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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

AnnoJ20_Type_2605.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.
]
6,100,000  Credits Cost
2900580 HP Hit Points
151.1/16083.48/160 t Weight Limit
Crew
  1. Commander
  2. Gunner
  3. Driver
  4. Radio Operator
  5. Loader
  6. Loader
Mobility
13701370 hp Engine Power
25/15 km/h Speed Limit
2020 deg/s Traverse
9.0716.41 hp/t Power/Wt Ratio
NoNo Pivot
Armor
// mm Hull Armor
280/210/200280/210/200 mm Turret Armor
Armament







{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||



{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||


HE/HE







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP//HE
Shells




















0/6400/1200




















0/0/905
Shell Cost
900/900/680600/600/770 HP Damage
75/192/252257/290/70 mm Penetration



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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.



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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.
Rate of Fire






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2700

Standard Gun

Using Shell Type 1 (900 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2700
50% Crew: 2178
75% Crew: 2493
100% Crew: 2817
100% Crew
Vents: 2880
Rammer: 3132
Both: 3204
Both and BiA: 3276
Both and Max Crew %: 3411

Advantageous Damage Per Minute
First-shot DPM: 3600
50% Crew: 3078
75% Crew: 3393
100% Crew: 3717
100% Crew
Rammer: 4032
Vents: 3780
Both: 4104
Both and BiA: 4176
Both and Max Crew %: 4311

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (900 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 2700
50% Crew: 2178
75% Crew: 2493
100% Crew: 2817
100% Crew
Vents: 2880
Rammer: 3132
Both: 3204
Both and BiA: 3276
Both and Max Crew %: 3411

Advantageous Damage Per Minute
First-shot DPM: 3600
50% Crew: 3078
75% Crew: 3393
100% Crew: 3717
100% Crew
Rammer: 4032
Vents: 3780
Both: 4104
Both and BiA: 4176
Both and Max Crew %: 4311

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (680 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2040
50% Crew: 1645.6
75% Crew: 1883.6
100% Crew: 2128.4
100% Crew
Vents: 2176
Rammer: 2366.4
Both: 2420.8
Both and BiA: 2475.2
Both and Max Crew %: 2577.2

Advantageous Damage Per Minute
First-shot DPM: 2720
50% Crew: 2325.6
75% Crew: 2563.6
100% Crew: 2808.4
100% Crew
Rammer: 3046.4
Vents: 2856
Both: 3100.8
Both and BiA: 3155.2
Both and Max Crew %: 3257.2

See here, here, or here for more information.






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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.
Damage Per Minute


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0.47 m 

With 50% Crew: 0.582 m
With 75% Crew: 0.508 m
With 100% Crew: 0.451 m
With BiA: 0.441 m
With BiA and Vents: 0.431 m
Maximum possible: 0.413 m

For more details, see Crew


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0.38 m 

With 50% Crew: 0.471 m
With 75% Crew: 0.411 m
With 100% Crew: 0.364 m
With BiA: 0.356 m
With BiA and Vents: 0.349 m
Maximum possible: 0.334 m

For more details, see Crew
Accuracy


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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


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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
Aim time
1818 deg/s Turret Traverse
360° Gun Arc
-10°/+20°-10°/+20° Elevation Arc
4060 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 just Type 5, the Type 5 Heavy holds the title as one of the most frequently changed Tier X vehicles in the game. Initially considered to be one the worst tier 10s in the game, the Type 5 Heavy has since received multiple buffs to its performance in various later patches. While the first round of buffs did not significantly improve its performance, the second round, received in patch 9.17.1, brought forth major changes to the way this tank played. With its much stronger armor and a massive new 15.2 cm howitzer gun with lethal HE shells, each dealing 1400 damage per shot if penetrating the target's armor or 500-600 damage if not, the Type 5 Heavy would consistently inflict serious damage against even the most heavily armored tanks in the game. Because of this, the tank quickly became a far more formidable and popular vehicle, having enough firepower to impact the whole of the meta game and gaining the reputation as one of the most loathed Tier X vehicles from players that were forced to square off against it.

