Difference between pages "ST-A2" and "Ho-Ri Production"

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{{Specs-Card|code=jp_st_a2}}
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{{Specs-Card|code=jp_type_5_ho_ri_production}}
 
{{About
 
{{About
| about = Japanese medium tank '''{{PAGENAME}}'''
+
|about=tank destroyer '''{{PAGENAME}}'''
| usage = other variants
+
|usage=the bundle version
| link = Type 61 (Family)
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|link=Ho-Ri Prototype
 
}}
 
}}
 +
 
== Description ==
 
== Description ==
<!-- ''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.'' -->
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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_{{PAGENAME}}.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}} Japanese medium tank {{Battle-rating}}. It was introduced along with the initial Japanese Ground Forces tree in [[Update 1.65 "Way of the Samurai"]].
+
The '''{{specs|name}}''' is a rank {{specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.73 "Vive la France"]].
  
It is a sidegrade to [[ST-A1]], which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.
+
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 ==
 
=== 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?
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<!--''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.''-->
 +
[[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.
  
If necessary use a visual template to indicate the most secure and weak zones of the armour.-->
+
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.
  
Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.  
+
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.
  
For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.
+
'''Armour type:'''
  
Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, '''gunner's head''' is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.
+
* Rolled homogeneous armour
 +
* Cast homogeneous armour (Gun mantlet)
  
For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.
+
{| class="wikitable"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 +
|-
 +
| 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
 +
|-
 +
|}
 +
'''Notes:'''
  
Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.
+
* 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 ===
 
=== 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= 775|rbMinHp= 442}}
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{{tankMobility|abMinHp= 1562|rbMinHp= 973}}
 +
 
 +
 
 +
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.
 +
 
 +
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, {{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.
  
The mobility of the {{PAGENAME}} is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .
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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.-->
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<!--''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|M3A1 (90 mm)}}
+
 
 +
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.
  
The gun and the ammunition themselves are the same as the ones on ST-A1.
+
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.
  
As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.
+
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.
  
Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.
+
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|Type 5 (105 mm)}}
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="6" | [[M3A1 (90 mm)|90 mm M3A1]]
+
! colspan="6" | [[Type 5 (105 mm)|105 mm Type 5]]
 
|-
 
|-
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
 
! colspan="3" rowspan="1" style="width:5em" |Capacity
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! rowspan="1" | Stabilizer
 
! rowspan="1" | Stabilizer
 
|-
 
|-
| colspan="3" | 40 || -10°/+13° || ±180° || N/A
+
| colspan="3" | 51 || -10°/+20° || ±10° || N/A
 
|-
 
|-
 
! colspan="6" | Turret rotation speed (°/s)
 
! colspan="6" | Turret rotation speed (°/s)
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! style="width:4em" |Prior + Ace qualif.
 
! style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| ''Arcade'' || 22.85 || 31.62 || 38.40 || 42.47 || 45.18
+
| ''Arcade'' || 3.60 || 8.6 || 8.9 || 9.8 || __.__
 
|-
 
|-
| ''Realistic'' || 14.28 || 16.8 || 20.40 || 22.56 || 24.0
+
| ''Realistic'' || 3.60 || 5.0 || 5.1 || 5.6 || __.__
 
|-
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
! colspan="4" | Reloading rate (seconds)
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! colspan="1" style="width:4em" |Prior + Ace qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
|-
| 9.75 || 8.63 || 7.95 || 7.5
+
| 11.10 || 9.9 || 9.1 || __.__
 
|-
 
|-
 
|}
 
|}
 
  
 
