Difference between revisions of "Type 60 ATM"

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(Usage in the battles: Added a few examples for AB. Explanation kind of doubles the paragraph below images, i don't know what do with it.)
 
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyers {{Battle-rating}}. It was introduced in [[Update 1.67 "Assault"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyers {{Battle-rating}}. It was introduced in [[Update 1.67 "Assault"]].
  
This is the lowest battle rated non-premium vehicle to have ATGM in the game, the closest second being [[BMP-1]], though Japanese have to grind through entire rank 4 on 6.3-7.0 BR to access it.
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This is the lowest battle rated non-premium vehicle to have ATGM in the game, the closest second being [[BMP-1]], though Japanese have to grind through entire rank 4 on 6.3-7.0 battle rating to access it. The {{PAGENAME}} also functions as a "light tank" being able to fulfil the scout role and team repair functions, just like [[Type 60 SPRG (C)]].
  
 
== General info ==
 
== General info ==
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''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
 
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
While armour of Type 60 hull can handle some direct MG fire, and maybe even unfocused 12.7 mm, it's roof armour is nonexistent. Every fighter in the game will try and succeed to strafe Type 60 ATM, and there is no saving from them.
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While armour of Type 60 hull can handle some direct MG fire, and maybe even unfocused 12.7 mm, it's roof armour is nonexistent. Every fighter in the game will try and succeed to strafe Type 60 ATM, and there is no saving from them.
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Armour of the Type 60 is too weak to sustain shockwaves from tanks exploding next to it. It is advisable to avoid close proximity to other tanks when possible to limit exposure from explosion shockwaves.
  
 
Hull is just exactly low enough to use every other hull-down position, that any normal tank would fail to use. As an example, one can use solid concrete roadblocks, building leftovers, solid construction details, random sized rocks, destroyed gas cisterns, destroyed tank hulls and so on as a protective cover. Here, only the launchers will be exposed.  
 
Hull is just exactly low enough to use every other hull-down position, that any normal tank would fail to use. As an example, one can use solid concrete roadblocks, building leftovers, solid construction details, random sized rocks, destroyed gas cisterns, destroyed tank hulls and so on as a protective cover. Here, only the launchers will be exposed.  
  
Launchers themselves seem to be irrelevant to the tank, and though they can be "broken" they seem to be able to fire even when they are completely destroyed. Loaded ATGM also seems to be resistant to attempts of setting them off (as tested in AB). It is worth noting that Soviets can still load HE shells and just explode an entire tank by hitting the launcher, but not every one of them carries these shells.
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Launchers themselves seem to be irrelevant to the tank, and though they can be "broken" they seem to be able to fire even when they are completely destroyed. Loaded ATGM also seems to be resistant to attempts of setting them off (as tested in AB). It is worth noting that Soviets can still load HE shells and just explode an entire tank by hitting the launcher, but not every one of them carries these shells. Some high calibre HESH shells are also able to send spall down from the launcher into the Type 60 on a good hit.
 
<!-- Their behaviour after the changes to RB gun damage mechanics are yet to be tested-->
 
<!-- Their behaviour after the changes to RB gun damage mechanics are yet to be tested-->
  
Being hit to the hull is strictly forbidden, as the compartment is not made with damage control in mind. In AB it can sustain a hit to the upper part of the hull, but once type 60 is penetrated, it goes down very easily. This is especially true if a fighter is going kamikaze and rams the tank.
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Being hit to the hull is strictly forbidden, as the compartment is not made with damage control in mind. Even if you somehow survive a hit, the vehicle's hull has hull break mechanics and any heavy SPG or tank with 120 mm calibre gun can instantly destroy the tank, as well as artillery and chemical rounds of 105 mm calibre. Enemy planes diving down and blasting away with their autocannons can also penetrate the Type 60, so be wary of enemy aerial support. In AB, it can sustain a hit to the upper part of the hull, but once the Type 60 is penetrated, it goes down very easily regardless.
  
 
'''Armour type:'''
 
'''Armour type:'''
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* Rolled homogeneous armour
 
* Rolled homogeneous armour
 
* Cast homogeneous armour (Machine gun port, Cupola)
 
* Cast homogeneous armour (Machine gun port, Cupola)
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
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* Suspension wheels and tracks are both 15 mm thick, while torsion bar chassis is 12 mm thick.
 
* Suspension wheels and tracks are both 15 mm thick, while torsion bar chassis is 12 mm thick.
 
* Belly armour is 10 mm thick.
 
* Belly armour is 10 mm thick.
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
!colspan="3" | Mobility characteristic
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! colspan="3" | Mobility characteristic
 
|-
 
|-
 
! Weight (tons)
 
! Weight (tons)
!colspan="1" | Add-on Armour<br>weight (tons)
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! colspan="1" | Add-on Armour<br>weight (tons)
!colspan="1" | Max speed (km/h)
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! colspan="1" | Max speed (km/h)
 
|-
 
|-
|rowspan="2" | 12.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 42 (AB)  
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| rowspan="2" | 12.0 || colspan="1" rowspan="2" | N/A || colspan="1" | 42 (AB)  
 
|-
 
|-
 
|38 (RB/SB)
 
|38 (RB/SB)
 
|-
 
|-
!colspan="3" | Engine power (horsepower)
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! colspan="3" | Engine power (horsepower)
 
|-
 
|-
!colspan="1" | Mode
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! colspan="1" | Mode
 
!Stock
 
!Stock
 
!Upgraded
 
!Upgraded
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|___
 
|___
 
|-
 
|-
!colspan="3" | Power-to-weight ratio (hp/ton)
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! colspan="3" | Power-to-weight ratio (hp/ton)
 
|-
 
|-
!colspan="1" | Mode
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! colspan="1" | Mode
 
!Stock
 
!Stock
 
!Upgraded
 
!Upgraded
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<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
 
<!--''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.''-->
  
The vehicle has two type 64 ATGMs loaded at once, with 4 reserves being stored in the hull. They can be launched at about a 30-degree arc in front of the hull. Only one missile can be controlled at once.
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The vehicle has two Type 64 ATGMs loaded at once, with four reserves being stored in the hull. These AGTMs can be launched from about a 30-degree arc in front of the hull. Only one missile can be controlled at a time.
  