After a while, the Type 5 Heavy's over-performing 15.2 cm was eventually and, according to most, rightfully nerfed, making its performance much less effective. To balance this nerf, however, the 14 cm gun received an additional buff to its own performance, making it a more viable alternative. In addition, the tanks mobility was also improved. These changes had, once again, significantly altered the way the Type 5 Heavy plays, making it more in line with the old Type 5 Heavy, but performing better than its old self due to the aforementioned improvements. While this iteration of the Type 5 Heavy is its most balanced iteration yet, the nerfs brought the tank back into being fairly underwhelming. Over time, despite receiving minor buffs in patch 1.13, the Type 5 Heavy is once again among the least popular tier 10s in the game, and is considered to be among the worst heavy tanks in its tier.

As the final development of its respective Japanese Heavy Tank line, the Type 5 Heavy shares similar features to the tanks that came before it. With its thick armor, huge size, poor mobility, high alpha damage and good gun depression it also comes with a few notable features, which were lacked by the tanks predecessors. Specifically, the Type 5 Heavy has much stronger hull cheeks, terminating one of the most well-known weak points of the previous Type 4 Heavy. This, combined with its very thick side armor, makes this tank surprisingly efficient at sidescraping, something the previous Japanese heavies couldn't do. In addition, the Type 5 Heavy has excellent reverse speed of -15 km/h, which is 50% better than the poor -10 km/h that the previous vehicles in the line had. Finally, the Type 5 Heavy has surprisingly good gun handling, something that also was lacking on the previous vehicles.


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 257/290/70 600/600/770 3.51 0.38 2.5 5600 332000
X 15 cm/45 41st Year Type 75/192/252 900/900/680 3 0.47 2.9 6700 330000

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) 1370 20 1020 132000

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(gr/sec)
Rmin Weight
(kg)
Price
(Credits)

X Type 5 Heavy 160 20 B/2 40000 82500

Ico_radio_alpha.png

Radios

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

X Type 3 Ko 750 560 54000

Compatible Equipment

Low Noise Exhaust System Class 1 Vertical Stabilizer Class 1 Superheavy Spall Liner Camouflage Net Class 2 Coated Optics Class 1 Stabilizing Equipment System Experimental Optics Wear-Resistant Gun Laying Drive Improved Configuration Venting System Innovative Loading System Enhanced Gun Laying Drive Class 1 Improved Hardening Class 1 Additional Grousers Class 1 Modified Configuration Class 1 Improved Rotation Mechanism Class 1 Improved Aiming Class 1 Improved Ventilation Class 1 Binocular Telescope Class 1 Gun Rammer Class 1 Turbocharger Class 1 

Compatible Consumables

Stabilizer Greasing Automatic Fire Extinguisher Natural Cover Optical Calibration Aim Tuning Experienced Firefighters Manual Fire Extinguisher Pre-Battle Maintenance 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 Combat Course 


Player Opinion

Pros and Cons

Pros:

- Very thick 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)!

- Gargantuan HP pool of 2900, 2nd highest in the entire game.

- Has very tough side armor, making it much more effective at sidescraping compared to other Japanese heavies.

- Unlike Type 4 Heavy, hull cheeks are no longer a major weakspot, which further improves Type 5's ability to angle its armor, especially when combined with it's very good side armor.

- Good alpha damage and good gun handling with the 14 cm gun, able to perform snap shots effectively.

- Great gun depression (-10).

- Excellent reverse speed (-15).

- 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.

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


Cons:

- Biggest tier 10 in the game; easy to hit even at long range and vulnerable to SPGs. It's huge size also makes it vulnerable to flanking and spotting.

- Poor mobility, one of the slowest tanks in the game (without turbo, consumable boost and crew perks)

- Both guns suffer from awful DPM, poor dispersion and low penetration.

- The 14 cm gun has very poor premium shells and it suffers from having extremely poor penetration drop off over distance, despite firing AP shells - the Type 5 Heavy has by far the worst penetration of all tier 10 heavies at 500 meters with its standard shells

- Has an option to use the 15.2 cm; however, it is almost completely useless. It deals less damage than the HE shells of the 60TP and E 100, while having much worse accuracy, gun handling. Most notably, however, the only good ammunition type against other heavy tanks is a mediocre AP shell with 252 mm penetration, rendering this gun nearly completely useless against some targets.

