Difference between pages "M103" and "Ho-Ri Production"

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{{Specs-Card|code=us_m103}}
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{{Specs-Card|code=jp_type_5_ho_ri_production}}
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{{About
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|about=tank destroyer '''{{PAGENAME}}'''
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|usage=the bundle version
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|link=Ho-Ri Prototype
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}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it is talking about.''-->
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<!--''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.''-->
[[File:GarageImage_M103.jpg|420px|thumb|left]]
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[[File:GarageImage_Ho-RiProduction.jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American heavy tank {{Battle-rating}}. It is one of the first American tanks to be released with the American ground tree in [[Update 1.45 "Steel Generals"]].  
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The '''{{specs|name}}''' is a rank {{specs|rank}} Japanese tank destroyer {{Battle-rating}}. 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 shots there can get its transmission destroyed.
  
 
== General info ==
 
== General info ==
Line 12: Line 19:
  
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 +
[[File:Ho-Ri frontal weak spot demonstration.jpg|450px|thumb|right|Destroying Ho-Ri with APHE in direct battle isn't really all that hard - simply aim for these square sheets protecting its radiators and fire. As long as your shell can penetrate 200 mm of armour it will instantly explode the tank, or at least take out the entirety of the crew in that part of the tank. If you are ''very'' good at aiming, you can aim a bit higher to hit the window which has only 175 mm of armour with potential of hitting an outer ammo rack directly, but reduced likelyhood of APHE hitting the ammo on the bottom of the tank.]]
 +
If you spot a Ho-Ri, '''never''' shoot it in the sloped UFP. It can bounce shells from even an 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 are slightly weaker, so if using APHE aim for that if possible.
 +
 +
While transmission is very sturdy and LFP is rather thick for lighter tanks and APHE, some heavy pure AP tanks like [[Lorraine 40t]] can shoot through it and ammo rack Ho-Ri in one shot.
 +
 +
There is also a minor, but important detail - whenever your gun is pointing down, it opens the hatch on top of your vehicle, so if the enemy attacker is trying to top-down your SPG, pull your gun up to make sure it won't destroy the vehicle. It is also possible to push HE inside of compartment when the hatch is opened, but for anything, with exception of rank I tanks, it would be easier to just shoot your tank directly.
 +
 +
Overall, the Ho-Ri is highly resistant to light tanks and many relatively low-velocity shells when angled (such as even it's own APHE), however at flat angle front can be easily penetrated (especially when fired at point blank), flat sides can be easily penetrated by anything at the BR, and even the rear can be penetrated by SPAA. As such, in urban enviroment, it's best to cut corners and drive out onto enemy while already being angled.
 +
 +
Worst case scenario, Ho-Ri has 6 crew members, which are located in a very practical way (not just standing straight in the middle of the tank, but rather stand closer to the hull), so taking all of them out is a challenge in itself, and if player took less than maximal amount of ammo into fight, only the best-aimed shots can indefinitely one-shot the tank.
 +
 
'''Armour type:'''
 
'''Armour type:'''
  
* Cast homogeneous armour
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* Rolled homogeneous armour
* Rolled homogeneous armour (Turret roof)  
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* Cast homogeneous armour (Gun mantlet)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 21: Line 39:
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 
|-
 
|-
| Hull || 114.3 mm (55-66°) || 50.8 mm ''Upper'' <br> 44.44 mm ''Lower''|| 38 mm || 25.4 mm  
+
| Hull || 120 mm (70°) ''Front glacis'' <br> 120 mm (8°), 60 mm (67°) ''Lower glacis'' <br> 100 mm (16°) ''Hull cheeks'' || 75 mm (17°) ''Top'' <br> 75 mm ''Bottom'' || 35 mm (10-40°) || 20 mm
 +
|-
 +
| Superstructure || 200-225 mm (5-20°) ''Superstructure front''<br> 175-225 mm ''Gun mantlet'' <br> 175 mm (5°) ''Vision slits'' <br> 50-200 mm (45°) ''Barrel shroud'' || 75 mm (17-48°) || 35 mm (5°) || 20-35 mm
 
|-
 
|-
| Turret || 127 - 350 mm || 76.2 - 93 mm || 51 mm || 38 mm
 
 
|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
  
* Suspension wheels are 20 mm thick and tracks are 30 mm thick.
+
* Suspension wheels and bogies are 15 mm thick while tracks are 20 mm thick.
* '''Hull armour:''' After the fantastic T32, the M103's armour situation is generally a letdown. Its side armour is nearly nonexistent, same applying to the rear. The M103's turret size was also increased while reducing the armour down from 152mm to ~85mm average. But all hope is not lost - the M103's armour design did improve. Unlike its predecessor, it features slopes and angles everywhere, making the M103 a difficult target to destroy from the front. It is also reassuring to know that the frontal chassis is no longer a big weak spot; it is relatively minor and can reliably bounce shots right into the armoured gun mantlet.
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* Bogie guards in the side suspension provide rows of 10 mm RHA at their locations.
* '''Turret armour:''' The M103's turret fares better. It is designed to take on tanks from the front, as the line of sight thickness exceeds 300mm on many occasions and where it doesn't the angle will result in bounces. However, this only works when facing straight at the enemy. Any slight angling miscalculation and the Line of Sight armour becomes useless.
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* Belly armour is 20 mm thick.
* '''Weak spots:''' The worst part of the M103 is its true weak spots. As mentioned previously, the upper glacis and lower gun mantlet tend to bounce shots into each other, often with deadly results. Furthermore, the bottom turret cheeks are not as well angled as the rest of the turret (~176mm) and can even be penetrated by the [[KwK 43 (88 mm)|long 88 mm KwK 43]]. The biggest issue present is the abnormally large turret ring. It is visible all around the tank, and with merely 127 mm of armour it attracts many shots. This, in combination with the "shot trap", presents a very deadly scenario: Either the enemy hits the turret ring and incapacitates the entire crew with one APHE shell, or the shell strikes the mantlet/glacis and still does massive damage to either the driver's compartment or the gun breech. ''Keep the turret ring hidden!'' Another small weakness is that the M103's belly armour is only 38.1 mm thick, meaning most high-explosive rounds used by the Rank V tanks, HESH, can be splashed under the M103 and actually penetrate it with the explosion alone.
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* Hull underside right above tracks is 20 mm thick.
 +
* 20 mm RHA plates separate the engine compartment from the front and rear.
  