You have the main camera leading indicator, which directs initial launch and guides missiles in AB, and you have 2 separate targeting indicators for each launcher, which show the reload times and try to show how far missiles will fly initially in Close Quarters Combat (CQC), though they're extremely inaccurate and should only be used for range estimation and to see if the missile can be launched at all.
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You have the main camera leading indicator, which directs initial launch and guides missiles in arcade battles, and you have two separate targeting indicators for each launcher, which show the reload times and try to show how far missiles will fly initially in Close Quarters Combat (CQC), though they're extremely inaccurate and should only be used for range estimation and to see if the missile can be launched at all.
  
 
Sniper optics are only directed forward, so if you want to look at something in the distance while you guide the missile, you have to first turn your entire hull towards them.
 
Sniper optics are only directed forward, so if you want to look at something in the distance while you guide the missile, you have to first turn your entire hull towards them.
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It is also rather easy to just sidestep the missile, which most of BR ~8.0 light tanks will do, unless they do not notice ATGM somehow, or are too busy fighting something else.
 
It is also rather easy to just sidestep the missile, which most of BR ~8.0 light tanks will do, unless they do not notice ATGM somehow, or are too busy fighting something else.
  
'''In RB''', Missile has about 40 km/h initial speed and missile won't respond to your commands until it flies at least 50-80 meters, and should be treated as a rocket until that point. Even past this point, the missile is rather slow on taking commands with about of 0.8-sec delay and prefers to keep its initial vertical course, so it's better to launch it properly, to begin with. Ironically, lower speed allows it to be launched onto tanks which are almost ramming Type 60, with the dead zone being just 6 meters, if operator aims at the ground below the vehicle. Basically, this means it can one-shot T64 or tanks with an even lower profile, like IT-1, while being at a gunpoint. On '''flat ground''', to hit targets at ~50 meters one should aim about 1/3 the range between tanks. To hit targets at ~80 meters one should aim 1/2 the range between tanks, as ATGM accelerates by that point.
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'''In realistic battle''', the missile has about 40 km/h initial speed and missile won't respond to your commands until it flies at least 50-80 meters away, and should be treated as a rocket until that point. Even past this point, the missile is rather slow on taking commands with about of 0.8-sec delay and prefers to keep its initial vertical course, so it's better to launch it properly, to begin with. To steer it around, the user must press buttons assigned for tank movements (the vertical controls are inverted with W being "down" and S being "up"). The longer the range, the easier it is to control the missile.
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Ironically, lower speed allows it to be launched onto tanks which are almost ramming Type 60, with the dead zone being just 6 meters, if operator aims at the ground below the vehicle. Basically, this means it can one-shot T64 or tanks with an even lower profile, like IT-1, while being at a gunpoint. On '''flat ground''', to hit targets at ~40 meters one should aim about 1/3 the range between tanks. To hit targets at ~80 meters one should aim 1/2 the range between tanks, as ATGM accelerates by that point.
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 +
'''Examples of aiming at close range in RB:'''
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<gallery mode="packed-hover">
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File:Type 60 atm point blank shot RB.jpg|Dead zone shot for RB. Note how low all of targeting reticles are aimed. Remember, some tanks will explode so hard, they might destroy yours as well, so try to deal with them before this kind of attack becomes necessary.
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File:Type 60 ATM dead zone range RB.jpg|The exact minimal range for ATGM when fighting low-profile tanks.
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File:Type 60 atm melee left-left shot RB.jpg|This is the closest range shot you can pull off without using [[Media:CameraAdjustment_Settings_for_ATGM.jpg|camera manipulation]]. The range is about 30 m.
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File:Type 60 atm 50 m shot RB.jpg|50 m straight shot. Check how both main and launcher's targeting reticle is aimed.
 +
File:Type 60 atm 50m shot RB angling showcase.jpg|While it's possible to calculate exact missile deviation on side shots, it's easier to just use your 12 mm MG to guess angle and launcher's reticle to guess range.
 +
</gallery>
  
 
To hit targets in cover far away, the operator must be very good at judging distances, because input lag and missile attitude with it sometimes returning to the initial course makes dropping missiles hard down rather challenging. As for tanks which stand in open or with minimal cover, this brings no problems, as over distance you have plenty of time to correct course.  
 
To hit targets in cover far away, the operator must be very good at judging distances, because input lag and missile attitude with it sometimes returning to the initial course makes dropping missiles hard down rather challenging. As for tanks which stand in open or with minimal cover, this brings no problems, as over distance you have plenty of time to correct course.  
  
