Difference between revisions of "Ha-Go (mod. 1)"

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{{Specs-Card|code=jp_sehatei_mod1}}
 
 
{{About
 
{{About
 
| about = '''{{PAGENAME}}'''
 
| about = '''{{PAGENAME}}'''
| usage = Light tanks with a similar name
+
| usage = light tanks with a similar name
| link-1 = Ha-Go (Family)
+
| link = Ha-Go (Family)
 
}}
 
}}
 +
{{Specs-Card
 +
|code=jp_sehatei_mod1
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
 +
 
== Description ==
 
== Description ==
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot; if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
+
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese motor gun boat {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
{{Break}}
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese armoured gun boat {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
 
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 +
{{Specs-Fleet-Armour}}
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
The hull of the Ha-Go is made up of 6 mm steel, with no additional armour protection. In addition, it only has a crew of 10, which overall does make it a fairly weak vessel. It is quite low down in the water, which may cause enemy boats to miss the hull at the longer ranges but this really is the only passive advantage the Ha-Go has in terms of survivability. At the closer ranges though the vast majority of enemy vessels will be able to tear through the hull of the Ha-Go fairly easily, it's also very vulnerable to high calibre cannons as well, and can be hull broken if it takes a shot from one of these cannons.
 
The hull of the Ha-Go is made up of 6 mm steel, with no additional armour protection. In addition, it only has a crew of 10, which overall does make it a fairly weak vessel. It is quite low down in the water, which may cause enemy boats to miss the hull at the longer ranges but this really is the only passive advantage the Ha-Go has in terms of survivability. At the closer ranges though the vast majority of enemy vessels will be able to tear through the hull of the Ha-Go fairly easily, it's also very vulnerable to high calibre cannons as well, and can be hull broken if it takes a shot from one of these cannons.
  
 
=== Mobility ===
 
=== Mobility ===
 +
{{Specs-Fleet-Mobility}}
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
The speed and mobility of this vessel is notably one of its weakest assets, it can reach 34 km/h in AB and 25 km/h in RB. It's fairly unresponsive to changes in speed but not necessarily changes in direction, it takes a long time to accelerate and decelerate but it can turn and change direction fairly easily, which is useful for maintaining angles of attack for the weaponry. The main detriment relative to the speed though is in regards to its survivability, as this vessel is relatively unarmoured, large and slow for its battle rating, it accumulates a lot more damage due to the slow speed, this unfortunately makes it a very easy vessel to hit and critically damage.
 
The speed and mobility of this vessel is notably one of its weakest assets, it can reach 34 km/h in AB and 25 km/h in RB. It's fairly unresponsive to changes in speed but not necessarily changes in direction, it takes a long time to accelerate and decelerate but it can turn and change direction fairly easily, which is useful for maintaining angles of attack for the weaponry. The main detriment relative to the speed though is in regards to its survivability, as this vessel is relatively unarmoured, large and slow for its battle rating, it accumulates a lot more damage due to the slow speed, this unfortunately makes it a very easy vessel to hit and critically damage.
 +
 +
{{NavalMobility}}
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
 +
{{Specs-Fleet-Primary}}
 
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|Type 97 (57 mm)}}
 
{{main|Type 97 (57 mm)}}
 
[[File:Ha-Go Fighting Boat Model 1 (2).jpg|thumb|528x528px|The Ha-Go Fighting Boat Model 1]]
 
[[File:Ha-Go Fighting Boat Model 1 (2).jpg|thumb|528x528px|The Ha-Go Fighting Boat Model 1]]
This boat is equipped with the 57 mm Type 97 cannon, which is functionally very similar to that found on the I-Go Ko and Chi-Ha tanks, though it has some slight ballistic differences. For the Ha-Go though it's a fairly underwhelming weapon for a primary. It will do significant damage to smaller boats when the shot lands but landing a shot is the hardest part. It comes with three different rounds-
+
This boat is equipped with the 57 mm Type 97 cannon, which is functionally very similar to that found on the I-Go Ko and Chi-Ha tanks, though it has some slight ballistic differences. For the Ha-Go though it's a fairly underwhelming weapon for a primary. It will do significant damage to smaller boats when the shot lands but landing a shot is the hardest part. It comes with three different rounds:
  
