Difference between pages "Sea Hurricane Mk IC" and "Type 16"

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{{Specs-Card|code=hurricane_mk1c}}
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{{Specs-Card|code=jp_type_16}}
{{Notice|''This page is about the aircraft '''{{PAGENAME}}'''. For other uses, see [[Hurricane_(Disambiguation)|Hurricane (Disambiguation)]]''}}
 
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle. If the novice player does not remember the vehicle by name, he 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_{{PAGENAME}}.jpg|420px|thumb|left]]
 
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
{{break}}
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} British naval fighter {{Battle-rating|2}}. It was introduced in [[Update 1.49 "Weapons of Victory"]].
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.89 "Imperial Navy"]].
  
The Hurricane is not a great climber and its optimal operating altitude is in the medium range. Between 4 and 5 km should suffice most combat situations. As a rule of thumb, it is advisable to gain some altitude in the initial stages of the battle. This will help with cruise speed and give you some altitude to trade in order to pick up additional speed. With the relatively low maximum speed of the Hurricane, extended chases are not practical though a quick dive on a bogey can provide a short-lived closure into firing range.
+
== General info ==
 +
=== 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? If necessary use a visual template to indicate the most secure and weak zones of the armour.''
  
Offensively, the Hurricane's greatest assets are a very good turn-rate and big firepower. The aircraft's weaknesses are in anything extended, such as a chase or escape manoeuvres. Hurricanes are mostly flown as turn-fighters. Using as many energy conserving manoeuvres as you can, turn-fight opponents to get into position to take quick snapshots at short range with the four Hispano's. This is really effective and it can't be stressed enough that you can take out any plane in the game with only a half second burst. Being slow isn't great because of the defensive liabilities but you should be able to turn with almost anything as speeds bleed off. Don't get overly greedy with chasing people in dives as they tend to lead to more extended chases which won't favor you.
+
=== Mobility ===
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
Defensively you don't have that many options and typically you'll end up in a sort of turning defence. You can't really run and diving away isn't going to help you in most cases. Your turn rate can be very high though, placing the enemy in a poor offensive situation. If you are alert, you can basically force your enemy to face a Head-On option or break off the attack. It is not a great option though as it basically assures the demise of you both unless one of you is a terrible shot. Junior pilots see this as a prime spot, while veteran pilots will tend to avoid, so it is risky. If you can trick an enemy into slowing down in an inferior turning aircraft though, which are most planes in the game, then you may be able to win angles quite quickly in a sustained turn-fight.
+
{{tankMobility|abMinHp= 810|rbMinHp= 504}}
  
It is most important to consider that the Sea Hurricane Mk.IC suffers much from its high battle-rating in general. The Hurricane seems to be misplaced within War Thunder, as it is ranked equal to the Bristol [[Beaufighter Mk VIc| Beaufighter Mk. VIc]] in realistic battles, and is ranked equal to the [[Beaufighter_Mk_X| Beaufighter Mk.X]] in arcade battles. In comparison: the Beaufighter Mk.X has the same four 20 mm Hispano Mk.II cannons, but they are mounted in the centre fuselage, allowing for far better accuracy. Furthermore, the Mk.X is armed with six additional .303 Browning machine guns -and that does not even consider the better performance of the Beaufighter design. In realistic battles, the aircraft is an easy target for Boom & Zoom opponents, as you will become visible to the enemy at around 8 km distance. Especially novice pilots will have a very hard time surviving. In simulator battles, the aircraft functions better, as most players will be tempted to turn-fight, in which the Sea Hurricane's turn-time and firepower make it a deadly aircraft.
+
== Armaments ==
 +
=== 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. Advise about how to use them and how to fill the ammunition storage.'' -->
 +
{{main|JSW (105 mm)}}
  
However, as with all machines in War Thunder, even the Hawker Sea Hurricane Mk.IC ''can'' become a very deadly tool in the hands of a skilled pilot.
+
The primary armament of the Type 16 MCV is a 105 mm JSW cannon, derived from the L7A3 much like many other NATO/BLUFOR vehicles. It features the standard selection of APFSDS, HESH, HEAT-FS, and smoke, in addition to the Type 93 shell, one of the better APFSDS at this tier. While you will struggle against 10.0 and 10.3 main battle tanks from the front, your gun is very effective against everything else. The HEAT-FS is especially effective against lightly armoured vehicles - it will often hull break where the APFSDS will not deal sufficient damage.
  