'''In AB''', Missile has full 89 km/h initial speed (also max speed) and responds to SACLOS manual input (mouse movements, not the targeting reticle itself) almost immediately (with real dead zone being unclear), so it can be somewhat curved around even during launch sequence, which allows the operator to push it even further behind houses. But due to its speed, the launch dead zone is extended to 11 m, so one cannot let enemy too close to themselves. Past initial launch dead zone, the operator should always aim about 1\2 toward the enemy tank.
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'''In arcade battle''', Missile has full 89 km/h initial speed (also max speed) and responds to SACLOS manual input (mouse movements, not the targeting reticle itself) almost immediately (with real dead zone being unclear), so it can be somewhat curved around even during launch sequence, which allows the operator to push it even further behind houses. But due to its speed, the launch dead zone is extended to 11 m, so one cannot let enemy too close to themselves.  
 +
 
 +
At 30-120 m range, past initial launch dead zone, the operator should always aim about 1\2 toward the enemy tank and correct the course of missile manually by moving the mouse. Past that range, it's possible to use SACLOS system reliably, as long as the enemy tank isn't moving towards ATGM carrier, so you can just aim straight at the enemy.
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 +
'''Examples of aiming at close range in AB''':
 +
<gallery mode="packed-hover">
 +
File:Type 60 atm dead zone range AB.jpg|Dead zone range for type 60 ATM in AB. Remember that you have to aim exactly at the bottom of your tank to make it work.
 +
File:Type 60 atm forward 50 m shot AB.jpg|You should remember that in AB guidance system activates earlier, and aim accordingly. Though, it's less of an issue, since missile obeys your commands almost immediately in AB.
 +
File:AB indirect melee range L-R shot setup.jpg|30 m indirect shot at T-64. Missiles in AB are obeying manual input from the get-go, but you still have to launch them carefully to not make them hit a wall, so even hull placement is important. It's also best to use the further launcher, if possible.
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File:AB indirect melee range L-R shot correction.jpg|Since in AB missile obeys manual input immediately, type 60 ATM operator drags missile to the right to avoid hitting T-64s fuel tank, and the result is tank annihilation. It is worth noting, that such shots require an immense amount of practice to reliably hit, though they are still less risky than going out of cover and trying to duke it out with other tanks directly.
 +
</gallery>
  
 
Long range sniping isn't much different from RB, you just have to aim at the enemy with your mouse instead of manually curving missile. You also can move while guiding it, though it is still hard to do on a move, so you might want to rely on other ways of aiming.
 
Long range sniping isn't much different from RB, you just have to aim at the enemy with your mouse instead of manually curving missile. You also can move while guiding it, though it is still hard to do on a move, so you might want to rely on other ways of aiming.
  
To attack an enemy on move you have to use aim assist, as sniper scope is locked to launcher's firing arc and vehicle lacks stabilizer, so your missile may go anywhere it wants to otherwise. Due to missile overall low speed (currently the lowest one in the game) and "aim assist" option (right mouse button) as long as the enemy is in tank's sights, one can treat the missile as a sort of dumb third-generation missile. The point is, missile is so slow, that tank is almost unable to hit the ground or a wall with it on accident, which means that you can even launch it forward and follow it, and if anyone dares to drive in the open near to you, you can just hold right mouse button to make missile destroy them on its own, while you focus on driving and dodging enemy shots. It's still best to not drive around recklessly and rely on a missile that much, as it is still '''very''' slow and it still requires you to see enemy tank (which means, they also can see you) and it will not avoid any obstacles on away, so you still have to correct it sometimes.  
+
To attack an enemy on move you have to use aim assist, a sniper scope is locked to launcher's firing arc and vehicle lacks stabilizer, so your missile may go anywhere it wants to otherwise. Due to missile overall low speed (currently the lowest one in the game) and "aim assist" option (right mouse button) as long as the enemy is in tank's sights, one can treat the missile as a sort of dumb third-generation missile. The point is, missile is so slow, that tank is almost unable to hit the ground or a wall with it on accident, which means that you can even launch it forward and follow it, and if anyone dares to drive in the open near to you, you can just hold right mouse button to make missile destroy them on its own, while you focus on driving and dodging enemy shots. It's still best to not drive around recklessly and rely on a missile that much, as it is still '''very''' slow and it still requires you to see enemy tank (which means, they also can see you) and it will not avoid any obstacles on away, so you still have to correct it sometimes.  
  
 
Overall, if one uses aim assist, you should keep in mind how it works - it always aims for the centre of the tank, and it lags behind the moving vehicle. To avoid hitting fuel tanks or missing moving tank, you can adjust it without breaking the tracking. After holding down the aim assist button, move your mouse a bit up, to let missile hit enemy just below the gun barrel, but high enough to not hit their tracks, and, if target moves to the left or right, move the mouse to the left or right to make missile track them properly. After that, wait for about 10 to 13 seconds for it to hit enemy, unless they realize what's coming for them and sidestep the missile, or to hit a random obstacle on a way towards them. Having maxed out "keen vision" and "improved optics" allows you to do this at any range indefinitely, as it's impossible to avoid being detected by you at missile's effective range.
 
Overall, if one uses aim assist, you should keep in mind how it works - it always aims for the centre of the tank, and it lags behind the moving vehicle. To avoid hitting fuel tanks or missing moving tank, you can adjust it without breaking the tracking. After holding down the aim assist button, move your mouse a bit up, to let missile hit enemy just below the gun barrel, but high enough to not hit their tracks, and, if target moves to the left or right, move the mouse to the left or right to make missile track them properly. After that, wait for about 10 to 13 seconds for it to hit enemy, unless they realize what's coming for them and sidestep the missile, or to hit a random obstacle on a way towards them. Having maxed out "keen vision" and "improved optics" allows you to do this at any range indefinitely, as it's impossible to avoid being detected by you at missile's effective range.
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|-
 
|-
 
|}
 
|}
 
  
 
===== Ammunition =====
 
===== Ammunition =====
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|}
 
|}
 
'''Notes:'''
 
'''Notes:'''
 +
 
* Flight characteristics heavily depend on the mode you play in.
 
