Type 4 Chi-To Late

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The Chi-To Late in the garage.

The Type 4 Chi-To Late is a Rank III Japanese medium tank with a battle rating of 4.7. It was introduced in Update 1.69 "Regia Aeronautica". An improvement over the original Chi-To with a more sloped hull for better protection.

The main purpose, usage and tactics recommendations

General play style

Similar to the Chi-To, the tank's mobility is only average with average armour and a decent gun. Like most Japanese tanks in Rank III, it is most effective as a sniper due to its thin armour, low turret traverse, and good gun depression. Sticking to the rear and letting heavier units advance is most ideal, however this is not always possible and you will need to push with your team on the front at times. At times like this, play cautiously and stick to cover, as your thin side armour, poor hull traverse, and poor turret traverse can result in you easily being flanked. The lack of APC rounds like all Japanese guns gives the tank poor performance when fighting heavily sloped armour like the T-34's or IS's, and ricochets will be a common occurrence. It is best to aim for flat spots of armour where you will easily penetrate and let the HE filler do the rest.

Vehicle characteristics

A more armoured tank than the Chi-To before it, the Chi-To Late is a bit more forgiving. Like many Japanese tanks of Rank III, the Chi-To Late posses the Type 5 75 mm gun that allows it to penetrate nearly everything it fights with decent consistency. The high muzzle velocity, above average pen against flat and gently sloped armour, good gun depression, and good explosive filler make the tank a good sniper in most cases. However, unlike the Chi-To, the sloped armour and smaller, symmetrical turret design make the tank more capable in a brawling situation where you are more likely to get hit.

In terms of raw thickness, the armour is the same. However the Chi-To Late's hull armour is roughly equivalent to that of the KV-1 L-11 frontally and therefore is fairly safe from many guns beneath its battle rating such as the M3 75 mm, QF 57mm 6pdr, and F-34 76 mm. Guns of its rank such as the M1 76 mm, KwK 40, 85 mm D-5T, or the QF 17pdr will not struggle with its armour however, so you should not push as if your armour is effective as such.

Tactics

As previously stated, the Chi-To Late best performs in the role of sniper, engaging hulldown at medium to long range against opposing medium tanks. The good gun depression, average mobility, and good reverse speed allow you to make it to good positions at an average pace and allow you to reverse back into cover when reloading.

Against most heavies such as the IS-1/2, Tiger, or Panther, it is only worthwhile to engage if you are already entrenched in a solid defensive position. Your gun's lack of APCBC gives you poor performance against slopes and rounded armour on the IS, Panther, and angled Tigers, making any ranged engagement near useless. Against tanks such as the Jumbo 75 or 76, it is best to disengage and flank them or have teammates flank them. Against all other medium tanks, shots to the hull will suffice at most range.

Specific enemies worth noting

The M4A3E2 Jumbo could be a menace if not handled properly as they are nigh impenetrable from the front due to its thick armour. Either try for a very precise shot through the MG port in the front or shoot the armour behind the tracks if they are angled. The best way to deal with a Sherman Jumbo is to shoot it through the side or between the side plate and the tracks. There is a small gap between the top of the tracks and the bottom of the side plate that can be easily penetrated by the Chi-To Late, and a successful penetration here usually results in a one-shot, or a destroyed/alight engine. This weak spot is relatively easy to exploit as most Jumbo drivers make the mistake of angling their armour, which gives you full view of this weak spot. If you are struggling to hit it, then a shot through the drive wheel at an angle of 45º or more usually works quite well also. You should feel no pressure to get this right the first time, as a well-angled Chi-To Late can reliably bounce the Jumbo's shells, unless the Jumbo in question happens to be sporting the 76mm M1A1 cannon.

The IS series of tanks can also be a bit of a bother to deal with. At this battle rating, you may find the IS-1, IS-2 or IS-2 mod. 1944 (rare). However, they can be defeated by exploiting the shot trap on the turret front (requires some luck), shooting the driver's hatch on the front or the gun mantlet (requires extreme precision and luck), shooting the lower frontal plate (the most reliable way to kill an IS) or shooting the frontal armour plate from a 90º angle. That being said, your tank can still one-shot the IS series you'll face by shooting directly beneath the turret ring.

You may encounter the German "Big Cat" tanks (Tiger H1, Tiger E, Panther D, Panther A) if you get seriously up tiered. In this case the best thing you can do is hit them from the side, which usually results in a one-shot. If facing a Tiger (or any German Big Cat for that matter) from the front, you should retreat. However, if his frontal plate is not angled, then it might be worth a shot to shoot between the machine gun port and driver's hatch, which will result in a one-shot. As for the panther, try to exploit the shot trap on the turret, but only as a last resort. Your first port of call should be to shoot the drive wheel, basically following the same tactics you'd use for dealing with a Sherman Jumbo.

