Difference between revisions of "Ho-Ri Production"

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(Added disambig notice)
m (Pros and cons: Pro: Can bounce anything it faces at its battle rating when angled right > Can bounce anything when angled right. The Ho-Ri cannot bounce M829A1 or 3BM60 no matter how you angle it.)
 
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{{Specs-Card|code=jp_type_5_ho_ri_production}}
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{{About
{{Notice|''This page is about the tank destroyer '''{{PAGENAME}}'''. For the bundle version, see [[Ho-Ri Prototype]]''}}
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|about=tank destroyer '''{{PAGENAME}}'''
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|usage=the bundle version
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|link=Ho-Ri Prototype
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}}
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{{Specs-Card
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|code=jp_type_5_ho_ri_production
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
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}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to 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 the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
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<!-- ''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.'' -->
[[File:GarageImage_Ho-RiProduction.jpg|420px|thumb|left]]
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The '''Type 5 Ho-Ri''' ({{Annotation|五式砲戦車 「ホリ」|Go Shiki Hō-Sensha [Ho-Ri]}}) is a hypothetical production design of the [[Ho-Ri Prototype]] boasting more armour and a longer gun, making for a far more fearsome tank on the battlefield.
{{break}}
 
The '''{{specs|name}}''' is a Rank {{specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.73 "Vive la France"]].
 
  
The Ho-Ri has a distinctive sloped UFP, small gun mantlet, and long casemate hull. Note the large lower plate - it is quite vulnerable and can get your transmission destroyed.
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The {{PAGENAME}} was introduced in [[Update 1.73 "Vive la France"]]. While far stronger than its earlier iteration, it also faces much stronger opponents and may have the same drawbacks. Its armour has been increased from an effectively ~200 mm front plate to ~320 mm (120 mm construction) and a casemate boasting 200 - 225 mm armour protecting it decently well. The best course of action is to stay hull down and peek over ridges while using the -10° depression to increase its armour effectiveness and play it in a safe sniping position. The trade-off of superstructure armour is rewarded by forward mobility, accelerating to up to 40 km/h relatively quickly. A special feature of the Ho-Ri is its elevating roof armour: to reduce its vertical silhouette, the cannon breech can push the roof of the casemate up, to allow for the -10° depression it offers. This will expose the crew members, but won't be much of a threat as it's a very narrow angle for planes to strafe through and it doesn't cause the crew to be affected by explosive overpressure.
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and 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 helpfull for survival in combat?''
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{{Specs-Tank-Armour}}
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<!-- ''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.'' -->
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[[File:Ho-Ri frontal weak spot demonstration.jpg|450px|thumb|right|Destroying Ho-Ri with APHE in direct battle isn't really all that hard - simply aim for these square sheets protecting its radiators and fire. As long as your shell can penetrate 200 mm of armour it will instantly explode the tank, or at least take out the entirety of the crew in that part of the tank. If you are very good at aiming, you can aim a bit higher to hit the window which has only 175 mm of armour with potential of hitting an outer ammo rack directly, but reduced likelyhood of APHE hitting the ammo on the bottom of the tank.]]
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If you spot a Ho-Ri, never shoot it in the sloped UFP. It can bounce shells from even an [[Object 120]] and the only good thing that can come from it is if you get lucky and shell bounces into the barrel. Instead, aim for the 120 mm lower plate to immobilize it, or for the right side of the mantlet to knock out the gunner. Note that the outer edges of the mantlet are slightly weaker, so if using APHE aim for that if possible.
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Transmission is very sturdy and, combined with LFP armour, is too thick for lighter tanks and APHE, but some heavy pure AP tanks like [[Lorraine 40t]] can shoot through it and ammo rack the Ho-Ri in one shot.
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Tank is overall resistant to attempts of bombing and overpressure attacks with HE, but the back and the roof of the tank are weak enough to let sufficient amount of HE or bombs to instantly destroy the tank, therefore putting the front of the tank towards them is better than running away.
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There is also a minor, but important detail - whenever your gun is pointing down, it opens the hatch on top of your vehicle, so if the enemy attacker is trying to top-down your SPG, pull your gun up to make sure it won't destroy the vehicle. It is also possible to push HE inside of compartment when the hatch is opened, but for anything, with exception of rank I tanks, it would be easier to just shoot your tank directly.
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Overall, the Ho-Ri is highly resistant to light tanks and many relatively low-velocity shells when angled (such as even its own APHE), however at flat angle front can be easily penetrated (especially when fired at point blank), flat sides can be easily penetrated by almost anything at the BR, and the rear can be penetrated by SPAA. As such, in urban environment, it's best to cut corners and drive out onto enemy while already being angled.
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Worst case scenario, the Ho-Ri has 6 crew members, which are located in a very practical way (not just standing straight in the middle of the tank, but rather stand closer to the hull), so taking all of them out is a challenge in itself, and if player took less than maximal amount of ammo into fight, only the best-aimed shots can indefinitely knock out the tank with a single shot.
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
 
'''Armour type:'''
 
'''Armour type:'''
 +
 
* Rolled homogeneous armour
 
* Rolled homogeneous armour
 
* Cast homogeneous armour (Gun mantlet)
 
* Cast homogeneous armour (Gun mantlet)
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
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* Suspension wheels and bogies are 15 mm thick while tracks are 20 mm thick.
 
* Suspension wheels and bogies are 15 mm thick while tracks are 20 mm thick.
 
* Bogie guards in the side suspension provide rows of 10 mm RHA at their locations.
 
* Bogie guards in the side suspension provide rows of 10 mm RHA at their locations.
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* 20 mm RHA plates separate the engine compartment from the front and rear.
 
* 20 mm RHA plates separate the engine compartment from the front and rear.
  
