Difference between revisions of "Type 89"

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(Ammunition: Updated)
(The almost entire text is now irrelevant due to nerfs. Removal of APHE and addition of autoloader made it incredibly weak, and removal of atgm fire-on-move made it even worse. I'm not willing to investigate further, sz. Also add new atgm here, please.)
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{{main|Oerlikon KDE (35 mm)}}
 
{{main|Oerlikon KDE (35 mm)}}
  
The Type 89 is equipped with a 35 mm Oerlikon KDE autocannon, which is similar to the [[Oerlikon KDA (35 mm)|KDA]] variant used by the [[Gepard]], the [[Type 87]], and the [[Chieftain Marksman]], and is widely considered to be one of the most effective guns in regards to damage output and reliability. This is due to their moderate calibre and rate of fire: 35 mm is the largest of the small autocannons which allows it to have a much higher rate of fire than any 40 mm or 57 mm system.
+
The Type 89 is equipped with a 35 mm Oerlikon KDE autocannon, which is similar to the [[Oerlikon KDA (35 mm)|KDA]] variant used by the [[Gepard]], the [[Type 87]], and the [[Chieftain Marksman]], and is widely considered to be one of the most effective guns in regards to damage output and reliability. This is due to their moderate calibre and rate of fire: 35 mm is the largest of the small autocannons which allows it to have a much higher rate of fire than any 40 mm or 57 mm system.  
[[File:Type 89 uses aphe to destroy soviet medium tank through suspension.jpg|thumb|Even medium tanks are not safe from stock APHE, as their belly armour is very weak. Avoid hitting the suspension wheels as they can set off the shell early. The method is not 100% reliable.]]
 
The difference between them is that KDE cannon fires slower than KDA, but it uses tank-specific ammunition instead, which makes it behave differently - for example, API-T will explode after penetration regardless of armour thickness (because planes have no armour), while APHE will explode only if it penetrates about 9 to 15 mm equivalent of Rolled Homogenous Armour, like with any normal tank shells. However, it generally does slightly more damage, if it '''does''' explode. Due to this, KDE shells also have a tendency to penetrate modules like thin radiators and sometimes even engines, instead of just exploding upon hitting them, thus doing more damage on average when attacking light tanks.
 
  
It is very important to remember that even 3-5 direct APHE hits to a cannon barrel can neutralize almost any medium tank Type 89 can face, and should anything impenetrable suddenly attack, one can just destroy their gun to avoid being shot at.
+
The difference between them is that KDE cannon fires slower than KDA, but it uses tank-specific ammunition instead. This particular tank also has an autoloader magazine of 34 shells. Each shell is reloaded for about 5 seconds when not firing, unless you rearm them directly on the capture point (then each shell is injected every 0.2 sec)
  
This autocannon allows the Type 89 to easily deal with any lightly armoured vehicle in the game. It also has access to APDS ammunition, which allows it to deal with Main Battle Tanks from the side, though this is usually not advised. It is also advisable to avoid attacking tanks like [[M3 Bradley]] from long range with a gun without APDS ammunition, as this light tank mostly specializes in annihilating other light tanks, has APDS from the get-go and its hull can block almost any weak long range shots, including the stock APHE.
+
It is very important to remember that even 3-5 direct APDS hits to a cannon barrel can neutralize almost any medium tank Type 89 can face, and should anything impenetrable suddenly attack, one can just destroy their gun to avoid being shot at.
 +
 
 +
Overall, autocannon allows the Type 89 to deal with most lightly armoured vehicle in the game. The APDS ammunition allows it to deal with Main Battle Tanks from the side, though this should be carefully planned, as running out of autoloader ammo will almost definitely result in Type 89s demise.
  
 
Tank still can use conventional HE to attack helicopters, if it must. Remember to use laser rangefinder to target them quicker when it's researched.
 
