration. This shell exceeds in ammo-racking enemy tanks, so aim for ammo stowage on the enemy vehicle. The APCR should only really be used for engagements on enemies you cannot punch through with APCBC alone, since it offer significantly higher penetration at the expense of post-pen damage, making it a very situational round. The same can be applied to the HEAT shell for long-range, as penetration dropoff does not matter on angled armour layouts, but instead offers poorer penetration values.
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{| class="wikitable" style="text-align:center" width="100%"
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|-
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! colspan="5" | [[KwK43 (88 mm)|88 mm KwK43]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
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|-
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
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! Stock !! Upgraded !! Full !! Expert !! Aced
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! Stock !! Full !! Expert !! Aced
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|-
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! ''Arcade''
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| rowspan="2" | 70 || rowspan="2" | -8°/+15° || rowspan="2" | ±180° || rowspan="2" | N/A || 15.4 || 21.3 || 25.8 || 28.6 || 30.4 || rowspan="2" | 9.75 || rowspan="2" | 8.63 || rowspan="2" | 7.95 || rowspan="2" | 7.50
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|-
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! ''Realistic''
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| 11.3 || 13.3 || 16.1 || 17.9 || 19.0
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|-
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|}
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==== Ammunition ====
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{{:KwK43 (88 mm)/Ammunition|PzGr 39/43, PzGr 40/43, Hl.Gr 39, Sprgr.43}}
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==== [[Ammo racks]] ====
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<!-- '''Last updated: 2.15.1.70''' -->
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{| class="wikitable" style="text-align:center"
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|-
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! Full<br>ammo
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! 1st<br>rack empty
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! 2nd<br>rack empty
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! 3rd<br>rack empty
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! 4th<br>rack empty
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! 5th<br>rack empty
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! 6th<br>rack empty
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! 7th<br>rack empty
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! 8th<br>rack empty
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! Visual<br>discrepancy
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|-
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| '''70''' || 65&nbsp;''(+5)'' || 59&nbsp;''(+11)'' || 48&nbsp;''(+22)'' || 37&nbsp;''(+33)'' || 30&nbsp;''(+40)'' || 23&nbsp;''(+47)'' || 12&nbsp;''(+58)'' || 1&nbsp;''(+69)'' || No
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|-
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|}
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[[File:Ammoracks_Tiger_II_(H).png|right|thumb|x250px|[[Ammo racks]] of the [[Tiger II (H)]] (identical)]]
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Thanks to the ready rack feature found on this tank, the ammo racks found in the back of the turret will always be full of ammo, making it the prime target for enemy tankers who are looking to detonate your ammo rack. Even solid shots like APCR and APDS that commonly pierce your front turret can make their way to the rear of the turret, potentially hitting the ready racks and can cause a critical hit to become a deadly one.
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'''Notes:'''
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* Recommended ammo load is 23&nbsp;''(+47)'' to keep the hull empty and both ready racks full.
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* Racks 7 and 8 are ready racks, and take priority in being filled at the beginning of the battle, racks are then filled 6 through 1 in that order.
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* Full reload speed will be realized as long as ammo exists in either ready rack. If both ready racks are empty, a penalty to reload speed will occur.
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* Simply not firing the main gun when it is loaded will load ammo from racks 1-6 into 8 then 7, as long as there is ammo in racks 1-6. Firing the main gun will interrupt the loading of the ready racks.
  
 
=== Machine guns ===
 
=== Machine guns ===
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
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{{Specs-Tank-Weapon|2}}
This tank, unlike the standard version, receives an additional top mount MG34 7.62mm machine gun located atop the commanders cupola with a wide arc of fire, designed for anti-aircraft purposes. However, this extra gun proves inadequate at efficiently dealing damage to aircraft and so should be used more prominently as a spotting tool or a light armour remedy.
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{{Specs-Tank-Weapon|3}}
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<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
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{{main|MG34 (7.92 mm)}}
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{| class="wikitable" style="text-align:center" width="50%"
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|-
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! colspan="5" | [[MG34 (7.92 mm)|7.92 mm MG34]]
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|-
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
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|-
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| Coaxial || 3,000 (150) || 900 || N/A || N/A
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|-
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| Pintle || 2,000 (150) || 900 || -10°/+25° || -55°/+160°
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|-
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|}
  
