Difference between revisions of "KV-2 (1939)"

From War Thunder Wiki
Jump to: navigation, search
(Media: Added skin + video)
 
(41 intermediate revisions by 12 users not shown)
Line 1: Line 1:
 
{{Specs-Card|code=ussr_kv_2_1939}}
 
{{Specs-Card|code=ussr_kv_2_1939}}
 +
{{About
 +
| about = Soviet heavy tank '''{{PAGENAME}}'''
 +
| usage = other uses
 +
| link = KV-2 (Family)
 +
}}
  
 
== Description ==
 
== Description ==
''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.''
+
<!-- ''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_KV-2(1939).jpg|420px|thumb|left]]
 +
{{Break}}
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Soviet heavy tank {{Battle-rating}}. It 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 [[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 this usage, very few were made, with the majority being lost due to breakdowns and not German attackers because non of their tanks at that time could get through the armor. The KV-2 would have been more effictive if the Red Army was attacking and not defending because then they would have needed more bunker destroyers.
 +
 
 +
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.
 +
 
 +
This KV-2 is well-loved by the community and has been christened with nicknames, usually in reference to its large armament calibre, large profile, or its iconic status in the Soviet tech tree. The KV-2 has also been given the title '''''"The King Of Derp"''''' by the fanbase.
  
 
== 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 helpfull for survival in combat?''
+
<!-- ''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.'' -->
 +
 
 +
'''Armour type:'''
 +
 
 +
* Rolled homogeneous armour
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front !! Sides !! Rear !! Roof
 +
|-
 +
| 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
 +
|-
 +
| 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
 +
|-
 +
|}
 +
'''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.
 +
 
 +
[[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 the KV-2 heavy 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.
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''
+
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.
  
 
=== 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.''
+
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 +
 
 +
{{tankMobility|abMinHp=775|rbMinHp=531}}
 +
 
 +
The {{PAGENAME}} 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 34 km/h, and accelerating is very slow to get the tank up to this speed. Unless moving forwards at a certain gear, the {{PAGENAME}} is also very hard to turn on even ground.
  
 
== Armaments ==
 
== 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 flexibilty 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.''
+
<!-- ''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 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 an ace crew, leaving the KV-2 vulnerable to any attacks that will more than likely cripple or destroy the KV-2.
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! colspan="5" | [[M-10T (152 mm)|152 mm M-10T]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 +
|-
 +
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 +
|-
 +
! ''Arcade''
 +
| rowspan="2" | 36 || rowspan="2" | -5°/+12° || rowspan="2" | ±180° || rowspan="2" | N/A || 4.85 || 6.72 || 8.20 || 9.00 || 9.60 || rowspan="2" | 43.29 || rowspan="2" | 38.30 || rowspan="2" | 35.30 || rowspan="2" | 33.30
 +
|-
 +
! ''Realistic''
 +
| 3.57 || 4.20 || 5.10 || 5.64 || 6.00
 +
|-
 +
|}
 +
 
 +
==== Ammunition ====
 +
 
 +
* '''G-530''' (AC)
 +
 
 +
: 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)
 +
 
 +
: 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.
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| G-530 || AC || 95 || 94 || 89 || 83 || 78 || 73
 +
|-
 +
| OF-530 || HE || 48 || 48 || 48 || 48 || 48 || 48
 +
|-
 +
| PB-35 || APCBC || 95 || 94 || 90 || 86 || 81 || 77
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="10" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| G-530 || AC || 530 || 40.00 || 1.2 || 19.0 || 5,100 || 47° || 60° || 65°
 +
|-
 +
| OF-530 || HE || 530 || 40.00 || 0.1 || 0.5 || 5,830 || 79° || 80° || 81°
 +
|-
 +
| PB-35 || APCBC || 436 || 51.06 || 1.2 || 19.0 || 4,850 || 48° || 63° || 71°
 +
|-
 +
|}
 +
 
 +
==== [[Ammo racks]] ====
 +
[[File:Ammoracks_KV-2(1939).png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Full<br>ammo
 +
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! 4th<br>rack empty
 +
! Visual<br>discrepancy
 +
|-
 +
| '''36''' || 32&nbsp;''(+4)'' || 27&nbsp;''(+9)'' || 20&nbsp;''(+16)'' || 1&nbsp;''(+35)'' || Yes
 +
|-
 +
|}
 +
 
 +
Turret empty: 27 (+9)
 +
 
 +
== 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).'' -->
  
=== Additional armament ===
+
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.
''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.''
 
