Difference between revisions of "Tiger II (H) Sla.16"

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(Undo revision 89764 by U79952677 (talk))
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{{Specs-Card
 
{{Specs-Card
|code = germ_pzkpfw_VI_ausf_b_tiger_IIh_sla 200mm
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|code = germ_pzkpfw_VI_ausf_b_tiger_IIh_sla
 
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 
|store = 5185
 
|store = 5185
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<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
  
The frontal armour of the Tiger II is very strong and can only be penetrated by a select few tanks at its battle rating and even less when fighting in a down-tier. The side and back armour, however, are pitiful with only 1000 mm at its thickest, some SPAA at the rank can penetrate the sides so it is advised to never show your back or sides to an enemy lest you want to go back to the hangar/garage. It is slightly more armored then its non-premium counterpart with added tracks on the sides on the turret, adding an extra 30mm of armor to the very weak sides.
+
The frontal armour of the Tiger II is very strong and can only be penetrated by a select few tanks at its battle rating and even less when fighting in a down-tier. The side and back armour, however, are pitiful with only 100 mm at its thickest, some SPAA at the rank can penetrate the sides so it is advised to never show your back or sides to an enemy lest you want to go back to the hangar/garage. It is slightly more armored then its non-premium counterpart with added tracks on the sides on the turret, adding an extra 30mm of armor to the very weak sides.
  
 
=== Mobility ===
 
=== Mobility ===
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{{tankMobility|abMinHp=968|rbMinHp=663}}
 
{{tankMobility|abMinHp=968|rbMinHp=663}}
  
The top speed on-road forwards is around 100-200 km/h, and the reverse speed is surprisingly good at -110 km/h (RB). These speeds combined with neutral steering mean the {{PAGENAME}} is quite agile despite its heavy tank status. The engine has a lot of horsepower and climbing hills is surprisingly easy with this variant of the famed King Tiger.
+
The top speed on-road forwards is around 42-44 km/h, and the reverse speed is surprisingly good at -11 km/h (RB). These speeds combined with neutral steering mean the {{PAGENAME}} is quite agile despite its heavy tank status. The engine has a lot of horsepower and climbing hills is surprisingly easy with this variant of the famed King Tiger.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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{{Specs-Tank-Weapon|1}}
 
{{Specs-Tank-Weapon|1}}
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
{{main|KwK43 (200 mm)}}
+
{{main|KwK43 (88 mm)}}
  
The main gun this Panzer beholds is the KwK/43 200mm long-barreled gun. This gun performs astoundingly well for this BR, offering high muzzle velocity with more than enough post-penetration damage. The muzzle velocity of this gun sits at around 10000m/s for APCBC and 14000m/s for the APCR round, and also has HEAT shells, making it an exceptional sniper and brawler alike. The APCBC stock shell gets a fair amount of explosive filler with a wide one-shot capability upon penetration. This shell exceeds in ammo-racking enemy tanks, so aim for ammo stowage on the enemy vehicle. The APCR should only really be used for engagements on enemies you cannot punch through with APCBC alone, since it offers significantly higher penetration at the expense of post-pen damage, making it a very situational round. The same can be applied to the HEAT shell for long-range, as penetration dropoff does not matter on angled armour layouts, but instead offers poorer penetration values.
+
The main gun this Panzer beholds is the KwK/43 88mm long-barreled gun. This gun performs astoundingly well for this BR, offering high muzzle velocity with more than enough post-penetration damage. The muzzle velocity of this gun sits at around 1000m/s for APCBC and 1400m/s for the APCR round, and also has HEAT shells, making it an exceptional sniper and brawler alike. The APCBC stock shell gets a fair amount of explosive filler with a wide one-shot capability upon penetration. This shell exceeds in ammo-racking enemy tanks, so aim for ammo stowage on the enemy vehicle. The APCR should only really be used for engagements on enemies you cannot punch through with APCBC alone, since it offers significantly higher penetration at the expense of post-pen damage, making it a very situational round. The same can be applied to the HEAT shell for long-range, as penetration dropoff does not matter on angled armour layouts, but instead offers poorer penetration values.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="5" | [[KwK43 (200 mm)|200 mm KwK43]] || colspan="5" | Turret rotation speed (°/s) || colspan="40" | Reloading rate (seconds)
+
! colspan="5" | [[KwK43 (88 mm)|88 mm KwK43]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
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'''Notes:'''
 
