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http://wotreplays.com/site/2145926#redshire-sabocat-kv-4 I don't even know what to make of this thing. It's like an oddly shaped bit of rubbish. I've watched it twice. And I still don't know what to make of it, aside from that I need to work on my marksmanship. What should I have done to contribute more?
The one time I've rolled out with my KV4 onto Prok, it was standard and I was really lucky in that I witnessed an enemy-shits-pants game of epic proportions. By all rights, they should have eaten my team alive. Arty, a couple of waffles, and some faster heavies and they got to the hill first and so on. I went onto the eastern side of the tracks and up through town because I frankly, couldn't think of what else to do with myself. The Western line was not option because waffles. Hill definitely not, because I'm in a giant brick. In the end it didn't matter, not even arty took a shot at me. It was sad; I felt bad. I just ended up shooting a bunch of poor bastards as they were shoved down the hill and then milled there. But next time, I'm not going to be lucky enough to encounter a team that chokes that bad. So what do you do with super-heavies on Prokhorovka?
KB-4, the bunker (with tracks and a engine) Since there is no KV-4 topic on wotlabs yet and it does get tons of hate. Here it is: A topic for this awesum 107 ton masterpiece of soviet engineering! Overal: The KV4 is the first true super-heavy tank combining massive weight, thick all-round armor, a powerfull gun and dreadfull speed in 1 package. The most redeeming factors of the KV4 are its size and massive weight (and armor). At 107 ton it is: - 7 tons heavier as an KV-5 - 15 tons heavier as an E75 - 22 tons lighter as an E100 - 2x heavier an IS-3 Only the Maus and E100 beiing heavier, while it weights almost 2x more as most `normal` tanks... This thing is huge and heavy, all the weight is because its huge and it has tons of (side) armor. The armor: This is where the KV4 trully shines, the KV4 is by far the thoughest tier 8 tank, easy surpassing KV5, KT, T28 and Proto in terms of thoughness in large part due to its amazing side armor, 150mm flat side armor (upper half) or 130mm covered by 20mm track armor. Unagled a KV4 has thus 150mm armor This means that an KV4 has after E100 and Maus the best side armor of the game (KV5 is technically better, but its riddled with weakspots so nobody shoots the hull...) values below are for the 130mm side armor, the part above the track is in general a bit stronger as the numbers below Angle: 70 65 60 55 50 Armor against AP: 328 280 247 222 204 Armor against APCR: 367 306 265 236 214 Armor against HEAT: 576 470 400 351 316 So even when angled 55 deg its sides are still an impressive 220 vs AP while at 65 deg its virtually immuum to anything but tier 10 TDs and high tier APCR shells. Its front armor is really thick, 180mm, but minimal sloping (google says 30 deg seems a bit high, but ok), however, it does get the autobounce plate and because of the small sloping, angling become much more effective. Compare 180mm 0 deg backwards and 30 deg sideways = 199 vs AP with 180mm 30 deg backwards and 30 deg sideways = 224 vs AP This means that an KV4, standing in the open, can angle about 55 deg and become immuum too 200 pen guns (front is 234, side above track 233, side below tracks 222) When angling this way, an IS6 with APCR can not penetrate the KV-4 hull, front becomes 245 while sides are 249 / 236 The major weakness lies in its turret armor, while the turret itself is actually quite though compared to many same tier vehicles, its still weakish, it does have a few nice features: - it has a thick mantle, overlapping partial with underlieing armor (90mm thick), making it immuum to HEAT and ~270 effective vs AP(CR) - the `weakspot` on top is 180mm - the turret face is mostly 180mm but spherical, making it ~210mm effective on the curved parts - the side are 150mm and steep angled backwards, meaning just like an E75, the turret is also when angled a little is still realy though It does have a weak turret ring though and people who know where to shoot can and will penetrate the turret fairly easy TL:DR armor wise the KV4 is an absolute brute, guns with less as 200mm pen will find an KV4 very hard to penetrate in almost any situation while premium tanks like KV5, IS6 or Super pershing will need to shoot gold (and even then IS6 and KV5 will strugle A LOT). When a KV4 can sidescrape and (paritally) hide its turret front its almost unkillable Firepower: TL:DR: Firepower wise an KV4 is above average, while no KT or IS3, the combination of superior penetration and better accuracy off-set the the bad aim time and lowish dpm, giving it firepower wise an edge over tanks like the T32 and VK-A (especially against though targets or on long range) Mobility: short and simple: bad How to equip: (my own equipment and crew): Crew: - repair, repair, repair, you are sidescraping all the time so get detracked all the time 5x 100% repair skill is minimum - 6e sense (obvious) - driving skills, off-road to compensate terrible passiblity and clutch braking to slightly buf awefull turning speed - gun handling skills, because the on the move accuracy is mostly bad because of bloom stats and not because of accuracy / mobility depends the 2 gun handling skills make a nice (positive) difference For the rest it doesnt matter, i went with safe-stowage / adrenaline rush (both usefull)all other perks dont matter much. If you have a 4e skill crew, re-training to BIA is highly adviced, but since mine is only 50% 3e skill its too early to retrain yet (i myself will retrain once they hit 40% 4e skill, assuming i will play KV4 and KV5 some more next weeks / months this should be doable) Consumables: - prem fire extinghuisher, this thing burns, a lot, so it needs it (KV`s are burning even more as Panther or Tigers...) - rep / first aid, im cheap so i use basic, but prem is ofc always better Ammo: Some HE (3) for Waffles and 10 APCR for tier 10 fights, the rest (37) AP, AP is good enough for almost anything, Equipment: - Rammer (obivous) - V-Stab (obvious) - Vents, KV4 can really use a small dpm / aim time / mobility buff, using optics on a KV4 is idiotic and GLD simply offers to little (the mobility and dpm are bigger problems as the aim time) if you dont want vents, its GLD, but vents is plain and simple better How to play: My stats after 200 games: Some replays (played only 10 or so games with 9.3): - Ruinberg, sidescraping vs IS8 and some tier 8 heavys, initially i hang back a little, when i see middle road is taken and the enemy KV4 doesnt push, i go forward and block 4 enemy tanks, stopping them, team overruns rest of the map and simple win http://wotreplays.com/site/1292777#self - Live oaks, i rush village, sidescrape vs IS7, kill Panther II, go back to base and fairly easy win (went back a bit too late though) http://wotreplays.com/site/1292703#self - Kharkov, i go with a few weakish tanks to the circle, with gold spam i manage to stop an advancing VK-P and some tier 8 after that i just `block` them, my team wins on the rest of the map and easy win (i deal almost no dmg and basically just sit there, i still contributed to the win though)(also ISU assault gun, leading from the front, yolo) http://wotreplays.com/site/1292733#self - Again Kharkov, tier 10 fight, same as previous, this time E100 and E75, but they also refuse to attack me http://wotreplays.com/site/1292757#self edit: fixed broken link