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KV-1

KV-1

Heavy Tank · USSR

An early-war fortress. Small guns bounce off it, but its 76 mm struggles against the later armour and the turret is slow: hold a lane and let the lighter tanks come to you.

(the vehicle's description in the garage)

At a glance

NationUSSR
RoleHeavy tank (HT)
Modelled variantKV-1 (1942, cast turret)
Price850 credits
Team stock2 per five-player team (scales with team size)
Hit points1220
Main gun285 damage per AP shot, 7.9 s reload
Speed34 km/h on roads, 13.9 km/h off-road
View range200 m
Ability (B)Artillery
Garage ratingsArmour 4/10 · Firepower 4/10 · Mobility 7/10 · Spotting 6/10

History

The KV-1, named after Kliment Voroshilov, was the Soviet heavy tank of 1941-42. With armour of 75 mm and more, it was almost impossible for German tank and anti-tank guns of 1941 to knock out, and single KVs held up German columns for hours. The 1942 version shown in the game has a cast turret and the 76.2 mm ZiS-5 gun.

The KV-1 was heavy, unreliable in its transmission and no better armed than the much cheaper T-34, so production shifted to the T-34 and later the IS tanks. KVs fought at Stalingrad and were still present at Kursk in 1943.

In Armor Heads

Compared with the other 34 WW2 vehicles, it is bottom 5 for road speed (#34 of 35); bottom 5 for off-road speed (#34 of 35); bottom 5 for damage per minute (#32 of 35); bottom 5 for view range (#35 of 35).

Survivability

  • Hit points: 1220. Damage taken multiplier: 0.99 (effective HP 1232).
  • Track repair: 12 s.
ZoneDamage multiplier (lower = thicker)Raw shell damage to destroy through this zone
Hull front0.581,328
Hull side0.681,133
Hull rear1.3592
Roof1.25616
Turret front0.581,328
Turret side0.621,242
Turret rear1.3592

Main gun

  • Mount: turret, 360° traverse at 18°/s.
  • Elevation +25° / depression -5°, at 14°/s.
  • Reload: 7.9 s.
  • Damage per minute (AP): 2,165.
  • Accuracy: 0.065° dispersion when settled, aim time 1.68 s, move bloom 0.045.
  • Gunner's sight: TMFD-7, 2.5x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Armour PiercingAP285202.5 m662 m/s0.6638-
High ExplosiveHE1851425.8 m680 m/s0.984191.02
76 mm BR-350P APCRAPCR214102.5 m965 m/s0.37bought (key 3)-

The penetration threshold is the thinnest zone multiplier the shell gets through: zones below it stop the shell (10 % damage for AP, 20 % for HE). See how the numbers work.

APCR (76 mm BR-350P APCR) is bought in the garage, not issued: 3 rounds for 200 credits, at most 6 carried, from a team stock of 3 per player for the whole match (never resupplied). It gets through far thicker plate than the AP up close but loses its punch quickly with range:

RangeAP needsAPCR needsAP damageAPCR damage
100 m0.660.37285214
300 m0.660.47262167
500 m0.660.66239120
700 m0.660.8222896

Matchups (AP against the hull front, square-on, under 100 m)

  • Its AP gets through the hull front of 19 of the other 34 vehicles. It is stopped by: Tiger I, M4 Sherman, Panther, T-34/76, T-34-85, Sherman Firefly, M26 Pershing, Tiger II, IS-2, Churchill VII, SU-100, Jagdpanther, ISU-152, M32 TRV, Jagdpanzer 38 Hetzer.
  • 18 of the other 34 vehicles' AP get through its hull front. Safe from the front against: M4 Sherman, M3A1 Stuart, Panzer II Luchs, Panzer III Ausf. L, T-34/76, Cromwell, Churchill VII, M32 TRV, M24 Chaffee, Sd.Kfz. 250/9, T-70M, T-60, SU-76M, M3 Lee, 75 mm GMC M3, Stuart V "Honey".
  • Sides, rears and roofs are thinner on every vehicle; see each page's zone table.

Secondary weapons and equipment

  • No working roof machine gun.
  • Smoke: 1 salvo, each recharges in 60 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 34 km/h on roads, 13.9 km/h off-road (41 %), reverse 6.8 km/h, acceleration 3.2 m/s².
  • Turn rate 32°/s (19°/s at top speed). Mass 46,400 kg. Engine start 4.5 s.

Special ability (B)

Artillery: an eight-shell barrage on any point within 1,000 m, 8 s after red smoke marks it; the shells hit tank roofs and wreck buildings. Ready 90 s after the round goes live, once per round; another use costs 400 credits.

Where it appears

Players can take it on all seven WW2 maps, on either team. The AI fields it on:

  • Prokhorovka 1943, Blue (Allied side): 1x in an 8-vehicle line-up (first at position 7).
  • Stalingrad 1942, Blue (Allied side): 2x in an 8-vehicle line-up (first at position 3).

Where it ranks (1 = best of 35)

StatRank
Hit points7
Effective HP7
Hull front armour (lower multiplier = thicker)9
Turret front armour10
Road speed34
Off-road speed34
Shot damage (AP)12
Damage per minute32
Reload (shortest first)30
Accuracy (smallest dispersion first)17
Aim time (fastest first)23
Turret / gun traverse speed20
View range35
AP penetration (lower threshold = goes through more)23
Price (1 = most expensive)8

The real vehicle

VariantKV-1 (1942, cast turret)
Length with gun6.75 m
Hull length6.675 m
Width3.32 m
Height2.71 m

Sources used for the model: ru.wikipedia.org/wiki/КВ-1 (hull 6675 mm, width 3320, height 2710, track 700 mm, ZiS-5 L/41.6); en.wikipedia.org/wiki/KV_tank_family (6.75 x 3.32 x 2.71 m); gun overhang from the-blueprints.com KV-1 1942 side view (72120)

In-game model: 6.87 m long (gun included) × 3.32 m wide × 2.62 m high (antenna excluded), 6,216 triangles, built at true scale.

Images

Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).