[[File:FighterImage_Shot_2016.09.28_15.53.28.jpg|x200px|left|thumbnail|Two Hawker Sea Hurricane Mark ICs in formation]]
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When fighting MBTs, you should try to get side on shots. Type 93 will struggle against most 10.0s and 10.3s from the front, but from the side it will act like any other fin round. This is especially effective against "T series" tanks like the T-64, T-72, and T-80.
The Hawker Sea Hurricane Mk. IC is represented in War Thunder in the tech tree of the United Kingdom as a rank II naval fighter aircraft. It has a battle-rating of 4.0 in arcade battles and a battle-rating of 3.0 in [[Realistic Battles|realistic]] and 3.3 in [[Simulator Battles|simulator battles]]. It is thus high ranked compared to the other variants of the Hurricane in War Thunder. As a rank II fighter, it packs a very heavy punch with its four cannons and is able to function as a fighter or attacker -although under-wing armament is not available to this model Hurricane. Being the naval version of the Hurricane, the aircraft is ready for carrier operations - which is recognizable by the tail-hook on the aircraft.<ref name="note1">[https://en.wikipedia.org/wiki/Hawker_Hurricane_variants Hawker Hurricane variants], The Hurricane has known a long line of development during World War II, which has resulted in a great many aircraft designations. The designation Sea Hurricane Mk. IC can be confusing, as it's cannon-armed land-based relative is the Hurricane Mk. IIC. No land-based Mk. I series aircraft ever received the four cannon armament. The naval versions thus follow a different line of designation. .</ref>
 
  
The four Hispano Mark II cannons give the Sea Hurricane Mk.IC massive firepower. A small burst that scores a few hits on a bogey is often enough to shred the enemy in seconds. Granted that the pilot gets into a fairly close distance to their target (200 m - 400 m is optimal) and firing at gun convergence. However, the four cannons can burn through ammo very quickly, which can lead to constant reload in Arcade Battles and ammunition depletion in Realistic and Simulator Battles if the pilot doesn't manage his fire.
 
 
Unfortunately, the Sea Hurricane Mk. IC is not able to carry any under-wing armament. This means that the aircraft does not truly function as a fighter-bomber. The attacker role can be fulfilled, though the ground-attack munitions for the Hispano's do not have enough power to destroy stronger ground targets.
 
 
== General info ==
 
=== Flight Performance ===
 
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="8" | Characteristics
+
! colspan="6" | [[JSW (105 mm)|105 mm JSW]]
 +
|-
 +
! colspan="3" | Capacity
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 +
! Stabilizer
 
|-
 
|-
! colspan="8" | ''Stock''
+
| colspan="3" | 40 || -6°/+15° || ±180° || Two-plane
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
+
! colspan="6" | Turret rotation speed (°/s)
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run<br>(meters)
 
 
|-
 
|-
! AB
+
! Mode
! RB
+
! Stock
! AB
+
! Upgraded
! RB
+
! Prior +<br>Full crew
! AB
+
! Prior +<br>Expert qualif.
! RB
+
! Prior +<br>Ace qualif.
 
|-
 
|-
| 497 || 482 || 11,000 || 20.0 || 20.7 || 14.9 || 14.8 || 300
+
| ''Arcade'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??
 
|-
 
|-
! colspan="8" | ''Upgraded''
+
| ''Realistic'' || ??.?? || ??.?? || ??.?? || ??.?? || ??.??
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 6,000 m)
+
! colspan="4" | Reloading rate (seconds)
! rowspan="2" |Max altitude (meters)
 
! colspan="2" | Turn time (seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
+
! Stock
! RB
+
! Prior +<br>Full crew
! AB
+
! Prior +<br>Expert qualif.
! RB
+
! Prior +<br>Ace qualif.
! AB
 
! RB
 
 
|-
 
|-
| 527 || 512 || 11,000 || 18.1 || 19.0 || 18.5 || 16.6 || 300
+
| ??.?? || ??.?? || ??.?? || ??.??
 
|-
 
|-
 
|}
 
|}
  
====Details====
+
==== Ammunition ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| M735 || APFSDS || 353 || 350 || 342 || 333 || 322 || 312
 
|-
 
|-
! colspan="5" | Features
+
| Type 75 || HESH || 127 || 127 || 127 || 127 || 127 || 127
 
|-
 
|-
! Combat flap
+
| Type 91 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
| || || || X || ✓    <!-- ✓ -->
+
| Type 93 || APFSDS || 405 || 403 || 396 || 388 || 378 || 370
 
|-
 
|-
 
|}
 
|}
 
+
{| class="wikitable sortable" style="text-align:center" width="100%"
{| class="wikitable" style="text-align:center"
+
! colspan="11" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! rowspan="2" | Normalisation at 30°<br>from horizontal
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| M735 || APFSDS || 1,501 || 3.7 || N/A || N/A || N/A || +1.5° || 76° || 77° || 78°
 
|-
 
|-
! colspan="5" | Limits
+
| Type 75 || HESH || 760 || 10.8 || 0.4 || 0.1 || 2700 || +0.0° || 73° || ??° || 80°
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
| Type 91 || HEATFS || 1,150 || 10.5 || N/A || 0.1 || 1270.7 || +0.0° || 65° || 72° || 75°
! rowspan="2" | Gear limit<br>(km/h)
 
! rowspan="2" | Combat flap<br> (km/h)
 