* Flight characteristics heavily depend on the mode you play in.
 
* While stat card states the max range is 1,800 m, in reality, it is less due to the missile losing fuel making course corrections. The resulting effective range is closer to 1,600 m.
 
* While stat card states the max range is 1,800 m, in reality, it is less due to the missile losing fuel making course corrections. The resulting effective range is closer to 1,600 m.
* In AB, rearm takes about 40 seconds once launcher is empty and no partial rearm can be done on capture point. Rearm only happens for one launcher at once, which means full rearm will take you 80 seconds. Launcher still reloads during rearm, so you can fire away immediately, after it's done.
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* In AB, rearm takes about 40 seconds once the launcher is empty and no partial rearm can be done on the capture point. Rearm only happens for one launcher at once, which means full rearm will take you 80 seconds. Launcher still reloads during rearming, so you can fire away immediately after it's done.
  
 
===== [[Ammo racks|Ammo racks]] =====
 
===== [[Ammo racks|Ammo racks]] =====
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{{main|M2HB (12.7 mm)|M1919A4 (7.62 mm)}}
 
{{main|M2HB (12.7 mm)|M1919A4 (7.62 mm)}}
  
The Type 60 ATM comes equipped with a coaxial 12.7mm M2HB Browning machine gun and a smaller 7.62mm Browning machine gun.  
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The Type 60 ATM comes equipped with a coaxial 12.7 mm M2HB Browning machine gun and a smaller 7.62 mm Browning machine gun.  
  
The 7.62mm, while useless against conventional tanks, can sometimes come in handy for clearing some debris and can convince some BR 6.7 open top HEAT SPG to leave you alone. The 12.7 mm machine gun serves a similar purpose, but it also can destroy some light tanks, though something like [[AMX-13]] will resist its fire from the front.  
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The 7.62 mm, while useless against conventional tanks, can sometimes come in handy for clearing some debris and can convince some battle rating 6.7 open top HEAT SPG to leave you alone. The 12.7 mm machine gun serves a similar purpose, but it also can destroy some light tanks, though something like [[AMX-13]] will resist its fire from the front.  
  
 
Both of MGs are only able to fire at planes that try to strafe your vehicle directly, which is not very likely, so in case if an attacker is present on the field, the vehicle should just run behind some hills and hope the pilot isn't after it.
 
Both of MGs are only able to fire at planes that try to strafe your vehicle directly, which is not very likely, so in case if an attacker is present on the field, the vehicle should just run behind some hills and hope the pilot isn't after it.
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The Type 60 ATM struggles in close quarters and is unsuited for direct urban combat. When playing the Type 60 ATGM consider all your flanking routes and hull-down positions as your high damage potential can be most effectively harnessed in these environments. Avoid all major sight-lines, and pick your targets carefully. The cover is your best friend, finding positions, where you can scout enemy vehicles for your team, can often be more beneficial than attempting to destroy enemy tanks yourself.
 
The Type 60 ATM struggles in close quarters and is unsuited for direct urban combat. When playing the Type 60 ATGM consider all your flanking routes and hull-down positions as your high damage potential can be most effectively harnessed in these environments. Avoid all major sight-lines, and pick your targets carefully. The cover is your best friend, finding positions, where you can scout enemy vehicles for your team, can often be more beneficial than attempting to destroy enemy tanks yourself.
  
To get most out of the tank, one should find a hulldown position with a sight onto capture point, to scout everyone, who is open for allied snipers, and then pick off pinned down opponents, forcing them to choose between being destroyed by ATGM or your allies.
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To get most out of the tank, one should find a hull-down position with a sight onto capture point, to scout everyone, who is open for allied snipers, and then pick off pinned down opponents, forcing them to choose between being destroyed by ATGM or your allies.
  
 
As one example, on [[Alaska]] map Type 60 ATM can use concrete blocks and rubbish to the east of B point to become resistant to enemy fire while being able to fire clean shots at both A and B points with little fear of being directly attacked back.  
 
As one example, on [[Alaska]] map Type 60 ATM can use concrete blocks and rubbish to the east of B point to become resistant to enemy fire while being able to fire clean shots at both A and B points with little fear of being directly attacked back.  
  
The Type 60 ATM often plays out as a support vehicle instead of a tank destroyer, though in AB it can also do some moral damage, as it's presence alone forces enemy to change plans, as soon as they realize it can destroy them without even showing up on a field or doing elaborate artillery tricks, unlike [[Type 60 SPRG (C)]]. You shouldn't let this to get to your head, though, as you are most likely '''unable''' to stop massive coordinated push.
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The Type 60 ATM often plays out as a support vehicle instead of a tank destroyer, simply scouting enemy tanks and repairing damaged allies. Keep in mind, that enemy often likes to call artillery upon huge tank groups, and your tank can be destroyed on accident. It is safer to assist heavy hull-down tanks, as it's generally pointless to use artillery on them, and many may not even notice the Type 60 next to them. After you repaired the allied tank, immediately move away from them, as if they get destroyed, the shockwave will annihilate the Type 60 hull.
  
As example, experienced type 60 ATM user can entrench itself on river of [[Berlin (Ground Forces)|Berlin]] map, making people who see ATGM for the first time to lose any will to attack B point at all, and seriously stalling the rest, although this requires meticulous training in CQC launch techniques, as combat range there can quickly reach 20 meters, and ground isn't exactly even, often resulting in misses. Still, in AB the fear alone may stall enemy long enough for a vehicle to rearm, and damage done to the launcher is completely irrelevant in that mode.  
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In AB it can also do some moral damage, as its presence alone forces the enemy to change plans, as soon as they realize it can destroy them without even showing up on a field or doing elaborate artillery tricks, unlike [[Type 60 SPRG (C)]]. You shouldn't let this to get to your head, though, as you are most likely '''unable''' to stop massive coordinated push alone. Still, the fear alone may stall enemy long enough for a vehicle to rearm, and damage done to the launcher is completely irrelevant in arcade mode.  
  
