Difference between revisions of "Type 75 SPH"

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{{Specs-Card|code=jp_type_75}}
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{{Specs-Card
 
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|code=jp_type_75
 
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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}}
  
 
== 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:Type 75 SPH.jpg|420px|thumb|left]]
 
{{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?''
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{{Specs-Tank-Armour}}
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<!--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.-->
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 +
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.
 +
 
 +
For that reason, it is not recommended to drive to hostile tanks closer than 300 m and slightly angle to avoid being shot with MG from the side and about 700 m 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.
 +
 
 +
'''Armour type:'''
 +
 
 +
* Aluminium alloy 7039 (hull, turret)
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 30 mm (13°) ''Front glacis'' <br> 30 mm (52°) ''Lower glacis'' || 30 mm ''Top'' <br> 30 mm ''Bottom'' || 30 mm (1°) || 25 mm <br> 5 mm ''Radiators''
 +
|-
 +
| Turret || 30 mm (13-16°) ''Turret front'' <br> 30 mm ''Gun mantlet'' <br> 20 mm  ''Barrel shroud'' || 30 mm (13-47°) || 30 mm (1°) || 25 mm <br> 30 mm ''Gun mantlet''
 +
|-
 +
|}
 +
'''Notes:'''
  
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''
+
* Suspension wheels and tracks are 20 mm thick.
 +
* Belly armour is 25 mm thick.
 +
* Belly armour above tracks is 35 mm thick.
 +
* One 8 mm structural steel plate separates the engine compartment from the crew compartments.
  
 
=== 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.''
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{{Specs-Tank-Mobility}}
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
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 +
{{tankMobility|abMinHp= 639|rbMinHp= 398}}
 +
 
 +
The {{PAGENAME}} can move surprisingly fast and can challenge [[T-54 (1947)]] when driving on flat terrain.
 +
 
 +
The problems start when the terrain is less than perfectly flat, as {{PAGENAME}}'s suspension is very stiff. Something as mundane as trenches will not just slow down stock {{PAGENAME}}, but stop it entirely and leave it struggling to drive over it. Upgrades to chassis make this problem less jarring but it still exists.
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Tank-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.''
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{{Specs-Tank-Weapon|1}}
 +
{{main|NSJ L/30 (155 mm)}}
 +
<!--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.-->
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 +
[[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.
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! colspan="5" | [[NSJ L/30 (155 mm)|155 mm NSJ L/30 cannon]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 +
|-
 +
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 +
|-
 +
! ''Arcade''
 +
| rowspan="2" | 28 || rowspan="2" | -5°/+65° || rowspan="2" | ±180° || rowspan="2" | N/A || 10.6 || 14.6 || 17.8 || 19.6 || 20.9 || rowspan="2" | 10.0 || rowspan="2" | 10.0 || rowspan="2" | 10.0 || rowspan="2" | 10.0
 +
|-
 +
! ''Realistic''
 +
| 7.1 || 8.4 || 10.0 || 11.3 || 12.0
 +
|-
 +
|}
 +
 
 +
====Ammunition====
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="8" | Penetration statistics
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|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
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! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| M107 || HE || 61 || 61 || 61 || 61 || 61 || 61
 +
|-
 +
|M107 (PF)
 +
|HE-VT
 +
|61
 +
|61
 +
|61
 +
|61
 +
|61
 +
|61
 +
|-
 +
|Type 75
 +
|HE
 +
|54
 +
|54
 +
|54
 +
|54
 +
|54
 +
|54
 +
|-
 +
|}
 +
 
