Difference between revisions of "Type 75 SPH"

From War Thunder Wiki
Jump to: navigation, search
(Edits.)
(15 intermediate revisions by 6 users not shown)
Line 3: Line 3:
 
== Description ==
 
== Description ==
 
<!--In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.-->
 
<!--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}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the 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?''
  
The armour of Type 75 SPH resists 7.62 MG from any side and can sustain 12.7 mm machinegun when angled from any side, however, the hull is made out of aluminium, so it's actual effective armour is around 15 mm. Because of that, the tank can be hull broken by chemical explosives of 105 mm+ calibre.
+
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''
 
 
For that reason, it is not recommended to drive to hostile tanks closer than 300m and slightly angle to avoid being shot with MG from the side and about 700m to avoid unnecessary damage. Slightly angle the tank towards passageways to have a chance of making a reply shot. Do not angle too much, to avoid exposing your sides or triggering fuses on V rank APHE, which mostly has 19 mm trigger with exception of German and some US tanks which have 14 mm sensitive fuse.
 
 
 
Front of the hull can take the most of the MG punishment due to various modules taking damage for the crew, with high chance of just being set on fire instead, however, if enemy aims for the turret they will eventually hit weaker flat parts and hit the non-critical crew with a chance of taking out the gunner. Keep your opponents on your left to prevent that from happening.
 
 
 
The right front side of the hull houses the driver. They are sealed away from turret compartment by the engine and fuel tanks. The turret houses the rest of the crew. Quite often, explosive damage to one section does nothing to the other, however, pure AP shells can potentially penetrate modules and destroy crew in both of the sections, or hit the charges on the floor of the turret.
 
  
 
=== Mobility ===
 
=== Mobility ===
<!--''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''-->
 
 
Type 75 SPH can move surprisingly fast and can challenge [[T-54 (1947)|T-54]] when driving on flat terrain.
 
  
The problems start when the terrain is less than perfectly flat, as Type 75 SPH suspension is very stiff. Something as mundane as trenches will not just slow down stock Type 75, but stop it entirely and leave it struggling to drive over it. Upgrades to chassis make this problem less jarring but is still exists.
+
* ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''
  
 
== Armaments ==
 
== Armaments ==
 
=== Main armament ===
 
=== Main armament ===
<!--Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.-->
+
''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.''
 
 
[[File:Type 75 SPH firing over cover long range AB.jpg|thumb|x250px|right|In arcade mode, Type 75 SPH can act even as artillery - find a target about 1,200 meters away, go to sniper seat, aim at them, adjust the gun distance to their position and fire. There is nothing they can do about it because you can fire like this even over mountains. This trick is unlikely to work in RB due to inferior rangefinding capability.]]
 
155 mm cannon of this tank destroyer is capable of launching Heavy Explosive shells at the enemy. It does not carry any other offensive ammunition, however, it carries three different types of HE. What separates its gun from most of other "Demolition tanks" is the autoloader, which allows it to reload '''at least three times faster than any other tank like this''', which is insane. As a side effect, the reload speed is not affected by the crew skills and status and will always remain the same.
 
 
 
The gun is surprisingly accurate even when stock at up to ~700 m ranges and can still hit even past 1 kilometre away. While it does not hit the exact mark, it is usually good enough.
 
 
 
====Ammunition====
 
'''M107''': Your stock shell. Has a muzzle velocity of 580 m/s and 61 mm of penetration power. Can essentially destroy almost any tank that doesn't have ERA shielding in one hit. As with other HE tanks, like [[Ho-Ro]], it can't penetrate armour directly on many tanks, so one has to aim for cupolas, machineguns, chassis and other weak spots. For example [[M103]] have great frontal armour, but it can be simply shot at the turret base, and the shockwave will breach hull roof armour and hit the ammo rack located just below the turret in the hull, resulting in instant tank destruction.
 
 
 
'''M107 (PF)''': Same shell as stock one, but with a twist. It has a 7 meters proximity fuse, so it does not explode upon hitting an enemy, but next to them.
 
 
 
This gives Type 75 an actually scary ability to annihilate tanks, which are hidden behind cover completely, which is usually something only an ATGM tank can do. It also allows HE to exploit openings in armour, which are normally unhittable by contact explosives (point mouse at a picture to get a slightly more detailed explanation:
 
 
 
<gallery mode="packed-hover" heights="250px">
 
File:Type 75 SPH proximity fuse used on Ho-Ri.jpg|Proximity fuse of type 75 explodes mid-air before hitting Ho-Ri armour and penetrates ventilation to hit ammo rack. Ho-Ri explodes. Normally, the HE shell would hit the gun mantlet and set the engine on fire and nothing else, or just ricochet off the hull and away.
 
