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The KPz-70 is a rank VI German medium tank with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update 1.71 "New E.R.A".
The KPz-70 displays impressive mobility, in terms of its ability to pickup and maintain speed over various terrains - albeit it is somewhat lackluster compared to some of the top rank vehicles such as the M1 Abrams and T-80B. This unfortunately negates many of the advantages the KPz-70 maintained during its reign as a top-rank vehicle. However, this doesn't change the need to utilize what mobility the vehicle has - it's the best weapon the KPz-70 has.
Unlike the Soviet T-64A (its main rival), the KPz-70 does not utilize composite armour, but an air gap that forces munitions penetrating the initial layers to lose their mass by fragmenting apart before moving to the next layer of armour. This general design concept has been in use as far back as WW2 and is even used to this day on modern fighting vehicles.
Spaced armour works wonderfully well against shaped charge munitions or any other munition with explosive filler provided it is of a stronger protection rating. Proceeding weapons and munitions development has seen this benefit decreased with either more powerful or tandem charge warheads and can be seen in-game against weapons that proceeded different designs of spaced armour. As such, the KPz-70 will find weapons that were designed to defeat spaced armour such as the HOT-K3S ATGM and BAE Swingfire system that will penetrate it. However the spaced armour in the KPz-70 works exactly as it was designed to do against older anti-tank missiles, HEAT, HE, and HESH munitions.
The tank mounts no external spaced armour. The armour on the side and rear of the tank is not worth mentioning as it will only stop light machine gun fire and some cannon fire on the turret. Adversary SABOT rounds will penetrate clear through the engine and into the crew compartment most likely destroying the tank if engaged from behind.
The most important feature that makes a tank is the cannon. In this department, the KPz-70 is no slouch. The 152 mm gun launcher system (the same one used on the M551 Sheridan), but with a longer barrel and is capable of firing a variety of munition types including an experimental APFSDS round, a traditional HEAT round (with high penetration), an experimental smoke round, and lastly the very capable and proven MGM-61C Shillelagh. This wide range of munition choices gives the operator a variety of options in pre-combat configuration which can greatly either hinder or enhance the tankers capability on the battlefield. The benefit of a longer barrel compared to its Sheridan counterpart ensures the KPz-70 is much more accurate at range and that the rounds leave the barrel at higher velocities thus increasing their overall damage dealing capabilities.
Additionally the 152mm gun launcher gets equipped with an auto loader, greatly reducing its time between followup shots on a target.
For targeting, the option to equip an incredibly accurate laser range finder is available. Additionally the 7.62 mm machine gun mounted in the turret can be used for range finding as well.
The Rheinmetall Rh 202 20 mm auto cannon is highly effective at dealing with light armoured battlefield threats and on some tanks exposed sides or rears. In some situations, it may be more beneficial to utilize the 20 mm as it will allow the tank to deal damage rapidly while conserving the 152 mm main cannon ammunition. The cannon is also highly effective at shooting down low flying attackers. Note that if the commander is knocked out, the 20 mm will become unusable.
The KPz-70 is equipped with a diesel fueled 1,500 horsepower (1,100 kW) Daimler Benz V12 engine. This engine pack compared to its American counterpart produces more power, but only slightly so giving the KPz-70 an amazing 29.8 hp/t at 50 - 51.7 tons (depending on upgrade configuration).
A highly advantageous feature is the hydropneumatic suspension system which not only provides great cross country mobility, but allows the crew to position the vehicle in such a way to only expose the strongest armour at an enemy threat. The suspension can also be used to gain further gun depression by raising the rear of the tank and lowering the front thus allowing the gunner to engage from a position that he might not have been able to engage from previously.
The KPz-70 features the standard NATO track and block design that can be found on most NATO vehicles. The rubber track blocks provide great traction off road and on road compared to all metal tracks found on other fighting vehicles as sliding on a short halt or drifting is minimized.
Because of the elevated engine deck, gun depression is decreased significantly when firing or aiming the gun over the rear of the tank.
An unconventional feature at the time the KPz-70 was designed was the housing of all the crew members in the turret. Because of the autoloading system the need for a loader was eliminated and due to an attempt to further lower the tanks silhouette the driver was located to the turret with the gunner and commander. This can have potentially devastating consequences on the battlefield as the crew can easily be injured or incapacitated by penetrating munitions entering the crew compartment.
For defensive countermeasures the tank is equipped with quad four barrel externally mounted smoke canister launchers which can provide either a defensive screen for the tank or friendly forces. These launchers can be fired in pairs of two. Keep in mind the smoke grenade launchers are operated by the gunner so should he become incapacitated in a fight, the smokes will become unlaunchable until the gunner is either replaced by another crew member or the crew replenishment consumable restores them.
Due to its low profile and effective array of camouflage options the KPz-70 scores high marks in the concealability category. It has a total of 4 camouflage options available to it. The standard (a 3 tone NATO CARC camouflage), winter camouflage (requires 700 battles against other players in the tank), a brown camouflage for desert environments, and lastly an olive drab option. The addition of various foliage can further increase the ability to conceal the tank.