 
* HE - Decent damage output over a fairly wide area
 
* HE - Decent damage output over a fairly wide area
* HEAT - Decent damage output over a condensed area, slightly lower velocity
+
* HEAT - Higher damage output over a condensed area, with lower velocity
* APHE - Very little damage potential
+
* APHE - Very little damage potential due to low explosive mass
  
Overall the stock HE round is the most consistent, it deals a fairly effective amount of damage, and will black out compartments on smaller boats with a single hit. The HEAT contains a lot of explosive filler, but it doesn't spread damage over a wide area, and it's fairly ineffective when compared to the HE, it does have some viability against more armoured vessels though. The APHE is close to useless functionally, it contains less than half the explosive filler compared to the HE and does a very little amount of internal damage, the HEAT will be a better option against armoured targets.
+
Overall the stock HE round is the most consistent to use at range, dealing a fair amount damage, blacking out compartments on smaller boats with a single hit. The HEAT contains more explosive filler, and is optimal against more armoured targets, but it doesn't spread its damage like the HE shell does. Due to its lower muzzle velocity, it can be difficult to aim, but a few shells will knock out any small ships you face. The APHE is close to useless functionally, it contains less than half the explosive filler compared to the HE and does a very little amount of internal damage, use HEAT instead if you are facing armoured targets.
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 +
{{Specs-Fleet-Secondary}}
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|Type 98 (20 mm)}}
 
{{main|Type 98 (20 mm)}}
  
The Ha-Go is equipped with twin 20 mm Type 98 cannons for its secondary weapon. These cannons perform very well against aircraft and boats alike, however they can't fire directly forwards, as the cabin blocks the line of sight. All in all, its a modestly powerful weapon and more reliable than the primary 57 mm gun. It works well at close range, and can function adequately up to around 1500 meters, but at this distance it will struggle to do a lot of damage. The magazine for each cannon contains 20 rounds and reloads very quickly, allowing for a steady stream of fire against enemy vessels or aircraft. It comes with three belts-
+
The Ha-Go is equipped with twin 20 mm Type 98 cannons for its secondary weapon. These cannons perform very well against aircraft and boats alike, however they can't fire directly forwards, as the cabin blocks the line of sight. All in all, its a modestly powerful weapon and more reliable than the primary 57 mm gun. The magazine for each cannon contains 20 rounds and reloads very quickly, allowing for a steady stream of fire against enemy vessels or aircraft. It comes with three belts:
  
 
* Universal - A mix of high explosive and armour piercing rounds.
 
* Universal - A mix of high explosive and armour piercing rounds.
Line 43: Line 55:
 
* APT - Majority armour piercing rounds
 
* APT - Majority armour piercing rounds
  
Overall, the HET type rounds do the most damage consistently to most of the vessels you'll be coming across, so it's best to take a lot of HET belts, though also consider bringing some armour piercing belts in case you come across some more heavily armoured boats.
+
While HET rounds remain more viable over longer ranges, and against aircraft, APT rounds contain much higher killing potential at close range (<u><</u>1km) due to their ability to quickly destroy compartments. This is especially important as the Ha-Go is very vulnerable to close range machine gun fire and autocannon fire in general  due to its exposed crew compartment, and will quickly lose out in longer engagements. Bring both APT and HET belts, swapping between the two for maximum efficiency.
  