 
== Usage in battles ==
 
== Usage in 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 instead 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).''-->
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<!-- ''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 instead 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).'' -->
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Considering most of the players who use this vehicle will be using it in RB/SB, this section will be directed to them. The Tiger II can be used both as a brawler and a sniper. With its excellent 88 mm KwK43 gun and reliable armour layout, the Tiger II can take a fair few shots before getting knocked out. Try not to let your flanks become exposed if playing in urban maps especially. On open maps, you should stick to towns or hills and remain hull down to utilize your thick turret cheeks well. Aim for noticeable weak spots on enemies, ie. lower glacis shots or ammo rack shots will more often than not result in a reliable way to destroy them. The gun has a solid rate of fire, not too slow, so you can follow up with a return shot fairly quickly.
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One common mistake many new Tiger II players make is assuming they can waltz down a road towards the enemy thinking they are invincible and will completely dominate them. In reality, they will either die immediately or get 1-2 kills before dying. Instead, try to maintain situational awareness and carefully advance towards the capture zone. Also, constantly make sure you aren't getting flanked. Light tanks especially can be quite annoying when playing the Tiger II so always make sure nobody can get to your side and destroy you.
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You will adapt over time and learn where the weak spots of most opposing vehicles. At times, this tank will act more as a support tank when considering the typical opponents will more than likely have stabilizers and sufficient suspension dampening, putting you at a disadvantage if you can't train your gun onto the target first. American heavy tanks such as the [[T29]], [[T34]], [[T32]] and [[M103]] will sometimes give you trouble. The trick to dealing with these tough, heavily armoured foes is to aim for the lower glacis and more specifically towards the left/right of the lower glacis to avoid possible ricochets. When engaging these vehicles, if you are not confident in being able to penetrate on your first shot, try and shoot the gun barrel to prevent your foes from firing back at you. If you mess up the shot and the enemy can shoot you, use the Tiger II Sla.16's good reverse speed and pull out until you have reloaded.
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It is best used at mid to long ranges, where its' small weak spots are hardest to hit. It can, however, be put to work on the front lines, protecting medium tanks and tank destroyers - just be aware of your limited mobility, and ensure you have options should you get advanced upon by multiple enemies.
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When used as a sniper, it is best that you find a position with a good overview of the battlefield. Keep your tank positioned directly towards the enemy and keep an eye out for any medium tanks trying to flank you (Tiger II has great frontal armour, do not be afraid to use it. However, keep in mind that the lower plate offers less protection and penetrations can easily cause fires due to the positioning of mechanical parts). It is best that you find cover behind a solid object and slightly rotate your vehicle e.g.: rotate your tank about 10-15 degrees from the enemy (your turret too). Positioning, combined with distance, can easily give you effective armour greater than 300 mm. When "sniping" it is best to wait for the enemy to expose their weak points, fire a steady, accurate shot and retreat to a safe position. Wait for your reload to be completed and slowly show your frontal plate (most of the players will engage even though the chances of penetration are low); once the enemy has fired, you can take your time and engage the tank while they reload.
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Using the Tiger II to advance and to support the front line can be rather tricky. While this tank offers great firepower and superior frontal armour, you'll notice that it is hard to fight in urban areas. In situations like this, you will quickly realize that the high weight and sheer size of the tank can cause major problems. Almost any tank that is faster will easily outmanoeuvre the Tiger II and destroy it. To avoid this, it is best to stay in the back (not too far from your team), keeping your tank positioned at an angle and using "peek-a-boo" techniques. You should always look for a position that can protect you during the assault of small tanks, such as "U" shaped buildings where you can easily retreat and protect your weak points.
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====Counter-tactics====
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<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. Just flank)-->
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[[File:Tiger II Shooting Guide.jpg|500px|left|thumb|Colour-frames showing the viability of targets on the Königstiger.]]
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A Tiger II is a formidable enemy when it's used correctly by its operator, but it's by no means indestructible under any conditions.
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The first thing you want to do is deny the Tiger II of the advantage of its gun by getting as close as possible while keeping clear of its cannon (the closer you get, the better the penetration values for you and the Tiger II) most Tiger II operators will avoid getting flanked at all costs so you might find yourself forced to face one from the front. The biggest weak spot is the lower frontal hull plate, its slopped but only 100 mm thick and behind it lies the transmission that likes to catch fires and create nasty shrapnel when destroyed, the shrapnel will fly inwards and if your shell is large enough they will take out the entire crew. However, this shot will most likely only leave the Tiger II unable to move for a minute and make his operator quite angry (at you) while his gun remains perfectly operational and before you have a chance to reload you will most likely receive a very accurate shot from an irritated Tiger II operator.
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The lower frontal plate is a good place to hit but it should be a second option, with this tank, you need to disable that gun as soon as possible, the turret is a very reliable target at close range, even with HEAT ammo you should be able to deliver a shot that will disable its firing capability for long enough for you to reload and shoot again. Using your best AP round for this is recommended since the frontal turret has a fairly thick (but flat) plate if nothing else works try APCR.
  
