Difference between revisions of "Type 16 (FPS)"
(Created page) |
(Pretty Much Exact Same As Regular Type 16 Without Type 93 APDSFS.) |
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== Description == | == Description == | ||
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --> | <!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' --> | ||
− | The '''{{Specs|name}}''' is | + | The '''{{Specs|name}}''' is an early production model of the [[Type 16]] which belongs to the 14th Brigade, 15th Rapid Deployment Regiment, 1st 16 MCV company. |
+ | |||
+ | In War Thunder it was introduced in [[Update "Sky Guardians"]]. It's a premium that comes with the same shells and gameplay as the [[Type 16 (P)]], and the armour of the [[Type 16]]. Being a fast, wheeled vehicle it can traverse the map at high speeds, using Gen 3 thermals with a laser rangefinder to acquire targets on the fly making quick work on flanks and long range. At long-range sniping, the Type 16 also provides a laser warning system, which it can evade shots with if the driver responds to it with the mobility the Type 16 offers on top of smoke grenades which can be used to hide from helicopters. | ||
== General info == | == General info == | ||
Line 12: | Line 14: | ||
{{Specs-Tank-Armour}} | {{Specs-Tank-Armour}} | ||
<!-- ''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.'' --> | <!-- ''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.'' --> | ||
− | + | Even as a lightly armoured wheeled manoeuvrable combat vehicle, the Type 16 is rated to stop up to 30 mm autocannon shells; at up to 130 mm at LFP, quite good among most wheeled assault gun at its tier. This will provide enough defence against machine guns and autocannons but won't stand up against the common APFSDS shells that will be at this tier. | |
− | '''Armour type:''' | + | Further defence on the Type 16 will come in the form of smoke grenades, smoke shells, and a laser warning system providing intel on being targeted by a long-range tank readying up a shot which the driver can drive out of and lasers from helicopters setting up a missile that can be blocked by smoke. |
− | + | ||
− | * | + | '''Armour type:''' |
+ | |||
+ | * Rolled homogeneous armour | ||
+ | * Composite screen (hull sides and turret front) | ||
+ | * Wheel (tires) | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 22: | Line 28: | ||
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof | ! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof | ||
|- | |- | ||
− | | Hull || | + | | Hull || 20 mm (80°) ''Upper glacis'' <br> 5 + 150 + 35 mm (45°) ''Lower front plate'' || 15 mm ''Top'' <br> 10 mm ''Bottom'' || 20 mm (9°) || 5 - 20 mm |
|- | |- | ||
− | | Turret || | + | | Turret || 5 - 25 mm ''Turret front'' <br> 5 mm (61°) ''Spaced armour'' <br> 20 mm (65°) ''Gun mantlet'' || 25 mm <br> 5 mm (25°-38°) ''Spaced armour'' || 15 mm || 5 - 25 mm |
|- | |- | ||
− | | Cupola || | + | | Cupola || 25 mm (0°-13°) || 25 mm || 25 mm || 5 mm ''Commander hatch'' <br> 25 mm ''Outer ring'' |
|- | |- | ||
|} | |} | ||
+ | '''Notes:''' | ||
− | + | * Wheels and torsion bars are 10 mm thick. | |
− | + | * Belly armour is 15 mm thick. | |
+ | * Turret composite screen is 200 mm thick. | ||
=== Mobility === | === Mobility === | ||
{{Specs-Tank-Mobility}} | {{Specs-Tank-Mobility}} | ||
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --> | <!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --> | ||
− | |||
− | {{tankMobility}} | + | {{tankMobility|abMinHp=883|rbMinHp=504}} |
=== Modifications and economy === | === Modifications and economy === | ||
Line 49: | Line 56: | ||
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --> | <!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' --> | ||
{{main|JSW (105 mm)}} | {{main|JSW (105 mm)}} | ||
− | |||
− | |||
{| class="wikitable" style="text-align:center" width="100%" | {| class="wikitable" style="text-align:center" width="100%" | ||
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|- | |- | ||
! ''Arcade'' | ! ''Arcade'' | ||
− | | rowspan="2" | 40 || rowspan="2" | -6°/+15° || rowspan="2" | ±180° || rowspan="2" | Two-plane || | + | | rowspan="2" | 40 || rowspan="2" | -6°/+15° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 28.6 || 39.5 || 48.0 || 53.1 || 56.5 || rowspan="2" | 8.71 || rowspan="2" | 7.70 || rowspan="2" | 7.10 || rowspan="2" | 6.70 |
|- | |- | ||
! ''Realistic'' | ! ''Realistic'' | ||
− | | | + | | 17.9 || 21.0 || 25.5 || 28.2 || 30.0 |
|- | |- | ||