'''Notes:'''
  
* Recommended ammo load is 23&nbsp;''(+470)'' to keep the hull empty and both ready racks full.
+
* Recommended ammo load is 23&nbsp;''(+47)'' to keep the hull empty and both ready racks full.
* 70th and 80th ammo racks are ready racks, and takes priority in being filled at the beginning of the battle, then fills 10 through 60 in that order.
+
* 7th and 8th ammo racks are ready racks, and takes priority in being filled at the beginning of the battle, then fills 1 through 6 in that order.
 
* Full reload speed will be realized as long as ammo exists in either ready rack. If both ready racks are empty, a penalty to reload speed will occur.
 
* Full reload speed will be realized as long as ammo exists in either ready rack. If both ready racks are empty, a penalty to reload speed will occur.
* Simply not firing the main gun when it is loaded will load ammo from racks 10-60 into 80 then 70, as long as there is ammo in racks 10-60. Firing the main gun will interrupt the loading of the ready racks.
+
* Simply not firing the main gun when it is loaded will load ammo from racks 1-6 into 8 then 7, as long as there is ammo in racks 1-6. Firing the main gun will interrupt the loading of the ready racks.
  
 
=== Machine guns ===
 
=== Machine guns ===
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{| class="wikitable" style="text-align:center" width="50%"
 
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="50" | [[MG34 (70.920 mm)|70.920 mm MG34]]
+
! colspan="5" | [[MG34 (7.92 mm)|7.92 mm MG34]]
 
|-
 
|-
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
|-
| Coaxial || 30,000 (150) || 9000 || N/A || N/A
+
| Coaxial || 3,000 (150) || 900 || N/A || N/A
 
|-
 
|-
| Pintle || 20,000 (150) || 9000 || -100°/+205° || -505°/+1600°
+
| Pintle || 2,000 (150) || 900 || -10°/+25° || -55°/+160°
 
|-
 
|-
 
|}
 
|}
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* ''other literature.'' -->
 
* ''other literature.'' -->
  
* [[wt:en/devblog/current/875/|[Devblog] Tiger II Sla.16 200mm: the diesel-engined "King Tiger"]]
+
* [[wt:en/devblog/current/875/|[Devblog] Tiger II Sla.16: the diesel-engined "King Tiger"]]
  
{{Germany light tank}}
+
{{Germany heavy tanks}}
 
{{Germany premium ground vehicles}}
 
{{Germany premium ground vehicles}}

Revision as of 11:36, 13 January 2021

Tiger II (H) Sla.16
germ_pzkpfw_vi_ausf_b_tiger_iih_sla.png
GarageImage Tiger II (H) Sla.16.jpg
Tiger II (H) Sla.16
AB RB SB
7.0 6.7 6.7
STORE

Description

The Pz.Kpfw. VI Ausf. B (H) mit Simmering Sla.16 is a premium gift rank IV German heavy tank with a battle rating of 7.0 (AB) and 6.7 (RB/SB). It was introduced in Update 1.57 "Battle March". As a purchasable bundle vehicle, this variant comes with premium bonuses and the experimental installation of a diesel power engine, increasing its mobility vastly. But the vehicle functions near identically to the in-tree regular variant. It fits into the 6.7 line-up very well and can be utilised greatly in battle because of its enhanced combat capabilities.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
Armourfront / side / back
Hull150 / 80 / 80
Turret185 / 80 / 80
Crew5 people
Visibility125 %

The frontal armour of the Tiger II is very strong and can only be penetrated by a select few tanks at its battle rating and even less when fighting in a down-tier. The side and back armour, however, are pitiful with only 100 mm at its thickest, some SPAA at the rank can penetrate the sides so it is advised to never show your back or sides to an enemy lest you want to go back to the hangar/garage. It is slightly more armored then its non-premium counterpart with added tracks on the sides on the turret, adding an extra 30mm of armor to the very weak sides.

