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Unicum's Guide to the Radio Operator's Gulag (KV-5) (Revision 6-22-19)

Guide KV-5

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haxmachine21 #1 Posted Jun 23 2019 - 04:28

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This is a revision of the KV-5 guide, which will take the buffs the KV-5 received to its armor and gun into consideration.

 

The KV-5, otherwise known as the Object 225, was a massive heavy tank designed by the Russians during 1941. Apparently, by August 1941, the tank’s design was practically complete, and parts of the KV-5 were already being forged when the Siege of Leningrad began. However, the previously mentioned siege halted the development of the behemoth, and the factories of Leningrad focused solely on building tanks like the KV-1 and T-34. Beyond that, any development was then cancelled in favor of developing the IS-series of heavy tanks.

 

The KV-5 is a ‘rare’ tank, and is not often on sale. However, it is usually sold at a very high price, so is it worth that price? Here are the pros and cons of this old, weathered veteran.

 

PROS:

--It is somewhat fast, capable of reaching 40KPH, which is impressive for a vehicle that weighs over 100 tons.

--Has an incredible amount of armor. Now has even more armor on the weakspots, thanks to the buffs.

--Combination of speed and weight make the KV-5 a brutally effective rammer.

--Can reverse-sidescrape well, thanks to frontally-placed turret.

--Good DPM and RoF, and now better aiming time.

--Makes a lot of credits.

--Has Pref. MM.

--Thanks to all the armor and health, the KV-5 can survive well.

--AP is now far better than what it was, buffed by 19mm. It can now pen 186mm of armor.

 

CONS:

--AP is still somewhat lackluster.

--R2D2 remains weak. Lower tier tanks can still abuse it quite often.

--The KV-5 is HUGE, meaning it is an easy arty magnet.

--It is extremely hard to hide the weakspots of the KV-5, and the R2D2 turret will almost always betray you.

--The KV-5 is also somewhat sluggish in terms of turning speed. Mediums will circle you like vultures.

--APCR remains highly necessary in the KV-5.

--And thanks to the terrible AP and APCR performance, the gun does terribly at tier 9.

 

So how does the KV-5 play? Indeed, it is the size and weight of Rhode Island, but that doesn’t matter much when that size is utilized correctly. Thanks to the tall turret and already tall chassis, the KV-5 can fire DOWN onto enemies, right onto their weak turret armor, or over allies, which keeps your weakspots protected. As well as that, the speed and weight of this monster makes it a potent rammer, capable of bringing down all manner of tanks with one crushing and direct strike. And thanks to the RoF and aim time of the 107mm gun, it is easy to keep enemies permatracked for your allies. As for your enemies, aiming for your weakspots is vital, as everywhere else is covered in deceptively thick, well-angled armor. And yes, even the R2D2 turret can bounce shots if it isn’t shot at head-on.

 

When top tier, the KV-5 can be a very terrifying enemy to face. A rapid-firing gun, thick armor, and surprising speed make it into a blitz-like tank. However, should you not want to be that reckless, you can utilize that RoF to keep enemies tracked for your allies. Also, use reverse-sidescraping, as it can be highly effective thanks to your frontal turret and incredibly thick side armor, and thanks to the Update 1.2 buffs once again, you can reverse 3KPH faster now as well, which allows you to sidescrape and get shots off more quickly. Any enemy that is tier 7 will be quickly melted by your RoF and 300 damage shots, and only well-armored, high-alpha tanks will be able to try and hold you back.

 

Mid-tier is far more dangerous. APCR will be needed much of the time, and your weakspots will become an even larger liability. Enemy shells are almost guaranteed to go through R2D2, your turret wart, and your driver’s bubble. Hide those spots as best as you can, and your thick armor elsewhere will handle the rest. Also, tracking shots will be very useful at this tier. If you can’t pen them, track them. Let your allies handle bringing them down while you hold your enemies in place.

 

Modules should be used to increase survivability and gun performance. Super-Heavy Spall Liner is recommended to help stave off artillery, and tack on GLD (or V-Stab) and Rammer to make the RoF of your 107mm even more impressive.

Consumables should be the standard suspects. First Aid, Repair Kit, and Extinguisher.

As for crew skills, the 1st round should be Repairs for everyone. If you’re sitting still, your weakspots are all the easier to hit. Better to repair quickly and run than get stuck, letting your enemies pummel your stupid R2D2 turret endlessly. 2nd round should be 6th Sense, Intuition and Safe Stowage (You have 2 Loaders) Deadeye, Situational Awareness, and Controlled Impact. The quicker you get Controlled Impact, the better. It turns the KV-5 into a ramming monster that can run over darn near everything. The 3rd round should have Recon, Snap Shot, Adrenaline Rush and another Safe Stowage, Smooth Ride, and for that poor sap of a Radio Operator, give him Call for Vengeance, so he can get his revenge on those sods that shot his prison turret. 4th round should be BiA.

