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Variants

Type 5 Heavy

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For the Japanese Tier VII Medium tank, see Type 5 Chi-Ri.
For the Japanese Tier IV Light tank, see Type 5 Ke-Ho.


























































































Type 5 Heavy

Type_5_Heavy_render_1.jpg
Battle Tier
1234567891011
Overview
Mouse over "
Well, the ones further down, of course.
" for more information
[Client Values; Actual values in
Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Outside of a crew of 1 commander only, 100% crew is a fiction. The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate from the expected client value. These differences are taken into account in tooltip boxes.
]
6,100,000  Credits Cost
29002900 HP Hit Points
150/160151.1/160 t Weight Limit
Crew
  1. Commander
  2. Gunner
  3. Driver
  4. Radio Operator
  5. Loader
  6. Loader
Mobility
12001200 hp Engine Power
25/11 km/h Speed Limit
1717 deg/s Traverse
87.94 hp/t Power/Wt Ratio
NoNo Pivot
Armor
270/160/150 mm Hull Armor
280/210/200280/210/200 mm Turret Armor
Armament







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP//HE







{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||



{{#ifeq:|ARMOR_PIERCING||


HE/HE
Shells




















0/0/905




















0/6400/905
Shell Cost
600/600/7701100/1400/770 HP Damage
249/282/7075/75/70 mm Penetration



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3.51 r/m 

Standard Gun

Reload Times
Nominal: 17.1 s
50% Crew: 21.18 s
75% Crew: 18.5 s
100% Crew: 16.4 s
Rammer: 14.76 s
Vents: 16.04 s
Both: 14.43 s
Both and BiA: 14.12 s
Both and Max Crew %: 13.54 s

See Crew, Consumables, or Equipment for more information.



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3 r/m 

Standard Gun

Reload Times
Nominal: 20 s
50% Crew: 24.78 s
75% Crew: 21.63 s
100% Crew: 19.18 s
Rammer: 17.26 s
Vents: 18.76 s
Both: 16.88 s
Both and BiA: 16.52 s
Both and Max Crew %: 15.83 s

See Crew, Consumables, or Equipment for more information.
Rate of Fire






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2106

Standard Gun

Using Shell Type 1 (600 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2106
50% Crew: 1698
75% Crew: 1950
100% Crew: 2196
100% Crew
Vents: 2244
Rammer: 2442
Both: 2496
Both and BiA: 2550
Both and Max Crew %: 2658

Advantageous Damage Per Minute
First-shot DPM: 2706
50% Crew: 2298
75% Crew: 2550
100% Crew: 2796
100% Crew
Rammer: 3042
Vents: 2844
Both: 3096
Both and BiA: 3150
Both and Max Crew %: 3258

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (600 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2106
50% Crew: 1698
75% Crew: 1950
100% Crew: 2196
100% Crew
Vents: 2244
Rammer: 2442
Both: 2496
Both and BiA: 2550
Both and Max Crew %: 2658

Advantageous Damage Per Minute
First-shot DPM: 2706
50% Crew: 2298
75% Crew: 2550
100% Crew: 2796
100% Crew
Rammer: 3042
Vents: 2844
Both: 3096
Both and BiA: 3150
Both and Max Crew %: 3258

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (770 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2702.7
50% Crew: 2179.1
75% Crew: 2502.5
100% Crew: 2818.2
100% Crew
Vents: 2879.8
Rammer: 3133.9
Both: 3203.2
Both and BiA: 3272.5
Both and Max Crew %: 3411.1

Advantageous Damage Per Minute
First-shot DPM: 3472.7
50% Crew: 2949.1
75% Crew: 3272.5
100% Crew: 3588.2
100% Crew
Rammer: 3903.9
Vents: 3649.8
Both: 3973.2
Both and BiA: 4042.5
Both and Max Crew %: 4181.1

See here, here, or here for more information.






