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War Thunder Mbt 70

среда 15 апреля admin 59

War Thunder – KPz-70 & MBT-70. Developed from a need to counter a new weapon from the other side of the Iron Curtain, the MBT-70 and the KPz-70 were the result of a joint effort between engineers from West Germany and the United States that attempted to create a brand new, high-tech MBT design by combining their resources and experience.

'The Swedish revolver': SAV 20.12.48
USAVI Rank
Class
3 peopleCrew
front / side / backArmour
168 / 168 / 35Turret
51.7 tWeight
54 hp/t29 hp/tPower-to-weight ratio
71 km/h forward
71 km/h back
64 km/h forward
64 km/h back
Speed
152 mm XM150E5 gun/launcherMain weapon
24 roundsFirst-order
-10° / 20°Vertical guidance
20 mm Rh202 cannonMachinegun
10.0 / 13.0 sReload
900 shots/minFire rate
7.62 mm M73 machine gunCoaxial weapon
8.0 / 10.4 sReload
500 shots/minFire rate
250 000 Research
3 000 / 4 520/3 300 / 4 973/1 800 / 2 712Repair
690 000 Experts
226 % Reward for battle
  • 2General info
  • 3Armaments
    • 3.1Main armament
  • 4Usage in battles

Description


The 152-mm Gun-Launcher Main Battle Tank 70 (shortened as MBT-70) is a rank VI American medium tank with a battle rating of 9.0 (AB/RB/SB). This tank was introduced in Update 1.71 'New E.R.A'.

The MBT-70 handles like virtually no other vehicle (barring the KPz-70, its German twin) in the game in terms of its ability to pick up and maintain speed over various terrains. Cross country mobility is arguably the best currently available in the game and is one of the signature traits that stands out about it.

Unlike the Soviet T-64A (its main rival), the MBT-70 does not utilise 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 World War II 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 MBT-70 will find itself against 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 MBT-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 MBT-70 if engaged from behind.

The most important feature that makes a tank is the cannon. In this department, the MBT-70 is no slouch. The 152 mm gun launcher system (similar to the 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 MBT-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 152 mm 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 utilise the 20 mm as it will allow the tank to deal damage rapidly while conserving the 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 be unable to be used.

The MBT-70 is equipped with a 1,470 horsepower air-cooled Continental V-12 diesel engine. This engine pack compared to its German counterpart produces slightly less power, but both vehicles handle essentially the same.

A highly advantageous feature is the hydro pneumatic 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 MBT-70 features the standard NATO track and rubber block design. 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 minimised.

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 was that the MBT-70 was designed to house 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 knocked out by penetrating munitions entering the crew compartment.

For defensive countermeasures, the tank is equipped with two quad barrel externally mounted smoke canister launchers on both sides of the turret, which can provide either a defensive screen for itself 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 the gunner become incapacitated in a fight, the smoke will be unlaunchable until the gunner is replaced by another crew member or by the crew replenishment consumable.

Due to its low profile and effective array of camouflage options, the MBT-70 scores high marks in the concealability category. The addition of various foliage can further increase the ability to conceal the tank.

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General info

Survivability and armour

Armour type:

  • Spaced armour (Hull front, Turret front)
  • Rolled homogeneous armour
  • Cast homogeneous armour
Armour Front (Slope angle) Sides Rear Roof
Hull 34* mm (57°) Front glacis
76.2 mm (65°) Lower glacis
23-34 mm (0-55°) Top
23-35 mm Bottom
25.4 mm (12°) Top
25 mm (60°) Bottom
12.7 mm (29-45°) Engine exhaust
20 mm Front
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
Armour Sides Roof
Cupola 25 mm 25 mm
Spaced armour* Front Sides Rear Roof
Hull 200 mm Kinetic
170 mm Chemical
N/A N/A N/A
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
N/A

Notes:

  • 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 MBT-70 is still an average medium tank with weak side armour. Thus, flanking is a good strategy to take for a shot at the weak spots. Go for the ammo, which is located in front of the engine, or in the protruding end of the turret. If in a head on engagement, shoot it directly below the gun, but above the upper glacis. This spot has 250 mm of armour with no composite armour. This shot, if successful, should knock out most of the crew, and maybe even the horizontal drive, allowing for a flank in a fast vehicle.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock UpgradedStockUpgraded
Arcade 71 7151.7 2286 2,814 44.22 54.43
Realistic 64 64 1305 1,475 25.24 28.53

Armaments

Main armament

Main article: XM150E5 (152 mm)
152 mm XM150E5
Capacity Vertical
guidance
Horizontal
guidance
48 -10°/+20° ±180°
Turret rotation speed (°/s)
ModeStockUpgradedPrior + Full crewPrior + Expert qualif.Prior + Ace qualif.
Arcade 34.27 47.44 57.6 63.7 67.76
Realistic 21.42 25.2 30.6 33.84 36
Reloading rate (seconds)
StockPrior + Full crewPrior + Expert qualif.Prior + Ace qualif.
10.00 10.00 10.00 10.00
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetrationin mm@ 0° Angle of Attack
10m 100m 500m 1000m 1500m 2000m
XM578E1 APFSDS 380 370 360 345 330 315
M409A1 HEAT 380 380 380 380 380 380
MGM-51C ATGM 431 431 431 431 431 431
Shell details
AmmunitionVelocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
XM578E1 1,500 3.7 N/A N/A N/A +1.5° 76° 77° 78°
M409A1 754 18.9 0.0 0.1 3,730 +0° 62° 69° 73°
MGM-51C 323 27.8 0.0 0.01 3,600 +0° 80° 82° 90°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
XM410E1 754 18.9 25 5 30 50
Ammo racks
Ammo racks for he MBT-70.
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
48 44 (+4) 33 (+15) 25 (+23) 7 (+41) 1 (+47) No

Hull empty: 25 (+23)

Racks 4 and 5 deplete top row together first before emptying in the second row.

Machine guns

Main articles: Rh202 (20 mm), M73 (7.62 mm)
20 mm Rh202
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
750 (750) 900 -9°/+65° ±180°
7.62 mm M73
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
6,000 (250) 500 N/A N/A

Usage in battles

The tank plays very much like the M41A1 Walker Bulldog. Players familiar with the hit and run play style will easily adapt to the MBT-70. Its fast speed, especially with full upgrades and aced crew, allows 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 MBT-70 will get most victories. It's important to recognize when an engagement is not beneficial to the tank so that it can re-position itself 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 MBT-70 will most likely be destroyed with one shot. Because of this, it is critical to get the first shot off in an engagement and ensure it is either an eliminating shot or one that cripples the threat to such a capacity that they either cannot engage, will instinctively panic and try to run to repair or determine the engagement location and direction.

The gun is especially versatile and powerful with a wide range of ammunition selection, but the cannon-launched ATGM's and sabot rounds will generally be able to get the job done in most situations. The 20 mm turret roof mounted cannon is great for taking out lightly armored targets (to include some tanks, ATGM vehicles, etc), anti-air, and aircraft.

Essentially if this tanks is treated like a light tank or fast medium tank, the survivability will increase dramatically. The hydropneumatic suspension allows for positioning the tank in such ways that it can engage from non-conventional spots while exposing only the strongest armor at the threat. The low silhouette makes the tank especially difficult to hit at longer ranges and this can be further enhanced by the adjustable suspension depending on the situation. Because of the accurate cannon, the MBT-70 will also find it to be easy to engage at longer ranges, which will maximize the strengths while reducing the targets.

In summary, the MBT-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.

Tactics

Ambushing is the MBT-70's strength. As covered previously, utilize the speed to get into firing positions quickly and cause chaos and confusion among the enemy. In arcade battles, an MBT-70 can usually reach key positions quicker than even some 10.0 BR main battle tanks. This is only provided if it consistently drives in a linear format.