Considering most of the players which use this vehicle will be using it in RB/SB, this section will cater to them. This vehicle can be used as a brawler and a sniper equally. With its potent gun and reliable armour layout, this tank can take a fair few shots before expiring. Try not to let your flanks become exposed if playing in urban maps. On open maps, you should stick to towns or hills and remain hull down to utilise your thick turret cheeks well. Aim for noticeable weak spots on enemies, ie. lower glacis shots or ammo rack shots will more often than not result in a reliable way to destroy them. You will adapt over time and learn where the weak spots of most opposing vehicles. At times, this tank will act more as a support tank when considering the typical opponents will more than likely have stabilisers and sufficient suspension dampening, putting you at a disadvantage if you can't train your gun onto the target first.
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Using high calibre HE rounds is also effective. The cupola is probably the best place to hit with a HE shell since the explosion will deflect into the thin upper plate and destroy everything inside. It is not easy to hit, but if you manage to hit the cupola it's very unlikely it survives.
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The Tiger II is very vulnerable to "Circling attacks", that means, running around it in circles and harass it with side shots. Its turret can turn quite fast (especially in arcade mode) but most medium tanks are fast enough to outrun it.
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If you somehow manage to see an enemy Tiger II from the side, try to land a shot in the middle of the hull, near of the turret (not on the turret, the upper part of the hull), there's a good chance there will be ammo there, and if there isn't, you will either knock out the tank by taking out many crew members or cripple it heavily
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using certain definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
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<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
* Considerably quicker than the in-tree variant, acceleration is noticeably much more efficient because of its diesel engine
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* Armed with the powerful 88 mm KwK43 cannon
* Astounding frontal armour when angled, however turret cheeks around the mantlet are where people with typically aim for first
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* The default APCBC round has very high shell velocity, penetration, and damage potential at all ranges
* Great turret traverse for its size at around 14 degrees per second
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* Optics have magnification levels of 2.5x-5.0x. Really good for close range target acquisition and long range sniping
* Reasonably efficient reload speed with an aced crew
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* 22 shells in the first stage ammo rack, giving this tank an impressive 7.5 seconds reload rate when equipped with an ace crew
* 88mm gun KwK/43 is one of the best at its rank, with the capability of one-shotting most opponents if the shell penetrates
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* Front armour excels against most kinetic shells, though is lacking against APDS or HEAT shells that may be encountered
* Guns penetration is great for the rank, not many targets can efficiently bounce or absorb its shot
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* Enemy shells that penetrate the lower plate will likely have all of its damage absorbed by the transmission
* APCBC gets a decent amount of explosive filler
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* Same small turret as the Tiger II H, but has 30 mm of track armour covering the entire exterior of the turret sides
* 12 smoke grenades can be launched individually from the top of the turret by the gunner
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* Turret front is a small target, and the gun mantlet is large, offering ~340 mm of protection, and angled to an extent that can bounce most rounds
* Fast neutral traverse, good traverse rate in general
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* Armed with 12-rounds, semi-automatic smoke grenade launcher
* Cupola mounted extra MG 34, good for dealing with open topped or lightly armoured vehicles
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* Thanks to its diesel engine, this tank has better acceleration and hill-climbing speed than the standard Tiger II (H)
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* Though a heavy tank, it is a very fast and highly manoeuvrable when running at full power
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* Decent reverse speed. Shoot and scoot tactics are easy to perform
  
 
'''Cons:'''
 
'''Cons:'''
  
* The ready rack forces ammunition to be placed in the rear of the turret, making it an easy target for flankers to instantly destroy the Tiger.
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* While being a small target, most enemy tanks can penetrate the weakly armoured turret front
* Susceptible to being flanked
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* All 22 rounds in the first stage ammo rack are located in the back of the turret. Shells entering the back of the turret will likely lead to an ammo rack explosion
* Frontal armour considerably easy to go through with HEAT-FS shells found on most tanks in the matchmaking
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* Both of the upper hull sides are lined with ammo. Any shells penetrating these areas almost always mean certain death
* Will have to face vehicles such as the [[IS-6]] and T-54 in an uptier, both of which can reliably withstand a shot to the turret or hull frontally.
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* The APCR shells are lacklustre and inferior to most of the contemporary US APCR rounds
* Shells are lacking against the armour of American counterparts, APCR rarely helps in these encounters
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* Terrible HEAT and HE shells. Load only a handful of HE shells for really soft targets
* Rarely gets into a downtier match
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* Though the transmission will routinely eat enemy shells, that doesn't change the fact that the tank can still be immobilized from both front and rear shots
* Still arguably slow comparing it to other contemporary vehicles
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* Still a heavy tank, most mediums will have no problems catching up/flanking the tank if the player is not paying attention
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* The roof mounted MG34 has a high rate of fire, but still only fires 8 mm bullets. Critically damaging enemy planes is unlikely
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* The {{PAGENAME}} can frequently face tanks with guns capable of penetrating the armour easily, such as the [[M-51]] with its 400 mm penetrating HEAT shells
  