Tank still can use conventional HE to attack helicopters, if it must. Remember to use laser rangefinder to target them quicker when it's researched.
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|-
 
|-
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
|-
 
| DM13 || APHE || 68 || 65 || 52 || 40 || 30 || 23
 
 
|-
 
|-
 
| DM11A1 || HE* || 5 || 5 || 5 || 5 || 5 || 5
 
| DM11A1 || HE* || 5 || 5 || 5 || 5 || 5 || 5
Line 131: Line 129:
 
|-
 
|-
 
! 0% !! 50% !! 100%
 
! 0% !! 50% !! 100%
|-
 
| DM13 || APHE || 1,175 || 0.55 || 1.2 || 9 || 37.4 || 47° || 60° || 65°
 
 
|-
 
|-
 
| DM11A1 || HE* || 1,175 || 0.55 || 0 || 0.1 || 204 || 79° || 80° || 81°
 
| DM11A1 || HE* || 1,175 || 0.55 || 0 || 0.1 || 204 || 79° || 80° || 81°
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{{main|Type 79}}
 
{{main|Type 79}}
  
The Type 79 ATGM has around 700 mm flat penetration at any range and has start velocity of 200 m/s, while retaining the high explosive mass of the [[Type 64 MAT]], making it one of the better ATGMs of the rank, similar to the [[Warrior]]'s [[MILAN 2]]. This ATGM can deal with most tanks from the front, but be sure to avoid hitting modern NATO NERA composite armour, as these composite armours will minimise the damage done or even negate it entirely. When facing tanks with active ERA screens like [[M60A1 RISE (P)]], attack the screen with cannon first, if possible, as such ERA plating may reduce damage taken by hostile tank and force you to use both missiles to take them down.
+
The Type 79 default ATGM has around 700 mm flat penetration at any range and has start velocity of 200 m/s, while retaining the high explosive mass of the [[Type 64 MAT]], making it one of the better ATGMs of the rank. This ATGM can deal with most tanks from the front, but be sure to avoid hitting modern NATO NERA composite armour, as these composite armours will minimise the damage done or even negate it entirely. When facing tanks with active ERA screens like [[M60A1 RISE (P)]], attack the screen with cannon first, if possible, as such ERA plating may reduce damage taken by hostile tank and force you to use both missiles to take them down.
 
 
Two missiles are located on sides of a turret, with two reserves being stored in the back of the hull (four total). Due to their placement, they only really arrive at crosshair location if target is over 500 m away, so use them on targets which are away from the tank and practice aim in test drive to be able to use them at melee ranges, instead of relying on targeting reticle.
 
  
Missiles can be launched on the move '''at any speed''' as with hybrid medium tanks, user does not have to and should not slow down or stop tank to use them, as missile pointer is stabilized. The second missile can be immediately fired after the first one, but firing it will cut off guidance for the first one, so '''only''' do this if you are sure it's on correct course.
+
Two missiles are located on sides of a turret, with two reserves being stored in the back of the hull (four total). Due to their placement, they only really arrive at crosshair location if target is over 500 m away, so use them on targets which are away from the tank and practice aim in test drive to be able to use them at melee ranges, instead of relying on targeting reticle. The second missile can be immediately fired after the first one, but firing it will cut off guidance for the first one, so '''only''' do this if you are sure it's on correct course.
  
Keep in mind, that missile reload is only possible after '''both''' of them were fired, and it takes 30 seconds, which is arguably the longest ATGM reload time in the game - while it's matching average per-missile reload time of a medium tank, it is overall twice slower than medium tank ATGM reload, three times slower than average reload of single-launcher light tanks and about six times slower than reload of dual-launcher specialized ATGM tanks.
+
Keep in mind, that missile reload is only possible after '''both''' of them were fired, and it takes 30 seconds, which is the longest ATGM reload time in the game - while it's matching average per-missile reload time of a medium tank, it is overall twice slower than medium tank ATGM reload, three times slower than average reload of single-launcher light tanks and about six times slower than reload of dual-launcher specialized ATGM tanks.
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
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'''Notes''':
 
'''Notes''':
  
* It is not possible to select how many missiles to bring into battle.
 
 
* The left ATGM is fired first.
 
* The left ATGM is fired first.
 
* The reload process will only begin when both ATGM have been fired off the {{PAGENAME}}'s side launchers
 
* The reload process will only begin when both ATGM have been fired off the {{PAGENAME}}'s side launchers
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<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
  
[[File:Type 89 rush.PNG|thumb|right|Mozdok Arcade map example for type 89. Red line is path of type 89 trying to get to sniper spot with his buddies. Yellow is representing sector in which type 89 is trying to keep enemy sniper down. Since snipers do not particularly like being hit by ATGM, they will most likely duck back into cover, unless their turret is resistant to it.]]
+
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
 
 
Type 89 is in a very weird spot for a light tank - on one hand it's relatively fast compared to average medium tank and has more combat ready weapons than average light tank, but it also isn't fast enough to get where it needs to be before enemy sniper tanks entrench in their hull-down spots. The armour of the tank is also quite lacking.
 