=== Special armament ===
+
=== Additional armament ===
<!-- ''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
+
{{Specs-Fleet-Additional}}
{{main|Type 95 depth charge}}
+
<!-- ''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.'' -->
 +
{{main|Type 3 depth charge}}
  
 
The Ha-Go can carry eight Type 95 depth charges, which can be dropped to maim other naval targets, they have rather limited viability though as most MTBs will be able to outrun the explosion. However they are useful in the event of being rushed by a smaller naval vessel, as if the drop is timed right the depth charges can easily take out enemies performing this manoeuvre.
 
The Ha-Go can carry eight Type 95 depth charges, which can be dropped to maim other naval targets, they have rather limited viability though as most MTBs will be able to outrun the explosion. However they are useful in the event of being rushed by a smaller naval vessel, as if the drop is timed right the depth charges can easily take out enemies performing this manoeuvre.
Line 56: Line 69:
 
A very important aspect of staying afloat in the Ha-Go is to not actively make yourself a target, if this boat is caught out in the open it will be very easy for enemy vessels to hit, as it's so slow and unarmoured, a single high calibre cannon round will break the hull, and autocannon fire will steadily chew through the hull and crew members. Open water is a very dangerous place to be in this vessel, it works best around the terrain where it can use the environmental cover. It's a good idea to hug the various terrain on most maps, be it islands or shipwrecks, this way the vessel has some form of constant cover.
 
A very important aspect of staying afloat in the Ha-Go is to not actively make yourself a target, if this boat is caught out in the open it will be very easy for enemy vessels to hit, as it's so slow and unarmoured, a single high calibre cannon round will break the hull, and autocannon fire will steadily chew through the hull and crew members. Open water is a very dangerous place to be in this vessel, it works best around the terrain where it can use the environmental cover. It's a good idea to hug the various terrain on most maps, be it islands or shipwrecks, this way the vessel has some form of constant cover.
  
It's also possible to play a bit more defensively with this boat, the twin 20 mm cannons still make for a decent versatile weapon, and to maintain cover, it's possible to stick the rear of the vessel out of cover so only the rear compartment and the twin cannons are visible, this way the majority of the vessel is protected from taking fire, and the most effective weapon has a wide area it can cover, and if a dangerous enemy boat appears or you're taking too much fire, you can simply accelerate off out of sight. This vessel has no active defensive qualities, so to make it work effectively, you'll need to negate the negatives of its lack of armour and lack of mobility, staying somewhat sedentary around hard cover from the terrain is one of the most effective ways to do this.
+
It's recommended to play defensively with this boat, due to your slow speed and relative fragility. The twin 20 mm cannons still make for a decent versatile weapon, and can be lethal at close ranges. To maintain cover, it's possible to stick the rear of the vessel out of cover so only the rear compartment and the twin cannons are visible, this way the majority of the vessel is protected from taking fire, and the most effective weapon has a wide area it can cover, and if a dangerous enemy boat appears or you're taking too much fire, you can simply accelerate off out of sight. This vessel has no active defensive qualities, so to make it work effectively, you'll need to negate the negatives of its lack of armour and lack of mobility, staying somewhat sedentary around hard cover from the terrain is one of the most effective ways to do this.
  
The main 57 mm cannon will do substantial damage to smaller craft if the round connects, but it has very low velocity and is close to unusable in rough seas, on more placid water it can be used somewhat effectively, but most of the time the secondary 20 mm guns will be more effective, and can also tackle enemy aircraft fairly well. The time it takes to range in the 57 mm cannon, isn't really worth its potential damage output, the twin 20 mm guns will deal a constant stream of damage, and are much easier to aim accurately over distance, or for hitting weakspots.
+
The main 57 mm cannon will do substantial damage to smaller craft if the round connects, but it has very low velocity and is close to unusable in rough seas, on more placid water it can be used somewhat effectively, but most of the time the secondary 20 mm guns will be more effective, and can also tackle enemy aircraft fairly well. The time it takes to range in the 57 mm cannon, isn't really worth its potential damage output, the twin 20 mm guns will deal a constant stream of damage, and are much easier to aim accurately over distance, or for hitting weak spots.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 64: Line 77:
  
