Difference between revisions of "Type 75 SPH"

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(Added some info, mobility and optics. Please rephrase the "gun adjustment" part in optics if i wrote it incorrectly. Do not know popular terms for this. The tips may be excessive but IDK.)
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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.-->
 
<!--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.-->
  
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, tank can be hull broken by chemical explosives of 105 mm+ caliber.
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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, tank can be hull broken by chemical explosives of 105 mm+ caliber.  
  
 
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.
 
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, 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.
+
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 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.
 
The right front side of the hull houses the driver. They are sealed away from turret compartment by 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.''
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<!--''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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Type 75 SPH can move surprisingly fast and can challenge [[T-54 (1947)|T-54]] when driving on flat terrain.
 +
 
 +
The problems start when 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.
  
 
== Armaments ==
 
== Armaments ==
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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.-->
  
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 it's 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.
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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 it's 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.
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 +
The gun is surprisingly accurate even when stock at up to ~700 m ranges. While it does not hit the exact mark, it is usually good enough.
  
 
====Ammunition====
 
====Ammunition====
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It is also possible to fire M110 smoke shell to blind enemy snipers or to hide someone on your team.
 
It is also possible to fire M110 smoke shell to blind enemy snipers or to hide someone on your team.
  
====Optics====
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==== Optics and night vision ====
{| class="wikitable sortable" style="text-align:center" width="50%"
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! colspan="3" | {{PAGENAME}} [[Optics]]  
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<!--
 +
''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.
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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.''
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-->
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{| class="wikitable" style="text-align:center"
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! colspan="7" | {{PAGENAME}} [[Optics]]
 
|-
 
|-
! Which ones
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! rowspan="3" |Type of optic
! Default magnification
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! rowspan="3" |Magnification
! Maximum magnification
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! colspan="5" |[[Night Vision Devices]]
 
|-
 
|-
! Main Gun optics
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! colspan="3" |Image Intensifier
| X8 || X16 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with a "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
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! rowspan="2" |{{Annotation|Thermal Imager<br>Resolution|The higher the resolution the clearer and more detailed the image is}}
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! rowspan="2" |Notes
 
|-
 
|-
! Comparable optics
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! {{Annotation|Resolution|The higher the resolution the clearer and more detailed the image is}}
| colspan="2;" style="text-align:center;" | [[Leopard I]]
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! {{Annotation|Light Mult|By how much the image intensifier amplifies the existing light, primarily useful for comparing image intensifiers}}
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! {{Annotation|Noise Level|How much noise is present in the image (how grainy the image is)}}
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|-
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! Gunner's Sight
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| X8 - X16 || N/A || N/A || N/A || Not Fitted ||
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|-
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! Commander's View
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| X6 || N/A || N/A || N/A || Not Fitted ||
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|-
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! Driver's View
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| X1 / 3PV || 800X600 || ? || high || Not Fitted || Only useable with an upgrade
 
|-
 
|-
 
|}
 
|}
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*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.
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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 standard shell. In arcade mode, unless you are trying to launch the top shell at a distance over 1000 m it rarely matters.
 +
 +
Even in the worst cases the excessive magnification power can still be exploited if 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 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, rangefind 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 ===

Revision as of 13:27, 22 October 2019

RANK 4 FRANCE
Somua SM PACK
Type 75 SPH
jp_type_75.png
Type 75 SPH
AB RB SB
6.3 6.3 6.3
Research:71 000 Specs-Card-Exp.png
Purchase:210 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Type 75 SPH.jpg


The Type 75 SPH is a rank IV 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

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, tank can be hull broken by chemical explosives of 105 mm+ caliber.

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 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

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

The problems start when 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.

Armaments

Main armament

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 it's 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. 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 have to aim for cupolas, machineguns, chassis and other weakspots. 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 slightly more detailed explanation:

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

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 standard shell. In arcade mode, unless you are trying to launch the top shell at a distance over 1000 m it rarely matters.

Even in the worst cases the excessive magnification power can still be exploited if 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 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, rangefind the object which they hide behind, set scope distance to that exact number and intentionally overshoot it by a few meters.

Machine guns

The roof mounted 12.7 mm M2HB machine gun is used to repel hostile light tanks and low flying aircraft.

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

Pros:

  • Unlike all other heavy demolition tanks, like FV4005 and Centurion Mk.5 AVRE, has an autoloader and can reload about as fast as a medium tank
  • Has unique proximity fuse, which allows tank destroyer to explode tanks which are hiding 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 point blank fire of 12.7 MM mg 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 caliber explosive shells or ATGM hitting the turret or the back of the tank, 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

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
Ji-Ro  Ji-Ro
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