The MBT-70 can also quickly capture objective points and when used properly, it can hold these positions so long as it does not stay in them for too long.

Scoot and shoot tactics will benefit the MBT-70, as well as terrain masking techniques.

Should the MBT-70 have to fight in closer engagement ranges or in close quarters, it is critical to always remember that the armour will not protect the tank reliably; however, the speed, fast rotating turret, and maneuverability will. Provided the player utilise these traits to its advantage, the MBT-70 will be able to control the fight. Recognise when the MBT-70 is being baited into an ambush and avoid them as the MBT-70 doesn't stand a great chance of conducting a counter ambush due to the weak armour, which will allow the MBT-70 to be destroyed easily at close range.

If the MBT-70 finds itself a victim of an ambush from an opponent, launch a smokescreen, escape, and reassess for a counter ambush.

The MBT-70 benefits greatly from squad play. A skilled lone MBT-70 is most certainly a threat on the battlefield, but two or even three MBT-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.

Modules

TierMobilityProtectionFirepower
ITracksPartsHorizontal DriveXM410E1
IISuspensionBrake SystemFPEAdjustment of FireXM578E1
IIIFiltersCrew ReplenishmentElevation MechanismSmoke grenade
IVTransmissionEngineArtillery SupportLaser rangefinderNVD

The recommended research order of modules is Parts, FPE, the XM578E1 APFSDS shell, NVD, mobility modifications, and then any remaining modules.

Pros and cons

Pros:

  • Composite armour greatly enhances its survivabilty on the battlefield
  • Stock ammunition consists of the good MGM 51C 'Shillelagh' Guided Missile, means no ammo costs for using it, plus a decent but inferior HEAT shell.
  • Has access to APFSDS Shells with great close-range penetrating power
  • Has a top mounted 20 mm anti-aircraft cannon installed which can also be used to defeat lightly armoured vehicles reliably with its 44 mm of penetration.
  • Has access to hydropenumatic suspension, useful for hull down engagements.
  • Extremely fast in both forwards and reverse.
  • Fast acceleration.
  • Autoloader means a consistent load rate of 10 seconds

Cons:

  • One of the longest reload rates that is non-upgradeable (10 seconds)
  • Generally less protection from composite armour, relative to other Rank 6 tanks.
  • Weak Side armour and LFP
  • 20 mm AA Gun overheats rather quickly with sustained firing
  • Ammo racks are easy targets and are not entirely covered by its composite armour
  • Vulnerable to the rear due to raised engine deck, it can be solved if hydropneumatic suspension are used.
  • Cramped interior, loss of more than one crew member more likely when penetrated.

History

In the early 1960s, West Germany and the United States began work on a joint project to create a standardized new MBT design that would meet specific requirements set by both nations. The cause for this, was the introduction of the powerful Soviet 115mm smoothbore cannon, mounted on the T-62. The new cannon presented a serious issue for the respective primary fighting vehicles of the two nations - the Leopard 1 and M60. Thus, work on the joint project, designated MBT-70 in the US and KPz-70 in West Germany, began in 1964. Right from the start, development was plagued by disagreements between the numerous design team members, due to the differing engineering practices of the two sides. By the time the disagreements were settled, the project has already suffered from several delays, which in addition to other things, inflated the project’s budget early on in its development life.

Nevertheless, the result of the combined effort of engineers from both sides was first put to the test in the mid ‘60s, after the first prototypes were manufactured. The KPz-70 MBT received an innovative design like no other tank before it, in addition to being equipped with some of the latest military equipment of the time, such as hydropneumatic suspension, an autoloading system and laser rangefinding, just to name a few.

However, whilst the MBT/KPz-70 did come equipped with some of the most high-tech equipment of its time, the vehicle did also come with its own set of unique problems. Considered to be way ahead of its time, the designers often faced challenges that neither the German or American side of the team was able to effectively address, making the vehicle quickly exceed both weight limitations as well as budget restrictions. Spiraling development costs and design disagreements eventually lead to the Germans backing out of the project in 1969 to continue work on one of their own designs, before the Americans also abandoned the project a couple years later in 1971, leaving a total of 14 prototypes built.