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3300

Standard Gun

Using Shell Type 1 (1100 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3300
50% Crew: 2662
75% Crew: 3047
100% Crew: 3443
100% Crew
Vents: 3520
Rammer: 3828
Both: 3916
Both and BiA: 4004
Both and Max Crew %: 4169

Advantageous Damage Per Minute
First-shot DPM: 4400
50% Crew: 3762
75% Crew: 4147
100% Crew: 4543
100% Crew
Rammer: 4928
Vents: 4620
Both: 5016
Both and BiA: 5104
Both and Max Crew %: 5269

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (1400 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 4200
50% Crew: 3388
75% Crew: 3878
100% Crew: 4382
100% Crew
Vents: 4480
Rammer: 4872
Both: 4984
Both and BiA: 5096
Both and Max Crew %: 5306

Advantageous Damage Per Minute
First-shot DPM: 5600
50% Crew: 4788
75% Crew: 5278
100% Crew: 5782
100% Crew
Rammer: 6272
Vents: 5880
Both: 6384
Both and BiA: 6496
Both and Max Crew %: 6706

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (770 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2310
50% Crew: 1863.4
75% Crew: 2132.9
100% Crew: 2410.1
100% Crew
Vents: 2464
Rammer: 2679.6
Both: 2741.2
Both and BiA: 2802.8
Both and Max Crew %: 2918.3

Advantageous Damage Per Minute
First-shot DPM: 3080
50% Crew: 2633.4
75% Crew: 2902.9
100% Crew: 3180.1
100% Crew
Rammer: 3449.6
Vents: 3234
Both: 3511.2
Both and BiA: 3572.8
Both and Max Crew %: 3688.3

See here, here, or here for more information.
Damage Per Minute


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0.4 m 

With 50% Crew: 0.496 m
With 75% Crew: 0.433 m
With 100% Crew: 0.384 m
With BiA: 0.375 m
With BiA and Vents: 0.367 m
Maximum possible: 0.352 m

For more details, see Crew


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0.5 m 

With 50% Crew: 0.619 m
With 75% Crew: 0.541 m
With 100% Crew: 0.479 m
With BiA: 0.469 m
With BiA and Vents: 0.459 m
Maximum possible: 0.44 m

For more details, see Crew
Accuracy


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2.5 s 

With 50% Crew: 3.097 s
With 75% Crew: 2.704 s
With 100% Crew: 2.397 s
With GLD: 2.179 s
With BiA: 2.344 s
With BiA and Vents: 2.293 s
With both and GLD: 2.085 s
Maximum possible: 1.998 s

For more details, see Crew or Equipment


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2.9 s 

With 50% Crew: 3.592 s
With 75% Crew: 3.137 s
With 100% Crew: 2.781 s
With GLD: 2.528 s
With BiA: 2.719 s
With BiA and Vents: 2.66 s
With both and GLD: 2.418 s
Maximum possible: 2.318 s

For more details, see Crew or Equipment
Aim time
1818 deg/s Turret Traverse
360° Gun Arc
-10°/+20°-10°/+20° Elevation Arc
6040 rounds Ammo Capacity
General
2020 % Chance of Fire






400 m 

With 50% Crew: 314.3 m
With 75% Crew: 357.2 m
With 100% Crew: 400 m
With Recon and Situational Awareness: 420.2 m
With Coated Optics: 440 m
With Binocular Telescope: 500 m
Maximum possible: 572.6 m

For more details, see Skills or Equipment






400 m 

With 50% Crew: 314.3 m
With 75% Crew: 357.2 m
With 100% Crew: 400 m
With Recon and Situational Awareness: 420.2 m
With Coated Optics: 440 m
With Binocular Telescope: 500 m
Maximum possible: 572.6 m

For more details, see Skills or Equipment
View Range


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750 m 

With 50% Crew: 605.4 m
With 75% Crew: 693.4 m
With 100% Crew: 782.2 m
With 100% Signal Boost: 900 m
When affected by 100% Relaying: 825 m
Maximum possible: 1125.9 m

For more details, see Skills or Equipment


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750 m 

With 50% Crew: 605.4 m
With 75% Crew: 693.4 m
With 100% Crew: 782.2 m
With 100% Signal Boost: 900 m
When affected by 100% Relaying: 825 m
Maximum possible: 1125.9 m

For more details, see Skills or Equipment
Signal Range
Values are Stock - click for Top
Type 5 Heavy


X

AnnoJ20_Type_2605.png

6100000

The Type 5 Heavy is a Japanese tier 10 heavy tank.

