Difference between revisions of "Type 93"

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(combined cons, removed minor con to lower count, updated pro cons to reflect missile's live server performance as of today. added RB usage in battles [this was based on 3 days of game play, and asking others on the new live server])
(Added General info on the Type 93 and contributed to almost all sections, as it is in game seeing this page was empty.)
Line 10: Line 10:
 
=== 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 helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 +
 +
Armour protection on this vehicle is near non existant. And the idea of no armour being best armour holds up true here. The armour is only suitable for stopping small arms fire as the vehicle is designed to be hidden away from the front lines. The hull armour is 5mm thick all around, slightly more armour is offered on the wheels, chassis and the turret at around 10mm. However there is a lot of empty space in this vehicle that means you can get lucky and avoid a otherwise critical hit.
 +
 +
This lack of armour allows this vehicle to obtain some of the fastest speeds in game on flat roads and a more than adequate speed off road.
 +
 
''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.''
 
''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.''
  
Line 16: Line 21:
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || ___ mm || ___ mm ''Top'' <br> ___ mm ''Bottom'' || ___ mm || ___ - ___ mm
+
| Hull || 5 mm || 5 mm ''Top'' <br>5 mm ''Bottom'' || mm || 5 mm
 
|-
 
|-
| Turret || ___ - ___ mm ''Turret front'' <br> ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm
+
| Turret || 10  mm ''Turret front'' <br>10 mm ''Gun mantlet'' || 10 mm || 10 mm || 10 mm
 
|-
 
|-
 
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm
 
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm
Line 36: Line 41:
 
=== 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 flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 +
 +
The main armament for the Type 93 SAM, is a SAM Launcher built by Toshiba Heavy Industries. The ammunition you will be firing are 8x Type 91 SAM3 Missiles. These missiles are a variant of the Type 91 SAM2 Missiles fired from a handheld launcher by Infantry. Similar is purpose and design to Stingers
 +
 +
The launcher features a centralised optic system and 2 x 4 launchers located either side of it. The turret is capable of 360 degree turning and elevation of 70 degrees, there is no depression on the launcher meaning firing at targets below you will be difficult.
 +
 +
The Missiles fired use a First of its kind Guidance ( At the time )  Infared and Image Guidance System. The main benefit of this system was that It can lock onto targets emiiting heat but also is smart enough to detect the target through countermeasures. Meaning flares will do nothing to a missile chasing its target. The optics contain a TV Camera, Infared Sensors, Laser Recievers and IFF Antennas These feed through to a launch control device located on the passenger side of the vehicle.
 +
 +
This optic also allows you to track onto targets within +1 / -1 Degrees however offers no Radar itself to spot incoming enemies so relies on callouts from team mates or your own ears and eyes to spot.
 +
 +
The Launcher has a warm up time of 4s before it can gain a lock and fire the missiles. it is advised to keep the missiles warmed at all times to intercept fast moving Jets. Only 1 missile can be fired per target and warm up and lock on must be achieved again.
 +
 +
The launcher can be fired on the move unlike other SPAA
 +
 
''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''
 
''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''
 
{{main|Type 91}}
 
{{main|Type 91}}
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|-
 
|-
 
! ''Realistic''
 
! ''Realistic''
| __.__ || __.__ || __.__ || __.__ || __.__
+
| 72.3 || 85.0 || 85.0 || __.__ || __.__
 
|-
 
|-
 
|}
 
|}
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! 0% !! 50% !! 100%
 
! 0% !! 50% !! 100%
 
|-
 
|-
| Type 91 || SAM || ___ || _.__ || __ || _._ || ___ || __° || __° || __°
+
| Type 91 || SAM || 1000 || 7.7 || 1 || 10 ||486
 +
| 47° || 56° || 65°
 
|-
 
|-
 
|}
 
|}
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
''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''
+
One of the main advantages of this vehicle is the speed, your main goal will be not on the front lines but behind offering support or flanking to intercept Air. With a range of 7km in Rear Aspect and the 4.5km in All Aspect you will need to move closer to the enemy than would be ideal for a vehicle like this. This vehicle is ideal for taking wide flanks through less trafficed parts of the map to get into position to lay ambushes for enemy air. While this vehicle does not feature Spotting like light tanks you can use your Optical and Commander thermals to see enemies and ping the map for your team, this can help out your team during the downtime between Aircraft spawning.
  
<nowiki>-----------------</nowiki>
+
On some maps you can be key to getting a quick cap on a middle point, or decapping a less contested point giving your team a slight advantage. Using your speed you can get in and out before many tanks realise you were even there.
  