 
'''Pros:'''
 
'''Pros:'''
 +
 
* Effective secondary weapon
 
* Effective secondary weapon
 
* Versatile armament options
 
* Versatile armament options
  
 
'''Cons:'''
 
'''Cons:'''
 +
 
* Very slow compared to other boats of the rank
 
* Very slow compared to other boats of the rank
 
* Poor survivability
 
* Poor survivability
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== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_sehatei_mod1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
 
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
 
* ''reference to the series of the ship;''
 
* ''reference to the series of the ship;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
Line 92: Line 112:
 
== External links ==
 
== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
 +
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the ship;''
 
 
* ''other literature.''
 
* ''other literature.''
  
 +
{{ShipManufacturer Hitachi Shipbuilding Corporation}}
 
{{Japan boats}}
 
{{Japan boats}}

Latest revision as of 12:58, 23 August 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the Ha-Go (mod. 1). For light tanks with a similar name, see Ha-Go (Family).
jp_sehatei_mod1.png
GarageImage Ha-Go (mod. 1).jpg
Ha-Go (mod. 1)
AB RB SB
1.7 1.7 1.7
Research:14 000 Specs-Card-Exp.png
Purchase:32 000 Specs-Card-Lion.png
Show in game

Description

The Ha-Go (mod. 1) is a rank II Japanese motor gun boat with a battle rating of 1.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

Armourfront / side / back
Hull6 mm (steel)
Superstructure4 mm (steel)
Number of section3
Displacement18 t
Crew10 people

The hull of the Ha-Go is made up of 6 mm steel, with no additional armour protection. In addition, it only has a crew of 10, which overall does make it a fairly weak vessel. It is quite low down in the water, which may cause enemy boats to miss the hull at the longer ranges but this really is the only passive advantage the Ha-Go has in terms of survivability. At the closer ranges though the vast majority of enemy vessels will be able to tear through the hull of the Ha-Go fairly easily, it's also very vulnerable to high calibre cannons as well, and can be hull broken if it takes a shot from one of these cannons.

Mobility

Speedforward / back
AB34 / 12 km/h
RB25 / 9 km/h

The speed and mobility of this vessel is notably one of its weakest assets, it can reach 34 km/h in AB and 25 km/h in RB. It's fairly unresponsive to changes in speed but not necessarily changes in direction, it takes a long time to accelerate and decelerate but it can turn and change direction fairly easily, which is useful for maintaining angles of attack for the weaponry. The main detriment relative to the speed though is in regards to its survivability, as this vessel is relatively unarmoured, large and slow for its battle rating, it accumulates a lot more damage due to the slow speed, this unfortunately makes it a very easy vessel to hit and critically damage.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 34 12
RB/SB Stock ___ ___
Upgraded 25 9

Modifications and economy

Repair costBasic → Reference
AB880 → 1 109 Sl icon.png
RB1 304 → 1 644 Sl icon.png
Total cost of modifications13 860 Rp icon.png
20 300 Sl icon.png
Talisman cost860 Ge icon.png
Crew training9 200 Sl icon.png
Experts32 000 Sl icon.png
Aces320 Ge icon.png
Research Aces250 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 100 / 100 % Sl icon.png
130 / 130 / 130 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
690 Rp icon.png
Cost:
1 000 Sl icon.png
115 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
520 Rp icon.png
Cost:
750 Sl icon.png
85 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
145 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 500 Rp icon.png
Cost:
2 200 Sl icon.png
250 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
690 Rp icon.png
Cost:
1 000 Sl icon.png
115 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
520 Rp icon.png
Cost:
750 Sl icon.png
85 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
520 Rp icon.png
Cost:
750 Sl icon.png
85 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 500 Rp icon.png
Cost:
2 200 Sl icon.png
250 Ge icon.png
Mods tank ammo.png
57mm_jp_type_97_naval_ap_ammo_pack
Research:
690 Rp icon.png
Cost:
1 000 Sl icon.png
115 Ge icon.png
Mods tank ammo.png
20mm_jp_type98_naval_he_ammo_pack
Research:
690 Rp icon.png
Cost:
1 000 Sl icon.png
115 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
520 Rp icon.png
Cost:
750 Sl icon.png
85 Ge icon.png
Mods tank ammo.png
20mm_jp_type98_naval_ap_ammo_pack
Research:
520 Rp icon.png
Cost:
750 Sl icon.png
85 Ge icon.png
Mods tank ammo.png
57mm_jp_type_97_naval_heat_ammo_pack
Research:
520 Rp icon.png
Cost:
750 Sl icon.png
85 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
145 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
145 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
870 Rp icon.png
Cost:
1 300 Sl icon.png
145 Ge icon.png
Mods ship art support.png
Artillery Support
Research:
1 500 Rp icon.png
Cost:
2 200 Sl icon.png
250 Ge icon.png