The Type 5, also known as the Type 2605, was one of the variants of the O-I superheavy tank, developed during WWII. The vehicle was planned to be used for breaking through fortified enemy lines and for coastal defense.

Sometimes known as "Godzilla" or "Derpzilla" or just simply called as Type 5, The Type 5 Heavy is the final evolution of Japanese Super-Heavies. It is just as massive as it seems: it has second highest HP after Maus (2900), is even bigger than it, and has thickest frontal armor of all heavy tanks in the game. Like all other Japanese heavies starting at tier 6, Type 5 Heavy has choice of either gun with above average alpha damage but horrendous accuracy, DPM and penetration (aka the 14cm gun), or howitzer that can damage anything, and when it penetrates it can do gigantic amount of damage; more than any other heavy tank in the game!

Unlike Type 4 Heavy, Type 5 Heavy no longer carries hull cheeks as weakspots, and unlike most Japanese heavies, Type 5 Heavy also has much stronger side armor. Due to these two traits, Type 5 Heavy is capable of angling and sidescraping much more effective than its brother.

Nevertheless, while Type 5 Heavy is very powerful, it is not impossible to beat. Like other Japanese heavies, Type 5 Heavy is huge and slow, which makes it very vulnerable against artillery and tier 10 TDs. Due to this, map awareness is very important with Type 5 Heavy. While it has tough side armor, its huge and flat side profile, huge ammorack and long reload on both guns makes it notably vulnerable to flanking and when left alone.

The Type 5 Heavy marks the end of its Japanese heavy line.

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

Tier Gun Penetration
(mm)
Damage
(HP)
Rate of fire
(rounds/minute)
Dispersion
(m/100m)
Aiming time
(s)
Weight
(kg)
Price
(Credits)

X 14 cm/50 3rd Year Type 249/282/70 600/600/770 3.51 0.4 2.5 5600 330000
X 15 cm/45 41st Year Type 75/75/70 1100/1400/770 3 0.5 2.9 6700 332000

Ico_turret_alpha.png

Turrets

Tier Turret Turret Armor (front/sides/rear)
(mm)
Turret Traverse Speed
(deg/s)
View Range
(m)
Weight
(kg)
Price
(Credits)

X Type 5 Heavy 280/210/200 18 400 36000 66000

Ico_engine_alpha.png

Engines

Tier Engine Engine Power
(hp)
Chance of Fire on Impact
(%)
Weight
(kg)
Price
(Credits)

X 2x Kawasaki Type 98 V-12 Kai (600) 1200 20 1020 132000

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(гр/сек)
Rmin Weight
(kg)
Price
(Credits)

X Type 5 Heavy 160 17 B/2 40000 82500

Ico_radio_alpha.png

Radios

Tier Radio Signal Range
(м)
Weight
(kg)
Price
(Credits)

X Type 3 Ko 750 560 54000


Compatible Equipment

Vertical Stabilizer Mk 2 Superheavy Spall Liner Camouflage Net Fill Tanks with CO2 Coated Optics Stabilizing Equipment System Experimental Optics Wear-Resistant Gun Laying Drive Venting System Innovative Loading System Extended Spare Parts Kit Enhanced Gun Laying Drive Enhanced Torsion Bars 5+ t Class Improved Ventilation Class 3 Large-Caliber Tank Gun Rammer Binocular Telescope Toolbox "Wet" Ammo Rack Class 2 

Compatible Consumables

Stabilizer Greasing Automatic Fire Extinguisher Natural Cover Optical Calibration Aim Tuning Experienced Firefighters Manual Fire Extinguisher Vent Purge Large First Aid Kit Large Repair Kit Duty Comes First Shell Organizer Quality Oil Orderly Ammo Rack Focus on Target Onigiri Increased Focus Small First Aid Kit Small Repair Kit Gearbox Intricacy Steady Hand Pre-Battle Maintenance Combat Course 


Player Opinion

Pros and Cons

Pros:

- Strong frontal armor with rather small weakspots that are resistant against most low tier vehicles. Even when unangled, Type 5 Heavy is almost immune to every standard AP ammunition (except tier 10 TDs)!

