includes one KV-2 Heavy Tank & one Tank Commander.
Experiences fighting in Finland, especially against fortified positions left Soviet high command with the realisation that the Red Army desperately needed a tank capable of dealing with reinforced bunkers. Three design programmes were hurriedly put together with one successfully prototype completed in time to see action during the Finnish campaign.
The design mounted a modified 152mm howitzer into an enlarged KV turret and was referred to as ‘Dreadnought’ by it crew. However, once it was adopted by the Red Army it was designed as the KV-2.
Due to the sheer weight and size of the turret, the KV-2 was slower than the KV-1 and had a much higher profile. However, the KV-2 was a tough nut to crack. For example, during the fighting around the Dubissa River, a lone KV-2 held up the entire 6. Panzerdivision for an entire despite numerous attempts to knock it out.
The KV-2 in Flames of War
Mobility: Slow tank
Armour Front: 8
Armour Side: 7
Armour Top: 2
Hull MG, Turret-rear MG, Limited vision, Unreliable
152mm obr 1938/40 howitzer
Rate of Fire: 1
While not very practical for long-range shooting, a machine-gun mounted in the back of the turret is perfect for discouraging boarders in an assault.
A Turret-rear MG may not shoot, it is purely defensive.
In assault combat, if a hit from an Infantry or Gun team is allocated to a Tank team armed with a Turret-rear MG, the team that scored the hit must take another Skill Test.
■ If they pass the second Skill Test, the assaulting team gets past the machine-gun to hit the tank and the tank must take an Armour Save as normal.
■ If they fail the second Skill Test, the machine-gunner managed to keep the infantry at bay and protect the tank, and the assaulting team fails to score a hit.
Bailed Out Tank teams do not benefit from their Turret-rear MG.
In order to pack more into small tanks, some tank designers reduced the crew to a minimum and severely
limited the number of vision devices. Thus, the tanks require the commander to operate as a somewhat vision-impaired gunner as well.
Tanks with Limited Vision add +1 to the score required to hit when shooting any weapon except an AA MG at
targets that are entirely behind a line drawn across the front of the tank’s turret before they rotate their turret to face the target.
Tanks with Limited Vision must rotate their turret to point straight ahead when they move.
Whether poorly designed, unsuitable for the conditions, or requiring more maintenance than current supply considerations will allow, these vehicles have a significant chance of breakdown when pushed too hard.
If an Unreliable vehicle attempts to move At the Double, roll a die. On a roll of 1 the vehicle becomes Bogged Down.