- The HESH shells on the 15.2 cm gun are disproportionately expensive for their alpha damage and penetration, making the Type 5 one of the most expensive tanks to play with that gun

- Armor layout is mostly flat, making it very vulnerable to tier 10 TDs and premium ammo. Turret cupola & cheeks are huge and flat, which are easily penetrated with premium ammo.

- Pretty mediocre turret armor that is extremely easily penetrated by tier 10 TDs and premium ammo; the large gun mantlet is no stronger than rest of the turret, and the cupola, while relatively strong, is fairly huge

- The hull cheeks, while stronger than its predecessors, still make angling somewhat risky against tier 10 TDs and premium ammo. Because of this, the armor of the Type 5 is almost completely useless against high enough penetration (+320 mm).

- Huge ammorack is easily damaged from side and from the hull cheeks.

- Suffers from frontal transmission - can receive engine damage from the front.


Performance

Type 5 Heavy looks very similar to Type 4 Heavy, and does indeed play similarly. However, it is a notable improvement from its little brother in many ways, having somewhat more reliable and effective armor profile, huge HP increase (+850), slightly better mobility, notably better gun stats and lower engine deck which makes its silhouette is slightly smaller, though its still the biggest tier 10 in the game and therefor is a massive target. However, the Type 5 Heavy still suffers from most of the same issues as the Type 4 Heavy, which in some aspect become worse due to harsher environment that is the tier 10.

Type 5 Heavy is one of only few tier 10 tanks with two alternative gun choices. However, it is very quickly apparent that the guns are not equal in terms of power. Previously, the 15.2 cm was considered outright the superior option to the point where the 14 cm gun was redeemed completely obsolete; however, after the patch 1.5, this was humorously reverted, with the 15.2 cm receiving huge nerfs while 14 cm receiving some buffs. The 15.2 cm carries an unusual ammo loadout, with it firing HESH shells instead of traditional AP/APCR/HEAT with increased penetration. The gun suffers from poor accuracy and rate of fire, but it does have surprisingly good shell velocity and accuracy when moving. The damage output of the gun is outright pathetic for a tier 10 vehicle - it has the same rate of fire with 10 less alpha damage than the Sheridan with 15 cm, a light tank. Its AP shells also leave a lot to be desired - it has 680 alpha damage, which is less than the E 100 or 60TP, giving the Type 5 the single worst DPM of all tier 10 heavies with cyclic guns. The only appeal of the 15.2 cm gun is it's ridiculously expensive HESH shells that can penetrate some medium tanks and maybe tier 8 heavy tanks from weakspots; however, its penetration is still too low to do much against most heavies, resulting in very low damage output, while also having to pay massive amounts of credits as the shell cost remains unchanged from the days when it had 1400 alpha damage. With all this in the mind, the 15.2 cm is a very poor gun and is a fairly insufficient meme at best. With the HE rework, it is almost completely unable to handle opposing heavily armored tanks, like the E 100, Maus or opposing Type 5, while suffering from all around poor statistics. It is recommended not to use this gun.

The 14 cm gun is thus the only viable gun option on the Type 5. It is significantly superior and at least half-decent compared to the 15.2 cm; however, despite receiving a couple of buffs, the 14 cm gun still leaves a lot to be desired. It retains the same alpha damage and penetration from the Type 4 Heavy. It no longer packs the highest alpha damage in the tier, though 600 is still pretty impressive at tier 10. It has two AP shells with 257 and 290 mm penetration, respectively. While it has fairly decent standard penetration, the premium shell penetration is very bad. Coupled with disproportionately high penetration loss over long distances and poor dispersion, this gun still suffers at dealing with heavily armored targets. The 14 cm gun also still has one of the worst DPM in its tier, while having worse alpha damage than the 60TP and E 100, both of which also have higher DPM despite having 150 more alpha. On the bright side, the gun isn't terrible at everything. 600 alpha is still very respectable, and the large caliber means that the Type 5 is very efficient at overmatching, allowing it to slightly compensate for the poor penetration. The most unique aspect of the gun is its gun handling - with low aiming time of 2.5 seconds and very respectable dispersion when moving, the 14 cm gun is very effective at snapshots. Overall, though, the 14 cm is still a fairly mediocre gun. This means that Type 5 has a rather poor selection of guns, especially when compared to the vastly superior gun selection of the Type 5's competitor, the E 100.

