Difference between revisions of "Type 5"

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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
''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 armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips for preserving survivability in the "Use in battle" section.''
+
<!--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 armament separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips for preserving survivability in the "Use in battle" section.
  
''If necessary, use a graphics template to show the most well-protected or most vulnerable points in the armour.''
+
If necessary, use a graphics template to show the most well-protected or most vulnerable points in the armour.-->
 +
 
 +
The Type 5 has no additional armour protection, other than the 8mm of steel that make up the hull. It is a fairly large ship though, and in regards to survivability this is a detriment and advantage. As it's large and fairly slow, its very easy to hit accurately at close and long range, meaning it will take a large amount of fire. However, it does have four hull compartments and 21 crew members, which does make it more survivable than most of the commonly found vessels around its battle rating. Its survivability largely does depend on what its fighting though, high caliber guns and rapid fire cannons will sink it fairly quickly down to how easy it is to hit, whereas high caliber machine gun fire will take a while to cause critical damage.
  
 
=== Mobility ===
 
=== Mobility ===
''Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.''
+
<!--Write about the ship’s mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward speed and reverse speed.-->
 +
 
 +
The Type 5 is fairly lacking when it comes to speed and overall mobility, it can reach a max of 23 km/h in RB modes, and 32 km/h in AB modes, making it one of the slowest vehicles around its battle rating. It's also fairly unresponsive to changes in direction, and will take a comparatively long time to turn, this can make it difficult to avoid torpedoes or to angle the on board weaponry as the primary and secondary armaments have quite significant deadzones. 
  
 
== 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|Type 88 AA (75 mm)}}
 
{{main|Type 88 AA (75 mm)}}
''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>.''
+
[[File:Type 5 (2).jpg|thumb|492x492px|The Type 5 (1945)]]
 +
 
 +
The Type 5 is equipped with a 76.2mm cannon for its main gun, and its fairly effective on all fronts, it has a high base reload, fast traverse and high damage output. It comes with three types of ammunition-
 +
 
 +
* HE - High explosive shell, high damage output but low penetration
 +
* HE-DF - HE shell with timed fuse, useful against air targets primarily
 +
* APHE - High penetration with lower damage output, useful against armoured targets
  
''Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.''
+
Overall the HE round does the most consistent damage against enemy vessels, a few hits will sink most of the common MTBs around this rank, and it can even one-shot smaller boats if the round strikes a torpedo. The APHE round does little structural damage and will often overpen lightly armoured boats, it is however very useful against armoured vessels, such as the Russian river boats, it will usually destroy an armorued compartment quite easily, so it is recommended to take some APHE rounds to deal with these vessels. The timed fuse HE shell does have viable use against aircraft, but in reality the main caliber gun is best used against enemy boats, as the the Type 5 is equipped with a fairly effective anti-air secondary armament.  
  
 
=== Secondary armament ===
 
=== Secondary armament ===
 +
<!--Some ships are fitted with weapons of various calibres. The secondary armament is defined as the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.-->
 
{{main|Type 98 (20 mm)}}
 
{{main|Type 98 (20 mm)}}
''Some ships are fitted with weapons of various calibres. The secondary armament is defined as the weapon chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armament 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 anti-air armament, even heavy calibre weapons, belong in the next section.''
 
  
''If there is no secondary armament, remove this section.''
+
The Type 5 is equipped with two 20mm Type 98 cannon mounts for its secondary weapon.They do however have a limited firing arc and can only engage enemy vessels from the sides or rear of the boat. Despite this they are a moderately powerful weapon to fall back on, or to attack vessels approaching from behind. They work well at close range, and can function adequately up to around 1500 meters, but at this distance it will struggle to do a lot of damage. The magazine contains 20 rounds and reloads very quickly, allowing for a steady stream of fire against enemy vessels or aircraft. It comes with three belts-
 +
 
 +
* Universal - A mix of high explosive and armour piercing rounds.
 +
* HET - Majority high explosive rounds
 +
* APT - Majority armour piercing rounds
 +
 
 +
Overall, the HET type rounds do the most damage consistently to most of the vessels you'll be coming across, so it's best to take a lot of HET belts, though also consider bringing some armour piercing belts in case you come across some more heavily armoured boats in the deadzone of your main cannon. All in all though these 20mm cannons will be most useful against enemy aircraft, as although the main cannon has a timed fuse shell, it's better to keep it focused on enemy boats and let the 20mms tackle aircraft.
  
 
=== Special armament ===
 
=== Special armament ===
 +
<!--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.-->
 
{{main|Type 95 depth charge}}
 
{{main|Type 95 depth charge}}
''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.''
+
 
 +
The Type 5 can carry six 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. However they are useful in the event of being rushed by a smaller naval vessel, as if the drop is timed right the depth charges can easily take out enemies performing this manoeuvre.
  