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="10" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
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! rowspan="2" | Fuse delay<br>(m)
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! rowspan="2" | Fuse sensitivity<br>(mm)
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! rowspan="2" | Explosive Mass<br>(TNT equivalent) (kg)
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| M107 || HE || 580 || 43.1 || 0.1 || 0.1 || 9.14 || 79° || 80° || 81°
 +
|-
 +
|M107 (PF)
 +
|HE-VT
 +
|580
 +
|43.1
 +
|0
 +
|0
 +
|9.14
 +
|79°
 +
|80°
 +
|81°
 +
|-
 +
|Type 75
 +
|HE
 +
|720
 +
|43.6
 +
|0.1
 +
|0.1
 +
|6.80
 +
|79°
 +
|80°
 +
|81°
 +
|-
 +
|}
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
! colspan="7" | Smoke shell characteristics
 +
|-
 +
! Ammunition
 +
! Velocity<br>(m/s)
 +
! Projectile<br>Mass (kg)
 +
! Screen radius<br>(m)
 +
! Screen deploy time<br>(s)
 +
! Screen hold time<br>(s)
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! Explosive Mass<br>(TNT equivalent) (g)
 +
|-
 +
| M110 || 563 || 40.8 || 25 || 5 || 30 || 50
 +
|-
 +
|}
 +
==== [[Ammo racks]] ====
 +
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
<!-- '''Last updated: 2.1.0.85''' -->
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Full<br>ammo
 +
! Ammo<br>part
 +
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! Visual<br>discrepancy
 +
|-
 +
| '''28''' || ''Projectiles'' <br> ''Propellants'' || 19&nbsp;''(+9)'' <br> 19&nbsp;''(+9)''  || 10&nbsp;''(+18)'' <br> 1&nbsp;''(+27)''  || 1&nbsp;''(+27)'' <br> N/A || No
 +
|-
 +
|}
 +
Notes:
 +
* Projectiles and propellant bags are modeled individually and disappear after having been shot or loaded.
 +
* Projectiles:
 +
** Racks 2 and 3 (autoloader magazines) are first stage ammo racks. They total 18 shells.
 +
** These racks get filled first when loading up the tank and are also emptied first.
 +
** As it is equipped with an autoloader, manual reloading of the gun is not possible.
 +
** Once the autoloader magazines have been depleted, you can't shoot until the loader has restocked the autoloader. The restocking time is longer than the normal reload time of the gun. Take this into account when playing.
 +
** Simply not firing when the gun is loaded will move ammo from rack 1 into racks 2 and 3. Firing will interrupt the restocking of the ready racks.
 +
** The depletion order at full capacity is: 2 - 3 - 1.
 +
* Propellants:
 +
** Rack 2 contains 18 propellant bags (14 from the forward rack + 4 from the rear rack)
 +
** Rack 1 contains only 10 bags on the rear rack.
 +
** Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready racks.
 +
** The depletion order at full capacity is: 2 - 1.
 +
 
 +
==== 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.''
+
{{Specs-Tank-Weapon|2}}
 +
<!--Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.-->{{Main|M2HB (12.7 mm)}}
 +
 
 +
{| class="wikitable" style="text-align:center" width="50%"
 +
|-
 +
! colspan="5" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
 +
|-
 +
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 +
|-
 +
| Pintle || 600 (200) || 576 || -8°/+20° || ±120°
 +
|-
 +
|}
 +
 
 +
* 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.
 +
 
 +
It is also highly recommended to become familiar with large maps. Experiment on large maps using some landmarks to help with long distance aiming.
 +
===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 '''3 meters proximity fuse''', so it does not explode upon impact but earlier instead, when the radio fuse (inside the shell) detects an obstacle nearby.
 +
 
 +
This shell is able to blast low flying aircraft down from the sky if necessary, although a lot of practice or reliance on arcade mode 'shot prediction' will be necessary.
 +
 
 +
It also gives Type 75 an actually scary ability to annihilate tanks that are hiding behind cover completely, which is usually something only an ATGM tank can do. It also allows HE to exploit openings in armour of some assault tanks, which are normally unhittable by contact explosives, although it's more up to luck if this works (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 300 meters''' away from your tank, so '''it will not work at close range.'''
 +
 
 +
'''It will also react to the ground surface''', so try to overshoot your opponent so that the shell remains '''higher than 3 meters''' from the ground before it reaches your target. In many cases, the proximity fuse shell will detonate before reaching the enemy, due to nearby obstacles accidentally triggering the fuse.
 +
 
 +
Not every tank should be attacked with a proximity shell, as it's not always beneficial. For example, Soviet medium and heavy tanks do not have any glaring weakspots, which can be potentially hit by an airburst shockwave, so they should only be attacked by normal HE ammo. On contrary, their SPAA and light tanks are as vulnerable as they are dangerous, and so it is reasonable to try and spend some proximity shells to weed them out, instead of leaving your cover and risking being annihilated by suppressing fire.
 +
 
 +
'''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.
  