Like all the Japanese heavies, Type 5 Heavy lacks reliable frontal weak points if not shot at with gold ammo. If it faces tier 8s and tier 9s with low penetration or tier 10s that are firing standard ammo, Type 5 Heavy can pretty much laugh at them. While peeking from corner is still reliable and easy way due to lack of lower plate weakpoint, Type 5 can now also sidescrape quite effectively due to much better side armor compared to Type 4 Heavy and hull cheeks. The Type 5 Heavy also can angle its turret slightly 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 Heavy can go hulldown due to its tall profile and -10 degrees of gun depression, but the turret is huge and flat and may be an easy target if sat on a ridge, so it is often recommended to stick to corners instead if possible.

Despite the armor being extremely thick, its also very flat, so premium rounds with enough penetration and tier 10 TDs can still penetrate it without really any issues, even when the Type 5 Heavy angles. Because of this, the Type 5 Heavy driver shouldn't get too confident with the tank's armor, and instead use it accordingly against right targets. When fighting tanks with high penetration premium rounds or high penetration in general, its best to close the distance as much as possible, playing around corners and utilize the high HP pool and 600 alpha to trade. The combination of high HP pool, good armor and 600 alpha means that Type 5 Heavy can actually fight back decently well, even when under constant pressure of premium shells. This is however if the Type 5 actually managed to close the gap without taking too much damage - it suffers significantly more if it doesnt have a lot of HP to trade with. It's best to fight up close and personal as much as possible, and to utilize its good trading capabilities, it should be placed on closed areas as much as possible. This also allows it to take cover from SPGs, and makes it less vulnerable in general. Avoiding long range engagements as much as possible as Type 5 Heavy's gun struggles hard at range due to its very poor accuracy, high penetration drop-off at long distances, low DPM as well as tank's massive profile punishes long range gameplay.

The way Type 5 Heavy plays also depends on the map and matchup. If top tier against tier 8s and 9s, the Type 5 Heavy will actually be a formidable foe. You need to prioritize your targets accordingly - any tank with less than 290 mm penetration with premium rounds will have very hard time against the Type 5 Heavy. Observe what shells the enemy tanks are using as well. Any tank with access to shells with over 300 mm penetration are the biggest threat, and should be your priority target or avoided. When top tier, the Type 5 Heavy can play aggressively and just roll forward while playing around urban areas with hard cover. Pick a flank you think you can be most effective as it's slow mobility would not allow it to reposition easily.

When facing tier 10s, the Type 5 Heavy has to be much more careful. Positioning is extremely important - getting caught in the open against tier 10 premium rounds, TDs and SPGs is a deathwish. Try to find a place with hard cover and expect premium to be shot at you - with this in mind, your best friend is your 600 alpha and 2900 HP, not your armor. The HP is precious - try to save it as much as you can! Don't carelessly peek corners - for example if there's a hulldown T110E3 in front of you, its pointless to peek, as you are most likely going to lose HP for nothing. Play cautiously and wait for a good opportunity to peek. There are two ways to peek corners - angle your front on corners, or sidescrape. As Type 5 Heavy doesn't have a lower plate weakspot, it can angle it's front around 45 degrees on corners. Sometimes, you can angle even more and expose only your front - when angled correctly, it can bounce any shell in the game. Baiting shots is crucial, and it can be surprisingly effective due to Type 5 Heavy's armor layout. Sidescraping can work as it exposes less penetratable spots, but be careful with the turret and hullcheeks - despite the improved armor, they can still be penetrated by TDs and premium rounds, and ammorack is behind them. Because of this, its often better to just peek corners, take a shot, fire, and then utilize the good reverse speed to get back to the cover. If you're caught in the open against a tank firing HEAT, you can intentionally overangle the Type 5 Heavy as a last effort move to the point where you have your entire side exposed. If your opponent doesn't respect your side armor enough, they might carelessly shoot HEAT at Type 5 Heavy's side or large tracks.