 
==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).''
+
<!--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:Type 5 (1).jpg|thumb|672x672px]]
 +
The Type 5 has a lot of potential to cause damage, but it can easily be overwhelmed by enemy vessels. As it's fairly large and slow it will quickly accumulate a heavy amount of fire and damage if played in a fairly open location, as such, it's a good idea to use the environment to give yourself some hard cover, use islands, shipwrecks or whatever the map presents to keep yourself safe. The Type 5 is just too slow and vulnerable to damage to be safely played out in the open. Also, try not to advance too far into the map, as the Type 5 is slow, it's practically impossible to retreat once you've advanced too far, and if caught out it wont take long to sink.
 +
 
 +
A good spot to play the Type 5 would be to poke the front of the hull with the main cannon out from behind cover, this way only one compartment is visible to be damaged, and you have the ability to fire on enemy vessels while maintaining survivability, if you do start to take fire, you can simply reverse out of sight, repair and reengage.
 +
 
 +
Another good idea is to engage enemies at a considerable range- at around 2,000 meters, at this distance enemy cannon fire will cause very little damage to you, and most small projectiles will lose most of their penetration power at this distance, all the while your main cannon will still be able to maintain a high damage output at this distance, the gun will still be fairly easy to aim and thanks to the HE, the damage output will be the same across all distances, the APHE will still be able to punch through most armoured targets at further ranges as well.
 +
 
 +
A spot on the map at range that allows you to cover most of your hull from incoming fire will likely be the best place to play the  Type 5, it's just too cumbersome and large to be played out in the open, brawling with contemporary boats. If you do find yourself at close range however the secondary 20mm mounts will likely be a more functioning weapon to use, at close range the main cannon does have a fairly large deadzone towards the back of the vessel, and due to the slow speed, angling the Type 5 to maintain line of sight isn't always going to be possible, the 20mm cannons though do have a fairly wide arc of fire, and can provide a fairly steady stream of damage to enemy vessels and can be aimed easily to destroy the components of enemy vessels at the closer ranges, if you use the main gun at close range it is possible to miss, and this can cost you vital seconds where an enemy is free to damage you, the 20mm cannons are easily more consistent at these ranges.
  
 
===Modules===
 
===Modules===
{| class="wikitable"
+
{| class="wikitable mw-collapsible"
 
! Tier
 
! Tier
 
! Seakeeping
 
! Seakeeping
Line 69: Line 96:
  
 
'''Pros:'''
 
'''Pros:'''
* Good hit with 76 mm cannon can one-shot some smaller boats
+
 
* 2 x 20 mm cannon provides good cover against aircraft
+
* Powerful main cannon, can sink most boats in a few hits
 +
* Versatile secondary armament
  
 
'''Cons:'''
 
'''Cons:'''
* Due to slow speed, unable to perform dodging manoeuvres
+
 
* Easy target for boats especially if they sneak up on you
+
* Very slow comparatively
 +
* No meaningful armour protection
 +
* Large target, easy to hit at range
  
 
== History ==
 
== History ==

Revision as of 00:04, 20 January 2020

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
jp_type5_escortboat.png
Type 5
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

GarageImage Type 5.jpg


The Type 5 is a rank I Japanese motor gun boat with a battle rating of 1.7 (AB/RB/SB). It was introduced in Update 1.89 "Imperial Navy".

General info

Survivability and armour

The Type 5 has no additional armour protection, other than the 8mm of steel that make up the hull. It is a fairly large ship though, and in regards to survivability this is a detriment and advantage. As it's large and fairly slow, its very easy to hit accurately at close and long range, meaning it will take a large amount of fire. However, it does have four hull compartments and 21 crew members, which does make it more survivable than most of the commonly found vessels around its battle rating. Its survivability largely does depend on what its fighting though, high caliber guns and rapid fire cannons will sink it fairly quickly down to how easy it is to hit, whereas high caliber machine gun fire will take a while to cause critical damage.

Mobility

The Type 5 is fairly lacking when it comes to speed and overall mobility, it can reach a max of 23 km/h in RB modes, and 32 km/h in AB modes, making it one of the slowest vehicles around its battle rating. It's also fairly unresponsive to changes in direction, and will take a comparatively long time to turn, this can make it difficult to avoid torpedoes or to angle the on board weaponry as the primary and secondary armaments have quite significant deadzones.

Armament

Primary armament

Main article: Type 88 AA (75 mm)
The Type 5 (1945)

The Type 5 is equipped with a 76.2mm cannon for its main gun, and its fairly effective on all fronts, it has a high base reload, fast traverse and high damage output. It comes with three types of ammunition-

  • HE - High explosive shell, high damage output but low penetration
  • HE-DF - HE shell with timed fuse, useful against air targets primarily
  • APHE - High penetration with lower damage output, useful against armoured targets

Overall the HE round does the most consistent damage against enemy vessels, a few hits will sink most of the common MTBs around this rank, and it can even one-shot smaller boats if the round strikes a torpedo. The APHE round does little structural damage and will often overpen lightly armoured boats, it is however very useful against armoured vessels, such as the Russian river boats, it will usually destroy an armorued compartment quite easily, so it is recommended to take some APHE rounds to deal with these vessels. The timed fuse HE shell does have viable use against aircraft, but in reality the main caliber gun is best used against enemy boats, as the the Type 5 is equipped with a fairly effective anti-air secondary armament.