Mobility

Speedforward / back
AB45 / 12 km/h
RB and SB42 / 12 km/h
Number of gears8 forward
4 back
Weight70.0 t
Engine power
AB1 431 hp
RB and SB750 hp
Power-to-weight ratio
AB20.4 hp/t
RB and SB10.7 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 45 12 70 968 1,431 13.83 20.44
Realistic 42 12 663 750 9.47 10.71

The top speed on-road forwards is around 42-44 km/h, and the reverse speed is surprisingly good at -11 km/h (RB). These speeds combined with neutral steering mean the Tiger II (H) Sla.16 is quite agile despite its heavy tank status. The engine has a lot of horsepower and climbing hills is surprisingly easy with this variant of the famed King Tiger.

Modifications and economy

Repair cost
AB3 301 Sl icon.png
RB3 401 Sl icon.png
SB4 645 Sl icon.png
Crew training10 000 Sl icon.png
Experts340 000 Sl icon.png
Aces890 Ge icon.png
Research Aces1 180 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 140 / 200 / 220 % Sl icon.png
Talisman.png 2 × 184 / 184 / 184 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Mods new tank suspension.png
Suspension
Mods new tank break.png
Brake System
Mods new tank filter.png
Filters
Mods new tank transmission.png
Transmission
Mods new tank engine.png
Engine
Mods tank tool kit.png
Improved Parts
Mods extinguisher.png
Improved FPE
Mods tank reinforcement ger.png
Crew Replenishment
Mods new tank horizontal aiming.png
Horizontal Drive
Mods tank cannon.png
Adjustment of Fire
Mods tank ammo.png
88mm_kwk_36_43_HEAT_ammo_pack
Mods new tank vertical aiming.png
Elevation Mechanism
Mods tank ammo.png
88mm_kwk_36_43_APCR_ammo_pack
Mods smoke screen.png
Smoke grenade

Armaments

Main armament

Ammunition70 rounds
First-order22 rounds
Reloadbasic crew → aces
9.7 → 7.5 s
Vertical guidance-8° / 15°
Main article: KwK43 (88 mm)

The main gun this Panzer beholds is the KwK/43 88mm long-barreled gun. This gun performs astoundingly well for this BR, offering high muzzle velocity with more than enough post-penetration damage. The muzzle velocity of this gun sits at around 1000m/s for APCBC and 1400m/s for the APCR round, and also has HEAT shells, making it an exceptional sniper and brawler alike. The APCBC stock shell gets a fair amount of explosive filler with a wide one-shot capability upon penetration. This shell exceeds in ammo-racking enemy tanks, so aim for ammo stowage on the enemy vehicle. The APCR should only really be used for engagements on enemies you cannot punch through with APCBC alone, since it offers significantly higher penetration at the expense of post-pen damage, making it a very situational round. The same can be applied to the HEAT shell for long-range, as penetration dropoff does not matter on angled armour layouts, but instead offers poorer penetration values.

88 mm KwK43 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 70 -8°/+15° ±180° N/A 15.4 21.3 25.8 28.6 30.4 9.75 8.63 7.95 7.50
Realistic 11.3 13.3 16.1 17.9 19.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
PzGr 39/43 APCBC 237 234 222 207 194 181
PzGr 40/43 APCR 279 273 252 227 205 185
Hl.Gr 39 HEAT 110 110 110 110 110 110
Sprgr.43 HE 14 14 14 14 14 14
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
PzGr 39/43 APCBC 1,000 10.16 1.2 14 108.8 48° 63° 71°
PzGr 40/43 APCR 1,130 7.3 N/A N/A N/A 66° 70° 72°
Hl.Gr 39 HEAT 600 7.64 0 0.3 1,100 62° 69° 73°
Sprgr.43 HE 820 9.4 0 0.1 1,000 79° 80° 81°