! colspan="2" | Max Static G
 
 
|-
 
|-
! +
+
| Type 93 || APFSDS || 1,501 || 3.4 || N/A || N/A || N/A || 1.5° || 78° || 80° || 81°
! -
 
 
|-
 
|-
| 660 || 250 || 520 || ~11 || ~11
+
|}
 +
 
 +
{| class="wikitable sortable" style="text-align:center"
 +
! colspan="7" | Smoke shell characteristics
 +
|-
 +
! Ammunition
 +
! Velocity<br>(m/s)
 +
! Projectile<br>Mass (kg)
 +
! Screen radius<br>(m)
 +
! Screen deploy time<br>(s)
 +
! Screen hold time<br>(s)
 +
! Explosive Mass<br>(TNT equivalent) (g)
 +
|-
 +
| M416 || 730 || 11.4 || 20 || 5 || 25 || 50
 
|-
 
|-
 
|}
 
|}
  
 +
==== [[Ammo racks]] ====
 +
<!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] -->
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
+
! Full<br>ammo
|-
+
! 1st<br>rack empty
! Ailerons<br>(km/h)
+
! 2nd<br>rack empty
! Rudder<br>(km/h)
+
! 3rd<br>rack empty
! Elevators<br>(km/h)
+
! 4th<br>rack empty
! Radiator<br>(km/h)
+
! 5th<br>rack empty
 +
! 6th<br>rack empty
 +
! Visual<br>discrepancy
 
|-
 
|-
| < 340 || < 380 || < 380 || > 240
+
| '''40''' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ?? ''(+??)'' || ??
 
|-
 
|-
 
|}
 
|}
  
 +
<!--==== [[Optics]] ====
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 +
! colspan="3" | {{PAGENAME}} Optics
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
!
 +
! Default magnification
 +
! Maximum magnification
 
|-
 
|-
! colspan="3" | Setting 1
+
! Main Gun optics
 +
| X8.0 || X16.1
 
|-
 
|-
! Optimal altitude
+
! Comparable optics
! 100% Engine power
+
| colspan="2" | ???
! WEP Engine power
 
 
|-
 
|-
| 4,953 m || 1,020 hp || ?,??? hp
+
|}
 +
-->
 +
=== 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|M2HB (12.7 mm)|Type 74 (7.62 mm)}}
 +
 
 +
The Type 16 has an additional 7.62mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility.
 +
 
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
<!--! colspan="3" | Setting 2
+
! colspan="4" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
 
|-
 
|-
! Optimal altitude
+
! colspan="4" | ''Commander pintle mount''
! 100% Engine power
 
! WEP Engine power
 
 
|-
 
|-
| ?,??? m || ?,??? hp || ?,??? hp
+
! Capacity<br>(Belt capacity)
 +
! Fire rate<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 
|-
 
|-
! colspan="3" | Setting 3
+
| 1,000 (200) || 576 || -8°/+20° || ±120°
 
|-
 
|-
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
 
|}
 
|}
 
=== Survivability and armour ===
 
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''-->
 
* 6.35 mm Steel - Armor plating in front of cockpit control panel
 
* 12.7 mm Steel - Armor plating behind pilot's seat and headrest
 
* 38 mm Bulletproof glass - Armored windscreen
 
 
== Armaments ==
 
=== Offensive armament ===
 
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
 
{{main|Hispano Mk.II (20 mm)}}
 
 
The '''''{{PAGENAME}}''''' is armed with:
 
 
* 4 x 20 mm Hispano Mk.II cannon, wing-mounted (125 rpg = 500 total)
 
 
<!--=== Suspended armament ===
 
''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''
 
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Main article:&nbsp;'''[[:Category:Suspended armaments|Bombs]]'''''
 
 
=== Defensive armament ===
 
''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available remove this subsection.''
 
-->
 
== Usage in the battles ==
 
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a 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. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
 
The aircraft can fulfill two roles: it either can take the role of a fighter or take the role of an attack aircraft. It excels as an interceptor (or bomber-hunter in War Thunder language).
 
 
As a fighter, it’s flight characteristics and performance are only barely sufficient for the fighter role within its rank. Although the Hurricane IIC’s speed and more importantly turn time are considerable lower than the Spitfire and its other Hurricane relatives, it's still slightly more nimble and quicker than the Mark IIB. However, it faces considerable more deadly and able opponents during battles so it lacks somewhat in dog-fighting capability. Nonetheless, it remains a forgivable aircraft and retains the friendly characteristics of the Hurricane family. Roll rate is still rather slow. With its forward centre of gravity, the Mark IC is inclined to climb at full power or has a nose-down angle of attack in level flight. The plane is fairly easy to manoeuvre at all speeds, but is less able to out-manoeuvre other planes at its level: the Sea Hurricane Mk. IC has considerable tougher enemies to fight.
 