|} | |} | ||
+ | |||
+ | The primary armament of the Type 16 MCV is a 105 mm JSW cannon, derived from the L7A3 much like many other NATO vehicles. It features the standard selection of APFSDS, HESH, HEAT-FS, and smoke. While you will struggle against top-tier main battle tanks from the front, your gun is very effective against everything else. The HEAT-FS is especially effective against lightly armoured vehicles - it will often overpressure where the APFSDS will not deal sufficient damage. | ||
==== Ammunition ==== | ==== Ammunition ==== | ||
Line 72: | Line 79: | ||
==== [[Ammo racks]] ==== | ==== [[Ammo racks]] ==== | ||
− | + | [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] | |
− | <!-- '''Last updated:''' --> | + | <!-- '''Last updated: 2.15.1.70''' --> |
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|- | |- | ||
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! 1st<br>rack empty | ! 1st<br>rack empty | ||
! 2nd<br>rack empty | ! 2nd<br>rack empty | ||
− | ! 3rd<br>rack empty | + | ! 3rd<br>rack empty* |
− | ! 4th<br>rack empty | + | ! 4th<br>rack empty* |
− | |||
− | |||
! Visual<br>discrepancy | ! Visual<br>discrepancy | ||
|- | |- | ||
− | | '''40''' || | + | | '''40''' || 25 ''(+15)'' || 16 ''(+24)'' || 8 ''(+32)'' || 1 ''(+39)'' || No |
|- | |- | ||
|} | |} | ||
+ | '''Note''': | ||
+ | |||
+ | * The 3rd and 4th racks serve as first-stage ammo stowage. | ||
=== Machine guns === | === Machine guns === | ||
Line 95: | Line 103: | ||
{{main|M2HB (12.7 mm)|Type 74 (7.62 mm)}} | {{main|M2HB (12.7 mm)|Type 74 (7.62 mm)}} | ||
− | + | The Type 16 has an additional 7.62 mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility. | |
{| class="wikitable" style="text-align:center" width="50%" | {| class="wikitable" style="text-align:center" width="50%" | ||
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal | ! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal | ||
|- | |- | ||
− | | || | + | | Pintle || 1,000 (200) || 577 || -8°/+60° || ±120° |
|- | |- | ||
|} | |} | ||
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! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal | ! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal | ||
|- | |- | ||
− | | || | + | | Coaxial || 3,000 (250) || 701 || N/A || N/A |
|- | |- | ||
|} | |} | ||
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== Usage in battles == | == 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).'' --> | <!-- ''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).'' --> | ||
− | '' | + | '''General Playstyle''' |
+ | |||
+ | Like most light tanks at top tier, you are extremely mobile and capable of pulling off some early flanking attacks on the enemy, weakening them and possibly slowing them down while your MBT allies crawl to your position and mop up any remaining enemy armour. Additionally, the Type 16 possesses an extremely good combination of optics: you have access to both thermals and night vision as well as a nice zoom of 4.0x all the way to 13.3x which makes it an excellent sniper. The Type 16 also provides you with a laser warning system/range finder combo package which makes it easier to tell if you have gained the attention of any enemy tanks during your expedition into the wilderness. | ||
+ | |||
+ | '''Realistic Battles''' | ||
+ | |||
+ | In RB, it is best to use your speed either to flank the enemy in order to snipe and scout them or reach a nice camping spot in hopes of delaying their advance, ideally near a choke point in the map where they will be bunched up and find it hard to manoeuvre once they notice you, slowing them down just a little bit more. You serve a vital role in matches as any amount of time the enemy team spends dealing with you they also spend ignoring your allies and the capture points, delaying actions should be a priority even above killing as a dead tank can respawn and head elsewhere whereas you need to waste as much of their time as possible, knocking out engines and damaging tracks as well as scaring them via destroying their barrel (which almost always leads to the enemy running back behind friendly lines so they waste time prior to repairing) is all fair game, the more annoying you are the more likely your team will have the time needed to gain the upper hand and win. A final note, this vehicle can if needed brawl for a little while due to its lack of armour and the decently spaced crew layout but it should be your last resort both due to overpressure being an extreme danger and the fact that other light tanks like the BMP family will chew through the sides of the Type 16 with ease and quickly knock out the crew in close quarters. If at all possible, avoid brawling and use your speed to reposition and continue the fight at a distance. On city maps, try to run and get behind the enemy for quick ammo racks and engine fires. | ||
