Type 60 SPRG (C)

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Type 60 SPRG (C)
jp_type_60_sprg.png
Type 60 SPRG (C)
AB RB SB
6.7 6.7 6.7
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Description

GarageImage Type 60 SPRG (C).jpg


The Type 60 Self-Propelled Recoilless Gun (C) (Type 60 SPRG (C)) is a rank IV Japanese tank destroyer with a battle rating of 6.7 (AB/RB/SB). It was introduced along with the entire Japanese Ground Forces tree in Update 1.65 "Way of the Samurai". The Type 60 is the first vehicle in War Thunder to implement a recoilless gun as the main armament of a vehicle.

The principal role of the Type 60 SPRG is as a short-range ambushing "Tank destroyer" where it can make maximum use of its dual 106 mm M40 firepower to best effect, it is better suited to short range engagements and can find it difficult to make meaningful contributions to the team, on maps where the engagement range is far and distance.

A secondary role for the Type 60 SPRG is as the budget "light" tank, it is quite nimble with a low profile enabling it to rush to caps and make use of cover, where a large vehicle would not be able to, however it is also extremely lightly armoured and most of the times it cannot properly use hull-down spots, so it is not a very good holder of the cap point.

A tertiary role for the Type 60 SPRG is to make use of the "reconnaissance" function and mark opposition tanks for teammates which it can see but are too far for it to engage directly its own weapons. It also has the ability to repair allied vehicles.

The secondary and tertiary roles enable the Type 60 SPRG to contribute to the team even on maps where its unable to directly attack opposition vehicles, however, it does make you heavily reliant on teammates taking advantage of your efforts to capture points or mark opposition targets, but it is possible to have decent games in this passive role.

It is a small squat vehicle, most of its height comes from the raised platform that houses the twin 106 mm M40 on the left side (facing it). This raised platform enables the Type 60 to have an impressive 20° degree of gun depression combined with a 60° arc of fire to the right and left of the vehicle, however, it is also responsible for leaving an open area into the fighting compartment leaving the Commander/Gunner exposed to MG fire.

Armour is non-existent on this vehicle only small areas are ~30 mm thick and capable of resisting ~50 cal MG fire, never mind opposition tanks main cannons.

General info

Survivability and armour

The Type 60 SPRG light armour and in some cases absence of armour (open gap in front of the Commander) means that even return MG fire can be deadly. The only area which can reliably stop machine gun fire is from the right side. It lives and dies on being able to engage first and retreat thus should be usually played in ambush or supporting the flanks of advancing tanks, it is not built to be a front line "tank destroyer".

Its frontal armour is capable of stopping certain planes fire, but the rest of it might as well not exist. It won't stop attackers from destroying Type 60 either.

Due to this, when enemy tanks fire APHE at commander's turret, it almost always fails to detonate and only takes out one crew member. This still doesn't change the fact, that commander's compartment is a huge target, and commander IS the gunner, and so you might be unable to fire back. This is a very big problem in AB, as people tend to shoot at SPRG the very instant they see it, often prioritizing it over anything else.

Armour type:

  • Rolled homogeneous armour
  • Gun steel (Recoilless tubes and spotting guns)
Armour Front Sides Rear Roof
Hull 30 mm (27-29°) Front plate
10 mm (61-77°) Front glacis
30 mm (35-66°) Lower glacis
15 mm Top
10 mm Bottom
10 mm (58°) Top
10 mm (37°) Bottom
10 mm
Turret 10 mm (39°) 15 mm 10 mm (8°) 30 mm
Armour Sides Roof
Cupola 10 mm 10 mm

Notes:

  • Suspension wheels are 20 mm thick, tracks are 15 mm thick.
  • Turret column is 30 mm thick.
  • Front and rear turret armour does not fully cover the commander.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 60 17 8 213 286 26.63 35.75
Realistic 55 15 133 150 16.63 18.75

While the vehicle is quite lightweight at 7.7 tons, the diesel engine is not a particularly beefy meaning while quite quick and nimble, you are often left wanting more horsepower when ascending hills and particularly when attempting to escape from a failed ambush or multiple enemy tanks.

Avoid getting stuck on a hill while facing downwards, as it will take approximately two minutes for stock Type 60 SPRG (C) to free itself unless it is wedged in for good. Care must be taken as even spaded tanks can get stuck for good.

The vehicle is too lightweight to attempt to plough through the weakest of stone fences, which even the lightest tanks normally drive over losing only 2 km/h, and the rangefinding machine gun cannot be used to destroy most of them either. Consider driving around them, unless you want to risk getting stuck while trying to get over them.

In arcade mode, one might consider using reverse more often, as it is much more responsive than the forward travelling gears, especially for turning around (because of its higher torque).

Armaments

Main armament

Main article: Type 60 (B) (106 mm)

Type 60 SPRG uses two recoilless rifles. They only fire chemical ammunition, which should be always kept in mind. They explode if contact with anything on their flight path.

Both rifles are on separate triggers, and so it is very recommended to unbind "fire additional weapon" from "fire main gun" button (left mouse button by default). This way you can use both guns separately to attack two tanks at once or adjust aim in case of a miss. In some cases, you can even fire one gun to destroy an object shielding the enemy tank and as soon as it collapses, destroy the enemy tank with the second gun. It's not likely that enemy will be going anywhere after being critically hit by chemical warhead anyway, so most of the times firing both guns in quick succession is a waste of ammunition.

