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Type 95 Heavy

Type 95 Heavy

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Type 95 Heavy

AnnoJ22_Type_95.png
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.
]
166,000  Credits Cost
440440 HP Hit Points
29/29.629.23/32 t Weight Limit
Crew
  1. Commander (Loader)
  2. Driver
  3. Gunner
  4. Radio Operator
  5. Radio Operator
Mobility
250290 hp Engine Power
22/10 km/h Speed Limit
2830 deg/s Traverse
8.629.92 hp/t Power/Wt Ratio
NoNo Pivot
Armor
35/30/25 mm Hull Armor
30/25/2530/25/25 mm Turret Armor
Armament







{{#ifeq:HOLLOW_CHARGE|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/HEAT/HE







{{#ifeq:HOLLOW_CHARGE|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP/HEAT/HE
Shells




















25/2800/45




















52/2400/60
Shell Cost
100/100/160110/110/175 HP Damage
30/90/3570.4/100/38 mm Penetration



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18.18 r/m 

Standard Gun

Reload Times
Nominal: 3.3 s
50% Crew: 4.2 s
75% Crew: 3.7 s
100% Crew: 3.3 s
Rammer: 2.97 s
Vents: 3.22 s
Both: 2.9 s
Both and BiA: 2.85 s
Both and Max Crew %: 2.73 s

See Crew, Consumables, or Equipment for more information.



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18.18 r/m 

Standard Gun

Reload Times
Nominal: 3.3 s
50% Crew: 4.2 s
75% Crew: 3.7 s
100% Crew: 3.3 s
Rammer: 2.97 s
Vents: 3.22 s
Both: 2.9 s
Both and BiA: 2.85 s
Both and Max Crew %: 2.73 s

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






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1818

Standard Gun

Using Shell Type 1 (100 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1818
50% Crew: 1428
75% Crew: 1623
100% Crew: 1818
100% Crew
Vents: 1861
Rammer: 2020
Both: 2067
Both and BiA: 2107
Both and Max Crew %: 2198

Advantageous Damage Per Minute
First-shot DPM: 1918
50% Crew: 1528
75% Crew: 1723
100% Crew: 1918
100% Crew
Rammer: 2120
Vents: 1961
Both: 2167
Both and BiA: 2207
Both and Max Crew %: 2298

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (100 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1818
50% Crew: 1428
75% Crew: 1623
100% Crew: 1818
100% Crew
Vents: 1861
Rammer: 2020
Both: 2067
Both and BiA: 2107
Both and Max Crew %: 2198

Advantageous Damage Per Minute
First-shot DPM: 1918
50% Crew: 1528
75% Crew: 1723
100% Crew: 1918
100% Crew
Rammer: 2120
Vents: 1961
Both: 2167
Both and BiA: 2207
Both and Max Crew %: 2298

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (160 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2908.8
50% Crew: 2284.8
75% Crew: 2596.8
100% Crew: 2908.8
100% Crew
Vents: 2977.6
Rammer: 3232
Both: 3307.2
Both and BiA: 3371.2
Both and Max Crew %: 3516.8

Advantageous Damage Per Minute
First-shot DPM: 3068.8
50% Crew: 2444.8
75% Crew: 2756.8
100% Crew: 3068.8
100% Crew
Rammer: 3392
Vents: 3137.6
Both: 3467.2
Both and BiA: 3531.2
Both and Max Crew %: 3676.8

See here, here, or here for more information.






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1999.8

Standard Gun

Using Shell Type 1 (110 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1999.8
50% Crew: 1570.8
75% Crew: 1785.3
100% Crew: 1999.8
100% Crew
Vents: 2047.1
Rammer: 2222
Both: 2273.7
Both and BiA: 2317.7
Both and Max Crew %: 2417.8

Advantageous Damage Per Minute
First-shot DPM: 2109.8
50% Crew: 1680.8
75% Crew: 1895.3
100% Crew: 2109.8
100% Crew
Rammer: 2332
Vents: 2157.1
Both: 2383.7
Both and BiA: 2427.7
Both and Max Crew %: 2527.8

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (110 Damage):


