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Tiger II

Tiger II

Heavy Tank · Germany

The long 8.8 cm goes through almost anything, behind a front only an IS-2 can match. Seventy tonnes is slow to start and slow to turn: keep the front towards the fight and team-mates on the flanks.

(the vehicle's description in the garage)

At a glance

NationGermany
RoleHeavy tank (HT)
Modelled variantTiger II (Henschel turret)
Price1,210 credits
Team stock1 per five-player team (scales with team size)
Hit points1760
Main gun332 damage per AP shot, 7.9 s reload
Speed35 km/h on roads, 17.5 km/h off-road
View range200 m
Ability (B)Artillery
Garage ratingsArmour 7/10 · Firepower 5/10 · Mobility 7/10 · Spotting 6/10

History

The Tiger II, called "Königstiger" (King Tiger) by the Allies, combined the Panther's sloped armour layout with even thicker plates and the long 8.8 cm KwK 43 L/71, one of the most powerful tank guns of the war. Fewer than 500 were built from 1944. Weighing almost 70 tonnes, it was underpowered and prone to breakdowns, but its 150 mm sloped front plate was practically immune to Allied tank guns.

The game models the production version with the Henschel turret. Tiger IIs fought in Normandy, in the Ardennes offensive in December 1944, and in the battles on the Oder in 1945, where s.SS-Pz.Abt. 502 fought on the Seelow Heights.

In Armor Heads

Compared with the other 34 WW2 vehicles, it is top 5 for hit points (#1 of 35); top 5 for effective hp (#1 of 35); top 5 for hull front armour (#2 of 35); top 5 for turret front armour (#1 of 35); bottom 5 for road speed (#32 of 35); bottom 5 for view range (#32 of 35); top 5 for ap penetration (#1 of 35).

Survivability

  • Hit points: 1760. Damage taken multiplier: 0.73 (effective HP 2411).
  • Tracks: a hit on the running gear breaks a track 60 % of the time (the hit does no damage); the crew repairs it in 16 s.
ZoneReal plateDamage multiplier (lower = thicker)Raw shell damage to destroy through this zoneAP of the other 34 vehicles that gets through
Hull front150 mm at 50° (233 mm)0.413,6751
Hull side80 mm at 25° (88 mm)0.632,39217
Hull rear80 mm at 30° (92 mm)0.622,43017
Roof40 mm0.91,67432
Turret front180 mm at 9° (182 mm)0.463,2764
Turret side80 mm at 21° (86 mm)0.642,35417
Turret rear80 mm at 21° (86 mm)0.642,35417

Real plate: the thickness of the real vehicle's armour there, and its slope from vertical with the line-of-sight thickness in brackets; each zone's multiplier is worked out from it (see how the numbers work). The last column counts square-on hits under 100 m.

Main gun

  • Mount: turret, 360° traverse at 28°/s.
  • Elevation +15° / depression -8°, at 14°/s.
  • Reload: 7.9 s.
  • Damage per minute (AP): 2,522.
  • Accuracy: 0.065° dispersion when settled, aim time 1.68 s, move bloom 0.045.
  • Gunner's sight: TZF 9d, 3x / 6x (binoculars 6x / 10x / 15x).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Heavy Armour PiercingAP332303 m1000 m/s0.3928-
Heavy High ExplosiveHE2161666.4 m750 m/s0.843151.19
8.8 cm Pzgr. 40/43 APCRAPCR249153 m1130 m/s0.22bought (key 3)-

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

HE and the crew: every direct hit shakes the crew (slower reload and traverse, a wider aim circle) for about 1.9 s when the plate stops it and 3 s when it bursts through. It is big enough to knock crew members out of their seats even when the plate stops it.

APCR (8.8 cm Pzgr. 40/43 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 m0.390.22332249
300 m0.390.28305194
500 m0.390.39279139
700 m0.390.49266112

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

  • Its AP gets through the hull front of 34 of the other 34 vehicles. Nothing stops it from the front.
  • 1 of the other 34 vehicles' AP get through its hull front. Safe from the front against: Tiger I, M4 Sherman, Panther, M3A1 Stuart, Panzer II Luchs, Panzer III Ausf. L, T-34/76, T-34-85, Panzer IV Ausf. H, Cromwell, Sherman Firefly, M26 Pershing, IS-2, Churchill VII, KV-1, M10 Wolverine, M18 Hellcat, StuG III Ausf. G, SU-100, ISU-152, M32 TRV, M24 Chaffee, Sd.Kfz. 250/9, T-70M, T-60, Marder III, SU-76M, M36 Jackson, Jagdpanzer 38 Hetzer, M3 Lee, 75 mm GMC M3, Stuart V "Honey", 17pdr SP Achilles.
  • From the side, 17 of them get through its hull side; from behind, 17 get through its hull rear (every zone is in the table above).

Secondary weapons and equipment

  • Roof machine gun: MG 34, the vehicle's own modelled gun on its turret, 13 rounds/s, 1 damage per round, overheats after 60 rounds. It elevates to 70° and can shoot down recon planes.
  • Smoke: 1 salvo, each recharges in 60 s.

Mobility

  • Running gear: tracks (pivot turns).
  • Top speed 35 km/h on roads, 17.5 km/h off-road (50 %), reverse 9.3 km/h, acceleration 2.5 m/s².
  • Turn rate 26°/s (16°/s at top speed). Mass 69,800 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:

  • Seelow Heights 1945, Red (Axis side): 1x in an 8-vehicle line-up (first at position 2).

Where it ranks (1 = best of 35)

StatRank
Hit points1
Effective HP1
Hull front armour (lower multiplier = thicker)2
Turret front armour1
Road speed32
Off-road speed28
Shot damage (AP)7
Damage per minute26
Reload (shortest first)29
Accuracy (smallest dispersion first)14
Aim time (fastest first)20
Turret / gun traverse speed12
View range32
AP penetration (lower threshold = goes through more)1
Price (1 = most expensive)1

The real vehicle

VariantTiger II (Henschel turret)
Length with gun10.286 m
Hull length7.38 m
Width3.755 m
Height3.09 m

Sources used for the model: Wikipedia Tiger II (https://en.wikipedia.org/wiki/Tiger_II): 7.38 m hull, 10.286 m with gun, 3.755 m wide, 3.09 m high, 800 mm tracks, 9 axles of 800 mm overlapping road wheels, front sprocket; tank-encyclopedia.com (https://tanks-encyclopedia.com/ww2/germany/panzer-vi_tiger_II.php); the-blueprints.com 81846 (Sd.Kfz.182 King Tiger Henschel turret) side/top/front/rear drawing, which scales consistently to 7.38 / 10.29 m

In-game model: 10.56 m long (gun included) × 3.76 m wide × 3.39 m high (antenna excluded), 9,866 triangles, built at true scale.

Images

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