Armament

Primary armament

Turret57 mm Type 97 pattern 1937 tank cannon
Ammunition200 rounds
Vertical guidance-7° / 30°
Main article: Type 97 (57 mm)
The Ha-Go Fighting Boat Model 1

This boat is equipped with the 57 mm Type 97 cannon, which is functionally very similar to that found on the I-Go Ko and Chi-Ha tanks, though it has some slight ballistic differences. For the Ha-Go though it's a fairly underwhelming weapon for a primary. It will do significant damage to smaller boats when the shot lands but landing a shot is the hardest part. It comes with three different rounds:

  • HE - Decent damage output over a fairly wide area
  • HEAT - Higher damage output over a condensed area, with lower velocity
  • APHE - Very little damage potential due to low explosive mass

Overall the stock HE round is the most consistent to use at range, dealing a fair amount damage, blacking out compartments on smaller boats with a single hit. The HEAT contains more explosive filler, and is optimal against more armoured targets, but it doesn't spread its damage like the HE shell does. Due to its lower muzzle velocity, it can be difficult to aim, but a few shells will knock out any small ships you face. The APHE is close to useless functionally, it contains less than half the explosive filler compared to the HE and does a very little amount of internal damage, use HEAT instead if you are facing armoured targets.

Secondary armament

Turret2 x 20 mm Type 98 autocannon at Type 4 mount
Ammunition4000 rounds
Belt capacity20 rounds
Fire rate300 shots/min
Main article: Type 98 (20 mm)

The Ha-Go is equipped with twin 20 mm Type 98 cannons for its secondary weapon. These cannons perform very well against aircraft and boats alike, however they can't fire directly forwards, as the cabin blocks the line of sight. All in all, its a modestly powerful weapon and more reliable than the primary 57 mm gun. The magazine for each cannon contains 20 rounds and reloads very quickly, allowing for a steady stream of fire against enemy vessels or aircraft. It comes with three belts:

  • Universal - A mix of high explosive and armour piercing rounds.
  • HET - Majority high explosive rounds
  • APT - Majority armour piercing rounds

While HET rounds remain more viable over longer ranges, and against aircraft, APT rounds contain much higher killing potential at close range (<1km) due to their ability to quickly destroy compartments. This is especially important as the Ha-Go is very vulnerable to close range machine gun fire and autocannon fire in general due to its exposed crew compartment, and will quickly lose out in longer engagements. Bring both APT and HET belts, swapping between the two for maximum efficiency.

Additional armament

Setup 18 x Type 3 depth charge
Main article: Type 3 depth charge

The Ha-Go can carry eight Type 95 depth charges, which can be dropped to maim other naval targets, they have rather limited viability though as most MTBs will be able to outrun the explosion. However they are useful in the event of being rushed by a smaller naval vessel, as if the drop is timed right the depth charges can easily take out enemies performing this manoeuvre.