 
=== Mobility ===
 
=== Mobility ===
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
{{tankMobility|abMinHp= 1046|rbMinHp= 716|<!--AoAweight=(optional) -->}}
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{{tankMobility|abMinHp= 1562|rbMinHp= 973}}
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 +
 
 +
When spaded, the {{PAGENAME}} moves at the pace of a medium tank - about 40/30 km/h (AB/RB) forward and -10/-8 km/h (AB/RB) backwards when offroad. It climb hills easily, sometimes even getting up the mountains.
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The biggest problem of this SPG is that its turn rate is quite low, and it lacks neutral steering. One must maximize "driving" skill of the crew to be able to indefinitely turn around, otherwise tank throttles and fails to turn around at gear 1-2, which can be easily exploited by enemy light tanks.
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 +
When just one track is broken, {{PAGENAME}} still can bounce around to continue fighting. It is also worth noting, that if one track '''and''' engine are broken, {{PAGENAME}} can barely turn around 1 degree per second, which is a big deal in urban combat.
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In Arcade mode {{PAGENAME}}'s engine is powerful enough to move hostile heavy tanks and push them around, denying repairs. Due to its hull shape, hostile tanks often get pulled on it and become completely helpless, especially when pushed against the wall, making tanks like [[T29]], [[IS-6]] and [[T-54 (1947)|T-54]] vulnerable to point blank finishers. Wide and agile medium tanks like [[T-44-100]] or [[Warrior]] often resist ramming attempts if away from walls and can eventually sidestep {{PAGENAME}}, but there is no practical need to ram them anyway. If you absolutely have to do it, do not leave them enough space to squeeze between {{PAGENAME}} and the wall, or they will escape.
  
 
== Armaments ==
 
== Armaments ==
 
=== 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.''-->
{{main|M58 (120 mm)}}
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{| class="wikitable" width="100%" style="text-align:center"
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The weapon used by Ho-Ri is mostly suited to attack medium and heavy tanks, while heavy SPG and hull-down tanks at it's BR can mostly deflect its shots unless a weak spot is hit. As such, engaging other SPG is always a great risk.
 +
 
 +
While APHE used by it sometimes struggles at penetrating enemy and hasty shot might result in ricochet, if it penetrates the enemy tank is probably going to blow up, making destroying anything like [[Tiger II (10.5 cm Kw.K)]] and [[Centurion (Family)]] relatively easy, which is also supported by SPG armour being able to bounce most, if not all, of their reply shots. Gun is also relatively easy to handle on move if self-discipline is maintained.
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 +
In close quarters, if gunner got taken out and situation looks grim, Ho-Ri can ram the opponent and pull them onto a rock, wall, hill, or even itself, then push APHE into their now un-angled hull as soon as someone replaces the gunner. Usually APHE is potent enough to reach the ammo rack or the crew and one-shot the tank, but if ammo rack is destroyed, the chain reaction also often destroys or completely immobilizes Ho-Ri as well.
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Apart from APHE, the gun can be armed with "Experimental HE", which is mostly used to simply destroy light tanks without having to aim for too long.
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 +
{{main|Type 5 (105 mm)}}
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 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="5" |[[M58 (120 mm)|120 mm M58]]|| colspan="5" |Turret rotation speed (°/s)|| colspan="4" |Reloading rate (seconds)
+
! colspan="6" | [[Type 5 (105 mm)|105 mm Type 5]]
 
|-
 
|-
!Mode
+
! colspan="3" rowspan="1" style="width:5em" |Capacity
!Capacity
+
! rowspan="1" | Vertical <br> guidance
!Vertical
+
! rowspan="1" | Horizontal <br> guidance
!Horizontal
+
! rowspan="1" | Stabilizer
!Stabilizer
 
!Stock
 
!Upgraded
 
!Full
 
!Expert
 
!Aced
 
!Stock
 
!Full
 
!Expert
 
!Aced
 
 
|-
 
|-
!''Arcade''
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| colspan="3" | 51 || -10°/+20° || ±10° || N/A
| rowspan="2" |33|| rowspan="2" |-/+15°|| rowspan="2" |±180°|| rowspan="2" |NA||19.42||26.88||32.60||36.10||38.40|| rowspan="2" |19.37|| rowspan="2" |17.14|| rowspan="2" |15.79|| rowspan="2" |14.90
 
 
|-
 
|-
!''Realistic''
+
! colspan="6" | Turret rotation speed (°/s)
|14.28||16.80||20.4||22.60||24.00
+
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 3.60 || 8.6 || 8.9 || 9.8 || __.__
 +
|-
 +
| ''Realistic'' || 3.60 || 5.0 || 5.1 || 5.6 || __.__
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 11.10 || 9.9 || 9.1 || __.__
 
|-
 
|-
 
|}
 
|}
 +
 
===== Ammunition =====
 
===== Ammunition =====
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
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! 2000m
 
! 2000m
 
|-
 
|-
| M358 shot || AP || 300 || 298 || 286 || 272 || 258 || 245
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| Type 2 APHE || APHE || 234 || 230 || 209 || 184 || 163 || 141
 +
|-
 +
| Experimental HE || HE || 30 || 30 || 30 || 30 || 30 || 30
 
|-  
 
|-  
| M356 shell || HE || 45 || 45 || 44 || 43 || 43 || 43
 
|-
 
| M469 shell || HEATFS || 380 || 380 || 380 || 380 || 380 || 380
 
|-
 
 
|}
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
Line 108: Line 154:
 
! 100%
 
! 100%
 
|-
 
|-
| M358 shot || AP || 1,067 || 23.1 || N/A || N/A || N/A || -|| 48° || 63° || 71°
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| Type 2 APHE || APHE || 1000 || 16 || 1.2 || 19 || 200 || ° || 47° || 60° || 65°
 +
|-
 +
| Experimental HE || HE || 920 || 16 || 0.1 || 0.1 || 2,520 || +0° || 79° || 80° || 81°
 
|-  
 
|-  
| M356 shell || HE || 762 || 22.8 || 0.1 || 0.1 || 4,650 || +0° || 79° || 80° || 81°
 
|-
 
| M469 shell || HEATFS || 1,143 || 23.8 || 0.0 || 0.1 || 2,670 || +0° || 65° || 72° || 75°
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center"
 