Ammunition Choice for this vehicle is a bit of a headache for a number of reasons:

  • You only have 5 shots for each gun, 10 in total
  • M344A1 HEAT has impressive penetration with few vehicles capable of resisting a hit but its damage is limited to a narrow cone requiring accurate shooting in order to hit essential components of the opposition tank and in large tanks with spaced-out crew (T29), it can struggle to achieve a knock out blow even with both M40s fired
  • M361A1 HESH has the potential for more damage against opposition tanks but it has significantly less penetration requiring you to be even more accurate with your shots, however, the tricky shot of lobbing the projectile onto the roof of opposition tanks can yield rather hilarious results

When rearming at capture point, keep in mind that Main gun (left gun) rearms first, and only one of them rearms at same time, so you might want to save at least one shot for secondary gun just in case someone tries to interrupt your rearm and one shot wasn't enough to destroy them.

It is worth noting, that hull-down is very difficult to accomplish with this vehicle due to the main gun's height being similar to the commander's tower height. In arcade mode Type 60 should not be doing this, due to arcade battle markers making it very easy to spot and counterattack.

106 mm Type 60 (B)
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
10 -20°/+15° ±30° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 5.9 14.4 14.8 16.4 __.__
Realistic 5.9 8.3 8.5 9.4 __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
13.00 11.5 10.6 __.__
Type 60 SPRG (C) Optics
Which ones Default magnification Maximum magnification
Main Gun optics x4 (estimated) x5 (estimated)
Comparable optics M46 “Tiger” (X4), T20 (X5)
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 90°
10m 100m 500m 1000m 1500m 2000m
M344A1 HEAT 381 381 381 381 381 381
M361A1 HESH 152 152 152 152 152 152
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%
M344A1 HEAT 502 10 0.0 0.1 1,650 +0° 62° 69° 73°
M361A1 HESH 498 10 0.4 0.1 5,040 +0° 73° 77° 80°
Ammo racks
Ammo racks on the Type 60 SPRG.
Full
ammo
1st
rack empty
Visual
discrepancy
10 (+8) no

Machine guns

Main article: Type 60 (B) (12.7 mm)

Type 60 (B) machineguns are mounted on top of rifles to provide rangefinding. They are not suited for combat and obstacle-clearing in any way, and only the flimsiest of fences will be damaged by them. The point of them is to be used to see, where shells of rifles will land.

However, they are only effective up to about 800 m, as trajectory starts to deviate past that point.

It is technically possible to use them to shoot down fighters, but only if they are directly strafing you - aim for the pilot. Anything else would do no damage to the plane.

12.7 mm Type 60 (B) (x2)
Coaxial mount
Capacity (Belt capacity each) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
2,400 (5) 300 N/A N/A

Usage in the battles

The Type 60 SPRG is predominately suited to short-range ambushes of opposition tanks. It is quite diminutive in stature and relatively mobile allowing it to manoeuvre into position, typically behind a hill, where it can use the impressive 20° degree of gun depression, to quickly pop up and deliver dual 106 mm M40 to a target before pulling back to reload or relocate. In AB, you can use scouting to mark interesting targets and hide away while keeping re-scouting them, to virtually disappear from the map for a while.

If the target is far away enough and the hill is steep enough, due to naturally high HEAT flight angle it is sometimes possible to fire shot above it without having to expose the SPG. In AB one can aim using "binocular aim" trick (point binoculars at target and hold main firing button to turn turret towards the target), in RB one have to use rangefinding MG and check it's flight pattern to see where shells will land.

It is possible to fire at targets outside of your rangefinding MG range (800 m), however, the low ammunition count (10) and low muzzle velocity (~500 m/s) of the 106 mm M40 projectiles combined with projectile drop, means you either must be very sure of your aim or located near a cap point for reloading, and so the usual engagement range should be under 1000 metres.

Often it is better to hold fire when you have observed an opposition vehicle to see if they will present a better target and only fire when you are confident you will secure a hit or are about to be discovered.

For maps with little to no cover, your best bet is to find some ASAP, even if it is in the form of dead tanks. For maps like Maginot, El Alamein or any of the city maps; stay near pieces of cover that blend with your camouflage layout. For example, in the cap circle in the main town in Maginot; hide in the little garden area's that are blocked by walls and use this to hide if you are being tracked down or as an ambush position. Remember not to cause too much environmental damage as it will make it too visible and leave the trees up, so planes will have a hard time finding you.

A recommendation is to use all M344A1 HEAT till you have got used to aiming the weapon then perhaps try using the HESH approach to see if you get better results. There is no specific enemy for the Type 60 SPRG due to the extremely light armour and in some place absence of armour, a gap between the dual 106 mm M40 and the hull in front of the commander, makes the Type 60 SPRG extremely vulnerable to even return machine gun fire.

If at all possible you should approach an opposition target from the left as this will allow the driver's viewing port to extend past the gap in the armour prevent the opposition targets from machine-gunning directly into the interior of the tank.

Pros and cons

Pros:

  • HEAT rounds have impressive penetration which can hit and destroy a majority of tanks with one or two rounds
  • Alternating guns usage typically leads to a faster reload rate compared to other tanks it will face
  • Quite nimble
  • Low profile
  • Excellent gun depression

Cons:

  • Open gap in armour in front of the commander
  • Light armour barely capable of resisting light machine gunfire
  • Low ammo count of 10 rounds
  • Ranging machine gun only effective up to ~800 meters before trajectory with the main gun deviate
  • Extremely vulnerable to strafing by aircraft with no machine gun to return fire
  • Even the most primitive objects can stop it from crossing the terrain sometimes

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 main template. Be sure to include links to sources at the end of the article.

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Sources

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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