- 2nd highest HP pool in the game: 2900.

- Unlike most Japanese heavies, Type 5 Heavy has very tough side armor, making it much more effective at sidescraping compared to other Japanese heavies.

- Hull cheeks are much stronger than on the Type 4 Heavy, which further improves Type 5's ability to angle its armor, especially when combined with it's very good side armor

- Choice of two guns: 14 cm that has high alpha damage and decent aim time, and a 15.2 cm naval gun that has titanic potential damage (1100 with regular and 1400 with premium HE), higher than any other heavy tank in the game; with premium HE Type 5 is capable of oneshotting most of tier 8s and even some tier 9s if it manages to penetrate!

- 15.2 cm gun has very good shell velocity for HE (850 m/s).

- Very good gun depression (-10).

- Huge size and mass means that Type 5 can easily push other tanks and their wrecks around, facehug effectively and is so large that it can act as cover for smaller tanks and when destroyed as effective roadblock.

- Contributes fear factor for lower tier tanks due to massive armor and ability to oneshot some tanks.

- Huge ammo capacity on both guns, will never run out of ammo on battle.


Cons:

- Biggest tier 10 in the game; easy target for SPGs

- Armor is quite flat, which makes it vulnerable to tier 10 TDs and premium ammo when not angled; high armor thickness with lack of weakspots encourages usage of premium ammo.

- Both guns have poor accuracy and long reload. 14 cm gun also has poor penetration on standard rounds and very poor on it's premium rounds.

- Weak P/W ratio and low top speed.

- Huge ammorack is easily damaged from side.

- Large cupola, while not very weak, is quite easy to hit and commander can easily be knocked down if cupola is penetrated.


Performance

Type 5 Heavy looks very similar to Type 4 Heavy, but in reality, it is huge improvement over it. Most notable changes are much more reliable and effective armor profile, huge HP increase (+850), slightly better mobility, better gun stats and lower engine deck which makes its shiloutte slightly smaller.

Like all Japanese heavies, Type 5 lacks true frontal weak point. If enemies are firing standard ammo, Type 5 can pretty much laugh at them, except for some tier 10 TDs. While peeking from corner is still reliable and easy way due to lack of lower plate weakpoint, Type 5 can now also sidescrape very effectively due to much better side armor compared to Type 4 Heavy and hull cheeks no longer being weakspots. The Type 5 also can angle its turret when it is reloading, like Maus and E 100, although it is not recommended to angle the turret too much due to pre-angled turret sides. Type 5 can go hulldown due to it's tall profile and -10 depression, but the turret is huge and flat and may be an easy target if sat on a ridge. Type 5 also has poor reverse speed unlike the Maus or E 100, so getting shot is likely. Keep in mind that the 15.2 cm gun has "only" got -8 depression at the front.

Type 5 Heavy is one of only few tier 10 tanks with two alternative gun choices. Like all Japanese heavies from tier 6 and up, Type 5 has option to use either normal gun with high alpha damage but low penetration, accuracy and DPM or howitzer which can damage everything and deal huge damage if it penetrates as cost of even worse accuracy and reload compared to 14 cm gun. Keep in mind that the 15.2 cm has almost as good reload as the 14 cm, while not having to penetrate the target (which is problematic for the 14 cm gun due to poor penetration and accuracy). Because the premium HE shells of the 15.2 cm gun also does almost as much damage as the 14 cm gun can with non-penetrating hits (again, with almost as good reload), the 15.2 cm is generally a significantly superior option to the 14 cm and there is no real excuse to use the 14 cm gun, especially if the player can afford to fire premium HE.

