Type 4 (Mod 4)
Contents
Description
The Type 4 (Mod 4), Kuchiku-Tei Ka-Ro is a premium rank II Japanese sub-chaser with a battle rating of 1.7 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".
General info
Survivability and armour
The Model 4 is protected by the standard 40mm of wood making up the hull, which doesn't offer much actual protection overall. All but the smallest weapons will be able to cause structural damage at most combat ranges, and the vast majority of weapons will be able to penetrate the hull to damage internal components. Of note however are this boats engines- it has three, one conventional engine in the hull of the boat, with two additional exposed aircraft engines towards the back of the deck, this gives it more speed but as the engines are exposed, they're very weak to fire, one or two cannon shots will render them out of action; on the plus side however, these engines are still small targets and hard to hit, so as long as you're not making yourself an easy target they shouldn't catch too much fire.
Mobility
The Model 4 is very impressive mobility wise, it can reach 71 kp/h in RB modes, and 107 kp/h in AB modes, making it one of the fastest Japanese vessels overall. It's also very responsive to control inputs, and will turn very quickly, meaning that if need be, you can turn a full 180 degrees and retreat instead of reversing, as long as the speed is kept high this vessel will remain very maneuverable.
Armament
Primary armament
The Model 4 uses the Type 4 37mm naval cannon as its primary weapon, it has a relatively quick reload but an overall unimpressive damage output. It has access to two types of ammunition.
- HE - High explosive, adequate damage output for the calibre of gun.
- APHE - Armour piercing high explosive, very little viability- little to no damage output unless striking a critical component multiple times.
Overall the HE is the round to main when playing the Model 2, the APHE just doesn't do enough reliable damage to make it worth using as a primary round, the HE will cause much more damage structurally. It's only really viable to use at closer ranges as well, it's not the easiest gun to aim at long range and at close range the secondary 20mm cannon will be a more reliable weapon, even against armoured targets.
Secondary armament
The Model 4 is equipped with twin 20mm Type 98 cannons for its secondary weapon. These cannons perform very well against aircraft and boats alike, however they can only fire to the sides of the boat, due to the bridge and exposed engines blocking the line of fire. All in all, its a modestly powerful weapon and more reliable than the primary 37mm 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 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
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, as the 20mm has more penetration with its AP rounds than the APHE shell on the 37mm primary.
Special armament
The Model 4 can carry ten 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 for attacking larger ships, as if you can reach them unnoticed one or two of these depth charges will sink the vessel.
Usage in battles
Despite the impressive speed of the Model 4, being too aggressive with it will often prove fatal, its' survivability overall is fairly poor, so you really don't want to get caught out. You're going to want to use the twin 20mm cannons as your primary weapon as they are by far superior to the 37mm, and because of this you'll need to plan your route through the map carefully. Due to the deadzones in the fire arc of the 20mm cannons you need to be mindful of where enemies could be engaging you from, one of the worst situations you can find yourself in while playing this boat is running into an enemy head on at close range, you'll need to turn to fire upon your enemy and by this time they will likely have a few seconds to fire upon you, and these few seconds are often fatal.
If you're playing on a map with lots of narrow sight lines, try to avoid sailing directly for them, and instead sail at an angle in their general direction, this way- if an enemy vessel appears from one of these choke points you'll instantly be able to fire upon them, as your boat is fairly weak, you need to minimise all forms of damage dealt towards you, so it's imperative you make sure enemies aren't going to engage you from the front or the back if at all possible.
A good playstyle for this boat is patrolling, using your impressive mobility to sail back and forth across a wide area, keeping an eye on the sight lines and choke points enemies could be coming from, try to avoid areas where enemies could get close to you, as the closer they are the more potential damage you'll take, and the deadzones for your guns will be more of a hindrance, close quarters is the last place you want to be engaging enemies. An ideal range of engagement is around 800-1000 meters, where you can easily make slight turns to allow your cannons more time on target, additionally at this range your engines will be a lot harder to hit, allowing you to stay in the fight longer.
Modules
Tier | Seakeeping | Unsinkability | Firepower | |||
---|---|---|---|---|---|---|
I | Dry-Docking | Tool Set | 20 mm HET magazines | 37 mm APHE | ||
II | Rudder Replacement | Fire Protection System | Smokescreen | 20 mm APT magazines | Auxiliary Armament Targeting | |
III | Propeller Replacement | Primary Armament Targeting | Depth Charges | |||
IV | Engine Maintenance | New Pumps | Artillery Support | |||
This is a premium vehicle: all modifications are unlocked on purchase |
Pros and cons
Pros:
- Very mobile and responsive in maneuvers
- Very potent secondary armament
- Despite how weak they are, the engines are hard to hit
Cons:
- Poor firing arc for the 20mm cannons
- Ineffective primary weapon performance
- Very weak exposed engines
- Struggles when uptiered
History
Describe the history of the creation and combat usage of the ship 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 ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-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 ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===
, also if applicable).
Media
See also
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;
- links to approximate analogues of other nations and research trees.
External links
Paste links to sources and external resources, such as:
- topic on the official game forum;
- encyclopedia page on the ship;
- other literature.
Japan sub-chasers | |
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Japan premium ships | |
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Motor torpedo boats | Type T-14 (mod. 1) · Type T-51a |
Motor gun boats | Type 4 (Mod 4) · PG 02 |
Sub-chasers | Type K-8 No.13 |
Frigates | Akebono |
Destroyers | IJN Satsuki · IJN Nenohi · IJN Hayanami · IJN Kiyoshimo · IJN Yuudachi · JDS Yūgure (DD-184) |
Light cruisers | IJN Yubari · IJN Mikuma |
Heavy cruisers | IJN Myoko |
Battleships | IJN Yamashiro |