 
== History ==
 
== History ==
<!--''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 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></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''-->
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<!-- ''Describe the history of the creation and combat usage of the vehicle 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).'' -->
The Sla.16 diesel engine developed by Simmering-Graz-Pauker from Vienna. With a power output of around 750 hp, it was considerably more powerful than Maybach engine used by the [[Tiger E|Tiger I]], [[Tiger II (H)|Tiger II]], and [[Panther A|Panther]] tanks that had 690 hp. The Sla.16 was also proposed as the power unit for the infamous super-heavy [[Maus|Maus]] tank. According to various of sources such as ''Military Engineer'' and ''Amazing Porsche and Volkswagen Story'', the engines were tested with positive results. The recommendation was that these diesel engines were to be attached to the heavy tanks and tank destroyers currently in production for increased efficiency of the vehicles. A diesel engine was mounted onto a Tiger II as a prototype built by Nibelungen Werke and went through testings, though results has not been found from this test. Further proposals also wanted the engine to be mounted in the Panther and Jagdtiger vehicles for increased power, but the war's constraint on supplies and Nazi Germany's capitulation resulted in the cancellation of these programs.
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The Sla.16 diesel engine developed by Simmering-Graz-Pauker from Vienna. With a power output of around 750 hp, it was considerably more powerful than Maybach engine used by the [[Tiger E|Tiger I]], [[Tiger II (H)|Tiger II]], and [[Panther A|Panther]] tanks that had 690 hp. The Sla.16 was also proposed as the power unit for the infamous super-heavy [[Maus|Maus]] tank. According to various of sources such as ''Military Engineer'' and ''Amazing Porsche and Volkswagen Story'', the engines were tested with positive results. The recommendation was that these diesel engines were to be attached to the heavy tanks and tank destroyers currently in production for increased efficiency of the vehicles. A diesel engine was mounted onto a Tiger II as a prototype built by Nibelungen Werke and went through testing, though results have not been found from this test. Further proposals also wanted the engine to be mounted in the Panther and Jagdtiger vehicles for increased power, but the war's constraint on supplies and Nazi Germany's capitulation resulted in the cancellation of these programs.
  
 
== Media ==
 
== Media ==
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
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;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_pzkpfw_VI_ausf_b_tiger_IIh_sla Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&vehicleType=tank&vehicleClass=heavy_tank&vehicle=germ_pzkpfw_VI_ausf_b_tiger_IIh_sla '''Skins''' and '''camouflages''' for the Tiger II (H) Sla.16 from live.warthunder.com.]
 
 
* [https://live.warthunder.com/post/675135/en/ RideR2's Realistic gunsight (TZF4a, TZF 5a/b/d/e/f/f2, TZF 9b/b1/c/d, TZF 12/a) for Pzkpfw II, Pzkpfw III, Pzkpfw IV, Pzkpfw V, Pzkpfw VI]
 
* [https://live.warthunder.com/post/675135/en/ RideR2's Realistic gunsight (TZF4a, TZF 5a/b/d/e/f/f2, TZF 9b/b1/c/d, TZF 12/a) for Pzkpfw II, Pzkpfw III, Pzkpfw IV, Pzkpfw V, Pzkpfw VI]
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{{Youtube-gallery|H5no8rcdihw|'''Should You Buy The Tiger II (H) Sla.16?''' - ''Sako Sniper''|N5YJmEcfLxQ|'''The Shooting Range #5''' - ''Metal Beasts'' section at 03:12 discusses the {{PAGENAME}}.}}
  
 
== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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* ''reference to the series of the vehicles;''
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* ''links to approximate analogues of other nations and research trees.'' -->
  
* ''reference to the series of the vehicles;''
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* [[Tiger II (H)]]
* ''links to approximate analogues of other nations and research trees.''
 