With 15.2cm gun, Type 5 doesn't need to hit weakspots, making the tank one of the most beginner-friendly tier 10s to play. However, aiming can still do major impact due to HE mechanics; for example, shooting Maus at upper glacis wont do much damage, but shooting it at turret cheeks will be significantly more effective as the HE will splash into the hull roof, doing much more damage. Due to huge potential damage (1100 / 1400), it is recommended to focus on poorly armored targets to maximize damage. Keep on mind that premium HE is exactly the same as regular HE except it has 300 higher potential damage for higher ammo cost, so it is recommended to fire premium HE if you have premium account and some premium tanks to afford it. However, regular HE can be still effective as it can do 250 - 450 damage most of time, if aimed correctly.

If for some you decide to use the 14 cm gun, weakspot knowledge is important as it has poor penetration, especially on its premium rounds. Awful DPM and poor accuracy makes this even worse - you really dont want to bounce your shots. With 14 cm, fighting super-heavies, especially Type 5s using 15.2 cm guns, can be really painful because of the low penetration and poor accuracy. Due to the tank's height, gun depression and caliber, 14 cm gun makes the Type 5 effective at overmatching turret roofs and engine decks.

Thanks to Type 5's massive size (even bigger than the Maus!) and 25kph top speed, Type 5 is juicy target for artillery. Try to stay in cover from artillery when possible. Also, try to avoid going anywhere without allies. Type 5 which is left alone is easy target for more mobile tanks. Try to also avoid tanks getting into your sides, since The Type is so tall that some tanks can avoid it's gun despite the great -10 degree depression. Even 1 tank with you is better than nothing and generally should be enough to save you from that kind of trouble. Try to keep yourself close to buildings and other obstacles, so sidehugging is harder.


Early Research

Unlike most other tier 10s, Type 5 Heavy doesnt come out as elited if you havent researched 152mm gun on Type 4 Heavy. If that is the case, research the gun and Type 5 Heavy will be elited. Alternatively you can use 14cm gun if you want.


Suggested Equipment


Improved VentilationSpall Liner Tank Gun Rammer "Wet" Ammo Rack Vertical Stabilizer Coated Optics 


Gallery

Historical Info

The Type 4 super-heavy tank, or "Type 4 O-Ro", was a second Japanese super-heavy tank design. A turret was built and is said to be sent to Manchuria and serviced there. It is also possible that a hull was assembled, but no one knows how far that actually went.


It is apparent that there was a proposed upgrade to the vehicle. This design is often referred as either "Type 5" or "Type 2605". Given the vehicle was a proposed upgrade to the Type 4 "O-Ro", it is certainly possible that the full designation of the vehicle would have been Type 5 O-Ro Kai, meaning "improved super-heavy model II year 2605", but there is no evidence of this designation being used so it's all speculation. The improved design was most likely meant to be lighter design that could fix some possible design faults of the Type 4.

Biggest difference was that the Type 5 in general was a lighter design than the Type 4 while keeping the same engine, cooling system, turret and armament, and possibly the same armor. The Type 5 had 35 percent smaller engine copartment compared to the Type 4, but retains the same type of engine, resulting in a very cramped cooler design. This design has however an advantage for saving some weight, resulting into a lighter design with same engine, increasing the mobility of the vehicle. Four radiator blocks are shifted towards the rear, and, along with the separate oil cooler, are cooled with one many-bladed fan, connected to the main reductor by a crankshaft, passing between engines. Air is gathered through vertical grilles in the engine compartment, passes through vertical radiators, and is released behind the tank. If the fan breaks, the air will be partially circulated with exhaust fumes, achieved by a nozzle collector on each engine.

Not much else is known about the Type 5. It seems to have the same turret and gun with its predecessor. The vehicle was never built and remained only on papers, most likely due to the surrender of Japan.


Historical Gallery

Historical Accuracy Errata

The following are consensus errors or inconsistencies which have been identified with the configuration of the vehicle in question and conflict with information available on the public record. The causes for these divergences in the game are normally not disclosed and may be rooted in game balance.

The hull of the in-game Type 5 Heavy is different from the one presented on the sketch. In-game Type 5's hull-design is closer to that of mediums tanks like the Chi-To or Chi-Ri, while the one on the sketch is more similar to that of the O-I. For example, the sketch has no evidence of the hull cheeks.


