Difference between revisions of "Syonan"

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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
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<!--Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.-->
 
[[File:Syonan ammoracks.jpg|thumb|352x352px|Ammo racks for the 120mm cannons]]
 
[[File:Syonan ammoracks.jpg|thumb|352x352px|Ammo racks for the 120mm cannons]]
The survivability of the Syonan is heavily dependent on what's engaging it, its hull is armoured similarly to a Destroyer, with 23mm of steel, this makes it largely immune from smaller caliber fire, and certain smaller HE rounds, the only additional armour protection it has is present around the two main guns, 15mm of antifragmentation armour, which again protects them against smaller caliber guns somewhat reliably. It has two main weaknesses though, firstly its size, because it's so large and slow it will take a huge amount of fire. Not every incoming round will score damage but over time it does all add up. Its size also makes it very vulnerable against torpedoes. It's also very vulnerable to being ammo racked, there are two very large exposed ammo racks underneath each gun, and they can be detonated by a few well placed AP shots, even smaller caliber guns can destroy the ammo rack, so it's important to never present a flat angle of the ammo storage.
+
The survivability of the Syonan is heavily dependent on what's engaging it. Its hull is armoured similarly to a Destroyer, with 23 mm of steel. This makes it largely immune from smaller caliber fire and certain smaller HE rounds. The only additional armour protection it has is present around the two main guns, 15 mm of antifragmentation armour, which again protects them against smaller caliber guns somewhat reliably.
 +
 
 +
The Syonan has two main weaknesses though. Firstly its size, because it's so large and slow it will take a huge amount of fire. Not every incoming round will score damage but over time it does all add up. Its size also makes it very vulnerable against torpedoes. The second prominent weakness is that the Syonan is very vulnerable to being ammo racked. This is due to the presence of two very large exposed ammo racks underneath each gun and they can be detonated by a few well placed AP shots, even smaller caliber guns can destroy the ammo rack, so it's important to never present a flat angle of the ammo storage.
  
 
=== Mobility ===
 
=== Mobility ===
The Syonan is a relatively slow ship, reaching a max of 36 kp/h in RB modes and 55 kp/h in AB modes. The real issue though is with it's mobility, it's very unresponsive to input and will take a fair while to come to a stop, engage a reverse or turn. Safe to say its mobility holds the ship back a bit, as it spawns with the smaller vessels, its very vulnerable to torpedoes- especially without any mobility upgrades. It also lacks the overall agility to escape from Destroyers if caught out in the open.   
+
<!--Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.-->
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The Syonan is a relatively slow ship, reaching a max of 36 km/h in RB modes and 55 km/h in AB modes. The real issue though is with its mobility, it's very unresponsive to input and will take a fair while to come to a stop, engage a reverse or turn. Safe to say its mobility holds the ship back a bit, as it spawns with the smaller vessels, its very vulnerable to torpedoes- especially without any mobility upgrades. It also lacks the overall agility to escape from destroyers if caught out in the open.   
  
 
== Armament ==
 
== Armament ==
 
=== Primary armament ===
 
=== Primary armament ===
 +
<!--Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.-->
 
{{main|120 mm/45 Type 3 (120 mm)‎}}  
 
{{main|120 mm/45 Type 3 (120 mm)‎}}  
  
The Syonan is equipped with two 120mm Type 3 cannons for its primary weapon. They do a good amount of damage to smaller boats but the gun handling lets them down, they reload very slowly, at around 5-6 rounds a minute on an average crew, and traverse very slowly, at around 5 degrees a second, because of this they're a fairly poor weapon at closer ranges when needing to track small fast boats, and if the round misses- you'll have to wait upwards of 10 seconds to fire off another shot. These guns do have viability against some of the larger patrol vessels you'll come across, and will be your go-to weapon at longer ranges.  
+
The Syonan is equipped with two 120mm Type 3 cannons for its primary weapon. They do a good amount of damage to smaller boats, but the gun handling lets them down, they reload very slowly at around 5-6 rounds a minute on an average crew. The guns also traverse very slowly at around 5 degrees a second, because of this they're a fairly poor weapon at closer ranges when needing to track small fast boats, and if the round misses- you'll have to wait upwards of 10 seconds to fire off another shot. These guns do have viability against some of the larger patrol vessels you'll come across and will be your go-to weapon at longer ranges.  
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 +
<!--Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.-->
 