! colspan="7" | Smoke characteristic
 
|-
 
! Ammunition
 
! Velocity <br /> in m/s
 
! Projectile<br />Mass in kg
 
! ''Screen radius <br /> in m''
 
! ''Screen time <br /> in s''
 
! ''Screen hold time <br /> in s:''
 
! ''Explosive Mass in g<br /> (TNT equivalent):''
 
|-
 
| M357 || 762 || 23 || 20 || 5 || 25 || 50
 
|-
 
 
|}
 
|}
  
 
===== [[Ammo racks|Ammo racks]] =====
 
===== [[Ammo racks|Ammo racks]] =====
[[File:Ammoracks_M103.png|right|thumbnail|x250px|Ammo racks of the M103.]]
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[[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"
 
|-
 
|-
! class="wikitable unsortable" | Full <br /> ammo
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! class="wikitable unsortable" |Full<br /> ammo
! class="wikitable unsortable" |Ammo<br />Part
 
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 +
! class="wikitable unsortable" |5th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|-
| style="text-align:center" | '''33''' || style="text-align:right" | ''Projectiles''<br />''Propellants'' || 12&nbsp;''(+21)''<br /> 24&nbsp;''(+9)'' || 1&nbsp;''(+32)'' <br /> 14&nbsp;''(+19)''|| &nbsp;<br /> 10&nbsp;''(+23)'' || &nbsp;<br /> 1&nbsp;''(+32)'' || style="text-align:center" | No
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|| '''51''' || 46&nbsp;''(+5)'' || 40&nbsp;''(+11)'' || 30&nbsp;''(+21)'' || 12&nbsp;''(+39)'' || 1&nbsp;''(+50)'' || style="text-align:left" | no
 
|-
 
|-
 
|}
 
|}
  
=== Machine guns ===
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Casemate sides empty: 40''(+11)''
<!--''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft, but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.''-->
 
{{main|M2HB (12.7 mm)|M1919A4 (7.62 mm)}}
 
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="7" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
 
|-
 
! colspan="7" | ''Pintle mount''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 1,000 (200) || 576 || -10°/+70° || ±60°
 
|-
 
|}
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="7" | [[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
 
|-
 
! colspan="7" | ''Coaxial mount (#1)''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 4,000 (250) || 500 || N/A || N/A
 
|-
 
! colspan="7" | ''Coaxial mount (#2)''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 4,000 (250) || 500 || N/A || N/A
 
|-
 
|}
 
  
 
== 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 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).''-->
Armed with an extremely large 120 mm cannon, the tank boasts superior firepower rivalling many other Rank V vehicles. One thing must be said from the start: The full name of the M103 is "'''''120 mm Gun Tank''''' '''M103'''" and not "[[T32|'''''Heavy tank''''' '''T32''']]". As the title already hinted, this tank is all about the cannon, a ''Gun tank''. This defines the general play style of the tank in both [[Arcade Battles|arcade]] and [[Realistic Battles|realistic mode]]: it is a sniper with the sole role of making the enemy's life as miserable and short-lived as possible. The cannon can compete against the armour of the [[Maus]]!
 
  
One thing to note is that the M103's play style is very different from its predecessor T32. Aside from the increase in firepower with the 120 mm cannon, the armour on the M103 is actually slightly weaker than the T32. The M103's gun mantlet is still good with ~300 mm line of sight thickness, but any other spot on the tank is weaker. The tank's upper glacis is, however, a major improvement and mostly a ricochet zone. If impacted, the shells usually travel straight into the turret or gun. Against later Soviet and German tanks, the front of the M103 is vulnerable. Even by using the "hull down" tactic as with the T32, the tank can still be penetrated. However, half-turret down will net better results. The sides, as on most US tanks, are still very thin and vulnerable with no major changes from previous models.
+
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 down-tiers, 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.
  
However, the armour of the M103 is not all bad; while it is not thick, the way it angles will deflect many shots. A badly placed shot will easily ricochet, or be swallowed by the line of sight thickness. A head-on engagement is the M103's greatest strength as its frontal armour performs similarly to the [[IS-3]]'s frontal pike nose.
+
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 acceleration will also assist when getting to nice sniping spots, and the speedy reverse allows you to retreat when getting overrun.  
  
With range, the advantages of the M103 increase while its disadvantages recede. It is, therefore, the perfect tank for large, open maps like Mozdok and Kursk, where flanking tanks can easily be spotted and dealt with
+
Due to Ho-Ri having more effective armour than most tanks at BR, and weapon capable of one-shots, it can be used as a flank attacker or even brawler in close range. The idea is to flank enemy, destroy as many tanks as possible before they realized what's going on, and then try to destroy them 1 by 1. While this strategy is most useful in AB (due to increased mobility of the vehicle and sometimes limited map space) and requires high "driving" crew skill, Ho-Ri is undeniably scary in close quarters, due to it being able to survive dozens of direct shots (as example, 3 poorly placed direct shots of [[Centurion Mk.5 AVRE]] and about 10 shots from [[Tiger II (P)]]) and even somehow come out on top in 1v3 fights. Try to keep your head cool though, as while going completely berserk and sweeping streets of enemy tanks, one might forget about lighter enemy tanks like [[Vickers MBT]] and [[Panther II]], users of which will ''never'' miss their opportunity to snipe ammo rack of an unsuspecting opponent from 50 to 2000 m alike.
  
===Tactics===
+
Some concerning enemies are:
The M103 is best played at medium to long range, making use of its 120 mm cannon to devastate enemies at a long distance. The vehicle's armour is more about slope than actual thickness, so the long distance also helps to mitigate the M103's rather large armour gaps. The tank also has good gun depression, so making use of hills is advised wherever possible. If on a city map, and have no long-range opportunities, stay close to teammates and move up only as warranted. The 120 mm has a fairly long reload, and in close quarters, can get the M103 destroyed during the downtime. As such, keep a back-up plan an escape route handy, as a missed, bounced, or non-lethal shot can leave the M103 exposed to enemy return fire.
 