The Type 60 ATM's biggest threats in battle are many. Avoid directly fighting all vehicles at all costs to prevent dying - almost every shell at your BR will destroy Type 60 with ease. The vehicle will often face enemy frontally when you fire missiles, and that's where the 3 of your crew are crammed together, 2 of which are the gunner and driver.  
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As example, experienced type 60 ATM user can entrench itself on river of [[Berlin (Ground Forces)|Berlin]] map, making people who see ATGM for the first time to lose any will to attack B point at all, and seriously stalling the rest, although this requires meticulous training in CQC launch techniques, as combat range there can quickly reach 20 meters, and ground isn't exactly even, often resulting in misses.
  
As soon as the enemy tries to drop artillery on you, it's best to leave the position, as tank might explode in one hit. As such, always keep plan B in your head.
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Examples of urban combat in arcade mode (In realistic mode, only try this at your own discretion):
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<gallery mode="packed-hover" heights="200px">
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Normandy AB Type 60 ATM hulldown.jpg|Type 60 can hull down in some open spot, where friendly snipers can assist it, and antagonize enemy assault group. Make sure, that the hulldown spot is at least 150-200m away from the enemy entry point, and enemy still can see the launchers. On contact, demonstrate them your firepower by one-shotting one of them, then stall them by fact that you have two launchers. Destroy ones, who actually saw through your ruse and rush towards you.
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Normandy AB Type 60 ATM last stand.jpg|If enemy got too close and snipers failed to stop them, or launchers are out of ammo and are rearming, call in a bomber to spend rearm time and to finish the enemy off. Sometimes, you might need to even bomb yourself, but with the perfect mind game, your opponents will be too afraid to leave the cover, being unsure of your missile count. With enough luck, you will take out all of them.
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Type 60 ATM american desert AB improvised hulldown.jpg|On maps with destructible enviroment you can destroy a part of a house to create a firing position for yourself. Your launcher fires upwards, allowing you to attack enemy with no fear of retaliation - only very few 8.0 tanks have APDSFS which can shoot through such cover. Remember - only house remains count as a good enough cover, the house itself does not.
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</gallery>
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In one-on-one situations, it is often better to fire only one launcher at the enemy, unless they try to push you, just to keep enemy guessing if it's even worth attacking you, instead of firing both missiles at once or doing nothing and letting them know, that you are harmless now. In arcade mode, while your launcher rearms, you can also join allied bombers as secondary attacker or bomber as a scout, to spend points earned by scouting and to cut off enemy reinforcement.
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 +
The Type 60 ATM's biggest threats in battle are many. Avoid directly fighting all vehicles at all costs to prevent dying - almost every shell at your battle rating will destroy Type 60 with ease. The vehicle will often face enemy frontally when you fire missiles, and that's where the three of your crew are crammed together, 2 of which are the gunner and driver.
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 +
As soon as the enemy tries to drop artillery on you, it's best to leave the position and move to a safer place. As such, always keep plan B in your head.
  
 
Try to use scouting to know the very moment your opponent drives out to attack your tank and try to blast them away with ATGM. If the direct confrontation with a light tank is inevitable - fire 12.7 MG at its sides as well and hope it penetrates them.
 
Try to use scouting to know the very moment your opponent drives out to attack your tank and try to blast them away with ATGM. If the direct confrontation with a light tank is inevitable - fire 12.7 MG at its sides as well and hope it penetrates them.
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=== Pros and cons ===
 
=== Pros and cons ===
 
'''Pros:'''
 
'''Pros:'''
 +
 
* Good missile manoeuvrability
 
* Good missile manoeuvrability
 
* Type 64 ATGM's provide exceptional firepower
 
* Type 64 ATGM's provide exceptional firepower
* Upwards facing launchers can allow the vehicle to fire behind cover, although setup is often required
+
* Upwards facing launchers can allow the vehicle to fire behind cover, although the setup is often required
* Has scouting
+
* Has scouting and can repair any allied tank as a support vehicle
 +
 
 
'''Cons:'''
 
'''Cons:'''
 +
 
* Very limited main ammunition (even more so than [[Type 60 SPRG (C)|SPRG]] version)
 
* Very limited main ammunition (even more so than [[Type 60 SPRG (C)|SPRG]] version)
 
* Slow missile speed, to a point it can be sidestepped by many tanks
 
* Slow missile speed, to a point it can be sidestepped by many tanks
Line 302: Line 343:
 
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader,''-->
 
<!--''Links to the articles on the War Thunder Wiki that you think will be useful for the reader,''-->
 
* [http://warthunder.com/en/news/4585-development-type-60-atm-death-on-a-wire-en/ [Devblog<nowiki>]</nowiki> Type 60 ATM: Death on a Wire]
 
* [http://warthunder.com/en/news/4585-development-type-60-atm-death-on-a-wire-en/ [Devblog<nowiki>]</nowiki> Type 60 ATM: Death on a Wire]
 
  
 