Theoretical Damage Per Minute
Nominal DPM: 1999.8
50% Crew: 1570.8
75% Crew: 1785.3
100% Crew: 1999.8
100% Crew
Vents: 2047.1
Rammer: 2222
Both: 2273.7
Both and BiA: 2317.7
Both and Max Crew %: 2417.8

Advantageous Damage Per Minute
First-shot DPM: 2109.8
50% Crew: 1680.8
75% Crew: 1895.3
100% Crew: 2109.8
100% Crew
Rammer: 2332
Vents: 2157.1
Both: 2383.7
Both and BiA: 2427.7
Both and Max Crew %: 2527.8

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (175 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3181.5
50% Crew: 2499
75% Crew: 2840.25
100% Crew: 3181.5
100% Crew
Vents: 3256.75
Rammer: 3535
Both: 3617.25
Both and BiA: 3687.25
Both and Max Crew %: 3846.5

Advantageous Damage Per Minute
First-shot DPM: 3356.5
50% Crew: 2674
75% Crew: 3015.25
100% Crew: 3356.5
100% Crew
Rammer: 3710
Vents: 3431.75
Both: 3792.25
Both and BiA: 3862.25
Both and Max Crew %: 4021.5

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


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0.42 m 

With 50% Crew: 0.52 m
With 75% Crew: 0.454 m
With 100% Crew: 0.403 m
With BiA: 0.394 m
With BiA and Vents: 0.385 m
Maximum possible: 0.369 m

For more details, see Crew


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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
Accuracy


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2.3 s 

With 50% Crew: 2.849 s
With 75% Crew: 2.488 s
With 100% Crew: 2.205 s
With GLD: 2.005 s
With BiA: 2.157 s
With BiA and Vents: 2.11 s
With both and GLD: 1.918 s
Maximum possible: 1.839 s

For more details, see Crew or Equipment


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2.3 s 

With 50% Crew: 2.849 s
With 75% Crew: 2.488 s
With 100% Crew: 2.205 s
With GLD: 2.005 s
With BiA: 2.157 s
With BiA and Vents: 2.11 s
With both and GLD: 1.918 s
Maximum possible: 1.839 s

For more details, see Crew or Equipment
Aim time
3232 deg/s Turret Traverse
360° Gun Arc
-12°/+20°-12°/+20° Elevation Arc
10090 rounds Ammo Capacity
General
2020 % Chance of Fire






340 m 

With 50% Crew: 267.1 m
With 75% Crew: 303.6 m
With 100% Crew: 340 m
With Recon and Situational Awareness: 357.2 m
With Coated Optics: 374 m
With Binocular Telescope: 425 m
Maximum possible: 486.7 m

For more details, see Skills or Equipment






340 m 

With 50% Crew: 267.1 m
With 75% Crew: 303.6 m
With 100% Crew: 340 m
With Recon and Situational Awareness: 357.2 m
With Coated Optics: 374 m
With Binocular Telescope: 425 m
Maximum possible: 486.7 m

For more details, see Skills or Equipment
View Range


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300 m 

With 50% Crew: 242.2 m
With 75% Crew: 277.4 m
With 100% Crew: 312.9 m
With 100% Signal Boost: 360 m
When affected by 100% Relaying: 330 m
Maximum possible: 450.4 m

For more details, see Skills or Equipment


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425 m 

With 50% Crew: 343.1 m
With 75% Crew: 392.9 m
With 100% Crew: 443.2 m
With 100% Signal Boost: 510 m
When affected by 100% Relaying: 467.5 m
Maximum possible: 638 m

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


IV

AnnoJ22_Type_95.png

166000

The Type 95 Heavy is a Japanese tier 4 heavy tank.

The Japanese Type 95 heavy tank was based on the Type 91. This multi-turret vehicle of the interwar period incorporated some elements of German and Italian tanks. The primary turret featured a 70-mm gun. In addition to that, the vehicle had a 37-mm gun and two 6.5-mm machineguns. Four prototypes were built.

An "evolution" of the so-called Type 91 "Heavy" tank, the Type 95 Ro-Go has twice as much armor as its predecessor. Unfortunately two slices of bread are not much better at stopping enemy firepower than one slice of bread; and even one slice of bread is better than the armour used on this tank. The Type 95 is quite simply a bigger Type 91 with worse guns, and with armour that is vastly inferior to the British Valentine, Valentine AT (which is a tier lower) and Matilda, all of which will eat you alive. As such it plays pretty much the same way as the Type 91 and also shares an awkward derp gun with slightly better penetration on HE rounds... a tier higher.