  
The M103 also comes with a smoke round in case it's needed, but unless it's used to cover a pre-engagement advance, it's best to keep it in reserve only. The long reload of the gun can make loading a smoke round a fatal error, should the M103 get caught mid-reload, or worse, have to cease a reload halfway through to load a more suitable round.
+
* [[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. In arcade mode, one can try to ram T-54 to fire at the base of their turret and also push them onto something to fire a gun at their exposed roof, though in case T-54 in question had full ammunition load, the sheer power of explosion might take Ho-Ri out as collateral.
 +
* [[IS-2]] / [[IS-2 (1944)]] / [[ISU-122]]: These machines carry a huge 122 mm cannon that penetrates literally anything they see, including the Ho-Ri. Their shells will go through Ho-Ri's vertical armor of the fighting compartment pretty easily, killing the crew inside or detonating the ammo. To deal with the IS-2, try get a shot at them before the notice you / when they are reloading. These tanks tend to get one-shot due to their lack of crew or the cramped interior. For IS-2 mod.1943, aim for the hull armor that curves and blends into the side, or aim at the turret cheeks. For mod.1944, only go for the turret as the hull is very thick and well sloped. For the ISU-122, aim at anywhere but the gun mantlet, as it often absorb shells or cause ricochet.
 +
* [[AMX-50 Foch]]: Wielding a powerful cannon and heavy sloped armour, the Foch is a rare yet dangerous enemy. Do not give them time to one-shot you through transmission and aim for the gun. If your quick aim is good enough, one or two shots to optics on top of the hull will destroy Foch, due to APHE spalling down inside of heavy SPG. In the worst case scenario, you can just de-track it and call your teammates, which is not a bad idea, considering Foch drivers like ramming their opponents, rendering them unable to do anything.
 +
* [[T32E1]]: Though rare, this tank is completely immune to your gun in the front, while it can still go through your lower plate easily. Shoot the barrel and either flank it or retreat.
 +
* [[Jagdtiger]]: It's best to just retreat on sight of this SPG, as it can easily one-shot Ho-Ri, while it's barely possible to destroy it back. If direct combat is unavoidable, try to destroy its gun. MG port weak spot on the hull can be exploited to do minor crew damage. if Ho-Ri is on the low ground, an LFP shot becomes possible, resulting in one-shot.
 +
* ATGM light tanks and high tier SPAA: While APHE is adequate at destroying most of the light tanks, it is sometimes better to load "experimental HE" instead to one-shot them with hull break, especially the ones, which carry ATGM as secondary weapons. Keep in mind, that certain light tanks like [[BMP-1|BMP series]] and [[Warrior]] may resist explosives and are still easier to be destroyed with APHE instead. If low calibre non-combat SPAA is trying to destroy Ho-Ri, you can just put your rear next to a wall and make sure the roof hatch is closed. They will not be able to do anything to you like this.  
  
 
=== Modules ===
 
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
!Tier
+
! Tier
! colspan="2" |Mobility
+
! colspan="2" | Mobility
!Protection
+
! Protection
! colspan="2" |Firepower
+
! Firepower
 
|-
 
|-
|I
+
| I
|Tracks||
+
| Tracks
|Parts
+
|
|Horizontal Drive||
+
| Parts
 +
| Horizontal Drive
 
|-
 
|-
|II
+
| II
|Suspension||Brake System
+
| Suspension
|FPE
+
| Brake System
|Adjustment of Fire||M469 shot
+
| FPE
 +
| Adjustment of Fire
 
|-
 
|-
|III
+
| III
|Filters||
+
| Filters
|Crew Replenishment
+
|
|Elevation Mechanism||NVD
+
| Crew Replenishment
 +
| Elevation Mechanism
 
|-
 
|-
|IV
+
| IV
|Transmission||Engine
+
| Transmission
 +
| Engine
 +
|
 
|
 
|
|M357||Rangefinder
+
|-
 
|}
 
|}
It comes without question that this tank, whose sole defining aspect is its gun, should rely first on parts to keep the barrel smoking. For the second upgrade, which also unlocks other tier two upgrades, "Turret Drive" is recommended. The M103 has no mobility problems and therefore tracks can generally be neglected. However, its second tier unlocks are very useful. "FPE" is beneficial against the fires caused by the engine, but the 380 mm penetration HEAT shells and "Adjustment of Fire" for better accuracy are nothing to ignore. When choosing upgrades, ask this question: ''Is the normal APBC shot enough? Would I have benefited from being able to put out a fire? Does better accuracy help me to get more targets?'' Choose wisely! After all these three modules are researched, there is not a lot left. "Elevation Mechanism" is always nice, same for "Engine" and "Transmission".
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".''-->
 
 
 
'''Pros:'''
 
'''Pros:'''
  
* Has one of the largest calibre guns in the game that fire solid AP shots
+
* Heavy amount of frontal sloped armour
* Excels in long-range combat on open maps
+
* Can bounce '''anything''' when angled right
* Decent gun depression of -8 degrees for hull-down positions
+
* Very fast for a heavy SPG, with high acceleration thanks to its massive engine
* The M358 AP round is one of the strongest rounds available
+
* Reverse speed is good enough to get away from trouble and even when Ho-Ri loses one track it can still balance around to continue fighting
* Great post-penetration for AP
+
* High-velocity cannon with decent penetration and high post-penetration damage, perfect against medium tanks
* Very fast turret traverse rate
+
* Good gun depression
* Frontal armour is very strong against all but the most well-aimed and large calibre shots
 
* Sloped front glacis can deflect most AP shots
 
* Quite mobile for a heavy tank, even with stock modifications
 
* Reaches max speed (33 km/h) even when stock and going off-road
 
* .50 cal machine gun can provide some AA defence
 
* Stock AP rounds can one-shot almost anything - pending good shot placements
 
* Has a rangefinder
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* HEATFS has relatively low penetration compared to contemporary enemy tanks
+
* No neutral steering
* Tank can only hold 33 rounds
+
* Can get outflanked by turret tanks easily
* Rather long reload of more than 15 seconds
+
* Often up-tiered
* Turret shot trap present and could be shot at
+
* Enemy heavy SPG destroy it easily and usually shrug off its attacks
* Turret ring is vulnerable
+
* Mantlet is easily penetrated in close quarters, especially by sabot rounds
* Belly armour is only 38.1 mm thick
+
* Large weak spot in the LFP, protected by transmission, resulting in a quick immobilization
* Not close-engagement friendly
+
* Very high repair cost
* Sides and rear of turret and hull are very weak, less than 50.8 mm thick
 
* In up-tiers, where shell penetration quickly outpaces armor improvements, the armor on the M103 is more of a curse than a benefit as it slows the tank down and never stops shells.
 