  
 
== External links ==
 
== External links ==
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* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
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* ''other literature.''-->
 
  
* [https://warthunder.com/en/devblog/current/875/ [Devblog<nowiki>]</nowiki> Tiger II Sla.16: the diesel-engined “King Tiger”]
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* [[wt:en/devblog/current/875/|[Devblog] Tiger II Sla.16: the diesel-engined "King Tiger"]]
  
 
{{Germany heavy tanks}}
 
{{Germany heavy tanks}}
 
{{Germany premium ground vehicles}}
 
{{Germany premium ground vehicles}}

Latest revision as of 03:57, 7 July 2024

This page is about the German heavy tank Tiger II (H) Sla.16. For other variants, see Tiger II (Family).
Tiger II (H) Sla.16
germ_pzkpfw_vi_ausf_b_tiger_iih_sla.png
GarageImage Tiger II (H) Sla.16.jpg
ArtImage Tiger II (H) Sla.16.png
Tiger II (H) Sla.16
AB RB SB
7.0 6.7 6.7
Show in game
STORE

Description

The Pz.Kpfw. VI Ausf. B (H) mit Simmering Sla.16 (Sd.Kfz. Index: Sd.Kfz. 182) is a premium gift rank IV German heavy tank with a battle rating of 7.0 (AB) and 6.7 (RB/SB). It was introduced in Update 1.57 "Battle March".

As part of a purchasable bundle, this variant comes with premium bonuses and the experimental installation of a diesel engine, vastly increasing its mobility. But besides that, the Sla.16 works almost exactly like the regular tech-tree version. It fits very well into the 6.7 line-up and because of its enhanced combat capabilities, can be utilised in battle to great effect.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull150 / 80 / 80
Turret185 / 80 / 80
Crew5 people
Visibility125 %

The frontal protection of the Tiger II is average with 150 mm sloped armour, while the 185 mm strong flat turret armour can be penetrated by most tanks at its BR and slightly fewer in a down-tier. Still, a large percentage of the tanks encountered in a typical battle will be able to penetrate the turret frontally. Angling this tank can save both driver and radio operator behind the comparatively thick frontal armour, but only them. Since it would be unwise to angle the turret, it's a matter of luck if the battle ends with the original gunner or the radio operator sitting in the gunner seat.

The side and back armour is weak, only 100 mm at its thickest. Some SPAA at rank IV can penetrate back and sides, so it is advised to always face the enemy to not be forced to go back to the hangar. The Sla.16 is slightly more armoured than its non-premium counterpart, with additional 30 mm thick tracks on the sides on the turret.

Mobility

Speedforward / back
AB45 / 12 km/h
RB and SB42 / 12 km/h
Number of gears8 forward
4 back
Weight70.0 t
Engine power
AB1 431 hp
RB and SB750 hp
Power-to-weight ratio
AB20.4 hp/t
RB and SB10.7 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 45 12 70 968 1,431 13.83 20.44
Realistic 42 12 663 750 9.47 10.71

The top speed on-road is around 42-44 km/h, and the reverse speed is surprisingly good at -11 km/h (RB). These speeds combined with neutral steering mean the Tiger II (H) Sla.16 is quite agile despite its heavy tank status. The engine has a lot of horsepower, and climbing hills is surprisingly easy with this variant of the famed King Tiger.

Modifications and economy

Repair cost
AB3 301 Sl icon.png
RB3 401 Sl icon.png
SB4 645 Sl icon.png
Crew training10 000 Sl icon.png
Experts340 000 Sl icon.png
Aces890 Ge icon.png
Research Aces1 180 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 140 / 200 / 220 % Sl icon.png
Talisman.png 2 × 184 / 184 / 184 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Mods new tank suspension.png
Suspension
Mods new tank break.png
Brake System
Mods new tank filter.png
Filters
Mods new tank transmission.png
Transmission
Mods new tank engine.png
Engine
Mods tank tool kit.png
Improved Parts
Mods extinguisher.png
Improved FPE
Mods tank reinforcement ger.png
Crew Replenishment
Mods new tank horizontal aiming.png
Horizontal Drive
Mods tank cannon.png
Adjustment of Fire
Mods tank ammo.png
88mm_kwk_36_43_HEAT_ammo_pack
Mods new tank vertical aiming.png
Elevation Mechanism
Mods tank ammo.png
88mm_kwk_36_43_APCR_ammo_pack
Mods smoke screen.png
Smoke grenade

Armaments

Main armament

Ammunition70 rounds
First-order22 rounds
Reloadbasic crew → aces
9.7 → 7.5 s
Vertical guidance-8° / 15°
Main article: KwK43 (88 mm)