  
=== Machine guns ===
+
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.
''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.''
 
  
== Usage in the battles ==
+
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.
''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).''
+
 
 +
===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 D|Panther]] and the 76 mm on the [[M4A3 (76) W|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 ===
 +
{| class="wikitable"
 +
! Tier
 +
! colspan="2" | Mobility
 +
! Protection
 +
! colspan="2" | Firepower
 +
|-
 +
| I
 +
| Tracks
 +
|
 +
| Parts
 +
| Horizontal Drive
 +
|
 +
|-
 +
| II
 +
| Suspension
 +
| Brake System
 +
| FPE
 +
| Adjustment of Fire
 +
| PB-35
 +
|-
 +
| III
 +
| Filters
 +
|
 +
| Crew Replenishment
 +
| Elevation Mechanism
 +
|
 +
|-
 +
| IV
 +
| Transmission
 +
| Engine
 +
|
 +
|
 +
|
 +
|-
 +
|}
 +
 
 +
"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 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. 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".''
+
<!-- ''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:'''
*
+
 
 +
* Huge howitzer, dealing high damage with incredible force that can often one-shot enemies
 +
* Fear factor, the sight and sound of this behemoth and its gun tends to send smaller tanks fleeing in terror
 +
* Has one of the best HE rounds in the game
 +
* Able to destroy higher rank tanks
 +
* Has the hull armour of the KV-1 which will stop most Pz.III and Pre-[[T-34-57]] shots
 +
* Large crew count means it is unlikely to be destroyed in one-shot unless the ammo racks explode
  
 
'''Cons:'''
 
'''Cons:'''
*
 
  
== Historical part ==
+
* Long reload, resulting in difficult 1-on-1 fights since missing gives the enemy an opportunity to counter
''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.''
+
* Slow rotation speed of the turret means that flank attacks are difficult to respond to
 +
* 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
 +
* Tall turret is very vulnerable from the side and difficult to hide
 +
* 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 ==
 +
<!-- ''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).'' -->
 +
===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.
 +
 
 +
===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 <nowiki>[DTIC.ORG] KURSK OPERATION SIMULATION AND VALIDATION EXERCISE - PHASE II (KOSAVE II) (PDF)</nowiki>]</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 ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
== Read also ==
+
;Skins
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=ussr&vehicleType=tank&vehicleClass=heavy_tank&vehicle=ussr_kv_2_1939 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Videos
 +
{{Youtube-gallery|XTSIvLEsV6c|'''The KV Family''' - ''War Thunder Official Channel'' discusses the {{PAGENAME}} at 04:53|Lps-iu_n_8o|'''{{PAGENAME}} Tank Review''' - ''NUSensei''|ezJ7MKKcR3c|'''The Tower of Stalin''' by ''BaronVonGamez''}}
 +
 
 +
== See also ==
 +
<!-- ''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 vehicles;''
 
* ''reference to the series of the vehicles;''
* ''links to approximate analogues of other nations and research trees.''
+
* ''links to approximate analogues of other nations and research trees.'' -->
''ETC.''
 
  
== Sources ==
+
;Vehicles equipped with the same chassis
''Paste links to sources and external resources, such as:''
+
 
 +
* [[KV-2 (Family)]] / [[KV-1 (Family)]]
 +
 
 +
;Other vehicles of similar configuration and role
 +
 
 +
* [[SU-152]]
 +
* [[Brummbar|Brummbär]]
 +
* [[Lorraine 155 Mle.50]]
 +
 
 +
== External links ==
 +
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on the Wikipedia;''
+
* ''encyclopedia page on the tank;''
* ''other literature.''
+
* ''other literature.'' -->
 +
 
 +
* [[wikipedia:Kliment_Voroshilov_tank#KV-2|[Wikipedia] Kliment Voroshilov tank - KV-2]]
 +
* [https://tanks-encyclopedia.com/ww2/soviet/soviet_KV-2.php <nowiki>[Tanks Encyclopedia]</nowiki> KV-2]
 +
* [http://www.militaryfactory.com/armor/detail.asp?armor_id=210 <nowiki>[Military Factory]</nowiki> KV-2 (Klimenti Voroshilov)]
 +
 
