TERMINATING A KING TIGER - USER GUIDE
Hey Magnum, I feel your pain. I've been trying to crack this for a week or so now. Since MP open beta 2.0 came out, we've all been trying to figure out how to break even as the Allies. The question is always how to kill King Tigers (sometimes even Panthers or Tigers). See ->
viewtopic.php?f=90&t=34833
All along, Iain's been cajoling, it can be done, just suppress it and then take the surrender (yeah right!

).
The challenge is the KT's impenetrable armour and frustratingly accurate reaction fire. If a KT, P or T can see you, it's going to fire back every time you fire (or move) and its overwhelming firepower will usually take you out (PS. Wish I understood the reaction fire rules. Anybody? Sometimes a KT will fire 3 or 4 times in reaction, which is more shots than they get in their own turn).
Through trial and error, here's what I've figured out:
(i) Team - You need 3 or more Shermans (they have to be Shermans but can be any mix of plain M4, 76 or Calliope; your forward men are going to receive reaction fire and US tank destroyers don't have strong enough armour to suck up a frontal shot)... you need 3 or more bombardment units (Priests/mortars are not optional when taking on KTs. Max them in force selection)... you need tank destroyers and/or infantry units everywhere that your target might go next... But surprisingly, AT guns are useless against KTs, from any angle (take the mortars instead).
(ii) Cover - Keep the Priests and mortars out of sight, or this is going to be a very short action.
(iii) Step 1. Blind - For this to work, your tank destroyers and/or infantry have to sneak around out of sight... you need numerical advantage on long vision infantry... the early game is blinding him (take out as much of his infantry as you can, especially scouts).
(iv) Step 2. Bombard the KT. Heavily. Use both Priests, the Calliope, 3 mortars. This might not suppress the beast (seriously) but unless you're really unlucky, it should soften it to 40-60 morale. This is why you've got to keep everything out of sight. He's going to kick your ass if he can find you.
(v) Step 3. Next turn, repeat step 2. If you're lucky his traction will fail and he might not move. Use a fighter-bomber too if you can (you don't have to, but it helps if you need to save bombardment fire for his other units).
(vi) This should, nearly always, reduce the KT's morale close to, or below zero. Beware, he's still dangerous. Bringing tank destroyers into view is still going to get them killed through reaction fire (sure, the M36 has nice armour piercing fire stats but the armour is paper to a Tiger). Don't do it. Every time he kills a unit, his morale creeps back up again.
(vii.a) Once he's below zero, bring something, anything, in from behind or the side/rear to take a surrender. You have to be immediately adjacent before you fire. If he's got other healthy units nearby, there's a good chance you'll lose this unit, but it's worth it. Take that KT out... To have other units ready and waiting in useful places, you have to lure him to come to you, with infantry in woods and houses... and fast tank destroyers hidden around corners... Now you're going to say, but what if he won't come to me? That's great. If you can "scare" his KT into not playing, you've already won. Just take the flags.
(vii.b) If you don't have anything close enough to take a surrender, sneak things around to get closer... bombard the KT again, once, to keep it suppressed... you don't need to do it more than once, but if you hit a suppressed KT
at least once every turn, it won't recover any morale.
This strategy works facing up to three heavy tanks working together (suppress the closest two KTs to below 50 morale; if two are suppressed, they can't shoot you during his turn and you shouldn't do anything stupid in yours, like shoot or move, frustrating as that is). Most opponents wouldn't advance their third KT solo, but if he does, that's why you've got the Shermans upfront. Suck up his fire this turn, frontal only; bombard to suppress the third next turn, then start again at (v) Step 3 above. Post your screenshots here to share that you've bagged one (it will make everyone feel better to know that it's possible).
Examples:
Two KTs working one five spaces in front of the other - Took out the first KT through bombardment from Priests, Calliope and mortars. After two turns of that, it retreated its ass towards my infantry in the woods. Smouldering wreck just above the M4s. Nice. My scout sees his infantry which are held down by the M36, out of line of sight for the KT. My 6-pdr AT gun is lined up on the second KT but frankly, it showed zero chance of success on a KT at any angle or distance (including point blank to the side). Choose mortars every time (first because they work, and second because you can use them up to 9 spaces away, so they're a lot safer and you might get to use them more than once).

- KT1.jpg (146.02 KiB) Viewed 6104 times
Two KTs working side by side. Previous 2-3 turns of bombardment had reduced two KTs to morale 10 and 35. Further bombardment caused the first KT to retreat side on to my infantry in the woods. Surrendered and removed from the map. The second didn't need bombardment because it was close enough for a Sherman to come up behind. BAM. That felt good. Use the edges of larger maps. Your opponent probably can't see you there.

- KT1a.jpg (49.26 KiB) Viewed 6104 times
None of the above means you'll automatically win as the US, but you'll feel better not being trampled on... A King Tiger owner will respect you again... Here's a current game where we're 3 KTs, 3 Panthers, a Puma and a halftrack down for 3 M36s, a 76, a Calliope, a scout and a halftrack of mine... my opponent's still got at least one more KT and one more Panther, that I can see... so we're back to even rather than a surefire win or lose.

- KT3.jpg (45.26 KiB) Viewed 6104 times
GOOD LUCK BAGGING YOUR OWN KT! Have fun gentlemen.