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Type 5 Heavy

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Revision as of 12:31, 18 June 2019Revision as of 12:58, 19 November 2019
The article is very outdated (and fairly negative too). Updated on today's standards.
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 {{TankData|Tank=Type 5 Heavy {{TankData|Tank=Type 5 Heavy
  
?|Sometimes known as "Godzilla", Type 5, or ''<premptively censored>'', the '''Type 5 Heavy''' is the final evolution of Japanese Super-Heavies. Its just massive as it seems: it has the second highest HP after [[Tank:G42_Maus|Maus]] (2900), is even bigger, and has the thickest frontal armor of all heavy tanks in the game. Like all other Japanese heavies starting at tier 6, Type 5 Heavy has the "choice" of a 'traditional' gun or a howitzer that is able to crush everything in your path.+|Sometimes known as "Godzilla" or just '''Type 5''', the Type 5 Heavy holds the title as one of the most changed tier 10 vehicles in the game. Initially very underwhelming, the Type 5 Heavy has been significantly buffed on the patches since then. While the first buffs didn't help it enough, the second buffs it received in patch 9.17.1 significantly changed the way the tank plays, now having much stronger armor and a new 15.2 cm howitzer gun with it's lethal HE shells dealing 1400 damage per shot if penetrated, or dealing 500-600 damage without penetration even against the most heavily armored tanks in the game. The tank became significantly more (un)popular, with it having enough power to impact the meta and gaining reputation as one of the most hated tier 10s in the game.
?Unlike Type 4 Heavy, the Type 5 has armor that works. It will generally bounce stuff even if you don't mean to. Improvements include "frontal weakspots", and thicker side armor, that will allows you to laugh in the face of most tanks if you're at just a ''slight'' angle. It offers a massively improved survivability over the Type 4, and is a much more pleasant tank to play.+
  
?The Type 5 Heavy is rightfully considered a hard tank to beat, excelling at "reliably" damage dealer with every shot while also bouncing a few in return. It definitely deserves it status and most of the bad words attributed to it.+After a while, Type 5 Heavy's overperforming 15.2 cm was finally rightfully nerfed to the ground, but in return, it's old 14 cm gun received buffs, while the mobility of the tank was also improved. This significantly changed the way the Type 5 Heavy plays once again, being more in line with the old Type 5 Heavy, but performing significantly better due to improvements it had. This made the tank finally somewhat balanced, without it being neither notably underperforming or overperforming like it has been in the past.
?Like other Japanese heavies, Type 5 Heavy is huge and slow, but still quick enough to get around. No real trades made for the gun and armor combination. Of course, like most superheavies it's "weak when surrounded", even more so because the damage output over time is limited. That doesn't matter when you hug a corner and peek when you're reloaded, of course, which is how 99% of games play out.+
  
 +As a top tier Japanese heavy tank, the Type 5 Heavy shares similar features to previous tanks with it's thick armor, huge size, poor mobility, high alpha damage and good gun depression, but it also has some few features the previous tanks lacked. The Type 5 Heavy has much stronger hull cheeks than the Type 4 Heavy; combined with its very thick side armor, it is able finally somewhat sidescrape, 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 all 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.
  
  
 |InTheGame_pros=  |InTheGame_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)!+- Very 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.+- 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. - Has very tough side armor, making it much more effective at sidescraping compared to other Japanese heavies.
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 - Unlike Type 4 Heavy, hull cheeks are no longer a weakspot, which further improves Type 5's ability to angle its armor, especially when combined with it's very good side armor. - Unlike Type 4 Heavy, hull cheeks are no longer a weakspot, which further improves Type 5's ability to angle its armor, especially when combined with it's very good side armor.
  
?- 15.2 cm naval gun has powerful High-Explosive, with 900 damage (below average for a 15.2cm howitzer though) with a premium HE that has 182 penetration, can penetrating weak-armored tank and deal serious module damage.+- Good alpha damage and exceptionally good gun handling with the 14 cm gun, able to snap shots very effectively.
  
?- 15.2 cm gun has very good shell velocity (850 m/s), and excellent gun handling for its gun type.+- Great gun depression (-10).
  
?- Very good gun depression. (-10) at sides and (-8) at the front.+- Excellent reverse speed, something that was lacking on previous tanks.
  
 - 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 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.
? 
?- Unmatched fear factor due to its massive armor and ability to oneshot some tanks. Able to stop a flank by itself. 
  