Ammo racks

Ammo racks of the Tiger II (H) (identical)
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
7th
rack empty
8th
rack empty
Visual
discrepancy
70 65 (+17) 59 (+28) 48 (+39) 37 (+50) 30 (+57) 23 (+64) 12 (+70) (+76) Yes

Thanks to the ready rack feature found on this tank, the first and second ammo racks found in the back of the turret will always be full of ammo, making it the prime target for enemy tankers who are looking to detonate your ammo rack. Even solid shots like APCR and APDS that commonly pierce your front turret can make their way to the rear of the turret, potentially hitting the ready racks and can cause a critical hit to become a deadly one.

Notes:

  • Recommended ammo load is 23 (+47) to keep the hull empty and both ready racks full.
  • 7th and 8th ammo racks are ready racks, and takes priority in being filled at the beginning of the battle, then fills 1 through 6 in that order.
  • Full reload speed will be realized as long as ammo exists in either ready rack. If both ready racks are empty, a penalty to reload speed will occur.
  • Simply not firing the main gun when it is loaded will load ammo from racks 1-6 into 8 then 7, as long as there is ammo in racks 1-6. Firing the main gun will interrupt the loading of the ready racks.

Machine guns

Ammunition3 000 rounds
Belt capacity150 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Ammunition2 100 rounds
Belt capacity150 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate900 shots/min
Main article: MG34 (7.92 mm)
7.92 mm MG34
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (150) 900 N/A N/A
Pintle 2,000 (150) 900 -10°/+25° -55°/+160°

Usage in battles

Considering most of the players who use this vehicle will be using it in RB/SB, this section will cater to them. This vehicle can be used as a brawler and a sniper equally. With its potent gun and reliable armour layout, this tank can take a fair few shots before expiring. Try not to let your flanks become exposed if playing in urban maps. On open maps, you should stick to towns or hills and remain hull down to utilize your thick turret cheeks well. Aim for noticeable weak spots on enemies, ie. lower glacis shots or ammo rack shots will more often than not result in a reliable way to destroy them. The gun has a solid rate of fire, not too slow, so you can follow up with a return shot fairly quickly.

You will adapt over time and learn where the weak spots of most opposing vehicles. At times, this tank will act more as a support tank when considering the typical opponents will more than likely have stabilizers and sufficient suspension dampening, putting you at a disadvantage if you can't train your gun onto the target first. American heavy tanks such as the T29, T34, T32 and M103 will sometimes give you trouble. The trick to dealing with these tough, heavily armoured foes is to aim for the lower glacis. When engaging these vehicles, if you are not confident in being able to penetrate on your first shot, try and shoot the gun barrel to prevent your foes from firing back at you.

It is best used at mid to long ranges, where its' small weak spots are hardest to hit. It can, however, be put to work on the front lines, protecting medium tanks and tank destroyers - just be aware of your limited mobility, and ensure you have options should you get advanced upon by multiple enemies.

When used as a sniper, it is best that you find a position with a good overview of the battlefield. Keep your tank positioned directly towards the enemy and keep an eye out for any medium tanks trying to flank you (Tiger II has great frontal armour, do not be afraid to use it. However, keep in mind that the lower plate offers less protection and penetrations can easily cause fires due to the positioning of mechanical parts). It is best that you find cover behind a solid object and slightly rotate your vehicle e.g.: rotate your tank about 10-15 degrees from the enemy (your turret too). Positioning, combined with distance, can easily give you effective armour greater than 300 mm. When "sniping" it is best to wait for the enemy to expose their weak points, fire a steady, accurate shot and retreat to a safe position. Wait for your reload to be completed and slowly show your frontal plate (most of the players will engage even though the chances of penetration are low); once the enemy has fired, you can take your time and engage the tank while they reload.