The main gun of this tank is the long-barreled 88 mm KwK43 cannon, which performs astoundingly well for this BR, offering high muzzle velocity with more than enough post-penetration damage. The muzzle velocity of this gun sits at around 1,000 m/s for APCBC and 1,400 m/s for the APCR round, and also has HEAT shells, making it an exceptional sniper and brawler alike. The APCBC stock shell gets a fair amount of explosive filler with a wide knock-out capability upon penetration. This shell excels in ammo-racking enemy tanks, so aim for ammo stowage on the enemy vehicle. The APCR should only really be used for engagements on enemies you cannot punch through with APCBC alone, since it offers significantly higher penetration at the expense of post-penetration damage, making it a very situational round. The same can be applied to the HEAT shell for long-range, as penetration drop-off does not matter on angled armour layouts, but instead offers poorer penetration values.

88 mm KwK43 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 70 -8°/+15° ±180° N/A 15.4 21.3 25.8 28.6 30.4 9.75 8.63 7.95 7.50
Realistic 11.3 13.3 16.1 17.9 19.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
PzGr 39/43 APCBC 237 234 222 207 193 180
PzGr 40/43 APCR 279 273 252 227 205 185
Hl.Gr 39 HEAT 110 110 110 110 110 110
Sprgr.43 HE 19 19 17 16 14 14
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
PzGr 39/43 APCBC 1,000 10.16 1.2 14 108.8 48° 63° 71°
PzGr 40/43 APCR 1,130 7.3 - - - 66° 70° 72°
Hl.Gr 39 HEAT 600 7.64 0 0.3 1,100 62° 69° 73°
Sprgr.43 HE 820 9.4 0.2 0.1 1,000 79° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
7th
rack empty
8th
rack empty
Visual
discrepancy
70 65 (+5) 59 (+11) 48 (+22) 37 (+33) 30 (+40) 23 (+47) 12 (+58) (+69) No
Ammo racks of the Tiger II (H) (identical)

Thanks to the ready rack feature found on this tank, the ammo racks found in the back of the turret will always be full of ammo, making it the prime target for enemy tankers who are looking to detonate your ammo rack. Even solid shots like APCR and APDS that commonly pierce your front turret can make their way to the rear of the turret, potentially hitting the ready racks and can cause a critical hit to become a deadly one.

Notes:

  • Recommended ammo load is 23 (+47) to keep the hull empty and both ready racks full.
  • Racks 7 and 8 are ready racks, and take priority in being filled at the beginning of the battle, racks are then filled 6 through 1 in that order.
  • Full reload speed will be realized as long as ammo exists in either ready rack. If both ready racks are empty, a penalty to reload speed will occur.
  • Simply not firing the main gun when it is loaded will load ammo from racks 1-6 into 8 then 7, as long as there is ammo in racks 1-6. Firing the main gun will interrupt the loading of the ready racks.

Machine guns

Ammunition3 000 rounds
Belt capacity150 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Ammunition2 100 rounds
Belt capacity150 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Main article: MG34 (7.92 mm)
7.92 mm MG34
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (150) 900 N/A N/A
Pintle 2,000 (150) 900 -10°/+25° -55°/+160°

Usage in battles

Considering most of the players who use this vehicle will be using it in RB/SB, this section will be directed to them. The Tiger II can be used both as a brawler and a sniper. With its excellent 88 mm KwK43 gun and reliable armour layout, the Tiger II can take a fair few shots before getting knocked out. Try not to let your flanks become exposed if playing in urban maps especially. On open maps, you should stick to towns or hills and remain hull down to utilize your thick turret cheeks well. Aim for noticeable weak spots on enemies, ie. lower glacis shots or ammo rack shots will more often than not result in a reliable way to destroy them. The gun has a solid rate of fire, not too slow, so you can follow up with a return shot fairly quickly.

One common mistake many new Tiger II players make is assuming they can waltz down a road towards the enemy thinking they are invincible and will completely dominate them. In reality, they will either die immediately or get 1-2 kills before dying. Instead, try to maintain situational awareness and carefully advance towards the capture zone. Also, constantly make sure you aren't getting flanked. Light tanks especially can be quite annoying when playing the Tiger II so always make sure nobody can get to your side and destroy you.