===== Ammunition =====
 
===== Ammunition =====
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! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0°'''
+
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''
 
|-
 
|-
 
! 10m
 
! 10m
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! 2000m
 
! 2000m
 
|-
 
|-
| M318 shot || AP ||174||171||159||149||133||122
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| Type 2 APHE || APHE || 234 || 230 || 209 || 184 || 163 || 141
 
|-
 
|-
| M71 shell || HE || 13 || 13 || 13 || 13 || 13 || 13
+
| Experimental HE || HE || 30 || 30 || 30 || 30 || 30 || 30
 
|-  
 
|-  
| M82 shot || APCBC ||182||180|| 168 || 153 || 140 || 128
 
|-
 
| M304 shot || APCR || 264 || 260 || 245 || 226 || 210 || 191
 
|-
 
| M332 shot || APCR || 271 || 270 || 245 || 217 || 192 || 170
 
|-
 
| M348 shell || HEATFS || 305 || 305 || 305 || 305 || 305 || 305
 
|-
 
 
|}
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
{| class="wikitable sortable" style="text-align:center" width="100%"
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! 100%
 
! 100%
 
|-
 
|-
| M318 shot || AP || 853 || 11 || N/A || N/A || N/A || +4° ||47°|| 60° || 65°
+
| Type 2 APHE || APHE || 1000 || 16 || 1.2 || 19 || 200 || ° || 47° || 60° || 65°
 
|-
 
|-
| M71 shell || HE || 823 || 11 || 0.1 || 0.5 || 925 || +0° || 79° || 80° || 81°
+
| Experimental HE || HE || 920 || 16 || 0.1 || 0.1 || 2,520 || +0° || 79° || 80° || 81°
 
|-  
 
|-  
| M82 shot || APCBC || 853 || 11 || 1.2 || 14 || 137.2 || +4° || 48° || 63° || 71°
 
|-
 
| M304 shot || APCR || 1021 || 7.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 
|-
 
| M332 shot || APCR || 1178 || 5.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 
|-
 
| M348 shell || HEATFS || 853 || 6.5 || 0.0 || 0.1 || 926.17 || +0° || 65° || 72° || 75°
 
|-
 
 
|}
 
|}
 +
 +
===== [[Ammo racks|Ammo racks]] =====
 +
[[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"
! 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):''
 
|-
 
| M313 || 821 || 11 || 13 || 5 || 20 || 50
 
|-
 
|}
 
 
=====Optics=====
 
<!--
 
''Explain how the optic's status can affect the tank's gameplay in any unique or meaningful way. A comparison to rival tanks of the rank is welcome.''
 
 
''If you are having problems with it, refer to the [[Optics|optics gallery]] page for examples.''-->
 
 
{| class="wikitable" style="text-align:center" width="50%"
 
! colspan="3" | {{PAGENAME}} [[Optics]]
 
|-
 
! Which ones
 
! Default magnification
 
! Maximum magnification
 
 
|-
 
|-
! Main Gun optics
+
! class="wikitable unsortable" |Full<br /> ammo
| x8 || x16 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with an "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
+
! class="wikitable unsortable" |1st<br />  rack empty
 +
! class="wikitable unsortable" |2nd<br />  rack empty
 +
! class="wikitable unsortable" |3rd<br />  rack empty
 +
! class="wikitable unsortable" |4th<br />  rack empty
 +
! class="wikitable unsortable" |5th<br />  rack empty
 +
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|-
! Comparable optics
+
|| '''51''' || 46&nbsp;''(+5)'' || 40&nbsp;''(+11)'' || 30&nbsp;''(+21)'' || 12&nbsp;''(+39)'' || 1&nbsp;''(+50)'' || style="text-align:left" | no
| colspan="2;" style="text-align:center;" | [[JPz 4-5]]
 
 
|-
 
|-
 
|}
 
|}
  
ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.
+
Casemate sides empty: 40''(+11)''
 
 
=== Machine guns ===
 
<!--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|M1919A4 (7.62 mm)}}
 
 
 
The 12.7 mm M2HB machine gun was removed, so ST-A2 only has [[M1919A4 (7.62 mm)|7.62 mm M1919A4]] in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.
 
 
 
On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.
 