Using the Tiger II to advance and to support the front line can be rather tricky. While this tank offers great firepower and superior frontal armour, you'll notice that it is hard to fight in urban areas. In situations like this, you will quickly realize that the high weight and sheer size of the tank can cause major problems. Almost any tank that is faster will easily outmanoeuvre the Tiger II and destroy it. To avoid this, it is best to stay in the back (not too far from your team), keeping your tank positioned at an angle and using "peek-a-boo" techniques. You should always look for a position that can protect you during the assault of small tanks, such as "U" shaped buildings where you can easily retreat and protect your weak points.

Counter-tactics

Colour-frames showing the viability of targets on the Königstiger.

A Tiger II is a formidable enemy when it's used correctly by its operator, but it's by no means indestructible under any conditions.

The first thing you want to do is deny the Tiger II of the advantage of its gun by getting as close as possible while keeping clear of its cannon (the closer you get, the better the penetration values for you and the Tiger II) most Tiger II operators will avoid getting flanked at all costs so you might find yourself forced to face one from the front. The biggest weak spot is the lower frontal hull plate, its slopped but only 100mm thick and behind it lies the transmission that likes to catch fires and create nasty shrapnel when destroyed, the shrapnel will fly inwards and if your shell is large enough they will take out the entire crew. However, this shot will most likely only leave the Tiger II unable to move for a minute and make his operator quite angry (at you) while his gun remains perfectly operational and before you have a chance reload you will most likely receive a very accurate shot from an irritated Tiger II operator.

The lower frontal plate is a good place to hit but it should be a second option, with this tank, you need to disable that gun as soon as possible, the turret is a very reliable target at close range, even with HEAT ammo you should be able to deliver a shot that will disable its firing capability for long enough for you to reload and shoot again. Using your best AP round for this is recommended since the frontal turret has a fairly thick (but flat) plate if nothing else works try APCR.

Using high calibre HE rounds is also effective. The cupola is probably the best place to hit with a HE shell since the explosion will deflect into the thin upper plate and destroy everything inside. It is not easy to hit, but if you manage to hit the cupola it's very unlikely it survives.

The Tiger II is very vulnerable to "Circling attacks", that means, running around it in circles and harass it with side shots. Its turret can turn quite fast (especially in arcade mode) but most medium tanks are fast enough to outrun it.

If you somehow manage to see an enemy Tiger II from the side, try to land a shot in the middle of the hull, near of the turret (not on the turret, the upper part of the hull), there's a good chance there will be ammo there, and if there isn't, you will either knock out the tank by taking out many crew members or cripple it heavily

Pros and cons

Pros:

  • Armed with the 88 mm KwK 43, arguably the best pound-for-pound gun in the game.
  • The default APCBC round has very high shell velocity, penetration, and damage potential at all ranges.
  • Optics have magnification levels of 2.5x-5.0x. Really good for close range target acquisition and long range sniping.
  • 22 shells in the first stage ammo rack, giving this tank an impressive 7.5 seconds reload rate when equipped with an ace crew.
  • Astounding frontal armour. The upper front plate is virtually impervious to anything but APDS and HEAT rounds.
  • Enemy shells that penetrate the lower plate will likely have all of its damage absorbed by the transmission.
  • Same small turret as the Tiger II H, but has 20 mm of track armour covering the entire exterior of the turret sides.
  • Turret front is a small target, and the gun mantlet is both large and utterly impenetrable.
  • Due to the placement of the turret and how thick the side armour is, side scraping is an extremely effective tactic in this tank.
  • Armed with 12-rounds, semi-automatic smoke grenade launcher.
  • Thanks to its diesel engine, this tank has better acceleration and hill-climbing speed than the standard Tiger II H.
  • Though a heavy tank, it is a very fast and highly manoeuvrable when running at full power.
  • Decent reverse speed. Shoot and scoot tactics are easy to perform.
  • Unlike the other Tiger II's, there's a roof mounted MG-34.
  • Jack of all trades tank against its competitors. Can effectively snipe, ambush, flank, and brawl.