 
 
Traversing in open maps should be done with sniper positions in mind - something a Japan tree player should already know well by rank VI. Avoid being seen, while you are travelling, and if you cannot - ensure that range between you and hostile snipers aren't exceeding 1.5 km. This allows you to use your ATGMs as a deterrent mechanism, as you can launch them without stopping. Autocannons can only deter tanks as light as yours, and tanks like [[M3 Bradley]] will deflect APHE at long range, especially if they have high ground, and they know it, so only use missiles on them if you don't have APDS.
 
 
 
For example, on Mozdok single cap maps there is no cover whatsoever for light tank to strive, Arcade Battle mode Mozdok maps in particular are extremely deadly for Type 89, so in worst case scenario, main goal would be protecting your sniper group, as they try to reach their sniper spot by driving along with your party, scouting sniper positions with binoculars, and, as soon as anything that looks like a turret pokes out, launching a missile at them, to make them think twice.
 
 
 
In case if you actually managed to get next to enemy position, rather than your own sniper spot, you can either attempt to immediately destroy them in melee battle with autocannon, which is reasonable if enemy tanks are lightly armoured, like [[Centauro]] (attack only from the flank, from right side to avoid machine gun damage), or scout enemies around you to help your snipers, while you reload your ATGM in case if enemy got something heavily armoured as well, while waiting for opening.
 
 
 
It's needless to mention that Type 89 doesn't have radar and should not fight combat helicopters if they are attacking from 4 km away, however if a helicopter at about 3 km away isn't moving much, you can use laser rangefinder and HE shells to cause damage to it. If you see a combat helicopter carrying rockets and 40 mm grenade launcher, it is sometimes better to hide and let it pass or turn away, then shoot it in the back, as otherwise it will just unload the entire arsenal onto you, resulting in heavy damage or instant crew loss.
 
 
 
In urban environments, Type 89 is at the same time more powerful and weaker, as it's capable of destroying most tanks in 3 shots when they don't expect your attack, but it also can take only that much punishment frontally. Sometimes hostile tanks will intercept your tank only to set your engine compartment on fire - something that can buy you enough time to destroy them. The only real gripe is the attitude of chassis, which in some game modes make it barely capable of turning while moving forward until you hit gear 2, which makes fighting after being stopped very difficult.
 
 
 
For the most part, as long as your reaction is good enough to fire first when enemy tank appears around the corner, you should be able to win. It is helpful to learn how to launch ATGM at 200 m ranges in town, as they don't exactly hit the mark before flying for 500 m. After it becomes second nature for you, launch it as soon as you see that you failed to hit new enemy tank by breaching their side armour and their turret starts to appear in your vision - you won't have much longer until they respond.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Has 2 ATGM loaded at the same time and can fire them in quick succession
 
* Has 2 ATGM loaded at the same time and can fire them in quick succession
* Unlike other IFV and non-hybrid ATGM carriers, can fire ATGM on move and at any speed
+
* Type 79 ATGM is hard to dodge, have high penetration power of 700 mm and higher explosive mass than average ATGM
* Type 79 ATGM is hard to dodge, have high penetration power of 700 mm and higher explosive mass than average ATGM, can sometimes breach weak ERA and will likely detonate fuel tanks resulting in one-shot
 
 
* Type 89 hull technically can survive some HEAT, HESH or even ATGM if they hit its engine compartment (left side), but it's not very reliable
 
* Type 89 hull technically can survive some HEAT, HESH or even ATGM if they hit its engine compartment (left side), but it's not very reliable
* Potent ammunition for autocannon - able to take out enemy tanks with one or two well-aimed penetrating hits:
+
* Higly accurate stabilized main weapon
** Second strongest APHE shell on an infantry fighting vehicle
 
** With APDS shells, can fight most medium tanks
 
** High explosive round can be used to one-shot low flying aircraft
 
 
* Can very efficiently exchange speed to manoeuvrability at gears 2 and 3
 
* Can very efficiently exchange speed to manoeuvrability at gears 2 and 3
 
* Neutral steering
 
* Neutral steering
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* Weak armour - It has worse protection from overpressure damage than [[TAM (Family)|TAM]] or [[Warrior]] with add-on composite shields and also can lose an entire crew to a single 23 mm API-T or even APDS shot from the right side
 