Finally, Type 5 Heavy's massive size (even bigger than the Maus!) has its own unique advantages and disadvantages. With its size and speed combined, the Type 5 Heavy is a juicy target for artillery. If there is artillery in the game, try to stay in cover as much as possible. Also, try to avoid going anywhere without allies. Type 5 Heavy which is left alone is easy target for more mobile tanks. Its poor reload and DPM makes it further more vulnerable when isolated. Try to also avoid tanks, especially light tanks and low profile medium tanks getting into your sides, since the Type 5 Heavy is so tall that many 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. Type 5 Heavy is so massive that it can act as mobile cover for its allies, as an addition, it can block streets and flanks even when destroyed. Type 5 Heavy also possess excellent height, good gun depression and large caliber is able to hit roofs of many tanks and overmatch them effectively. For example, Type 5 Heavy is able to hit IS-7's roof if it gets facehugged by one.

All in all, although the Type 5 Heavy used to be even worse when it was released back in patch 9.10, the combination of its significant nerfs (without good enough buffs to compensate) and significant power creep means that its no longer the menace it used to be with its old derp gun. It is not completely useless - it is still able to get good games, and it can actually be pretty powerful in a very good matchup. However, most of the time it has to fight with only tier 10s, where it can have a really hard time. While the Type 5 does have some strengths, its cons definitely outweight its pros. Because of this, it is now one of the least popular tier 10s in the game and consequently is, once again, a contender for the worst heavy tank in its tier. It is notably outclassed by the E 100, which has better mobility, smaller profile, significantly superior guns, and armor that is, ironically enough, more resistant to premium ammo.


Early Research

Unlike most other tier 10s, Type 5 Heavy doesn't come out as elited if you for some reason haven't researched 14cm gun on Type 4 Heavy (after update 1.5). Researching the 14 cm on the Type 4 Heavy is heavily recommended, as it immediately elites the Type 5 Heavy. While the stock 15.2 cm can technically be used, it is generally not recommended.


Suggested Equipment


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


Gallery

Historical Info

Type 5, also known as Type 2605 or as Type 5 O-Ro Kai ("improved second super-heavy"), was a mysterious super-heavy tank that was supposedly developed by Imperial Japanese Army during the World War 2. Supposedly a proposed upgrade to the Type 4 super-heavy tank, only some very vague sources even hint at the possible existence of the tank, and as the information is incredibly limited, it currently impossible to tell whether the Type 4 and Type 5 super-heavy tanks actually existed or not.


According to a vague report found from Soviet archives, the Type 5 had 35 percent smaller engine compartment 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 lowered mass, which in return gives the tank slightly better mobility. Additionally, the reduced weight could possibly allow the armor of the vehicle to be increased even further without increasing the total mass of the original Type 4. 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 is known about the Type 5. It presumably had the same armament as the Type 4, believed to be a 14 cm naval gun. Just like it, many details like armor, speed, engine type and so on are unknown. Even if the Type 5 existed as a project, it presumably remained on papers due to Japan losing the war.

It is important to note that Japanese sources have absolutely no information of another super-heavy tank project aside from the O-I being developed. It is also important to keep in mind that a lot of Japanese tank-related documents were lost after the war, however. The available information regarding the Type 4/5 super-heavy tanks are far too limited, and whether the tanks actually existed or not remains debatable.


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.

Type 5 super-heavy tank is a speculated 2nd Japanese super-heavy tank design that succeeded the O-I. It's existence is debatable, as the only available information of the tank comes from some vague Soviet report of Japanese tanks. Because of this, it is possible that the Type 5 Heavy never even existed.

However, due to the very limited information, some parameters of the Type 5 Heavy are guaranteed to be inaccurate in-game:

  • The hull shape differs from the vague sketch drawn by Soviets. For instance, the drawing doesn't show hull cheeks, the upper front plate is completely unsloped, doesn't extend beyond the turret front, and the lower front section is also different, being more similar to that of the O-I. The general design of the in-game Type 5 Heavy is closer to that of the Chi-Ri.
  • Due to very limited information, many specifics like top speed, weight and armor are all speculation. Armor in especial is most likely thicker in-game than what it actually was, done mostly due to balance purposes.
  • In-game description is somewhat inaccurate - the Type 5 Heavy's design is far too different for it to be a modification of the O-I. While somewhat similar, the suspension design, hull shape, turret and gun are all significantly different, and the tank has only one turret as opposed to the O-I's 4.
  • The shape of the turret is slightly erroneous. As seen on both the drawing and the picture of the bunker turret, the front section of the in-game Type 5 turret is too short, while the rear section is too long. In addition, the in-game Type 5 turret lacks the elevated section at top of the turret, which is most presumably an armor plate.
  • The Type 5 didn't have the 15.2 cm gun it has in the game. While the exact gun model is unknown (most commonly assumed to be a 14 cm naval gun), the 15.2 cm/45 41st year type gun is clearly different to the gun of the sketch and picture of the bunker turret.
    • The 15.2 cm/45 41st year type gun had AP shells and no HESH shells, unlike the model in the game.( it was rectified with the Update 1.13, when an AP shell was added)