If you spot a Ho-Ri, '''never''' shoot it in the sloped UFP. It can bounce shells from even a Object 120 and the only good thing that can come from it is if you get lucky and it bounces into the barrel. Instead, aim for the 120mm lower plate to destroy its mobility, or the right side of the mantlet to knock out the gunner. Note that the outer edges of the mantlet is slightly weaker, so if using APHE aim for that if possible.
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=== Mobility ===
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{{Specs-Tank-Mobility}}
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<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
=== Mobility ===
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{{tankMobility|abMinHp=1,562|rbMinHp=973}}
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and maneuverability as well as the maximum speed forward and backward.''-->
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{| class="wikitable" style="text-align:center"
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When spaded, the {{PAGENAME}} moves at the pace of a medium tank - about 40/30 km/h (AB/RB) forward and -10/-8 km/h (AB/RB) backwards when offroad. It climb hills easily, sometimes even getting up the mountains.
|-
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!colspan="3" | Mobility characteristic
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The biggest problem of this SPG is that its turn rate is quite low, and it lacks neutral steering. One must maximize "driving" skill of the crew to be able to indefinitely turn around, otherwise tank throttles and fails to turn around at gear 1-2, which can be easily exploited by enemy light tanks.
|-
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! Weight (tons)
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When just one track is broken, {{PAGENAME}} still can bounce around to continue fighting. It is also worth noting, that if one track and engine are broken, {{PAGENAME}} can barely turn around 1 degree per second, which is a big deal in urban combat.
!colspan="1" | Add-on Armor<br>weight (tons)
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!colspan="1" | Max speed (km/h)
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In Arcade mode {{PAGENAME}}'s engine is powerful enough to move hostile heavy tanks and push them around, denying repairs. Due to its hull shape, hostile tanks often get pulled on it and become completely helpless, especially when pushed against the wall, making tanks like [[T29]], [[IS-6]] and [[T-54 (1947)|T-54]] vulnerable to point blank finishers. Wide and agile medium tanks like [[T-44-100]] or [[Warrior]] often resist ramming attempts if away from walls and can eventually sidestep {{PAGENAME}}, but there is no practical need to ram them anyway. If you absolutely have to do it, do not leave them enough space to squeeze between {{PAGENAME}} and the wall, or they will escape.
|-
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|rowspan="2" | 65.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 44 (AB)
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While base turn rate of {{PAGENAME}} is low, it can accelerate forward until it reaches its maximum speed, then let go of gas and do an unexpectedly quick 180 degree spin, allowing it to catch fast tanks like [[Leopard I]] off guard. Be aware, that after seeing such trick even once, most people stop playing around and start firing exclusively at {{PAGENAME}} until it is annihilated, even if there are other tanks around. This is particularly useful in Arcade mode and is less useful in Realistic mode, as its power/weight ratio there is far less impressive.
|-
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|40 (RB/SB)
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=== Modifications and economy ===
|-
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{{Specs-Economy}}
!colspan="3" | Engine power (horsepower)
 
|-
 
!colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|1,562
 
|1,924
 
|-
 
|''Realistic/Simulator''
 
|973
 
|1,100
 
|-
 
!colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
!colspan="1" | Mode
 
!Stock
 
!Upgraded
 
|-
 
|''Arcade''
 
|24.03
 
|29.60
 
|-
 
|''Realistic/Simulator''
 
|14.97
 
|16.92
 
|-
 
|}
 
  
 
== Armaments ==
 
== Armaments ==
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{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
=== Main armament ===
<!--''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 flexibilty 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.''-->
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{{Specs-Tank-Weapon|1}}
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<!-- ''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|Type 5 (105 mm)}}
 
{{main|Type 5 (105 mm)}}
  
{| class="wikitable" style="text-align:center"
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The weapon used by the Ho-Ri is mostly suited to attack medium and heavy tanks, while heavy SPG and hull-down tanks at its BR can mostly deflect its shots unless a weak spot is hit. As such, engaging other SPG is always a great risk.
|-
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! colspan="6" | [[Type 5 (105 mm)|105 mm Type 5]]
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While APHE used by it sometimes struggles at penetrating enemy and hasty shot might result in ricochet, if it penetrates the enemy tank is probably going to blow up, making destroying anything like [[Tiger II (10.5 cm Kw.K)]] and [[Centurion (Family)]] relatively easy, which is also supported by SPG armour being able to bounce most, if not all, of their reply shots. Gun is also relatively easy to handle on move if self-discipline is maintained.
|-
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! colspan="3" rowspan="1" style="width:5em" |Capacity
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In close quarters, if gunner got taken out and situation looks grim, the Ho-Ri can ram the opponent and pull them onto a rock, wall, hill, or even itself, then push APHE into their now un-angled hull as soon as someone replaces the gunner. Usually APHE is potent enough to reach the ammo rack or the crew and knocks out the tank with a single shot, but if ammo rack is destroyed, the chain reaction also often destroys or completely immobilizes the Ho-Ri as well.
! rowspan="1" | Vertical <br> guidance
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! rowspan="1" | Horizontal <br> guidance
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Apart from APHE, the gun can be armed with "Experimental HE", which is generally used to simply destroy light tanks without having to aim for too long. It can also be used to attack tank with unreasonably strong turrets and/or frontal armour without resorting to close range combat, due to its ability to hit their weak roof armour and destroy the entire crew via overpressure damage. It's not as strong as ones found on [[type 75 SPH]], so it should only be used when necessary.
! rowspan="1" | Stabilizer
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|-
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{| class="wikitable" style="text-align:center" width="100%"
| colspan="3" | 51 || -10°/+20° || ±10° || N/A
 
 
|-
 
|-
! colspan="6" | Turret rotation speed (°/s)
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! colspan="5" | [[Type 5 (105 mm)|105 mm Type 5]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 
|-
 
|-
! style="width:4em" |Mode
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! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
! style="width:4em" |Stock
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! Stock !! Upgraded !! Full !! Expert !! Aced
! style="width:4em" |Upgraded
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! Stock !! Full !! Expert !! Aced
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
 
|-
 
|-
| ''Arcade'' || 3.60 || __.__ || __.__ || __.__ || __.__
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! ''Arcade''
 +
| rowspan="2" | 51 || rowspan="2" | -10°/+20° || rowspan="2" | ±10° || rowspan="2" | N/A || 5.3 || 7.3 || 8.9 || 9.8 || 10.5 || rowspan="2" | 11.18 || rowspan="2" | 9.89 || rowspan="2" | 9.12 || rowspan="2" | 8.60
 
|-
 
|-
| ''Realistic'' || 3.60 || __.__ || __.__ || __.__ || __.__
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! ''Realistic''
|-
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| 3.6 || 4.2 || 5.1 || 5.6 || 6.0
! colspan="4" | Reloading rate (seconds)
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
| 11.10 || __.__ || __.__ || __.__
 
 
|-
 
|-
 
|}
 
|}
  
===== Ammunition =====
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==== Ammunition ====
{| class="wikitable sortable" style="text-align:center" width="100%"
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{{:Type 5 (105 mm)/Ammunition|Type 2 APHE, Experimental HE}}
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 90°'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| Type 2 APHE || APHE || 234 || 230 || 209 || 184 || 163 || 141
 