* Weak armour - It has worse protection from overpressure damage than [[TAM (Family)|TAM]] or [[Warrior]] with add-on composite shields and also can lose an entire crew to a single 23 mm API-T or even APDS shot from the right side
* Low ammo count for the main gun and only 4 ATGM
+
* Low ammo count for the main gun autoloader and only 4 ATGM - will often get stuck for a long time, hiding behind cover to reload
 
* Due to placement of ATGM launchers on turret, firing them in close combat is awkward and may result in a non-fatal hit
 
* Due to placement of ATGM launchers on turret, firing them in close combat is awkward and may result in a non-fatal hit
 
* Unlike [[Type 60 ATM]], ATGM only reloads after you fired both of loaded missiles, forcing you to waste ammunition, on top of having only four ATGMs
 
* Unlike [[Type 60 ATM]], ATGM only reloads after you fired both of loaded missiles, forcing you to waste ammunition, on top of having only four ATGMs

Revision as of 10:48, 8 September 2021

Rank 7 USA
F-5C Pack
This page is about the Japanese light tank Type 89. For equipment of the same adoption year, see Type 89 (Disambiguation).
jp_type_89.png
GarageImage Type 89.jpg
ArtImage Type 89.png
Type 89
AB RB SB
9.0 9.0 9.0
Class:
Research:94 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game

Description

The Type 89 is a rank VI Japanese light tank with a battle rating of 9.0 (AB/RB/SB). It was introduced in Update 1.85 "Supersonic".

The full name is known as the Mitsubishi Type 89 IFV (三菱89式装甲戦闘車), the Type 89 provides an autocannon weapon combined with an anti-tank guided missile for a diverse range of attack methods.

General info

Survivability and armour

Smoke grenades
Creation of a smoke screen in front of the vehicle
LWS
Notifies about the vehicle's exposure to laser emissions
Armourfront / side / back
Hull35 / 15 / 15
Turret35 / 20 / 15
Crew3 people
Visibility88 %

While the Type 89's armour consists of Rolled Homogenous Armour, it is not any better than modern light tanks of other factions, which use double or even triple the amount of aluminium to give roughly the same amount of protection. This means that its sides and even angled turret will still be vulnerable to all autocannons and will trigger overpressure damage easily if hit in a weak spot, such as the back half of the tank.

The armour profile can be closely compared to Merkava Mk.1, it has a long hull with turret on the back, and the entirety of it is sloped as much as possible. This means that inaccurate frontal hull shots will likely bounce and this tank should always face the opponent. Unfortunately, due to how big the turret is, the bounced shell might actually fly straight into it, and there aren't any special shields or additional armour for the turret crew on this tank.

Internal module placement is rather smart on paper, with the driver and MG operator hiding on the right side of the tank, and main weapon crew hiding at the back along with ammunition, while the rest of the tank is one giant engine compartment, sealed off with a 5 mm RHA screen, meaning that most hull shots should not be able to deal overpressure damage. In reality, the means of protecting the crew and critical weak points are insufficient. Most notably, the driver isn't completely sealed away from tank's front and the turret, meaning that any chemical shot coming to suspension from the right can overpressure the entire tank.

Due to overall low thickness of armour Type 89 can get overmatched. Whenever the tank hull side is even slightly opened, it will get easily penetrated by big guns, the armour is thick enough to trigger APHE fuses and even if it's a slow 19 mm fuse it will trigger off hitting the engine and RHA screen, then cause violent explosions next to ammo rack. Pure AP shells even of a small calibre autocannon will fly straight through the entire engine compartment, likely hitting the turret crew or ammo rack in the very back of the tank. It is also possible to lose the entire tank crew to a single coaxial autocannon spray from the right side, as nothing is protecting the driver there.

The one scenario in which the sealed compartment can truly work against kinetic shells is when the Type 89 is driving around the town, or hiding from snipers behind buildings, and someone suddenly shoots engine compartment into direction opposite from the crew, then enemy APHE may simply get stuck there, doing reduced damage to the turret crew. This does not make the situation any better though, as without team help or a very unlikely ATGM counterattack, Type 89 will still get repeatedly set on fire until it explodes.