'''''RB'''''
+
In SB this vehicle really shines as maps are larger to allow more flanking so you can set up ambushes easier. Though the downside is as this vehicle does not feature Radar you will have to rely on sounds and team callouts to know where to aim. However this is offset by the fact your missile lock on does not set off early warning unless you activate tracking, and by the time enemies see you it will be too late to avoid. 
  
<nowiki>-----------------</nowiki>
+
''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).''
 
 
<u>First Cap</u>
 
 
 
In any map with a road to a cap you can likely <u>arrive by the point by the time the enemy is halfway there</u>. When you finish capping the enemy may be close but you can still get away to hide or cap another point.
 
 
 
<u>Scouting</u>
 
 
 
Besides capping points if you are in a call with a teammate the <u>high resolution commander thermals</u> it is very good for spotting and running away if you can coordinate with your teammate calling out enemies and having them attack, otherwise you lack any offensive capabilities. (This vehicle does not have the scouting feature.)
 
 
 
<u>Anti-Air Targeting</u>
 
 
 
The missiles being used, the type 91 can generally ignore flares and fire on the move between 400m and 5km. The radar allows the turret to track the target when locked on and return distance within 5km. The missiles go in a straight line for 400m then begin tracking the target, where it tends to go towards below the target then pull up, <u>not a straight line.</u>
 
 
 
Maybe it's a bug, but as of [6/1/2020], the missiles generally miss the target by a small margin. It seems to have a '''1-6 hit ratio''' to helicopters. And cannot reliably hit dodging planes flying at you, or paths adjacent.
 
 
 
Shooting passing planes however at 700-1200m guarantees a critical hit, and if the target is an '''AI''' then at 2km-4km the missiles can reliably hit adjacent targets, and has a good chance to hit '''AI''' planes flying at you from 1.6-4km away.
 
 
 
<u>Anti-Air Damage</u>
 
 
 
The damage inflicted by the missiles depends on what the target is and whether or not they are dodging. Helicopters usually take several hits to go down, and dodging jets generally take 2 hits or less. Prop planes are usually one shot, but since the type 91 missile is f and f you can start targeting another missile before the last one reaches the target if you feel like spamming.
 
 
 
<u>Positioning</u>
 
 
 
Positioning can be very important. Hiding between two buildings and alternating to protect from strafing is one example, but due to it's speed there are many places you can get to that cannot be accessed by other vehicles. You can climb steeps hills and do jumps past barricades to land in between houses, outside the map, or even on top of houses if you so wish.
 
 
 
<u>Ammunition Count</u>
 
 
 
With a larger number of missiles required to kill, and the ability to fire and forget, you may run out of missiles. It takes a long time to reload and you can only reload in sets of 8 so be careful if you decide to reload at a point.
 
 
 
<nowiki>---------------------------------------------</nowiki>
 
 
 
''(AB, RB, SB).''
 
  
 
=== Modules ===
 
=== Modules ===
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|Parts
 
|Parts
 
|Horizontal Drive
 
|Horizontal Drive
|NVD
+
|NVD / Thermals
 
|-
 
|-
 
| II
 
| II
Line 170: Line 157:
 
|
 
|
 
|Crew Replenishment
 
|Crew Replenishment
|Elevation Mechanism
+
|Elevation
 +
 
 +
Mechanism
 
|
 
|
 
|-
 
|-
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* Very high top speed for a ground vehicle
 
* Very high top speed for a ground vehicle
* High Resolution Thermals for gunner and Commander
+
* Its armament of SAMs can be deadly, especially at long range
* Four Wheel Steering
+
* Lock on does not set off early warning for Jets or Helicopters
* Missiles have a high chance to ignore flares
+
* Missiles can be fired on the move
* Great tracking when not target is not changing vector
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Can easily be destroyed by machine guns and Hull break
+
* Can easily be destroyed by heavy machine guns and strafing aircraft
 +
* As with nearly all light vehicles, it is susceptible to the "Hull Break" mechanic
 
* No gun armament for backup
 
* No gun armament for backup
* 400 meter Tracking activation
+
* As with all "cars", this vehicle cannot pivot in place like tanks can
* Low Hit Ratio when target changes vector
+
* Warm up time of 4s on the launcher and missiles.
* Missiles go below target before going up.
 
* Long reload
 
  
 
== History ==
 
== History ==

Revision as of 18:05, 5 June 2020

Rank 7 USA
F-5C Pack
jp_type_93.png
Type 93
AB RB SB
9.3 9.3 9.3
Class:
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Type 93.jpg


The Type 93 is a rank VII Japanese SPAA with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update "Starfighters".

General info

Survivability and armour

Armour protection on this vehicle is near non existant. And the idea of no armour being best armour holds up true here. The armour is only suitable for stopping small arms fire as the vehicle is designed to be hidden away from the front lines. The hull armour is 5mm thick all around, slightly more armour is offered on the wheels, chassis and the turret at around 10mm. However there is a lot of empty space in this vehicle that means you can get lucky and avoid a otherwise critical hit.

