TKX

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This page is about the Japanese medium tank TKX. For other versions, see Type 10 (Family).
TKX
jp_tkx_prot.png
GarageImage TKX.jpg
TKX
AB RB SB
11.7 11.7 11.7
Class:
Research:200 000 Specs-Card-Exp.png
Purchase:1 100 000 Specs-Card-Lion.png
Show in game

Description

The TKX, more precisely the TKX-2-0005, is the 3rd prototype towards the Type 10. It was developed soon after the Type 90 to supplement and replace the ageing Type 74s and Type 90s. The TKX was designed between 2002 to 2009 until it was adopted in service in 2010 as the Type 10. Its primary function was to be lighter than the Type 90 with equally effective armour, to access most Japanese infrastructure without hitting the weight limit, and a bigger emphasis on C4I which couldn't properly be fitted into the Type 74s and Type 90s.

It was introduced in Update "Fire and Ice". Providing the same great firepower as that of the Type 90 MBT, its armour and mobility will be slightly different. Being a lighter vehicle, the armour is packaged more densely but with similar effectiveness, and the engine has been downgraded to save on weight. But the major selling point the TKX and Type 10 have over their bigger and older brother Type 90 is the new Type 10 APFSDS shell, which will far outshine the JM33/DM33 shell and compete with the end-tier shells of other countries. The TKX also has the additional benefit over the Type 10 of mounting a dozer blade once unlocked.

General info

Survivability and armour

Composite armour
Balanced protection against all types of ammunition
Smoke grenades
Creation of a smoke screen in front of the vehicle
LWS
Notifies about the vehicle's exposure to laser emissions
Self-entrenching equipment
Creation of ramparts and trenches in soft ground
Armourfront / side / back
Hull40 / 35 / 25
Turret50 / 35 / 25
Crew3 people
Visibility96 %

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.

Armour type:

Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

 
Controlled suspension
It is possible to adjust the ground clearance or more complex suspension positions
Reverse gearbox
Forward and backward movement is possible at the same maximum speed
Speedforward / back
AB78 / 78 km/h
RB and SB71 / 71 km/h
Number of gears8 forward
8 back
Weight44.4 t
Engine power
AB2 290 hp
RB and SB1 200 hp
Power-to-weight ratio
AB51.6 hp/t
RB and SB27.0 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 78 78 44.4 1,626 2,290 36.62 51.58
Realistic 71 71 1,061 1,200 23.9 27.03

Modifications and economy

Repair costBasic → Reference
AB4 495 → 7 012 Sl icon.png
RB4 356 → 6 795 Sl icon.png
SB5 514 → 8 601 Sl icon.png
Total cost of modifications293 000 Rp icon.png
480 000 Sl icon.png
Talisman cost3 200 Ge icon.png
Crew training310 000 Sl icon.png
Experts1 100 000 Sl icon.png
Aces2 300 Ge icon.png
Research Aces1 350 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 200 / 210 % Sl icon.png
256 / 256 / 256 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
16 000 Rp icon.png
Cost:
24 000 Sl icon.png
350 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
14 000 Rp icon.png
Cost:
21 000 Sl icon.png
300 Ge icon.png
Mods new tank break.png
Brake System
Research:
14 000 Rp icon.png
Cost:
21 000 Sl icon.png
300 Ge icon.png
Mods new tank filter.png
Filters
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods new tank engine.png
Engine
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
4 800 Rp icon.png
Cost:
24 000 Sl icon.png
350 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
4 200 Rp icon.png
Cost:
21 000 Sl icon.png
300 Ge icon.png
Mods tank reinforcement jp.png
Crew Replenishment
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
16 000 Rp icon.png
Cost:
24 000 Sl icon.png
350 Ge icon.png
Mods dozer blade.png
Dozer Blade
Research:
16 000 Rp icon.png
Cost:
24 000 Sl icon.png
350 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
14 000 Rp icon.png
Cost:
21 000 Sl icon.png
300 Ge icon.png
Mods counterMeasures.png
LWS/LR
Research:
14 000 Rp icon.png
Cost:
21 000 Sl icon.png
300 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods thermal sight.png
NVD
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods art support.png
Artillery Support
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png
Mods tank ammo.png
120mm_DM_APDS_FS_ammo_pack
Research:
20 000 Rp icon.png
Cost:
31 000 Sl icon.png
440 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

120 mm TKG cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition35 rounds
First-order14 rounds
Reload4.0 s
Vertical guidance-7° / 10°
Main article: TKG (120 mm)
120 mm TKG Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Autoloader
Arcade 35 -7°/+10° ±180° Two-plane 28.6 39.5 48.0 53.1 56.5 4.00
Realistic 17.9 21.0 25.5 28.2 30.0