{{main|Type 96 (25 mm)}}
 
{{main|Type 96 (25 mm)}}
  
The Syonan is equipped with 5 triple mountings and one single mounting of the Type 96 25mm cannon. Against small unarmoured boats these guns collectively make an for an overwhelmingly powerful weapon, the volume of fire will destroy a small boat within a few seconds if the shots connect. The guns have 15 rounds in the magazine, but reload very quickly, and because of this have no overheating time, so they can be fired continuously effectively. The guns come with three belts-
+
The Syonan is equipped with 5 triple mountings and one single mounting of the Type 96 25mm cannon. Against small unarmoured boats, these guns collectively make an for an overwhelmingly powerful weapon, the volume of fire will destroy a small boat within a few seconds if the shots connect. The guns have 15 rounds in the magazine, but reload very quickly, and because of this have no overheating time so they can be fired continuously effectively. The guns come with three belts:
  
 
* Universal- A mix of different HE rounds and an AP round, a decent mix for dealing with all types of craft.
 
* Universal- A mix of different HE rounds and an AP round, a decent mix for dealing with all types of craft.
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* HEIT- Full HE belt, very high damage but no armour piercing capability.
 
* HEIT- Full HE belt, very high damage but no armour piercing capability.
  
Overall, the HEIT rounds perform the best, they have a huge damage output and will sink enemy vessels in seconds if a few of the mountings hit, but it's also recommended to take a few AP belts, in case you run into an armoured river boat.
+
Overall, the HEIT rounds perform the best, they have a huge damage output and will sink enemy vessels in seconds if a few of the mountings hit, but it's also recommended to take a few AP belts in case you run into an armoured river boat.
  
 
=== Special armament ===
 
=== Special armament ===
{{main|Type 95 depth charge|Type 95 depth charge}}
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<!--Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.-->
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{{main|Type 95 depth charge}}
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 +
The Syonan can carry 14 Type 95 depth charges, which can be dropped to maim other naval targets. They have rather limited viability though as most MTBs will be able to outrun the explosion. As this ship is large and slow, the only viability these charges have is against enemy MBTs sneaking up behind you, this is a fair rare occurrence however.
  
The Syonan can carry 14 Type 95 depth charges, which can be dropped to maim other naval targets, they have rather limited viability though as most MTBs will be able to outrun the explosion. As this ship is so large and slow, the only viability these charges have is against enemy MBTs sneaking up behind you, this is a fair rare occurrence however.
 
 
== Usage in battles ==
 
== Usage in battles ==
 +
<!--Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).-->
 
[[File:Syonan (1).jpg|thumb|609x609px]]
 
[[File:Syonan (1).jpg|thumb|609x609px]]
First and foremost the Syonan is a very powerful ship, and has the potential to cause incredible damage to the enemy team if in favorable circumstances. It can be devastating against smaller ships, or vessels with little meaningful armour protection, but it's very weak against Destroyers, and enemy players that know how vulnerable the ammo racks are. Because of this, to be successful the Syonan needs to played carefully. Advancing too far into the map can be dangerous, as this allows for enemy MTBs to launch torpedoes at you at close range, and as the Syonan is very slow avoiding torpedoes can be very difficult. Because of this, it's recommended to not sail too close to choke points or cover around the hostile parts of the map, as this allows for enemies to easily sneak up on you. In any case, watch MTB closely, if you see them launch you can correct your course ahead of time to assure the torpedoes miss. It's a good idea to do this anyway just in case torpedoes have been launched without you knowing, try not to sail straight for too long, as you lack the reactive mobility to alter your course quickly.
+
First and foremost, the Syonan is a very powerful ship and has the potential to cause incredible damage to the enemy team if in favorable circumstances. It can be devastating against smaller ships, or vessels with little meaningful armour protection, but it's very weak against destroyers and enemy players that know how vulnerable the ammo racks are. Because of this, to be successful, the Syonan needs to played carefully. Advancing too far into the map can be dangerous, as this allows for enemy MTBs to launch torpedoes at you at close range; as the Syonan is very slow, avoiding torpedoes can be very difficult. Because of this, it's recommended to not sail too close to choke points or cover around the hostile parts of the map as this allows for enemies to easily sneak up on you. In any case, watch MTBs closely, if you see them launch torpedoes, you can correct your course ahead of time to assure the torpedoes miss. It's a good idea to do this anyway just in case torpedoes have been launched without you knowing, so try not to sail straight for too long, as you lack the reactive mobility to alter your course quickly.
  