 - Huge ammo capacity on both guns, will never run out of ammo on battle. - Huge ammo capacity on both guns, will never run out of ammo on battle.
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 |InTheGame_cons=  |InTheGame_cons=
  
?- Biggest tier 10 in the game; easy to hit even at long range.+- Biggest tier 10 in the game; easy to hit even at long range and vulnerable to 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 (and players hate it).+- Poor overall mobility.
  
?- 14 cm gun its nearly useless. Has poor penetration on standard rounds and very poor on it's premium rounds.+- The 14 cm gun has underwhelming fully aimed dispersion, poor DPM and below-average penetration with premium rounds. It also suffers from high penetration dropoff over the distance, making it very unwieldy at long distances.
  
?- Weak P/W ratio and low top speed.+- Has an option to use the 15.2 cm; however, after the nerfs, its almost completely useless. It deals less damage than the HE shells of the 60TP and E 100, while having much worse accuracy, gun handling and more notably no AP and HEAT shells whatsoever.
  
?- Huge ammorack is easily damaged from side (altought very durable).+- 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.
  
?- Large cupola, while not very weak, is quite easy to hit and commander can easily be knocked down if cupola is penetrated.+- Huge ammorack is easily damaged from side.
  
?- Top Nº1 in the most wanted (and hated) list. Attracts a massively attention once spotted, you'll be perma-stunned almost all the battle.+- Suffers from frontal transmission - can receive engine damage from the front.
  
  
 |InTheGame_performance=  |InTheGame_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.+Type 5 Heavy looks very similar to Type 4 Heavy, but in reality, it is notable improvement over it. Most notable changes are much 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.
 + 
 +Type 5 Heavy is one of only few tier 10 tanks with two alternative gun choices. 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 only two shells - a HE and HESH shells with alpha damage of 900, with only difference being the higher penetration of the HESH shells (192 mm vs 75 mm). 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 than the Sheridan with 15 cm, a light tank! In addition, it's also outclassed by the other 15 cm wielding heavies, the 60TP and E 100, when exclusively firing HE, while those tanks also have an option to fire AP and HEAT shells as well as having much better accuracy. 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, '''it is heavily recommended not to use the 15.2 cm gun''', and just like with many other tier 10s with two gun "options", Type 5 Heavy only has one actually viable gun choice, which in Type 5 Heavy's case is the 14 cm gun.
 + 
 +The 14 cm gun, on other hand, isn't nearly as hopeless. While the gun isn't particularly special or impressive either, it is by no means awful like the 15.2 cm. 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 packs two AP shells with 257 and 290 mm penetration, respectively. The premium penetration is rather underwhelming, but after the buffs, it is workable - the extra 8 mm difference is noticeably, which allows Type 5 Heavy to fight other super-heavies like E 100, Maus and other Type 5 Heavies more effectively. The most peculiar feature, alongside it's AP shells as premium, is its notably good dispersion when moving. Combined its rather solid aim time of 2.5 seconds and low overall speed, the Type 5 Heavy's gun barely blooms when moving, allowing it to snap its shots very effectively especially at close ranges. Even when the gun has to be fully aimed, its fast aim time, being more in line with 122-130 mm guns (or even better in some cases), allows it to aim for weakspots rather quickly. Bear in mind that although it has a good gun handling, the damage per minute and fully aimed dispersion are both still poor, so it is recommended to fully aim your shots against heavily armored targets to make the best use of its high HP pool and alpha damage.
 + 
 +Like all the Japanese heavies, Type 5 Heavy lacks a true frontal weak point. If it faces tier 8s, tier 9s with lower 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 very effectively due to much better side armor compared to Type 4 Heavy and hull cheeks. The Type 5 Heavy 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 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 some HEAT shells and tier 10 TDs can still penetrate it without much issues. 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, then stick to a corner and utilize the high HP pool and 600 alpha to trade them. The combination of this high HP pool and 600 alpha means that Type 5 Heavy can win trades against almost every tank in the game, assuming it is able to penetrate its every shot, with only the E 100 and 60TP being able to challenge it. Avoid long range engagaments as much as possible, especially against tanks with HEAT and good armor - HEAT doesn't lose penetration over distance, while the Type 5 Heavy's own gun struggles hard at range, due to its poor accuracy, high penetration dropoff at long distances and low DPM. Because of this, Type 5 Heavy wants 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.
  