Recommendations: Keep your opponents in front of you, if you can't - at least keep them on your left to reduce chances of an overpressure damage. Avoid being shot directly by 120+ mm shells. Do not needlessly taunt enemy SPAA. In close quarters you can be extremely aggressive and destroy enemy weapon or gunner as soon as possible. Otherwise try to scout enemies and hope to fire first or that there is a sniper to cover your back.

Armour Front (Slope angle) Sides Rear Roof
Hull 15 mm - 20 mm (81°) Upper Glacis
5 mm (81°) Ventilation
35 mm (26°-57°) Lower Glacis
20 mm (0°-50°) Sponson Front
20 mm Upper
15 mm (Base) +10 mm (Sideskirts) Lower
15 mm 5 mm - 20 mm
Turret 35 mm (11°-12°) Turret Front Sides
25 mm + 25 mm Gun mantlet
20 mm 15 mm (Base) + 5 mm (Storage Rack) 10 mm
Cupola 10 mm

Notes:

  • Fenders, Storage - 5 mm
  • Turret Ring - 25 mm
  • Tracks - 15 mm
  • Suspension - 10 mm
  • There are 10 mm or armour protection between the engine compartment and the crew compartment inside the vehicle

Mobility

Speedforward / back
AB78 / 48 km/h
RB and SB71 / 43 km/h
Number of gears8 forward
4 back
Weight26.5 t
Engine power
AB1 145 hp
RB and SB600 hp
Power-to-weight ratio
AB43.2 hp/t
RB and SB22.6 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 48 26.5 930 1,145 35.09 43.21
Realistic 71 43 531 600 20.04 22.64

On hard, flat terrain, the Type 89 will easily keep pace or out-speed many other vehicles due to it's reasonable power-to-weight ratio of 23 hp/t.

On soft, uneven or hilly terrain the Type 89 loses a lot of its speed advantage. This is due to the fact that the gearbox only provides 4 separate forward speeds. Due to the long gearing the Type 89 will often find itself unable to climb hills in gear 2 and will have to change to gear 1, which provides a top speed of just 9 km/h for hill-climbing. This means the Type 89 is often less mobile on hilly terrain than medium tanks. This problem can be mitigated to some extent by maintaining a good amount of speed (30+ km/h) and not stopping when travelling up hills.

As with Type 60 SPRG (C), reverse gear is much more responsive and will allow you to manoeuvre and retreat back around the corner during combat - use it if tank was forcibly stopped.

Modifications and economy

Repair costBasic → Reference
AB3 215 → 5 381 Sl icon.png
RB3 439 → 5 756 Sl icon.png
SB4 117 → 6 891 Sl icon.png
Total cost of modifications155 300 Rp icon.png
259 400 Sl icon.png
Talisman cost2 600 Ge icon.png
Crew training150 000 Sl icon.png
Experts520 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces950 000 Rp icon.png
Reward for battleAB / RB / SB
130 / 170 / 210 % Sl icon.png
220 / 220 / 220 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
490 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
280 Ge icon.png
Mods new tank break.png
Brake System
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
280 Ge icon.png
Mods new tank filter.png
Filters
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
370 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
400 Ge icon.png
Mods new tank engine.png
Engine
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
400 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 300 Rp icon.png
Cost:
17 000 Sl icon.png
490 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
1 900 Rp icon.png
Cost:
9 900 Sl icon.png
280 Ge icon.png
Mods tank reinforcement jp.png
Crew Replenishment
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
370 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
400 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
490 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
280 Ge icon.png
Mods counterMeasures.png
LWS/LR
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
280 Ge icon.png
Mods airstrike.png
Airstrike
Research:
6 300 Rp icon.png
Cost:
9 900 Sl icon.png
280 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
370 Ge icon.png
Mods thermal sight.png
NVD
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
370 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
8 400 Rp icon.png
Cost:
13 000 Sl icon.png
370 Ge icon.png
Mods art support.png
Artillery Support
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
400 Ge icon.png
Mods scouting.png
Improved optics
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
400 Ge icon.png
Mods tank ammo.png
152mm_jp_type_79_ASM_ammo_pack
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
400 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

35 mm Oerlikon KDE 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
Ammunition251 rounds
First-order34 rounds
Reload0.3 s
Vertical guidance-10° / 35°
Main article: Oerlikon KDE (35 mm)

The Type 89 is equipped with a 35 mm Oerlikon KDE autocannon, which is similar to the KDA variant used by the Gepard, the Type 87, and the Chieftain Marksman, and is widely considered to be one of the most effective guns in regards to damage output and reliability. This is due to their moderate calibre and rate of fire: 35 mm is the largest of the small autocannons which allows it to have a much higher rate of fire than any 40 mm or 57 mm system.