The most consistent weapon you have access to are the many 25mm cannons spread all over the vessel, consider using these as your main weapon as they present a much more accurate and damaging weapon collectively than you two main cannons, they can work effectively up to around 2,000 meters, any further than this and they will start losing potency. Also, try not to present a flat side angle to your enemies, as this makes your ammo rack a very easy target, try to angle the sides of the ship towards what you're engaging, this will stop some of the smaller caliber AP rounds from penetrating.
+
The most consistent weapon you have access to are the many 25mm cannons spread all over the vessel, consider using these as your main weapon as they present a much more accurate and damaging weapon collectively than you two main cannons. They can work effectively up to around 2,000 meters, any further than this and they will start losing potency. Also, try not to present a flat side angle to your enemies as this makes your ammo rack a very easy target. Try to angle the sides of the ship towards what you're engaging, this will stop some of the smaller caliber AP rounds from penetrating.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 +
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the 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:'''
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* Can combat both vessels and aircraft effectively
 
* Can combat both vessels and aircraft effectively
 
* Fairly survivable  
 
* Fairly survivable  
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
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* Fairly slow and unmaneuverable
 
* Fairly slow and unmaneuverable
 
* Large target, easy to hit  
 
* Large target, easy to hit  
 
*
 
  
 
== History ==
 
== History ==
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== See also ==
 
== See also ==
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<!--Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:
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* ''reference to the series of the ship;''
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* ''links to approximate analogues of other nations and research trees.''-->
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Vessels of a similar role
 
Vessels of a similar role
  

Revision as of 04:45, 15 December 2019

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
jp_escort_hiburi_class_syonan.png
Syonan
AB RB SB
3.3 3.3 3.3
Class:
Research:220 000 Specs-Card-Exp.png
Purchase:640 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Syonan.jpg


The Hiburi-class, Syonan is a rank V Japanese sub-chaser with a battle rating of 3.3 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Survivability and armour

Ammo racks for the 120mm cannons

The survivability of the Syonan is heavily dependent on what's engaging it. Its hull is armoured similarly to a Destroyer, with 23 mm of steel. This makes it largely immune from smaller caliber fire and certain smaller HE rounds. The only additional armour protection it has is present around the two main guns, 15 mm of antifragmentation armour, which again protects them against smaller caliber guns somewhat reliably.

The Syonan has two main weaknesses though. Firstly its size, because it's so large and slow it will take a huge amount of fire. Not every incoming round will score damage but over time it does all add up. Its size also makes it very vulnerable against torpedoes. The second prominent weakness is that the Syonan is very vulnerable to being ammo racked. This is due to the presence of two very large exposed ammo racks underneath each gun and they can be detonated by a few well placed AP shots, even smaller caliber guns can destroy the ammo rack, so it's important to never present a flat angle of the ammo storage.

