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Review of KpfPz 70 in WoT Blitz: tank guide 2024

WoT Blitz

The KpfPz 70 is a rather unique heavy tank from Germany, which is at level 9. Initially the vehicle was introduced into the game as an event reward for the most skilled tankers.

The essence of the event was that the first five fights a day, the damage inflicted by the player was transferred into special points. At the end of the event, the 100 players with the most points received the KpfPz 70 with the Steel Cavalry legendary camouflage, which changes the name of the tank in battle to KpfPz 70 Cavalry.

Visually, the heavyweight stands out from the total mass of nines and looks like a modern combat vehicle. And in reality, in terms of class, it is the Main Combat Vehicle (MBT), and not a heavy one. Only now the real characteristics were severely cut with a file for the sake of balance.

Characteristics of the tank

Weapons and firepower

Characteristics of the KpfPz 70 gun

The weapon is quite interesting, but with many shortcomings. Of the main advantages of the trunk, only high one-time damage of 560 units. Due to such an alpha, you can trade with any heavy tanks of your level and even dozens. Yes, and some tank destroyers per shot do less damage than our heavy. Many people had to pay for such damage.

Of the shortcomings, there are:

  1. Weak 2300 damage per minute on the sender. It is not enough even for a shootout with tanks of the eighth level.
  2. Weak armor penetration on gold in 310 units, which is not enough to fight the E 100 and its anti-tank role, the IS-4, Type 71 and other tanks with good armor.
  3. Insufficient UVN at -6/15, because of which you lose the ability to play normally on the terrain.

But the shooting comfort is surprisingly good. Well, for a large-caliber drill. The gun is reduced for a long time, but not eternity, but shells with full mixing lay down quite heaps.

Armor and security

Collision model KpfPz 70

Base HP: 2050 units.

NLD: 250 mm.

VLD: 225 mm.

Tower: 310–350 mm and a weak 120 mm hatch.

Hull sides: 106 mm - upper part, 62 mm - part behind the tracks.

Tower sides: 111–195 mm (the closer to the back of the head, the less armor).

Stern: 64 mm.

Armor KpfPz 70 is an interesting thing. She is, let's say, a threshold. If a heavy tank of level 8 is standing in front of you, its armor penetration will somehow be enough to break you into the VLD. It is enough to tuck the body a little - and the enemy has problems. But if you have a level XNUMX heavyweight or an eight on gold, you already have problems.

The tower is in a similar situation. As long as tanks with low armor penetration are playing against you, you feel comfortable. For example, ST-10 without calibrated projectiles will not be able to penetrate you into the tower. But if you encounter a heavy tank or tank destroyer with normal armor penetration, the turret turns grey.

It is also important to remember about weak hatch to the left of the tower. It is covered with screens and is displayed as impenetrable in battle, however, experienced players will pierce you there with any guns.

You can’t tank with the sides either. Even if you play sideboard at a huge angle, the first thing the enemy will always see is an MTO protruding above the hull with an armor of 200 millimeters.

Speed ​​and mobility

Mobility characteristics KpfPz 70

What there are no complaints about is the mobility of the German. A powerful engine was shoved inside the tank, thanks to which the car starts perfectly and quickly gains its maximum speed of 40 km / h. Back, however, rolls back not very quickly. I would like to see here 20 or at least 18 kilometers.

The tank also turns quickly, it does not lend itself to spinning from light and medium vehicles.

The only thing you can find fault with is the turret traverse speed. It looks like she's been nerfed to hell. In battle, you literally have to turn the hull, because it takes a very long time to wait for the turret to turn.

The best equipment and gear

Ammunition, equipment, equipment and ammunition KpfPz 70

Equipment is standard. Regular repair kit, universal repair kit is the base. If your caterpillar is knocked down or the module is critical, then you can repair them. Concussion of a crew member - a universal belt to help. We put adrenaline in the third slot in order to speed up reloading every one and a half minutes.

Ammunition is standard. That is, this is either a classic “double ration-gasoline-protective set” layout, or a slightly greater emphasis on combat power, where the protective set is replaced by a small additional ration (small chocolate bar).