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
JM12A1 HEATFS 480 480 480 480 480 480
JM33 APFSDS 481 478 470 461 450 440
Type 10 APFSDS 615 613 604 592 582 571
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
JM12A1 HEATFS 1,140 13.5 0.05 0.1 2.15 65° 72° 77°
JM33 APFSDS 1,640 4.3 - - - 78° 80° 81°
Type 10 APFSDS 1,780 4.2 - - - 78° 80° 81°

Ammo racks

Ammo racks of the TKX
Full
ammo
1st
rack empty
2nd
rack empty
Visual
discrepancy
35 15 (+20) (+34) No

Notes:

  • Shells are modeled individually and disappear after having been shot or loaded.
  • Rack 2 is a first stage ammo rack. It totals 14 shells and gets filled first when loading up the tank.
  • This rack is also emptied early: the rack depletion order at full capacity is: 2 - 1.
  • If you pack 15 (+20) shells, it will keep the hull empty of ammo.
  • Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready rack.

Machine guns

Ammunition1 000 rounds
Belt capacity200 rounds
Reload8.0 s
Fire rate575 shots/min
Vertical guidance-8° / 60°
Ammunition3 000 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate701 shots/min
12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 1,000 (200) 577 -8°/+60° ±180°
7.62 mm Type 74
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 3,000 (250) 701 N/A N/A

Usage in battles

The Type 10 series of tanks are a sidegrade of the Type 90 supposed to supplement the latter by being lighter on Japanese infrastructure and improving on their electronic capabilities. With the main focus of the Type 10 being lighter than the Type 90, it swaps out the engine and transmission to a lighter model contributing the most to its weight re-distribution next to its smaller overall profile. Next to that the armour on the Type 10 is modular with the overall armour package being more efficient but still slightly heavier than on the Type 90, the TKX comes in standard configuration at totalling 44 tons offering roughly the same armour equivalence to the Type 90. The improved FCS also includes the ability to fire the new Type 10 APFSDS shell through Gen 3 thermals.

The TKX is a highly mobile and fast-firing MBT that excels in flanking and sniping roles. However, its armour is not reliable and it is vulnerable to enemy fire, so it requires constant situational awareness and effective use of its hydropneumatic suspension, LWS, Laser Rangefinder and smoke grenades. The Type 10 should not engage in frontal assaults or close combat, but rather support allied MBTs from a safe distance and exploit its mobility and firepower to deal damage and relocate as needed. Getting early warnings of potential incoming fire thanks to its LWS, providing enough time and knowledge to retreat or dodge incoming shells.

Notable Opponents
  • T-80/T-72 - The Russian top-rank MBTs pose a dangerous opponent for the Type 10. They possess good firepower and frontal protection. Frontally, the player wants to aim at the lower plate or driver's port. If facing from the sides, be aware that the Russian ERA blocks may stop the shell (even one as powerful as the Type 10 APFSDS) and always note that it may take a follow-up shot to knock it out.
  • M1 Abrams - The M1A2 possesses good straight-line mobility that rivals the Type 10 with superior protection and survivability. The player wants to aim at the massive turret ring, this will usually knock out or cripple the tank. Take a follow up shot if needed. If turret ring is not visible, the player wants to aim at the gun breech or mantlet to knock out the gun and kill
  • Challenger 2 - The Challenger 2 is a slow, large target with subpar protection against top battle-rating kinetic munitions. Though players should still beware of its 5-second (with ace crew) reload that is almost as fast as the Type 10's (within its ready rack range). The player can aim at its lower plate, drivers port or breech area.
  • Leopard 2 - Superior firepower and turret protection, these tanks have vulnerable hulls that are rather easy to penetrate with the Type 10 round. The player can aim lower plate. If the Leopard 2 is hull down - player can aim at the barrel or try to knock out the gun breech through a turret ring shot (Warning: Turret ring shots tend to be unreliable so be careful of the angle!)
  • Leclerc - Mobile autoloaded tanks with decent protection, the Leclerc(s) have a large weak spot in the breech area that can disable the gun or possibly knock out the tank.

Pros and cons

Pros:

  • Autoloaded 120 mm cannon, 4-second reload unaffected by crew or fire
  • Has access to 3rd generation thermal sights for the gunner and commander
  • Type 10 APFSDS round is competitive (Comparable to DM53, the 'improved' round on the Leopard 2A5)
  • Quite mobile, high power-to-weight ratio and high reverse speed
  • Fitted with hydropneumatic suspension, although this can only be operated when stationary
    • Can lower the tank significantly, allowing you to hide behind relatively low hills and ridges
  • Primary ammunition storage protected within blow-out containment in the rear of the turret
  • Relatively small profile

Cons:

  • Only three crew, a well-placed shot can easily cause a full crew knock-out
  • Can only carry 15 rounds before additional ammo is stored in the unsafe hull racks
  • Hydropneumatic suspension ceases to work when the engine is hit
  • Relatively poor gun depression, unless the suspension is used
  • Armour is very spread out in the front with the only well-defended places being the upper front plate, turret cheeks, and breech
  • While fast in top speed, this tank is a bit slow to accelerate
  • Slow elevation/depression speed for the main gun
  • Slower turret traverse than most other MBTs

