Difference between revisions of "Ho-Ri Production"
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[[File:GarageImage_Ho-RiProduction.jpg|420px|thumb|left]] | [[File:GarageImage_Ho-RiProduction.jpg|420px|thumb|left]] | ||
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− | The ''' | + | The '''{{specs|name}}''' is a Rank {{specs|rank}} Japanese tank destroyer {{Battle-rating|1}}. 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. | ||
== General info == | == General info == | ||
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* Hull underside right above tracks 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. | * 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. | ||
=== Mobility === | === Mobility === | ||
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===== [[Ammo racks|Ammo racks]] ===== | ===== [[Ammo racks|Ammo racks]] ===== | ||
− | [[File:Ammoracks Ho- | + | [[File:Ammoracks Ho-Ri Prototype.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the Ho-Ri Prototype (identical to Production type).]] |
{| class="wikitable sortable" style="text-align:center" | {| class="wikitable sortable" style="text-align:center" | ||
|- | |- | ||
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== Usage in the battles == | == Usage in the 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).''--> | <!--''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).''--> | ||
− | 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 | + | 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. | ||
Some concerning enemies are: | Some concerning enemies are: |
Revision as of 16:23, 12 December 2018
Contents
Description
The Type 5 Ho-Ri Production is a Rank V Japanese tank destroyer
with a battle rating of 7.3 (AB/RB/SB). 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.
General info
Survivability and armour
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.
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.
Mobility
Mobility characteristic | ||
---|---|---|
Weight (tons) | Add-on Armor weight (tons) |
Max speed (km/h) |
65.0 | N/A | 44 (AB) |
40 (RB/SB) | ||
Engine power (horsepower) | ||
Mode | Stock | Upgraded |
Arcade | 1,562 | 1,924 |
Realistic/Simulator | 973 | 1,100 |
Power-to-weight ratio (hp/ton) | ||
Mode | Stock | Upgraded |
Arcade | 24.03 | 29.60 |
Realistic/Simulator | 14.97 | 16.92 |
Armaments
Main armament
105 mm Type 5 | |||||
---|---|---|---|---|---|
Capacity | Vertical guidance |
Horizontal guidance |
Stabilizer | ||
51 | -10°/+20° | ±10° | N/A | ||
Turret rotation speed (°/s) | |||||
Mode | Stock | Upgraded | Prior + Full crew | Prior + Expert qualif. | Prior + Ace qualif. |
Arcade | 3.60 | __.__ | __.__ | __.__ | __.__ |
Realistic | 3.60 | __.__ | __.__ | __.__ | __.__ |
Reloading rate (seconds) | |||||
Stock | Prior + Full crew | Prior + Expert qualif. | Prior + Ace qualif. | ||
11.10 | __.__ | __.__ | __.__ |
Ammunition
Penetration statistics | |||||||
---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
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 |
Shell details | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Ammunition | Type of warhead |
Velocity in m/s |
Projectile Mass in kg |
Fuse delay
in m: |
Fuse sensitivity
in mm: |
Explosive Mass in g (TNT equivalent): |
Normalization At 30° from horizontal: |
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
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) | 1 (+50) | no |
Casemate sides empty: 40(+11)
Usage in the battles
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.
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.
- AMX-50 Foch: Wielding a powerful cannon and heavy sloped armour, the Foch is a rare yet dangerous enemy. Aim for the gun.
- 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.
Pros and cons
Pros:
- Heavy amount of frontal sloped armour
- Can bounce anything when angled right
- Everything under 7.0 is cannon fodder
- Very fast with high acceleration thanks to its massive engine
- High velocity cannon with decent penetration and high post-penetration damage
- Very fast reverse speed
- Good gun depression
Cons:
- No neutral-steering.
- Can get outflanked easily.
- Often uptiered.
- Can't use its amazing reverse speed without manual transmission or cruise control.
- Mantlet is easily penetrated in close quarters, especially against sabot rounds.
- Large weakspot in the LFP, resulting in a quick death to the mobility.
History
Media
An excellent addition to the article will be video guides, as well as screenshots from the game and photos.
Read 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;
- links to approximate analogues of other nations and research trees.
ETC.
Sources
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
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 |