Difference between revisions of "Type 93"

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(External links: Added Devblog)
(combined cons, removed minor con to lower count, updated pro cons to reflect missile's live server performance as of today. added RB usage in battles [this was based on 3 days of game play, and asking others on the new live server])
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== 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).'' -->
''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''
 +
 
 +
<nowiki>-----------------</nowiki>
 +
 
 +
'''''RB'''''
 +
 
 +
<nowiki>-----------------</nowiki>
 +
 
 +
<u>First Cap</u>
 +
 
 +
In any map with a road to a cap you can likely <u>arrive by the point by the time the enemy is halfway there</u>. When you finish capping the enemy may be close but you can still get away to hide or cap another point.
 +
 
 +
<u>Scouting</u>
 +
 
 +
Besides capping points if you are in a call with a teammate the  <u>high resolution commander thermals</u> it is very good for spotting and running away if you can coordinate with your teammate calling out enemies and having them attack, otherwise you lack any offensive capabilities. (This vehicle does not have the scouting feature.)
 +
 
 +
<u>Anti-Air Targeting</u>
 +
 
 +
The missiles being used, the type 91 can generally ignore flares and fire on the move between 400m and 5km. The radar allows the turret to track the target when locked on and return distance within 5km. The missiles go in a straight line for 400m then begin tracking the target, where it tends to go towards below the target then pull up, <u>not a straight line.</u>
 +
 
 +
Maybe it's a bug, but as of [6/1/2020], the missiles generally miss the target by a small margin. It seems to have a '''1-6 hit ratio''' to helicopters. And cannot reliably hit dodging planes flying at you, or paths adjacent.
 +
 
 +
Shooting passing planes however at 700-1200m guarantees a critical hit, and if the target is an '''AI''' then at 2km-4km the missiles can reliably hit adjacent targets, and has a good chance to hit '''AI''' planes flying at you from 1.6-4km away.
 +
 
 +
<u>Anti-Air Damage</u>
 +
 
 +
The damage inflicted by the missiles depends on what the target is and whether or not they are dodging. Helicopters usually take several hits to go down, and dodging jets generally take 2 hits or less. Prop planes are usually one shot, but since the type 91 missile is f and f you can start targeting another missile before the last one reaches the target if you feel like spamming.
 +
 
 +
<u>Positioning</u>
 +
 
 +
Positioning can be very important. Hiding between two buildings and alternating to protect from strafing is one example, but due to it's speed there are many places you can get to that cannot be accessed by other vehicles. You can climb steeps hills and do jumps past barricades to land in between houses, outside the map, or even on top of houses if you so wish.
 +
 
 +
<u>Ammunition Count</u>
 +
 
 +
With a larger number of missiles required to kill, and the ability to fire and forget, you may run out of missiles. It takes a long time to reload and you can only reload in sets of 8 so be careful if you decide to reload at a point.
 +
 
 +
<nowiki>---------------------------------------------</nowiki>
 +
 
 +
''(AB, RB, SB).''
  
 
=== Modules ===
 
=== Modules ===
Line 115: Line 153:
 
|-
 
|-
 
| I
 
| I
 +
|Tires
 
|
 
|
|
+
|Parts
|
+
|Horizontal Drive
|
+
|NVD
|
 
 
|-
 
|-
 
| II
 
| II
|
+
|Suspension
|
+
|Brake System
|
+
|FPE
 
|
 
|
 
|
 
|
 
|-
 
|-
 
| III
 
| III
 +
|Filters
 
|
 
|
|
+
|Crew Replenishment
|
+
|Elevation Mechanism
|
 
 
|
 
|
 
|-
 
|-
 
| IV
 
| IV
 +
|Transmission
 +
|Engine
 
|
 
|
|
+
|Artillery Support
|
+
|Laser Rangefinder
|
 
|
 
 
|-
 
|-
 
|}
 
|}
Line 150: Line 188:
  
 
* Very high top speed for a ground vehicle
 
* Very high top speed for a ground vehicle
* Its armament of SAMs can be deadly, especially at long range
+
* High Resolution Thermals for gunner and Commander
 +
* Four Wheel Steering
 +
* Missiles have a high chance to ignore flares
 +
* Great tracking when not target is not changing vector
  
 
'''Cons:'''
 
'''Cons:'''
  
* Can easily be destroyed by heavy machine guns and strafing aircraft
+
* Can easily be destroyed by machine guns and Hull break
* As with nearly all light vehicles, it is susceptible to the "Hull Break" mechanic
 
 
* No gun armament for backup
 
* No gun armament for backup
* As with all "cars", this vehicle cannot pivot in place like tanks can
+
* 400 meter Tracking activation
 +
* Low Hit Ratio when target changes vector
 +
* Missiles go below target before going up.
 +
* Long reload
  
 
== History ==
 
== History ==

Revision as of 07:13, 2 June 2020

RANK 4 FRANCE
Somua SM PACK
jp_type_93.png
Type 93
AB RB SB
9.3 9.3 9.3
Class:
Research:260 000 Specs-Card-Exp.png
Purchase:710 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Type 93.jpg


The Type 93 is a rank VII Japanese SPAA with a battle rating of 9.3 (AB/RB/SB). It was introduced in Update "Starfighters".

