LKpz 70 (K)

Last updated on 27 November, 2025

LKpz 70 (K) is a tier 9 German light tank. It has a choice of 2 guns, one is an accurate & high alpha gun great for a sneaky playstyle; the other is a 3 shell autoloader with fast burst. The mobility is poor for a light tank, but it does have a very hard-to-hit turret, and auto-ricochet hull.

  1. Armour
  2. Cyclic Gun
  3. Autoloader Gun
  4. Mobility
  5. Special Mechanics
  6. Equipment Loadout
  7. Gameplay advice
  8. Tank gameplay:
  9. Overall
  10. Is it worth getting?
  11. Most recently sold for:
  12. Camo cost:

Armour

(The LKpz 70 (K) in the images is using Improved Assembly:)

Drag slider right -> to view 255mm AP
Drag slider <- left to view 53mm HE

The above is shown from the view of a gun smaller than 105mm caliber.


Drag slider right -> to view 250mm AP
Drag slider <- left to view 60mm HE

The above is shown from the view of a gun larger than 105mm caliber.


Armour when flat and facing head-on:
Upper plate 105mm (auto-ricochet for guns up to 105mm in caliber)
Lower plate 38mm

Turret face 50-120mm

Side armour:
The upper side armour is 50mm in effective thickness (25mm base), lower side armour (behind tracks) is 20mm thick.


Armour vs all tier 8-10 enemies:
Facing any enemy, the LKpz. 70 K has no armour at all. The only areas which will bounce are the very small sliver of angled armour next to the gun (shown on the right in images above), and the upper plate.

The upper plate will only bounce enemies which have up to 105mm guns, any gun that is larger than this (even 105.1mm) will overmatch the upper plate and always penetrate it.

The lower plate is extremely weak, every gun you face against can penetrate the lower plate with HE. Due to this, its better to turn the hull to the side to take HE shells. The upper sides are 50mm effective thickness, and the lower sides have the tracks to help shield from HE shells and make it harder to get a clean shot.

Cyclic Gun

Firepower:
-Ammo: AP/HEAT/HE.
-Penetration: 232/282/55mm.
-Alpha damage: 340/290/430
-Reload time is 8.4s for 2420 DPM.

Handling:
Estimated aim time is 2.9/3.1s
Base aim time is 1.9s, but it can get down to 1.46s.
-Dispersion is 0.308/0.262
Gun handling is 0.06/0.12/0.12, or 0.05/0.1/0.01 with Vertical Stabilizer.

Usability:
-Shell velocities are 1010/740/740 m/s.
-Gun depression is -7 degrees around the entire tank.

Overall this is a great gun, it has great accuracy, great aim time, good gun handling, and good penetration. For a light tank it also has good alpha damage, with great HE damage. The main downside is low DPM and a slow reload for 340 alpha. Gun depression is -7, which isn’t great, but its usable with the low profile of this tank.

The main advantage of this gun is that it works very well with the tank’s sneaky scouting type of playstyle. The slower reload with good alpha damage and great accuracy are perfect with the adaptive concealment and tracer shell mechanics that this tank has, as you always reset camo before reloading, and you hardly miss shots. 

Autoloader Gun

Firepower:
-Ammo: AP/HEAT/HE.
-Penetration: 221/270/50mm.
-Alpha damage: 260/220/300
-3 shells in the magazine.
-2.00s intra-clip reload.
-Reload time is 14.3s for 2557 DPM.
-Burst: 780 damage in 4.00s

Handling:
Estimated aim time is 3.2/3.4s
Base aim time is 2.15s, but it can get down to 1.66s.
-Dispersion is 0.326/0.277
Gun handling is 0.06/0.12/0.11, or 0.05/0.1/0.01 with Vertical Stabilizer.
-After-shot-dispersion is 4.000.

Usability:
-Shell velocities are 1010/740/740 m/s.
-Gun depression is -7 degrees around the entire tank.