Secondary armament

Main article: Type 98 (20 mm)

The Type 5 is equipped with two 20mm Type 98 cannon mounts for its secondary weapon.They do however have a limited firing arc and can only engage enemy vessels from the sides or rear of the boat. Despite this they are a moderately powerful weapon to fall back on, or to attack vessels approaching from behind. They work well at close range, and can function adequately up to around 1500 meters, but at this distance it will struggle to do a lot of damage. The magazine contains 20 rounds and reloads very quickly, allowing for a steady stream of fire against enemy vessels or aircraft. It comes with three belts-

  • Universal - A mix of high explosive and armour piercing rounds.
  • HET - Majority high explosive rounds
  • APT - Majority armour piercing rounds

Overall, the HET type rounds do the most damage consistently to most of the vessels you'll be coming across, so it's best to take a lot of HET belts, though also consider bringing some armour piercing belts in case you come across some more heavily armoured boats in the deadzone of your main cannon. All in all though these 20mm cannons will be most useful against enemy aircraft, as although the main cannon has a timed fuse shell, it's better to keep it focused on enemy boats and let the 20mms tackle aircraft.

Special armament

Main article: Type 95 depth charge

The Type 5 can carry six 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. However they are useful in the event of being rushed by a smaller naval vessel, as if the drop is timed right the depth charges can easily take out enemies performing this manoeuvre.

Usage in battles

Type 5 (1).jpg

The Type 5 has a lot of potential to cause damage, but it can easily be overwhelmed by enemy vessels. As it's fairly large and slow it will quickly accumulate a heavy amount of fire and damage if played in a fairly open location, as such, it's a good idea to use the environment to give yourself some hard cover, use islands, shipwrecks or whatever the map presents to keep yourself safe. The Type 5 is just too slow and vulnerable to damage to be safely played out in the open. Also, try not to advance too far into the map, as the Type 5 is slow, it's practically impossible to retreat once you've advanced too far, and if caught out it wont take long to sink.

A good spot to play the Type 5 would be to poke the front of the hull with the main cannon out from behind cover, this way only one compartment is visible to be damaged, and you have the ability to fire on enemy vessels while maintaining survivability, if you do start to take fire, you can simply reverse out of sight, repair and reengage.

Another good idea is to engage enemies at a considerable range- at around 2,000 meters, at this distance enemy cannon fire will cause very little damage to you, and most small projectiles will lose most of their penetration power at this distance, all the while your main cannon will still be able to maintain a high damage output at this distance, the gun will still be fairly easy to aim and thanks to the HE, the damage output will be the same across all distances, the APHE will still be able to punch through most armoured targets at further ranges as well.

A spot on the map at range that allows you to cover most of your hull from incoming fire will likely be the best place to play the Type 5, it's just too cumbersome and large to be played out in the open, brawling with contemporary boats. If you do find yourself at close range however the secondary 20mm mounts will likely be a more functioning weapon to use, at close range the main cannon does have a fairly large deadzone towards the back of the vessel, and due to the slow speed, angling the Type 5 to maintain line of sight isn't always going to be possible, the 20mm cannons though do have a fairly wide arc of fire, and can provide a fairly steady stream of damage to enemy vessels and can be aimed easily to destroy the components of enemy vessels at the closer ranges, if you use the main gun at close range it is possible to miss, and this can cost you vital seconds where an enemy is free to damage you, the 20mm cannons are easily more consistent at these ranges.

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 76 mm type 95 AP 20 mm HET magazines
II Rudder Replacement Fire Protection System Smokescreen 76 mm type 90 HE 20 mm APT magazines Auxiliary Armament Targeting
III Propeller Replacement Improved Rangefinder Depth Charges Primary Armament Targeting
IV Engine Maintenance New Pumps Artillery Support

Pros and cons

Pros:

  • Powerful main cannon, can sink most boats in a few hits
  • Versatile secondary armament

Cons:

  • Very slow comparatively
  • No meaningful armour protection
  • Large target, easy to hit at range

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 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.

Media

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

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 ship;
  • links to approximate analogues of other nations and research trees.

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 boats
Motor torpedo boats  Type T-1 · Type T-14 · Type T-14 (mod. 1) · Type T-38 · Type T-51a · Type T-51b · PT-15 · PT-808
Motor gun boats  Ha-Go (mod. 1) · Type 4 (mod. 2) · Type 4 (Mod 4) · Asagao (YTE-01) · PG 02
Armoured gun boats  Soukou-Tei · Soukou-Tei No.4
Gunboats  Chidori