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.

Armour Front (Slope angle) Sides Rear Roof
Hull ___ mm ___ mm Top
___ mm Bottom
___ mm ___ - ___ mm
Turret ___ - ___ mm Turret front
___ mm Gun mantlet
___ - ___ mm ___ - ___ mm ___ - ___ mm
Cupola ___ mm ___ mm ___ mm ___ mm

Notes:

Mobility

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

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 136 42 4.6 _,___ 324 __.__ 70.43
Realistic 125 38 _,___ 170 __.__ 36.96

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.

Main article: Type 91
Type 91 missile Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 8 (8) 60 0°/+70° ±180° Two-plane __.__ __.__ __.__ __.__ __.__ _.__ _.__ _.__ _.__
Realistic __.__ __.__ __.__ __.__ __.__

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
Type 91 SAM __ __ __ __ __ __
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
Type 91 SAM ___ _.__ __ _._ ___ __° __° __°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
1 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

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

-----------------

RB

-----------------

First Cap

In any map with a road to a cap you can likely arrive by the point by the time the enemy is halfway there. When you finish capping the enemy may be close but you can still get away to hide or cap another point.

Scouting

Besides capping points if you are in a call with a teammate the high resolution commander thermals it is very good for spotting and running away if you can coordinate with your teammate calling out enemies and having them attack, otherwise you lack any offensive capabilities. (This vehicle does not have the scouting feature.)

Anti-Air Targeting

The missiles being used, the type 91 can generally ignore flares and fire on the move between 400m and 5km. The radar allows the turret to track the target when locked on and return distance within 5km. The missiles go in a straight line for 400m then begin tracking the target, where it tends to go towards below the target then pull up, not a straight line.

Maybe it's a bug, but as of [6/1/2020], the missiles generally miss the target by a small margin. It seems to have a 1-6 hit ratio to helicopters. And cannot reliably hit dodging planes flying at you, or paths adjacent.

Shooting passing planes however at 700-1200m guarantees a critical hit, and if the target is an AI then at 2km-4km the missiles can reliably hit adjacent targets, and has a good chance to hit AI planes flying at you from 1.6-4km away.

Anti-Air Damage

The damage inflicted by the missiles depends on what the target is and whether or not they are dodging. Helicopters usually take several hits to go down, and dodging jets generally take 2 hits or less. Prop planes are usually one shot, but since the type 91 missile is f and f you can start targeting another missile before the last one reaches the target if you feel like spamming.

Positioning

Positioning can be very important. Hiding between two buildings and alternating to protect from strafing is one example, but due to it's speed there are many places you can get to that cannot be accessed by other vehicles. You can climb steeps hills and do jumps past barricades to land in between houses, outside the map, or even on top of houses if you so wish.

Ammunition Count

With a larger number of missiles required to kill, and the ability to fire and forget, you may run out of missiles. It takes a long time to reload and you can only reload in sets of 8 so be careful if you decide to reload at a point.

---------------------------------------------

(AB, RB, SB).

Modules

Tier Mobility Protection Firepower
I Tires Parts Horizontal Drive NVD
II Suspension Brake System FPE
III Filters Crew Replenishment Elevation Mechanism
IV Transmission Engine Artillery Support Laser Rangefinder

Pros and cons

Pros:

  • Very high top speed for a ground vehicle
  • High Resolution Thermals for gunner and Commander
  • Four Wheel Steering
  • Missiles have a high chance to ignore flares
  • Great tracking when not target is not changing vector

Cons:

  • Can easily be destroyed by machine guns and Hull break
  • No gun armament for backup
  • 400 meter Tracking activation
  • Low Hit Ratio when target changes vector
  • Missiles go below target before going up.
  • Long reload

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

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 anti-aircraft vehicles
Ke-Ni Derivatives  Ta-Se · So-Ki
Wheeled  Type 94
Tracked  SUB-I-II
Radar SPAAG  Type 87
Missile SPAA  Type 93 · Type 81 (C)
USA  ▅M16 MGMC · ▅M19A1 · ▅M42