This is a tank which will sorely test both your patience and skill. It is situational in the extreme and relies heavily on its +1 preferential MM. Platooning will throw you into battles you simply are not equipped to survive, let alone to fight. However, if you know how this tank works and the RNG gods owe you some favours, it can be rewarding and will lead the way to its giant big brother.

The Type 95 Heavy leads to the O-I Experimental.

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)

IV 7.5 cm Tank Gun Type 99 70.4/100/38 110/110/175 18.18 0.4 2.3 543 29000
III 7 cm Gun Type 94 30/90/35 100/100/160 18.18 0.42 2.3 325 9500

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)

IV Type 95 30/25/25 32 340 2000 4000

Ico_engine_alpha.png

Engines

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

III BMW IV Kai 250 20 290 7800
IV BMW IV Kai Ni 290 20 290 10300

Ico_suspension_alpha.png

Suspensions

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

III Type 95 29.6 28 B/2 6000 1800
IV Type 95 No. 2~4 32 30 B/2 6000 4700

Ico_radio_alpha.png

Radios

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

II Type 94 Mk. 4 Otsu 300 40 0
IV Type 94 Mk. 4 Hei 350 90 2350
VI Type 96 Mk. 4 Bo 425 50 14000


Compatible Equipment

Heavy Spall Liner Camouflage Net Coated Optics Experimental Optics Wear-Resistant Gun Laying Drive Venting System Innovative Loading System Extended Spare Parts Kit Enhanced Gun Laying Drive Enhanced Leaf Springs 2 Class Improved Ventilation Class 3 Medium-Caliber Tank Gun Rammer Binocular Telescope Toolbox "Wet" Ammo Rack Class 1 

Compatible Consumables

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:

- Highest HP pool of Tier 4 tanks (440)

- Top gun has very good alpha damage and rate of fire

- Mini-turrets and oddly angled armour on the hull may provide a lot of lucky bounces, but never rely on armor

- Prefential matchmaking - never sees tier 6s

- It has small and well angled turret with great gun depression

- Very easy stock grind: It has few modules to research and XP cost is fairly low (only top gun costs 2200 XP and is shared with another tier 4 Japanese tanks). Its stock gun is carried from Type 91 Heavy which is still effective for a tank in this tier provided you can hit anything with it. None of new modules require a new suspension to be mounted. And there's no turret to research.


Cons:

- Very thin and unsloped all round armour - 35mm at most on the front

- Limited gun depression over mini-turret on the front left hull

- Tall, fat, and large target that gets easily spotted

- Both guns have arching trajectories, relatively poor penetration, below average gun handling, bad shell velocities and terrible accuracy

- Poor mobility with horrible top speed and hp/ton ratio and mediocre terrain resistances


Performance

The Type 95 is considered a terrible tank and hated by the playerbase, but it can still do surprisingly good work in the right hands and the right situation. If you're planning to go down this line to reach the O-I tanks, ask yourself on whether or not you will find enjoyment in commanding a tank that's horrible at nearly everything and will almost certainly destroy your stats. If the answer is yes, your prayer has been answered.

This tank has a low top speed and poor hp/ton ratio, meaning you will arrive as part of a second wave (if you arrive at all). It does have excellent hull and turret traverse speeds for a heavy tank and as such, it can defend itself in a brawl, although you will almost certainly be trading hit points as your armour will never save you. The 7.5 cm gun in particular is very good for brawling, especially in bottleneck situations such as "Tank Alley" in Himmelsdorf due to its high rate of fire, good penetration, and great damage when using the High Explosive round. Just don't expect to do much sniping unless you are good with derp guns.

The paper thin armour of this tank means it can be easily penetrated by most tanks of its tier, and it's cannon fodder for Tier 5s. Large calibre HE shells, especially from artillery and tanks mounting howitzer guns, like the T40 and Hetzer, can reliably penetrate the front hull armour of this tank, given it is thin and unsloped, so long as the mini-turrets are not hit. For this reason, in a Tier 5 match, this tank performs rather poorly, being large, unarmoured, and having a rather poor gun, similar to other heavy tanks its tier. You can follow and support friendly Tier 5 heavy tanks, using them as meat shields, while popping out to fire when the enemy is reloading, or protecting their flanks.