File:Type 75 SPH proximity fuse used on Type 60 ATM.jpg|Type 75 SPH uses proximity fuse on type 60 ATM that is completely hidden behind a hill. It exploded above the vertical ATGM tank, surprising and destroying it. Normally the shot would be impossible to land and type 60 ATM would just continue destroying any passing by tank-like nothing happened.
 
</gallery>
 
 
 
Be aware, that for proximity fuse to activate, it must fly at least 300m away from your tank. '''It will not work at close range.''' Also, not every tank should be attacked with a proximity shell, as it's not always beneficial.
 
 
 
'''Type 75''': This shell doesn't have a proximity fuse, but its muzzle velocity is 720 m/s, which make it more reliable at over 1 km range and allow for significantly easier and faster aim in RB. It was achieved by reducing its power - it can only penetrate up to 54 mm of RHA.
 
 
 
It is also possible to fire M110 smoke shell to blind enemy snipers or to hide someone on your team.
 
 
 
==== Optics and night vision ====
 
 
 
<!--
 
''Try to fill in the specifications of the tank optics. If you are having problems with it, refer to the [[Optics|optics gallery]] or [[Night Vision Devices|Night vision]] pages for examples. Remember, not every tank has optic magnification specified in X-ray and each NVD can only be used from their designated point of view.
 
 
 
Try to explain how optics affect your gameplay on a tank. A comparison to rival tanks of the rank is welcome. If the vehicle optic devices are unique in some way, or the way the optics are placed on a tank is affecting the gameplay in a meaningful way, or damage to optics can disable some features or weapons of a tank, specify it here as well.''
 
-->
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | {{PAGENAME}} [[Optics]]
 
|-
 
! rowspan="3" |Type of optic
 
! rowspan="3" |Magnification
 
! colspan="5" |[[Night Vision Devices]]
 
|-
 
! colspan="3" |Image Intensifier
 
! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}
 
! rowspan="2" |Notes
 
|-
 
! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}
 
! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}
 
! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
 
|-
 
! Gunner's Sight
 
| X8 - X16 || N/A || N/A || N/A || Not Fitted ||
 
|-
 
! Commander's View
 
| X6 || N/A || N/A || N/A || Not Fitted ||
 
|-
 
! Driver's View
 
| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with an upgrade
 
|-
 
|}
 
 
 
*Zoom level specified in X-ray. Type 75 SPH has optics similar to [[ST-A1]] and they are much cleaner than German sniper scopes of the rank.
 
 
 
While optics are very powerful on this tank, they may be inconvenient to use in RB until the type 75 shell is researched due to low velocity of the standard shell. In arcade mode, unless you are trying to launch the top shell at a distance over 1,000 m it rarely matters.
 
 
 
Even in the worst cases, the excessive magnification power can still be exploited if the user manually zero-in gun scope to 300-X m distance, so they can directly aim at tanks even with maximum zoom. This helps to target out their weak spots and launch HE exactly where it hurts when the tank is spaded. This comes with a disadvantage of the scope being too high for close combat, so keep the "reset" button or third-person view aim ready.
 
 
 
Use Rangefinder and zero-in the gun distance manually wherever necessary to make operating the tank easier. For example, to use proximity shell against a tank in cover, range-find the object which they hide behind, set scope distance to that exact number and intentionally overshoot it by a few meters.
 
  
 
=== Machine guns ===
 
=== 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.-->
+
''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.''
 
 
The roof mounted 12.7 mm M2HB machine gun is used to repel hostile light tanks and low flying aircraft.
 