Japan
Light Tanks IRenault Otsu IIType 95 Ha-Go IIType 97 Te-Ke IIIType 97 Chi-Ha IIIType 98 Ke-Ni IVType 5 Ke-Ho
Medium Tanks IIChi-Ni IIType 89 I-Go/Chi-Ro 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 VIPawlack Tank VIM6 VIIKing Tiger (Captured) VIIM-II-Y VIIT29 VIIIChrysler K VIIIChrysler K GF VIIIT26E5 VIIIT26E5 Patriot VIIIM54 Renegade VIIIT77 VIIIM-III-Y VIIIM-IV-Y VIIIM6A2E1 VIIIT32 VIIIT34 VIIIT34 B IXAE Phase I IXConcept 1B IXM-VI-Y IXM103 IXT54E1 XM-V-Y XT110E5 XT57 Heavy Tank
UK VChurchill I VExcelsior VIChurchill VII VITOG II* VIIBlack Prince VIIFV201 (A45) VIIICharlemagne VIIICaliban VIIICaernarvon VIIICaernarvon Action X IXConqueror XFV215b XSuper Conqueror XT95/FV4201 Chieftain
Germany IVPz.Kpfw. B2 740 (f) IVDurchbruchswagen 2 VITiger 131 VIVK 30.01 (P) VIVK 36.01 (H) VIIVK 45.03 VIITiger I VIITiger (P) VIIIVK 100.01 (P) VIIIVK 168.01 (P) VIIIVK 168.01 Mauerbrecher VIIIVK 75.01 (K) VIIIE 75 TS 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 M4 mle. 49 Liberté VIIIAMX 65 t VIIISomua SM VIIIFCM 50 t IXAMX 50 120 IXLorraine 50 t IXAMX M4 mle. 51 XAMX 50 B XAMX M4 mle. 54
USSR VChurchill III VKV-220-2 VKV-220-2 Beta Test VKV-1 VKV-1 shielded VIKV-1S VIKV-2 VIKV-2 (R) VIKV-85 VIObject 244 VIT-150 VIIIS VIIKV-3 VIIKV-122 VIIIS-2M VIIIS-2 shielded VIIIS-2 VIIIIS-3 VIIIIS-6 VIIIIS-6 B VIIIKV-5 VIIIKV-4 VIIIIS-5 (Object 730) VIIIIS-3A VIIIKirovets-1 VIIIKV-4 Kreslavskiy VIIIObject 252U Defender VIIIObject 252U VIIIIS-M VIIIObject 703 Version II VIIIIS-2-II IXT-10 IXObject 777 Version II IXObject 257 IXObject 705 IXIS-3-II IXST-I XIS-4 XIS-7 XObject 260 XObject 705A XObject 277 XObject 279 early XST-II XObject 780
China VIIIS-2 VIIIWZ-111 VIIIWZ-111 Alpine Tiger VIII110 VIII112 IXWZ-111 model 1-4 IXWZ-114 X113 X113 Beijing Opera XWZ-111 model 5A XWZ-111 Qilin
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 VIIŠkoda T 45 VIIVz. 44-1 VIIIŠkoda T 56 VIIITNH 105/1000 IXTNH T Vz. 51 XVz. 55
Sweden VIIIEmil I VIIIEMIL 1951 VIIIBofors Tornvagn IXEmil II IXStrv K XKranvagn
Italy VIICarro d'assalto P.88 VIIIProgetto CC55 mod. 54 VIIIBisonte C45 IXProgetto C50 mod. 66 XRinoceronte
Poland VII45TP Habicha VIII50TP prototyp VIII53TP Markowskiego IX50TP Tyszkiewicza X60TP Lewandowskiego


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