Overall this is a good gun, it suits the playstyle of the tank slightly less than the other gun, however it still works well. Damage is not impressive, but intra-clip and magazine reload are both fast. The DPM is also quite mediocre, but its made up for with how quick the tank can unload damage.

This gun works well since you can create time and distance for yourself to reload, which is an advantage of LT autoloaders over other autoloaders. The generally consistent accuracy & aim time also help with that, however are not too impressive for this low alpha.

Mobility

Raw stats:
-Forward speed is 60km/h.
-Reverse speed is -20km/h.
-Raw acceleration rate is 25.7 hp/t.
-Engine power is 935hp for its 36 ton weight.

Hard terrain mobility:
-Actual acceleration is 23.4 hp/t.
-Traverse speed is 64.7 deg/s.

Medium terrain mobility:
-Actual acceleration is 21.4 hp/t.
-Traverse speed is 59.4 deg/s.

Terrain resistance stats:
Terrain resistances are 1.1/1.2/1.5

This is overall bad mobility relative to other light tanks. The LKpz 70 K feels very slow, with a limited top speed, below-average reverse speed, and sluggish acceleration on both medium and hard terrain. Its traverse speed is the only semi-decent aspect, but even that is nothing impressive. 

LKpz 70 K’s mobility feels roughly equal to a quicker tier 9 medium tank, but doesn’t compare well against tier 9 light tanks.

Special Mechanics

Adaptive concealment works great on this tank with the cyclic gun. Your reload is long enough that you always go unspotted before you reload again, making it great for trading damage while minimizing the damage you take in return.

Tracer shells just keep the enemy spotted for much longer (20s instead of 10s), which gives you much more control over a situation since you go unspotted so quickly (7s), and any enemy you hit with the tracer shells will remain spotted, giving you more info on their actions.

Equipment Loadout

Calibrated Shells:
Due to how this tank plays (with either gun), calibrated shells is the better choice. Its a sneaky light tank due to its mechanics, and one gun is an autoloader for which DPM doesn’t matter as much, and the other gun has good alpha damage, making it good for trading. 
Calibrated shells generally just makes both guns more reliable, especially when facing tanks over distance with their armour at awkward angles.

If using improved ventilation, use it for the cyclic gun, as it doesn’t have the burst damage impact like the autoloader gun, and benefits more from a faster reload time.
Vents would improve reload time for this gun from 8.4 to 8.2s, and increase DPM from 2420 to 2499.

Improved Assembly:
Despite the auto-ricochet upper plate, there is no use to enhanced armour on this tank. With how auto-ricochet works, the base 35mm upper plate of the LKpz 70 K will bounce all AP and APCR from guns that are up to 105mm in caliber. Anything with a gun bigger than this, even 105.1mm, will triple-overmatch the upper plate.

Enhanced armour will make the upper plate 36.05mm base, allowing it to bounce up to 108mm guns. However there are only two 108mm guns in the entire game, one is the Turtle Mk.I, and the other one is Souleater. 

Since there is such limited use for enhanced armour, it is far better to use improved assembly. Improved assembly increases the HP from 1550 to 1612, allowing the tank take a bit more damage when it gets damaged.

Refined Gun:
Due to its amazing dispersion when moving (which is 0.06), the LKpz. 70 K does very well with refined gun. While you may want to use vertical stabilizer for the turret traverse dispersion (below average at 0.12), its not needed due to the fast aim time of the gun.

Refined gun greatly helps with the snapshot ability of the tank, especially combined with the gun handling. It also improves the accuracy of the gun at long range, which the tank may often need to use due to its lower DPM and support playstyle.

Gameplay advice

The LKpz. 70 K is a support light tank. Its DPM is low, its mobility is poor for a light tank, so it can’t play the same as other lights by just running around the battle at high speed and using DPM to kill isolated enemies, the LKpz needs to be more careful in its gameplay.

The gameplay with both guns is fairly similar, as both are “hit-and-run” type of guns, deal their damage then fully retreat into cover before doing it again.