== Sources ==
 
== Sources ==

Latest revision as of 23:24, 8 June 2019

Type 60 ATM
jp_type_60_atm.png
AB
RB
SB
General characteristics
Brief
Detailed
7.0/7.0/7.0BR
5 peopleCrew
Mobility
12.0 tWeight
3 forward
1 back
Gear box
Armament
2 х Type 64 MAT ATGMWeapon 1
6 roundsAmmunition
85 m/sFlight speed
2 000 mRange
12.7 mm M2HB machine gunWeapon 2
2 500 roundsAmmunition
200 roundsBelt capacity
577 shots/minFire rate
-5° / 25°Vertical guidance
-45° / 45°Horizontal guidance
3 000 roundsAmmunition
250 roundsBelt capacity
500 shots/minFire rate
Economy
170 000 Rp icon.pngResearch
440 000 Sl icon.pngPurchase
Sl icon.png5 700 / 7 068/2 430 / 3 013/3 200 / 3 968Repair
130 000 Sl icon.pngCrew training
440 000 Sl icon.pngExperts
1 400 Ge icon.pngAces
x 2.08 Rp icon.pngReward for battle

Description

GarageImage Type 60 ATM.jpg


The Type 60 ATM is a rank V Japanese tank destroyers with a battle rating of 7.0 (AB/RB/SB). It was introduced in Update 1.67 "Assault".

This is the lowest battle rated non-premium vehicle to have ATGM in the game, the closest second being BMP-1, though Japanese have to grind through entire rank 4 on 6.3-7.0 battle rating to access it. The Type 60 ATM also functions as a "light tank" being able to fulfil the scout role and team repair functions, just like Type 60 SPRG (C).

General info

Survivability and armour

While armour of Type 60 hull can handle some direct MG fire, and maybe even unfocused 12.7 mm, it's roof armour is nonexistent. Every fighter in the game will try and succeed to strafe Type 60 ATM, and there is no saving from them.

Armour of the Type 60 is too weak to sustain shockwaves from tanks exploding next to it. It is advisable to avoid close proximity to other tanks when possible to limit exposure from explosion shockwaves.

Hull is just exactly low enough to use every other hull-down position, that any normal tank would fail to use. As an example, one can use solid concrete roadblocks, building leftovers, solid construction details, random sized rocks, destroyed gas cisterns, destroyed tank hulls and so on as a protective cover. Here, only the launchers will be exposed.

Launchers themselves seem to be irrelevant to the tank, and though they can be "broken" they seem to be able to fire even when they are completely destroyed. Loaded ATGM also seems to be resistant to attempts of setting them off (as tested in AB). It is worth noting that Soviets can still load HE shells and just explode an entire tank by hitting the launcher, but not every one of them carries these shells. Some high calibre HESH shells are also able to send spall down from the launcher into the Type 60 on a good hit.

Being hit to the hull is strictly forbidden, as the compartment is not made with damage control in mind. Even if you somehow survive a hit, the vehicle's hull has hull break mechanics and any heavy SPG or tank with 120 mm calibre gun can instantly destroy the tank, as well as artillery and chemical rounds of 105 mm calibre. Enemy planes diving down and blasting away with their autocannons can also penetrate the Type 60, so be wary of enemy aerial support. In AB, it can sustain a hit to the upper part of the hull, but once the Type 60 is penetrated, it goes down very easily regardless.

Armour type:

  • Rolled homogeneous armour
  • Cast homogeneous armour (Machine gun port, Cupola)
Armour Front (Slope angle) Sides Rear Roof
Hull 20 mm (35-43°) Front glacis
20 mm (30°) Lower glacis
20 mm (7-65°) Machine gun port
12.7 mm 20 mm (1°) 10 mm
20 mm Driver's hatches
Missile platform N/A 10 mm N/A 10 mm
Armour Sides Roof
Cupola 20 mm 10 mm

Notes:

  • Suspension wheels and tracks are both 15 mm thick, while torsion bar chassis is 12 mm thick.
  • Belly armour is 10 mm thick.

Mobility

Mobility characteristic
Weight (tons) Add-on Armour
weight (tons)
Max speed (km/h)
12.0 N/A 42 (AB)
38 (RB/SB)
Engine power (horsepower)
Mode Stock Upgraded
Arcade 312 ___
Realistic/Simulator 195 ___
Power-to-weight ratio (hp/ton)
Mode Stock Upgraded
Arcade 26.00 __.__
Realistic/Simulator 16.25 __.__

Armaments

Main armament

The vehicle has two Type 64 ATGMs loaded at once, with four reserves being stored in the hull. These AGTMs can be launched from about a 30-degree arc in front of the hull. Only one missile can be controlled at a time.

You have the main camera leading indicator, which directs initial launch and guides missiles in arcade battles, and you have two separate targeting indicators for each launcher, which show the reload times and try to show how far missiles will fly initially in Close Quarters Combat (CQC), though they're extremely inaccurate and should only be used for range estimation and to see if the missile can be launched at all.

Sniper optics are only directed forward, so if you want to look at something in the distance while you guide the missile, you have to first turn your entire hull towards them.

Type 64 missiles are on the same trigger, the vehicle always attempts to fire the right missile first. The only way to fire left missile first is in CQC by turning your main aiming reticle to the left just enough for right launcher reticle to go offline, but not in the dead zone of left launcher yet. The left-to-right shot, however convenient, is impossible to make if the right launcher is loaded. This makes CQC firing training extremely complex and unforgiving.

Missiles have about 500 mm of penetration at flat angle, which is enough to penetrate anything at a battle rating of 6 to 8. While it's penetration is nothing to be amazed of, it has 4.5 kilograms of explosive mass, which compensates for its low projectile "health" and allows it to do fatal damage even with 30 mm penetration left. It's technically possible to even destroy T-64B with a good hit. Like with any HEAT based projectile, fuel tanks can stop it, if they are huge enough, and engines and radiators also can prevent hull break.