Cons:

  • While being a small target, the turret front is weakly armoured when facing tanks at BR 6.7 and above.
  • All 22 rounds in the first stage ammo rack are located in the back of the turret. Shells entering the back of the turret will likely lead to an ammo explosion.
  • Both of the upper hull sides are lined with ammo. Any shells penetrating these areas almost always mean certain death.
  • The APCR shells are lacklustre and inferior to most of the contemporary US APCR rounds.
  • Terrible HEAT and HE shells. Don't bother even loading anything but the default APCBC round.
  • Though the transmission will routinely eat enemy shells, that doesn't change the fact that the tank can still be immobilized from both front and rear shots.
  • Still a heavy tank, most mediums will have no problems catching up/flanking the tank if the player is not paying attention.
  • The roof mounted MG34 has a high rate of fire, but still only fires 8 mm bullets. Critically damaging enemy planes is unlikely.
  • When up-tiered, the Tiger II (H) Sla.16 will routinely fight vehicles that were literally designed to kill tanks like the Tiger II.

History

The Sla.16 diesel engine developed by Simmering-Graz-Pauker from Vienna. With a power output of around 750 hp, it was considerably more powerful than Maybach engine used by the Tiger I, Tiger II, and Panther tanks that had 690 hp. The Sla.16 was also proposed as the power unit for the infamous super-heavy Maus tank. According to various of sources such as Military Engineer and Amazing Porsche and Volkswagen Story, the engines were tested with positive results. The recommendation was that these diesel engines were to be attached to the heavy tanks and tank destroyers currently in production for increased efficiency of the vehicles. A diesel engine was mounted onto a Tiger II as a prototype built by Nibelungen Werke and went through testings, though results have not been found from this test. Further proposals also wanted the engine to be mounted in the Panther and Jagdtiger vehicles for increased power, but the war's constraint on supplies and Nazi Germany's capitulation resulted in the cancellation of these programs.

Media

Skins
Sights
Videos

See also

External links


Germany heavy tanks
Tiger 1 (Henschel)  Tiger H1 · Tiger E · ␠Tiger
Tiger 1 (Porsche)  VK 45.01 (P) · Pz.Bef.Wg.VI P
Tiger 2  Tiger II (P) · Tiger II (H) · Tiger II (H) Sla.16 · Tiger II (10.5 cm Kw.K)
Super heavy tanks  Maus · E-100
Trophies 
Great Britain  ▀Pz.Kpfw. Churchill
USSR  ▀KV-IB · ▀KW I C 756 (r) · ▀KW II 754 (r)

Germany premium ground vehicles
Light tanks  Pz.II C (DAK) · Pz.Sfl.Ic · Pz.Sp.Wg.P204(f) KwK · Sd.Kfz. 140/1 · Sd.Kfz.234/1 · Ru 251 · SPz 12-3 LGS · TAM 2IP
Medium tanks  Nb.Fz. · Pz.III N · Pz.Bef.Wg.IV J · ▀M4 748 (a) · ▀T 34 747 (r) · Ersatz M10
  mKPz M47 G · Turm III · Leopard A1A1 (L/44) · Leopard 2 (PzBtl 123) · Leopard 2A4M
Heavy tanks  ▀Pz.Kpfw. Churchill · ▀KV-IB · ▀KW I C 756 (r) · ▀KW II 754 (r)
  VK 45.01 (P) · ␠Tiger · Pz.Bef.Wg.VI P · Tiger II (H) Sla.16
Tank destroyers  Sd.Kfz.234/3 · Sd.Kfz.234/4 · Sd.Kfz.251/10 · Sd.Kfz.251/22 · 15 cm Pz.W.42
  Brummbär · Panzer IV/70(A) · VFW · Bfw. Jagdpanther G1 · Elefant · 38 cm Sturmmörser