- From Devblog

Media

Skins
Videos
T-64A versus MBT-70 - War Thunder Official Channel

See also

  • KPz-70 - German counterpart of the same vehicle.
  • XM-803 - An American 'budget' version of the vehicle.

External links


USA medium tanks
Early projects M2
M3 M3 Lee ·Grant I
M4 M4 ·Calliope ·M4A1 ·M4A1 (76) W ·M4A2 ·M4A2 (76) W ·M4A3 (76) W ·M4A3 (105) ·M4A5
M26 T20 ·T25 ·M26 ·M26 T99 ·M26E1
Post-war M46 ·M46 'Tiger' ·M47 ·M48A1 ·T54E1 ·T95E1
MBT M60 ·M60A1 (AOS) ·M60A1 RISE (P) ·M60A2 ·M60A3 TTS ·MBT-70 ·XM-803
XM-1 (Chrysler) ·XM-1 (GM) ·M1 Abrams ·IPM1 ·M1A1 Abrams ·M1A2 Abrams
Israeli Magach 3 ·Merkava Mk.1 ·Merkava Mk.2B

Retrieved from 'https://wiki.warthunder.com/index.php?title=MBT-70&oldid=49484'
'The Swedish revolver': SAV 20.12.48
GermanyVI Rank
Class
3 peopleCrew
front / side / backArmour
168 / 168 / 35Turret
51.7 tWeight
55 hp/t29 hp/tPower-to-weight ratio
71 km/h forward
71 km/h back
63 km/h forward
63 km/h back
Speed
152 mm XM150E5 gun/launcherMain weapon
24 roundsFirst-order
-10° / 20°Vertical guidance
20 mm Rh202 cannonMachinegun
10.0 / 13.0 sReload
900 shots/minFire rate
7.62 mm MG3A1 machine gunCoaxial weapon
8.0 / 10.4 sReload
1 200 shots/minFire rate
250 000 Research
2 100 / 3 164/3 200 / 4 822/1 700 / 2 561Repair
690 000 Experts
226 % Reward for battle
  • 2General info
  • 3Armaments
    • 3.1Main armament
  • 4Usage in the battles

Description


The KPz-70 is a rank VI German medium tank with a battle rating of 9.0 (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 a 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 152 mm gun launcher gets equipped with an autoloader, 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 autocannon is highly effective at dealing with lightly 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 silhouette of the tank, 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 unavailable 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.

General info

Survivability and armour

Armour type:

  • 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
Armour Sides Roof
Cupola 25 mm 25 mm
Spaced armour Front Sides Rear Roof
Hull 200 mm Kinetic
170 mm Chemical
N/A N/A N/A
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
N/A

Notes:

  • 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 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 defence 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. Any tank or SPAA with fast firing 30+ mm gun can penetrate it easily.

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.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock UpgradedStockUpgraded
Arcade 71 7151.7 2325 2,862 44.97 55.36
Realistic 63 63 1327 1,500 25.67 29.01

Armaments

Main armament

Main article: XM150E5 (152 mm)
152 mm XM150E5
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
48 -10°/+20° ±180° Two-plane
Turret rotation speed (°/s)
ModeStockUpgradedPrior + Full crewPrior + Expert qualif.Prior + Ace qualif.
Arcade 21.4 47.4 __.__ __.__ __.__
Realistic 21.4 25.2 __.__ 33.8 __.__
Reloading rate (seconds)
StockPrior + Full crewPrior + Expert qualif.Prior + Ace qualif.
6.0 6.0 6.0 6.0
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetrationin mm@ 90°
10m 100m 500m 1000m 1500m 2000m
XM578E1 APFSDS 380 370 360 345 330 315
M409A1 HEAT 380 380 380 380 380 380
MGM-51C ATGM 431 431 431 431 431 431
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
XM578E1 APFSDS 1,500 3.7 N/A N/A N/A ° 76° 77° 78°
M409A1 HEAT 754 19 0.0 0.1 3,730 +0° 62° 69° 73°
MGM-51C ATGM 323 28 0.0 0.01 4,720 +0° 80° 82° 90°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
XM410E1 754 19 25 5 30 50
Ammo racks
Ammo racks of the KPz-70.
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
48 44 (+4) 33 (+15) 25 (+23) 13 (+35) 1 (+47) No