Equipment - standard. We put equipment in the firepower slots for rate of fire, aiming speed and stabilization. Instead of a rammer (rate of fire), you can put calibrated shells for penetration. Shooting will be easier, but the reload will be almost 16 seconds. Try it, it's an individual layout.

In the survivability slots we put: modified modules (more HP for modules and reduced damage from ramming), improved assembly (+123 durability points) and a tool box (quick repair of modules).

We stick optics into the specialization slots (1% of the tanks in the game need a maskset), twisted revs for general mobility and a third slot if desired (depending on what you usually ride with).

Ammunition - 50 shells. This is a great ammo pack with lots of projectiles that will allow you to load whatever you want. Due to the low rate of fire, you will fire 10-15 shots at best. Therefore, we load 15 gold bullets in case we have to conduct a shootout with heavy weights during the entire battle. Another 5 land mines can be taken for firing at cardboard and destroying shot ones. The rest are subcalibers.

How to play KpfPz 70

It all depends on whether you hit the top or bottom of the list.

If you hit the top of the list, good prospects open up before you. In this battle, you can play the role of a real heavyweight, playing at the forefront. Even if you are not the strongest, however, the eights will have some difficulties with your armor, which will give you the opportunity to converge and upset the enemy with a crack for 560 damage. If possible try to play from the tower, since for eights it is almost impregnable. AND always be in sight of allies, since even the eighth levels can shoot you if there is no cover. The “roll out, give, roll back to reload” tactic works perfectly on this tank.

KpfPz 70 in combat in an aggressive position

But if you hit the top ten, which happens much more often, the style of play will have to change dramatically. Now you heavy support tank. Try not to go too far forward, keep the wide backs of the allied bands and wait for the enemy's mistakes. Ideally, wait until the enemy is discharged, and then calmly leave and give him a poke.

Sometimes you can go to the exchange. You still have high burst damage, but some XNUMXs have higher alpha, so beware of gunfights with 60TP, E 100, VK 72.01 K and any tank destroyers.

Pros and cons of a tank

Pros:

High burst damage. Literally the tallest among heavyweights at level 9 and tall enough to trade with most TT-10s.

Good mobility. The tank does not fly 60 km / h, as intended in reality. But in the realities of blitz, a maximum speed of 40 kilometers with excellent dynamics allows you to take positions among the first.

Cons:

Long reload time and low damage per minute. On the rammer, you reload in 14.6 seconds, and if you decide to play with penetration - all 15.7 seconds. The damage per minute is so low that some TT-8s can shoot out the KpfPz 70 head-on despite its HP.

Inconvenient projectiles. How many abusive words have already been said about subcalibers. Ricochets, hits, and no-damage critical hits are your new reality when firing this type of projectile.

Armor penetration. It is still possible to endure 245 millimeters on podkol, but playing with a penetration of 310 on cumulatives is flour. E 100 or Yazha, Emil II from the tower and other guys who normally break through with gold, become an obstacle for you, as if you were a medium tank. You can solve the problem and put calibrated shells, but then you will reload critically for a long time.

Vitality. In general, the survivability of the car is weak. You can only tank against eights. And then, until they load the gold.

Insufficient to play from the UVN tower. There will be no problems with survivability if we are given the opportunity to play from the terrain. Yes, the head is not monolithic, but it can cause problems for many. Alas, UVN at -6 subtly hints that it is better not to think about the relief.

Conclusions

Many people love this device, but let's look at the situation with an open mind. The ninth level is a scary place. In order for the nine to be considered relevant, it must not only distribute lyuli to the 8th level, but also resist the tens.

And against the backdrop of Ob. 752, K-91, IS-8, Conqueror and Emil II, our German heavyweight looks very thin.

He is able to show the result only in ideal conditions., when the battle goes on for a long time, and allied heavy bands competently take damage for you. Alas, as you know, there is no hope for allies. And without these green KpfPz 70 simply will not find a use in battle. He won’t make a good positioner, since they didn’t bring up either strong armor, or UVN, or good armor penetration. And from one alpha you will not play.

The tank has a good farm ratio of 140%, but here you can fall for the bait of Shinobi and Wrathful - buy a weak car with a high farm ratio. Thus, you will take out the same amount of credits as you would take out on another tank with higher efficiency, but you will get less pleasure from the game.

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