 
With its four 20 mm Hispano Mark II cannons, the Sea Hurricane IC is well suited for the fighter role as it packs a tremendous punch at this rank. With four cannons, the Mark IC carries the most powerful armament on a Hurricane in the game, with a hard hitting one-second burst mass of 5.17 kg/s. It is this firepower that makes the Mark IC an aircraft that every opponent should respect, though not typically fear, as it can do a knockout in an instant but is also hampered by the outclassed design. In the right hands however, it can rip planes apart instantaneously. The Hispano's are deadly at snapshots, deflection shots, tracking shots and head-on shots -given you are able to score some hits, where some are enough to down an opponent. The calibre of the weapons come at a price though: with only 125 rounds per gun, ammunition can be expended rather quickly in realistic battles and simulator battles. Trigger discipline is key here and will benefit both ammunition conservation and fire accuracy. Even with the heavy Hispano cannon armament, the Hurricane remains a very stable gun-platform. The cannons can be loaded with various belts, once researched, with both dedicated ground and air attack compositions. This makes the Hawker Sea Hurricane Mk. IC suitable both as a fighter and an attack aircraft. However, as it lacks under-wing armament such as bombs or rockets, it lacks the real ground-pounding power of it's War Thunder sibling, [[Hurricane Mk IIB/Trop|the Hurricane Mk. IIB]].
 
 
The aircraft can fulfill various roles, though it does not particularly excel as a fighter or attack aircraft. What it does excel in, is the role of interceptor or 'bomber-hunter'. The mass of its firepower is well suited to break most enemy bombers. Low and medium altitude bombers are an easy catch. However, high-flying bombers will be tough to catch as the Hurricane generally lacks speed and climbing ability.
 
 
However, the disadvantages of the Hurricane design are also present in the Mark IC: the biggest concern being its rather fragile engine and air-frame. It’s soft skin and little protection means the Mark IIB can't take too much damage before it takes on critical damage. Once the aircraft is damaged, the plane often loses controllability, making survival far harder -as manoeuvrability is key for the British aircraft. [[File:FighterImage_MKICs_launch2.jpg|250px|thumbnail|Two Hawker Sea Hurricane Mk. ICs launching from the deck of a carrier during a battle in Warthunder.]] [[File:FighterImage_Media30771.jpg|250px|thumbnail|A Hawker Sea Hurricane Mk. IC taking off with Fairey Swordfish aircraft alongside during an anti-submarine sweep from on board HMS Striker ''(IWM A 24501)'']]
 
 
====Specific enemies worth noting====
 
<!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)-->
 
'''Fighters'''
 
* BF-109’s & Fw 190’s: Although the latter are still not commonly encountered at its BR, both the 109 and the 190 pose a large threat due to the excellent firepower and great boom-and-zoom characteristics. Whilst German pilots that allow themselves to lured in turn fighting can be quickly destroyed, the boom-and-zoom tactics are hard to counter. The Hurricane packs a punch but can still be defeated by the German cannon power in a head-on engagement. It’s more advisable to evade a head-on attack and try to engage after a quick turn. The Mark IC pilot should avoid boom and zoom attacks and try to lure the opponent into a turn to follow or a complete turn fight in order to get a gun solution on the target. The Sea Hurricane IC isn’t fast enough nor has the high-altitude performance its German opponents have, so don’t think about winning such a race in the long run.
 
 
* Bf 110: the BF-110's are now no longer a big concern. The most dangerous scenarios remain head-on and boom-and-zoom attacks. The BF-110 packs one of the biggest punches at its rank, though your four hispano's outclass the German firepower. It is rather slow in turning and is a big target though, so if you do get a angle within convergence range, the BF-110 can be taken out quite easily.
 
 
* I-153P & I-16 type 28: Although the Sea Hurricane Mk. IC never had to fight Russians in real life, War Thunder does bring this challenge. In general, the Russians have a major advantage here. Being more manoeuvrable and having good firepower available, the I-153 and I-16 can be a tough nut to crack. Avoid turn fights with these aircraft. You have the advantage of speed, but only marginally so. Avoid getting too close, unless you are leading the target. Never engage multiple Russian bogeys when lacking support by other teammates.
 
 
* Yak-9's: The Yak-9 sits somewhere between the agile I-153's & I-16's and the more advanced La-5's. The Yak's surpass the Hurricane in turning time and speed. On top of being superior on that field, the Yak's bring a big punch to the battle. Unless you have a great ambush opportunity in your Sea Hurricane Mk. IC, avoid the Yak-9 as an opponent.
 
 
* La-5's: Although the La-5's are a very tough opponent, the La-5's do not match the Hurricane's turn speed. Ergo: turn-fighting is your best option here. Avoid being caught in a boom-and-zoom situation as a target: the La-5 is fast, has great energy conservation and has a deadly punch with it's two ShVAK 20 mm cannons. Try to catch the La-5's below you, where you have the advantage of energy. The La-5's do not carry a lot of ammunition, so make them expend their rounds is a good albeit very dangerous tactic.
 