The missiles act very differently in either game mode, and so the vehicle cannot be treated same in AB as in RB, which further increases training difficulty.

Due to extremely limited firing arc, if one wants to forcefully launch missile behind enemy cover it is recommended to stand with hull towards the enemy behind cover and use left launcher to fire right (L-R) or right launcher to fire left (R-L), but since L-R shot is by default overridden by R-R shot, it is also recommended to practice it a lot, or to not attack enemy from the left, if possible. As for vertical attacks, it depends on game mode a lot.

It is also rather easy to just sidestep the missile, which most of BR ~8.0 light tanks will do, unless they do not notice ATGM somehow, or are too busy fighting something else.

In realistic battle, the missile has about 40 km/h initial speed and missile won't respond to your commands until it flies at least 50-80 meters away, and should be treated as a rocket until that point. Even past this point, the missile is rather slow on taking commands with about of 0.8-sec delay and prefers to keep its initial vertical course, so it's better to launch it properly, to begin with. To steer it around, the user must press buttons assigned for tank movements (the vertical controls are inverted with W being "down" and S being "up"). The longer the range, the easier it is to control the missile.

Ironically, lower speed allows it to be launched onto tanks which are almost ramming Type 60, with the dead zone being just 6 meters, if operator aims at the ground below the vehicle. Basically, this means it can one-shot T64 or tanks with an even lower profile, like IT-1, while being at a gunpoint. On flat ground, to hit targets at ~40 meters one should aim about 1/3 the range between tanks. To hit targets at ~80 meters one should aim 1/2 the range between tanks, as ATGM accelerates by that point.

Examples of aiming at close range in RB:

To hit targets in cover far away, the operator must be very good at judging distances, because input lag and missile attitude with it sometimes returning to the initial course makes dropping missiles hard down rather challenging. As for tanks which stand in open or with minimal cover, this brings no problems, as over distance you have plenty of time to correct course.

In arcade battle, Missile has full 89 km/h initial speed (also max speed) and responds to SACLOS manual input (mouse movements, not the targeting reticle itself) almost immediately (with real dead zone being unclear), so it can be somewhat curved around even during launch sequence, which allows the operator to push it even further behind houses. But due to its speed, the launch dead zone is extended to 11 m, so one cannot let enemy too close to themselves.

At 30-120 m range, past initial launch dead zone, the operator should always aim about 1\2 toward the enemy tank and correct the course of missile manually by moving the mouse. Past that range, it's possible to use SACLOS system reliably, as long as the enemy tank isn't moving towards ATGM carrier, so you can just aim straight at the enemy.

Examples of aiming at close range in AB:

Long range sniping isn't much different from RB, you just have to aim at the enemy with your mouse instead of manually curving missile. You also can move while guiding it, though it is still hard to do on a move, so you might want to rely on other ways of aiming.

To attack an enemy on move you have to use aim assist, a sniper scope is locked to launcher's firing arc and vehicle lacks stabilizer, so your missile may go anywhere it wants to otherwise. Due to missile overall low speed (currently the lowest one in the game) and "aim assist" option (right mouse button) as long as the enemy is in tank's sights, one can treat the missile as a sort of dumb third-generation missile. The point is, missile is so slow, that tank is almost unable to hit the ground or a wall with it on accident, which means that you can even launch it forward and follow it, and if anyone dares to drive in the open near to you, you can just hold right mouse button to make missile destroy them on its own, while you focus on driving and dodging enemy shots. It's still best to not drive around recklessly and rely on a missile that much, as it is still very slow and it still requires you to see enemy tank (which means, they also can see you) and it will not avoid any obstacles on away, so you still have to correct it sometimes.

Overall, if one uses aim assist, you should keep in mind how it works - it always aims for the centre of the tank, and it lags behind the moving vehicle. To avoid hitting fuel tanks or missing moving tank, you can adjust it without breaking the tracking. After holding down the aim assist button, move your mouse a bit up, to let missile hit enemy just below the gun barrel, but high enough to not hit their tracks, and, if target moves to the left or right, move the mouse to the left or right to make missile track them properly. After that, wait for about 10 to 13 seconds for it to hit enemy, unless they realize what's coming for them and sidestep the missile, or to hit a random obstacle on a way towards them. Having maxed out "keen vision" and "improved optics" allows you to do this at any range indefinitely, as it's impossible to avoid being detected by you at missile's effective range.

120 mm Type 64 MAT ATGM
Capacity Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
Stabilizer
6 3 N/A N/A N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 25.9 N/A __.__ __.__ __.__
Realistic 17.5 N/A __.__ __.__ __.__
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
13.0 __.__ __.__ __.__
Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0° Angle of Attack
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Type 64 ATGM 500 500 500 500 500 500
Shell details
Ammunition Type of
warhead
Maximum Velocity
in m/s
Projectile
Mass in kg
Range (m) Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
Type 64 ATGM 85 16 1,800 0.0 0.1 4,550 +0° 80° 82° 90°

Notes:

  • Flight characteristics heavily depend on the mode you play in.
  • While stat card states the max range is 1,800 m, in reality, it is less due to the missile losing fuel making course corrections. The resulting effective range is closer to 1,600 m.
  • In AB, rearm takes about 40 seconds once the launcher is empty and no partial rearm can be done on the capture point. Rearm only happens for one launcher at once, which means full rearm will take you 80 seconds. Launcher still reloads during rearming, so you can fire away immediately after it's done.
Ammo racks
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
6 XX (X+)  (+)  (+)  (+)  (+)  (+) no

Machine guns

The Type 60 ATM comes equipped with a coaxial 12.7 mm M2HB Browning machine gun and a smaller 7.62 mm Browning machine gun.