History

Main article: Type 10 (Family)

Challenges of New Millennium

In the mid-1990s, after the introduction of the previous TKX-1, Type 90 MBT, the Ministry of Defense soon realised that, despite its superior FCS even for NATO standards, further upgrading the Type 90 would be impractical (for the time being) due to its already heavy weight in Japan's standards; while the previous Type 61 Medium Tank had no chance when facing even the earliest MBTs and Type 74 MBT was too costly to be upgraded. The possible rivals of Japan, like Mainland China and the Russia Federation had already developed their new MBTs (PLAGF ZTZ96 and ZTZ99/Russian T-90A); in view of maintaining a team of tank designers as well as a part of national defense, JGSDF passed a new plan for a next-generation MBT with redundancy for further upgrades (modularity), thus inherited the project name: TKX-2.

A JGSDF Type 10 at Camp Takeyama, Japan.

From Kyumaru to Hitomaru

The TKX-2 project aimed for the light weight of a Type 74 (at 40 tons, loaded) while being smaller than Type 90, equipping a domestic 120 mm smoothbore gun with latest C4ISR system, modular composite armour, and new engines paired with HMT transmission. TKX-2 was led by the TRDI with help from Mitsubishi Heavy Industries. The new smoothbore gun and its new APFSDS were developed by Nippon Steel Corporation and Daikin Industries respectively. These designs were tested on a Tank Test Bed (TTB) developed from the 6th prototype of Type 90 and was first shown in a booklet in the early 2000s; the result of TTB proved the designs and project TKX-2 started in 2002. The 1st prototype was assembled in November 2004 and tested at JGSDF Camp Higashi-Chitose; MHI built the 2nd prototype in 2005, while there were also 3 Type 90s converted as the test bed for tank platoon command systems.

Finally, with the evaluations from JGSDF Fuji School, Ordnance School, and leaked photos of the 2nd prototype, the TKX-2 was unveiled on 14 June 2010 to the public during the opening of JGSDF East Fuji Manoeuvre Area and it was then named Type 10 in October. It served as the most advanced MBT of the first decade of the 2000s, and is an icon of the JGSDF moving forward into the 21st century.

Media

Skins

See also

Related Development
Other vehicles of similar configuration and role

External links


Mitsubishi Heavy Industries Ltd. (三菱重工業株式会社)
Ground Vehicles 
APC  Type 60 · SUB-I-II
IFV  Type 89
MCV  Type 16 (P) · Type 16 (FPS) · Type 16
RCV  CTWV RCV
SPH  Type 75 · Type 99
SPAAG  Type 87
Main Battle Tanks 
Type 61  ST-A1 · ST-A2 · ST-A3 · Type 61
Type 74  ST-B2 · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90  Type 90 · Type 90 (B)
Type 10  TKX (P) · TKX · Type 10
Air Vehicles 
Jet Fighters 
F-86  F-86F-30 ▅* · F-86F-40 ▅* · F-86F-40 JASDF▅*
F-104  F-104J*
F-1  T-2 Early · T-2 · F-1
F-4  F-4EJ Phantom II* · F-4EJ ADTW* · F-4EJ Kai Phantom II*
F-15  F-15J* · F-15J(M)*
Naval Vehicles 
Patrol Boats (PT) 
No. 7 class  PT-8 (PT-808)
No. 11 class  PT-15 (PT-815)
Destroyers (DD) 
Harukaze-class  JDS Harukaze (DD-101)
Ayanami-class  JDS Ayanami (DD-103)
  MHI's shipyards are positioned in Kobe, Nagasaki, and Shimonoseki
  * Licensed Production / Variants
See also  Mitsubishi Aircraft Company (1928-1945) · Mitsubishi Heavy Industries Ltd. (1938-1945) · Mitsubishi Shipbuilding Company (1884-1945)
  North American Aviation · Lockheed · McDonnell Aircraft Corporation

Japan medium tanks
Type 97  Chi-Ha · Chi-Ha Kai · Chi-Ha Kai TD · Chi-Ha Short Gun
Type 1  Chi-He · Chi-He (5th Regiment) · Ho-I
Type 3  Chi-Nu · Chi-Nu II
Type 4  Chi-To · Chi-To Late
Type 5  Chi-Ri II
Type 61 MBT  ST-A1* · ST-A2* · ST-A3* · Type 61
Type 74 MBT  ST-B2* · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90 MBT  Type 90 · Type 90 (B) · Type 90 (B) "Fuji"
Type 10 MBT  TKX (P)* · TKX* · Type 10
Other  Ka-Chi
USA  ▅M4A3 (76) W · ▅M47
  *Prototype