 

Next, some pointers.

--If you can platoon with 2 other KV-5s, DO IT. The immense amount of armor, speed, and combined firepower can melt literally anything.

--If you’re forced to face-hug, the height of your tank and turret allow you to fire right down onto the enemy’s roof and overmatch it. Use that to your advantage.

--Finally, when mid-tier, support as best as you can. Don’t be a frontline heavy. You’ll be wiped out quickly and unceremoniously.

 

Finally, here are some replay results for you. They’re old, so you can’t watch them, unfortunately.

--Brutal KV-5 carry (Got a Radley and a Bruno’s in this one with 6k damage and 4k blocked) http://wotreplays.eu...xmachine21-kv-5

--Pre-Buff KV-5 armor (Blocked 6k damage) http://wotreplays.eu/site/3455477#live_oaks-haxmachine21-kv-5

--KV-5’s ramming potential (1-hit rammed a Kanonenjagdpanzer) http://wotreplays.eu/site/3283187#sacred_valley-haxmachine21-kv-5

I could show more, but there are literally way too many to choose from!

 

And there you have it! Good luck in your KV-5!


Edited by haxmachine21, Jun 23 2019 - 22:39.


Treeburst #2 Posted Jun 23 2019 - 05:36

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This should have the caveat that pref8 MM is about 60% 5/10 BT9, 39.99999% straight 8s, and 0.000001% anything else.

The_Next_Penetration #3 Posted Jun 23 2019 - 05:41

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Meh due to penetration and speed power creeps the kv5 is completely terrible now. Auto aim with most tanks it will see will pen it and it cant traverse or aim fast enough to handle the light and wheeled spam meta.

heavymetal1967 #4 Posted Jun 23 2019 - 05:45

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BigDollarBillz #5 Posted Jun 23 2019 - 06:06

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Yeah I still like to play my KV-5. It is really a blast to play in a 3 man platoon as well. Plus it can just bully mediums. Damn I may have to load up the game and run it a few times now.

BlackFive #6 Posted Jun 23 2019 - 06:58

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I'm sorry... Didn't Garbad do this circa 2012?

...with pictures?


Edited by BlackFive, Jun 23 2019 - 06:58.


Astralite #7 Posted Jun 23 2019 - 07:24

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View PostBlackFive, on Jun 23 2019 - 06:58, said:

I'm sorry... Didn't Garbad do this circa 2012?

...with pictures?

 

Garbad? Next thing you know GSeriesARFCOM is going to pop up. 



Moneyball #8 Posted Jun 23 2019 - 20:29

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Why the GLD over vert stab?  I thought vert stab is universally better if you have the option to use it.  Either way if using a spall liner I think vents is the way to go over GLD and VS

haxmachine21 #9 Posted Jun 23 2019 - 21:42

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View PostMoneyball, on Jun 23 2019 - 13:29, said:

Why the GLD over vert stab?  I thought vert stab is universally better if you have the option to use it.  Either way if using a spall liner I think vents is the way to go over GLD and VS

Went with GLD to help with quicker aiming time, which helps when having to aim for weakspots (Which is necessary almost all the time), although the V-Stab is a good choice as well. Vents can also put in some good work. Ultimately, it's up to you. :)



Flarvin #10 Posted Jun 23 2019 - 22:24

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View Posthaxmachine21, on Jun 23 2019 - 15:42, said:

Went with GLD to help with quicker aiming time, which helps when having to aim for weakspots (Which is necessary almost all the time), although the V-Stab is a good choice as well. Vents can also put in some good work. Ultimately, it's up to you. :)

 

Vert stab is pretty much always better than GLD. 

 

Several youtubers have done tests showing that is the case. 4tankersanddog being one. 



haxmachine21 #11 Posted Jun 23 2019 - 22:40

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View PostFlarvin, on Jun 23 2019 - 15:24, said:

 

Vert stab is pretty much always better than GLD.

 

Several youtubers have done tests showing that is the case. 4tankersanddog being one.

View PostMoneyball, on Jun 23 2019 - 13:29, said:

Why the GLD over vert stab?  I thought vert stab is universally better if you have the option to use it.  Either way if using a spall liner I think vents is the way to go over GLD and VS

Thanks for the advice. Added in V-Stab as a recommended module. :)







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