Survivability and armour
- Spaced armour (Hull front, Turret front)
- Rolled homogeneous armour
- Cast homogeneous armour
|Armour||Front (Slope angle)||Sides||Rear||Roof|
|Hull|| 34* mm (60-61°) Front glacis
76.2 mm (64°) Lower glacis
| 23 mm (40°) Top
23-35 mm Bottom
| 30 mm (12°) Top
13 mm (57°) Bottom
8 mm (12°) Engine exhaust
| 20 mm Front |
8-12.7 mm Engine deck
|Turret||50-200 mm (0-75°)||12.7-38* mm (29-34°)||12.7* mm (27-80°)|| 20-50 mm Front |
12.7 mm Rear turret
|Cupola||25 mm||25 mm|
|Hull|| 200 mm Kinetic
170 mm Chemical
|Turret|| 320 mm Kinetic
280 mm Chemical
| 38 mm sections:
320 mm Kinetic
280 mm Chemical
12.7 mm sections:
35 mm Kinetic
40 mm Chemical
| 35 mm Kinetic
40 mm Chemical
- Suspension wheels are 20 mm thick and tracks are 30 mm thick.
- Belly armour is 16 mm thick.
- Gun mantlet ring around the gun barrel is 305 mm thick.
- A 16 mm RHA plate separates the engine from the crew compartment
- Hull spaced armour configuration is 34 mm RHA + 127 mm air + 46 mm RHA.
- Turret spaced armour configuration is 38 mm RHA + 127 mm air + 130-33 mm RHA.
- Turret rear spaced armour configuration is 13 mm RHA + 38 mm air + 19 mm RHA.
The main weakness of the KPz-70 to take advantage of as an opposing player is the weak armour when compared to other tanks of its rank. If the KPz-70 can be baited to come towards a position, it becomes much easier to fight. Avoid springing a well-placed KPz-70 ambush if at all possible or try to sneak around him to flank and attack his weakest armour. A well placed shot through the side of the turret is generally a ensured destruction as all of the crew is located in the turret along with an ammunition store with rounds being located under the turret basket.
With the proper position or speed, try getting around the KPz-70 and engaging him from where it does not expect. It's important to remember the KPz-70 has the ability to quickly snap the turret around and engage any enemy, so surprising the tank is of the up-most central importance to come out victorious.
Another weakness that can be exploited is its speed. Because of its speed unskilled players or players unfamiliar with its play style will often rush into situations they are not equipped to fight properly and find themselves overwhelmed, allowing a prepared defense to eliminate them.
One last weak spot worth mentioning is the turret ring. High penetrating munitions can completely pierce this section and travel into the crew compartment. SABOT rounds are especially effective at this.
Do not try to out-shoot the KPz-70 as it has a very rapid reload that in most cases will ensure that unless the tank's ability to fire is disabled, it will recover and continue to fire to disable or destroy its offender.
|Weight (tons)|| Add-on Armor
|Max speed (km/h)|
|Engine power (horsepower)|
|Power-to-weight ratio (hp/ton)|
|152 mm XM150E5|
|Turret rotation speed (°/s)|
|Mode||Stock||Upgraded||Prior + Full crew||Prior + Expert qualif.||Prior + Ace qualif.|
|Reloading rate (seconds)|
|Stock||Prior + Full crew||Prior + Expert qualif.||Prior + Ace qualif.|
|Ammunition|| Type of
|Penetration in mm @ 90°|
|Ammunition|| Type of
Mass in kg
| Fuse delay
| Fuse sensitivity
| Explosive Mass in g
| Normalization At 30°
Mass in kg
| Screen radius
| Screen time
| Screen hold time
| Explosive Mass in g|
|48||44 (+4)||33 (+15)||25 (+23)||13 (+35)||1 (+47)||No|
2nd rack empty: 33 (+15)
|20 mm Rh202|
|Capacity (Belt capacity)|| Fire rate
| Horizontal |
|7.62 mm MG 3A1|
|Capacity (Belt capacity)|| Fire rate
| Horizontal |
Usage in the battles
The tank plays very much like the Leopard 1A1A1. Players familiar with the Leopard play style will easily adapt to the KPz-70. It has reasonable mobility, especially with full upgrades and aced crew, allowing it to maneuver into spots not typically accessible by less mobile tanks. Utilize this to an advantage to set up ambushes as this is how the KPz-70 will get the best of many opponents. It's important to recognize when an engagement is not beneficial so that the tank may get a better position or escape from the threat.
Despite the initial appearance of strong frontal armour, it's important to remember when compared to its counterparts at its rank, it is not nearly enough to defeat threats head on such as the T-64A. Even ATGM from missile vehicles such as the Raketenjagdpanzer 2 HOT will penetrate the turret and upper glacis plate. Even other Rank V tanks can and will penetrate from the front. Because of the rather condensed placement of crew and ammunition, the KPz-70 will most likely be destroyed. Because of this, it is critical that the KPz-70 gets the first shot off in an engagement and ensure it is either eliminated or crippled to such a capacity they either cannot engage or will instinctively panic and try to run to repair or determine the engagement location.