Mobility

The Syonan is a relatively slow ship, reaching a max of 36 km/h in RB modes and 55 km/h in AB modes. The real issue though is with its mobility, it's very unresponsive to input and will take a fair while to come to a stop, engage a reverse or turn. Safe to say its mobility holds the ship back a bit, as it spawns with the smaller vessels, its very vulnerable to torpedoes- especially without any mobility upgrades. It also lacks the overall agility to escape from destroyers if caught out in the open.

Armament

Primary armament

The Syonan is equipped with two 120mm Type 3 cannons for its primary weapon. They do a good amount of damage to smaller boats, but the gun handling lets them down, they reload very slowly at around 5-6 rounds a minute on an average crew. The guns also traverse very slowly at around 5 degrees a second, because of this they're a fairly poor weapon at closer ranges when needing to track small fast boats, and if the round misses- you'll have to wait upwards of 10 seconds to fire off another shot. These guns do have viability against some of the larger patrol vessels you'll come across and will be your go-to weapon at longer ranges.

Secondary armament

Main article: Type 96 (25 mm)

The Syonan is equipped with 5 triple mountings and one single mounting of the Type 96 25mm cannon. Against small unarmoured boats, these guns collectively make an for an overwhelmingly powerful weapon, the volume of fire will destroy a small boat within a few seconds if the shots connect. The guns have 15 rounds in the magazine, but reload very quickly, and because of this have no overheating time so they can be fired continuously effectively. The guns come with three belts:

  • Universal- A mix of different HE rounds and an AP round, a decent mix for dealing with all types of craft.
  • APT- Predominantly armour piercing rounds, effective against armoured targets.
  • HEIT- Full HE belt, very high damage but no armour piercing capability.

Overall, the HEIT rounds perform the best, they have a huge damage output and will sink enemy vessels in seconds if a few of the mountings hit, but it's also recommended to take a few AP belts in case you run into an armoured river boat.

Special armament

Main article: Type 95 depth charge

The Syonan can carry 14 Type 95 depth charges, which can be dropped to maim other naval targets. They have rather limited viability though as most MTBs will be able to outrun the explosion. As this ship is large and slow, the only viability these charges have is against enemy MBTs sneaking up behind you, this is a fair rare occurrence however.

Usage in battles

Syonan (1).jpg

First and foremost, the Syonan is a very powerful ship and has the potential to cause incredible damage to the enemy team if in favorable circumstances. It can be devastating against smaller ships, or vessels with little meaningful armour protection, but it's very weak against destroyers and enemy players that know how vulnerable the ammo racks are. Because of this, to be successful, the Syonan needs to played carefully. Advancing too far into the map can be dangerous, as this allows for enemy MTBs to launch torpedoes at you at close range; as the Syonan is very slow, avoiding torpedoes can be very difficult. Because of this, it's recommended to not sail too close to choke points or cover around the hostile parts of the map as this allows for enemies to easily sneak up on you. In any case, watch MTBs closely, if you see them launch torpedoes, you can correct your course ahead of time to assure the torpedoes miss. It's a good idea to do this anyway just in case torpedoes have been launched without you knowing, so try not to sail straight for too long, as you lack the reactive mobility to alter your course quickly.

The most consistent weapon you have access to are the many 25mm cannons spread all over the vessel, consider using these as your main weapon as they present a much more accurate and damaging weapon collectively than you two main cannons. They can work effectively up to around 2,000 meters, any further than this and they will start losing potency. Also, try not to present a flat side angle to your enemies as this makes your ammo rack a very easy target. Try to angle the sides of the ship towards what you're engaging, this will stop some of the smaller caliber AP rounds from penetrating.

Pros and cons

Pros:

  • Extremely potent secondary armament
  • Can combat both vessels and aircraft effectively
  • Fairly survivable

Cons:

  • Relatively ineffective primary armament
  • Very easy to ammo rack
  • Fairly slow and unmaneuverable
  • Large target, easy to hit

History

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

Media

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

See also

Vessels of a similar role

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the ship;
  • other literature.


Japan sub-chasers
Type 5 · Type K-3 No.1 · Type K-7 No.4 · Type K-8 No.13 · Type K-8 No.13 late