 
=== 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
 +
*The low velocity of the stock shell makes it possible to fire from behind some hills while keeping most of the Type 75 hidden
 +
*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
 +
*8X to 16X zoom can be used to locate and annihilate hostile tanks, however, rangefinding is necessary for comfortable use
 +
*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
  
 
'''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
 +
*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
 +
*Noticeably quite bouncy when braking
  
 
== History ==
 
== History ==
Line 41: Line 308:
 
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.
 
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.
+
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.
 
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.
Line 49: Line 316:
 
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.
 
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 [[wt:en/news/6361-development-type-75-the-pulverizer-en/|Devblog]]
+
''- From [[wt:en/news/6361-development-type-75-the-pulverizer-en/|Devblog]]''
  
 
== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.-->
 +
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=tank&vehicleClass=tank_destroyer&vehicle=jp_type_75 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
 
 +
;Videos
 +
{{Youtube-gallery|e2VsOCEhzy4|'''The Shooting Range #170''' - ''Metal Beasts'' section at 00:32 discusses the Type 75 SPH.}}
  
 
== See also ==
 
== See also ==
 
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
''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;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
Line 64: Line 339:
 
* ''encyclopedia page on the tank;''
 
* ''encyclopedia page on the tank;''
 
* ''other literature.''-->
 
* ''other literature.''-->
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* [[wt:en/news/6361-development-type-75-the-pulverizer-en/|[Development<nowiki>]</nowiki> Type 75: The Pulverizer]]
 
* [[wt:en/news/6361-development-type-75-the-pulverizer-en/|[Development<nowiki>]</nowiki> Type 75: The Pulverizer]]
  
 
{{Japan tank destroyers}}
 
{{Japan tank destroyers}}

Latest revision as of 13:11, 28 December 2020

RANK VI USSR
T-72AV (TURMS-T) PACK
jp_type_75.png
GarageImage Type 75 SPH.jpg
Type 75 SPH
AB RB SB
6.3 6.3 6.3
Research:120 000 Specs-Card-Exp.png
Purchase:300 000 Specs-Card-Lion.png
Show in game

Description

The Type 75 SPH is a rank V Japanese tank destroyer with a battle rating of 6.3 (AB/RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Survivability and armour

Hull break
Low structural strength makes the vehicle susceptible to serious damage
Armourfront / side / back
Hull30 / 30 / 30
Turret30 / 30 / 30
Crew6 people
Visibility96 %

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.

For that reason, it is not recommended to drive to hostile tanks closer than 300 m and slightly angle to avoid being shot with MG from the side and about 700 m 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.

Armour type:

  • Aluminium alloy 7039 (hull, turret)
Armour Front (Slope angle) Sides Rear Roof
Hull 30 mm (13°) Front glacis
30 mm (52°) Lower glacis
30 mm Top
30 mm Bottom
30 mm (1°) 25 mm
5 mm Radiators
Turret 30 mm (13-16°) Turret front
30 mm Gun mantlet
20 mm Barrel shroud
30 mm (13-47°) 30 mm (1°) 25 mm
30 mm Gun mantlet

Notes:

  • Suspension wheels and tracks are 20 mm thick.
  • Belly armour is 25 mm thick.
  • Belly armour above tracks is 35 mm thick.
  • One 8 mm structural steel plate separates the engine compartment from the crew compartments.

Mobility

Speedforward / back
AB51 / 16 km/h
RB and SB47 / 15 km/h
Number of gears4 forward
1 back
Weight25.3 t
Engine power
AB859 hp
RB and SB450 hp
Power-to-weight ratio
AB34.0 hp/t
RB and SB17.8 hp/t
Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 51 16 25.3 639 859 25.26 33.95
Realistic 47 15 398 450 15.73 17.79

The Type 75 SPH can move surprisingly fast and can challenge T-54 (1947) when driving on flat terrain.