 +
=== References ===
 +
<references />
 +
 
 +
{{USSR heavy tanks}}

Latest revision as of 11:41, 18 September 2020

RANK 6 SWEDEN
CV 90105 TML PACK
KV-2 (1939)
ussr_kv_2_1939.png
[[:Category: ground vehicles|]]II Rank
AB
RB
SB
General characteristics
Brief
Detailed
4.0/4.0/4.0BR
Class
6 peopleCrew
156 %Visibility
front / side / backArmour
75 / 25 / 60Hull
0 / 75 / 0Turret
Mobility
52.4 tWeight
1145 hp600 hpEngine power
21.9 hp/t11.5 hp/tPower-to-weight ratio
36 km/h forward
6 km/h back
34 km/h forward
6 km/h back
Speed
Armament
Economy
18000 Rp icon.pngResearch
77000 Sl icon.pngPurchase
Sl icon.png1500 / 1855/1450 / 1793/1830 / 2263Repair
22000 Sl icon.pngCrew training
77000 Sl icon.pngExperts
330 Ge icon.pngAces
136 % Rp icon.pngReward for battle
140 % Sl icon.png120 % Sl icon.png90 % Sl icon.png
This page is about the Soviet heavy tank KV-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 4.0 (AB/RB/SB). It 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 this usage, very few were made, with the majority being lost due to breakdowns and not German attackers because non of their tanks at that time could get through the armor. The KV-2 would have been more effictive if the Red Army was attacking and not defending because then they would have needed more bunker destroyers.

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.

This KV-2 is well-loved by the community and has been christened with nicknames, usually in reference to its large armament calibre, large profile, or its iconic status in the Soviet tech tree. The KV-2 has also been given the title "The King Of Derp" by the fanbase.

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.
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 the KV-2 heavy 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.

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.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 36 6 52.4 775 1145 14.79 21.85
Realistic 34 6 531 600 10.13 11.45

The KV-2 (1939) 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 34 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 (1939) is also very hard to turn on even ground.

Armaments

Main armament

Main article: M-10T (152 mm)

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 an ace crew, leaving the KV-2 vulnerable to any attacks that will more than likely cripple or destroy the KV-2.

152 mm M-10T Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 36 -5°/+12° ±180° N/A 4.85 6.72 8.20 9.00 9.60 43.29 38.30 35.30 33.30
Realistic 3.57 4.20 5.10 5.64 6.00

Ammunition

  • 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.
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
G-530 AC 95 94 89 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
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
G-530 AC 530 40.00 1.2 19.0 5,100 47° 60° 65°
OF-530 HE 530 40.00 0.1 0.5 5,830 79° 80° 81°
PB-35 APCBC 436 51.06 1.2 19.0 4,850 48° 63° 71°

Ammo racks

Ammo racks of the KV-2 (1939)
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 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

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Adjustment of Fire PB-35
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine

"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 that can often one-shot enemies
  • Fear factor, the sight and sound of this behemoth and its gun tends to send smaller tanks fleeing in terror
  • Has one of the best HE rounds in the game
  • Able to destroy higher rank tanks
  • Has the hull armour of the KV-1 which will stop most Pz.III and Pre-T-34-57 shots
  • Large crew count means it is unlikely to be destroyed in one-shot unless the ammo racks explode

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
  • 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
  • Tall turret is very vulnerable from the side and difficult to hide
  • 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

Skins
Videos

See also

Vehicles equipped with the same chassis
Other vehicles of similar configuration and role

External links

References


USSR heavy tanks
KV  KV-1 (L-11) · KV-1 (ZiS-5) · KV-1E · KV-1S · KV-85 · KV-122 · KV-220
  KV-2 (1939) · KV-2 (1940) · KV-2 (ZiS-6)
IS  IS-1 · IS-2 · IS-2 (1944) · IS-2 "Revenge" · IS-3 · IS-4M · IS-6 · IS-7 · T-10M
Other  Object 279
Multi-turreted  SMK · T-35
Lend-Lease  ▂MK-II "Matilda"