
Kpfpz 70 is a tier 9 German premium heavy tank. It has a great gun with both high alpha and good accuracy, it also sports great mobility and speed, with very good turret armour and decent hull armour.
- Armour
- Gun
- Mobility
- Equipment, provisions, & consumables
- Gameplay advice
- Tank gameplay:
- Overall
- Is it worth getting?
- Most recently sold for:
Armour
(The Kpfpz 70 in the images is using Improved Assembly)


Drag slider right -> to view 248mm AP
Drag slider <- left to view 310mm HEAT
When flat and facing head-on:
Upper plate 225mm
Lower plate 235mm
Turret 310-400mm+
Cupolas 105-130mm

vs 246mm AP (top image), vs 320mm HEAT (bottom image)
Using -7 gun depression:
Upper plate 300mm
Turret 350-440mm+
Cupolas 135-180mm


Drag slider right -> to view 225mm AP
Drag slider <- left to view 265mm APCR
This penetration level represents a tier 8 heavy tank.
Armour vs tier 8 tanks:
Tanks with 225mm of AP penetration will have no issue penetrating the hull of the tank if it is not angled. Angling it can produce more bounces, as shown above.
The lower plate can get bounces, especially if angled, but only from tanks with lower penetration levels.
Nothing in tier 8 even using premium ammunition has enough penetration to consistently and reliably penetrate the turret of the Kpfpz 70.
Armour vs tier 9 tanks:
Most tier 9 tanks will always be able to penetrate the hull of the Kpfpz 70. The best use of the hull armour against tier 9-10 enemies is to bait it around a corner in the hope that an enemy will shoot it and bounce (shown below).
The turret is still very strong and will still hold up to most premium ammunition that you face, only tanks with about 320-330mm of penetration can go through the turret.
Armour vs tier 10 tanks:
Tier 10 is the same as tier 9, tanks can easily penetrate the hull front, but can’t penetrate the turret without premium ammunition.
In tier 10, most heavy tanks will have enough penetration to go through the turret with premium ammo.