|-
 
| Experimental HE || HE || 30 || 30 || 30 || 30 || 30 || 30
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="11" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| Type 2 APHE || APHE || 1000 || 16 || 1.3 || 15 || 200 || ° || 47° || 60° || 65°
 
|-
 
| Experimental HE || HE || 920 || 16 || 0.1 || 0.1 || 2,520 || +0° || 79° || 80° || 81°
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
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==== [[Ammo racks]] ====
[[File:Ammoracks Ho-Ri Prototype.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the Ho-Ri Prototype (identical to Production type).]]
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[[File:Ammoracks_Ho-Ri_Prototype.png|right|thumb|x250px|[[Ammo racks]] of the Ho-Ri Prototype (identical to Production type).]]
{| class="wikitable sortable" style="text-align:center"
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<!-- '''Last updated:''' -->
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{| class="wikitable" style="text-align:center"
 
|-
 
|-
! class="wikitable unsortable" |Full<br /> ammo
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! Full<br>ammo
! class="wikitable unsortable" |1st<br /> rack empty
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! 1st<br>rack empty
! class="wikitable unsortable" |2nd<br /> rack empty
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! 2nd<br>rack empty
! class="wikitable unsortable" |3rd<br /> rack empty
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! 3rd<br>rack empty
! class="wikitable unsortable" |4th<br /> rack empty
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! 4th<br>rack empty
! class="wikitable unsortable" |5th<br /> rack empty
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! 5th<br>rack empty
! class="wikitable unsortable" |Visual<br /> discrepancy
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! Visual<br>discrepancy
 
|-
 
|-
|| '''51''' || 46&nbsp;''(+5)'' || 40&nbsp;''(+11)'' || 30&nbsp;''(+21)'' || 12&nbsp;''(+39)'' || 1&nbsp;''(+50)'' || style="text-align:left" | no
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| '''51''' || 46&nbsp;''(+5)'' || 40&nbsp;''(+11)'' || 30&nbsp;''(+21)'' || 12&nbsp;''(+39)'' || 1&nbsp;''(+50)'' || No
 
|-
 
|-
 
|}
 
|}
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Casemate sides empty: 40''(+11)''
 
Casemate sides empty: 40''(+11)''
  
== Usage in the battles ==
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== 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 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).''-->
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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).'' -->
The Ho-Ri should be primarily played as a medium to long range sniper. Your potent cannon can dispatch most enemies and the thick frontal armour will stop most shots, especially the UFP which is basically an auto-bounce zone. Be careful in close quarters - the Ho-Ri turns quite slowly when not up to speed and an easy shot to the LFP will instantly eliminate your mobility allowing for an easy flank. Your surprisingly fast speed will also assist when getting to nice sniping spots, and the comically speedy reverse allows you to retreat when getting overrun. Note that your reverse is bugged and thus you cannot go past the first gear without either using a manual transmission OR using your reverse cruise control.
 
  
The Ho-Ri can be used in multiple roles. Its most effective at medium range, where it's harder for the enemy to aim for the lower plate and shells have a harder time penetrating the mantlet, making it easy for you to destroy them. The Ho-Ri is also quite potent at long range, particularly in downtiers, where your gun remains effective (though less so) and your armour becomes even better. Be careful using it as a brawler, however. Your transmission is easier to hit, the mantlet is easier to penetrate, and faster foes can surround you easier and get a shot at your weak side armour.
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The Ho-Ri can be used in multiple roles. Its most effective at medium range, where it's harder for the enemy to aim for the lower plate and shells have a harder time penetrating the mantlet, making it easy for you to destroy them. The Ho-Ri is also quite potent at long range, particularly in down-tiers, where your gun remains effective (though less so) and your armour becomes even better. Be careful using it as a brawler, however. Your transmission is easier to hit, the mantlet is easier to penetrate, and faster foes can surround you easier and get a shot at your weak side armour.
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 +
The Ho-Ri should be primarily played as a medium to long range sniper. Your potent cannon can dispatch most enemies and the thick frontal armour will stop most shots, especially the UFP which is basically an auto-bounce zone. Be careful in close quarters - the Ho-Ri turns quite slowly when not up to speed and an easy shot to the LFP will instantly eliminate your mobility allowing for an easy flank. Your surprisingly fast acceleration will also assist when getting to nice sniping spots, and the speedy reverse allows you to retreat when getting overrun.
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Due to the Ho-Ri having more effective armour than most tanks at BR, and its weapon capable of single-shot knock-outs, it can be used as a flank attacker or even brawler in close range. The idea is to flank enemy, destroy as many tanks as possible before they realized what's going on, and then try to destroy them 1 by 1. While this strategy is most useful in AB (due to increased mobility of the vehicle and sometimes limited map space) and requires high "driving" crew skill, the Ho-Ri is undeniably scary in close quarters, due to it being able to survive dozens of direct shots (as example, 3 poorly placed direct shots of [[Centurion Mk.5 AVRE]] and about 10 shots from [[Tiger II (P)]]) and even somehow come out on top in 1v3 fights. Try to keep your head cool though, as while going completely berserk and sweeping streets of enemy tanks, one might forget about lighter enemy tanks like [[Vickers MBT]] and [[Panther II]], users of which will never miss their opportunity to snipe ammo rack of an unsuspecting opponent from 50 to 2,000 m alike.
  
 
Some concerning enemies are:
 