?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. 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 due to pre-angled turret sides. Type 5 can go hulldown due to it's 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. 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 of gun depression at the front.+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 is a monster and is very hard to defeat. Learn the penetration values of each tank, and then prioritize the 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. As said, any vehicle with less than 290 mm penetration with premium shells is not a major threat, and can be ignored until the actual threats are taken out. When top tier, the Type 5 Heavy can play aggressively and just roll forward. In this kind of matchup, you don't necessarily have to stick on a hard cover, but generally if possible, it's still better to stick on urban areas with hard cover. Pick a flank you think you can push the most effectively, and just roll forward. The Type 5 Heavy is very hard to penetrate with lower tier vehicles, and even if they can penetrate it, they have to burn through it's huge HP pool to actually take it down. Even if the Type 5 Heavy is taken down, chances are that it has already influenced the battle enough to win it.
  
?Type 5 Heavy is one of only few tier 10 tanks with two alternative gun choices. 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 way 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.+When facing only tier 10s, the Type 5 Heavy has to be 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. Expect premium should 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 - 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. Type 5 Heavy's side armor is very thick, and additionally is covered by extreme spaced armor. 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 - the spaced armor is so strong that it can bounce HEAT shells almost flat on, which can trick many players. Keep in mind that not the entire side armor is spaced; however, the area where the spaced armor begins is somewhat obscured, making it not too obvious where the spaced armor is and where it's not. Keep in mind that this doesn't work at all against AP and APCR shells, so its somewhat risky. It is important to note that despite all the things you can do, there will be matchup where the Type 5 Heavy will struggle hard. This results in rather inconsistent performance - sometimes you feel pretty helpless. However, this is natural for a super-heavy tank, and it is balanced with the fact that how powerful the Type 5 Heavy is inside a good matchup, so don't be too disappointed if you happen to perform poorly in some games.
  
?With 15.2cm gun, Type 5 doesn't need to hit weakspots, making the tank the most noob-friendly tier 10 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 (900 damage, 75 penetration / 900 damage, 182 penetration), 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 107 higher penetration for higher ammo cost (someone said ''pay to win''), so it is recommended to fire premium HE if you have premium account and some premium tanks to afford it.+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. Try to keep yourself close to buildings and other obstacles, so sidehugging is harder. On other hand, the huge size has some unique benefits - Type 5 Heavy is so massive that it can act as mobile cover for its allies, as even an E 100 is able to hide behind it! In addition, it can block streets and flanks even when destroyed. Only a Maus is able to push it due to Type 5 Heavy being the 2nd heaviest tier 10 in the entire game. Combined with the Type 5 Heavy's height, good gun depression and large caliber, it 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 - rendering the tactic ineffective against the Type 5 Heavy.
  
?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.+All in all, while the Type 5 Heavy is still relatively easy to play, it has some quirks and important facts to keep in mind in order to play it effectively. Utilize your HP pool to close the distance against your enemies, then use the combination of that HP, armor, and 600 alpha to outtrade your opponents. It doesn't quite have the armor of the Maus or the punch of the E 100, but it combines some features from both, while bringing its own unique quirks, such as the size, armor layout, gun depression and gun handling to the table. The Type 5 Heavy is no longer a powerful meta tank as it used to be, and while its reputation has gone down with its derp gun becoming practically useless, it is still able to put in work with the 14 cm gun, especially in a good matchup.
  
?After all, and for all the explained reasons, the Type 5 its considered by the majority of the comunity as one of the most(if not the most)broken tanks in the game.  
  
 |InTheGame_research=  |InTheGame_research=
?Unlike most other tier 10s, Type 5 Heavy doesnt come out as elited if you havent researched 14cm gun on Type 4 Heavy (after update 1.5). If that is the case, research the gun and Type 5 Heavy will be elited. Alternatively you can use 15.2cm gun if you want.+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 recommended, it can be done on the Type 5 Heavy as well if the gun was skipped. While the 15.2 cm gun can still be used on the Type 5 Heavy, it is ''heavily'' recommended not to use it.
  
 |InTheGame_equipment=Vents, Spall Liner, Tank Gun Rammer, Wet Ammo rack, Vertical Stabilizer, Coated Optics |InTheGame_equipment=Vents, Spall Liner, Tank Gun Rammer, Wet Ammo rack, Vertical Stabilizer, Coated Optics

Revision as of 12:58, 19 November 2019

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
29002900 HP Hit Points
151.1/160Expression error: Unexpected < operator./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
9.07Expression error: Unexpected < operator. hp/t Power/Wt Ratio
NoNo Pivot
Armor
270/160/150 mm Hull Armor
280/210/200280/210/200 mm Turret Armor
Armament







{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||



{{#ifeq:|ARMOR_PIERCING||


HE/HE







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


AP//HE
Shells




















0/6400




















0/0/905
Shell Cost
900/900/600/600/770 HP Damage
75/192/257/290/70 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.