As for some other enemies:

A42 Churchill VII: do not engage from the front at all. Sneak around to the side and shoot there. ARL 44: shoot the sides. It's not worth facing this tank head on, it's too much of a risk. ARL 44 ACL-1: aim for the turret if you face this tank from the front, then finish it from the sides. Be careful not to get shot. M6 Heavy: the frontal armour on this thing can be a bit fiddly. Aim for a spot that doesn't seem to have more than one armour plate layered on it.

Most tanks you face can penetrate you frontally if they shoot your frontal plate when it is not angled. It is recommended to get the first shot off and then retreat, and make a second surprise attack. Most of the time, a penetration results in a one-shot with this tank. You can penetrate pretty much any medium or light tank frontally by shooting the upper front plate, so use that to your advantage.

Counter-tactics

The Type 4 Chi-To Late has a deadly cannon that can punch through most medium tanks and many heavy tanks at its battle rating. However, this tank has poor armour when un-angled, so be sure to exploit that if it is facing head on towards you. Shooting centre-mass in the upper frontal plate usually results in a one-shot, and is not very difficult to penetrate, like the majority of this tank's armour. That being said, unless you are confident in the capabilities of your heavy tank take extreme caution when fighting this vehicle. A good Chi-To Late player can take down any tank it meets without breaking a sweat - do not forget that. There are probably two tanks that allow you to make mistakes when fighting the Chi-To Late: the A42 Churchill VII and M4A3E2 Sherman Jumbo, however this is only if you face the Chi-To Late frontally - but even then the Sherman Jumbo runs the risk of being shot in the MG port, or worse - both the Churchill VII and Jumbo are within the possibility of not actually being able to penetrate the Chi-To Late if it is angled.

Pros and cons

Pros:

  • Sloped hull armour, a first in Japan tank designs, roughly equivalent to the hull of a KV-1 frontally and can withstand several lower-rank guns.
  • 75 mm Tank Gun Type 5 has good muzzle velocity, penetration, and filler.
  • Good gun depression.
  • Smaller turret than the Chi-To.
  • Good reverse speed.
  • Thickest side armour of all Japanese tanks tied with the Chi-Ri II at 35mm. Resistant to .50 cals.
  • Symmetrical turret placement and gun placement in the turret, no odd angles of fire like the Chi-To.
  • Great penetration and explosive filler, a successful penetration usually results in a one-shot.
  • 42 km/h top speed is quite respectable.

Cons:

  • Poor turret traverse.
  • Average acceleration and mobility, easily beat by Pz.IVs, Shermans, and T-34s.
  • Hull cheeks make angling difficult.
  • Turret armour is no different from Chi-To, still easily penetrated by any gun it can see.
  • Lack of APCBC round gives poor performance versus sloped armour. Expect ricochets against Russians and Americans.

Specifications

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

Armaments

1 x 75 mm Type 5 cannon (55 rounds)
1 x 7.7 mm Type 97 machine gun (3,000 rounds)

Main armament

1 x Type II 75 mm Tank Gun Model II
  • Ammunition Capacity: 55 Shells
  • Gun Depression: -10°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 7.6°/s (Stock), 10.5°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 10.0s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
1 x Type II 75 mm Tank Gun Model II
  • Ammunition Capacity: 55 Shells
  • Gun Depression: -10°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 7.6°/s (Stock), 8.9°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 10.0s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
1 x Type II 75 mm Tank Gun Model II
  • Ammunition Capacity: 55 Shells
  • Gun Depression: -10°
  • Gun Elevation: 20°
  • Turret Rotation Speed: 7.6°/s (Stock), 8.9°/s (Upgraded), __._°/s (Prior + Full Crew), __._°/s (Prior + Expert Qualif.), __._°/s (Prior + Ace Qualif.)
  • Reloading Rate: 10.0s (Stock), __._s (Full Crew), __._s (Prior + Expert Qualif.), __._s (Prior + Ace Qualif.)
Ammunition
Ammunition Penetration in mm @ 90° Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay
in m:
Fuse sensitivity
in mm:
Explosive Mass in
TNT equivalent
in g:
Normalization At 30°
from horizontal:
Ricochet:
10m 100m 500m 1000m 1500m 2000m 0% 50% 100%
Type 1 APHE 137 133 120 102 89 78 APHE 865 6.6 1.3 15 67.84 ° 43° 30° 25°
Type 4 Kou 157 155 142 124 111 105 APHE 865 6.8 1.3 15 80.64 ° 43° 30° 25°
Type 90 HE 8 8 8 8 8 8 HE 830 6.2 0.1 0.1 490 +0° 11° 10°
Ammo racks
Ammo racks for the Chi-To Late.
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Recommendations Visual
discrepancy
55 41 (+14) 33 (+22) 27 (+28) 21 (+34) 11 (+44) (+54) Turret and sides empty: 21 (+34) Yes