 
* American fighters: the US fighter aircraft at this rank are faster than the Sea Hurricane Mk IC -not just a bit, but really fast (the P-47 will do almost 200 kph more than your Mk.IC). These opponents also often approach your aircraft capabilities in terms of firepower. Turn fighting is key here -avoid being caught in boom-and-zoom fights with your speedier American opponents, as they will race past you while they take snapshots with their impressive firepower.
 
 
'''Bombers'''
 
* For all bomber targets you may encounter the tactics are bound by two main considerations: lack of ammunition and vulnerability of the Sea Hurricane IC. Engaging targets with speed advantage and firing within the convergence zone allows you to really do damage. The Mark IC is an excellent interceptor or bomber hunter, though in the hands of a novice pilot this will likely mean many return trips to base to reload those guns. Get accurate and await a powerful shooting solution.
 
===Manual Engine Control===
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="7" | MEC elements
+
! colspan="4" | [[Type 74 (7.62 mm)|7.62 mm Type 74]]
 
|-
 
|-
! rowspan="2" |Mixer
+
! colspan="4" | ''Coaxial mount''
! rowspan="2" |Pitch
 
! colspan="3" |Radiator
 
! rowspan="2" |Supercharger
 
! rowspan="2" |Turbocharger
 
 
|-
 
|-
! Oil
+
! Capacity<br>(Belt capacity)
! Water
+
! Fire rate<br>(shots/minute)
! Type
+
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 
|-
 
|-
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable
+
| 3,000 (250) || 500 || N/A || N/A
 
|-
 
|-
 
|}
 
|}
  
===Modules===
+
== 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).''
 +
 
 +
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
!colspan = "1"| Tier
+
! Tier
!colspan = "2"| Flight performance
+
! colspan="2" | Mobility
!colspan = "1"| Survivability
+
! Protection
!colspan = "1"| Weaponry
+
! colspan="3" | Firepower
 
|-
 
|-
 
| I
 
| I
| Fuselage Repair
+
| Tires
| Radiator
+
|
|  
+
| Parts
| Offensive 20 mm
+
| Horizontal Drive
 +
| Type 75
 +
| NVD
 
|-
 
|-
 
| II
 
| II
|  
+
| Suspension
| Compressor
+
| Brake System
| Airframe
+
| FPE
| New 20 mm Cannons
+
| Adjustment of Fire
 +
| Type 91
 +
| Airstrike
 
|-
 
|-
 
| III
 
| III
| Wings Repair
+
| Filters
| Engine
+
|
|  
+
| Crew Replenishment
| Mk.II year 1942
+
| Elevation Mechanism
 +
| M416
 +
| Improved optics
 
|-
 
|-
 
| IV
 
| IV
|  
+
| Transmission
| Engine Injection
+
| Engine
| Cover
+
| Smoke grenade
| Mk.II year 1943
+
| Artillery Support
 +
| Laser rangefinder
 +
| Type 93
 
|-
 
|-
 
|}
 
|}
  
 
=== 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 the bulleted list. Do not 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".''-->
+
<!-- ''Summarise 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:'''
* Good manoeuvrability
+
 
* Good handling characteristics / easy to fly
+
* Excellent mobility
* Extreme firepower / large calibre armament
+
* Potent top ammunition
* Stable gun platform
+
* Commander and gunner have thermal sights
[[File:FighterImage_Sea_Hurricane_Mk.IC_2.jpg|250px|thumbnail|A Hawker Sea Hurricane IC firing it's four 20mm Hispano cannons in War Thunder.]][[File:FighterImage_MkIC_sea.jpg|250px|thumbnail|Two Sea Hurricane mk. ICs over the sea, just after launching into battle in War Thunder.]]
+
* 105 mm similar to the Type 74
 +
* Possess the highest quality thermals in-game (1200 x 800)
 +
* Thermals available early on as a tier-one firepower modification
 +
* Has the best thermal sights in the game so far
 +
 
 
'''Cons:'''
 
'''Cons:'''
* Low structural strength / fragile engine and airframe
+
 
* Low ammunition capacity / 125 rounds per cannon
+
* Thin armour
* Low maximum speed & acceleration / doesn't intercept or chase well
+
* Limited machine gun elevation
* Tough matchmaking at it's BR / hard aircraft for novice pilots
+
* Can be penetrated by machine-gun fire from the side
 +
* No hydropneumatic suspension unlike other Japanese tanks of the rank
 +
* Wheels can be damaged, reducing mobility
 +
* Can be hull broken by most rounds used by its competition
  