Usage in battles

Ha-Go Fighting Boat engaging an enemy LS class vessel

A very important aspect of staying afloat in the Ha-Go is to not actively make yourself a target, if this boat is caught out in the open it will be very easy for enemy vessels to hit, as it's so slow and unarmoured, a single high calibre cannon round will break the hull, and autocannon fire will steadily chew through the hull and crew members. Open water is a very dangerous place to be in this vessel, it works best around the terrain where it can use the environmental cover. It's a good idea to hug the various terrain on most maps, be it islands or shipwrecks, this way the vessel has some form of constant cover.

It's recommended to play defensively with this boat, due to your slow speed and relative fragility. The twin 20 mm cannons still make for a decent versatile weapon, and can be lethal at close ranges. To maintain cover, it's possible to stick the rear of the vessel out of cover so only the rear compartment and the twin cannons are visible, this way the majority of the vessel is protected from taking fire, and the most effective weapon has a wide area it can cover, and if a dangerous enemy boat appears or you're taking too much fire, you can simply accelerate off out of sight. This vessel has no active defensive qualities, so to make it work effectively, you'll need to negate the negatives of its lack of armour and lack of mobility, staying somewhat sedentary around hard cover from the terrain is one of the most effective ways to do this.

The main 57 mm cannon will do substantial damage to smaller craft if the round connects, but it has very low velocity and is close to unusable in rough seas, on more placid water it can be used somewhat effectively, but most of the time the secondary 20 mm guns will be more effective, and can also tackle enemy aircraft fairly well. The time it takes to range in the 57 mm cannon, isn't really worth its potential damage output, the twin 20 mm guns will deal a constant stream of damage, and are much easier to aim accurately over distance, or for hitting weak spots.

Pros and cons

Pros:

  • Effective secondary weapon
  • Versatile armament options

Cons:

  • Very slow compared to other boats of the rank
  • Poor survivability
  • Inadequate primary weapon performance

History

Ha-Go Fighting Boat Model 1 (波號戦斗艇一型), also known Se-Ha (せは艇) was one of the first prototypes of small escort boats (小護衛艇) by the Imperial Japanese Army. It was designed to escort "Daihatsu"-class landing crafts that were transporting munitions to offshore islands.

In January 1944, the Imperial Japanese Army 10th Technical Research Institute ordered Hitachi Zosen Sakurajima shipyard to make two types of small escort craft. The first, called Ha-Go Fighting Boat Model 1 "Se-Ha" (Ha-Go meaning "Mark A"), was to be equipped with two 150 hp engines, and a second named the Ha-Go Fighting Boat Model 2 "Se-Ni" equipped with two 60 hp engines.

The Se-Ni was completed in October 1944 but the top speed was only 9 knots so the plan was cancelled. Se-Ha was eventually completed in December 1944, but after trials the engineers decided to try to modify the design to get more speed.

A third design, "Se-Ha Kai" was completed in July 1945. In a trial cruise during October 2-5, its speed reached 13 knots so research ended. By the surrender of Japan, it had not been formally adopted, but would have been officially named the Type 5 Small Escort Boat. ("Type 5" already in game is Large Escort Boat.)

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Hitachi Shipbuilding Corporation (日立造船株式会社)
Torpedo Boats (魚雷艇) 
Type 1-class  PT-802
Escort Boats (小護衛艇)  Ha-Go (mod. 1)
Escort Ships (海防艦) 
Hiburi-class  Syonan

Japan boats
Motor torpedo boats  Type T-1 · Type T-14 · Type T-14 (mod. 1) · Type T-38 · Type T-51a · Type T-51b
  PT-802 · PT-808 · PT-15
Motor gun boats  Ha-Go (mod. 1) · Type 4 (mod. 2) · Type 4 (Mod 4)
  Asagao (YTE-01) · PG 02
Armoured gun boats  Soukou-Tei · Soukou-Tei No.4
Gunboats  Chidori