  
 
== History ==
 
== 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 "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article.''-->
+
<!-- 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 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>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === Encyclopedia Info ===, also if applicable). -->
===Development===
+
In September 1942, the Japanese Army Staff received word of the new American M4 Sherman tank, which they realized had completely outclassed every Japanese tank in production at the time. There were three projects proposed by the Staff, each bearing their own gun selection; the 47 mm ''Kou'', 57 mm ''Otsu'', and 75 mm ''Hei'' designs. As combat data was filtered to the Japanese High Command, they ordered that the model ''Kou'' and ''Otsu'' merge to become the basis of what would eventually become the Type 4 [[Chi-To]]. Meanwhile, the ''Hei'' proposal would lead to the development of the Type 5 [[Chi-Ri II|Chi-Ri]]. 
The '''M103''' tank was designed to counter the Soviet heavy tanks being produced at the time, namely the [[IS-3]] and the [[T-10M]] heavy tanks, which prove rather impervious to Western tank designs such as the [[M26|M26 Pershing]] and [[Centurion Mk 3|Centurion]]. The problem facing the designers at the time was to produce a versatile tank system capable of engaging heavy tanks like the IS-3 and fortifications.
 
  
The result of the request for such of a vehicle was the experimental ''T34 heavy tank'', which was a variant of the then-experimental ''[[T29|T29 Heavy tank]]'' except mounting the much larger 120 mm T53 cannon rather than a 105 mm T5E2 cannon. Further development began on this tank in 1948, where multiple changes were made to the design to fit a more versatile tank system. The end result was the now named ''T43 Heavy Tank'', which began to see the doubt in its success as the Korean War was undergoing at the time that placed the [[M26|M26 Pershing]] back in the spotlight. The T43 managed to survive due to an order request of 80 units by the Army to reinforce their depleted armoured forces. The USMC even sought a replacement that could serve for a long period of time and ordered 220 of the vehicle in 1951. Changes were made to the armour protection and the gun was updated to the newer 120 mm T123E1 cannon. After being sent to Aberdeen Proving Ground and approved, it was accepted under the ''T43E1'' designation.  
+
Additional development projects came from a change in the Weapons Administration Headquarters Research Policy in July of 1943, a change that was made due to analyzing tank warfare between the German Army and the Soviet Union. Through the analysis of said data, the Japanese Army shifted their tank doctrine towards an emphasis on developing tanks that prioritized anti-armour missions instead of infantry support. Upon the enacting of this policy, the Army started a program to develop a series of tank destroyers based on the chassis of the medium tanks being designed. 
  
The [[M58 (120 mm)|120 mm T123E1 cannon]] (adopted as the M58 gun) was a very large cannon, and the ammo could penetrate about 340 mm of armour up to 1,000 yards. However, the ammo's large size restricted the number that could be held in the tank turret and hull. The design also had a 7.62 mm machine gun and a .50 cal machine gun could be installed on the turret to provide anti-aircraft and anti-personnel fire. The heavy weight of the design at 59 tons caused the Continental AV1790 engine to be insufficient in propelling the tank. Thus, the tank's speed was only about 34 km/h (21 mph). Despite the weight, it was still 10 tons lighter than its predecessors and retained about the same armour protection ratings. The production of the T43E1 tank was designated as the '''M103''' tank and was produced at Chrysler Newark for a total of 300 units produced.
+
The Type 5 Chi-Ri was chosen to become the basis for a new tank destroyer, as it was Japan's primary medium tank project and was more mature than other alternatives, while also mounting some of the most advanced technology Japan had produced at the time. 
  
===Deployment===
+
The tank destroyer would eventually be titled the '''''Ho-Ri'''''. Development of the vehicle began shortly after the Chi-Ri's, and after the decision was made to use the reliable coil spring suspension system that the Japanese manufacturers were familiar with, the Army began work on designing the superstructure and casemate with the first design mimicking the Chi-Ri chassis entirely and replacing the turret with a reinforced rear-mounted superstructure. 
The M103 was fielded in Europe in only one battalion in January 1958. The 889th Tank Battalion (later as the 2nd Battalion, 33rd Armor Regiment) was organized to four companies of six platoons each. Each platoon had three M103 heavy tanks for eighteen tanks per company. The United States Marine Corps had one M103 company of about seventeen tanks assigned to each of its three Marine tank battalions in regulars and reserves.  
 
  
The M103 never saw combat during its service life from 1957 to 1974 and the US Heavy Tank Battalions began to be deactivated around 1963 with the arrival of the [[M60|M60 Main Battle Tank]], which proved to be much better in the long terms compared to the M103. The Marines kept their M103s until they began receiving the M60 tanks to replace them. The removal of the heavy tank units in the US military was the time of turnover from the traditional classification of weight between a tank to the new concept of "main battle tanks" and "airborne vehicles". These ushers in the new age of main battle tanks that can serve in a multi-purpose role against armour and fortifications, starting in the M60 tank, then in its successor the M1 Abrams. The M1 Abrams, while having the same calibre as the M103, was much more powerful due to its new ammunition types and design, and was a statement on the advancement of technology that came in about thirty years difference between the two tank designs.
+
During the development of the new tank destroyer series, the Army chose to design a new anti-tank gun to fit the role. In July of 1943, the Army Military Customs Council began designing a 105 mm anti-tank gun based off of the Type 96 150 mm Strategic artillery cannon. It was shortened and given a single piece barrel and tank breech. Unfortunately, the two chief engineers of the cannon project the task that it meet a requirement of penetrating 200 mm at 1,000 meters with a 1000 m/s muzzle velocity. Naturally, the tank gun was not capable of this and instead was only able to penetrate 150 mm at 1,000 meters with a 915 m/s muzzle velocity. Although it did not meet the requirements, it was still superior to any other Japanese tank gun and was accepted into service as the Type 5 10cm.
  
Today, only a few M103 samples are left intact around America in various bases and museums.
+
Originally, the Ho-Ri was to keep the hull-mounted Type 1 37 mm from the Chi-Ri due to the idea that the primary cannon could only do so much for itself and a secondary weapon was required. The development of the design was split into to concepts; one being a rear mounted superstructure with a central engine (Ho-Ri I) and the other being a centralized superstructure with a rear engine placement (Ho-Ri II). The engine selection was quite different from the traditional diesel engines that powered most Japanese tanks throughout their production. Instead, Japan had used a V12 gasoline aircraft engine designed by BMW, making 550 horsepower at 1500 RPM. This engine was chosen due to the industrial capacity of Japan reaching its peak, and many assets from aircraft development were readily available for usage. 
  