  
 
== Usage in battles ==
 
== Usage in battles ==
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
+
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''
 
 
This vehicle is very powerful with its high explosive and fuze shells, however it comes at a cost. The Type 75 is the very definition of glass cannons, this vehicle is incredible at close range engagements, but can not snipe long distances as it is an artillery howitzer. It is recommended that you watch your surroundings as this vehicle has so little armor that machines guns alone can penetrate your armor. Used right, this vehicle can dominate the battlefield as its proximity fuze shell can easily take out an enemy behind cover.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in 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".-->
+
''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:'''
  
*Unlike all other heavy demolition tanks, like [[FV4005]] and [[Centurion Mk.5 AVRE]], the Type 75 has an autoloader and can reload about as fast as a medium tank
+
* Large gun can devastate enemies in one shot
*Has the unique privilege of the proximity fuse shell, which allows tank destroyers to take out enemies behind cover and exploit their normally untouchable weaknesses
+
* Good mobility
*8X to 16X zoom can be used to locate and annihilate hostile tanks, however, rangefinding is necessary for comfortable use
+
* Unlike a lot of other SPGs, has access to a turret
*Angled turret can sustain a point-blank fire of 12.7 mm and some damage can be taken without instantly exploding the tank or reducing reload speed down to 1.5 minutes like in the case of [[FV4005]], although an enemy should be kept on the left side to have a chance of survival
+
* Has a .50 caliber machine gun for deterring aircraft and choppers
 +
 
 +
*
  
 
'''Cons:'''
 
'''Cons:'''
  
*Can be hull broken easily by high calibre explosive shells or ATGM hitting the turret or the back of the tank, the operator can't be oblivious of their surroundings
+
* Armor protection is not very good
*Most of critical components and crew are located in the turret, in RB it can be destroyed in one good hit of sensitive APHE regardless of the hull break or ammo rack, although 19 mm fuse APHE will just act like normal AP
+
 
*Turret is rather slow, though movements are mostly smooth
+
*
*12.7 mm rounds have no problem penetrating the front of the turret
 
  
 
== History ==
 
== History ==

Revision as of 02:04, 15 September 2019

Type 75 SPH
jp_type_75.png
AB
RB
SB
General characteristics
Brief
Detailed
7.0/7.0/7.0BR
6 peopleCrew
96 %Visibility
front / side / backArmour
30 / 30 / 30Hull
30 / 30 / 30Turret
Mobility
25.3 tWeight
859 hp450 hpEngine power
34 hp/t18 hp/tSurface density
50 km/h forward
15 km/h back
46 km/h forward
14 km/h back
Speed
Armament
155 mm NSJ L/30 cannonMain weapon
28 roundsAmmunition
18 roundsFirst-order
10.0 sReload
-5° / 65°Vertical guidance
12.7 mm M2HB machine gunMachinegun
600 roundsAmmunition
8.0 / 10.4 sReload
200 roundsBelt capacity
577 shots/minFire rate
-8° / 45°Vertical guidance
Economy
120 000 Rp icon.pngResearch
300 000 Sl icon.pngPurchase
Sl icon.png5 700 / 7 603/3 000 / 4 002/2 000 / 2 668Repair
85 000 Sl icon.pngCrew training
300 000 Sl icon.pngExperts
1 200 Ge icon.pngAces
196 % Rp icon.pngReward for battle
180 % Sl icon.png150 % Sl icon.png130 % Sl icon.png

Description

The Type 75 SPH is a rank V Japanese tank destroyer with a battle rating of 7.0 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

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

  • Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.

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: {{main|Name of the weapon}}. 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.

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.

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).

Pros and cons

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:

  • Large gun can devastate enemies in one shot
  • Good mobility
  • Unlike a lot of other SPGs, has access to a turret
  • Has a .50 caliber machine gun for deterring aircraft and choppers

Cons:

  • Armor protection is not very good

History

Development of the Type 75 self-propelled howitzer began in the late 1960s, when Japan sought to procure a mobile self-propelled artillery unit alongside a smaller caliber SPG. This resulted in the creation of the Type 75 and Type 74, respectively.

The Type 75’s design was largely based on that of the existing Type 74 SPG and Type 73 APCs, sharing many components and even assembly lines, all in an effort to reduce costs and save resources. Development was split between two Japanese companies, with Mitsubishi Heavy Industries developing the chassis, while Japan Steel Works developed the turret and cannon.

Two prototypes were ready by the early 1970s, differing only in the type of loading mechanism used. Trials of these prototypes were conducted between 1973 - 1974. In October 1975, based on the test results, the prototype with a drum-fed autoloading mechanism was picked for series production.

Production of the Type 75 commenced in 1975 and went on until 1988, when all of the initially ordered 201 units were built. Although the Type 75 is still in active service with the JGSDF since their initial introduction in 1975, the number of units has gradually been decreasing in recent years as the Type 75 is slowly being phased out and replaced by the Type 99 155mm self-propelled howitzer.

The Type 75 has not yet participated in any combat operations during its service life and has been exclusively operated by the JGSDF thus far.

- From Devblog

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

External links


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