Some concerning enemies are:
* T-54 1947: This tank can be quite the pain to destroy, and if they are using the more advanced APHE shells found in the 100mm gun they can wipe out most of your crew in the mantlet. Your biggest chance at destroying them is through a trap shot or the mantlet at very close range.
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* AMX-50 Foch: Wielding a powerful cannon and heavy sloped armour, the Foch is a rare yet dangerous enemy. Aim for the gun.
+
* [[T-54 (1947)]]: This tank can be quite the pain to destroy, and if they are using the more advanced APHE shells found in the 100 mm gun they can wipe out most of your crew in the mantlet. Your biggest chance at destroying them is through the commander's cupola, the shot trap at the mantlet, or the mantlet itself at very close range. In arcade mode, one can try to ram T-54 to fire at the base of their turret and also push them onto something to fire a gun at their exposed roof, though in case T-54 in question had full ammunition load, the sheer power of explosion might take the Ho-Ri out as collateral. As such, the safest way to fight a T-54 head-on at close range is firing at their commander cupola, as even if it is sometimes harder to aim at, at least you do not have to push them anywhere and T-54 has lesser chances of causing chain explosions to take Ho-Ri out that way.
* T32: Though rare, this tank is completely immune from your gun in the front while it can still go through your lower plate easily. Shoot the barrel and either flank him or retreat.
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* [[IS-2]] / [[IS-2 (1944)]] / [[ISU-122]]: These machines carry a huge 122 mm cannon that penetrates literally anything they see, including the Ho-Ri. Their shells will go through the Ho-Ri's vertical armour of the fighting compartment pretty easily, killing the crew inside or detonating the ammo. To deal with the IS-2, try get a shot at them before the notice you / when they are reloading. These tanks tend to get knocked out with a single shot due to their lack of crew or the cramped interior. For the IS-2, aim for the hull armour that curves and blends into the side, or aim at the turret cheeks. For the IS-2 (1944), only go for the turret as the hull is very thick and well sloped. For the ISU-122, aim at anywhere but the gun mantlet, as it often absorb shells or cause ricochet.
 +
* [[AMX-50 Foch]]: Wielding a powerful cannon and heavy sloped armour, the Foch is a rare yet dangerous enemy. Do not give them time to knock you out with a single shot through the transmission and aim for the gun. If your quick aim is good enough, one or two shots to optics on top of the hull will destroy Foch, due to APHE spalling down inside of heavy SPG. In the worst case scenario, you can just de-track it and call your teammates, which is not a bad idea, considering Foch drivers like ramming their opponents, rendering them unable to do anything.
 +
* [[T32E1]]: Though rare, this tank is completely immune to your APHE in the front, while it can still go through your lower plate easily. Shoot the barrel and either flank it or retreat.
 +
* [[Jagdtiger]]: It's best to just retreat on sight of this SPG, as it can easily knock out the Ho-Ri with a single shot, while it's barely possible to destroy it back. If direct combat is unavoidable, try to destroy its gun first. MG port weak spot on the hull can be exploited to do crew damage, but the shot must be pixel perfect and even with arcade mode aim assist you will likely fail to push the shell through, so only try that if there is no other way. If the Ho-Ri is on the low ground, an LFP shot becomes possible, resulting in a knock-out.
 +
* ATGM light tanks and high tier SPAA: While APHE is adequate at destroying most of the light tanks, it is sometimes better to load "experimental HE", especially for the ones, which carry ATGM as secondary weapons. Keep in mind, that certain light tanks like [[BMP-1|BMP series]] and [[Warrior]] will resist poorly landed explosives and should be attacked with APHE until disabled. If low calibre non-combat SPAA is trying to destroy the Ho-Ri, you can just put your rear next to a wall and make sure the roof hatch is closed. They will not be able to do anything to you like this.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
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<!-- ''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:'''
 +
 
* Heavy amount of frontal sloped armour
 
* Heavy amount of frontal sloped armour
* Can bounce '''anything''' when angled right  
+
* Can bounce '''anything''' it faces at its battle rating when angled right
* Everything under 7.0 is cannon fodder
+
* Very fast for a heavy SPG, with high acceleration thanks to its massive engine
* Very fast with high acceleration thanks to its massive engine
+
* Reverse speed is good enough to get away from trouble and even when the Ho-Ri loses one track it can still balance around to continue fighting
* High velocity cannon with decent penetration and high post-penetration damage
+
* High-velocity cannon with decent penetration and high post-penetration damage, perfect against medium tanks
* Very fast reverse speed
 
 
* Good gun depression
 
* Good gun depression
 +
 
'''Cons:'''
 
'''Cons:'''
* No neutral-steering.
+
 
* Can get outflanked easily.
+
* No neutral steering
* Often uptiered.
+
* Can get outflanked by turret tanks easily
* Can't use its amazing reverse speed without manual transmission or cruise control.
+
* Enemy heavy SPG destroy it easily and usually shrug off its attacks
* Mantlet is easily penetrated in close quarters, especially against sabot rounds.
+
* Mantlet is easily penetrated in close quarters, especially by sabot rounds
* Large weakspot in the LFP, resulting in a quick death to the mobility.
+
* Large weak spot in the LFP, protected by transmission, resulting in a quick immobilization
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
+
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 +
In September 1942, the Japanese Army Staff received word of the new American M4 Sherman tank, which they realized had completely outclassed every Japanese tank in production at the time. There were three projects proposed by the Staff, each bearing their own gun selection; the 47 mm ''Kou'', 57 mm ''Otsu'', and 75 mm ''Hei'' designs. As combat data was filtered to the Japanese High Command, they ordered that the model ''Kou'' and ''Otsu'' merge to become the basis of what would eventually become the Type 4 [[Chi-To]]. Meanwhile, the ''Hei'' proposal would lead to the development of the Type 5 [[Chi-Ri II|Chi-Ri]].
 +
 
 +
Additional development projects came from a change in the Weapons Administration Headquarters Research Policy in July of 1943, a change that was made due to analyzing tank warfare between the German Army and the Soviet Union. Through the analysis of said data, the Japanese Army shifted their tank doctrine towards an emphasis on developing tanks that prioritized anti-armour missions instead of infantry support. Upon the enacting of this policy, the Army started a program to develop a series of tank destroyers based on the chassis of the medium tanks being designed.
 +
 
 +
The Type 5 Chi-Ri was chosen to become the basis for a new tank destroyer, as it was Japan's primary medium tank project and was more mature than other alternatives, while also mounting some of the most advanced technology Japan had produced at the time.
 +
 
 +
The tank destroyer would eventually be titled the '''Ho-Ri'''. Development of the vehicle began shortly after the Chi-Ri's, and after the decision was made to use the reliable coil spring suspension system that the Japanese manufacturers were familiar with, the Army began work on designing the superstructure and casemate with the first design mimicking the Chi-Ri chassis entirely and replacing the turret with a reinforced rear-mounted superstructure.
 +
 
 +
During the development of the new tank destroyer series, the Army chose to design a new anti-tank gun to fit the role. In July of 1943, the Army Military Customs Council began designing a 105 mm anti-tank gun based off of the Type 96 150 mm Strategic artillery cannon. It was shortened and given a single piece barrel and tank breech. Unfortunately, the two chief engineers of the cannon project the task that it meet a requirement of penetrating 200 mm at 1,000 m with a 1,000 m/s muzzle velocity. Naturally, the tank gun was not capable of this and instead was only able to penetrate 150 mm at 1,000 m with a 915 m/s muzzle velocity. Although it did not meet the requirements, it was still superior to any other Japanese tank gun and was accepted into service as the Type 5 10cm.
 +
 