In a Tier 5 battle, you should always use your tank in a support role. Do not go out on your own, or attempt to take critical areas yourself, for you are slow, fat, an easy target and a free kill for any Tier 5 enemy you come across. Keep behind friendly heavy tanks or support slower mediums, guard your allies flanks, distract the enemy, pop out to take shots while the enemy is reloading, track enemy heavies you cannot penetrate, and do everything you can to help your allies. Unlike the other two Tier 4 heavy tanks in the game, the Durchbruchswagen 2 and the B1, you have a surprisingly good gun, with far more alpha damage and slightly better penetration. Use this to your advantage, and use peek-a-boom tactics to slowly chip away at your enemies' health, one shot at a time. Take great care as experienced players will target you as an easy kill.

In a Tier 4 battle, try to support your more heavily armored tanks like the Matilda, Valentine and AMX 40, letting them take hits and push, while you dish out damage from behind them, supporting them while they take point. Type 95's armour will not save you here either but it does have very high HP pool to take hits if necessary. Just be careful that you're not simply giving XP away; stick to cover and avoid crossing large open spaces. Even tier 4 light tanks can ruin your day.

Do not under any circumstances platoon with friends who aren't using preferential matchmaking tanks or you will be facing tier 6 monstrosities which the Type 95 stands little chance against.

This tank is rather good at hull-down positions; if you can find a big enough hole or a large enough structure to hide most of your hull, your gun depression, small and bouncy turret, and good gun will allow you to devastate any tank foolish enough to come near you. This way, you will be able to hold important choke points all by your own, dealing steady damage to enemy tanks trying to dislodge you, while being well-protected at the same time, forcing enemy tanks to stop and aim at your tiny turret, which will leave them vulnerable to your fire. An example of a good hull-down position this tank can take is on the Ruinberg map, at sector G3, where there is an important bottleneck for the south team. The Type 95 is just tall enough to fire over the small hole in the wall, exposing only its turret, making it deadly in such a position.

It is recommended to never snipe in this tank unless absolutely necessary, for you are a huge target and will get spotted and hit easily, and your accuracy is rather mediocre and it's hard to hit targets far away. You would be wise to consider spending silver or gold on training your gunner and you must under no circumstances use a 50% crew.

This tank is an oddity: it plays like few other tanks, and the playstyle is heavily dependent on map, tier, and team lists. You will mainly play a support role, use your great gun to your advantage, help your allies, and with luck and clever playing you'll come out of every battle alive. While that is the optimistic view, it must be said that many or most players will find the Type 95 to be a nightmarish grind, a "necessary" tax considering the awe and dread they will evoke when they finally reach the O-I Exp. This may be time to use those spare personal reserves.


Early Research

The Type 96 Mk. 4 Bo carries over from the Type 91 Heavy, and should be installed immediately. Next, upgrade to the BMW IV Kai Ni to receive much better acceleration. From there, get the Type 95 No. 2~4 Suspension to increase your mobility and then finally get the 7.5 cm Tank Gun Type 99 to get a much needed boost in penetration and damage. Then begins the relatively easy grind to the O-I Exp.


Gallery

Historical Info

The Type 95 Heavy Tank Ro-Go was a multi-turreted heavy tank. This tank had a total of 3 turrets - its primary turret had a 70mm Type 94 cannon as well as a 6.5mm machine gun in the back, its front turret had a Type 94 37mm tank gun, and its back turret had a 6.5mm machine gun. 4-5 tanks were built, but were never put into operational use.


Self-propelled guns were developed on the chassis, including one with a 120mm Schneider-canet naval gun (sometimes mislabeled as a 150mm howitzer) and another with a 105mm artillery cannon.


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 7.5 cm Tank Gun Type 99 was never equipped on the Type 95 prototype, and instead was only ever mounted on the Type 2 Ho-I medium tank, a derivative of the Chi-Ha.
  • The tank's name (which was discovered after its implementation into World of Tanks) was the Ro-Go.


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 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
Poland
Italy