2nd rack empty: 33 (+15)

Machine guns

Main articles: Rh202 (20 mm), MG 3A1 (7.62 mm)
20 mm Rh202
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
750 (750) 900 -9°/+65° ±180°

KPz-70 is one of the few medium tanks (aside from French and MBT-70) to carry 20 mm coaxial autocannon.

This weapon should not be treated lightly or dismissed as 'just an anti aircraft' gun, as it has 57 mm penetration at flat angle, and it will shred anything from light tanks and SPAA, to lightly armoured medium tanks sides and SPG, if they are not angled. In case if their armour cannot be penetrated, use the autocannon to destroy hostile tank gun barrel and make them helpless, then return fire. This is even more effective, considering the main cannon can fire ATGM directly at enemy tank without losing the penetration or accuracy even when its barrel is broken, allowing you to punish people fishing for easy cannon barrel takedowns.

If necessary, the 20 mm can also fire at the sky to take out helicopters and careless jet pilots.

Do note, that this coaxial weapon is not protected by anything - HE hit to the hull (for example, if SAM tank fires at it) will likely obliterate it, forcing it to do pathetic damage and jam or miss a lot. Do not forget to repair it.

7.62 mm MG 3A1
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
6,000 (1,000) 1,200 N/A N/A

7.62 mm machine gun is simply used to make bullet screens against hostile ATGM or to put more pressure on aircrafts, if they can be targeted by it.

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 manoeuvre 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 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 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.

Tactics

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 too 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 manoeuvrability will. Provided the player utilizes these to their advantage, the KPz-70 will be able to control the fight. Recognize when the enemy is 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

Pros:

  • Great mobility, although out-stripped by some vehicles that utilize turbine engines
  • Extremely fast in both forwards and reverse
  • Fast reload at 6 seconds with autoloader
  • Great gun, with access to various types of ammunition, ATGMs included
  • 20mm autocannon anti-aircraft gun mounted on the top of the tank
  • Low profile for visibility
  • Has a hydropneumatic suspension system
  • The fuel tanks in the hull can absorb HEAT-FS shells

Cons:

  • Unimpressive frontal plate armour, the turret ring is also exposed, allowing SPAA and light tanks to destroy it frontally
  • Vulnerable to the rear, if the hydropneumatic suspension is not used
  • Optics are vulnerable and can cause ATGMs and HE to explode downwards into the crew compartment
  • Very easy to one shot because of 3 crew cramped in the turret

History

Being threatened by the Soviet T-64 tank, Germany and the United States joined together to develop a new main battle tank in the mid-1960s. This became the MBT/KPz-70 project. The new main battle tank would use advanced technology of the time, including hydropneumatic suspension, 152mm gun/launcher capable firing tank shell and ATGM, autoloading system, spaced armour, 1500 horsepower diesel engine and remote-controlled weapon station. Everything looks perfect on paper, but in reality, there were many problems. The autoloading system could load Shillelagh missile quite easily, but it would jam the tank shell. The housing of the driver in a rotating cupola inside the turret would cause an unanticipated problems 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 was officially cancelled in 1971. Though the MBT/KPz-70 never entered service, many of its design and technology had been passed on to its successor: M1 Abrams and Keiler, the latter of which became the Leopard 2.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read also

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Germany medium tanks
Nb.Fz.
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
Leopard Leopard I ·Leopard A1A1 ·Leopard A1A1 (L/44) ·Leopard 2K ·Leopard 2A4 ·Leopard 2A5

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