 +
Originally, the Ho-Ri was to keep the hull-mounted Type 1 37 mm from the Chi-Ri due to the idea that the primary cannon could only do so much for itself and a secondary weapon was required. The development of the design was split into to concepts; one being a rear mounted superstructure with a central engine (Ho-Ri I) and the other being a centralized superstructure with a rear engine placement (Ho-Ri II). The engine selection was quite different from the traditional diesel engines that powered most Japanese tanks throughout their production. Instead, Japan had used a V12 gasoline aircraft engine designed by BMW, making 550 horsepower at 1,500 RPM. This engine was chosen due to the industrial capacity of Japan reaching its peak, and many assets from aircraft development were readily available for usage.
 +
 
 +
However, by the time both designs of the vehicle were proposed, the armour was no longer sufficient to thwart most US anti-tank armaments. Despite this, the design showed considerable promise and it was ordered that a third vehicle be designed with significantly improved armour. This new design was commonly labeled as '''Ho-Ri III'''.
 +
 
 +
The Ho-Ri III took the basis of the Ho-Ri I and revamped it, changing the frontal plate from a flat 75 mm thick plate to a 120 mm thick plate sloped at 70°, deleting the hull-mounted 37 mm gun in the process. Although this was seen as a considerable blow to the tank's self-defense capabilities, it was accepted due to its vastly improved survivability. The removal of the 37 mm gun meant that the extra crew member who previously operated the gun could be used as a second loader to assist with the autoloading mechanism and provide shells for the primary loader.
 +
 
 +
The construction of the prototype was completed in 1944 and achieved a top speed of 40 km/h during trials. Being seen as a success, the Army ordered 5 units of the vehicle and put it into service as the '''Type 5 Ho-Ri'''. However only one operable prototype was fully completed by the war's end and the series only made it to 50% completion, resulting in the design being scrapped and no further testing was pursued.
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
== Read also ==
+
;Skins
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
+
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_type_5_ho_ri_production Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
{{Skin-gallery|market|ugcitem_1000314|Type 5 Ho-Ri Operation Ketsugo.png|Camo "Operation Ketsugo"}}
 +
 
 +
;Videos
 +
{{Youtube-gallery|B2woWvJK4ew|'''Top 7 most armoured vehicles''' discusses the {{PAGENAME}} at 1:51 - ''War Thunder Official Channel''|xF4-TcnyWw0|'''Best tank destroyers''' discusses the {{PAGENAME}} at 3:35 - ''War Thunder Official Channel''}}
 +
 
 +
== See also ==
 +
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''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.''-->
''ETC.''
 
  
== Sources ==
+
;Related development
''Paste links to sources and external resources, such as:''
+
 
 +
* [[Chi-Ri II]]
 +
** [[Ho-Ri Prototype]]
 +
 
 +
;Other vehicles of similar configuration and role
 +
 
 +
* [[File:Germany flag.png|30px|link=]] [[Ferdinand]] / [[Elefant]]
 +
* [[File:Germany flag.png|30px|link=]] [[Jagdpanther]]
 +
* [[File:Germany flag.png|30px|link=]] [[Jagdtiger]]
 +
* [[File:USSR flag.png|30px|link=]] [[Object 268]]
 +
* [[File:USA flag.png|30px|link=]] [[T28]] / [[T95]]
 +
* [[File:Britain flag.png|30px|link=]] [[Tortoise]]
 +
* [[File:France flag.png|30px|link=]] [[AMX-50 Foch]]
 +
 
 +
== External links ==
 +
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''other literature.''
+
* ''other literature.'' -->
 +
 
 +
* [[Wikipedia:Type_5_Chi-Ri_medium_tank#Variants|[Wikipedia] Type 5 Chi-Ri medium tank - Variants]]
  
 +
{{TankManufacturer Mitsubishi}}
 
{{Japan tank destroyers}}
 
{{Japan tank destroyers}}

Latest revision as of 10:27, 23 July 2024

Rank 7 USA
F-5C Pack
This page is about the tank destroyer Ho-Ri Production. For the bundle version, see Ho-Ri Prototype.
Ho-Ri Production
jp_type_5_ho_ri_production.png
GarageImage Ho-Ri Production.jpg
ArtImage Ho-Ri Production.png
Ho-Ri Production
AB RB SB
7.3 7.3 7.3
Research:95 000 Specs-Card-Exp.png
Purchase:270 000 Specs-Card-Lion.png
Show in game

Description

The Type 5 Ho-Ri (五式砲戦車 「ホリ」) is a hypothetical production design of the Ho-Ri Prototype boasting more armour and a longer gun, making for a far more fearsome tank on the battlefield.

The Ho-Ri Production was introduced in Update 1.73 "Vive la France". While far stronger than its earlier iteration, it also faces much stronger opponents and may have the same drawbacks. Its armour has been increased from an effectively ~200 mm front plate to ~320 mm (120 mm construction) and a casemate boasting 200 - 225 mm armour protecting it decently well. The best course of action is to stay hull down and peek over ridges while using the -10° depression to increase its armour effectiveness and play it in a safe sniping position. The trade-off of superstructure armour is rewarded by forward mobility, accelerating to up to 40 km/h relatively quickly. A special feature of the Ho-Ri is its elevating roof armour: to reduce its vertical silhouette, the cannon breech can push the roof of the casemate up, to allow for the -10° depression it offers. This will expose the crew members, but won't be much of a threat as it's a very narrow angle for planes to strafe through and it doesn't cause the crew to be affected by explosive overpressure.

General info

Survivability and armour

Armourfront / side / back
Hull120 / 75 / 35
Turret225 / 75 / 35
Crew6 people
Visibility130 %
Destroying Ho-Ri with APHE in direct battle isn't really all that hard - simply aim for these square sheets protecting its radiators and fire. As long as your shell can penetrate 200 mm of armour it will instantly explode the tank, or at least take out the entirety of the crew in that part of the tank. If you are very good at aiming, you can aim a bit higher to hit the window which has only 175 mm of armour with potential of hitting an outer ammo rack directly, but reduced likelyhood of APHE hitting the ammo on the bottom of the tank.

If you spot a Ho-Ri, never shoot it in the sloped UFP. It can bounce shells from even an Object 120 and the only good thing that can come from it is if you get lucky and shell bounces into the barrel. Instead, aim for the 120 mm lower plate to immobilize it, or for the right side of the mantlet to knock out the gunner. Note that the outer edges of the mantlet are slightly weaker, so if using APHE aim for that if possible.

Transmission is very sturdy and, combined with LFP armour, is too thick for lighter tanks and APHE, but some heavy pure AP tanks like Lorraine 40t can shoot through it and ammo rack the Ho-Ri in one shot.