The difference between them is that KDE cannon fires slower than KDA, but it uses tank-specific ammunition instead. This particular tank also has an autoloader magazine of 34 shells. Each shell is reloaded for about 5 seconds when not firing, unless you rearm them directly on the capture point (then each shell is injected every 0.2 sec)

It is very important to remember that even 3-5 direct APDS hits to a cannon barrel can neutralize almost any medium tank Type 89 can face, and should anything impenetrable suddenly attack, one can just destroy their gun to avoid being shot at.

Overall, autocannon allows the Type 89 to deal with most lightly armoured vehicle in the game. The APDS ammunition allows it to deal with Main Battle Tanks from the side, though this should be carefully planned, as running out of autoloader ammo will almost definitely result in Type 89s demise.

Tank still can use conventional HE to attack helicopters, if it must. Remember to use laser rangefinder to target them quicker when it's researched.

Whenever you see that the main gun can't deal with an enemy target, or someone caught you off guard, consider using the ATGMs instead.

35 mm Oerlikon KDE Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 255 (17) 200 -9°/+60° ±180° Two-plane 57.1 79.1 96.0 106.2 112.9 1.30 1.15 1.06 1.00
Realistic 35.7 42.0 51.0 56.4 60.0

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
DM11A1 HE* 5 5 5 5 5 5
DM23 APDS 127 125 119 111 104 97
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
DM11A1 HE* 1,175 0.55 0 0.1 204 79° 80° 81°
DM23 APDS 1,400 0.38 N/A N/A N/A 75° 78° 80°

Ammo racks

Ammo racks of the Type 89
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
7th
rack empty
8th
rack empty
15 15 (+0) 14 (+1) 13 (+2) 12 (+3) 11 (+4) 10 (+5) (+6) (+7)
9th
rack empty
10th
rack empty
11th
rack empty
12th
rack empty
13th
rack empty
14th
rack empty
15th
rack empty
Visual
discrepancy
(+8) (+9) (+10) (+11) (+12) (+13) (+14) No

Additional armament

Type 79 ATGM
Ammunition4 rounds
Belt capacity2 rounds
Fire rate120 shots/min
Vertical guidance0° / 20°
Fire on the moveup to 5 km/h
Main article: Type 79

The Type 79 default ATGM has around 700 mm flat penetration at any range and has start velocity of 200 m/s, while retaining the high explosive mass of the Type 64 MAT, making it one of the better ATGMs of the rank. This ATGM can deal with most tanks from the front, but be sure to avoid hitting modern NATO NERA composite armour, as these composite armours will minimise the damage done or even negate it entirely. When facing tanks with active ERA screens like M60A1 RISE (P), attack the screen with cannon first, if possible, as such ERA plating may reduce damage taken by hostile tank and force you to use both missiles to take them down.

Two missiles are located on sides of a turret, with two reserves being stored in the back of the hull (four total). Due to their placement, they only really arrive at crosshair location if target is over 500 m away, so use them on targets which are away from the tank and practice aim in test drive to be able to use them at melee ranges, instead of relying on targeting reticle. The second missile can be immediately fired after the first one, but firing it will cut off guidance for the first one, so only do this if you are sure it's on correct course.

Keep in mind, that missile reload is only possible after both of them were fired, and it takes 30 seconds, which is the longest ATGM reload time in the game - while it's matching average per-missile reload time of a medium tank, it is overall twice slower than medium tank ATGM reload, three times slower than average reload of single-launcher light tanks and about six times slower than reload of dual-launcher specialized ATGM tanks.