=== In-game description ===
+
However, by the time both designs of the vehicle were proposed, the armour was no longer sufficient to thwart most US anti-tank armaments. Despite this, the design showed considerable promise and it was ordered that a third vehicle be designed with significantly improved armour. This new design was commonly labeled as '''Ho-Ri III'''. 
"By the end of the Second World War the M26 Pershing was the primary heavy tank for the American armed forces, though it was later redesignated a medium tank. The US at the same time was working on new heavy tanks, creating the T29, T30, T34, and T32 prototypes.
 
  
Having released the first T43 pilot model for testing in the summer of 1951, the Detroit Tank Arsenal (Chrysler) introduced a large number of changes to the project. The three subsequent pilot models were designated T43E1s, and worth noting among the significant changes made was the new 120 mm M58 (T123) cannon. New barrel production technology boosted pressure in the chamber as well as initial velocity. The M103's hull and turret were built as intricate, bulky molded pieces with flat welded armor plates on the bottom. The traditional design featured the power unit and transmission in the rear.
+
The Ho-Ri III took the basis of the Ho-Ri I and revamped it, changing the frontal plate from a flat 75 mm thick plate to a 120 mm thick plate sloped at 70°, deleting the hull-mounted 37 mm gun in the process. Although this was seen as a considerable blow to the tank's self-defense capabilities, it was accepted due to its vastly improved survivability. The removal of the 37 mm gun meant that the extra crew member who previously operated the gun could be used as a second loader to assist with the autoloading mechanism and provide shells for the primary loader.
  
After testing began in 1953 for the pilot and production models, 98 changes were made to the design. In April 1956 the tank was standardized and sent to production as the 120 mm Gun Full-Tracked Combat Tank M103. In all, 74 of the first 80 T43E1 tanks were updated to meet M103 standards.
+
The construction of the prototype was completed in 1944 and achieved a top speed of 40 km/h during trials. Being seen as a success, the Army ordered 5 units of the vehicle and put it into service as the '''Type 5 Ho-Ri'''. However only one operable prototype was fully completed by the war's end and the series only made it to 50% completion, resulting in the design being scrapped and no further testing was pursued.
 
 
Operations in Europe uncovered yet another list of problems plaguing the tank: difficult working conditions for the crew, an underpowered engine that overworked both it and the transmission, a barrel that quickly showed wear when frequently firing armor-piercing rounds, and much more.
 
 
 
The Marine Corps later ordered a final modernization for the tank: after the basic M60 was accepted, its diesel engine and fire control system were adapted. The new model was designated the M103A2."
 
  
 
== Media ==
 
== Media ==
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
+
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
=== Skins ===
+
Skin and Camouflages for the [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=tank&vehicleClass=tank_destroyer&vehicle=jp_type_5_ho_ri_production Ho-Ri Production] in Warthunder Live.
  
*[http://live.warthunder.com/?q=%23m103 Skins and camouflages for the M103 from live.warthunder]
+
== See also ==
**[http://live.warthunder.com/post/109541/ '''"Old Wolf"''' by ''STALINGRAD34RUS'']
+
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
**[http://live.warthunder.com/post/117847/ '''"M103 "Junk Yard Dog" D14 of the USMC (historical)"''' by ''Skydread'']
 
**[http://live.warthunder.com/post/96110/ '''"Grey camouflage"''' by ''Naserati'' Scale: 175% + Rotation 135%]
 
**[http://live.warthunder.com/post/105522/ '''"United States Marine Corps"''' by ''STALINGRAD34RUS'']
 
 
 
=== Videos ===
 
{{Youtube-gallery|BYXEADQGFpA|Tank overview & introduction '''"M103 Tank Review : Projecting Power"''' by ''CornyBros''|9ffxZDfz6rA|Gameplay video with focus on HEAT shells '''"Best Penetrating Tank Round!  M103 New HEAT Ammo!"''' by ''BaronVonGamez''}}
 
  
== 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;''
 
* ''reference to the series of the vehicles;''
* ''links to approximate analogues of other nations and research trees.''-->
+
* ''links to approximate analogues of other nations and research trees.''
 
 
* [[Conqueror|Conqueror Mk 2]] - British counterpart of the heavy tanks, using the same gun design.
 
  
 
== 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 tank;''
+
* ''encyclopedia page on the tank;''
 
* ''other literature.''-->
 
* ''other literature.''-->
  
* [http://warthunder.com/en/devblog/current/680/ [Devblog<nowiki>]</nowiki> Steel Generals: M103 Heavy Tank]
+
* [[Wikipedia:Type_5_Chi-Ri_medium_tank#Variant|[Wikipedia<nowiki>]</nowiki> Type 5 Chi-Ri medium tank]]
* [http://warthunder.com/en/devblog/current/731/ [Devblog<nowiki>]</nowiki> Developers about the M103 Heavy Tank]
 
  
{{USA heavy tanks}}
+
{{Japan tank destroyers}}

Revision as of 23:22, 13 July 2020

RANK 4 FRANCE
Somua SM PACK
Ho-Ri Production
jp_type_5_ho_ri_production.png
Ho-Ri Production
AB RB SB
7.3 7.3 7.3
Research:95 000 Specs-Card-Exp.png
Purchase:270 000 Specs-Card-Lion.png
Show in game
This page is about the tank destroyer Ho-Ri Production. For the bundle version, see Ho-Ri Prototype.

Description

GarageImage Ho-Ri Production.jpg


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 shots there can get its transmission destroyed.

General info

Survivability and armour

Destroying Ho-Ri with APHE in direct battle isn't really all that hard - simply aim for these square sheets protecting its radiators and fire. As long as your shell can penetrate 200 mm of armour it will instantly explode the tank, or at least take out the entirety of the crew in that part of the tank. If you are very good at aiming, you can aim a bit higher to hit the window which has only 175 mm of armour with potential of hitting an outer ammo rack directly, but reduced likelyhood of APHE hitting the ammo on the bottom of the tank.

If you spot a Ho-Ri, never shoot it in the sloped UFP. It can bounce shells from even an 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 are slightly weaker, so if using APHE aim for that if possible.