Tank is overall resistant to attempts of bombing and overpressure attacks with HE, but the back and the roof of the tank are weak enough to let sufficient amount of HE or bombs to instantly destroy the tank, therefore putting the front of the tank towards them is better than running away.

There is also a minor, but important detail - whenever your gun is pointing down, it opens the hatch on top of your vehicle, so if the enemy attacker is trying to top-down your SPG, pull your gun up to make sure it won't destroy the vehicle. It is also possible to push HE inside of compartment when the hatch is opened, but for anything, with exception of rank I tanks, it would be easier to just shoot your tank directly.

Overall, the Ho-Ri is highly resistant to light tanks and many relatively low-velocity shells when angled (such as even its own APHE), however at flat angle front can be easily penetrated (especially when fired at point blank), flat sides can be easily penetrated by almost anything at the BR, and the rear can be penetrated by SPAA. As such, in urban environment, it's best to cut corners and drive out onto enemy while already being angled.

Worst case scenario, the Ho-Ri has 6 crew members, which are located in a very practical way (not just standing straight in the middle of the tank, but rather stand closer to the hull), so taking all of them out is a challenge in itself, and if player took less than maximal amount of ammo into fight, only the best-aimed shots can indefinitely knock out the tank with a single shot.

Armour type:

  • Rolled homogeneous armour
  • Cast homogeneous armour (Gun mantlet)
Armour Front (Slope angle) Sides Rear Roof
Hull 120 mm (70°) Front glacis
120 mm (8°), 60 mm (67°) Lower glacis
100 mm (16°) Hull cheeks
75 mm (17°) Top
75 mm Bottom
35 mm (10-40°) 20 mm
Superstructure 200-225 mm (5-20°) Superstructure front
175-225 mm Gun mantlet
175 mm (5°) Vision slits
50-200 mm (45°) Barrel shroud
75 mm (17-48°) 35 mm (5°) 20-35 mm

Notes:

  • Suspension wheels and bogies are 15 mm thick while tracks are 20 mm thick.
  • Bogie guards in the side suspension provide rows of 10 mm RHA at their locations.
  • Belly armour is 20 mm thick.
  • Hull underside right above tracks is 20 mm thick.
  • 20 mm RHA plates separate the engine compartment from the front and rear.

Mobility

Speedforward / back
AB44 / 10 km/h
RB and SB41 / 9 km/h
Number of gears8 forward
2 back
Weight65.0 t
Engine power
AB2 099 hp
RB and SB1 100 hp
Power-to-weight ratio
AB32.3 hp/t
RB and SB16.9 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 44 10 65 1,562 2,099 24.03 32.29
Realistic 41 9 973 1,100 14.97 16.92

When spaded, the Ho-Ri Production moves at the pace of a medium tank - about 40/30 km/h (AB/RB) forward and -10/-8 km/h (AB/RB) backwards when offroad. It climb hills easily, sometimes even getting up the mountains.

The biggest problem of this SPG is that its turn rate is quite low, and it lacks neutral steering. One must maximize "driving" skill of the crew to be able to indefinitely turn around, otherwise tank throttles and fails to turn around at gear 1-2, which can be easily exploited by enemy light tanks.

When just one track is broken, Ho-Ri Production still can bounce around to continue fighting. It is also worth noting, that if one track and engine are broken, Ho-Ri Production can barely turn around 1 degree per second, which is a big deal in urban combat.

In Arcade mode Ho-Ri Production's engine is powerful enough to move hostile heavy tanks and push them around, denying repairs. Due to its hull shape, hostile tanks often get pulled on it and become completely helpless, especially when pushed against the wall, making tanks like T29, IS-6 and T-54 vulnerable to point blank finishers. Wide and agile medium tanks like T-44-100 or Warrior often resist ramming attempts if away from walls and can eventually sidestep Ho-Ri Production, but there is no practical need to ram them anyway. If you absolutely have to do it, do not leave them enough space to squeeze between Ho-Ri Production and the wall, or they will escape.

While base turn rate of Ho-Ri Production is low, it can accelerate forward until it reaches its maximum speed, then let go of gas and do an unexpectedly quick 180 degree spin, allowing it to catch fast tanks like Leopard I off guard. Be aware, that after seeing such trick even once, most people stop playing around and start firing exclusively at Ho-Ri Production until it is annihilated, even if there are other tanks around. This is particularly useful in Arcade mode and is less useful in Realistic mode, as its power/weight ratio there is far less impressive.

Modifications and economy

Repair costBasic → Reference
AB5 297 → 6 552 Sl icon.png
RB5 446 → 6 736 Sl icon.png
SB8 857 → 10 956 Sl icon.png
Total cost of modifications76 500 Rp icon.png
130 000 Sl icon.png
Talisman cost2 000 Ge icon.png
Crew training78 000 Sl icon.png
Experts270 000 Sl icon.png
Aces1 100 Ge icon.png
Research Aces670 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 210 / 240 % Sl icon.png
190 / 190 / 190 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
5 300 Rp icon.png
Cost:
8 600 Sl icon.png
175 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
4 500 Rp icon.png
Cost:
7 300 Sl icon.png
150 Ge icon.png
Mods new tank break.png
Brake System
Research:
4 500 Rp icon.png
Cost:
7 300 Sl icon.png
150 Ge icon.png
Mods new tank filter.png
Filters
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
220 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
430 Ge icon.png
Mods new tank engine.png
Engine
Research:
13 000 Rp icon.png
Cost:
21 000 Sl icon.png
430 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 400 Rp icon.png
Cost:
8 600 Sl icon.png
175 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
2 900 Rp icon.png
Cost:
7 300 Sl icon.png
150 Ge icon.png
Mods tank reinforcement jp.png
Crew Replenishment
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
220 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
5 300 Rp icon.png
Cost:
8 600 Sl icon.png
175 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
4 500 Rp icon.png
Cost:
7 300 Sl icon.png
150 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
6 700 Rp icon.png
Cost:
11 000 Sl icon.png
220 Ge icon.png

Armaments

Main armament

105 mm Type 5 cannon
Ammunition51 rounds
Reloadbasic crew → aces
11.1 → 8.6 s
Vertical guidance-10° / 20°
Horizontal guidance-10° / 10°
Main article: Type 5 (105 mm)

The weapon used by the Ho-Ri is mostly suited to attack medium and heavy tanks, while heavy SPG and hull-down tanks at its BR can mostly deflect its shots unless a weak spot is hit. As such, engaging other SPG is always a great risk.