Type 79 missile Reloading rate (seconds)
Capacity (Belt) Vertical Horizontal Stabilizer Stock Full Expert Aced
4 (2) 0°/+12° N/A N/A _.__ _.__ _.__ _.__

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
Type 79 ATGM 700 700 700 700 700 700
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Type 79 ATGM 296 4,000 19.9 0.05 0.1 5,500 80° 82° 90°

Ammo racks

Ammo racks of the Type 89's ATGMs
Full
ammo
Visual
discrepancy
4 No

Notes:

  • The left ATGM is fired first.
  • The reload process will only begin when both ATGM have been fired off the Type 89's side launchers

Optics and night vision

The Type 89 receives night vision imagers once the tier 3 modification 'NVD' is researched. This unlocks standard 500 x 300 resolution thermal sights for the gunner, as well as standard image intensifiers for all crew (available in third person view in AB/RB additionally).

Type 89 Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution
Notes
Resolution Light Mult Noise Level
Gunner's Sight 2.0x - 8.0x -- -- -- 500 x 300 Intensifier & thermal sights unlocked by 'NVD' modification (tier 3)
Commander's View 6.0x 1600 x 1200 9.0 High N/A Intensifier unlocked by 'NVD' modification (tier 3)
Driver's View 1.0x 800 x 600 5.0 High N/A Intensifier unlocked by 'NVD' modification (tier 3)

Machine guns

Ammunition2 000 rounds
Belt capacity250 rounds
Reload8.0 s
Fire rate701 shots/min
Main article: Type 74 (7.62 mm)

Type 74 machine gun isn't doing anything special on this tank, as Type 89 can "scout" tanks directly without making any noise, but it can be sometimes used together with main gun when fighting other ATGM tanks or helicopters, as to add a chance of survival against ATGM by shooting them down mid-flight.

7.62 mm Type 74
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 1,000 (250) 500 N/A N/A

Usage in battles

Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).

Pros and cons

Pros:

  • Has 2 ATGM loaded at the same time and can fire them in quick succession
  • Type 79 ATGM is hard to dodge, have high penetration power of 700 mm and higher explosive mass than average ATGM
  • Type 89 hull technically can survive some HEAT, HESH or even ATGM if they hit its engine compartment (left side), but it's not very reliable
  • Higly accurate stabilized main weapon
  • Can very efficiently exchange speed to manoeuvrability at gears 2 and 3
  • Neutral steering
  • Good reverse speed, turns better in reverse than forward
  • Has thermal sight

Cons:

  • Weak armour - It has worse protection from overpressure damage than TAM or Warrior with add-on composite shields and also can lose an entire crew to a single 23 mm API-T or even APDS shot from the right side
  • Low ammo count for the main gun autoloader and only 4 ATGM - will often get stuck for a long time, hiding behind cover to reload
  • Due to placement of ATGM launchers on turret, firing them in close combat is awkward and may result in a non-fatal hit
  • Unlike Type 60 ATM, ATGM only reloads after you fired both of loaded missiles, forcing you to waste ammunition, on top of having only four ATGMs
  • ATGM Launchers have zero gun depression, which can make close range encounters even more difficult
  • Very poor turn rate at gear 1

History

At the beginning of the 1980s, the JSDF wanted to replace its outdated Type 60 and Type 73 APCs with more modern IFVs, similar to the American Bradley and the German Marder. The JSDF drew up a set of requirements and tasked the Mitsubishi company with developing a suitable replacement.

In 1984, funding was approved to build four different prototypes, all of which underwent testing until 1986. By 1989, one prototype design was selected and was adopted within the armed forces under the designation of Type 89.

Initially, the JSDF estimated the need for about 300 Type 89s to be built. However, the end of the Cold War in the 1990s combined with a limited budget prevented a rapid mass-production of Type 89 to take place. In fact, production was proceeding at a very low rate, with just over 50 vehicles entering service with the JSDF by 1999.

Although production of Type 89 was discontinued in 2004, the vehicle is still in service with the JSDF today. As of 2016, a total of 68 vehicles were present in the JSDF's inventory from the initially planned 300.

- From Devblog

Media

Skins
Videos

See also

External links


Japan light tanks
Type 89  I-Go Ko
Type 95  Ha-Go · Ha-Go Commander
Type 98  Ke-Ni
Other  Ka-Mi
IFV  Type 89
RCV  Type 87 RCV (P) · Type 87 RCV · RCV (P)
MCV  Type 16 (P) · Type 16 (FPS) · Type 16
USA  ▅M24 · ▅M41A1