 
== History ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
+
<!-- ''Describe the history of the creation and combat usage of the vehicle 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 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></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
As the Fleet Air Arm (FAA) was very slow on developing a modern ship-borne fighter in the interbellum, the Gloster Gladiator was adapted to the role in 1938. However, the situation in Norway in 1940 painfully made clear that the RAF was not able to support expeditionary operations from bases in the United Kingdom and the Gladiator was very much obsolete. To worsen the crisis, Britain had lost HMS Courageous and Glorious in the failed Norwegian campaign and had no quick way to replace the carriers. During the campaign however, valuable experience was gained with Hurricanes of RAF No. 46 Squadron, as the aircraft proved that using it on a carrier was possible during the Squadrons transfer to Norway. A solution was needed.<ref name="hh1">[https://www.amazon.com/Hawker-Hurricane-Comprehensive-Modeller-Modellers/dp/095334651X The Hawker Hurricane: A Comprehensive Guide for the Modeller], Franks (1999), ''"The Hawker Hurricane: A Comprehensive Guide for the Modeller"'', SAM Publications, ISBN10: 095334651X</ref>
+
In the early 2000’s, Japan sought to develop a new combat vehicle to extend the operational mobility of their armored units. Furthermore, the new vehicle was supposed to counter the limitations of existing tracked vehicles, be able to rapidly respond to emerging threats in the event of an outbreak of hostilities and possess the ability to be airlifted or ocean transferred to more distant areas of operations, such as the Japanese island of Okinawa.
  
The FAA already started adapting ex-RAF Hawker Hurricanes from land use to naval use in 1941, when the first Hawker Sea Hurricane IA's appeared.<ref name="aas"> [https://www.amazon.com/Hurricane-Foreign-Service-Arco-Aircam-Aviation/dp/0668023163 Hawker Hurricane Mk. I/IV in Royal Air Force & Foreign Service] Shores & Ward (1971), ''"Hawker Hurricane Mk.I/IV in Royal Air Force & Foreign Service"'', P. 11/12, Osprey Publishing, SBN 85045 029 2.</ref> 50 aircraft were supplied by Fighter Command, another 50 were supplied from Canadian production. With Britain desperately finding means to tip the Battle for the Atlantic in its favor, drastic measures were taken. As land-based maritime patrol and fighter aircraft could not completely cover the Atlantic yet, the Sea Hurricane would provide a temporary solution. The Mark IA's were fitted with catapult spools and could be launched with a rocket-propelled catapult from dedicated vessels. First known as Fighter Catapult ships, operated by the Royal Navy, the ships would be operated by the Merchant Navy from November 1941 and be known as Catapult Aircraft Merchant (CAM) ships. The Hurricanes would become known as “Hurricats” or "Catafighters". When a convoy was threatened or shadowed by German aircraft, the FAA pilot would launch and engage. Between June and October 1941, ten launches were made whilst escorting Atlantic convoys. The result was one Fw 200 Condor destroyed, two more damaged and others driven away. As the FC ships were replaced by CAM ships, the FAA pilots were swapped with volunteer RAF personnel. Between November 1941 and July 1943, when the CAM operations ceased, six German aircraft were shot down and two were damaged.<ref name="aas" /> Without an airbase to return to or carriers to recover at, the pilots would ditch the aircraft close to the convoy, to be picked up from the frigid waters. Although these operations clearly involved considerable risk, only two pilots were lost at sea.<ref name="aofa1">[https://ospreypublishing.com/hurricane-aces-1941-45 Hurricane Aces 1941–45], Weal & Thomas (2003),''"Aircraft of the Aces 57: Hurricane Aces 1941–45"'', Osprey Publishing, ISBN 9781841766102.</ref>
+
Thus, in 2007, engineers at Mitsubishi began development on what would become the Type 16 MCV. To satisfy all the requirements, it was clear from the onset that a lightly armored, yet highly mobile and well-armed wheeled vehicle would need to be developed. Already, by 2008, the order for four prototypes was issued, with deliveries going on until 2013.
  
Meanwhile, the Hawker Sea Hurricane Mark IB, equipped with an arrestor hook, had been produced and entered combat service in July 1941. The Sea Hurricane Mk. IC followed in January 1942. Although the FAA got a dedicated maritime Sea Hurricane with the Mark II, at least 185 Sea Hurricanes were navalised RAF Mk. IIBs and IICs: called Hooked Hurricanes rather than Sea Hurricanes.<ref name="aas" /><ref name="aofa1" /> Now the FAA had aircraft that could be operated from its steadily increasing number of escort and fleet aircraft carriers. The design of the Hurricane suited the harsh naval environment far better than the nimble Spitfire. With its rugged design, wide-track landing gear and docile flight characteristics the aircraft could better handle tough carrier operations.<ref name="hfm">[https://www.amazon.co.uk/Hawker-Hurricane-Manual-Restoring-Servicing/dp/1844259552 Hawker Hurricane Owner's Workshop Manual], Blackah & Lowe (2010) ''"Hawker Hurricane Owner's Workshop Manual: An Insight into Owning, Restoring, Servicing and Flying Britain's Classic World War II Fighter"'', JH Haynes & Co Ltd, ISBN-10: 1844259552</ref>
+
Army trials of the vehicle went on until 2016, when after successfully passing them, it officially entered service with the JSDF under the designation “Type 16 MCV”. Production began in the same year (2016), and is still ongoing today. Presently, around 100 Type 16 MCVs have been built and commissioned into service, with no units seeing combat action thus far.
  