While APHE used by it sometimes struggles at penetrating enemy and hasty shot might result in ricochet, if it penetrates the enemy tank is probably going to blow up, making destroying anything like Tiger II (10.5 cm Kw.K) and Centurion (Family) relatively easy, which is also supported by SPG armour being able to bounce most, if not all, of their reply shots. Gun is also relatively easy to handle on move if self-discipline is maintained.

In close quarters, if gunner got taken out and situation looks grim, the Ho-Ri can ram the opponent and pull them onto a rock, wall, hill, or even itself, then push APHE into their now un-angled hull as soon as someone replaces the gunner. Usually APHE is potent enough to reach the ammo rack or the crew and knocks out the tank with a single shot, but if ammo rack is destroyed, the chain reaction also often destroys or completely immobilizes the Ho-Ri as well.

Apart from APHE, the gun can be armed with "Experimental HE", which is generally used to simply destroy light tanks without having to aim for too long. It can also be used to attack tank with unreasonably strong turrets and/or frontal armour without resorting to close range combat, due to its ability to hit their weak roof armour and destroy the entire crew via overpressure damage. It's not as strong as ones found on type 75 SPH, so it should only be used when necessary.

105 mm Type 5 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 51 -10°/+20° ±10° N/A 5.3 7.3 8.9 9.8 10.5 11.18 9.89 9.12 8.60
Realistic 3.6 4.2 5.1 5.6 6.0

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
Type 2 APHE APHE 233 228 205 181 159 140
Experimental HE HE 30 30 30 30 30 30
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%
Type 2 APHE APHE 1,000 16 1.2 19 200 47° 60° 65°
Experimental HE HE 920 16 0 0.1 2,520 79° 80° 81°

Ammo racks

Ammo racks of the Ho-Ri Prototype (identical to Production type).
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
51 46 (+5) 40 (+11) 30 (+21) 12 (+39) (+50) No

Casemate sides empty: 40(+11)

Usage in battles

The Ho-Ri can be used in multiple roles. Its most effective at medium range, where it's harder for the enemy to aim for the lower plate and shells have a harder time penetrating the mantlet, making it easy for you to destroy them. The Ho-Ri is also quite potent at long range, particularly in down-tiers, where your gun remains effective (though less so) and your armour becomes even better. Be careful using it as a brawler, however. Your transmission is easier to hit, the mantlet is easier to penetrate, and faster foes can surround you easier and get a shot at your weak side armour.

The Ho-Ri should be primarily played as a medium to long range sniper. Your potent cannon can dispatch most enemies and the thick frontal armour will stop most shots, especially the UFP which is basically an auto-bounce zone. Be careful in close quarters - the Ho-Ri turns quite slowly when not up to speed and an easy shot to the LFP will instantly eliminate your mobility allowing for an easy flank. Your surprisingly fast acceleration will also assist when getting to nice sniping spots, and the speedy reverse allows you to retreat when getting overrun.

Due to the Ho-Ri having more effective armour than most tanks at BR, and its weapon capable of single-shot knock-outs, it can be used as a flank attacker or even brawler in close range. The idea is to flank enemy, destroy as many tanks as possible before they realized what's going on, and then try to destroy them 1 by 1. While this strategy is most useful in AB (due to increased mobility of the vehicle and sometimes limited map space) and requires high "driving" crew skill, the Ho-Ri is undeniably scary in close quarters, due to it being able to survive dozens of direct shots (as example, 3 poorly placed direct shots of Centurion Mk.5 AVRE and about 10 shots from Tiger II (P)) and even somehow come out on top in 1v3 fights. Try to keep your head cool though, as while going completely berserk and sweeping streets of enemy tanks, one might forget about lighter enemy tanks like Vickers MBT and Panther II, users of which will never miss their opportunity to snipe ammo rack of an unsuspecting opponent from 50 to 2,000 m alike.

Some concerning enemies are:

  • T-54 (1947): This tank can be quite the pain to destroy, and if they are using the more advanced APHE shells found in the 100 mm gun they can wipe out most of your crew in the mantlet. Your biggest chance at destroying them is through the commander's cupola, the shot trap at the mantlet, or the mantlet itself at very close range. In arcade mode, one can try to ram T-54 to fire at the base of their turret and also push them onto something to fire a gun at their exposed roof, though in case T-54 in question had full ammunition load, the sheer power of explosion might take the Ho-Ri out as collateral. As such, the safest way to fight a T-54 head-on at close range is firing at their commander cupola, as even if it is sometimes harder to aim at, at least you do not have to push them anywhere and T-54 has lesser chances of causing chain explosions to take Ho-Ri out that way.
  • IS-2 / IS-2 (1944) / ISU-122: These machines carry a huge 122 mm cannon that penetrates literally anything they see, including the Ho-Ri. Their shells will go through the Ho-Ri's vertical armour of the fighting compartment pretty easily, killing the crew inside or detonating the ammo. To deal with the IS-2, try get a shot at them before the notice you / when they are reloading. These tanks tend to get knocked out with a single shot due to their lack of crew or the cramped interior. For the IS-2, aim for the hull armour that curves and blends into the side, or aim at the turret cheeks. For the IS-2 (1944), only go for the turret as the hull is very thick and well sloped. For the ISU-122, aim at anywhere but the gun mantlet, as it often absorb shells or cause ricochet.
  • AMX-50 Foch: Wielding a powerful cannon and heavy sloped armour, the Foch is a rare yet dangerous enemy. Do not give them time to knock you out with a single shot through the transmission and aim for the gun. If your quick aim is good enough, one or two shots to optics on top of the hull will destroy Foch, due to APHE spalling down inside of heavy SPG. In the worst case scenario, you can just de-track it and call your teammates, which is not a bad idea, considering Foch drivers like ramming their opponents, rendering them unable to do anything.
  • T32E1: Though rare, this tank is completely immune to your APHE in the front, while it can still go through your lower plate easily. Shoot the barrel and either flank it or retreat.
  • Jagdtiger: It's best to just retreat on sight of this SPG, as it can easily knock out the Ho-Ri with a single shot, while it's barely possible to destroy it back. If direct combat is unavoidable, try to destroy its gun first. MG port weak spot on the hull can be exploited to do crew damage, but the shot must be pixel perfect and even with arcade mode aim assist you will likely fail to push the shell through, so only try that if there is no other way. If the Ho-Ri is on the low ground, an LFP shot becomes possible, resulting in a knock-out.
  • ATGM light tanks and high tier SPAA: While APHE is adequate at destroying most of the light tanks, it is sometimes better to load "experimental HE", especially for the ones, which carry ATGM as secondary weapons. Keep in mind, that certain light tanks like BMP series and Warrior will resist poorly landed explosives and should be attacked with APHE until disabled. If low calibre non-combat SPAA is trying to destroy the Ho-Ri, you can just put your rear next to a wall and make sure the roof hatch is closed. They will not be able to do anything to you like this.