While transmission is very sturdy and LFP is rather thick for lighter tanks and APHE, some heavy pure AP tanks like Lorraine 40t can shoot through it and ammo rack Ho-Ri in one shot.

There is also a minor, but important detail - whenever your gun is pointing down, it opens the hatch on top of your vehicle, so if the enemy attacker is trying to top-down your SPG, pull your gun up to make sure it won't destroy the vehicle. It is also possible to push HE inside of compartment when the hatch is opened, but for anything, with exception of rank I tanks, it would be easier to just shoot your tank directly.

Overall, the Ho-Ri is highly resistant to light tanks and many relatively low-velocity shells when angled (such as even it's own APHE), however at flat angle front can be easily penetrated (especially when fired at point blank), flat sides can be easily penetrated by anything at the BR, and even the rear can be penetrated by SPAA. As such, in urban enviroment, it's best to cut corners and drive out onto enemy while already being angled.

Worst case scenario, Ho-Ri has 6 crew members, which are located in a very practical way (not just standing straight in the middle of the tank, but rather stand closer to the hull), so taking all of them out is a challenge in itself, and if player took less than maximal amount of ammo into fight, only the best-aimed shots can indefinitely one-shot the tank.

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.

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 44 10 65 1562 2,099 24.03 32.29
Realistic 41 9 973 1,100 14.97 16.92


When spaded, the Ho-Ri Production moves at the pace of a medium tank - about 40/30 km/h (AB/RB) forward and -10/-8 km/h (AB/RB) backwards when offroad. It climb hills easily, sometimes even getting up the mountains.

The biggest problem of this SPG is that its turn rate is quite low, and it lacks neutral steering. One must maximize "driving" skill of the crew to be able to indefinitely turn around, otherwise tank throttles and fails to turn around at gear 1-2, which can be easily exploited by enemy light tanks.

When just one track is broken, Ho-Ri Production still can bounce around to continue fighting. It is also worth noting, that if one track and engine are broken, Ho-Ri Production can barely turn around 1 degree per second, which is a big deal in urban combat.

In Arcade mode Ho-Ri Production's engine is powerful enough to move hostile heavy tanks and push them around, denying repairs. Due to its hull shape, hostile tanks often get pulled on it and become completely helpless, especially when pushed against the wall, making tanks like T29, IS-6 and T-54 vulnerable to point blank finishers. Wide and agile medium tanks like T-44-100 or Warrior often resist ramming attempts if away from walls and can eventually sidestep Ho-Ri Production, but there is no practical need to ram them anyway. If you absolutely have to do it, do not leave them enough space to squeeze between Ho-Ri Production and the wall, or they will escape.

Armaments

Main armament

The weapon used by Ho-Ri is mostly suited to attack medium and heavy tanks, while heavy SPG and hull-down tanks at it's BR can mostly deflect its shots unless a weak spot is hit. As such, engaging other SPG is always a great risk.

While APHE used by it sometimes struggles at penetrating enemy and hasty shot might result in ricochet, if it penetrates the enemy tank is probably going to blow up, making destroying anything like Tiger II (10.5 cm Kw.K) and Centurion (Family) relatively easy, which is also supported by SPG armour being able to bounce most, if not all, of their reply shots. Gun is also relatively easy to handle on move if self-discipline is maintained.

In close quarters, if gunner got taken out and situation looks grim, Ho-Ri can ram the opponent and pull them onto a rock, wall, hill, or even itself, then push APHE into their now un-angled hull as soon as someone replaces the gunner. Usually APHE is potent enough to reach the ammo rack or the crew and one-shot the tank, but if ammo rack is destroyed, the chain reaction also often destroys or completely immobilizes Ho-Ri as well.

Apart from APHE, the gun can be armed with "Experimental HE", which is mostly used to simply destroy light tanks without having to aim for too long.

Main article: Type 5 (105 mm)
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 8.6 8.9 9.8 __.__
Realistic 3.60 5.0 5.1 5.6 __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
11.10 9.9 9.1 __.__
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0° Angle of Attack
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 1.2 19 200 ° 47° 60° 65°
Experimental HE HE 920 16 0.1 0.1 2,520 +0° 79° 80° 81°
Ammo racks
Ammo racks of the Ho-Ri Prototype (identical to Production type).
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) (+50) no

Casemate sides empty: 40(+11)

Usage in battles

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 down-tiers, 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.

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 acceleration will also assist when getting to nice sniping spots, and the speedy reverse allows you to retreat when getting overrun.

Due to Ho-Ri having more effective armour than most tanks at BR, and weapon capable of one-shots, it can be used as a flank attacker or even brawler in close range. The idea is to flank enemy, destroy as many tanks as possible before they realized what's going on, and then try to destroy them 1 by 1. While this strategy is most useful in AB (due to increased mobility of the vehicle and sometimes limited map space) and requires high "driving" crew skill, Ho-Ri is undeniably scary in close quarters, due to it being able to survive dozens of direct shots (as example, 3 poorly placed direct shots of Centurion Mk.5 AVRE and about 10 shots from Tiger II (P)) and even somehow come out on top in 1v3 fights. Try to keep your head cool though, as while going completely berserk and sweeping streets of enemy tanks, one might forget about lighter enemy tanks like Vickers MBT and Panther II, users of which will never miss their opportunity to snipe ammo rack of an unsuspecting opponent from 50 to 2000 m alike.