You will adapt over time and learn where the weak spots of most opposing vehicles. At times, this tank will act more as a support tank when considering the typical opponents will more than likely have stabilizers and sufficient suspension dampening, putting you at a disadvantage if you can't train your gun onto the target first. American heavy tanks such as the T29, T34, T32 and M103 will sometimes give you trouble. The trick to dealing with these tough, heavily armoured foes is to aim for the lower glacis and more specifically towards the left/right of the lower glacis to avoid possible ricochets. When engaging these vehicles, if you are not confident in being able to penetrate on your first shot, try and shoot the gun barrel to prevent your foes from firing back at you. If you mess up the shot and the enemy can shoot you, use the Tiger II Sla.16's good reverse speed and pull out until you have reloaded.

It is best used at mid to long ranges, where its' small weak spots are hardest to hit. It can, however, be put to work on the front lines, protecting medium tanks and tank destroyers - just be aware of your limited mobility, and ensure you have options should you get advanced upon by multiple enemies.

When used as a sniper, it is best that you find a position with a good overview of the battlefield. Keep your tank positioned directly towards the enemy and keep an eye out for any medium tanks trying to flank you (Tiger II has great frontal armour, do not be afraid to use it. However, keep in mind that the lower plate offers less protection and penetrations can easily cause fires due to the positioning of mechanical parts). It is best that you find cover behind a solid object and slightly rotate your vehicle e.g.: rotate your tank about 10-15 degrees from the enemy (your turret too). Positioning, combined with distance, can easily give you effective armour greater than 300 mm. When "sniping" it is best to wait for the enemy to expose their weak points, fire a steady, accurate shot and retreat to a safe position. Wait for your reload to be completed and slowly show your frontal plate (most of the players will engage even though the chances of penetration are low); once the enemy has fired, you can take your time and engage the tank while they reload.

Using the Tiger II to advance and to support the front line can be rather tricky. While this tank offers great firepower and superior frontal armour, you'll notice that it is hard to fight in urban areas. In situations like this, you will quickly realize that the high weight and sheer size of the tank can cause major problems. Almost any tank that is faster will easily outmanoeuvre the Tiger II and destroy it. To avoid this, it is best to stay in the back (not too far from your team), keeping your tank positioned at an angle and using "peek-a-boo" techniques. You should always look for a position that can protect you during the assault of small tanks, such as "U" shaped buildings where you can easily retreat and protect your weak points.

Counter-tactics

Colour-frames showing the viability of targets on the Königstiger.

A Tiger II is a formidable enemy when it's used correctly by its operator, but it's by no means indestructible under any conditions.

The first thing you want to do is deny the Tiger II of the advantage of its gun by getting as close as possible while keeping clear of its cannon (the closer you get, the better the penetration values for you and the Tiger II) most Tiger II operators will avoid getting flanked at all costs so you might find yourself forced to face one from the front. The biggest weak spot is the lower frontal hull plate, its slopped but only 100 mm thick and behind it lies the transmission that likes to catch fires and create nasty shrapnel when destroyed, the shrapnel will fly inwards and if your shell is large enough they will take out the entire crew. However, this shot will most likely only leave the Tiger II unable to move for a minute and make his operator quite angry (at you) while his gun remains perfectly operational and before you have a chance to reload you will most likely receive a very accurate shot from an irritated Tiger II operator.

The lower frontal plate is a good place to hit but it should be a second option, with this tank, you need to disable that gun as soon as possible, the turret is a very reliable target at close range, even with HEAT ammo you should be able to deliver a shot that will disable its firing capability for long enough for you to reload and shoot again. Using your best AP round for this is recommended since the frontal turret has a fairly thick (but flat) plate if nothing else works try APCR.

Using high calibre HE rounds is also effective. The cupola is probably the best place to hit with a HE shell since the explosion will deflect into the thin upper plate and destroy everything inside. It is not easy to hit, but if you manage to hit the cupola it's very unlikely it survives.

The Tiger II is very vulnerable to "Circling attacks", that means, running around it in circles and harass it with side shots. Its turret can turn quite fast (especially in arcade mode) but most medium tanks are fast enough to outrun it.