+ | |||
+ | '''Arcade Battles''' | ||
+ | |||
+ | In AB, your ability to flank is hampered by the different visibility mechanics, so it may be best to put lots of obstacles such as buildings or terrain between you and any enemy tanks while driving around the map in order to avoid this issue until your ready to strike. If the map lacks such terrain features, then you can also resort to acting as a support vehicle and stay with your teammates, using them as armour and providing fire support in addition to providing help with repairing all the breaches that are often damaged during top tier battles. Finally, being a scout tank makes you rather ideal for air support so whenever possible (and when it's safe) use it to help out allies in other parts of the map, your tank is fast but it can't be in two places at once, the air units you bring in can fix that little problem and can provide the much needed assistance your allies were lacking leading to a higher chance of winning the match. | ||
=== Pros and cons === | === Pros and cons === | ||
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | <!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | ||
− | |||
'''Pros:''' | '''Pros:''' | ||
− | * | + | |
+ | * Excellent mobility | ||
+ | * Same gun and general ammo choices as the NATO tanks | ||
+ | * Surprising sturdy at most part up front, up to 130 mm protection | ||
+ | * Gen 3 thermals for both gunner and commander | ||
'''Cons:''' | '''Cons:''' | ||
− | * | + | |
+ | * Large profile | ||
+ | * The sides were relatively unprotected, especially at the lower car frame where .50 cal can penetrate with ease | ||
+ | * Really does not like to accelerate in mud, snow or off-road conditions | ||
== History == | == History == | ||
Line 142: | Line 166: | ||
* ''reference to the series of the vehicles;'' | * ''reference to the series of the vehicles;'' | ||
* ''links to approximate analogues of other nations and research trees.'' --> | * ''links to approximate analogues of other nations and research trees.'' --> | ||
− | + | ;Related Development | |
− | * | + | * [[Type 16 (P)]] - <sub>Prototype</sub> |
− | * | + | * [[Type 16]] - <sub>Main Production</sub> |
+ | |||
+ | ;Other {{Annotation|MCV|Maneuver Combat Vehicle}}/{{Annotation|MGS|Mobile Gun Systems}}: | ||
+ | |||
+ | * [[File:Italy_flag.png|20px|link=]] [[Centauro (Family)]] | ||
+ | * [[File:South Africa_flag.png|20px|link=]] [[Rooikat (Family)]] | ||
+ | * [[File:FRG_flag.png|20px|link=]] [[Radkampfwagen 90]] | ||
+ | * [[File:USA_flag.png|20px|link=]] [[M1128]] | ||
+ | * [[File:France_flag.png|20px|link=]] [[AMX-10RC]] | ||
+ | * [[File:China_flag.png|20px|link=]] [[ZLT11]] | ||
== External links == | == External links == | ||
Line 150: | Line 183: | ||
* ''topic on the official game forum;'' | * ''topic on the official game forum;'' | ||
* ''other literature.'' --> | * ''other literature.'' --> | ||
− | |||
− | |||
− | |||
+ | * [[wt:en/news/8101-development-pre-order-type-16-fps-wheeled-spg-en|[Devblog] Pre-order: Type 16 (FPS) wheeled SPG]] | ||
+ | |||
+ | {{Manufacturer MHI}} | ||
{{Japan light tanks}} | {{Japan light tanks}} | ||
{{Japan premium ground vehicles}} | {{Japan premium ground vehicles}} | ||
[[Category:Wheeled ground vehicles]] | [[Category:Wheeled ground vehicles]] |
Revision as of 16:56, 9 March 2023
Contents
Description
The Type 16, First Production Serie is an early production model of the Type 16 which belongs to the 14th Brigade, 15th Rapid Deployment Regiment, 1st 16 MCV company.
In War Thunder it was introduced in Update "Sky Guardians". It's a premium that comes with the same shells and gameplay as the Type 16 (P), and the armour of the Type 16. Being a fast, wheeled vehicle it can traverse the map at high speeds, using Gen 3 thermals with a laser rangefinder to acquire targets on the fly making quick work on flanks and long range. At long-range sniping, the Type 16 also provides a laser warning system, which it can evade shots with if the driver responds to it with the mobility the Type 16 offers on top of smoke grenades which can be used to hide from helicopters.