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. In arcade mode, one can try to ram T-54 to fire at the base of their turret and also push them onto something to fire a gun at their exposed roof, though in case T-54 in question had full ammunition load, the sheer power of explosion might take Ho-Ri out as collateral.
  • IS-2 / IS-2 (1944)ISU-122: These machines carry a huge 122 mm cannon that penetrates literally anything they see, including the Ho-Ri. Their shells will go through Ho-Ri's vertical armor of the fighting compartment pretty easily, killing the crew inside or detonating the ammo. To deal with the IS-2, try get a shot at them before the notice you / when they are reloading. These tanks tend to get one-shot due to their lack of crew or the cramped interior. For IS-2 mod.1943, aim for the hull armor that curves and blends into the side, or aim at the turret cheeks. For mod.1944, only go for the turret as the hull is very thick and well sloped. For the ISU-122, aim at anywhere but the gun mantlet, as it often absorb shells or cause ricochet.
  • AMX-50 Foch: Wielding a powerful cannon and heavy sloped armour, the Foch is a rare yet dangerous enemy. Do not give them time to one-shot you through transmission and aim for the gun. If your quick aim is good enough, one or two shots to optics on top of the hull will destroy Foch, due to APHE spalling down inside of heavy SPG. In the worst case scenario, you can just de-track it and call your teammates, which is not a bad idea, considering Foch drivers like ramming their opponents, rendering them unable to do anything.
  • T32E1: Though rare, this tank is completely immune to your gun in the front, while it can still go through your lower plate easily. Shoot the barrel and either flank it or retreat.
  • Jagdtiger: It's best to just retreat on sight of this SPG, as it can easily one-shot Ho-Ri, while it's barely possible to destroy it back. If direct combat is unavoidable, try to destroy its gun. MG port weak spot on the hull can be exploited to do minor crew damage. if Ho-Ri is on the low ground, an LFP shot becomes possible, resulting in one-shot.
  • ATGM light tanks and high tier SPAA: While APHE is adequate at destroying most of the light tanks, it is sometimes better to load "experimental HE" instead to one-shot them with hull break, especially the ones, which carry ATGM as secondary weapons. Keep in mind, that certain light tanks like BMP series and Warrior may resist explosives and are still easier to be destroyed with APHE instead. If low calibre non-combat SPAA is trying to destroy Ho-Ri, you can just put your rear next to a wall and make sure the roof hatch is closed. They will not be able to do anything to you like this.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive
II Suspension Brake System FPE Adjustment of Fire
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine

Pros and cons

Pros:

  • Heavy amount of frontal sloped armour
  • Can bounce anything when angled right
  • Very fast for a heavy SPG, with high acceleration thanks to its massive engine
  • Reverse speed is good enough to get away from trouble and even when Ho-Ri loses one track it can still balance around to continue fighting
  • High-velocity cannon with decent penetration and high post-penetration damage, perfect against medium tanks
  • Good gun depression

Cons:

  • No neutral steering
  • Can get outflanked by turret tanks easily
  • Often up-tiered
  • Enemy heavy SPG destroy it easily and usually shrug off its attacks
  • Mantlet is easily penetrated in close quarters, especially by sabot rounds
  • Large weak spot in the LFP, protected by transmission, resulting in a quick immobilization
  • Very high repair cost

History

In September 1942, the Japanese Army Staff received word of the new American M4 Sherman tank, which they realized had completely outclassed every Japanese tank in production at the time. There were three projects proposed by the Staff, each bearing their own gun selection; the 47 mm Kou, 57 mm Otsu, and 75 mm Hei designs. As combat data was filtered to the Japanese High Command, they ordered that the model Kou and Otsu merge to become the basis of what would eventually become the Type 4 Chi-To. Meanwhile, the Hei proposal would lead to the development of the Type 5 Chi-Ri

Additional development projects came from a change in the Weapons Administration Headquarters Research Policy in July of 1943, a change that was made due to analyzing tank warfare between the German Army and the Soviet Union. Through the analysis of said data, the Japanese Army shifted their tank doctrine towards an emphasis on developing tanks that prioritized anti-armour missions instead of infantry support. Upon the enacting of this policy, the Army started a program to develop a series of tank destroyers based on the chassis of the medium tanks being designed. 

The Type 5 Chi-Ri was chosen to become the basis for a new tank destroyer, as it was Japan's primary medium tank project and was more mature than other alternatives, while also mounting some of the most advanced technology Japan had produced at the time. 

The tank destroyer would eventually be titled the Ho-Ri. Development of the vehicle began shortly after the Chi-Ri's, and after the decision was made to use the reliable coil spring suspension system that the Japanese manufacturers were familiar with, the Army began work on designing the superstructure and casemate with the first design mimicking the Chi-Ri chassis entirely and replacing the turret with a reinforced rear-mounted superstructure. 

During the development of the new tank destroyer series, the Army chose to design a new anti-tank gun to fit the role. In July of 1943, the Army Military Customs Council began designing a 105 mm anti-tank gun based off of the Type 96 150 mm Strategic artillery cannon. It was shortened and given a single piece barrel and tank breech. Unfortunately, the two chief engineers of the cannon project the task that it meet a requirement of penetrating 200 mm at 1,000 meters with a 1000 m/s muzzle velocity. Naturally, the tank gun was not capable of this and instead was only able to penetrate 150 mm at 1,000 meters with a 915 m/s muzzle velocity. Although it did not meet the requirements, it was still superior to any other Japanese tank gun and was accepted into service as the Type 5 10cm.

Originally, the Ho-Ri was to keep the hull-mounted Type 1 37 mm from the Chi-Ri due to the idea that the primary cannon could only do so much for itself and a secondary weapon was required. The development of the design was split into to concepts; one being a rear mounted superstructure with a central engine (Ho-Ri I) and the other being a centralized superstructure with a rear engine placement (Ho-Ri II). The engine selection was quite different from the traditional diesel engines that powered most Japanese tanks throughout their production. Instead, Japan had used a V12 gasoline aircraft engine designed by BMW, making 550 horsepower at 1500 RPM. This engine was chosen due to the industrial capacity of Japan reaching its peak, and many assets from aircraft development were readily available for usage. 

However, by the time both designs of the vehicle were proposed, the armour was no longer sufficient to thwart most US anti-tank armaments. Despite this, the design showed considerable promise and it was ordered that a third vehicle be designed with significantly improved armour. This new design was commonly labeled as Ho-Ri III

The Ho-Ri III took the basis of the Ho-Ri I and revamped it, changing the frontal plate from a flat 75 mm thick plate to a 120 mm thick plate sloped at 70°, deleting the hull-mounted 37 mm gun in the process. Although this was seen as a considerable blow to the tank's self-defense capabilities, it was accepted due to its vastly improved survivability. The removal of the 37 mm gun meant that the extra crew member who previously operated the gun could be used as a second loader to assist with the autoloading mechanism and provide shells for the primary loader.

The construction of the prototype was completed in 1944 and achieved a top speed of 40 km/h during trials. Being seen as a success, the Army ordered 5 units of the vehicle and put it into service as the Type 5 Ho-Ri. However only one operable prototype was fully completed by the war's end and the series only made it to 50% completion, resulting in the design being scrapped and no further testing was pursued.

Media

Skin and Camouflages for the Ho-Ri Production in Warthunder Live.

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 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