The Sea Hurricane equipped No. 880 Squadron on HMS indomitable took part in the Allied invasion of Madagascar in May 1942, though saw little action. Major action with the Sea Hurricane occurred during the convoy escort to Malta in June 1942; where Sea Hurricanes of No. 801 Squadron on HMS Eagle claimed six Italian aircraft during Operation ''Harpoon''. In August of that year, the better-known Operation ''Pedestal'' saw a convoy to Malta fight its way through the Mediterranean, with four Sea Hurricane squadrons taking part in the engagement: No. 800 & No. 880 on HMS Indomitable, No. 801 on HMS Eagle and No. 885 on HMS Victorious. During this confrontation, Lieutenant R. Cork of 880 Squadron shot down five aircraft on the 13th August for a total of six planes in two days. Other pilots claimed 15 more aircraft during the engagement.<ref name="aofa1" />
+
''- From [[wt:en/news/6218-development-type-16-mcv-elite-marksman-en|Devblog]]''
The convoys to Russia also received support from Sea Hurricanes when in September 1941 aircraft from No. 802 and No. 883 Squadrons on HMS Avenger claimed five kills during convoy PQ19 to North Russia. Although four Hurricanes were lost, only one pilot was killed and the convoy suffered little loss.
 
  
The last big action for Sea Hurricanes occurred during Operation ''Torch'', the landings in North Africa, on 8 November 1942. Two carrier forces covered the landings at Oran and Algiers: seven carriers took 14 naval fighter squadrons into battle, of which No. 802 and No. 883 Squadrons on HMS avenger, 804 and 891 on HMS Dasher and 800 on HMS Biter were equipped with Sea Hurricanes. Interestingly, the aircraft wore US star roundels to identify them as American assets. No. 800 Squadron achieved the greatest success of the naval squadrons as it claimed the destruction of several French Dewoitine D.520’s at no loss. However, due to the inexperience of many other pilots of the British carrier squadrons, many Sea Hurricanes were lost or damaged at recovery.<ref name="aas" />
+
== Media ==
 +
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.-->
 +
{{Youtube-gallery|07oqg8OOJ2M|'''Type 16 vs Centauro ROMOR''' - ''War Thunder Official Channel''|jjanlLrycGo|'''The Shooting Range #156''' - ''Metal Beasts'' section at 00:39 discusses the Type 16.}}
  
After Operation ''Torch'', the front line use of Sea Hurricanes diminished as more potent fighters, such as Seafires, Wildcats and Hellcats became available. Nonetheless the Sea Hurricane continued its service in escort to convoys to Russia and on the Atlantic. On 26 May 1944 No. 835 Squadron claimed the last Sea Hurricane victories: two Junkers Ju 290s killed on the convoy run to North Russia. The final sorties were flown by Sea Hurricanes of No. 824 Squadron, before re-equipping with Wildcats during the summer of 1944, thus ending the three-year service of the Sea Hurricane during World War II.<ref name="aas" /> Although the achievements of the Sea Hurricane were humbler than its land-based Hurricane sibling, the aircraft and its crew provided much needed protection to convoys when no other means were available to protect this lifeline to the British Isles. The aircraft and pilots provided naval air power for Britain in a time when means were limited and German dominance was not yet broken. A job that was crucial, though is often overlooked.
+
== See also ==
 +
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
  
== Media ==
+
* ''reference to the series of the vehicles;''
<!--''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''-->
 
{{Youtube-gallery|gX1cbk94PLg|'''Пушечный моряк''' review|YcS8kqY7Dds|'''MagzTV''' review}}
 
 
 
[[File:FighterImage_MKICs_launch.jpeg|250px|none|thumbnail|Hawker Sea Hurricane ICs ready to launch into battle from a carrier]]
 
== Read 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 aircraft;''
 
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
<!--''ETC.''-->
 
  
== Sources ==
+
== 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;''
* ''page on aircraft encyclopedia;''
+
* ''encyclopedia page on the tank;''
* ''other literature.''
+
* ''other literature.'' -->
 +
 
 +
* [[wt:en/news/6218-development-type-16-mcv-elite-marksman-en|[Devblog] Type 16 MCV: Elite Marksman]]
  
{{Britain fighters}}
+
{{Japan tank destroyers}}

Revision as of 06:34, 1 July 2020

VTOL | Rank 5 USA
AV-8A Harrier Pack
Type 16
jp_type_16.png
Type 16
AB RB SB
9.7 9.7 9.7
Class:
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Type 16.jpg


The Type 16 is a rank VII Japanese tank destroyer with a battle rating of 9.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

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? If necessary use a visual template to indicate the most secure and weak zones of the armour.