The problems start when the terrain is less than perfectly flat, as Type 75 SPH's suspension is very stiff. Something as mundane as trenches will not just slow down stock Type 75 SPH, but stop it entirely and leave it struggling to drive over it. Upgrades to chassis make this problem less jarring but it still exists.

Modifications and economy

Repair costBasic → Reference
AB2 710 → 3 585 Sl icon.png
RB2 930 → 3 876 Sl icon.png
SB3 390 → 4 484 Sl icon.png
Total cost of modifications114 700 Rp icon.png
169 100 Sl icon.png
Talisman cost2 100 Ge icon.png
Crew training85 000 Sl icon.png
Experts300 000 Sl icon.png
Aces1 200 Ge icon.png
Research Aces720 000 Rp icon.png
Reward for battleAB / RB / SB
110 / 150 / 170 % Sl icon.png
196 / 196 / 196 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
5 900 Rp icon.png
Cost:
8 400 Sl icon.png
180 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
5 300 Rp icon.png
Cost:
7 500 Sl icon.png
170 Ge icon.png
Mods new tank break.png
Brake System
Research:
5 300 Rp icon.png
Cost:
7 500 Sl icon.png
170 Ge icon.png
Mods new tank filter.png
Filters
Research:
7 400 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
13 000 Rp icon.png
Cost:
18 000 Sl icon.png
410 Ge icon.png
Mods new tank engine.png
Engine
Research:
13 000 Rp icon.png
Cost:
18 000 Sl icon.png
410 Ge icon.png
Mods tank tool kit.png
Parts
Research:
3 800 Rp icon.png
Cost:
8 400 Sl icon.png
180 Ge icon.png
Mods extinguisher.png
FPE
Research:
3 400 Rp icon.png
Cost:
7 500 Sl icon.png
170 Ge icon.png
Mods tank reinforcement jp.png
Crew Replenishment
Research:
7 400 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
5 900 Rp icon.png
Cost:
8 400 Sl icon.png
180 Ge icon.png
Mods tank ammo.png
155mm_M110_Smoke_ammo_pack
Research:
5 900 Rp icon.png
Cost:
8 400 Sl icon.png
180 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
5 300 Rp icon.png
Cost:
7 500 Sl icon.png
170 Ge icon.png
Mods tank ammo.png
155mm_M107_HE_PF_ammo_pack
Research:
5 300 Rp icon.png
Cost:
7 500 Sl icon.png
170 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
7 400 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods tank ammo.png
155mm_Type_75_HE_ammo_pack
Research:
7 400 Rp icon.png
Cost:
11 000 Sl icon.png
230 Ge icon.png
Mods night vision device.png
NVD
Research:
13 000 Rp icon.png
Cost:
18 000 Sl icon.png
410 Ge icon.png

Armaments

Night vision device
Improves visibility by enhancing natural light or active illumination.

Main armament

155 mm NSJ L/30 cannon
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition28 rounds
First-order18 rounds
Reload10.0 s
Vertical guidance-5° / 65°
Main article: NSJ L/30 (155 mm)
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.

155 mm NSJ L/30 cannon Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 28 -5°/+65° ±180° N/A 10.6 14.6 17.8 19.6 20.9 10.0 10.0 10.0 10.0
Realistic 7.1 8.4 10.0 11.3 12.0

Ammunition

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M107 HE 61 61 61 61 61 61
M107 (PF) HE-VT 61 61 61 61 61 61
Type 75 HE 54 54 54 54 54 54
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
M107 HE 580 43.1 0.1 0.1 9.14 79° 80° 81°
M107 (PF) HE-VT 580 43.1 0 0 9.14 79° 80° 81°
Type 75 HE 720 43.6 0.1 0.1 6.80 79° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
M110 563 40.8 25 5 30 50

Ammo racks

Ammo racks of the Type 75 SPH
Full
ammo
Ammo
part
1st
rack empty
2nd
rack empty
3rd
rack empty
Visual
discrepancy
28 Projectiles
Propellants
19 (+9)
19 (+9)
10 (+18)
(+27)
(+27)
N/A
No