General gameplay:
The general gameplay of this tank has some similarities with other light tanks. You should take this tank to the MT side of the map, where you can use bushes to spot enemy tanks crossing and getting into position. Despite being poor mobility for a light tank, you’re still quicker than the majority of tier 9 medium tanks.

Don’t ever rush forward without first spotting enemies. The DPM and HP of this tank are so low that you won’t survive a 1v1 fight without extreme luck. Use camo rating and view range to spot enemies from a safe distance, and fall back when you get spotted. 

If you need to fight an enemy, make sure to have an ally with you, you need their DPM and HP. The durability of the LKpz is one of the lowest in tier 9, and its alpha damage is good but reload is slow, so you can’t rely on your own tank to deal with enemies.

Play cautiously:
Try to not be the one leading pushes, or being the most forward tank in a fight. Let your allies draw the attention of enemies, this way you don’t lose HP, and the enemies have shot, allowing you to push and do damage without enemies damaging you back.

Trade in alpha damage:
Due to having a good level of alpha damage at 340, you can do damage trading with lower alpha tanks (such as tanks with 225 alpha). If you can avoid the enemy for the duration of your reload, and only expose your tank when you have a shot ready, then you will always out-damage your enemy. This is the best way to trade damage as the tank’s reload and DPM are low.

For the autoloader gun, try to trade in bursts of at least 2. If you can’t shoot all 3 shells, just reload, since a 14s reload is fairly quick, and a 2-shot burst still does 520 damage.

Go hulldown:
Due to the ultra narrow turret profile, the LKpz. 70 K is a very hard to hit target when only its turret is shown.

Going hulldown will hide the hull and leave only the very small profile of the turret, increasing the chance of enemies missing the shot. Similarly, if using gun depression you can achieve the same result, though make sure to move forward/backward slightly to make it even harder for enemies to aim at your turret.

You can see how effective it is to hide the wide hull and show only the turret.

Use mechanics:
Utilize the special mechanics this has, combined with its light tank nature. It works very well as a sneaky tank as it goes unspotted very quickly, and can reliably hit shots accurately from range. The cyclic gun also deals a good amount of damage, and the autoloader can utilize ambush tactics to fully dump a magazine then run away.


Overall the LKpz 70 K just plays as a supporting light tank, its DPM is low so it often can’t be on the frontline or fighting enemies directly. The poor mobility also means you have to plan your moves carefully.

Tank gameplay:

Overall

Armour – 3.5/10
Cyclic gun – 7/10
Autoloader gun – 6/10
Mobility – 4/10
Speed – 4/10

LKpz 70 K is overall a good tank.

Armour is very weak, easily penetrated by HE on the lower plate, and turret is penetrable to standard ammo. HESH protection is terrible. Upper plate can occasionally bounce.
Cyclic gun has great accuracy, aim time, gun handling, good penetration, and good alpha damage. Gun depression is -7 degrees, low DPM is the main downside.
Autoloader gun has slightly worse accuracy, aim time, & penetration, but still good gun handling. Gun depression is -7 degrees, low alpha is compensated by fast intra-clip.
Mobility is mediocre for a light tank. Compared to other LT, acceleration is slow, and traverse speed is below average. Terrain resistances are poor, and reverse speed is below average at -20km/h.
Speed is below average at 60km/h.

While the armour is poor, note that the size of the tank (especially turret) can allow it to be very flexible with the positions it uses and making enemies miss.

Is it worth getting?

The LKpz 70 K is worth getting if you enjoy light tanks with sneaky gameplay or autoloading light tanks. The gameplay of this tank is fairly unique, as its the only LT with both adaptive concealment & tracer shells, combined with the flexibility to use 2 very different guns.

The LKpz 70 K is worth 11,000 gold. Its definitely not a bad tank, its gameplay traits and 2 different guns will be appreciated by light tank enjoyers, but the sluggish mobility can’t be overlooked as a drawback.

Most recently sold for:

Purchase event release (~$400) – September 2024.
Purchase event re-run (~$400) – September 2025.

Camo cost:

“Zapfenstreich” camo, 3D, non-animated. Costs [unknown] gold.

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