Secondary armament

1 x 7.7 mm Type 97 machine gun (Bow machine gun)

Crew

  • Commander
  • Gunner
  • Loader
  • Driver
  • Machine Gunner

Total: 5 Crew members

Armour

Armour Type:

  • Rolled homogeneous armour
  • Cast homogeneous armour (Gun mantlet)
Armour Front Sides Rear Roof
Hull 75 mm (36°) Front plate
20 mm (77°) Front glacis
20-75 mm (15-57°) Lower glacis
50 mm (31°) Hull cheeks
35 mm (30°) Top
35 mm Bottom
35 mm 20 mm
Turret 75 mm (16°) Turret front
50 mm (11°) Gun mantlet
50 mm (9°) 50 mm (1°) 20 mm
Armour Sides Roof
Cupola 75 mm 20 mm

Notes:

  • Suspension wheels are 15 mm thick while tracks are 20 mm thick.
  • Belly armour is 20 mm thick.
  • Small bars of RHA exist around the lower side hull, giving an extra 10 mm at their locations.

Engine & mobility

Weight: 30.5 ton

Max Speed: 50 km/h
Stock

  • Engine Power: 620 hp @ 2000 rpm
  • Power-to-Weight Ratio: 20.33 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: ___ hp @ 2000 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°
Weight: 30.5 ton

Max Speed: 45 km/h
Stock

  • Engine Power: 354 hp @ 2000 rpm
  • Power-to-Weight Ratio: 11.61 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: ___ hp @ 2000 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°
Weight: 30.5 ton

Max Speed: 45 km/h
Stock

  • Engine Power: 354 hp @ 2000 rpm
  • Power-to-Weight Ratio: 11.61 hp/ton
  • Maximum Inclination: 40°

Upgraded

  • Engine Power: ___ hp @ 2000 rpm
  • Power-to-Weight Ratio: __.__ hp/ton
  • Maximum Inclination: __°

Modules and improvements

Tier Mobility Protection Firepower
I Tracks tank module.jpg Parts tank module.jpg Horizontaldrive tank module.jpg
II Suspension tank module.jpg Brakesystem tank module.jpg FPE tank module.jpg Adjustmentoffire tank module.jpg APHE Type4Kou tank module.jpg
III Filters tank module.jpg Crewreplenishment tank module.jpg Elevationmechanism tank module.jpg
IV Transmission tank module.jpg Engine tank module.jpg Artillerysupport tank module.jpg

Recommendation:

History of creation and combat usage

Screenshots and fan art

Skins and camouflages for the SM.79 series from live.warthunder.com.

Additional information (links)

References


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jp_type_4_chi_to_late.png

Icon-country-jap.png Type 4 Chi-To Late
Nation Japan
Type Medium tank
Rank 3
Battle Rating
4.7
4.7
4.7

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Weight
30,500 kg
67,241 lb
Number of Crew 5
Hull armour thickness
75/35/35/20 mm
2.95/1.38/1.38/0.79 inches
Statistics
Engine power (stock)
620 hp
354 hp
354 hp
Engine power (upgraded)
763 hp
400 hp
400 hp
HP/ton ratio (stock)
20.33
20.65
11.61
11.79
11.61
11.79
HP/ton ratio (Upgraded)
25.02
25.42
13.11
13.32
13.11
13.32
Max speed
50 km/h
31.0 mph
45 km/h
27.9 mph
45 km/h
27.9 mph
Main Weapon
1 x 75 mm Type II Model II Cannon
Ammo stowage 55 rounds
Vertical guidance -10°/20°
Secondary Weapon
1 x 7.7 mm Type 97 Machine gun
Ammo stowage 3,000 rounds
Mount Hull mount
Vertical guidance -8°/8°
Horizontal guidance -8°/8°
Economy
Required RP 40,000 RP
Vehicle cost 150,000 SL
Crew training cost 43,000 SL
Max repair cost*
1,890 SL
2,160 SL
2,540 SL
Free repair time (Stock)
1d 05h
2d 05h
2d 08h
Free repair time (Upgraded)
9h 49m
17h 51m
18h 55m
Warning: this sidebar is a WIP and can be incorrect. Last updated 1.77.2.170.