Pros and cons

Pros:

  • Heavy amount of frontal sloped armour
  • Can bounce anything it faces at its battle rating when angled right
  • Very fast for a heavy SPG, with high acceleration thanks to its massive engine
  • Reverse speed is good enough to get away from trouble and even when the Ho-Ri loses one track it can still balance around to continue fighting
  • High-velocity cannon with decent penetration and high post-penetration damage, perfect against medium tanks
  • Good gun depression

Cons:

  • No neutral steering
  • Can get outflanked by turret tanks easily
  • Enemy heavy SPG destroy it easily and usually shrug off its attacks
  • Mantlet is easily penetrated in close quarters, especially by sabot rounds
  • Large weak spot in the LFP, protected by transmission, resulting in a quick immobilization

History

In September 1942, the Japanese Army Staff received word of the new American M4 Sherman tank, which they realized had completely outclassed every Japanese tank in production at the time. There were three projects proposed by the Staff, each bearing their own gun selection; the 47 mm Kou, 57 mm Otsu, and 75 mm Hei designs. As combat data was filtered to the Japanese High Command, they ordered that the model Kou and Otsu merge to become the basis of what would eventually become the Type 4 Chi-To. Meanwhile, the Hei proposal would lead to the development of the Type 5 Chi-Ri.

Additional development projects came from a change in the Weapons Administration Headquarters Research Policy in July of 1943, a change that was made due to analyzing tank warfare between the German Army and the Soviet Union. Through the analysis of said data, the Japanese Army shifted their tank doctrine towards an emphasis on developing tanks that prioritized anti-armour missions instead of infantry support. Upon the enacting of this policy, the Army started a program to develop a series of tank destroyers based on the chassis of the medium tanks being designed.

The Type 5 Chi-Ri was chosen to become the basis for a new tank destroyer, as it was Japan's primary medium tank project and was more mature than other alternatives, while also mounting some of the most advanced technology Japan had produced at the time.

The tank destroyer would eventually be titled the Ho-Ri. Development of the vehicle began shortly after the Chi-Ri's, and after the decision was made to use the reliable coil spring suspension system that the Japanese manufacturers were familiar with, the Army began work on designing the superstructure and casemate with the first design mimicking the Chi-Ri chassis entirely and replacing the turret with a reinforced rear-mounted superstructure.

During the development of the new tank destroyer series, the Army chose to design a new anti-tank gun to fit the role. In July of 1943, the Army Military Customs Council began designing a 105 mm anti-tank gun based off of the Type 96 150 mm Strategic artillery cannon. It was shortened and given a single piece barrel and tank breech. Unfortunately, the two chief engineers of the cannon project the task that it meet a requirement of penetrating 200 mm at 1,000 m with a 1,000 m/s muzzle velocity. Naturally, the tank gun was not capable of this and instead was only able to penetrate 150 mm at 1,000 m with a 915 m/s muzzle velocity. Although it did not meet the requirements, it was still superior to any other Japanese tank gun and was accepted into service as the Type 5 10cm.

Originally, the Ho-Ri was to keep the hull-mounted Type 1 37 mm from the Chi-Ri due to the idea that the primary cannon could only do so much for itself and a secondary weapon was required. The development of the design was split into to concepts; one being a rear mounted superstructure with a central engine (Ho-Ri I) and the other being a centralized superstructure with a rear engine placement (Ho-Ri II). The engine selection was quite different from the traditional diesel engines that powered most Japanese tanks throughout their production. Instead, Japan had used a V12 gasoline aircraft engine designed by BMW, making 550 horsepower at 1,500 RPM. This engine was chosen due to the industrial capacity of Japan reaching its peak, and many assets from aircraft development were readily available for usage.

However, by the time both designs of the vehicle were proposed, the armour was no longer sufficient to thwart most US anti-tank armaments. Despite this, the design showed considerable promise and it was ordered that a third vehicle be designed with significantly improved armour. This new design was commonly labeled as Ho-Ri III.

The Ho-Ri III took the basis of the Ho-Ri I and revamped it, changing the frontal plate from a flat 75 mm thick plate to a 120 mm thick plate sloped at 70°, deleting the hull-mounted 37 mm gun in the process. Although this was seen as a considerable blow to the tank's self-defense capabilities, it was accepted due to its vastly improved survivability. The removal of the 37 mm gun meant that the extra crew member who previously operated the gun could be used as a second loader to assist with the autoloading mechanism and provide shells for the primary loader.

The construction of the prototype was completed in 1944 and achieved a top speed of 40 km/h during trials. Being seen as a success, the Army ordered 5 units of the vehicle and put it into service as the Type 5 Ho-Ri. However only one operable prototype was fully completed by the war's end and the series only made it to 50% completion, resulting in the design being scrapped and no further testing was pursued.

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See also

Related development
Other vehicles of similar configuration and role

External links


Mitsubishi Heavy Industries (三菱重工業株式会社)
Light Tanks 
Type 95  Ha-Go · Ha-Go Commander
Medium Tanks 
Type 89  I-Go Ko
Type 97  Chi-Ha · Chi-Ha Kai
Type 1  Chi-He · Chi-He (5th Regiment)
Type 3  Chi-Nu · Chi-Nu II
Type 4  Chi-To · Chi-To Late
Type 5  Chi-Ri II
SPGs 
Chi-Ha Derived  Ho-Ro
Chi-He Derived  Ho-I
Chi-Ri Derived  Ho-Ri Prototype · Ho-Ri Production
Other  Na-To · Ro-Go Exp.
Captured  ␗Chi-Ha · ␗Chi-Ha Kai
Note  Most tank designs would be contracted by the Army Technical Bureau to Mitsubishi
See also  Mitsubishi Heavy Industries Ltd. (Post-War)

Japan tank destroyers
Ro-Go Derivatives  Ro-Go Exp.
Chi-Ha Derivatives  Ho-Ni I · Ho-Ni III · Ho-Ro · Chi-Ha LG
Ho-Ri  Ho-Ri Prototype · Ho-Ri Production
Other  Na-To
JGSDF 
SPRG  Type 60 (C)
SPH  Type 75 · Type 99
ATGM  Type 60 ATM
Rocket  Type 75 MLRS
USA  ▅M36