General info
Survivability and armour
Even as a lightly armoured wheeled manoeuvrable combat vehicle, the Type 16 is rated to stop up to 30 mm autocannon shells; at up to 130 mm at LFP, quite good among most wheeled assault gun at its tier. This will provide enough defence against machine guns and autocannons but won't stand up against the common APFSDS shells that will be at this tier.
Further defence on the Type 16 will come in the form of smoke grenades, smoke shells, and a laser warning system providing intel on being targeted by a long-range tank readying up a shot which the driver can drive out of and lasers from helicopters setting up a missile that can be blocked by smoke.
Armour type:
- Rolled homogeneous armour
- Composite screen (hull sides and turret front)
- Wheel (tires)
Armour | Front (Slope angle) | Sides | Rear | Roof |
---|---|---|---|---|
Hull | 20 mm (80°) Upper glacis 5 + 150 + 35 mm (45°) Lower front plate |
15 mm Top 10 mm Bottom |
20 mm (9°) | 5 - 20 mm |
Turret | 5 - 25 mm Turret front 5 mm (61°) Spaced armour 20 mm (65°) Gun mantlet |
25 mm 5 mm (25°-38°) Spaced armour |
15 mm | 5 - 25 mm |
Cupola | 25 mm (0°-13°) | 25 mm | 25 mm | 5 mm Commander hatch 25 mm Outer ring |
Notes:
- Wheels and torsion bars are 10 mm thick.
- Belly armour is 15 mm thick.
- Turret composite screen is 200 mm thick.
Mobility
Game Mode | Max Speed (km/h) | Weight (tons) | Engine power (horsepower) | Power-to-weight ratio (hp/ton) | |||
---|---|---|---|---|---|---|---|
Forward | Reverse | Stock | Upgraded | Stock | Upgraded | ||
Arcade | 111 | 41 | 26 | 883 | 1,088 | 33.96 | 41.85 |
Realistic | 100 | 37 | 504 | 570 | 19.38 | 21.92 |
Modifications and economy
Armaments
Main armament
105 mm JSW | Turret rotation speed (°/s) | Reloading rate (seconds) | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mode | Capacity | Vertical | Horizontal | Stabilizer | Stock | Upgraded | Full | Expert | Aced | Stock | Full | Expert | Aced |
Arcade | 40 | -6°/+15° | ±180° | Two-plane | 28.6 | 39.5 | 48.0 | 53.1 | 56.5 | 8.71 | 7.70 | 7.10 | 6.70 |
Realistic | 17.9 | 21.0 | 25.5 | 28.2 | 30.0 |
The primary armament of the Type 16 MCV is a 105 mm JSW cannon, derived from the L7A3 much like many other NATO vehicles. It features the standard selection of APFSDS, HESH, HEAT-FS, and smoke. While you will struggle against top-tier main battle tanks from the front, your gun is very effective against everything else. The HEAT-FS is especially effective against lightly armoured vehicles - it will often overpressure where the APFSDS will not deal sufficient damage.
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 91 | HEATFS | 400 | 400 | 400 | 400 | 400 | 400 |
Type 75 | HESH | 127 | 127 | 127 | 127 | 127 | 127 |
M735 | APFSDS | 292 | 291 | 284 | 275 | 266 | 257 |
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% | ||||||||||
Type 91 | HEATFS | 1,150 | 9.4 | 0.05 | 0.1 | 1.57 | 65° | 72° | 77° | |||
Type 75 | HESH | 760 | 10.8 | 0.1 | 4 | 3.89 | 73° | 77° | 80° | |||
M735 | APFSDS | 1,501 | 3.72 | - | - | - | 78° | 80° | 81° |
Smoke shell characteristics | ||||||
---|---|---|---|---|---|---|
Ammunition | Velocity (m/s) |
Projectile mass (kg) |
Screen radius (m) |
Screen deploy time (s) |
Screen hold time (s) |
Explosive mass (TNT equivalent) (g) |
M416 | 732 | 11.6 | 16 | 5 | 25 | 50 |
Ammo racks
Full ammo |
1st rack empty |
2nd rack empty |
3rd rack empty* |
4th rack empty* |
Visual discrepancy |
---|---|---|---|---|---|
40 | 25 (+15) | 16 (+24) | 8 (+32) | 1 (+39) | No |
Note:
- The 3rd and 4th racks serve as first-stage ammo stowage.