The gun is especially versatile and powerful with a wide range of ammunition selection, but generally the cannon launched ATGM's and sabot rounds will get the job done in most situations. The 20 mm turret roof mounted cannon is great for taking out lightly armoured targets (to include some tanks, ATGM vehicles, etc), anti-air, and aircraft.
Essentially, if this tank is treated like a Leopard, the survivability rate will increase dramatically. The hydropneumatic suspension allows the tank to position in such ways that it can engage from non conventional spots while exposing only the strongest armour towards the threat. The low silhouette makes the tank especially difficult to hit at longer ranges and this can be further enhanced (situation dependent) by the adjustable suspension. Because of the accurate cannon, it will also find be easy to engage at longer ranges which will maximize the KPz-70's strengths while reducing the targets.
In summary the KPz-70 is a great addition to any end game lineup as it provides great flexibility in almost all engagements and is well worth the time and investment to acquire.
Ambushing is the tank's strength. As covered previously, utilize the speed to get into firing positions quickly and cause chaos and confusion among the enemy.
The KPz-70 can also quickly capture objective points and when used properly hold positions so long as it does not stay in any one place to long.
Scoot and shoot tactics will benefit the KPz-70 play style as well as terrain masking techniques.
Should the tank have to fight in closer engagement ranges or in close quarters, it's critical to always remember the armour will not protect the tank reliably. However, the speed, fast rotating turret, and maneuverability will. Provided the player utilizes these to their advantage, the KPz-70 will be able to control the fight. Recognize when the enemy are baiting the tank into an ambush and avoid them as the KPz-70 doesn't stand a great chance of conducting a counter ambush due to the weak armour.
If the KPz-70 does find itself a victim of an ambush, launch a smokescreen, escape, and reassess for a counter-ambush.
The KPz-70 benefits greatly from squad play. A skilled lone KPz-70 is most certainly a threat on the battlefield but 2 or even 3 KPz-70's working in conjunction with each other in a squad is an extreme danger to the opposing team as the use of squad tactics in combination with the great strengths of the tank can almost completely control the momentum of the conflict.
Pros and cons
- Great mobility, although out-stripped by some vehicles that utilize turbine engines
- Extremely fast in both forwards and reverse
- Great gun, with access to various types of ammunition, ATGMs included
- 20mm auto cannon anti-aircraft gun mounted on the top of the tank
- Low profile for visibility
- Hydropneumatic suspension
- Has a autoloader
- The fuel tanks in the hull can absorb HEAT-FS shells
- Unimpressive frontal plate armor.
- One of the longest reloads of all the Rank VI MBTs at 10 seconds.
- Vulnerable to the rear, if hydropneumatic suspension are not used.
- Optics can cause ATGMs to detonate and explode downwards into crew compartment.
- Very easy to one shot because of 3 crew cramped in the turret
Been threat by Soviet T64 tank, Germany and the US joint together and developed a new main battle tank in the mid 1960s. That's the MBT/KPz-70 project. The new main battle tank would use the most advanced technology including hydropneumatic suspension, 152mm gun/launcher capable firing tank shell and ATGM, autoloading system, spaced armor, 1500 horsepower diesel engine and remote controlled weapon station. Even everything looks perfect on paper, but in reality it caused many problems. The autoloading system could load Shillelagh missile quite easily, but it would jam the tank shell. The housing of driver in a rotating cupola inside the turret would cause unanticipated problem to the driver. The caseless ammunition would also become unusable if the humidity is high.
With such design problems and over budget, MBT/KPz-70 project is officially cancelled in 1971. Even we never saw any MBT/KPz-70 enter service, but many of its design and technology had been passed on to it's predecessor: M1 Abrams and Keiler, which later became the Leopard 2.
An excellent addition to the article will be video guides, as well as screenshots from the game and photos.
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
|Germany medium tanks|
|Pz.III||Pz.III B · Pz.III E · Pz.III F · Pz.III J · Pz.III J1 · Pz.III L · Pz.III M · Pz.III N|
|Pz.IV||Pz.IV C · Pz.IV E · Pz.IV F1 · Pz.IV F2 · Pz.IV G · Pz.IV H · Pz.IV J · Pz.Bef.Wg.IV J|
|Pz.V||Panther A · Panther D · Panther F · Panther G · Ersatz M10 · Panther II|
|Trophies||▀M4 748 (a) · ▀T 34 747 (r)|
|Post-war||KPz-70 · mKPz M47 G · M48A2 C · M48A2 G A2 · M48 Super|
|Leopard 1||Leopard I · Leopard A1A1 · Leopard A1A1 (L/44) · Leopard 1A5 · C2A1|
|Leopard 2||Leopard 2K · Leopard 2A4 · Leopard 2A5 · Leopard 2A6|