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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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0.5 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


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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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2.9 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 changed tier 10 vehicles in the game. Initially very underwhelming, the Type 5 Heavy has been significantly buffed on the patches since then. While the first buffs didn't help it enough, the second buffs it received in patch 9.17.1 significantly changed the way the tank plays, now having much stronger armor and a new 15.2 cm howitzer gun with it's lethal HE shells dealing 1400 damage per shot if penetrated, or dealing 500-600 damage without penetration even against the most heavily armored tanks in the game. The tank became significantly more (un)popular, with it having enough power to impact the meta and gaining reputation as one of the most hated tier 10s in the game.

After a while, Type 5 Heavy's overperforming 15.2 cm was finally rightfully nerfed to the ground, but in return, it's old 14 cm gun received buffs, while the mobility of the tank was also improved. This significantly changed the way the Type 5 Heavy plays once again, being more in line with the old Type 5 Heavy, but performing significantly better due to improvements it had. This made the tank finally somewhat balanced, without it being neither notably underperforming or overperforming like it has been in the past.

As a top tier Japanese heavy tank, the Type 5 Heavy shares similar features to previous tanks with it's thick armor, huge size, poor mobility, high alpha damage and good gun depression, but it also has some few features the previous tanks lacked. The Type 5 Heavy has much stronger hull cheeks than the Type 4 Heavy; combined with its very thick side armor, it is able finally somewhat sidescrape, 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 all 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 0.4 2.5 5600 332000
X 15 cm/45 41st Year Type 75/192 900/900 3 0.5 2.9 6700 330000

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) 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 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 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 exceptionally good gun handling with the 14 cm gun, able to snap shots very effectively.

- Great gun depression (-10).

- Excellent reverse speed, something that was lacking on previous tanks.

- 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.

- Poor overall mobility.

- The 14 cm gun has underwhelming fully aimed dispersion, poor DPM and below-average penetration with premium rounds. It also suffers from high penetration dropoff over the distance, making it very unwieldy at long distances.

- Has an option to use the 15.2 cm; however, after the nerfs, its almost completely useless. It deals less damage than the HE shells of the 60TP and E 100, while having much worse accuracy, gun handling and more notably no AP and HEAT shells whatsoever.

- 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.

- Huge ammorack is easily damaged from side.

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


Performance

Type 5 Heavy looks very similar to Type 4 Heavy, but in reality, it is notable improvement over it. Most notable changes are much 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.

Type 5 Heavy is one of only few tier 10 tanks with two alternative gun choices. 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 only two shells - a HE and HESH shells with alpha damage of 900, with only difference being the higher penetration of the HESH shells (192 mm vs 75 mm). 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 than the Sheridan with 15 cm, a light tank! In addition, it's also outclassed by the other 15 cm wielding heavies, the 60TP and E 100, when exclusively firing HE, while those tanks also have an option to fire AP and HEAT shells as well as having much better accuracy. 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, it is heavily recommended not to use the 15.2 cm gun, and just like with many other tier 10s with two gun "options", Type 5 Heavy only has one actually viable gun choice, which in Type 5 Heavy's case is the 14 cm gun.

The 14 cm gun, on other hand, isn't nearly as hopeless. While the gun isn't particularly special or impressive either, it is by no means awful like the 15.2 cm. 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 packs two AP shells with 257 and 290 mm penetration, respectively. The premium penetration is rather underwhelming, but after the buffs, it is workable - the extra 8 mm difference is noticeably, which allows Type 5 Heavy to fight other super-heavies like E 100, Maus and other Type 5 Heavies more effectively. The most peculiar feature, alongside it's AP shells as premium, is its notably good dispersion when moving. Combined its rather solid aim time of 2.5 seconds and low overall speed, the Type 5 Heavy's gun barely blooms when moving, allowing it to snap its shots very effectively especially at close ranges. Even when the gun has to be fully aimed, its fast aim time, being more in line with 122-130 mm guns (or even better in some cases), allows it to aim for weakspots rather quickly. Bear in mind that although it has a good gun handling, the damage per minute and fully aimed dispersion are both still poor, so it is recommended to fully aim your shots against heavily armored targets to make the best use of its high HP pool and alpha damage.