Kpfpz 70’s turret weakpoints:
-All the hatches and the far right side of the turret are weakpoints.
-The viewport on the left is not a reliable weakpoint.
Gun
Kampfpanzer 70 mounts a 152mm gun
-Alpha damage is 560 on APCR, 490 on HEAT, and 640 on HE
-It has an 14.6s reload, giving it 2296 DPM
-Penetration on APCR is 245mm, HEAT is 310mm, and HE is 90mm.
–Estimated aim time is 3.9/4.2s
–Base aim time is 2.5s, but it can get down to 2.04s.
-Dispersion is 0.344/0.310
–Gun handling is 0.18/0.18/0.12, or 0.15/0.15/0.1 with Vertical Stabilizer.
-Gun depression is -7 degrees.
With the way alpha damage scales to DPM (higher alpha = low DPM), having almost 2300 DPM with 560 alpha is quite good, so the DPM definitely isn’t bad.
Overall every aspect of this gun is very good. Considering it does 560 alpha, it aims quickly, has great gun handling, very good dispersion, decent penetration, and good DPM.
-7 gun depression is actually pretty good, as the tank has such a low profile, and a very low slung hull. It can easily fit into some shallower hulldown positions and still work very well.
Mobility
-Top speed is 40km/h forwards, and -15km/h in reverse
-In game acceleration rate is shown as 17.4 hp/t, it has strong 878 hp engine for its 50 ton weight.
-Actual acceleration rate is 15.8 hp/t on hard terrain, and 14.5 hp/t on medium terrain.
-Traverse speed is 37.3 deg/s on hard terrain, and 32.2 deg/s on medium terrain.
–Terrain resistances are some of the best for a heavy tank, having 1.1/1.2/1.7
The Kpfpz 70 has some of the best overall mobility for any tier 9 heavy tank. The top speed is good, acceleration is high, and traverse speed is good. Terrain resistances are also amazing, which mean this tank hardly loses any speed by going off-road.
The Kpfpz is able to move around almost like a medium (though with a limited top speed), and its very flexible in battle.
Equipment, provisions, & consumables
Kpfpz 70 has no special consumables or provisions
Gun Rammer:
The reload time of the Kpfpz is already fairly long, and it has sufficient penetration. Don’t cripple this tank’s reload time and DPM by using calibrated shells, as the penetration doesn’t need improving.
Using gun rammer is by far the better choice on this tank, especially with its alpha damage. It gives the tank a very nice advantage in battle, as it has both high alpha, and still a competitive level of DPM.
Enhanced Armour/Improved Assembly:
Both these equipment pieces can work on this tank.
Enhanced armour’a biggest benefit will be to the hull armour, it would make the sides stronger, and make the upper and lower plate overall just more troll/challenging for enemies to penetrate.
Improved assembly improves the HP of the tank from 2050 up to 2173. You don’t lose much armour by doing this, as you can still angle the front to bait enemies, and the hull front can still be fairly troll for enemies.
Vertical Stabilizer:
While the gun handling of the Kpfpz is already good, so is the dispersion, and as this is a heavy tank, dispersion is less important than gun handling. The Kpfpz will be constantly using its strength in mobility to reposition itself in battle, so it will need to have better dispersion during and after movement for it to be more accurate.
Gameplay advice
The Kampfpanzer 70 is a heavium tank, it actually plays similarly to a Chimera, but up at tier 9.
High alpha, a fairly long reload, good accuracy, and decent mobility; however, instead of gun depression, Kpfpz has turret armour.
If you have played a Chimera before then you should have no problem getting used to this tank due to its fairly similar gameplay, just on the heavy flank instead of the medium flank. Alternatively if you’re a skilled heavium player, this tank will feel quite comfortable.
General gameplay:
Start the battle by choosing which flank you want to play on. The Kpfpz 70 will work well both on the heavy side and the medium sides of the map, so where you go depends on the team match-up, and your preferred playstyle.
The Kampfpanzer is mainly focussed around its high-alpha gun and its good mobility, so you have to try utilize these as much as possible in battle.
Sometimes, instead of camping in front of enemy tanks, its better to use the mobility and relocate. Either to create new lines of fire on the same enemies, or just completely go to the other flank to win that side of the map.
Use the HE whenever possible:
Many tanks have less than 90mm of side armour, so you can actually easily penetrate the sides of many enemies.
Alternatively, use it when there’s no time to aim properly, such as if you’re about to take a big hit/get destroyed, just shoot a HE shell toward the enemy. 152mm is a large caliber, and often it does a fairly significant amount of splash damage.
Go hulldown:
The Kpfpz 70 has very strong turret armour and a low profile, when its hull is hidden, many enemies will really struggle to penetrate the tank.
Hulldown is where this tank will get the most bounces, but don’t sit still, as if you give enemies enough time to aim in and look at your armour, they’ll be able to quite easily hit the turret weakpoints.
You can also utilize ridgelines due to your tank’s low profile, even if its “only -7” gun depression, many positions are still viable. Check the guide for this here.
Don’t rely on hull armour:
The hull armour of this tank won’t be reliable unless using gun depression, or over-angling it to bait enemies. Its just too weak on flat ground against most enemies, so its best to play the tank like it has no hull armour.
Do use the hull front to bait shots from enemies though, the angle of the front is so sharp that it very quickly becomes an auto-ricochet angle when its angled enough (see below).

vs 265mm APCR
Using the hull front to bait enemy shots works very well due to the width of the hull and sharp angle of the front plates.
The Kpfpz 70’s gameplay is quite unique, combining a big alpha gun with good accuracy, onto a mobile and decently armoured tank, is just not something any other tank can really offer.
Its most similar to many other heavium tanks, being quite flexible, and able to work on both the HT and the MT side of the map. Where it differs is in its gun.
Tank gameplay:
Overall
Overall the Kampfpanzer 70 is a good tank. Its hull armour is decent enough, though its not very reliable when flat on, but its turret is very solid and reliable. The gun is very accurate and well handling considering it does 560 damage, and the mobility is very impressive for a heavy tank.
This tank won’t be as easy to play as a frontline brawling heavy with strong hull armour, but its definitely a tank that heavium players and players with experience can appreciate.
Is it worth getting?
Kampfpanzer 70 is a very unique tank. Not many other medium or heavy tanks in the game can boast both good accuracy and high alpha. The Kampfpanzer is overall such a comfortable and enjoyable tank, mainly due to its great gun and reliable mobility.
For these reasons, its both a very fun tank but also a good tank, and from this point it is worth getting.
It won’t be the easiest of tanks for some players to play (due to lacking hull armour), its not hard to get used to, and its definitely easier to play than any of the other premium choices, and many of the collector choices at tier 9.
If you were looking for a derpy but accurate heavium, or just a tier 9 premium, Kampfpanzer 70 is a good choice.
The Kpfpz 70 is worth 13,000 gold, though it can usually be bought for much cheaper. Its a very unique yet also very reliable and enjoyable tank. It offers many interesting stats, while not sacrificing any competitiveness or enjoyability, and is by far one of the most enjoyable tanks in tier 9 due to this.
Most recently sold for:
10,000 gold (Tank only) – September 2021
£24.99 (Full bundle) – June 2023
10,000 gold (Tank only) – September 2023

“Cavalry” camo: 2D, costs 1,890 gold