 
 
{| class="wikitable"
 
! colspan="7" |[[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
 
|-
 
! colspan="7" |''Coaxial mount''
 
|-
 
! colspan="4" rowspan="1" |Capacity (Belt capacity)
 
! rowspan="1" |Fire rate
 
 
 
(shots/minute)
 
! rowspan="1" |Vertical
 
 
 
guidance
 
! rowspan="1" |Horizontal
 
 
 
guidance
 
|-
 
| colspan="4" |4,500 (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 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).''-->
  
As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the [[Chi-Ha]]. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.
+
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.
  
But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the [[Chi-Ha]], this time in the form of M348 HEAT-FS researchable as tier IV modification.
+
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.  
  
Other than the similarities to the [[Chi-Ha]], the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the [[ST-A1]], which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the [[ST-A1]], the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.
+
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.
===Gameplay===
 
  
The plan is simple and similar to the [[Chi-Ha]] & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.
+
Some concerning enemies are:
  
The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.
+
* [[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.  
  
Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.
+
=== Modules ===
 
 
After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.
 
 
 
With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.
 
===Modules===
 
 
{| class="wikitable"
 
{| class="wikitable"
!Tier
+
! Tier
! colspan="2" |Mobility
+
! colspan="2" | Mobility
!Protection
+
! Protection
! colspan="3" |Firepower
+
! Firepower
 
|-
 
|-
|I
+
| I
|Tracks||
+
| Tracks
|Parts
 
|M82 shot
 
|Horizontal Drive
 
 
|
 
|
 +
| Parts
 +
| Horizontal Drive
 +
|-
 +
| II
 +
| Suspension
 +
| Brake System
 +
| FPE
 +
| Adjustment of Fire
 
|-
 
|-
|II
+
| III
|Suspension||Brake System
+
| Filters
|FPE
 
|M304 shot
 
|Adjustment of Fire
 
 
|
 
|
 +
| Crew Replenishment
 +
| Elevation Mechanism
 
|-
 
|-
|III
+
| IV
|Filters||
+
| Transmission
|Crew Replenishment
+
| Engine
|M332 shot
 
|Elevation Mechanism
 
 
|
 
|
|-
 
|IV
 
|Transmission||Engine
 
 
|
 
|
|M348 shell
 
|Artillery Support
 
|M313
 
 
|-
 
|-
 
|}
 
|}
 +
 
=== 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 can be substituted with softer forms such as "inadequate" and "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:'''
  
*Overall better sniper qualities than ST-A1 (but they only really matter in RB)
+
* Heavy amount of frontal sloped armour
*Can defend itself against other tanks in case of a rear flank, unlike ST-A1
+
* Can bounce '''anything''' when angled right
*Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
+
* Very fast for a heavy SPG, with high acceleration thanks to its massive engine
*Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
+
* 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
*Harder to destroy by poorly aimed shot in down-tier
+
* High-velocity cannon with decent penetration and high post-penetration damage, perfect against medium tanks
 +
* Good gun depression
  
 
'''Cons:'''
 
'''Cons:'''
  
*Worse against light tanks than predecessor due to lack of 12.7 mm MG
+
* No neutral steering
*Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
+
* Can get outflanked by turret tanks easily
*Raised turret still cannot use certain hull down spots, but raises tank's profile
+
* Often up-tiered
*Hull weak spot is even more relevant now
+
* 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 ==
 
== 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 the 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. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''
+
<!-- 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). -->
 +
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]]. 
 +
 
 +
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 ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!--''Excellent additions to the article would be video guides, screenshots from the game, and photos.''-->
 +
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.
  
 
== See also ==
 
== See also ==
Line 297: Line 281:
  
 
== 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 the tank;''
 
* ''encyclopedia page on the tank;''
* ''other literature.''
+
* ''other literature.''-->
 +
 
 +
* [[Wikipedia:Type_5_Chi-Ri_medium_tank#Variant|[Wikipedia<nowiki>]</nowiki> Type 5 Chi-Ri medium tank]]
  
{{Japan medium tanks}}
+
{{Japan tank destroyers}}

Revision as of 23:22, 13 July 2020

Rank VI | Premium | Golden Eagles
Chinese A-5C 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