In addition, there are quite a few other errors on the Type 5 Heavy:

  • Due to very limited information, some specifics like top speed, weight and armor are all speculation. Armor in especial is very likely thicker in-game than what it actually was, done mostly due to balance purposes.
  • In-game description is somewhat inaccurate. While the Type 4/5 likely shared some design ideas and possibly even components with the O-I, it is unlikely that it was an actual variant of the O-I.
  • The 15,2cm gun, which is same gun as found on Chikuma-class cruisers, was never proposed to be used on Type 5.
    • The 15,2cm gun had option for AP shells, which the Type 4/5 lack in-game.


Japan
Light Tanks IRenault Otsu IIType 95 Ha-Go IIType 97 Te-Ke IIIType 98 Ke-Ni IVType 5 Ke-Ho
Medium Tanks IIChi-Ni IIType 89 I-Go/Chi-Ro IIIType 97 Chi-Ha IVType 1 Chi-He VType 3 Chi-Nu VType 3 Chi-Nu Kai VIType 4 Chi-To VIIType 5 Chi-Ri VIIISTA-1 VIIISTA-2 IXType 61 XSTB-1
Heavy Tanks IIIType 91 Heavy IVType 95 Heavy VO-I Experimental VIHeavy Tank No. VI VIO-I VIIO-Ni VIIIO-Ho IXType 4 Heavy XType 5 Heavy
Tank Destroyers
Self-Propelled Artillery
Heavy Tanks
USA VT14 VT1 Heavy Tank VIM6 VIIT29 VIIIChrysler K GF VIIIT26E5 VIIIM6A2E1 VIIIT32 VIIIT34 VIIIT34 B IXM103 XT110E5 XT57 Heavy Tank
UK VChurchill I VExcelsior VIChurchill VII VITOG II* VIIBlack Prince VIIFV201 (A45) VIIICaernarvon IXConqueror XFV215b XSuper Conqueror
Germany IVPz.Kpfw. B2 740 (f) IVDurchbruchswagen 2 VVK 30.01 (H) VITiger 131 VIVK 36.01 (H) VIIVK 45.03 VIITiger I VIITiger (P) VIIIVK 100.01 (P) VIIIVK 168.01 (P) VIIILöwe VIIITiger II VIIIVK 45.02 (P) Ausf. A IXE 75 IXMäuschen IXVK 45.02 (P) Ausf. B XE 100 XPz.Kpfw. VII XMaus XVK 72.01 (K)
France IVB1 VBDR G1 B VIARL 44 VIIAMX M4 mle. 45 VIIIAMX 50 100 VIIIAMX M4 mle. 49 VIIIAMX 65 t VIIISomua SM VIIIFCM 50 t IXAMX 50 120 IXAMX M4 mle. 51 XAMX 50 B XAMX M4 mle. 54
USSR VChurchill III VKV-1S VKV-220-2 VKV-220-2 Beta Test VKV-1 VIKV-2 VIKV-2 (R) VIKV-85 VIT-150 VIIIS VIIKV-3 VIIKV-122 VIIIS-2 VIIIIS-3 VIIIIS-6 VIIIKV-5 VIIIKV-4 VIIIIS-5 (Object 730) VIIIIS-3A VIIIKV-4 Kreslavskiy VIIIObject 252U Defender VIIIObject 252U VIIIIS-M IXT-10 IXObject 257 IXObject 705 IXST-I XIS-4 XIS-7 XObject 260 XObject 705A XObject 277
China VIIIS-2 VIIIWZ-111 VIIIWZ-111 Alpine Tiger VIII110 VIII112 IXWZ-111 model 1-4 X113 XWZ-111 model 5A
Japan IIIType 91 Heavy IVType 95 Heavy VO-I Experimental VIHeavy Tank No. VI VIO-I VIIO-Ni VIIIO-Ho IXType 4 Heavy XType 5 Heavy
Czechoslovakia
Sweden VIIIEmil I IXEmil II XKranvagn
Italy
Poland