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 111 41 26 810 1,088 31.15 41.85
Realistic 100 37 504 570 19.38 21.92

Armaments

Main armament

Main article: JSW (105 mm)

The primary armament of the Type 16 MCV is a 105 mm JSW cannon, derived from the L7A3 much like many other NATO/BLUFOR vehicles. It features the standard selection of APFSDS, HESH, HEAT-FS, and smoke, in addition to the Type 93 shell, one of the better APFSDS at this tier. While you will struggle against 10.0 and 10.3 main battle tanks from the front, your gun is very effective against everything else. The HEAT-FS is especially effective against lightly armoured vehicles - it will often hull break where the APFSDS will not deal sufficient damage.

When fighting MBTs, you should try to get side on shots. Type 93 will struggle against most 10.0s and 10.3s from the front, but from the side it will act like any other fin round. This is especially effective against "T series" tanks like the T-64, T-72, and T-80.

105 mm JSW
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
40 -6°/+15° ±180° Two-plane
Turret rotation speed (°/s)
Mode Stock Upgraded Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
Arcade  ??.??  ??.??  ??.??  ??.??  ??.??
Realistic  ??.??  ??.??  ??.??  ??.??  ??.??
Reloading rate (seconds)
Stock Prior +
Full crew
Prior +
Expert qualif.
Prior +
Ace qualif.
 ??.??  ??.??  ??.??  ??.??

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M735 APFSDS 353 350 342 333 322 312
Type 75 HESH 127 127 127 127 127 127
Type 91 HEATFS 400 400 400 400 400 400
Type 93 APFSDS 405 403 396 388 378 370
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Normalisation at 30°
from horizontal
Ricochet
0% 50% 100%
M735 APFSDS 1,501 3.7 N/A N/A N/A +1.5° 76° 77° 78°
Type 75 HESH 760 10.8 0.4 0.1 2700 +0.0° 73°  ??° 80°
Type 91 HEATFS 1,150 10.5 N/A 0.1 1270.7 +0.0° 65° 72° 75°
Type 93 APFSDS 1,501 3.4 N/A N/A N/A 1.5° 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
M416 730 11.4 20 5 25 50

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
40  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ?? (+??)  ??

Machine guns

The Type 16 has an additional 7.62mm coaxial MG, like most tanks at this tier. It also retains the roof mounted .50 calibre HMG in the American style; this can be extremely effective against light tanks, especially Soviet light tanks like the BMP-1, BMP-2, Object 906, and Object 685. It will easily penetrate them from the side, allowing you to secure a kill if you've only knocked out their mobility.

12.7 mm M2HB
Commander pintle mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
1,000 (200) 576 -8°/+20° ±120°
7.62 mm Type 74
Coaxial mount
Capacity
(Belt capacity)
Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
3,000 (250) 500 N/A N/A

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).

Modules

Tier Mobility Protection Firepower
I Tires Parts Horizontal Drive Type 75 NVD
II Suspension Brake System FPE Adjustment of Fire Type 91 Airstrike
III Filters Crew Replenishment Elevation Mechanism M416 Improved optics
IV Transmission Engine Smoke grenade Artillery Support Laser rangefinder Type 93

Pros and cons

Pros:

  • Excellent mobility
  • Potent top ammunition
  • Commander and gunner have thermal sights
  • 105 mm similar to the Type 74
  • Possess the highest quality thermals in-game (1200 x 800)
  • Thermals available early on as a tier-one firepower modification
  • Has the best thermal sights in the game so far

Cons:

  • Thin armour
  • Limited machine gun elevation
  • Can be penetrated by machine-gun fire from the side
  • No hydropneumatic suspension unlike other Japanese tanks of the rank
  • Wheels can be damaged, reducing mobility
  • Can be hull broken by most rounds used by its competition

History

In the early 2000’s, Japan sought to develop a new combat vehicle to extend the operational mobility of their armored units. Furthermore, the new vehicle was supposed to counter the limitations of existing tracked vehicles, be able to rapidly respond to emerging threats in the event of an outbreak of hostilities and possess the ability to be airlifted or ocean transferred to more distant areas of operations, such as the Japanese island of Okinawa.

Thus, in 2007, engineers at Mitsubishi began development on what would become the Type 16 MCV. To satisfy all the requirements, it was clear from the onset that a lightly armored, yet highly mobile and well-armed wheeled vehicle would need to be developed. Already, by 2008, the order for four prototypes was issued, with deliveries going on until 2013.

Army trials of the vehicle went on until 2016, when after successfully passing them, it officially entered service with the JSDF under the designation “Type 16 MCV”. Production began in the same year (2016), and is still ongoing today. Presently, around 100 Type 16 MCVs have been built and commissioned into service, with no units seeing combat action thus far.

- From Devblog

Media

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