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Leopard 2A7V

Leopard 2A7V

Germany · Medium tank · Rank 8

Battle Ratings

Arcade12.7
Realistic12.7
Simulator12.7

These are archived ratings; check the game for current values. The history below shows recorded ratings and announced changes.

Vehicle Overview

Nation
Germany
Class
Medium tank
Rank
8
Acquisition Type
Tech Tree

View official War Thunder Wiki entry ↗

Battlefield Role

Use the 2A7V to hold a ridge or a long firing lane, then move when the enemy starts aiming at your position. Its frontal protection gives you room to fight; the lower hull still needs cover.

Where it works

Medium and long sightlines let the thermal sights, laser rangefinder and DM53 work together. Choose a ridge with a reverse slope you can back down after firing.

Where it struggles

Tight streets expose the lower plate and sides. The added armor also makes this less agile than earlier Leopards. Take a supported route through town instead of racing light tanks to a corner.

How to Play the Leopard 2A7V

Opening engagement

Take a hull-down lane overlooking an approach or capture route. Range a likely crossing before an enemy appears. Favor a clear, aimed shot over an early shot into a turret cheek.

Target priority

Engage the enemy that can shoot your exposed hull first. If a frontal knockout is uncertain, a clear shot at the gun can buy time to withdraw. Avoid switching to a distant target while a nearby tank controls your escape.

Creating a flank

When a teammate holds an enemy’s attention, shift to a nearby lane for a side shot. Keep the hull facing the likely threat during the move; a wide solo flank throws away the frontal protection you paid for in weight.

Mistakes that cost the tank

Do not carry 37 rounds for a short opening fight, crest until the lower plate is visible, or repeat the same peek after taking a hit. After firing, use the reverse gear; after being located, change the angle.

Common Mistakes

  • Repeating the same peek. Once an enemy has your range, move to another angle before firing again. A second shot from the same opening is easier to anticipate.
  • Firing without a retreat. Choose cover you can reach during the reload. Do not cross into an enemy firing lane just to finish a damaged target.

Survivability and Armor

Strong zones

The turret cheeks and reinforced upper front hull are the areas to present toward the threat. Composite armor and spall liners improve protection, but a penetrating hit can still disable the gun or crew.

Weak zones

Hide the lower front plate. The mantlet and turret ring remain vulnerable, and side hits can reach crew or ammunition. An empty hull rack removes one detonation risk; it does not make the hull safe.

Hull-down positioning

Use the gun depression to fire over a crest with the hull concealed. Stop below the skyline, expose only enough to aim, then reverse back down. Check the slope before committing: depression is restricted over the engine deck.

Defensive positioning

Keep the frontal arc toward the shooter. Heavy angling exposes the weaker side rather than providing a dependable defense against modern darts. Use smoke to cover a retreat into solid cover, not to remain in the same firing position.

Protection depends on the incoming round, angle and impact point. Check a specific matchup in the in-game Protection Analysis before relying on an armor zone.

Ammunition

DM53 · primary APFSDS

Make this your main anti-tank round once unlocked. Aim at a weak point or through the crew compartment; a strong dart still needs a useful shot path.

DM43 · starting APFSDS

Use this against armored targets while researching DM53. Look for exposed hulls or side shots when a frontal target is too well protected.

DM11 · HE-TF

Carry a small reserve for exposed crews and lightly armored vehicles. Use it when the explosive effect offers more than a narrow dart hit. Keep APFSDS ready when enemy tanks are nearby.

DM12A1 · HEAT-FS

A situational option against thin armor or open tops. Avoid frontal shots into composite armor or ERA, and avoid firing through fences or other obstacles that can trigger the shell early.

Ready Rack and Carry Load

First-stage capacity
15 rounds
Recommended combat load
16 rounds total
Maximum capacity
37 rounds

Start with 14 DM53 and 2 DM11. Before DM53 is unlocked, use DM43 for the anti-tank portion. The recommendation is a total load, including the chambered round.

Sixteen rounds keep the load in the breech and turret ready rack, leaving the vulnerable hull rack empty. More rounds extend a long sortie but put ammunition back in the hull. Plan a capture-point resupply rather than filling every rack by default.

Mobility

Maximum forward speed
61 km/h
Maximum reverse speed
28 km/h

The reverse speed makes short exposures practical: fire from a ridge, then back into cover without turning the hull. Choose the escape route before taking the shot.

Added armor costs mobility compared with earlier Leopards. Flank through covered ground after the opening rush, and reposition before a lane collapses. Top speed is not a promise of acceleration or cross-country pace.

Optics

Scan at low magnification, then zoom to place the shot. Thermals help find a target; check its outline and the intervening cover before firing.

Sighting Systems

Gunner thermals
Gen 3
Commander thermals
Gen 3
Driver equipment
Thermal imager · Gen 1
Gunner magnification
4.0×–12.0×
Commander magnification
2.0×–8.0×

Target Acquisition

Rangefinder
Laser
Commander Override
Equipped · dual control
Gun stabilization
Two-plane

Range before exposing the hull. Use the commander’s sight to check a second lane, then return to the gunner’s sight to fire. Commander Override can keep the gun in action if the gunner is knocked out.

Armaments

Main gun
Rh120 L/55 A1
Caliber
120 mm
Reload · basic crew → ace
7.8 → 6.0 seconds
Gun elevation
+20°
Gun depression
−9°
Stabilization
Two-plane
Secondary weapons
2 × 7.62 mm MG3A1 · coaxial and roof-mounted

The stabilized gun supports controlled shots after moving, but the reload leaves an opening for a return shot. Back into cover while loading. The machine guns can deal with exposed crews; they are not a substitute for the main gun against protected light vehicles.

Economy

Crew training
320,000 SL
Expert crew
1,120,000 SL
Ace crew
2,300 GE
Ace crew research
1,430,000 RP
Reward multiplier · SL (AB/RB/SB)
160/200/210%
Reward multiplier · RP
262%
Total cost of modifications · RP
297,100 RP
Total cost of modifications · SL
493,000 SL

Battle Rating History

Leopard 2A7V · confirmed changes
DateGame modeBattle rating
No confirmed battle rating changes are recorded.
Archived rating records
Recorded snapshots
Date / sourceArcadeRealisticSimulator
October 7, 2026Site profile snapshot12.712.712.7
October 26, 2025Observed · Wiki archive ↗12.712.712.7
November 26, 2024Observed · Wiki archive ↗12.012.012.0
Sources and data checks

Vehicle data checked October 21, 2026. Crew optics checked October 22, 2026. Speeds use Realistic Battles values. Reload depends on crew skills and qualification; damage can reduce performance. Unknown equipment is not a confirmed absence.

Community discussion

Leopard 2A7V vehicle guide · 0 comments

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