The 7.62 mm, while useless against conventional tanks, can sometimes come in handy for clearing some debris and can convince some battle rating 6.7 open top HEAT SPG to leave you alone. The 12.7 mm machine gun serves a similar purpose, but it also can destroy some light tanks, though something like AMX-13 will resist its fire from the front.

Both of MGs are only able to fire at planes that try to strafe your vehicle directly, which is not very likely, so in case if an attacker is present on the field, the vehicle should just run behind some hills and hope the pilot isn't after it.

12.7 mm M2HB
Pintle mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
2,500 (200) 577 -5°/+25° ±45°
7.62 mm M1919A4
Coaxial mount
Capacity (Belt capacity) Fire rate
(shots/minute)
Vertical
guidance
Horizontal
guidance
3,000 (250) 500 ±22° ±22°

Usage in the battles

The Type 60 ATM struggles in close quarters and is unsuited for direct urban combat. When playing the Type 60 ATGM consider all your flanking routes and hull-down positions as your high damage potential can be most effectively harnessed in these environments. Avoid all major sight-lines, and pick your targets carefully. The cover is your best friend, finding positions, where you can scout enemy vehicles for your team, can often be more beneficial than attempting to destroy enemy tanks yourself.

To get most out of the tank, one should find a hull-down position with a sight onto capture point, to scout everyone, who is open for allied snipers, and then pick off pinned down opponents, forcing them to choose between being destroyed by ATGM or your allies.

As one example, on Alaska map Type 60 ATM can use concrete blocks and rubbish to the east of B point to become resistant to enemy fire while being able to fire clean shots at both A and B points with little fear of being directly attacked back.

The Type 60 ATM often plays out as a support vehicle instead of a tank destroyer, simply scouting enemy tanks and repairing damaged allies. Keep in mind, that enemy often likes to call artillery upon huge tank groups, and your tank can be destroyed on accident. It is safer to assist heavy hull-down tanks, as it's generally pointless to use artillery on them, and many may not even notice the Type 60 next to them. After you repaired the allied tank, immediately move away from them, as if they get destroyed, the shockwave will annihilate the Type 60 hull.

In AB it can also do some moral damage, as its presence alone forces the enemy to change plans, as soon as they realize it can destroy them without even showing up on a field or doing elaborate artillery tricks, unlike Type 60 SPRG (C). You shouldn't let this to get to your head, though, as you are most likely unable to stop massive coordinated push alone. Still, the fear alone may stall enemy long enough for a vehicle to rearm, and damage done to the launcher is completely irrelevant in arcade mode.

As example, experienced type 60 ATM user can entrench itself on river of Berlin map, making people who see ATGM for the first time to lose any will to attack B point at all, and seriously stalling the rest, although this requires meticulous training in CQC launch techniques, as combat range there can quickly reach 20 meters, and ground isn't exactly even, often resulting in misses.

Examples of urban combat in arcade mode (In realistic mode, only try this at your own discretion):

In one-on-one situations, it is often better to fire only one launcher at the enemy, unless they try to push you, just to keep enemy guessing if it's even worth attacking you, instead of firing both missiles at once or doing nothing and letting them know, that you are harmless now. In arcade mode, while your launcher rearms, you can also join allied bombers as secondary attacker or bomber as a scout, to spend points earned by scouting and to cut off enemy reinforcement.

The Type 60 ATM's biggest threats in battle are many. Avoid directly fighting all vehicles at all costs to prevent dying - almost every shell at your battle rating will destroy Type 60 with ease. The vehicle will often face enemy frontally when you fire missiles, and that's where the three of your crew are crammed together, 2 of which are the gunner and driver.

As soon as the enemy tries to drop artillery on you, it's best to leave the position and move to a safer place. As such, always keep plan B in your head.

Try to use scouting to know the very moment your opponent drives out to attack your tank and try to blast them away with ATGM. If the direct confrontation with a light tank is inevitable - fire 12.7 MG at its sides as well and hope it penetrates them.

Pros and cons

Pros:

  • Good missile manoeuvrability
  • Type 64 ATGM's provide exceptional firepower
  • Upwards facing launchers can allow the vehicle to fire behind cover, although the setup is often required
  • Has scouting and can repair any allied tank as a support vehicle

Cons:

  • Very limited main ammunition (even more so than SPRG version)
  • Slow missile speed, to a point it can be sidestepped by many tanks
  • Need a visual target for an accurate hit, otherwise it heavily relies on operator skill to hit anything at all
  • Cannot be partially rearmed on capture point in AB, forcing it to completely empty the ammunition
  • Can't move while the missile flies to the target in RB
  • Missiles have input lag in RB, which makes them unreliable at times
  • Need a certain range for effective hit (maximum 1600 m for long range, at least 10 m at close range, at least 100 m for a guidance system to start in RB)
  • Very long reload after each missile is fired
  • Highly visible, very distinct profile, with the sore Japanese green camouflage and obvious launchers
  • Little to no armour, most shells immediately destroy this vehicle
  • Limited maximum speed to 38 kph along with mediocre mobility

History

Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the main template. Be sure to include links to sources at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read also

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Japan tank destroyers
Based on Chi-Ha  Type 1 Ho-Ni I · Type 3 Ho-Ni III · Type 4 Ho-Ro
Based on Ho-Ri  Type 5 Ho-Ri Production · Type 5 Ho-Ri Prototype
  Type 5 Na-To
Post-war  Type 60 SPRG (C) · Type 60 ATM · Type 75 MLRS · Type 16