Notes:

  • Projectiles and propellant bags are modeled individually and disappear after having been shot or loaded.
  • Projectiles:
    • Racks 2 and 3 (autoloader magazines) are first stage ammo racks. They total 18 shells.
    • These racks get filled first when loading up the tank and are also emptied first.
    • As it is equipped with an autoloader, manual reloading of the gun is not possible.
    • Once the autoloader magazines have been depleted, you can't shoot until the loader has restocked the autoloader. The restocking time is longer than the normal reload time of the gun. Take this into account when playing.
    • Simply not firing when the gun is loaded will move ammo from rack 1 into racks 2 and 3. Firing will interrupt the restocking of the ready racks.
    • The depletion order at full capacity is: 2 - 3 - 1.
  • Propellants:
    • Rack 2 contains 18 propellant bags (14 from the forward rack + 4 from the rear rack)
    • Rack 1 contains only 10 bags on the rear rack.
    • Simply not firing when the gun is loaded will move ammo from rack 1 into rack 2. Firing will interrupt the restocking of the ready racks.
    • The depletion order at full capacity is: 2 - 1.

Optics and night vision

Type 75 SPH Optics
Type of optic Magnification Night Vision Devices
Image Intensifier Thermal Imager
Resolution
Notes
Resolution Light Mult Noise Level
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

Ammunition600 rounds
Belt capacity200 rounds
Reload8.0 s
Fire rate577 shots/min
Vertical guidance-8° / 45°
Main article: M2HB (12.7 mm)
12.7 mm M2HB
Mount Capacity (Belt) Fire rate Vertical Horizontal
Pintle 600 (200) 576 -8°/+20° ±120°
  • The roof mounted 12.7 mm M2HB machine gun is used to repel hostile light tanks and low flying aircraft.

Usage in battles

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.

It is also highly recommended to become familiar with large maps. Experiment on large maps using some landmarks to help with long distance aiming.

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 3 meters proximity fuse, so it does not explode upon impact but earlier instead, when the radio fuse (inside the shell) detects an obstacle nearby.

This shell is able to blast low flying aircraft down from the sky if necessary, although a lot of practice or reliance on arcade mode 'shot prediction' will be necessary.

It also gives Type 75 an actually scary ability to annihilate tanks that are hiding behind cover completely, which is usually something only an ATGM tank can do. It also allows HE to exploit openings in armour of some assault tanks, which are normally unhittable by contact explosives, although it's more up to luck if this works (point mouse at a picture to get a slightly more detailed explanation):

Be aware, that for proximity fuse to activate, it must fly at least 300 meters away from your tank, so it will not work at close range.

It will also react to the ground surface, so try to overshoot your opponent so that the shell remains higher than 3 meters from the ground before it reaches your target. In many cases, the proximity fuse shell will detonate before reaching the enemy, due to nearby obstacles accidentally triggering the fuse.

Not every tank should be attacked with a proximity shell, as it's not always beneficial. For example, Soviet medium and heavy tanks do not have any glaring weakspots, which can be potentially hit by an airburst shockwave, so they should only be attacked by normal HE ammo. On contrary, their SPAA and light tanks are as vulnerable as they are dangerous, and so it is reasonable to try and spend some proximity shells to weed them out, instead of leaving your cover and risking being annihilated by suppressing fire.

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.

Pros and cons

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
  • The low velocity of the stock shell makes it possible to fire from behind some hills while keeping most of the Type 75 hidden
  • 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
  • 8X to 16X zoom can be used to locate and annihilate hostile tanks, however, rangefinding is necessary for comfortable use
  • 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

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
  • 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
  • Noticeably quite bouncy when braking

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

Skins
Videos

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 · Chi-Ha LG
Based on Ho-Ki  Na-To
Ho-Ri  Ho-Ri Prototype · Ho-Ri Production
Post-war  Type 60 SPRG (C) · Type 60 ATM · Type 75 MLRS · Type 75 SPH · Type 16