Like all the Japanese heavies, Type 5 Heavy lacks a true frontal weak point. If it faces tier 8s, tier 9s with lower 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 very effectively due to much better side armor compared to Type 4 Heavy and hull cheeks. The Type 5 Heavy 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 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 some HEAT shells and tier 10 TDs can still penetrate it without much issues. 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, then stick to a corner and utilize the high HP pool and 600 alpha to trade them. The combination of this high HP pool and 600 alpha means that Type 5 Heavy can win trades against almost every tank in the game, assuming it is able to penetrate its every shot, with only the E 100 and 60TP being able to challenge it. Avoid long range engagaments as much as possible, especially against tanks with HEAT and good armor - HEAT doesn't lose penetration over distance, while the Type 5 Heavy's own gun struggles hard at range, due to its poor accuracy, high penetration dropoff at long distances and low DPM. Because of this, Type 5 Heavy wants 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.

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 is a monster and is very hard to defeat. Learn the penetration values of each tank, and then prioritize the 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. As said, any vehicle with less than 290 mm penetration with premium shells is not a major threat, and can be ignored until the actual threats are taken out. When top tier, the Type 5 Heavy can play aggressively and just roll forward. In this kind of matchup, you don't necessarily have to stick on a hard cover, but generally if possible, it's still better to stick on urban areas with hard cover. Pick a flank you think you can push the most effectively, and just roll forward. The Type 5 Heavy is very hard to penetrate with lower tier vehicles, and even if they can penetrate it, they have to burn through it's huge HP pool to actually take it down. Even if the Type 5 Heavy is taken down, chances are that it has already influenced the battle enough to win it.

When facing only tier 10s, the Type 5 Heavy has to be 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. Expect premium should 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 - 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. Type 5 Heavy's side armor is very thick, and additionally is covered by extreme spaced armor. 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 - the spaced armor is so strong that it can bounce HEAT shells almost flat on, which can trick many players. Keep in mind that not the entire side armor is spaced; however, the area where the spaced armor begins is somewhat obscured, making it not too obvious where the spaced armor is and where it's not. Keep in mind that this doesn't work at all against AP and APCR shells, so its somewhat risky. It is important to note that despite all the things you can do, there will be matchup where the Type 5 Heavy will struggle hard. This results in rather inconsistent performance - sometimes you feel pretty helpless. However, this is natural for a super-heavy tank, and it is balanced with the fact that how powerful the Type 5 Heavy is inside a good matchup, so don't be too disappointed if you happen to perform poorly in some games.

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. Try to keep yourself close to buildings and other obstacles, so sidehugging is harder. On other hand, the huge size has some unique benefits - Type 5 Heavy is so massive that it can act as mobile cover for its allies, as even an E 100 is able to hide behind it! In addition, it can block streets and flanks even when destroyed. Only a Maus is able to push it due to Type 5 Heavy being the 2nd heaviest tier 10 in the entire game. Combined with the Type 5 Heavy's height, good gun depression and large caliber, it 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 - rendering the tactic ineffective against the Type 5 Heavy.

All in all, while the Type 5 Heavy is still relatively easy to play, it has some quirks and important facts to keep in mind in order to play it effectively. Utilize your HP pool to close the distance against your enemies, then use the combination of that HP, armor, and 600 alpha to outtrade your opponents. It doesn't quite have the armor of the Maus or the punch of the E 100, but it combines some features from both, while bringing its own unique quirks, such as the size, armor layout, gun depression and gun handling to the table. The Type 5 Heavy is no longer a powerful meta tank as it used to be, and while its reputation has gone down with its derp gun becoming practically useless, it is still able to put in work with the 14 cm gun, especially in a good matchup.


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 recommended, it can be done on the Type 5 Heavy as well if the gun was skipped. While the 15.2 cm gun can still be used on the Type 5 Heavy, it is heavily recommended not to use it.


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.


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 VIM6 VIIKing Tiger (Captured) VIIT29 VIIIChrysler K VIIIChrysler K GF VIIIT26E5 VIIIT26E5 Patriot VIIIM54 Renegade VIIIM6A2E1 VIIIT32 VIIIT34 VIIIT34 B IXAE Phase I IXM103 IXT54E1 XT110E5 XT57 Heavy Tank
UK VChurchill I VExcelsior VIChurchill VII VITOG II* VIIBlack Prince VIIFV201 (A45) 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 IXAMX M4 mle. 51 XAMX 50 B XAMX M4 mle. 54
USSR VChurchill III VKV-220-2 VKV-220-2 Beta Test VKV-1 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 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
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 VIIIEMIL 1951 IXEmil II XKranvagn
Italy
Poland VII45TP Habicha VIII50TP prototyp VIII53TP Markowskiego IX50TP Tyszkiewicza X60TP Lewandowskiego
ja:Tank:J20 Type 2605