KV-1e m.41 (1C) armour values

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HauptmannJake
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KV-1e m.41 (1C) armour values

Post by HauptmannJake »

Im finishing my scenario of a huge close-range tank battle on the eastern front -43. I got several Tigers and PzKpfw IV H's vs. KV-1e m.41 (1C)'s in H2H version. Am I right if I say Tiger was able to knock out a KV-1 from a distance of about 500 meters (facing front turret/hull armour)? In H2H KV-1C armour seems to be 132mm front turret and about 120mm sides. And my Tiger is in trouble even with KV-1 side armour!

PzKpfw IV H hasn't got any change to knock out a KV-1C from sides/front if APCR ammo is not used.

Altering armour values has real effect on scenario result as KV's are faced in great numbers. Do I have to change these values or are they really right ones?:confused:
Jake and Karsta's Steel Panthers Supply - www.netikka.net/karonen/jksps
Panzer Leo
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Re: KV-1e m.41 (1C) armour values

Post by Panzer Leo »

Originally posted by HauptmannJake
Im finishing my scenario of a huge close-range tank battle on the eastern front -43. I got several Tigers and PzKpfw IV H's vs. KV-1e m.41 (1C)'s in H2H version. Am I right if I say Tiger was able to knock out a KV-1 from a distance of about 500 meters (facing front turret/hull armour)? In H2H KV-1C armour seems to be 132mm front turret and about 120mm sides. And my Tiger is in trouble even with KV-1 side armour!

PzKpfw IV H hasn't got any change to knock out a KV-1C from sides/front if APCR ammo is not used.

Altering armour values has real effect on scenario result as KV's are faced in great numbers. Do I have to change these values or are they really right ones?:confused:
The armour values of the KV-1E are not altered in H2H...they're exactly the same like in 7.1 (as 99,9% of the armor values are) and I'm very confident that these values are pretty much the best you can model with single values for full Hull or Turret Fronts...

But I don't get why your Tigers are in trouble ? A short firing test showed, that the 88 reliably penetrates the KV armor at 500m, no matter what side is hit, except for the front turret - that's too much for the 88 (but turret hits are way less numereous then hull hits)...
There's just one thing to keep in mind: don't fire at sharp angles, always try to get a shot at 90 degrees to the surface of the armor plate (orientation of the target), because the angle will cause the armor to rise dramatically - but even Tiger crews in real life had to keep that in mind :)
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Redleg
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Post by Redleg »

I find the KVs to be very vulnerable to the PzIVfs. Mine fire once and then are promptly destroyed just as in V7.1. I was hoping they might hold up a bit better..... or cost less. ;)
HauptmannJake
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Post by HauptmannJake »

Thanks to you both! This gave me enough hope to give final touches to my scenario. I have been in real trouble with it as it is so HUGE. Not the map, but the amount of the units on it.

I don't know if it has any sense but let me see what you say when you (perhaps) play it. I just wanted to see how far one can go with Spwaw...

HJ
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Redleg
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Post by Redleg »

Good luck with your scenario - a large tank fight should be a lot of fun.
BryanMelvin
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Post by BryanMelvin »

Originally posted by Redleg
Good luck with your scenario - a large tank fight should be a lot of fun.



One trick is to bleed the Op fire from a KV, suppress it, then move a lowly PZIIIh to the KV's front Armor facing at one hex and blast away - a garunteed kill! Any side or rear shot will not work. Front Armor shots destroy KV's at one hex range with low Vel. guns. Higher Vel. Guns from Pz IV G's can do so from about 5 to 10 hexes with ease..
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