Machine guns
The Type 16 has an additional 7.62 mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility.
12.7 mm M2HB | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Pintle | 1,000 (200) | 577 | -8°/+60° | ±120° |
7.62 mm Type 74 | ||||
---|---|---|---|---|
Mount | Capacity (Belt) | Fire rate | Vertical | Horizontal |
Coaxial | 3,000 (250) | 701 | N/A | N/A |
Usage in battles
General Playstyle
Like most light tanks at top tier, you are extremely mobile and capable of pulling off some early flanking attacks on the enemy, weakening them and possibly slowing them down while your MBT allies crawl to your position and mop up any remaining enemy armour. Additionally, the Type 16 possesses an extremely good combination of optics: you have access to both thermals and night vision as well as a nice zoom of 4.0x all the way to 13.3x which makes it an excellent sniper. The Type 16 also provides you with a laser warning system/range finder combo package which makes it easier to tell if you have gained the attention of any enemy tanks during your expedition into the wilderness.
Realistic Battles
In RB, it is best to use your speed either to flank the enemy in order to snipe and scout them or reach a nice camping spot in hopes of delaying their advance, ideally near a choke point in the map where they will be bunched up and find it hard to manoeuvre once they notice you, slowing them down just a little bit more. You serve a vital role in matches as any amount of time the enemy team spends dealing with you they also spend ignoring your allies and the capture points, delaying actions should be a priority even above killing as a dead tank can respawn and head elsewhere whereas you need to waste as much of their time as possible, knocking out engines and damaging tracks as well as scaring them via destroying their barrel (which almost always leads to the enemy running back behind friendly lines so they waste time prior to repairing) is all fair game, the more annoying you are the more likely your team will have the time needed to gain the upper hand and win. A final note, this vehicle can if needed brawl for a little while due to its lack of armour and the decently spaced crew layout but it should be your last resort both due to overpressure being an extreme danger and the fact that other light tanks like the BMP family will chew through the sides of the Type 16 with ease and quickly knock out the crew in close quarters. If at all possible, avoid brawling and use your speed to reposition and continue the fight at a distance. On city maps, try to run and get behind the enemy for quick ammo racks and engine fires.
Arcade Battles
In AB, your ability to flank is hampered by the different visibility mechanics, so it may be best to put lots of obstacles such as buildings or terrain between you and any enemy tanks while driving around the map in order to avoid this issue until your ready to strike. If the map lacks such terrain features, then you can also resort to acting as a support vehicle and stay with your teammates, using them as armour and providing fire support in addition to providing help with repairing all the breaches that are often damaged during top tier battles. Finally, being a scout tank makes you rather ideal for air support so whenever possible (and when it's safe) use it to help out allies in other parts of the map, your tank is fast but it can't be in two places at once, the air units you bring in can fix that little problem and can provide the much needed assistance your allies were lacking leading to a higher chance of winning the match.
Pros and cons
Pros:
- Excellent mobility
- Same gun and general ammo choices as the NATO tanks
- Surprising sturdy at most part up front, up to 130 mm protection
- Gen 3 thermals for both gunner and commander
Cons:
- Large profile
- The sides were relatively unprotected, especially at the lower car frame where .50 cal can penetrate with ease
- Really does not like to accelerate in mud, snow or off-road conditions
History
Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main
template. Be sure to reference text and sources by using <ref></ref>
, as well as adding them at the end of the article with <references />
. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===
, also if applicable).
Media
Excellent additions to the article would be video guides, screenshots from the game, and photos.
See also
- Related Development
- Type 16 (P) - Prototype
- Type 16 - Main Production
- Other MCV/MGS
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 · CTWV RCV |
MCV | Type 16 (P) · Type 16 (FPS) · Type 16 |
USA | ▅M24 · ▅M41A1 |
Japan premium ground vehicles | |
---|---|
Light tanks | Ha-Go Commander · Type 16 (FPS) |
Medium tanks | Chi-Ha Short Gun · Chi-He (5th Regiment) · Ka-Chi · Chi-Nu II · Type 74 (G) · Type 90 (B) "Fuji" |
Heavy tanks | Ro-Go · ▅Heavy Tank No.6 |
Tank destroyers | Ho-Ri Prototype · Type 75 MLRS |