If you somehow manage to see an enemy Tiger II from the side, try to land a shot in the middle of the hull, near of the turret (not on the turret, the upper part of the hull), there's a good chance there will be ammo there, and if there isn't, you will either knock out the tank by taking out many crew members or cripple it heavily

Pros and cons

Pros:

  • Armed with the powerful 88 mm KwK43 cannon
  • The default APCBC round has very high shell velocity, penetration, and damage potential at all ranges
  • Optics have magnification levels of 2.5x-5.0x. Really good for close range target acquisition and long range sniping
  • 22 shells in the first stage ammo rack, giving this tank an impressive 7.5 seconds reload rate when equipped with an ace crew
  • Front armour excels against most kinetic shells, though is lacking against APDS or HEAT shells that may be encountered
  • Enemy shells that penetrate the lower plate will likely have all of its damage absorbed by the transmission
  • Same small turret as the Tiger II H, but has 30 mm of track armour covering the entire exterior of the turret sides
  • Turret front is a small target, and the gun mantlet is large, offering ~340 mm of protection, and angled to an extent that can bounce most rounds
  • Armed with 12-rounds, semi-automatic smoke grenade launcher
  • Thanks to its diesel engine, this tank has better acceleration and hill-climbing speed than the standard Tiger II (H)
  • Though a heavy tank, it is a very fast and highly manoeuvrable when running at full power
  • Decent reverse speed. Shoot and scoot tactics are easy to perform

Cons:

  • While being a small target, most enemy tanks can penetrate the weakly armoured turret front
  • All 22 rounds in the first stage ammo rack are located in the back of the turret. Shells entering the back of the turret will likely lead to an ammo rack explosion
  • Both of the upper hull sides are lined with ammo. Any shells penetrating these areas almost always mean certain death
  • The APCR shells are lacklustre and inferior to most of the contemporary US APCR rounds
  • Terrible HEAT and HE shells. Load only a handful of HE shells for really soft targets
  • Though the transmission will routinely eat enemy shells, that doesn't change the fact that the tank can still be immobilized from both front and rear shots
  • Still a heavy tank, most mediums will have no problems catching up/flanking the tank if the player is not paying attention
  • The roof mounted MG34 has a high rate of fire, but still only fires 8 mm bullets. Critically damaging enemy planes is unlikely
  • The Tiger II (H) Sla.16 can frequently face tanks with guns capable of penetrating the armour easily, such as the M-51 with its 400 mm penetrating HEAT shells

History

The Sla.16 diesel engine developed by Simmering-Graz-Pauker from Vienna. With a power output of around 750 hp, it was considerably more powerful than Maybach engine used by the Tiger I, Tiger II, and Panther tanks that had 690 hp. The Sla.16 was also proposed as the power unit for the infamous super-heavy Maus tank. According to various of sources such as Military Engineer and Amazing Porsche and Volkswagen Story, the engines were tested with positive results. The recommendation was that these diesel engines were to be attached to the heavy tanks and tank destroyers currently in production for increased efficiency of the vehicles. A diesel engine was mounted onto a Tiger II as a prototype built by Nibelungen Werke and went through testing, though results have not been found from this test. Further proposals also wanted the engine to be mounted in the Panther and Jagdtiger vehicles for increased power, but the war's constraint on supplies and Nazi Germany's capitulation resulted in the cancellation of these programs.

Media

Skins
Sights
Videos

See also

External links


Germany heavy tanks
Tiger 1 (Henschel)  Tiger H1 · Tiger E · ␠Tiger
Tiger 1 (Porsche)  VK 45.01 (P) · Pz.Bef.Wg.VI P
Tiger 2  Tiger II (P) · Tiger II (H) · Tiger II (H) Sla.16 · Tiger II (10.5 cm Kw.K)
Super heavy tanks  Maus · E-100
Trophies 
Great Britain  ▀Pz.Kpfw. Churchill
USSR  ▀KV-IB · ▀KW I C 756 (r) · ▀KW II 754 (r)

Germany premium ground vehicles
Light tanks  Pz.II C (DAK) · Pz.Sfl.Ic · Pz.Sp.Wg.P204(f) KwK · Sd.Kfz. 140/1 · Sd.Kfz.234/1 · Ru 251 · SPz 12-3 LGS · TAM 2IP
Medium tanks  Nb.Fz. · Pz.III N · Pz.Bef.Wg.IV J · ▀M4 748 (a) · ▀T 34 747 (r) · Ersatz M10
  mKPz M47 G · Turm III · Leopard A1A1 (L/44) · Leopard 2 (PzBtl 123) · Leopard 2A4M
Heavy tanks  ▀Pz.Kpfw. Churchill · ▀KV-IB · ▀KW I C 756 (r) · ▀KW II 754 (r)
  VK 45.01 (P) · ␠Tiger · Pz.Bef.Wg.VI P · Tiger II (H) Sla.16
Tank destroyers  Sd.Kfz.234/3 · Sd.Kfz.234/4 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · 15 cm Pz.W.42
  Brummbär · Panzer IV/70(A) · VFW · Bfw. Jagdpanther G1 · Elefant · 38 cm Sturmmörser