This lack of armour allows this vehicle to obtain some of the fastest speeds in game on flat roads and a more than adequate speed off road.

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.

Armour Front (Slope angle) Sides Rear Roof
Hull 5 mm 5 mm Top
5 mm Bottom
5 mm 5 mm
Turret 10 mm Turret front
10 mm Gun mantlet
10 mm 10 mm 10 mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 136 39 4.2 _,___ 324 __.__ 77.14
Realistic 125 36 _,___ 170 __.__ 40.48

Armaments

Main armament

The main armament for the Type 93 SAM, is a SAM Launcher built by Toshiba Heavy Industries. The ammunition you will be firing are 8x Type 91 SAM3 Missiles. These missiles are a variant of the Type 91 SAM2 Missiles fired from a handheld launcher by Infantry. Similar is purpose and design to Stingers

The launcher features a centralised optic system and 2 x 4 launchers located either side of it. The turret is capable of 360 degree turning and elevation of 70 degrees, there is no depression on the launcher meaning firing at targets below you will be difficult.

The Missiles fired use a First of its kind Guidance ( At the time ) Infared and Image Guidance System. The main benefit of this system was that It can lock onto targets emiiting heat but also is smart enough to detect the target through countermeasures. Meaning flares will do nothing to a missile chasing its target. The optics contain a TV Camera, Infared Sensors, Laser Recievers and IFF Antennas These feed through to a launch control device located on the passenger side of the vehicle.

This optic also allows you to track onto targets within +1 / -1 Degrees however offers no Radar itself to spot incoming enemies so relies on callouts from team mates or your own ears and eyes to spot.

The Launcher has a warm up time of 4s before it can gain a lock and fire the missiles. it is advised to keep the missiles warmed at all times to intercept fast moving Jets. Only 1 missile can be fired per target and warm up and lock on must be achieved again.

The launcher can be fired on the move unlike other SPAA

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: {{main|Name of the weapon}}. 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 article: Type 91
Type 91 missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 8 (8) 60 0°/+70° ±180° Two-plane __.__ __.__ __.__ __.__ __.__ _.__ _.__ _.__ _.__
Realistic 72.3 85.0 85.0 __.__ __.__

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 91 SAM __ __ __ __ __ __
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 91 SAM 1000 7.7 1 10 486 47° 56° 65°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
1 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Usage in battles

One of the main advantages of this vehicle is the speed, your main goal will be not on the front lines but behind offering support or flanking to intercept Air. With a range of 7km in Rear Aspect and the 4.5km in All Aspect you will need to move closer to the enemy than would be ideal for a vehicle like this. This vehicle is ideal for taking wide flanks through less trafficed parts of the map to get into position to lay ambushes for enemy air. While this vehicle does not feature Spotting like light tanks you can use your Optical and Commander thermals to see enemies and ping the map for your team, this can help out your team during the downtime between Aircraft spawning.

On some maps you can be key to getting a quick cap on a middle point, or decapping a less contested point giving your team a slight advantage. Using your speed you can get in and out before many tanks realise you were even there.

In SB this vehicle really shines as maps are larger to allow more flanking so you can set up ambushes easier. Though the downside is as this vehicle does not feature Radar you will have to rely on sounds and team callouts to know where to aim. However this is offset by the fact your missile lock on does not set off early warning unless you activate tracking, and by the time enemies see you it will be too late to avoid.

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).

Modules

Tier Mobility Protection Firepower
I Tires Parts Horizontal Drive NVD / Thermals
II Suspension Brake System FPE
III Filters Crew Replenishment Elevation

Mechanism

IV Transmission Engine Artillery Support Laser Rangefinder

Pros and cons

Pros:

  • Very high top speed for a ground vehicle
  • Its armament of SAMs can be deadly, especially at long range
  • Lock on does not set off early warning for Jets or Helicopters
  • Missiles can be fired on the move

Cons:

  • Can easily be destroyed by heavy machine guns and strafing aircraft
  • As with nearly all light vehicles, it is susceptible to the "Hull Break" mechanic
  • No gun armament for backup
  • As with all "cars", this vehicle cannot pivot in place like tanks can
  • Warm up time of 4s on the launcher and missiles.

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

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.

External links


Japan anti-aircraft vehicles
Ke-Ni Derivatives  Ta-Se · So-Ki
Wheeled  Type 94
Tracked  SUB-I-II
Radar SPAAG  Type 87
Missile SPAA  Type 93 · Type 81 (C)
USA  ▅M16 MGMC · ▅M19A1 · ▅M42